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Creating a Japanese 3D Environment in Unreal Engine 5

teacher avatar FastTrackTutorials, Premium 3D Art Education

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction Trailer

      3:16

    • 2.

      02 Going Over The Project And Reference

      8:30

    • 3.

      03 Preparing Everything For Our Blockout

      21:43

    • 4.

      04 Creating Our Blockout Part1

      29:35

    • 5.

      05 Creating Our Blockout Part2

      41:59

    • 6.

      06 Creating Our Blockout Part3

      31:43

    • 7.

      07 Creating Our Blockout Part4

      31:43

    • 8.

      08 Creating Our Blockout Part5

      43:31

    • 9.

      09 Creating Our Blockout Part6

      23:59

    • 10.

      10 Creating Our Wood Material Part1

      27:59

    • 11.

      11 Creating Our Wood Material Part2

      34:20

    • 12.

      12 Creating Our Wood Material Part3

      42:54

    • 13.

      13 Creating Our Wood Material Part4

      31:15

    • 14.

      14 Optimization And Exposing In Substance Designer

      37:39

    • 15.

      15 Creating Our Rock Material Part1

      55:54

    • 16.

      16 Creating Our Rock Material Part2

      22:13

    • 17.

      17 Creating Our Rock Material Part3

      44:28

    • 18.

      18 Creating Our Rock Material Part4

      29:13

    • 19.

      19 Creating Our Rock Material Part5

      19:35

    • 20.

      20 Creating Our Stone Wall Material Part1

      14:26

    • 21.

      21 Creating Our Stone Wall Material Part2

      18:02

    • 22.

      22 Creating Our Stone Wall Material Part3 Timelapse

      10:58

    • 23.

      23 Creating Our Stone Wall Material Part4

      16:31

    • 24.

      24 Creating Our Stone Wall Material Part5 Timelapse

      5:50

    • 25.

      25 Creating Our Stone Wall Material Part6

      24:02

    • 26.

      26 Creating Our Stone Wall Material Part7

      27:00

    • 27.

      27 Creating Our Stone Wall Material Part8

      19:19

    • 28.

      28 Creating Our Stone Wall Material Part9

      36:23

    • 29.

      29 Creating Our Stone Wall Material Part10

      17:09

    • 30.

      30 Creating Our Stairs Part1

      12:46

    • 31.

      31 Creating Our Stairs Part2

      18:28

    • 32.

      32 Creating Our Stairs Part3 Timelapse

      16:22

    • 33.

      33 Creating Our Stairs Part4

      23:31

    • 34.

      34 Creating Our Stairs Part5

      18:21

    • 35.

      35 Creating Our Stairs Part6

      15:02

    • 36.

      36 Creating Our Stairs Part7

      29:18

    • 37.

      37 Creating Our Stairs Part8

      20:15

    • 38.

      38 Creating Our Stairs Part9

      18:09

    • 39.

      39 Creating Our Asset Master Material Part1

      23:46

    • 40.

      40 Creating Our Asset Master Material Part2

      21:35

    • 41.

      41 Creating Our Asset Master Material Part3

      27:19

    • 42.

      42 Creating Our Asset Master Material Part4

      27:17

    • 43.

      43 Creating Our Asset Master Material Part5

      27:49

    • 44.

      44 Creating Our Procedural Geomatry Moss

      42:26

    • 45.

      45 Creating Walls With Displacement Part1

      21:23

    • 46.

      46 Creating Walls With Displacement Part2 Timelapse

      3:55

    • 47.

      47 Creating Our Trims Part1

      23:32

    • 48.

      48 Creating Our Trims Part2 Timelapse

      16:05

    • 49.

      49 Creating Our Trims Part3 Timelapse

      4:41

    • 50.

      50 Placing Our Pavement Planes

      23:10

    • 51.

      51 Creating Our Door Part1

      35:09

    • 52.

      52 Creating Our Door Part2

      33:20

    • 53.

      53 Creating Our Door Part3

      20:01

    • 54.

      54 Creating Our Door Part4

      34:09

    • 55.

      55 Creating Our Door Part5

      41:43

    • 56.

      56 Creating Our Metal Details Part1

      61:24

    • 57.

      57 Creating Our Metal Details Part2

      15:55

    • 58.

      58 Uv Unwrapping Our Base Door

      19:00

    • 59.

      59 Finalizing Our Base Door

      8:41

    • 60.

      60 Creating Our Roof Part1

      33:19

    • 61.

      61 Creating Our Roof Part2

      38:57

    • 62.

      62 Creating Our Roof Part3

      17:34

    • 63.

      63 Creating Our Roof Part4

      34:04

    • 64.

      64 Creating Our Roof Part5

      22:05

    • 65.

      65 Creating Our Roof Part6

    • 66.

      66 Creating Our Roof Part7

      35:11

    • 67.

      67 Creating Our Roof Part8

      50:03

    • 68.

      68 Creating Our Roof Part9

      24:24

    • 69.

      69 Creating Our Roof Part10 Timelapse

      10:07

    • 70.

      70 Creating Our Roof Part11 Timelapse

      13:34

    • 71.

      71 Creating Our Roof Part12

      28:48

    • 72.

      72 Finalizing Our Main Door Mesh

      20:36

    • 73.

      73 Texturing Our Door Part1

      38:06

    • 74.

      74 Texturing Our Door Part2

      45:48

    • 75.

      75 Texturing Our Door Part3

      22:07

    • 76.

      76 Texturing Our Door Part4

      26:27

    • 77.

      77 Texturing Our Door Part5 Narrated Timelapse

      20:32

    • 78.

      78 Creating Our Metal Details

      42:00

    • 79.

      79 Creating Our Side Walls Part1 Timelapse

      27:37

    • 80.

      80 Creating Our Side Walls Part2 Timelapse

      11:10

    • 81.

      81 Creating Our Side Walls Part3 Timelapse

      30:16

    • 82.

      82 Creating Flat Stones Part1 Timelapse

      16:22

    • 83.

      83 Creating Our Landscape

      23:58

    • 84.

      84 Creating Our Trees Part1

      43:08

    • 85.

      85 Creating Our Trees Part2

      25:23

    • 86.

      86 Creating Our Trees Part3

      26:21

    • 87.

      87 Creating Our Tree Variations Timelapse

      8:29

    • 88.

      88 Creating Our Shrubs Part1

      47:04

    • 89.

      89 Creating Our Shrubs Part2 Timelapse

      8:38

    • 90.

      90 Creating Our Grass

      22:33

    • 91.

      91 Doing Our First Lighting Pass

      45:13

    • 92.

      92 Creating Our Lights Part1 Timelapse

      26:50

    • 93.

      93 Creating Our Lights Part2 Timelapse

      26:38

    • 94.

      94 Importing Additional Assets Timelapse

      6:37

    • 95.

      95 Scattering Our Details Part1

      30:30

    • 96.

      96 Scattering Our Details Part2

      18:10

    • 97.

      97 Scattering Our Details Part3

      33:48

    • 98.

      98 Creating Our Decals

      19:22

    • 99.

      99 Adding Cameras And Planning Polishing

      12:31

    • 100.

      100 Polishing Our Scene Part1 Timelapse

      30:42

    • 101.

      101 Polishing Our Scene Part2 Narrated Timelapse

      21:25

    • 102.

      102 Final Optimizations And Polish

      22:46

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About This Class

Japanese Game Environment – In-Depth Tutorial Course

Learn how a professional environment artist works when creating environments for games & cinematics. In this course you will learn from start to finish how to create a high quality environment including everything from modeling, sculpting, material creation, engine setup and lighting.


3DS MAX, SUBSTANCE, ZBRUSH AND UNREAL ENGINE 5

This course will cover a very large number of topics, but the biggest topics are as followed:

  • Doing project planning and creating proper blockout scenes.
  • Creating assets that make extensive use of Nanite.
  • Creating an advanced shader that allows for highly optimized textures.
  • Creating tileable materials using both Zbrush and Substance 3D Designer.
  • Creating unique textures using Substance 3D Painter.
  • Doing level art, lighting and post effects in unreal engine 5.
  • Using advanced Displacement & Scattering techniques to add real displaced textures, moss & leaves.
  • Creating high quality foliage assets.
  • Various techniques on creating an optimized scene.

And so much more.

The general takeaway of this course is that at the end, you will have the knowledge on how to create exactly what you see in the images, and you can apply this knowledge to almost any type of environment.

43+ HOURS!

This course contains over 43+ hours of content – You can follow along with every single step – This course has been done 100% in real-time with narration except for a few timelapses for very repetitive tasks.

This course has been divided up into easy-to-understand chapters. We will start the course off by planning our environment and creating our blockout assets.

During this time we will already design our entire level layout.

After this we will first create all of our tillable materials using Substance 3D Designer.

Then we will focus on taking our assets to final, in these stages you will learn everything from modeling in 3ds max (you are able to use your own preferred modeling software), sculpting in Zbrush, UV-Unwrapping in RizomUV and texturing in Substance 3D Painter.

We will then focus on getting all of our final models and textures in Unreal Engine and implementing them in our scene.

We will also be creating an advanced material that allows us to basically render our textures at extremely low resolutions while keeping a high res feel for great performance.

After this is done, we will start focusing on doing our first lighting pass, creating some additional assets and taking our scene closer to final.

We will then go over some advanced scattering techniques which along with the power of nanite allows us to render actual geometry moss and leaves.

Finally, we will finish up by creating some simple foliage, polishing up our scene and optimizing our scene further, take some final screenshots and then this environment is completed.

SKILL LEVEL

This game art tutorial is considered a more advanced course and we require students to have familiarity with a 3d Modeling tool, Zbrush and Unreal Engine 5 – Everything in this tutorial will be explained in detail but we will not be going over the basics of the software mentioned below.

TOOLS USED

  • Unreal Engine 5
  • 3DS Max (you are able to use other modeling software)
  • SpeedTree
  • RizomUV
  • Marmoset Toolbag 4
  • Substance Designer
  • Substance Painter
  • Zbrush
  • GraphN

Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & Blender.

YOUR INSTRUCTOR

Emiel Sleegers is a lead environment artist and owner of FastTrack Tutorials. 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 Artist and Material Artist.

SOURCE FILES
All Source Files are included in this course except for some megascans and other small addon assets.

CHAPTER SORTING
There’s a total of 102 videos split into easy-to-digest chapters. (MP4 - 2560x1440px)
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: Advanced

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Transcripts

1. Introduction Trailer: My name is Emil Sligas. I'm a lead 20 environment artist, and I will be your instructor for this course. In this large course, I will teach you everything that you need to know to create a high quality Japanese temple environment for games and cinematics using Unreal Engine five. This course will cover a very large number of topics, but some of the biggest topics are as followed. One, doing project planning and creating proper blockout scenes, two, creating assets that make extensive use of Nanite, three, creating an advanced shader that allows for highly optimized textures and scene performance. Four, creating tilable materials using both Z brush and substance tree designer, five, creating unique textures using substance tree painter, six, doing level art, lighting, and post effects in Unreal Engine five, seven, using advanced displacement and scattering techniques to add real displaced textures, moss and leaves to our seene. Eight, creating high quality foliage assets. Nine, various techniques on creating and optimizing scene, and so much more. The general takeaway of this course is that at the end, you will have the knowledge on how to create exactly what you see in the images here, and you can apply this knowledge to almost any type of environment. Because we want to make sure that you can follow along with every single step, we made sure that almost the entire tutorial is recorded in real time and fully narrated. There will be a few small time lapses, which will cover very repetitive and time consuming functions. However, we have also included these time lapses in real time as a bonus. We will start this course off by planning our environment and creating our blockout assets. During this time, we will already design our entire level layout. After this, we will first create our tilable materials using substance tree Designer and Z brush. Then we will focus on taking our assets to final. In these stages, you will learn everything from modeling to sculpting in ZBrush, UV unwrapping, in Rhythm UV and texturing in substance tree painter. We will then focus on getting all of the models and textures in Unreal Engine and implanting them in our scene. We will also be creating an advanced material that allows us to basically render out our textures at extremely low resolutions while keeping a high resolution feel for amazing performance. After this is done, we will start by focusing on our first lighting pass, creating some additional assets, and taking our scene closer to final. We will then go over some advanced scattering techniques, which, along with the power of Nanite allows us to render actual geometry, moss and leaves. Finally, we will finish up by creating some high quality foliage, polishing up our scene, and optimizing our scene further. Then we will take some final screenshots of our environment, and then our scene is completed. I feel confident that at the end of this course, you will have to know on how to create a wide variety of game and cinematic environments. 2. 02 Going Over The Project And Reference: Hello, everyone, and welcome to the very first chapter of our Japanese Environment Tutorial course. What we're going to do in this chapter is we are just going to go over which reference we are going to use, gather a bunch more reference, and then in the future chapters, we can just jump right in and start by creating our blockout. I'm here on the profile of cycle circle on R Station. He was kind enough to allow me to use one of his concepts to base this tutorial on, and then of course, we are going to take our own direction with it. He has created some really arsome looking reference over here. I myself, I'm a big fan of Japan and just like the culture and the architecture and everything like that. So a while back, he posted this work over here. It just has a name practice. So I will go ahead and include this work into our reference folder. But I just really, really like this work. I liked the contrast between the wood and then all the greens and like this Japanese swine and stuff like that. So what I wanted to do is I wanted to grab this reference and base our environment on it, and then also extend everything a little bit more. So what we have is in our source files over here, you will have a reference folder, and in here, I placed already the reference, but I highly recommend to like a follow cycle circle. So over here, this is the reference image, and then I have another one which just gave of the same vibe just so that we have a little bit more reference. Now, I have actually already gathered all of our reference over here. Normally, what I do in my tutorials is I show you how to gather all of the reference. However, over here, I have some really, really nice reference. And this is because my good friend, Jonas Ronegard, he basically allowed me to use, again, his reference backs. You guys also get a big discount. They are super cheap, they're only a few dollars. But in here in the reference discount codes, there will be a code. I believe it is going to be Fast Track, but I cannot be one hund percent sure yet since we have not created it yet, but it will give you a very nice discount. So basically what I did is I got his RevPack Japan traditional, and I got Volume one. Two and three. So it's really awesome. Like, unfortunately, I've never had a chance to go to Japan. I'm going next year. But Jonas, he actually lives in Japan, so he can get like this really, really nice high quality reference. I'm just having a look at, like, the next one because there's also Japanese streets packs. He also has those, but there should be another one somewhere over here. Ah, here, reference pack traditional Japan. And all of these images are super high quality. So let's look, yeah, like 6,000 by 4,000 quality. And it's a lot of reference. So I really highly recommend if you are making a Japanese environment, just get this reference. Like, it's really awesome. It is also quite cheap. And I'm not just saying that because he's a buddy of mine, and I want, of course, to give him some sales. But honestly, if we just have a look around, it's really good reference. So all I did was I basically just downloaded over here these few bags, and I just went ahead and I just grabbed only the images that I wanted. So the way that I did that is I look, of course, at my main ref over here. And then I describe images that are relating to that. That's why over here, you can see, like, a lot of images that Jonas took of gates so that I get a really good sense of, like, the wood and the structure and all of that. Next to that, another key element. So here you can see some more key element is mood, and I wanted to go for a bit like this, like blend between L, it's starting to become spring, I believe. Yeah, spring. So like a blend between where the leaves or no way, ent or spring, maybe. I don't know. A blend between green leaves and also like collar leaves. I really like that. So I want to try and get that mood. And we are also going to like this is one of my main reference images for, like, the roof. We are going to, like, create this really nice effect thanks to Nanite where we can place actual jom tree leaves in between, like, the roof tiles and everything. And it's going to be really, really cool. So next to that, over here, I also gathered some reference of these little houses. I'm not completely sure what they are used for. They are probably all light or maybe for birds, but I think they are just for lights. And it's because over here you can see these ones also. Now, what else did I gather? Over here, I just gathered a bunch of reference that has to do with wood and structures, as you can see over here. And remember, all of these come from those packs. So I didn't really go to Google and find anything there because I could find everything I need in here already. Then down here, I just have some I call this random v. It's just like cool v that I had. But I didn't really have a place for it. It's really nice to show the moss because we are actually going to do a really cool technique. With having actual geometry moss thanks to Nanite and we will also use it for, like, a punch or other techniques. It's going to be really, really cool. But we will go over that, of course, a little bit later. And let's not forget ceiling ceilings or roofs, sorry, rooftops. So over here, I got a bunch of images of rooftops. Our rooftops, I'm trying to keep them a little bit simple just because I don't want to overwhelm you guys with it. But we are going to have our rooftops. They are going to be all like nanite so super high quality rooftops, and it's going to be like this design over here. So if you just have a look, it's once again, this design over here is mostly what we will be using for our rooftops. And we can definitely, once we have created that we can use it over and over again all over here. But rather than creating a material like a texture, just like displacing it, we are going to have actual geometry rooftops with full on geometry on all of this. We are going to make heavy use in this environment of nanite. However, we are going to create a very special shader that I've never created in the course before, which allows us to highly optimize our materials, even to the point where we could literally texture this entire environment with maybe only like I don't know. Like, let's say all of these stairs. All of these stairs over here, we could literally texture it with only 25, 12 textures, one norm map and one base color, along with some really interesting shaded techniques. So I'm also quite excited to show you that, and it has been completely newly developed specifically for this course. And, of course, for the foliage, what we're going to do is I'm going to actually walk you through creating your own foliage textures and then of course, creating your own tees and all of the foliage that comes around with this. Now, next to all of these reference images that I have over here. Unfortunately, I'm not allowed to include these images. I will include these ones over here, but these ones, you will have to get the reference back because it's not really fair if I include paid content into a tutorial that I myself am also charging people I do, however, have a bunch of really high quality close up images of stairs over here, and these will be included very simply because I made them myself. So you can go ahead and get these really nice high quality images. They are actually 12 K resolution, so they are really, really high. But it will give us some great reference for when we are going to sculpt the stairs. And we are going to sculpt them more in the direction of this, to be honest, because this one falls more in line with the style. This one is really more like a European type stair. So I don't want to go too intense, but we can just like, do a little bit of balancing between them. And I also have some high quality wood reference over here that we can use along with all of the other wood reference that we have up here to create the wood that we want. So we are going to later on create a master wood material that we can pretty much use for everything. And it's going to be like, I don't think I want to go for red, although we can have a look and see if red, looks nice. But it kind depends how it will look in contrast with the rest of our leaves and everything and our foliage, but I probably want to go for a wood like this, and then maybe a little bit older. So we are definitely going to also work on that. So that's basically an overview for our reference. And yeah, I would say that at this point, we can just jump right in and we are going to get started by manipulating a little bit more of this main reference image, and then we are going to get started by creating a blockout. 3. 03 Preparing Everything For Our Blockout: Okay, so we now went over our reference and a little bit over the projects that you all know what we're going to do. However, there's one more thing that we need to do before we can really dive in and that we need to create a blockout. So a blockout is basically a low detailed version of our environment to give us a proper sense of the scale and of the shape and composition and also of the type of pieces that we need to create. So blockout is always vital whenever you are creating environment. I rarely create any environment or even asset without first creating a blockout so that I get a proper sense of the scaling and all the shapes and stuff like that. Now we have this really Awesome concept bat that we are going to base everything on, but there is one small problem. And that is that this concept, the format is in this vertical, like phone I always call it the phone format, this vertical format over here. However, the environment that we will be creating, it will most likely be in a 16 by nine or more like a cinematic format with a 2.38 crop, which is something that I will show you if you don't know what it means. But anyway, so now we arrive at the problem. Usually, we would fix the problem by simply making up whatever we want to have outside of the screen. However, what I wanted to show you is I wanted to show you the new Photoshop generator fill function. Now, please mind you that I am highly against replacing concept artists with AI generated tools. However, I feel like this to what I have over here, I can use it because I'm only using it for inspiration and I'm adding on top of what the amazing concept artist has already created. So it's like a gray area where it's just because I'm not very imaginative enough to think of, like, what would be outside of these frames. I can, of course, do it, but I want some additional inspiration. I got the Photoshop Beta. If you have Adobe, you can always go to the Beta apps or Beta, whatever you want to say, over here, and then you can get the Photoshop beta. So what I have over here, if I just open it up, I just went ahead and I created a new 2560 by 14 40 Canvas, and that's it. I just passed, Okay, make sure that if you go to image and mode, that it is set to RGB color and not grayscale. Now, at this point, what I want to do is I want to drag in our main concept art over here, which is really nice. So we are not going to use the AI to basically generate a final image for us. We are just going to use it for inspiration. The nice thing about the Photoshop generator fill is that next to it being more ethically sound because it does not steal various generated art from other artists, but rather it literally just looks at your original picture and it tries to come up with additional details. It allows us to, for example, select and if we just hold Shift, and I'm just using my selection mode, select these white areas over here, and then down here you can see a generator fill. When we click it and just press generate without adding anything in, the cool thing is that it will create or it will take the style of this image, and it will try to come up with a logical generation and add it to it. So doing this, it will give us a little bit more inspiration on what would be outside of the fields, and we can decide for ourselves when creating a blockout how we will follow it. So here you can see that it's really cool. You can see over here, it's definitely you can see the difference between the real concept art and the Photoshop, the Photoshop is just blurry. But it also allows us to go over here and see. It allows us to give us a sense of what do we exactly want to have in this scene. So just like that, you can go ahead and you can have Look. What you can also do is you can also if you don't like it, just do it and generate again, and then you can try to just get something that you like a little bit more. Now, what I will show you is when this is done. Is the things that I want most focused on. I was not so much focused on, like, the foliage, but more like how we can properly end these buildings over here. And that's kind of what I wanted to have a think about. So over here, you can see, this one is quite interesting. This one here, extends the building, but I don't really like that. It doesn't give, like, a nice composition. And here it just kind of breaks. So basically, if I just take this one and I will use this as a little bit of inspiration, then I can see, yes. So if we extend this building out and then kind of have it end before we arrive at this wall over here, and then we will just have an ending. And I think for the ending, we will probably go ahead and do we can do like an ending like this. Or what we can do is we can have a corner ending, like you can see over here where it's like a proper corner. So it's up to us to decide how we want to create that. And that's something that we will figure out in our blockout. So that's another important thing why our blockout is so important because it can also give us some additional ideas. Now, over here for the pathway, I know it's really difficult to see, but one thing that I kind of like is that it's like a natural stone type pathway. So that's something I also want to create along with this. And over here, I know from experience that we will have more of like a close up. So our shots will probably be more like this probably like over here. And if I just go ahead an image and copy, this will most likely be more of our shot because we are going to go for, like, a slightly more cinematic shot. So we would end up with, like, these black bars over here, I guess that because of the image. So we would most likely end up with a nice cinematic shot with, like, some black bars sitting in front of it. Like that. And then we would have a Cinemagshot. I quite like that to create those type of shots. And what you can see is that most likely over here, instead of also creating an entire new looking piece down here, we will probably just extend it out of the view. But we're going to have a look. Our key goal for the blockout is to create something we like, but also to minimize the amount of assets that we need to create. The reason for this is because in a tutorial, I cannot go in and create like 20 different or 30 different assets. I just do not have the time for that, so we really need to minimize everything as much as possible. So at this point, let's stop talking and let's go ahead and dive into a new Unreal engine project to get started with our blockout. Okay, so I am going to use the latest version of Unreal, which is 5.2 just because as soon as we are working in Unreal Engine five, you just kind of want to try and use the latest version because so much new stuff keeps getting added and so many bugs keep getting fixed. It's just like a really solid way of starting. Next, what I want to do is I want to click on my games and in my unreal project browser, I'm just going to go for a blank project over here. You can always art these later on and I will show you in just a bit how to actually do that because I found that not many people actually know how to do that. What I'm going to do is I'm going to go ahead and I'm going to save my unreal project, so I will go ahead and make a new folder called Unreal Engine over here in my source files, and in here, I'm going to go ahead and I can just press Select Folder. Then for this, I will call it JP the Score Tutorial. Now, the reason why I'm keeping the name short is because often whenever you are creating an unrelenting project, you can only use a certain amount of characters. I don't know if I can keep typing here, see. If I keep typing, you can see that it says the project part cannot be longer than 130 characters. So that's why I keep the name short. This is just because I always have a really long project part because I work from Dropbox and it just creates this really long part. So make sure that you keep the name short. It will just save you a lot of issues later on. Now, what I'm also going to do is because I just want to get the best quality possible out of this project. We are doing some really high end optimizations with our textures and with our models, and in return, we can push the quality a little bit more using nanite and using rate racing. So that's basically why I want to go ahead and turn on rate racing. I do not need starter content, as far as I can remember. Nah, for this project, I will not need start content, and else I can always input it. So let's go ahead and create our project over here. Here we go. Okay. Awesome. So the first thing that I always like to do is whenever we are creating new project in your content folder, create a new oh, sorry, let me just move this. I'll move it over here. Create a new folder, and let's go ahead and call this folder JP scored tutorial, in my case, but just name it whatever you want to name your environment. And in here, I'm going to create a folder called scene where I will place my scene. I'm going to create another folder called textures, where I will end up placing my textures. Another one that I will call materials in which I will Oops. I cannot type materials in which I will place my materials. And in here, I want to create another folder called master in which I will place my master materials, basically our shaders and another folder that I will call assets. Okay, cool. So what I want to do is for my blockout scene, I always like to go ahead and start with like a really basic scene. Actually, later on, what we're going to do is we are actually going to turn the blockout scene into our final scene. So we do keep that in mind. Now, my engine scalability is currently at cinematic. I feel that's a little bit over the top for what I need right now for a blockout. So I'm just going to go ahead and keep it at epic just to make sure that my computer is not suffering too much. And I'm going to go to File new level, and I'm going to create a new basic level just so that we already have some lighting in there. The reason I don't like to use open words because I don't need a level with, like, a massive train that's kilometers long and all that kind of stuff. So again, this is not an introduction to toil, so I will not go over the basics of wheel on how to, like, fly around and that kind of stuff. I will just show you the workflows needed. And in the meantime, you can read the keyboard shortcuts that I am using down here. Now having this scene, let's start with an easy one. File safeguard level. And I'm going to save it in our scene folder. And I'm just going to call this blockout, and later on, I will do another save as. Oh, no, sorry, I cannot do a save as on the blockout because we are going to replace our lockout meshes. No, no, I can do that. For you guys, I will leave it. Normally, I don't bother doing this. Normally, I just like replace my blockout into the final, but I will try to keep things separate for you guys. Although I cannot promise it will stay completely intact. So just take it with a grain of salt. Okay, so we now have our blockout scene over here. Sorry, that's a buck that I have, so I just need to press on in boot. Now what I'm going to do is I'm just going to go to my settings and go to my project settings, and I'm just going to quickly go through my settings to make sure that I have everything set correctly. Now, the first one that I always like to do is I like to go to Maps and modes and set the editor startup map to my blockout level and also the game default. This means that whenever we open up our unreal engine project, it will automatically open up our blockout level over here. I then want to scroll down into our engine and rendering over here. And I just want to make sure that all of my settings are correctly turned on. So we have texture streaming. We do not need virtual texture support. For us, it's not very It is just not needed because we are just creating a small environment. Virtual texts is basically great if you want to render really complex materials like landscape materials, those kind of stuff, but not really well, it's just not really needed when you wanting to render props, for example. So that's fine. Dynamic global ilumation is lumen is correct. Reflection mode is also lumen that is also totally fine. Then over here we have our lumen use hardware rate racing when available. I want to go ahead and turn that on over here. And yes, we want to go for surface cache. This will basically utilize rate racing within lumen. So it will almost like combine lumen and rate racing. I'm also going to turn on already high quality reflections, which is another new one in nal Engine five points one and two, I believe, which basically allows us to just create really nice reflections. Virtual shadow maps is totally fine. Support hardware rate racing is what we want to do. The rate race shadows and skylight, I'm leaving them off for now. Because that one is more like we need to see what it looks like when we actually arrive at lighting chapters, which are very, very later on. For us, everything seems to be totally fine. Like all default settings are often fine. If you want, you can double check to make sure rate racing is correct by going to platforms and windows and just making sure that it is stating SM six and also direct X 12. Then you know that rate racing is turned on. But it's looking good, so I can close it and I can save my scene over here. Now let's go ahead and start preparing our scene so that we can start creating our blockout, I mean. So let's just move this out of the way because I like to work in 000, and I don't like to look at those icons. The first thing that I like to do is I like to go ahead and grab this plane over here, delete it. And I'm going to just go ahead and create a landscape material just because I know that later on we will need a very, very basic landscape material to paint between grass and dirt and that kind of stuff. So it's just easy to already create a landscape. I can do that by going down here into landscape, and then it will instantly already, like, create a scene for us. And in terms of the location, I like to set this always to zero, zero, zero. I don't know why Well, I guess the reason why it goes into 100 is so that you can paint downwards a little bit easier. But it's up to you if you need it. So basically, keeping this at 100, as far as I can remember, although this might no longer be the case, it means that when you want to paint your train, it's easier to paint like big holes, but I can remember that nowadays, you can even set it at 000, and it would still work. Just for the sake of this toil, I'm going to leave it at 100 just in case. And what I'm going to do is I'm going to go ahead and this is totally fine. Like, it's a massive train. I honestly don't need it to be this big. So if I want go to 31, buy 31 quads over here. And I'm happy with this. I'm just going to go ahead and press Create, and we can always change this later on if needed. Now at this point, I'm going to go ahead and go outside of the landscape mode by going back into selection mode. And what I want to do is I want to create a default gray material. I can do this by going to materials and master. And in here, I just want to right click and create a material and call this plain nscore master. That's always the naming convention that I use. All I need in this material is to control the color and to control the roughness. For the color, I can right click and type in constant to get a constant three vector and press Enter. So this is really basic material stuff. I then right click again and convert this to perimeter, which allows me to basically control the color in something called a material instance. And I will call this base color, and I'm going to set a default value to be like just above mid gray, and then press Okay. You can drag this into base color. And now for your roughness, you can just hold a and click once, and that will create a scale peameter which is literally just a value, and we are going to call this roughness because roughness maps, they can just be black or white. So what I'm basically telling is instead of a color, I will give the value. When the value is zero, it will become black. When it is one, it will become white. So I'm going to set this to 0.7, for example, and drag this into my roughness. Now you can see that over here we have our base material, so we can save our scene. And if you want, you can grab your train, and you can literally just, like, drag in, let's first of all, just create a material instance and call this gray. And then drag this one into our landscape material. It's always good to just create the material instance because then you can go ahead and turn on the roughness and the base color and change the colors if needed. However, this is, of course, a blockout. We are going to work much neater when we actually create our final environment. Now there's one last thing that we need to do before we can start by creating our environment. And let's go into assets, and I have given you guys a very simple model. So if you go into your source files, expots I've given you this scale Rv model over here. Basically, I've been using this model for many, many years, and if we import it, we can go ahead and just go into advanced and turn on combined measures already. And then we can go ahead and we can press Import. Now with the scale Rv, if I just write it in, it's basically just like a little character, as you can see over here, and this allows us to know roughly how large everything needs to be based upon the scale of a real life person. If I go ahead and just reset the X and Y to zero over here. So now it is exactly in the center. Like you can see over here. Now if I would, for example, go ahead and grab go to shapes and cube because I won't show you the rest later. I can go ahead and set this to, for example, 0.2 0.2 by 1.8, which is 1 meter 80, this is often default scale of a person. If I now move it up, you can see that over here. This is roughly the default scale of a person. The reason I'm showing this is because it all depends on your video game and where the eyes of your character are. You might want to scale this one up or down a bit depending on your character. However, I'm just going to go ahead and keep it at this scale. Now, one more thing that I need to do is I need to make sure that it is facing towards the front. I can do this by going into IT and then, sorry, IT, by going to the perspective and then go to the front perspective. And now I can see over here that I just need to go ahead and I need to rotate my character 90 degrees like this so that it is looking at me from the front. And I'm just going to go ahead and go to my perspective mode again. So now I have my character at 00 and I guess 100, and it is looking exactly at the front. And what I can do is I can also go in and add my gray material over here. And by the way, my gray material instance, I like to always move it to the base materials folder because I like to have all my instances in this area. What I'm also going to do is I'm going to open it up, replace my gram material here. Let's also turn on anite just for good measure. Save. And this way, I can go into my assets and remove that gray material that automatically imported. Oh, there we go. Awesome. Okay. Now, I would say that at this point, maybe one last thing that I want to do is quickly go into my plain master material and just turn on two sided. I just remember that I forgot that. And that will just help us later on a little bit more. So there we go. And now we are ready to get started with our blockout. So in the next chapter, we will go ahead and we will start by defining basically the stairs and their scaling because everything kind of counts on those stairpieces. I will end this chapter off by going ahead and also importing my generated image over here. Like this. And that will give us a better sense of what we are going to do in these areas over here. Awesome. Okay, so let's go ahead and now continue to the next chapter. 4. 04 Creating Our Blockout Part1: Okay. Awesome. So let's go ahead and get started by actually creating our blockout. We are going to get started by defining over here our stairpieces and over here like these wall pieces, and we'll take it from there, pretty much. So I can see, yes, it's like a wallpiece and then it looks like there's, like, ground in between because else they wouldn't be able to, like, have grows some foliage and stuff like that. Now, here we have our scale character. What we are going to use for blockout is we are going to use the built in Unreal engine modeling tools. You will only have these in Unreal Engine five. If you do not have it by going into selection mode and modeling, you can go to Edit and then plug ins and you might need to just activate it by typing in modeling over here, and then we have our modeling tools editor mode, you can just go ahead and turn it on. It says Beta or Beta, but it's already been in Beta for a really long time. Anyway, these tools are awesome. They basically give us a lot of functionality, although it's not as good as a tree moding software, it gives us enough of the basic functionality that we need to basically create our blockout pieces. Now I'm going to get started by just creating our attire environment the way I want it to look. And once that is done, then what I will do is I will go ahead and divide everything up into logical modular pieces. When I say modular, it's basically a technique of reusing models so that you need to make less models in total. So let's go ahead and get started. I'm going to start by going into my shapes and create a box over here. And then what I want to do is I want to get started by deciding the height that we have of our character over here. Now, in order to get the height for this ball over here, it's probably better to define the dimensions of a stairpie. Stairpieces are often 20-30 centimeters high in, like, public spaces. Now, because these stairs over here that you can see, they are quite large and quite rough, I think probably like around 25 centimeters would be good. And in terms of, like, the depth, they can be anywhere from, like, 20 to 50 centimeters or. It doesn't really matter for the depth. It's just about how you want your stair to look. So what I can do, which is pretty nice, is I can go up here and I can set my dimensions. So let's set the height to 25. And let's have a look. Yeah, it looks like a pretty nice height where it comes roughly around your ankles. Let's go for the depth of, like, to 30 because I want my depth to be, like, a little bit wider. I don't know, maybe 35. Because, like, I want these stairs to be, like, nice and like, big stones and stuff like that. So let's say, yeah, let's do 35. And then for my wit, I would argue that probably if I ever look at this, you would probably want to have, like, one, two or even three people be able to walk up and down the stairs at the same time. So let's start with maybe like 250. Yeah, 250 feels nice. Of course, right now, I'm mostly just guessing, but let's go ahead and click and press except to place our box. And I think this is like a pretty good one. So now having this stair over here, I'm just going to move it probably behind here, behind the guy, and let's move this guy over to the side over here. Now what I can do is I can get started by just counting my stairs, so one, two, three, four. Easy does it. So you have stair number oh, sorry. One, two, three, four, and then we have, like a panel over here. So this piece would most likely become smaller. But yeah, we can do that later. That should be fine. So let's go ahead and start by just duplicating this by pressing Canto C and onto V. And I'm just going to switch my snapping to five so that I can do, like, a proper snap over here. One, two, three and number four. Now that I know this, I can also already create those side panels that we have next to this over here. So for those, what I'm going to do is, I'm just going to go ahead and go ahead and create a new box, and let's make this maybe like 20. Nine, it needs to be bigger. 230. Yeah, I feel like Turkey is pretty good. So what I can do with this one is I can go ahead and I can just place it over here and press except. And now I can use my poly added tools over here. Polly Added tools allows me to have basic selections like you can see over here, and I can just go ahead and now while having this selection, I can move it. It's not always perfect, but it does work. So I can, for example, move this selection over here, and this makes sure that we have, of course, everything covered on the side. But I can also select over here edges when I go to these. And what I can do is I can use this one to basically move my edges a little bit out. You can see over here so that this is like a straight piece. And then what I can do is I can go ahead and move this edge and just move it down over here. So we have a simple corner. Now the cool thing is that it also has tools like extrude, so I can go ahead and extrude this. And for now, what I will do is I will go ahead and I will extrude this because that I cannot use my snapping for it. For now, I will extrude it up until this point, and then we can decide later on what else we want to do. I feel like that having this, it would make more sense if I have a little bit of a height difference in here. So what I'm going to do is give it a slightly slight height difference, and then probably also like a slight height difference over here. And then I can grab these bottom pieces over here by holding Shift, you can select multiple pieces, and let's move this up and move this down. We don't need to make this super precise, but I'm just teaching you guys. That's why I'm going a little bit slower. I can then press Accept, and I can go ahead and I can duplicate this and just also attach it over here until it starts clipping in. Perfect. So we now have, our base there. Now the next thing that I want to do is I want to go ahead and create like this slab over here, and then once we've done that, we can pretty much go ahead and, like, create the rest of the pieces. Seeing this one, it pretty much looks like this. I pretty much looks like a duplication of, like, one of the stairpieces. And what you want to do is that whenever you duplicate something, these are all still instances, meaning that if I change one, all of them would be changed. You can see because the static mesh stays the same. So whenever you want to change a mesh without changing the rest, you just want to press this dup button under create and just press except wide away. Now what I can do is I can go in and I can go in over here, and I can now go to my ply dit, and I'm going to move this one down a bit. So this is just going to be like a tin slab and out a little bit, and I'm mostly just guessing what I want to do. So yeah, I'm going to change the design a little bit more. I'm just going to make it like a not too large piece. So probably something like this would be fine over here. So let's go ahead and accept this. And then what I want to do is I want to just go ahead and create another box right next to it over here. And I'm going to have this box probably sticking out a little bit and just pushing it in. And I'm going to basically push this one straight into this area over here. Make sure to just align this roughly like this, and then I'm going to move it down a little bit. So this is just like an extra stone piece that is attached to it. And I can go ahead and move this guy over. I can now go ahead and also place this one over here. So the reason I want to do this is because I noticed that, of course, this entire thing is on a higher level. So in order for me to make these balls, I first had to decide how high my stairs are going to be. Now that I know that, I can go ahead and I can select all of my stairpieces and everything else over here. Oh, sorry, not all my stairpieces. I make a mistake because I want to first move my stairpiece up like this, and that's what I wanted to do. And then I actually wanted to move these pieces down. It's a bit annoying sometimes to see them. But what I can do is I can go ahead and select them. And this time, I'm just going to go ahead and press Extrude. There we go. And now the cool thing is because it's a duplicate when I press accept, it will also end up doing the same thing on the other side. So, cool. Now at this point, just go ahead and select everything, and what you can do is you can already add a simple gray material to them. There we go. That looks a bit better. I'm also going to duplicate my gray material. And got this gray on the score dark. I'm actually going to use this one for my train so that I can properly see the difference. So I'm just assigning it to my terrain and just making it a little bit darker. Like that, see? Okay, nice. We have our base. Now what we can do is we can go ahead and create the box, and let's start with like 100 by 100 by 100 over here like this. And I'm going to get started by just placing the box down. Now next, this box is basically going to become this wall. So looking at that, we want to extend this out until where the wall piece ends. It would make sense to basically extend this probably up until the exact same height over here as the wall. And what I'm going to do is I'm going to go ahead and move this back. And first of all, I want to just move this out. So for that, I'm just going to decide, like, which direction do I want to go? I can overhear snap by grid. So I know that this is still 100. So if I just snap it by 100, I can make like so 1 meter, two meter, three meter or four meter. 4 meters, maybe. Would 4 meters make sense? I just like to look at it from, like, a distance. Yeah, I think four if I do five. Let's go for 5 meters for now and we can always change it later on if needed. So we got this piece over here and it will have a little trim. And then in here, it will most likely show or have a little bit of ground or maybe some tiles and just have some ground around certain areas. For now, we don't really have to make that. So what I'm going to do is I'm already going to decide 1 meter let's do 1 meter. I'm already going to decide how much space there is between these two pieces. So what I'm going to do is let's say 1.5 meters, probably. I feel like that would make sense. Okay, awesome. We now have defined the scale roughly. I'm now going to go up in my poly added, press insert edge loops. I'm just going to go ahead and I'm going to insert like a nice little loop over here, and then I press done on the left hand side. At this point, I can just go ahead and I can select these edges over here. And let me do this one. And I'm going to extrude this just to give it a little bit of like an edge. And then I just know to do that. When you press extrude, right now it is hte of snapping. Right now it is extruding on a single direction. You just want to go ahead and set the direction, sorry, set the direction mode to selected triangle normals. And this way you see, we can do like a proper extrusion based upon the normal direction. We can press accept add a nice material to this. And also, if you ever want to change your pivot point, you can always click Pivot and press Center. Do make sure that if you already have duplicated this model more than once, all of the models will shift based upon the new pivot point. But I can go in and I can go in here and just do this. And that gives me a solid base already ready to go. Now, at this point, what I can do is I can go ahead and I can just reuse this piece. That should not really be a problem. Not for a blockout, at least. We might need to change it a little bit later on. But what I can do is if I just turn off snap scaling, I can go in here. And you just already, like, scale this a little bit so that it gives us just like a better look. It doesn't have to be perfect. It's just a blockout. So let's just do this. Okay. Awesome. Let's see. So we have this piece over here. Yeah, let's end that piece for now, and we might want to change that up a little bit later on. Okay, so now what we can do is we can go ahead and already create the second sorry, we can already create the second set of stairs, there is a little bit of a tongue twister for me. So what I'm going to do is I'm just going to go ahead and I'm going to, let's see duplicate all of these over here. Here we go. Let's go ahead, and then after duplicating, move it down over here. And then this one would probably start at this point. And basically, what we can say is okay, so we have this, and then we have half a stair on each side also. So what I can do is I can go ahead and I can just duplicate this, and I can probably set the scaling on the green axis to 0.5. Like, it makes sense if it is, like, even because they often do like symmetry in Japan. So we can go ahead and just do, like, long stair. And then two half stairs for single persons or single people. And then what we can do is we can also go ahead and move this one over here, although these ones we probably need to replace anyway, because we are going to make everything a little bit longer. So we have this one. Now what we can do is very easy. One, two, three, four, five, six, seven, eight, so that's nice when we define the stairs that we know what to do. One, two, three, four, so five, six, seven, eight. So we just need to go ahead and we need to let me just move this over here. Turn on my snapping, duplicate all of this. And move it over here. Okay. That's good. And now what we can do with this one is we can go ahead and just press duplicate, except. And for this one, what I'm going to do is I'm just going to go ahead and select all of it, and I'm going to start by just like moving it properly to the top. And let's turn off our snapping see, that's the right height, I believe. Let's move a little bit. There we go. And now we can also go ahead then. And I always like to make my blockouts quite detailed just because it gives me a much better sense of what I'm looking for. When I have this one, I can go ahead and press the search bar in my static mesh, and then just select the other three and replace the static mesh, and it should just instantly replace them over there. I don't know why this one decided to have the tiniest difference in height. It's a bit annoying, but it's not something that's really worth fixing. Yeah, and over there, it's fine. Strange. But okay, so we now have our base there also. So we now know that the next thing over here that would come would be the wall or sorry, would be the doors and everything. So we can already start decorating, like, some walls around it. So what I'm going to do is I'm simply going to duplicate this chunky piece over here. And I'm going to go ahead and I'm going to already move this up. Probably up until this point, let's have a look. Sometimes you hear my audio changed a bit. It's because I'm looking on my other screen. So I do apologize for that. But hopefully it's not too distracting. Let's place it over here to get started with. Don't forget to duplicate your mesh because you don't want to edit the original. Most likely, I will still make that mistake sometimes where I accidentally am editing the original. And I feel like this is like, this feels like a pretty nice distance, but we kind of we will know if it is a nice distance when we actually place our door over here. So for now, this is just fine. I'm going to go ahead and also grab this and just move it all the way down. There we go. So we got this one, and now I want to kind of go around the corner because we have this little corner around here. So that would make sense if I then go ahead and let's say duplicate this, rotate it 90. And I feel like if I would go around a corner and I have, like, a distance, it would make sense if it just, like, touches the end of the previous wall over here. Like they wouldn't really clip walls into each other. So let's have a look. How does that look? Is that too much or I don't know. It does feel quite high. That's the only thing that I'm not really completely sure about. But yeah, we kind of just need to check. Like, for some reason, everything feels a little bit higher like that. But let's just have a look. So what I can do is I can go ahead and once again, use this one and just, like, clip it in here just to give it like a flat ground. And at this point, et's push this forward. I think this is probably enough. Yeah, it would be nice if we have a little corner here because when we have a corner here, we can place like a tree or something. By this point, I am mostly just making stuff up because there isn't enough information. I would think that it would make sense to have another one next to it. Yeah, we're going to have a look. I have the urge to make it this low over here. But let's just wait because we can do that later on. So let's just wait for now. I'm just going to place one more over here, and this one is just kind of like you will not really see it. It's just here to fill in the missing space like this. Okay. And then what I'm going to do is probably also do the same over here that would make most sense. Let's go here and this one because we want to end it, I'm going to just like end it off screen so that it will basically be around the corner and you will not be able to see it. So let's go ahead and maybe extend it a little bit more. But I'm not sure if I want to extend it this much because I want to create like a corner. So what I'm going to do is let's see. Let's extend it once more and then rotate this. Version over here. And now what I'm going to do is I'm just going to go ahead and push this in here. Okay, so this is going to be a copy. So you can see how I'm trying to already reuse pieces. So that reusing it already gives me an idea for when I want to use modular workflows on how to use everything. And here, nice. So now we can also close that one off. We have a corner that goes just around it, so that's also cool. And this one we can just go ahead and duplicate over here. So that's like a corner here and another corner here to just go around it. Now, at this point, although I am going to quickly grab this piece and push it all the way down, and except, there we go. Now we have, like, a nice Okay. Now we do not have a nice wall. Let's know that. Let's try again. Yeah, does that work? Let's grab the piece. Except Okay, now it works. Strange. Anyway, what I want to do at this point is I want to try and already get, sort of like a camera angle because then I have a better idea of what exactly I need to do. So yes, you might think, like, Oh, it's going so slow, creating the blockout and stuff like that. But actually creating the blockout is such an important part that yeah, we just really want to make sure that we already do everything correctly, and it will save us a lot of time later on. So just ask me. So take your time creating your blockout. I'm going to go over here to, like, the three lines and create camera here, cinematic camera. And there's a few things that I like to do with my cinematic camera. The first one is that in my film back, I like to always set this to 24 by 13.5. It's just like a default value that I like to set. Now, in my lens settings over here, I can choose which Zoom I want to do. And often I go for a white shot. I often go for 35 millimeters, which is, not 45. 35 millimeters over here, which like a bit of a more wider shot. And if I want to go for more close ups, I often like to go for 50. So I need to see because let's start with 25. Remember how I said it? I want to have this corner going outside of my view. So basically, I need to see if I can find a place where I still have a little bit of space left over here. And now that we have these walls, we know roughly where it will end, but no space over here. Of course, this camera is going to change, but it's just to give us a sense of scaling. So if I go If I go something like let's have a look, something like this, maybe I want to see a little bit of, like, the foreground just like in a concept, and do something like this. To get started with because then it already oh, sorry, I forgot one very important thing. I'm going to go for, like, a cinematic view. Right now, we are at 16 by nine. However, I like to always go to my crop settings and set the crop to 2.39, which gives us a cinematic view. So that's my fault. Oh, and for now, set your current temperature to like 22. This means that it will use no depth or field, which will once again help us just during the blockout stage. So having this, I can now have a look at my reference. And let's say, Let's do something like this. Like it goes off screen here, but it leaves some space over here, and I still see a little bit of the foreground. So this is quite nice. I quite like this one. Cool. Now, at this point, you can go ahead and you can just press this button to stop piloting. And if you want to make sure that you can no longer move your camera just to stay safe, you can right click, go to Transform and turn on Log actor movement. And now we can just go ahead and we can continue. So I would say, at this point, because we are getting quite over time, the last thing that I'm going to do is I'm going to decide the height of these pieces. Because right now this feels like such a large height. Like, it's more than a person, and I feel like like over here, you can see that there aren't even any railings or something like that. Like if you would fall off, it would hurt. So let's go ahead and just like tone this down a little bit, so we can go ahead and just so sorry, I forgot to select this one piece. We are just going to go in my camcor and I'm just going to then push it all down a bit until it feels more logical, to me, it feels more logical around this area. So knowing that, now what I need to do is I, of course, need to match it up with a stair piece. We are pretty much getting rid of, I think we're just going to get rid of one additional stair. And then for this one, what we can do is we can go to modeling tools, polly edit. And yeah, for this one, we do need to kind of let's push this in. Oh, wait, sorry. If you do that, you want to select all of them over here, and I want to push this in somewhere along this line over here. Maybe also push the height a bit down. Okay, so let's have a look. That I think is fine. So now if I just quickly again select these pieces and see when I line them up with the stair, if it still feels too high or if we can live with this. So that would be something like this. So let's go into our camera. Ah, or one lower. See, one lower is this. And one higher is that. Yeah, you know what? I think I'm going to go one lower. I will go one lower and then let you do the trick. It's just really important to get this right now because if we don't get it right now, it will be so annoying for us to change it again later on. So let's once again just go into add into our modeling mode, add it poly. I'm just going to push this all back, and this will be the final. So yeah, we are not bound by the concept. 100%, we can still make our own creative freedoms. And I'm just going to go ahead and do this. This distance, I was still quite happy about. So what I will do is I will simply grab these pieces over here, and I'm just going to push them back in until we are covering the rest. Okay. And now what I'm going to do is I'm going to select all my final pieces. And what you can see over here is I sometimes select, like, the piece that I want to have my pivot point on last because it will always place the pivot point on that one. And now what I can do is I can kind of, like, move it. There we go. That should do the trick. Let's have one last look in my camera. Yeah, I think this is a pretty decent start already. I'm just going to press save all and save everything. And yeah, this is looking pretty good. Okay, so we got this base. So what we'll do in the next chapter is we will go ahead and we will start working probably on the foreground. And once that is done, we can start by already mostly constructing over here our centerpiece because when we know that we can change everything based upon this one centerpiece. So let's go ahead and continue with this in our next chapter. 5. 05 Creating Our Blockout Part2: Okay, so let's go ahead and continue with our blockout. So, yeah, we pretty much got the base. So what I want to do now is I want to start by defining, like, our main piece, which is going to be our door over here. So that one is a little bit tricky because these doors are always, like, quite large, much larger than a person. So, of course, Well, there is a little bit of flexibility. Let me say like that. So let's have a look. So what I want to do is first of all, I want to create the door piece over here, and then we'll create everything on top. So I think that's a good point to start with. Now, if I go ahead and go up here, I can start by just defining that wooden pillar that we have over here and the scale for that. Actually, what I want to do is I want to duplicate my guy over here. So if I sometimes move a little bit slow, it's because I'm using a different mouse so that you guys cannot hear the clicking. But this mouse, I'm it's not my favorite mouse. Anyway, so let's go ahead and have look. So we have a person over here, and I would say, like, the door is probably, like, 2.5 times the size of a person. That's what I'm guessing. So what I can do is I can just go ahead and start with something like this. Box. And I feel like it probably wouldn't be wider than the stair over here. So let's do, like, what was it 25? Bit wider. Let's do 30. And then I guess it wouldn't be as square because as you can see, it needs quite a bit of stuff in between. And, of course, I need to make it a bit more logical. This one is not 100% logical because it would be too fragile to really be as like a stand alone. So you do want to double check here, like they are quite a bit thicker all of these wood beams. So it's up to me to decide, like, do I want to make maybe, like, a little bit ticker, and maybe I want to. Maybe I'm going to go do like, what if we try 40? Yeah, let's suit 40, and let's make the depth. Like 50 maybe. Yeah, that feels pretty good. And now comes the height. So for the height, let's start with 250 maybe. Oh, wait, not 250. I need 450 over here. What I can do is I can start by just placing it and pressing Accept. And now as you can see these beams, they are pretty much aligned with the stair. So these ones are like, really important that we get this stuff right, and then the rest comes later. I'm going to go ahead and because I made it quite thick, I'm going to start it at the end of the stair. Over here. And now, one thing I immediately noticed that if I would do this, this would be way too white. So this is something that I'm going to, first of all, create half of the door and whatever is left that I will just copy that over. It's a pretty common technique that I often use when I'm not sure about scaling. So we got this one. Um, what I'm going to do is I'm going to create those little windows that you can see next to it. So if we just go ahead and create something like this, I'm going to go for a width of how thick would those be? Oh, sorry, not this one. Width of maybe 40 and then depth of ten maybe. No, 40 doesn't feel right. I'm pretty much just looking to see that it feels right. That's all I need right now. So let's do 60. 60 centimeters is pretty white, but I think they are pretty white windows. Maybe Oh, cancel. I think 55. Yeah, let's do 55 to get started with. So let's go ahead and place this one around over here. And I'm going to just, like, place it a little bit into place roughly in the center, most likely, and that should be fine. So this one is the same length, which is good. Now what I can do is I can go ahead and you can just count like one, two, three, four, five, six, seven, eight. Always nice when you can count certain stuff. I can go to my poly edit insert Edge loop, and then what I can do is from proportional offset, I can set it to even and set the numbers to eight, one, two, three, four, five, six, seven, eight, that's nine, so need to go seven, one, two, three, four, five, six, seven, eight. Okay. And then we can go ahead and just place them. So this will instantly give us some additional amounts, and then I can just go ahead and press done. Now, unfortunately, this is where the editing tools are not as nice as they are inside of trees Mx or blend or something like that. And that's where with the inset, we can only inset one pace at a time. And you can see that over here, it breaks quite quickly. Like, I'm not sure. I'm the biggest fan of it. However, what I could do is I could just try insert loops and then set the proportion offset because it doesn't have to be very precise. I can just go ahead and place these. And basically, what I'm just going to do it, I'm just going to place my guess roughly how much needs to be. And, of course, when we create our final, we will do this much more even and nice and stuff like that. You can see over here that sometimes the selections are also pretty bad, so that's maybe why it's still Beta. But we have this one. Now, if I have a look over here, what we can do is we can now go ahead and I just it's a really messy way of doing it. But it's a quick way of doing it and that's just deleting the backfaces. And then simply selecting the front faces, go really close up and then just extrude this in until you hit the back like that, and then just delete it again. And then that's enough for a blockout, now that we have this one, so we have this, and now we basically just need to make sure that it kind of feels at the same scaling and everything as that. What I would say is the only thing that I want to do is maybe want to scale it in a little bit more like this, a little bit thinner. There we go. And the height, it's something that we need to figure out once we actually have our top pieces. That's when we really know if we need to height and how big everything needs to be and stuff like that. So we got that one done now. It looks like there's one additional just like poll next to it, and then we have our door. So what I can do is I can probably just go ahead and duplicate this one, and I'm just going to press dup so that we can do a free edit on it. And I'm going to make this let's see, let's make this like quite thin. Move it over here. And I just want to move this in. So this one, as I said before, we are going to have a think about support, but I think having these wood areas over here quite thin is fine because we will have the supports up here. I'm going to like a double support. It's really hard to see on here, but I have a good idea for it. So yeah, that should be fine. Like here they are. That one doesn't even have a door. Yeah, yeah. So see are sometimes they do have like an in between piece of wood. So let's go ahead and just use this one. And then the next thing that I'm going to do is I'm going to place or create my door, which I'm going to decide on the thickness. So I want it probably to be quite a thick door, something like this, to make this one a bit bigger. And for this door, yeah, it comes all the way up to the top. So what I'm going to do is I'm going to go ahead and once again, duplicate it, go to my added poly. And in this case, it's mostly just like guessing, but it's like a nice size because these doors, they do not follow any type of standard metric or something like that, except but of course, we can have some logic with it. So like, one, two. Like if three people at the same time can walk through it, that is pretty good. If we do something like that, maybe make it a little bit thinner. Probably something like this. Okay, cool. So we got this one over here. Now for the door, I'm just going to give it some general shapes just to make it a little bit more clear that it is a door. So let's make two lines here, and I'm just following my concept. Two lines at the bottom, maybe make this one over here a bit bigger because you often see that with doors. And then I'm going to go ahead and let's go for an even offset of two. Place those two, press done, select them, and then use this little top button over here to scale them out. Something like this should do the trick. And now we can insert again, and I'm just going to go ahead and I'm going to, actually, I can do an even portion, one here and one here. Done. And now what I'm going to do is I'm just going to set this two portion offset again. And I'm going to give this some depth or thickness. There we go. Should do the trick. So we got these pieces, and we don't have to, like, have them go all the way to the other side. We just want to extrude them in a little bit. There you go, see? Just to indicate, like, Hey, this is a door and stuff like that. So that should be fine. When I see this, now that there are shapes in it, that's also why it's good to have some more shapes in it. I do feel like I want it to be a little bit bigger, and I don't know. I feel like, could it benefit from being a little bit higher? Let's have a look. No, actually, no, this is probably fine. By the time that we have this big bulky thing on top, it will have already reached the top. So this might actually already be like a good size, but of course, it's just a matter of trying things out. What I'm going to do with these is I'm going to just quickly select them, and I'm going to add a gray material over here. I know that at this point, if you want, you can already duplicate this for now. And later on this will just become like a plane or something because you cannot really see behind it. Actually, I'm just going to leave that. And what I'm going to do is we have over here our door. I'm going to go ahead and I'm going to duplicate it. Now with my doors, I want to already because I think I want to later on open one just because it will look a little bit more nicer and inviting. I'm just going to go to my pivot point, and I'm going to go ahead and I'm going to set this to my bottom over here and then move it to the side, and then press accept. And the reason I do this is so that now I can rotate it open and closed. Now, for this one, I need to duplicate it. Once again go to PivPoint bottom. But this time, put it over to the other side. And I guess you know why, just to rotate it over to the other side. Okay. Now, these pieces over here, we can just go ahead and we can duplicate it. Of course, you could select everything and mirror it, but I'm just going to keep the same pieces in case I want to make a change. I only have to make a change to one side of these areas. So we have this one also over here. Something like that. Okay. So let's have one more look at my camera. And let's see if I would like, for example, later on, do like this. Oh, yeah, I definitely needs like work on my camera angles. But for now, I think this is, like, a pretty good spot to be in. So what I'm going to do now is I'm just going to go ahead and I'm going to start by extending things out a little bit and adding additional beams to this. So at this point, what I want to do is I want to grab our main pillar. I'm just going to extrude this out. I don't know why I did a weird pivoting over there. And this is just that I can start placing some additional things in between here. And those additional things are going to be if we just duplicate one of these rotated 90 degrees, and let's also press dup on it just to make it unique I can go ahead and I can move it up here, something like this. So the cool thing is with, like, often Japanese architecture, when it's really old, they didn't use nails and stuff like that. Instead, they use this kind of stuff where they basically like perfectly cut out the shapes inside of the wood, and then they just fit the wood in there. It's a really cool technique also over here. It's a really cool technique that they use in, like, all the Japanese buildings. And I also want to kind of, like, implement that same technique. There was a classic one where you can often see that technique, but I'm not sure if I can find it. A, it's like over here, like, where they would just, like, cut out the shape, and then they would laterally just, like, place the entire wood beam in between here. So, yeah, we are pretty much going to try and kind of, like, mimic that. I think it will look quite interesting. And for that, it just means that sometimes our wooden beams need to be, a little bit less long. And what I want to do is I probably want to, like, yeah, probably want to move this out over here. Yeah, this seam, I'm just going to place it in the center. I don't really need it, but it's more of a pain to remove it than to just leave it here. So we are just going to stick it out over here. I think that should be fine. Now what I can see is that we have one beam, and then we have a beam in front of it, but that's when we will create later. And then we still have these grades and then we have another large wider beam. So what I can do is I can go ahead and already duplicate this. So the larger wider beam I guess it makes sense if it is the same thickness, but we are going to make it a little bit wider like this. And this is the one that's holding most of the weight, it looks like, and this one is also extending quite a bit. I can see over here there's some additional detail, which we can incorporate into it. So first of all, let's move this up. Yeah, actually, I think this is a pretty good one. Now, next, it means that over here, this one, we need to Let's see once again. Like, at this point, I'm just going to move it up and then we will just make up when we create our final how that is created. So what I will do is I will probably push it up a little bit more like this and leave it. Now for this one, on the end, you can see that we have a little detail over here. And what I'm going through is, I'm just going to reuse this detail that we have over here because this one, we can then use here, here and here, which means that we save a lot of time. So if I just go ahead and create that one, it's pretty much see going up here. Let's see, that's extruding it a bit. And then it looks like just for the blockout, of course. Like, we will make this much better with, like, splines and stuff like that, later on, but for now, it just pushes out. Is it far enough or too far or I guess maybe a little bit too fast, maybe like push it back in a little bit over here. And now what we can do is just to mimic that effect. First of all, let's move this one down a little bit, is to just select these edges here, which are bit annoying to select, and then you can just go ahead and do a bevel. And again, I don't know why they don't just add an option to add more lines in between the bevel, but luckily for like a blockout, this is good enough. Now at this point, what you can do is you can go to your pivot and just sent it to the center. Oh, see? That's what I mean. Here, I forgot to duplicate it, and now we have this issue over here. Luckily, it's not a big problem because I can quickly duplicate this one. And then for this one, I'm just going to go ahead and I'm going to quickly turn off these two selection filters because here I can select between vertice edges and faces. So I can turn off everything but faces, delete it, turn it back on, push out my face again a little bit. And then just select these four edges over here, and we can just go ahead and do a bridge. Although I can't remember it doesn't like it, but I do it with four at the same time. Where are you? Bridge? Yeah, see. Again, it doesn't like that. It wants you to bridge it one by one. So that's a little bit unfortunate. But still, often when you are just creating a blockout, it's such a nice tool to have where we can just, like, quickly create these blockouts. Now, where we we pivot center your pivot, accept. And then also inside of unreal, we have the mirror tools. You can find them going down over here to Timdel and then Mirror. And next what I can do is I can go, like, left, right. Here, we go right. And then I can just push it out. And I guess luckily for us, we can kind of use this grid. I know, maybe not luckily for us. I was going to say we can use this grid and kind of align it with the door, but let's just eyeball it a little bit. Something like this and press accept. See? And now we instantly mail with it, which is also nice. Okay, cool. For those things in between here, all I'm going to do is this one. I quite like that detail that we have in here. Now we now have some messy jom tren here. Unfortunately, as far as I can remember, you cannot actually do a double click and like, here, you cannot double click to actually select those few etches. So I guess because I'm not in such a massive rush, I can just select them by hand and use these etches for some additional details. So if I move this one probably halfway here and then do the same with this one, just go ahead and select it And this one can be moved halfway here. And pretty much the way that it looks like, it's like a nice additional detail that we have. So I'm gonna go ahead and add an insert loop. Add one here. And another one here, just pass except, and then quickly just grab these two pieces and push them in a little bit. And that's just for me to remind myself that there is going to be a detail there. Now, next we can just reuse these ones over here, but we want to make them a little bit smaller because they look a little bit smaller. Although they mostly look like thinner, not so much smaller but thinner. We got this one. Now, I do not just want to scale it out because then they become too long. I actually want to push them in a little bit so that they become more squarish. Let's move them up a little bit. And also what we can do so we can move them in a bit. But what I can do is I can now just go ahead and press duplicate, and once again, I can just use my mirror. And if I just go ahead and use the mirror on the right side, here, see, I can just quite easily extend it. And if I can now just try and get it exactly on like a joint over here and then scale it back in a bit. And I'm just going to quickly select this and move it in. There we go. Easy. So we got this one. And I'm going to for now just duplicate it like this. Of course, I will make it look nicer later on, although you can even make it look nicer now by just selecting these scaling them out like a little bit over here, see? Now they instantly just fit a bit better. There we go. Okay, so we got that one done. What I'm going to do now is yeah, I think I'm first going to create the top because once I created the top, I kind of like know if I need to do any type of weird scaling. Because over here you can already see that we have very little space, but of course, I can change my camera a little bit. So it kind of depends on how we want the scaling to be. So for the top, let's go ahead and go up here and I'm going to make it, of course, like a very, very simplified version. But this version will probably because it's going to be a centerpiece, it will be quite detailed when we actually start creating it. So we will end up with these really nice top details over here with all the tiles and all that stuff thanks to the power of Nant. However, for now, let's go ahead and do something like this. Let's create a new Let's go modeling. Let's create a new box. I'm just going to make it 20 by 20 by 20 because I don't know how big I want to have this become over here. And what I'm going to do is I'm just going to go ahead and do poly it, and first of all, that's the site on our length. So this one just extends out over it. So if we go probably somewhere along here. And then somewhere along. Say, like here, okay. Now, next in terms of, like, the thickness, this thickness is actually fine because I'm starting by creating this little top piece over here, and then I will make it like thicker and thicker. So what I'm going to do is I'm just going to push this out to make it a little bit wider. And now at this point, honestly, you cannot really properly decide the height. Like, what I will do to kind of guess is, I'm just going to now go to my polyad I feel like that this is a good actually, no, I don't feel like this is a good width. Let's move it up a little bit, something like this. And then it is more just a matter of extruding it a bit like this and then just scaling it out, extruding it a bit. And we basically do this until we get to the point where it feels like what we have in our concept. So over here, so it just depends on, like, how white we want to go, and I feel like we want to probably, let's do one small one more. Is that correct? You can also have a look at our camera. Okay, we cannot have a look at the camera. It doesn't matter. Um, I don't know. Like that is. I feel like it's a little bit too bendy. Let's Undo that for a moment. So we got this one. Let's see let's extrude this. Let's make it bend a little bit softer. Because I'm going to later on duplicate this one a bunch of times most likely. I want to make sure that I have it right. Although I'm going to show you another technique where we basically use mega scans for blockout, but that will come in a bit. We got this. Now I need to do another extrude because there is this flat part and that extrude basically always looks like it's a little bit sideways. So we got something like this as a very, very simple base. So we can go ahead and press except. Now, at this point, what I'm going to do is let's go actually back to my edit poly, and I'm going to start by just doing a edge loop over here. This way, I'm just going to extrude this out. Move it over here. Maybe like one additional edge loop in between, which you can then go ahead and use to move down. And once again over here, extrude this out, rotate it a bit, insert an additional edge loop. And let's go ahead and move this down. There we go. It's good enough. It doesn't look very good, but good enough for my purposes. Now, at this point, if I do an edge loop here, does that seem to work? Yeah, I think I can make that work. So if I'm just going to create an edge loop here, another one around here and press Accept. Sorry, I need to press done. I keep forgetting that they changed that. And now I'm just going to go ahead and I'm going to move all of these to make them a little bit more even. It's quite annoying at this point, because really like the modeling tools as soon as you get a little bit more geometry, they start to break. But basically what I'm all about is that I want to go in and then come on. I say, I want to go in, and I want to, like, remove these center areas over here, most of them. I just want to remove three of them. And once we've done that, it should look quite nice so that we can, place this on top of our door. I don't know why I need so much concentration for something like this that I can barely speak, but let's say, let's do this one. Last one. But that should be enough. I I now go ahead and I have this, so I want to remove this one, this one, this one. Tick tick, tick. Let's plus delete. And the next thing that I can do is I can kind of go on this position and I can select them and I can press bridge over here. It's a bit time consuming, but I can just go ahead, Egan. Keep adding these. Here we go. Let's buzz accept. Yeah. For now, that works quite well. So what I can do is then pretty much for now, let's just place it in here like this, place it a bit in the center, and then it's more for us to decide like, Okay, how high do I want this to be? Mm. So from a bottom side, let's just go ahead and go over here, and I'm just going to go into my camera actor and unlock my transforms. And let's see. Let's move this carefully, like, a little bit down. Okay, like that. And next what I can do is I can go ahead and use the blue see up until probably up until, like, this point, I want to place it. And now that I've done that, I can go ahead and I can Oh, I'm sorry. For some reason, my keyboard registration was in the wrong position. I hope that does not matter too much for you guys, but since I'm not really doing any shortcuts. Okay, so we got like this one. There will be like a framework inside of here, but we don't really need it for now. So let's have a look. Um, just now comes the tricky part because now we are going to figure out if the wits and everything are fine. And if I do this, I do get that long feeling, which you also get here. Like, you get the feeling like this one is quite long. I do get that too. I have a feeling like my roof over here. If I just go set the pivot point to, like, the bottom and paz except, I feel like I can scale that down just a little bit. Yeah. So, of course, it will become quite a bit thicker. So it's really difficult for me to do this while also showing you the concept art. So I'm just kind of like having a tink over here. Like the doors, they feel right. I would say that everything feels a little bit high. Oh, God. Sorry, I didn't mean to. Oh, I messed it up. Didn't mean to do that. Let's start with something like this. We will change it later on anyway. So if I would go in and that's annoying thing with Unreal that you can you can do Contra Alt and click to try and select something. But what it then does is it often selects like a bunch of stuff that you do not want to select. So I just need to make sure that it didn't select like here, see? Like it selected the sky and stuff like that. But there we go. Okay, so now we have everything selected. So that's Controlt. And basically, all I want to do is I just want to see if I move it down if that looks more logical. It looks more logical if I move it down like a tiny bit. But of course, I don't just want to move this all down a tiny bit. So I don't know. Can it be as easy as just like? No, it cannot be that easy. Mm. So these ones, let's scale them down a tiny bit. Let's use this one as a base. Yeah. Okay, that's good. So now that we have this one, all we have to do is we have to quickly grab these, and these ones we can also scale down a tiny bit as long as the piv points at the base. And then this kind of stuff, it's more like not scaling it, but moving it all down. Then the last one, it's more about just having a tink gonna use gray material or on it. Yes, I think we got it. I think that's a pretty good one to get started with. Okay, cool. So I will leave this chapter off by just creating these last few extra bits. And then in the next chapter, what we can do is we can create all of the buildings on the site. And it's okay to, of course, keep changing the scale, even after we already placed it. When we place those additional buildings, then we just keep getting a bigger sense of scale. Anyway, for now, what I'm going to do is I have over here, this beam, I'm going to make the depth, maybe like 25. Yeah, that looks actually quite nice. Oh, that's 35. Let's do 30. Over here. And let's just go ahead and just place it nicely in the center. So this is just going to be those additional wood pillars that we have. And based on that, I can also see that I need to push everything back a little bit because over here you can see that now we just do not have enough space, but we can already make it and then just select everything. Let's do something like this. Add the poly, move it up. And this one would come roughly around halfway, see? Yeah, pretty much around halfway of the door. So let's go for something like this. I do feel like it's a little bit too beefy, so let's just go ahead and just push it back in a little bit more. Like, I don't want it to be too over the top. And let's make it gray, duplicate, rotate. And then we can have one that's over here. So this one we can just scale in Like this. Yeah, let's push it out quite a bit over here. And another one that is at the top. No, I do not like this. This one needs to be thinner, and we need to push this closer. These two will need to be pushed back in. S, does that feel better? And I want this one to be a little bit higher. And then this one also push it like a little bit higher. Also, gole tick, which I'm not doing yet right now because it's annoying for you guys, but you can go to Window, view Boards and select viewpod two. And this way you can create an additional viewboard where if you set the camera, you can have this on your second screen, and that allows you to basically easily move things around. Now the reason I'm not doing it is because it slows down your computer up because it needs to render everything twice. And, of course, for me, it means that I would do a lot of stuff that you guys cannot see. And that would not be very nice. These ones, however, although I'm going to make them a little bit thicker, I think for the rest, oh, no, that's too thick. So I'm really picky, and I feel like I already had to block out like I want to I'll often already be a little bit picky just so that we can quickly replicate everything. We can now go ahead and duplicate this over to this side. Have one last look. Yeah, see, that feels white. Okay, awesome. Now we have these ones over here. Basically, it's almost like this. So let's see. It's like one of them, which goes here. And what I'm going to do is I'm going to make it thinner. Yeah. I want to make it also thinner like this. I'm going to go to my added podium. I'm going to select the ends over here. And I'm actually going to scale these out to make everything a little bit longer. Do I want to do that? Yes, but then I want to kind push this one back in. Same over here. So let's make it a little bit longer. And then what we can do is we can go ahead and select the end push it back in. These bits over here. I'm just going to place straight. And when doing this, I realize that I am not editing a duplicate, so I'm just going to cancel it, and I'm going to actually duplicate this. There we go. Let me just pass the video and redo that stuff. Here we go. Okay, cool. Now I'm going to probably see push this one back in because I don't want to have this stuff extending too far out beyond that back pillar over here that you see. Yeah, something like that should work. Oh, okay. I want to make sure that it aligns with our center pillar. And then basically what I want to do is I want to push it in front of it a little bit like this. And next stop is just duplicating it. And for this piece, I'm just going to one duplicate, go to my added poly, select only my faces, and just go ahead and delete everything but the top or the end. And then, of course, go to pivot and let's just do a pivot on the I'm just going to set it in the center over here. Okay. So we can go ahead and we can grab this one. And if I have a look, this one needs to come here, and this one, we actually want to make it a little bit thinner again and push it up. And this one is more like in the center over here, and we want to oh turn on vertex select again. We want to push this out a little bit. And we can now go ahead and just duplicate this over to the other side. And at that point, it's just a matter of having a look. Yeah, I think that is pretty decent. So let's have one final look before we finish off this chapter. So the heights and everything, we still need to figure out based upon, of course, what we have over here with these additional pieces. But in general, it is looking pretty good. The only thing I don't like is that this one might want to go, a little bit lower like that. Let's see, these beams over here, they are pretty good. However, they do feel like a little bit small, but it might just be like when I actually just move my camera a little bit closer, stuff like that, that might resolve itself. Or what I am going to do is I'm probably going to change my focal range to something like it's now 35. Maybe to like something like 50. Yeah, here, see, I feel like now 50 starts to work better in our favor. So we got that one. We got our tick beam over here. We got those pieces. We got like a little ending. We got our top piece. Yeah, I would say that for now, this is fine. In the next chapter, what we'll do is we will just, like, add that extra tiny detail up here, and then we will start working on, like, all of the side pieces. So let's go ahead and continue with this in our next chapter. 6. 06 Creating Our Blockout Part3: Okay. So what we're going to do now is I'm just going to go ahead and create this extra detail up here. And then I'm going to show you a fun little trick that I like to use, which is that I often like to simply use mega scan assets if we have them, of course, if we have them that fit. And basically, use those as part of the blockout just to save some time. So let's go ahead and go over here. And for this piece, all I need to do is so like straight, round straight, not too difficult. Square and like cube. Also, what you can do is you can turn off a line to normal, and then the cube will just stay straight. I'm going to make it like 30 by 30 by 30 over here and just place it over here and accept. Let's see. So I'm going to move this up until this point over here. I'm going to extend this out, probably something like this and move it sort of in the center. And then it's just a matter of, like, going into my added poly. And let's see. Let's move this here and let's go inset edge loops, even Let's add two loops. By this point, I expect that why kind of, like, know the drill. So I'm not going to explain everything too much anymore. At least not like the really obvious stuff. So inset Etche loop, let's do, like, four maybe. And done. Except and just have a look. Maybe I make it a bit wider. Then it's just a matter of grabbing these four, moving them up, grabbing these two, moving them up. Oh, I feel like I need a little bit more, so let's make it a little bit more drastic over here. And then it's also just a matter of grabbing these and I'm going to just move them up a little bit more to make them a bit bigger. Yeah, it's not the best one, but it's just like to indicate that there is something going to be here. So if I add a gray, does it kind of like indicate it? It does. I just feel like I don't know. Um, I feel like maybe, like, pushing these ones down just because I do want to make it look a little bit nice. So yeah. Yeah, something like that should work. And then you can grab, of course, like these topies and we want to just go ahead and we want to add an insert edge loop. Let's do proportional offset. And we want to add them in the end over here and over here. And then for these ones, I'm just going to go ahead and I'm going to, let's see. Let's place one in the center and one on each side, and just press done. And it's just a matter of pretty much like grabbing things probably easier if we grab the faces, actually, because right now we have quite a bit of geometry going on. It's kind of like pushing that. No, that's awkward. This one does not continue on. That's a little bit annoying. I also wonder why would do that. In that case, because I just don't really want to spend too much time on it. What I will do is I will grab these pieces over here, and I'm just going to go ahead and I'm going to push those in. There we go, just to indicate that it goes a bit around. And then from a distance, yeah, there we go. Okay. Awesome. So what we're going to do now is we are just going to go ahead and import some Megacan assets that we can use, and it's mostly because I happen to know that MgSan has a bunch of Japanese assets. So let's just go ahead and go up here, and this is already built inside of Unreal engine five. So we can go up here and go to our Quix Bridge. Of course, you want to log in and everything, but all of the Mexican assets are free. So we can go to Tweedy assets, and I'm just going to type in Japan over here. And there we go. So now we get a bunch of Tweedy assets from Japan. Now, most of these are not really what I'm looking for, but this one over here, I can see that I even already had it before. This one I think is quite good. So this is just like the roofs that we can temporarily use just to indicate where the roofs are going to be. So I'm just going to go ahead and add that. Now, there are some walls over here, I can see I use, but I'm not sure if I need those yet, so let's leave those. This one over here that looks like typical like that piece over here. That's actually quite good. Let's go ahead and also add this one. I guess if you want to save time later on you can literally just use the Mexican asset and you don't have to create the things yourself, but I, of course, want to just create it a little bit. I think for now that's actually fine. I think those are the main ones. The roof was the main one that I wanted to use. Now, let's go ahead and go over here and then I can also show you how to use it. So we have pretty much like a flat area over here, and then we have another tick beam sitting next to it. At least that's what it looks like to me. So what I can do is I can grab this tick beam over here, and I assume Yeah, I'm not completely sure yet where exactly this beam would be, but it has to do with, of course, extending out this shape over here. So first of all, just go ahead and create this one. I'm zooming in on my reference over here. So for that one, let's go ahead and go back to our modeling tools, and we can go box. And I'm going to make the width like 200. I will change later on. Don't worry. The depth is going to be like 20 and the height is going to be like try 250 maybe. Let's start with this. And now let's just define it a little bit more. So I can age my camera settings. So let's have a look. So we have this piece over here, and I want to kind of, like, have it sitting near the back like this. Now, in terms of the height, we can just simply have a look, and we can see that this one ends about half a meter to a meter below. This joint over here. So I would say, it ends roughly over here, and then we will have our roof. Now, in terms of the width, it's up to us to decide that. If I go ahead and go yeah, actually, you know what this looks quite logical. Yeah, this looks quite logical. So basically, I'm just having a t because our additional piece over here next to it, we have very limited information, so we just need to have a think about how that one will fit next to everything. But I think if we just have a beam like this one, and we want to kind of, like, let me just create like a I'm just creating like a guide over here. If we just create like a simple guide, which is just like a cube, that plays exactly on here, which allows me to properly make sure that my beam and everything is also aligned over here. And then I can also make sure that this one is aligned. There we go. I think that is a pretty good position, but we have to wait and see. So for this piece, what I'm going to do is I'm just going to go ahead and go back into my materials, and I'll take gray material to this, and I'm going to go into my poly it. And let's see. So I'm actually, I want to add a little bit more detail. So what I will do is I will add one additional beam over here. I think that looks quite nice, and I can just skate it down probably. Push it in a little bit more. Yeah, I feel like that feels quite nice. So one here, and then I guess it would make sense. As have one on the other side, just for proper symmetry. And now for this one, just move these things a little bit back. And I'm going to have, let's see, insert edge loop. Let's start with an even edge loop, start with like a single one in the center. And then I want to have another one, or sorry, another two. On this side, I'm just following my reference bait, by the way. Done. Insert edge loop, proportional edit, and let's see. Let's have one roughly here and another one, roughly here. Yeah. Yeah. Okay, let's start with this. I still feel like it's not high enough, but I guess we just have to wait and see. So what I'm going to do now is I'm just going to go ahead and add some thickness to them. So I want one loop here, one here. I guess it would make sense to have one here. Here, here and here. And another one here and here. And now, if I just go over my selection, I want to select let's see. No, sorry, I want to select these ones over here. I want to select this one. I'm just looking at my reference, so that's why I'm a bit slow. And then this will be extended out also, actually. All of this can be selected. Pivot is a bit in the way, and this one will also be extended. So if we go to Extrude, we can push this in. Push back a little bit more. Oh, it looks a bit buggy, but I think that this will work pretty well. Now what I'm going to do is I'm just going to some wood blank details or something like that, something very, very basic. And I can do that simply by adding a start by just adding this box. And let's make it a little bit wider, a little bit thinner. Maybe give it like I quite like these type of wood slates where it's like, slightly angled and stuff like that. And just kind of like scaled up. I think maybe make it a little bit wider. Oh, wait. You know what? I'm already going to add my gray material because else when creating a lot of duplicates, it's annoying. And let's just go ahead add these. Okay. And then what I can do is I can just extend this one up, press dup to duplicate it, and then just grab one of the edges and just push them back in. Hm here we go. And now it's just a matter of selecting them. And this is something that I think I've not shown you yet. But you can also have a merge function up here next to Dup which allows you to basically just merge them all into one object, which makes them a little bit easier to manage. Okay, cool. So we got this one done. Now what I'm going to do is I'm just going to go ahead and I'm going to edit my mega scans roof tiles over here. It's a bit annoying that it does not generate your subtitles or your thumbnails and looks like that it also doesn't do it here. I can't remember. There was a function where you can generate your subtitles, but subtitles, where you can generate your thumbnails, but what I tend to do is I tend to just quickly open them up because I need to open them up anyway. The only difference is that I do not need all of these. So this one I can use this one, this one, this one, but I don't really need these pieces over here. Don't even know what this is, so let's just get rid of it. This one I can use, this one not, and this one. I basically just want the big pieces. Then I'm just going to go ahead and add a gray material to them. And then, basically we can take it from there. So let's go ahead and just add this this and here. And then you can just close, and if you just press save all, it will automatically save all of them. So let's have a look. I want to have this straight piece over here. That also has some additional details. And basically what I'm going to do is I'm just to kind of like this feels like quite a good position, I guess. I'm just going to go ahead and play around with it. So let's see if we have two of them over here. At this point, what I do want to do is I probably want to go ahead and create my second viewpd over here. Just make it easier for me to quickly integrate or change certain things. So I'm just going to move this viewpot over to my other screen. And let's have a look. So we have these two pieces over here. I'm going to probably scale them in a little bit more just so that they fit a bit better. The reason I make them gray because it is really confusing when you are looking at the white scene and all of a sudden you have one thing that is textured and I never really like that, and maybe make them a little bit thicker. I think that should do the trick probably. Yeah, I will fix this sighting over here a little bit later. Yeah, okay, I think this should do the trick. I don't know if I even need to create something on the back side for now. I'll just see if that even shows. I mean, yeah, I guess it does show something a little bit over here, but that's something that maybe we will just go ahead and focus on a little bit later. So we basically have this one that's already looking good. Now, what I'm going to do is I'm going to go back to my modding mode, duplicate. And then for this one, for now, I'm probably going to I don't know where. I probably want to, like, extend this in, actually. I feel like it makes more sense for me to have and I need to be a little bit more precise, to have this file under the beam. Of course, it doesn't have to be absolutely perfect, but yeah, there we go. That makes a little bit more sense. And now I'm, of course, looking on my other screen in there. Over here, I can see that it does kind of fit. So we got these ones. That's already looking pretty good. Now, what I will do is I will also go ahead and already duplicate it over here. And let's first of all, go ahead and start with, like, the right side, and then because left side, I want to do something a little bit more special. And that's basically like I don't want to use the same piece over and over and over again too much. So that's why I often just, like, change things up a little bit. So we have These pieces over here. Let's go ahead and duplicate that. And it looks like that I am going well, I am going around the corner, but I need to probably, like, scale one up a little bit, because if I go ahead and go, let's say, over here. So let's say that I go around the corner, probably around here, probably like this side. That means that for these ones, I just need to, like, push this one in. And for now, I think I can get away with scale. Yeah, here's. And if I just scull this in, I could probably get away with that. And what I'm going to do, I'm just going to also grab this corda piece over here. And I feel like it would make sense to kind of, like, just have it neatly sitting in place over here. Just give me 1 second. I'm just trying to get in a nice position. Because it's not really working because if I scale one side, of course, the other side also changes. But that should do the trick. So let's go ahead and also grab these pieces over here. And now it's more like a guessing work because if I grab one of these, I need to switch it over to a corner piece over here. Hey, I know that the corner piece doesn't look very good because it goes upwards, but see if I just delete that one and then move this, I don't know where. I'm just looking on my other screen, by the way. That's why I reply a bit so. Actually, yeah, it might actually work. So if I just push this one here and it can just clip into each other, that is no problem for now. Uh, yeah, okay. That might work. Let's go ahead and rotate another 190 degrees. Just go to scale this up a little bit over here and push it in. And let's see how far I need to go because I want to probably extend this one out outside of the view. So if I just go ahead and place like one, two, three, four, yeah, I feel like at this point, along with, like, foliage and everything, it will extend out onto the rest, so that should be fine. I do not really like that there's such a big gap over here, but I don't think there's much we can do because it's just like a blockout, so that's fine. Okay, so let's go ahead and also duplicate this one. Over here until it extends outside of the view. Yeah, so that's a little bit of the cheating. Like, of course, if you're making game environment, you want to make this a lot more logical in terms of, like, for gameplay purposes. But I'm showing you all the techniques that you need, and literally the only difference between the environment that we create and a environment where you can actually play in is that you would probably just, like, do the level art of the entire thing, and we are just doing the level art for, like, the pieces that we can see, if that makes sense. So it's just like our way of saving a little bit of additional time because for me to make an entire gameplay vi it just takes so long, to be honest. And it's not something that will really be beneficial in the util. Yeah, let's just yeah for good measure, I will do this. But at this point, as you can see, that's looking pretty nice, where it kind just goes outside of the view. So let's see. So we got those shapes over here. I feel like I maybe move my camera more like up trying to basically see. Like a good position, but it's a bit swicky to get like a good position this early on. Okay. Yeah, let's do something like this. So we got these sites over here and also these walls. Over here on the inside, we will work on that later on so that you can not just look through and see the sky because that never looks good, but that will also come when we do our folage and everything. I will say, because the left side is quite like a light side I will do that in a new chapter. So the last thing that I will probably do here is, although I also feel like this one could probably be a little bit wider, but I'm not sure. The last thing is I'm going to balance out this last piece over here. And then I want to just use that, what is it called? Like the little wooden lamp. For the rest. So first of all, I have the urge to make this a bit wider. It feels a little bit, like, squashed, and I don't really like that effect. So what I'm going to do is I'm just gonna go ahead and grab this and kind of just cheat and just, like, scale it in. And let's see if that looks any better. Let's move this one over here and scale it a bit. Yeah, that does feel better, right? I know that over here, it's a little bit wider than this one, but I don't know, to me, that does feel a little bit better having just a little bit of, like, a bigger view. So let's leave that one at that. And I'm just going to go ahead and I'm going to save machine. Now, quickly open up this Japanese lamp and just switch out the material for a gray material. Here we go. And now, for this one, it's more a matter of using it and placing it and scaling it in a way that looks logical. So if we have over here, they are quite large. So we kind of want to just see what will work best and which scaling will work best. I feel like something like, maybe something like this looks more logical. Now, we also need to create something at the base before we can actually do anything else. So let's go ahead and create a box. Zoo 50 by 50 by 50. Yeah, let's just place that here. And I'm just going to create whatever we can see in the reference, which is pretty much just a, it's just like grabbing our box, manipulating it to fit the rest. And then I'm just going to push this one down. I'm going to use my scaling to kind of, like, give it bit of like an angle, and I'm going to also push the top in probably a little bit. Why not? Nah, you know what? No, I don't like that. So, okay, so we now have a base. It's grim material. And I'm just basically playing around while looking at my screen over here to make sure that it is in, like, a pretty logical position and not in, like, a really strange scale. I don't know. Maybe a little bit smaller. Just trying to get a good sense for it. Of course, later on when we think that we are done with the environment, that's when I go in and also just double check, making sure that the scaling is correct and all that kind of stuff. I think for now this is fine. I'm just going to go ahead and just to give it a little bit of extra detail, just like doing inset on every area. Over here, I should be able to just select all of them and then extrude and I want to make sure that the sorry, the extrude direction mode is set to our normal mode and just push it in. There we go. Just to give a little bit extra. Then just like in the concept, let's go ahead and push this over here. Let's have a look. That already looks. Yeah, I feel like it's still missing something, but I don't know what it is. I feel like maybe, let's delete this for that. Maybe if we just go to our pivot and set this at the bottom, this one can go a little bit lower. This one can push in, and then the tiretan can be a little bit smaller. I feel like that sort of fits a bit better if we go for something like that. Okay, cool. So we got this one. Now I want to go ahead and just very quickly because I often like to do this whenever I finish like a part is that I'm just going to go ahead and go in my large view over here. I'm just going to once again, play around and see if my field of view and everything is working. So let's do 50. Let's see what it does with 40. No, I think I like 50. So let's go 50. And let's just try and see if we can get a more interesting position. Maybe move it up a little or closer a little bit. Yeah, I think something like that looks quite nice and then maybe see if we already can open the door. Later on, I will not do it now because then I get distracted by the sky behind it. We got this, which is pretty good. I'm going to shy and maybe move down here my top a little bit more. And then I will just say, like, this is the main view, but of course, we will have additional view. So it's not like we are missing out on that really nice top detail later on. But doing this and I feel like I'm just double checking. So just bear with me. I'm just looking a lot at my reference over here and just checking to see if, like, maybe the doors are like, No, I want the doors to be quite a bit higher than these pieces over here. So the doors are correct. These ones are correct. Like we have our WOW I feel like this is a little bit too thick. So maybe just actually, no, it's just these two. These two feel like too thick. So that's maybe push those down a little bit more over here. Let's see. We got that top beam and then yeah, it is a bit of a shame that we cannot really see this one. So maybe I should just kind of, like, push it down a little bit more over here. Yeah, that works. So we got our rooftop pieces here and here, and this one will extend out. Now, what you can also do at this point is you can always already play around a little bit more with your lighting direction to see if you can get something interesting by going into the directional light. And you can just, like, over here, play around with, like, the rotation. So here, let's see, so just adding a little bit of extra shadow. And I can also set my sauce angle, which will basically make my shadows a little bit softer, but that will come in just a bit. So I think that this is pretty good. One last thing is that right now, I feel like I get distracted by, like, the more higher quality roofs here. So what I will do is just for fun to end of this chapter. I'm going to grab, just a flat piece of roof that I have over here. I'm just gonna kind of, like, place it in position instead of my snap rotation. Just going to scale it up. And then I'm going to show you a fun little technique that we can use. So if we just go ahead and first of all, place these roof pieces here. So, of course, what you might guess is like these are straight. Everything below it is bend. So what you can do is if you go into your modeling tools, you can, first of all, just merge these pieces together to turn them into a brand new object, and then we can go into our lattice or late latte. I don't know. I never know how to pronounce it, but we can go in here and set this one to two and maybe this one to like let's see, not this one, X. Axis, yeah, X axis to three, which allows me to then select these points and softly Oh, come on, select these points and softly manipulate the roundness over here to give it still that round effect like that. And there we go. Now if we go back here, see, just like it fits a little bit better. Even though it's a blockout, I like to do that kind of stuff just to make everything fit a bit better. So that is about it for this chapter. In the next chapter, what we will do is we will start by focusing on the left side area. And after that, I think we only need one more chapter to focus on the foliage and polish, and then we are pretty much ready to go. So let's go ahead and continue with this in our next chapter. 7. 07 Creating Our Blockout Part4: Okay, so we are going in the right direction. Now, what I want to do this chapter is I want to start focusing over here on the left hand side, and I want to kind of make this a little bit more special. So what I had in mind is that I really love this image over here. This is one of my key images that I want to use just to get the general vibe along with this one over here. And I quite like the structure that we have over here. So I want to create something like that. Of course, without the stone, but we will improvise a little bit. So my idea was that, where are you? Sorry. My idea was that over here? Wait, let me show you in. That because there's like thickness, it's almost like a hallway that just ends in front of here. So it's just like a place where people can walk around and stuff like that. And I kind of wanted to use that as a storytelling along with these shapes over here. So let's move this over here. Let's go outside of my camera and let's get started. Now, I think the first thing that's probably easiest is to define the roof. So what I'm going to do is I'm going to duplicate my roof piece and set it back to one or, sorry, one, one and one. And I'm going to turn on my snap rotation. Let's figure this out. So with my roof, this feels like a really tiny roof, to be honest. That's a bit annoying. That's a bit tricky. Let's have a look. So if I have a look at my concept because the roof is kind of like extending over the other one. So I'm just mostly doing guessing work over here. So if I say, let's see, extend over on this side, let's go over here. Oh, that looks quite large. A little bit too large, actually. Let's do 1.5. Set my scaling to lock, which means that every time I say 1.5, it will just automatically become that yeah, I think, I think 1.5 should be fine. So what we can do with this roof is now that we know roughly the height of it, which is this, I can go ahead and I can start by duplicating it. And I'm going to set my snapping to five because we should be able to snap the roof together, at least a little bit. I'm then going to go ahead and add one of these pieces and rotate 90. Snap over here. So I'm going to basically, first of all, make the end because that feels like the most logical thing for me. And if we were going to go ahead and go for modular pieces, we probably want the ends to just be as simple as being able to rotate it once like this. Yeah, that should work. So, okay, cool. We got those pieces. Now I just need to go ahead and also just for good measure, even though we probably cannot even see it. I rotate this one and place it over here, and there we go. Awesome. Okay, cool. So I have this piece. Now, at this point, I can already start deciding, like, how far out do I want to extend this area? I probably want to just extend out, not too far. So probably wherever we have this ending over here with our stone. So let's start with this, and then of course, we can later on edit it. So let me just duplicate this a bit more. And for now, I'll just leave it like this. Okay, awesome. So we are going to use over here these beams as like a connection point. And as I said before, I want to start pretty much like replicating the wood parts that we have over here. So I'm going to get started by I can probably use this one. So let's go ahead and just duplicate this. Let's also duplicate it inside of our modeling tools, rotate it. And I'm going to because, of course, this is where the ending is. I'm going to probably place this beam next to it. So let me just turn off snapping and place it over here, and let's see. So yeah, first of all, let's make it a little bit thier. We don't want this to be like such a hugely thick beam. Okay. Yeah, that seems to work. And now, in terms of, like, the length, I wouldn't want to go all the way to the side. I would want to maybe have a little bit of space for people to kind of wk. So maybe, stick with this thickness. If we go roughly over here, that would feel a little bit more logical. Okay, cool. We have this one. Now what I'm going to do is I'm just going to build things up, so we have this. Then I want and have look over here again. I want to have like this in between area over here, and I might want to make then this one, a little bit smaller just to add a bit of variation. So we have this one, and then the next time we have another one is like, we need something to kind of, like, block the top. So let's have a look. This one, I'm going to go ahead and make it a little bit thinner. Like that. And this one What if I steal, here, what if I steal one of these just to measure things and to place it. So I'm going to steal one of these. So this one, I'm going to go ahead and maybe, make a little bit thinner like this and just move it on the roof. So it's going to be like one of those typical structures where the roof is kind of like resting on these pieces at the end. Then I would want to go ahead and probably, like, say, place one here. And next would be having a beam. And I would want to have this beam At this point, I'm just looking around because I need to kind of, like, guess mostly. Of course, we will later on, look much more closely at these type of pieces to make it more logical. But yeah, actually, over here, you can also kind of see it. So if I go ahead and just make this beam probably like thinner. Yeah, let's do that. Let's make the beam thinner and make sure to duplicate this piece over here. For now, I'm just going to move it to the center, but you probably guess that later on we will just mirror this. So we have this beam, and that one is a little bit thinner. That's good. And then if we also just go ahead and move it over here. And another thing is that we would need to have a corner. I can use this one over here. We need to have a corner to, of course, close everything off nicely. Yeah, that works. Let's move it up. Yeah, actually, that's pretty good. So the beam is pretty much in front of this over here, and then it will have later on maybe a few more segments. Yeah, I'm just going to indicate that like this. So a few more segments, and then we have a beam here, and then we want to have a beam like every other place so let's say, another one over here, and then later on, there will be also another one here. But let's first finish this off so that we can just duplicate everything at the same time. Now let's go ahead and select our roof pieces and nicely move these a little bit forward. Yeah, it's probably like this area. And this I'm just going to kind of stick in here. There we go. Yeah, that should work. Cool. Okay, now we can just kind of, like, build things up. So if we have this, looks like that it would be beneficial to have one additional beam in the center over here. And then for these ones, I'm just going to place one in center here and one in the center over here. Then actually this one, it would be more logical if this one is also here. So I'm just trying to make this a bit more even. There we go. Okay, cool. So we got those. We can just go ahead and duplicate this one. Make it a little bit thinner and mostly just like scale it. Oh, sorry, now you want to go ahead and turn off the locked scaling. I'm just going to use this over here. And now over here, as you can see, you can actually see through this. I also want to create it that I can see through it, and then what I will do is I will just go ahead and place some of those solid walls that we created, these ones behind it. So knowing that, first of all, what I need to do. So we have a beam there. I want to place another beam that's like a separation type thing, probably over here. I also want to create this separation probably over here we go just a little bit of additional details, and now it's just a matter of maybe creating quick cube that's like ten by ten by ten. Like this. Yeah, actually, yeah, that works. That need quite a good ratio. I'm now going to go ahead and I'm going to select these corners over here, and I'm going to give them a nice little bevel to give it some additional details. So something like that. And just push this up. I think that will work totally fine. If I just go ahead and see, I'm just going to, like, not even bother really measuring it. Just give it some open space. Actually, I want to give it a little bit less open space. Yeah, I think that will look cool. And then, of course, the occlusion and all of the shadows on the interior will take care of it looking nice and dark so that you cannot really see any details on the inside because, of course, we don't want to spend too much time on that, but it will still look quite good. I'm going to go ahead and move these a little bit more, and I'm going to also go ahead and then duplicate them. Oh, and here you can see that. Yeah, it's a bit less. Let's height, delete this one, Control H to nhight. I am fine with it. I'm just thinking if I need to merge them together. It might be handy if I go in and merge everything but one. So here, let's merge these together, just because I know that we need to duplicate this probably a bunch more times. Saves me some time selecting. Okay. Awesome. So Oh. Yeah, I already like that. That's already looking pretty good. I'm going to now go. Let's go around the corner first, and then we can take it from there. So I guess it would make sense if we go out the corner to have another piece sitting on, well, the corner over here. And I guess then this one, this one, this one, this one, This one, this one. This one. 90 Luke. Yeah, that works. I'm just going to deselect this piece so that I can more easily scale these over here. And I guess that now we probably want to go ahead and make this. Let's see. It's up until there, so I don't know if I want to make it this white. That feels too white, to be honest. That is tricky, because I don't like if I just go ahead and like, play around with the width, let's see. It's going into our camerangle. To be honest, I don't want to have it wider than this, because then I feel like it just becomes such a bulky building and I want it to be like, nice and subtle. So I can, here, see this also feels better if I do it this way and have, like, a corner around it. So let's first place this in position. And then I'm just going to figure out what to do with the roof from there. So we have this one, this one, and then we have, like, a It's gonna duplicate all of these. Rotate at 90 degrees. Okay, let's try again. So, sorry about that. And that feels, to be honest, it still feels too white to me. It it just looks like too big of a building. I want it to be. And also, to be honest, it feels a little bit short, actually. Yeah, so too white and too short. Although the short one, I'm not really sure. What I'm going to do is I'm going to, let's make it one white like that. Let's try that if I just move this roughly over here and have a look. Yes, that feels already a bit better. So I really want to make sure that I define this one well with all of it. Like this is why we do the blockout just because of the shapes, and you can see how vital it is to do this because we just really need to think about things and just see what we want to create. I'm just going to go ahead and now have a look over here, and I feel like that, the walls are fine, but maybe we just want to scale up over here the roof a little bit. How does that look? Yeah, that looks better. That looks already better. I'm going to now go ahead and see if I can make it kind of fit with our thinner design. So the first one is that we can. Oh wait, too bad. Unfortunately, because there are different rotations, we cannot scale them as, like, one object over here. So let's see. Let's first of all, extend them out a little bit more. I think we can live with that. Now, it's a bit tricky, so yeah, this one is really annoying. Although I believe, that wouldn't work over here. I was just thinking about maybe I can manipulate a pivot, but does not really work. Let's try something else. Have a look. Okay, so this is fine. That seems to work, that seems to work fine. Only thing is that now, of course, these ones, we want to kind of, like, extend them out a little bit more over here. So let's instead try to grab this one and do, like, a duplicate mesh, and then add a mirror. And let's see if we can kind of, like, Yeah, that might work a little bit better if we just kind of try to mirror it like this. And then for these pieces, we might be able to simply get away with scaling it a little bit like this, let's have another look, make sure it's fine. Yeah, see? I think we can get away with that. So let's go ahead and duplicate it 180. Move it over here. There we go. How does that look? That feels like something is missing. And I'm just having a think about it. Like, what could exactly be missing around here? I feel like there's more space between there's too much space, almost between these two pieces over here, and I feel like the roof is also now a little bit like off center almost. Although that seems to be fine, like it doesn't feel off center. So let's first of all, try and, I can select these also. Try and move this a little bit back over here. It's a short part for people to welcome. And now that I see this, I'm just really worried to make it to tick. So I'm just like having a look at my reference and everything like that, also to make sure that it sort of works. I'm going to make it a little just like a tiny bit ticker. Let's do this. Over here. This one, I'm just going to cheat a bit by just scaling it up. And on this piece, we can go to pivot and set this to center. Yes, I think that looks better. That looks better. So let's do this. And now for these pieces, it's just a matter of, like, extending them out a little bit, just so that they sort of fit. Okay. Awesome. So we have these pieces. Now, over here at this site, what I want to do is I do want to go ahead and create one of these because I have a feeling that you should be able to see them even from the back. Over here, we, of course, have a slight mismatch, but that is no problem at all when it comes to a blockout. So let's do something like this over here. And now let's go ahead and steal this wall that we have here. And just kind of like place it just to fill up this space and make sure that you cannot look through it too much. I'm going to actually merge these ones together. And then I'm going to set my pivot point at the bottom, which makes it easier for me to just kind of like scale this up. And like I said, you don't really need to see this. It's not something you will really see. It's just something to hide, like the shape. And just in case you can sort of see like the shapes, at least you have something. See? So let's have another look. So we got that building. We got that roof that is looking pretty good. I do feel like the roof I want to probably make it a little bit higher still because I feel like we lost that what we just did. There we go. At this point, I'm also going to go ahead and go into my second viewport and just set this to my camera because it's really difficult for me now to keep switching back and forth for small changes. So let's have a look. We got this piece over here. I honestly feel like this one is actually extending out a little bit too much. I'm not sure if we can just scale it in and then push it back. Yes, that actually works. I'm looking on my other screen, but, yes, that works. So we have the construction of, like, the different wooden beams here, and then we have one beam that's kind of like running along here. If I now go ahead and duplicate this stuff. And I guess I also want to duplicate these to end pillars over here. I can now go ahead and just quickly move this along. Of course, it doesn't again, have to be very precise because you will not be able to see a lot of this. But what you can see is that when I duplicate, you can see that over here, it will add some additional details. So we are actually going to duplicate these a little bit more. Because later on my idea was that there was like a courtyard here. Like there's just like an extra area that we can work with here. And that's what we will also do to, like, block out those behind the windows. So that's looking pretty pretty decent, I think. Maybe just because I want to work really neatly. Scale it down a little bit more. And have a look. Okay, I like that. Like, right now, like, Oh, God, didn't mean to do it. It's not too beefy, but it has, like, this nice closeup and has, like, this nice height difference over here, which is looking pretty good. We also got those additional beams over here, which is fine. That works. And I'm just going to have a look at my reference over here. We might want to art stuff like this later on, but for now, let's first focus on the structural assets. So beam, flat sport beam. Yeah, we got those, and then we have another beam over here in our real life version, there is quite a bit of space in between here, but I guess that just depends on how we make our ceiling. Okay? So I'm now just going to run through. So we have our roof here, then this piece, then we have our doors. Our doors can open and close a little bit. We have top piece, we have this. Then we have this rotation or this rounding, and this goes to the top. Okay, cool. We then switch over to this side where we have these details. There will be like some flags or something like that here, and this one switches over also to the other side. That's also good. We have our lamps over here, which are at a pretty decent scaling. We have our stairs over here, and then over here, there will be some plants and stuff like that. And this one, what I probably want to do is I want to push this one in a little bit more, just to add a little bit more symmetry, something like that. And this one just extends out, but you cannot see it. I think that is looking pretty good. Double checking. Yeah, that is looking pretty good. Now, what I'm going to do is just to, like, quickly hide some of my arrows, I'm going to grab or I'm going to create like some of these weird things over here, like the lamps. Because what we can do is we can use those to kind of, like, hide this area over here. I can go ahead and I can do this by going into my moding tool and I want to grab probably like a sphere, actually. Set the radius maybe to like 20? And then just accept. I'm going to make this a little bit bigger to, like, the radius of my lamp and it's just going to hang down. And my idea was to then go to, like, my poly addi it and then simply move this one like this because I just need to, like, indicate what it is. Like, it doesn't have to be special dl. So we got this one, and I don't know, maybe let's go to the top. Let's do a nice little inset. Scale it a little bit more. Extrude this out. There we go. And maybe grab a cylinder and turn off a line to normal and set the radius to like five or something over here except make it quite a bit thinner. Push it in here, making it a little bit thicker. And now we can just go ahead and we can use this one. So here, see? That was quite lucky accident. I just came up with that, but it does work where it's kind of just like hide stuff because in a blockout, it's just hide stuff. It's always easier. The top one over here in our concept, it looks like a little bit bigger, so let's try and maybe move that one, and I'm just looking at my reference somewhere over here and maybe scale down. So let's see. See? So we can kind of, like, hide those problems. And we have that one, and what I want to do with that one is I probably want to go ahead and I want to push it back with. Over here. Okay. Awesome. So I'm just doing one last check because in the next chapter, if this is all looking good, I want to get started by placing all of our foliage, which is going to be like that will change everything a lot. So I'm quite excited for that. I'm going to go ahead and I'm going to probably I'm probably going to grab these pieces over here. Mansak I'm just Is that everything? No, I'm still missing this end piece, and I'm missing one of the main pieces. Okay, that should do the trick. I'm going to go ahead and duplicate this over here. I'm going to quickly deselect the roof, and I want to just kind of like move this pretty close into position. Actually, I'm not going to scale it, something like this. And the only reason I'm going to do that is because remember how is like I want to create a courtyard type thing. Oh, say. Well, actually, that one I will just remove because it's not needed. I'm just basically going to place this behind here, and all it will do is it will block our view because one of the biggest mistakes I often see students and beginner artists make is that they just don't block the view. And you can actually see the end of the map, and it looks really, really ugly. So try to always block out or block your view. Is what I'm doing here, and I'm just basically now creating, just a little bit of, like, something behind here like that. That should already be totally fine. And at this point, just to keep things nice and clean. I can also go for 500 by 500 by ten and just place like a simple cube over here. Let's make grayscale. And all this cube will do is it will just like nicely create a floor just in case you can somehow see it. Here we go. Okay, awesome. So now, oh, wait. This one I don't like that. I guess I can it's probably quicker if I just quickly select these additional pieces. Was that everything? Yes? Then just move it forward instead of trying to, like, select the rest. So let's try this. There we go. Yeah, that feels like it would work. I'm going to even, like, just do this. And I'm just going to delete this side because I don't want to risk you being able to see that kind of stuff over there. So that's just something I'm going to scale down and stuff like that. Okay. Let's have a look. Yeah, see? Yeah, that looks really nice like we cannot see through it. So we got pretty much our general structures done now. There still needs to be a little bit of polishing done. So now let's go ahead and start focusing more on the train and on the foliage and stuff in our next chapter. 8. 08 Creating Our Blockout Part5: Okay, so we now have a pretty solid grasp on the structure of our environment, and I think it is looking pretty cool. So what I want to focus on now is I want to start focusing on just like some blockout foliage. Now, the foliage is actually really important, not just for the composition because it takes up various amounts of space that we have left open and empty right now. But also what it will do is it will also interact with, of course, our lighting, using the shadows and that kind of stuff. So we're going to focus on our foliage, and then it's just going to be a little bit of polishing probably here and there just to improve our blockout a little bit more, and then we can finally get started by actually creating the final environment. So you would think like how to do blockout foliage. Now, many people, what they can do is they can literally just create a few spheres on like a cylinder and then call it done. However, that would not really represent the lighting and just like the overall environment too well. So what I personally like to do is I personally like to grab already completed foliage, and then I like to just turn it into a gray scale a little bit like we did with over here, the Mexican assets. Speaking of mega scans, that's the nice thing. So if we go ahead and go over here, mega scans also has three packs. You cannot find them in the bridge or like the actual mega scans, whatever it is called, Pixel bridge over here. However, you can find them on the Unreal marketplace. So if we go ahead and go here, we can go to, for example, mega scan, sorry, mega scan three. And if I just type it in, you can see that over here, there's a few different three bags. So we have the one, two, three, and 43 bags. Now, as you might notice is that, yes, it does say that it's like a European tree. However, in this case, it doesn't matter too much. Like, trees can be everywhere. Like, it's up to you if you want to really be super accurate and try to find trees that are growing in Japan, all of that stuff. And I will have L, of course. So I will have look to see if we can mimic the looks of the trees that are often in Japan. However, with, of course, a notice is that I live in Europe. So in terms of the texts and everything and getting the reference, it would, of course, become European trees. But that's just like a small little detail. You can add it or you can just leave it. Now, the one that I quite like is this one over here because this one feels the least. Well, it is still Europe, but I can remember seeing this one often whenever I look at pictures and videos of Japan, and they are quite nice and high. So what you want to do is you pretty much want to go ahead and download this one because it's completely free. I already download it because I used it before. And then you can say Art project. And then you can just go ahead and select your in this case, JP Tito and press Art project. And then we'll simply add it to your project. Now, the second one is that next to the trees, we also have a lot of these shrubs or bushes or something like that. This one is a little bit trickier because I personally do not know of a free pack that has this specifically. I have a paid pack myself. So since it's just going to be a blockout, I'm just going to use my paid pack for this. And basically, here, it's like I will show you which one it is. If we just go this one. It's this one. It is really, really nice. So I'm just going to go ahead and I'm going to use this one. Of course, these things, these trees and these shrubs, they will not be included into the project for two reasons. One, by the end of the project, we will have replaced them with our own custom foliage. And two, there's copyright on this because of course, it's a pay product or it's just in general, a product from someone else. So I will be using this one. The Maui swaps and bushes, but it's just for the blockout. So you can just try and find something online, or you can kind of just, like, create a few spheres or something like leave it like that. That is all up to you. So I'm just going to go ahead and also add this one to my JP tutorial project over here, and that is pretty much it. So once those are added, what we can do is we can start by placing all of our foliage. Now, before placing it, there is a little bit of tweaking that I want to do to turn my foliage white. So it looks like it has been placed. And let's start with the first one, which is like the easiest one. We have our MW common, which is the pushes. If I just go one sec. If I go just over here, I can find my meshes. Then, Okay, that's not the one, I guess. Oh, wait, so that's a common. I need this one over here, and then I want to go for meshes and not foliage, in this case, Bushes, there we go. So if I go ahead and, like, drag this one in, you can see it will load in, and it will have all of these fancy textures and all that kind of stuff. However, this is not what we need, and it's also quite dark, but that's something that you would normally balance. Instead, what I like to do is, I like to click on my search part to go to the material, open it up and find this base column material over here. That is the one that I want. So I'm just going to go ahead and grab both this one and just this one because it's also in here. And I believe that that's all I need. I'm cycling through the texture folders. Yeah, that should be it. Now, all that I need to do is I just need to go ahead and go down to adjustments, set my saturation to zero, and my brightness quite bright to like two or three or something. Maybe three. There we go. And I can do the same over here. Saturation to zero and my brightness to something like three. That's a really easy way to very quickly turn something white. And here I can see that tree is not enough. So let's do like ten. There we go. So let's just do something like ten. And I just want to make it like pretty much solid white. See? Nice at the Montana and that works quite well. So that's it. That makes these assets already quite a bit more easy. And I will go over, of course, how to paint them in a little bit later because we are going to use the foliage painting tool. So for these, what I like to do is where are you? We Javi. So we don't want to use all of these. I like to just go ahead and open up the ones that I feel like we might need. So yeah, this one feels okay. This one is a little bit small, but and the reason I'm opening them up is just load them in. If you are importing an asset for the very first time, you always want to go ahead and open them up or just at least place them in your level so that they can be loaded in. If you don't do this, where you want to start placing all of your assets, you will need to wait a really long time just for it to compute. But this is now all opened up. Gonna save my scene. And the second one is a little bit more of a trickier one because the megascatrees, they have a little bit more over the top, um materials and stuff like that. So what I want to do here is if I go to materials, sorry, let me just actually go to Jumtre and we want to go for probably let's just go for, like, the simple wind one. That's probably the best one. And what I'm going to, I'm just going to go ahead and drag in over here. You can see that as soon as I drag it in, this one takes a whole lot longer because it is a much more advanced asset to place. So for this one, what I like to do is I just like to quickly already go to my materials. Over here. Now, in these materials, the first thing that I want to do, and this is just like something that I just know from experience is to go to the bido tin leaves, set these to white, and then go down to your seasons and turn those off because those control the colors of your leaves. If we don't turn those off, we cannot make our leaves white. And next we just go ahead and go in here and open up two sided summer over here and set this one to like five or ten and set saturation down to zero. There we go. And now they are white. And then we also want to go ahead and just go into, like, a trunk. But it's not as easy as just changing this one texture, unfortunately, because I can remember that there are, like, multiple folders, or was it just the trunks? Sorry, it can be that it's just the trunks that are multiple folders. Yeah, that might be it. I thought it was like the leaves, where I have to go in for every single texture, but it might just be the case that it's not. Now, the thing is also these textures over here, there are an eight K resolution because that's how Mexican always inputs everything. For our blockout, I don't really mind, but we would, of course, never, ever make our trees with eight K resolution textures, even if we have them at eight K, just because it would be highly an optimized. Especially after we do so much effort to optimize everything. So let's do this. And let's set the that's the maybe like three. But you can see that, because it is such a high resolution, making a change is a little bit slower. So let's go here. Oh. Whoops. There we go. Three. Three. And there we go. Okay, so next thing that I'm going to do, although you can see that over here, I still need to do something like my bark, I believe. Let's have a look at the tilable bark. This one. Let's go ahead saturation zero and brightness three. Okay, it still has some spots in here. I'm just going to have a look because that's the last one that I probably need to do. Yeah, here, this is probably the last one that I need to do. Brightness tree. I know this one is a little bit boring, but then it is done. Just wanted to walk you through it because sometimes these larger packs that you download can be a little bit overwhelming. So now we have a nice white tree. Now, I'm just going to delete it for now. I'm going to save my scene. Then what I'm going to do just to easily load in all of my assets in one go from the Mega scan trees. I'm just going to go to maps over here in the European beach, and I'm just going to go ahead and open it up. And then what it will do is it will just go ahead and take its time to, like, load in all of our textures. Okay, it's done loading. And also, this is just a lucky coincidence, but here you can see the difference with the shaders that I edited, where I turn off those seasons setting and stuff like that. And here you can see what happens when you do not turn off the seasons setting on this one over here. So you can see like there's quite a big difference. But this one will work great for, like, some blockouts. So what I'm going to do now is I'm just going to go ahead because my computer is also going crazy. I'm going to go ahead and I'm going to open up my tiny little scene now over here. And what I will do is I will probably first start with the shrubs over here. What I'd like to do is if we go just up here to selection mode, I like to use the foliage mode, and I know that the shrubs over here have you can see over here they already have a foliage mode. This mode will have the settings automatically set. However, I know also from experience with this one that if you use it, I believe that the painting, for some reason is a little bit buggy. So if I just go ahead and see, I can double check, it's activate. Okay, maybe it's not that buggy. Let's see. Because sometimes it is for some reason not able to paint on the twain or not able to paint aesthetic meshes, even though they are selected. It looks like they are fine this time. Now, what will also happen is probably the scaling will be off. Oh, no, see? Yeah, yeah, bug. See, I can paint sometimes on here, but I cannot paint on my landscape. And it could just be like some settings, but that's what is what I was talking about. So what I'm going to do instead is, I'm just going to go ahead and remove those. And let's see, large, medium, tall, large, medium. Okay, so those are the ones I need. So if I go to my 1 second. Let me just move this over here. If I go to my meshes, bushes, large, medium, and then let's do one small, tall, large medium because I just want to go for, like, quite large ones. And these ones are samplings. Let's do tall so small. Yeah, you know what? That should be fine. Just use these. Just want to double check. Oh, yeah, you know what? I can also use this one over here. Okay. So the goal is just that we have some that are at a decent size because you can see over here, we just want to go for the big strokes. We don't want to go for, like, the tiny bits of foliage and stuff like that. Now, a cool thing in here is that you can set a lot of settings. You can set well, actually, the settings that we are most focused on is the distance or density, sorry, the scale, the angle, and that's about it. And mobility, we want to set the movable. Oh, no, sorry, it's not a light. Mobility can be set static. So what we can do with the density is right now, if we paint it, you can see that it's super, super dense, which means that, like, a lot of pieces of foliage get placed into, like, one small area. First of all, what we can do is we can go up here to the pain density and sent this one to 0.1, for example, and that should already reduce it. But if that doesn't reduce it enough, what you can do and I'm just holding shift to remove them again, and I'm just doing a left click to art them is I can set the density over here to, for example, like 20. So this means that there's a lower density per kilometer. So now you can see that here or see, they paint a lot less, which makes things feel more natural if we just want to do some quick painting and stuff like that. I'm going to set this probably to 30 because I do need it to be a little bit dense. The next thing is our scaling. Right now, our scaling is always going to be the same, but we want to have some scaling variation. If we set this from 0.5 to one, it will randomly grab a scale between 0.5 and one. So now you can see, all the differences in scale. I do feel, to be honest, that our largest scale is a little bit too much. So let's say 0.8. There we go. That feels like a more natural scaling for our specific environment. I'm also going to set my density to probably like 25. And let's go ahead and get rid of this once again. Now the last one that you can use if you want is the random pitch angle over here. And this one if I set it to five, five, sorry, I will randomly rotate our bushes a little bit or our swaps a little bit, you can see. So it's subtle, but it's just like a nice extra detail. But we will go over these settings much more in the near future. So at this point, what I'm going to do is I'm going to add a new editor viewboard and have this on my camera angle because it's really important right now just properly place our foliage. And we are going to get salt. So I mostly want to focus around my foliage, as you can see over here, a bit on the foreground over here. And then for the rest, it's just like blocking using the foliage to block off this harsh line that you can see over here and that kind of stuff. Yeah, so that should be enough. So let's just go ahead and move this over here. And then, of course, our trees. And let's have a look. So first of all, a class and quite an easy one is that it would make sense for foliage to grow here. So you can see that I'm carefully clicking. And sometimes I just like hold shift to get rid of one if I don't like it. And I'm just looking for, like, let's see, over here, I want something a bit larger here. So sometimes I just like, click. And then on my other screen, I'm just looking at, like, what do I get? So I get quite an interesting look, and then I feel like it would be nice if the foliage kind of, like, Oh, not that one because I don't want to block my view. But the foliage kind of goes over here. And the same over here, we have some small ones would be good here, and I also want to improve my part, but that will come in a bit. Let's see. So we are now blocking the part, but I feel like we're blocking it too much. So but I don't know which one it is. It's this one? I feel like it's these ones over here that are kind of blocking the part. So let's just try and go for something a little bit I was saying a little bit smaller. Uh, Yes. No, I don't do want to be quite specific already on like how large I want things to be. Because based on that, we can already place all of our additional details. I guess it would make sense if over here, we make things a little bit larger in this side. It's too large, too large. There we go. Okay. And then what I can also often see is that over here, they also place our voyager. So I'm going to make, like, some kind of, like, a garden type thing. It also creates our volgee. But right now, so I like how I'm able to see, like, part of my wall over here. But over here, like I just lost all of the details, and that's what I do not like. I want to be able to see, like, at least a little bit of a wall. There we go. So now we can see, see, I just want to, like, add some additional details by giving away a little bit of our walls, something like that. And we have, like, some foliage here. And what I will do is I will not place too much foliage, like, around the base. I might do, like, some grass or something like that, but I feel like if I do that, yeah, it becomes too overpowered. Over here, however, I do want to have, like, quite a large piece of foliage. It's too small. I want to place it in the right location. There we go. Like one large piece of foliage, surrounded by, like, some smaller ones. Oh, smaller ones I said. And I'm just literally just guessing when it becomes a smaller one. There we go. So we have a little bit of small foliage and then maybe, I don't know, over here, we could go for, like, something smaller. I don't know if I like having foliage here on the front. It just doesn't feel right. So instead, let me just go ahead and go here, so we go small. And also, of course, like getting near the stairs, I want to keep my foliage quite small, because it would make no sense for it to be so large here if people are walking a lot around these areas. Let's see, I think it would be nice to have a large one here. Yeah, that would look nice. And then it's more like just placing them around a little bit. Maybe have, like, another one that's, like, quite large, that's going No, I don't like that. I'm just trying to, like, place around them in, like, an interesting area. And I'm also looking mostly on my other screen right now. There we go. And then, of course, when we have the trees, we will block off that view over here a bit more. So having this, you can also go in here. You can also see, if you want to, like, place some fotos, really carefully. Over here, you can also do that. So let's see. So we have some footage here. We have some here. I think that is a pretty solid base. Now, what I'm going to do now is, so, yeah. Of course, now at this point, you can go in later on and just, like, play some random foliage, just, like, go with the environment. But I need to be careful because of my camera. Since it looks like that, I'm actually painting in front of the camera angle. And the reason for that is because our camera is, of course, really, really far away. So it's very easy for us to accidentally block this angle. So that's up to you, of course, to decide how you want to paint it and where? I'm just having one extra look. And I think yeah, I think I can live with this. This is looking okay. So now what I want to do is I want to go ahead and I want to place my trees. You can place your trees using the foliage painter, but I like to do it a little bit more by hand. My goal for the trees is two things. One, is that right now our lighting is really boring because, like, there's no interesting shadows. It's literally just like sharp shadows over here. I want to use my trees to, of course, create, like, a lot of this really nice looking lighting here and there. And two, it is used to block off the backgrounds that we have over here to make the entire environment feel much, much larger than it really is. Another thing that I kind of want to do is I don't feel confident that I can block off these areas over here using just trees. So what I'm going to do is, I'm just going to quickly grab probably like a mega scale rock and just like play some cliffs or something there just to block it off. It's a classic one, like blocking things off with rocks in a nature environment is always like really easy one. So you can choose cliffs. You can choose maybe, like, another structure in a distance, like something with walls. I'm just going to use a very simple one just because I don't know. I'm lazy, I guess. So let's just go ahead and go for um Rock, cliff. Okay. And no. This one I downloaded before. Let's do this one. This one I also downloaded before. So let's just go ahead and add this. It doesn't really matter because we got to turn it's white, so it doesn't matter which one it is. And then if you go to MgcansT assets, and oh, wait, I already went over that. And then once again, you can just go ahead and go into your texture, saturation to zero and the color maybe to like two. Now what we can do is we can go ahead and just, like, let's see, places over here. And from looking at my other camera, I want to have this, like, quite far away. Maybe something like over here.'s make this one maybe a little bit bigger. Because I want to just have it like in the distance. And then we get something like this. It doesn't feel that far away, but of course, it is. But then this just in general, gives us a lot of depth. Of course, it also becomes tricky because we are manipulating it. In real life, you would just have, because of the depth of field, you would have so many trees and information in there, it would look a lot denser. However, in return, in real life, of course, everything is a lot sharper, so you wouldn't see it as that. Now let's go ahead and go to our European beach. And let's go to R, and I know I pronounced that incorrectly. I'm going to start on the foreground, and I want to have something mostly for my lighting first. Oh, hey, I did that by coincidence, oh, you guys can see what I'm seeing. I quite like having the tree a little bit here. So what I'm going to do is I'm going to have that tree sitting like in the corner over here just because it feels like a really natural cut off. And also, I can see over here that we like my lighting over here, that it is not really in the most interesting position. So what I can do is I can now at this point, just balance out my lighting a little bit more, just to get the shadows to mostly fall over the trees. Okay. I quite like that, you can see over here. So, but it is still feeling a little bit too, I don't know. Well, especially like the wind is also not really working. Well, it's at least it's not really helping, to be honest. And the Biv painting one, those ones, do they have wind? Let me just check. No, they do not have wind. So I might actually want to use those in return. So let me just grab this one and then replace it. And what I'm going to do is I need to go into my material over here and just set the albedo tins back and also set the seasons off. That should already do the trick. Because we already change off the textures. That's a nice thing in changing textures and not the rest. So we got this yeah, that's looking a little bit better. I like to go to my Where's my camera? Oh, sorry, my light. Yeah, we go directional light. Let's have a look. Wait, I'm just going to do it this way. There we go. I want to go ahead and have a quick look at my source angle because you can see that your source angle now matters a lot. So I'm just going to go ahead and make that not as strong, maybe let's say one over here. Then we can also go ahead and let's see. I don't want to light cover the entire door. I feel like it's always nice to have a bit of a split over here. Oh, God. I don't know what I did there, but where is it? If this is my light, what I can do is I can maybe move my light right in front of my camera over here. That makes it a little bit easier for me to just care very carefully. Turn of snap rotation. Yeah, I quite like having a little bit more sun. Let's have a look. Just like having it a little bit more warmer would be nice. And I'm just playing around with my light. So I feel like something like this would look quite nice. And or is it too strong. And now let's have looked so my tree is sitting over here. So what I can do is I can still use this tree as, like, a nice blockade on the right hand side, and then maybe, like, let's say, like, use this tree, and then for this one, here, see. I'm using this to really like block off my lighting. So I'm just almost like sculpting the lighting with trees. That's pretty much how you can see it. Let's see. This one I want to go for so something like this. And then the next one. I'm just having a Like, I want to place maybe this one. I want to twin and, like, get some really nice shadows still on this part of the and I'm surprised that my camera doesn't see it. I guess it goes straight exactly through it. You guys can see it, but yeah, it's really difficult for me to, like, balance out. I'm just trying to get some shadows on this area over here. That's basically it. So I'm just trying to, like, scale my tree, place it around, move it around. And let's see. So now we have something like this. I like it feels really natural on this side. It feels really natural on this side. And I feel like we are missing something over here because we don't need to have the tree shadows everywhere. It's nice to have some calm in between all of the shadows. So over here, these are not very calm and these are not very calm, so it's nice to have something, but I still feel like here on the ground and here we could use a little bit more of the tree. So let's see if we can grab, I can see here that I need to change my material also. Let's see. Let's use this one. Over here on the ground because you can see that over here, it works quite well on the ground. And then the last one, I think it needs to be quite a large one for me to be able to move it there. So let's see. How is something like that? Let's press H to hide it. Unhide. Hide it, unhide. It is making too many shadows. Let's try something like with a lot less leaves, maybe. Maybe this one over here. Yeah, that is tricky, actually. That is a tricky one. Where do I want to place this? Um. Wait, something like that would work. We'll see. Height, just by pressing H and then contra H anhid. So see height, nhight. I think that will work. I think for the blockout, of course, because I like spending a lot of time on just the blockout, but I think that will work. I'm just going to go ahead and add a little bit more shadows on the rooftops. And then what we can do is we can just fill in the background. So shadows on the rooftops, they will also be visible. So what I like to do is probably, let's see. Let's grab one, three here, and this makes a bit smaller. I want this to be literally visible in my view. Let's makes it bigger. Okay. And then I'm also going to go ahead and place another one that's quite close to it. Maybe over here and another one that Well, let's see, another one that we will place. I don't know where we will place it. Maybe differently. Just like something in the back. So, yeah, I'm really able to, like, place everything quite perfectly, just the way I want it. I do feel like that over here like this front tree. It is a little bit too in the front. So let me just try and push it back a little bit. Do something like this. Then I feel like we do need, like, another tree or something later on, that's, like, smaller in the background, but I don't know what yet. And yes, we also have, like, the palm that I want a tree that, like, boosts up the shadows on the top. This one is pretty good. Here we go, see? Height. Nhight. I think that one looks pretty good. Okay, cool. So we got that one over here also done. Now, what I'm going to do is I'm now just going to go ahead and place a bunch of trees that are more in, like, the background. So let's start by just placing some stuff over here. And you cannot see it, but you can see that I'm just filling in the background and stuff like that. And I will have look. Now, what you don't want to do is you don't want to have trees literally everywhere. Try to have some gaps. You can see also over here that there is like one sec over here where you can see, like there are some peaceful gaps between trees. And this is really good for composition because whenever you are looking at the artwork, your eyes don't get overwhelmed by these small details. But instead, you will see some small details. Then you will have, like, some relaxing to your eyes, and then you will have more small details on top. So what I'm going to do is I'm going to go ahead and sometimes leave out some of the details. It's a wi big one. I actually don't really like these type of trees. Oh, so I have a bug. There we go. Sometimes I have a bug that my keyboard does not registrate and then all of a sudden, my camera starts flying out. So let's see. This one is going to be here. And then I guess I want to have another one that's going to be here, let's make it a bit. Okay, that's quite nice. I will have another one that's going to be. And yes, I will fix the materials later on. Maybe here. And I also want to have, like, some foliage pieces which are like around the cliffs. Okay, let's see what we have now. So we got some foreground pieces over here. I feel like that we see too many just like stalks and not enough leaves in these areas. So I quite like the foreground over here. Maybe I will have, like, a little bit more. What I can also do is I can also go in my foliage mode and kind of, like, just paint on these cliffs almost as if to indicate that there's, like, ground behind it. I think that will also work well. Here we go. And now I want to go ahead and let's see let's place one more, and I'm just going to basically push it down because I need to create more depth that we have more foliage around those trees. There we go. Okay, that works well. She can see look past the orange or the pink. I will remove the tomb, but now you can see here, it feels a little bit more that there's a little bit more depth. Now, I'm fine with this one over here at the top, which is, I believe, this piece over here. It's kind of scaled up and down just to make sure that I'm fine with it. Maybe rotate it a bit. Something like that. Okay. And then we have this one over here, which I'm also fine with. Maybe give him a friend. Okay, that's a really small friend. Let's try something that is just behind it. And it's nice that when we place our trees now, we already know, like, roughly where to place in the near future. Uh, I like it, but I feel like it needs to go a bit further back, maybe. Okay. So I would call this area over here already pretty much done. Now in this area, I feel like there's just like needs to be a little bit of more leaves on the bottom end on this side. And for that, I can probably cut this one. And maybe change the tree just for good measure. Rotate it a bit, and let's move it down a bit. Oh, God. I accidentally moved my camera. Luckily, we now have, like, a pretty good frame of reference. I think that the good angle? Yeah, I think that's a good angle, so I'm just going to very quickly, already go into my camera. I'm just going to right click Transform and lock it. But I think we have something pretty solid looking right now. Yeah, we got some trees. We got some areas where it's a bit calm also in here. Maybe have one more behind over here these empty spaces, and then I think we are ready to go. I'm just going to do one more and I'm going to have I don't know, something simple. And just move it, bind here. There we go. Awesome. Okay, so just to turn these trees white. I want to go ahead and here. I knew that we had, like, these folders. Remember how I was telling you, like, we will need to change a lot of materials? Told you, turns out that because I used to one with like the wind, which is not the one I want. But I can just go in here, quickly set the albedo tint to white and then turn off the seasons. So it will take a second. But it should be fine, white, and turn off the seasons. Because, yeah, it's a really cool and complicated shader, but we just want something really easy, so we are just kind, kind of, like, hacking it a bit. And the last one over here. Okay. Gonna save my scene. Make my window a bit bigger. And let's have a look. So if I just plus G to go into game mode. You know what I'm even going to, like, open up the door a little bit over here? Yeah, that already makes a big difference. I think that is looking pretty cool. What I will do in my next chapter is I will just do, like, some final polishing of a blockout. But I think that now, as you can see, you can already get a really good sense of what our enviement is going to look like, just like in broader strokes. Just go to play around a bit more with my source angle because here you can see, you can make it really sharp, but I always like it to be, like, a bit softer. So let's to 0.7 over here. But I'm quite happy with it. Like, we did not copy the concept one on one, but we just made it our own, and we got something really interesting out of it. So next chapter, we will do some polish, and after that, we can finally get started by actually turning this entire environment into, like, final pieces. 9. 09 Creating Our Blockout Part6: Okay, so let's go ahead and finalize our blockout. Now, the first thing that I want to do is, whoa, my camera is really fast. The first thing I want to do is I want to go ahead and, like, improve just like in general, over here this part. So I had, like, an idea of, like, a natural stone type part, so let's just go ahead and find some reference for that. So if you just go to Google Images, I just went for, like, a large natural stone part, and I just need to kind of like, know the shapes. So it is up to you, like, what to find and I don't know. Is this one working? Because it doesn't feel like the image is working. Um, yeah, you know what this can already work. Let's have a quick look if there's something else. I just want to basically know the shapes that I can model them. Japan. Who knows? Maybe that will do something. Okay. I think you know what, because it doesn't need to be that special. I'm just going to go ahead and use this one. And basically what I will do is say, we'll go ahead and use the spline tools inside of our modding tools to just draw out a few of these shapes and then we can take it from there. So let's go back into our modeling tools. And then over here, if you go for the Poli extra tool, that one is really easy to Okay, that was confusing. That one is really easy to basically draw out some shapes. I'm just going to do it here because this grid is a bit confusing. So you can just go ahead and go for I think free hands was fine. If you then just click once, you can see that this will just draw out the line. So what I can do is I can kind of like, Oh, wait. Let me just know that because I want to turn off snapping. Enable snapping, let's turn it off. Now I'm just going to basically draw out generally these shapes. It doesn't need to be perfect. I just need some general shapes that I can use. Let's go ahead and just do this. Then I sometimes click multiple times just to make something feel more rounder like over here. And then you can see that this is working totally fine over here. And then it will also extrude it out, as you can see by moving it up. And there we go. So I can also see that now the grid has a bit is a bit confused because it is trying to paint it on the zero axis over here. And, of course, we set this to 100 because it was a train, so just keep that in mind. But we can now go to Apley it and we can just kind of push this down over here. And actually, what I want to do is this one. Going to move it out a bit. There we go, see. Simple shape. So basically what we can do with this is we can go ahead and go back to Apollon extrude. Now, in terms of the snapping, so if we turn on the snapping and maybe we only press snap to surface, it might be able to snap it properly, but we will have to kind of, like, see Now, here I see, it still does not, unfortunately. And I guess setting the offset to 100 would also not work. Now, it would just be confusing. That's no problem. Like, it's not that big of a deal. Let's just turn off snapping. And instead, let's just go ahead and just go in here and start painting our next one. So I just did this one. Now, let's go ahead and do this one and just do, like, a few. So let's see. This one kind of goes like this. It's really confusing now, actually, because normally I don't do this normally I do this at, like, zero, zero, zero because I don't actually often use it terrain. That's what makes this a little bit confusing. But it should be fine. It's more like one of those things like, yes, you can go in and fix them. But is it really worth your effort to fix them? Like, I can go in, I can hide my train. I can emplace them. I can then unhide my train, all that stuff. Or I can just do this. And what I also like to is, I like to give them, like, slightly different thicknesses over here. I just feel like that would look quite nice if we add some variation to that. Now, next one, I'm just going to also already, do like a classic one, which I'm for which I do not have any reference. But it's just going to be a bit of a round shape over here. There we go. Then I want to do probably one or two more. So let's just go ahead and do the next one which goes like this, and then it goes up and down a bit. And something like this. Okay. And let's do one more. But I feel like let's see if there's maybe, like, let's just do one of those. So just once again, like, looking at my reference on my other screen. I don't want to make too many. I just want to reuse them because, of course, these ones we will need to make by hand later on. So that's why I don't want to spend too much time because it's not such an important feature of our environment. Hey, why don't you? Why do you nuts work? That was strange. Let's try again. I did not. Now it works. Okay. Awesome. So we got these. I'm just going to set them all to 100 and then go into my poly add it and then push them down. Over here. This one, also 100. Poly add it. Push it down. 100 and let's push it down. There we go. That should do the trick. Okay, cool. Now, let's have a look. First of all, what I will do with these is the classic thing, which is adding a white material to them over here. And it's just like a matter of basically just place them around however you want. So let's see if I just do, like, one, like, over here, and maybe like another one. So of course, make it so that people can pretty much like, walk on it, but they don't have to walk on it, like, absolutely perfectly or something like that. So I'm just going to go for maybe, like, let's say something like this. I'm going to scale this one down a bit and rotate this one over here. Also, one thing that I like to do sometimes whenever I make parts like this. If you just give me 1 second, let me just finish placing this one because I think at this point we are outside of the camera anyway, is to sometimes create another one that's like ticker and have it kind of sitting on the top, kind of like cutting pieces off, something like this. But I don't know if it will look good. It's literally just going to have to see. So if I just do this, but maybe not at the very end, maybe, let's make it a little bit thinner. Let's just kind of like over here, start cutting off some of these shapes. I will grab this one and I will move it distraction. And I will also make it a little bit thicker over here. And I think something like this is fine. You can, of course, just keep continuing until you have a longer part. It just depends what you want. So let me just finish things off with this one. And then last thing, just a little bit of additional flavor is I'm just going to make there a little bit angled. And then I just scale them up bit and I'm pushing down again a bit. Just because these parts, I feel like just to gamify them a little bit. Of course, in real life, unless they are very old, they would be quite perfectly placed. But these are very old, so we can, like art a little bit of additional storytelling just by, like, angling them and pushing them in. There we go. See? And let's have look in our cameraangle. I think that that looks fine. Like, that gives us a nice bit of stone, but we can still see, like, a little bit of the ground below it. So we can still work on that. I'm at this point, going to go ahead and probably get rid of my scale references. And now what I want to do is before I'm going to basically have a look at my concept and see if there's any final things that I want to art, just big things, I first of all, want to go ahead and just add the post effect just to add some additional effects to my scene. So if we go down here to visual effects and add a post process volume. Now, with a post process volume, it's basically going to add effects on top of your camera after everything has already been rendered. That's why it's called post. Now with this, you can imagine things like color grading, exposures, some lumen settings, stuff like that. But the first thing that we want to do when we create it is scroll down all the way turn an infinite extent. This means that the post effect is always active no matter where that you are because you can also make it so that the post effect is only active in certain areas. Now I'm going to go to exposure and turn on my exposure compensation, min and max. And whenever I create the blockout, I always like to go ahead and set this to zero and zero. And the reason for this is because if we don't do that, just to very quickly show you, the exposure will be based on how dark the AR rodeo camera. So if I go like this, you can see that over here, it's not very dark. And then as soon as I quickly go outside, you can see that the outside is really light, see? It's because it tries to mimic the same effect that we have with our eyes in real life. However, for a blockout, I want full control. So I'm going to set this to zero and zero, and then I can use my exposure compensation to, for example, settings a little bit darker, like 0.8. For your bloom, you can also control your bloom. I like to set this to convolution, which is not a real time bloom effect, but it's like a will agrot effect. Basically, you have the standard one, which is for games, which will just basically give you a bloom on anything that is bright. However, the convolution one, it actually calculates based upon your lighting and brightness, it calculates the logical amount of bloom. So you can see that over here. It only adds this bloom very softly on the areas that are truly bright. However, as I said before, this is a little bit more expensive to use. So you can literally see it. It says too expensive for games. So it's not something for games, but it is something for, like, a final render. Image effects, you can find the vignetting settings, but I'm happy with what I got now. And over here we have some color grading. I guess the only thing that I want to do in color grading is maybe in the global contrast to set my contrast a bit sharper. Let's do 1.15 over here. And in my shadows, I like to go to my Gamma. And let's see. Sometimes I like to often make my shadows actually like a little bit bluer, just a tiny bit, just to kind of, like, catch the blueness of the sky because shadows are never completely black. They always have a little bit of blue in them. And then maybe what I will do is I will go to by Global, and just in my gamma, I will slightly alter here, the look of the scene just for now, just so that we have something fancy to look at just for fun over here by giving it a little bit more red. And I feel like this looks a bit better. Maybe let's say 1.2 for the contrast. Now, let's do 1.15. Okay, so we got that one. And of course, later on we are going to redo all of our lighting and all of that stuff. So 0.75 maybe for the exposure. And the last thing is that over here, you also have some global ilmation settings. Now, what you can do is you can already set the lumen scene lighting to, like, a higher value. And what this will do is it will improve the quality of your lumen. However, I like to always, have a look and see if it even makes a difference. In a blockout scene, it will never really make a difference. Over here, I'm just going to go ahead and the lumar reflections, turn on the high quality translucent surfaces already. What this will do is it will improve reflections whenever we have a transparent material. Of course, right now, we don't really have a transparent material, but it's good to already turn on. And for the rest, that should be fine. We're not going to go ahead and make heavy use of rate racing just yet, I would say, probably not. So let's go ahead and leave it like this for our blockout for now. And then the rate raising stuff and everything, we will dive into that when we actually start doing the final lighting. I would say that for now, this is pretty much fine. Like this is all we need. Last thing that you can art if you want, is you can add some film grain and with your film grain, although, yeah, yeah, this is the correct one. With a film grain, you can add a little bit more like a cinematic feeling by giving it a little bit of grain. I said it's will strong, you can see like we can make it look like an old movie. So what we can do is we can go ahead and just set this for now, quite simple. Maybe like 0.25. And you can also go ahead and set the grain textile size to have bigger grains or smaller ones. So if I set this probably back to one, I think just in general, like this feels quite nice. You can see that Lumen does have a little bit of problems with, like, the shadows right now, but that's something that we can also go ahead and fix later on. So let's see, 0.25. If I go just to zero, yeah, see? Yeah, it adds. Maybe 0.3. It does add like a little bit of extra to it. I'm going to go at the save machine. And one last thing that I want to probably add one or two last things, is one of them is a flag, as I can see over here. This is something I can see quite obvious. Here you can see, like, a nice neat little scene. So we actually made it look pretty nice. Of course, there's nothing around it, but it is pretty good. Let's go into our mole tools, and let's just create this flag very simple. Let's set the radius to five. Actually, set the radius to like three. And the flag 200. Let's make it 250 for the pole over here and just accept. Next, all I want to do is I just want to go ahead and duplicate this and I go ahead and slightly rotate it. I'm just following my concept art. You can look at the concept art what this exactly looks like. Then the next one is just going to let's just make a simple rectangle over here and just place it right down. I'm going to turn on my snap rotations. I'm going to go ahead and move this here just to mimic the look of a flag. And it's look. Yeah, totally fine for blockout. I am going to go ahead and just select all of these, and I'm going to press a mash merge and press Accept, throw on a gray material, and go to the pivot and just set the pivot at the bottom over here. And let's see. So I will have one here and I'm going to have another one probably like here because there's a lot of empty space in this area. So let's say the next one over here. And I can have L. Someone there. I feel like maybe it's going to be a little bit bigger. I know that those flags are quite big like this, but just makes sense. And I don't know. Do we need, like, a flag somewhere in this area or maybe, like, have it rotated? Nah, I'm just gonna leave it for now. Okay, cool. I think we pretty much covered everything from our concept. We have. Of course, we have some small details like up here, but we are not going to do that in a blockout. I'm just gonna go ahead and have an extra look around all of my reference to see if there's anything like maybe we want to have some type of things over here just to make it a little bit more visually interesting. But if we do these type of things, they would be like bonus material. I'm not going to go on how to create very small details like that after everything else because then this tutorial would just be way too long. But yeah, all of the metal stuff and everything that we will add later. I think for now, we have enough details. I think the only thing that I want to artist I quite like. Let me just check. I think the only thing I want to artist because I quite like it is the bamboo holder type thing. Let's go ahead and finalize that and then we are done with our lockout. I'm just going to have that over here. Maybe it would be nice to push this one a bit forward over here. Like this, just to give some space or we need to push it way forward in order to really get the correct effect. Yeah, I feel like I need to probably push it quite a bit forward and then move this one back. And then what I'm going to do is I'm just going to go ahead and add an additional beam here. There we go. It's just that I have a place for these metal brackets. So metal brackets. Just go ahead and create a cube. I'm going to make this super simple. So let's push it in. Make it thinner. We're going to place quite low, so let's place this somewhere over here. Let's start the gray material. Let's go ahead and go at it poi I'm just gonna select this. I'm going to insert inset. But can the There we go. Oh, let's save my seem because I feel like something was a little bit buggy. Let's try it again. Okay. So yeah, make sure to keep saving your scene. I do have outer saving on, but still, I don't trust it completely. I'm going to have this a little bit higher. And then I'm basically just going to go ahead and extrude this. Then I will extrude this once more. And then just pick the top and extrude this one once more. There we go. That should give me enough of a bracket. Oh, and this is way too thick, so let me just go ahead and make this quite a bit thier. And let's also make this a little bit lower because it's a bit too over the top. Well, there we go. Awesome. So we have these brackets. I can now go ahead and just duplicate it and place another one here. And then, of course, for our bamboo, I'm going to quickly grab like a cylinder, make it like seven, maybe. Yeah, seven looks like a nice thickness. Let's move it over here and place it into position. Add a poly, the end. Move that over here. Are we able to play some edge loops? I don't think so because of the way that this is created. There is a way that we can add edge loops by recreating or re adding our groups and everything, but it's not really worth my time. So what I will do instead is I will just, like, place two of them here and apply a white material. Yeah, I think that will add like some nice additional details. I'm just gonna lower it a little bit, but for the rest. About done. So let's do this. And let's have a look at our final blockout over here. Okay, awesome. Now, as you can see, we spent quite a bit of time on the blockout, but I hope that you can understand how important it is to create blockout because else if we had to figure out all of this, while also creating final models, we would have probably done a lot of wasted work or a lot of additional work that just was not needed. While now we already have a sense of a blockout. We already get that exciting feeling of creating a cool environment. Like we already know roughly what we're going to create. And I think that this is a really solid start. So I would say that this was the end of the blockout stages. And let's go ahead and continue on to the next chapters where I will also explain to you exactly which steps we are going to take to turn this environment into the final environment. 10. 10 Creating Our Wood Material Part1: Okay, so now at the blockout here is done. The next thing that we're going to do is we need to decide what the next step is going to be. So you can take this in a few different forms. Now, you could go ahead and get started creating the final models and all of these sculpts and everything, or you could go ahead and get started and create the textures. What I'm going to do is because this environment so heavily relies on a few tilable materials, I want to go ahead and create these materials first. This is also because since we are using nanite, we can actually use displacement on our materials. So, for example, we can use displacement on this wild material and stuff like that. And also, I'm not completely sure yet how intense our wood is going to be, and I might based on that change my sculpting and stuff like that. In this specific case, it's just easier for me to have my materials ready to go and then create all of the final models. Now, I went ahead and I created a text folder over here in our source files, and I created this text file, which is just called texture list. Now if I go ahead and open this one up, I already went ahead and I already decided which materials I want to create as tlable materials. That's the key goal. Now a wood material is quite obvious because we have a lot of wood. So I want to create a really good wood material. The ceramic roof material is going to be a little bit easier because as you can see over here, it doesn't have that much detail. It has some interesting detail, but it's just going to be some base ceramic material, which we can then use in substance paint along with our other grinches and notes and all of that stuff to create a unique texture. Then we have our stone material and our stonewall material. The stone material will be used for things like the stairs and stuff like that, and the stone wall material will be used for the sites over here. Now, one thing that you should keep in mind and that's more like, because I already know how I'm going to create the environment, is that we are going to create a very special shader that I spoke to you, I believe in the very first chapter. And with this shader, we can basically push the resolution of our measures in a way without adding too much extra expense. What I mean with this is that we will be creating more unique textures. So for example, if we have the roof pieces, the roof pieces, we will actually create a unique texture instead of just using a til boom material. So in the old techniques, I would use a til boom material, and then I would use, like, a mask or something like that to improve it. In the new technique, I am going to use a unique texture to literally completely uniquely texture our roof pieces or texture our wood pieces, all that kind of stuff to really push the quality, get the highest amount of quality. And then I will use special shader or material techniques to still have that texture look high resolution, even though, of course, having a unique texture on very large objects, like you can see over here, you would never be able to push in enough resolution. Or you can imagine like this. These textures will have a unique base color and normal map. And for example, all of the roofs combined will only be like a 1024 texture or maybe if you want to push it like a 2048 texture, one base color and normal 2048 texture. And then we will have a shader that will manipulate that texture to make it look higher resolution. I know that my times a bit difficult. To be honest, just bear with me. You just need to see it to believe it. However, for that, before I can create that material, it's good to just have already some proper materials ready to go. Now, that was a way too long intro. But basically, what we're going to do now is we are going to go ahead and get started with the first one, which is going to be our wood material. For that, I'm going to mostly create a wood material that looks like the one over here because I really like this type of wood. And I'm going to combine that with just like some general wood that I can see over here in terms of, like, how the grains look. Maybe like some nice whitening and stuff like that, darkening, get some interesting effects on it. And I will also be looking like over here. Of course, this one is painted red. So take it with a grain of salt. But, I will be looking around in all of these images just to see how that the wood looks, what we can do over here, there's another nice one, what we can do to make it more interesting, stuff like that. We will create this wood using abs and Ziner in a procedural way. This will also allow us to have both soft clean wood. And then with very small changes, we can instantly also turn this into some more rougher wood, where are you? Like you can see over here with these really thick lines and stuff like that. Now, let's go ahead and jump into substance designer. So we can at this point, let's see, we have our unreal scene here, which I can close. And then here we have our substance designer scene. I have updated to the latest version of substance signer. This is important. Oh, sorry, let me just get rid of this. This is important because substance designer literally two days before I start recording this released a very large update where we can use splines and stuff like that. And I also want to use some of those features. So do keep that in mind to update to your latest version of designer if you want to use the same features I'm using. But I do still try to keep it a little bit universal by using techniques that you can also do in the designer versions. I'm going to get started with a new designer graph. We can do metallic roughness and just call this like master underscore boot. Four K resolution is totally fine for this, and for the rest, we don't really need to do anything, so I can just go ahead and press Okay. Now, here we have a substance zier. The first thing I'm going to do is straight away in my texts folder. Create a Wood folder. And in here, I like to go ahead and I like to right click on my unsafe package and simply save my scene. I do expect that you have a little bit of a basic understanding of designer or at least a little bit more than basic understanding because designer is quite a difficult program. So what I'm going to do is not run you through the very, very basics, but just in general, I will, of course, run you through every single node that I use. Um, this is my default UI for substance. What I always like to do is, I like to always get rid of the Trent view because I personally use MomsetTolbg to preview my textures, and for the rest, all of these views, you can just drag them around. So if they look different to you, you can just drag them around. If you miss a window, just go to Windows and here you can find them also. Last thing that I'm going to check or show you just in case you are new to substance and still want to follow this around, is that you can go ahead and press space, and then you can type in all of the notes that I will be using. This is a feature I will be using a lot. You can also write click art Note and here you can also find a few, or you can find all of your notes in your library. Now, let's go ahead and get started with our wood. Now, what I'm going to show you is that I have a slightly newer technique of creating my wood grains. It's a little bit less flexible than the old technique that I use, which if you have ever watched any of my previous courses, you will know that one, but it is a little bit quicker to create. This wood material, most of it is unscripted. The reason I'm doing this is because I want to show you my mistakes because I often still use notes that are very useful to know, and it is just easier than just making the perfect material. I feel like you guys just don't really learn anything if I literally just like perfectly recreate the material that I've already created before, especially because in designer, it's really all about experimenting. So let's go ahead and get started. Now, the first thing that we want to do is we just want to go ahead and create like very large scale shapes that we can use to define as gradients for our grains. I will just show you what I mean and then we can run through it. Let's grab over here in our patterns a tile generator to get started with. Let's get rid of my tree view. Don't know why it was back. Here we go. And then what I want to do is I want to go for something that's quite soft. So if I go ahead and go to my pattern and oh, let's use my scroll wheel. Let's see. Yeah, let's use, like, a paraboil. Now the next thing that I'm going to do is I'm just going to go ahead and set the Y amount to zero because I want to have, of course, like, long grains like it's wood. I want it to be nice and long. And what I'm going to do is I'm just going to add, like a bunch more. I'm just going to guess 25 for now. Next, what I want to do is, I just want to shuffle things around a bit. I can go ahead and go for a scale random over here. Let's go ahead and go for well, offset random doesn't really work. Let's do a Y offset random over here in the position, I mean. And what we can also do is we can also give the tiniest bit of a rotation. Let's do 0.005 over here. Okay, so we got something like that. Let's do a little bit of luminous random also. This will just give us some random intensity in our gradients. And then what I want to do is I want to go ahead and probably, let's see. Let's set the Y amount a little bit less to like 22. And I want to make these a little bit more fatter, so to speak. So what I can do is I can go in the interstine and set this higher and then set my scale also a bit higher over here. And then I can use my random to kind of, like, randomly control the thickness, as you can see over here of my shapes. And for us, it's pretty much just going ahead and playing around between my amounts and my scaling until I get something that I like, something like this, for example. Just like a base. Now, of course, we might want to go in and later on change it a little bit more. Then I'm going to press space while I have my notes selected and add a blur, high quality gray scale. This is because it's here, see? I'm just looking for I'm not looking for defined shapes. I'm looking for random gradients like this. So some darkening, some lightning, some whitening, sorry, stuff like that. Now that I have these, the next thing that I'm going to do is I'm going to add kind of like a grainy noise to this, and we need this grainy noise because later on, we are going to map our gradients. And right now, if I would, for example, here, let me just I can actually show you just to show you, basically what we are going to do later on is we are going to use a gradient dynamic note. And then with this gradient dynamic note, in the top, we want to grab our gray scale input, which is just like our texture. And then in the bottom, we want to grab our gradient input. For our gradients inputs, we need to add basically like a gradient pattern. What I'm going to do is just for previewing showcases, I can probably use this one because else I would need to recreate the entire thing, boost up the tiling. And now what you can see is that you get it looks like wood greens, but you can see that it's, like, really, really soft. Like, it doesn't look good at all. But if we add some really fine greens to this, really fine noise to this, it will actually start breaking up these edges. So that's what we are going to do now. And so just keep in mind what I just showed you. And for this, if we just go ahead and, oh, God, I didn't mean to do that.'s makes this a bit smaller. I was just organizing things. Let's go ahead and go to noises. And what I'm going to do is I'm going to often use the directional noises. We have this one, which is like large scale directional noise. And then if we also go for, let's see, noise. Now, one is too intense. Yeah, let's just do directional noise tree. I'm going to set my angles to 90 degrees because we started with our texture being in that direction, so let's go ahead and set that. And then what you can do in here is you can also control, for example, the angle random to give it a little bit more unevenness. I'm going to go ahead and blend by pressing space and adding and blend. And in the background, I'm going to add my noise four, my large noise, and in the foreground, I'm going to add my noise tree. Now I can have a choice between multiply over here or overlay because overlay is a little bit whiter. But let's go ahead and try and multiply and then just play around a little bit more with your opacity to not make it too intense, something like this. You can see that now the goal is that we have a lot of these really fine grains going on. The next thing that I'm going to do is I'm just going to simply blend my blur high quality gray scale with this noise over here. And then what I'm going to do is I'm going to go ahead and set this one. Let's see, multiplies too much, maybe overlay. Olay is also too much. And min and max lighting also doesn't work. I'm going to do multiply, but I'm going to lower down my opacity quite a bit, in that case. I just need some very fine grains. Now what I can do is I can go ahead and first of all, I want to kind of clamp these values. And what I mean with that is I will grab a basic levels. And as you can see over here, my scrum scan is all the way on the left side. So what I'm going to do is I'm going to push this back in and I'm going to push actually this one else back in over here. And now I want to just make everything a little bit more like soft or white. This is because I do not really like having a giant. No, let's not do that one. I don't like to have a very strong difference between black all the way to white. I like to have, like, a gray value because the gray values just read a little bit better. It is just experience, knowing that I need to use this. Now, at this point, what I will do is I will go ahead and I will start by creating the structure needed for a gradient dynamic. I can go ahead and I can do this by going into patterns, and I want to once again grab a tile generator. And this time, what I'm going to do is I'm going to basically generate gradients. I can do this by going ahead and setting my pattern over here to where are you? This one, gradiation. And the next thing that I'm going to do is I'm just going to go ahead and set the Yun to zero and the X amount. Basically, this will control how fine our grains are going to be. The less grains we have, the larger our grains are going to be. You can see it as a difference between these really large grains over here. And these willy will fine grains over here. And what we are going to do is we are basically going to go ahead and create, like, a balance between the two. So what I'm going to do is I'm going to go ahead and for now set it to, like, I don't know, it's gonna do like 14, for example. I also want to go ahead and change my tiling mode, and I will show you why because if I want to go ahead and start by adding these different scalings, because I want to, um generally, change the scaling a little bit. When I do that, you can see that over here that if I try to scale it, it tries to repeat itself, and I don't want that. If I go to my tiling mode and set this to absolute over here and then turn off the tiling, it will not tile around the corners. You can press space in your Tui view to see tiling, and now you can see that if I now go into my scale, see, it no longer tiles, but that also means that it's easier for me to simply push my scaling up because I don't need tiling for this texture. So I'm going to basically push my scaling up until they are quite close together. And because I have the interstice I hope I say it correctly, quite high up over here and also random, you can see that now we get these random thicknesses in between our gradients. At this point, you can also try and play around a little bit with your position random, just a tiny bit. And for the rest, you don't need to play with rotation random, and I guess you also don't need to play with your luminans. Yeah, that wouldn't really do much. So what I can do now is I can show you what I mean. If I now go ahead and throw this into our gradient input, see that now it is starting to already get these more rougher edges. At this point, like this one would be more like plywood, so I can go into my tire generator. And you can see that if I push up the Y amount, I get more grains over here like that. Now, I'm still not happy about a bunch of stuff. So first of all, what I want to do is I want to go ahead and probably go in my blend and play out with the opacity. Now you can see that that willy affects quite heavily how strong our edges are going to be. So I want to go for yeah, it is quite white. It's not too sharp and it is quite white. And yeah, you can see over here, like it has these interesting shapes, but it has quite a few lines sitting next to it. So if I go ahead and let's see, set the opacity to something like let's do 0.4 in our overlay of our noises. And next what I'm going to do is I'm going to probably go ahead and in my levels, let's try and add a directional blur behind it. At this point, we are basically going to just balance things out, which is unscripted. Well, the beginning was not scripted, but I know exactly how to do the beginning, and now it's more like just trying and seeing. So I'm going to go double click on my gradient, click on on my directional blur, and I can use this blur to basically have very soft control. Over my edges. Looks like that the control is not really super intense right now, but that is fine. The next thing that I'm going to do is because I want to have a nice blend between these larger shapes and these smaller ones, I feel like that it might be nice if I make this shape, for example, a little bit larger over here. If I then go ahead and actually select both my gradient dynamic and my tile generator and duplicate it. And the second one, I'm going to make way smaller. So we have these really fine grades. Now, we can go ahead and we can blend these two, and it depends like what you want from your wood. So there's two ways that we can blend them. We can just literally plug them together, and I believe if we just go into our blending mode, which one is the best one, I'll set the opacity quite low, multiply, art subtract, maxlten switch or overlay or multiply. I guess multiply would be the best one. And what you can do is you can just go ahead and play around with your paste over here to add really strong grains, and in between those strong grains are like softer grains. Another one that we can thy just to see how it looks is to have another blend. I'm going to one skin blend between these two. And for this plant, what I want to do is I just want to blend basically using like a mask. So let's say that I grab my tile generator over here just to see what it looks like. Let's make this a little bigger. Change the random seat over here so that we change it. We blur it. And then we add, for example, a H Scrum scan, which allows us to basically very tightly control our colos. I'm trying to get some fill white areas, which means that now, wait, I probably need to blend between these a bit sharper over here. Now what you can see is that it is basically blending these two nodes wherever there is white. So you can see that we have some large areas, and in between those large areas, we have some small areas. Now, if you feel really adventurous, what you can do is you can go ahead and actually use this blend as the base, which means that now we have really soft lines, large lines, and super thin lines all in one go. I quite like this. Like this has a lot of really interesting wood. It looks quite overpowering right now, but that's, of course, something that we're going to fix. I'm just going to go ahead and have a look in my mask because right now my mask it feels a little bit like, yes, it works, but I'm just making sure that the transitions over here. Okay, so yeah, that is pretty soft transitions, I guess, because they are roughly going to the same flow. But what we can do is we can go ahead and grab a mask and add something called a multidirectional warp grayscale over here. Now, the cool thing is with the multidirectional warp grayscale, which is it's already a pretty old node. But what we can do is we can plug in a gradient noise, like, for example, Cloud two, and it allows us to manipulate our edges quite a bit. So hereof we just do clouds two, and you can see that I set my directions to four. And if I now set my mode to minimum, you can see that it will affect mostly like our gradient edges, and we can make them feel a lot more natural. You can also see when you switch between directions like four, two, and one, you can see one becomes just like a normal directional warp. But with four, it just adds nice soft blending between multiple different angles. This is a great way to break up your shapes very quickly. Also, please note that, of course, the further we are using subzga later on, I will not be explaining everything anymore. I'm just mostly explaining it right now because it's the beginning. Anyway, doing this, now you can probably see the difference before. And then after it just feels like a little bit more noisy. The only thing that I do not like, however, is that the gradient is a little bit too soft. So I don't know if I maybe want to just go ahead and do this, if that would be good enough. Yeah, that would probably be good enough I just use if I just do the multidirectional war before the histogram, and then use my histogram to basically switch between them. Okay, so we now have this really interesting wood pattern over here that goes between, like, the thin ones and the large ones. So that's exactly like what I was looking for here. And you also have the classic, like the long grains like you can see over here, like the really long ones. Now, what I'm going to do is I'm just going to go ahead and I'm going to balance everything out a little bit. And for that, what I like to do is I like to first of all, in this case, because this wood is quite a soft wood, I like to blur it a little bit because right now it's super sharp, but I like to always blur it using a directional blur, since I don't like blurring something that has a lot of direction with like a normal blur because then it just looks low resolution. You can see over here this way too intense, but if I go ahead and zoom in here see, you can see that that's very quickly just ask that extra bit of fading which I quite like 0.25. Our goal, by the way, is not to create a height map from this, but to end up with a norm map and more important to end up with a map that we can use to basically generate colors from. That's the most important one actually in this one. I'm going to go ahead and probably, I'll show you another technique. Let's see if we can break up these shapes a tiny bit more using something called a slope blur gray scale over here. Now in this note, by default, you want to go ahead and set the samples to 32, intensity to zero, and the mode to minimum. Then what we can do is we can use the clouds too, and I know that we have one over here, but I need to go ahead and scale this by a lot. Like, I don't know if eight is even enough. And adding this to our slope blur, if we now go ahead and set our intensity, you can see that now here, it breaks up the edges. It does this strong strongly. So what I'm going to do is I'm going to set this very, very low. 0.05. No, that's too much 0.01. Now let's do 0.005, Willy weed softly. And maybe my clouds two, I can set this to 16 to make it a bit smaller. So 16 is smaller, but now I want this to be even lower. So 0.03. It's very, very subtle, but it just adds, like, a little bit of damage to our wood, which might look nice. If it doesn't look nice, then we'll just change. Okay, cool. At this point, I'm just going to balance out my wood, and I'm going to do that using a histogram range over here, which gives me the option to basically, set the range of my wood, which means that I can, like, just get rid of those really strong black to white and instead make it just a little bit of, like, a softer wood color. And now finally to leave off probably this chapter, let's go ahead and turn this into a normal map by adding a normal note behind it, and I like to work OpenGL. And now over here you can see our woodcrans you can see that the wood grains are working really, really well. So that's like our base for our wood grains. What I'm going to do in the next chapter is I'm going to give you like, although I cannot really see them here. I feel like it's logical if we add these knots of our wood, like you can see over here, sorry, over here. So we're going to add some of those like wood knots that you can see here. And once that is done and we are blending everything together, um, I don't know. I think at that point, we can already probably turn onto, like, the base color, but let's just wait and see and just make sure that everything looks. Paper. But anyway, for now, that was it for base wood grain, so let's go ahead and continue on to the next chapter. 11. 11 Creating Our Wood Material Part2: Okay, so what I'm going to do now is, well, first of all, one thing that I notice is I feel like I have not enough of the thin lines and too much of the really large lines because I just like it when it's a little bit more noisy. So that's quite easy. All I need to do is pretty much go in my tire generator and I can choose or to change the Y amount, or I can probably simply change, like the scale over here. He see, and then we can get, like, more or less. Let's see what looks better. I always like to just play around with it. I think I'm going to change the Y amount a bit and then make it also a little bit bigger. Yeah, I think something like that should work. We got some really intense wood here and there. And what you can also do if you don't really like the seed, you can always go in here, change the seed around until you got something that you like. Because one that I don't like I don't like this specific one over here for some reason, and I'm quite picky about that kind of stuff. So I can just go in here and maybe also play around with my global offset some small changes. But I think in general, yeah, that should be fine. What I'm going to do now is I'm just going to go ahead and dis gradient dynamic. I'm going to maybe add a few more lines in my tile generator. I'm surprised that this one does not have a lot. Here you see. That's quite surprising. I just want to check out. So this one is 64 and this one is now. So if I make this 140 and this one from 64 maybe 80, 80 feels a bit too noisy. That's twice 70. Have a look when it gets over here. Yeah, you know what? That should be fine. Let's first of all, go ahead and just focus on, now the knots, which where's my reference. Oh, God, my reference is really large for some reason. Give me 1 second. It's because I'm working in different resolutions. It's sometimes is buggy. Yeah, let's go ahead and just add a few of these knots over here because they will also affect the flow of our gradients, and then we can take it from there. Because even here, you can also see quite large. Gradient spots. It's up to us to decide later on how we are going to balance it out. For those knots, because they can be pretty random, it's going to be not too difficult to create them. However, I am going to go a little bit of script again. Let's start with a simple tile generator. Let's go over here. I do like to work organized, so I like to select all of my grain nodes, add a frame, and just call this main grains over here. And let's go in our tile generator. Let's set the pattern. I want the pattern to just be like a simple, harsh round square over here. Amount, I feel like having probably six is fine. Then what I like to do is I like to do a scale random over here and just make the general scale also quite a bit lower. So these are just going to be nice, small knots here and there. And then I can just go ahead and go for offset random. Position random over here, just randomized doll. Rotation random doesn't really matter. Then what I like to do is I like to go ahead and also in my random mask over here, if you go all the way down, we can lower or higher the amount. I can see lower it a little bit. Okay, so from these, what we need to do is we need to generate a few different type of masks. So the first one is like the actual knots that we will add on top. And for that, what I'm going to do is I grab this one. And first of all, I'm just wanting to, like, break up the shape because it's weighty perfect. So let's go ahead and go for, like, let's try a multi direction war grayscale. And maybe I can just reuse my clouds two over here. And yeah, let's go ahead and just do that. Now, at this point, I can actually show you a new node if you want. However, I'm not sure if that node works this way. So if you go ahead and press space and type in portal, oh, wait. Yeah, portal, you will get a dot note. This is a brand new feature in substance designer, 1 second. I completely forgot welcome screen I forgot which one it is, so I will need to double check just to make sure that everyone knows. It is substance designer number. Come on. They make it so difficult just to see. Well, it's Satas Zino version that has been released. A here. Version 13.0 0.0. So make sure you don't if you have a low version than this, you will not have this note. Basically, what the portal nodes note allows us to do is it allows us to input or yeah, just input like anything. And then I can go over here and I can give the name. Clouds score. To underscore basic. Now the cool thing is that I can now recall this somewhere else. So what I can do is instead of needing to click and drag these clouds all the way over here, this is a new feature where I can create a portal here so I can go up here, space, portal and create a dot node then I can go into the input portal and I can select clouds to basic. And plug it in. And then what it will do is it will basically read this note over here. This will make our workflows so much cleaner. I really, really love this like I'm so happy that they are d. So we are also going to make use of this feature just to organize things. Now having that done, I'm going to set the mode to minimum because I want to go ahead and only cut away from the white. And then with four directions, you can go over here and play with your intensity to just go ahead and give it like as you can see over here, a bunch of slightly different looking knots, which is looking quite good. Awesome. Now what we need to do is, let's see, we need two of them. We need a edge detect over here because I need to detect the edges. Let's say the edge roundness lower. Here we go. I just need to have a detection around the edges. This is later on needed for, like, to push our knots inside of the wood a little bit, and also for the colors. It will also work with colors because as you can see over here, around all of these wood knots, you often have like this around edge around it. So that's that one. Now what I need is I'm just going to give it like a blur, high quality gray scale. Just give it like a tiny blur just to make it a little bit nicer. And I'm going to use a vector warp. So if I go ahead and add a vector warp gray scale. Now in the vector map, I'm most likely going to I just need to make sure that this one works. I need something to actually warp around and I'm just going to probably use some lines for now. Basically, what we're going to do is we are going to rotate these lines around inside of these knots over here to basically mimic the effect of having grains. Let's see Y amount by resolution and direction shouldn't really matter too much. I should be able to input this. Add a normal node and just open GL and just plug in the norm map over here. Then what I need to do is it only notices that node. That is a bit tricky. Let's say, instead of a norm map, let's go ahead and grab a let's try like a flood fill. So I'm just going to try using a position map. A flood fill basically converts any isolated shape into like a position, and using that, if we go ahead and just play around with the intensity, here we go. We can get something quite similar. It is going to be so small and subtle. I don't need it to be like really perfect, to be honest, because it's just not really needed. You will never get the resolution for that. So let's see, something like this might work. I'm just going to see what it looks like if I plug in this one over here. I guess with this one, we need a bigger intensity. This one does feel a bit better, to be honest. Let's just go, you can definitely see there's a difference. Let's leave this one out the endostopic noise. But for now, let's just go ahead and use this one, and I'm not going to use those dot nodes for really small function like this. The reason I wanted to use the dot node on a Clouds too is because we can reuse it often. We got this one. Now, basically what we're going to do is we have a blend and we're going to blend our edge, and let's set this to subtract. Yeah, I'm probably going to leave it like this. Then a histogram range maybe to balance things out a little bit. So this is number one. What you would do is if we go ahead and add a normal note and just have a look how this looks, you can see that over here, I would need to probably set my edge detect quite a bit lower. God, looks like I cannot go lower than this. When you cannot go lower than this, there's two ways that we can do. So there is a note which is called fine edge detect. However, this note is probably being taken offline already by now because it's quite an old one. But what I can do is I can just import it and see if it works, and if it does work, then I will give you guys this note. Fine Edge detect allows us here to go much smaller with our dgetect. I've placed this note in your textures and wood folder, so you guys can also use it. So another way would be to grab a blur and then to add another histogram scan behind it, which basically allows you to see to also balance with it. But it's not always as accurate as the fine Edge detect note. So we got this note. I don't think I need to blur it because it's so thin now. So let's see. We go around it. And that's looking pretty decent over here. So I've looked at my Hcrum scan. Yeah, the position is fine. And here we can control the intensity. Okay, Awesome. So what we can basically do is with this one, and I often like to just add this after we have our norm map. You would have your norm map here, and if we just go ahead and combine those, it would basically be a normal map. Let's do a, I don't know if we need to combine or blend. Let's do combine. Basically, what I'm thinking about is, of course, when we have these notes, we need to cut away the stuff behind it. Basically what you need to do is you need to blend your norm map with something called a normal color over here, which is just a plain normal color. For the mask, you guessed it. You want to just use the knots over here. It looks like that I'm just going to swap these two around. There we go, see. Now we have our knots. However, I guess that the Etche detect needs to be added on top. So let me just add another blend and blend the knots along with the edge detect over here. Set this to art. Does that make a difference? Yes or no? Yeah, yeah, does make a difference. Awesome. Okay, so basically end up with just the knots and the stuff around it. And then when you blend these two together, along with a high quality, you can see that now we have our knots in our wood, and what we would want to do is we would want to probably make this a lot less strong. What you can see now is that you can see through this. So it's up to you to decide if you want to do this, or you want to go ahead for a normal blend. And with normal blend, you can basically blend between to num maps like this using a mask, which will make sure that you just cut out the knots themselves. But, okay, so we can decide on this, but first of all, what we need to do is we need to warp all of these areas around our knots. Now, this is quite easy. So we have over here our multidirectional warp K scale and all that kind of stuff. What I'm going to do is I'm just going to go ahead and add a high quality grayscale to this one. And yes, I'm going to make it quite intense, something like this. And then I'm going to add an outer levels behind it just to push it back up. And I think that should work if I just go ahead and blur it a bit more over here. Now the next thing that I'm going to do is, let's see, let's do this one after directional blur probably. We can add something that's called a non uniform blur, sorry non uniform directional warp grayscale. It's quite a big one. What I can do with this one is I can go ahead and plug in the input any warp angle, my directional blur, and then in the intensity, I can plug in that blurry noise. What it should do is it should warp its own texture around our blur. You can see it happening a little bit. And then if we just play around with our density, you can see that it's starting to warp basically itself around whatever we blur it in. That's why we want to have the warp angle, the same stuff, which means that over here, you can see that now, and if I go a little bit later, you can see that it has warped around of our knots. If I now go ahead and play around with the intensity, to not make it too intense, you can imagine that now at this point, because everything warps around it, these knots over here make a little bit more sense to have them over here. I'm also liking the normal blend more, so I'm just going to go ahead and delete the other nodes. And it's just nicely organized this. So we got this one. I like this more, yes, but what I don't like is that it still feels like the knots are not really a part of anything else. I'm going to maybe make my intensity a little bit stronger over here to just warp it around. And I want to go ahead and make the fine edge detect. It's add a quick blur high quality gray scallet quite like a low level, which will hopefully soften out. It will soften out. Those noms like a little bit, 0.05. Let's do seven maybe. Maybe six. 0.06 over here. And then in general, I need to just check later on Imams toolbg to see if this is looking like the way that I wanted to look. But okay, so we now have, like, a little bit of these knots over here. What you can do is you can also now at this point, maybe add some fading to it just to make it a little bit more visually interesting. We can probably do that Now, we probably want to do that over here. So let's see. So we have these knots. And if I go ahead and just add a directional warp sorry, directional blur, set the blur up to 90 degrees and use this to kind of create maybe like a fading effect, I can blend my knots along with the fading effect and see if that maybe creates a slightly more interesting effect. It does work, but not completely the way that I wanted to. Probably what I want to do is I have my directional blur. I probably want to go ahead and add a outer levels to it to push it up. That didn't do much. Well, actually, it did a little bit. Then I'd like to add a blend and I'm just going to blend this with our wood grain that we've used before. Maybe a multiply. There we go, just to break it up and now that will create some type of fading. I guess maybe adding a histogram scan behind it just to have more control and pushing it out and in and all that kind of stuff. That will add a little bit of breakup and fading. It's really subtle, but it can definitely work. So let's say something like this. Now, let's have a look around. So we got our noise like we have over here. That's looking pretty good. We might need to still do some balancing, and we got our noise over here. I would say that the next thing that we want to do is we probably want to go ahead and add a few grains that are like these more deeper cuts inside of our wood. And after that, I think we can start just already, focusing on the color because with wood, you really want to go back and forth sometimes quite a bit, just to make sure that it's fine. I can go ahead and add a frame here and call this knots. So let's see. We have our woods, knots and stuff going around it. I also feel like actually over here in this non uniform blur, we have our outer levels. I feel like adding a directional blur in here on the 90 degree angle to make this non uniform blur pushed out a little bit more. If I then go ahead and play around to the intente. I can make it C, go a little bit more in a directional angle. It is subtle, but once again, sometimes subtlety is key. Over here. Okay. And yeah, I'm not yet sure about norm map. I don't feel like it's completely in the right space. I feel like, but that's something that we can, of course, have a look at later on. So yeah, the last one that I'm going to do, I'm just going to add some more deeper grains along these routes, and we'll take it from there. So for the deeper grains, we probably first want to create a noise, and then we want to warp it around it. I can remember we're having like a noise here. I think what was it crunch map 05 no, that's not the one. Funny enough, you'll have this one which kind of feels like something that is wood, but it's not the same. But I'm just going to, like, play around with it a little bit, just see if it does anything. No, it doesn't. Okay, so let's have a because I want to go ahead and warp it around this one. I'm going to go ahead and I'm going to probably grab Let's try to maybe, like, grab a tile generator over here. And then if I go in, let's see, set the Y amount a bit lower. For the patron, I'm just going to go for square. I'm going to basically give this an interstate size X that is thin and also a random to give some random thickness, some scale random, offset, random, and then the Y and the X offset is going to just be like this. I'm also going to actually in the interstise Y, I'm going to also give it some randomness. I feel like over here, I also want to go ahead and just tone down the randomness of thickness like that. Let's have a look. Some slight rotation, maybe. So luminance random. And then if I add a multi directional warp grayscale, maybe what I can do is if I go just to noises, see, let's go ahead and add a portal and add a clouds too basic to this one also. Mode minimum. If I just go ahead and set it really high, it unfortunately breaks everything a bit too much. I guess if I do a mode that's one or maybe two directions. Now, as soon as I do one direction, it does break too much. That is a little bit unfortunate that it does that. Over here, it does create some quacks. Oh, yeah, wait, here, there we go. So this actually might work. If I set the Y amount in the ti generator a bit higher and sorry, the X amount and the Y amount is a bit lower. And then try and play around a bit more with my intensity to create these random looking cracks. If I then probably start warping them already around it, and I wonder if I can just use the non uniform blur, but I would want to then warp it using the density and then do something like this. It is not warping correctly. So instead, what I can do is I can go ahead and I can literally use a classical warp and maybe use that one. Oof. It has quite a bit of trouble warping using this specific texture over here. Let's instead try to maybe, let's again, prequb the non uniform directional warp. And then if we just have this wp over here and probably blur it a bit. So this after we have already done all of the warping. Then it should pick up on the shapes a little bit better. Let's do quite a heavy blurch maybe like 0.7, and use that as intensity and then plug in my warp. Like I said, this is just literally just trying stuff out. It's just that supernatural. So now you can see over here it is warping around our shapes, but it's way too intense. But if we go ahead and set the wait, let's the max warp angle input multiplier down. And now let's try here. Now, if I just carefully, warp it around a little bit, that should sort of do the trick. If I then add a slope blur gray scale, maybe, and grab again, like the crowd suit that I've used before, set samples all the way up, mode minimum and intensity down, I should be able to kind of like break things up a little bit. And then by the time that it actually gets added to the wood, yeah. So yeah, we do have some of these really more thicker cuts, which I'm not the biggest fan of, but let's just see how this looks. So we have our Hc range over here. Now what I can do is I can go ahead and add a blend behind that, and we have this one I'm going to go in my tile generator, and I'm actually just going to play around with my sat until I get one that hopefully doesn't have these really thick flat areas. There we go. Sometimes it's just about luck more. Okay, so we got, these little bits of warps. We blend them. Probably I also want to fade them in and out near the end. The way that I can do that is I can probably grab, it's probably easier if I do it before I do anything else. I can go ahead and add a histogram and I can do this easier. I can do this more optimized. Let's go ahead and turn off the luminance radom, add a flood fill. And then in our flood fill, we can go ahead and add a two random gray scale, so that will bring back our luminance random over here. Stop check if that still looks correct. Yeah, still looks corcck. But now what I can do is I can also add a flood fill to gradient, plug this one in. And that will give us some angle variations to fade things out. I will see if this looks good. So if we go let's see if we just grab this if we blend the flood field to gradient to random gradients and just do like multiply over here. Let's see if that breaks things up a bit more. Yeah, that looks nice. Another thing that you can do is you could go into your tile generator, and instead, you can input maybe something like say, one of those gradients over here, and then use like a patron input image. And then you can see that it also fades in and out like that. However, if we do that, so that might actually work better, funny enough, in this case. This one is more like more randomized, but what we can do is we have our flood fill. Then what we need to do is we need to add a levels because flood fills do not read gradients. So we want to add the levels to kind of push up our gradients again, flood fill it. Let's get rid of this blend, and then again, push it down. However, the annoying thing with the random gradient is that it loses all of these details. So we would then need to blend it again using the tight generator. So it's a bit of, back and forth. And then if we multiply it, there we go. A bit of back and forth, but in the end, we have some pretty nice warping, like, lines that we can work with. Now, if we go into that blend where we go into our Hcam range, if we just go ahead and go to subtract. And let's have a look at our wood while doing this. Oops. Wood. We can go in here. I like it, but I don't like those really thick ones. If we just go ahead, I like the thin one. So maybe we just need to minimize the and here the random vector over here. Let's see how does that look? Yeah, see, that's a little bit thinner. It cuts through a little bit better again. I think for now because this is something that happens more inside of the actual base color. I think for now, that looks pretty good. We got this one. Now what I will do is I will end this chapter by just previewing our wood norm maps and stuff like that. We are going to just go ahead and in our output notes, delete everything. And here we have our wood. We can just go ahead and plug it into our normal I on purpose kept this quite strong, but now I'm just going to tone this down to 0.7, and then I also need to tone down my knots based upon that's to 0.1. And here we have a very subtle but very important base wood. We can get rid of metallic and we can get rid of the height because we don't need it right now. You can temporally add a RTAO which is a rate race embiooclusion note. And for this note, we can plug in this one over here. Actually, our samples don't need to be that high. We can go quite low with our samples, let's say 30. I'm just going to set split angle, sorry, maximum distance lower and the height scale quite a bit low. There we go. It's a really strong AO, but it's just for previewing purposes right now. So having this, I can go ahead and save. And now, when I want to preview this inside of Mom set, all I have to do is, first of all, I have to export it. So we can just go ahead and in here in this folder. We can probably export it in here. You want to go ahead and go to your master Woods, right click and Export outputs as Bitmap. Select the folder that you want to export it to. And I personally like to always export as a Targa file or TGA file unless it's a very detailed height map. Then I prefer PNG. And this is quite important turn on automatic exports when outputs change. This allows us to make a change in our graph, and automatically it will export so that we can preview it inside of Mom Set. I've got to press Export over here. And now what I want to do is I want to open up Mom set to Black four, which is just my preview choice for materials and also for assets. So what I have over here for you is I have a preview scene. I call it the texture preview scene in your texts folder. You guys can have the scene completely for free. So I did a lot of experimenting to get the best looking scene for, like, all of your materials to work. If you want to know how I created this scene, you can simply go to my YouTube channel just like FastTrack Doyles and in here, you can just go ahead and look for creating high quality material renders using Mom's the TolbacFour or you can just type it into YouTube. And then you will be able to just find this editorial on how to set up scenes like this. This will just save me a little bit of time because I just want to quickly preview it. Got to press the plus sign and go for Wood underscore zero, one. And in here, I'm going to simply in our norm map, I'm going to drag in the normal that we exported, which is the DJ file. And then in our Occlusion map, if we go for occlusion, we can drag in our occlusion and drag this on here. The occlusion, I'm going to make a little bit lower. So let's say 0.5, for example. And another thing that I like to do is in my texture, I always like to tie this by two or three times, especially when it is wood. And in this case, I'm going to lower down probably my color a little bit. So now we can kind of see how the wood is behaving and everything like that. So in general, I quite like the grains and I quite like the knots. I definitely noticed that yeah we need some color in order to properly preview this. And I feel like that my norm map can be a little bit stronger than this. So I can go in my norm map, maybe do like 0.1. But you want to make the wood quite solid because it is a slightly sanded wood. So it's not like really rough or bare wood or something like that. So this is more like just like a subtle effect. And now in the next chapter, what we'll do is we will get started by working on a base color and the roughness. And after that's done, we are just going to go back and forth a lot improving our wood until we get exactly what we want. But for now, G automatically updated. For now, we have already like a really solid base. So let's go ahead and continue on to the next chapter. 12. 12 Creating Our Wood Material Part3: Okay, so what I want to focus on now is I want to go ahead and focus on the actual base color, and I want to try and make a blend between the super clean stuff you see here, but then also introduce a little bit of the more worn out dirtiness here just to gamify it a little bit and get a little bit more of these worn effects. And then what I can do is I can, of course, later on in my actual unique textures, I can, like, increase that even more if needed, and especially around these areas and stuff like that. So basically, when it comes to wood, we often want to create large scale and small scale color variation, and then we want to start layering things on top, like folks at B darkness, brightness, all that kind of stuff. So what I'm going to do is I'm going to go ahead and start with the large and small scale variation. For this, basically what I will do is we will use a gradient map for which we can basically grab the colors from a real image to then map them onto our gradients. I'm going to go ahead and I need for large and small scale, two gradients, and this is a pretty standard technique. So for the small scale, you just want to go ahead and you want to grab probably over here, like the final one, checking. Do I want to add it before or after? Maybe I want to make it really strong and then tone it down again, but we will need to have a look for that. And then for the small scale, I basically want to get sorry, for the large scale because this is a small scale. I want some really large scale masking. And for this, often when you have various shapes, a quantize note is often quite handy over here because it kind of like, if I just go to input, it kind of allows you to, like, change your gradient steps over here and you can make them quite large or small scale. Now, having this over here, I don't think this is the right one to use. Let's have a look this one. No, maybe let's go even way before that. Yeah, there we go. That's better. We just need here, large scale variation like this, and then with this one, I don't know, we probably want to go ahead and blur it. However, blurring creates some messiness around the edge. We might actually want to keep this and then later on we might want to play around with it. The most important one is the smaller scale. What I can do is over here, I have my small scale. I can go into my gradient editor. Then I can press pick gradients. Now, I will try to do this all on one screen, however, it does not always work. What I want to do is I want to decide which color I want my base color to be. I feel like that it would be more beneficial to add these darker and lighter colors on top. Instead, I want to probably grab this one over here as my base color, and I need to grab it in an area that's quite even. That's the annoying thing with all of these shadows. That's too dark. I might I look. I need to look, basically. Let's go ahead and just pass Pi gradients. S here, that's unfortunate it heights because I'm clicking on the program. I am not able to do this on my on one screen so you guys can see it. Basically, what I will do is I will pick radiant, and then I just click and drag over here on the image to capture the colors. So you can see it like this. I do pick radiant, click and drag. And now what you can see is now it grabs the colors from the area that I've dragged in. So I'm just going to go ahead and try this in a few different areas to see what works best. So now we'll try somewhere in shadow and shadows don't really work. Now I'll try somewhere in the base which is grayer, definitely does not work. Now I will try over here, and I will show you when I got the right. So these are like, Doc. So just bear with me for a second. Like this is Liti I just need to figure out which one looks nicest. There's no rocket science in this. It's Litty just trying stuff out. Seeing. And I want to avoid the super high noise. That's basically the thing that I want to try and avoid. So that's what I'm trying to do here. And that's why these ones over here just do not work because you can see how noisy that they are. What you can do to avoid noise is to basically make when you drag it instead dragging all the way across the way, just drag like a tiny bit. Let's see if there's maybe like a good image in here that I can use instead of like some really nice wood. This one, maybe. That would work. So this is super important to get this white because this one makes or breaks our material later on. This looks like way too noisy. And I'll, Well, I can try this one, but I don't think it will work because it's again, too noisy. Yeah. I mean, that one kind of, like, works a bit. 1 second. Let me just see. I think I'm on something. Or not. Yeah, okay, so those ones I just do not like. Honestly, I think in the end, the first one over here, if I just drag somewhere around this area, that one looks the best. So if I just go ahead and try this. So of course, we do need to balance things out a little bit. Let me just go ahead and try and see. Okay, so that's quite heavy. So it is quite heavy, but don't worry about, it being too heavy because we are going to, like, balance things out a bit more. So let's do this one. I literally just drag from up here all the way down here, but I made sure to drag it only into the sun because, of course, the shadow is too dark. So let's go ahead and try something like that. And now that we have a general balance, what I like to do is I like to add a color, replace range. So let's type replace instead. Color replace Ringe. Set the source range all the way up, and then for the sauce color, just grab the color that is the most common one in this area. And for the target color, grab the source color. Now, that basically means that nothing has happened, but now we can go in here into the target color, and we can add like some very light changes and see what we want to, like, control a bit here and there until we get something, and I'm just looking at my screen to get, like, roughly like an over exaggerated part of, like, a wood color. And then what we do later on is we tone it back down again using some other parts so Just basically, yeah, this takes a while. Let's start with something like this. It's like a touch and go thing when it comes to these type of colors, so we just need to, like, play around with it a lot. This one only has two gradients. So basically what we can do is we can go to our green de, pick the exact same gradients as before, and you can see that it will only pick two gradients. However, we can now use our steps. To basically create here. So if we go for eight steps, we can create some very large scale variation over here. Now, what I like to do now is, I like to often blend these two together. However, right now, this feels a bit too sharp. But as you can see, when I do a blur, it's often Yeah, it creates like a line around it, which I don't like. What I can do is I can try to just completely destroy the edges using a slope blur color over here. And if I use, like, a really grainy noise, so it could be clouds, too, but it could also be like, where are you? Like the moisture noise, for example, something really grainy. And if I did sent my intensy down, you can see that over here, I can just completely destroy the edges if I make them quite large, and then I can use my samples. Over here to control, how much of this I want to, and maybe let's see minimum. Now, let's just do literally blur. I'm just basically like creating these artificial edges because this color will be like, really, really soft. And this will be the main color that's going on top of it. And then what we're going to do is we are going to tone everything down with like a dust layer, pretty much. So let's go ahead and grab a blend. And we can grab this base, and then we can grab this top color on top. And for this, sometimes I'd like to just literally use my opacity. To see. And then you can already see that already adds quite a bit of softness, but sometimes I also like to just switch through my blend modes because you never know if like a max lighten note over here or, like, darken you never know if it gives a nice effect. So, overlays too much, but, like, switch. But I think a switch often doesn't really do much. Doesn't do much. So, let's go ahead and tone this down, and now we can also go in here and just control how many colors we actually want from this. Yeah, let's do something like this. So it's not super intense, but it still has quite a few different colors over here. Okay. Now that we have done this, what we can do is now we can add a blend and we can basically add a dust layer on top, which will kind of like soften everything out. And once we've done that, we can start defining these colors a bit more and also add, like, additional details here and there. But I think, yeah, like we have, like, the brownness, although we might want to go, like, a little bit more in the direction of, like, it's like purplish. You can see it better over here. It's brown purplish type of direction. However, we are also going to add some general additional color variation that's really extreme on top, which I will go over later. For the purplish direction, by the way, what we can do is we can go ahead and once again, do a replace color range, click on your original. And this time, set the source color to be this really dark color. And the target color can be like the target color. And now for this one, what I'm going to do is I'm just going to go ahead and set the target color. Okay, that's Willy Willy song. I kind of not expect that. 1 second. Let's go. Target Col. Yeah, I think we need to go more like a gray scale over here, something like this. And then what we can do is we can go ahead and just mask out those specific areas for which we can use a histogram select most of the time. And then you grab by holding Control, you can duplicate your output. And I kind of need to just twine, here, let's see. Let's set position down and range. And I'm going to twine, like mask out here, see. Now I'm basically masking thanks to a Hogram select, just those areas. And now if I just go ahead and blend, these two areas using a mask and this mask I most likely want to let's see, which good to my past kind of make it a little bit more purple. And I can go in here and if needed, I can set my target cold be a little bit lighter over here so that we also have a bit of control. But by the time that we get to this point, you can see that everything is always a little bit tone down. So that's why you can play around with it and make the colors in the beginning quite extreme. And then they tone down. So and that's why you see me going even more in the direction of purple. Okay, that might be a little bit too much, and I'm just like toting down my opacity a bit. And then we go, see, so we get a little bit of a purple flavor. Now, for our dust layer, I often just use like uniform color over here. And we want to make the dust, roughly the general color that we want to mimic. For that, I think I'm by this point going to go over to this side, and I'm just going to go for slightly darker color over here. So you can just go the press pick. You can once again, pick on your image. Let's start with this. I feel like it needs to be dark, but let's start with this. I then going to add a dust layer over here, and it needs an amiclusion and a world space normal, and then optional is like a mask. For ambit occlusion, we can try this one, but most likely it will not be noisy enough. So if we just go ahead and do that and see occlusion amount, noise, Yeah, I feel like what I want to do is I want to blend my ambient occlusion because I need to blend it using something noisy to get this really noisy effect on top. Let's blend it with some white noise over here because I still want to incorporate a little bit of that effect. So here now we have a dust. And if I just lower down my blend. Okay, so like that. And then level. So I'm adding more dust in some areas and less in others. Noise, but I feel like maybe change let's play around with my mode. Now, I think multiply is fine, but what I want to do is my white noise. I actually want to go ahead and add a transform in between and set the transform to minus two to make it even smaller. I needed to be super small, fine noise over here. Yeah, see, and just go to be like this really soft effect. By this point, I am also improvising a little bit, so just bear with me. I'm just like, maybe, let's tone out the contrast. And let's just in general, let's plug it into the opacity of our dust. You see? It's subtle. But now if I just go ahead and twin with my colors, so it is subtle over here, and maybe I can play around with my levels a bit to make it a bit more here, see. It adds adds some softness, but it can become overpowering really quickly. But here, just let you add some soft grainy feeling. And often this works quite well, but we don't overdo it because then it just looks like the texture is low resolution. Okay, so we have these ones. Now what I'm going to do is um let's add another like large scale color. And let's see. What else? Shall we add? So let's have a thing. So large scale color I want, and I'm looking at my reference by thinking about this. Let's do large scale color. Let's do a fading effect, which will slightly blur certain areas to kind of, like, create a softer wood effect. Let's add a overall darkening effect. An overall whitening effect which will create these dark areas and the white areas. Let's add a more intensity for those thicker cracks that we created. Let's add more intensity for the knots. So you can see, I'm literally just layering. So number one is going to be a very, very strong effect for which I want to use the quantize over here. And I'm going to make this like just something like this and maybe let's set the offset or maybe like slope I just want to, like, Oh, hey, cool. I kind of forgot about that that we have the slope and that can also control the softness. I wonder if that Oh, no, never mind. That still would not have done exactly what I wanted for that situation, so that's fine. But I did to be honest, forgot about that. So because it's pretty new. Quantize we got the softness going on. I'm going to add the gradient map, and I'm going to grab like really extreme colors, but more in like the warmer tone. So if we just go ahead and click here, what I'm going to do is, I'm just going to click like a few dots, and I'm going to set my colors of these dots myself. So we have purple and purple doesn't do much, so let's add another purple. Over here, and it's going to be like really extreme colors because we are going to use this really finely. I'm going to go for red. I want to have warm colors in here because wood is well warm. So, I do want to, like, maybe add some yellow in between here. Yeah. See, it's almost like a burnt wood type color effect. But the cool thing is that if we just go ahead and get this right, it will give us some really interesting effect. And let's make this one, also the last one. Let's make it also like really strong yellow, something like this. And we are going to very, very softly overlay this. So here we have our paste and I think I can literally just do here. I don't like the purple xi. So the purple has to go. It's too strong. So let's go into our purple, and let's just make this like a little bit more. Oh, wow, it's really difficult to get it. Yeah, let's go that maybe this purple over here, we can make it a bit more red. This one also like a bit more of like a warmer tone. And let's have a look. So basically, here, you can see, like if I make it stronger, you get this effect. Now, once this is done, I feel like let's try to set the slope here, even softer. Just let's just go extremely soft. And I'm going to just make this very, very soft like 0.07 or something. It's like the tiniest bit of fading. Actually 0.05 is tiniest bit of additional effect on top of it. Now, at this point, it's probably best if I first do the knots and do the cracks. And the reason for that is basically just because all this blackness that we have on top, it has been added to the wood later on. Like it has been throughout age, through aging of the wood, it has started to come out. So what I'm going to do is I'm just going to go ahead and make one. Like dark brown. And I think this dark brown is already enough for both our knots and our cracks. For our cracks, I'm going to go ahead and grab our mask. And for our knots, I'm going to go ahead and grab Let's see. These are the rings that I do want to grab the rings, but I kind of want to, like, maybe, like, blend the rings with the final strength, and I need to blend it using just this mask. Like that. Yeah. So let's go ahead and first of all, we have over here our quacks. Very simple, just like toe down your paste. Just going to be like some slightly more visible quacks. Then the next one we have over here our knots. And you can see that the knots over here. I'm just going to go ahead and in my color, I'm just going to make everything like a little bit more brownish because that feels a little bit more logical. Does mean that maybe our quacks, we need to, like, the bit stronger here and there. But honestly, at one point, we would just preview this inside of Momset and then we are going to balance everything out. Yeah, so our knots, that's fine. Okay, so now we are going to get started with our brown and whitish dirt. And for that, I know that it doesn't look anything like this right now, but trust me, don't worry. Like, we are going to go in this direction soon. So let's have a look. So for the darkening that I have over here and the whitening. So the whitening, of course, in here, it is more like an edge effect. So we will not use that one to extreme. The darkening over here, it definitely goes with the grain. If it goes with the grain, what I maybe can do is I can add a histogram select, and from this, I can get like something interesting. So where let's just grab our original one over here. So we have this. And by the way, actually, one thing that I forgot to test is what if we use the one after Okay, so just gets a bit of that darker color. Oh, no, that's fine. Sorry, just ignore that. So basically, his scrub select. I can go ahead and set my range quite a bit lower, but it's more about, like, trying to get an interesting position to get some darkening out of this. And I do want to make this like quite strong. So let's try something like this, let's then try to blend this using once again, let's try a should I try a quantize nose. So if I just turn the slope off and play around with the steps, I can yeah. What I could do is I could use a quantize. And then what I can do is I can go ahead and add a histogram select again. And an Aagram select allows us to basically set the range all the way up, but then, not the range so I contrast all the way up. It allows me to basically, if I set the range to around 0.5, select every single quantize that is located in here. So if we grab this one, for example, you can clearly see that it can select it. Now if I go ahead and so that is the area I want to have this, it would be too strong if I just blend it like this. If I said it's to multiply, so these areas, I can go ahead and play around with my slope, but it doesn't seem to work. Instead, what I'm going to do is I'm going to go ahead and I think a slope rascal would also not work. The reason it wouldn't work most likely is because the multiply is too strong. But I mean, it is always worth just trying it out. So if we go ahead and once again, set the samples low, Okay, yeah, that might actually work. Okay, just to get a soft fading effect. And I know it looks like a little bit buggy, but yeah, you can do that. Or what we can do is we can also, of course, try like the classic blurring. But with blurring, actually, yeah, you know what? Blurring might actually be better when it comes to colors. Not when it comes to height, but for colors, we might want to, like, blur this. Okay, so we have this. Now, I really do not like the shapes right now. That's the first one, but I can already do some tests. I can go ahead and grab a try like a uniform color and grab like a purple color grabber from it from one of my textures. Okay, so this is what we have right now. So it does go against the grain. However, it is nowhere near this type of effect that we have over here. There's a few things that I don't like. First thing is that the quantize I just don't really like the position that we have. So I might want to just go in here. That one might be a little bit too much to be honest, but we can try it out. So we are just blurring that and then we basically get this really strong effect. Now, if we go ahead and also add a let's do a multidirectional grayscale. Let's once again do a power power. Dot note. I forgot what it's calico bottle, and then crap the clouds too basic. And let's use that one. If we set this to minimum, can we make this really intense? Like 200? And basically what I'm trying to do is I'm trying to break this up so much that you cannot even see what we're doing anymore. It's almost like raising new noise. Okay? So that is broken up, but it still has some directionality to it, maybe not as much directionality as I want. But if I set the warp angle maybe up to like 90, let's see two. Now we definitely need four. That has some directionality to it. That's fine. Now I need to, in my his scrub select, maybe toe down my range. Let's see this one. It's tricky to it's always just a bit tricky to get just what you want. So I'm doing a Cloud two. I'm just curious if I grab this Cloud two and just out of curiosity, if I add like a transform note to this over here. And I like scale this up by holding Shift and just make it really long. And I know it's not table anymore, but I just want to see. Okay, so does that art enough directionality for me to be worth my effort. No, it breaks things a bit. I do not like that, but I wanted to go against the grade. Let's try a classic one. Let's try to get rid of the quantize for now. And instead, let's grab a let's do a grunge map, 003. Set the contrast quite high and the balance quite low, because this also has technique directionality, and you can use your randomize to see if you can get, let's try a grunge map. 02, crunch map 02 might work. Let's try using that one and then this one is a little bit more sensitive, so we need to break it up soften it out. And right now, it looks really, really strong. So let's see. So we got this. That's fine. I'm starting to like how it fades in and out. I would like to have also maybe like a tiny bit of, like, additional grunge ardens in between these areas. And I could do that by just simply adding like a blend and grabbing like a grunge map for which I can funny enough, I could literally, like, use actually, know what? I don't want to use that one. Let's do a grunge 001, tone down the contrast all the way, play out a little bit with your balance, and then let's do seed number one. Okay, so we have got this one, and now what we need to do is we need to just mask out where do we want to have this? And for that, what I'm going to do is I'm just going to blend this strong version over here. Let me just see if I do want to make it more optimized, but let's just see if I just tone down the contrast over here and set this to, like, subtract. Let's see. Okay, so we have this, yes. Okay, so we are now blending a bit in between. Now, the cool thing what I can do is right now I have two of these grunge notes, this one and this one, but the only difference Wi is a balance and contrast. If I use a histogram scan node, I should be able to basically mimic that same effect. So 0.49, 10.49 over here. And it's slightly strong. So if it just tone down this way, I'm only because you can see, like over here, 60 milliseconds means that this note is quite expensive to use. It will slow down our graph if we use too many of those notes. But this way, we are just using one. So we save 60 milliseconds. We will not go over optimization too much until the end where we are going to where I will have a talk about optimization, but for now, that's not really in order. Okay, I got all of this stuff pushed together. The last thing that I want to do is I want to kind of, like, break up my edges. Now for my edges, I can try to just use like a very soft blur, but I run the risk that my texture looks blurry. See? I run the risk that that basically happens. I can break it up using maybe like a slope grayscale or a multidirectional come on, multi directional warp gray scale. The multidirectional warp can just use the clouds too, which I'm going to use here. And it does create like some warping, but it does it kind of like everywhere. So if I maybe do like minimum, no, it will only work if it is like an average, but then it also it fades everything out. Which, that actually might look good. But let's also, of course, try other options. The second option is that I'm just going to use the clouds to that's tiled a lot that we used before. Set samples all the way down. And let's try mode blur for now. Okay, let's not do that. Let's try mode minimum. But it's probably way too strong. 0.013, five? Yeah, I'm going to go for the multi direction walk right because that one just seems to work the best. Okay, cool. So that will give us some general darkening over here. I do have to urge maybe, like, add a little bit more darkening, so I can go in my Hcrum scan. See? I just, like, a little bit more darkening. But then what I also want to do is I also want to tone down the opacity of my darkening a bit because I feel like it's a little bit too intense. Now that I have that one done, I also want to go ahead and add some white details to it. However, for the white details here, if I go for just like a grudge leaks, for example, something super simple, I do not need, I do drip length. I do not need something like really strong. So shape contrast down, drip crispiness can be down and the sharpness intensity, yeah, that's fine. Yeah, so like something quite interesting and soft. And if we add a uniform color, and this color is going to be like most like a tiny bit yellowish, but mostly just white. And throw this on top. And now we can, like, play around to the balance a bit, play around with the sat. Oh, I like that one. I'm just going to go ahead and, like, add this as a very slight softening. I do feel like that some of the shapes are a little bit too sharp. What we could do is we could steal our multi directional wb gray scale again and just, like, use that to, like, soften out those edges a bit. And now just play out the paste. It's just going to be a subtle effect over here. And I forgot what we did for the last one, but by this point, I like what we have. However, the actual general wood is still too strong, it's too visible. So now what I'm going to do is I'm going to look mostly at this effect over here. And if I can have a look I would say, in general, we got that effect, but it's almost like we want to, like, add an even bigger blanket to kind of, like, tone down that effect. So if we have a look, so we already added quite a bit in, like, a really short time. I hope that you guys were able to keep track of it because I often need to do this quite quickly because else I forget what I was doing. So over here, we add our dust layer, which is pretty good. What I'm going to do now, sorry. Can you speak is I'm going to add a blend. And maybe I'm itty going to just use my uniform color and then use my opacity to kind of like tone it down. Almost something like that. So I'm almost just itty toning everything down. When I tone it down, of course, everything else was a little bit balanced to that. It will change a bit. I'm also going to, by the way, let's just duplicate this because I want to go ahead and for color, if we pick color, I want to go for something much more not yellow, darker. I'm just trying to pick a nice area. Let's try something like this. Let's try a quite dark orange color and then maybe tone it a little bit down to go a little bit more gray scale. Here we go. And it's at the opacity around 0.3, something like that. And now I just like to cycle troll my notes. So we have our blend, and our blend is now a little bit too strong. So let's set this to 0.03. We then add some cracks. Our cracks can be a little bit stronger. We then add some knots. Those can be a little bit less strong again. Then we add some darkening. Again, can be a little bit less strong. And then we add some whitening, which can also be a little bit less strong. That's quite a bit. Let's go ahead and grab these three. Oh, sorry, right click and out of frame, and let's call this one once normal map. Then let's go ahead and grab all of these. Right click art frame, let's call these base color. I know that this has been a long chapter. Please bear with me. We're almost there. I'm going to do one last thing and I'm going to create a very basic roughness map just for previewing purposes, and then we can improve upon it. For roughness map, super easy. We are going to add a Graycl conversion note, and we are going to convert a probably around this area just after we got like some of the grains. Then we are going to add the Hicrum range, which will allow us to control our position, but more importantly, our range. And we are going to make this like, Well, it's wood. So it's going to be quite white because white means rougher so less shiny and black means that it just becomes more rougher or less rougher and more shiny, yes. And we then going to add a few blends, and these blends are going to be blending various noises that we already created. So let's have a look. So let's not do the dust, but over here, we are like, adding some softening, and we can actually grab the quanties of our softening and add it as probably let's let's do subtract, because subtract makes it a bit darker and then just like, tone down your paste. So there will be a little bit more shine in those areas. Then what we are doing is over here some very small details. We don't really need those. Then we are adding some of our darkening. Let's add that crunch map. Set to art. So this will add some I will make it a little bit more dull in those areas. Then maybe for our white areas, we can go ahead and we can decide to subtract it to make it a little bit more, subtract it again. Now all of this, because it's boot, I often like to now add a blend. And can I just use this noise? I might be able to just use my dust over here. But I want to add a hist gram scan because I just want to add like some general noise. What you see me do here is I press D to dock my node, which just cleans up my general graph. I have this noise. I'm going to set this. It doesn't really matter, art or subtract. Sets the art. Let's just add a little bit of this noise and throw this into our roughness. We can go ahead and just select this. Right click art frame Roughness. Awesome. Okay. What I'm going to do is I'm just going to clean this up by selecting these four notes and pressing this button up here to straighten them out. Let's try again. Select them art frame Opots. We are not done yet. This might feel like we are done because I'm slowing things down. But no, we are now going to preview it, and then in the next chapter, we are going to add all of the changes that might be needed to make this a more interesting wood. If I go in here, don't forget to set your abido back to, like, a white color. I'm going to apply all of my additional textures, which are going to be the base colors and all of that stuff. So we have a base color. Over here. And we have a roughness over here. Now, if we let this render, this is currently our base color. Doesn't look good. I know. Don't worry. What we have been working on is we have been working on getting the core components ready to go, and now what we're going to do is we are going to keep balancing them until we get something that is closer to what we see over here. So that's what we basically will be working in next chapter. If you want to have a higher res look at your texture. So over here, what I will do for this one is I'm going to go ahead and just tone down some of my lights because they are way too strong. Over here. And if you want to get a slightly higher as image, what you can do is, if I create a folder called images, this is something that we'll be doing in next chapter, but just to have already something to compare, go to render. In the output, go ahead and set the images as the image output. You can just set as a JPEG, and I'm going to call it 01. I'm going to set my samples to 512 because I don't need it to be this big. And then I can just press render. And now what it will do is it will render a four k resolution image for me in this specific scene so that I can, like, properly zoom in and also have less noise and stuff like that. So I'll pass the video until this is done, and then we will end it there. Okay. It's done rendering, if I open it up. You can see that now it has rendered out a high resolution image, and we can exactly see the stuff that we need to work on. So the core components are here. Now, what we're going to do is we are just going to go ahead and actually start turning this into a final wood material. So let's go ahead and continue with this in our next chapter. 13. 13 Creating Our Wood Material Part4: Okay, so let's go ahead and continue with our wood material. Now, this is where we left off, and this is basically where we need to go. So if I see this, the first thing that I notice is that the colors are not whie. Also, the occlusion is way too strong, but I have a feeling. If I look at my wood material here, I have a feeling it's simply us having the occlusion way too strong in here. So like wood would have almost no occlusion on it because it is quite a fine grain. So that's an easy change. That's literally already changed. So let's have a look. Now, I'm going to say that now over here, these areas they are a little bit too pink, but you can see that they are looking pretty close to what we want to. Maybe I want to have a little bit more breakup O can see more of a directional breakup in these type of little grains over here. Also, what I see is, although it's a little bit tricky to know that the differences in color, they are all a little bit more warmer. Here, it's still a bit hard to see we added that difference. In here, here, somewhere. Here we are like the difference, but it still doesn't really show up the way that I wanted to. Let's just go ahead and address one by one. The first one that I wanted to do is that I have over here these pink colors, and I think somewhere along the lines, they changed and they became way too pink. So let's go ahead and tone those way down. So we just want to have a little bit of a pink color over here. Cool. Now the next one is going to be that over here we have these colors, and what I'm going to do is in my gradient map, I'm going to first of all, because we only have a few gradients going to remove by just pressing delete some of these gradients, and I'm keeping a close eye out to make sure that it doesn't make any drastic changes. This way, I have more control over my gradients. So if I just go ahead and there we go. That's the one that I definitely wanted to get rid of. Now, over here, I have like this one, and I wanted to go for, like, more. No, it's not that one. So you always need to figure it out which one you need to pick. There we go. Okay, so that's going to be a little bit more like a stronger orange. And then I also want to have, more of like a deeper brown orange somewhere along the lines of here. Let's delete this one. Ooh. It's a little bit too strong. But it does work. It does give me roughly, as you can see here the effect that I want. And then I'm just going to I don't know, do I need to tone it down? I feel like it's not so much about toning it down, but more about, like, the shape. One of the colors is a little bit too white. So if I go ahead and just double click here, is it this one? Yeah, this one. Let's tone that down a little bit. And now, see, now the colors blend a little bit better. So we got that one done. And if I just go ahead and switch back over here. Okay, so that already looks like a little bit softer and a little bit browner. Now, the next thing that I'm going through, so yeah, okay, so there was like, I want some actual more directionality in the brown areas. And for that one because that kind of comes from this area. I just need to have a look because I do kind of have this directionality. Like, I'm not sure. Yeah, I feel like actually, it would have been nice, but I feel like that we would actually add more damage than something good if we add that additional directionality. I'm going to temporarily, just because I'm not really a big fan of it, I'm going to go ahead and turn off let's see which one, this one over here. I'm going to temporarily turn that one off just so that I can really see the raw wood that we had before. This is like the raw wood. Now, seeing this wood, I really like these areas over here, but I don't really like the warping that you can see over here. So it feels a little bit too cliche almost, it just doesn't feel as natural like wood. What I'm going to do is I'm going to try and make those a little bit more stretched out. If we go ahead and let's see, we need to go all the way back to basics. So we have this one, and over here is these areas. The reason that it's not so good is because these areas look like they are too white or sorry, too dark. What I can do is I can add a blend over here after our blur high quality grayscale. And I'm going to add a transform. Now with this transform, I can just simply move it a little bit. By the way, I can remember that I did something and I didn't make it tilable. But if I look at my texture, it looks pretty tilable. Yeah, so I guess you can always press space to just double check if you feel like you forgot something. Anyway, wood crates. So what I can do is I can go ahead and set this to Max Lighten and that's what kind of art these two together over here. And I feel like let's see if I break that up, does that break it up enough? Okay, so now we have some more longer. Yeah, I can go ahead and play around with my opacity to see here, see. And I can kind of, like, control it a little bit better with our wood. Yeah, so yeah, definitely, this is better to control. So let's see. So if this like the large one, let's just slowly go until I get to a point that I like somewhere along here. And one thing that I still do not like is over here, these areas. So what I'm going to do is just kind of easy. If I have this area, let's make our window a bit bigger. I'm simply going to go all the way to my tile generator and play around with my random seats in the hope that I can find something nicer, like this. This one looks nicer. See? Sometimes you just have an annoying shape that you don't like. I quite like this shape. This shape is looking quite cool over here. Now, another thing is that we can well, it doesn't really matter. Like, you can rotate your texture around if you prefer previewing like that. You can do that all the way at the beginning, but that would have been that would be like, such a pain. Instead, what we can do is we can simply just add a transform over here. Oh, sorry, let's do actually save. Transform over here, dock it and just set the rotation to like 90 degrees like this. I can also go over here, save transform, dock 90 Let's go over here. Save transform gray scale in this case, 90. And now you can see that I skipped the norm map, and the reason I did that is because I need a normal transform for that over here. Because the norm map flips when we go here. So if we go 90 or do we need a normal vector rotation? That can also be one that I can use? Let's see. Normal vector rotation. Where are you over here? And open GL, see if I do this one to 90. Oh, no, that just does the vector. Fair enough. For some reason, I had in my mind that that is the one that I needed, but a normal transform should be fine. It's just a bit tricky to see which way I need to rotate. If I go here, 90 CCW or 90. There we go. 90 CW. And just double check, but your no map should still be correct. And you can just double check by clicking on this one and just making sure that the colors go in the right direction. That seems to still be fine. So now if we go back because now we have our wood going into a different direction, which just might be a little bit nicer to just in general for just previewing purposes. So, okay, so we got this wood over here. This is still quite intense, to be honest. Yeah, that is that is annoying. I just don't really feel like and now the directionality feels like even less because over here we had, like, the directionality going on, but now it doesn't really give me the impression of the directionality. So I might just go back and forth between this, but let's just quickly try the original one. Yeah, it's better to read directionality this way. I'm now going to use this direction just because it is easier for me to read. But now you also know how to do that. That's why I leave in these type of small mistakes. If I make a wi big mistake, of course, I would not waste your time too much. Normal map. Let's have a look. I feel like if we go ahead and have a look at our normal map over here, let's see what's this one. This one is our grain. I mean, the no map should be fine. Like, I do want to definitely make it a lot rougher in my roughness. Maybe make the no map like a tiny bit more, 0.13, something like that. Just a tiny bit more. And now what I'm going to do is. I'm also going to do like a large color balance at the very end over here. So we now have this wood, and you can see, like, if we look at the base color, the wood is looking nice. Like, it looks cool. I still feel like these areas over here like too large, so I might just want to go in and see if I can use my blending. There we go to just minimize them a little bit more. But what I was saying is I can now do a color replace range over here. And this time because the wood is also a little bit more even, it's a little bit easier for me to actually change the color because you can see here, if I set my source color, my target color, it actually manages to do a color range on everything while when we did it over here, you can see that it has a lot more trouble to gain all of the colors. So what I can do is I can go ahead and just set this color. Now, I cannot really rely on this image by just clicking on it. Instead, what I will do is I will simply look at the image, click on my target color and do an overall color balancing. I feel like it needs to be a little bit more darker and a little bit more grays girl, something like this. See? It's subtle, but it turns it from feeling a little bit too saturated and cartoony to just something that looks a little bit nicer and softer. So we now have this, and what I want to do now is I'm just going to focus a little bit more on my roughness because I feel like the roughness is this perfectly flat roughness. There's almost nothing going on. I don't like that. So over here we have my roughness. I'm going to just go ahead and play with my range a little bit more first, and then I can play around with my position. I'm going to make this quite white over here, but I also want to give it quite a bit of range. It's twice something like this, yeah. Next, we are going to add looks just like some additional brightness, maybe set this brightness to add instead of subtract, just to increase it. Then we have the brown color, which we are going to redd back later on. And then we have these additional colors over here. I'm now going to go ahead and do I need, like a sharpen note? Sometimes a sharpen sometimes sharp note just adds some nice roughness variation. I got this what do I want to add? Maybe I want to add just a classic which is literally just adding in grunge map. Let's say, like a directional grunge map. Maybe like something like this and simply add it. Maybe play around a bit more with your contrast and balance over here. Play around with your set to get not the most typical looking grunge map that you have because everyone knows the defaults. And let's go ahead set it to multiply and maybe like Yeah, let's add like a little bit. There we go. Just a little bit extra. And if you want, you can also dock it so that it looks a bit neater. As you can see, over here, I'm trying to keep this material really simple. I can go like, double as large and really go into the fine details. But for tutorial, that would not be beneficial, so I will leave that to you. So I don't want to, like, increase too much more. Like, I feel like we have a solid wood, like we have also over here, like, knots and stuff like that. I kind of lost my train of thought. There was something else that I was going to do. Oh, yeah. I was going to art B that brown color over here and let's have a look what it looks like now. So this one looks like I think I'm just not going to have it as intense as in our reference over here and have it more like a color variation. I feel like this really strong brown color, I can always and also the white color, I can always add that in our actual final texture. That might be a little bit easier to do it that way. So for now, that's pretty good. Yeah, we can also later on, I will add another chapter where I go over optimizations and I can also go over flexibility in our material by adding options for a painted wood and stuff like that. But I mean, we don't really need a painted wood. But I will add some options for a more damaged wood, we can add heavier grains and stuff like that just to make it a little bit more visually interesting. Let's go ahead and have a look. We got this let's go into Mum'set and this is what it looks like now. So we are getting there. I still feel like it's a little bit too saturated. Now, take that with a grain of salt because, of course, it will look different inside of unreal. But just to make it look good inside of Mum'set what I'm going to do is I'm going to go to this colery place. And actually, you know what? No, I want to make sure that because my first light over here, it has a yellowish color. So I'm going to maybe make that light a little bit more whitish over here. But of course, when we have our sun in our environment, it's going to be like quite a yellow sun because that's just the type of weather that we have. So let's have something like this. And now let's go in. Target color and maybe I feel like the darkness is fine. Maybe just make it like a tiny bit browner and darker here. Like, it's a little bit more duller. And also, I feel like my over here, my leeks, I want to make the drips like more crispy to make them a little bit sharper. I feel like it will benefit if things are a little bit more sharper. So let's set the crispiness and the sharp intensity just like all the way up. And I also actually don't like this seed anymore. So I'm just going to, let's do this. Tone it back down. So that's just going to be like some additional color variation because I just wanted to tone everything down. Okay. The whiteness is now too strong, but I like the wood color, and I feel like the grains are also a little bit too strong now. So I'm just going to go ahead and set the whiteness a bit down. And so, yeah, these grains are a little bit too strong and they come all the way from over here. In these areas. Now if I go to my gradient map because this is of course a dangerous one on how to edit this, I could use this one to basically tone it out. I'm really worried to editing the color now after we've done so much to it. What I might want to do is I might want to use Are Blend. And I might want to use this mask and then use the most plain color I can find over here. Actually, no, it needs to be like I need to literally just grab a super plain color and use that one like this.'s have a look. Okay. And now I can it's just a little cheat to maybe copy it and if I go look all the way at the base and then keep copying it. Let's see, before, after. That does add some lightness to it. Yeah, you know what? I like that. Okay, so I feel like my norm map is too strong. These quacks over here, they do not feel natural log and they feel like they need to be straighter. So let's go ahead and make my norm map. Back to zero point. Actually, no it even less 0.08 because now the norm map stands out a little bit more since I have been working on that. How are the knots? I just need to wait it down here you see like a loading bus so that I can sort of see what I'm doing. I'm going to make knots, no map a tiny bit stronger. So let's do 0.15. And then over here we have our lines, and our lines were being bended too much. So let's see. So here multidirectional grayscale. Let's just tone that down. There we go. So we are basically softening that. And then we are wanting to, like, tone it down again. A tile generator, maybe, like, play at the randomness, even less. So I'm just gonna make this, like, really, really thin. Yeah, I just want to make this like super thin cracks. Let's have a look at that. Okay. You know what I'm going to do? At this point, I'm going to go ahead and I'm going to save my scene, and I'm going to make another render. So that we can have another proper look at everything. So let's just go ahead and go down here and press Render Image. But I think that we are doing really good. If you can see that this was our previous one, and this is what we have now, like we are slowly getting there. It's just gonna be like some small color balancing here and there. And, I don't like the lightness. You know what I'm going to do? I think I'm liti gonna get rid of it. I feel like that it would be better if we just add that in our unique texture. What I will do is if I just make this really strong, I can go in and I can leave it so that we can control it inside of substance, basically. So here we have some lightness, so I will leave it like this, tone it all the way down, so we're just to get bid of it. But then inside of substance painter, I will expose this slider so that we can use. So we have this. I'm going to go ahead and have a look. So it is done now. Here is our original where we started 20 minutes ago, and this is what we got now. I think you can see, just a bit of balancing. That's why I was talking about, it's all about having that core, having the base over here. Now, at this point, I quite like this. It looks tiny bit stylized, which I actually really like, so I feel like it will read really well inside of reel. So at this point, I feel like that we are at a stage, well, except for removing the white and balancing out my how do you call it, lighting a bit. That is pretty good. One thing, however, is that our knots over here. I feel like that the color blending is not working well. This most likely because it is, like, blending these colors, these two colors probably together or not. Yeah, I think they are That is actually a tricky one. What I will do is I will probably blur the color below it a little bit. So if I go add a blend before, and if I then like a blur high quality color, just going to blur all of this a little bit. Throw this into the top. You can just press D to docket. And now I'm going to grab this mask, and I'm going to add a histogram scan like this. And then I'm going to add a blur. Like this. I know, I don't have a lot of space, but I should be able to just dock it so that it looks a little bit nicer. Let's see. So we now blur it, and that will hopefully make everything come out a little bit better. And of course, another thing is like I am, of course, owight. That's the wrong one. I'm, of course, also using the Opaste. So what I might want to do is I might want to instead of lowering the opacitie, simply grab a uniform color and simply make sure that the color is in the direction of the color I want. So instead of lowering the opaste here, I'm just literally blending it using already the correct color over here. And let's have a look that might, hopefully, Look a bit better. Feel like it didn't really update, but give it another second. Okay, now it's updated. Okay. Um, I'm going to make them a little bit more saturated. Because I feel like they stand out a little bit too much right now. So let's make them a little bit more less saturated, sorry, less saturateed like this and maybe a tiny bit lighter. Yeah, let's do something like that. I just wanted to be quite subw. Now, another thing that I was going to do is I was going to, like, slightly improve my lighting. So I can hold so shift and just, like, rotate my sky out. I want to basically have a dark area of my sky in like the base. And next what I'm going to do is I'm just going to well, move this light a little bit out of the waste that I can see what I'm doing. And then in my transforms, I'm going to go ahead and it's a bit difficult, actually, to see. Let's undo it. And let's see if I can just I'm going to make my brightness really strong this way. I can at least see what I'm doing because it's such a subtle material. I always like to have the main light to only cover roughly like half of our shapes. This works better when, of course, we have a shape that has, like, a lot of interesting, like, hyped details and everything. But for now, fine. And now these lights over here that I lowered, I can now that we have a better version. I can push them back a little bit over here, just to bring out a little bit more of those roughness highlights and make sure that everything works. And that's pretty much it. I can see that now that I'm bringing out the rough roughness highlights, sorry, that I don't like how they are. Like, they are not strong enough. So I can now go in here and I can see like, Okay, so here we have like this one. I'm going to instead go for something a little bit more extreme, which is this version over here, which allows me to hopefully get like stronger grain. Yeah, let's see if I just look at the final, let's push this all down. Let's see if this is not too shiny. That's too shiny. Like, we now get the grains, but now it is too shiny again. So we need to, like, try and find a good balance. Maybe if I go, like, extremely intense like this one, that does give me, like, a really strong variation. Yes, I like that more. See? You can see that there's just a general additional variation. Also, there is some lightness still going on, and I feel like it's because I'm grabbing the lightness from here in my roughness and that's one is causing the roughness to show up a little bit still. I just tone that down a little bit occlusion, how is our occlusion doing? A tiny bit is fine. I guess this lightness is more for my color. Let's have a look. How does that look? Ah, it is a bit tricky to see. If I just compare it to last one so this last one. So I quite like it like it's quite subtle. However, for the roughness, we probably want to go ahead and wait until we are in real because it's a little bit tricky to know how we want this roughness to be. Like, you can see over here like the roughness is good, but it's just like this randocen in general, it is causing some slight effects. Like, I can go ahead and here, I can, like, increase my embit clusion to bring out the shapes a bit more, but I feel like that it gets construed as being part of the base color. That's why I don't really want to do it. But I don't want to make the norm maps and stuff any more intense because we are, of course, send it nicely. So I'm just going to go ahead and leave it here. I'm going to save my scene. I'm going to go ahead and make one final render, make sure that everything looks nice and high quality. Yes. So let's go ahead and do one final render and then just admire our work. And then in our next chapter, we are going to go ahead and I'm going to first of all, explain to you the concepts of, like, improving your graph speed and Mult going to explain to you the concepts of, like, exposing parameters, and I'm going to maybe like some additional damage to just make your wood look a little bit rougher by, for example, adding switches so that we can make the wood look a little bit more like we have over here. That would just be nice for when we are texturing our assets to have that extra bit of control. We could do this control inside of unreal or, sorry, inside of subspainter. But since we're in designer, I can just as well show you. And while I was talking, the render is almost done. There we go. It is done. So not a big timeline. For more complicated materials, we sometimes have like 20 images, and it's really cool to look through. But we end up with this one for our first render. Then we switch to this one, and then we make the small change over here, as you can see. I feel like I don't like my lighting on the change, but I like everything else. So I'm just going to go ahead and yeah, that's just my mistake that I just messed up the lighting a little bit. So I'm just going to do that. See, is there anything else? So, so I just toned that down a little bit more. I is fine. I also not too happy that the grains do not completely go around these knots over here. Yeah, I feel like actually the first one, in terms of the lighting and everything, the first one was actually before was funny enough better. So that's just me making too many changes to it. So just gonna make myo tiny bit more stronger. And I'm just going to have a one last look. I know I know I work over time and stuff like that. Just gonna have one last look at, like, how my warping over here is going. Yeah, I don't think the warping really is going to improve much more than this. Like we are already pushing it quite a bit. So I think that is fine. I am curious just for fun. So let's see. Here we are we have our shapes, and then we have our knots. They're quite big. Yeah, what you can see, I'm almost tempted to literally just, like, move all of my knots, like a little bit towards the left hand side, but I feel like that would just be a bit messy doing that. So instead, I'm just going to leave it like it is right now. So I now, made some small changes. Again, let's go ahead and see if I can create one last image. Okay, so let's have a look. One, two, three, and four. Yeah, I think that is looking quite nice. Okay, I'm going to leave the wood here, it's definitely not a final portfolio or anything like that. But because I don't know which changes I will need to add until I actually use the wood real and inside of context, I'm going to just leave it off here. So yeah, in next chapter I already told you, we're going to go ahead and work on optimization, exposing parameters, and adding some general improvements. Let's go ahead and continue with that chapter next. 14. 14 Optimization And Exposing In Substance Designer: Good morning, everyone. Or at least for me, good morning. So what we're going to do in this chapter is we are going to finalize our wood graph over here and I'm going to explain to you how to optimize the graph and also how to expose parameters. Now, the reason that I'm going to go over this because we are going to use these textures inside of substance painter, and to use this substance pattern, you always want to optimize your graph because every time that you change a value over here, I would just simply change the color a little bit, it needs to run through the entire graph in order to change this color. So what I mean is, well, not this one, but let's say that over here, I change something in the style generator. What will happen is as soon as I trigger it, by the time that the change has happened, it has to run through all of these nodes. Every node over here, as you can see, has a millisecond attached to it. This is how expensive it is to render. Now, you can imagine that over here, of course, two milliseconds, ten milliseconds, it's not a lot. But when we start going through our entire graph, if you have a very large graph, it can take up to one, two or even 3 seconds or more in order to basically, um, generate this one single change. That's why you want to optimize your graph. So like I said, I already touched upon it. Every single node has a certain amount of milliseconds. These milliseconds, most of the time, the defaults are fine, but sometimes you can optimize them. You can optimize them often by using, for example, here, you can see difference, if I go to blur high quality, right now, I set the quality to zero. If I set this to one. Normally it increases the milliseconds. Let's try again. Let's do blur high quality gray scale because sometimes it doesn't always update perfectly. If I go, I had to go over here and set this one, here we go. This is a little bit better. Now what you can see is that here is the difference between the blur with quality set to zero and blur with quality set to one. You can see that wait, I just need to set the exact same value over here. Here we go. You can see that there's no visual difference between the two. However, it is more expensive. This is one of those perfect moments where I can just go ahead and keep the quality at zero in order to lower my mi seconds amounts. Now, next, one of the biggest things that will grab the mini seconds and slowness, are noises over here. So when you can, if you can lower down the resolution of noises, it is always quite beneficial. So if I just go ahead and go over here and I'm not going to really bother about most of the green values, you can see that they go from green to yellow to red. So if I go over here, you can see that this one is red, and you can see how much it will take. Like This literally takes half a second just to generate this one note over here. So what I like to do is I like to go ahead and go all the way to the front, and I like to basically just analyze all of my notes. Here, we can see that these notes over here have quite a bit of milliseconds. However, these are very, very important. So I'm not going to do anything to them, since we really need all of that resolution. I can just go down here and here you can see that these are 12 milliseconds for clouds is totally fine. Here, however, we have this one, for example. We have another Clouds to that is 50 milliseconds. However, what we can also do is we can also go ahead and create a portal node and set this portal to be our basic clouds two, as you can see over here. The only difference really between these two is that the scale is set to 16. If I create this portal node and then create a transform to D, for example, and I set this to, like, one, two, three, four, five. You can see that this is quite different, like it just jumbled around a bit, but you can see that this actually makes a really, really large difference when it comes milliseconds. So we are saving pretty much like 50 milliseconds. Now at this point, what I can do is I can go in here and see if it makes a difference. If I hold Shift and switch this around. Okay, so here I can see that it makes quite a big difference. What I can do instead is I can decide to do a slightly different type of tiling, and that is a make it tile patch. And let me just have a look. So this one is 24 milliseconds, if I just plug this in here, here, 28. So this one, it is not as good, but the nice thing about this is that if I go ahead and set my mask position to be up, and I'm going to go ahead and set my octave over here all the way up, you can see that I can control tiling. But the key component is now I can change the rotation. And you can see that that and same with variation and disorder. Okay, let's not do a disorder. But you can see this way, let me just try and make my masks a bit sharper over here. You can see that we get quite close already to, like, the final result while it's still saving because we are now at 16, maybe one more while it's still saving this zucchini now go ahead and go here. Of course, changes will happen. It's up to you if the change is here, see this change for me is small enough that I do not notice it. And just like this, I have now saved pretty much like 30 milliseconds. So like this, it's more about experience like what you can save and what you cannot save and just trying things out. But in general, this is a good way to start saving a lot of the t seconds that we have. Now, as I said before, most of these are often fine. The green flood fills are really expensive, so try to avoid using them too much, but one flood fill over here is totally fine. So with this one, for example, what I can do is I could go, let's see, because I'm using a flood fill for random grayscale. Yeah. No, you know what? No, I'm not going to replace this one because it's a vector map. Normally, you can replace this one by just adding your if you go down here by adding your luminans in your generator and then adding a hist grab scan to push it back into white like we've done this before. But for now, since this goes into a vector map, I need this note. So these are all totally fine. Let's have a look. So here we have a moisture noise that is 19. Another great way to optimize things is to literally reuse the same noises. So I want to kind of make sure that if I use a noise twice that I'm using it from the same output. But it looks like over here, this is all fine like here. See these are all quite cheap. Yes, we have the blur, but the blur is often quite cheap to use. And over here we have these nodes. They are really cheap, but technically because it's a plain color, as long as the plain color inputs into the top, so it gets added on top and it is not like core node, what you can do is you can go ahead and go up here to the output size and just lower this quite a bit. So I'm going to say it like two, five, six, or maybe even lower. Here we go, 64 by 64. Now, you can see that nothing changes. However, if you ever do this while the input is the core input, you can see that your node will also change resolution. So make sure that your core resolution stays the same. So let's say minus six. I can do that for all of these minus six, minus six, And over here, on purpose, like, made all of these colors slightly different. So I do want to actually keep them and not combine them. It's also not really worth combining it because you can see 007 milliseconds, like, that's nothing. So that is totally fine. Here we go. Now, of course, double check that all of your core notes are still four que resolution. So you can see that most of this is quite cheap. We have over here like a Grinch map, but it looks like we are using this grind map quite intensely, so I do not want to change it. This one, however, I'm not happy about. Like, I know that we are like this white stuff over here, and I just left this in. But this note over here, it is way too intense, as you can see. Now, you can go ahead and turn on non square expansion, and that we'll optimize it. And for some reason, it is a little bit confused, I think the note. Should double click on it. Sometimes you just want to wiggle around one of the values to know. Okay, so now for some reason, optimized when I turn off the non square expansion. So that will lower down the node quite a bit. And I don't know. Is that, you know what? I will just leave it like that. So this note, also, if we have the opacity set to zero, it should not always read because it should be able to just read through this node since we aren't changing it and not cause for any extra delays. And all of these notes are also totally fine. Over here, we have our ambient occlusion rate raising. Now, with this one, you can low down your samples basically to here we go to get a more optimized version. Or what you can do is you can use ambient an HBAO over here, which is a lot cheaper to render, though I don't know why, sorry, turn on GPU optimization. Oh, okay, fair enough. I guess it is not that cheap anymore. Maybe they optimize it. Like, it's a little bit cheaper, but it's not enough for me to really bother. So you can see that the quality difference is quite a bit different because this one is using rate raising, so it's a lot more accurate while this one just kind of calculates based upon what we inputs. So I'm going to just leave my graph over here, and I would say that now the graph is pretty well optimized. The next thing that I want to do is I want to work on the exposing of my values. Sometimes I just want to expose a bunch of values so that I can use them in substance painter. You can find these values by going into your master wood, and then over here, you have often your parameters. Now, when I say exposing values, what I mean with this is that I can literally, control some of these settings that I have here inside of substance painter. However, you cannot control every single setting because then substance painter would become way too overwhelming. So let's say that over here, we have my tile generator, and I want to expose the wire amount to basically make my wood very white or make it very thin, stuff like that. I can go to the little button next Ts and press expose as new graph inputs. And in here, I like to give it like a logical name. So I say grain, underscore. Thickness, probably. And I want to copy that and also place it into the labels because the label actually shows the name. The identifiers is like an internal thing. And for the group, I like to add it to the group grains. So I'm going to create a new group called grains, which means that I can make it nice and organized. Changes the thickness of grains. Of course, you can keep doing this willy willy how you say it. Detailed, but I'm personally not going to do that. I'm just going to go ahead and show you once, and then I will do it a little bit quicker. So now going to go ahead and press Okay. Now if I click back and forward back to my master wood, you can see that now I have my grains over here, and I can go to preview, and in the grain step, I have my grains up here. I'm not going to go ahead and just yet change these values. First of all, I want to just go ahead and cycle through and see whatever I need to change. So over here, this one is a good one. I got exposed to this, and this will be grain Edge, break. Do it over here. I'm just going to remove the description and also artists grains and once get press. Okay. Note, that's where we expose something. We can no longer change it inside of our substance graph. That's why you often want to do this at the very end when you are already done with your texture because it's a bit annoying to keep meaning to switch back to this view because you can still control all of it in here. So these are like the default settings, so you can still in your Premos control all of these settings if needed. Now I can go over here to my tile generator, and I can save for this one. Grain lines. Large. And once again, just drop down to grains. And I can also go in this one, expose green lines small. And if you want, you can also use these values over here. The mini max to clamp the values. So right now I can see that over here, my grain lines like the amount is set to 70. And here the minimax is set to 60. So what I can do is I can set the max to like let's say let's say 100, which will make it a bit easier to just drag in my slider. If it is, for example, 60 and you need it to be 70, you can always type in the value inside of substanPainter and stuff. Let me just also quickly go to this one and set this one. Sorry, that grains line large. Also to 100 over here. Okay, cool. So we got these ones done over here. This breakup over here might also be nice. And I think let me just play road with the Hcrum scan to make sure that this is the one. Yeah, so the position of this Hcrum scan. Grains size. Blending. Let's call it this one over here, that's okay. So now that will control the size of our grains. And this over here, there's just some balancing and like, yes, we have these lines over here. But what I'm going to do is I'm going to actually create a new type of line on top of what we already have, and we can use that to basically, like, break up our wood a lot more. Now, over here we have our knots. There isn't much we need to do. The only thing that I want to do is in my knots over here. I want to scroll down to the random mask, and this one I can expose and call this knots amount and set the group into grains and over here. There we go, that controls like how many knots we have. This one is just a classic. It's just going to be Wood, normal strength. Copying label and in the group over here. And then this one over here, I can go ahead and say Wood knots. Mm hmm. Strength. And I'm going to go ahead and also places into the normal over here, so that controls that one. Now, over here, we have arrived at the colors. So in the colors, there's quite a bit of stuff that we often want to change. So if I have a look, I can go ahead and say, because yeah, I'm using this color over here. I'm not sure if I want to change my colors of my wood back here. I think I rather want to change it up here. So what I will do is I will go ahead and say, see. Is it this one? No, this one. I'm going to expose this one, and let's call this one grain line. Darkness maybe. And once again, let's go ahead and set this This time, actually set this to color. And let's go ahead and press okay. Let's see. So over here we have a blending. Just going to go ahead and say, like, large colo Landing like this. And of course, I'm doing this now really detailed. I might not do the same stuff with the wood or the concrete and stuff like that, because we will probably not need as many value changes for that. So over here, I'm going to go ahead and call this one, and then probably want to do it with this, I think. Yeah. Expose this one. Dust amount in color. And this one I'm going to go ahead and expose and call this dust color. Like this. Then over here, what we have is this one. Actually, oh, yeah, this is just like a balancing, but I'm just going to leave that. I don't really feel like I need to do much for that. This one is expose this. Extreme color. Plants. Extreme color blends. Let's do that. Once again, set the color. Okay. Then what we have over here is we have a very subtle one which we can pretty much just leave because I don't really know as much of a difference. I think this is just like our knots and stuff like that. This one, I will call grain darkening don. Color. And then this one I will call green Lightness. Done. Also in color. And finally, we have this one, and here we are going through. Overall, Color. Let's do just overall color. I forgot if overall is what one or two in this context. Let's just do this. Also in color and press okay. Awesome. The last thing that I need to do is I just need to go ahead and go in here, and I need to expose my position and say base roughness amount. And let's do this in the group roughness. Over here. And then we are blending it. Yeah, I kind of need to, like, blend all of this stuff together. Maybe not that one, but let's just go ahead, and this is what? This is like Grain, dark, nk roughness. So, of course, I also don't want to overwhelm our graph with too many inputs. This one is I will expose it. Grain lightness, roughness Let's go roughness again. This one, it is the dust. But I'm yeah, I can do that. Dust Roughness. And then this one is just like Crunch Adle roughness. Okay. Sorry if that took a bit long, I'm never really fast when it comes to typing all of this stuff because I want to make sure that it's fine. I'm going to leave it as this. I'm going to go at the save machine. And now what we can see is if we go ahead and let's say we go to our base color over here, you can now see that now we have all of these parameters here. If we go ahead and go into our presets, a cool thing is that we can create templates. So what I want to do with my default I can say default score Wood, and I can type in the label and then press new. This is why I didn't want to change anything because now what you can see is that now we have this default wood layer. And what I can do now is I can, for example, do another one called testing. And then press new again. And now you can see that we can easily switch back between the default wood and the testing. So if we now go into the testing layer, I can go in here and I can very easily here. If I go, for example, for my grain, thickness amount if I said it is lower, see? You can see how instantly changes. See, I can make well, I can really break the woods if I want to. But you can see how it can make my wood very easily, like thinner and thicker you can see how quick it because we optimize it, how quick that everything goes. I can say, like the grains large. I can make it like smaller or really large. And the grains small, I can also go ahead and, like, over here. So now it looks more like let's say that let's make some plywood, for example. Plywood has often like these really large grains that you can see over here. It's like, often quite a bunch of knots. So what I can do is I can go over here, like art a bunch of knots. And then what I can do now is I can go ahead and go to my color. And let's say that our overall color is going to be plywood, so it's going to be like this really like you know, like yellow type color. I'm just, of course, guessing, this is just for testing purposes over here. That's like the plywood. I can go ahead and let's see, do I want some grain? Now, let's low down the grain darkening. Extreme color blends. Let's make that one a bit stronger, for example. The dust, I can go ahead and make the dust also like, Well, you can play around with the dust if you want. Large color blending. Let's tone that down so that we bring out the grains a little bit more, and the grain darkness, let's also tone that down. So now we bring out grains even more. Let's make this like a little bit more yellow. Something like this. So you can see how I get very quickly. Control everything I want. So I can make my normap a bit stronger. And then in my roughness, I can, for example, just click on the roughness, and then I can go back in, and now you can see that it will save my setting still. When I want to completely save it, I want to press Update and then it will completely save this. So I can actually call this plywood just for fun. Sorry. Plywood. And just press new. And now I can go ahead and go to testing. And in the testing if I want to, I can just go down here and delete the preset. And now you can see that this is like default wood go over here. Preset default wood and now if I go to plywood, you can see that everything is still safe. So now we have a plywood over here, and let's have a look. So if I just go into my roughness for plywood, I want to probably, set the base roughness amount, be a little bit darker. And just like adds and ies. Now, remember how it has been out or exporting. So if I now go ahead and go into Mama set over here, you can see that now it has changed to our plywood material. And just like that, we very quickly change the type of wood that we have. So that's looking really, really nice. So we are able to, like, really quickly change the type of wood, of course, like, it's not perfect yet because you would want to tweak the settings and maybe add some more. If you want to make plywood plywood is so different from other woods, you wouldn't probably do it this way, like you would just properly make a plywood. But you can see how easy it is for me to, like, let's press update and go back to our default wood. Now we are in a default wood, and it will just export and there we go, back to our default wood again. Okay, so now, the last thing that I wanted to just do is I wanted to have a look and see if I can maybe mimic a little bit just like a damaged arden that you can see over here with, like, these really strong lines over here. So, let's go ahead and have a look. I don't want to spend too much time on this. So what I want to try and do, I'm going to artist let's see, do I want artist after no map or I'm just thinking if I wanted to be no map album or a grain album. I think I wanted to be no map dum, because in nomaps it's a bit easier just to just art stuff on top. Now, let's say that we have our Grange map 005 over here. What I'm going to try and do. Don't know what this. The reference data has some warnings. That's weird to come from a grunge map because grunge maps are, of course, made exactly for substance, but okay, should still be fine. So what I'm going to do is I'm just playing out my contrast. And balance until I get these lines. Then I'm going to go ahead and go to my transform and I'm just going to go ahead and hold shift. And I want to kind of make these quite long, like you can see over here, and maybe say minus two over here, see? So you can see how I'm just really quickly mimicking the effect that we have over here. I want to also probably make this like a little bit thinner over here, something like this. Okay. I then am going to blend this and do I have, like, 1 second. Let me just make some extra space. I will just go ahead and blend this using I need something that's quite soft. So if I just do a blur High quityGrat girl. Sorry if you hear noises. I'm just, changing the way I'm sitting. And I know that we have a ground map over here that's directional. Maybe this one, this one, maybe. Let's try this one over here. And let's just go ahead and, like, really blur it quite extremely and arts on top. And you said this to art and maybe add a histogram scan behind it just to give us a little bit more control over how much we want to, like, fade in and out as she can see. I'm actually, you know what? I don't really like that one. Let's try instead. Let's try this one. Let's see if we can just do this. Position, contrast. Yeah, that feels a little bit more natural. And if I just go ahead and set my contrast a bit higher and just go over here, there we go. Cool. Now, if I press space, you can see that this is currently not tilable. This is because we stretch it out using the transform to D. So what I'm going to do is I'm just going to be lazy and add a make it tile photo gray scale over here. And then splay out with your warping until it feels a little bit more natural. The V, we can just go ahead and turn off because we don't need to tie it on the vertical size or the vertical areas. And then the precision over here, That's just like we just need to figure out what looks nice, something like this, maybe, because by the time that it gets over here, you can see that it becomes a little bit more noisy. I can then add a normal note to this, OpenGL. And let's see if I just do a normal combine with my original over here. Make sure to set normal combines always to high quality because it makes quite a big difference. Let's see. So we now have this one. I'm going to actually it a tiny bit. Here's a smuggler. And then what I want to do is I want to add a multi directional warp gray scale, and I'm going to just use maybe I can actually use Potal Maybe I could just use my clouds to over here in the intensity. So the mode minimum. Or maybe maximum. Yeah, it's at the boat maximum over here, just to break up those edges. And now we got something like this going on. Okay. So now if I just go ahead and go in my normal and just, like, play around with the intensity, I feel like that I want to go in and make this like even thinner. Okay. And now what I can do is so I have this and I'm going to just go ahead and right click, create a frame. I was moving some stuff around. Let's call this long grain don over here. And now what I can do is also here at the Actually, you know what we can probably do this. Um over here. I can add something called a static or sorry, a switch gray scale over here. And then what I can say if true, it will do long grains. If false, it will do a uniform color that is completely white. Set to grayscale, and you can just put D to dock it. And what I can do is I can expose this. So if true, I can say, like, Okay, have these really strong grains, so I'm going to set a default to false, expose it and call this long grain ardon and I will leave this into the normal note over here. No, you know what? This one would make more sense to have in the grains and press okay. And now this switch I can use somewhere else also. So what I can do is I can go up here, and I can say, like, Okay, blend. Let's add another blend. Let's make it a bit of like a dark color. Maybe just reuse this one. And then what I can do is I can go ahead and add a new portal note. Over here. And just call this one long grains. Oh, sorry, I do apologize. I need it to be no, wait. Because of the nature and how we are using this, this is fine. So long grains. And then I can go here and do another portal. And set this to long grains. And if I then go in here, I need to go ahead and invert gray scalds. So now we have these lines so we can also control, just like the intensity of it. So I would probably want to go ahead and just Na You know what? I want to expose the intensity over here. Let's go in and add a histogram range, I think. Basically, what I'm doing is I don't want to expose the intensity in my blend. The reason I don't want to do that is because we are using a switch to turn on and off these grains. If I expose the intensity in my blend, this blend over here does not get switched off per se. Although I could also do it in a slightly different way where I could technically go in here and I could expose this and just call this like grain Color Long grain add on. Color. That's the bit of a long one, but I can go ahead and turn it into colors. And then what I can do is I can do a switch color over here and say if true, long grains, if false, we just do before we add our long grains, something like this. Now, in order to basically make sure that when we switch off on this switch over here, of our long grains, we can actually go in here and just in the drop down, we can find the same exposure, long grain addon and click it. And now these two will be linked. So you can see that the default is off. If I go ahead and save this, then in my master wood, if I just go to the default wood, I can very easily in my grains, turn it on. And now we have these long grains. Now if I go ahead and go over here, you can see that now these long grains are added. And also, what should be the case is as soon as I turn it on, we should have our color. Let's have look. Here, long green color intensity. And I believe that if I turn this off, then my long green color intensity, okay, I guess it's still. Oh, no, wait, sorry, it's unreal. In unreal, it would go away. I guess I thought for some reason in designer that was also the case. But anyway, I can go in here. I can control, the color, and now the last thing that I need to do is I need to control the normal intensity, so I can expose this. Long grain add on intensity. Because I place it into my normal group, I know that this is the intensity of the norm map and not of anything else. Let's go back to our grain. I'm a bit worried about this arrow, but it's coming from a default cinch map, so it should not technically matter. I can go over here and I can say, Okay, so if I go to my normal over here, I can set my long grain normal intensity bit lower. And you can see that now over here, it blends a bit better. Of course, when we are in painter, we can use this along with other techniques to basically improve the skill or improve the look. But for now, we don't really need this look, so I'm going to just turn off the long grain ardonF now. I'm going to press update on my default wood, and I'm going to finally call this wood material done. So in the next chapter, what we will do is we will go ahead and continue by creating our other materials. 15. 15 Creating Our Rock Material Part1: Okay, so what we're going to do in the next few chapters is we are going to work on a stone material that we can use, and it's like a really like a master stone material, so we can use it for over here like our steps, these sites, but also all of the stonework down here. Although the stonework over here, we will, of course, create another texture from which we will utilize our master stone material. And then, of course, we will have like these stones stack nicely like this. Now, for this, I was deciding, like, what type of stone do I want to use? And I decided that I actually wanted to go for a more natural route. In the beginning, I was thinking more like a route like this, but I feel like that it was just a bit too basic. And since we are making so much awesome use of nanite and we are also going to do some really interesting stuff with moss, I felt like we can just do some actual sculpting of stones and then apply textures on it. So basically, having said that, we are going to create a tilable material. That is sort of like the material you can see over here. Now, you can see that, of course, it is a bit tricky because these are stones and they have a lot of localized details to it. You can also see that there's a lot of different color difference. But we're basically going to create the tib material that we can hopefully map on individual stones, slightly alter the settings to basically get a really cool looking stone. And the stones themselves, we are actually going to just sculpt them, and then we're going to place them into place, and it's going to look quite cool. So that's something that we will do much later on when we actually are going to create all of our final models. So I added a few more reference images as you can see over here. This is more to get a better close up of roughly what the colors look like, just like the colors you can see over here. It's not exactly the same, but it's just to give me some inspiration. And I also added just some additional images that I found online of some rocks here and there. Okay, so knowing that, the first thing that we need to do is we need to get started by creating our base stone height. This is the most important one. Um, it has to be quite generic if we want to use it on actual sculpted models. So I'm mostly looking for not like a very light rocky type material that has some of these height differences, you can see over here and over here and maybe that has some quacks like over here. And it's just like to have a very solid base that we can then later on use to actually start generating our base color and everything like that. Now, for this, let's see. We have our wood over here, let's create a new substance designer graph over here. I'm just going to call this stone underscore master. Over here, and let's go ahead and Pascua. So definitely, we are going to do some really cool stuff with this. So this is once again one of those materials where the base should look really solid, but it's by no means like the end. Like there is going to be more to it. So having this one, let's get rid of our metallic. And this time, we want to keep our ambient occlusion at our height because we are going to actually apply a little bit of that. I'm going to get started by generating a base shape. This is a pretty common workflow of creating like base rock type materials. And basically what you want to do is you want to create a shape, and you want to use that shape inside of a inside of like a tile sampler. So where are you? Yeah, so we have a tile sampler over here. And now for the base shape, what I'm going to do is, I'm just going to go ahead and have a look. Let's start by just like literally grabbing a shape over. And I want to get I want to give these stones like some direction. I don't just want it to be centered. I always looks a lot cooler if stones have some direction to it. So I'm going to go ahead and say, let's make this like a paraboil over here. Tone down the scale a little bit, and let's also go ahead and just make it a little bit thinner. So this will later on just work with the direction. Next, what I'm going to do is I'm going to break up the shape. I can do this quite easily by blending it using a say a sells one over here, and let's make the cells one quite large. So the als one because it has darkness or dark and brighter areas. When we blend this together using or subtract or a mint darkening over here. Yeah, yeah, I think it's subtract. You can see that over here, it just breaks up the shape a little bit. See if we just make it a bit lower. So it just kind of breaks up the shape. It's a very easy way to very quickly make your shape, and you can make it really sharp, but we are going to make it still quite soft and stuff like that. Let's add the outer levels because, of course, the shape has been reduced in levels quite a bit. Now let's add just some very large scale additional variations. So let's say multidirectional warp gray scale, and let's do like classical clouds to, for example, and let's set the mode to minimum because I probably want to cut away from it. I don't like this. Let's try maybe just like a basic purlin noise. Yeah, basic purlin noise looks a little bit better. Then if I just set my intensity to 50 and then tone it back down until it's to a point that I like, and I can also go in my purlis lower it in terms of the scale, lower the scale bit and just play around with it. I just need something like this is looking quite good. Maybe break up the shape a little bit more. But honestly, this should be fine because we are going to manipulate the shape so much that almost nothing will be left out. So we now got this one. Now the next thing that I'm going to do is, as I said before, we have over here our tile sampler, and we are basically going to go ahead and just plug this into the pattern input one of our tile sampler. And that's at the pattern over here to pattern input. So now you can see that over here, these now our rocks are mapped. I'm going to go ahead and set my Y and X amount quite a bit lower. Actually, I'm going to set my Y amount lower than my X amount because, again, I want some direction. Yeah, something like that should work. And then what I'm going to do is I'm just going to manipulate my sizes and positions, roughly similar to how we have done it before with all of our wood materials. So I'm just going to give a bunch of size randoms over here. And then also some scale random and just set size quite large. You can see that the size is blending quite nicely. This is because the blending mode is set to max. If you do art subtracted, just blows out. I'm going to go down here and actually set the color random also up because I just want to have a bunch of randomness in the I don't want to go all the way down because I don't want this to be a zero to one value where it goes from black all the way to the rest. But let's say something like this. Let's make this quite large. Let's say a position random over here. Yeah, something like that. And then what I want to do is in my rotation, I'm going to go ahead and give this rotation. And let's say that we go sideways like this. I just basically need some type of rotation to this. And you can also have some rotation random over here. So we basically are going to create a bunch of shapes. What I'd like to do is I like to often have a normal map that I set on OpenGL and set it really high to 30. And here you can see that it makes it a bit easier to read the shapes. So you can see that over here we are just trying to start forming like some base shapes so I can go in here and I can play around with the Ymunt also. But I do want to get some thinner shapes so maybe I'm not getting exactly what I want. So what I can do instead is, let's see. So first of all, we have our size X. I can make that one a little bit less in the random factors. Let's go ahead and let's grab a Let's duplicate this one over here. And what I'm going to do is I'm just going to go ahead and layer on another pattern. So let's duplicate this. Let's make this one, say, a little bit smaller. Something like this, let's play around with our seed to get something interesting, maybe play around with the scaling. Something like this. I only want to have this in certain areas. So what I'm going to do is I'm going to go ahead and add a histogram scan and plug in my first one, and I basically only want to have this in areas that are quite black, as you can see over here. So let's do something like this and let's invert it. The next thing that I'm going to do is I'm just going to go ahead and I'm going to blur it just to make it a bit softer. You can plug this actually in your mask map input over here. This allows us to then go all the way down to our mask threshold and in here, you can see that I can basically make sure that only in the white areas, is this correct? No, not correct. I want to go ahead and do an invert gray scale over here, so that only in the white areas is where our rocks will kind of, like, show up. So you can see over here that sometimes you just want to kind of play out with your soften intensity. You know what? I guess I don't need a blur. Scal. I guess I do not need it. What I do want to do is if I go my Massma threshold, I do want to play out with it because I don't want to have it in areas. But let's say something like this. Now, if we now go ahead and just do another blend, and we are going to blend basically top and our bottom once together, and we are going to use the Max item, which is the same type of blend mode that we have in our tile sampler. And now over here, you can see that now we have nicely filled in any black areas that we might get from our original tile sampler. So that is already, like a pretty decent base. Now we need to go ahead and take it from here. So what I'm going to do is I'm going to start by just manipulating the shape. So let's have a look at my normal. Yeah. So this shape right now is way too strong. Like, I'm going to, I want to get more subtle effects out of this. So what I'm going to do is I have this shape. I'm going to go ahead and blend it, and I'm going to blend over pretty wobbly shapes, if that makes sense. Basically, I'm going to do this. So I'm basically just going to scrap like a salespe, for example, we have a lot of these like bubbly, bubbly. Well, we have a lot of these bubbly shapes, and what we can do is when we subtract these shapes from our main shape, it basically creates like a cutting effect. I can grab myself one, and let's make it a little bit smaller. Let's add a directional warp and let's just warp it using our original just to make it a little bit and let's actually go in the opposite direction, and let's set this to 30 or something, or maybe even 300. Let's see. I'm just going to basically warp it to the point where we get some sharp cuts here and there, as you can see, we are warping it. And then what we can do is we can blend this together using a probably like a subtract At this point because it's so subtle, you need to mostly check on your normal map. But here you can see that now I'm subtracting it, I get some of these harsher cuts over here. Make sure to not make it too intense. We are actually going to tone down all of this a lot later on. For now, let's say 0.2, for example, over here. Now the next thing that I'm going to do is actually save my scene. That would be nice. Source files, textures. Stone. And we can just go ahead and save it in here. Next, I'm going to add a bit more manipulation. So right now, the direction it feels a little bit too intense, so to speak. So what I'm going to do is I'm going to add, like a directional warp and I want to have this direction wp pointing the opposite direction of what we have over here. And then what I can do is I can pretty much grab a let's do like a transform note and just grab our original before we start doing the harsh cuts because this one reads a bit better and just press like 90 degrees. So we are basically now warping it into like opposite direction, and that will create here. So like, like, overall warping and cuts and stuff like that. So I kind of like to always do something a little bit like that. Next, I'm going to up like a histogram range, probably. Let's see. Just like balance things out a little bit more. Let's have a look at my no map. But I don't want to balance it out too much because right now it's not yet about cutting away these shapes. So let's say that we have something like this. We have now a Isconge. Now the next thing that I'm going to do is I'm going to go ahead and I'm going to add a um yeah, let's just do some additional breakup. So for the additional breakup, let's go in and I'm just having a little tk over here. Let's blend whatever we have now with, like, something sharp, like a crystals. And we can probably also set this to subtract. And it's just basically to break up the shape a little bit more. So we can make this actually quite intense, something like this. And yeah, can I see it? Yeah, I can see it. Next, what I'm going to do is I'm going to probably, like, let's add some layers. So over here, you can see that often you have these little layers of stone like here and here. So I kind of want to try and get some of those layers. It's a bit tricky to connect right now at this stage, what I'm doing with this actual texture, because what I'm doing now is more creating like a base rock so that I can, like, build upon it to create exactly what we're looking for. So we have this one. Let's do a quantize grayscale. And using quantized grayscale, we can create some additional layers, maybe also make the slope a little bit less over here. Next, what I want to do is, I just want to, like, improve this. So let's do a multidirectional walk grayscale. And let's just do we have a Cloud two already? No, we don't. Let's grab like a Cloud two and just placed over here and add a portal. And it's just because I use the clouds so often. It's just an easy one for me to just have. And over here, I'm just going to go ahead and set this to Clouds, too. Okay. So set the mode maybe to minimum. Minimum might not work on the quantize always or might not always work on the quantizes just because there's, like, a lot of different gray cow values. But right now this looks pretty decent. So let's go ahead and do a slope blur, rascal. And let's just blur. And most of this, what I'm doing right now, you might think, like, but how do you know how to use these notes? And unfortunately, it's just experience. Like, it's just learning, also, of course, from other people and other textures and just watching tutorials on my own and just like trying stuff out. Often it's lily just about trying stuff out. So that's basically it. So there's no, like magical stuff about it. There are some really cool tutorials on the art demark place it's called the substance handbook it's not a video tutorial, but it's more like just seeing the graphs and that stuff is really cool so that you can read the graphs and just see what's going on and all that kind of stuff. Anyway, we now have something like this. What I'm going to do is I'm going to blend this together. Over here. I want to blend this using a Let's see multiply, no, subtract. Maybe multiply that's quite low. I need to check in my normal map. Okay, so it does create some cuts. I'm just playing around here. Just give me a second. At, multiply, sorry, subtract just creates the cuts inside. Maybe Max Lighten looks a bit. Oh, let's do Mint darken. Min darken feels like the best one because it just already creates some masking without us needing to do some masking. Another thing that I'm going to do is in the quantize, I'm going to lower down my slope because I want this to be, like, a little bit sharp or so I'm going to lower down my slope. After that, let's do after the multidirectional wracaltry first of all, before, if I can blur it. The reason that I'm not sure is because blurring it will, of course, alter the edges. I need to make sure that the edges actually do stay somewhat intact. If I just go ahead and blur it, here. See that Cris already some nice blurring. We got some additional cutting going on over here. I am almost tempted. I just want to see what it looks like if I cut it the opposite way, if I create a 90 degree transform over here, and then I most likely will need to warp it somehow. So yeah, it does create cuts, but I'm not sure if the cuts are actually worth it. So if I go with 90 degree, yeah, honestly, the cuts they feel a little bit more natural when they are actually in the direction of the stone. So we will, art ways to alter the direction more later on. So for now, let's say, opec, I'm just wanting to play some cuts. And this is a bit the same as the wood where I'm basically building the foundation, and then I need to go in and I need to make any changes that might be needed. So the thing I feel right now is what I don't like is, of course, over here, all of these transitions on the stone, they are very soft. But right now we can very, very clearly see the different shapes that we have used over here. And I'm not completely a big fan of that. So I'm going to change that in two ways. One of them is maybe I can go up here. And maybe I can This is a technique I don't use often, but let's try. Let's blur. Blend. Then let's add a height blend over here. And let's just hold shift and just plug this into our blended height, and I need to have the height and the top over here blended. Then basically what I was thinking is that I can maybe, let me just double click on my mask because it's really difficult to see. I was thinking that I can blend in some additional softening in some of these areas, but I'm not sure if that I am able to add this softening effect. You need to be very careful the strength of it. Let's actually also look at my no map. Here you can see that now it is softening it. But I'm a little bit worried that the shapes that is getting rid of right now that I might still need those shapes just to define things further before doing this. So what I might want to do is I might want to actually not have the height blend here, but have it like, maybe have it all the way over here. Let's try another height blend here. And if I'm not yet sure what I'm going to do with it, then I can, of course, just leave it for now. Just throw this one in. Because it's definitely able to read everything, but it's also not able to, like, push it to the effect that I was hoping for. A, wait here. If I do like contrast now. So, it is blending, the tricky thing is that the blending, right now, it is, um To sharp, I would say. But I don't know. I don't think there is a way to really control the mask inside of our blending itself unless what we do is we use a blend note behind it and we grab the base at the top and blend it using a Min darken or Maxton or Max Lighten over here. Now you can see that we get this effect. Now if we blend it and then grab the mask over here, the hype mask, add a blur, high quality gray scale. And blend that over here. That might give us that softening that I was looking for. I also see some really harsh cuts here and there, which I don't really like, but what I'm going to do first is I'm going to go ahead and I'm going to add some really, really, really heavy breakup, just like break up all of these shapes one last time. And after that, we can see what we need to do. I'm going to just steal the stuff that I made over here and just duplicate it. And I want to basically get like a really sharp looking shape. So let's see if I go instead of parboiled, let's try something with harsh corners. I can't remember that was like a diamond or something. This one, maybe? Um, we can try it. Yeah, we can try. No, wait, no. This is not the one that I'm looking for. Because it's too square, basically. Okay, let's actually keep using the parboil. And let's instead, push it way down using ourselves. Then we break it up. And then what I want to do is I just want to, like, basically do some kind of cutting. So if I just go ahead and go for another blend behind this, and let's say that I cut this, maybe I can literally cut it using just a gradient map over here. Set the gradient, and let's set this to, like, mint darken over here. And now what you can see is here, that creates quite a sharp cut. So I guess I can use my gradient. If you want, you can even add a transform to your gradient, and then you can see over here, you can control where you want to cut this. But that doesn't really matter because we are going to, like, randomly rotate all of this stuff later on. So we have this one. Let's go in, and I'm going to just steal one of my tile samplers because why do more work when you can already use one? And I'm going to, like, make this like a lot. So let me just try some stuff out. I'm going to go in my symmetry random and my rotation random. No, wait, not my rotation random. Let's say symmetry random and maybe only on the horizontal or vertical axis. Yeah, let's do symmetry random, only on the vertical axis, which means that it will only flip around. But because this is a long shape and I want to keep it a long shape, I, of course, don't want to, like, overdo things. And now I'm just basically trying to a lot of shapes over here, and I need to add more variation, basically. Something like this, almost like a lot of knives or something. Let's have a look. So we have our rotation random. Let's make that a little bit more erratic. And we have over here a color random also, which I can make a little bit more dense. Let's start with this. Let's add like I don't know. Let's add, like a directional warp, and let's grab some crystals, which I should have used before over here. Just like warp it a bit, maybe to like 40. Tone down. Here we go. So we're just like warping it. Let's add a slope blur grayscale. Maybe using an existing purlin noise or actually, that one will probably not work. Let's just use a portal note with our clouds too. Samples all the way up, mod the minimum intensity down. There we go. Let's say we break up these edges. I kind of what I want to do is I kind of want like RT to transform X set this to X two to make it larger and see if that, you'll see that improves the cuts a little bit better. When making it larger, what will happen, and you can see it over here is that stuff is no longer tilable because you can only go smaller and keep it tilable. So just add a make a tile photo Grayscale. And for clouds, that one is really easy to use. You can just dock it, and there we go. Now it's tilable again. So let's say we got something like this. Maybe let's do one more directional warp and maybe let's warp it using our actual shape over here, sometimes that just adds. Even if it's subtle, it just adds a little bit of a flow to things here, see? Something like this. Now what I want to do is I want to start adding this to our actual texture over here. Let's add a blend. And in the top, we can add my noise, and that set to It's Min darken or maybe just like subtract. I need to see my norm map. I don't like subtract. Max Lighten. I like to have it sitting on top a little bit more. But I actually wanted to cut out. So maybe a classic multiply will work. Just having a t here, I will need to mask it. So let's try a classic multiply for now over here, you can see that it breaks up the shapes quite heavily. Next, what I'm going to do is I just need to mark this. What I will do is I will use an ambient occlusion HPAO cheaper version and just turn on GPU optimization. Maybe my radius is a bit lower. That's art like a his to come skin? Okay. I I combine this with it's an old school technique, but what you can do is you can use a normal node, and you can plug in the normal in here, sets to like 20 or something like that, quite a bit lower. Then what you can do is you can add an RGBA or RGB split, RGBA split over here. And then what you can do is you can grab one of the colors. You can see over here that every color it has a direction. So if you just go ahead and grab one of the colors and add a histogram scan or select. I kind of forgot. It's been a long time since I've used this. Let's use the red color over here. Is that contrast up? Oh, yeah. Okay, so here, so that kind of does generate some kind of, like, directional type mask. And then if we blur this because it looks quite ugly, and maybe in our Hcum scan above, let's blend these two together. So basically what I'm trying to do is, if I just go ahead and set this to art, I'm trying to break up this shape with some kind of like directional shape. And maybe an art over here that should it should work and if I just play around a bit more with my Hcrum scan, and then finally invert gray scale. So we want to have this only in the opposite areas. Something's definitely not going white and that's most likely that the mask is no longer 16 bits, as you can see over here. But also there's more stuff not going white. I want to probably go in my Hcrum scan. And I want to push this stuff down a bit so that there's more of it. Now, somewhere along this line, there is no longer 16 bits. That's why you can see, over here the graininess. Now, I have a feeling that here, I have a feeling it has to do with probably our occlusion. So if you go ahead and go to the output format and set this to absolute and then 16 bits, I know, it looks like it's that one's fine. This one should still be 16 bits. You can read it quite quickly, because if you look at non map up close, you will see these layering lines over here that you have not intended. So one of these is breaking my 16 bits. Now, this one over here looks like it is kind of breaking it. So let's try and set this one over here to absolutely the output format and 16 bits. But it is blurring. It should be fine because it blurs stria blend. This is actually quite strange because histogram scan. This is strange to say the least. I don't know where it is coming from. I'm feeling maybe the Hcrum scan, that the hiscum scan cannot reach 16 bits, but I forgot if it can do that or not. For now, because it's just a mask, we can just blur it near the end call, you can see over here. And actually, now that I look at it, we probably want to blur this, but it is not doing what I want right now. So let's have a look in here. So our mask is pretty much fine, although it's a little bit overcomplicated. So I might want to tone it down. Let's set the mode. Let's try Mint darken after all. Because Mint darken does cut out the shape. Another thing that I'm not happy about is right here, let's have a look. Over here, I feel like my gradients also, there's something missing in my gradient. Let's go to my transform, and my gradient, it does not have the directionality that I was hoping for. Yeah, so I got this gradient and I was hoping for some kind of strong directionality. So right now it goes from the bottom to the top. Oh, wait. The reason it doesn't have that directionality is because we probably use asymmetry. Yeah, that's why. I will probably get rid of the symmetry. Now you can control using the transform some intense directionality. Let's add out levels to really push this to the extremes. Now what I want to do is, so I'm going to probably simplify this. Let's go ahead and get rid of our embitoclusion, because I feel like that's where the problem areas are. And instead, let's use our isCAM scan. Let's see. If I just go ahead and plug this one in here, And I'm just basically setting it like really high right now, but that's just because I'm twying to get a very specific effect, and it's quite difficult. For me to get that effect. So I think I need to set my blood quite high. And like I can I can sort of see what I mean in between, but it's still not what I want. I think what I want to do is I want to probably clamp down my shape a little bit more at after the outer levels. Let's try to the out levels to do a histogram scan because right now I feel like there's just too much gradients going on. So I'm going to use my contrast. Actually, let's look at the end because it's easier. I'm using my contrast. I'm mapping it. Now it is quite sharp and then I'm manipulating it to make it less sharp again. Then it starts cutting out. If I go to my slope gray scale, maybe the intensity, a little bit less. It's definitely like the slope gray scale is one of the offenders that is causing some of these problems. For the rest, let's try and set this to be quite a low value. And I feel like I might need to have, like, even more of these to really get, like, the effect that I want, so just play around with your X and Y M. It's a bit tricky to get this right. So I'm mostly just, like, trying stuff out. And I want this to be quite a soft cut. So not harsh, but it does need to definitely cut up our shape quite a bit. I am going to tone down my here. So now, yeah, I just need a bit of back and forth with this. I can really do this quite really fast because it just takes time for me to get this to look white. So I got this one. And instead of, like, an outer levels, I'm going to go for, like, a classical levels because I want a little bit more control over things. I want to push them a little bit more towards the extreme by moving my black slide. And yeah, we have the mint darken. Okay, yeah, here. So it's already going to it's already starting to do what I wanted to do. I am warping this using our original shape, right? Yes. Let's see. If I just go ahead and warp this I'm warping it quite intensely already, so I don't really feel the need of needing to warp that even more. I feel that my shape before this is also already like it's too intense, my shape before this. And what I think is that that is actually causing the mint darken to get confused. So let's have a look around. So we have this shape before. And yes, so it is too intense. So if I go in here, and what if I ty and maybe flattening, also my top. So let's go ahead and add a blend and do the same stuff that we are doing here where I'm flattening the top It's too min darken, I believe it was. Maybe this one does not flatten it completely. But let's have a look at how this because this, of course, greatly affects our shape, as you can see over here. And I'm mostly just curious In which direction it will do the best job. So here you can see, now it's starting to get a little bit more softer. Like, you can actually make it look really cool if you wanted to by just going for, like, some extreme values, but, of course, I'm more looking for the soft values. Ah. Something. Okay, so let's say something like this. We arter direction, we arter warping. Sometimes I like to literally just go in and also play around over here with, like, all of the effects that we have added. So let's first of all, get this one in order. So this one is now a little bit lower, and it's because I'm using my height blend. And if I just play around with the height, offset a little bit, I can make this even softer. But the thing is like the height bland, it is softer now, yes, but it's not the type of softness I want because now it looks like soil rather than stone. So maybe if I now go in and I have this hiscrm scan and I blend this one, along with probably like a height blend. So let's add these two to maybe bring back some of those shapes. Let's see how that looks. And of course, we need to make this like very, very soft. Okay, so that's still not it's better, but it's not yet what I am looking for. I can go in here, my tile sample, and also play around with the rotation to see what exactly m Okay, so definitely like the rotation if we, we definitely want to move the rotation up or in the same direction. It's interesting how over here it is. Oh yeah, yeah. It is kind of pointing towards that direction. Okay. So it's slowly getting there. So now the last thing that we need to fix because we got the rougher shapes, the thing that I don't yet like is this blending over here. So so I can just start with, like, for example, playing around with my blur. And maybe making it less like this. And then another thing that I don't really like is maybe I need to go all the way to the beginning tile simpler and then play around my color random to, like, lower down that intensity a little bit to maybe give everything a softer appearance. No, I don't really like that too much. I think instead because, of course, this appearance over here will also be really soft, as you can see, so it will actually be tone down. I think, but I'm just for previewing purposes, making it really strong. I think instead is like we have now roughly what I'm looking for, like, these additional shapes over here. So what I'm going to do now is I'm going to probably, like, continue breaking up the shape a little bit more. I know that this has been quite a long chapter, but I kind of want to ty and get most of this, done so that we have a core shape all in one video, and then we can continue from there. So let's start by breaking this up using a like a multi directional warp and a classic slope blur over here. And you probably guessed it, I'm just going to use a portal note with our clouds two. And I want to go ahead and once again, just look at my nome map. So this one definitely soften things out. Maybe I want it in the mid direction or average. I think you still want to go for, like, a min direction. So yes, it softened things out. And now if I do a slope blur for which I also use a Clouds 21. Now for this one. Oh, that's really intense. So it's the mint. Let's say it's like super, super low. So 0.01. And what I feel like I might want to grab the clouds two that I scaled up over here. So let's try that. Yeah, there we go. That's a lot better. Let's do 0.1. Let's actually also try that one on our multi direction warp, just to see here. So that does create a slightly better effect when we have a larger clouds. Okay, so now the next thing that I'm going to do is let's play around a little bit more because right now, yeah, these valleys, I wanted basically create smaller and larger shapes because right now I feel like all of the shapes are pretty even in size. Let's go for, like, Yeah, let's do like really large, so like six and three. And then this one is going to be a bit smaller, which is going to be like I don't know. Ten, six to white, maybe, maybe not. I'm somewhere now after doing this, somewhere I'm losing the shape, and I think it's just like that I messed up a mask somewhere. Let's set this quantize over here. Maybe I can set this higher, 15 yeah, let's set this a little bit higher. And I have feeling that maybe, like, was it this one? No, no, I think over here, I'm probably losing the shape. Oh, no, I'm not. Where is that sharpness coming from? Is it this one? Oh, that's the one over here. So this area over here for some reason, it is just messing up with my sharpness quite bit. Let's change this and let's make this like a little bit less because it's creating those really ugly artificial sharp lines that we have. I'm going to also set the quantize off for now. So let's turn that off. Go back into my normal, and quickly just go back to basics a little bit. So we have like this slide cuts over here. So we have now quite a soft looking area. Then we use quantize to basically apply some of those small cuts. Okay. Over here, we are using a blur. So if I can go ahead and just, like, lower down the blur bits. Okay, so we're getting close. And then we are adding the shapes. A, that's a shape on top, and that is again looking not good. Maybe if I just go for, I want less of it. Let's see how is that? Okay, so we're adding some additional shapes on top. Over here, let's do 0.015. And then over here, we just have some breakup. And the last thing that I feel like it needs is I need to break up those really sharp lines that I have over here, which probably comes from this area. Now, I don't know. What I can try to do is I can try to literally just do a simple 16. 16 Creating Our Rock Material Part2: Okay, so what we're going to do mostly in this chapter is we are just going to spend time basically balancing out our material over here, because right now it's not very good. But like, as I said before, we got the core stuff already ready to go. So the first thing that I notice is that right now all of our levels, which means the gray scale values, they are quite low. This is something I want in the end, but not in the beginning because it means that all of that mint darken blending, it does not blend correctly. So I'm going to start easy, just trying to art and outer levels behind this one. I kind of like push it down. And that instantly makes quite a large difference. Having this, I want to see, and I think what I want to do is I want to make it a little bit softer. So let's just go ahead and you see tone down there's a little bit more. Also, you know what I'm going to do is I'm probably rotate it a bit more extreme. So let's see what rotation do we have now? I mean, rotate a little bit more sideways. So let's do Mint 55. And let's go to this tile sample over here. And again, Mint 55. Make sure that it's like roughly the same one. Okay, we got that. Um, maybe set the wire mount a bit higher on this one. Oh, I'm not sure if I like that. That's twice seven, but I'm just going to play with my sat because what I want to get like I don't want to get this where there's, like, white areas and then very large dark areas. I want to get a pretty even looking effect. So let's set this one also, a little bit lower. Um, actually, if I now go to the first one, Hey, something like that might look good. So I don't know what I got CD four, X amount 11, Y amount six. And for the first one, it's like seed zero, X amount seven, Y amount three. Now, with all of this stuff, it's not about the exact values. You will almost never get the exact same thing because even the slightest 0.1% difference, of course, you will notice. So what I'm going to do now is I'm just going to go ahead and have a look. So we continue on over here where we start adding our additional shapes. What I notice here is that now, I'm cutting away the shape, but it's causing a lot of the whiteness to go away, which I want to get rid of a little bit later. So I'm actually going to probably change where I want it. Also, this warping over here, it's a little bit too intense, so let me just turn it down. I'm also going to make the cells a little bit smaller to make it slightly smaller details. Let's see. Over here, at this point, I can no longer do it out of my head. I need to go in here. Actually can see that's already starting to look a bit better. Let's see. We have over here, we add some of our shapes. Maybe I want to make these shapes a little bit less intense, so I can go ahead and set this sorry, make the blur less intense. That's what I mean. That's a little bit too much. Let's do 0.38. Okay. So I got that. Now I am blending the softness. That's fine. I still want that. And this one. This is a big one where I am still not really convinced about the effect. It is still not doing what I want, and I'm not really liking it. Like we got, all this interesting stuff going on, yes, but it just isn't working for me. So what I want to do is I want to go a little bit back to the drawing board with this specific shape over here. So what I will do is I will probably start by altering the original shape because that's the biggest thing. So over here, we have the power booils and I just don't feel like it's working. So I'm going to delete that. And I had, like, a little tryout, and I think like a polygon over here would work a little bit better. Now with this polygon, unfortunately, I cannot actually, control any of the scaling. So what I want to do is I want to add a transform. And then hold control shift and then scale it flat again. Now when you scale flat, what you will see is that over here on the side, you can see that it starts to tile. I do not want that, so what I will do is in my tiling mode, set this to absolute and set this to no tiling. And then now I'm going to plug this in, and I'm going to just have a look and see Yeah, so this is, like, a lot sharper and then outer levels. I don't think I need to scrum anymore because we have, like, the sharpness. I have my multidirectional warp, and then I'm going to, like, cut this out. That is still pretty much the same way. Yeah, let's just do something like that. Okay, so that already makes quite a large difference, as you can see. Next, I'm going to probably make them a little bit bigger. So let's go for, like, around 25. And maybe let's say this one, eight is a bit too much. Let's do around 12 or something like that. Okay, so we got that. Now what we can do is we can go ahead and we can go down here and we have our sizes, and I'm just going to make like, wow, I don't know why it's so slow. Here, you can notice that the graph is already like really will slow, which I don't like. If you just want to play around with a lot of values, what you can do is you can temporarily, delete this connection, and now your graph will no longer be slow. Now you can see that it's almost instant, all of the changes that we can do. So we have our scale over here, and of course, we are going to give a bit of scale random. And I don't know, splay out a little bit more like my scale, stuff like that. Next, our position random. Yeah, pretty much fine. So that's also totally fine. And next what I'm going to do is I'm going to rotate this to make the rotations a little bit more extreme like this. I still feel like I need maybe like an outer levels behind it. There we go to push it quite a bit more. And I don't know how is my blending mode. I think it's a color random is turned on. Blending mode, Max, yeah, Max is definitely the one that I want. I do feel like that my outer levels is now a little bit too much, but I guess we can push that down. Let's see. Now we plug this into our direction warp. I will set the warping angle a bit towards the top, we break it up, another directional warped instead of my levels, let's do a histogram range or something. And I'm just going to go ahead and Wow, it's really slow. I'm really surprised how slow it is. I'm not sure why because it's not supposed to be this slow, as you can see. It could be like the outer Oh, yeah, it's out exporting. The reason is because exporting SPNGs is a lot slower than TagA files. So what I can do is I can go ahead and export as a taga and just see how the height map holds up. We will know soon enough if the eight bits because height maps do work at eight bits, but there comes a point where you see those lines that we have experienced ourselves multiple times. Okay, so now Over here, we are blending this. I can see over here all the blending, we are blending it, that's fine. But are we blending it in the right position? That is the question. If I go ahead and just make this quite intense, but then tone down the opacity, like, as you can see here, we are starting to get closer to something better. Now what I can do is I can now go ahead and switch back, and of course, we would need to switch this to our Targa files in order to properly work. So what I can do is I can go ahead and just try the height TJ. Looks like it does not give me any problems. So I guess for now we can just go ahead and go height ambit clusion and other stuff. Let's set the overall displacement quite a bit lower. Actually, no, I want to set a bit higher. It's a bit hard to see. I think a mouse going to set my occlusion, like a little bit lower. Okay, so it's getting better. It's definitely getting better. So now what we are going to do is just, like, it's like, now we need to start toning down that sharpness that we had. So we of course, got rid of that stuff over here with this one. But if I just go ahead and, like, copy this move it over here. Add a blend here and then blend this with our Was it Mint darken or Max Lighten? I always forget which one. Max Lighten is for the darkness and Mint darkening is for the brightness. Also, I am worried about the slowness right now. What I'm going to do, I'm just going to go ahead and close my wood material and also close this one, which I don't even know what it is. Hopefully that will speed up my workflow because for the rest, I don't see any really extreme milliseconds that should slow down my system, so it should be fine. And let's have a look. Okay, opacity over here. I think that's working quite well. If we go before and after, It is toning it down quite well. Now, you know what I'm going to do? I'm going to restart my substance because something is wrong with the slowness. It should not be this slow. Give me 1 second, please. Let's hope that sort of works. Over here, we now have this mask if I make it a bit stronger and it's all over the place, but I still wanted to add at least some blending over here. Now I'm toning it down. And also, I feel like I'm not getting the gradient stuff that I really wanted. So I want an actual good direction. And I guess this is because my color random over here. If I just go ahead and tone that one down a little bit more, that might ace, bring in some of the gradients. And unfortunately, the slowness still exists. So it is something I will need to investigate a little bit more later on. Okay, so that's looking quite interesting. Tone down the amount. And now that's tone down the strength quite a bit. Okay. And the last thing is that over here, we still have that sharpness and I feel like that's the last thing that I really want to change before we can move on with all of the additional details. So we do have this blurring over here. Which helps a little bit. Let's have a look over here. So the sharpness comes from this area. If I go ahead and have a look at my nor map and go all the way back here and then play out with this plant, for example. No, that does not remove the sharpness the way that I wanted to. Let's try this one. Okay, so that does remove the sharpness the way I wanted to. It's just a little bit too intense. Whatever I do something like this, and what if I now go into my tile sampler and increase the scaling a little bit to, like, to make the blending a little bit more intense. There we go. See, we're slowly starting to get somewhere. Another thing is that I feel like this histrum scan is no longer, like, completely correct. So I'm just playing out my position to increase the amount of blending that we have. Now, I'm starting to recognize this height as a decent height map. Let's see what else? We are going to add some noise over here, but let's have a look at this. What you want to do in Mm set, whenever you update a height map, it doesn't always update it, so you need to turn it on and off to properly showcase the height again. There we go. Now we start to get somewhere a little bit closer because now what you can see is that we have all of these little cuts and shapes and everything that will work quite nicely on this, but we do not have very large defined shapes, which is exactly what I want to. I will say that I can see over here, see, all those tiny little dots. That is because our height map is not at 16 bits. So now I can show you the difference if I go ahead and export this as like a PNG because it looks like that or a Tink it turns out that that was not what was causing slowness. But now you can see over here like little bits of noise. And then if I now switch back my PNG to or sorry, my displacement to the PNG version, see, all those little dots are now gone. So that is something to keep in mind that unfortunately, TGA is a very fast export, but it doesn't get rid of those small effects. Okay, I'm quite happy about this. I do want to experiment with one last thing before I will end this chapter, and the next chapter, we are going to finalize all of our height, and we are going to, like, Yeah, finalize our height, add some cracks, and then we can start with a base color. I want to transform and set this to a x two. And the only reason I want to do this is just to preview and see what it looks like. When we have larger shapes in here. So I can go in here. Turn on and off my displacement and just ignore the lines. I'm just looking I think I quite like having slightly larger shapes. What I'm going to do is I'm going to go back in displacement or in a designer. I'm going to set this one from 25. Let's say it's 28 maybe 127 is fine, so we are taking five points off both of them. Now they are a little bit larger. But my hope is that if I now go in here, I need to turn nf my displacement again. Okay, so now we get, like, some more large scale variation. Okay, that's looking quite cool. I quite like that. So I do think like we still have a little bit more of like those balloons, that kind of effect, which I don't really like too much. And I can try and play out my blend over here and see if I can, like, push down the effect, but I think I actually made it worse instantly as soon as I did that. So let's just know that. Let's instead try over here to maybe cut it a little bit stronger like that. I hope that that is not too strong, but we'll see soon enough. Okay, see? So now we are getting rid of some of those balloons. We do get like some sharp points here and there. And that is the last thing that I probably want to get rid of. So, yeah, we have like those sharp points which I don't really like. Um Yeah, I cannot really get rid of that with our color random, probably. So let's add another blend. Let's add a blur, high quality grayscale. Let's soften this out. And let's try to capture those sharp points. I will try first, but just like a simple hair scrub scan. Ah, perfect. So you can see that over here. You can instantly see my problem. So with the sharp points. So now if I just go ahead and blur this, I should be able. It's a bit hard to see, so I hope that I have it in, like, the right way. I can just do this to double check. Okay, yes, so it is softening. I'm just going to go ahead and just, like, tone down my intensity a bit. And I can also have a quick look all the way at my normal ACC that the points are being softened. Now, next thing I might want to do is outer levels on top of this. Okay, not in outer levels. Let's do another isc. Actually, let's just use this one. Let's set the contrast higher and the position higher to basically get stronger colours to improve our blending shapes. Let's try that out. T on my displacement. Okay, so now I'm starting to get rid of some of those sharp corners already. You might notice that up here, we do have some sharp edges, but this because the UVs of these spheres go all into one point. So that's something that I cannot really help. So what I'm going to do now is I'm just going to go ahead and tone down my displacement map a bit, maybe increase my AO map a bit. And there we go. I think that now we have a pretty solid looking base rock to get started with. So in next chapter, we are just going to add some cracks, do some additional balancing. And then what we can do is we go start focusing on our base color. And once we know what our base color looks like, then what we can do is we can go back in and just improve. But you can see that now we have got all of our layers done from large shapes all the way down to, like, smaller shapes over here. If you want, you can, of course, go to Render and make already render so that we can once again track it. I'm also going to go ahead and get rid of all of those DJ files in my EpotFolder and I think that this will end up being a pretty cool looking tail. But yeah, we definitely need to, like, later on, when we actually have this on our stones, of course, the displacement will not be this strong. And of course, everything will be more smaller. So we are now will work on the large scale texture. So if we want, like, a really large stone, you can see, still get all of that displacement. But yeah, defining the colors is going to be very interesting because we're just going to pick one color, probably this one over here, and then later on, we can just control once again, all of the colors. Now, I was hoping that at this point, it would be done rendering, which it is. So let's have a look at our image over here. And there we go. Okay, awesome. Yeah, so I definitely see some small stuff that I still need to do. We still need to add a lot of micronise also, but I think that we have a pretty solid start already. So let's go ahead and continue on to the next chapter. 17. 17 Creating Our Rock Material Part3: Okay, so we now have a pretty solid base over here for our rock. And what we're going to do now is we are going to, first of all, get started on a base color. There's still quite a bit of stuff that needs to be done on our actual base we need to add some cracks and stuff like that, and we just need to, like, improve the general shape. But what I want to do is because the base color. In general, base colors, when we are creating them for rocks, they also take away quite a bit of, like, the shapes and, like, the details. So I want to already go ahead and just, like, create, like, a base for that, and then we can go in and start improving the rest of our shape. Now, in terms of the base color, of course, once again, it's a bit tricky to see because we are creating a large flat texture while having only a reference of, like, smaller texture here. But I think what I want to do is, so I quite like having just like the general noise. Like, we're just going to delay on various noises to basically get the effect that we want. And we'll probably go for, like, a lighter stone like you have over here and then take it from there. So it will basically be like this. So we will create the base color. We are going to layer on various different noisy textures on top of that. Then we are going to go ahead and lay on some larger grunges for some of these color variations that we have over here. And then we are going to create like a system for all of these I think it's called leeches, but I'm not sure exactly, but all of this mold and stuff like that to layer dot on top. Also, and at that point, we will probably go ahead and go back to the height map. So that's a general idea. Let's go ahead and go into our substance designer. And the first thing that I'm going to do is I'm going to go ahead and clean this up a little bit. So right click and the frame for this one and just call this. Main shapes. Then what we are doing over here is don damage. Uh Let's call this shape variation. And over here, we'll call this balancing. There we go. That already looks a little bit neater. So, of course, later on, we'll just go ahead and clean up the graph. But for now, let's just go ahead and move this over here. And for our base color, it looks like that the main color is like this yellowish stuff. And all of this over here, that's just like dirt that we'll art on top, so we'll create a cool mask for it. So let's grab this yellowish stuff, and then let's grab also like some of this dark stuff that you can see over here and use those as a noise. So we are going to get started with just like a simple gradient map over here. Basically, what I need to do is I need to decide, of course, which shape I'm going to use for my gradients. So let's just try this one. I have a feeling that if I use this one, it will maybe look a little bit too soft. Let me say it like that. I can go to my gradient editor and pick gradients and I'm once again just going to go to the image on top and start picking. You'll see, that's what I meant with too soft. But I can go ahead and just try and make it really noisy. Yeah, you see, even if it's really noisy. Unfortunately, sometimes this happens that we have a shape and it's simply too soft, to use as our base. So instead, what we're going to do from our height map is, we are going to generate masks. For now, however, because we, of course, still need some kind of base rock, we are going to simply use a noise as the base. So if we go, I quite like crudge map zero, 13 often. If we try that one, And I do want to, of course, give it some direction, but let's first before I go through the effort, add a Grady map and once again, go in here. Here you see. So this one, as you can see, because it's like, quite a bit sharper, it just adds a lot more visual interest, even if we only have a few points. So I'm just going to go ahead and twilight over here and maybe over here or here. I'm just trying to capture some kind of interesting shape. So this one is more like a green shape. And if I go here, it looks more. Okay, so that might be a little bit too much in terms of the color difference. So let's just try I don't like that one. That one, it has interesting color differences, but we would need to do a lot of bouncing so let me try one more. Okay. So it is between Oh, actually, this one. This one I think works quite well. So there's quite a bit of color difference, but, of course, we are going to minimize that a little bit more. So let's go ahead and go in here and I'm going to just delete some of the darker versions until I got to the one that is causing the main darkness over here. I think it's this one. Oh, no. Not that one, so let's go ahead and see, I'm just basically quite tactically removing some points. But it looks like the darkness is really spread across here. Se across like quite a few areas. So it's more up to me to make some of these really dark points a little bit lighter. Um, let's try something like this. And let's you see later on if we are starting to art a bunch of stuff, how that will look. Now, as I said before, first thing I want to do is I have overhe my crunch Bps 13, and I'm going to rotate it. And well, you can actually try a safe transform. In a safe transform, you can set a rotation over here to like 45 degrees. And then you can see that it will still keep it tilable. I think we need to go -45. There we go. So we then don't need to turn this into a tilable texture after. But of course, what it will also do is it will also scale our texture in order to keep it tilable. But that looks fine for now. Okay, so we have this one. Now what I'm going to do is I want to kind of try and get this darkening over here. I want to ty and generate a mask for and I kind of also want like a noisy mask on top that is going to be one on these noisy bits, but it looks pretty much like the same texture. So if I go ahead and add a uniform color to start with, and in the color pickup just pick like that brown color, this one. Now, I cannot get away with just a flat color because we are covering quite a large surface. So instead, what I'm going to do is I'm going to grab another color and just grab like a slightly darker brown over here. And then I want to blend between these two colors using a gang map in order to basically create a bit more variation. Let's try B&W spots two, maybe. Here, see, it's subtle, a bit too subtle, so I'm just gonna make this like a little bit darker. There we go. But it just very quickly adds a bit more variation to our shapes. You can press D to doc the BW spots if you want. Now I'm going to go ahead and blend. These two together. I'm actually going to give myself a bit more space. Okay, so I need to define the cracks in between. And on top of that, also, probably the tops, and I want to then blend out the tops. So basically, I think what I can do is I can do most of it with an ambient occlusion note. So, oops, I grab my ambit Come on. I grab my ambid seclusion. Turn on GP optimization and set the radius quite a bit lower. Here we go. And then the height that all the way up. This is capturing most of those inside areas. I'm then going to add an invert gray scale and a histogram scan, which allows me to basically, don't make it too strong, so soft. There we go. Okay. Next, I'm going to have yeah, actually, I'm going to just duplicate this stuff. And for this one, I want to go ahead and set my rates a bit higher. And I want to set my intensity, maybe like, Oh, I cannot go higher in my intensity. That's a little bit annoying. Actually, I should be able to, here, I should be able to capture this just by playing with my contrast to ground and push it more. Okay? So here we have the tops, and we have the cavities. Now the next thing that I'm going to do is I'm going to blend both of these. No, sorry. No. I first of all I want to break this one up before I blend it. So let's actually just blend the top one, and I'm going to break it up using Actually, maybe I can simply use this noise over here. You know, subtract. Maybe I'll like a histogram, scan to this. Because what I was going to do is I was going to break this up and blend this together. And you can probably like with an art, it will just blow up. So maybe do a Max lighten over here. And then what I was going to do is I was going to blend it using some kind of grain noise, like a white noise in a multiplier like a low level just to give it a little bit more of a noisy feeling. Let's see if that works. So it does add definitely those cracks. Now, I'm a little bit worried that it looks actually, no. Yeah, maybe it doesn't look too soft. Although I don't really like those really large white spots. So we have this one. Um, but yeah, I cannot really. Maybe if I low down my position a little bit, Okay, there we go. Now, over here, we have one more, but that should be fine. We got some of this layering. I feel like we can actually also go into our ambitclusion over here, and then we can quite easily control the radius. Now we already have at least some directional dirt going on. Now the next thing that I'm going to do is maybe in some of the flat areas I want to generate a bit of noise, maybe. Yeah, let's try that. Let's try grabbing a blend and we can pretty much use the same technique that we used over here with the RGBA. I can actually probably use this one because we don't really do any extreme editing after. So let's just grab this one and do this. Now what I'm going to do is I'm just going to go ahead and blend this using a let's start with the B&W spots two over here. And so what was I going to do with this? I was going to give it which color? I will see. I might want to give it, like, a light or a darker color, depending on what it looks like. Yeah, I think I can probably do a darker color. It's a bit difficult right now, of course, to really see what we're doing because everything just still looks quite ugly and we're in the early stages. But I'm going to work on that. So this one, of course, we kind of need to break up the edges. So that's why a multidirectional warp grays go. And let's just do a portal to our clouds, too, and set the min. Set the intensity? Actually, let's see if we set the intensity really high, like 200. Okay, that's too much, but now we can just turn it back. Something like that. At seas, we are breaking it up. No, I don't like that yet. It needs to be broken up a lot more. Maybe let's blend this now using our angled texture over here. Yeah, there we go. Like I want it to be quite a bit softer. Okay, so we got a base. Now, I'm also not really a fan of this darker noise. So what I'm going to do is instead of this texture, I'm going to grab my grading map. And in the grading data, I'm going to literally pick the dark noise. And hopefully that will give me a more visually interesting texture something like this. And let's actually try that one. Okay. And if I then go in and do a replace color range behind it, scrap the source color, grab the target color. Looks like this one's fine so that I can now controll basically like lightness of it a bit. Yeah, there we go. So that already feels a little bit more natural. I am going to keep this one because we might be able to use it later on. But it does feel a bit better. The one thing I'm not yet happy about is our masking because what I feel is that our masking right now, it's a little bit too basic. Often, what you can see over here with these rocks and, like, it's really difficult to see. Maybe I can show you over here, there's always a little network going in between the masks. It's quite a different balance between the two. And I want to see if I can sort of mimic this effect. And I'm just trying to see if I'm saying it right. I always make sure to look at your reference. Yeah, let's see if I can mimic this effect using maybe like a sales one for example over here. It's just like something that we can overlay on top of the rest. Grab a sells one. We then add a histogram scan to basically push and get more of those quacks and stuff like that. Make it a bit softer. Then we can add a multi directional warp gray scale and you scribe clouds to. Set modem in 100 and total it down to around, let's say, let's do around 23. Right now, it still feels like it's not thin enough. I can try a sales one or sorry, sells tree over here. Maybe a sales tree will work a bit better. Set the hardness all the way up. But of course, a sales tree like it doesn't have enough space yet. So what I don't want to do is I might want to just do like an edge detect, which basically gives me the option to give it also some round edges, but also like improve the shape. And then there's two ways or we can use a bevel or we can use a non uniform blur gray scale. So bevel will just very quickly here, see, like some bevel. But it is quite intense. An uniform blur gray scale. What you can do is you can plug in your base into the blur map and then just press Invert. Oh, sorry, no, I think for this one, we don't need inverted. But as you can see over here, you see the samples and blades up, it just creates like this more softer effect which might look a bit nicer. Let's see. So if I just grab this one Break it up. Okay. Now, if I go ahead and let's see, maybe make it a little bit smaller over here, just before it starts to break. And if I then go in and blend this, and for the blend, I'm going to see if I can use um I'm sure we have like here, like a sells one, maybe this one over here. Let's add like a bottle note. See how handy the bottle notes are as soon as we need to, like, grab something from very far away. Um, I'm just going to call it sales direction, and then I don't have to drag it all the way over here. Portal, select sales direction and just plug it in here and just set this to, like, min darken actually, no. Let's say this to subtract. Over here. Okay. And if we now so we now have this interesting looking noise, but what I'm actually after is to, like, plant this noise. So's go over here, blend this. And what I also need to do is I probably need to, like, invert it because I'm actually after those pieces over here over the inside. Okay, so now we have this network. I probably want to make it quite a bit smaller. I cannot make it smaller in the cells because then the edge tag breaks. So instead, what you want to do is after you've done everything, just go ahead and Allt transform, and then you set it to minus two to make it smaller after that. And so minus two again. There we go. So we now have a network. Now I can go in. Actually probably want to keep it like this. And then this one over here, it's a little bit too intense. So I can, like, lower this, but let's have a look. So Okay, so the dusky like that effect, the spots effect. But it's not yet where I want it to be because right now it is like the center point, and I don't want it to be the center point. I can see what it looks like if I just, like, low down your paste. Yeah, that could actually work. If I low down the passe, here, now you can start seeing those cells in between. So let's also go in here, and. Set this one to subtract. Throw in our noise. And let's just have a look over here. Yeah, I just want to see a little bit of those cells in between everything like this. So that's looking pretty good. So we got quite a large graph already for a base color, and we're not even done yet for a long time. But as you can see, this texture is definitely more complicated than our wood material. That's why I wanted to not do it as like the first one. So let's move this over here. And let's see. Okay, so we got like our noises now over here. Now, next thing that I want to do is I want to try and get maybe a little bit more of like a yellow color. In between here. Now, a cool thing that you can actually do, which a lot of people seem to forget is that, yes, you have over here like your noises, which are the substance designer noises, but you can actually go in and see if there are any substance painter noises that you might want to use. So if you just load up substance painter over here and give the second to load and go up here to like your textures, these are all SPSER files, which means that you can use them in design. So if you ever feel like you want, like, a specific noise. So if I have a look, well, honestly, I cannot even see it on here because we are making a flat texture for something that's really small. But if I go ahead and just look around, you can see that we have all these noises. Many of them even have directions to them that we can use. So let's just go ahead and have a look. So we have, like, a lot of, like, dusty looking pieces, and I want something I can't even explain it. I can't explain what I want until I see it. And oh, yeah, here, some marbling veins. Yeah, we could have used those ones also for, like, that in between stuff, but for now, it's fine. Funny enough, they also have some wood crunches that we could have used, but, of course, these crunches, they don't do a lot, so they are a little bit less flexible. This stuff away is pretty good because we can use that one already for, like, the leeches and stuff like that later on. So it's something to keep in mind. But what I'm after is more maybe this one if I lower it. Come on, load. I am more looking for an organic looking texture that has quite a big contrast. Let's try this one. Because what I'm thinking, you can just write, you can right click Show in Explorer. Then if you go to designer, you can literally drag in the SPR that has opened up over here. What I'm looking for is basically yeah. Like when I lower it down, I want it to give me, these quite strong shapes. So what I will do is I will actually, since we are working on this right now, I'm going to go ahead and just drag in, like, a few that I like. So the leeches one. We can also use. So let's just already drag that one in. Over here, see? So, but as you can see, we do not have a lot of control over it, so we will need to make that control inside of designer. What else do we need? So we got some leeches. The specks are no I'm not gonna do those specs. Maybe just like some overall color crunches because sometimes you can see over here like slight color changes, see.This goes from blue to, like, a slightly darker blue. We could use something like that. So I'm just basically hovering over it. This one over here looks also a little bit interesting. Just go ahead and drag this one in, see? We could use it for something. And let's have a look. These are just like smudges. This is dust. I'm not sure if I'm looking for dust right now. Funny enough, I made these myself, but you guys also have them in the library? Um, This one's a bit too defined. Because, of course, these are not really made for tile boom materials. They are made for, like, something that you can post in between. I think I'm just gonna grab this last one, actually, these last two. So this one, hello. This one. And also this one. Over here. Yeah, I think you can do quite a bit of stuff with these ones. Let's go ahead and get started with the first one. The first one is going to be like we have this noise over here and I want to just go ahead and overlay that. I feel like this noise would not come after the dirt. I would come before the dirt. Here we have our grain map. Let's blend this using a noise then the next thing that I can do is I can actually most likely because it just needs to be slight color change. I can actually go for a replace color range and just grab our base color. And target color over here. So let's use this one, and I'm going to go for a more orange color, like you can see over there, so I can actually use my color picker and try to go for, like, something that's really orange and that's what is too much. Okay. Now, next thing is that I feel like this one can be a little bit sharper. And now we are going to start with quite intense layering, which means that many of these texts over here, we will, of course, lose. So here we like art our dirt. Then I'm going to add just having look. Let's add some white, how you call it desaturation type stuff. So let's blend this. And for that, I'm going to use probably like my cobwebs over here. And I can do tilt by 45 degrees or rot by 45 degrees. Sorry. And I can also then add a transform because unfortunately, I need to go for the opposite direction, and this one is going to be a little bit whiter, so I can once again use my color replace. Because when using the color replace, at least the colors, they kind of like fit together a bit better. Or they flow over a bit better. Let me say it like that. I should be able to go in here. Here, see, and add some whiteness. So here now you can see that it starts to look a little bit more like rock. Like I'm just overlaying multiple different granges. Let's have a look. So over here this one. I'm just not happy yet about the color that we have. However, I could probably use this one, the cobweb one up here. Indo, I don't think it really matters too much. Instead, what I can do is I can go in and I have my cells, and let's just add a blend and break up these cells in order to basically give us a nicer blending. So let's break it up using the copeps over here. Let's see if that helps. So we got our shape then we got our dirt. Our dirt is probably also a little bit well too dark. I'm just going to go ahead and make it a little bit. Yeah, a little bit lighter. Now, we got some of those cells, which is fine, but we still got some really large flat areas over here, which I am just not happy with. And it's because we added over here. So probably we also need to add a blend, and maybe we can blend this one using the copps. It's very important, especially with organic shapes to try and just break up your shape as much as you can to a point where it's like, I can't really explain. It's like a balance between soft and hard blending, but you don't want to define your shapes because when you define the shapes too much, then it will become too obvious. So here, now you can see that now I'm just breaking up my shapes and now they feel a little bit less defined. Over here, I still see a defined edge, and that's a big no, no, especially when it's so sharp. So let's see, I'm having my direction rob, and you can see that my direction rob just isn't making it too soft. So if I just add a slope gray scale, and I can also use the clouds too, samples up, mod to minimum. And if I then go in here, where are you? Here you are. Yeah. Yeah, I can use that, and maybe even use my samples. See to kind of soften it out like that. It might look sometimes I might look really bad in your mask, as you can see, but sometimes you just have to look at your actual texture. And okay, so in between here, we have those defined shapes. I do feel like we don't have enough, but that's something that we can work on later on when we have racks and stuff like that. Now the next thing that I have, so let's have a look. What else do we want? So we got this darkening. There are some white spots in the darkening. That is something that we could do. We could have a very simple blend and then grab our white color again after darkening. And this is just a matter of blending these two main masks over here together, and we can blend them using a Max Lighten. And what we can do is we can add a DT one, for example, and add a histogram scan to give it like these specs. And then if we blend and we want to go for the multiply over here. Now the specs will only be in these areas where we have the dirt. And now, maybe I need to I don't know if we can get away with just the outer levels. Now we need a histogram scan behind it again and just push this up. And now you can see that now we get some white specs, and we can also go into dirt one and just set the scaling to like one. Yeah, see make the white specks a little bit more defined. And there we go. Now we get some tiny white specks in between our dirt over here. Now, the next one that I'm going to do is, so I feel like I got the base colors down. I might want to, like, blend in some additional colors near the end, especially because I have, still two of these quite cool textures. And especially this one, like this one actually is derived from a rock. So I could go like this and maybe, let's see if we can just already blend in a color. So let's blend and I will clean up this later on so that we have more space. So let's blend this one, and now the question is, which color would be good. A lot of these stones, they have a bluish undertone. So maybe if we go for something a little bit more bluish, we can just blend that in there. And then, of course, later on, we also going to give color variation where we can control the color of all of our stones in one go. So if I go for something like this, but not too over the top, they here like a slight bluish tone. Yeah, see? So that gives us already like some blue color in between. Am I happy with that? Um Maybe make it like a little bit darker. Yeah, there we go. See? Now it starts to really feel like rock. Okay, so we got all of this stuff. We got like our actual noise. I do feel like we need a lot more localized noise, but that's something we can work on. Leeches. Leeches are often sitting at the bottom of the shapes, as you can see. So we can also go ahead and work on that. So if we blend this, for our leeches, I am going to actually go for, like, a let's steal this one because you can see that they definitely are not the same type of noise as the rock. So I'm going to go ahead and I'm going to grab one here, and they're probably actually, normally, they're a bit yellow, but we will go for a little bit more whitish because else since our rock is yellow, it will not be visible enough. So I'm just grabbing two over here, you can see just over here, different colors because one of them needs to be a little bit more like this. I'm not sure if I like to be in W spots two for this one. I think I rather, maybe just grab the cobwebs. No, grab our noise. Yeah, actually, our noise is a little bit better for this one. Okay, so that's the top. Now for Aichi we need to first of all, define the base, the bottom shapes. What would be nice if we define the bottom shapes on one side. I think that will look nice. If I go for maybe like a shadows note over here, maybe that helps. If I have a shadow's note and sometimes it's really difficult to see, you can see over here. Let's go ahead and just add a well, first of all, it's at my light angle. I don't know if you guys can even see it, but if I add a histogram scan, now you can see it. So over here you can see it, I can place these shadows and basically I can point which direction I want them to go. So what I can do is I can say, like, Okay, so this I want to become my bottom. I can play out with my edge softness over here. And now we have kind of defined the base shadows. If I now go ahead and invert grayscale. Now I have a mask of the base. So that's a really easy way to very quickly add a directional mask. Of course, we now need to blend this, and we got these leeches over here. Although they're probably coffee stains, but let's just make them leeches. I'm not the biggest fan of the noise in between, to be honest. So let's try and use this come scan, maybe like already. Yeah, I'm not the biggest fan of that. That's a tricky one. We do not have any other leeches, do we? But it's probably the most perfect. If I have to make these things by hand, it's just an annoying amount of additional work. But then again, they are quite close combined, so it wouldn't be difficult to do it. It's just like we need to go in and grab a tile generator, manipulate the shapes, place them in all that stuff. So what I first of all I want to do is maybe a make a tile patch gray scale, which will allow me to, like, ultra rotation variation, size variation, disorder, maybe tie it once more. It allows me to very quickly add some different leeches over here. Let's not do the pattern within size. Yeah, something like that. Let's just see what this looks like. If I just go ahead and multiply this on top of our noise shape in order to get like It's only in those areas. Let's see if that looks anything like leeches. Well, right now, I cannot even see anything. Let's add the Hs note on top, which allows me to, like, control the lightness. Oh, in the end I guess in the end, we just need the white color. Sorry I didn't mean to delete that. Let's just go for a uniform white collar. I guess the noise itself is already enough. So uniform white color. Yeah, that does feel like leeches. I will see if I'm happy with it, yes or no later on. I will add a histogram scan because I just want to push up those shapes a bit more. Next, I'm going to make this col a little bit yellowish. And what I do not want to do is I do not want to play around a lot with the opacity of my blends. Because if I do that, then of course, the leeches below it or the leeches will show the rock below it. So if I go for something like this and then give it like a tiny bit of passe just to give it some texture, over here, so tiny bit to give some texture. Maybe make it a little bit more whiter now. Here, let's try something like that to get started with. Okay, so, oh, wow, we are already at 40 minutes. Yeah, it's a long texture to make. As you can see, compared to where we started, this is already pretty good. I don't yet like my dirt over here. I feel like it's too small. So now that we have the breakup, what I can do is I can go into my Hcam scan and see if I can, like push it a bit and just see what it looks like. So here's come scan, so let's push this one quite a bit over here. And then also let's let's see. So we are breaking this one up here. Slop histogram. Let's increase our dirt over here. And now I'm just going to go in here and I'm just going to once again, actually, know what? At this point, I might be nice if I actually do the same stuff as with the leeches where I just tone it down a little bit using the obaste just to bring the rock below it. It's a bit better. There we go. That starts to feel a lot like a rock texture to me. So what we can do is we can go ahead and save sin, and I will end this chapter off with just Oh, yeah, we have this one still. I will end this chapter off with cleaning this stuff up. So over here, all of this stuff, you can go ahead and call it Wow, we spent a lot of notes on that. We can probably, remove some notes later on. Like you can go in and see which notes are really necessary or not. Let's call this darkening masking. And then over here. This one, Leeches. This is going to be um Specs. And then over here. We just go ahead and call this one. Base color. Okay. And over here, call this one outputs. Okay, so plug this in here. Now, let's go ahead and end this chapter here. In the next chapter, what we will do is we will go ahead and create a base of this map. Preview it, make any quick balances that we might need, and then we will go back in and we are going to just our general improvements in our height map and just basically, jump across everywhere. You can see that now that I cleaned up, it looks a little bit more readable. But I think we already did a pretty good job and the tricky part is now done because making a stone base call is also always like a little bit annoying to do. So let's save a scene, and let's continue on to the next chapter. 18. 18 Creating Our Rock Material Part4: Okay, so we left off with this base color. So what we're going to do now is we are just going to go ahead and work on our roughness map just to make previewing a little bit nicer. So roughness map pretty much the same way as that we have created a roughness before. We go start with a gray skull conversion node over here. And for that, we want to grab probably like the very base one over here like this. Here's the gram range. It is rock, so we want to set a range quite high, but also our position quite high because it's going to be quite white. Then I'm going to add like a bunch of plants. Blend, Blend, Blend. Blend. And then I'm just going to basically make use of these additional maps to add more visual interest. Let's set this one to subtract. I feel like the orange color would maybe be a little bit shinier. Then we have over here our general darkening. We can set this one to art. To basically add some darkening to it. Then we are well, this one, I'm just going to leave. Then we have our dirt for which I luckily already combined it over here. Dirt will probably also be added on top so that it is whiter. Then we have our specs. I don't really care about that. And we have our leeches over here. Let's go ahead and make those supplet. To make those a little bit darker. I still feel like I'm missing something, so I feel like I'm missing some highlights. What if I like a curvature? Or maybe a curvature smooth would look good. With curvature, what we can do is if we just go ahead and grab our non map over here, you can see, if I do OpenGL, it just allows me to, like, map out the edges a little bit better. But, of course, yeah, we need to, like, manipulate this in order to make it a black and white type thing. If I just play around with my contrast here, see? I can maybe, like, add some highlights to, like, the tops. Thanks to the curvature. Something like that. So let's add another blend. And we might need to break this up, but let's just see. If I just go ahead and set this to subtract. Yeah, here, that might add some additional nice highlights. Let's for now just leave it like this. And yeah, I think what we can do now is we can just go ahead and have a look at it inside of Mum set finally, and then take it from there. So let me just navigate to Mum set over here. And where is our folder. So I'm just textis stone. Yeah, these are the ones that we need. Okay. Awesome. First of all, let's just reset my displacement because it looks like it changed a little bit. I'm going to go ahead and set the base color back to white and add my base color. And I'm also going to add my roughness. Okay, that is not too bad for a very first try without looking into Mom's set at all. Yeah, so that is not too bad. I am going to have a look at my, okay, so my lights are fine. I'm going to maybe, like, increase some of the rim lighting. Just so that I can see the gting is a bit better? Okay. I feel like we now have all of these, nice noma beetles. As you can see, like I said, when the base color gets some of these, you will lose quite a bit of these details. I feel like the overall texture is a little bit too light. Let me lower that down. And I want to I'll start by adding in between, like, all of these little quicks and everything. I want to start adding some dirt. So let's Oh, sorry, let's paint her. Let's start with that. So first of all, we have over here our base color. What I can do is I can already add a color replace or color range replace. Go for like a default color and source color. And this time, we cannot have as much flexibility as we had in the previous one in our wood. But we can do it like a little bit, so over here. I also felt like the leeches can be a little bit brighter. Okay, so where was it? It is this one. But the tricky thing is, of course, that we are blending it in a different way, which makes it quite difficult for me to really to find those shapes. Wow, that is really tricky. Can we maybe do something with a curvature again or let's see. So maybe we can grab two curvatures. One of them is like the tin shapes, and one of them is like the large shapes, and then we can subtract the large shapes from the thin shapes. Is this the one? I'm just having a check because it feels like, because the rest is noise. Okay, so let's see. If I grab a curvature, No, I need a curvature smooth. Curvature smooth. Open yell. Okay. If I now go for like a histogram scan, It just isn't able to define enough, I'm afraid. By the way, I do want to actually artists curvature to my base color in a bit. But that's something that I want to work on after this. So this is honestly maybe artitrimbcusi. This is honestly like a Wi tricky. The high scale up? Actually, I'm going to not have my samples to 256. That's way too much. Is this able to It is able to get some darkening. Set this to 64. Maybe if I play around with a maximum distance to clamp the darkening even more. Okay. This is too slow. Let's do a ambient HPAO. Come on, I just need some of that darkening. Okay, so now I managed to get some of the darkening. Use my radius to basically push it out a bit. So we have our darkening now over here. And then in between these large areas, I don't want to There is another one. It is called mask to color or color. Um, I forgot what it is scar. It's been a while since I've used it. The collar to mask or something like that. Here, it should be in here. Huh? Why can I not find it? I'm pretty sure it's like select color. That's unfortunate. I'm pretty sure it was in here or I might think of subs painter, but I'm not able to actually find it. Basically I was hoping to use this one because I can now, it must be in here. Color Color to mask. I thought I typed it in. Okay, fine. Color to mask. Basically, what I'm going to do with this is I can select the color in here and I can then change it into mask. If I turn this into Grady map because we want to go from gray scale to color, my hope was that I go ahead and grab in terms of color like the brown color. Then I can use my color range. Okay, that does not seem to be working, unfortunately. I was hoping that it's sensitive enough to sort of it's sort of able to capture those colors, but let's try his Scum scan. I'm just trying multiple different ways to basically get here to get these additional lines that I have over here. This seems like one way of doing it. Yeah, is it properly selecting the main ones? I don't need all of them, but I need to select. Over here, it's not perfect, but it's getting there. What if I do this? But before my embitclusion, I blend it and I blend out the mask that I created over here. No, not that one. I will blend out this one over here. By setting this to art and maybe also blurring it so that we will not get overlapping on top of our from the really large area. If I just go ahead and blur this and now, I think that that is close enough to what we can get. So let's go ahead and leave it like this. Okay, so we have this one and we were going to art some darkening to this. I'm just going to do this as like a new blend. So we have new blends. We plug in our mask, plug in our darkening. And for this one, I'm just going to tone down pass. There we go. Okay, so that already starts to look a little bit more interesting. Remember how I said that one thing that I also want to do is I want to add a another bland, and I'm actually going to add my curvature here. Did I save it? I did not. I'm going to add a curvature smooth because I really like the look of that, and it can give me some interesting highlights. Normally, the curvature smooth doesn't really work, but I guess only a bit rock. It is kind of okay. What we can do is we can already go ahead and just turn this into gray map to turn this into color artist to my blend. And it was a specific bled mode. I think it was art subtract. Yeah, I think it was art track that allows me to art this on top. But let's just double check to make sure I had it, right? Let's see, overlay. Olay is also actually looking pretty good overlay or art subtract. I think I'm going to go for overlay because I want this to be quite subw. And here, that also already defines our shapes a bit better. And another thing that I'm going to do is I'm probably going to just like add a dirt generator just for, although we probably don't need it. Like, I can add like a dirt. And here we have this one for which we can insert our embitclusion and curvature, all that kind of stuff. But now that I think of it, we pretty much did a custom one that should already be fine. So let's have a look, actually. There we go. Okay, that's already quite a bit more intense. A little bit too intense, if you ask me for that one that we added, which is this one over here. So I'm just going to go ahead and tone that down. I want this to be quite subtle. I think for the rest, like, defining the rest that's looking pretty good. Okay. So we got the leeches, which are also looking pretty good. In general, like I do feel like still the Texture feels a little bit too bright. If I just play around my color just to see what it looks like, because I do want to keep it on the bright side. The reason I want to keep it on bright is because easier to make something darker and brighter. If I just go ahead and tone this down a little bit more like here. Now the next thing is that our I would say that our roughness map is not very interesting right now. So I'm going to add a little bit more shine to that, so I'm Cros painter. I'm going to add a little bit more shine to that one. So here we have our histogram. I'm just going to go ahead and set the range. Oh, no, not the range. I'm going to set the position a bit lower. So that's when we add all of that additional stuff on top. It should come out a little bit nicer. Yeah, here, see, now we get some shine, which is looking already quite a bit more interesting. And then maybe make the rest a little bit stronger. So let's see. So we have this. Gonna make this one, like, that's fine. Here I'm going to add, like, quite a bit of lightness to it. Something like this, Poly. And you can see that I sometimes take a few seconds before I switch back. The reason I do that is because I'm always looking over here at this folder, since I have multiple screens, and I can basically see when it has finished updating because you can see, like a little file happing. Okay, so this is actually looking really cool. The darkness in here, I wonder if that's just ambient occlusion. No, I think it is actually my dirt, but I feel like that darkness in here, well, it's mostly also the color. I'm not going to lower it too much, but I'm just going to give, lower it a tiny bit. And let's add also a frame here, and let's just call this roughness. So over I think it's this one. Yeah, over here. Low down the intensity of a tiny bit. And after that, what I'm going to do now, I know that I said that I was going to create some cracks, like you can see over here. But by lucky coincidence, I don't think I need it anymore because these pieces over here, they look like cracks. So they already are really well defined. The one thing that I do want to do is I want to see if I can get rid of some of those sharp points that I have over here. But I am a little bit scared to do this at this point, since, of course, we got, like, a really nice looking texture right now. What I'm going to do is I'm going to go ahead and let's make my displacement a bit. More. And let's also play around with my sky a bit more just to get the best lighting. I think we were already pretty close over here. And I will create a image. Then I will save my scene, and then we're going to go ahead and work a little bit more on render image. Then we're going to go ahead and work a little bit more. But definitely save your scene and do not save until you're happy with the next step that we do because else we might cause some bombs. Let's do fine edges mask over here. So for that, what we're going to do is, well, I first need to wait for it. Hopefully, it is as simple as changing my thing over here. So let's see. What I can do is I can quickly create a transform. And then if I go ahead and squash this, so the point is really like sitting at the top over here. Oh, sorry, I didn't mean to do that. Ah, that's tricky. I'm going to do something. So by now, the image, the image is done, so let's actually have a quick look there, and then we can do it. So we started with this one. And now we have this. Looking pretty awesome. Yeah, I like the general color. I like the leeches. Maybe I'm going to add a few more. Oh, no, wait, I have some white specs, so that's actually fine. Also remember that, of course, this is going to be on stones, so it will be slightly different. Now, Okay, I'm going to make some changes. However, these changes can completely destroy my mesh. So definitely save your scene. And let's have a look. So the simplest one is that I might want to go in my sales one, and it will also be very slow by this point to create changes because we have not optimized our mesh, and we still need to do a lot. Let's go to your sales one and literally just play around with the disorder and then wait for it to load up. Here you can see that now? Because I play around with my disorder, I sometimes get different areas. If I go ahead and make sure that all of everything has been exported, notes still exporting, here you can see what I can see, sir. I hope you could see that it shows a temp file. If I now going in here, that's a nice thing of procedure. It will still update. Now I have this and I feel like no, I just don't like that. I don't know. It's honestly just wondering if it's even worth trying to change the shape because we might just destroy it in a way that I don't like. I guess one last thing I could do is I could add and blend and then duplicate over here like this transform and basically also cut away the top a little bit using a min darken, I believe it was, yes. So here, I can cut away the top a little bit. But I don't actually think that that will get rid of the shape, per se. Yeah, maybe like this, it will get rid of the shape if I just move it down. But then I cannot, keep it on for this strong. So yeah, you can see that over here, if I do it before the outer levels, it does not work. I need to do it or sorry after. I need to do it before your out levels. But at this point, I'm more like thinking like, sometimes you need to make the decision. Is it even worth changing? That's more like the decision that you need to make. Like, is it really worth for us to break our shape so much while we spend so much time, making this look absolutely perfect and stuff like that, just to change this. So I can go in here. Now with this one. Like, this stuff, Hmm. It is less. But we might be onto something. Let's see if I just like artificially push my displacement a bit more. Okay, so let's just undo Dad. I want to push it a little bit. Okay, that's a little bit too much. I think it's because we have like these norm map shapes over here that we want to probably tone down a bit. This one might work. If I just go ahead and take one extra picture before I need to make sure that this is the one that I want. So if I go ahead and take one extra picture and then we can compare, and based on that, I know if I'm just going to reload the Safle or if I'm going to keep it this way, because I just really am not in the mood to break things like in any big way. If it is okay, then what I'm going to do is we are going to go ahead and optimize our shape in the next chapter. We are going to create a bunch of presets so that we can go from discolor to this color to this color to this color and this color over here. And once that is done, I'm going to call the stone done for now, and the rest will probably be done inside of subspd where we will add additional moss and, like, also additional cement and everything in between here, all that kind of stuff. Are you done? Yes, you are done. Images. So, come on. Before. After before, after. It is subtle. You know what I like before? Yeah, I like before. I'm not going to change it. I don't think it will be worth it, so after trying it out. So what I can do is I can just go ahead the press close package. And if you want to save changes, just press no over here, so that we'll close it. And now you can go file recent and open it up again. And then it should be reverted back to our original, and it should automatically also export this version straightaway. So I can look on my other screen to make sure that it's exported. Looks like it is. No, it's not complete export. Let's just go ahead and do an manual export to make sure. Over here. And then it should be ready to go. Yeah. Of course, you can keep improving this more and more. That is no problem. Now you can see that it's working, so I'm going to tone down my displacement again. So, definitely, you can keep improving this more and more to get more interesting effects and to just work on this. One of the things that I might want to do is over here, I see some harsh cuts and I might want to try and see if I can just break those up. That's probably the last thing that I will be doing in this chapter where are they located? So they're probably sitting all the way at the base or not. Yeah, they're probably all the way at the base. I could do a slope grayscale, maybe. And that's tube like a moisture noise. Like, it's probably going to be too harsh. So I'm going to go set samples up, intensity down, mow the minimum, and just see if I can, like, Yeah, here, see. That's the annoying thing with slope greyscal because it looks at the greyscal and we have so like a willy white grayscale. It doesn't seem to work. I can also try a multidirectional warp grayscale. Motamin intensity. No. Okay. If that does not work, what I will do is I will literally go up here and in this one, I will try and break it up over here. So we have outer levels. Let's do a multi direction wall ratio. And if this doesn't work, then once again, it's not really worth my effort at that point, because I don't think once we actually have it on the stone, if this would be like a really large cliff wall, I would spend more effort. But since it's going to be an individual stone, you probably won't even see most of all of these, most of this. So the mint Hmm, how does that look like in the end? Oh, just like creates quite a bit more noise. Oh, well, actually, we had to do some micronise now I think of it. So I'm actually quite curious to see if this already takes care of the micronise, else, that's one that I completely forgot 'cause you don't really notice it with this rock that there is like, a lot of micois. Yeah, that kind of takes care of all the micronois. So we can just literally use this one. That saves a lot of time or a lot. That saves a bit of time. But, okay, so it looks like I'm not able to get rid of these really sharp shapes. I think it's also mostly like a lighting thing because over here, you see that you don't really notice it. So what I'm going to do is I'm just going to go ahead and I'm going to call this material done for now. I'm just going to have a look at my image over here. What I want to do is I do want to maybe lay out a little bit more to create a nicer image. And rocks, I often like to go a little bit more extreme when it comes to the lighting. I like to make it a little bit stronger here and there. Because of course, when you have displacement, you can make it look a little bit more visually interesting. Rotating my sky around. See if I get something nice. Let's just do something like this. It's a little bit darker. What I can also do is I can also go in. And if I really do not like these shapes over here for my specific render, I can go on the horizontal axis. I can just, like, rotate over here. And just like that, you can see, now I've minimized everything a little bit more, and it's up to you to find the nice rotation that you like. Okay. I don't really want that really large crack, so I'm going to go for something like this. Okay. Awesome. Yeah, what I'm going to do is I'm going to go ahead and I'm going to call this texture done. Let's take one last image on it. And in the next chapter, what we will do is we will go in and we will start by just optimizing this graph and creating presets so that we can use it a little bit better inside of substance painter. But for now, great job. This one was quite tricky, as you can see, most of the work went into the hypol and we were lucky that in the base color, it actually end up going quite easy. Now, yeah, one thing that I do want to do is I want to do the color replace range before my leeches over here. So let's just go ahead and do this because I don't really want to change the leech color. I want to go ahead and have control of that later on. So let's say Isn. Let's wait one more second because it's almost done. There we go. And let's have one final look. So if I go ahead and just have look, Okay. Awesome. Here is our final rock. This is what we had before we started the chapter. And this is what we have now. Awesome. Okay, so I think we got a really solid texture already going over here. It's up to you to, like, play around with the shapes. Of course, your texture will look quite different because just the way that shapes work. Let's go ahead and continue on to next chapter where we will be cleaning this stuff up and exposing our parameters. 19. 19 Creating Our Rock Material Part5: Okay, so what we're going to do in this chapter is I wanted to optimize my graph. But unfortunately, I have a bug right now, and this is probably because I recently updated to latest version of designer, where all of the timings, they are off. They are showing zero milliseconds. I tried everything like restarting substance. I tried looking online, and unfortunately, it's just a problem that, um, yeah, for some reason, it just isn't working. So, unfortunately, I'm not able to really do much on that, but I believe that our graph is not that big, so just use common sense. Like when you use an ambient cluson, make sure that GPU optimization is turned on. Make sure that your blurs, you do not have the quality set to one, that kind of stuff. I would say, if you have this bug, try to use common sense in, like, how do you optimize your graph. Honestly, I think what we can do now is it's probably just going to focus on exposing our parameters and stuff like that. So I will start by exposing default parameters so that we can change that. Let's go over here. Let's go ahead and say, let's expose these. Let's do shape, cluster, underscore zero, one, underscore X. Sorry, shape cluster. There we go. And this can be in the height. Let's go ahead and press Okay. Then we can also go ahead and do this shape cluster zero, one, Y, and select this to the height. Then we can go over here, expose. This one can be shape cluster zero, two, X, once again in the height. Okay. And shape cluster zero to Y. So that will give us control over, like, the large shapes already. So that's exposed this. And, of course, we already went over this, so I'm not going to spend too much time. I think for now, I don't really need much more than that in my materials specifically when I'm texturing. But of course, if I feel like I need more in substance painter, then I can always add more. Expose this uh large shape break up zero, one. Let's do that because we are breaking up the large shape. Okay, so like some general directions. I don't need to worry about that. I can expose this and call this shape layering Amount, maybe, shape layering amount. Let's go ahead and height. Okay, so we got the shape layering amount. Over here, I'm doing some blurring. This one is going to be the fine shape cutting. Yeah, let's do that. So we have some fine shape cutting over here. And then in this one, I don't know what you want to do. It might be easier, honestly to just go ahead and do a transform. Let's do a safe transform over here. And simply transform exposing the tile and just call this like fine shape tiling or something like that. Instead, exposing all of those parameters. So now we can just very easily, change the tiling of this to make a bigger small instead of trying to expose all of these parameters because these perimeters are so sensitive, and sometimes less is more. Sometimes it's better to just have less control in order to not make people mess up your shapes than to have more. I'm just going to go ahead and call this like shape, noise, break up 01 in height. And this one is going to be, of course, shape, noise, breakup 02. Also in the height. Okay, so this is just like some general balancing. That should do the trick. So now we can go ahead and go over here. So we have over here our graded map. Now, as I said before these shapes, I'm going to mostly control the color, near the end. However, there are some colors that I do want to expose. So having the default is fine. I want to go ahead and expose this one, probably. Let's do like orange spots. In a group called color over here. I can go in here and expose this one and call this orange spots amount. And once again, this can just be in the color. Next, we will go ahead and do this one, which we will go. And I think just having the target color should be enough white spots. Over here. This one. Yeah, because the white spots, do we need like an amount. I probably don't want to do an amount because I'm using it, so many levels. You can art histrm scan in between here and control the amount, but I'm going to wait until I know if I need it or not. Blue spots. Skin and color. This one I can expose. Blue spots amount in color. Okay, so now we have our darkening over here and what I'm going to do with my darkening because it's so many layers. So if I just got the opacity can definitely control the darkening. I will do like darkening amount on the score 01. I think that's probably the easiest way. And then people just have to kind look at what it's doing. So let's say darkening amount 02. And this one is darkening amount 03. Okay. Having these white specs, I don't think I will need to do anything for that. Having the curvature over here, I also don't need, and then we have this one. So with this one, if I just go ahead and do some testing, you can see that now if I make it like blue, this is, like, really bad in terms of how it is working. I'm going to try and see. 1 second let me make this red. I want to try and see that if I make this red, I want to try and pick a source color. That gets closest to being like, turning this red. So something like this, for example, you can also go in here a little. Yeah, because, like, it's a bit tricky. I'm just gonna pick. And doing that, this one is probably pretty good. You can see that we still have some shapes like these are like the orange shapes and everything that do not become red. But we don't really have to worry about those because we have control over those. So if I now go to source Color, I should be able to very quickly say, like, Okay, I want a more bluish stone. And then over here you can see the orange spots and the blue spots, but we should have control over those colors. So for now, just set the target color to the same as the sauce color and expose this main stone color. So that will be the more important one over here. And then this one we can just go ahead and say, Leeches amount. And also in a color. Awesome. Okay, cool. So now what I'm going to do is over here we have a ASCRm scan, and I want to use my position over here. So I'm going to go ahead and say, like, overall roughness position in a new group called roughness. Uh Let's call this orange spots roughness. Or we can call it orange spots but because we already used that name before. This is just going to be I forgot what was this. Et's just do roughness variation on score 01. Throw this into my roughness. We can expose this one. Darkening roughness. This one can also be here. Leeches roughness. There we go. And this one is just going to be some highlights which I'm going to keep. Okay, wow. That was quite a bit, but that is now all done. So let's save our scene. And now if we just go ahead and let's say look in our base color. Let's go to our stone master. I want to go ahead and I want our wedding set up like a few presets for these different stones that we can easily use them later on inside of painter. So the first one is going to be this one is going to be New Stone just press new. Next, I'm going to go for blue. Stone. And then press new again. And now in the blue stone, let's have a look. So we are going to go to my color, and I'm going to set the main stone color, and I'm just going to pick from our more bluer stones in our reference over here. Next, we have our orange spots for which I'm going to go ahead and make those like a bit more like a darker blue. Okay, so we do, let's see. If I set my orange spots amount, blue spots amount down, I think it's like the darkening that's causing The darkening is causing some problems, yes. So since I have control over my darkening amounts, maybe what I want to do is I want to do the color changing before over here, I do the darkening. So if I now set the source color still the same. Yeah, I think that might see? Yeah, that works a little bit better if we do that. So now if I go back to my stone, so we have my blue stone. So we had, like, the orange spots over here, for which I'm going to turn those into probably like white spots a bit more, just by making them gray. So they're just going to be like some additional lightness over here. My main stone color I'm going to make a little bit more blue like this. Then I have my blue spots over here, which I'm just going to because funny enough, the blue spots, they don't read as blue, since that's not how this works, so it is annoying. I think I'm going to move further back. See, this is just testing, of course. I'm just testing to see what will work. So if I go over here, that the sauce color. Somewhere like this. Yeah, that looks a little bit more logical. Okay, cool. Let's try again. So we have our blue stone, and we are going to go ahead and let's see. So I want to have my orange spots now here, I want those to be like a little bit more like white spots because that's what it looks like in the blue. Then I funny enough, have my white spots which are going to become a little bit more like darker blue spots in this case, because I can just choose however I want to use it. And then my willy blue spots, I can probably make them like we blue. Now, the darkening amount is fine. The one that is most distracting is the leeches are now, way too strong. So let's make those. And I feel like the white spots. No, that is the orange spots. The orange spots over here can also be a little bit less Let's just try and make those a bit more, you know, tone down because I do I want to make them bigger but not as strong. Okay, so we got the darkening and we have, like, our leeches still. Over here. That's looking pretty good. I don't think I want to change anything in my height in this case, because there isn't really much difference in terms of the stones. And what I can do is at this point, let's save my scene. It's going to my stone master, and let's press update on our Bluestone. I also want to quickly check if my neutral stone still has the correct color values. Looks like it does. So now let's go ahead and go to our Bluestone over here. So you can see that's quite a difference. And I'm just going to wait for it to export. It's now done. So if I now go in here, give the second a load. Okay, so now we have already like our Bluestone. Yeah, that's looking pretty good. So bluestone done. Let's move on to a more like brownish stone over here. So we can go ahead and press new label. Let's do Brown stone and just press new. And for this one, what I'm going to do is I'm going to make my overall color. And click on the brown color over here. Yeah, that's a good color. And next, I'm just going to go ahead and go my orange spots. And what I can do is I can just, like, click on the main color for my orange spots or I can literally just choose a color. So let's say that orange spots are going to be a little bit lighter. White spots are going to be even lighter, but they're the same color. And then blue spots are going to be like a darker color, stuff like this. See? So I can very quickly just change all of these colors around, which will be very handy when we actually apply this to our textures. What does this look like? That's actually pretty cool already. Yeah. I quite like that. Let's just do this. Let's go ahead and update. And so we have blue, brown, neutral. Let's go for maybe a bit more of like a yellow stone, and then the rest we can, of course, just make ourselves. Actually, maybe maybe a bit more like this stone over here. So let's call this. Oh. What will I call it? Because this one is also brown. Light brown. Light brown stone and press new. And the light brown stone is just going to be more like discolor over here. And then for the blue spots, I'm just going to give it, like, a slightly darker tone. And the white spots can just be like Actually, no, I kind of liked what I had before. Yeah, I actually kind of like what I have in general here. Maybe make the orange spots a little bit darker. You can also, of course, play around with, like, the mounts that you want. But let's do something like this. Let's go ahead and press Update. Save scene. And let's have look. Yeah, you know what? I think that's fine. So we now got all of our templates ready to go. I'm going to set this back to my neutral stone over here, which is the main one. And I think we are also ready to go with this material. This means that we have arrived at our final material, which is going to be the material that we need to overhear for these balls. So it's just going to be like a stone material. So let's go ahead and in the next few chapters, work on creating that because the rooftop material, we will actually create the cybosubstis painter, so we don't need to create table material for that. Yeah, let's go ahead and continue with this in the next chapter. 20. 20 Creating Our Stone Wall Material Part1: Okay, so what we're going to do in the next few chapters is we are going to work on our stone wall. And for that, I want to go ahead and create like this type of wall over here. Now in the spirit of this being a tutorial, I already now showed you twice how to make a procedural material. So now I'm going to show you how to actually combine brush along with a procedural material, which is the stone material that we already created in order to basically go ahead and create these different material variances. So we are going to create the base stones inside of brush and place them. We're then going to bake it down onto a texture, and at that point, we will move into substance sign where we will finish off this texture. For that, this is going to pretty much be our main reference, but I also have some additional reference over here that you can also use. Now, the first thing that we need to do is we just need to go ahead and create a few very low poly looking stones, and I will be using Trees Max for all of my recording all of my tree mulling over here. So I will be using Tre SMAC 2022, as of speaking right now. What I'm going to do is I'm going to go ahead and just turn on my layer Explorer over here, and now we can get started. So all of the techniques that I am using in just anything that has to do with modeling, they are universal. Even though I'm using TresMx, you should be able to replicate the exact same thing inside of Maya or blender, or you should be able to get the same effect with slightly different workflows. But you should be able to for ong with this tutorial in your preferred software as long as you know the basics of that software. Same goes with Tres Max. You will need to know the basics. I will not go over the UY and all that kind of stuff in order to follow this along. What I'm going to do is just go ahead and I will by this point, turn on my keyboard registration. I'm going to use splines to basically create a few of these specific shapes over here. It's too bad that I don't Well, yeah, here I have a front view. So I can use splines to create a few of these basic shapes. Now, what I could do, actually, now that I see this one, is I can literally just use this image as a placeholder. So if we go ahead and let's go to our front view, let's go in and create a plane over here. And let's make this plane right now I'm in meters. I would like to be in centimeters. So let's go to customize unit setup, and let's set this 2 centimeters. Okay. I'm just going to go 1920 by 1080. And it will create a massive plane as you can see over here, and we need to rotate it. But what you can do is once you rotate it and I'm just going to set this on zero, 00 and get rid of any of my width and length segments, I can now just go ahead and lower it down again. There we go. We now have a very simple plane ready to go. Now, what I'm going to do is I'm just going to go ahead and open up my material editor, which is the first one. I'm not opening up the complicated one, but the simple one. Since that's the one that I like to use, it's currently loading in my other screen. Here we go. Now what I will do is I will just apply the first material to my plane, then go up here. Go for a bitmap. And then I will go ahead and I will select that reference image. So if we go sorry, not images, reference Mbat and in here, I can just go ahead and I can try to find that one image, which is this one over here. Oh, yeah, it's a long image. So I will need to change the format again. I'm just going to go ahead and Gamma, press overwt because I do not want to add any type of automatic Gamma, since it will make my image darker. I then press Okay. And there we go. So now you can see that also, if I now just quickly rotate it back this way, you can see that it's already in the correct format. Actually, it doesn't look like the correct format. It feels like h 1 second. Let me just check what the format is of that image because, of course, we want to go for that width, and it looks like the width is sometimes a little bit wider or something like that. Properties. Oh, yeah, here. The width is slightly different. So what I'm going to do is I'm going to select this width. So that is 2752. So I'm just basically adding the dimensions of our actual image. One way around. Sorry about that. 2752 over here. There we go. And now I can just go ahead and I can scale it down a little bit. So if I go now to my front view, and in my front view, I want to switch from iframe to just like my default shading view. And there we go. Scaling for this type of stuff doesn't really matter because we are not scaling to real life. We are literally just like scaling a texture which will end up being baked. So make sure that your plane is set a little bit behind your grid. The reason you want to do this is because when we start painting our splines, we do not want to paint our splines on top of our actual mesh. And at this point, what I like to do is I like to right click, go to object properties. And then I'm going to just go ahead and I'm going to turn on freeze, but I want to turn off show frozen in gray. What this allows me to do is basically have this image here and I cannot accidentally select it when I'm going to create my spines. At this point, I can just press W and go over here and now I can start by just basically going to the plus sign splines and use my line tool to create a bunch of shapes. These can be super rough. I just need to go ahead and create the general shape because we are going to, of course, manipulate this a lot and sculpt this inside of sbh. So here you can see this one, I can press Okay, and that's it. So now I can just go ahead and keep doing this. And I'm just simply clicking. The shape will look really harsh, but there is no problem. Because that's what we're going to fix inside of sea brush. It's just faster to do it here than to do it inside of Sebush. I don't know if I want to go for, like, these really large shapes. So I might want to, like, scale this one down. And the reason for that is because I do need to make it tiilable. If I have large, really defined shapes in my material, what will happen is you will be able to see it repeating when we actually tile it. So we don't want to do that. So we are going to we will have differences in sizes of our stones, but the sizes are not going to be as big of a difference between what you can see over here. For this one, I know that, of course, it's going outside of the view, but that's okay. I can just go in here, move it, and then I can kind of just make up a shape. And let's see. So what you also should keep in mind is that for every stone that I place here, we will have two variations because we can rotate the stone around to get two variations. I'm going to go ahead and I want to probably do, one, two, three, four, five, six. Let's do seven variations, and that should be enough. At that point, what we can do is we can go ahead and have enough to start placing around our stones in our texture. So for now, the more variations, of course, the more interesting your wall will look, but we don't need a lot right now. So I got over here like these tone variations. I can go ahead and just quickly move them a little bit more to zero, zero, zero, keep things organized. And next thing I'm going to do is I'm going to go to my modify tab and I'm going to add an extrude modifier. I have the extrude already in my template, which is just if you go to configure modify sets, you can create these templates. So I will not go over that. But what I'm going to do is I'm just going to go ahead and set the amount, for example, to 2.5. Right click, convert Annapoli. And now I want to just go ahead and select a few and just press four. And make them a little bit bigger or less big. Here, let's do this one. Just to add a little bit of depth variation on here also. And that they are not all exactly the same. There we go. So we got a few different thicknesses. Now, at this point, if we would export this to ZBrush, we will get arrows. And the reason for that is if I do edge your vases, it's because these virtues are not connected and Zbrush hates engons. So it will almost always break a model as soon as it's Nangon. Now, instead, what I can do is I can simply select everything. I can go to my modifier list, and I can go ahead and oh, wait, sorry. I don't need to go. I can go and add a poly. Over here so that I basically am able to edit all of my mesh at the same time. Press contra A to select everything and then simply press the Connect button up here to connect all of your vertices. This might look really ugly, but don't worry because we are going to rebuild all of this geometry inside of Z brush using Dynamesh. So having these shapes, I can now go ahead and I can go, if you want, I can actually save this for you. So just give me a second. Let me just go ahead and I will probably create a, we'll probably save this in the Texas folder. Stone on the score wall. Over here. So I'm just going to go ahead and call this base shapes and save. Next, I want to go at the File export Export selection, and in the same folder, make sure to export it as an OBJ. Call it base shapes. And then when you press Enter, just make sure to set a preset to be Z brush. This is more a three max thing inside of Maya and inside of blender. You won't have preset, so the default is already fine. We can press Export and done. Awesome. So that was the three years max part. Now, all that we have to do is we have to go inside of Zebras over here. And as you can see, do you buy that I'm using I'm just over here, using one of the template is that you guys also have instead of a custom one. And what I always like to do to prepare Z brush is I like to go to document. I like to press Zoom to make my window bit bigger. Then over here the range, I like to lower it down so that I don't have that really ugly strong gradient. Now at this point, I will finish this chapter off by just setting up my models and preparing them for sculpting, and then in the next chapter, we can do the rest. If we go ahead and navigate to our OBJ while pressing Import, we can simply import our model, click and drag and make sure that before you click anything else, you press it because else you are re dragging in multiple assets, as you can see. So I'm just going to go ahead and watch again. Undo, click and Track and press Edit. Now I can just click in my view to rotate, Alt click to, of course, pen and I can use Alt or sorry, Control Alt, right mouse button to zoom in. However, what I will be doing is I will be using a drawing tablet, and I highly recommend that you also use it. It's almost impossible to use brush properly without drawing tablet. So when we start sculpting, I will go ahead and use that. For now, however, I want to go up here in the material. And I like to go for, like, a basic material. It's nicer to look at. Next, what I'm going to do is I'm going to go ahead and go to JomTre and over here we have our dyna mesh. Now, the default setting is probably too low resolution, as you can see, and you can see that they start to merge together, which I do not want. However, what I can do is if I just go ahead and go, first of all, to my poly groups over here, a poly group, basically, oh, wait, we already have different poly groups. Each color is a poly group. It basically dictates what a model is so that you can easily select it. If we go to geometry and turn on groups over here and I'll set the resolution quite a bit higher, it should not interact with all of the other groups, which means that the stones stay individual. If I press dynamis now, let's have a look how that looks over here. And now you can see that all the groups are separate and that is looking pretty good. So now what we have is we have this wy dense geometry that is super clean, and that allows us to later on go in and start sculpting, as you can see over here, and I'm doing this with my mouse. We can start sculpting our actual rocks. So what I'm going to do now is lasting, I'm going to go to Subtool. Go to split and press groups split and press Okay, that shoot split your stones into each individual stone. You can hold Alt and click to select the individual stones over here so that we can start switching to it. And you can use F twice. So press F twice to fully zoom in. F once means zooming into all of your objgs. Pressing F again means zooming in on one. For the rest, we will make a lot of use of the solo mode over here. And at this point, I just want to press saves. I'm just going to go ahead and call this one a Wow, stones single over here and just go ahead and bra safe. Now we are ready to go, so let's go ahead and continue on to the next chapter where we will start by sculpting these stones. 21. 21 Creating Our Stone Wall Material Part2: Okay, so we are now going to get started by the sculpting of our rock. At this point, I have used or I've grabbed my drawing tablet. On my drawing tablet, I use the way on continuous P. So I have, like, some actual options over here where I can control the brush size using my drawing tablet, but you can also, of course, use control here if you don't have that. Let's go ahead and start with, like, one single rock. Now, one thing that you might notice is that these rocks, of course, they are not flat on the front. They're like, quite smooth all around, and then they have some interesting variances on the top. What I like to do often is, first of all, these variances, we can do those in multiple different ways. So one of the ways is that we can grab our clay buildup and ignore this. There we go. We can grab a clay buildup note and we can go in. Ah. It needs to be like a square alpha. Just ignore it. It's like I have different devstics. And we can literally just start by basically just adding some additional details like this, and we can do it also on the other side to basically create variances in height, like this. And this is if you want to be a little bit more involved in the process. And once that is done, you would go to your trim dynamic and you would grab a square Alpha and you would start by then breaking things down. Don't worry. I will go over this more in detail on how to sculpt, but I'm just showing you the various ways. So this is one way of doing things. Now, another way that we could slice, if I just go ahead and Indo this. This is a way that I don't often use, but we can see if it works. And that is that we can go to our surface over here, tap, grab noise. Zoom in and we can go for some really large scale noise, basically. So if you set a noise scale, quite large like this, and then over here, you can use these graphs to basically make your noise bigger or smaller. This could also be in handy weight just very quickly create some interesting noise. And if I press okay, so right now nothing will happen, but as soon as I press Apply, you can see that it pushes out this noise. Now, it actually doesn't do it as strong as I was hoping for. I was hoping to make it quite intense. So let's push it out. Let's set the strength to like 0.3 or something over here. And now if we press Apply bit too strong. Let's go ahead and go to Edit and set this back to maybe like zero point uh maybe around 0.1, and press Apply. And over here, yeah, that's not really doing exactly what I want. But I hope that you can see the logics behind it. I think just because of the shape here, I can try to just push out the shape and maybe make it a bit stronger over here. And the general idea was that we art this stuff so that it looks like really messy. And then we basically go in and then we start by just using our brushes to make this stuff. More flat again, as you can see over here. However, as you can see, this stuff creates a lot of problems around the edges and you have a lot less control. So you can also use Alphas and that kind of stuff, but that's not what we're going to use. So in general, the method that we will probably use is the original method that I was talking about, which is that we go and use our clay buildup brush over here. Make sure that Alpha is square. Then just go in, look for some reference. You can see that it's quite bold around the center and it's tapering off near the edges. So we can also go in here, and we just go in and maybe make our brush eyes a bit bigger to get some of these larger sug just very softly tap, as you can see, I very softly tap my What's that stuff? That's weird. My pen to basically art some of these details over here, and then later on I am going to of course approve it. I on purpose, am leaving some dip sitting around this area just because I sometimes see that that happens in my reference. I can go in here and I can do this to basically create the base shape. Now, please keep in mind that we are going to actually art our stone height map on top of this later on. So knowing that, we can keep the shapes quite flat. They don't need micronise or anything like that. Now over here, let's say that I'm going to. That's really weird. I don't know what that is. You can hold shift and always soften it. Does it have to do maybe with my alpha? We. I don't know. Maybe I just have wrong setting, but it doesn't honestly matter, so I'm not going to really fix it. I want to have over here, I want to have this side to be quite thick. Now remember that we have these two sides and we will actually later on duplicate this rock and rotate it around so that we have one additional side that we can look. So you need to make both sides look nice and not just symmetry it, make it look unique, basically. And then over here, I can just probably, like, there we go, do something like that. Yeah, that's weird. That creates that cutting. I don't know maybe because maybe I need to use dots. Mm. I'm not completely sure. But anyway, we'll just have a look. Having that done, you can, of course, also, if you want, you can also do it on the site over here. So, for example, add maybe some visual interest around those ends and make them feel a little bit less like man made or something like that, over here, so I can go on one side, and just like that, I can just, like, decide how I want to have my so to look. So let's say we have something like this. Looks quite ugly. We can now go ahead and hold shift, and let's just go ahead and smooth this whole thing out. And that's mostly to get rid of those weird booms over there. And I will investigate that for the next rock. But basically, we are smoothing this whole thing out over here. And now that that is done, basically the brush that we will use most is our trim dynamic brush and just make sure to make the Alpha to be like a square alpha. Hey, wait. Maybe that's the Oh, no, that's not the problem. Make the Alpha a nice square Alpha, which is Alpha 28. And now what you can do is if you play around with your focal size, on default, your focus size is quite a soft fall off over here. If you set your focal shifts or your focus shift lower, you get a sharp falloff, as you can see over here, which might look a little bit more rocky. So having that done, we are now going to basically go in and hammer away simply by clicking and dragging, and I just randomly move my mouse. Sometimes I go left to right, sometimes up to down, sometimes I go in circles. It's not really important because we are only working on base shapes right now. And you often hear that with sculpting like you want to, first of all, just go ahead and, like, almost like sketch it. The only difference with that is because we have a really good base color and everything ready to go already in our material, we don't really leave the sketching phase. The sketching phase is going to be like our final phase already. So you can see that over here, and I do sometimes, like, try to fix it. I do try to, like, get some sharp edges, sometimes a little bit. But most of this stuff, that one is really weird. I'm just holding shift to basically soften it out, and then I'm trying to get rid of it. But most of this stuff is just like simple trim dynamic work. Later on, when we start actually sculpting our larger stones, we might want to go a little bit more detailed with this. But for now, we're just going to go ahead and basically here, just sculpt these rocks. You can also go ahead and you can hold alt to basically add a tiny bit of extra geometry using this brush, and then you can, like, sculpt it away again, bit like this. And sometimes that's easy, especially over here to, like, fill in some weird cracks that we have. And something like that. So I'm now just going to go ahead and go over this rock. And once we finish this one, then we can do like a quick time maps with the other ones because they are the exact same. And it's not something you can exactly replicate. It's something that just has to come from you, where you can decide how you want this to look. So I'm just going to go ahead and I want to kind of, like, merge these two pieces together. And maybe over here like a bit of a flat side, so I'm just painting in flat side. But honestly, I'm not even really thinking about it. I'm literally just focusing on just removing any edges that do not feel natural over here. And I want to make these rocks quite smooth. I don't want to have them like the typical sharp rocks. I want them to be like quite smooth rocks. So like over here, you can see that especially around these bases, I'm just like painting a lot to make them nice and soft. And also, if you have the really typical square look, just try and go over it again using a circular motion or by going into the opposite way to kind of get rid of that look, see? So if you go this, you can see that typical square, and then I can, for example, go around or a little bit sideways over here, or just go over it again, and that will minimize that look a little bit. Because else it looks too Zebrhy and you don't really want that. So what you can also see is that when we are sculpting, you can see that it's starting to define a little bit more of those rocky shapes. Just by very quickly sculpting, I can see like, Hey, wait, I can use this as like a face, and this can be like another face over here. So I can create some visual interest in those areas. Same over here, I can use a face here. And then this face, bends down a little bit. And then over here, we are just going to, like, softly blend these faces into the other side. So it's up to you to decide how you want this to do. You also want to make sure that the differences is not too intense. So over here you can see that this is quite intense. I can see if I can just fix it by holding Alt over here and just adding some additional geometry and then painting that geometry away again. And I think for now that works, and else you can just use your clay buildup tool to basically re art that again. So yeah, this feels like it looks really ******, or it looks really weird and stuff like that, but don't worry about that. Like for now, this feels fine. We will do another pass over it at the very end. But let's first of all, focus on this one, and I'm just going to fill up this space a little bit more. And around here. Yeah. And now let's just go at it and get started by chipping away at all of these ends. And in the end, you kind of want to have touched every piece of this stone. So this is also like it's sculpting in general is quite time consuming. So it is parts that we will be time lapsing once I've already showed you how to do it just to avoid all those really repetive parts. Now, over here, it feels a little bit too deep for me. So what I'm going to do is I'm just going to fill this up by rotating my mouse and especially like around here. And there we go. Now let's go nice and flat. And then over here, I want to actually also make this like flat blend in because I'm going to go for smooth stones. In a way, smooth stones are both the easiest thing to sculpt, but also the hardest, which I know doesn't make any sense. It's more like to get it white because you can make sharp rocks look cool very quickly just by adding a lot of sharp edges, but they are not always very logical. While smooth stones, they can be a little bit more illogical, but as you can see, like, it doesn't always work. So here, I'm like, just flattening that out quite a bit so that it kind of blends over into the rest of the stone a bit better like this. And then over here, I'm just going to also flatten it out a bit. There we go. And let's put mache for these stones. Then later on once we have all of them sculpted, we are going to place them in a way that they are tilable and then we are just going to go ahead and bake them, throw on our already existing stone texture, add some more localized dirt and leeches and stuff like that that we can then derive from the masks. And then we already have a pretty cool stone wall. And I also don't want to spend, a huge amount of time on this stonewall because half of it will be hidden by foliage, and it is by far, not like the centerpiece. But because it is quite close to the camera, I still want to make it for you guys. There's also stuff like those rocks and everything that are in the background for which I'm just going to use like mega scans because I'm not going to go over on how to create an entire rock for something that's just hanging out in the background. We just call those like sta assets and don assets. Et's go here, here. Sometimes I'm still using shift to soften my mesh if I feel like that I cannot really get it to look right. Also, sometimes, if you feel like if you go to your poly, if you feel like your polygons are a little bit too stretched and they are not looking very good, you can always go into Jomtre and you can do another dynamesh. I personally not going to do it, but you can go ahead and then like art bit extra. However, I feel like that this stretching can also be resolved just by holding shift. So let's have a quick look around. So we have this really messy looking rock, but that's nice because we can kind of, like, use it or place it in many different ways. I'm just going to add, a little bit more space here, just like kind of blend it because I want this to not have really deep or very quick changing values. Here, I'm going to soften that out. I want to, like, all softly change. So something like that works, maybe over here, let's hold Alt and just kind of like blend this one out. And also over here, let's hold alt and just kind of like blend this base over here. Make it extra soft on the corner. There we go, see? And you can see that I'm still trying to get a few hard elements in here. But I also know that most of those harder details, they will kind of be lost by the time that we have a final texture because we are going to manipulate these shapes further on inside of substance. So I'm now just having like a look around this side. And like over here, this feels like a little bit strange, where it goes from, like, dented in out in. So what I'm doing is I'm just going to go ahead and I'm going to kind of, like, over here. Turn this into a nice soft blend. Like that see that feels already right away a bit more natural. I can go in here and just add like a few harder angles. Same over here. I can go in here like add a few harder angles just by enhancing some of those already flat areas. Maybe over here, I'm going to fill it in a little bit. And then this kind of stuff, I'm going to make quite soft. Uh I feel like this one is a little bit out of place. There we go. So we go nice and soft. And then over here, we want to go ahead and smoothly transition again. Same over here, smoothly transition. And there we go. And I feel like that at this point, we have a pretty soft looking bumpy rock like that. Okay, cool. So that's pretty much it. And you can see like that is, of course, quite a difference already compared to the rest. But you can imagine when this is all, like, I don't know how it is like this. When this is all, like, placed together and really close together and everything, it will look a little bit better. So at this point, I'm going to go ahead and once again, save as and just save my stones. And now let's go ahead and kick in the times where I will be sculpting the rest of these rocks. 22. 22 Creating Our Stone Wall Material Part3 Timelapse: Oh. It n. And D. D. D. D. D. D. D 23. 23 Creating Our Stone Wall Material Part4: Okay, so I now have finished sculpting my rocks, and I also switch back to my mouse right now because I don't really need my drawing tablet for this. So as you can see really basic rock shapes, quite simple. And yeah, they just kind of like follow these shapes, but, of course, without all of the micro detail. So that is all totally fine. Now, what we're going to do is we are going to place this in a manner that will become table so that we can later on bake it down. And we will be using Zbrush. Oh, sorry, Zbrush, we will be using marmoset Tolbac for the baking, but you can also do it inside of painter. So having this, what I'm going to do is I'm just going to go to my actually, first of all, I want to go in, and I need to just merge all of these tools. So let's just press merge down. Yes, and just click a bunch of times until all of them are merged together. Don't worry. They are still separate, as you can see in our subtols when we click on the line. It just makes it easier to manage. Now I'm going to go ahead and click on my tools over here and go for a plain three D. And at this point, what I first of all I want to do because we are going to work in a square environment since our plane is square and texts are square, it's easier if our document is also square. So what I'm going to do is I'm going to turn off Pro and set this to 1024 by 1024. Don't worry. We actually will be baking everything down in four k resolution, even though we don't need four K, but it's always good to go high. So just press crop and press Okay. Now, your document will be broken right now. So the first thing that you want to do is you want to press Control N to reset your document, and then you want to click and drag in your plane. If you hold Shift while clicking and dragging, it will become perfectly straight. And then just press Edit again. And there we go. So this plane, we need to go ahead and press make poly mesh three so that we have our options on it. And why would we make our document square? Very easy. If we go ahead and we rotate this and we press F, sorry, we just switch to our front view and press F, you can see that the plane perfectly fits or fills our document, and that just makes it easier for previewing purposes. Now at this point, we want to do is we want to get our stones in here. So I'm just going to go ahead and press Insert and just grab your wall stones single over here. Now, the next thing is that they are a little bit big, so you can go to your move tool over here. You can scale them down to the point that you want. I'm probably going to scale them down up until around this point over here. And I can decide, like how far in I want to push them. Now, as you can see these stones, they are pretty much placed on top of each other. They do not actually have a lot of cement, although I can see a little bit on the top, I think. But naturally they just place those stones on top and they place like sand or something behind it. And just because of the weight, everything stays in place. However, this wouldn't really work well when we are making a texture because we cannot have super deep holes over here. It will not work without displacement and stuff. So we are just going to use cement to basically fill up the racks, and then later on inside of reel, we will actually add some nice geometry moss on top of it. Thanks to Nanite. So this pretty much fine. Now what I'm going to do is I'm going to go ahead and I have these rocks over here, and I'm just going to go ahead and duplicate them because, remember, we made two sides of them, so I can go in here and I can hold Shift and then rotate these 180 and just make sure that they are still kind of. Of course, don't worry. We will place them correctly later on. But now you can see that we have two variations of our rocks over here. At this point, what we can do is we can go ahead and we can just press split and do group split and press Okay. And also over here, group split and press. Okay. Then you can remember. Oh, sorry, accidentally, can you know that? There we go. Remember, you can hold Alt to click on the Subtool. Now, when you click on the Subtool and you go to your move, you can see that the PIV point is a bit messed up. Just go ahead and press this little button over here, which will snap it back into the center. And we just want to go ahead and do that for all of them. So I'll click and just move them all into the center, and then we have some stones ready to go. Now, the next thing that I'm going to do is if you just give me a moment over here. With these stones, I like to already give them some initial rotation because we are, first of all, going to place these stones on the edges to make them tilable. However, those edges, they need to be when we transition from the left to the right or right to left, doesn't matter. It needs to be perfectly aligned, which means that we cannot rotate those stones after we place them. So that's why I like to always already, give it a bit of, like, nice uneven rotations to save me some time. And make this already, like a bit easier to place. Let's do this one like that. And, of course, all the stones that we place in the center, which do not have to be tiable because they're not touching the edges, those we can just, like, do whatever we want with it. Okay, so we have this. Now, I'm just going to go ahead and oops, not that one. Wh way is it? Unlock, reset. There we go. You want to go ahead and just press the unlock button and then reset your pivot to make it straight. So unlock reset. And actually, you can just leave the unlocked button because unlock button will always stay on until we place it. And this is just to basically remove those rotations on our pivot, which will make our placement a little bit easier when we actually move stuff around. So it will not shift back and forth. It will just shift on one axis. Over here. I think that's it? Yeah. Okay, so how are we going to handle this? Now, if you would be creating a texture with, like, a lot of stones, like hundreds or something like that, like, a lot of placements or if you are creating just like a lot of tilable materials and Zbrush in general, then I do recommend that you use a plug in. There are many plug ins out there, so you can just look for Zbrush tilable plugins. However, we are only making one val, so I'm going to do it like the old fashioned way, which is just manually. And basically, you grab a stone. Oh, make sure to turn on the lock over here that you actually grab the well, so you grab a stone, you place it in a position that you like. Like over here. And I always like to start with the corners, so I place it in a corner. And then what I like to do is I like to go ahead and go to the defamation, and technically, the position of your pivot should not matter. You want to go to your defamation. And because this plane is always the same dimensions inside of sbh you want to set the offset to twice because every offset, let's say, is 512, so you can see perfect center. Oh, sorry. Make sure to go to subtols and plus duplicate. And actually, sometimes this is a bit buggy, so I'm actually going to save my scene before doing this. Stonewall tilable safe. There we go. Okay, so as I was saying, defamation and the offset, it goes by 0.5 or 512, whatever you want to call it. So we do one, and then you know this is exactly in the center. And then we do another one, and now you can see that the transition is exactly the same. If we would now go, for example, to our wall and press F on it, you can see that over here, the stone wall is exactly the same. Now, because this stone is actually on the corner, we also need to move it down. So what we can do is we can duplicate again. So the corners are always like the most work. And then we want to set the offset in the, I believe, the Y. Yes, 12, or you can type in 200. That's also option here. So you can press duplicate. I just don't always feel like I'm really in a rush, so I can set offset to Y, and I can type in 200. Oh, I guess you cannot type into 100. I guess that's why I always did it this way. I thought being smart, but I was not. Anyway, so we now have the zones in four corners, and now you can see that if we press F on our plane, you can see that now everything just properly transitions. That's the general gist of it. I can now go in. I can grab a different one. Like I said, like I said, like over here. And I always like to try and place my stones, of course, a bit in a logical way. Like this feels a bit more logical where the stone kind of follows the curve of that stone. And this one we only need to do in the Yaxs so we can just go ahead and duplicate defamation one, two, grab the next stone, which I like to have the smaller stones probably on the outside. But actually, maybe it would be good to have, one of the longer ones because if they are small, you might be able to see the tiling a little bit too good. So this one, I'm just going to, like, go ahead and stick out a bit more. Yeah, that works for me. Subtle duplicate defamation. One, two. Now let's go for, like, a big one. Let's do like a big one over here. And what I'm going to do is, I'm just going to go ahead and probably let's move it, like, sideways a bit because you can see that these stones are often like placed really messy. So I'm going to go ahead and do this one. And that is looking, it's looking fine. And let's go ahead and just duplicate defamation. One, two. Over here. Oh, didn't register. One, two. Sorry, my phone is going off and it distracted me for a second. Even though it's all silent, it's next to me, so I can actually see when it goes off. Um This one over here, we have not used yet, so let's do this one. Let's move. Try and place it. And sometimes you just want to go ahead and if the movement or the placement is not perfect, you can just go ahead and scale things down a bit like this super flexible these stones. So I can go over here and I'm going to make these like touch almost like touch both of them. And let's also go ahead and sometimes you can also this outer ring, this gray ring, it basically rotates based on your screen position, which you can also be nice to use. So we got this one. Duplicate defamation one. To? Okay. And now what we want to do is we want to do basically the same for the top pieces over here. And for that, let's say that I'm grabbing this one over here. Be rotated because it feels more natural if it's a bit in the corner over here. Yeah, let's do something like this. Like, I just has to touch the outer side. It doesn't have to be like super exactly in the center or something like that. Just at the touches. It just has to touch it. Sorry. So let's do something like this. Add a little bit of like a rotation just to make it look a bit more interesting. And once again, jomtre not jomtre, subt duplicate. And this time, go ahead and set the offset to the Y axis 12. Okay. Now, the smaller stones, I like to call those filler stones. However, it might be good to have, one of the fillerstones, sitting a bit, like in here, just to make it fit a bit better. Or to make everything feel a bit more organic, stuff like that. So let's go ahead and duplicate it. So yeah of course, doing this with plug ins, it might be a little bit faster, but you would need to learn an entire new plug in. And it's just easier if we just do it this way for this one time. Let's see. So of course, we are re using stones. So you kind of want to see like this stone, we used quite recently. So I want to, like, try and grab a stone that we did not really use recently. So this one is used like down here, and this is also even the other side. So I'm just going to go ahead and move this, like, nicely in here. Maybe rotate it forward a little bit. Geometry, I keep pressing geometry. Subtool because normally you spend a lot of time in the geometry tab. That's why I have the urge to go there. And once again, we set our offset. So this pretty much it. At this point, I mean, actually, like this banana shape one, I don't want to use a lot. I feel like it's too obvious. But yeah, this one I'm going to do. Because this one's here. This is the general point. Of course, if you want to this point, you can just speed up the video. What I will do is once I have all the corners, the placement inside of here, I will just time maps because it's literally just like placing. I don't like that one. Wait, I am using. No way, this is a different one. So I should be able to use it. I was a bit worried because it looks similar to the stone next to me. What if we use this one over here. Let's go ahead and duplicate this. I feel like this one might fit here, see it might fit a little bit better in this last gap. And I'm going to also scale it on the YXs a little bit. Feel free to do that kind of stuff if you ever feel like it will add something. And I'm just going to go ahead and also scale it just like in general, and maybe rotate it a bit Yeah, that should work. Okay. Awesome. So the last one, duplicate again. And now we can just go ahead and offset it. So we now have a tilable barrier created, and the rest, what we need to do is just fill the center with stones. So if we now go, for example, to a plane, you can see that over here, this has now become like a nice tilable barrier. And at this point, it's literally just a matter of grabbing the pieces you want. Finding a nice location for them. So let's say that this one over here is like a nice location. Though also make sure that you give it a little bit of height variance in here and not just like place it very quickly and messy. This one over here, you can see, almost like a perfect fit to nicely place in here. Feel free to add some rotations, and that's basically it. We are just going to keep duplicating, placing assets. You can scale them, rotate them, do whatever you want. These type of valves are super flexible when it comes to that kind of stuff. So just place it around over here. So let's go ahead and kick in the very short time maps where we will just be placing all of these assets. 24. 24 Creating Our Stone Wall Material Part5 Timelapse: A D. Don't do. Don't do. Don't do. Don't 25. 25 Creating Our Stone Wall Material Part6: Okay, so we have now set up all of our stones, as you can see over here, I can just zoom out. That's looking pretty good. And also make sure to always look at it from the side to make sure that it feels a bit logical and none of the stones are sticking out too far and stuff like that. What I'm going to do now is I'm just going to go ahead and work on the concrete below it. Now, the first thing that I like to do is I like to just go ahead and press Export. And when I have my plane selected, sorry, that's very important. Make sure to have your plane selected, export it, and then we can go ahead and export this the low pol over here. And that way we have low pol, and now we're going to work on the concrete below it. So the concrete is going to be pretty subtle. I think I'm not going to make it too intense. First thing that I want to do is, I just want to go ahead and go to solar mode and have a look. Okay, so we definitely need a lot more geometry. So what we can do is we can go ahead and press subdivide. Oh, sorry, make sure it turn off smooth because L the edge is smooth. And let's go ahead and just press subdivide to, let's say, like 250 K. Sorry, if I just go outside of my mode, 1 second. Let me grab my drawing tablet. Let's have a look. So if I now go ahead and use clay buildup, Yeah, we can live for that. Okay, cool. So let's go outside of solar mode. At this point, we can just go ahead and press F to basically zoom in. And now it is more a matter of just going in here and start filling up these cavities by simply painting in with our clay buildup. And what you can see is over here, we want to have it pretty deep, so we don't want to fill it up up until the edge or something like that. But just when you can start seeing that the concrete is starting to, like, wp around all of our stones. So you just want to kind of like, and then around the edges, we need to be a little bit careful, but it shouldn't be too bad. Because I do want to keep this tilable, so I'm just staying away from the edges mostly. Because I will just like there are ways where we can use warping to basically warp from one side to the other side. But honestly, because it's so subtle, if we just stay away from the edges inside of design and we can fix all of this stuff. So just go in here. Oh, that one's too far, so then I just hold Alt to basically paint it out again. Let's have a look. Over here, see that I not miss anything over here it's a bit too much. Alright, over here, I missed an entire corner, actually. So here we go. Very easy. I'm trying to keep this material quite simple in general, just for the people who do not have as much experience and people who do have the experience they can, of course, just like, improve things however they want. So that's working pretty good. So you can see, we have, some of the concrete sitting in between over here. I'm now looking at it from different angles to see if I can fill it up more in certain places just to make it feel more visually interesting. But the concrete is more here, just like as a support to basically show that the stones are being held on by something a little bit. And so that we have something for the background color instead of just going for, like, a black background color because it's so deep. Of course, ambitoclusa will make these areas quite dark because they are quite far down. But that is something that feels more natural then. So we are going to make this like a nice concrete color. Over here, I can go maybe a little bit higher. When we go into solo mode you can see that it looks really silly over here, but that's no problem metal. This is just what we need to have. So let's do this. I miss anything. I don't think so. Okay, so now at this point, what we can do is just give it a little bit extra because right now, of course, it looks a little bit noisy. I am going to actually subdivide this to around 1 million. I might need actually more, but we'll see. And I'm just going to go ahead and I'm just going to give the very quick slight smoothing all over. Over here just to get rid of some of those ridges. And then what I'm going to do, I'm just going to use my noise modifier to basically give it a little bit of additional noise. And for this, we can go to surface and noise. And in here, we can go ahead and first of all, zoom in a bit. You can set your noise scale over here, so I'm going to set it quite large. And the strength is often already fine. But what I like to do is I like to use this graph because with this graph, by clicking and selecting points, you can make here, you can make it feel a little bit more like concrete by controlling your noise pattern. So we want to kind of push it in Over here, something like this. So, just giving something then if we pass okay, and maybe look at it here, see? When we look at it in here, you can see that it looks quite nice. Now, if I now go ahead and press Apply, I just need to make sure that I have enough resolution, press Apply. Then you can see that we are actually losing quite a bit of detail. Let's subdivide this to 4 million and let's try again, surface and press Apply. Yeah, I can live with that. See? Now we just have some noisy concrete sitting below it. Awesome. At this point, what we are going to do is we are going to get started with the exporting. First of all, make sure to just save over here all of your stuff. Give the second to save. And now to export all of this stuff, what I tend to do, so, yes, we have the plane, which is going to be a high poly. Often, if I'm lazy, although it doesn't work perfectly well, I just go to the Z plug in and let's just move it over here, and I often just go to decimation Master and export Subtools because I like to export as OBJ. You can export all of this as an FBX, but we have 24 or almost 25 million polygons or points, actually, so I don't know exactly how many that is translated polygons. But if you just press the Export All Subtools in the decimation master, we can go ahead and just call this HP. And we can go in and just press Save. Now what it will do is it will export all of our stones and of course, our concrete all at the same time. And there we go. Now what we can do is we can already start with the baking process. Now, sometimes it freeze a bit. The baking process is actually really easy. So if we just go ahead and open up Mm set tool four and you can also do this in substance painter. It's almost the exact same workflow. So I'm just showing you how to do it in Mm set, but you can easily just look up online substance painter baking or if you want, when we get to this point, although I don't know if we need to do high poly to low poly baking, but I could show you one inside of substance painter. But honestly, it is very, very easy, so it would be a bit overkill. Now, inside of Mom set, what I'm going to do is I'm going to go ahead and create this little or click with this little bread icon over here, which gives us a baking project. I'm going to straight up go to file and save my scene, and I want to go ahead and save it as textis stonewall bake scene. There we go. Next, I want to click on my low and turn off the outer bake, because lst will try bake when we are not even ready yet. I don't know why it's turned on by default. Now if we go ahead and go to our textures and our stone wall over here, we have our high pool and our low poly, so we can just go ahead and select both of those and simply drag it in. Now, 24 million polygons is quite heavy to handle. However, Mom said, if you have a decent graphics card, you should be able to handle up until up until like 100 million polygons. If your scene is slow, so, of course, importing is always slow. Here we go. But if your scene is slow, you can go to Render and make sure that use rate racing is turned off because else, it will be even slower. Now I can see over here right away that unfortunately, we have a bug where as I was saying, sometimes this happens where it doesn't export all of the subtols. So the reason one way that you could fix this is that you could go inside of brush and you could basically merge all of the subtols into one. Not only will this make your PC really slow, but the problem with that is that we want to actually assign different materials inside of marmoset in order to generate very handy mask. So I actually want to keep all of these objects separate. Now, what I did something off camera just because it takes really long. You can see how quick this hypol was. Unfortunately, it doesn't work. Sometimes it works, so it might work for you. But instead, what I did now is I just went ahead and went to Export and I exported a hypol FBX over here. If I just replace it, I can show you. And then in the export settings, you just want to go ahead and you want to make sure that you press in the export options and just turn off embed maps. Just going to cancel this. Now, exporting Sin FBX, such a large scale file, it will take a while. So I just went away for like 5 minutes because it took around 5 minutes to export, and also importing will probably be quite a bit slower since FBX just isn't as good in handling high polis. But let's just import this high Pol FBX, and this should be correct. So I definitely do hope that that is the case. Since I have no idea how long it will take to import this, I'm just going to pass the video until it is done. Okay. So it is now imported, and that is looking already good. It came with a bunch of materials because it tends to, like, for the FBX, have one material pudding. I don't like that, so I'm literally just going to go ahead and keep pressing delete for, like, a little bit. What can I multi select? Come on, Maoist, you should be able to, like, somehow do like a multi select. But yeah, so it takes a second to, like, get rid of all of these materials. But basically, what we're going to do now is we are going to assign different materials to our high pol, and these materials will basically just be simple colours. The reason for that so that we can actually use those colors as masks. And this way, we can, after baking, like, create a mask from every different stone to then in substance designer use it for, like, different types of colors and masking and that kind of stuff. So it's pretty much done now. So what I want to do at this point is I am going to place my low pool into low my high poly into the high and it will automatically height, but you can just turn it back on. Turn off your low poly. I'm going to basically create a bunch of materials. Let's do we need a few. So let's do 0102. You can see that it is running a bit slower because, of course, we are rendering quite a few polygons over here. I have no idea how many, but why is it not working? Zero, four, come on. And 05. Some reason here. It's not always catching up that I'm trying to change the name. Let's try 06 also. 1 second. At this point, I just want to move my drawing tablet out of the way. So okay. We have this. Now, basically what you want to do is let's go ahead and grab, for example, over here, our plane, and I'm going to just dry zero onto our plane over here. At this point, you can go into the color and you can give it like a very specific color, for example, red. I can do this with every material. So this material, I can make blue. And you just make sure that like the colors, they can be quite close to each other. But just make sure that they are as different as you can get if it is possible, because it will make the masking process easier. If they are very specific, different colors, like going from yellow to green and everything, it will often make the masking process quite a bit easier. Now, I feel like we probably need a few more, so let's just go ahead and duplicate this and call this 107 because the more masking, the more flexibility we have, basically. And this one will be 08. Okay, so 07. Now you can see that I just want to kind of, like, go in here and then gonna go for, like, a slightly different green. And then for this one, I want to go for, like, a Yeah, let's go for this type of green over here. Okay. Awesome. So now what we want to do is very important. When you are selecting these stones, you can hold control to select 2 stones. You need to make sure that these two. Oh, I guess you cannot do multiselect. You need to make sure that these stones are all like the same. So if I make this one over here pink, the opposite one also needs to be pink. This is, of course, because it is tilable so we want to be able to mask the same stone. Since in our tilable texture, for example, these four are all the same single stone. So I can just go in here and I can drag on my materials. And I also want to make sure that I do not place the same colors next to each other on our border because that just won't look as nice. So we can go in here. Actually, this one, I want to change because it's like the exact same thing. So I'm just going to go ahead and I'm going to make this one. Let's do one more. Let's duplicate, called a 09. Let's make this one like a really pink color, something like that. And so, just make sure here. I can see that it's quite a decent difference, so that's fine. And then I also want to go ahead and just make this one yellow over here like this. Okay, awesome. Now, at this point, it's literally just a matter of, like, dragging on your materials until all of your objects are filled. And I like to do this, of course, manually because it gives me more control over, like, which material I want to place where, just to make sure that they are quite far apart, which will hopefully give us, a lot of interesting variation in our stones. So here, I can see like a yellow one, but here there's no yellow. I can make this one. Actually, I don't also make sure like the stones. They do not often use the exact same color if they are the exact same stone because it will make it too obvious. So I'm going to actually go ahead and make that one. I can also not make it pink. It's an annoying one. Yeah, let's make it like this color over here. Let's make this one pink over here. Let's make this one yellow. Let's make this one blue. Let's make this one, like purple, light blue. Here we can have an orange, there we can have a green, another yellow here, another pink there. Let's do some smaller ones and make those blue. And then this one over here, I'm going to make probably like this color of blue, like a lighter blue over here. Doesn't take too long. I personally find this quite relaxing, just basically dragging and dropping. And I like to just do it by hand just because it gives me a lot more control over exactly what I want. Let's make this one over here blue. Let's make this one over yellow. This one orange. Let's make this one also orange. Let's see what else do we have? We have like a light blue that I can I know wait because that one I'm already using. Let's go for, like, a lime color. This one can be pink. And the last one will be let's do orange over here. Okay, awesome. So now we have created our mask. Of course, this might look very shiny and everything, but when we bake this down, it will be just like flat colors. So that's good. At this point, we can save our scene. We can set up some of our baking settings, and we can start baking. So at this point, Oh, God, it's freezing. Okay. At this point, I want to make a folder called bakes. Over here. And if you just go to your main bake project over here, you can set the output, and we're just going to go ahead and set this in bakes. I like to export this S PNG so that I can quickly preview it. And just call it stone wall and press safe. Now, I like to set my samples to 16 samples just to give it a nicer quality. I like to go ahead and set my format to 16 bits. The reason for this is because we are going to make a height map. Height maps need to be 16 bits, and it's just easier for me to just make everything 16 bits. And then later on, I can always just switch it back to eight in designer, for example, because, of course, the only one that really needs to be 16 bits is the height map. However, if you leave the base color and stuff 16 bits, when you input it into Unreal engine, Unreal engine gets confused and it will apply different compressions. That's why you want to try and make only the height map 16 bits often. Now in the configure, we want to go ahead and we are going to make let's have a look. So most of these we can generate in designer, so we want to have a normal, a height. Let's also do a position map just in case we need it. Let's have the albedo. The albedo is basically those colors over here. So we want to go ahead and have that one. And also an ambient occlusion because those often also bake better. Maybe also curvature, just in case let's do a curvature. Sorry, I meant to set this to four K force of habit. When I do photogrammetry, it's eight K. Now having these, the only thing that I need to do is in my height. These default settings are often never good enough. I want to set always the inner distance to zero, and the outer distance, the higher it goes, the further out your height will calculate. So I'm going to start with two. If you have, for example, a really heavy rock material over here, you might want to go even to like five or something just for it to properly calculate. Now, something very important, click on your low. And then make sure that your cage over here, as you can see, is covering your entire hypol because else I will only capture whatever is in front of the plane. If we go ahead and move it here, we, of course, cut off our shapes as you can see. So just have it just above to have everything captured. At this point, we are pretty much ready for baking, so I'm just going to save my scene over here. And I will pass the video, and then I will go ahead and press bake because it might take a while, and it will slow down myc quite a bit. Okay. Awesome. It is done. So if we go to our Beto map, you can see because it's just the color. It has now generated for us a really handy mask that we can use. Our ambient clusion is looking super stylized, but it's looking cool. Then we have our curvature over here, which is okay. Here we have a height map, and I can see that the height map we need to push more because you do not want to get these really solid white cut offs over here. And our norm map is also totally fine, ready to go. Our position map is really difficult to even see it, but we probably won't be using that one anyway. Yeah, you know what? I don't need it. I'm going to get rid of my position map. Over here, I can just go ahead and turn it off. What I actually want to do is I want to turn everything off because everything is fine except for the height. It will only bake what we have selected. Let's go for four. And then press bake again, and now it will be quite quick because we have loaded in a hypole. So now if I go in, you can see that now we no longer have those Wi whites that are pushed out. So this is actually a really nice hypoly bake, as you can see. And at this point, we are ready to go. Now, the last thing that I could do just to show you, is if we go ahead and open up designer, we can already, create a designer project for the next one. So I will go ahead and I will save Mamset over here. Now, come on. It might take a white to save, so I'm just going to go ahead and go back to your S here, we can close. And I can go new substance graph, and we are going to call this Stone. Wow. Yeah, easy enough. And just make it metallic roughness, PBR, all of that stuff. Close our TDE Vew. Now, what you want to do is you want to go ahead and just grab all of your maps, track them in. And normally I do link resource. However, because this is a tutorial and I need to share my files, I will press Import resource, and then I'm going to press Okay. This way, it will also already be in this package. So when you open it, it should be there and you shouldn't need to relink your assets. Now over here, what we want to do is this one can be gray scale, this one can be gray scale. Those two need to be color, and this one can be gray scale. The moment of truth, let's go ahead and load up our norm map and see if it's tilable by pressing space over here as you can see, perfectly tilable. Not a single pixel out of place. So we did a really good job over here. I can see some small pixels over here, which is just for our concrete, but that's a very easy fix, so don't worry about that. And there we go. You can see also when I zoom out, we did a pretty good job not making it feel super repetitive. The banana shape looks a bit repetitive, but for rest, it's totally fine. Awesome. We now have this one done. I would say that I no, no, I don't need to rotate it. This like fine. So at this point, I'm going to go ahead and just save this final package. Into our stone wall. And in the next chapter, we can go ahead and get started by creating our base color and our additional height and no map details for architecture. 26. 26 Creating Our Stone Wall Material Part7: Okay, so let's go ahead and get started by turning our shapes over here into an actual final texture. Now, for this, what we need is we will mostly need our stone material. So what I'm going to do is I'm going to open it up our stone master over here. And I'm also going to switch over to, let's see. I'm just going to close sebush, close this. And basically what we want to do is, so we already exposed all of our materials and all of our parameters and everything that was the most important part. Now what we can do is we can go into our Stone Master, right click and press publish dot SBS AR file. This file basically allows us to, like, it's a compressed file so that we don't need to have this entire graph inside a substance, which allows us to have all of those exposed parameters available. I'm going to go ahead and for the part, Let's go ahead and go in here. Yeah, use this text for them, press Okay, and then we can just go ahead and press publish. And now what it will do is it will have created over here, you can see the stonemaster SPSAR. Now if you just double click and go back to our Stonewall, it is quite simple. All we need to do is just drag in that file. There we go. Now we have the file over here, ready to go. Of course, this file is quite slow here 4,000 milliseconds to update, but that's of course, if you want to update everything. But here you can see that we have all of our presets and we have all of our colors and everything like that ready to go. Awesome. Now, what we want to do is we want to go ahead and first of all, get started by just like, let's see, over here, we have a normal. It might actually be easier if we 1 second, let me just double check. It might actually be easier if we can convert this bitmap over here to a norm map, but it depends how well it behaves. Here you can see the difference. I think that behaves pretty much identical. Maybe I want to sent this to 35 over here. In the end, we don't really need norm map, although I do want to double check that the resolution. Oh, yeah, here you do see that we do have a little loss of resolution over here. See? Which is a bit of a shame. So that's an interesting one. Basically, the reason I'm talking about this because I want to apply these details to both a height map and a norm map. However, because I don't really want to sacrifice that tiny bit of different quality, I'm going to do this stuff separately. Now, first of all, over here, we have our bitmap. Now, if we are lucky when we turn our Bitmap into a grayscale conversion, it will automatically basically become, as you can see over here, a different grayscale map. However, take this with a grain of salt because you can see over here that the gradients, they are not absolutely perfect. You can go ahead and thy a histogram select and set the contrast up, and set the range quite low over here. And, yeah, you see, it's not really perfect to select now that I look at it. So it kind of depends, we need to see how well that we can select it. What we want to do is we have over here our stone master. We're going to basically have a few different colors in our stone master, and we're going to apply those to our shapes. I will get started by doing it with my height map over here. So basically what you want to do is you want to blend your height map and you want to blend it with your stone master height over here. However, we need to, of course, shuffle things around because if we just do this, it will become one large texture. As you can see over here, it is also quite slow to generate. So I'm a little bit worried about using multiple of these in here, but we will see once we have changed the color, it should be fine. I'm going to probably go ahead and use a multiply over here and work with that. Yeah, here, you can see that it's quite slow. I am a little bit worried about it, but we can have a look. Now, in order to shuffle this around, we want to use a simple directional warp over here. And we basically need a well, a gray scaly put. So what I'm thinking about over here is that we have this one. And maybe I need to, like, blur it a tiny bit. Like this. And I can see if this one works, but I'm not completely sure. So if you put this into the intensity input and the height into the normal input, what you can do is you can go ahead and you can set your warp. Let's say that we set it down and you want to set this quite high to like 500. So what it will do now is it will go ahead and it will shuffle around all of our shapes based upon every single gradient. It looks like it is working. Now, I do see over here, of course, we have these edges, so that's something that we do need to fix. But in general, it looks fine. I don't think I can fix the edges over here because it will just cause. I will just cause some additional problems. But we can go ahead and see how this looks if we multiply it. I also note like over here, it is currently quite slow. Now, a way that we can fix this is that we can use the exported maps for my stonemaster instead of using the SBSER and that would fix some of that slowness because right now, if I would go in and I would need to duplicate this like five different times, I'm a bit worried that it will try to like update every single time. Although I was pretty sure we optimized it pretty nicely, but yeah, rendering output, see, I'm quite surprised by it. You can go ahead and have a look at edit your preferences. And in here, you can make sure that your memory budget and everything, it's pretty high, I don't really have to work with that. This one can be set to four K, which means that it will only render at four K resolution. But I don't think that we can do much about that. Now, if I go ahead and have this one and convert this to non m just to see what it looks like 35, you can see that now over here. We have quite a big difference in how our shapes look, so that's pretty good. So I'm going to see how well it will work, and else I can show you a way to make everything run a little bit faster. However, it will also mean no flexibility at all once we do that. Now, we've done our height. We need to do the same with our norm map. However, we cannot shuffle the actual normal map from our stone master. The reason we cannot do that is because it will actually break the way that norm maps read. Instead what we need to do is we just have a norm map. We basically add a normal combine over here, sets to high quality, and then we basically grab a normal note and we convert this into a normal. Now, at this point, remember those thin lines that I was talking about. At this point, they basically become a problem. What we try to do is we can try to blend this and then we can try to al high quality grayscale. We are basically blurring the lines until they are to a point that we feel comfortable like this. And then all we need to do is create a mask and hopefully an edge deck is fine. We set our edge roundness lower and then invert it and then of course, also blur this. The general goal is to kind of blur those edges. I think it is working. However, I want to add a Histogram scan to this to kind of push, see, I'm pushing this out And then I might want to, like, blur it a little bit more over here. But there we go. So now all of our edges are a little bit softer, so that should work a little bit better, and then we are having our no map, which I can throw up here. I don't know why it's so soft, dirty? That is looking a bit messy. And the thing is with the normal combine, it will not actually work. So I am afraid that we do just need to take a tiny hit in the quality and simply convert our height map over here to a normal map rather than doing anything else, because we are not able to properly overlay it in the way that we wanted to. So we can just do this, and then of course, over here, that's looking already a bit better. And then we would, of course, have like our cement in between. For which we are going to create a few different materials. But let's have a look and see how this even looks like. We have this one. I definitely want to break up my edges a little bit before I move on. Let's do a non uniform blur gray scale and a slope blur gray scale over here. Let's grab our trusted clouds too. Non uniform grayscale. Sorry, multi directional rascal, I mean, plug in the intensity. Set the mode minimum over here. Yeah, that definitely already starts to break up. Some of these edges. Now, we do have some problems still with noises, but let's start with this, so we're breaking up the edges, and then maybe we can also do a slop ler, but I'm not super confident about that one. So what I can do is I can maybe add a transform to boost up by pressing X two, my clouds, which will give us these quite large but not too intense damages. Now, next to this, we need to add a make it tile photo grayscale to our clouds, else it will not work. And then if we simply blend between the multi directional war grayscale and the slope grayscale, using the same system that we used over here, so I can use this system also over here, but then in a larger capacity, so I can set my edgewd be quite a bit larger. And then I can tone down my his club scan a bit. Let's do this. So now, see, only the edges, and then it just softly tables off. So only the edges get used. And then we have something like this. Now, as you can see over here, we still have some problems in between these edges, and what I'm going to do because that is a little bit twicky Let's have a look. Yeah, it's most likely because if I set my direction to one, it will probably not look as good, but it will improve one. Yeah, it looks vastly better if we go for four. That is a little bit tricky actually. Let's start. I'm just going to twice and see if I can do some blurring basically to fix it. Let's go ahead and add a color to mask. And then grab our original bitmap. And if you just click on it and then click once on the mask, we want to grab the red color. Let's do mask range and mask softness also over here. Then we are going to just blur it because we never want to make this super sharp. Okay, so this is why we made all of those masks so that we can work with this a little bit better. So the problem right now is that our multidirection warp is causing some problems. Now, if I go ahead and basically do the same effect where I Grab ah, sorry, not a slope rascal. I'm going to grab a blend, and I have my multidirectional warp and this time, once again, I'm going to Oh, no, wait, actually, this time, I just want to plug in my normal blend. That should be enough. We don't need to probably blur anything. Then just grab my mask, and this should avoid us using the mask, so it will only kind use those over here, use these edges. Now, if I go ahead, so that's looking fine. So I don't think we can get it much better than this. However, we have actually or once we actually going to create the concrete base, things read should read quite a bit better because then we will get rid of those ugly edges. For now, let's go ahead and just drag this one into our normal, this one into our height. For our ambient clusion, it's probably better if we go if we go atras mbiclusion for this one. Rather than trying to, like, because, yeah, we do have this one over here. Maybe we can combine it, probably. So the trace will be like the tone down the samples of it. The rat is going to be the fine details. If we just add a blend and combine this using the original one, using a multiply over here, there we go. Then what I want to do is I do want to probably add let's do a histogram histogram range. No, actually, not a rage range. Then push the range all the way up but set the position a bit higher to make the Aon less strong. Let's just go at the Sava scene and let's see how this works. We are going to probably go for PNG, yes. We have our stonewall over here, making sure that my stonewall is not too messy. Okay, so that folder is getting a bit too intense. So what I will do is I will make a new folder called final. And in here, I will place like my vial textures. We can go ahead and get rid of Metallic later on. So for now just turn on automatic Export. Although that one might also slow down a graph even more, so we'll have L. And now what we can do is we can go ahead and we can go into Momset and we can go ahead and open up our texture preview scene. And while that's opening up, like I said, let's get rid of the metallic over here. So we got a base. Um, not sure why it is missing some of those files, but okay. Let's go ahead and just switch back to Camera one over here. Oh, yeah, I don't like that. I don't know why it is missing those, but I will just quickly reassign them. So we have our norm map over here, and we have our ambit occlusion map over here. Okay? That's now all good. And then what I'm going to do is I'm just going to duplicate my stone and call this stone wall. And then in this one, you know it. We can just go ahead and apply our textures that we just exported. So we have our ambit occlusion. We can get rid of our roughness for now. We can get rid of a base color for now. We have our norm map, which looks Ah, yeah, actually, that might be okay. But we definitely need to rely on the height map in order to make this, like, visually really interesting.'s make the color a bit darker. Okay, so that is not too bad what we got right now. I quite like it. Yeah. Like, it's an interesting, quite deep stone. I would say that I might want to make the stone a little bit more intense. And, of course, we need to work on the concrete. But I think this is already, like a really solid result. So that's a nice thing about substance that you can or sabush that you can quite quickly get some really interesting looking shapes. There is something going on with my uh, Abi occlusion over here. Hey, there is a seam. That is very strange that my baked embotclusion is not tlable, but if I go to, like, my baked, my baked hight M is perfectly tilable. Huh. That's a new one. I've never had that before. And it's typical. Whenever you make it to Toya, that's when you get proms that you never had before. Instead, what I'm going to do because let's see. So I quite like this one, but I wanted to push, like the darkness a bit. Let's instead, just get rid of that one and use an HBAO which is like a quicker calculated mild but more like softer version. Actually, no, I don't like that. Let's instead just go into our boost up our maximum distance, and I'm just going to go ahead and throw this into my his crumb scan, and let's boost up our height scale. Then we just do it this way. We boost up our height scale so that we still get that depth, and then I'm going in here and I'm just playing around with the position to make it a little bit less. There we go. That should fix that one. Okay, that already looks a little bit better. So what I'm going to do now is I'm just going to go ahead and work on the concrete normal. And then the next chapter, we will actually get started with, like, our base color and stuff like that. So if we go ahead and go in here, so yeah, we made pretty solid process. For the concrete normal, at that point, it's probably easier if I just do that in the norm map. So we have norm map, and let's do a normal combine sets the high quality. And I'm going to make a very, very simple concrete normal for which I will probably use something like a B&W spots too, and I'm going to blend it using, let's see. Fractial sum. I just need something noisy. And then if we just go ahead and blend these two together. I don't know if multiply, maybe just like a Min darken or maxlten. Okay, so maybe we should multiply, something like this. And then if we go ahead and then add a multidirectional wp, we need to be a bit careful with this because it can very quickly look like liquid if we push this too much. Here, this is what it means. Wow, actually see, no, I thought for a moment that there, yeah, here. See, I see JPEG artifacts. That's new. But anyway, normal. It's add them map to it. There we go. That's quite a basic concrete. And if we then add like a blend. So, honestly, it will be very soft, so I don't really need to make too much of it. Add a normal color to the top, and we are basically going to blend this one using that mask that we created before, which is this mask over here. Oh, and invert the mask, invert grayscale, and just pred D to docket, and then just plant that. So with this one, first of all, we want to go ahead and set our nor map a little bit less strong. So that creates some concrete. However, we now still do have those lines over here. So let's have a look and see how we can fix those lines. So if I just duplicate my normal note over here, just make sure that's where it is happening. So it's mostly like, yes, we have a line here, which is not super nice. So it is like a bit of, like, a harsh line, but that one is fixable simply by adding a blur with a mask again. So here we have already like this blur. So we can already do that. So let me just after our blend, we can just add another blend. And then we can blur this mask like a tiny bit. Over here, just make it like nice and soft etches, and then just mask that using, I believe, I mean, yes, this one, but I feel like we can make it a little bit less intense. Let's have a look. So over here, that should fix that one, see? Now our edges are a little bit smoother, and then we are running into the problem where over here, I was masking this, but then also, as you can see, so this system over here isn't really working. I'm going to go ahead and get rid of this blend, and I have a feeling like it's starting to not be very organized, and I want to make this clear for you guys. So, okay, so we now are using the multidirectional warp. And it's multidirectional warp like it is, it's a twicky one. Let's have a. So this one over here, Hey, why is it gone now? Because still see the tiny bit, but it's less now. It might actually be less enough. Oh, yeah, I do see, a little bit here and there. What I will do is we have. So we have these two notes over here. And what might be better because we are blending this around our edges. What if I just plug this one? Okay, so that creates too much just around the edges. Instead, because we are adding a norm map on top, that means that we should be able to sort of blur our base. So having this one, instead, let's add a blend. And let's add another blur. So I'm kind of like destroying. This is why I don't really like doing it. I'm very slightly destroying some of the shapes. But in return, and I can use which one? This one over here. Here, I'm destroying the shape a bit. But then I was hoping that when I get over here that it gets dded but now I feel like I'm destroying it too much. I guess I can destroy it only around the edges. I guess that's the next best solution. So if I go in here, because these edges are like blurred, If I do that, so I soften it. However, if I then grab this one, arts and blend because I, of course, don't want to destroy them on my stone. So I grab the mask of our edge. I then grab also the mask of our concrete, and I set this to be multiply. Now, doing that it looks like that it is softening it, but now we need to add another blur behind it. Wow, this one really is causing me a lot of issues. So slide blur behind it. And, of course, it doesn't have to be perfect because with our height and everything, you will not be able to see much. So I think that this is actually good enough. I think at this point, once we add all of our concrete noise and everything to that over here, that's also looking fine. I think that that looks pretty solid. Now, here we have our normal. So we are adding this blend yeah, I don't think I can go much stronger than this. Let's have a look, actually. So I do feel like I want to increase those norm map details a little bit more, just a tiny bit, and then I will call this chapter done, and then we will move over to the colors. So let's have a look. So here we have our height, and I do not know if I have a height intensity. I do not. I only have a normal intensity, which I can remember. Instead, I can do an outer levels and see if that pushed it. Okay, so that pushes it quite heavily. If I use that, but if I then blend this, here, let's go to our normal. So that is quite intense. If I now go in and then I multiply, tone it back down again, that does give me a lot more control. So you need to be careful because normal maps, if they are really, really strong, they can actually cause lighting errors. So if I go ahead and now go in here, there we go. That's more what I was looking for. And I'm just resetting also my base color just to make sure that it updates. Okay, I'm quite happy with that. I'm going to go ahead and save my scene. I do feel like I do want to break up the edges a little bit more here and there, but let's first of all, add the colors, and then we can have a look because over here, you can also see like the edges. They are a little bit sharper, and right now our edges are quite soft, actually, which I'm a bit worried about, but we can have a look. So let's go ahead and continue with this in next chapter. 27. 27 Creating Our Stone Wall Material Part8: Okay, so let's go ahead and get started by focusing on our base color. So first of all, let's do at least a little bit of cleanup, shall we? So we have these pieces over here, this one, so let's call this. I'm just going to call it height map. Over here. Normal map. And then these ones are just like the classics of like outputs. Okay. So now we need to have. So of course, we have our base color and we also have a roughness. And yes, I guess, also the ambit no wait, no, we don't need an ambient collusion because that one will be picked up in here. So base color and roughness. I want to always minimize the amount of maps that we need to do because for every single map, we do need to do this directional warp over here. So this one, if I just duplicate it, we would also need to do this with an input because we just need to shuffle things around like that. However, it looks like for base color and roughness, we probably don't need to worry as much about the edges. Yeah, I don't think so. I don't think we really need to worry about it too much. And if we do, then of course, we'll figure it out back then. So if we just go ahead and then duplicate this and also have this for roughness. So this is our base color on the roughness for each map. Now, it will be quite slow in the beginning because we are editing this. So one, two, three, four. Let's see how many? One, two, three, four. So we have four, one, two, three, four, so we can remove one. And then over here, we can go ahead and once again, base color roughness. Base coolorughness, base color roughness. Let's move these out of each other or out of the way a little bit more. And there we go. Okay, so this one is like the neutral stone. I can go ahead and go into preset neutral stone. This one over here, it will take a second because, of course, when you are changing the presets, it wants to reload the entire thing. This one can be blue stone because although we might need to add some changes over here, most of these stones are very similar to our walkway stones, which also would make more sense when we have them in our environment if they feel similar. This one is brown stone. Give it a second to load. Then over here, this one is going to be our Come on. Light brownstone. There we go. Okay, so we are going to map these onto our rocks. Then what we're going to do is we are going to probably break up our original rock shape a little bit more and then also add some more localized leeches and dirt to go along with everything. So having these now, in order to basically blend these two together or blend all of these together, we will need some masks. So we have this one. We have this one. We have this one, and let's also not forget that actually, we also need our here, let's also blend. We need our concrete. So what I can do is I can move this one over here. So this one is actually one of them will actually be concrete. So we can just go ahead and delete that. And for now, just use a uniform color, and we will set this color to be a little bit like a gray color. And then we will just know like, Okay, that's going to be concrete. So the difference between these two is going to be simply this mask. That's an easy one. So we have this mask, concrete, and the rest is our stones. And now we are basically layering masks on top of each other. So having that that's two color to mask over here. And if I just go ahead, so I kind of cut, oh, I don't have it open. We have four inputs. We just need to figure out which masks that we want to use. So I probably want to start combining two masks per input over here. So you basically grab two masks, and you blend them together using an art. And then for the first mask, if you just go ahead and click on here, the first mask, so I want to keep blue are base because I feel like that's the most neutral one. So let's go for yellow. And then also let's go ahead and just playout with my mask and actually drag it in here. Play road with a mask ring. Yeah, that looks fine. And then we have the next one. So yellow, and let's do this blue. Combined together. Then we will go ahead and again, this one is going to be a zoo purple and zoo lime green combined together. And then the last one. And of course, anything that we might miss will be covered by our base color, so we don't really need to worry about that too much. The last one is going to be our orange. And let's see. We have Dana purple our dark green. Let's do that one. Oh, sorry, I do need to set the mask range for these up because else they don't really do much. I go to set the mask range just outside so that it doesn't show up. Let's see, we have this one so that these dotted lines don't show up. There we go, because that's just like it's twying to mask something, but it's not sure how well to mask it, something like this. Okay. Now what will happen is we have a rock. We are adding more rocks. Then we are adding more rocks, and then we are adding even more. There we go all on top of each other. The blue ones might be a little bit too intense, but we will see. Once we have done that, I'm going to add a blend, and I want to have a curvature smooth to throw on top of it. I'm just going to do without my concrete noise because the concrete noise might be a bit too intense. And let's go ahead and turn this into gradient map and plug this in here using a multiply. Was it multiply? I keep forgetting, no way overlay. There we go. Overlay. Just to give it already some definition. Now, of course, we also have our concrete for which, and we also need to duplicate this for roughness, for our concrete. I am going to probably just cheat a little bit for the concrete because I'm not really in the mood to create an entire concrete material or something like that. So instead, let's create a fall we called concrete. In our Stonewall folder. I'm doing that on my on screen. And let's just quickly go into, like, texts.com. And because you guys can also get these for free, let's just go into, like, our Tweet scans, and let's just find, like, a very easy concrete, something rough. Mmm. Something like this, easier, does it? So I'm just going to go ahead and I'm going to use my premium credits, but, of course, you guys can. And I just need this for the roughness and for the base collar because we already kind of created the non map. But you can, of course, just use the free credits that you have over here for 1024 and then just tie it four times to make it fit better. So having these, what I can do is I can just go ahead and drag these in. I'm just going to import them. Come on. Over here. What I want to do with my base color is I want to do a color replace range, source color, just something that is similar and target color. And then what we can do is we can just go ahead and look at the end result. Come on, load. And then based on that, I can say, like, Okay, I want this to be a bit more of a whitish color. But also still like a bit brown, something like that. Okay. And then we also have a roughness map for which we can go ahead and just move on with that later on. But first of all, let's go ahead and just see we have this as a base. Let's go ahead and start with this. These ones over here are base colors. So I will call this base color combo. And then the next thing that I want to do is so we can actually, we can for these ones because these are the masks, create a folder and call this stone masks. And then we have this one over here. You can go in here, call this one. Roughness combo. And all we need to do for this is we just need to plug in actually no, I'm missing one. Um, this one. So over here, I need to plug this one into the top, this one into the bottom. And now you can see that because we are, of course, switching this to I gray scale, we want to go ahead and do this. But now this should handle all of our roughness, if it wants to load, at least. There we go. So now we have our roughness, and we can also go ahead and we can start plugging that one in if it allows me to. One sec, it just needs to render the cache. I think it has a bug where it's Okay, there we go. It solved itself. Sometimes rendering the case, like, it just gets so overwhelmed that it just kind of like breaks. So now we have something like this as like a base. So it might not look very good yet, but we will just have a look and see. Or it might surprise us. So let's go into our marmoset scene. Stonewall, final. Let's set our albino map back to white. Here we go. And grab our By color. And also, let's grab our roughness. Okay, so this what you have right now? First of all, I would say like our amid occlusion, it's a little bit too overwhelming and also that curvature map is a bit too overwhelming. And the thing that I feel right now is that it feels a little bit too much more like pebbles and less like this sharp rock type look. And that's another thing that we kind of need to work on. So in a way, it was also my fault. I should have just sculpted them a little bit harsher. I was not thinking too well there. Normally, I would just go in and re sculpt them and stuff like that if but I'm going to go ahead and this time, I'm just going to show you how to fix it a little bit more inside of designer. So I'm just going to lower this one over here, the overlay. And this will be called stone and it's called master over here. So, okay, let's have a look because luckily we are able, since it is a height map, we are able to just manipulate these shapes, however we want to see and get a stronger effect. So first of all, we have this effect over here where, um we are increasing our multi directional warp. Now, the nice thing is that I can actually I do want to probably generate a flat fill from this one, and then I can actually use some more additional notes to start cutting away at the shape. For this, what I will do is I will create a flat fill. And a flat field needs like a gray scale mask. So you need a mask with individual points. The way I pretty much do that is I can arch just like a simple edge detect and I probably want to have the edge detect before I start blurring things. There we go. Now we can see that over here, if I just lower this and make this as thin as possible, it does properly detect all of our edges. So we throw this into a flood fill. You know what? I should have used a portal here for these two. I might do that just as like a cleanup later on. So I might go in here and then do like portal. Let's call this one Random grayscale. And now let's go ahead and go in here. Dot note. Random grayscale. There we go. It's something I need to get used to that I can use these portals because it's literally only a few days since they released it. But as you can see, come on. You can do it. It's so slow when it comes loading these type of areas over here. But as you can see here, that's Oh, missed a few. But that's quite a bit cleaner. Like that. Nice. Anyway, I will just do this one off screen. We were creating a flood fill. I tend to jump around a bit. Sorry about that. Then I want a flood fill to let's do flood filter gradient first and just set the angle variation all the way up. This will give all of our stones a random angle. Now at this point, we do need to get rid of this edge. However, we can do that using a distance node. And with that distance node, if we in the source input, input our gradient and in the mask input our edge detect, you can see that what it does if I push this all the way up to 256, it just pushes away that one edge, which is really nice. At that point, if I just blur it a little bit, over here. And I go, for example, all the way, actually, no, probably not all the way. Probably this point over here is probably better. Yeah, let's do this one. And then blend, I can plug in my blur high quality grayscale and set this to our mint darken, which will kind of cut away, as you can see on our shapes. If we go ahead and just set this I'm going to start with something quite intense and then I will see what it looks like. Over here, we are cutting it away quite intensely. Let's have a look what that looks like in marmoset. We need to load it and then we need to go ahead and just honor off our displacement. That does create some sharpness. However, I even want to make it stronger. There we go. Let's make it quite strong. And now we can also go ahead and we can also break up our edges with some more sharper areas like if we just go ahead and do, another multidirectional walk grayscale. And for example, for this one, we can use, like a crystal crystals, where are you? I'm blind. Very blind. There you are, crystals. So we can use some crystals, which if we set the mode to minimum, it can create some cutting. It's why maybe like two angles. Okay, there isn't really much different. I'm going to make my crystals like, quite a bit larger over here. And then cut these also. To be a bit careful because I don't want to overdo this stuff and also have a look at my normal, and now you can see that that is quite a difference between zero intensity over here and just adding some of these crystals. I do want to say let's set the intensity to six. But I want to blur. It is just like a little bit, and I need to look at my norm map in order to see what I'm doing. I'm just going to go ahead and so crystals and then give it a slight blur. We are damaging that kind of stuff. That's looking fine. At this point, we are getting pretty close to the end of this chapter. In the next chapter, what I'm going to do is I probably want to go ahead and start cutting away a little bit more around our actual corners to make them a little bit sharper. But we should be able to just like work with this. So let's have L. Yeah, so here. So I'm already starting to see some sharper cuts, and as you can see over here. Of course, take it with a grain of salt because it's more like the displacement. There's only so much we can do also with the displacement, and we most definitely need to also work on making the actual walls over here a little bit more realistic because right now this just looks like a cartoon. Like it just does not feel realistic. So that's another thing that we need to work on. For now, let's save a scene, and let's continue on to next chapter. 28. 28 Creating Our Stone Wall Material Part9: Okay, so let's go ahead and continue with our wall over here. So I went ahead and I just took already, like a picture so that we can have a more his thing. So sometimes something what I like to do is, I like to just grab, for example, my notepad over here. And when I see I have a lot to do and I want to kind of, like, put my thoughts on one line, I like to just white it down. So if I have a look at this material, and I will also have look over here, there's like a bunch of stuff that I want to do. First of all, make rock shapes sharper. And then especially near etches, balance base colors, art, whitening based on let's do normal details. What I mean with this is that over here you can very often see this whitening effect that is happening exactly where there are normal details happening. And Art localized leeches. Just adding some leeches that are more, like, local in certain areas. Um, let's see. What else? Art overall grunges and shape based dirt. I want to also I feel like right now it just feels too soft. So, Increase normal map power. So I want to do that. Now, over here, what you can see is also that displacement, it's not the best when it comes to these kind of pieces, but there isn't much we can do for it. We will not push it this intensely when we go inside of unreal, so we might want to balance that out. Our concrete. Well, I would also say like improve concrete, normal. And I'm going to mostly just be looking over here, and I will say, like, art, additional color variation. An art base color sharpness. Let's start with all of this, and then we can continue on. Okay, awesome. So we now kind of know what to do. So what I will do is I will go ahead and actually, I can close this one. Let's go into designer, and let's start with the first one which is making our rock shapes a little bit sharper. Now what I can do with that is I can go ahead and grab this one and I can start balancing it. I do feel like at this point, I probably want to do an outer levels, just to push the levels back for what I'm going to do next because we are basically going to use the same techniques that we used in our original one over here. Now, for this, I'm going to go ahead and let's create a oh, already selected. Let's create a sales one over here. And let's do something like this. And what we want to do with sales one is we want to steal our directional warp. Throw that into the input. There we go. Now we have our sales ones over here. Then I want to go ahead and invert the grayscale like this. I want to go ahead and add maybe like a blur high quality gray scale. Give it some really small blurring over here. Now the next thing is pretty much that we need to decide if we want to have also these sharp edges in the center or just around the well edges. I'm going to blend this with my outer levels, so the last note and just do the same thing, mint darkening and then just kind let's start with 30, and then we just see. If we now go ahead and just switch back over here, Okay, something went wrong. Let me just have a look to make sure that it's all exported. Switch back again. There we go. That's better. So it's accidentally updated one. And then what we also want to do is you want to go ahead and just turn on the displacement. So now you can see that definitely our rocks are quite a bit sharper. I'm going to mostly look at the edges in this case, and then I will balance out the centers. So if I have this, I would say, around 0.2 feels a little bit more logical. I'm just waiting for it to update because by this point, updating goes a little bit slower. So have a look. Okay, so that is, that's pretty good. I like that. So now we have that. Okay, now what we want to do is we want to grab the centers and then make those softer. So if I would do a blend and a uniform color, that's just completely black. And then for the mask, I basically want to steal this mask over here, but I want to make quite some strong adds to it. So I'm going to make my edge tact like really large, like this. I'm going to also make my blur quite large over here. And just plug this into our opacity and then also looks like an invert gray scale over here. Now, you can see that now in the centals we no longer have these sharp edges, but I do want to keep them a little bit. So what I will do is I will go ahead and set the opacity a bit lower, maybe around let's do 0.85. Also, what I can do is I can go in my blur high qualtyGray scale and add another multidirectional warp grayscale and just grab the same clouds that we normally use or maybe this one. You know what? Actually, I might look better if we Oh, no, wait, it would not be better if we do that. Before, yeah, no, no. Sorry, let's do it after. That's just me, like, thinking out loud. So let's have a look actually at, like, our normal map. So if I go ahead and, like, turn it off and turn it back on. Um that does not look very good. And it also does not seem like will make a large difference. What I can do is I can swap these around. So here my invert gray scale. I can swap it around like this so that I can at least invert it. And then I can add a multi direction warp gray scale. And let's actually pick a bigger clouds. Maybe that will work mode minimum. And then because then we do the directional warp and then we blur it, it hopefully gives us a slightly better effect. So if I go ahead and just set this like 20 Yeah, definitely gives a stronger effect. I'm going to keep this at around ten for now. I'm also quite surprised. Like the normal map, it feels really, really strong, but yet it does not actually come across like that, and it might just be because we lose a bunch of the nor map details in our actual base color. But I do want to push that. So if we go ahead and first of all, let's see if we succeeded in making everything a little bit sharper. Yes. Okay, so that is a little bit sharper now. I do feel like Ah, let's see. No, I should not look at the top. I was thinking, like, maybe we are pushing some of the stones out a little bit too much, but it doesn't look like that. So yeah, we definitely now got this sharpness going on, especially on, like, the edges and stuff like that. So that's fine. So I think, like, most of it by this point is going to be Clog. I'm going to go ahead and let's see. So if I add this, I do with the blending, maybe I want to do another outer levels. Just because it gets pushed back quite a bit. So I'm just waiting for it to export 1 second, and here we go. So if I now do displacement, that should push it out a bit more, which means I now need to push it back in. Yeah, something like that should be fine. Okay, cool. Now, we have these pieces, so let's have a look at my list. So make the rocks sharper done. I also want to increase the normal map power. That was another one that I wanted to do. But it looks like that I am already, like, kind of pushing that as far as I can. Oh, no, wait, I could use this multiply to actually increase it more. So let's just push that out a bit more. Give it 1 second. It's still not done exporting. By the way, I'm just looking over here, and I just keep looking. So sometimes you just have to wait like a few seconds, but you guys are probably busy doing a bunch of other stuff anyway while following this style. Okay, so now it's pushed out a bit more, so that's better. I do like that. I'm still not really a fan of, like, the outside over here where but over here, it's fine when I look at the center. So that makes me believe that it's just like because we are rendering this on a sphere. Let's go ahead and just like improve. No my power. That one's done. So balance out the base colors. Okay, so if I go ahead and go in here. And if I just grab quickly my image, even though it's already a bit out of date, and just place it over here. That can give me a pretty good sense of how I need to balance out my colors. So now if I go in here, let's see. So yeah, these colors right now, they are a little bit too cartoony. The base color, really like the base one. That one is honestly pretty good. It's this one over here, feels pretty solid. Maybe make it a tiny bit darker, but for the rest, it feels pretty solid. So if we go to our color, and maybe what we want to do is we want to increase some of those additional details that we have. So let's make it a bit darker. And now a bit of an annoying thing is that at this point, it will, of course, take quite a while to, like, render something. You might want to just duplicate it. And when we duplicate it, hopefully we can use this one to, like, very quickly add some changes. So I can say, like, my orange spots amount Oh, it doesn't seem to really do much. Okay, if it doesn't seem to do much, then I can just as well do it on the original. I might be passing quite a lot every time we need to wait for something to update. Those passes might mean that the audio can cut off a little bit, so that's something that just keep that in mind. But let's just have a look. So our orange spots, I'm going to make those a little bit more dramatic. Oh, unfortunately, I cannot pass quick enough. And the reason I cannot do that is because my mouse lags when I set to update this. What I'm going to do is I'm just going to go ahead and I'm going to for every color, like, I will do one color and just do the balancing and I will just let you know which balancing I've done. Because this is too slow because in the end, it would take quite a while for you guys to wait. So let me just pass the video and do that. Okay. So for this one, the only thing I did is, I made the blue spots a little bit more blue, and I set the orange spots amount to around 0.38. And for the rest, I did nothing else here. Yeah, and then our leeches amount, that's fine, but we can go ahead and maybe it's good for now to turn them off because we will add them later on. So yes, let's just go ahead and turn off the leeches for now and add them back later on on a global level. So that's pretty much it for that one. Yeah, I do know that we have some darkening over here. Maybe set the darkening amount zero, one, a little bit lower. That should be the one that is causing that. Yes. Yeah, I'm just going to lower that a little bit more over here. Also, another thing that we might want to decide that I did not really think about is the tiling amount. So right now, it's a bit tricky to see. If I just go ahead and add a transform and set the tiling to two over here, if I then go ahead and just have a look at my base color once we have applied that. So if I go to the base, here, that feel like it does feel a little bit better having just a tiling set to two like that. However, doing that for every single one over here, that might be a little bit annoying. So instead, what I will do is I'm going to save my stonewall, and I'm going to just quickly open up my stone master, and I will give this option for tiling in here and then just expose it. So if we just go ahead in the end, add a safe transform color. Let's go ahead and go in here and let's expose the tiling. And let's just call it tiling. We can do this. Let's just do it in, actually, let's just leave it outside of any group. We can go ahead and duplicate this and that one is being added here, but I only want to output the tiling at the very end. And then I also need to do a safe transform gray scale over here for these ones. But I should be able to just expose the same one tiling, even though it's gray scale because in the end, it's just a value. And I can go ahead and I can do this for all of them. There we go. We can now save our scene. We can right click and press publish SPSER we should be able to just publish it in the same location. Yes, I want to replace it. And SPSCRs should update. So if I now go to my other scene once it is done exporting, this should just update normally. So if I go ahead and it done, it's a bit tricky to see. It looks like it's done. So let's just go ahead and go back to our Stonewall. We now should have a tiling. Let's see. Color tiling, see? So now it is here. I'm just going to go ahead and pass the video, and on all of them, I will set the tiling to two because it's way too slow for me to do that in here. Okay. So that is now done. So if we go ahead and have a look, A, you can see how slow it is. I don't understand why it's so slow. I've never had this before, so I do feel like somewhere there was something a little bit wrong, but we'll see. Okay, so that's looking pretty good. Now, the blue ones, so we definitely have these blue rocks, but as you can see, these do feel more natural white these look a little bit more cartoony. Over here, I sort of like the essence of the blue. So if it would be like this but less, it might work. So I'm just going to go ahead and I will show you later on which values I will change in the blue Okay, so I did some initial balancing. For the blue color, I made the blue a little bit more saturated so that it's a little bit lighter. And I made the blue spots a bit darker and just increased the amount. For this color, I just slightly changed the main stone color by simply going up here and just grabbing one of these colors. And the same is for this one, I just went ahead and I just grabbed like come on, I just grabbed somewhere over here. Definitely like there's something going on with the caching where when we select it for some reason, it feels the need to re cash it, even though that's not really needed. Now, what I feel like is that although this one can go over here, I have a feeling that a lot of the details in here, we can benefit from adding on top, which is going to be all of these white spots and also some of the darkening and also the leeches and stuff like that and just more localized dirt. I'm going to get started with some more localized dirt, and I want to make it like a brown greenish type dirt. So what I can do is I can start with a very easy grading map. And I can go ahead and I can or I can add a grunge map, maybe grunge map 001, tone down the balance to give us, a lot of variation and set the C to one because I don't like set number two. And I'm just going to grab like over here, like around here, some colors. I just need something that looks visually interesting. So let's see this maybe or maybe with like some brown with it. Nah, Actually, I like the first one that I had, but now I cannot get it back. I'm getting quite close to something I want. It's like this, but then a little bit more, something like this should work. I basically just went out and I just moved over here a little bit until I got something a little bit more noisy. Okay, so we have that one as a dirt. If we go ahead and I want to also blend in some more brown dirt. So if we blend this using a uniform color, actually, no yet. Let's blend this using a graded map also and then just pick more of a brown dirt area, like that. Yeah. And we can blend this using Would it be as easy as just grabbing his scrub scan and grabbing Crunch pep 01? It could be that easy. Although maybe the contrast I don't really. Nah, it corresponds too much with our colors. So instead, let's just see, can I just use something? Let's try like a clouds to with a Hcrum scan because I'm not really in the mood to, like, pay for another big crunch map because they are really slowing down our graph. Yeah, something like that should work quite a bit better. There we go. Okay, cool. What I'm going to do is I'm just going to go ahead and add a blend node. And let's art this dart, and let's simply art a dart. Over here modifier. It's a classic. We can go ahead and we can grab our unbalanced or should we do our balance? Yeah, okay, let's do our balanced ambient occlusion. Just throw that in there. For the curvature, we can just grab a curvature map. And remember, because we end up not using the baked one, and I want to grab probably the one before we do any type of concrete because else it's too overwhelming. And I'm going to make this like like 1.5. Over here. For our position map, I don't really need to do something. You can sometimes use a flat fill as a position map, but I think in this case, we don't really need those two. So this is what we got right now. If we go ahead and tone down the dirt level quite a bit and also tone down the dirt contrast and the crunch amount, I quite like having over here, some additional dirt, although we will also do some masking where we will have some of those white lines. And actually, we could actually use this one for the masking. Yeah, we could do that. Playing around my grand scale, stuff like that. So what I can do is I can, maybe. I was thinking like, maybe I can twight to use this one for the masking and then just take out the blending in between, but now I feel like that might not work as well. But anyway, now you can see that over here, that adds a very big difference already to just adding some additional dirt. If I also add another blend, and this one was going to be like the more whitish stuff. And I feel like this whitish stuff, I can probably steal because I need to use them anyway. I can probably steal the leeches system that we have over here. So over here, yeah, let's just simply select this one. Oh, I guess I vaguely can remember that we had a more interesting color for our leeches, but I guess we did not do that. It doesn't matter. So we can go ahead and go in here, and let's just press Contrave. So I just did Controv now Contrave. And let's just go over here and start with this one. So probably a simple shadows should work well enough. And then we probably want to just go ahead and grab this one over here. And I need to see if I can capture, like, the small details for my shadows. They are too hung up on like the larger details. I don't know if this one, no, because there would be also large details in here. And I don't think we have, like an edge that is maybe we could use the Finag detect. The finance detect, we used it on the Wood, if you can remember. I should have given it to you guys. If we go to Wood, here, fine edge detect. We could use that one. That one should be maybe able to read those small lines. Let's try this because it's just so subtle, it's a little bit tricky. Edge tran, let's 20. That is able to read those lines. If we use those, and then if we blend this and then I'm sure over here we have this mask. If we blend out although I have a feeling like we probably need to just copy paste this because I don't think I think this mask is too large. Let's do this. So we are subtracting this blur map, and I'm just going to lower down the width. Next, let's make the blur a little bit. Less like this and let's lower it down. Something like that might work. I don't think it's already, yeah, it's not strong enough yet, but if we now add a histogram scan to push out some of those shapes. Yeah, we are starting to get there. So I just kind of like trying to push them out. Yeah, so that's already starting to look, especially on like the bluestones. It's starting to look really interesting. Okay, so we got these now our leeches system. I'm sure that there is some logic to the leeches, although over here, I would assume that the leeches always come from the bottom for some reason. But here I can see that they more come from the top here, top, top, top. Here, see it all feels like they are coming from the top. So we might want to rather do something in that area. Now, for the top, we could use we could try the same system RGB. So sometimes it's so much stuff to remember. So I do hope that you guys can give me break sometimes if I forget certain techniques. So we got this one over here. And let's have a look. So red channel, green channel, blue channel, well blue is never useful. Like, it does show some colors from the top on this one. I'm not sure if I do this, or I can do or I can try a shadows. And funny enough, whatever I do this, just out of curiosity, of course. Us to see if it allows me to control a little bit more like where I want my shadows to be. It does allow it. It looks cool, by the way. It looks cool. I might want to keep this technique in mind because I don't often do it this way. But like I need a larger area. So maybe just like a HScrum scan and see if I can get here, see? It's not so much on the top. But it is close enough because I don't think if I go for the green, wait, the green. I guess it's really difficult to see visually, with my eyes, it's quite difficult to see, but then when I do this, it is able to get what I want. So here we have some leeches sitting mostly on top. Now, this would be too much. There would be too many leeches if I do this. I am going to blend this. Let's blend this. Do I need something harsh or soft to blend it? I assume because we will be using another mask over here, if I do blend and also grab this color. Oh, yeah, over here. We will be using this area over here. For our mask, so just for fun, if I do this. No, wait, we want to do this. There we go. So that is masking everything out. So if I go ahead and just, like, plant something quite in between, let's do I kind of want to use my grunge map. So let's do Gram scan and use grunge map 001 over here. And let's see if I just push this out to still make it quite harsh and set this one to, like, subtract. Yeah, I should be able to just get some zones with more and some with less leeches. And over here, I am pushing them. And if I use this as a mask, so I might want to, like, move all of this stuff down, Over here. There we go. Let's see. That is not giving me a very nice effect. I think I will need to increase my amounts. So let's see in here, I want to start by just increasing the amount and probably also blurring it a little bit because then when I blur it, at least the leeches don't get cut off like that. And then we add more of them. Okay, if I now go ahead and I grab this hist *** scan and add a transform mode, and then do minus two and then have big and small leeches. If I blend these two together, No, sorry, I need to blend them. I need to blend them, here. I need to blend them here. Blend these two together because, of course, s the masking wouldn't work. Transform minus two and set this to Maxton. Now we have big and small. Let's see. Is that too noisy or I have the urge to actually make my position quite a bit stronger over here. And I do want to add some blurring, but not too intense. So I'm making it quite strong. So now we would have a lot, yes. But if I now go in and then blend, it's one last time. Using a histogram select, I could go in and I could grab all the way I think here, it's the random gray scale. So if I just go in here and do a portal, Random grayscale. If I just plug in my random grayscale here, set the contrast all the way up and the range. And basically, what I can do with this is I can decide roughly which stones I want to have included with the leeches. So you can see that if I pick something like this, and I would go ahead and set this to, like, multiply, for example, although yeah, I need to get rid of those pieces. But let's just see how it looks first. Now you can see that now we have the leeches, but they're not on all the stones. So that would look a little bit more cleaner. Now, over here, this is a little bit annoying. Unfortunately, I cannot really only way to really get rid of it is to add a blur. Blur a tiny bit and then add a histogram scan. But yeah, it's just annoying because it means it adds an additional few notes like this and then just dock it so that you don't have to see it. There we go. Okay, so we have our leeches. We have our dort. I do feel like my cavity right now is a little bit too over the top, let's set it to oh, yeah, wow. It became wily a lot stronger since we worked on it last time, let's set it to like 0.05. Let's see. So This was the original. We can go ahead and just take another picture and then have another look. I still feel like we need another chapter just to balance things out. So, let's for now, make sure that everything has been exported. Let's go into Mom's head. Hello, Momset. Thank you. The displacement again. Okay, so now here, it's already looking a lot better. I do think like a bunch of stuff is too intense. I think the darkness is making it too intense. For some reason, this reminds me more of, like, silent hill type textures, where it's, like, a little bit too overpowering. So that is something that I am going to fix right away. And it's mostly just like over here, like all these really white highlights. And also, how is our roughness doing, actually? Our roughness can be a little bit lower. Let's go in our roughness over here. And let's do it like a histogram range. Excuse me, Histogram range. It's not showing me anything. Come on. There we go. That was weird. Set a range all the way up. But then said also like the position up a bit. Something like that. So just to make it a little bit whiter. And another thing was that if we could just go ahead and switch back maybe now my normal map is funny enough too strong, because I think in the beginning I was more balancing my norm map based on everything else. If I go ahead and just lower down my norm map in here, would that be fine, or do I want to keep the shape stronger, but the rest not? So I'm now lowering it down by ten. And I'm just waiting for all the textures to update. Okay. Let's have another look. Yeah, that feels a little bit better when it's now a little bit softer. Okay, so we are slowly getting there. If we now go ahead and for the end of this chapter, save our scene and take one more image and compare. And then we get the next chapter, just keep balancing. Okay, so it is done. So before, after. Before, after. We definitely created a large change. And I also feel like by this one, I feel the urge that we don't need as much displacement. So definitely like it is getting there. Like, there's still a bunch of stuff that we need to do. I'm still not happy with the colors, and we still have a bunch of stuff that we need to do for our list. But if we just go ahead and go side by side, you can see that definitely we are slowly getting there. Yeah, so we're slowly getting there. So we just now need to really just keep pushing the realism side of things, just to make them feel a little bit more natural, but, like, the elements are there. It feels not so much like stone right now, as you can see over here, and that's mostly probably our roughness, but it feels more like just like a really soft type of clay, while over here, it's like, really sharp gritty stone. So let's go ahead and focus on that in the next chapter. 29. 29 Creating Our Stone Wall Material Part10: Okay, so let's go ahead and continue on with our stones. So we are getting there. Now, the biggest problems right now is that everything just feels really nice and smooth, which I do not like, like a vaga see, like it feels really rough and grainy. I'm quite surprised by that, but I think it's just a balance between micro noise and also some additional sharpening that needs to be done in our base color, which I've already discussed in the beginning. And I know, maybe we can do some additional grunges just like improve everything a bit. So and also in our roughness, we definitely need some sharpness in our roughness. So let's go ahead and continue with that. First of all, go over here. And here, quite an easy one, and I need to decide when to do this. I think, before we do our dirt over here, we can simply cheat a little bit and add a sharpening note and make the sharpening note like a little bit like 0.35 maybe. There we go. And that will just make everything feel a little bit more crisp. And then, of course, when all of our other stuff gets added on top, it will minimize a bit more. I might also want to add a quick sharpening just to my dirt over here. Here, you see, because it just makes everything feel a bit sharper. So that's 0.5. Now, the next one is just that we probably can use some micronise we have some of this noise over here, but it seems like this is not yet working exactly the way that we want to. So let's have a look. We have this one. Yeah, here, I'm honestly quite surprised that it is not like this. So micronis can I use Is this one? This is like the concrete. For micronis. Let's go actually to text.com. Here we go. And let's have a look because often for micronis I can just grab whatever I want and take it from there. Now, this one is not really micronis. Let's see. So this grass crowned walls, we do need to stay around here, probably not asphalt. Oops, it's a bit. Um, something like this over here, we already got this one. So what I will do is I will just go ahead and also get the norm map for this and try and see if I can use that one as micronise because it's just a quick add on. So let's go ahead and just import this one. I do not want to have this micronise going into all of these base color generates and stuff like that. This is something that I want to add on top and also something very important because as you can see over here, you can see the little stones and stuff like that. I'm going to on purpose, add a normal transform and just go minus two. I guess you can also use just to transform. But let's do something like this. And the next thing that I want to do is I probably want to do that whole directional wop thing where I grab Oh, my screen is a bit laggy for some reason. I grab this directional wop Okay. Yeah, that's warping, although it's hard to see, but you can see that it is warping. Then next what I'm going to do is I'm going to add a normal combine, and I do not want to have this stuff on my over here on my concrete. What I'm going to do is I'm going to blend this again, using a normal color. I'm just going to hold control and then just blend it like this. There we go. Then do a normal combine for this one. Okay, so that adds quite a bit of noise. Now at this point, I just need to go in and of course, we don't have a trend. We don't have an intensity slider, but we can just add a normal intensity node over here, which allows me to basically go in here and control the amount of noise. We just want to give it here. You can see that that's quite the difference already. Give it some micro noise in my normal map. Now the next thing is where the hell's Oh, wow, roughness is all the way over here. Next thing is that we need to work quite a bit on our roughness map. So let me just go ahead and move this over here. Let's see, we have a base roughness, it's quite dark. This is just like rendering the cache again. This is just like a bunch of that additional roughness. So we can probably work after the scum scan. So we have this one. Let's add a blend. So dirt, leeches maybe just like a random crunch. Let's start with the dirt over here, add it, and then set our blend to well, art. There we go and just make it quite white. Then over here, yeah, we can do these ones as highlights. Let's go ahead and these ones. And it's probably okay if I make them darker. But if I do that, I just want to make my hiscum range over here a little bit whiter. I make my hiscum inge a bit whiter, and then I bring in some of these highlights that will look like a little bit shiny when the light hits them. And then I should also have my leeches, which are here. Let's go ahead and set these ones also to art so that they are nice and dull, something like this. Okay, so that's just some quick adjustments already to our norm map and to our roughness map. Just queuing it up a bit. So we got that one. Let's have a look at my list. So art Base color sharpness. Um, improve the concrete normal. Yeah, it's fine. And we have our darts. The next thing that I want to do is I just want to push the blue, a little bit back. I feel like it's a little bit too intense for my liking. So this will be quite slow, but let's go ahead and go in here. Main stone color, and just push it back a little bit and give the second to render. Yeah, we got that stuff done. I feel like my concrete in between here, we can probably in our hype map, make it a little bit more dramatic just to add some more visual interest there. Um, Safaluco, so it's mostly like the sharp, it's like the colos. Oh. Okay, they are a little bit stylized, but they should not be too bad, so we can just do some small balancing. But the balancing I rather want to do that when we are actually wheel engine because then I know which colors work best with our environment. It is something definitely I need to keep in mind for these stones over here that these stones do actually end up looking realistic and not like bad. Luckily, we are going to use stil or we are going to use unique textures for those. So let's have a look. So we got, I can see all of the elements that we need. So let's just see how this looks. So if I go ahead and I have now changed my blue stones over here. I do kind of regret having like this really long one over here in the center, but wait too late for that, and it shouldn't really matter too much. So if we now go ahead and just go back to marmoset. Go ahead and look at our displacement. Okay, so that is tone down. We got that sharpness in there. We now got a much better roughness map also. So we got those elements there. I'm going to make the blue colors a little bit less, and I was going to work on my concrete. So I still feel like this blue color over here is still a little bit too strong. So let's scroll down. Tone it down a little bit. And Hmm. I almost feel like it doesn't really tone down much. I mean, I can just use an HSL if I really want to behind it. And then in here, I can, like, set saturation if it doesn't really want to do exactly what I say. Here, zero point Oh, it's so slow. 0.49 maybe in saturation. Because now we get, like, still, like, the bluish tone, but it's not it's more like white blue than blue blue. Okay. And yeah, I will clean up this carve in a bit. So we were also going to work on our concrete. And we want to add that into our height map, but I want to add this after the fact. So I'm going to add a blend over here, and I should be able to just kind of reuse this noise up here, and I should also be able to basically use this mask over here. Oh, I need to not invert the mask. So let's just go at hold Control. There we go. Okay. And then this one it can just be like a simple multiplier. Maybe art. I think I want to do art. Also, if I just have a look at my mask, yeah, that's a bit soft. So this art will just increase some spikes in our height map, which is fine. Now, if I have a look over here, I probably also want to go in and increase the intensity of this normal. But another important thing that I want to do because it's not very sharp right now is that even on here, you can still use a sharpening note to increase your norm map amounts. So I can like a sharpening here. And another thing is that I was going to have a look. So shoot already, if I just reset this, add some spikes. Yeah, see here, my concrete now already looks a little bit better. And also the stone now looks a bit better. I do feel like everything feels a little bit almost like it's a little bit desaturated, which is kind of funny. And I have a feeling that's just because we made our dirt probably a little bit too dark. So if we just go ahead and go in here and if you can remember we have this one over here, let's add an HSL note after our dirt. And then what we can do is we can push the lightness out a little bit. And maybe also like playout with the saturation a bit. Um, I will tone my saturation back down to 0.5. And I'm just checking my folder to make sure that it has exported everything. Yes. Okay, that's better, yeah. So that's already looking a bit better. And for the rest, I'm also gonna go in here and maybe, let's play like a tiny bit just with my light because light actually also makes a big difference. Let's have a look. So this one can be a bit brighter. And let's have a look. So our roughness is now looking pretty good. I feel like we now start to get that sharpness in here. So I think we are at a point where we can take another picture just to see how it looks. So if we just go ahead and render picture and while that is capturing, I can go in here and let's have a look. This one is for our edge highlights. I'm just going to go ahead and I'm going to push these in here like this. Okay. Yeah, over here like this kind of stuff, you can choose to definitely have a portal. Like we can go just portal. Go in here, call this color mask. And then just go in here and portal color mask. And just add them. Just like whenever you have a connection, it has a lot of connections like this one over here, also has a really large amount of connections. So what I can do is I can also go over here. And then, portal, and this is going to be like concrete mask, just a cleaned up. And if I just click on these two, I can know like, Okay, so if I place a portal here, that's going to be our concrete mask, I can plug it into this one and I can plug it into this one. And I can go in here. God, it's like a lot. It's even difficult to see. If I go here and do like a portal over here that I would call concrete mask, it is. I believe this one? No, it's not, yeah, this one. No, it's not. See it's really difficult, see. It's this one. This one. This one and this one. There you go. S in that way you clean things up a little bit better. Yeah you can keep doing the same as much as you want. Let's go out and save our scene. Let's have a look at our image now. So if we go source files, images. So step number one. Step number two. Step number three, see? We are getting there. Definitely now it's starting to feel a lot more realistic over here. And I would say that at this point, yeah, here, we got the concrete in between that's looking good. Of course, there's some stuff I need to keep in mind that we will have moss and everything in between here. So I would say that probably at this point, we can leave it because we spent quite a bit of time on it already and we can do another polishing phase when we are actually inside of real engine because what we need to keep in mind that there's a lot of don stuff that will be added to this material like moss, additional dirt, additional roughness, variation, stuff like that. We will work on a material for that, probably actually in the next chapter. Oh, sorry. In the next chapter, we will first create our stair so that we actually have a model that we can make the material for. So I think for now, I'm going to close of this chapter. Like we have a good texture. It's not final yet, but it's definitely getting there and starting to look a lot better. So I'm quite happy so far. So let's go ahead and continue on to our next chapter where we will be working on creating our first final model, and we will take this model completely to final from zero, completely to final with all of our materials, all of our ardons, everything, so that you know the entire workflow. And then it's just a matter of doing this to multiple models, and I will, of course, show you how to do them in real time for a few of them. I will show you in real time, how to do the stairs, how to over here these corner pieces. And the reason I want to do that is because I'm going to use the displacement features inside of a wheel for that, which are new. And I'm going to show you how to create the entire doorway over here with the roof pieces, which will give you all the skills needed, and then I will time laps the side pieces over here. And, of course, I will show you how to do some more detail modeling. So that's basically the plan. So let's go ahead and continue with this in the next chapter. 30. 30 Creating Our Stairs Part1: Okay, so we now finished all of our textures. So the next thing that we are going to do is we are going to take a model completely from start to finish, creating all of our unreal material assets and just making sure that all of our systems work well. Once all of our systems are working correctly, it will be quite easy to just basically take all of the other models to final. We're going to use our stair for this. So as you can remember, we will make our stair in this style over here. And what we'll do is we will probably go ahead and create, let's say, like three different stair pieces. I already selected them over here because then these pieces we can just use over and over again to basically create different variations here and there. Can do this simply by shuffling our stones around. Now, one thing that we do need to keep in mind is that we are going to have some concrete and stuff like that in between here. So, most likely, what we will do is we will shuffle rows around. So I will make every row in a way that it works, it's like a standalone piece so that we can just, like, switch them around. And yeah, we'll take it from there. So, the first thing that we need to do is we need to start by creating our model. As you might know, we are going to use nanite for this in order to really push the quality of those. So we are going to basically sculpt a bunch of rocks, and we are going to just place them in the correct order over here. Now, for this, what we can do is we can go ahead and just select these three assets over here. I'm just going to go ahead and go into my modeling tools, and I'm going to go ahead and I'm going to press merge and press accept because now when I merge them, they become one model. And when they are one model, I can go ahead and if we go in our source files and exports, From Unreal. I can go in and I can make a follo called from Unreal, and I can basically right click Asset actions Export, Navigate to your From real folder. And in here, just call it like a Sir score lockout. And we can just go ahead and turn everything off and Empress Export. So now we have Export at our model, and now what we can do is we can go inside of TS Max and load in this model. Here we go. I already went ahead and I already imported my model over here. Now, as you can see, the reason that this grid is so small is most likely because I think I set my units, I set them to centimeters. Now at this point, I probably want to go back to meters over here. Then with your grid, but you can also do to increase your grid you can right click on any of these four buttons over here. Then in here, you have your home grid and you can set the spacing to be 1 meter. This way, it was spaced by 1 meter. This looks a little bit more logical because I can remember that we went for 2.5 meters. So we have these stairs. They don't have to really stay in the same position. So I'm just going to go to my side view and kind of, like, move them over here. The reason I wanted this model, if I just turn on my edge of *** is because I can already just go ahead and turn this model into various blockouts of our stones to save a little bit of time. And then it's just a matter of basically sculpting those stones. So if I go ahead and right click convert to added pole that I can edit my mesh, I can then go into the Jomtre Atap and press Quadify, this will well, normally, it gets rid of all edges, spurs control backspace. Okay, these edges I think they are broken. If they are broken, super easy, just delete the pass and it looks like these phase, we also want to delete and then simply go in and bridge the phases. Over here. And now they are clean phases. There we go. Next thing that I want to do is I want to just go ahead and press five to go to my element select I'm going to go ahead and I'm going to press detach. Do the same over here, detach, and I'm just also clearing my smoothing groups. There we go. Now we have our three models ready to go. So in terms of our stones, so all of our stones will be contained within these three models, and we will make it so that we can basically stack this. If I just go ahead and go to my Swift loop, and if you don't have this modeling menu, you can just double click, but I do assume that you know how to get it if you know how to use MX. And I'm just going to go ahead and I'm basically just trying to mimic roughly the size of these stones. Instead of thinking myself, it's better to just copy. So this one, this one's quite long, quite small. Uh, I'm gonna make this one a little bit longer. Okay. Number two. It's gonna be quite long. Tin one. Another thin one. And something like that. And number three is going to be let's see, like, short, medium, medium, medium and small. And there we go. So now we already have a few different tones. At this point, you can just go ahead and go to your face select, select each face and just pla detach over here to turn it into its own piece. So these are the stones that we will be sculpting. Now they are quite a bit of stones to sculpt. You could, of course, Like, if you have different sizes, you could, of course, reuse those stones also to save a bit of time. However, since I'm going to time lapse it, I'm just going to go ahead and sculpt it. I'm going to use very simple techniques to sculpt it because we are going to once again later on, manipulate them a little bit inside of subsisPainter. This case, yes, because we are going to use subsists painter instead of designer for this. So for now, just go ahead and detach it over here. Now, with all of this detached, if I go ahead and go to Isolate mode, you can see that there are no faces here. Quite easy just select everything. And inside of other softwares, you probably need to select the edges and press fill. However, inside of Tres Max you just can go here and you can press cap holes, and then right click convert to addi ply. Now all of these stones, see, there are their own pieces. At this point, what I'm going to do is I'm just going to go ahead and already give it some variation that we are ready to go. So um, Oh, that's an interesting one. I guess for variation. Hmm. I guess what I want to do is let's go ahead and yeah, select everything, and we kind of need to, like, No, wait. I cannot select everything. Select one row, press Alipoli and we kind need to make them a bit longer because else, I'm not able to add variation to it. So if I just go ahead and add a pool, but that should still be fine because of the way that we are placing this, yeah, that should be fine. So this will also add a poly added poly just allows me to dd all of these models at the same time. There we go. If I now right click and convert this back to an added pole, all of them so that it's just like I basically collapse on my modify stack. Now I'm able to basically select one of these, see, and move them down a bit. Same over here. This one, it looks like it's more in the front direction and a little bit over here. This one looks more like it's a little bit sideways. And in terms of over here, to have the gaps, I on purpose do not want to create any gaps like that. What I will do is I will sculpt the edges, which will make it seem like there's a lot of geometry behind it. However, in the end, there will not actually be like these faces will still be touching each other, most of the time. And this one, I'm just going to go ahead and says move forward and this one a bit like this. There we go. So that's it. It's just quite simple. Can just go in I'm actually going to move this one, a bit forward and this one may be down a bit. This one, I'm going to go ahead and move up. These two I'm going to move down and then this one. So this just saves me a little bit of time because for me, I'm more comfortable working inside of three Max than Zbaj. So this is just extra handy. Let's move this and also move this one bit further down. And then the last one, it's just going to be it's a little bit. What you can also do we can do stuff like this where we are kind of like moving it out, but I'm leaving the backside. But we need to be very careful with that. So I just want to try and avoid that most of the time. Move this. Move this one. But And maybe this a tiny bit over here. There we go. See? Nice uneven stones ready to be sculpted. I can go ahead and I will actually at this point, need to create some folder structures. So if we go create a folder called saves in here, I will create a folder called Sir. And in here, I'm going to just save all of my stair pieces. So let's go ahead the file, save as stairs underscore LP. There we go. Okay. So now what we can do is we can go ahead and we can export all of these shapes to Zbrush where we can start with the sculpting process. Most of this sculpting process is mostly just like damaging some of the edges because all of this stuff over here, we are going to use our height map for that. So it's mostly damaging some edges, maybe here and there, using our clay buildup to just build up some shapes, stuff like that. And I can show you how to use Alphas although they don't always work really well, but I can show you like, maybe it will work. Let's go file export export selection. And you want to go ahead and exports this to the Exports folder and then create a folder called two Z. That's what I always do for two Z brush. And it's going to be OBJ Stairs underscore LP. Save Z brush. Okay. Done. We can switch Z brush. Do the same stuff where we low down the range of a document and make it a bit bigger. Go to import. Let's go ahead and exports to Z stairs LP. Let's go ahead and just drag these all in here. Let's double check that they still have the same or different groups, which they do, which means that at this point, I can just go ahead and go to geometry, dynamesh, turn on groups and do the same stuff as before. Let's start at like 1,000, and let's just go ahead and dynamesh this. How does that look? It looks okay, but I probably want to do another subdivision after this, but this should be fine. So now, I guess we know what to do. You can just go ahead and go to split, group splits and press Okay. And now all of our stones are individual, so we can now go ahead and get started with the sculpting of our stones. So this is probably a good point to stop this chapter. In the next chapter, what we'll do is we will sculpt some stones, and after that, we'll just have a long time lapse where I will be sculpting all of these stones. So let's go ahead and continue with this in the next chapter. 31. 31 Creating Our Stairs Part2: Okay, so now let's go ahead and get started by sculpting our bricks over here. As you can see, they are a little bit sharper, so we are also going to make them a lot less softer than over here. You can see that these were quite soft. And that's where we kind of went a little bit wong last time where I made them a little bit too soft, but luckily, we managed to fix it. So with this one, I'm just going to try to avoid that, especially have the sharpness on the top over here. So we are mostly going to focus on manipulating the edges. We will go ahead and do, like, a little bit of just like depth on the stones, but as you can see, they are quite flat, so we don't need to do it everywhere. So over here, let's just go ahead and do I'll do two of them. I will do two of them, and then I will time laps stress because it's quite a bit of work, but it will look nice. So if I go ahead and switch over to my drawing tab, let's go solo, the first thing that I want to do is I want to go ahead and go to my geometry tab and subdivide this one to give me a little bit more geometry. Now the next thing that I'm going to do is I'm going to prepare my brushes. There is actually another brush that I am going to use. So we have our clay burp. We have our trim dynamic for which you just need to go ahead and set the Alpha to a square and make the focus shift a bit lower. Then there is another one, which is quite interesting, and that is if you go to light box over here, and if you then go to brush if you then go to trim, it's a classic the trim smooth border. This trim smooth border allows us to do much harsher cutting. If I go ahead and go here and use a trim smooth border, which is selected now, you can see that over here, it cuts very sharp corners. While the trim dynamic as you can see, even with a low focus shift, it cuts everything a lot softer. So the trim smooth board is often used whenever you do real rock sculpting because you can use it to, like, you know, we just quickly go to it. You can use it to really quickly, just cut away large pieces of okay, I'm doing that completely wrong to cut away large pieces of rock and make them look quite sharp and organic. So, start with this and make your brush really big and then, start cutting away like this. And I'm doing it like really messy, but like that, you can really quickly create like some very nice sharp cuts. That you can then later on, improve by sculpting more over it over here and stuff like that. So those are the ones that we are going to use. Basically, what I want to do is, I'm just going to, of course, do all of this because I don't like the look of it. If we have over here a stone, we basically want to just go ahead and use a trim smooth border to create a few cuts, and then we want to go ahead and for the rest, use the trim dynamic. Now, the first thing that I want to do is I'm just going to go to my clay buildup, and I'm going to give it a little bit of clay buildup just to give it a bit more shape. Like a little bit here, and I want to try and avoid the clay buildup on the top, because I feel like the top it wouldn't make too much sense because we are just going to damage it. You can do a little bit maybe some rounding near the edges, but over here, a lot of people have probably stepped on it. So you probably don't want to do a lot of rounding there. And let's say that over here, I go like this. Maybe make this one a bit bigger. Like that. There we go. Amazing brick. Anyway, at this point, we can go ahead and go into solar mode, and we are going to get started by just grabbing our trim smooth border over here. And then I'm going to just go ahead and give it, like, a few cuts. So this does require quite a bit of, like, doing some indoing sometimes. And also another thing that I want to show you that you can use to your advantage so I'm just going to go ahead and cut this away is that if you go to your picker over here, you have your orientation. Your orientation dictates in which well, orientation, your brush is pointing. You have the mouse down orientation and the continuous orientation. With the mouse down, what it will do is basically when I click, that will become the orientation, see? If I do a continuous orientation, it will try to keep calculating the orientation, as you can see over here, which will make basically everything a little bit soft, but it still creates this really sharp effect. And this one I personally really like to use whenever I'm sculpting slightly smooth looking stones because you can see that over here, especially like in these areas, we are cutting away. But it's still different than the trim dynamic. If I do the trim dynamic and trim dynamic should reset the okay. The trim dynamic has currently a continuous orientation like this and if we don't go once orientation, yeah, you can see, I guess, the trim dynamic is always on continuous orientation. I actually never really checked because I never really used this mode with the trim dynamic. But basically, that's a general idea. So let's grab a trim smooth border. Double check our picker. And let's just go ahead and just start chipping away at the edges, sometimes a lot, sometimes not. A lot. We just want to still make all of these edges. And I do go over all of the edges, but like I said, like this, these stones are going to actually be in this formation. We don't really need to spend time on the back over here. We just want to go ahead and sculpt them somewhat in context. So here I'm just like if you want, you can literally sculpt like this. I never really like moving around. It feels a bit more restrictive, I mean, you can do it. Over here, you can see that we are going to go for quite sharper looking details over here. And you can see that also, it's quite nice because it does some cutting inside of, like, if you just hit it to right, it will do some cutting inside of, like, your mesh over here. And this is basically like the messy pass. So we go over this, and I will still try to do it a little bit slower. But of course, with the other pieces, oh, that's one I don't really like. With the other pieces, I will probably do this really, really quickly. So we will go over all of the pieces really quick. And then because it also gets time laps, it will feel even quicker. But just try to basically give it like s, and over here, this one. For this one, I probably want to use a trim dynamic to real like, Oh, God. It's like soften it. Why is my trim dynamics? It's square Alpha, lower Where are you picker? Maybe I need to do one orientation after all. I guess in this case, it works, but I'm pretty sure the trim dynamic is by default, by default because it feels different. So it should be in this one by default. Yeah, yeah, that feels more natural. I guess it was just a really awkward angle. So with this one, I'm a blended out with the trim dynamic. And for the rest, another thing that you can do is you can use your move brush over here, just to give it a little bit more like puffiness. Over here, just to make it feel like a little bit less, and then over here, you kind of want to push it in, something like this. So that is totally fine to do because we are going to actually use this mesh later on to turn it into our low poly. So now you can see, we have some puffiness, we have some general damage going on, and now I just want to go in with my trim dynamic, and I can go probably do like solar mode now. I can go in and I'm basically just going to go ahead and, like, try to soften it out while also capturing some of those harsh angles, as you can see over here. Yeah, I'm just trying to capture some of those harsh angles, all that kind of stuff. Just to give it a bit of a rocky shape, and then I am still going to rely on my textures to later on add more to it. So I do want to show you, something that I have no idea if it will work, but I want to show you the technique. So it's not really a lost case if it doesn't work. So over here, I'm just blending this out. Over here, I'm just going to give a bit of softness. Finish this, and then I will show you that other technique that I was talking about. I still feel like that miss focus shifts all the way down because I still feel like it's a little bit too harsh. And over here, once again, I'm just trying to get rid of those really typical square alpha looks that we have. I never really like having that. Like, having it a little bit is fine because you can see how much of the details get lost when we actually start applying our textures now that we've done our, but just in general, like here, something like that is totally fine. We got just like some interesting shapes. See around the back. I just want to kind of do this, and then I can just go ahead and I can, like, have another look in context. I know it's this one I don't really like, so I'm just going to go ahead and maybe I'm even going to, like, hold shift to soften it a bit. There we go. But, yeah, you can see that these ones are definitely like a lot sharper. I'm not saying like I'm not the best at sculpting. Like, honestly, I wish I was as amazing as those artists who can, like, sculpt like everything from start to finish completely inside of Sbrush with lots of detail and everything. It's really amazing to me. But I personally, can get by, but that's about it. So don't expect too much for me, but these are the same techniques that the good sculptors are using basically. Over here, this kind of stuff, if you want, you can hold Alt and kind of, like, fill it in. I would say that that kind of stuff, it will not be that obvious once we get our textures and stuff like that. So it's more up to you if you want to spend the time to kind of fill that in a little bit and stuff like that. So let's say something like that. See? That kind of feels like a cobblestone type brick, I would say. I would say that that is pretty much done. Now, what I will do is I will go ahead and do one more. As you can see, one thing that I did is I did not touch the faces over here. I made sure that you cannot see through them and also over here, I made sure but this one is a little bit more difficult. He can see a tiny bit of see through. But that is something that we are going to resolve later on because we are going to have some concrete in between all of these cracks over here. But I do want to still keep it as a minimum. So for this one, once again, we can just go ahead and subdivide it. We can go ahead and go into solar mode and once again, oh, actually, so let's first of all, before we go in solar mode do clay buildup. This one I can see that if I just look at some reference, let's see, there's a little bit just like here. And then there's just quite a bit over here, something like that. Just following the reference a little bit. Then over here, it it starts off here, but then it tapers off. Maybe do a bit of this. A bit over here, maybe a little bit over here inside. Yeah, there we go. Should be totally fine. Anyway, solo, scrap our trims will border. Double check picker. Count Auri. Let's make it a bit smaller. Let's go ahead and start by chipping away at arburc over here or stone I normally just call it cobblestone, W. And over here, I'm just like if you sometimes go too deep, you know it, pressing contro Z. Like, it does happen sometimes, but you don't want to go too overboard with it. So over here, you can see that I am really destroying the edges, but as long as it feels good or looks nice, I'm fine with it. I do now it's like over here now that I get like a bit the edges are a little bit too smooth, so you can see that whenever they become too smooth, I just go from the side. Sorry, I should here. I go from the side, and then I kind of, like, push them out a bit, see? And then they become a little bit harsher again. So that's a good technique if you want to, like, make an edge sharp. You can see that you can make it really sharp. And stuff like that. Over here, I'm just trying to make parts of it sharp and then the rest a little bit smooth. These bits over here, I don't know if you can really see them, so I'm just going to do them very, very quickly. Over here, once again, I don't want to damage too much because it's all the way in the back. Yeah, normally, because, of course, doing this type of sculpting is often quite time consuming, one of the reasons I time laps in, but normally just like, listen to some music, whatever you want to listen to, relax, take your time. And if you feel like that you get bored or something because sometimes it can get a little bit boring, at least to me, then please feel free to, like, take a break and then come back rather than trying to rush things. I say that, but this is one of those situations where do as I say, not as I do, because I will because of the sake of tori, rush it. But that's just because I don't have a lot of time to really dedicate on doing some sculpting since this tutorial is going to be like 30, 40 plus hours. So I have plenty of other stuff to do. Okay, so over here. See I will polish now the trim dynamic and see if I can here, there we go fix this area. Now I just go with my trim dynamic. Sometimes you can notice over here, I feel like I don't have enough geometry. I can always just go in and subdivide it. Just depends how much your PC can also handle, of course, but mine can handle up to, like, I think it was like 100 million, 150 million. So often doing this kind of stuff is totally fine. And that's with 30 90. So if you have 30 40 or something like that, you can probably go even further. But yeah, it's always good if you're new to Z brush, also to just stress test, see how much you can push it because it's better to know beforehand how much you can push rather than ending up finding it out because your Z brush crashed while you were sculpting. And that would have been pretty ****** if that happened. Let's have a quick look outside of solo mode. See over here. Come on, I want to make this one a little bit softer over here. Transition. Okay. Yeah, I like these edges over here, where there is a little edge that's splitting up. Like it feels a lot like rock when you do that kind of stuff. And over here, it's mostly just like filling it up a bit and then going over it, just trying to kind of, like, get rid of those sharp sometimes just literally just going in circles also seems to work. And it's okay to also, have it go up and down a little bit. Like even though it's stone like it still has to be natural. So it's fine to have these dips and stuff. But there we go. Like this is probably as much time as I would spend on one rock, because I still have so much doing. Of course, when you look at it from a distance, it's also the bigger picture. So that was about it for our sculpting. Now let's go ahead and kick in the time labs where we will be sculpting all of these rocks. If you want to save time, I'm just going to go ahead and just push through. If you want to save time, you can sculpt the entire rock. You can duplicate it and place it in different locations. So please do not forget that you can do that as a timesaver. And I'm going to just go ahead and, like, push this out a little bit. There we go. Okay. Cool. And let's not forget save us. I will save this for you guys in saves. Stare Stare underscore, sculpt. And that's where you can find this fine. Although by this point, you probably already found it. Awesome. Okay, let's go ahead and kick in the time maps and start by sculpting all of these stones. 32. 32 Creating Our Stairs Part3 Timelapse: A I D. D. D. D. D. D. D The I 33. 33 Creating Our Stairs Part4: Okay, so I pretty much have my hi poli done, as you can see over here. Now, the workflow we are going to use is actually quite non destructive. So right now, I over exaggerate, like some of the puffiness of my stones. If I find out that I don't like that look and I want to have them, like, more flat and stuff like that, I should be able to still edit that without too much effort, although I will need to, of course, then re UV unwrap it, but for the rest, that should be fine. So what we're going to do now is basically we want to end up with a bake that has well, an embientoclusion and like a norm map. So that's the main goal. We are using Nanite. We are using Nant actually to the fullest extent, which means that for these stones, we are going to optimize them just to make them more manageable because right now it's like 10 million polygons. And just in general, UV unwrapping and texturing 10 million polygons is almost impossible when it comes subs painter, stuff like that. So we are going to optimize it, but we want to try and keep as much of the shape intact. So what we can do is, first of all, yeah, make sure to, like, save. Next, what I'm going to do is I'm going to go ahead and I'm going to save as again, but this time stare, sculpt, underscore LP low poly over here. And our general idea is this, I will just show you with one of them. If we just go to solo. We are just going to use out optimization. That's the easiest one for this kind of stuff. We don't really need to do manual re topo. You want to go to Z plug in and drag it over here. Remember how we used the decimation master before, so we can open it up and we simply want to press pre process current. This will basically analyze our geometry so that it can properly optimize it. Now, as soon as that is done, over here, you have your decimation percentage. You can also set it on a specific PL count, but I like to use this one. When it says 20%, it means that it will leave 20% of the active points left. So if I press decimate current, you can see that now we are only at 80,000. However, the decimation master is really good at, like, keeping the shape intact so he can see almost no difference. Now, what I like to do is, I like to just press preprocess current again. You could go to 1%, but I personally, for the first one, I just want to actually have a look and see how low I can go. And here we are at around 3,000. This is probably, let's see, 3,000. Yeah, I don't see much difference 15000-3 thousand. So we will probably go ahead and hover around 3,000 polygons. And then, of course, what we'll do later on is we are going to have our nor map, and those two combined will turn this back into, like, a really nice high resolution or high quality mesh. So let's say that we will go around let's say between three ho and 6,000. So yeah, you want to go ahead and do that. Now, we can do this for all our individual stones, but all of these should have roughly the same polygon count. So what I'm going to do is I'm actually going to go ahead and do this Was this it? Yes. Okay, like this. And I'm going to go ahead and I'm going to press preprocess. What this will do is it will recycle through all of these rocks over here. So if you just press preprocess and it will just like, calculate everything. Now, this can take a while, few minutes or something like that. So I'm just going to go ahead and pass the video until that is done. Okay, so now it is done. Now, because I know that I had to press the pre process a few times on this first brick, I'm going to go ahead and start with one, which means that we will only leave around 1 million polygons or points. I should never say polygons, but just points. So then we can just go ahead and press the decimate. And the decimate, I don't know how long it will take. It should not take too long. Okay. For some reason, it decided to drag in a new mesh. If you have that just press contra N, that's really strange. I've never had that before, but this mesh is, if you just look at the jom tree, yeah, it is optimized. We are now at 100,000 polygons, and this one is at 3,000 it's interesting, but these ones are still at 24,000. I guess there is still quite a difference in that case, between the bricks. In that case, what I'm going to do at this point, sets back to 20. Yeah, I'm going to go a little bit more manual just because when we are this low, the preprocessing and everything doesn't take a lot of time here. Done. So I can just go pre process current. 4,000 is good. This one is 7,000. I'm going to leave that. This one is 4,000, going to leave that, 5,000 is still fine. 7,000. 6,000. Like I said, we are definitely going to bank on using nanite for this, so we can go quite high. And having around 84,000 points, yeah, that should be probably good enough for us to be able to UVnwrap and handle this inside of substance painter. Now, definitely, for the UVNwapping we are going to use Rhythm UV. It is an additional software that you need to pay for. It's not expensive, but it's something that you can almost not go without whenever we are Uvnwpping something this high polygon with such a high polygon count. Now, you can remember how I said that we have those holes over here. I decided because we need to, of course, have these separate rows, and we need to shift them around to create more stairs. I basically decided to make those or fill up those holes inside of Unreal engine. So we don't really need to worry about it right now. We are going to just texture this as one mesh, but then we can just, like, shift it all around however we want. So our meshes are now done. Now, at this point, what we can do is we can go ahead and first of all, do another saves that we don't risk crashing and needing to wait again for all of this stuff. So low poly, yes. And once again, what I can do is I can press Export All Subtools and hopefully it will just work this time and not give any prompts like we had last time. So I'm going to go to Exports. Let's go and create a follicle from Z. And in here, I can just call it Stare and let's just call it Stare score LP. And just press Okay. There we go. Now what we can do is we can go ahead and have we still loaded in our tool, we have not. In that case, just click on anything that is not this tool, so like this one, and then just go ahead and press low tool. And the reason I click on that one is so that I don't have to drag it in. I can just press open, and it should pop in like that. So now we have this one. We can also go ahead and press Expert Al Subtools because only 10 billion polygons, so it's not that much for Z brush from Z Stairs score H. And okay. Cool. So the next thing that we need to do is we need to go ahead and we need to go into TriSMx and prepare our messages for you via unwrapping. So here we go. I loaded up navigating to my folders, I load up TresMx. You can go ahead and input it, and let's hope that this time it imports correctly because most time it inputs correctly. When you press input, just press Import as editable poly and then just press input. Yeah, perfect. So this time it's worked fine. Okay, cool. So here we have our stones. Now, what you can do is if you go ahead and you can go to your edges and faces over here, you can see that this is our geometry. Now, sometimes when we have something really low poly, our geometry becomes a bit messy and sometimes it breaks. The higher polar geometry, the less decimation master tends to break the geometry. A way that I find the easiest way to like very quickly, make sure that this is all looking correct, is that I already load up Rhysm UV. Here we go. This is RsmUV. We are only going to scratch the basics of it, so I will just explain to you everything that I'm doing. But basically, the reason why we want to load up rismUV is because, Sorry about that. Press the wrong button. The reason we want to load up Rhythm UV is because when we load in our file. So if I go ahead and load in my stair slow ply, it'll automatically show us those arrows using colors. So if you have an arrow, it shows a green color, but it looks like that because this is also hipol. I do not really see any arrows. So we are really lucky. I almost never have no arrows. Basically, if you have an error, it will show you as like a green color. I don't know. Oh, yeah, I'm sure I can mimic it just to show you. I can mimic the error. So let's say that over here, we have a vertzi and I'm going to, can I just, like, splits to break? Okay, see, so now these verts, as you can see, they are not merged together, which is not good because then the UVs will get confused. If I now go ahead and for the rest, yeah, if I just go ahead and already quickly export this and can just export this over our sorry, OBJ, Seopol. Yes. This time, I'm just going to export it as a Maple and export. Now, what you should see is if we go back into rhythm and we have a look at, and I'm just using Al left Mouse button to rotate around light mouse button to zoom in or scroll wheel and lmddlemuse button to pad. It's the same as other Soffas. If I go to files and press reload and just press no, it should show and I hope that there we go. See, you will see this. You will see a green arrow. And often this arrow just means that you need to merge some vertices together or that you just need to delete the phases and create new pass because it is broken. So that's basically it. So I can now go ahead and go in here and I can, find that arrow, which was over here. Going to press Alt x to go into X ray mode so I can see it. And then I'm just going to go ahead and collapse it. Now, what I want to do to basically prepare this mesh inside of trees Max is I just want to select everything smooth and just go ahead and turn on the smoothness to one over here, just to make everything nice and smooth. Another thing I like to do is, I like to go to Added ply, then go into vertex mode, press everything, so A to select all of our vertices. And then I like to go ahead and I like to go to my weld settings over here and weld it at the lowest value. So 0.001. And now what you can see is here. Although it's only two vertices, we are basically just like welding vertices that are so close together that they're just not needed. You can go, for example, here to a bit higher. Let's say, 0.002. And now you can see that now we are already doing a few more. I wouldn't go higher than 0.005. I'm just going to leave it at this, and you see no visual difference because they are so close together, it just doesn't really matter. But like I said, we don't really worry about polygon count too much right now because we are, of course, using Nanite. So I'm going to export this once more, replace it, export, and now it will properly export everything. And now all that we need to do is we need to go to Rhythm files and just press reload to reload this file. And now it is a matter of starting to like UV unwrap this. So to UV unwrap this, I personally like to do manual UV unwrapping on this kind of stuff. You can go over here to Auto Sims and you can try to give it like automatic UVs. L over here, you can do like a Mosaic UV. I then just press this button over here? Oh, maybe it wasn't so smart for me to show you that because it's, like, willy, time consuming. Oh, no, okay. So oh, wow. It did a surprisingly good job, actually, with the outer UVs. Now I look at it. So over here, you can see that now it tried to do some outer UVs. Yeah, over here, it's a little bit broken. So I guess it kind of depends, like, how much time you want to spend on this. Also, what you can also do is you can actually remove these backfaces if you want to. I'm not going to just because, um, yeah, I'm just a little bit, it will take up UV space, but I will make those UV spaces probably a little bit smaller, but I just don't want to risk it. Anyway, these outer UVs, you can see that they are not perfect. Like over here, I would have run the Outer UV along here. And because I did do that, you can see these red colors. The red colours means stretching, which you do not want in UVs. But, I mean, to give it credit, it did a pretty decent job. However, what I'm going to do is, I'm just going to once again just reload my mesh just to make it easy. And I'm going to show you how to do a manual UV and I will just go ahead and do that for all of these stones. The first thing that I like to do is, I like to go to my island mode, which is F four and simply select one of our rocks over here. Then you can go ahead and go up here to isolate or you can just press I to basically isolate this mesh. Now I like to go ahead and go to my edge mode over here. And now I can kind of show you what I wanted to do. So for out UV, often, what you can do with square stones is that we can only have two UV islands, which means, well, you should know probably watching this tutorial what the UV island is. So we can have one that wraps around from here to here to here, and another one that goes towards the sides like that. So that's basically the channel. So often you only need to place one edge, I completely lost my orientation. Okay, this is my orientation. Sorry about that. So you want to go ahead and only place one edge. So basically, what we will do is, if we click here, a Rhythm UV has a really nice, really powerful tool where if you simply hold shift, it will calculate the quickest part to your cursor. So I like to not do it all the way. I like to hold shift, and then sometimes press it because it's not always perfect and then hold shift again and press it again. Over here, I can see some very small arrows, but that's arrows that we can fix if they show up in our baking. So here I'm just going to go like this. Like this. So now you can see that we are going all the way around. And then instead of closing this off, I actually want to go ahead and I want to go to this side and do the same thing where I go around here. And it doesn't have to be perfect. Like we are not making this, although I would recommend maybe moving your seams so that they go around the really large damages over here. But we are going to make this in a way that you can almost barely see the seams even after we finish texturing. But still it's good practice to just move it in, like, logical places where you cannot really see them as well because SEMs show a break in your UVs. So once you have done your selection, and you can see, it's all around, you can press C to create a UV. Now at this point, with this one, you can see that now if I select it, I have this side and I have this side. I can very easily just press unfold over here to show you. And this one, if you go ahead and um I always forget. In the rhythm UV you need to hold space. You can actually see down here. You need to hold space and then middle mouse button to move space, right mouse button to rotate and space left mouse button to scale. It's a bit weird, like I always forget it. But basically, you can see that this is now one UV island. I can select the other one and also press unfold up here, and it will just perfectly unfold this one, too. If I would turn on my checker, you can see that now we have a really nice looking UV. There's a tiny bit of stretching over here, but you shouldn't need to worry too much about that little bit. And that's the general gist of UV unwrapping these pieces. So at this point, we can just go ahead and press Show and Welch, if you want, you can just go to your UV tool, and then we can go to the next one and we can keep doing this process. Now, you probably guess what we're going to do is we are going to go ahead and kick in the time laps by now to just finish off these UVs over here. 34. 34 Creating Our Stairs Part5: Okay, so I have finished the raw UV unwrapping over here, so that's ready to go. Now, as you might have noticed, and I've already shown you multiple times throughout the time and stuff like that, there are some areas where we have some small smoothing problems. This is just because the vertices are really close unlike the edges. It's a common thing with decimation master. It's something that we can easily fix after the UVs. So we can first finish our UVs, get it all into the tresmex and then we will go ahead and just fix the final problems, and then we can start with the baking process. So what I'm going to do is I'm going to go ahead and well, actually select everything. And let's start with like, actually, sorry, select nothing. Force of habit. We are going to start by just doing, like in basic packing. So first of all, what I want to do is I want to go ahead and go to scale and press this P button. And what that will do is it will properly scale our UV islands compared to the scaling in this treaty view, which means we get proper text or density. Now for the margins, I often like to set them quite low. Going to go ahead and set them to let's do four and 16 probably in the bedding. This will just make sure that the UV islands are quite close together and not leave too much space. Once that's done, you can just press this little Back button, and then you can see that it will pack. Now you might notice that we have a pretty big problem where all of the rotations are still the same orientation. What you can do is you can simply select a UV island, and then over here, you have your aligned island and you can align them. Um, sometimes this doesn't work perfectly, so we can have a look, and that's probably because there's like slight bends in between them. So if I just select all of them, in those cases, what I just tend to do is like over here, I press space, and I just use my right mouse button. Sometimes there are just like these little bands that can happen because we are wrapping around it. But then it's totally fine to just go ahead and do this. Wow, here they are really messed up. Normally, it's not this bad, let me mind you. Um, I think that's about it? Did I miss any? No. Once you are happy with that, you can go ahead and once again, just go ahead and go up here and just press pack. Now you can see that it will pack it a little bit closer together. Now, something that I definitely do notice is that right now it's not yet it's packing quite badly, and I'm quite surprised by it because normally the packing is quite good inside of Rm U V. This might just mean that we just have some awkward packing proportions. So if we just go over here to the packing properties, the accuracy, I'm going to set that one high and the iterations to maybe two, which will allow it to calculate a bit more. The initial orientation is fine. The optimizations. I can go ahead and I should be allowed to, like, allow an angle of 90, which means that it is allowed to rotate these UV islands around. Since we are doing stone, the direction of it should not really matter because we're going to use a unique texture. Is there anything else that I think that's it. So let's try again. Okay, so now you can see that the packing is a little bit better because we allow, like, rotations and stuff like that. But in general, sometimes you just have a little bit of these awkward areas where we are packing our pieces. Another thing that I want to do is basically, I know, and I did this specifically, I packed this one in a way that if I go ahead and hold control, that you can see that these side UVs, they are almost not visible. Also, we really spent a lot of time on them. So what I like to do is I like to select those side UVs and then just hold space and then just use your left mouse button to make them a little bit smaller. Now, this will break texto density, but because we cannot see them, it does not really matter too much. So we can make them a bit smaller, and this way, we can save some UV space. In general, I'm not really worried about UV space. The reason I'm not worried about it is because we are going to create a very special little bit complex shader inside of wheel for which I could literally make the final textures of this stair 512 by 512, and it would still look high resolution. So it's something that you need to see to understand. So for now, just trust me and follow along. We have this stuff over here. I'm going to go ahead and set my padding actually also to set it to like six, maybe. And yeah, I think that's about it. Make sure to not do any scaling at this point. I'm just going to go ahead and pack again. Wait, I think that accidentally, messed up scaling. Initial scale. I want to go ahead and keep the initial scale that we have right now. And then let's go ahead and try again. There we go. Okay. So now we have everything. See, now it is packed quite well. You should be able. Where is it? Oh, there I always forget where it is. Like, there is, like, a view somewhere here. Where you can actually see how much of the wasted space, you still have left. To be honest, I don't I think they moved it. I cannot. I have no idea where it is. So sorry about that. There is somewhere here. Oh, wait. It's here. 77% of the space has been used, which for an asset like this is fine. Like, I don't really need to worry about it too much. You can go in. You can go ahead and do, like, small rotations and place everything manually by hand if you want. However, I'm not really the kind of guy that is going to bother with that, especially not in tutorial, but also for an asset like this. So when you're happy, you can go at Press File and press Save. That's literally it. This RsmUV saves over your OBJs. It does not actually save scene file or something like that. So at this point, we can just go inside of Tres Max, delete this one, and re import our stair low poly. And press input. And now we should have a filed UV unwrapped stairs. So if I go ahead and turn off edge and faces and I go to my Unwrap UVW modifier and press Open, you can see that now everything has been nicely UV unwrapped. Awesome. So at this point, the last thing that I want to do just to prepare this is I'm going to go ahead and go to Isolate mode. And without having my edges and faces turned on because I cannot see that, if you see any really strong black lines over here, you can just go ahead and move your vertices around a little bit. A little bit of black is fine because our no map will take care of that. It's more like if you see really obvious black lines. So here, I'm just basically looking around. This is more the ones that I'm talking about. Although I'm surprised that on say, let's go to Edge and faces. I guess we will need to one sec. I have a feeling like we would need to, like, reset our transform. So if we just go weight at normals, I'm just using my weight at normals modifier. It's not the one that I want, but it does seem to fix my problems. Yeah, so we'll just use the weighted normals modifier. The weight to normals modifier, it is a technique that I've shown you guys many times before in tutorals and also in my YouTube tutoils. It basically manipulates smoothing to get an hypole effect, but it also solves some of those weird smoothing problems, and it resets your normals. So what I can do is I can go ahead and probably just select everything here, add my weight to norms modifier by default, and that's totally fine. Like for baking, this will actually look really good. You can even see that now it's already starting to look a lot better, but I still need to go in. And although the weighted normals fixes a lot of the smoothing problems, sometimes they are simply too bad, but it looks like that this time we did a pretty good job in fixing it. So you can see, I'm quite flexible with these assets that I'm not too strict in how they will work and behave. Yeah, that's fine. Let's just go ahead and just speed things along. I will just have a look at the actual visible parts over here, I can see. Actually, no. You know what? No, I don't want to do that, because I can remember there were also some parts where the faces were actually sticking through each other, which is not something you want to have. So you could actually see, like a face sticking through another face. I don't know if I can I will try to see if I can show you, but I would first need to, like, find said. Now, this is not a one. I wonder where that was. I kind of forgot where exactly we had a problem. If I really cannot find it after going through all of these, Oh, here it is. Of course. So here you can see, this is quite a big problem where you can see that one phase or the virtue of one phase is pushed below the virtue of another one. In those cases, you definitely want to move your vertzi up because else you can get lighting problems even if your normal maps are totally fine. So here you can see me just fixing that. It is really easy to fix, but it is a fix you should know. Yeah, that's fine. So I just double checking everything over here. There's another thing that looks very warm. I see here, another one, you just want guy move it back. And small movements like that, they will not really affect your UVs also especially this one, it doesn't even matter because you cannot even see it from that area. By yeah, this is just part of the job fixing, especially because working with a optimized hipolyasets, it's just a lot more buggy than making manual making just like manual jomri and everything like that. However, even though it is a little bit more buggy, it still saves you a huge amount of time compared to making it all by hand or reto or doing a retape or by hand and all that kind of stuff. There we go. That should be good enough, especially because it's an area where I do not really care about it. Here's another one. Just move it up. There we go. But in general, this one's looking pretty good. We don't have too many bugs. So I hope you guys also with your versions, don't have too many insane problems or anything like that because sometimes you can be spending an hour just trying to fix these small annoying issues. This one has quite a few. Okay. Cool. I think we are ready for our baking. Now, in terms of the baking, actually, first, let's save acne. Give me 1 second. Actually, do I need to save this? No, sorry I don't need to save this one. I can just export it because there's no difference right now between this scene. Yeah, well, the weight to normals, but we just adding that. So Sir, loopli and expot. So in terms of the baking, you always need to have a think about like, Okay, what maps are we going to bake and how is this asset going to be used? In this case, our asset, we will actually be using acid by moving like doing stuff like this where we have one on top. So like add more variation to our stairs later on when we are building up a stairs. You might want to think, like, Okay, that might be risky in the ambient clusion. But I feel like because it is so consistent, we probably don't have any problems with that. You might also think like if you ever bake a normap and you want to make sure that you do not get any normp issues in between here, then of course, you might want to temporarily move all of your high and low polis away from each other. We call this exploding, or you can just use like a technique where you are baking every stone individually, but baking it into the same texture. This is something you can literally look up on Google if you want to use that technique. It is just called like in marmoset, it's just called like, um baking using different or I don't know. Probably we got marmoset, multi mesh baking or something like that. But it is something that we will simply not go over and disuoil because it is not needed. So anyway, we have our assets, we export them to a OBJ file. So now what we can do is we can already go ahead and do our baking. So if we just go in and open up MamosetTolbag over here, there we go. I'm just going to track in my stair low poly and my stair high ply. Give the second to load in. And the baking process is very similar to the baking process that we did using our wall. So what we want to do is we want to go ahead and first of all, let's do file, save us SourceFlesve, Sir bake scene. Next to that, I'm also going to go to Textis Let's do assets. Stare on the score 01. I always like to stare on score 01 in case I ever need more stairs or something like that. And a folder called bakes, and this is where we are going to place our baked maps. Now, you know what to do. You just go ahead and press the bake icon. In the output, we can already, place our folder. Bake it as a PNG because that's the one I like. Oh, no, wait, sorry. Let's do TJ because we don't need a height map. I only bake PNG when I need a height map, but I prefer TJ. It's just a preference and force of habit. Call it stare on the score 01. Now go away. Now in our samples, 16 bits. We are going to bake at Fok resolution. However, we will not be using four que resolution by the time we get to unreal engine most of the time. In the maps, since we are going to create unique textures, we can already bake a few additional maps. So we can bake the normals object space. I want to bake the position map inside of substance painter because else to position maps need to be 16 bits and I don't want to keep switching back and forth. And we need an ambient occlusion, and that's pretty much all we need for now. Yeah, that's all we need. Having that done, last thing that we need to do is we need to go ahead and add our HP into hi poly, LP into low. Make sure to turn off out the bake for now. Turn on the high, and the high and low poly are so similar that we can make our cage really small because you can see like there's almost no difference because we are working with high poly models. That's a nice thing. It will make baking super easy because here, you can almost not see the difference between low poly. But now, when you are happy with this, you can go ahead and feel like I miss one map. No, no, I don't. Okay. You can go ahead and you can press bake. Now it will quickly bake, and it's already done. So it really quick. Now if you press the P button, you can preview your bake, and then you can see like this is the lowly and it's a solid difference, but this is the hypol. Of course, it has an ambit seclusion. But as you can see, I'm happy that we did the embitclusion like this because it will still translate well on other assets. So that's already it. It's now baked and ready to go. We have all of our baked maps over here. So what we'll be doing in next chapter is we will start by diving into sub spainter and we're actually going to create the final textures for this asset. So let's go ahead and continue with this in our next chapter. 35. 35 Creating Our Stairs Part6: Okay, so we have arrived inside of substance painter. Now, once again, I expect that you know the basics of substance painter, so I will not go over that too much. We are going to just jump right in, file new and create a brand new scene. Now, in our template, right now, we can just use the PBR metallic rough this template over here. For the file, you want to go ahead and you want to navigate to your exports fromsy stairs and grab the stairs low poly. Document resolution, I like to texture in four K. Now the reason I do that is one, it looks nice, but two, even though that we are going to use a special shader inside of unreal engine that will make low resolution textures look high resolution, I still need to be able to see what I'm doing inside of substance painter. So there is always this balance to be had. Like I would not go in, or at least that's why I'm not going in and literally texture this entire gianting with one single texture. I might be able to do it, although it wouldn't look amazing at that point. Like, that's a little bit pushing it. But it would not look good at all when I'm actually trying to, like, make my final textures because those need to look good. I like OpenGL normal format. I also baked in OpenGL normP format. And then in the import baked maps, just go art. Textures, assets stare one bakes and just select these and press Okay. Awesome. By the way, if you want to bake inside of substance painter instead of marmoset, you can just press this little bred icon and you can go ahead and in the high definition measures, you can open it up and you can select your hiplyF the rest in here, you can literally just playout with the cage, which I cannot show you now because I don't have a hypol in here. You can set your document resolution, but for RS it's pretty much exactly the same as inside of Mam Set Tolbag. So you can also of course, feel watch a lot of tutorials online for that. But anyway, I'm just going to stick to Mm set. The first thing that I need to do is I need to go ahead and I can just press delete on this layer one. I never need it. In the text set list, this is the name of our files later on. So let's call this stare under score 01. And in the text set settings, this is the important one. Down here in your mesh maps, you want to go ahead and select the normal map. The object space is a world space map. Ambit seclusion and curvature. Remember how I said that I wanted to bake a position map? I can simply go to bake mesh Maps. Four k. And in this case, position map doesn't really matter too much between high and low poly. So I'm just going to press use low pool meshes high ply and then only turn on my position map and simply press Bake. There we go. Now we have a position map, and it will automatically assign. Awesome. So, as you can see now, we are ready to go. Now, the first thing that I'm going to do is I'm going to go ahead and create a folder. Call these base colors or something like that. And we want to go to File, Import resources, and guess which one we are going to import. That is why our stone SPs AR file over here, stonemaster SPsAR. And then what you can do is you can go ahead and you can choose where you want to import it. If you do in this current project, it will only show up in this project. If you do library, it will show up in every project you ever do. Now, I personally I am going to use this one because it's for tutorial and press Import. Now, another thing that I want to do is file Save S. And let's go ahead and save our file stair over here. Stare score 01 score paint. Spurs okay. Now, it shows over here that we have an error failed to decode substance resource. Huh. That probably means that this is not working, is it? Yeah, it is not. Okay, let me just quickly see what this promise because I've never had it before. Okay, so I had a look. It's a little bit annoying. It's a bug. Basically, because, of course, what I think that happened, I will let Adobe know about this is that they recently updated substance with, like, new features, and I think that something just went wrong that they did not test when building an SPSCR file using those new features and then trying to load it into substance painter. So, unfortunately, that's really awkward, like we cannot fix it. The only way that we can fix it, which is of course a little bit more of an annoying way is to basically use simple texture maps. So for that, what I was planning to do is if we go ahead and go in here, um, well, I want to quickly, have a quick check in my wall material to see which texture colors we used. But we're basically going to just export these textures. So what I want to do is I want to go export, and then I want to turn off the automatic exports when outputs change over here. And then, basically what I will do is I will simply export like a few base colors. Our normals and roughness and stuff like that, they can stay the same, because we aren't really changing anything. The only thing that we are really changing is the actual base color over here. So first of all, let's just go ahead and see. Let's set up like a base material just to get it ready to go. I for my base material, I want to have a base color, normal roughness. I think I don't really need an ambient seclusion. Just click and drag to select all of them and set them to be a texture, and then just import them into this project over here. So not the best way, but let's just go ahead and set up a base material. We can do this by going up here to fill layer and just call this 1 stone underscore. I'm just going to call 01. Stone underscore 01. It doesn't need a height. It doesn't need a metallic map. I just needs a base color, a normal and the roughness map over here like this and it needs some tiling. Now, we can choose. So we can tile using our UVs. However, it might be better to tile, in this case, using a triplanar projection, which means that it does projection mapping. It is slower, but it allows us to hide our seams a lot better and also gives us a little bit more control over how we want to place these stones over here. So that's basically the general gist of it. Now, I'm quite annoyed that I need to do this because it just takes a while. Let's go ahead and let's create a new folder. I'm just going to call it Clos, for example, something like that. These ones I can get rid of. Okay. So we are going to export, and basically, it's just going to be like going into your stone master. We can quickly go into our presets. We wanted to open up our stone wall just to very quickly check. Okay. Here we go. So that was the base. If I go in this one, this one is blue. And all I want to do is I just want to go down, click on the main stone color and just copy this has over here and just white it down in notepad. So I'm just going to go to notepad. It's extremely slow. Butke. So that's blue. And then here we had like I'm just going to call this one dark brown. Dark brown. And then this one was going to be light brown. Light brown. Over here. And if we need to, we can always, of course, export more texture maps, like if we will need to edit the norm maps or something like that. But just like in designer, we can actually build upon our textures also here inside of subs painter later on. So, there is some flexibility. Blue stone colors copy the first hash, paste it in here. There we go. Update, brown stone. Main color, hash, update, and light brown stone. And I'm going to also, of course, manipulate these colors a little bit inside of painter. So this is not like the final colors. Like we also have notes and painted to kind of bounce it out. It's basically just like, This is actually, it's kind of good to show you because that we have this bug, because, yes, it's more annoying, but in a production environment, you cannot really stand still. You cannot just have like, Oh, this program has a bug, so I'm just going to contact the people, and I'm going to wait. Like, it just doesn't really work like that. So this is a good way to just show you how to, like, fix Everything. I made a small mistake where I accidentally exported it's in the Wong folder, so let's just export once more. Now go in here and let's set this folder to the colors folder. And now we go to Bluestone Export. Let's make sure that it's in colors folder and Export. And I'm just gonna rename the file name to blue for now just to make it a little bit easier. So now we can go ahead and go blue, brown export. Rename it to dark. Brown. And then here we have light brown, export. So that's just like the old school way of doing it. Light. Brown. There we go. Okay, that should be fine for now. We just need something in here so I can go in here. Import resources. Select them. Come on. Texture. Stare done. Okay, cool. So we have stone zero, one. Now we need three more, two, So 01, 020304. The only difference is that one of them that we just change the base color out. Brown and light brown. There we go. Okay, so we now have our different base colors ready to go. That's already something. Now, what we're going to do is first of all, with different stones. I also probably want to just rotate it a little bit and just give it some additional interesting positions. Like over here, something like that. Okay. Now you want to go ahead and just select your stones and add a black mask to all of them. And then we are going to select which stones become which color. We can do this super easy by going up here into our polygon fill tool, set the field to elements and just well, the side. So let's say this one, this one, maybe like this one, it's going to be that color. This one's going to be blue, blue, and maybe like blue. This one's going to be brown, brown brown and brown. And this one's going to be light. Light and let's say light. And then let's make the final remaining two Stone number one. And there we go. Now we instantly have already our different stone colors in here. You can hold Shift and write mouse button to kind of, like, rotate your sky around. I'm going to probably after this, we are going to, like, add a bunch of stuff. I'm probably finish this chapter off by making our scene look a little bit nicer. So if you go ahead and just go up here to your display settings, you can choose your environment map. So we can choose something that kind of fits more in our environment, maybe like something a bit warmer over here. Because these are just like different skies just like we use them inside of Unreal engine or marmoset sorry. So this sky is pretty good. Maybe set the exposure down a little bit. You can also turn on shadows, but you want to set the opacity welow. But often it kind of feels more like bugs, so I'm just going to go ahead and turn it off. You have post processing effects where you can set your tone mapping over here to sensometric. So this one is a little bit more like a realistic tone mapping. Oh, wait, turn it on. And this tonee mapping, as you can see here, if you just play around with your gamma because we don't want to make it too intense, there we go. That just looks a little bit better. Turn on antialising just to make our edges look a little bit more smooth. We can scroll down. And over here, we can show if you want you can show the grid if you like that type of, like, to see that stuff. So here let's do some grid. And let's have a look. So, we don't really need to do much in our texture over here. Yeah, so I would say that that is about it. Like there's a bunch of other stuff that we can do also with color correction, but I like to always go for, like, the raw scenes that I can easily edit it. So here is our base. Let's go ahead and save our scene, and let's continue to next chapter where we will start by manipulating this, adding a lot of dirt, adding leeches, just like a bunch of stuff to improve this general texture and make it much more realistic. 36. 36 Creating Our Stairs Part7: Okay, so we now have our bases over here. And what we're going to do is I want to go ahead and I want to keep my substance designer, the stone wall graph open over here because there's some stuff that I want to kind of replicate inside of substance painter, and I'm a little bit forgetful. So okay, a few things that I want to do is I want to increase my norm map strength in here also for my norm map strength. I believe that there is just go up here. Oh, no, wait, sorry, we cannot do that this way. We will need to go up here and then we have our norm map over here. Instead, because, of course, we have four textures that are all like a different amount that's always a little bit annoying. Instead, what I'm going to do is in the latest versions of substance painter, you are able to create anchor points. If we just go ahead and call this base cols and then create an anchor point over here, we should be able to basically create a fill layer. And in here, select normal and then go ahead and go to anchor points and grab your base colors anchor point reference material is normal and that should stay fine. Now let's see here see. You can see an increase in the norm map. Then if we go ahead and just call this normal strength. And then probably the easiest ways just to go from base color to normal and simply use this slider over here to change the opacity. So let's go ahead. And I will also set up like a preview scene in a bit in Mama Set Tobag because it's really difficult to properly see what we're doing inside of subset painter. Since substance painter, previewing is just not as good. So we got that one. Now, let's go ahead and let's have a look. So we are using some cutting here and there, but that is something that we probably won't be spending too much time on. We are actually able to use multi direction warps in here. I'm not sure if they will look very good, to be honest, but we are able to use them. You can, for example, go up here, and if you just go ahead and go to filter, there should be a directional blur. Come on. Where are you? Warping mirror. I must be Wy blind. Here's the grim scans. All right, here slope. Sorry, here we have a slope gray scale. And with the slope gray scale, if you just go ahead and so we can actually do this in our height map. Now, the way that this works is we can kind of choose if we want to do it in a height map or in our norm map. When we do it in our height map, it should still translate to be included in norm map. But I think because we, of course, have turned off our height in here, it will not work. Let's try to go for a no map. And if we go for Empress C, we can switch between the different maps. I need to look at my no map over here. Now what I need to do is I need to go ahead and see over here, my intensity, set the mode to minimum in here, C. You can see that we can break things up a little bit. Default noise. Yeah, I can do probably default noise. If I just make the source tiling a little bit, it sets to like two. And if I just like a very soft intensity, 0.07. I'm sure if I'm not sure if it looks better or not. It's a bit difficult to see in painter. Let's Let's have a look. Mm. Without to be honest, I don't think it will actually I think it will add more bad than good. Yeah, so for now, you know what? I'm not going to do that. I'm not going to go ahead and just leave that stuff. But that's just part of it, also, like tying stuff out. So let's now leave our shapes alone. And over here, as you can see, some of the things that we did was that we added some sharpening and we added like some general dirt, and we also added some highlights and stuff like that. And that is another thing that we can actually have quite easily in here. If we go ahead and create a folder, and let's just call this, dirt or grines doesn't really matter. Now, the first one that I want to do is, first of all, we have our base color over here. Let's go ahead and just add a filter to that and let's set the filter only to be actually, let's be our color and our roughnes only. And let's set this filter out a sharpen to this filter. So if you press a sharpen, you can add it over here. There we go, see. So we are actually able to add like a sharpening filter. So if I just make this a little bit stronger like 0.3, that adds, like a tiny bit. Now, I feel like that our colors are also like way too intense, so that is something that we will balance out in a bit. Let's first of all, go to our dirt. And let's go ahead and just grab one of our fill layers and just call this like, um OCC uncor dirt, for example. And for this one, what I want to do is I want to make the color a little bit more like a green, yellowish color. It's also quite a bit darker. I want to go ahead and set my roughness quite low, something like that. See, this can probably be a little bit darker even like this. We don't need a height. We don't need the normal, we don't need the metallic. Next, what we want to do is we just want to go ahead and add a black master dis, and now we can scrap one of the many generators over here for this. So this is going to be more like dirt that's in the cavities over everywhere. So let's try a dust occlusion over here. Let me see. So let's see, we have dust oclusion but we should have also another one that might work a bit better. It's like, Oh, no, wait, occlusion strong is probably not the best one. Yeah, okay, then probably dust clusion is probably the best one for now. There's a bunch of them that you can use. So let's go ahead and start with this one. I'm just going to go ahead and dirt. I can increase my levels to really show, like how intense it. Also, something that I do notice then is that like, we can probably, like, manipulate the base color a little bit. But first of all, I want to just, like, tone down my contrast, and then I'm going to tone down my balancing over here. So I am going to add quite a bit of dirt, something like this. We can go into our original over here. And if we just add, like, a uh yeah, we can probably do like a fill layer. We can add some variation to our color. So if we go ahead and add a fill layer over here, and in the color, we want to just grab some kind of a texture which like a B&W spot, for example. And we kind of want to set is to be like a multiply. And then you can see that over here, we can add some variation. Now we want to go ahead and not make it too strong. And what we need to do is we need to go back into our base color and also balance things out a bit. So it's like quite a bit of balancing and bells, this one. Yeah, I'll leave it like this, but I will probably, like, tone down my opacity to still make it a little bit less. But just like, it's subtle, but it will actually, now it's not that subtle, I would say, but it gives us some nice additional dirt and stuff like that. The next one was going to be probably some, like, edge highlights. I think those would be nice. Let's add another fill layer. It's called edge highlights over here. Let's go ahead and only have a roughness that's a little bit shiny and let's have a normal or a base col that's completely white. Once again, add the black mask. Now you can choose. So we have over here these concrete edges or we can just use a curvature. But I want to see if concrete because this is concrete. I cannot see if there are some kind of generator that might look quite interesting. This one, if I get rid of the concrete crunch and grab the mask builder and kind of like let's see, tone that down. Also, over here, if we go into our grunge, let's tone down the embitclusion quite a bit because it adds a giant amount of additional stuff. Okay. The curvature is pretty good, so that one reads quite well. We have over here like our grinch map, which you can tone down. Play around a bit more with our levels. Right now, it will look very stylized the way that we have it right now. But if we grab this and now if we add, for example, another fillet on top, we can use, like, a grunge map to kind of, like, break up the shapes. So if we go ahead and go for let's see if we just scroll down and just grab some kind of random crunch map like grunge copreps, for example, set the tiling, maybe to three to make it a bit smaller, maybe five. You can play around to the balance a bit, but the most important thing is to set this to be and multiply. And then you can see that now when I play around to the balance, I can add more or less of these damages in here. So we got that one. At this point, what I would do is in my base color selected, I'm going to just simply tone down the opacity like this is just going to be like some very soft highlights. But most of these highlights, they will be more in like the roughness. So something like this. Okay, so we are starting to get a pretty decent base already. Now the next thing that I'm going to do is I'm going to go ahead and save my scene. And I want to start by exporting this so that I can preview it inside of Moms and Tool bag. So first of all, I want to go ahead and go to Taxis AssetTre and create a folder called final over here. And our file export. You can go ahead and select this folder. PBR metallic roughness for now is fine, but we are going to actually change that up later on. But just for previewing purposes is fine. Targa file and just press Export. Cool. So that's now exported. So now what we can do is if we go into Mm set, I will show you how to build a very quick preview scene that we can use just to preview our assets and stuff like that. So this will be the main preview scene. I'm going to get started by just importing my stair low poly so that I have something to look at over here. And I will go over this quite quickly. So first of all, let's go ahead and right click. At a shadow catcher over here, which will just apply some shadows. Let's go into render. Let's turn on rate racing. Let's turn on advanced light sampling. Let's set the bounces to two. Few port 256 is probably fine. Set the denoise strength to 0.8. I'm going to because this is not a tutoril about Mamo set, so I'm not going to go over this too much local flex to two. But basically, these are just like some settings just to improve our general rendering and stuff like that. Now, the next thing that we can do is we can go ahead and go to our main camera. And actually, I like to always have a preview camera. So what I can do is I can go here and I can go ahead and right click Ara camera, and it shoot the camera in the same view as our main camera. So now we have this preview camera. In this preview camera, we can go ahead and set the tone mapping to be ACS, which is a more realistic tone mapping. We can set our curves over here, and I always like to push, like, the first curve down a bit and the last curve up a bit to, like, increase our um, contrast and stuff like that a little bit more. And next, what you can do is you can also play around with your exposure and stuff like that or your clarity. So my clarity, maybe a little bit up to, like, 0.1, increase it. Also set your sharpening around the same level as your limit. The bloom a tiny bit just until you see the tiny bit, and we have some vignetting, which we can set half. Yeah, that's already starting to look pretty cool, right? So that's just easy stuff. Now what we're going to do is we are going to go into our sky and go into library, and you want to grab a sky that feels like a little bit logical. So we are going to be for a bit more like a natural type thing. So maybe like bamboo Grove. Like Bamboo Grove is quite intense, but you can see, what it should give us actually, yeah, it does give us see a lot of options. It is quite intense, but gives us a lot of options. The mode, I want to set the color. And for the color, I'm just going to go for a darker grayish color so that there's no distractions. Now we have this stuff. Next, we want to go ahead and place some lights. We can right click Add light, and let's add to get started with a directional light that is coming a little bit more from the site over here. And this will just introduce a little bit of shadows and stuff like that. Like that. I'm going to go ahead and I'm going to click on temperature. And in here, I can make my temperature warmer or colder. And I'm probably going to start with, like, around 4,300 over here, which is quite a neutral color. You can use your shape over here to make your shadow softer or darker or sorry, softer or sharper. I'm going to make them like a little bit softer. Like this. Then the next thing that I'm going to do is I'm just going to go ahead and duplicate this light this light, I want to give it a really intense light that comes maybe just over the edges. Just like increase our render. This light is a little bit harder to see without textures. At this point, we probably want to temporarily turn it off and start by applying our textures. We can do this by creating a plus and then call this model. I hope things are not going too fast for you guys. Right now, I'm really going I'm not yet in the same speed as when I would be creating stuff without recording, but it is going quite fast. Occlusion over here. We have our base color. We have our well, we don't need a metallic. We have our no map. Make sure that normal maps from Substance Painter, they are exported in direct X. So make sure to press flip Y to flip the green channel so that it renders in open GL, because that's the only difference between direct X and OpenGL, the green channel. I'm also going to go in my BGS and just grab my AO map, throw it in here, and throw this onto our actual model over here. Now you can see that that's definitely quite a difference going from our original. So you can see that there is like a lot of change between these versions. So what I'm doing now is I'm just balancing things out a little bit more. Over here, just to get started. And then we had another light over here, which I'm going to temporarily make it really, really strong. Over here, I'm going to make the color for this one a little bit whiter. So let's say 5,500. And now I'm going to tone down my brightness scan. It's just for me to capture some of those glares and stuff like that. Let's see for the first one, go to make that one also a little bit darker and I'm just going to Like with assets, often, you will just, like, fill most of the space. It's not like with materials where we can control how to capture it and stuff. I'm going to set my Kelvin a little bit more neutral. Let's see here, because if I go like in white, you can see, that's quite a difference. So for the main shot, I probably want to just use my clock picker over here just so that I have a bit more control. So this is actually the main shot, like the white shot without the really strong galvin and stuff like that. So this one we can still keep at a decent level. Let's see what else? So we have a camera over here. I'm going to go ahead and probably grab my first light and actually move it down a bit more like this. Um occlusion is working well. I think at this point, we can probably save sing and start some balancing. I'm just gonna go to my sky. I just want to make sure that my sky brightness is fine. So bump. And I also just want to quickly try a few more skies now that we have a texture because it would be a shame if we happen to find a really nice sky, but we don't end up using it. So cemetery Graves, city hall corridors maybe. I also often like the more yellowish ones, but I need to be a bit careful with that. They're down here. Over here, the Portico driveways and gate and stuff like that. But it looks like that there is, like, a huge amount of difference. So yeah, okay, fair enough. At least we tried. Why bridge waterfall, maybe? No. Oh, Wong button. No, Okay, fair enough. In that case, let's go for the bamboo grove over here. And maybe let's go into my light and tone it down. Okay, so I think that this feels fairly similar to what we need because it looks like a little bit greenish. There's still a lot of stuff that we do, you can see that the roughness is just super plain again. But for now, let's go at a file and save our scene, and we are going to go into our safe folder and just call this model render over here. So we've done that. Now, at this point, I am going to actually make my sky color a little bit brighter. There we go. And let's have a look. So definitely like I'm missing some of the sharpness and the roughness amount or the roughness effect. So if we just go ahead and go in here, and first of all, we have our edge highlights. How are those coming along? Yeah, I can see them a little bit. I actually want to maybe even tone them down like a tiny bit, so maybe, like, say, 13. We had our normal strength for which right now it doesn't do much, but what I can remember is that we basically grabbed our normal highlights somewhere along here. Yeah, and we kind of map those. We map them using a HCRm scan using a fine edge detect. Now, I'm not sure if we would be able to do that in here, but we should be able to basically grab a curvature from here. So if I just go ahead and do another edge highlights. So just duplicate this one. And call this. Normal highlights. And then if we go in here, let's go ahead and get rid of this one. The first thing that we can try, we can try a filter. And then in your filter, oh, I still have sharpening turn on. In your filter, there is, like, a curvature. Or we can use a high pass, but probably curvature is better. Where are you? Slope bevel. I can't remember it wasn't here, but okay, if it isn't there's many more ways to do it. Um, we can use our baked curvature map and manipulate it. Maybe I think I'm just confused by, like, a different note, because, like, now I'm just warming up in substance painter because we've been doing substance inner for already hours. If I go curve, and is able to grab the stair curve Jove. I can hold Alt click. Oh, nice. Yeah. Yeah, we can use this. If you Alt click on your mask, you can actually preview your mask. So we have this one. And then if we just go ahead and you can alter filter and doing hcrm scan, but we can also describe the levels and try to, like, kind of do that. Then, of course, we have those tick highlights. And for those, what we might want to do is we might want to because we already have our edge highlights here. We might want to actually go ahead and probably delete this one. Now we have over here all of the small highlights that already bring out no map bit better. So if we just go in here and now Alta fill, honestly, I don't know if I like the grunge cop web. So I wonder if there's one that's like a bit better. Maybe like crunch map zero, 13. You should be here. There you are. Let's hold Alt click again. Let's set this mode to multiply. Let's set the tiling to like five or something like that. And now here we can use our balancing to basically increase or decrease. So that will give us some additional highlights. Now, the next one, let's say that we are going to go for, like, some roughness variation. If we just go and go press C and go to roughness, right now, my roughness feels quite dull, although I'm surprised because it doesn't feel this dull as it looks over here. So that is quite interesting. Also, my shadows are we intense, but I don't know if that's Let's just tone that down. Let's see. So yeah, I want to bring out some of that dullness. So if I go ahead and go back into my painter scene, let's create a new fill layer, call this roughness. Variation and only turn on the roughness for this and just like, tone it down a bit. And then just add like a black mask and we can go ahead and go to our smut masks and maybe grab something like a surface worn or something like that. If I could just go ahead and just click AltclickO the mask, I can now go in. Here, see it will just, like, add some more visual interest around these areas. And let's make this a bit shinier because a lot of people probably walk on it. So if I go back in here and set my roughness for this, like, a little bit darker, I feel like that would make more sense because when people walk a lot on these stones, they just kind of start to polish themselves a little bit. So we now have something like this. I definitely feel like it looks better right now, funny enough in painter than in mom's set, which should never be the case. So what I'm going to do is I'm probably going to go ahead and see if I can balance out my mom's set scene a little bit more. So I will because it's a bit difficult, I'm going to move this over to my other screen, and let's go ahead and have a look. So First of all, let's turn off our lights because I feel like our lights are causing most of the problems. And then let's go ahead and make my sky a little bit brighter. I think I still don't like this sky. I think I'm going to go ahead and try and find something a bit better. So sometimes it's better to just balance out your scene using just your sky first. That one is they're all really dark, to be honest. This one is pretty good, actually. Let's have a quick look and see because the city hall corridor is often quite neutral, yeah, all of everything is really dark. That's interesting. It might be just literally awesome my exposure. If I go to my main camera. Oh, no. Well, I mean, it makes it does make a difference, but you know's push up my exposure a little bit. Let's grab the sky that I was talking about the Alley highway, highway. Let's move it here and let's push the brightness a little bit more to around like 1.4. Like this. Now let's go ahead and grab Camera one. And for Light one, sorry. For Light one, what I'm going to do is, I'm just going to go ahead and first of all, tone down the brightness because this is supposed to be like a supporting light, not like a light that just changes everything. Yeah, I'm fine with the color. And Light two is fine because it just adds some additional highlights. Okay, so this is already a little bit better. I still feel like the colors are not as well defined, but that might actually be good because in here, of course, the colors are a little bit too well defined. Anyway, we have this one. I'm just going to go in my camera. I'm going to boost up the sharpening a little bit more over here. And maybe also the clarity, let's set that one to 0.25. Clarity also adds some sharpening, let's tone that down, and let's end the chapter here. Yeah, I think that should be fine. I'm just going to go ahead and as always, for us to compare, let's go ahead and create an image. Now, if you go to rendering, the first thing you need to do this time because this is not a pre setup scene is going to render cameras and click on camera one and turn off main camera. This way, it will only render Camera one. I'm just going to call this stare, make it a JPEG. Resolution can just be like four K or something like that. Samples, I always set quite high. So let's start with 512. Oh, sorry, I'm in the 11. Make sure that you do this in images. Images, JPEC 512 and 0.8 for my denoise strength. Yeah, that's looking fine. I'm going to go ahead and make a render because the renders always look a bit different, and I will pass the video until that is done. After that, what we will do is we will definitely work on, like, adding leeches, going a little bit away from those warmer tones to more like the colder tones like we can have over here. And I'm also going to add some overall, like, color variations to all of the stones with some whitening and darkening and all that kind of stuff, just to make it feel a little bit less stylized, because right now it feels a little bit too stylized. But we are getting there, and maybe also play around a bit more with the normals. For now, here is our brick, which, yeah, it is slowly getting there, but we definitely need to work on, like, a few more things. So let's go ahead and continue with that in our next chapter. 37. 37 Creating Our Stairs Part8: Okay, so let's go ahead and continue on our mesh. So I want to do what we always do where I look at my mesh. I look at my reference. Of course, this reference, it is quite different, but that is because it's really difficult to already balance everything to make it look more like this. This is something that would better happen inside of unreal engine. So it is something you kind of like me to have patience with. Like, I'm first working on just getting out of the elements in here. So I will go ahead and make a list. So I want some additional Sharpening. That would be like a nice one. Softer white. Sorry, softer edge. Highlights? Because right now, I feel like they are a little bit too strong and it just doesn't really make much sense to have them. I will do a slight color balance. Over here. I want, like, some micro normal noise, like micro normal noise. Because right now still it feels quite flat. And I'm honestly really surprised by how flat it is because, like, when we look at our normal, our normal should be pretty intense. Here, if we look at that. That is quite surprising how I could go already in here and just quickly push my norm map. If I just go double, maybe just really need speak extra song. I want some additional leeches. The moss and everything we will have in between here. But that's something that we're going to work on a little bit later. So let's have a look. What else? I need some large scale color variation, like, as you can see over here, you can see this large scale color variation, it just happens across many of the stones, so I want to kind of, like, try and get something like that in there also. And then maybe also, make it a little bit, like directional and stuff like that. Um and maybe some more. Let's do some more like additional dirt. And I will see how I will create a dirt. So let's go ahead and start with this. So the sharpening is quite easy because over here we already have a sharpening, and I'm just going to go ahead and I'm going to push it a little bit more. I think this one just really needs quite a lot. So that's the point s five. Because when we start adding on top all of our additional colors and everything, it will kind of like tone down that sharpening again. So it's like a balance to get. Softer edge highlights is also quite an easy one. So over here we have our highlights. And I can simply go ahead and add additional make this bigger, add an additional filter that just has a blur on it. I'm going to make that a little bit stronger. Then if I just go into my base color because now that they are softer, I do want to push them a little bit out a bit more. Let's see. Yeah, I think, something like that will give some nice softening, also. Tiling, tiling, tiling, tiling. So I feel like I just want to kind of, like, see. If I just go ahead and scale this down. I just want to know if it looks better when I do like some additional tiling. And also, if I want to maybe not do like sideways, like for these ones, it probably would be more logical. So let's make the tiding, a little bit smaller, but it would be more logical not to have all of the shapes going sideways, which is something that we did originally. But here, like yeah, it feels it's more logical to have them straight in these kind of pieces. Also, if you have these pieces over here, what you can do is if you just go ahead and, um, go to world space up here. Then I can also rotate it this way, see? So now you can see that the shapes kind go in both directions. I might actually also need to do that on this one here. That's rotate it this way. There we go. Okay. So that's already starting to work a bit better. This one is going see. This one, I guess, is pretty good. I like this stuff over here. This is looking really nice where we have that additional cut in there. This one is, there we go. This one was also pretty much straight but not straight on this level. So let's just rotate it over here. There we go. That already feels a little bit better. Okay, so that was the additional sharpening. Edge highlights, we want to do a slight color balancing. So for that, what we can do is we can go ahead and this one, I guess, is fine. So let me just check why is it so dark all of a sudden? Let's play around my wait because I wrote the describe it. Yeah, that one, although we should probably be able to also just check it out in here, because the overall colors, they are pretty similar. Let's add a filter to each one. And we want to add an HSL filter, HSL perspective. If we now go ahead and go over here, art filter, HSL, go over here, art filter. HL. We used it in designer, it's really easy to just add some additional I can make this one, a little bit lighter. Maybe, like, match things up a little bit better. This one I can, for example, slightly change the saturation to make it maybe like a bit grimmer. And just like that, I can also change saturation to make it, for example, a little bit more blue or We Willy blue if I want to. Yeah, let's do something like this. Like, I have it quite dim. I think that will look nice, especially when we later on are going to art our moss. So that's a slight color balance. Now, some micronormal detail. So we have dirt. Let's make another folder called. Norms. And for the miconormal detail, let's go ahead and just grab a fill layer over here. Now, this norm web detail, we can actually place into our height. We don't really need to place it into our normal, so we can just select only our height and push it up. Micro noise is what we're going to call it. And then what we will do is we will go ahead and add a black mouse to this. And in this black mouse we will add a fill layer because we're just going to use some kind of grunge map to basically create this micronormal type detail. There's often like a bunch of, like, concrete looking grunges that actually work quite well. It's micro noise, but you kind of need to make sure. So let's do plaster paint over here, and I want to go ahead and want to set the I will do, like triplan and mapping for this. Make it quite a bit smaller. Then I will go ahead and I will also play around with my balance to not have it everywhere. So that's like the base. I'm going to go ahead and I'm going to already, tone down the intensity. Yeah, see, it's just like some micro detail. It's often very simple. And then maybe add like a filter with, like, a sharpening. Let's see. Sharp sharpen over here. To also push the sharpness of this noise a little bit more. Yeah. And it's just so that from a distance, as you can see, we just have something to look at. For now, I'm going to because this is one where I will most likely need to like, Oh, wait, of course, it doesn't automatic update. I will most likely need to see it in action. You can also control your height amount over here. I don't know why actually, I don't know why I changed the opacity. I should not do that. I should just control the height here. I guess I was thinking about the normp. You can also control the direction. So over here, I can make it stand out and here I can push in. So I'm going to set this quite low. And then we'll just see how this will look like later on. And in a bit, we will probably also go ahead and actually start setting up inside of Unreal engine, which is going to be interesting. So leeches, I will leave until last for some large scale color variation. So I can probably do that in dirt, and I can go ahead and make a folder called colors. And in here, I just want to basically get like just some well, large scales, color variation. So we can most likely only have this in the color, and then basically what we want to do is we want to go ahead and start with the black mask and start with a fill layer and grab stuff that is pretty directional going downwards. So over here we have our cop reps, for example, we just go ahead and triplanar. Triplanar does make your scene slower, by the way, keep that in mind. Yeah. So we have some triplanar, and what I can do is I can start now with giving it a color. Let's say a color like this. I'm starting with like a blue color. Maybe actually, you want to. Now, let's just do some slightly blue darkening. Then go back into your grudge map and just lower it down until it feels like in a logical location. I don't like this color. Let's see. You can also use your color picker and you can pick something on the outside. So let's say discolor over here. It's like a slightly brown purplish color. Yeah, okay, that works well. And if you want to go ahead and, like, make some of the stones like that you don't have some of the stones, you can always add a paint. And then in this paint, you can go ahead in element select, you can, for example, select like a few random stones that do not have anything. And you can set the paint mode to not disable. Multiply. So I need to check because I always forget which one this is. Because there should be. There we go. Subtract. Oh, yeah, of course, it is subtract. So yeah, we want to go ahead and do subtract and you can see it now. It's not on every single stone. So just like that, we have this one. We can go ahead and we can grab this color, duplicate it, turn off the paint, and this time, go away. Instead of cobrabs, we can do, some type of leaking. And I can remember, like, here, maybe this one over here. It's like a pretty leaky looking Brush. I'm going to rotate it because I feel like, oh, wait, if I do that, then the leaking is really maybe not this one. I don't think this one will work. Maybe something that's, like, more dirty. And then if we just, like, play around with the contrast, yeah, yeah, there we go. And, like, like, scale it down a little bit. That should do the trick. Okay, and then for this one, I'm going to just go ahead and color picker, and I'm going to pick something that's like a little bit more lighter. Let's see. This arts like blue tones. But I just don't really feel like the blue tones are nice. Let's start like some darker tones. There we go. Like some darker tones. And this one, we can kind of, like, have overall. So over here, like, it's starting to already look slowly more realistic. I definitely am not yet happy about, like, the marmoset scene, because I still feel like that over here, the colors come out a lot better than in a marmoset scene, and I never really like that for previewing. So what we can do is we can simply later on, of course, have a look inside of unreal agent, and then we know if this scene is more accurate than the Mm set scene, then we will balance it. But the Mum's set scene is just for previewing it with some rate raising and stuff like that. It's not really physically accurate. Color variation. Done. The color variation, incidentally also added some additional dirt. So the next one is going to be like some leeches and stuff like that. So for the leeches, let's go and let's create actually a custom folder. Leeches in here. I want to grab a like let's make a fill layer, and let's make it slightly yellowish. Let's make the roughness quite low and turn off our shall we give the leeches a tiny bit of height? That might be nice. Just give it like a tiny bit of height. And then in this one, we are going to go ahead and add a black mask, and luckily we had that leeches we already had that one from here, so we can go to add a fill layer. And then over here we have this one. And what we can do is we can go ahead and set this again to triplanar place it around somewhere like this. Maybe what I want to do is I want to go ahead and I want to duplicate the effect and set this to Max Lighten, I believe. It's more like this. And then the next thing that we're going to do is in our leeches folder. We can go ahead and go in here and we can say, like, let's add a black mask. And in here, we can literally paint in where that we want to have our leeches. So we can go to our brush section. We can grab a brush. I believe these brushes over here, you guys don't have because they're my custom ones. So let's say first soft white. It the flow a bit stronger. So now I can say, like, Okay, I want some additional leeches here. I can add that. I do feel like the leeches are most of the time like sitting here on the top, so oh, it was out of saving. And now I can also decide, like, okay, if I like a position to have more leeches or not, L over here, I don't really like this one, so I can just press X to invert my color and then paint it out again. And I like to sometimes also just have the leeches kind of, like, connected from 1 stone to another because it kind of feels like it's like a network. Because it is organic material, so maybe it was just floating and stuff like that. And I'm just going to also balance them out a little bit more later on. So over here we have some leeches, and we do need to make sure that we don't make it, like, too specific, because else when we actually start like scattering the stones around, we might be able to see again, like Willy repetitive patrons, which I don't want. So I don't know why I have trouble speaking. What I will do is I will grab these leeches over here. Maybe also place a few over here. Let's say something like this. Now, next thing I'm going to do is I'm going to grab these leeches and I place them all the way at the bottom because I want to have them below our dirt over here. I'm quite surprised that it's so little. But yeah, Okay, makes sense. So now, since it's so little, I can actually increase the amounts a little bit more because it looks like some of the dirt is kind of like filtering it out. But I like the subtle nature of it. So here we go here. Yeah. I do like the subtle nature, but then again, I do feel like it's not strong enough. Let's go. Okay, wait. We can do this. There we go. I will like them on the Bluestones over here. It looks really nice. So maybe also like art them here. Yeah, that looks cool. Maybe also here if something is cool, then we can just as well replicate it. Yeah. Okay, cool. I'm going to probably tone them down just like a little bit. That should do the trick. Okay. I think that's looking pretty interesting. Like, it's a pretty interesting looking stone stair. So at this point, I feel like we can already go and start setting it up inside of in real just to see what it looks like. However, that will actually be quite a few chapters because we are going to then, of course, build our material, and I'm going to show you the concept behind this entire or what a big part of this story is about, which is like these wy advanced materials that allow us to just push in a lot of detail without a lot of expense. So it's really optimized. Go ahead and go in here. Now, yeah, here see the difference, like I am not a fan of what it looks like inside of Mamset compared to, like, painter, because the painter version is definitely a lot better. So, I can even I press Ira for fun. But, uh, yeah, even here. So definitely, that is something that I probably want to go ahead and I'm going to first, have a look inside of Unreal, and then I will balance everything based upon the unreal scene so that we can, like, make sure that everything is very similar across. But it is super normal to have things looking very different between painter Unreal and marmoset, just because there are three different rendering softwares. They all render in, like, a slightly different way. So it is something you definitely need to keep in mind. But this is more like the look I'm trying to go for as you can see, because it's a lot more realistic looking than what we have in Mamaset. So I'm going to go ahead and have a think about Mm set scene, and we will continue with this in our next chapter. 38. 38 Creating Our Stairs Part9: Okay, so let's cut to you. As you can see, my marmoset scene changed a little bit because I worked on making it a little bit more similar to the scene in Substance Painter. I did this very easily. I basically went to Substance Painter and went over here to like my sky and I selected the sky that I chose, which, as you can remember, is the Bonifacio Street. And I just right click Show In Explorer. And this way because I can actually use this sky inside of Mamoset. That was the biggest one. So if we now go ahead and just go into Mm set and you click on Sky and you can see ION loaded it in, just go to image. Select or navigate here and select the EXR file that you want. And after that, it's just a matter of balancing out your brightness a little bit. I just balance out the strength of my lights just by moving it up and down a bit. And for the rest, I just went in my camera one, and in here, I also changed a few of these small settings. So I didn't really do a lot, but it does make a big difference. So basically, here you can see the difference before, after. Of course, also with our change added. But you can see that makes a massive difference in what we had before. This looks really cartoony and a bit more like student, while this one already feels a little bit more logical, although the micro noise is a little bit too strong. So that is one thing that I do want to lower already just in case. So if we go to our normals over here, and here we have a micro noise. I'm going to set the intensity to maybe like 0.015 and press Enter. And let's go ahead and save this and export this. Now let's say that now at this point, we have a pretty solid looking stair that we can start using. The next thing that we want to do is we want to go ahead and want to start importing this inside of Unreal engine and already start by setting it up. Now in this chapter, I will just handle the importing and setting up the basics, and then what I will do in the next chapter is we will start by the actual material creation. So we will need to move back and forth a bit for this to work. Now, the first thing that I'm going to do we exported our texts over here. Let's go ahead and open up unreal engine. Here we go. Here we are in unreal. As you can see, we have these stairs over here. However, as you can also see these stairs, they do need to have some flexibility to them. That's what I want to focus on first on getting the stairs in here. For this, we need to go ahead and actually create our first proper three as Maxine. Here we go. What we want to do is we want to start by importing our low poli stair. So this is going to be the scene from which we are always going to go ahead and export everything. This stair should already be in the right scaling. If we just go to the home grid and set this to 1 meter. Yeah, here. So that is already in the right scaling. So that's already great. Now, what I'm going to do is I'm going to go ahead and first of all, I have over here my layer explorer, which you can find over here. And I'm going to select a row and call this stare on the score, step on the score 01. I can now go select the second row. Sir, underscore step underscore 02. I accidentally places it into the layer of the first row, so just drag it into empty space to remove that. Then the last one Sree, step underscore 03 over here. So doing this, it will, we will now have three of our stair steps that we can start placing in various different ways. Now, what I do want to do is I want to go ahead and for these stair steps, I'm going to just simply place them into the center over here. So at this point, we are sort of like breaking the positions of it. And I want to do that for all of them, because Unreal engine, whenever we export a model, Unreal engine will always place the pivot point at the very center of the world. So if we keep this one in the sky, the pivot point would basically be over here, which, as you can see, is not easy for placement. That's why we, redo. Okay. I guess I already broke my Redo is really bad in trees max for some reason, always. So anyway, there we go. So we are going to place it like this. Now, there is another thing that we need to think about, but we can do this most likely inside of unreal engine. And that is that we also have a short stair over here. But what I can do is I can show you how to basically use the modeling tools to split up your models to create additional variations. So having these pieces, the next thing that you want to do is you want to go ahead and select everything. Go up here to your layer editor layer editor, to your material editor. Then what I'm going to do is I'm just going to go ahead and call this Sir piece underscore 01 because we only created one texture for now and simply apply this material. Okay, cool. At this point, we can save our scene, and we are going to go ahead and call this scene. Let's call saves and I will probably do this in a main save. I want to have all my models in this scene whenever I export them to unreal. Let's just call this asset creation, for example, and just press safe. Once that is done, we can go ahead and I created a EpotFolder that is called to Unreal, and this is where I always like to export all of my unreal related models. So knowing this folder, we can go ahead and we can start by just selecting stair one and turning the rest off. Export, Expot selection, select the folder, and just call this Sir Step on the score 01. And if you by this point, you can copy that name, save. And you can go ahead and just press Okay. We shouldn't need to change any settings. You can go in here, file export Export Selection and call this stair step 02, save. And then we have the last one export, export selection, Sir step 03, and save. Okay, so now we have our three FBXs we can now go to Unreal and we can start by properly setting this up. So we have our JP tutorial down here, and in here we have an assets folder. Now I can just go ahead and I can probably already just because we don't have that many assets, place the stairs directly into this core folder. I want to simply select my three FBXs and drag them in. Now, when dragging them in, make sure to turn on build Nanite because we want to use nanite. And for the rest, we have our Combine meshes over here, which is make sure you have that turned on, and the rest is all default, which should be fine. So we can just go ahead and press Import. And then it will import all of our stairs and turn on Nanite for them ready to use. You can double check if Nante is turned on by clicking on it and making sure that enable Nanite support is turned on. And now we have our models. So we can also double check if the scaling is correct by simply dragging it in. And when you look at that, the scaling is looking totally fine. Awesome. Now the next thing that we need to do is we need to go ahead and create a new folder that we'll call textures. And in this folder, I'm going to go ahead and create a folder called stare on the score 01. Who would have tart? Then we go to textures, and I'm just navigating. And for our final textures in here, now it's going to become a little bit interesting. The reason it's going to become a little bit interesting is because we are only going to basically have a base color and no map in our new shader. So the textures that you have here are mostly for previewing inside of Mamset, but they are not actually going to be used for our unreal engine scene. So instead, what I will do is for now, I will go ahead and I will already place my assets, and it's mostly just to fill in time, since this is something that we need to do anyway. But just to show you, then what we'll do is we will probably focus on our actual master material in the next chapter because it would be a little bit confusing if I already start with that now. So we have this one. What I like to do here and make sure that it's on the ground, and I tend to simply duplicate it, move it over here, and then just drag in, for example, stair step number two. Let's push it a little bit back. Once again, can go over here. Oh, wait, I need to remember that actually, we need to push it down a little bit. Remember how we move that out. So that's something that is definitely important because else it will clip over there. And what we can do now is we have four steps, but we only create the three. Let's say that I will use step zero, two for this one. Or and this one is supposed to be step 03. And just like that, you want to go, for example, one, two, three, two, one, three, one, two, like that, just a nice order. But here we can see that this is already looking pretty cool. I can now go ahead and I can go up here, but I rather just start over than to already duplicate because I want to make sure that they look as different as possible. So I can go ahead and go in here. And I can set like this one as the starting position, which is around this point. And now at this point, I can just go ahead and probably already delete all of these. And we can just go ahead and go place these, this one, let's say that I make this one step number three. This one, I will make step number one. And then later on we will, of course, also place something below it. So let's say step number two. Stepnometry. And that's basically how we just add a bunch of variation to everything. And then over here, we have another one, one, two, three, four, five, six. So we have one. I think then this one needs to be a bit up two, three, four, five, and six. Let's see, step, step three. Let's make this step one. Maybe move forward a little bit. And of course, like these back pieces, we can also adjust them. But that's why you're looking pretty nice. I do know that the stairs are a little bit blue, this because the default material over here, for some reason, they made it a bit blue. So if I just set it to be gray or you can apply our default gray material, now you can see that that is already a big improvement. Okay, so now what I want to show you just to finish things off, is that over here we have these stairs which are around yeah, pretty they are actually exactly half of them. So with these stairs, what I can do is I can basically go ahead and I can make some small adjustments. So if I go ahead and have let's say these two stairs over here, and I will need to do that. Actually, I will need to do that for a few of them. So let's go in here. Let's have a look. So stair step number one is a little bit annoying because we have over here like this long piece, which we cannot really use, stair step number two and number three, exactly have like a split down the middle. So that's pretty handy. So let's say that we have let's see. Here we go. Let's do one, two, three, four, five, six, seven, eight, so that's eight variations that we would already have. Oh, no, sorry, four variations that we would already have. Now, if we go ahead and go to our MlingTols basically what you want to do is you want to go ahead and just keep duplicating and call this stair step underscore. Short underscore zero, one, and press Okay. Go to this one, duplicate. Sir step underscore. Short on the score 02, stair step and score short on the score 03. And Sir step On score. Short nscore 04. Okay, cool. Now, what you might have guessed now that these are separate models. If we just quickly navigate to them, you can see them over here in the generate folder. I want to straightaway throw these into my assets folder just so that I do not get them lost. And it always adds like this random number near the end, which I don't like. So I'm just going to go ahead and I'm just going to right click rename and then just remove that end name to keep things nice and organized. Cool. At that point, what we can do is, first of all, right now, if we want to twine and use the added ply, it will be one massive chunk. So we cannot really do that. Instead, what we want to do is we want to go ahead and go down to our group generate over here, GRP GEN, and you want to go ahead and set the conversion mode to be from connected Twist. What this will do is it will basically create a group from everything that's connected. And because all of our stones are not connected together, we get all of our individual stones. So we can go ahead and do that for all of them from connected Twist Tris and Tris. Then now if we go to our edit polio over here, we can select these two and simply press Delete and accept. We can go to this one, select these three, delete, accept. Same over here. Select these three, delete, accept. And here, select these three, delete, accept. Now, last thing that we need to do just to make the placement easier is to go to pivot and set it to be at the bottom. And if we just go ahead and do that. So that's a quick way of basically altering our existing models. Of course, you want to do this when you are sure that you don't want to make any changes to the model anymore. So I do hope that is the case. But now these four are ready to go. We could delete them here. Oh, we can go up here and I can go ahead and I can simply now select these let's move them down here into place. Just going to go ahead and delete the stairs so that I can properly see what I'm doing. There we go. And now it's just a matter of, if I just go ahead and quickly place this and just try and, like, follow my blockout. It might be a bit easier for the shorter ones to do that. Now that you guys know how to do the placement and stuff. Over here. Then delete your block out pieces. And then that is one, two, three, four, and then we can go two, for example, and actually, that's the one. So, you can see this even adds more variation. You could even use these pieces if you want to have even more variation in here to mix them up. So you can just keep going and going and going as much as you want. I'm now going to go ahead and on this side, just delete these stairs, select these. A little trick if you hold shift and just move, it will move with your camera. Of course, it's easier if you actually are sitting in front. That way, you can do, even more egg replacement if you want, something like this. And now we can go, for example, here, where I will go like four, three, two, one, two, four, for example, something like that. And there we go. So all of our stairs are now done and placed. We do need to create a module like this, but I will go over that a little bit later. So first of all, in the next chapter, we are going to focus on creating our master material. That's going to be quite a large chapter. So just be prepared. And after that, I can show you the entire concept, and then I will even show you how to also create some moss which we will generate on our stairs. So let's go ahead and continue with this in our next chapter. 39. 39 Creating Our Asset Master Material Part1: Okay, so in the next few chapters, what we're going to do is we are going to create our master material. Now, our master material is actually going to be quite complicated compared to other materials that I've often made inside of tutorials. And honestly, the best way for me to explain it is to just show you my prototype. So if I go ahead and go in here, I can show you. So here I just took like one of the mega scans assets. And basically, this one is just like the default megascan asset, and this is using our master material. Now, on first glance, not much might seem different, as you can see over here. However, would you believe me if I said that this stair over here is a four K texture or even eight K maybe? Not completely sure, four K or eight K. This is eight K. This stair has an eight K texture on it, while this stair over here has a 512 texture on it. That's going to be the power of this material. The power is going to be that even with unique textures, we can push really high quality without actually making much of the quality suffer. Then on top of that, we also have options to add moss, dirt, and roughness variation. If I go really close, you can see the concept behind it. You can see that the base colors behind it, they are not actually that high resolution because they're only 512. Now, on top of that, we are using Nanite, so we have a really high quality model. But the way that you can see this, when you go why up close, you can see that it still feels high resolution, and it's almost like a Wi advanced detail normal, but not completely. It's a detail normal that also works in our roughness and it also works in our base color to add additional details on top. And we do all of this using a special texture I forgot what it was called. We do this via a special texture array, sorry, array, that was the word, in order to basically switch between these different detail normals in a optimized fashion. This basically what we are going to accomplish. We are going to accomplish really high quality results while having to render almost none of the textures. You can even you can push this really far. I went from eight K already to four K, but I could go in my base color over here and I could set this texture here. You can see that 512 is really low resolution. Let's say that I go to one to eight. I then go also into my stair more normal, and I'm going to sit this one also to one to eight. So this is like incredibly small. We went from eight K all the way to one to eight. But now if I go in here, you can only now start to see a little bit of, like, the low resolution. From a distance, however, it still feels fine. It's just when you go like Wiley up clothes, now you can start to see that the colors, they just become like quite blurry colors, and we need to rely a lot more on, like, these shapes. So that's the difference. If I would go ahead and would go for like 2048 because I only imported these at 20:48 resolution. You can see that if I go 248, so I push the resolution, which I might want to do for when I take screenshots, you can see that now, it becomes even a hyper resolution version, like it feels really, really high resolution up close and also far away. So that's the difference between it. So let's go ahead and get started by working on this. Now, the first thing that we need to do is we need to prepare some textures, and we also need to go ahead and prepare our material. If we just go into materials over here, we can right click and create a brand new material, and let's just call this one asset nscorn master over here. And we can go ahead and open this up. So for this, we need to end up with two very specific textures, a base color and a norm map texture. In our base color, we just need the base color, and then in the Alpha, we need to add something which I call a splice mask. It's basically a mask that can allow us to I need to once again because Alza just cannot explain it to you. It allows us to basically select which types of detail normals that we want on our assets. This is great for when we have assets that have, for example, both wood, and they have metal or they have multiple different types of wood, because that way we can say like, Okay, wood number one, use this detail normal or detail texture. Wood number two, use this detail texture. That's basically what that mask is for. Of course, when we work on our stones, we only need one color. Let's go ahead and go back. Now next that we also need a norm map, and our norm map is going to be a bit interesting. So in our norm map, in the red and green channels, we will have a norm map. In the blue channel, we will have our AOMp because inside of Unreal Engine, you can actually divert the blue map from the red and the green channels to still create a completed norm map. And in the Alpha, we will have the roughness. So knowing all of that, let's go ahead and go and painter, and we are going to set up our special export. So we have over here our texture. And what I will do is in our Texas folder, let's make a folder called Unreal Engine just to make it a bit easier because these textures are so specific. So what we can do is, oh, sorry, my keyboard registration was not on. We can go ahead and we can go to File Export textures, and we want to create a special output template that we are going to use. I'm just going to go ahead and call this one JP nscOeTil and that unscoe asset just in case. There we go. Okay, so as I said, our base cooler needs to be an RGB plus A channel, so we click on RGB plus A, and we are going to go ahead and remove this name. We will call this texture set, which is the name of our asset. So it's going to be like stair 01. Because that's the name of the texture set. Underscore base color. Now for this one in the RGB, we just can go ahead and we can grab our base color, which is this one and just place into the RGB channels. And in our Alpha channel, we want to have this slice mask. Now, we actually did not create a slice mask yet. So what we are going to do is for now, we are going to pick user zero, which is basically a custom map that we can go ahead and create. Later on, we can basically use user zero to create our slice map. For now, however, what is important is that our slice map is going to be white. This is because we actually do not have any type of we are not going to have any type of differences in our detailed textures. So I'm still warming up with talking because it's morning here again. Now we need our norm map. For our nor map, we need all of the maps separately. So we want to do R plus G plus B plus A. Once again, call it texture set. Sc normal. And for our red and green channels, we want to have just like our normal map, so we can go ahead and we can select our I believe it's better if we select the normal here and not a converted map. Yeah, because we apply our normals here, I believe. So I should be able to go normal and then on the red channel, select the red channel. Make sure to select the red channel. Then if we go ahead and go over here, we can also select the green channel. Red and green of our no map. Then in our blue channel, we want to have our ambient occlusion map. For that, what we can do is we can go ahead and I believe that we don't have the ambient clusion in here, we have it in our mesh maps. We can grab this ambient occlusion, and then we have our roughness, which is just going to be our default roughness in here and just select gray channel. Okay, so that's the two maps that we need. Later, what we're going to do is we are also going to create another map, and I will do later on, which is going to be a mask map, which allows us to basically detect where we want to have moss, where we want to have additional dirt, where we want to have roughness variation, all that kind of stuff. But for now, we are working more towards getting some textures that we can use. I'm going to go ahead and select my folder. I'm going to go ahead and select, if you scroll all the way down the JP tutorial asset in our output template, and it can just be a target file, and we can just export at four k because we will lower it inside of unreal. So for now, we can go ahead and press Export and save. Now, if you just go ahead and load up our Photoshop file over here, I can go ahead and I can just drag these in because I need to make sure that they work correctly. So here we have our norm map, and I just want to make sure that the red channel and the green channel. Okay, good. So they are different. So that's fine. Then we have our blue channel. And then we have our Opa channel, which is going to be a roughness. That one is looking good and here we have our base color. Oh, see? That's what I mean. Oh, wait. The reason we have nothing is because, of course, we need to create a user zero. So what you want to do because you do need to create this because we need to make it white for now, and I will show you, of course, later on how to edit it is we need to go to our channels in our text set settings and just go to user channels, user Channel zero. You can even go ahead and call this one slices call mask just to keep it in mind. Now if we just go to our layers at our very base, let's just go ahead and create a fill layer and call this user channel. And I'm just going to only activate the slice mask and make sure that it is white. And that's all we need for now. Later on, we are going to go ahead and edit this, and then it will be fine. So that's safe. Let's quickly just go inside of Photoshop and double check. Yeah, because sometimes it just doesn't like to add an Alpha. That's why I double check. Let's just make sure. So I'm using where are you JP Toyo? This one, User Zero is a grayscale that should be fine. I can try to see if maybe it's because the Targa file has some problems, although that would be strange because the norm map is looking fine. So I can try to export as a PNG, just to see if that makes any difference. So let's do stair base color. No, it looks like that that makes no difference. Let's go ahead and go back into painter and let's just have a look. So our user channel, if we just go here to our slice mask. Yeah, that seems totally fine. Like it's completely gray. Maybe move it in the top, maybe it's causing some confusion in there. And else we need to have L because it's really strange why it would not just register because we definitely have user zero, right? JP Tatoy let's try again. Yeah. User zero. And gray channel is fine. Or you can just pick the red channel, doesn't on wait, sorry, no, we want to pick the gray channel. And over here, it is set to be NG, but of course, we are already overwriting that, so that should not really matter. I will go ahead and just remove all of my textures from my folder and try once more to hopefully make it detected one last time. Let's try again. No, that is quite strange. It might just be because we don't have any data in it. So for now, just as like a cheat, press the plus sign to create an Alpha and just press Control I to invert your Alpha. And then just go ahead and save your scene. Let's see if we now, close it and open it up again. You see, now it is here. So it might just be that for some reason, and I don't know why because normally this never happens, that substance painter just doesn't register. The slice mask for some reason, just because it's like a plain color. But anyway, we now have what we need. We can go to our blockouts and what we want to do is we want to go to textures and our stare one. In here, we can simply go ahead and we can import our base color and our normal map. Once that is done, for now, I just want to quickly open them up and double check that the compression settings are correct. So this one is supposed to just be like default. That's fine. And SRGB is turned on. That's also fine. Later on, I will lower down the resolution of this to make it more optimized, but for now, that should be fine. And if we go ahead and have a look at our stairs, so our stairs normal is actually should be default. Make sure that it is not set to normal map because we actually need a default compression for this. And for RS, we do want to turn off SRGB, because we are trying to get gray scale data, and SRGB messes up with our gray scales. And that's it. That's all you need to do so we can go ahead and we can also save our scene over here. Now what we can do is we can go into our asset master and actually select these two textures and just drag them in here. That one is going to be quite easy. So our two steps are now to organize all of the outputs for these two textures so that we can use them wherever we want and also to convert the RG channel of our no map to a proper norm map channel, and that will be it for this specific chapter. Now, remember how in substance designer, we have the portal nodes inside of UnwelEngine. We have something simple, similar, sorry. That's called reroute over here, and it's called an art reroute node. What you can do with this node is you can plug in, for example, your SRGB in here. And you want to convert it to a named re route, by the way. And then over here, you can give us a color, but more importantly, a name. I will call this base color. Texture. This is easy because this way I can just, like, recall these notes, even if my graph is like, really, really large and stuff like that. Our graph will not be large, but it will be a good way to work. So another re route. And by the way, actually, I can just press this one, art named reroute declaration note. It's just a more difficult name. Slice mask. And plug this one into our alpha. And we can do the same over here. So we need another re route. That's going to be normal texture. Over here. Another rear route that's going to be AO texture. And that's when we can already plug in. The normal texture, we cannot yet plug in because we need to turn it into proper normal. And the last rear route is going to be roughness. Texture. And just go ahead and plug that into the Alpha over here. Okay, awesome. So what we're going to do now is we are going to work on our normal reroute node. For this, what we need to do is actually, we need to create a material function. A material function is almost like a graph inside of a graph to keep things more organized, and that's it. And I believe that also can use some special notes. So what I like to do is in my materials, I'm I have my master materials in here, which by the way, I should the asset master is supposed to be the master material folder. And I'm going to make another folder cd material. Functions just because we have a few different functions. Now, in here, you can just right click. You can go to material and grab a material function and call this Rg score normal. So this material function, we can already drag it in if you want. We can recall it in here, and then if we double click on it, we can open it up. So we will be using this multiple times. Now, first of all, what we need is we need an input function over here, so function input. And in this input, I'm going to go ahead and call this input name no, actually. Yeah, yeah, normal. Map should be fine. I want to make sure that the input type is a vector t over here, which the tree just said for RG and B. So vector three is what we want to input. Next, what we're going to do is we are going to create a mask. It's called the component mask. And what this will do is it will basically extract from R vector three, the R and the G channel over here. Now we need a constant Come on. Constant biased scale over here. And for this one, this note, I personally, I just know what to enter. -0.5. I don't know exactly what it does, because this technique, myself, I also just learned online to quickly convert this. Once we've done that, there's one specific note that we need, but there is a slight bug in this note. So we have Drive normal Z or the drive I think it was this one. No, no, not that one. Sorry. Derive normal Z function node over here. And basically, what this one does is this is the actual function that converts our R and G channels into our RGB channels into like a proper normap. However, right now, Tilma Milder, who is a good friend of mine and who created our lighting course, he helped me out with, like, this material. Like he gave me feedback on it and stuff like that, because I myself, e Melson, I'm not nearly as good in materials as he is. And he noted that this material function has a slight issue where in some certain situations, it creates a lighting bug. Now at the Oh hand, I could say, it doesn't always happen, so we can just try it out to use it and fix it if it becomes a problem, or we can just fix it. It's super easy to fix. So if we just keep in mind drive normal Z, and then we want to go in here and in our engine content, if you don't have your engine content, just go to settings and turn on show engine content. In here, we should be able to find it, the actual function. So, what was it called? Arrive? Normal Z function over here. So what I'm going to do is I'm just going to go ahead and I'm going to go to my material function here, right click, track this to material functions and press copy here, not move, but copy. And now this one over here, if you go ahead and close this, we can go ahead and just rename this Drive normal Z function underscore Fix. And then we can just go ahead and open this up. So with this one, the only thing that I need to do in order to avoid any type of lighting or texture bugs is if I go after the Derive normal Z, I just need to add a saturate note to make sure that saturate note to make sure that the texture that is being generated is saturated because else it will cause those problems. So that's literally it. This is all that we need to do. So it's a really easy fix. But yeah, real still has not fixed it. Now, having this done, if we now go to our RG normal, we can delete this one, and instead, we can drag in this one over here. Like that. And then it's very easy. We can just go to X Y vector, and that we can input into the result. And now, it should be like a pretty normal normal, normal, normal. So if we go in here and we drag the RGB, I believe, yes, the RGB, we can drag it in here, I will split it up. It will add or it will generate the additional blue channel which we are missing. And then it will spit it out into our normal texture over here. So at this point, we should be able to even if we just drag in the base color in here, if we drag in the norm map in here, if we drag in the embitclusion in here and the roughness in here, it should just be like a normal texture. So we should be able to save this. And then we can go ahead and just go into our master, right click and create the material instance because we want to use these instances. Stare on score zero, one. And just go ahead and, of course, drag that into our material. So just to test it out, let's go ahead and can I just, like, open, that's annoying that sometimes unreal doesn't realize that I want to have this opening in a different window, and it's twice added to all of these windows. Basically, it's fine. Just go ahead and select your stair 01 and just press this little arrow button, and that will apply it. So if we go in here, arrow button, close, and don't worry close does not mean that it will not save your scene. I will save it. Oh, and we definitely need to also turn this into a nanite asset now that I see it. So that's another thing. So here you can see that now we already have a base, and definitely one of the things that we would want to do is balance out the colors later on because they are a little bit too dark. By the way, as I said before, make sure that Nanite is turned on. I think it is turned on probably on these assets, but on the smaller ones, because we, of course, generated those, you just want to go ahead and click Enable Nanite and press Apply changes. That's all you need to make sure that we are not trying to render a hundreds of thousands of polygons, like that. Okay, awesome. So as you can see over here, you can see, like we have a micro normal detail and all that kind of stuff, like everything should be working fine. You can double check by also going to ID, and we will do this quite often where we just like, Well, paste color is fine, but we can go in here. We can say, for example, world normal to just make sure that the normals are looking good. They are looking a little bit they might look a little bit strange, but they are actually correct. It's just like the way that it previews it. So not that one. I want the roughness over here, and our roughness is also in here. Awesome. So this is where we will leave this chapter. In the next chapter, we will actually go ahead and start by creating the whole function, which applies all of those detailed textures on top of our original texture. So let's go ahead and continue with this in our next chapter. 40. 40 Creating Our Asset Master Material Part2: Okay, so now that we have our bases done over here, what we're going to do is we are now going to go ahead and create the actual system that will allow us to give us our detailed textures on top of this. Now before we start, I, of course, want to give credit where credit is due because I myself, am not smart enough to think of this kind of stuff. So I just want to go ahead and give credit to the team at Die who developed this technique mostly when they were working, I believe on Battlefield one already. And also, yeah, Battlefield one and other battlefields. And I also want to give a special thanks to Tilma Milder who gave me guidance when creating this technique and replicating it inside of nalgene. So those guys are amazing. They did a really good job, and I'm basically just, like, benefiting off it and developing the Shader. But hopefully, now it will become a more widespread technique that more people can use when it is being shown in a tutorial. Since I'm not sure there's any other tutorial where they really show this kind of stuff. Anyway, what I'm going to do is I'm just going to go ahead and I'm going to just break my links over here. Actually, I could have just broken all of links. There we go. And we are going to get started, yes, with our new material function. So if we just go ahead and go into our blockout, and I will show you material function, then I will also show you the stuff that we need for it. So if you go material functions, right click animation animation. So I just worked on animation before starting this. Right click material function. And I will call this slice. Organizer over here. Okay, so, open it up. Now, in our slice organizer, basically, what we are going to do is we are going to first of all, create a texture array, which has a very specific type of detailed texture that we are going to use. We are going to create some UVs that will basically organize where the where the textures in the detexture array need to go based on that slice mask that we have created over here that we are going to create in the Alpha. Right now it will just be white, but later on we are, of course, going to do some testing. And once that is done, we are just going to go ahead and because the texture array is again compressed, similar to our norm map, we will need to go ahead and we will need to turn it into a proper norm map, and we will also go ahead and apply it to our base colors and our roughness. So probably what is easier is if we first of all, go ahead and get started by working on a texture array, sorry. So in textures, let's first of all, create a new folder, and just call this one array textures, for example, something like this. Next thing that we need to do is we also need to go ahead and create a folder. So textures Array. Small textures over here. And so, basically, what we will have is we will have a normal map. And in this norm map, in the R and G channel will be the norm map, and in the B channel will be a very specific base color map. And that's where the key is in pushing the quality of this even more. So knowing this, the first thing that we would need to do is we need to go to text.com and fight the good norm map because, yes, you can create all of them yourselves, but it's easier for us right now to just quickly get one. So if you just go ahead and go over here. Okay. Now, basically what we need so we need a no map and a base color map that are highly repetitive. Like we can repeat it over and over again without much effort. Now, when doing this, of course, have a t. This one, it's going to be concrete. So yes, we need, like a few of them. F now what I will do is I will create only two of them. And the reason I want to do that, actually, two, let's see, concrete wood. Let's do three. Let's do three of them. So concrete wood and metal already. And then later on we can make more of them. That's the nice thing about this, literally, we can make up to 255 of these textures. Of course, you would never need this much. But just to show you your power, we are able to do that. Although when we get in high numbers like that, it will become very difficult to organize. But basically, if we go ahead and just have a look, so let me just bring up my folder. Over here. The first one is concrete. So I want something that's quite repetitive concrete. And also have a think about what type of concrete we have. We have quite rough concrete. This one would really work because it has little stones in it. But you can just have a think about what type of concrete do we have and what would work. Remember, it has to tie it will tie like 20 times or something like that. So it's going to be very, very small. So that's something to just keep in mind. Maybe something like this one looks quite good. Now, once you're happy with it, what you can do is you can go ahead and get the credits. For these pieces, we do not need more than Honestly, we can even get away with two, five, six, but for now, because I always like to go work quite high, we can go ahead and we can just go up here to the 1024, and we need a base color, and we need a norm map for it. Let's go ahead and just drag those into our ray textures folder. Next, what we need is we need something that has, like, wood and something that's more like metal. If we just go all the way down here, here we go to wood. So something that is quite this one might actually work really well. If you just go ahead and preview. Yeah, this one might work really well for wood, but I want to make sure because, of course, the wood, this is one that we are going to be using a lot. This one I can't really deal. Like, we need factors of one by one. So by the power of two, basically, which means that we cannot have these really thin textures. Of course, we could turn those thin textures into bigger textures, but that's not really useful right now. So serving in extra looks. So those are barks. Yes, we could use the bark also for our trees. However, for our trees, I'm going to be a little bit more flexible since it's not the focus point. This one, we might like later on, we will most likely have two types of wood. For now, I will grab this one, but just keep that in mind. I'm also going to go ahead and actually organize this. So concrete underscore 01. Wow, square 01. And I'm already doing this in case you guys also want to have a really large project, then it's better to organize and metal. Oh. Square 01. Okay. So gonna grab our wood. And I wood no, Ma. The next one is going to be some metal rust. Of course, because right here we are sitting in the scan materials. We might want to go ahead and go to the PBR materials for metal because metal is not something that you can really scan. Here you can see that now this looks a little bit better. We just want something that is quite fine metal. Maybe something like this will work quite well. I'm just having an extra look around. This one does have some bumps, but those bumps might actually become really repetitive. Yeah, let's do What was it? This one. Yeah, let's do this one. So 1024? Oh, need to navigate to the height folder. And 1024. Okay, let's keep it with this for now. Now, next thing that you want to do is you want to go ahead and go to Photoshop, and you want to go in and import your norm map. Those are the ones that you want to input first. Over here. And also over here. Okay. Now, once you've done that, you are going to go ahead and go inboard your base column map over here. And what you want to do is you just want to pres Condole A, Control C. Then you want to go ahead and just turn off your base color and click on your base normal. Go to your blue channel. And this is how you can kind of also see how we are able to convert our red and green channel to non map channel because almost all the information is in the red and green. But okay, in the blue channel, you're going to press Contra V to paste it. Now comes something super important. What you need to do is you need to go ahead and over here, you have your histogram scan. You should be able to also, actually, if you go to file adjustments and levels, in here, you cannot see it. Depending on which Photoshop version you use, you should be able to also see it like different areas. Basically just try to get the Scrum scan. If you are not sure, and you want to set this to luminosity, if you are not sure how to get it, I recommend simply going on Google and typing in getting the Hcrum scan. What we want to do is we want to make sure that the medium level is at one to eight, basically. So here you can see one, two, two, three, four, five, six, seven, eight, over here, which is basically the perfect grayscale value. You can go one to seven, but try to get as close as possible to one to eight. The reason we need to do that is because we need to have this base color as a perfect gray. If we do not make it a perfect gray, it will actually start to affect the lightness of our main texture. Because if we make it darker, since we are overlaying this on top of it, if it is darker, the main texture will also become darker. If it's brighter, the main texture will become brighter. So that's why it's really important to make sure that the medium is at one to eight, and then you can just press Okay. And at this point, this is what you get. So it looks a bit freaky, but this is exactly what we want. We're going to go ahead and file, save as copy. And you can go ahead and save it. These ones, we can just save it as a Tager file. And let's just call this concrete unscoe 01. Underscore. I'm just going to call it array. I don't want to call it normal because Unreal engine might detect it as a normal map, and then we need to, like, change some settings again. So just do this. Okay. And now you guess it, we can just go ahead and do the same over here. So we grab our base color, Contra A, Contra C, click on Normap in the blue channel, Contra V, and then we can just go ahead and file adjustments levels. And most time you can also push these if you want, but most time I'm misusing the center if it's quite close, so one, two, eight. There we go. This one was already really close to it. And then just double check to make sure that your norm map looks a little bit greenish. Save as copy. Uh for some reason, it doesn't allow me to do TagaFi. Let's go to image and mode and make sure that the mode is set to eight bits. We do not need 16 bits, and else it doesn't allow me to select the TagaFi. And this one was going to be metal 01 score. All right. Sorry if sometimes my audio changes when I'm typing, it's because my microphone is in a position that I need to move away from my microphone to properly type. Since, else, I might make a lot of spelling mistakes. That's why. Just some behind the scenes for you guys. Microphone is actually obscuring like half of my view. Let's do the wood, turn off, throw it into the blue channel. This one needs to be pushed quite a bit. So levels. And if you want, you can also by this point, if you want to push them a bit faster, you can move your white slider because we need to go to one, two, eight. A medium, one to eight still. Okay. And now this one is also good. Awesome. So we got our three first array textures ready to go. Now, once again, Image, mode, eight bits, file, save a copy, and eight bits also once again, like it's another atomization, eight bits is cheaper than 16 bits, as far as I can remember. There we go. Awesome. So we have now prepared the textures. Now comes the interesting part where we are going to set them all up. So first of all, just go ahead and just drag in these three textures. And later on you can, of course, replicate this with more textures. Over here. And then the next thing that I'm going to do is I'm going to go ahead and just open them up. And I want to double check that their settings are correct. So default, that is correct. SRGB can stay on in this specific case because we are going to manipulate the base color and technically Bar using a norm map. Default, SRGB default SRGB. Yeah, that looks all fine. Okay, very cool. Now, what we're going to do is we are going to now create our array slice, whatever you want to call it. We can go ahead and do this inner texture, so we want to right click. Want to go to texture, and we want to have a texture to the array over here. And I'm going to call this slice normals, for example. At this point, what you want to do is you just want to simply open it up. And now in this texture, the first thing that we need to do is we need to decide how many textures that we will place in here because that affects how we are going to create our slice. Because, of course, at one point in our slice map, what will happen is that we need to, of course, select all of these slices, and for that, we need to say how many slices there are. So this is actually really important. Now, the default that I always do is I always go ahead and go for eight textures because you can always add more or less. And I feel like eight is often like a nice value for when we work on an environment. So you can go to your source text over here. And you want to go ahead, and you want to double checking, are my settings correct default. Oh, turn off SRGB. Although most likely the SRGB, it's annoying because for some reason, it always gets turned on by default if I change anything. But okay, so we have one, two, three. Remember, when I say eight, zero is counted. So you want to go to seven, actually. Here, one, two, three, four, five, six, seven, eight, because zero is counted. Now, then you want to go ahead and you want to simply drag in here are your concrete metal wood. And what I tend to do for these ones, if I don't have anything, I tend to pick like the most neutral one just in case I ever make a mistake, which is going to be like the metal one over here. So that one will just be added. There we go. And as soon as you drag all of them, you can now see the slice masks. Now, as you can see, these look like slices, but don't worry. They are full textures. So it just looks like this. And remember how I said about the SRGB, see? So I need to turn it off, and I need to go at the press save. So now this one is ready to go, so we can start using it. If we go ahead and already drag it into our slice organizer node over here because this is kind of like the main note that we need. The first thing that we need to do is we need to go ahead and we need to define where we want to place these slices. We do that using our slice mask over here. Remember how slice mask, we made it simply a u we made it simply a white texture. However, because we have eight textures, we simply want to have 0-1 our gray scales. So from white to black, we want to grab exactly like divided by eight. It is something I will show you in a bit. But basically, because we need substance painted for that, for now, let's set up our system, and then we can test everything out. So okay, we have a slice mask over here. I honestly don't even need to expose this. What I need to do is I need to first of all input so function input because this is going to be a material function, so we want to go ahead and have it in here and input stuff into it. I'm going to input this, and I'm going to call this one. Slice mask over here. Now, next to that, I also want to set the input time to be a scalar. This is going to be that Alpha that I was talking about. So it's going to read everything. Next, what I need to do is I need to add a power node. And the reason I need to do this is because whenever we pack a Alpha map. Whenever we pack something into our Alpha map, for some reason, whenever null engine compresses it, it very slightly alters the grayscale values. And because grayscale values are so sensitive for us because we are using the grayscales to basically select stuff, we need to compensate for that error, and we do that simply by setting this one to 0.8 like this. Now once that is done, we can go ahead and we can multiply, and we want to multiply this by the amount of slices that we have. So that's going to be eight slices over here. This is basically like I can't explain exactly how it works because I'm just not that technical, but it's just a way of selecting the different slices that are going to be in our UVs. Next, we want to have a round node. This is basically to make sure that it's one, two or zero, one, two, three, four, five, 67 and not like 0.9 9999 or something like that. Like, it will just round it off. And at this point, we just are going to control our actual textures. So that's very basic. We want to texture coordinate node over here, and we want to have a let's do a a click to create a scale parameter. A array tiling over here. And the default, I'm going to probably set something like five to get started with. So this will basically control how much we want to tie the texts in here. We ultimate simple multiply. So this is just to make sure that this one gets multiplied so that it starts tiling. And then what you want to do is want append over here, append factor. We want to append these two together to make sure that after we tie it, it will do the masking, which we are inputting into it, and it will mask it out on UVs. So basically, it will just go ahead and it will yeah, based on the locations that we request, it will divide our slices by eight, and then it will mask it out depending on the gray scale that we enter over here, and we throw that into our UV. That's basically what this system over here does. Now, at this point, we are almost at 20 minutes. What I will do is I will just go ahead and probably leave it here. And in the next chapter, what we're going to do is we are just going to go ahead and start by splitting this texture up into normal base color and also even into roughness. And then we can go ahead and just apply everything, and then we can do some testing. So let's go ahead and continue with this in our next chapter. 41. 41 Creating Our Asset Master Material Part3: Okay, so let's go ahead and continue. So first and easy one is that we are going to go ahead and just convert these RG channels into a normal normal channel. For that, what we can do is we can go ahead and we can steal over here, this RG normal node that we already used before, slice organizer and just drag it in here. That's an easy one. Now I want to go ahead and I want to break this up into into into the separate RG and B, and we do that so that we can properly control the norm map strength because right now, since we are converting a non existing channel, we cannot just, like, do an easy nor map strength. We need to, like, do a little workout. So we want to have a break out float three components, so R GMB over here. So now basically we are turning it into a normal map, and then we are splitting it up again. Now at this point, we want to go ahead and want to append vector. We want to append the RNG channel because those are still the correct norm map channels. And all we need to do now is we need to do the classic multiply, and we need to do a simple multiply it using a scalar parameter. So as click Deto normal strength. So this will just control D on normal strength over here. Now what we need to do is now we can just combine them all back together again, using a pen. Let's just combine the RG and B channels back together. The next thing that we need to do is now we need to blend this using our unique normal because, of course, we have a unique normal. This is called normal texture. We need to go ahead and we need to do probably I will probably want to keep the inputs here. Let's do an input function, and this one is going to be um unique normal. Let's call it unique normal over here. And yeah, vector three, that's all fine. Okay? So we drag this in here. And then what we want to do is we want to grab a classic blend angle corrected normals, which is the node, let's hold control and move it into the bottom one. This is basically the node that inside the substance design, this would be like normal combined node. It just combines to norm maps. So we plug these two in here. And now at this point, we need, of course, also an output. So I'm just going to go ahead and do it output Alright, I can just do No, no, not out. Output, and we want to have a function output over here. And we are going to call this one. Well, just normal. Normals is fine. And just plug it in here. So basically, once we are using our material function, it will just output din map, which we can then plug into our main node over here. Okay, so we have that one done. Now let's go ahead and now let's get started by probably generating our base color for which we will need this output over here. So our base color, it's all in our blue channel. Now, remember, once again, we need to have a power node and we need to plug in our blue channel into this power and power it by 0.8 because there is this compression error where it slightly alters the grayscale values. And then what we need to do is we need to also input our base color so that you input function input. Let's call this unique base color. So this will be like our unique base color texture. Factor three is fine. And super easy, all we need to do is we just need to do a blend. Overlay over here. We are simply going to overlay them because they are perfectly grayscale, this one goes here, this one goes here. Because they are perfectly grayscale, this will simply give us a microdtail overlay without actually altering any of the colors, but you will be able to just see the slide details in it that I showed you before in that example. Now, next thing that we need is we need to also grab some notes from this function. Let's probably use a reroute node that's easier. Art named reroute and call this AO modulation. Oh. So basically, this is where the power comes in. Instead of just applying a detail normal, which many people probably know is a classic technique to make stuff look high resolution up close, we are applying a detail normal, a base color detail, a AO detail, and a roughness detail all from one single map. And that's just amazing to me. But we can plug this into our AO modulation. Now what we need to so we also need a roughness modulation for that because it's a roughness, we want to invert our node over here. So one minus to invert your note. And then you just want to have another re route. So this is going to be roughness modulation. And later on we will have a lot more additional ways to control our roughness outputs and stuff like that. So we now have these notes over here, and this one I'm just going to call base color. You know, output. So that is all looking good. Now, let's go ahead and get started with our, let's get started with our roughness and the rest. So we need an input function for our roughness. And the roughness one needs to be a scalar because it's just like a flat gray car texture. We need another input input function for our AO. Once again, scaler, because just like a gray scale, and we got a normal. Okay. Roughness one super easy. Just go ahead and do a reroute Oh, sorry, go up here and use the roughness re route over here and also right click re route and the AO modulation can be down here. See? So that just avoids me needing to go all the way down here because I like to keep things organized. And this one is once again a very simple blend overlay where we are blending our roughness in the base with our AO modulation. And we can go ahead and we can throw this into an output function over here. And I'm going to call this one Gagness. So now we are just basically combining all of the stuff. That's it. So here we have our ambit seclusion. The emit seclusion is often way too strong. So if we just do a Power node, since we are, of course, it's like a fake ambit seclusion. So let's set the power node to 0.5. And that's what just give us a little bit more of a balance because this is not a real ambit seclusion. It's a base color, so we need to make it. A bit different. And then we are going to just multiply it. So that's just a value that me and Tillman, we worked out that this would be the best value for it. So if we just go ahead and then plug this one together to multiply our AOs, just like normal. And once again, we can go all the way up here. Output, function and call it. A O. Okay, so I hope that it was not too difficult. This is definitely the most difficult part to understand. Also, what is quite annoying right now is that we need to do the testing and the testing is super sensitive. So that's something that we will be working on also. For now, let's go ahead and save Ain and this should be done. Let's see, base color, AO, roughness, normal with normal strength, UVs, and the blend. Okay, perfect. So that's all good. Now if we just go ahead and we can go back into our asset master. We can drag in this material function over here. So let's go ahead and just move this over here. And we need in our unique normal, we need our normal texture. Unique base color, base color texture. Roughness, and like how I just ignored my naming conventions after a while, it's going to be roughness. Rail route AO, it's going to be AO. And now the slice mask slice mask over here. So what we're going to do is we're first going to see if this even works properly. There are still a bunch of stuff that we also are going to art on top of this. But for now, we should be able to and by the way, if you have this problem, like base coolor AO, roughness normal, I don't like that organization. I can go in here and I can set the priority here 0-1 to two to three. And this way, if I now save it, it should automatically update here, base color, normal, roughness AO. That feels a bit more natural. So base color normal roughness and ambient occlusion. And let's go ahead and save Racine. Okay, so now we should already see a change. If I just go ahead and go near. One thing that I do want to do is my texture right now, it is a little bit too dark, which makes it hard for me to basically see many things. So first of all, I'm going to move this into the sun. If we move up close, Okay, it looks like that I still need to make some changes to it. If I just go ahead and go to my Sir one, let's have a look. Array tiling and died on normal strength. I just want to make sure that it is working. And then I will go ahead and just make some adjustments. If I just set my diet normal strength hi to like ten. Okay, so it is working. And if I now go ahead to set my tiling, Okay, so it is working. So ten is definitely too strong. Let's say two. And my ray tiling, let's say, like ten see, one, two, three, four, five. Right now, it is most likely selecting the metal. And that's why it is really difficult to see on concrete because the metal is super subtle. So I would say that at this point, yes, we probably want to go ahead and get started by organizing it and selecting our correct colors. So if we go ahead and go to Vote Shop, I have this texture for you guys. So this texture, basically what it has, it has already the correct gradients over here. Now, the way that this works is that we have eight array textures. So we basically need eight gradients in order to select it. One, two, three, four, five, six, seven, eight. Basically, the way that I made this texture is this texture, is just for our reference. It's just like to do color picking on it. If I go ahead and go to, for example, file and create a new texture, because this texture is only for color picking, we do not need ten, 24, something like that. We can just make sure that the width is 800, which means that we have 100 pixels per gray scale and the height, you can make whatever you want. I can make it like 400 or something like that. I already forgot what I did here. Image size. Oh, Okay, 256. I guess that is cleaner. I guess past a meal did it a bit cleaner with 256 because that's probably like force or habit. Now at this point, what we first want to do is we want to go over here to our gradient and just make sure that your gradient is set to black to white over here. And what you want to do is you want to go ahead and just click, for example, over here exactly on the line or at least as close as possible. You can hold Shift to move it straight and then set our cursor on the other line so that we have basically one nice gradient going from black all the way to white over here. Now, once that is done, we can go ahead and well, we can probably just select everything and merge the layers down until we have a solid option over here. Now I'm going to use these rulers. If you don't have them, you can go to Window and Oh, God, where are you? They changed it again, so that's a little bit awkward. There is a rulers stuff in here to get it, but they unfortunately changed it. So I'm not exactly sure where it is. But let me just say because most people where they have this by default, you just need these rules that you can basically go in here and you can click and hold and you can make exactly by holding Shift, you can snap. You can make lines exactly like the 100. You can see here I'm holding Shift to snap 200. 300 400. And the reason I'm showing you this is because some people might have more or less textures. So you want to give this as many textures as you want. 600 and then 700 over here like this. Now at this point, right now, we still have gradients. So we basically need to split this gradient up into eight averaged gradients over here. Oh, God. We can do this by going over here to our select and now we can easily select this panel over here. And then we can go to filter, blur and average. And what that will do is it will basically blur it so much until it becomes an average color. And at that point, you can just go to filter and average. So here you can see filter average, see, that it will just like, create the correct color that is an average between all of these values. And that's the color that we need. So filter, average filter average. That's basically now we have the colos that we need to pick in order to select what we want. So if we go ahead and just finish this off, there we go. So that's basically how you create a texture like this. I, of course, already have one, but just so you know, these textures over here, I can go ahead and just close. And the first thing that I want to do is so the concrete is the most visible one. So for testing purposes, with concrete, the one thing that I do always forget is so I assume that our array God, where are you? Over here our array, zero is most likely black, and seven is most likely white. So that's why we had metal right now. I guess really easy way to test this by simply going to our concrete over here, slice normals and apply this at number seven and make sure to turn off SRGB again and save. And then it shoot, there we go, see? And now it updates. So yeah, zero is black, seven is white. So what we're going to do is instead of doing this because that's not the right way of doing it, yeah, let's go ahead and go over here. We can go ahead and if you want, we can already go and paint her and just make my slice mask black for now. Now, Uh huh. There is a bug. I'm not able to. 1 second. Let me restart Painter. Okay, so we are back. That was a very strange problem. I literally had to restart my entire PCF to work, but I'm able to move around again. So sorry about that interruption. Okay, basically, user channels over here. Now, with these user channels, if you want, we can already, like, kind of set up a system. But for now, since we only have three textures, let's just try and do that. If we go ahead and create a folder, and this is like a folder that we can later on just turn off. Let's call this um Array selection. Then over here we have this one. This one is going to be called concrete. Like this. Then we can go ahead and duplicate it, and this one will be wood. And then if we duplicate again, this one will be metal. Over here. Later on, we can actually right click and we can use this as a smart material for our other assets. Concrete is simple, because that one is simply black. Now, we have our wood, so our wood would be like the second one in line for which if I go ahead and just go in and pick up brush, hold Alt, and click. That way, when we select it, we know like, okay, so 007 or at RGB 19. So one, if we go ahead and go in here, I believe that I should be able to just set the student. Oh, wait, because it's that way. In that case, what I'm going to do because it reads it slightly different, which is a little bit annoying, theoretically, if this is zero to one, I actually did not because normally, I of course only did a prototype. I guess we could go 0.125, which is basically eight divided by sorry, 1/8. Logically speaking, we should be able to do that. That would be 0.25 for the next one. I will just see if it works. Because we know soon enough, but this should be the way. It's because normally here, normally I use a color one, and then I am able to simply set the color here and here you can see the actual color values of the RG and B and stuff like that. So it's a lot easier to just select that. However, we could just probably do this to make it simpler. Anyway, what I will do is I will go ahead and create a black mask for all of them over here. And then if we just go ahead and go to our mask, sorry, slice mask option over here, I can go ahead and set the first one to concrete. This is just testing, by the way. First one concrete. Second one wood. Third one metal. And as you can see, now we have these options over here. So let's see if they work, shall we? Let's go ahead and simply save our scene and let's go ahead and export our textures over here. Here we go. Save settings. And if we go ahead and go inside of unreal. Oh, God, I need to open up on my folders again. We want to go to our Sir one, and this will go into our base scholar, so I should just re import that and look at that. That seems to be working totally fine. You can see that over here, clearly, we have our concrete. Here, we have our wood. And here, although you can barely see it, we have our metal. Definitely, metal is one that I might want to replace, and then over here you can see that it uses wood can. So our system is working. We are now able to simply select based upon the grayscale values our different textures. Now, knowing that, what I'm going to do now is I'm just going to go ahead and I'm going to turn these off and turn this one to white so that everything becomes concrete. And I'm going to export it again. And now I will basically balance things out, and then we can start by adding more stuff on top of our material for moss selection, for roughness variation, for highlight variation, and for dirt variation. So it's a big one. So right click reimport. Let's going to our stare one, and let's actually go ahead and do some balancing over here. So first of all, we have our normal strength. Let's set this to one. And then the second one that we have is over here, we have a tiling. I set it to like ten, for example. And maybe not ten, five, six, seven, maybe like seven. And then we have a diesel enormous tank. So that's one if we set this to two, maybe 1.5. Now, another one is that I'm not sure. Like, here the colors are fine. So in the sun, the colors are fine. Here they do feel still a little bit dark, to be honest, but that could just be my lighting. So that's something that I might want to look at. But for now, I guess that these colors are fine. We are going to, of course, give options to control these colors. So that will come also. But as you can see over here, now you can see that even if we go really up close, this is looking pretty good over here where it just feels high resolution. At this point, what we can do is also double check. So here base col normal. So all of these options are correct. Yes, we have those. This should all look fine. Now just because, of course, it's a big shader. This sometimes happens when I accidentally set the SRGB on my slice, but it should be fine here. Let me just quickly reapply that slice and save again. But it already registered as being correct, so that should be fine. These concretes, what I do need to do because I feel like they are inverted. So I will need to go into Advanced and I will need to flip the green channel on them, and hopefully that still works. If that doesn't work, I will flip it inside of Unreal or inside of Photoshop. Yeah, that gives me I think it breaks because it thinks that it's a norm map when I flip it. I completely forgot about this in full disclosure. Here we go load them up in the food shop. This is just because we are using, there we go. Texas.com has OpenGL textures and Unwel is direct X. Normally, you can of course, just flip the green channel inside of NWL, but because we are utilizing the blue channel for something else, that's not very good. I'm simply going in and click on my green channel and press Contra I to invert my green channel. Should do the tick. So now we should be able to just select them, reimport, and just double check that it did not reset anything on a slice normal. I did not. Okay, so now, yeah, you see. So now it is looking better because the norm maps are going into the right direction, which is what we wanted. So that is looking pretty good already. I was going to do some testing. I was going to go to my Sir one. And here I have my norm map and my Sir, of course, our stairs are not completely done yet, and we still need to add more masks to it. But for now, let's say that we have a stair, and right now it's four K textures. For this to really know if it is working, it's better to actually go lower. So a stair like this, with these optimizations, I would probably go to like 512 or something like that. So let's do a logical size and not push it like 1024, 512, probably 1024, but let's just push it to 512. You can go to Advanced and your maximum text size and set it's to 512. You can also go in here, you know, maximum text size and also set this one to 512. So now you can see that now we are like a low resolution. And the first thing that I notice is that I do not really like this concrete, to be very honest. Like, totally, our system is working, but it is totally fine that sometimes you just don't have the texture that you like. And this texture over here, it almost feels like yeah, I don't know what it is. Like, it feels like they baked something that was really low resolution. That's kind of what it feels like. So we might want to go ahead and just change the concrete texture to something else. But here you can see with 512, especially from distance, if I just go ahead and also play round set my normal strength, maybe to like three or something like that. Okay, not three, maybe maybe two. And then over here, I can control my tiling amount, so I can set it really strong, but I would probably make this like micro detail. So 2010, 15 maybe. Yeah, the systems are working, so that's good. I think I want to go for ten. So the systems aren't working. The only thing that I don't like is, as I said before, I don't like norm map. So what I'm going to do is I'm just going to go ahead and off camera, spend some time trying to find a really nice looking concrete normal, and then I will let you guys know where I found it. But so far, good job. I would say we can probably like sett 1024, just to kind of push the quality for now, and later on, we can always lower it if needed. But without 1024, we kind of, like, lose some of those leeches and stuff like that. But there is also definitely some other stuff that we need to do to just improve the loop. But this is looking pretty good. S 1024, that's looking nice. So let's go ahead and just finish the chapter off here. And the next chapter, I will hopefully have a really nice looking concrete texture that I found. 42. 42 Creating Our Asset Master Material Part4: Okay, so in the end, I end up going with, like, this concrete normal over here, which was a little bit of a stronger one. And yeah, so basically, I thought it was, like, too strong initially, but because we are tiling it quite a few times, it ended up working quite nicely. So here you go. I already, of course, set it up, replaced my origin normal, but here you can see, like the difference. So this one definitely is working a lot better. And, of course, we can use our stair one to, like, set this to maybe, like, 25 tiling here to make it more micro detail and stuff like that. So that one is definitely working a lot better. So I think 20 is like a nice amount to set it on. Now, what we're going to do in this chapter, now that we have our core systems ready to go, is we are going to go ahead and add additional flexibility to our texts over here. I don't know what this is, delete it. We want to have also a special mask which allows us to add additional dirt, moss, roughness variation, and highlights all into one single mask which we can generate in substance painter. At this point, it is quite basic. It's something that I've already shown in other tutorials, but it's still really useful. The first thing that I want to do is I want to add some additional options to, for example, my base color and probably also do I want to increase my norm maps? No, I probably do not want to have options to increase or decrease my norm map strength of this one because we already have the Detonrmal. So anyway, let's do a simple one. Multiply. We're just going to go ahead and multiply our base color using a constant three vector over here. And a constant three vector, make sure the right click and convert to a parameter. They call this color overlay. That's an easy one. Just make sure that it is white, which means that nothing happens. And this allows us to add some small changes to our base color just like that. Now, next to that, I also want to go ahead and do a power note, and I want to grab my roughness in the base and a scale peremter which you'll call roughness. Oh, no, wait. Let's do this. Base Roughness power. And let's set the default to one. This will just give us slight control over or slight large control over our roughness strength over here. We have our ambit clusion here. Probably you want. Let's do do I need to, let's do multiply. I don't think a power is needed. So let's multiply our AO strength using a scalar pemeter again. So a click AO strength. And once again default to one and just throw this into our ambit oclusion. So that's an easy one. That will just give us some very base options. Now, next to this, what I'm going to do is now we kind of, like, need to first of all, generate a mask so that we kind of, like, know what we need to do. If we go ahead and go to Substance Painter. Now, generating this mask, it might yeah, I don't know. We can do it in here. Yeah, we can do that. If you let's just go ahead and generate the mask inside of our original texture already, that might give us or save us some time. However, that means that our setup needs to be slightly different because normally, I just do it in, like, how you say it? Normally, when I generate these masks, it's the only thing I have in my substance painter scene. Now, we just need to keep this in mind. We need dirt control, roughness control, highlight control, and moss control. I'm just thinking, do I forget anything? I don't think so. So yeah, some dirt, some moss. The moss is the most important one roughness and edge highlight varies. That should be fine. Okay, so let's pick those four. Now, what we want to do in our channels is so we need four of them. So if we go to us channels, we want to have User channel one, two, three, and four. And now, in order for me to, like, properly remember that, I will go ahead and change the name slightly. So U one. Dirt. And you should see this as R, G, B and A, because we are going to pack it all together. So one is DRT. U two is going to be let's do highlights. U three, let's say roughness on the score. Variation. And U four is moss. Okay, so we now have these four. And now what we need to do is once again, we need to, like, just create a small material that we can use also later on in our other projects. So create a nice folder and move it to the top. And let's just go ahead and call this. Yeah, this one is going to be D. D, DH RM Dirt highlight roughness. Ms mask. I don't know. For some reason, this was a really difficult name to think of. Now, having that, we want to go ahead and get stat with the fill layer, and our fill layer needs to be the base. For that, what I like to do is I like to go ahead and for the base, I like to because we're generating it. Stalled base. Make the roughness map. Oh, sorry, the base color map, like, a little bit grayish. Our height map we don't really need, but we can just leave everything on. And our slice map we actually don't want on. S, no map, actually, yeah, let's just turn off those. So yeah, let's just turn everything off. So let's do color, and then we have all of our maps. We want to make sure that all of these user maps are black so that the default is also black. Then what we basically have is we have another material, and let's call this U one DRT. And for this one, what I want to do is I want to turn everything off except for UO dirt and my base color. Sorry, my base color is actually supposed to be black in the base. The reason I want to do this is because these user maps, the only way for us to see them is by selecting them, but you can see that because we don't have any shadows on these maps, we are not able to properly see what we're doing. That's why we need the base color. But at this point, if I go ahead and a black mask this, you can see that now the default is black. I can now start by generating my dirt mask. Now, for my dirt mask, so this is going to be just some gray dirt that we are going to art on top of it. We can go ahead and start with something simple. Let's start with a dirt generator. And I do know, I already placed some dirt in here. So I want to make sure that I don't go for dirt that is exactly the same as the dirt that I already placed in here. So this one is like moss, but I don't know if I want it. Let's go ahead and let's try surface rust. Surface Russ is more better for, like, our roughness variation when I look at it. The moss. Yeah, that one we can later on use for, like, moss. I just wanted to quickly check. Let's start with maybe some ground dirt. Over here. And if we just go ahead and get rid of that grig map. So if we just select this one, so this is just like some ground dirt, but this ground dirt, it would probably be good to have it actually on every single stone. But because having it on every single stone that does not really work with a mask like this, it might actually be better to paint it by hand. So let's go in and actually do like a paint. Go to our brushes and just grab a brush that looks a little bit like dirt. I'm just going to grab one of my custom brushes that you can also find on our store. And it doesn't like we are going to break it up with a norm map, sorry, with a grudge map. So just make it a little bit. It doesn't have to be perfect. So I'm just going to go in the cavities. Over here, maybe I need to, like, go here. So I'm just doing this very easy or very basic just because I don't know yet exactly how it's going to look. Later on we will also have moss in these areas, so it's all overlay. We have to dart and then the moss will overlay on top of it. Let's say that this is our base, then we are going to add a fill layer on top and this fill layer is going to become our grunge to break things up. Let's maybe let's try grin charcoal maybe and make sure it to multiply and maybe set the tiling to five or something like that, and then you can use your balance. Here to, like, kind of break it up. And I'll see your contrast. Okay, so we have this one. I'm not sure if I like it. Let's maybe try, let's try this one. No. I just need to have something that's, like, a little bit more softer and grainy. Hm, that's tricky. It's hard to find one that I like maybe Crouch maps 013. That's always like a classic. Yeah, okay. Let's use that. That should be fine. So that's like a base. Now, on top of this, I, of course, want to go ahead and make this a little bit more visually interesting. So let's say that now, I'm going to find another mask that I can add on top of it. Ah, let's go. So we have some dust. The occlusion dust is probably too similar to what we have before. Although, actually, it does work quite nicely in between, like over here. So maybe we can actually use this. Let's go ahead and set this one to Max Lighten to add it on top. And let's see. So if I go at set by dug level like quite low, and my edge masking can be let's set the edge masking all the way down, which will just give us a little bit more edges. Yeah, I think something like this actually works quite well. Now, one thing that I know from experience is that we need to add another levels on top, and we need to always make this a little bit stronger than you would think. Then you would be cofoid because in unreal, unreal is not as good at reading these gradients. So just pushing it a little bit often works better. So we have our dirt over here. That's the first one. Now the next one is going to be edge highlights, so let's go ahead and once again, create another one. You too. Edge highlights. I want these to be just large soft edge highlights, so I can go ahead and just keep the color on. That's fine. And I'm just going to get U two and make sure that it's white and turn it to black. At this point, in my U one, I'm going to turn off the color so that I can properly read what I'm doing. So for this one, let's try some concrete edges. Maybe those work well. See, maybe like a softer one. And see if I can maybe tone it down. Oh, no, wait, this was like the really strong one again. Um, yeah, I don't want to bother too much with these because they are not really that important. So let's just try Edges one over here and let's see if we can maybe manipulate this a bit. Let's give it a bit more density and then maybe we can play around with the grand over here. Oh, wait. Actually, let's set texture one down because I want this to be something that's quite soft. Let's say something like this, actually, it gives us some edge highlights. And if we now, you know what? Let's try a filters with a slope. And set this source tiling quite low. Set the intensity mode? No, 1 second, out of saving mode minimum. Do I like that? I'm not sure. It looks interesting. Yeah, it does it does look interesting, but it looks a little bit too much like liquid. So let's not do that. Let's instead maybe just do the classic one where we add a fill layer and I'm going to grab a different grinch that I will just like overlay on top. And maybe what I can do is if it's like let's say that's like this grinch, what I could do is I could go to my triplanar. And set this one to be sideways by holding shift over here, just to give it a little bit more direction, as you can see. And then this one needs to be a multiply. So we are going to multiply it on top. There were going to break up everything a little bit more. And then once again, add a levels on top and just push your levels a little bit stronger than you would normally do. Something like this to get started with. Okay, cool. So that's edge highlights. Now we have roughness variation that's quite an easy one. So once again, turn off the color in your YouTube. Three roughness on score variation. And this one I only want to be color roughness over here. And for this one, we're just going to go ahead and remember how I said that I quite like that rust. The surface rust over here. That one often gives quite an interesting effect to, like, add some small roughness variation everywhere. The only thing is that like the position is, let's tone down the Let's set the ambient occlusion a little bit lower because right now it doesn't want to generate where there's ambient occlusion, but because this is a stair, it has really white embot eclusion. So something like this quite good. You can also play around with your textures to break it up more or less here. I'm going to, like, lower that down a bit. And once again, just add the levels and just push the levels up a little bit more. Okay, cool. Now we have the last one. So the last one is going to be moss, and moss is one where we are going to actually have not just colors, but unique textures. The moss one is going to be very important, actually, because we are later on also going to use that mask to generate where we want to have actual geometry moss because we're going to use nanoid to generate geometry moss. If I go ahead and do Newfllaer call this U four gns on the score variation. And for this one, once again, let's say, let's turn everything off except for the base color and the moss. This one I can actually turn off the color. And let's have a think about this. So I'm going to start with some filters, but mos often requires manual painting, just to get like Wi well done. So let's start with well, let's start like moss from above. Now that's way too strong. Let's try literally just moss could be a base, and moisture is that one. Let's see if we can use moss as a base and then start painting on top of it. So Um, I'm not sure. I feel like I don't want these specs. That's the important thing. Like moss, I want something to be like a network. It's something that's linked together. So we might go for more manual painting again. I will see if there's maybe something like some occlusion type thing, because the occlusion type things are good to, like, oh, this one was pretty good. A good to, like, start with and then to paint them out again using your paint. So let's see if I just have this and then maybe in my occlusion, I no, that's annoying. Like, I don't want it to, like, lose the effect. I'm going to turn this on off. I just want it to minimize the effect. Um, let's try using balance contrast and maybe some blurring. No, actually, let's not do blurring. Let's try to use those to kind of get this moss to sit in here. Okay, let's say that we have something like this. Now what I'm going to do is this will mostly just be hand painting, but I don't really need my drawing table for this. So at this point, I do recommend that you just go to ArtStation marketplace or to flip normals or something like that, and just get some interesting looking brushes, something that's like a bit softer. So I'm just going to go ahead and here, like could this one, this one could probably work as like moss. Then what I want to do is I want to go ahead and start deciding where do I want the moss? As you can see over here, moss it's often growing on the basis and then it just grows out to other areas, and I want to try and capture that same effect. Also over here, you can also see really nice how the moss works. I'm just going to go ahead and just paint and just see what it looks like. Let's get started by first of all, that's a tricky thing. These moss pieces, actually, normally you would make them more directional, but we cannot do that because we are using these up and using these more and more. What I'm going to do is I'm just going to go ahead and I'm going to see let's see if I go ahead and make most of these stones over here, quite mossy. And then I just need to have a think about how I'm using these stones. And see over here, I also want to make this I want to add quite a bit of moss to get started with to these areas, and then I can always tone it down. You can hold g to lower the amount of moss that you have. Let's see, something like this. Let's say that over here, I'm going to again because often we do block these off near the edges. So this would actually be good to have a lot of mos off the near edges. Maybe lower the amount of mos here. But yeah, this one's just like playing around like I will probably need to come back and also improve this one a bit more. But for now, I'm just trying to get something that I can use for previewing purposes. See, something like that. And then, of course, we will break this up a little bit using mouse, but not as much as we did with the dirt. May, I quite like mossy breaks, just to make it more interesting. Okay. Okay. Yeah, that looks pretty interesting. Maybe over here, just like Yeah, You know what? I think that looks pretty interesting. It might be way too repetitive, but that's something that we can just see later on. So we got this one. Now, let's go ahead and start like a fill layer on top. Yeah, I know this is quite a lengthy process doing all of this stuff, but it's just important to get it white, and then after this, I will just timelapse it most of these type of things. I want something that is that will not break things up too much, but I also want something that, mostly breaks up like the edges, probably. Let's see, this one, grunge leaks dirty. Let's set this one to multiply and maybe like a tiling of like five or something like that. And just like play out by contrast a bit more. Here we go. So that's just like to break up some of the dirt over here and stuff like that. Now I want probably another one, but this one, it's a tricky one. So I want to have a grind map that is breaking up the edges, but I want to paint in where I want it to break up, which in this specific case is not going to be as handy. So what I will do is for now, let's just first of all, test out, see how it is, and then I will create a system like that a little bit later. But let's actually focus more on the creation of our material right now. We have our DHRM mask. Now what we're going to do is we're just going to go ahead and go to our expert exturs then in our output templates, we want to go ahead and what do we have JP tutorial asset? If you want, you can add this to the same expot so that always exports everything, or you can do it separately. So where is our JP Tati asset. I can just add it here. It shouldn't really be a problem. We want to have an R plus G plus B plus Amp. We're going to call this texture set on the score DHRM and then we are going to have user one in the red channel, user two in the green channel, User three in the blue, and user four into the Alpha. That should be everything. Now if we go ahead and I'm just going to navigate to my Texas folder. Assets Sir one and then Unreal Engine and that's plus pot. Yeah, that's there. Okay. Now if we go ahead and go into Unreal over here, we can go to our stair one and we can go ahead and we can drag in this specific texture. Does it need to be SRGB? No, it does not need to be SRGB. So let's go ahead and save that. Okay, so if I have a look, it looks like it came through all white. Awesome. Okay. So we have this texture. Now what I want to do is I want to go ahead and I want to drag this into my asset master over here and just drag the texture in here. Right click and convert this to Premter and just call this DHRM score mask, for example. Also, did we actually convert this one to perimeter? No. Base color. And this one convert to perimeter. Normal map. Over here. Okay, so now what we need to do is we just need to do basically a bunch of layering on this texture. It can become quite confusing quite quickly. However, what we could do to avoid confusion is we can add a reroute and just call this DHRM underscore mask. And just plug this into your RGB over here. Oh, no, wait, sorry, we cannot do that. The reason we cannot do that is because we need to have all of these separate channels so that would be more of a pain. Okay, then you will just have a bunch of connections. I hope that's okay. The first one is going to be a lub, and I'm just going to set up the dirt. And oh, we are already at 30 minutes. I'm going to quit. I'm going to stop the chapter here, and in the next chapter, we will just go ahead and set up the mask just to keep things organized. 43. 43 Creating Our Asset Master Material Part5: Okay, so let's go ahead and continue where we left off. Now, for our dirt, we most likely don't need, like, some kind of unique texture. That's only W for the moss. So we can just copy our color overlay. And just call this dirt. Color. And let's make it a bit of like a brownish type dirt, something like this as like a base. You want to go ahead and plug this into the top, plug in your multiply into the bottom. And now we want to grab our red channel, but we also want to create a power. Plug that one into our red channel and then add a scale perimeter and call this dirt mask. Strength. Maybe later on, we can also add a norm map, but I have a feeling that the moss will overtake most of the dirt. So it's like a balance to get over here, and we plug this into our Alpha. This will basically control our dirt. If we plug it in here, it will just apply, as you can see over here, our dirt. The first thing that I notice right now is that most likely I need to go ahead and I need to, um add a one minus. It's probably best to do it before. Because we need to invert our mask over here because it looked a bit won, but that's looking already a bit better. So you often need to invert masks in order to if you are blending from the top to the bottom and stuff like that. So we got this one. We can go ahead and first of all, make sure that it works. And then what we can do is we can go ahead and also apply this to our roughness to control how much roughness our dirt has. So as you can see, that seems to work totally fine. So we have our dirt. We can go in here and we can already go in and let's have a look. So we have our dirt mask strength. Let's see how that works. Yeah, more dirt. Less dirt. The less dirt, you cannot go below zero. But zero means not nothing. But of course, if you would do zero, then you wouldn't just make a dirt mask. So let's say that I'm going to set this one to Yeah, let's keep it for one for now. And I'm going to make my dirt collar to be a little bit more like a darker brown, slightly saturated color, something like this. Actually, you know what? Let's use this as the default color. Let's copy the SRGB, go in here, click on it, and then just paste the SRGB again. There we go. That's like a better color. And I set my Yeah, actually, that's fine. Now we have our roughness, which is this one. We can just go ahead and duplicate our lub. In the B, we are going to have a normal roughness, plug this in. We are going to have a D mask again into the Alpha and a scale perimeter that we'll call D. Roughness into the top. Roughness, zero means shiny, one means dull. So let's make this like 0.9 because dirt is often will dull looking. And then we can go ahead and also save that. We are basically going to do this for every single input. So it might look very messy, but it should it should be pretty straightforward. So let's just go ahead and do the second one. So linear interpolate. This one is going to be edge highlights. Once again, we can just use a color. Edge. Actually, I'm just going to call it highlights because we won't always use it for edges, maybe. And let's go ahead and make this pure white. And once again, we want to go ahead and just copy this structure over here. But this time, this one is going to be highlight, mask strength. So we're just stealing stuff and just plugging it in. Since we're going to have quite a few of these, let's just go ahead and just nicely move this down, and this one is going to be our base color. The order in which we do things matter. So if we are the dart, the edge highlights will be ed on top. If you want to have them on the bottom, then of course, just like, swap around the way that you are lurping them together. We can go ahead and go in here and call this one. Highlight roughness. And I like to set this probably to 0.5 to give it a bit more shine and just again, plug in your mask. There we go. Okay, so edge dirt highlights now comes the roughness variation. Roughness variation, you guessed it only has to be in the roughness. So we can go ahead and just plug this one and call this one, variation amount. And then in the B channel, we can just plug in our original roughness. And in our Alpha, we can go ahead and once again, just one minus it. Call this Roughness mask strength. And just plug this one into our roughness variation. Roughness variation. You know what? So the roughness variation, that one, let's see if we do the power, it will add the roughness variation on top. Yes, that should be fine, but most likely what I kind of want to do is I want to grab the roughness from my original, from my original shader, and I want to basically add the variation amount to that. So if I go ahead, I can do that by adding a no, not a multiple. Let's add a power. And I'm basically going to power our original roughness using the roughness variation amount, and that's the one I'm going to use to larp. So this way, I can just get a little bit of those roughness details that we already have in our original, and I can add this on top. Yeah, that should be fine. I might want to end up deciding to actually use my base roughness and not also the dirt and the highlights, but we can check. So that's that one. Now we have our moss. So for our moss, we need to have a texture, and we need to have I think we can base color, and I can use the alpha of the base color for my roughness, most likely, and then just like a norm map. Or I can just place it into normal. Doesn't really matter. You now know how to switch things around. So if we just go ahead and type in Ms, so I'm just going to steal this one from text.com because most of the moss that we will create, you will not actually see later on. Um so I'm just making a new folder. And the reason we won't at is because we will have actual jom tree moss on top of it. So let's see. This moss. Honestly, like I said, it doesn't really matter too much. I'm just going to go ahead and I'm going to grab this one, and I will do, like, let's do like two K, bido no map, and roughness. Honestly, when you look at the roughness, you can probably even get away with just not having a roughness at all, but technically, it should not add any expense to add our roughness into, like, one of the other channels. So we should be able to just go and Photoshop. Crab, for example, our Albedo map over here. Now, the first thing that I also notice in the Albedo map is that I probably already, I will mostly do this inside of unreal engine, but I can already go to adjustments, hue and saturation, and I'm just going to make this a little bit lighter, and a little bit more saturated. Over here, like balance it out because it's way too dark, something like this. Now let's grab our roughness map. Contra A, contra C, go to our base color, Alpha Contra V. There we go. So that should do the trick. Save a copy. I'm going to go ahead and save this one as a What are we? Image mode, eight bits. Save a copy. Targa file. Yeah, Alpha channels is included. So moss underscore. Base color. Here we go. And just for consistency, I'm going to also load in my normal save a copy and just call this Sorry, mod eight bits. Save a copy. Taga moss on the score. Normal is fine. And let's go ahead and save that one, too. Okay. Awesome. So we can go ahead and just input this stuff straight away. So textis New folder. Moss. Here you can already see the shader in action that we already applied. And now we can go ahead and import this one. So first of all, let's go into our moss normal over here. This time we do need to flip the green channel like this because this one comes in real or sorry, from Momset. It looks like that it did not properly export the Alpha. This sometimes happens. It's really annoying, even though it says that it exported the Alpha maps. Um, in these events, what I tend to do is I tend to just go ahead and be lazy and delete the base color and just save the base color as a different map that actually allows Alphas like TIV or believe B&G does not allow Alphas. No, PNG does not allow Alphas. So let's just try TIF. Ms score base color. I honestly don't know why it does that. It's really weird. I'm sure that there is an easy explanation for it, but yeah, it's not really something I would bother Goging. But now you can see that now we have over here our roughness also applied. Okay, so SRGB turn on, that's fine. Most normal flip green channel, compression settings is this time a norm map, which is also fine. We can go ahead and we can grab these two textures and drag them into our master material over here. For these textures, I most likely do not need to expose them because I do not expect to needing to, like, enter additional moss. And if I do, I can always do it later. Let's add a texture coordinate note, along with a scale peremter called moss. Tiling. Let's set it to five by default and simply multiply it because we need to control the tiling of our moss and throw this into our UVs. Okay, cool. So we got these ones over here. If you want, you can go ahead and you can C to the comments. Car this moss I'm going to go ahead and I'm going to grab this one again, throw it into my Alpha. Call it moss mask strength. Then if we go ahead and just let's larp. We are going to larp this one with our moss color. Let's add a multiply and let's add some variation to this. We can add and multiply. It's moved in bottom and a constant vector that we will call convert the perimeter. Moss. Color. And by default, we will set this to white. So this time, we can make our moss slightly more green or not or whatever we want to do with this. We can go ahead and plug this one into our mask strength over here so that should control our moss. Then over here, we want to have another l and in the top, we want to have a power note, throw in Alpha, scale perimeter, moss roughness. Amount. Default one, which means nothing, throw this into the top and once again, throw our mask into our lub over here. Tata Okay. Now the last one is going to be our normal map for which we want to add a flattened normal node and you drag in your RGB into the normal and then a scalpemter call this moss normal strength. Default, you want to set to one. Sometimes you need to set this to minus one, but we will see. I think if I look at it, default of one is fine. B here, if I do minus one, it's just like inverted. This will control the strength of our most normal. Then what we want to do is we want to go ahead and art our p just like normal. Want to grab our normals this time over here. And now I'm just kind of having a tink like, do I want to have the Ms normal replace our original normal or have it blend on top? And I think having a blend on top is best. So we are but blended along with our original normal. So we plug in our mask. And we just use a node that we used before, the blend angle corrected normals node. We plug into our base, our base normal. We plug our moss normal in the top, and we blend this. So we are blending our base with a base with a blended normal using a mask. Okay, that was quite a bit of information. However, this is now pretty much ready to go. Just going to go ahead and make this a bit bigger, and I will, of course, organize this later on. But we should have our material. Yeah, it should be pretty much done by now. So let's just double check and make sure everything looks correct. Okay, so the moss is instantly working, also. You can see that now we have quite a few values over here, but we know what they all do. So let's just go ahead and have a look. First of all, I'm going to go ahead and have a look at, like, my highlights. So my highlights right now, they are quite intense because they're white. I should be able here. If I make them dark, they become less. And that's a better way of doing it than making them disappear using my mask, but I can go in my highlight mask strength because it uses a power, the highlight mask strength, which means that we can never get rid of it completely. If you want to get rid of it completely, I recommend using a multiply instead. Oh, sorry, that's the wrong one. But instead, I'm just going to go ahead and I'm going to see if I can do it with my collars. Something like this. Um, I'm just having a think if we can solve this a bit better. So highlight mask twins. I think this is fine. I think what we can do is it would make more sense that if we don't want to have it as intense, that we simply go inside of subset painter over here and just go to our highlights and then just go ahead and use our levels to push it down a bit, or actually, we can even use our mass generator to tone down the amount of how much we want, and then we simply export this again. Like that. And then just a matter of going in here, stare, re import. There we go, just like tone it down a bit. Okay, so we got our highlights that is looking good. Now, our dirt Let's first of all, do our moss because our moss is quite overpowering. Let's say the tieing to maybe ten or something like that. And let's have a look. So we have our moss roughness amount, which I want to go ahead and set to probably maybe, like, actually a bit shiny, like 0.3 or something like that. If you cannot really see it, you can always go to your buffer visualization roughness. And here we can see roughness. So I guess we actually need to go, yeah, because it's infinite. So we need to actually go for, like, a higher amount, not a lower amount, in this case. Let's say, let's do like 50. Like, I will become quite shiny. But it's fine to push stuff like that. We have our original color overlay, which is also working fine. And then we also have a moss color over here, which we here see, we can control the moss collar. But for now, this is also looking good. Yeah, definitely like I want to break up my moss a little bit more, but I will show you why I'm not too worried about that right now. We have our Dirt mass strength, which I can probably here I can push and maybe make it a little bit darker. And the reason I kind of want to push it is because right now the moss is quite overwhelming. So this is something that I'm not too happy yet about the color. I feel like maybe just the color, we can go ahead and grab like a dirt color. That might look a little bit better. So, if I set this to like eight, Yeah, that might look a little bit nicer if we grab like a dirt color. Let's see, our AO strength over here. Yeah, that one is fine. Our tiling is already working. So that's also good. Base roughness power. Oh, yeah, that's just like the base roughness, for which we can make it more or less shiny if we want to, but I will leave that. These are normal strengths fine. I will later on split this up so that it's easier to read. So our dirt, we checked out our dirt roughness. The roughness is this one. Yeah, okay, so that's quite white, so that's good. Highlight mask strength, and then we have our highlight roughness, I'm going to make a little bit darker so that it stands out a bit more. That one is also working fine. And then, okay, moss normal strength. Let's try that one out. So right now, our moss normal Yeah, we can kind of, like, maybe set like 1.5. Make it a little bit stronger. Okay. And yeah, definitely, over here, you can see, like the dirt. The dirt is also not really not as soft as I would like. So let's go into our painter scene. Okay, so it's not quite soft in general. I'm just going to maybe lower down my levels a little bit. Export that. Right click reimport. There we go. That adds a little bit more. And then for the rest the mask strength. Yeah, you just maybe don't push it too much. That's going to like four. And oh, okay, cool. Our roughness variation amount. That's the ones that we still had to work on. So if we go ahead and just, I have a shortcut, Contra D. I can go in my roughness variation amount over here, and maybe I want to make this one, like a little bit darker. Like, I want to just add like some darkening to add some additional shine to my roughness. Let's say 1.2. And you can also use your mask once again to make it more or less. So everything is now working. It's always important to just fully test everything. So now you can see that now we already start to have something quite interesting looking. Let's go ahead and move this down and let's save. I see. Actually, that's save everything over here. To make sure. But you can see that now it's already transformed our stairs quite a bit, especially like over here where they are in context. So what are we going to do next chapter? In the next chapter, I will show you how to do one of the last steps, which is art actual geometry, moss based on our mask on this material over here. And after that, it's just a matter of well, at that point, I will probably go ahead and start by finalizing these larger pieces over here. And what we're also going to do is we are going to go ahead and balance out our materials and just create all of our other pieces. So the last thing that I want to do is, I'm just going to super quickly, and I will just place this into my moss. I'm just going to grab like a dirt. Base color. I don't need a map or something like that. I just need something that gives me some variation in, like, the color. So if I actually just look over here, okay, that one is too intense. That's one. Probably the stones will not look very good. She needs some soil. So But I still want quite a bit of color variation in it would be nice. Maybe this one. Actually, no, I probably best to avoid directions to avoid, like, specific directional stuff in it. I was a pioneer. Okay, I guess I can use this one, and I'm just going to, like, alter it. I'm just going to crap like the 1024 version. Trojan here, and I will just rename it dirt nscore base color. I'm just going to go ahead and throw this into Photoshop quickly. And Image adjustment, HSL, tone down our saturation quite a bit, set the lightness up a little bit. There we go. And just like, save it again. And let's start by using that. I'm just going to throw this into my mouse. That's fine. Double click. Turn on SRGB. Okay. One sac. Image, mode. Set this to eight bits and then save because else SRGB gets confused. Right click reimport. There we go, see. Now SGB is not confused anymore. So throw this in here, and instead of our dirt color, have we can multiply our dirt color. Oh, you know what? I have an idea. I have an idea. Let's go in here and let's actually go down and set the saturation just to zero. Make it gray scale. And then what we can do is we can use this one, and then we have our dirt color and our dirt color will basically dictate what it looks like, but we will still have these shapes over here. Because I don't really want to bother with the tiling, I'm just going to steal my most tyling because I assume that my most tyling is often around the same as my dirt tiling can be. If I just save this, I need to make this a little bit brighter, actually. Let's just go ahead and set it to two. Five. Okay, let's start with that. And now let's go in and actually, because yeah, I'm not yet happy about the mask amount and stuff like that. But now I should be able to go in here. First of all, we have a dirt mask strength. Probably best, tone that down and just like, push it up inside of painter. And also, what I'm going to do I have my dirt color over here, and I'm just going to go ahead and, like, make it a little bit less. Something like this. Okay. And our last thing that I wanted to do is that I'm just going to go ahead and push everything inside of painter here by grabbing my grunch map, pushing up the balance quite a bit. Oh, yeah, wait. I did manual painting. I completely forgot about that already. And then we have a dirt. And let's also just push that one up and maybe, like, play around with the contrast a bit more. Let's try that just because I know that the moss is like overtaking a lot of this dirt, so it might just look a little bit nicer. Yeah, see, here, so now we have that dirt. And it's also good when dirt's sitting under the moss. It will give another layer of realism. Okay. Awesome. So that is pretty much done. By the way, I'm not really happy about these really strong normal map details, so that's something that comes when we do the balancing phase. But for now, I think that we have a pretty solid looking texture over here. Stop checking something. Oh, I did not add control for my non map strength. But yeah, I believe that we have a pretty salt looking texture over here. Sir, we need to balance some stuff. But in the next chapter, let's first of all, focus on creating some actual jom tree moss. 44. 44 Creating Our Procedural Geomatry Moss: Okay, so in this chapter, I'm going to show you the final technique before we are ready to get started by creating all of our meshes, because most of our other meshes, they are pretty similar in terms of the techniques, although we are going to do some interesting displacement stuff for this one over here. And that is that we are going to add actual Geometry Ms, which is going to be a fun one. So for the geometry Ms, what we can do is if we go ahead and go to Google and just type in something called Mos. So we are going to use the power of Nanite to basically have actual jom try moss like actual real yeah, just jom try piece of moss, which is going to be really fun and really cool. And yeah, it's something that you definitely would not be able to do without Nanite. It is something that's pushing it a little bit, so we're doing it mostly for fun, not so much as a practical thing to do inside of games, but I just wanted to show you. And I'm going to just go ahead and make something a little bit like this one. Can I just zoom in. Yeah. So it's like these soft round bits. These ones, I know from experience, read the best, the tiny hairy ones that we have. Here to do these one, it's not only more effort, but they also don't really read as well, I found. For this, before we go over on how to actually place it inside of a wheel, we first of all need to go ahead and create some moss. For that, what we will be using is we will be using speed Tree, and Speedr is a software that we are going to use for all of our foliage, and here it is. And it's not expensive. It's like $12 per month, so you can get it for a month if you only want to use it. But it's really powerful to create many types of foliage. What I will do is I will go ahead and just move this over here. 1 second over here for my reference. And now over here in my speed tree, I'm just going to go ahead and where you open it up, just press blank like this. And if we just move this out a little bit. So we are just going to try and create basically this shape over here. Doesn't need to be super special. I do want to make it a little bit optimized because even though we are using nanite we are going to push hundreds of millions of polygons into this moss. So better to just, like, optimize it a little bit. But what I'm going to do is I'm going to go ahead and go to my tree over here. And most time the way I like to approach it. It's already been a while, however, since I made the moss is that I like to go ahead and often I just go in and I grab a let's do a trunk. So trunks now let's just do this one. So a default trunk. Now, of course, this is really, really large, but don't worry about that. What we're going to do is on the left hand side over here, you have a bunch of settings. And the first settings that I want to work on is if we go to our spine over here, we have the length, and we want to make this quite a bit smaller. Let's say, like two or something like that, so that it becomes quite small. Don't worry. We are not already creating this to real life size because it's moss. It will not work in real life size. It here. And then the next thing is if we go to shape or sorry, skin, we can go ahead and set the radius, so we can go ahead and do that. Now, what I want to do is basically, can I Okay, it looks like I cannot really zoom in more than this. In terms of the radius, we do want to close the end. For that, we have these little graphs next to our radius. If you click on it, you can see that over here. It basically shows how it tapers off the radius from white to thin. What I like to do is, I like to go ahead and keep my radius pretty consistent. And then I like to click twice roughly around here to add an additional point, and then I like to kind of go down like this. And, I do want to, like, play around to this a bit and see, like what works best, something like this, for example. I'm also going to go in and I'm going to make my radius quite a bit smaller. And if we go into our spine, we can also go ahead and just make this length over here, a bit smaller. So I feel like that I want to make the top a little bit wider because as you can see in our reference, it's a little bit like rounder. And basically, once we are done with this and we have a shape that somewhat works, what we can do is we can go ahead and we can go to generate. And here we can create like a bunch of numbers of these type of splines over here. Now, right now they are all linked or all like sitting on the same place. So what you can do is you can go ahead and you can play around with a bunch of different settings. So let's see if we just go ahead and because we want to have them all from one point. So that's quite important. We can go ahead and over here, we can use our start angle, as you can see. And basically, if we just set our start angle quite low, and I think I do need more points, but we'll see. And then if you go click on this button next to it, the plus minus, it allows you to basically randomize things. So I can randomize this value simply by moving it up. And now, what you can see is that you can go ahead and move it up and down. Now, I'm quite surprised that it goes into the okay, that's why it goes into the minus. So we kind of need to push this up. I can't remember start angles allowing to go into the ground, but okay. Now you can see that if we just go ahead and randomize with this, we are already starting to get a little bit more sorry, for some reason, moving around is a bit annoying right now. But you can see that we already starting to get a little bit more like that look that we have over here. And, of course, imagine having hundreds of them or thousands, even. So let's go into Generate and maybe generate a few more and it's going to a start angle, maybe lower down. And also, if you are not completely happy about this specific generation, you can always go over here to. And if you then scroll down over here, you have your generation, and I believe it's this one that you can know. It's spine. Yeah, over here, the spine you can use to kind of, like, randomly generate different spine. So let's get one that is pretty even all across. I honestly have no idea why my Rotating is so wrong. Normally, you can rotate around things quite easily, but for some reason, it's a bit broken right now. Anyway, actually, let's do Undo. This one is probably pretty good. Yeah, I think this one will work quite on. Now, next thing that we're going to do is we are going to add a bit of variation to it. We can do this by going into, I believe it is in our spine. There's so many settings. Normally, I just go to and I just scroll, but to make it easier for you guys, so spine. And what we can do is spy the way you have gravity, if you want to make it go down a bit. But I feel like these pieces are so small, they wouldn't really be affected by gravity in that way. If you scroll all the way down to noise over here, you have your early innate noise. This will basically just add some additional noise, as you can see, to our shape, which might be nice. Now, another thing is that right now, this one thing is already like 360 triangles. We can optimize this a little bit by going to segments. And in here, in general, you can set the accuracy down and that should give you slightly less amount, although it doesn't show it. And you have your length, and you have your radio over here. The radio, see? I can make that quite a bit lower, and that will instantly, lower the amount. So let's say that we are going to make it just like a triangle because honestly, we don't need that much. We are not going to look at it so up close that would not be good. In terms of the length, you often need your length in order to get those additional bits of noise. So I'm actually going to keep my length, and now we are at around 200. It's still a lot, but it's fine. Over here, we do have an open space at the top. What we can do is we can go ahead right click R Geometry and art a cap on this. Now, in the cap, we don't have too many options over here. To be honest, I think that we are actually too low poli for this, which means that technically, this cap, because we don't have enough polygon counts, we cannot make it nice and round. So it would just be easier for us to go into our trunk and then actually just change the radius here. Basically, what I want to do is I want to make sure that I cannot really look inside. So maybe if I just place another point here, I just want to like do this. It's a tricky one. Like we can try to look inside. We probably you probably won't really have that much of an effect. Or what we can do is we can edit this inside of, like, Tris Max. Right now, Oh, God. I didn't mean to press that. Right now, what I feel is that I feel it is more important to keep the tops quite thick and then to basically, place a face on top of it. So what we're going to do is we are just going to go ahead and edit this in three as Max and then just make it easy like that. I'm going to go ahead and first of all, let's save this scene, and I'm going to save it as saves and let's just call this one. Mos on the score 01, for example. Let us go ahead and press safe. Now the next thing that I'm going to do is I'm just going to go ahead and I'm going to go file, and I want to export this. And Yeah, let's make folder cold Mos. It's probably. No, wait. Let's do a folder cult. Speed to keep it a little bit more organized. We want to export this as an FBX. So just called Mero one, make sure that set to FBX. Then what you want to do is you want to just go ahead and press highest only. In the atlas, you want to do none because we don't have any textures or anything on this. And for the rest, it's totally fine. You can just go ahead and press Okay, and now we can just input it inside of Tres Max. Here we go. Here is our mesh inmported inside of Tres Max. Now, what I'm going to do is I'm just going to go up here and add a modifier, which is the holes modifier just to cap the top. And for the rest, yeah, I think this should be fine for, like, a small piece of moss. You can just leave this smoothing the way that it is right now. Now, another thing that I want to do is later on, I want to basically create a very simple plain gradient, which is going to make this moss go from dark to bright because you can very clearly see here that everything is going basically from dark to bright. To prepare for that, I want to go ahead and I want to already create like a base gradient. It might not be perfect yet, but we'll do base. And it can be super small. It can literally be like, Well, just for good measure, let's make it one to eight by one to eight. Because it's just going to be like a plain. We then want to go ahead and just go to our gradient, move it down here, and then just move it up like that. I can actually zoom out a little bit to make it easier. Then if we go to our properties of our gradient, we want to go ahead and set the beginning to be like a maybe, like, slightly quite. I think we want it probably quite colorful, but this is something that we just have to, like, prototype with. Yeah, let's do something like this. So it goes like, from a darker green, yellowish to, like, a more brighter green. And it's just a base. Like, we can change this later on. We are going to save this in our textures, and in the moss textures, let's just go ahead and save it here as a daga file. Moss gradient over here. Next, if we just go into three Max, we can go ahead and go to our material dor and let's wait for that to load up. In the meantime, I'm just navigating to my moss gradient. Apply the first texture. Let's call it the material moss. And let's grab a bitmap and grab our moss grannt over here and just make sure to turn on overt to not apply any type of weird Gamma changes. Next, now you can see that our UV was wrong, and that's why we had to do this inside of trees, Max. We can go to our UVW map, make it a box, and that's often already fine. You can see that over here. If we just click on it, we can move it around, it's like a projection mapping. But our goal is to basically just go from dark to bright, which it is doing quite perfectly. So at this point, we can just go at the right click and just convert this all back to an added pool. So our base moss is now done. What I can do is I can go ahead and set the screening to ten to make it extra small. And I don't know what this is. Let's delete that. Now what I can do is you can just go ahead and export this to unreal. So if we go ahead and navigate a rear exports to unreal. To score Ms score zero, one, save and export. So that's easy one. Like this is just like the base, and we can, of course, improve based upon this. We can also decide to maybe push more polygons to make it more rounder and all that kind of stuff. But for now, let's actually see what it looks like before we go a bit too crazy. Let's go to our assets. By the way, you can remove Sirpes. It's no longer used. And I'm going to just import my moss. I want to make sure that built nanite is turned on. I can turn off collision because we don't need collision. I can turn off light map UVs. We don't need those also. Combine messages is white. One convex HL pair UCX we can turn off because that has to do with collision also. And now we can just go ahead and press, Okay. So if we just tract this in, you can see that it is quite big steel. However, we are able to look how nice and high resolution this is even this close. That's amazing. I like that. Anyway, it is quite big steel, yes, but we are going to go ahead and scale this later on using a specific tool. So for now, we can go ahead and delete that. We want to go in our materials. And if we just go into our master, we have our plain master, and we can pretty much use our playmaster If we just open it up we can go ahead and make a very slight alteration where I'm going to import my moss gradient over here. And with the moss gradient SGB default, that's fine. Let's import this. Right click, convert the perimeter. Color texture. And then in our base color, we basically want to create a static switch parameter, and we will call this one H base color. Now, later on we can also add some translucency, if we may want that, but it depends how things look. So for now, we are going to go ahead and say, I has base color is false, it will become a color. If it is true, it will become this color. Then lastly, I also want to go ahead and do another duplicate your scale parameter and just call this color. Olay and do a simple multiply to multiply these two together just to give us a bit more options. And make sure to make the color overlay white. There we go. Let you do the trick. So we can go ahead and save this. The default is still set to off, which is important. And now we can go ahead and just create our material. So over here we have a Master, right click Create material instance. Ms underscore 01, drag this into our materials folder. And in Ms 01, I just want to go ahead and has base color, turn it on, save our scene. And then if we go to our assets and just open up our Ms 01, we can now go in and just drag in our correct material in here. And safe. Okay, awesome. So we have moss 01. I do want to go ahead and create some variation, but I will first of all, go ahead and show you the concept of using this moss. So let's save scene and basically, we are going to use an external plugin in order to place this moss. The plug in it is called graph N, and it has to be made by polygon tools. This is a pay plug in, however, but you are able to get a free trial as far as I can remember. So over here, it is really good for placing, well, moss, like you can see here, but also placing a bunch of other procedural generated stuff, scattering things around here you can see, it's really non destructive. You can really quickly create, like, a bunch of different, like, trash and all that kind of stuff, like really cool stuff. And it's really easy to use also. So yeah, 30 day free try. So you guys can also use it, and it is also quite cheap to use, like, as an individual. You can just go through the process of downloading this once you get it, and then you can go ahead and just install it for Unreal. It will automatically install. I of course already have it installed, so I can go in here. I can go to Edit and plug ins. And what I want to do is if I just go to Installed over here in other, I want to make sure that the graph and Unreal plugin is activated. So that's the one that I need. Now, there's one last thing that we need, and that's that we need the actual moss mask that we have over here. For that, what we can do, probably the easiest way because this moss mask now, it is, it is hidden inside an RGBA texture. However, graph N just needs a simple bitmap. We can probably go to file expert textures. In our output template, we can create another texture set which is just like a RGB texture and just call it texture set. Once Mosce mask one will have user four. Like that. So now we are also just exporting the moss mask separately. So we should be able to press export. And then if I just go ahead and navigate to my stair, Yeah, that has exported, so you can see it over here. It should be fine to have it as a TGA. Here's our mos mask. Now we can go ahead and get started. If we go inside of unwel what we want to do is we want to go ahead, you want to place our moss in here. You can also get rid of this. You want to make sure that your moss is all the way at 000 by just pressing this reset icon. That is quite important. Next, what you want to do is you want to go ahead, you want to open up the graph tools. In here, you want to type in scatter. The one that you want to do is you want to get the surface scatter, 2.0 0.0 and just open it up, and then we get this little graph. Now, next, we need two things. We need to tell the system what do we want to scatter on, which in this case is going to be these 4 stones. Just select them and press the plus button. And it also asks us what do we want to scatter, which is going to be our moss. You can imagine that later on, we can also use this, for example, to scatter leaves and stuff like that. It's going to be really cool and really powerful tool also. So our moss is God, where are you? Geo moss over here and that's going to be plus to scatter it. As soon as we do that, you can see that it's already starting to scatter over here. Now, right now, it doesn't really know where to scatter. I want to make sure anit Nanite is on. If we do this without Nanite on, you will not have a fun time. But basically, so we have this one. Now what we can do is we can go ahead and first of all, we can set the minimum and maximum scale. That's an important one. Let's set the minimum to 0.2. That's going to be minimum and let's set the maximum to maybe like 0.3. This way, we have, maybe a little bit bigger, just because when we are looking at it from a distance, it would be nice if it's slightly bigger. Let's do 0.25 to 0.4. Yeah, that might be a bit better. Now, you can go over here and you can control your density. You can click on these buttons here and you can make this more or less, as you can see, now it's set, for example, all the way to one. Now, next to this, what we can also do is we can also actually set our mask and that's the more important one. There's a bunch of features here, you can also set angles. In the feature mask, you can control and say if something has an angle, at a specific amount, you can see over here that it like respects that angle. So you can do some directional stuff like this, which is really, really nice. Set back to 180. And you have parameters for, like, random rotations, but I believe that they are already, we already have random angles turned on because you can control that somewhere here. Here I turn this off, you can see that everything goes into the same direction, and we don't really want that. We have a scale properties. Here we can various different amounts of scaling, but we are already doing an overall scaling in here, which is fine. Let's see what else? Noise mask. Your noise mask, basically, if we turn it on, you can see that it just randomly removes pieces. I mean, could be handy if you want to use it. I myself, however, am more interested in the texture masking over here. These are all different types of masking. The proximity masking, it allows you to basically mask out areas if a model is really close. So if I say like that, keep the moss away from one of these stair steps. It will keep the moss away from those stairs steps and we can control how far away. Anyway, the one that I'm more interested in is the texture masking. In here, you can go ahead and you can click on Browse to go to the texture part. And we are going to go ahead and navigate. That's unfortunate. It does request a JPEG file. I was a bit worried about that, so let's just quickly open up our Ms mask and just save a copy and just save it quickly as a JPEG. The reason why that's a little bit annoying is because if we are ever going to change this mos mask, we need to keep updating it. But for the rest, it's fine. Anyway, now we have the JPEG file and we can press Open. Now what you can see is right away, it is only placing the moss on the white areas over here. And yeah, that's pretty much like, keep the texture tiling like this. But that's the more important thing. If we go ahead and now if we go in our let's have a look over here. We have, like, some fall off, which we can use. Okay, I guess the fall off. Is not really working? Huh. One Fair enough. They're not. Then we don't have a fall off, I guess. Then we are going to focus first on our misk settings over here, because right now, so we have this moss and I don't know why it's slow. Might be because we're in scattering mode. It's just not enough moss. Like we want a lot more. Over here, we have a max count, and we can actually set like a higher count. So if I set this to like 60,000, now we are starting to get a lot more different moss over here. Let's say interesting areas. I do want to maybe it's like an edge breakup. Let's try oh, yeah, here an edge breaker. That's where we can control the fall off a little bit and basically have the moss extend more out over our texture. Here, we also have border spread. And I believe if I do this, here, see you can kind of play around with this to increase the amount of moss that we have. Now, let me just let me say and set this to like 0.4, and that's at the border distance. I'm basically wanting to arts like a little bit because sometimes we have like these really thin spots in between our mask, and I just want to go ahead and art that. Okay, so let's say that we have this right now. Up close, it's looking quite nice. It's more like what it will also look like for afar. And the first thing, especially when we have good lighting like this, you can see it looks really nice and fuzzy. But what I'm more interested in is I just want to go ahead and scaling, scaling 0.5. By 0.3, maybe. To make it a little bit thicker because I'm trying to find a balance between our between the scale and the amount of assets that we have. If we increase the scale, we can also even go in here and you say, 50,000. But what you also need to remember is that this little bit of moss over here right now, can easily be like I don't know, 100 million polygons, something like that, or 50 million. Basically, if you go over here to your where are you anite visualization and triangles. You can see that over here, it is rendering all of those triangles using our Nanite we also already have a really dense mesh. We are definitely pushing the system, but I wanted to show you because it's also really fun. Anyway, let's say that this is our base. Now, what I'm going to do is I'm going to go ahead and actually, I can just close this, I believe. Yes, I can close this. And then if you ever want to go back to it, you can go in here and you can click on it again, although one sec because it doesn't show like it's delete this instance. Okay, there we go. That's. I'm just going to call this name because Elsa cannot find it. Ms underscore. Stare. And if I close this. Okay, now we are able to find it. I just press the wrong button. So basically, if you go up here, it will remember the stuff that you did. You have your musket and you can add edits to it. One of the edits that I want is that right now the colors are all the same. I want to go ahead and give it a little bit of variation in between the colors, and we can do this with probably two or three models. Unfortunately, the way that this tool reads the models is that you cannot just change the materials. You need to change the entire model. So here we have our Goms 01. I need to right click and duplicate it just to change the materials. Let's say two and three. I can then go in and I can go in my materials over here, Ms 01, duplicated and duplicate it again. So we have Ms 02, and let's make that one, for example, a little bit more like darker. And let's say that we have Ms 03, and let's make this one, a bit more darker. And then maybe a little bit more like yellow, for example. Don't worry. We are going to balance all of this out. Now, once you're happy with this, what you can do is you can go ahead. Just want to check my FPS. Okay, yeah, I'm capping at 60 FPS, so that's strange that it felt sometimes a little bit laggy, but that should be fine. So we open up Ms 02 and Ms 03, and we basically apply our New materials over here. And then we can save as. So now you guessed it, we can just go in here. We can mos 02, reset to zero, mos 03, reset to zero. Now at this point, if I just go back to my scatter tool over here, I am able to basically in our scatter objects, select two and three and just press plus to the scatter objects. Now, once you do that, maybe you need to press this button over here, but it should come on. Do you render. It's a bit difficult to see. Let's try and change the material to see if it actually worked. Okay, yeah, here, a taxi worked. It was just too subtle. So now you can see that it's just like randomizing these taxis over here. Now, what I'm going to do just to make my life a bit easier is I'm going to grab my moss gradient. And I'm going to saturate it a little bit. Maybe like 0.7 or something to make it a little bit grayer. Because what I can then do is I can go ahead and go inside my materials, and I can say, like, of course, we need to balance this later on when we do our lighting. But let's say number one is going to be a little bit, just like a little bit green, something like this. Number two, we can make quite a bit darker, maybe a little bit more yellowish. Maybe not too much, but something like this. And then number three, we can go ahead and once again, Let's see. Make this one maybe a little bit more saturated like that. And doing that stuff, you can see that now we can create slight bits of variation in here, which is going to look quite interesting. I'm going to make this one a little bit like this over here, and that should do the trick. Let's have a look. So if I go ahead and go in here. Also we also need to, definitely work on the lighting. But in general, I think that is looking fine. We can try. I don't know if it will work, but I can show you we can try to do some very simple subsurface scattering. So you can see here I can just close my engraph and it's like an instance. I can even turn it on and off quite quickly. What I also feel like is that right now, because our bottom moss is so much darker, we definitely need to balance things out, and it's up to us to decide what kind of moss we want to create. But before we do that, I want to quickly go into my plain master over here. And let's go in here and let's say, let's turn off two sided for now because it's better to render this not two sided because two sided sometimes gets goes broken when we use lumen. And then for the shading model, we can try to go for Subsurface. No, I think probably the wait subsurface. Sorry. Subsurface is fine. That's because we don't need two sided foliage since we are using this also for other pieces. What we can do with subsurface is we can go ahead and just create a well, just duplicate this contentr vector and call this subocclor. Make this color, for example, a little bit more of green color. Then we want to multiply this color. Using a value scale a peremter and call this sub on the score amount. And make the default zero. Then we can just go ahead and throw this into our subsurface scholar. With default zero means that it will not give us any subsurface. But if we hire that amount, it should give us a little bit of subsurface scattering, which means basically for people who don't know what it is, it makes it so that the sun shines through these assets to mimic the effect as if they are not very thick, as if they are very thin geometry. I can now go in here. And let's say that I grab my most 01 to get started with just to see if it works. We can go ahead. And here you can see, if I push up the subsurface amount, you can see that the sun shines a bit through it. The question is, is it going to look nice? So if we make this a little bit more like a yellowish color, over here, and then play around with the subsurface amount. Yeah, it does look like because it will look a little bit softer in the sun compared to having really high shadows, especially if we do this, here you can see that no matter what angle, you can see that it looks a lot softer. So what we want to do is we probably want to go ahead and go for a slightly stronger angle, maybe like 0.1, then make our subsurface color a little bit more probably a little bit more darker and then make our color overlay. Bit more darker to push it out again or to push it in again. So let's say that we have these values, we are going to copy those over to the other ones. So I can go ahead and 0.10 0.1, 0.1. And also, by the way, I can also play around with my roughnesR now, my roughness is quite low. And I was going to just copy the SRGB of my subclor and place that. Okay, cool. So now that's already here. See now from different angles, it reads a little bit better, which is nice. The next thing that we're going to do is we are going to actually decide like, Okay, how much what color do we really want this to be? Like, do we want this to be like a bright colorful color or do we want it to be a bit more of a grimy color? And I personally really like like this type of color over here. So like a little bit dark green color. Now, most likely, I'm afraid that we cannot do a color picker because that never works in real to color pick outside of other images. Oh, wow, of course, now it works. We can just do that in the color picker. I guess, normally doesn't really work, but let's start with something like this. And yeah, it's not really awkward, so let's just go ahead and move it a bit. You know what I'm going to do is I'm going to on purpose, make the other moss red. And the reason I want to do that is so that I can actually see what I'm doing. So if this is red, then I know, like over here, like, okay, this is going to be a bit of a here. Funny enough, this actually looks quite cool. But let's say that something like this is probably a good starting point, don't you think? I know that you guys won't answer, but let's try something like this. Let's go ahead and go to the next moss over here. Paste in this amount, and now this one we are going to go ahead and make it a little bit darker and maybe a little bit more greener this one. Then the next one we can also paste in the amount and make this one maybe a little bit lighter and a bit more yellowish. Yeah, I feel like that's quite a neutral moss color, which quite good. If we now just quickly go to our original stair over here, we can now go in and, of course, balance out the base moss also on here. It looks like that our base moss over here, it's already fine, so we need to, like, go into our moss base color and change things in here. So right now, let's set the brightness maybe to like 1.5. Maybe now go into our stair one and make the most color like slightly more Green, like that. And another thing that we can do is we can go to our moss, Moss tiling, moss mask over here. And we can, like, try and see if we can, like, push out the moss a little bit above or over the rest. Just because that looks a little bit nicer. But this is also why we didn't really have to worry too much about what the moss looks like because you can see that it feels a lot more organic right now. Awesome. I would say that this is about it, to show you the logics between how we are going to do this kind of stuff. And just like that, later on, what we would do is we would go to your ngraph. We would go to our scatter objects for moss. We will basically go ahead and select all of the objects that we want to use for scattering, so it's going to be all of these. And because our texture is still going to be the same, it's simply a matter of pressing this button over here and giving it a second. And next, most likely, what will happen is, yes, because, of course, now we are scattering over a much larger area, we will need to set the max count. Let's set this one to, like, 150,000, for example. Okay, that's way too much. Sorry. Let's do 80,000. Oh, wait, I think I did 1.5 million. That's why. 150,000. Yeah, that's looking good. And now you can see that over here here. We are still running fast. That's always amazing to me. So now you can see that over here. We are starting to get like the moss. Maybe go a bit higher because we can push this with Nanite so let's do 200,000. There we go. See? And now all of our moss is scattled. So we can do some really fun stuff with this. We can also place jom tree leaves and everything around. But that is the general idea for this kind of stuff. If we go to our camera angle, you can see here that the moss reads really nicely, especially once we will have proper lighting. I will look so cool. Wow. That was a big chapter, don't you think? So yeah, a bit longer, but we got some base moss. At this point, we cannot really do much more balancing because we simply need to see what it will look like later on when we have proper lighting. But if you look at it from the side, it looks really nice. So I really like that. And yeah, Fres we also need to balance out our stone a bit, but that's all going to come later. I first am going to start with the base elements. So having this done, what we'll do in the next chapter is we will go ahead and get started by creating over here these pieces. And I will basically show you the concept of how to use displacement, sort of real time inside of Unreal engine using a new tool, and we can use that to, like, place these base walls, and then the rest will just become I think stone with, like, ground in it or something like that, but we'll see. So let's go ahead and continue with this in our next chapter. 45. 45 Creating Walls With Displacement Part1: Okay, so we're now going to work on the next step, which is going to be all of these platforms over here. And in the beginning, I was thinking like, Okay, you know what? Let's do this in a modular fashion and just have one platform that we can repeat over and over again. However, for this specific environment, that would not be as handy. The reason for that is because if we are going to use displacement, whenever we transition over from one platform to another, because of the displacement, it would just start clipping into each other, and that will not look very nice. So instead, we're going to split up into two pieces. We are going to make the individual walls. And those are going to have our displacement on it. And then what we're going to have is we are going to have a top piece, which is going to be a trim piece. And then depending on that, we are going to have a plane in between, which is going to be a simple floor material or it's going to be a sand material. For the floor and sand material, I'm going to go ahead and I'm simply going to use some photogram tree that I created a while back. We are working on a photogram try course, by the way, which is going to be a super detailed one, but it will take probably one, maybe even two months after this course releases before that one will be done. So just keep that in mind. But we have a course on how to create photogram tree for, like, materials and stuff. It's called the Ultimate material creation course. So you can find it on a profile if you want to know more about that. But we are doing it in the sake of saving time. So let's say that let's grab this while over here. So yes, this is a unique technique, which means that it is a little bit more destructive to use. But for the rest, if you know what your environment is going to look like, it is also quite easy to use. And we are also able to edit it quite easily. So the first thing that we need to do is we need to go ahead and we want to go ahead and grab a rectangle over here, and poly group mode Actually, no, sorry, cancel that. We are going to grab a box because editing rectangles is such a pain. So we're going to grab a box, and let's set it quite low to ten. Oh, not that one. 100. Is it the width? Ten? Huh? Okay, I guess it's the height that is? That's weird. Okay, so the height needs to be ten, and we can just grab and plus except. Now, at this point, our goal is to basically push this back in. And to then start using the added poly to place this all around. And we're going to kind of stop it over here, and then there will be a trim that we will create later on. But we will create the trim as a time laps. At the same time we create this trim over here. It will be very similar to our brick walls, just like a little bit more neater placed. I'm going to go ahead and probably wait, Muzak, accept. Let's select our foliage here and just press H to hide it. There we go. Now let's go back into our modding mode. That makes things a little bit easier to see. This one, I'm going to just push it down. This does not have to be super perfect or something like that. You just want to place it to the point where it stops, which is going to be here. I'm going to just create a new mesh over here because I don't want to risk having the stone sticking out through the stairs. So we're going to go up here. And I'm going to just like place this over here. And then what I will do is I will go ahead and I will do like an insert edge loop. Place, like a thin little edge loop here and press done. And I'm going to select like this one edge if I can. There we go. And I'm just going to go ahead and exclude that. Over here. And if you want, you can do the same over here, however, because we are making something that is specific to this camera view, you should not be able to even see. You'll see you are not even close to seeing that corner. Okay, so once we have done that, what we want to do is we want to go ahead and select the faces, which are going to be these faces over here. Then we want to go ahead and we can just invert our selection, which I believe we can do with If we just go up here, where are you? I am blind. Oh, you're invert selection. Yeah, I was blind. And then I'm just going to delete it so that we now end up with a plane. Now, there's one more important thing that we need to do, and that is that we need to apply some proper UVs to this for our displacement. So for this, we can scroll down over here. And often the outer UV is fine. Like, often that works pretty well, and it just makes it square nicely like this. So that should already be it. Like yeah, that should be it, because we should be able to tile IUVs later on using our material. So let's say that we now have this piece done. The next thing that we're going to do is we are just going to go ahead and get started by going into our textures and create a new folder and we'll call this stone underscore wall. Now, as I said before, doing it this way, there are a few more hustles because also things like what we have over here, we can use this material. However, all of the dirt masking and everything like that, we are not necessarily able to do that on these kind of really large pieces. However, we can simply use decals. And, of course, the moss we can still apply on here, however, we can just do the moss. We can apply the moss in a different technique because we should be able the moss should be able to read the displacement and place moss based on our displacement. So we have our techniques to make it look cool. So we don't have to worry about it too much. It's actually good that I show you this way. Stonewall. And for our stonewall, we also still have the old textures. So what we need to do is we need to just go ahead and open up substance designer. Here we go. So here is our stone wall texture, and I just need to quickly check if we go into our stair. Theis array, and this one was R GAO and roughness. Yes. Now I remember. Let's go ahead and go over here. It's still loading for a second, so just give the second to render. Unfortunately, I cannot move my mouse while it's rendering. Which meant that I was not able to, like, turn off my screen. So, okay, so we have RG let's see. Let's do an Alpha merge for this one, and then RGBA merge for the second one. If we go to our output, we can probably actually duplicate our base color and let's just call this I don't know. Let's call this underscore On wheel engine underscore, Base Color, I think that's the best thing I can do. So we have a base color, and then if we just also do an output, see, we can just select this one. And just call this one UnwelEngine underscore normal. And don't forget to also copy this to your label name. So we're now just properly sorting. So for this, we have our RGB and for Alpha, we want to have a uniform color, and this one is going to be was it black? I really forgot. I believe it was black for concrete and else we have changed to enough if I make that mistake. Then for this one, we have a R and we have RG. So if we just do an RGB split over here, we can plug in our normal into our RGBA split. Then we have a red and green going here. Our blue channel was going to be the ambient occlusion over here. And our Alpha channel was going to be our roughness, if you want to control over here. So should take care of these two maps over here, which is fine. So now what we can do is we can just export this stuff, and I'm just going to turn off automatic export just to make my life a bit easier, and I can export this. If you want, you can export it as a target file, but I'm already exporting it as a PNG, so doesn't really matter. Now, if we go ahead and just go in here, we can, first of all, set up our materials. We have stonewall and we can just drag in those two that we just exported over here. Double check your work. Alpha check feels a little bit low resolution, actually. At four k even. That's weird. That's something that we might want to have a look at to see if we need to apply some additional sharpening to it. And also, just double checking. Okay, so SRGB needs to be turned on. I thought I did something wrong. Oh, wait, it's because it's a PNG, and the P&G is exported as 16 bits. That's what's causing this problem. So, in that case, what I'm going to do is I'm just going to go ahead and I'm going to export again. But this time just export as a daga file because then it should be automatically converted to eight bits. Let's try that one Export. And we can just actually, we can also force it eight bits, if you want. You can go over here and just set this to be an absolute. And then it becomes eight bits. Absolute eight bits over here too. There we go. That's how we can just very quickly force something you will be export this eight bits. Now if we go to our Stonewall, we can quickly delete these, force delete, and we can just quickly drag in the new ones in here. SRGB default, norm map is still set to default and the SRGB needs to be turned off as far as I can remember. Yes, it needs to be turned off. So those are also already now correct. Now, if we go ahead and just go to our materials, we can grab our Sir one and just duplicate it. And just call this one, all Sorry. Stone Wall tilable. And now, there are some alterations that we do need to make, and that is that we need to turn off this mask over here because we're not going to use this mask. So first of all, what you want to do is let's just go ahead and drag in our correct textures, Stonewall. So those should still be totally fine. Everything should work for that. Over here. And then next thing that I'm going to do is I'm going to go ahead and just double click on my Oh, no, that's annoying. Remember, we cannot do a flip green channel, so we need to go in here. And we need to do invert. Gray scale on the green, and then you can just dock it. And that should fix that arrow. So just export this again. So that's just like the only annoying thing about this. Like, I'm so used to just flipping the green channel in reel. But there we go. Now, next thing I was going to do is I was going to go to my asset master. And let's just turn this off. And in our asset master, we basically want to go ahead and give an option to turn off all of our masks. So for that, let's see. If we want to turn it off, we want to keep only this stuff. And now, what you can do is you can just go ahead and create a static switch parameter. Are you going to call this has? What's it called? DHH DRM score mask. I will set the default value to true just by taking it on. Then over here, we can go ahead and just move this for every single one. One, two, three, and we are not editing our embitclusion. So if true, it will just continue on with the lobs like normal. You can plug those in. Oh, it's giving arrow because I did not enter the false yet. And I false, we want to go ahead and just skip all of those loops by grabbing this specific one over here. And this one is going to be like this normal over here. There we go. So now we can very easily, just turn it on and off. And because it all has the same name, all of these switches will be automatically turned off. So I can now go, for example, in here, has DHRM and just turn it off, and you can see all of those values will get removed, and we still have this piece over here left. With everything else still looking totally fine. So we can go ahead and at this point, we can save this. And if you want, you can already Oh, hey, we need to add tiling, also. We need to add that over here. So let's go ahead and create a S, can I steal that? I'm just gonna steal this one over here? Let's go ahead and call this one dialing should be fine. And let's set the default to one, and just plug these into UVs like normal. There we go. Because I was so focused on the unique textures of the stair that I forgot that we are not going to create a unique texture for these specific ones just to make our lives a bit easier. So anyway, for these functions, this is a normal model. You can open it up over here. And although it is in a weird direction, you are able to enable Nanite sorry. And you are able to go to materials, and let's just drag this on just to see what it looks like over here and safe. Now as you can see, our UVs right now, they are really, really, really large. So I'm going to first of all, see what this looks like if I just tie it. Let's say, like eight, seven maybe. Six maybe. You want to look at it from a different perspective. So if I go over here, six, I think maybe seven is a good tiling feature. And yeah, I think the wall is in general looking quite cool. The next thing that we're going to do is we are going to go ahead and start applying the actual displacement to this. The first thing that we need to do is we need to go ahead and import our height map, so we can just go ahead and import that one. Another thing that I completely forgot is that unfortunately, Unreal has not yet made a system that you can actually control the tiling of your displacement itself. They used to have that system inside of the modeling tools. However, right now, quite easy, basically. So I know that we are at this tiling, which is still fine. All we need to do is we just need to set the tiling back to one. And instead, we need to have a tiling inside of actual UVs. That will just save you a lot of hassle. So if we just go to our modeling tools and just scroll down back to our UVs over here, and all you have to do is just quickly go to your layout tab, and then just over here we have our scale. If we set this one to seven, you can see that now it's just tiding UVs normally. So that's it. We can just go ahead and press Accept and that's just a new way for us because now when we do that, if we go to our you know, if we have a look, if we go to our box, there is in 5.2, make sure that you are on 5.2. In 5.1, you will still need to use the old technique which is more destructive where you need to go to your modeling tools, and in here, you would need to art. There's a displace over here. You would need to art displacement here. But luckily, they made it a bit more nondestructive in 5.2, where we can press the plus on displacement maps. We can then go ahead and find the texture, and we can just drag in our height map over here. And there's a few things that you need to do by default. Set the fallback error to zero, just to make sure that it does not produce any errors. Any trim relative error to 0.05. These are just two values where it avoids any errors, but most time those errors don't happen in the first place. Then if we set the magnitude to 20 or something and press Apply, it will now Oh, that's way too much. You can see that now it will add displacement, and it actually adds so much geometry. To this, it makes sure that we always have enough displacement on it, which is really nice. Although you cannot really see it. It doesn't really have that preview mode yet. Let's go for ten. Apply Jesus. This is also one of the reasons why I was talking about that we need to have a trim on top because what it does is it always pushes our mesh out a bit. I don't know. I've never tried it, but we can say 0.5 in the center to push it back. But it looks like that that does not seem to work. Sometimes that pushes things back because we change the center bound. Oh, yeah, here, we do. You can see that I can push it back. One to 0.5 maybe. Just to push it a bit more into place, and I would need to go in here and just hide temporarily these pieces. But the key goal is that if we go to our camera, we want to make sure that this over here that we can actually see a bit of displacement. I want to make it a bit stronger and it's really nice how it also works on the corners quite well. Let's set the magnitude to, um maybe let's tw 15 apply. Yeah, let's do 15. So now you can see that now we have this quite strong but quite cool looking wall over here that also is working quite well on the corners. You can still see over here that it breaks a little bit on the corner. And what we can do with that is, I believe, I don't think if we go into modeling tools, like it has applied the displacement. So if I go into my modeling tools, yeah, here see, it will not accept it. But if I just temporarily get rid of my displacement, so just remember 15. So let's go ahead and delete this and press Apply. I should be able to now select it and more easily go in here. And, oh, wow, I completely forgot that I did it this way. I will need to change my UVs bit, but if I just go ahead and move this out a bit more and then move this one a bit in to give a bit of a rounding like this. That often works a bit better. Of course, now I need to just go into my Outer UV. That's looking correct if I press Accept and then go into layout and just press except again because it remembers my settings. Now if I go in and once again, I wish I can just temporarily turn it on and off 15.5. Apply. Okay, over here. See, now that looks a little bit better now that it's a bit more rounder and it is less buggy. I actually feel like 15 is now too strong almost. I thought we did 15, Mt. That's to 13. There we go. Okay. So basically, this is a good way for us to create also really nice corners that work really well. At this point, we would now need to just create something on the top to cut it off, but that's about it. So if I go ahead and cultural age, of course, now, that will not look very nice. Um, but you can just temporarily hide it if you want, just to look at it from a distance. But it is reading really well. Like the wall it's looking nice and high quality. We definitely need to balance out the colors a bit, and we're going to add some additional decaals and moss and stuff, but it's getting there. So that's pretty much it. Now, what I will do is I will just go ahead and kick in the time laps and I will go ahead and replace all of these walls with these type of meshes just to make it look nice and clean. So let's go ahead and continue with that in our next chapter. 46. 46 Creating Walls With Displacement Part2 Timelapse: I I. 47. 47 Creating Our Trims Part1: Okay, so I have placed all of our stone walls, and it was not too difficult, as you can see this one, I literally just duplicate here. A, these two over here are just unique. But sometimes it's totally fine to have unique assets that are quite large inside of your scene. It all just depends on what scene you want to create. So what I want to do is basically we now need to create both over here for these stairs, some pieces, which can also transition, although this one over here, we can probably just, like, use these stones. And we need to create a trim that basically separates these wall stones over here from whatever we are going to place inside of it, whatever is going to be flat. So let me just, you know and by the way, I just press Control H and then just Control Z. So I had a little thing of camera. And what I want to do is I want to go ahead and go for something that's a little bit more man made for these trims, and I want to be able to make it like a kit, like one of these, which by the way, I do need to check. They are shorter, yes. However, when I see this, if I just make one of these, I should be able to still use it and just, like, sink it into the ground like this. Yeah, see that should work quite fine. So basically, we are going to make one of these, and then we are also going to make a piece that's just like a simple straight piece. And in terms of the material, I want to go for something probably like this over here. Just like a bit more of a granite type material. Now, we don't really need to create an entire tilable texture for this. The reason I made the tilable texture was for the main materials, like the most important ones where we needed a lot of control. However, for a small granite texture like this, we can simply go and inside a subspainter, we can download a granite texture and use that or maybe there is already an existing one in there. So that's currently the plan. Now, for these two pieces, I will sculpt them. So I will like a little bit of sculpting and all that kind of stuff. The straight piece will just become modular. So it will simply be like a straight piece that's probably one by 1 meter or something like that. However, because this is all stuff that we already have covered, I'm just going to go ahead and I'm going to Tinbs all of that, and also time maps like the placement of it. So let's go ahead and kick in Tilaps and just quickly, like, finish off these additional supporting assets. H Mm. I can things like that. Things like that. Things like that. 48. 48 Creating Our Trims Part2 Timelapse: A D. D. D. D. D. D. D the Mm. Thanks my 49. 49 Creating Our Trims Part3 Timelapse: [No Speech] 50. 50 Placing Our Pavement Planes: Okay, so things are starting to already look pretty cool. We are starting to get like these nice stones and everything, and the displacement really makes a big difference. Also, the sculpting makes a big difference, especially from, like, a distance over here. If we didn't sculpt, we wouldn't get all of these nice highlights where the edges, like, or where the light just catches on the edges and stuff like that. I do feel like things are a little bit too dark just in general. This is something it's the way that I check it, it's a little bit more based on experience. I often go to my buffer visualization and base color. And in general, your base colors should be pretty bright. So often what you can do is you can make one of them, pretty bright. So right now, like these ones are even, which pretty good, but I would have them a little bit brighter and then I would basically balance everything on that. However, what I'm first going to do is over here, I have already placed in the time labs our floors and stuff like that. Although, of course, over here, we just kind of like quit. But what I want to do, and I just noticed that there's one more thing that I need to do. I want to go ahead and I want to apply texture to this. First of all, I just need to quickly give me 1 second, select this stuff, everything that you can see, and just remove the rest. So invert selection and delete. And I should have already done that with this one or not? Yes, I did. Okay. So basically, I have this texture, and what I will do is I will load it already into substance designer because I need it. I place it into a follicle pavement, and this is just a photogramr texture that I, that's weird. View. If I feel like something is broken here, let's just quickly input it and double check. But basically, these textures, I just use Photogrumtre for them. So I simply just scanned these textures and yeah, Okay, so they are looking correct. They are eight K resolution right now, which is a little bit too much, so we definitely also want to lower that down before importing. But what I'm going to do for now is I'm just going to go ahead and I'm going to just, like, link my resources or you can import them and just link and art everything into substance designer. Here we go. I don't know why I have so much trouble speaking all of a sudden, sorry about that. Let's turn high to Grayscale. This is the AO to grayscale and the roughness, also to Grayscal over here. Now we can go ahead and we can d them. And we, of course, need to art them using the unreal method, which is going to be, to be honest, I kind of forgot what if the base color had to be black or white, the base color had to be black for our stones. If we just go ahead and go in here, we can do an RGB and just do an Alpha merge, and we will have our base color. Then in the alpha, we are going to have just a black color. That can be a uniform color. Over here. Now the next thing that I'm going to do is, oh, yeah, I already removed off my outputs. The next thing that I'm going to do is I'm just going to go ahead and I'm going to set this one to minus one, which means that it will be forced to become four K resolution because these ones, they are imported and it shows four K, but they are actually eight K. Here. You can see that it reads as eight K resolution over here. So I'm just forcing it to make sure that it is only four K. And this one can become in an output that we call just base color. Now we need an R GB A merge over here. And because this is going to be the norm map, we need to also have an RGB, a split. So we plug in the norm map, red channel, green channel, the blue channel was an ambit oclusion and the Alpha channel was our roughness over here. Once again, minus one to force it to be that color. And also, I just need to double check, and it looks like that this norm map is already properly inverted, so we don't need to invert the green channel. So let's go ahead and do an output. And just call this normal. Okay, cool. So that's pretty much like the conversion. And then what I will also do is I also will add a transform and then plug in my height into the transform. And for this height, I'm well, actually, first of all, I'm going to force my height to be like 16 bits. And I'm going to also set this one to minus one over here. And that's just the only reason I'm using a transform so that I can just have this switch, and it's going to be the final output. Which is going to be height. Okay, cool. Now, it's just a matter of going to pavement. Maybe create a folder called unwelEngine. First of all, let's also save scene. So textures, pavement, um, I could just save it here. Right click Export, as Bitmap, select your nualEengine folder. And yeah, target file is fine. Our height because this height is really minimal. It should not really cause any errors, but if it does, then we can just change it. But I'm just talking about eight bits. Like the height will be eight bits, but only for really dramatic heights, do you need to go for 16 bits? That's why often Mega Scantexs are also still JPEG, even when they are height maps. Can I go in here. Make a follicle pavement score 01. Just drag these pieces in here and double check them. We have our, that one is correct. We have our norm map which is going to be no map is not correct. Oh, wait, that's because it's set to normal. Let's make sure to set it to default and save. That's better. We have a normal then we have over here our emit occlusion and over here we have our roughness. So those are also all correct. Sorry about that. That noise was my microphone stand for some reason. Now, next thing that I'm going to do is I'm just going to go ahead and create a material and we can probably just use the stone wall tile wall and duplicate it and just call this one Pavement underscore 01 on the square till, open it up, drag in our pavement base color and our pavement normal over here. And let's just go ahead and save that should do the trick. And now if we just go in here, you guessed it, we are going to generate some UV. So first of all, outer UV. Excuse me, OV. Thank you. And then over here, I also want to go ahead and do also an ter UV. And now what I'm going to do is I'm just going to select both of these, go to material and just apply my pavement material on here. Here, see, photogram tree is always looking great, especially with all of the noise already on it. Although for the pavement, theoretically, we could actually also add a ground normal and have a difference in our textures wherever we have dirt. However, right now we are looking at things really, really large. So, of course, let's just go ahead and lower it and see what that looks. So if we go to select both of these and go to layout, we can go ahead and see eight to Much seven, maybe six, and we definitely also need to, like, add a bunch of moss and stuff like that on top of this because right now it is all a little bit too clean. But let's just go ahead and press accept. Let's see. Now, that's too big. I need to go six to seven. So this one, because it's seven, this one is smaller. So this one over here has to become six. Because the top plane, it's just like a larger plane. That's why it looks a bit larger. Next, I'm just going to go ahead and I'm going to go to my pavement. And first of all, let's just go ahead and make this one a little bit more orange, just to balance out some of that really white light. And then for the rest, we will have a pass where we are going to, like, of course, improve this. For now, this is fine, especially from our default angle. You cannot even see it, so that's why I didn't want to spend too much time on it. But I am going to create angles like this close ups and stuff, so it does need to look really nice. So for now, let's just go ahead and leave this, and then later on, we are going to have a pass where we are going to, like, art, moss and all that kind of stuff around here. I am going to, of course, displace this. That would always be nice. So I'm just going to open this up. And don't worry. We are going to also clean up our project. So just something to keep in mind that I'm not like just leaving these all into the Booleans folders and stuff like that. I want to go ahead and enable Nanite um 0.05 for my relative trim and zero for my fallback error. I can just go ahead and press apply Nabonanit 0.050 apply. Now it's just a matter of applying our displacement map over here for which I'm going to grab my pavement and the height map. Let's start with 0.5 and just press Apply again. Oh, wait. Let's also make sure that it actually has our pavement in here. Okay, so let's have a look. So we have our displacement. 0.5 doesn't seem to do much if I just go for five and apply. Ah, still not a lot. That's interesting. 15 maybe? You are actually too low resolution. That is interesting. Because as you can see, when I go to my Nanite and triangles here it's way too low resolution for this. So basically, in order to fix that, I can basically force it to add more resolution simply by going into our modeling tab and on this one. This was not really a problem for the walls, but I guess because we need a lot more dense jump tree here, you can go down to where are you remshRmsh I am blind. I must be really blind. Oh, yeah, here it is. Remash. So we can do remash and we can go ahead and set the triangle count to, like, 20,000 or something. Just something like quite high. And then, then I should take over from this. Maybe 50,000. So let's press except. Here, see, Nanite is taking over from it, but it's still not good enough. So let's do another remash and let's go way higher. Okay, right now it is at 70,000. If I go, there is a point where it basically doesn't allow me to add more stuff, but it looks like that 150,000 is fine. When I press apply, I do, of course, need to make sure that Nanite is still turned on, which it is. And it looks like that now already the displacement is a little bit better, but it still shows some issues over here. Okay, you guys might not notice, but my engine crashed. But I made it look almost as if it didn't. So basically, like I was saying, we do not yet have enough polygons. Now, the reason why I want to have enough polygons in my actual mesh for the nanite rather than just like lowering down the trim relative arrow because if you lower it down, you should get more polygons. I will need to be very careful with it. So if I go 0.04 and that psu ply, maybe you can see that it does higher the fallback arrow. However, when your Nani triangles and your fallback arrows are very similar, this will actually cause a lot of performance hits because it's basically from distance, it's trying to still render a really high resolution mesh, which we do not want. This is something that can be compensated using the relative arrow, if I said this to 0.5. But often it causes shadow problems with rate raising and since we are using rate raising, we don't want that. Right now here you can see the fallback arrow is 200. So this is pretty decent, but I'm still quite uncomfortable place moving this trim relative error down a lot. I can do 0.03, but I know that at 0.01, I crash because I just crashed. So I will do one lower and see if that works. So here you can see. Okay, so now we are one lower. And after we set maybe our fallb because I'm feeling that one is making an impact. It's set this to 0.3. But it's still not really good, as you can see. So I'm trying to find this balance between having, like, real geometry, but also having good performance and still having it looking pretty good. Right now, have a quick look. See, we need way more jom try than this. I can go ahead and I can go to my modeling. By this point because our trim relative is quite low, this will become a little bit of a slow process, so I might pass the video throughout. But if we go to our remash, I'm going to see why now we are at 180,000. And yeah, I'm just going to go ahead and let's say, 500,000 does not give me an error? I hope not. There is a point where if you go higher than that, the system basically says, like, no, we're not going to do that. So if I go 500,000, of course, my Nanite should still increase this amount. So and Nanite is enabled, so I'm going to press Accept and hope for the best. But this might take quite a while. So I will pass the video until it's done. Okay, so it is done, but we still have a few of these spikes, and I think these spikes over here, those are just because, of course, a displacement map that is this soft, it would need a huge amount of polygons to really render at the super high level. So having this, we now have a polygon count, and I think from a distance, it's looking totally fine. So it's up to you what you want to do. Like I might want to go in and sets like to 12, lower it a little bit. I don't really care too much about my center right now because I can just lower this plane down. So I don't want to, so my trim relative error is now good where you can see like there's a very big difference between the two. Okay, so if I lower it down, that's looking pretty good. I'm going to try one last re mash just to see if I can go even higher because you can see that whenever you say like 800,000, it pushes it down to like I guess it's like rounding off in even values, like it pushes it down. So if I go 800, Sorry. 800,000. And probably don't want to go higher than that because then just it becomes a really large mesh to handle. Like, Nanite is great in, but there are still limitations, not so much in, like, the polygon count, but just like in handling any types of edits or anything like that that we might need to do in the future. So let me just go ahead and pass the video again. Okay. So that is done. I'm pretty much happy with this. I'm going to go ahead and I'm going to save my scene. And, of course, one thing I do need to do is I need to go ahead and if you want, because my Pivot point isn't like a strange location, I should be able to just go to pivot and center it. And you can see how much slower, just like simple functions have become because every time we make a difference, it will need to recalculate. So that's what I was talking about that I don't go crazy high. Luckily, doing something as small as changing pivot is not like a large recalculation. And if I now go in and I will lower this down, I think that this is good enough. I might want to replace it or may improve it a little bit more later on, but for now, yeah, even if you're up close here, you can see like there is some bump in it, and that's more what I was looking for. And also just follow my shadows to catch up on those bumps and everything like that. So compared to this, especially when we throw on fill on race racing. Like we set everything to high for our final renders. I should give us some really nice shadows and stuff like that. So for this one, what I'm going to do is I'm just going to go ahead and open it up over here. I want to kind of, like, do the same thing where I just do like a remash and you know what? So, this one is smaller, so let's do 600,000. Just straight up, go quite high and give the second. Oh, yeah, here, here you can see that this is a lot better. So that's also the benefit of smaller meshes. One way, by the way, if you like, one thing that we might also do if I'm really not happy with it, is that I'm just going to, like, instead of having one giant plane, I would have one plane that's like exactly like four by 400 or something like that, and I would simply duplicate that around in a modular way. Doing that with displacement can sometimes cause very slight incorrections where the lines meet, which is why I twice sort of to avoid it if I can. But it is a really good way to, of course, grease the polygon count because, well, it's just easy to do. Anyway, if I go here, I'm going to set this one to 0.03. We did 0.2, I believe, for this, but I'm not sure. I can just quickly check because I'm always really forgetful. And of course, the selection is white. Oh, 0.3. See? That's what I mean, I'm really forgetful. 0.3. And then displacement was going to become 12. However, 12 might be too strong because this is, of course, smaller Jumptrn, stuff like that. Everything affects the displacement. So let's just go ahead and press Apply and see what this does. I guess I will pass the video because I don't know how long this will take. Okay, so as you can see right now, it got those additional spikes that comes with our resolution when we have a lower resolution. So I want it quite a bit lower to maybe nine or something like that. To kind of avoid that stuff, so let's press Apply again. Um, I guess, over here, the funny thing is because of the low resolution, it was not able to capture those spikes as well, while here because we have a high resolution it's able to capture the spikes more, which is a little bit of like an aqua thing because I'm trying to get a balance. Personally, I will show you guys something. Here we go. If you have a look over here, this is, for example, the high quality render. You can see that those spikes are actually good because they are just like little stones. However, this one render has 20 million polygons into one sphere. And that's how we can do, like, really nice renders like this. But of course, that's why you need to try and find a balance in reel. So I think over here, this is probably going to be my balance. So let's just go ahead and save my scene. And I'm probably going to stick with this for now. I'm not really going to bother with the pivot for something this small, so there we go. Okay, cool. I think that's looking quite nice. I do feel like it's still a bit out of place, and I feel like we also want to make some areas where there will be dirt for our foliage and stuff like that. Right now, I can see that we removed some foliage, so that's something that we're going to work on. But as like a base, I think we got something pretty solid, and I don't really want to spend too much time on this from this point on. Also, one thing that we need to be very careful is that these tiles, they are Dutch. Like I scanned them in the Netherlands. They are we typical as a Dutch street. I, of course, want to make sure that it doesn't feel too out of place. So later on when we are doing the pointing, I might experiment with different types of textures. But we are now at the point, so we have done pretty much like the wy organic shapes with the tiles and stones, everything. Over here, these stones are going to be part of a bigger time naps and the landscape and everything is going to become quite a bit later. What I want to do in the next chapter is I want to get started by turning this entire door and everything into our final result. And that's going to be defining most of our shapes. Yeah, and that's it. So that will be our next task. F it's going to be a big task. We are going to split up between the door and between over here like the roof, those are going to be two separate measures, and we'll take it from there. So let's go ahead and continue with that in our next chapter. 51. 51 Creating Our Door Part1: In this chapter, we are going to focus on finalizing our Drpies over here. And once we've known those techniques, we can also go ahead and just quickly finalize all of these whiles around it. So for our dorpice, we are going to do this inside into two different parts. The first part is going to be the base dorpiece and the second part is going to be the roof and all of that kind of stuff. Now, if we have a quick look at our reference, what you can often see like many of these wood pieces is that we don't really need to do any type of sculpting on the edges. Over here, you can really see like sure there is, like, all the woods, but most of the wood, as you can see, it often stays quite intact with the edges. And if there is some edge damage, I can remember seeing one that had, like, edge damage somewhere here, but I'm not sure where it is now. But if there is any type of edge damage, we can just, like, add it inside of substance painter, just because it's, like, so subtle. So that will save us quite a bit of time because then all that we need to do is we just need to focus on modeling, and then we need to focus on our texturing process. So for this door, we will be using a technique that is called weighted normals. I will go over that a little bit later. I will go over that a little bit later on, yes. So then next dis we also have over here our roof piece. And for our roof piece, we will cover this separately because it has quite a bit of, like, internal pieces and external pieces. So I will go over that a little bit later. For now, let's just go ahead and jump right in and start by creating our final base door piece over here. Now, to do that, the first thing that I want to do is I want to go ahead and I'm just going to go in and move this entire thing two or three in the modeling software. Over here. Now, one thing, however, and it's up to you to kind of, like, choose is that when we move this, we do kind of want to merge it all together in order to properly, export all of this. If you don't want to do that, you can go ahead and you can press duplicate. So if we have a look, and sometimes if I'm not sure if I select everything, I just wiggle it around. And then I notice that I did not select everything. Try again. Still one. And try again. Okay, cool. So now, this is pretty much where I will end this piece. So what I was saying is, if you go to modeling, we are just going to go ahead and we are going to press merge. However, you can, of course, duplicate stuff if you don't want to merge these pieces together. But since we're going to replace them, it doesn't matter. So let's just go ahead and merge, and you want to white this to a new object. And in here, I'm going to go ahead and call this one door on the score, base on the score. Merged. And what you can do is you can go in here and you can keep the inputs. And that's probably an easy way, actually, compared to duplicating. I just think of it. And that's we'll keep the original models. Yeah, so list, it should be if I just press Accept. Yeah, see here. So it will keep the original models, but it will still give us over here our merged piece. So once we have that, we're just going to go ahead and search it down here, right click Asset Actions and export it to our From and real folder, base door merged, and just go ahead and export. And now we can go ahead and delete this. Okay. Awesome. So that's already done. Now what we can do is we can jump inside of trees Max and start with the modeling process. Okay. Here we go. We can start first of all, by just importing our exports from a real door base. Let's go ahead and input that. Okay, so it is quite big, but that's probably because we are sitting in 0.1 meter. So let's set this to 1 meter over here. And another thing is, like, right now, it always inputs like with piv point at the center. Of course, we can just go in and move this up until it's a little bit more like a logical place, something like this. Okay, cool. So let's have a look. So we are going to, of course, use this image for, like, the general shape, so that's not really a problem. I'm just going to pretty quickly talk a little bit about the construction. First things first, with the doors, we are only going to create one door because we can simply flip it around to use for the other door. So we are going to be able to mirror things and still save a little bit of texture space. The same for over here, these square things and these beams, we can pretty much flip it around. Honestly, like most of these, we can flip around if we really want to. These ones over here, because I want to make use of ambient occlusion and stuff like that, I think these ones I will keep unique. But like most of this stuff, we should be able to flip it around without much problems. Also, no problems with ambient seclusion. The reason for that is because if I rotate, for example, this piece over here, 180, it will still end up on the other side against a large beam, so the ambient seclusion will still feel correct. So, yeah, we are going to do some mewing just to save both time and also to save some texture space, even though we have a shader, if we can save texture space, that's good. Now, for the rest, so as you can see, I quite like all of these, like, metal accents that you can often see on here. So if we just go ahead and have a look, oh, yeah, over here. I am going to incorporate just like some metal pieces here and there. So I will like, well, not these ones specifically, but like here, like the small ones I quite like that you can see over here. But I've also seen some bigger ones, stuff like this. So I quite like having these type of metal axons on top of everything. I'm not sure if we would do something on the base like that. If I do it because it will be quite time consuming, I might just go ahead and times that. The reason I'm not sure if we want to do that is because those bases, they will clip into the rest of our wood. And that's also why over here, you can see that it's like a standalone. Like there's never like Willie Wood going directly inside of it. But I do quite often see that detail. So we might end up just making a small bit of that detail. Over here, this stuff over here we can use as inspiration for these pieces over here where we can just like some carving into the wood. And let's have a look. What else do I want to focus on? Yeah, of course, the doors are just going to look really cool. On the corners, it would be pretty cool to have something like that on the corners. I just need to check because we don't really have corners like that, but we might want to just add it on these really small corners over here. I think that will look quite nice to add some additional metal details just to improve the overall look a little bit. And then over here, we also have some larger doors where we can just, like, have a look. And here, as you can see what I was talking about. With larger doors at the base, you can see that there often isn't any metal details because they have a lot of wood that needs to go into each other, and it would be a pain to also, like, add additional metal details on top of that. So here you can actually see those little beams. I quite like also these type of small details over here. So Is there anything else that I missed before we continue? Oh, yeah, maybe over here. Yeah, I would say that in general, what I'm going to do is I'm not going to have the metal on the bases over here. However, what I will do is I will go ahead and have the metal on these caps that we can see over here, and I will, of course, also apply just like metal details in general, all the way over. So let's go ahead and go to Tres Maxine. I'm going to, first of all, quickly assign a base material to this door. Here we go. And let's just go ahead and get started with, like, the first one, which will be a simple box. And yeah, I'm probably just going to go ahead and I'm going to get started with just like the larger shapes first, and then I can continue on with the rest. So with the shape, just turn on edge the faces. What I can do is I can just go ahead to convert at the py. I want it to be pretty much in the same location. You can do this two way, the quick and less precise way, which is just to quickly, like, move it like this, which for something like this is probably fine, or the really precise way where you can just go ahead and turn on snapping and do not snap to vertices or grid points, but only snap to faces. And then here you can see that now, I can snap to the face behind it. So it kind of depends what you want to do over here. And for this beam, is just going to be like a large beam that goes all the way to the top? Yeah, it kind of looks like it. Looks like that. It will, of course, have some holes and stuff in there, so we will need to do something. But in general, it looks like it's just like a simple beam over here. So, okay, this beam. Now, as you can see, there are quite a few holes that I need to create. However, I probably want to go ahead and not yet create those until I actually have finished all of the other pieces. So for now, let's just go ahead and just work on, like, the larger scale pieces, and then we will take it from there. One thing that I'm also going to do, I'm just going to go ahead and right click and just, like, freeze over here my piece so that it's a bit easier to see. Um, so for these pieces, you know what? I will already give them weight normals. I will show you basically what to do with weight normals, because we can still make edits after that. So here we have an asset. Now, as I said, we are going to use weight normals. Weight normals is a way of manipulating the smoothening on your model to make it seem hypole even though it is not hypole. You do this basically by creating a buffer on your edges, and in this case, the buffer will simply be a chamfer or a bevel, whatever you want to call it. I'm just going to go ahead and I'm going to Yeah, just go ahead and increase this here. You would create a bevel and it's up to you to decide how big you want it to be. Of course, don't make it too big because this is just sharp wood. So let's say 0.05, for example, and then press Okay. Now, we'll quickly just go back into isolation mode. Now that we have this buffer, what we can do is we can basically use a modifier that is called the weighted normals modifier over here. Now, what this modifier basically does if I press it, and I also want to turn on Snap to largest phase, it basically, if I turn off my edge and phases, you can see that over here, it will completely smooth your attire model. However, it will manipulate your vertex normals to basically create this smoothing effect in the center. You can have a look on the fast tractatorial YouTube channel if you want to have a more in depth explanation upon that. But in general, the way that you should think about this is that we are is that you need bevels in order to create the weighted normals because you need this buffer. Make sure your bevels are not too large. And inside of TS Max is the weighted normals modifier. Inside of Maya, you will have to get a script online. So just type in Maya weight normal script. And inside of blender, there's also a weighted normals modifier, just in case you are using different software, so you can do it in every single software. And this will just make everything look a lot nicer. Now what I will do is I will go ahead and continue on probably with the window one over here. Now, for this one, we don't really have any reference, but you can imagine if we just think about it logically, it's fine to have the wood like this. However, the wood would not become one big piece, that wouldn't really make sense. Instead, most likely what they would do is they would have two long wood planks, and then they would place the wood beams in between there and on the inside where you cannot see it, that's where they would attach this kind of stuff. It kind of depends if you wanted to use the old or the new method for that. Like, most of the times, they would still have well, not for big beams, but they would still have nails. I would assume because else you wouldn't have these details of it. It kind of depends how far way back we go. So I like to think that those little metal details over here, they are basically here to cover up nails and stuff like that that will actually hold the wood together. Um, so that's basically what we are going to work on now. There are multiple ways they can even, like, make a little thing inside of here. So just in general, what I'm trying to say is don't just make this out of one piece. And then what we will do is we will also just place like some metal details on the side to indicate that it is attached. So I'm going to go ahead and I'm going to go ahead and I'm going to go ahead and create a box over here, and this is just fine. Let's just go ahead and add a poi I know that this is a pretty long plank, but I think that should be fine. So I'm just going to go ahead and place it into the correct location over here. I'm just trying to set like the back face. The next thing is that this is my time to seal the side on the thickness. And I might want to make it a little bit thicker over here. And next stop is that we have this one, which goes up until this very top over here. Okay. So that's an easy one. Now, next what we have is we have another one that goes on this side. And now we can select them. Okay, so cool. Now that we have this one, what we're going to do is we are going to place the beams inside of this. Going to turn on my edges and faces. So let's just go ahead and duplicate this. It's going to turn on my snap rotation in the top, rotate it. Unlike the uni modeling tools, this is just a lot easier to just manipulate it and stuff like that. I am going to do this. However, I do not need those faces on the inside, so I'm just going to select these press control I and just delete those faces on the inside since you can never ever see them anyway. However, we are going to rotate this around. So now that I think of it, it might be nice actually, if I just go ahead and make these beams slightly thinner maybe. But only a tiny bit thinner wouldn't really make sense because they would need to spend a lot of time making this slightly thinner because it all comes from probably the same tree and stuff like that, but something like this should work. So if we go for something like this, I'm going to get started by just placing one on top. And next, I can use my array tools if we go to tools and array over here. I can go ahead and basically, if I turn on preview, if I move this on the Xaxis and I move it down, I can, evenly space all of these pieces together. And I've kind of forgot how many they were. One, two, three, four, five, six, seven, eight. So one, two, three, four, five, six, seven, eight, and then the final one. I just need to go for nine pieces. And now I can just evenly space them. See? So that's just like a handy way. If we just go ahead and move down here, yeah, that's expected. -0.525 maybe. Five to one. 52. Two. It doesn't have to be perfect. It just has to be close because, of course, I'm manipulating all of them. So if I just now press okay, that should do the trick. Okay, so that's a very easy one for these ones. Now, what we can do this is we can go ahead and we can also simply bevel all of these because the shapes are really, really easy, there's not much that we need to do. What I'm going to do is I'm just going to go ahead and first of all, add some general imperfections, and I'm not yet doing that to this one because I need to do a lot of bullying on this one. So if I just go ahead and it's kind of annoying. Let me just I don't yet want to, like, hide my original piece. But basically, for this one, I got away to add some surface imperfections by simply adding a few swift loops in here. This and maybe also add a few swift loops in just like, Oh, they are instant. Sorry, I didn't mean to instance them. Actually, no, I will instance them. That's just lucky accident. I didn't really mean to instant them. It isn't really needed, but I think I just forgot to, like, set something. But yeah, so it's wood, it's organic. I just want to give it a little bit more flavor by like slightly altering the shape of things a bit et's do this one over here. Okay. Now, at this point, I can no longer instance them because then I would actually add the changes. Select them, right click and convert them back to an added poly and then it will break the instancing. So if we now go at, let's say, move one here, this one can go like this bit down. Just add some small details. A little bit the same as that we have done with the stairpie. Although, of course the stairpiece was mostly just sculpting. Over here, I'm just like, actually it's surprisingly difficult to make a simple shape look good. So that's why I'm just trying to add as many little details as I can. Now, once that is done, for these ones, we don't really have to go in and champ for them. What we can do is we can just use a ham for modifier over here. You want to set these segments to zero, that's just like a square and then lower them down quite a bit up until this point over here. Yeah, so now have that 0.002, and that should look fine. Now, at that point, I can just go ahead and just quickly move this one down so that we are avoiding seeing any of these gaps over here. Actually, do we have It's hard to see, but is it like Oh, yeah, it's not sitting inside of the mesh. I don't know how many to mess that up. But let's just select all of the center ones and just give the tiny scale. It's actually good that we have this and that we do not have a chamfer on the end because what it will do is it will indicate that this shape is pushed inside of here. However, it would be nice then have some kind of shapes here. I know how I would set about the about the construction. So there's three ways that we can do the construction. Way number one is having nails, which is a bit of modern construction, and then this would already be fine. Construction number two is that, for example, these pieces would have a piece sticking out that is slotted inside of here. If we do that one, all that we need to do for this is we would need to, in the end, give it a poly anyway for now and then chem for it. Okay, so I guess wait let me just remove that. And I'm just explaining this to you now because we are going to do this a lot and just resetting my X form, and basically that it's the same as freezing transforms so that I'm avoiding a bug that I have, and it's still not working. Oh, wait. For some reason, it did not cap the polis. Okay. As I was saying, if I just go ahead and isolate this again, I widgt which one I I get this one. Let's try again. As I was saying, another way is now if we would, for example, chant for this here like this. This way, it does show that there are something going inside of the wood. And the last way, which is the most complicated way would be to push the wood in here and actually have a gap sitting inside of this wood. Now, because these are really simple shapes and because we only need to make one of them, I actually want to go for that last technique. So just for you to keep in mind, I'm going to go ahead and I'm going to First of all, it gets rid of these faces again. Over here. Now, the amazing thing about Trees Max that I can just select. So I can just pass copy on one hanfa from one piece and then paste it to instantly take over all of the settings. Now what I'm go gonna go over here. And then for this one, so we just basically need to show that these messes go inside of here. First things first is to actually make them go inside of here. This is really simple modeling. I have a feeling not many people are even watching this part, but just in case you are watching it, what we're going to do now is I'm just going to go ahead and for this piece, I'm going to temporarily remove my chamfer, go Swift loop, and I'm going to place a swift loop right on the edges over here like this. I will also place a swift loop here at the top. Basically I just need to go down. On each one and place the swift loop. I do note that over here, for some reason, the swift loop is a little bit too far away. That's something that I will fix. But basically, all we gog do is like a simple extrude, and then when we champ for that extrude, then what we will get is we will get the effect that it is basically created to push it in. And it's a small effect, but we already have so little data. This one I'm just going to push this one up that just having any of those additional details, they don't take very long, but they will be better to have. I'm just going to go select this edge and just move it back a little bit closer. I want to also make sure that over here, that's correct. And this one is also correct. Now, at this point, just select. Sorry if I'm like, if my camera is going really fast, well, basically, just go ahead and select all of these ends over here. And now all that we need to do is hold shift, hold shift. That splendor. All that we have to do is I'm just going to go to my settings, and I'm going to just push this in. I can press led eggs to basically make sure I don't push it into much, something like this. And then after that, just press the lead to delete that edge. So now, with these ones done, if I now add the chamfer and actually, I can literally grab this chamfer and then paste it, um you can see, although there is a few small problems, but you can see that over here, this is looking quite interesting, having some piece actually going inside of it. I'm just going to isolate this one piece because sometimes the hava just pushes out a little bit too far, as you can see over here. So you want to just select them by hand the vertices and just move them up again, which is fine for a piece, the small. And over here, yeah, it does the same. Just need to move it down over here, and you won't really be able to see that. Okay, cool. So we now have this piece done. Now, on this side, what I'm going to do is I can simply select this one, and you can all use a symmetry modifier. Or what I like to do is select it literally just select it. And if I just make sure that it is exactly in the center, my pivot point by going up here to my hierarchy effect pivot point only, and just center it to the object. Although I do expect that you know the basics like this. I'm going to go ahead and I'm going to rotate this 180. Placed into position, temporarily right click and hide selection and delete the other one and then unhide the selection. Now this is all ready to go. So now all that we have to do is just add our weight. Norms modifier, and the snap to largest face basically compensates for really large and long faces to still make them look good. And now, if I turn off my action faces, you can see that now, we have this really nice, high quality piece of wood that still has some additional details where we can play some nice dirt and stuff in here. Now, next to that, we also have over here just like a beam, as you can see, but I think I can literally just grab this piece. Over here and just temporarily get rid of the weighted normals. And if I just go to my top view, like I would here. Now, for this one, I also need to have a little think about it because everything has to stay logical. I'm someone who will likes to keep their models logical. So it's fine to have a beam like this. And yes, if it is connected here, that's fine. But then over here, like, there would need to be some kind of a connection, and Okay, so they have, like, some stone at the base for that kind of stuff. But, like, a stone at the base wouldn't really work for me. So I'm just having, like, a think about yeah, here, they make it like inside of the stone. I can kind of see here that it's like sitting on top. So what I might do is I might just, like, make something in unreal for when it goes inside of stone because here you can see, they do have these stone bases almost everywhere, but they are not for pieces that are like doors. Like Well, here you can see, like, a little tin stone base. I guess we can do that. Let's do like a w thin stone base that will actually cover these tree, which means that we would need to go in and we would need to, like, push all of these up. But let's first of all, just go ahead and create our stone base. So if we go to the top let's create a box. Let's make it a little bit bigger than our pillar over here. It's COVID at plot I want to actually make it a little bit bigger. What I'm going to do is because I want to make sure that it is in the correct position, I'm going to make this exactly as big as my pillar or just like almost exactly as big, and then just scale it out. I'm looking down here. In my scaling and it set 115. I can go over here and now I know that exactly this entire edge around here is 115 because we scaled it evenly. I can then go in and with this one, if I just go ahead and go up here, I will turn on my edges and faces. Yes, it's a bit annoying to work with this blockout to have it, but I would say, you kind of get used to it. But anyway, what I'm going to do now is I'm going to place two edges here by selecting all of my edges, going to connect, connect settings, and push these edges out so that basically it will also cover this beam over here. Then we can just select that side edge and push it out. And this is basically what I mean. Now if I do this, and I can still select these edges to kind of make sure that it's nice, that's a nice area. Over here. Okay. And then with our door, this is something that we are just going to also alter our door to this. Now, last thing is that we are going to select the top, Shift and click on Edge in your added poly to convert it to edges, and then just go ahead and add hm for note. And give it like a little bevel over here like that. Okay. I'm just going to unfreeze and just going to height selection, this one, makes it easier. So we got that stuff done. We can also go in and just delete the bottom. And another thing that I want to do is, but this time I'm doing it manually is I'm going to add some cha fo to also support weighted normals for this one. Because even though that's a bevel, right now, it would be a really large bevel, so it would not be shown as a proper chavel. So if I just first of all, finish this because we need them on corners. So now if I would like the weighted normals, it would become one large smooth piece, but I actually want to keep that bevel in here. So what I'm going to do is, and I know I do these functions quite quickly, but normally, I just if I want to select a top face and I don't want to select all the faces individually, I just set bi angle five and ignore back facing to select the top. Then I hold Shift to convert that edge, and then I just hold Control and double click on the edge below it. Basically just select both edges and do it however fast you can. I'm going to make this bevel. Quite small, like 0.001. This baffle is just here to not break the weight normals and to keep this edge looking sharp over here. Now, if I go to edge and phases, you can see that now this is looking quite nice. The last thing that we need to do is we need to move all of this up a little bit. Oh, wait. Of course, it does that. The reason it does that is because if we just turn on our blockout again is because these ones we want to actually push them down. Until they hit that point. Yeah. Yeah. Okay, that's more logical. Anyway, as I was saying, select everything, deselect the concrete, and you want to turn on FFD modifier. So if you just go over here, you can say FFD and Folample do two by two by two. And what you can do with this one is the same as the lattice modifier. And I know I say that one, but I still don't know how to say it. And I can just, like, evenly push all of this stuff up like this. But it will not change the top, so it will not change that size. So now you can just go ahead and convert it back to the added ply. I can go in here on my weighted normals with snap the lights face. These ones already have a weighted normals, so that is now all ready to go. Last thing that you could do is in this one. We just quickly add some edges. I can, of course, add some small imperfections to this. But be careful because, of course, we are placing our door against this. So it's mostly just going back and forth in this fashion and not so much. Well, I am doing it here, but I'm doing it, like, really slightly. Like this and don't forget to re arch your weight normals modify after you added some edges. And there we go. Okay, so that's now done. I would say that this is probably a good point to finish this specific chapter. I'm going to go ahead and in next chapter, I'm just going to work on these beams over here, and then I'm going to work on the door and then we'll work on these ones which are going to be a little bit more complicated because we are going to have some specific shapes. Then later on we will just art all of those metal pieces and everything, but we first want to go ahead and create those individually. So make sure to save your scene and let's continue on to next chapter. 52. 52 Creating Our Door Part2: Okay, so let's go ahead and continue. So we got those pieces done. Like I will before I do the door, I just want to go ahead and start focusing on these pieces. Once we have made this one piece over here, we can pretty much make all of them down here. This one. 1 second, just, like, free selection. This one over here, it's like just a simple beam. So if I just go ahead and start with that, I can go ahead and duplicate this going to center my pivot because it was not centered and just like, rotate it. And placed into position. So this one can just, like, simply stick through our original beam. Probably if we go to, like, a side view over here, that should be fine. Oh, hey, nice. It's already on the right width. So I'm just going to push this back in. Over here. Hey, I just push this one out a little bit, maybe a bit further, actually. And that should do the twig for this one. Okay, cool. I will add some additional variation to that later on. Let's go ahead and first of all, focus on this one over here. So I want to kind of create a shape like this. In general, I don't really see a lot of examples. So it's mostly just going to be guesswork because I'm trying to see over here, I can see that they literally carved the entire wood, which is fine. Oh, yeah, over here, this is a pretty good example where you can see where they carve the wood, but often what you see is like, they also added a really strong bevel to it. And then over here, you can see that goes in. So this is definitely like a good one. And then inside, they also carved even more pieces of the wood. So I'm going to go ahead and I'm going to shy capturing something like that. Where is that one image that? And, yeah, I will see. Maybe I will go for, like, something like this. I will not go too intense like this because then just making a little bit of wood would cost, like, a really long time. We are going to maybe, like, create pieces like you can see over here. That would be quite cool. But that will come later. Okay, cool. 1 second. Let me just move this over here. So making these pieces, it's probably easier to do this with spines. So if we just go to our front view over here, yeah, we mostly want to focus on the end. So if we just go ahead and go up here to our shapes, we can use a line, which I guess I'm calling it a spine, but it is a line. And I can just go ahead and it can start placing hold shift to create like a straight line. And now I'm basically just tracing around what I think. Like, I'm just looking at this shape, and I'm just going to roughly try and create that specific shape, and then we can always alter it later on. So if I go ahead and see, go here, and then I move here, and then I click and drag to create this straight line. And the beginning always looks pretty ****, but then after that it should start to look a bit more interesting. So let's leave this. And now we basically want to go ahead and press one and we want to go into our spine. And if we go ahead and let's start with this one, you want to right click and sometimes it set to corner. I want to set it always to a Basier corner because the basier corners allow me to basically hear, see, control a bit more of the shape. So let's see. So the shape goes up here. And then here, there's actually a little gap. So I'll set this one to a Basie order. And I'm going to just kind of move this down, rotate this in. Maybe you can switch between scaling and all that stuff. If you feel like you don't have enough polygons, you can go ahead and go up here to the interpolation and just set it a little bit higher like this. So let's have a look. So we go here. Then it goes down, and then this one, if we also make this Basie corner, this one needs to go like, quite a bit bigger again. I do feel like that, you can really see, like, a sharp corner here. So this is just like the base, we still need to, like, do a lot of work on it. I'm just trying to have a look. So this one, I feel like it has to have a sharp corner over here. Then over here, it is quite nice around. However, then this one, if we also turn this one to Base corner, have a look up until this point, and then this one kind of like switches to a round shape quite quickly like this. So it's like quite sharp. Then this one, I need to make it. Luckily, because it's wood, when it looks a little bit strange, it's fine because it's like an organic shape. But I do, of course, want to kind of, like, try and make the flow feel a little bit nice. Once again, Base Corner. And let's have a look. So this is what we have right now. And here you can see the original shape. These pieces that we are going to cut in, we will go ahead and for those mimic this effect where they are, like, a little bit sharp, but just make it easier. But in general, right now, I'm just Oh, God, where are you? Oh, here. In general, I'm just trying to get the base shape right now. And then take it from there. So let's see. So we have this cut. I feel like that this cut needs to be a little bit less sharp. So we go around here, around here. Yeah, I just hope that the shape doesn't look too strange. I feel like this shape, like we can do it here, but I feel like we wouldn't want to also do it on these sides because these sides look a little bit more simplified. But over here, I can imagine it going around here and just being like this kind of freaky shape. Even in real life, it kind of looks freaky. So let's see. If we just go ahead and go for this, I'm just going to move these two on roughly the same line, and then I'm going to press Insert and I just click on one and then click on the other and press yes when it says closed spine. And then for some reason, it does not close my spine. That's weird. You can also use the Connect tool by clicking and holding, and now it does close. Okay, weird. And basically, what I'm going to do is I'm going to add an extrude modifier to this, which will basically turn this into like a tweed shape over here. Now that I have my extrude modifier, now I have a bit of better sense in how I'm going to bevel this one. So it pretty much looks like that. In terms of the bevel, we just want to kind of bevel it all around. We will also, later on, we will just like symmetry everything. So for now, just to keep things nondestructive, I'm going to keep my line. Then the next root, then I add an added pony, which will allow me to basically select my face, hold shift, and go to my vertex mode, and then champ for this. So I want to start with, like, a large chamfer over here. Something like this, for example. Next, so that's looking fine. I'm going to go ahead and just go in here, and as you can see over here, like the chap for it's just a bit broken. So we just select all of the vertss and just like, collapse them together until it becomes one piece. And then over here, of course, we don't really yet need to do much on this side, if you want, because we can pretty much like delete most of this. Um just having to think about the best way to delete that I can just, like, slice it, basically. I'm just going to quickly push this one back in. And yeah, let's just add like a slice. So there's, like, a slice modifier, and what it allows you to do is if you click on it and just find the right axis, you can, like, place like a slice over here to cut off your shape. So I'm just going to move it like here. And then if I just go to my side view and add another added poly on top. So you can see that I'm trying to work really nondestructive. I can then just, like, cut it like a super clean cut like that. Okay, so we got this shape over here. Now, the next thing that we would oh, sorry, I accidentally hit my microphone. The next thing that we would need to do is we would need to cut out some of these shapes over here. Now, it looks like this shape is pretty much like going along this shape, which I quite like. And then it splits off into various areas. And I do kind of like that. Yeah, I think that looks quite cool. So I'm going to go ahead and do the same thing. Now, for these shapes, what I will do is because we are going to go for, like, a sharper cut, I'm going to have a quick testing prototype. So if I go ahead and go in here, and I basically want to go in, and this one, I want to have it go a little bit smoother around the edges probably. So just like, first of all, placing this quite quickly because it's just like a test. And this one goes just along here. Yeah, let's do this. Okay? So basically, what we're going to do is we have this one. I'm going to just t and right click Base Corner. I'm going to ty and keep the distance fairly even. But take it with a grain of salt because like I said, this is an organic shape. So we are allowed to make things like not absolutely perfect because especially in those times, like it's a really old shape, things just wouldn't be perfect in general. Let's go Basicno And my idea is basically that we are going to assign a specific shape to this, and then we will use that shape to basically cut out boolean. That's the general idea. And then once we've done that, I don't know. Yeah, this shape doesn't need sculpting. So we can just assign weight normals and some unevenness to it, and then shoot while you do the trick and for the rest, it's the texture that is carrying this shape a bit more. Here we go. Okay, let's say that we have something like this. Now, once I've done this, you can already just go in here, I'm just going to tape one off where it basically goes like this. Here we go. And then there's another one, and maybe I can just, like, reuse this one. And this one, um, Oh, no, wait. Actually, yeah. It's a bit like just goes over here. Just trying to kind of line it up. So you have one, two, and then over here, there isn't really much space. So we got these two over here also. So this is the idea. We have our spines over here. Now, if we go ahead and art and this is the most amazing thing of Trees Max which I really love because I'm more of a spline modeler. If we go ahead and add a Sweep modifier over here, we can guide a lot of different shapes along the spine. Now, what I was thinking is because we want to go for this angle look, where are you? Over here. So now let's have Luo. So a little bit more like an angle, Luke. What I was thinking is if we go for a cylinder, however, we set the cylinder interpolation to be like, as you can see, over here, at zero to make it a triangle. And then push this out. And what you can also do is you can also go into your sweep mode and over here, you can decide how that it pushes out the line. But it looks like because we have a short piece over here, this should probably be the best. Now you can see that over here, when we would do a boolean, we can quite nicely cut this out. So I do think that having this, I now need to go back in my line and just turn on the show end result button, which is this little button over here. I'm going to go in and give it a bit more space because it's a little bit too tightly packed right now. There we go, see. And now, this one is quite close. I'm just trying to, like, slowly guide. Along these lines. I'm not yet sure about this one. Maybe if I make it a little bit here a little bit thinner. Basically, I want to make sure that this is correct because there's only one chance to do this. Well, not there's more than one chance, but, like, it will be a pain. So so go ahead and paste this. And for these shapes, basically, what I want to do is I just want to try and line them up as good as I can with the original. And then over here, I would like when we do the Bollion I would just need to do, like, a little bit of cleanup, basically. Where's that other shape? It's over here. Okay. And I need to move these forward a little bit. I think that should do the trick. What I'm going to do is I'm just going to go ahead and press control V. And as a copy, I want to add this to a new layer that I called backup just turn it off because now what I'm going to do with these three, I'm going to right click and I'm going to go ahead and um Oh, right click, sorry, that is unreal. I'm going to right click Covert Add a poly and then I'm just going to press attach and then select everything that I want to attach like this so that it becomes one model. And then I'm going to select my original model, and in here, I want to go in and actually this one also copy and throw one copy in the backup. And at this point, I'm just going to break it, so I'm just going to go addi ply because we need to do that anyway. And then if you go to your geometry and go to compound objects, we can use a pro boolean over here. In advance options, we just want to make sure that we turn off or turn on remove only visible. This will keep our jom try bit cleaner. Start picking and pick this shape. Now, I can see over here that I seem to have a problem. This is most likely that these shapes do not play well because they are inserting. So I'm just going to detach them and try again. So probleon start picking shape. Another problem that can give these issues is that our mesh is not closed. If we just go ahead and select this end and cap poly. Like, booleans are quite buggy, so it just sometimes you just need to go ahead and, like, try some stuff out. Now you can see that now it does work. And I should be able to actually select these. I completely forgot about that. There we go. So now we have a shape that is carved around it over here. So that is something that we can work with. If we now go ahead and convert everything to an added poli again, definitely, over here, we would also need to add some visual interest, but I'm just mostly focusing over here on these ends. And what I will do is I will most likely inside of substance painter, I will, like, add some additional damage and stuff like that. But in general, it's a base that especially from a distance will work, so it'll be fine, although I need to have a think about the thickness because it looks really thin in real life. Anyway, so now what comes next is going to be cleanup. For this, I often like to use my target well, too, so that I can just, like, weld some vertices together. We need to also connect a bunch of stuff together, but that will come a little bit later. So over here with this one that we have here, I would like to make this one if I can completely flat up until, like, or, like, it will kind of like taper off from this side. So I would like connect these pieces together. And then this one I kind of like, Oh, here, you can see that there are still connections missing. Also, quick trip trick if you just select everything, weld weld vertices and just weld at, like, a really low level, that often already, fixes a lot of your problems. But booleans are really messy, especially these type of booleans. But what I was planning is I was planning to, like, make these go down until they become flat. And then at this point, we can just go ahead and we can just start welding everything to the other side. And you can see that over here like that just has a nice thing where it just like, tapers off. But yeah, cleanup definitely is going to take a second to do right because whenever we are intersecting different models and then trying to bully in them, it just becomes quite a messy affair, but there we go. And then at this point, here I can see that we have some problems which looks like double faces or something like that. I'm just going to delete it and just see what it does. So it's not double faces, but there's some kind of like double vertices, which are a little bit annoying because we can press, try to press collapse. No, that does not work. In that case, it's probably easier if we just the ones that we have these problems, if we simply delete them, but we cannot delete both sides. We can only delete one side because else we cannot attach it. I can see over here that there's one extra edge still left, and I need to look at it from the inside to be able to properly, select it. Over here, let's delete that one too. Also, what I like to do is, I like to press seven so that I can see my polygon and my vertice count. And I like to go to Configa View boots, statistics and turn on total and selection and also turn on triangle gout. This way, when I have something selected, it tells me how many I have selected, because if it says that I have two vertices selected, like this, while it only shows one, I know that I can press collapse in order to improve that. So that's basically what I need to do now. All of these erts that are double, I need to use my target belt to combine them so that we have a clean row of edges, which we can then use also on the top to basically bridge everything together. So I'm just moving stuff around so that I make sure. This should be pretty decent. So now if I go in, I can, for example, sack some edges and press bridge. And it does a pretty decent job. So I'm just doing it one by one so that I know for sure if everything goes correctly. See, that's just like messy cleanup. There isn't really much logic to it, just trying to fix all of your vertices until they look somewhat decent when they flow over, like over here. And let's see, over here, these ones, they look more like just like some smoothing proms. So I don't need to worry about that. I do have over here sometimes in the corners, you get some duplicate vertices. And this is often how I fix it. However, what you can sometimes try to do is you can go ahead and go to selection and then overhear of your edges. And if you set this the two and then press Select, it will select all of the vertices that have less than two edges or that only have two edges selected. Right now, because the vertice is literally on one edge, as you can see over here, it will select this vert C because it can see that it's an error. And then you can press Control Backspace to basically get rid of it. That might save you some time, but we still need to anyway, have a really close look over here. I'm now going to go back to my target belt. I do apologize if I sou it out of breath. It's because I'm having a bit of a cold coming up, unfortunately. So I'm just like I got tired a bit quicker when talking. Okay, so this is a pretty good point where we have this one, and then we push it back in and in and I think that's enough until it just becomes flat. Wait, let me just move this one here. There we go. Hey, I just think about, of course, they carve all of this stuff by hand. So keep that in mind, that they use carving knives, so it doesn't have to be like perfect and stuff like that. Okay, so now this one goes right here and over here, we still have some problems. Um This one's quite an interesting one. Let's delete. That stuff up until this point over here, I just want to look at it from the other side. Delete that stuff. Let's merge this verse together. And that's just in general, clean this stuff up, and then I'm going to add a bridge first here. And then we have a bridge here, and this one now should, should be nice and clean. There we go. Okay. So those are now done. Now, we still do have the ends over here, which I'm not a big fan of. And for these ends, I'm curious if I just, like, merge them together, if that makes for logical ends when I then, of course, add some bevels. I quite like it, but then I probably want to do is I want to place like one cut in the center over here, and then move this one out a little bit like this. Yeah, that looks the best. And then over here, I can go ahead and do the same. So I just, like, merge them together, place a single cut, and move them out. Like that. Okay. Don't worry about like this end over here. We are going to an clean it up. I would say, yeah, that's looking pretty good. Now, we come with a bit more of an annoying thing, and that is we would need to connect all of these vertices over here together. However, before we do that, what I first want to do is I first want to go ahead and already add my chem fils because it's easier to add chem fils when stuff is not yet connected when we talk about such a complicated mesh. Also, I need to have a think about my thickness because over here, this is, of course, quite a tick beam, and I'm not sure if I just want to, like, push this thing out a lot. Like this, it does feel more logical to just push out. I will not make it as thick as this beam over here, but we are basically later on just in here. And then this one, I will simply make it like a separate model because we are just pushing it inside of here. That's just easier if we do that. But I do need to, of course, think about the thickness before that. Anyway, at this point, I think this should be good for us to now add a Jefa, set the segments to zero and just right click on the amount to also set the amount zero. And then simply I'm like, Oh, definitely has some problems, as you can see over here. I'm just playing around with, like, the amount. Let's go ahead and go back into our added poly. So some of the problems are on the end over here. What I'm going to do is if Oh, one site, if I go to the site over here. I want to start by just deleting some of this stuff a rear that should already resolve quite a bit of stuff. I see some weird vertices floating here that I'm going also just delete, and this one is out of place. And here I see, an extra edge show Oh. Oh, is it a face? Oh, God, that's annoying. Yeah, that sometimes happens. It's really annoying on that it somehow just messes up your connection. The only way really to fix it is to just place a cut probably like right next to it, and then just delete the entire thing. That's the easiest way for us to fix this stuff. And, of course, I do need to continue my cut. Let me just quickly go into isolation mode. Here we go. So continue my cut. The leads. And I forgot to also place it over here. I can just delete something like that. That should be fine. The reason it should be fine is because we are going to hide this part anyway, so I just want to quickly remove it. Okay, so now the Java is already complaining a lot less. I just need to make sure, Okay, over here, we have some problems, which we can merge together. Same over here, that just happens, but we do need a Janv in between. I can maybe make my chenva a little bit thinner over here to like 0.01. And if I then look at it from distance, yeah, that should work. So if we do that and now art and add a pool, and then over here, sometimes holding old eggs can help to, like, better see what the hell the problem is. And over here you can see it was just like, pushing out a bit too much. These ones are just like needing to be merged. Same over here. These ones just need to be like merged, and there we go. Then it will have a clean transition. And then, of course, you guess it then if we would do a weighted normals in the end, and add Well, we cannot add our big faces to such or snap the large face to such a complicated mesh. But over here, you can see that there is already, like, potential. Now, next thing is that we would need to go ahead and connect all of these pieces over here. There are multiple ways that you connect it that you can connect it. Sorry. One of the easiest but also the messiest way is to hold Shift and go to Vertex mode and simply press Connect, and then it will connect it. However, as you can see over here, it will just look really, really bad and it will not have a clean geometry flow at all. So what I often like to do is I often like to actually connect it by hand. Now, it might seem like a lot, but if you can see when I click once, I can click back again. So like that, I can go ahead and I can actually work with this quite quickly. To connect these pieces. Another way that you can do, but that way we'll break, your entire topology is I don't know if I have it installed, but there is like a topology modifier. No, I don't have the instart right now. The latest versions of three is Max, which is 2022 and 2023, also come with atopology modifier, which could save you some time, but I personally think it will break our weight to normals and stuff like that, so I wouldn't really want to work with that. So what I'm going to do is I'm just going to go ahead and end the chapter here. Like we got the base shape, although it's quite a freaky shape, but I think in the end, it will look quite interesting. And in the next chapter, I will have everything connected just by the way that I'm doing over here. Just have a clean connection, and then we will take it from there. 53. 53 Creating Our Door Part3: Okay. So I just finished connecting everything and not the most fun job, but it is done. Now, one thing that I did notice, I already threw on the weight normals over here, I can show you again. However, we do have a few problems where it isn't really capturing really well. And that's just because over here, technically, this one, like it would need another bevel around it. However, I feel that that is a little bit overkill. So instead, what I want to do is I want to try and use smoothing groups. So what you can do is you can use smoothing groups by turning on the use smoothing groups over here to basically control what the weighted normals do. Now, if I go to my added poly and I'd go to my face mode and just select everything. Oh, wait, you cannot see the selection without turning off weighted normals. I want to make sure that my smoothing group is set to one. However, what I can do is I can assign different smitten groups to another phase, and then what it will do is in the weighted normals, it will basically ignore these phases. So I had the idea of basically grabbing over here like the center phases that do not have the bevel and then simply turning off weighted normals for them. That often gives me a better result. So, maybe not this one, however. I think that's a bit of a. So if we go ahead and just set this one off, or you can set it to two, doesn't matter, anything except one. And now if we turn on our way to normals again, you can see that now, it reads a lot better, as you can see. It does still have some sharpness in here. So that's up to us, like, see, if I maybe go ahead and set this tattoo. Here. If I set the tattoo, it does get rid of some of that sharpness. So yes, it will look a little bit sharp up close, which makes sense. However, from a distance, it reads a lot better, as you can see over here. This one over here, can I live with that? No, it's actually an error. Let's go in here, and I just need to quickly merge these pieces together. I think that's just like a ham for tool thinking it's a sharp edge, even though it's not that one, actually, I want to have a sharp edge, that one I also want to have a sharp edge. So that's all. Yeah, there we go. And that reads a lot better. Okay, cool. So this is basically a weird looking shape, but it does work. So now what we're going to do is pretty much just decide how thick it's going to be. So I would probably make it a little bit thinner than this beam. You know what? I think that if I now add a symmetry modifier and just click once on the symmetries that you can move it around. I think that this is already more than thick enough if I go for something at a little bit less even, something like this. I think we have more than enough thickness if we go in this route. So now you can see that now pretty much like the end is done. Once we place our end in here, then of course, I kind of need to place it here because As cannot see what to do, because this is where we have a finalized boot piece. But yeah, we can just basically place it in here. And then of course, it does need some changing. But if I just isolate this, easy way to place this exactly in the center is to just grab this wood piece over here, select it and place like a single connect in the center. This way, I can simply select this and I can just move it over here, and I know exactly where the center is like this. So there we go. Okay, so we have that one done. Now, next thing that we would need to do is we would need to go ahead and just like also create this beam over here. I am going to just go ahead and create the entire Lani. So this one over here, we can duplicate because you can see that it stops here. So the end, we can duplicate. However, this one, I'm just going to make, like, the entire thing. And I kind of want to check, like, over here. Okay, so it is not willy visible. So what I'm going to do just because this is a tutorial, I'm going to not make the insight as complicated as here. I'm just going to, like, leave out these small details instead, just, like, make something like this. The carving is looking interesting, I would say, I might just make something up and I might just go for something slightly different. But here, you can see that this one you can really only see the ends. So that's where I wanted to focus my efforts. So having this, it would make sense that, of course, the rest of our wood beams are at the same thickness over here. So what I can do is I can just go ahead and go to my side view and I'm just going to create a whoa that's weird, buck. It's probably because of the different screen resolutions. I'm going to go ahead and just create a wood beam that pretty much yeah, let's make it so that it follows the outside of the shape. Convert to add the poly, select the sides and just move them in over here, and that should do the trick. Okay, cool. So we have this one. I'm just going to stick it in a little bit. And I need to select this site, and then I need to just turn on my blockout to know roughly where the end is, so I'm going to also stick the end in a little bit over here. There we go. That should do this. Okay, so we got this one. Now let's go ahead and now we need to have this stuff in the center. Now, I think what I'm going to do is I'm just going to, like, round it and then give it like a bevel. So let's say that we add we select these edges over here, and we add a double connect, and then you can use the center slider to basically evenly space out this connection. So I'm going to probably connect it like somewhere over axial. Yeah, it needs to be quite far out, something like this. Then I'm going to again select my edges and add another connect and this one a little bit close. A little bit similar to what we did inside of Enreel something like this. Now my idea was to basically, first of all, push these up, and I can see over here that probably I need to select these vertss and move them a little bit closer. If you select both of them, you can just use your scale tool. Then my idea was to basically go in and select all of them and then add a chEmFR with like a couple chmFs in there to make them round something like you can see over here, maybe we are using it so we can just push it a bit, something like this. So we are nicely just like pushing it up. And then what I wanted to do is I wanted to add a bevel that basically does not exist here. So if I just select both of these, if I just deselect these ends, and I wonder what it will look like. So if I like probably like a sharp bevel would be nicest. If I like arte bevel, Okay. And now it's up to us to decide, like, how are we going to merge this one together? I think what I will do is I will quickly add one connect Let's see, can I measure that -55? And if I go, then this one should be like plus 55? Oh, no, wait. -55 is fine. There we go. Let's do that so that basically it falls off a little bit softer. Yeah, you can see that I can, later on, connect that. So if I just do, like, a simple bevel like this and then go down here and then just, like, use my target belt to nicely push this into the end and also on the other end, I think that's already good enough for something that we can barely even see. So, of course, pick your battles. Like, I do recommend that if you are creating this to spend a lot more effort into these models than me. But I'm here mostly to teach and give you a cool end result, not to go crazy and give the absolute best end result you can ever get, so to speak. I'm going to go ahead and delete the ends that we cannot see. And most likely with this one, we can still use a JEM fo, and it will read fine, like we don't have to here or see. So just like, go ahead and add our HEMF over here. And then we can also already add the weighted normals and then just snap the largest pass. Yeah, that should be fine. So we have this one over here. Oh, hey, that is quite a large difference over here like disconnect. Um, yeah, it's, like, a little bit larger, but I'm not too happy about that. So let me just quickly before we do any chamfs or something, just go in, maybe go for, like, a front view and just move this down a little bit. Like, we can make it a little bit thicker. That is fine, but that was a little bit too much. Here, this one reads a little bit better if we do something like this. And if it looks strange, right now, it still feels like a little bit too thick, but later on when we have everything finished, then we have a better context to know, like, Okay, how is this going to work. So for now, let's say, Racine, let's have a look at our blockout. The next thing that we can do is, let's just go ahead and create this framing in between here and then in the next chapter, we will just finish off everything else, pretty much. So let's go ahead and continue with that. So for these frames, what will make sense to me is that at the bottom, they will just have a frame sitting on top, which they have mounted. And then over here this frame because, of course, you have this wood, they probably would have like carved in something inside of the wood to fit the frame in because oh, well, maybe they have, sawn it off like that. That could also be an easier way, but I'm not sure if over here like that will work nicely. Just because I feel like adding a little bit more detail, what I'm going to do is, well, first of all, I kind of need to know the thickness of a frame. So here we have a frame. Oh, God, that's really thick. Wait, let me just grab a smaller one so that I can properly see. So let's make these frames probably. Actually, yeah, let's make this like the bas ickness of the frames. Then what I can do is I can just make sure that it's exactly in the center and then just go ahead and let's delete my and now we can just use our added pool. Describe my added pool and just leave all the chafls and everything on there and just place two edges here. I probably want to go ahead and I probably want to place this up until this point, I don't know No, maybe not. Maybe just like lit the entire way. If I want to go with the entire way, I do need to quickly move my frame up here, and I need to, like, place this in the correct position because it shifted slightly. And same over here on this side. Yeah, something like that should work. I will keep this frame over here. Let's instead go in and lets you select this edge and then hold Control and double click to select the entire row. I'm just going to simply move this up and then I'm going to use my scale tool to basically scale it flat over here. Up until it's completely flat, and then I'm just moving it up a little bit more. Something like this. It would take a lot of work for them to do that in that time, but I don't know. I just have a good feeling about it. And then at that point, there will probably be some messiness at the end. So let's have a look. Oh, no, nice. So it did not create any messiness at the end. Sometimes it creates some leftover faces at the end. But in the latest versions of Tres Max, I keep forgetting that it doesn't really do that anymore. So, okay, we have a CEM fos. They are also all working totally fine. So now we can pretty much get started. So what I'm going to do is I'm going to grab one over here. At this point, it's probably easier if I actually already place this beam, even though it's just like a placeholder. I already placed over here so that I know where the end is. Like that. There we go. And for this one, start by just getting rid of those additional edges. And move this out over here. And I'm just going to leave this one on top. I'm going to then place another one that's going to be placed just below here. Why should I do this? No, just below here. And let's see. I want to have another one that is going to be probably just above it. And another one that's just going to be like feel like in the center, should I go for, like, something a bit more artistic? It's just like I don't have any reference. So over here, I can see square, then these ones, it would make sense if this one is square, the center, and the rest gets cut off. So then this over here, somewhat does make more sense to have it this way. So yeah, let's call it this. And also, what I can see is over here, they have the beam, and then they have these little strips in front of it. So I'm going to probably go for that technique for this one. So that means, first of all, grabbing our beams over here, and I need to make them a little bit thinner, like this. If you want, you can also already go in and just add some swift loops to add some slight imperfections. Over here. It's often handy to keep in mind, like wood, it is alive, like it breeds, so it often changes depending on weather conditions and everything, so Of course, the older the wood, the less it starts to change, but especially when you just build something new, you always need to keep in mind to, like, leave space for wood to, like, move around. And that's when you know how stuff is constructed and how materials behave, it's really useful when you are a three artist, and you just kind of like need to know what things look like. And it's totally possible for wood to have even to have, like, such strong distortions on like one length. Of course, I'm going to make it a little bit less because it's old wood. I want to make sure that it's, like, properly placed. Yeah. Now we can go ahead and go in here. And pretty much what you can do is I'm just going to grab like a line and just move the line from here to here. Because with the line, I can just add like a sweep and I can make this a bar. And then over here, I can decide on the thickness and stuff like that. So, it looks like I made it one. Yeah, I will actually move the thickness. So first of all, I need to just go back into my line. I will probably leave. Do I want to leave it? Having a think here. I think I will stick this one out a tiny bit over here. So that it still has some kind of a connection point, but I don't want to really clip it inside of there. So I think this should be fine. Now if I just go ahead and also in my Sweep modifier, the width, I want to make the width, like quite a bit thinner, something like this. And then at this point, I'm going to go ahead and I'm going to probably just, like, can I just cut it in here? Yeah, here, see, I can just cut it in here. So I'm just going to leave it at this scaling. Go to move one here. I'm going to add some chamfos to it. Got a lot of gem for modifier to, like, save some time whenever you're making some wood. Um, I'm going to art and add a ply. Give it a few connections. I'm going to add the weight normals, snap the largest, and now it's just a matter of adding our array tool and saving our scene also. So tools array. This time, I'm going to preview it, but I'm going to this time go in the X direction, I believe. No. It looks like that I messed up my transforms. If that happens, you just need to go ahead and go to your utility tool and reset X form and just press Reset. Unfortunately, it does mean that we then need to convert this all back to an added poly because resetting the X forms, you cannot change anything below it anymore whenever you do that. But now it should be able to properly, preview it. You'll see now it's able to properly just go this direction. Let's see. So if we go for something a bit more square like this, then we can just keep adding until we reach the end. Yeah, that's a nice position minus 385. Tiny bit too much. 384. Let's do 3835. Over here.'s press okay. And then this one, you know what? Just move it a tiny bit. No one will notice. Okay, so that is those frames done. I can go in later on, just add something interesting in here also. Since we have more than enough geometry and why the hell not, I will also place this on the other side. Over here. I feel like that might give me an interesting look, although now I look at it, I might not actually like it. Hmm. Yeah, I don't know. For now, let's leave it. For now, let's leave it. We can always duplicate that later on if needed. Okay, so we got these pieces over here. Now, what we'll be doing in the next chapter is we will go ahead and get started by creating these pieces over here and these ones. Shouldn't take too long, so probably what we will also do is we will also start preparing, like, our actual beams and making sure that all of that is working correctly. So let's go ahead and continue with this in our next chapter. 54. 54 Creating Our Door Part4: Okay, so let's go ahead and continue. We are slowly getting there. I might not be the most interesting modeling, but it will look cool in the end. So I was going to make these wood pieces over here. And actually, what I see over here is that I can kind of see the shape. Like this is like the front view. I'm afraid that I do not actually have a side view of what the shape looks like, I think. But I can pretty much make that up. I can use the concept for the side view and take it from there. Anyway, if we know that this is roughly going to be the front view, like you can see, it's sticking out and just tapering off, and then it just has almost like a double layer in between here. Let's go ahead and try and make something like that. Now, when I see that, the first thing that comes to mind for me is to once again just use splines, for which I can go to probably my side view and to see if I can create that shape and then manipulate it a little bit. That would probably go something with a straight piece over here. Then it looks like that it goes a little bit like angles back in something like this. Then I'm going to just go ahead and click on here later on I'm going to make this a straight line. Then there's the second one, which is somewhere over here. Click and then click like that. It looks really, really awful right now, but don't worry. So if we now go to a Basier corner, we can now go ahead and start working on this. So we have this one, and I want to kind of push this piece back in. And then over here, if I also do like a Bzier corner, I want to go ahead and push this one back in here. And what I will do is later on I will make this square. So this almost feels like it actually needs to be a little bit more forward. So it's like overlaying on top. Next, what we have is we need to move everything down a bit. So next what we have is we have this piece over here. Let's gain Bezier Corner. And also, we need to go ahead and go over here. So first of all, let's focus on this one, and it kind of, like, sticks out. And it's just like a nice round shape. So I can go ahead and I can just go in here and try and carefully capture that round shape. Now we are getting a bit closer. And then it kind of like, yeah, it goes down, which is also fine. I feel like that I should move all of this down because I feel like the bottom shape needs to be smaller. Let's do a beset corner here. It's kind of like, actually, no, I'm going to leave it like that. Let's work with this one. Okay, so that's looking pretty good. And then over here, we are going to make that square on the inside, so we can just kind of like filter it off. So I'm just trying to kind of, like, create the base shape so you can see, like here, we are going to have that little gap in between. And then this one, I want to see if I can maybe make it a little bit I don't know. I still feel I almost feel like all of this should move forward a little bit more, and then maybe this one can be lowered a bit more. Okay, so let's try something like this. Now, having this if I now go ahead and just because the ends, we once again are going to make a different way. If I just do a quick connect over here. And then, basically, oh, it's really, really small and stuff like that. But we can work on that. I'm going to go ahead and also have a look at my reference over here. Yeah. Yeah, you're right. You're right, reference. It is ticking out a whole lot more. I feel like it's just this one. I think this one over here is supposed to just stick out a lot more, and maybe then this one goes, like, more like down into it. Better to make sure that it is looking correct right now than to wait. Um, Yeah. That's already looking a bit better. Okay, so let's first of all, now go ahead and just try like an extrude. I'm going to go to my line, and I'm just going to make my interpolation a little bit less, which makes it a bit easier for me to move some stuff around and then extrude and then in here, I was going to go ahead and I was going to basically remove these, and I'm only going to leave two edges left in the center like this because that way it makes it very easy for me to select these corners and kind of push this out, and then later on, we will just have bevels kind of taken care of that. So that creates the base shape. Like, I'm quite happy with that. Yeah. I will go ahead and I will set my pivot and first things first, I'm going to go in turn on my base and I'm just going to go ahead and already place this one sort of like in location or in position, I should say. Over here. This also gives me a good sense of the thickness that I should aim for. So I'm going to go to my extrude, make my thickness a little bit less like that. And let's just go ahead and make some more edits. So we have our added poly. I want to go ahead and I want to create a edge or connect exactly in the center over here. And then what I want to do is I want to kind of create that sloping that you can see over here. So for the sloping, most likely, what you can do is just like deselect those edges and just push this stuff forward over here that should already do the trick. Without interrupting the center over here. And then we'll have a nice barrel running along there. You also sometimes see like over here, like these pieces, but I'm not sure I want to bother with, like, creating those little extra gaps. If you want to do a gap like that, you can pretty much just let's see. So it's pretty much like, let's say, chafing, a piece. Oh, it's really sensitive. 0.05? Yeah, it's pretty much like chamfering a piece, like 0.03, maybe. And then, like, pushing one of these pieces There we go. Like that. But when you do that, as you can see over here on the side, we do need to, of course, fix some stuff in there. So we have this piece over here. I want to know what it reads like from a distance. I also want to just quickly check and see that maybe we want, add some additional details to this. I think that would be nice if I just turn off my base door and turn off my action faces. Yeah, although definitely what I would do at this point is I would, of course, move this one down a little bit so that it fits a bit better. But I think the general shape is working quite well. I don't know if I maybe want to like no, I don't want to increase it a bit more. I do feel like maybe on the top, but I'm not sure if it's already too late for that. Maybe right click Bezier Corner, and let's just try to show the final, something as small as that might make a nice difference. Make everything a little bit more even. Now the next thing that we are going to do first is, um we need to just fix this one, and we can do that just by selecting it and connecting this insert somewhere like that. The next thing is going to be that I was going to go in and probably, like, create some type of pattern over here. If I just have a look at my backup, would I be able to maybe, reuse this one, along with, of course, some other stuff, but I'm just curious if I can move this one here. Here we go. And save some time. So I will just go ahead and I will do one. And I do quite like the idea of having the shape, kind of, like, following this shape over here. So let's go to our side view and actually have. Yeah, like this. But then over here, it would make more sense if this one just goes straight until the end. And then this one goes in here. And if we then go in and maybe, let's see. Let's try to maybe, rotate that If we just duplicate it, let's just go ahead and rotate this 180 and just see what that looks like from the side if I go in here, push this up, go into my line and, like, see, try to select my line and kind of try to push it into this shape over here. A like I just go to turn off my snap rotate to make a bit easier. And I'm just trying to make this somewhat round. So something like that. And I don't know. I'm just having like a think of, like, what else would be interesting if we should just leave it like this with, like, a small accent or if we should go for, like, if I just go ahead and use a line if we should go for, like, something that's, like, going here. I'm just drawing, basically. No, I'm going to leave it with, like, a small accent like this. So we got this. We can go in to our compound objects pro Boolean. Actually, before we do that, make sure that it's actually pushed in correctly. And then later we will, of course, do a symmetry on it and stuff like that. So pro Boolean, advanced options, turn off remove only visible and just get rid of these two ones over here. Yeah, yeah, that should be fine. I'm then just going to go ahead and convert it soon at a pool. I know I did kind of forget to create a backup. But we'll see how it goes. I'm going to move this down. And this one, add a quick cut here and here, and then just go ahead and push this back in or back out, I mean, like that. For the rest, you can just do some smart cleanup that we might need. Like over here, we have some cleanup. And then I will probably just pass the video again and fix the rest. But first let's just turn off our edge and faces and have a quick look. Yeah, that looks nice from a distance. I'm not yet sure if this is too far, I might decide to push it further in, but that should not really be a problem. That's something we are going to we can have a look at later on. But definitely if we look at, like, our original concept because there's another beam sitting closer to it, that's what makes me believe that it wouldn't be that big of a problem. The thickness, however, is something that we do need to think about. Anyway, so we can turn off our backup. And what I will do is I will just quickly pass the video, and I'm only going to, like, of course, on this side, clean everything up. And once that is all cleaned up, then we can just go ahead and symmetry it. Okay, so the cleanup is done. Now, just make sure that your PIV point is exactly in the center. And then what you can do is you can go ahead and do a symmetry and if it shows this, just press flip to flip it around. And now we have an exact symmetry that we still keep that center over here. Once that is done, we can go ahead and well, actually, we can just go ahead and convert soon at a poli already. And we need AHM f, segments of zero. 0.002, maybe. It's still too much. 0.0. Oh, it's really T one is really messy. Um, I will try to use Chen for and ls I can just do by hand. But it does show definitely some issues. Okay. So over here, now it is pretty good. Yeah, so 0.001. So we need to go really, really low. Yeah, let's do this. I do, however, the convert to al poly. I'm going to go ahead and get rid of the mess over here. Over here, I can see that we need to, like, collapse these parts because they probably just broke thanks to our pebbles that seem to fix the problem there. This problem over here is fixed. Over here, I also don't see any problems. Let's have a quick look on the other side. That is all looking totally fine. Okay, awesome. Let's go ahead and add our smoothing groups. So one and the same star as before, double click, Deselect this one. Control, double click, Deselect this one. Control, double click, these like this one, and Control, double click, these like this one. Let's go ahead and just set that to zero over here. Weighted normals, and that should be it already. Oh, weighted normals do create some messy smoothing in some of these areas. I can try to use larger phase, but oh, wait, that's why. Because I forgot to turn on smoothing groups. I was already thinking like, that's impressive. But there we go. Over here, I feel like, oh, yeah. See, that should not happen where it just over here because of the angle change, it just forgets that it needs to keep going straight. So let's just add a very quick chat for here. 0.001, zero, 05, maybe. There we go. Okay, that's not exactly what it meant, but we can just select these Move them in. Oh, over here, I have another one. Don't worry. We will fix the clipping vertss later on. So for now, just do this, and then we are just going to, like, merge everything that's, like, really close together. Just to make it easy. But yeah, we definitely need Come on. Yeah, we definitely need this. Actually, wilt is still selected. I'm just going to deselect the top over here. I'm just going to go ahead and I'm going to. Ah, that's too bad. Well, actually, you can convert it to vertices, and then you can still scale it. For edges, they don't often scale well whenever we do that. But here, see, eedges don't work, but if I hold shift and then convert these to verts, then I can scale them. At this point, all of your verts welt at a very low level, 00005 or something like that. No, that's still not it. Come on. It is because we are working in meters and not centimeters, but I don't really want to bother. It is not allowing me to merge them together at such a low level. What we can try to do this sometimes happens. It's a little bit annoying. You can go to customize unit setup and set these to be centimeters temporarily. Then whenever we weld, you can see that now it's at centimeters. So now if I do 0.01 centimeters, you can see that it or actually, I can do 0.005 centimeters. You can see that it registers a lot lower. So that's the benefits between centimeters and meters. And I guess we are going into a lot of small details. So at this point, we can probably just keep this all to be um centimeters, so that should be fine. Just make sure to select the center and make sure to set the smoothing to one for the center because else it does not properly art smoothing. And there we go. Now we have this defined edge over here. Don't worry too much about the smoothing that you see here. That's something that we'll fix later on. I can see that over here, the smoothing is still won, so let me just reset it. One. Hold control, hold control. That one is going away. Hold control. Hold control. And there we go. Okay, that is better. So now if I go to weight normals. Yeah, that does the trick. Okay, cool. So we got, this base shape out of the way. And of course, this base shape, we can reuse it quite often. What I am going to do with this one because we are going to have another pillar that is sitting on top of this, but I'm just going to kind of, like, literally sit it inside of it. So we have this one. And if I go ahead and just, like, duplicate this, oh, turn on my snap rotation. And I want to rotate this, and I'm going to basically sit this a bit more on top. So I'm slightly changing the design in the hope that it still looks fine. Um, this one does not have those effects on the end. I wonder if I should even bother keeping those effects all the way through to the end. I do quite like having just these rings in here, but I might fade them out, but let's actually see before we decide. So if I just go ahead and move this and let's have a look. So yeah, this one would go all the way from one side to another, most likely. It's not that much higher. All right just go ahead and have a look over here. Here we are definitely going to just create a cut. I don't know what to do with those lines. That's really annoying. I think what I'm going to do is I might actually get rid of them after all. I might go ahead and just select by angle. Set the angle quite low to five, just so that we can select this and then can press delete. Then go ahead and go to Element select because now that we delete this, we can select these separate pieces over here like that. Now if I go in, and bridge this stuff. So let's have a look. So if I do that, yeah, let's just do that. And then this is just going to be wood that has been roughly shaped. I'm going to go ahead and add two edges here, just to create that split. And then what we can do over here is we can, for example, select these face over here and bridge them, and then we can do a border select by pressing three. These select these two edges, and then just quickly bridge everything together. That's also how I did most of my optimizations. Although over here, this one is also a little bit of a pain. So I'm just like making this flat, and now I can go in the select these pieces and bridge them together. Oh, and then this one we can just do cappli. Okay, so let's go ahead and center a pivot. Let's go in and do a symmetry modifier, and this time we want to flip it again. Covert ertapl Alta weight normals and this time we do not actually actually, let's do by largest face probably. Largest phase just doesn't work well whenever we have smooth curves over here. See? With largest face, without. So that's the balance that we try to get. But okay, let's say that this smut works. That's fine. Now we have this shape and then we would need to go in and place it in the right location. First of all, what I'm going to do is I'm going to move this in the right location, which is roughly here. Now I can turn off my blockout again. So for this shape, select one and throw it into backup because we might want to use it for different purposes also later on. Especially like here at the top. I forgot that I need to create some kind a cross section to hold up the rest of the structure. But having this one over here, if we go ahead and just convert it to an added pool, yeah, we do need to cut this out. However, with all of these additional shapes, cutting it out can be quite annoying. Most likely, the easiest way is to simply use a boolean. Normally, I would use etches and stuff. The reason that I want to use a boolean this time is because it will automatically place an etche on the inside, which I can then just clean up. So if I do this, and the boolean needs to be quite close to the shape of like the beam that is going through it. And then when we bevel it, it will look like it is nicely just fitting. So if I now go to my compound objects, pro Boolean and just same settings as always and cut this away. Now we have something like this. You can see that there is an error. This is most likely just because of the smoothing groups. If I go ahead and art weight normals over here, you can see that now the smoothing groups do get fixed in these areas, just not over here because we still need to apply some JAVAS. So let's go ahead and select these phases now, hold shift and go to vertex. Give them a very small env. You can also have a look in context, and basically, this is what you want. You want to be able to kind of see that it's giving like a nice jam for over here. Let's go back inside of isolation mode. I forgot to select these corners. Jam for again. There we go. Okay, cool. So now that we have done those, the next thing that we want to do is we want to go ahead and I'm just going to place a place two loops here, and then just go ahead and select these two vertices and press connect. It's another way of connecting stuff compared to just using our Cut two. And sometimes it's just a little bit easier when you only need to connect like a few connections. And then at this point, what I'm going to do is I'm going to use my cut too. And I just basically want to continue this on because there aren't too many cuts that we need to make anyway. And that should do the twig then. Over here, what you can do is you can pretty much just select these verts, collapse. I like to sometimes use Altex so that I can just look through it and then select these. Then just for good measure, I am going to go ahead and select these and then do one. Oh, select these. You cannot do the Connect tool whenever there is edges in between, but something like this. Now, same over here. Collapse, collapse, collapse and collapse. Plays a quick cut to clean it up. And then later on when we apply our weight, almost everything will look nice again. Yeah, hopefully, when we start actually working on those more metal bits, things will really come together nicely. I'm just over here because I know from experience that's going to cause problems. I'm just going to so place an additional cut here. Same over here. I just need to kind of move this down. Okay, that's now all clean. Now, for this one, it most likely again, lost all of the smoothing groups, but if we're lucky, we are able to just select this area and apply one smoothing group. And now if I just go ahead and use smoothing groups, let's double check. Yeah, it lost all of the smoothing groups. That's a banner. That means that I just need to go in again. Again, I need to select one, and again, I need to hold Control click. And just turn off my smoothing on those areas. And over here, let's see, turn off. I also need to turn off this one. Yeah, the rest looks fine. Clear this one and that one. And I already did that. So now weighted normals use smoothing groups. There we go. That's now looking fine. One thing, however, which I was a little bit stupid by. So let's select by smoothing group, and I want to go ahead and press Okay. It doesn't work. You can actually press Select by smoothing group to select the smoothing groups. Basically. One thing I was not very smart with is that I, of course, need to apply a smoothing group two. To these pieces because else they do not look as good. But I can just do it now. Smoothing group two. There we go. Then the transition over here looks smooth. Anyway, that one is now done. You can now clearly see that they cut out the shape over here. The last thing that I would do is at this point, if I just go ahead and go to Edge and phases, I would go in and I can probably just do a quick slice by pressing quick slice. I basically just want to place let's say two slices like this, and then I can go ahead and use those to make my shapes imperfect because especially this one, the shapes, they are way too perfect and the lines are perfectly straight, while they should be carved and all that kind of stuff. Sometimes when you get glossaries, you can turn on Ignore Back facing, which makes it easier to just go in and quickly drag and select some pieces. To add our imperfections, too. And we can see in and real, we might want to add more or less imperfections. That's something that we can decide then. For now, I'm just placing the basics. Oh, hey, over here, I seem to have a problem. In a way, that might be just because I'm editing stuff, so it will probably be fixed as soon as I stop editing. Okay, let's start with something like this. Yeah, see. After the edit, everything is looking correct again. There we go. Awesome. So, we now got this one done. This one over here. I already got my weight to normal, so that one is also pretty much done. The only thing I would need to do is I would need to, like, symmetry it. However, in order for me to symmetry it properly, I first need to place another one here. Now what I can do is I can go in here and now I can just do a symmetry modifier on the x axis and go ahead and push it out a little bit more. So as you can see, it's a little bit too short, so I'm just going to push it back just because whenever we do this, it will, of course, create a nice cut. And then if I just add and di poly on top, I can then go in and just go pretty much for my side view because these are almost exactly in the center. So I can just guess And I'm basically just looking at this bottom line, and that's mostly how I'm just guessing to have it roughly in the center, something like this. Okay. And if you want, you can also press control backspace to remove that center line. At this point, I guess I will need another way to normals, but that should be fine. That's looking good. And also, something that I kind of forgot is that you can also add, which is actually a really good one to add some incorrections in here. Oh, I did ignore backfacing. Did it still connect? I had a feeling that it was still selecting something else. But these ones, because these imperfections, like you can see, very visible. Okay. And just when I said that, I realized that I made this one a bit too strong. But it will art just like some visual interest, especially when we do our texturing over here to not have it as perfect. Okay. That one is now done. I'm going to probably end the chapter here. And if we have a look in the next chapter, we have like these base pieces over here that we want to do. And after that, we are going to, like, properly prepare all of the large pieces. And then we are going to move on to the small pieces, which will finalize everything a little bit more by just having just like interesting pieces on the corners and stuff like that, and like these metals. Oh, and let's not forget that we need to create the actual wooden door, but that one is quite easy. So let's go ahead and continue with this in our next chapter. 55. 55 Creating Our Door Part5: Okay, so let's go ahead and continue, mostly with, like, our big shapes. By the way, why are you? Oh, probably because of the symmetry. Um, you can add the symmetry here. If you just track it below it, that should be fine. Yeah, here, that works. Okay. Anyway, as I was saying, we are going to continue by finishing just like our larger assets over here at this point. So I'm going to go ahead and, um, I have a feeling like this beam over here, it might need to go a little bit lower, but it's something we'll have to see. Anyway, let's first of all, go ahead and just finish off these really simple pieces over here that shouldn't really be that big of a deal. I could just grab, Hey, I can just grab this one over here and I'm going to duplicate it, turn on my blockout over here. I think that's the one. Just going to go ahead and get rid of that center line and make it easier for me to move this in. Here we Oh, I was going to say, here we go, but I can't really see what I'm doing. There we go. Okay. And this one will just, like, stand on the ground. So I'm not spy. What I am going to do is I am going to unlike the ends, create, like, some kind of, like, metal detail. And that will basically just like I will add it on the base over here, but I will also add it on the tops and the ends and all that kind of stuff just to make it look a little bit more visually interesting. Because, yeah, else, they are simple shapes. This is definitely not a mulling tutorial, so to speak. Like modding is not a really important part of this course, except for maybe like some of the sculpting parts. But I still want something that looks like a little bit more visually interesting than just like the basics. If I make it look exactly like the concept art, I would feel like I didn't do enough modeling, so that's the general gist of it. Just stick this one in here, and then later on what we will, of course, do is we will push this inside of the wood and all that stuff and just make it a bit more logical. So I'm just going to go ahead and place it over here also. And there we go. So for this one, you guessed it. Throw in a bunch of segments. I'm going to go ahead and make this one go quite bendy like this. Maybe push one of these in. I can go ahead and also push these in over here and maybe let's grab these, move them down, and just move this one down over here. Easy, does it? Just like some small stuff. Then later on with the textures, we will just make this look more interesting basically. Because a lot of this door, it's going to be about textures, mostly. I think this entire environment is more going to be like it's wy texture heavy in terms of just a general look of things, but it should be fine. Because the nice thing about textures is you can just keep polishing and polishing until it is pretty much done. And that's also what I'm planning to do on this environment. Like, normally, when texture is like 70% there, I'm like, Okay, I show to everyone whatever I want to show. But this time, what I want to do is I just want to do another double take and just make sure that I polish my textures, even if it means that you guys get like 20 polishing chapters or something like that. It's just like it will just make the final result look a little bit nicer. I'm a big fan of Japan, Japanese architecture and everything, so I like doing this kind of stuff. It's too bad that I nowadays don't have time anymore for personal projects. Else I would definitely make a Japanese personal project. So the stuff that we have over here, I'm basically going to grab these pieces, and I'm basically going to insert it in. So you can imagine that like wait, I have a backup. Perfect. That's why we make backups. You can imagine it that we have this piece over here. I'm just going to drag it into my default layer. And it's basically going to hang out right about here. And in terms like how much it's sticking out, yeah, something like that should be fine. And it will basically, if we just go ahead and temporarily remove the weighted normals, the symmetry modifier. Over here. I just kind of like place it into the center. So what you can imagine, quite simple, because it will also be very difficult to even see, so we don't really need to spend too much time on it. But we are going to, like, cut our wood to make place for the shapes that it, kind of, like, holds. Whatever we place on top of it, it will kind of, like, hold it in place. So that was my general idea for this kind of stuff. Just going to copy over this weight nos modifier and the space to make sure that everything is correct. Over here. And yeah, I just feel like that over here, you can kind of see it, but also in other pieces like you can kind of see like that there is something that's kind of like holding things up, it's always like a cross section. Although over here, this is also something like we are going to split our roof also up into two pieces. We have the wood underground, and then we'll have the actual tiles sitting on top of it. Okay, now, let's go ahead and probably start working on the door. Yeah, let's do that one. For me to know what to do with the door, what I first need to do is I first need to go in and I need to basically I grab a bunch of this stuff. What I can do for now is I can just because this is just like a placeholder, but I need to know how far out this stuff is, so I can just go ahead and duplicate it. Go to isolation mode over here, and then just select one of the pieces, convert it to an added poly, go over here to the attached settings button, and it will only show whatever we have isolated. So you can literally just select everything, and there we go. And now, if you want, you can just quickly throw on a new weighted normals. That doesn't really matter. The goal for this is basically that what we can do is we can use the mirror mode over here at the top. We can mirror this on the x axis and just press. And then it's just a simple matter of placing this into place like here. There we go. Now we know the size of our door opening. You know what I'm going to? Yeah, it does not feel in the center. Let's just quickly unfreeze everything. I'm just going to go ahead and go to my center view because it just feels a bit easier if I just place everything like this in the center. And now I can freeze my block out again, but you can see me just, like, often turning it on and off. So here we can see, most of the stuff we have done. And it is ready to go, although over here, there are some changes, so we need to check with our door or check with our roof. But anyway, now, if we just go to the top for our doors, as you can see, the way that the doors once are pretty much worked up is that the frames. They have a little trim. Everything just kind of comes together in, like, a nice corner over here, and I can also create, like, a small bevel in the corner to, like, indicate that stuff. And for the rest, it has, like, base panels squashed together. And most likely you will have the door frame. A base panel, and then on the other side, there will be the exact same door frame again. So that's basically what we're going to do. And then we are going to just kind of, like, use this pattern that we have over here and later on add some metal details for fun. And just to make it look more interesting. I don't know about that resolution back that I have, but it doesn't matter. I'm just going to grab a cube. Now this is interesting. So over here, I want to, most likely, do I want to have this floating a little bit? So if we don't float it, basically what we will need to do is we will need to make sure that we are, like a little hole over here to compensate for that stone, because, of course, the stone is kind of like clipping into it. I'm okay with that if we just like art that little compensation it would make sense to me that in real life, they would do the same. Of course, something that you don't see in my reference is that we need to create really large door hinges, and it's really hard to see in most locations, but because mostly on the inside, well, this is the really modern one, but here you can kind of see it, see? So you see this metal. The reason I'm saying this is because it does mean that we might want to create over here, a tiny separation. So while having this, although the hinges we will create when we do all of our metal stuff, I can go in and I can just kind of, like, scale this in. And I want to scale this to, like, just like a really like a small bit. 99. Can I go 98? Well, maybe 97 is fine. Let's have a look. Let's place this into a position. And funny enough, I can see over here that it actually fixes these problems. I'm not a fan yet about this, so what I will do is I'm just going to go ahead and select these etches, and I'm going to move them a little bit closer, just before the concrete. So this is like a lucky accident, actually, that we don't have to do that. Now, the reason I made a fill cube is because then I can just create a simple connect here and I can delete one side because we're only going to make one side of the door. And then I can just go ahead and I can bridge this phase to make it fill again. Now we are going to decide on the thickness of our door. Now, I would say that the inner piece is not going to be very thick, so we can make the inner piece, something like this. And it is more about the pieces that are dded on top. And I'm just checking like there is still some space left. So I'm going to go ahead and I'm going to make this a little bit thinner, and later on, I will symmetry this. So basically, we are just going to go ahead and create this pattern over here. And take it from there. So at this point, we do want to try and make everything quite even. So what I will do is I will go ahead and place the base thickness using two connects on the side. So this is basically what is going to decide on the thickness. And I feel like something like 85 is a little bit too thick. Now, wait, maybe 85 is not too thick. Now, let's go for 85 over here. Okay, so we got that one done. Now we want to go ahead and also create two connects over here. As you can see, 85 wouldn't really work. Instead, what we will do is we will basically guess, and then later on we are going to make changes to this. You can see that over here now we have two more. So I'm going to go ahead and start probably with the first one, which is going to be the bottom one. For this one, let's say 40, and then over here and over here, we can do another one. Once I've done that, I can see that 40 is too little. Let's try again. No 40, let's say 35. I think 35 should be better. Again, add a single connect over here. Then with these pieces, we can also go ahead and select them when you are champing a edge that has no corners, you will basically just split the edge into two, you can see over here. Don't worry about the thickness right now. That's something that we're going to work on. Something like this. Also, what I don't like is that these ones, I still feel like they need to be a little bit more down. I feel like that it was not perfectly placing everything. Okay, we got this, and then we have a center one. But at this point, basically, I often use shapes where is my front view. I often use shapes to measure out other shapes. So I would often just simply create a box over here, and then I would use this box and move it around like over here. Okay. To make sure that all of the sizes later on are correct. So I just place these boxes, and then I can simply alter our edges a little bit. Here we go. So now it's just a matter of selecting these eedges and moving them down. Of course, this is not a type of project where I would go on the centimeter correct or something like that. So it's more like if you cannot see it with your eyes, then it is fine. But it would make sense for these pieces to all have a logical similar thickness over here. There we go. So we got that one done, and now we can just go ahead and maybe except for one, delete it. And then over here, we have one line in the center. You can see that over here. It's only the second one. And I quite like that. I'm just going to go ahead and I'm going to add two connection lines in the center. Just push those back in. Here. Then just go ahead and grab this cube. This time because it's exactly in the center, I want to place a cube in the center, select the two edges, convert this to vertex mode, well, I've shown you plenty of times right now and just scale this in. There we go. Nice. At this point, all I will need to do is if I just go ahead and select by angle and set the angle to five, I can just select the entire front face. If I then turn off select by angle, and I basically want to go ahead and deselect this one, this one, this one, and this so all that we have left is these few pieces. Now at this point, I'm basically going to use a series of extrusions to create this piece over here. If you want, you could have also just gone in and do, like, separate planks or something like that. But often for me, this is just, like, totally fine. So I'm going to go ahead and I'm going to extrude the first one in or out, I should say. And this one, it is pretty much going to be. Yeah, shall we do an insert? I'm just thinking of, like, if I need, like, an insert or not or not. Let's do this. And then I'm just gonna go ahead and I'm doing another extrude. See, I can just go ahead and hold shift. Might be easier in this case. And yeah, let's do this. So this extrusion is basically the top end over here. The reason I left another edge around it, although we need to have a look at the weight normals is so that we can insert this edge to make it seem like it is tapering off. So this one basically decides like the thickness. Now, at this point, what we can do is we can go ahead and do an inset and just go to inset settings because that's often easier in this case. And we are going to decide on our inset amount, which is going to be around one point I was 1.5. 1.5 looks pretty good, so we can go ahead and do that. Then we simply want to move it forward to create that bevel that we have. Now it often happens that there's one last very small inset at this point. Of course, these are really small eedges even though we need to baffle them, of course, it's a willy big door. So having that extra bit of polygon count, not that with nanite it matters, but it also just in general doesn't really make a big difference, even if you don't want to use nanite. Now I'm just going to extrude this out one more time over here, and that's it. Now the next thing would be that of course, we need to go ahead and place some edges around here and everything. And it kind of depends like you need to kind of look at the flow of the wood, and these edges, they will just be like Willetin inserts that we can use to just improve the look. So here, this one, I would say that this is going to be like one beam, which means that it would go all the way along here and then also over here. I'm still wondering would placing just like individual planks have been easier? I guess just doing these corners is a bit of a pain if you do individual planks. Now, over here, we can go ahead and actually do the same thing. We can pretty much just follow the structure. Those ones, I will probably go ahead and move up a little bit. Let's now ignore them just focus on these areas. Okay. The door is definitely an important piece because it's such a large asset. So also make sure to add like imperfections once we're done with this and all that kind of stuff. So for these ones, basically what we can do is we can go ahead and we can cha for this. And chafer it a low level. If you have some problems with how it connects, you can try to go over here and set this one to triangles, which will often do like a sharper chamfer. I think triangles is not really good right now quads, also. Uniform or triangles. Yeah, I guess although the triangle geometry is not as nice, I guess it does read a little bit better in this specific case. And I want to make this like waiting. I'm going to make it a little bit wider to get started with. And then I don't think we can try hold shift and switch to polygons. No, it doesn't work. Basically, I was hoping that we could switch, but because of the triangles, it does not switch over. We are basically going to, like, select this piece. And then what we can do is we can go in and we can add our Well, we can often just literally do like a bevel, because if you do a bevel on the local normal, like a very low value. So it will basically insert and then it will instantly create a little bevel over here, which often reads a little bit better than trying to do some kind of some kind of inset. The only thing that's a little bit of pain, as I said before, is that we need to also work with weight normals on this asset, but that's something that we can focus on later on. So here you can see that I even still have the bevel selected. It's not really needed, I guess. You can just, like, do this and to make your selection easier. But it will take a while to select this. And I think for my weighted normals, I want to twin and use a chamfer note just because it will save quite a oops, quite a bit of time. But we might need to do a bunch of them manually. Normally, I don't really mind manually. Like, I'm artist like if I get into modeling mode, although right now I'm not completely yet into the modeling mode because, of course, I'm doing a lot of other stuff also. But if I really get into the modeling mood, then often I do not really mind just spending an hour on a very basic task, just because it's in a sense, it's relaxing to just do some stuff. Only, of course, you wouldn't want to do it if you're in a rush, which I kind of am because next to making these toils, I'm currently also leading an entire studio with multiple artists and stuff like that. So it does mean a little bit less time for tutorials lately, but I'm still trying to give you guys the best possible content I can create. And that's why I wanted to show you so much new stuff in this tutorial. But yeah, the modeling one is definitely not one of the new things, except that I'm using Trees Max, which not many people will be used, but it's actually my preferred modeling software. But most people use Maya, which is why I often also tend to use Maya. Okay, so let's do a bevel. It will still remember over here our settings. And now at this point, you kind of, like, can make a choice or we can go ahead and hold Shift and then grab these edges and then chat for them to basically already have a chat for here. But that does mean that we would need to do all of the other jefas also by hand. So have a little think about it. I think that this is probably better if I do it by hand just because else I have so little control about stuff. Over here, I do need to choose where to create a Jefa. So you kind of want to grab these lines, and you kind of want to, like, decide Oh, hey, I completely forgot that on the corners of the door, of course, like, because we beveled it that those corners are also beveled. I'm not sure if I want that. I'm not sure if I want that, no. Because the corners, there wouldn't really be a reason for them to bevel, but I can just go in and I can simply move this. Although then again, I guess, yeah, the reason why they would bevel is because of, like, the inserts over here. But what I'm going to do is I'm just going to go ahead and I'm just going to unbevel them simply by moving them and making them pretty much aligned flat again. Here we go. Yeah, that should be better. Okay, so anyway, for these pieces, we want to decide if we have a line over here, it would make sense to make this line also horizontal instead of vertical. So I can go in here and I can make this horizontal. Now, over here, this line, we have most lines running over here. So it would make sense to maybe make this line over here vertical and this line then also vertical. And just for good measure, I will also make this one straight. So you can basically just go ahead and select these. So these go vertical. It does that because it's trying to go all the way around. Since I don't want that, I'm just going to go ahead and just select the back side and just delete it just to avoid it, trying to, like, loop all the way around. So anyway, these ones, we will make horizontal. These ones will we con vertical. Ham for it. Unfortunately, I did not remember the original chaMF size, but if I just have a quick peek, I can probably think of that. 3.5 something like that. Should be fine? Oh, turn off select bi angle. And yeah, I should be able to just, like, go all the way down there, and that should be fine. Just need to finalize this one. And then do another bevel, and hopefully it remembers my bevel settings. It does. Who shift. And once again, art the chamfer. Oh, yeah, so that's why the chamfer was so low. Over here. Oh, God. Didn't work. Yes. Now, over here you can see that we have some really sharp edges over here. Those are also not very handy. What we can do is we can press contre, go to weld and see if we make the weld quite low, see at what point. Okay, so if we do 0.06, I need to make sure that I'm not welding anything I'm not supposed to weld if I make it this high. So I want to just make sure, but it can save us quite a bit of time cleaning up those really small areas. It looks like this is fine, so we can just go ahead and press Okay. And let's have a look and let's have a thing. So if I just turn off Edge and vases, you can see that now we have a door. You can see over here clearly that we have all of our segments ready to go. I think that that was about it. I really like this door texture. Like, I will probably try to make something like this where like, the wood kind of like start peeling away to be like cleaner. We need to make that system anyway for the tips. I think that's about it. Yeah. So at this point, we are going to focus on creating our bevels. Now, for creating our bevels, let's just go ahead and go to Edge and vases. Um shall I think I first of all, I want to focus probably on the smaller ones, and then the bigger ones, they are a little bit easier to do later on. So these ones, it looks like that I am lucky where I can just double click and they loop around. Am I also that lucky over here? Yes, I am. Oh, that's really nice, but they managed to do that. So I basically place all my bevels, and then I will go in and I will just make sure that there are no problems. A tiny bit of messy geometry for this scene is okay. Of course, if you are working on AA game or something, you want to spend more time cleaning it up. But you will have, like a lead or like a technical artist telling you that. However, for this scene, just save some time because I'm not optimizing my models to basically have as little geometry as possible. I can be a little bit more flexible that if you don't see it, I'm not going to really bother changing it. So this one like a We thin edge, okay? That's fine. Like, stuff like over here. Like, if later on, if we don't really notice it, then I'm not really gonna bother changing it. We have this corner over here, and then we have also the corners, the real corners sitting over here. Now the thing is, when we select these corners, when we start, it's really sensitive. I want these ones to be a little bit bigger. However, whenever we place bevels, it can break our selection. So right now I want to make them quite a bit bigger, just because these are like the ends. But then over here. Okay, so this one is fine. But here you can see that here it broke the selection because I decided not to select all of it at the same time. If you select everything at the same time, you will not have broken the selection, but you, of course, don't have control over which edges you want to make thicker or which you want to make thinner. So we have these ones over here. I'm just going to go ahead and already give those a chamfer. And here, this is what I mean, I wanted to make this one quite a bit lower, something like this. And now I need to have a little thing. So we have here we have a corner. Here we have a corner. And actually, you know what, these ones are also classified as like corners. So I probably, I need to over here, we need to kind of just continue it. I am going to go ahead and there. I need to get used to keeping track of so many corners. It is definitely like a skill. I'm not saying that I have mastered it, but I do often just keep in mind all of the corners, and then we can just continue on. The only thing is like here at the backside, what I'm going to do with those is because I'm going to insert it. I will insert it, and because it's so small, I will make it a different smoting group so that basically it doesn't get cugt up with our weight normals. And that's just a little bit of an easier way of doing things for that specific piece. I will show you what I mean in First, I'm just selecting all of these. Yeah, I'm on purpose just selecting these just to keep my topology clean compared to merging something already together into, like, corners. Um, speaking of clean topology, I feel like I've got something. No, here on the end. Well, over here, there is a problem, but we are going to use symmetry. So that problem will resolve itself. So let's just go ahead and continue. Sometimes it doesn't allow me to select. Come on. There we go. Just because when it has so many selections, it sometimes gets a bit confused about what I want to select. See? That's what I meant. So you need to be extra sure that you are selecting and correcting. I'm on purpose selecting everything right now because it will just make everything flow into each other. If I don't do that right now, it will just be so messy to work with to twine, like make everything flow into each other and all that kind of stuff. It does mean it's a bit boring selection work. I could pass it, but you could skip it. Because some people might still want to, for some reason, see this in, I don't know if I come across any problems that I feel like just mentioning or just stuff I feel like mentioning. So for now, let's just go ahead and do it because we're almost there anyway. Oh, yeah, this one, and that one goes in there. Then here we have this one and this one going into the corners over there, and this one for the top. And this one goes all the way over here to this side. And let's see. Does that do the twig? I think it does. Now I'm just going to go ahead and I'm going to add my chamfer. I'm going to make it nice and small. It's like it's just there to support the weight normals. I want to just go ahead and make sure. Of course, the easiest way for us later on to see if there's a problem is to simply apply our weight normals, but while I still have things selected, I'm just like double checking my work. And this is why. Here, you can see that I forgot the entire etch. And that is why we check our work. This one, yeah, we also need to do this one, actually. So I literally forgot the entire etch. This is all looking fine. Once this store is done, then we will go ahead and just finish off this chapter because this chapter is taking a little bit longer than expected. This one is also fine because it goes over to those ends, so yes, press Okay. Now. The last thing that we had we had over here a little trim that I wanted to make it go inside. And once that is done, I'm also going to go ahead and I'm going to already give it the correct smoothing groups because now I have everything selected. And I always like to avoid needing to select stuff twice if I can. One thing I'm not a big fan of is just endless selecting. If it's more than just selecting, it's fine, but if it's just like, click, click, click click, then it's a bit mad. Extrude settings, set this to local normal, set this to zero by default, and just go ahead and, like, push this out. Like this so that it goes inward. Then what you want to do is you want to just go ahead and press grow up here and we are basically growing this until we have all of the frame selected. Then we can just go ahead and go to our top view and just deselect the large bevel, so that all that you have is the insights over here selected. And with these insights, I'm just going to go ahead and press clear and set the smoothing to two. Then I press contra I clear again as smoothing to one. Now comes the moment of truth. If I forgot something, we go to weighted normals, larger phase apply smoothing groups, turn off edging faces. And this is what we got right now. And it seems to be looking pretty good, like we got definitely like our clear cuts over here. So that's a great place to later on art some dirt and all that kind of fancy stuff. So I'm happy with that. Now, knowing that, I'm just going to go ahead and get rid of my weight normals again. And I just want to go in and place some edges. Looks like that those edges don't work very well because we broke all of our connections. So instead, I'm just going to go ahead and place like two connects here, two connects here. To connect here. Yeah, that should be it. And now I can just go in and I can basically add some surface imperfections and stuff like that. Let's turn on Ignore Bg facing for a moment and just push this stuff back in. See, I do want to spend a little bit of time just like making this look extra nice. Adding small details and stuff like that. I might need to later on, of course, redo the smoothing groups, which would suck because it means like I need to do a lot of re selecting, but I got an idea of how we can easily select it in a way to make it. Work better and faster. Sometimes I do need to make sure that I turn off ignore back facing so that I can properly go over here and, like, make some changes. Mm hmm. I know. Actually, on the top and the bottom, I kind of want to avoid adding any imperfections because I know that we are going to, like, add our hinges and stuff like that. But in general, this is starting to look up. To be quite nice, we got some nice subtle changes going on here and there, which is good. Maybe also do some changes in the corners over here. Oh in general, make the boot a little bit more uneven. Okay. So let's go ahead and go to our select. And luckily our selection modes are still intact, and it looks like that everything is also still intact with our smoothening. So we can go ahead and just press use our weighted normals. And then we can go ahead and save this. Okay, cool. So we got our base door now done. Now, all that we need to do is just center the pivot. Add a quick, once again, delete your weight normals. Add a quick symmetry. Click on it and just make sure to move your symmetry out. And I feel like let's have a look. If I can go ahead and do it. Are there some doors that are, like, open? Um, I mean, this one is technically open, but it doesn't really show me the thickness of the door. I just want to know, like, the general thickness of the door or something like that. Okay, here I can sort of see it. Well, not really good, and I think this one is metal, but, I mean, just give it a try. Like, if I go by feel, I would say something like this should be good enough. So let's do this. Wait normals, snap smoothing groups. And let's call this one done. All we need to do now is just, like, place it nicely into the center of our beam over here. And then one last thing, what I recommend is if you just center your pivot, then just go ahead and go to your front view and just move your pivot over here, just on the outer edge like this. This way, if we turn off moving our pivot, it makes it easy for us to, like, open and close the door because later on we are going to export these doors separately so that we can open and close them. But for now, the reason I want to do that is because I want to make a copy Rotated 180 exactly. And then these should touch in the center, pretty much. Like, there can be a little bit of space in between. But there we go. Yeah, that works fine. I might want to, like, make the imperfections a little bit stronger, but that is looking good. So let's go ahead and save our scene, and let's go ahead and continue on to the next chapter. 56. 56 Creating Our Metal Details Part1: Okay, so let's go ahead and continue. So we pretty much have all the large shapes, as far as I can see done. Now what we need to do is we need to prepare that one main pillar just by cutting holes into it. Let's check. So yeah, we got the door, side pillar, these pillars, this. I guess I can also look at my blockout. Yeah, looks like we got everything. Nice. So at this point, I am actually going to go ahead and I'm just going to delete my block out because I no longer need it. And so, yeah, we have this pillar over here, so I'm just going to go ahead and quickly cut out some shapes from that just by adding some swift loops. It's always a bit hard to see exactly where you want to place the swift loop, but So we have one here. One over here. And then here, I'm just going to move it like this. And this it's almost unfortunate that it's not exactly on the same length, but I think that should be fine. Place another one here. Another one here. This middle line, I believe I do not need it anymore so I'm just going to press Control Backspace. And also, I'm going to place another one here. There's a lot of holes into this. First of all, let's get sized by the bottom one. So if we just select an edge here and edge here, we can grab these ones. I can just move inside. And then once, of course, the bevels come, that's when everything. And sometimes I still press Altex. Once the bevels come, that's when everything looks more correct. And now this one over here, I'm just going to go ahead and move these to the side instead of needing to add entire new lines and move this one. To the top and to the bottom over here, which means that now I can just go ahead and I can move this. And I'm on purpose, not going to move it beyond this point because I don't want to create any type of weird clipping. And now we have this one, so I'm just going to place one line here, one line here. And now let's see. So first of all, we have this one, you can do this. And then we also have this side, you can also cut in. So that's where we will place some bubbles over there, and then we move on to here, and I'm just going to move these lines closer together. And this one definitely it will have a bunch of empty space, but that should be fine. It should actually look good. But what I want to do is because this one, it doesn't extend out as far, I want to push this in. And then I want to grab this piece over here. It's just isolated. And I'm just going to go ahead and I'm just going to convert salt at a poly and do like a border select. If I then just do, actually, I need to do this on my side view. If I go to my side view, just hold Shift and just, like, either move this in like this. And I'm just gonna go ahead and once again, like, add a smoothing of one except for well, actually, you know what, at that point, I don't really care because I cannot really see it anyway. So I'm just going to go ahead and re art my weight to normals, just so that it shows that it goes inside. Now, what I can do with this one is I can grab these corners over here, just to make everything a bit more interesting and add a quick cha because I would guess, like in real life, if they would carve this out, they would kind of, like, try to carve it out roughly the way that the shape is. So it would make sense to have, like, a corner over here. This one, I'm going to go ahead and we can just keep it square. So let's move all of this closer. Go and then this one can go in and then this shape over here, it needs to also. Oh, no, actually it is pushed in far enough, so we don't need to worry about that. Okay, so now the last ones. These ones, they are pretty much going to be cut all the way through. I think that would make most sense. So for this part, it might be easier for me to simply do a boolean just because I'm cutting so much out of it. So if I just go ahead and create a quick box. And just place the box along the shapes over here. Go ahead and center to object, and then rotate shift to rotator box. I moved over here, and now we can select this piece and we can go ahead and we can go to our compound objects. And just go ahead and select that. And if I now go in and just double check, that seems to work fine. Covert soon add a pole. Like all of my smoothing is really bad right now, but don't worry about that. I'm going to go ahead and select everything and just do a weld on like a low level. Doesn't seem to make much changes. Then we are just going to go ahead and use cutting tools to basically clean up. And sometimes we don't need to use cutting tools. Here, you can see that we can just merge it all together like this. I do want to make sure that there are no double vertices, see? That's why I wanted to make sure over here, And these once we could also use some cutting. Here we go. Now, we have this bevel around here. First of all, let's go to selection, and just with the edges at the two, we can just select like some of those error verts. Having a bevel here, I'm going to clean it up after I placed the rest of my bevels. So this one, we are going to go ahead and just play some manual bevels. So if you have this, what you can pretty much do is you can pretty much select the entire thing. And then the select the outer edges over here. And there. And I believe that it's already good enough. So if we now go ahead and do a chamfer, like quite a low level, you can see that that kind is already good enough. So let's just go ahead and place our bevels. Here's another one, select D select, and it should remember my setting, so I can just press Okay. Next, we have this one. Another technique. What you can do is you can select your face. You can press grow and then hold Shift. A, that's too bad. So it doesn't seem like I was expecting that it would select everything, but I guess it's still easier to just use this technique. Over here, Hey, I just ignore those really weird looking normal details and stuff like that. Those are just because we did a boolean on this and it really does not like us doing booleans, but I'm not really in the mood to reset it yet until I actually have placed all of my chevas because once I've placed them, I can just simply do weight normals, and it will fix everything. This one over here at the top. Actually, I'm going to do a tiny bit of cleanup. I'm just going to go ahead and weld these down because most of these etches or vertices, they are unneeded. And it will just cast like messier geometry. So it's easier to just do this. And now if I go ahead and try again, so let's go in here, select. I'm going to start by just deselecting that stuff. And this one so that I can focus on here. At this point, I probably want to make it a little bit bigger for these ones. And then over here, what I can do is I'm going to select this hold shift just because it's a pain for this one to select it. Using the same way that we selected it before, so let's just do this. One sec. I'm just adjusting my microphone because I have a feeling like it's not really close enough. So I hope my audio is correct. But that's always a tricky thing whenever we're recording like. It's really hard for me to know if my audio is correct until after I record it. So I'm just gonna select these and just hold Shift, and I'm basically just doing that just to save some time. So we now have these ones, and now I can just go in here and I can do, like some manual selections And just give all of this, like, a nice bevel if it doesn't have one yet. So, let's see. So we go around here. Oh, wait. Here we forgot some. We go around here. There. Okay, that should do the twig. So let's go ahead to alter chamber. Just go to double check that I make sure that I did not forget anything. Yeah, that's fine. And also really small edges like this, although I'm not really a big fan of this one over here in the center. But these small ones in the corners, you can often just leave. The ones in the center are also often fine because whenever you import a model inside of unreal engine, it triangulates. But the risk is that if we import the model inside of substance painter and also inside of unreal engine, it might triangulate one, which can cause problems in our smoothing. So that's basically why I want to always connect it in here so that I have full control. At this point, we can use weight normals, snap the largest face, turn off our etches, and just like, have a look. Seems to work fine. Let's go ahead and have a look in context. So yeah, these ones look nice. Over here, we definitely have the holes, and of course, those holes will get enhanced whenever we add dirt and everything around them. That's looking pretty good. Okay, nice. So that is also done now. Now at this point, what I want to basically do is I want to go ahead and get started with, like, all of our metal pieces. So for that, we need to have a look. So what I was thinking is like I want like a round metal piece. And for that, let's have a look around, like what? Um, maybe this shape. I feel like I want to do a little bit more simplistic. Let's have a look. Oh, having some metal bands around something is also quite interesting, but I think it would work better with round shapes to have those metal pieces. But I can have a think about it because you often see those metal rings around stuff. Um, I will probably go for, like, a shape, something like this. Just because it's like a nice small shape that we can use over and over again without really seeing the repetitive nature of it. So that's the one for that. I need to create some hinges for which I will need to probably grab some better reference. So some hinges for doors because over here, it's a bit difficult to see. So we will do that. And I wanted to also play something that is like on square corners, like you can see over here, and I wanted to be able to use on both the bottom and the top. And for that one, this one is almost like too easy. I do want to have something a little bit more visually interesting. Um, I might use something like this, but I might simplify it a little bit. That's probably the best thing. Oh, no, was actually, this stuff is quite cool over here. Yeah, you know what? I'm just going to go ahead and go for something like this. Like, it's a little bit more simplified. I think that will work nicely. And the nice thing is that we only willing to create one side of it, and then we can simply use symmetry to copy that side over to all of the other side. So, that's the plan. Let's go ahead and get started with a small one, which can be like that little rounding. So I'm just looking at my reference. And let's go ahead and get started. So for that one, we are going to make use of making it as a hi pool. However, we will keep it at a really high pole, a little bit similar to our stairs. So if I just go ahead and go in here, I want to get started with a simple sphere. So let's grab a sphere, and I'm just placing it somewhere in the center. Now, something that you need to keep in mind is that we are going to extrude this, and we want to take out these shapes. So depending on how many sites we have, that's also how many of these little flower petals that we will have. And to be honest, what I have here is fine. Like, that's a pretty good amount. So what I can do is I can go ahead and go in here. And well, actually, we don't really need to place in here. All I want to do is I just want to check like, it would become a little bit smaller. And the reason I want to try and get it similar. Like, it doesn't have to be exactly as small, but it's nice you already know the scaling so that we know how big to make the flower petals and stuff like that. I'm then going to go ahead and I'm going to convert this to an edit poly and just delete one half of it over here. Then I'm going to select the outer ring, and I'm just going to go ahead and go to extrude settings and just carefully, like, extrude this to probably one. Uh, so I just need to move it a little bit closer so that I can see. I feel like maybe a tiny bit less or a tiny bit more, sorry, tiny bit more. So extrude. 1.3 maybe? Yeah, let's do 1.3. And then at that point, I'm just going to go ahead and I'm going to push this in over here. Now, with these flower petals, what you can see is that they are bending out a little bit, and that is also something that we can go ahead and create. However, we would need to add additional edges to that. But I don't really want to keep those edges beyond this point because it will not look good. So what I'm going to do is I'm just going to go ahead and select this area, and for now, I'm going to detach it. Once I've done that, I can very easily go in here. And if I press once a tessellate, it will place an edge, as you can see in between here. Just get rid of those additional two edges. But with this, it should be able to kind of, like, push this out. And then later on when we are going to Ada turbo smooth, it will give us the flower petals because we are going to just, like, nicely smooth all of this. So for now, it's fine to just do this. I'm just going to pass the video. I'm not going to go in here. And like I guess what you can also do is actually might be good, although I don't know if it still works now that I already did a few, but you could select all of them, and I even have more types of selections that I can show you, but you can do a dotted select, but honestly, at this point, I'm already far enough that it doesn't matter. So if I do this, yeah, this only works when those pieces over here were back because what you can do is you can then just do a scaling. Although, maybe it does work. Yeah, you know what? I can live with this. That does work. Okay, so now we have this. One thing that's a little bit annoying is that now we have this edge in between here. The reason why that's annoying because we want to go ahead and we want to do an inset. And normally what you can do is you can inset by the polygons and then it will look like this. But because we have these extra edges, we can no longer do that, so we need to do an individual inset. Just to save some time. Instead of an inset, let's do a bevel because I can see here that it goes inside. So let's just go ahead and place a bevel and set the bevel already to the right settings. So, that's too bad. I need to do inset before I can do a bevel. That's a shame. The reason it's a shame is because it will take longer. So I can do, like, shall I do inset and then bevel or inset Inset move. Now, let's do inset. And then let's just go ahead and we can probably do the bevel later on. I'm just having a think about how to select. Yeah, yeah, Okay let's do that. So for now, we can just go ahead and inset, and we do need to use the inset settings over here. I guess what you can do is you can to save a little bit of time, select every other shape because this way, the inset does not interact with each other because that's the problem. If we select all of the shapes next to each other, the inset doesn't know how to inset it, and it will just like inset every shape as one big piece. But if I do this, and then inset, they will stay individual, and if I then just go in so it's like there are so many ways to, like, select stuff. It just depends how much effort you want to put in. And often if you are in, like, a lazy mood, that's when you find the best ways to select stuff. Now I'm not particularly in a lazy mood right now, but for such a small shape, I do want to go ahead and do this. And like this, there's another one. Let's say that we just select by angle. Set the angle to five. And then we swing our selection once. Over here? Oh, that's unfortunate. Can I shrink once more? No. I don't know why I decided not to shrink that. That's a little bit of pain. But yeah, you could see my intentions with it. I don't know I didn't decide to just shrink that. Also, what you can do is you can also change your selection mode over here from dragging to, for example, assert. That often makes it if you are quite accurate. Makes it a little bit faster just to get rid of some of these phases. I know many people probably already know all of this stuff, but just in case you do not know. And also, once again, like these tools are in every three modeling software. So if you are following along in Blender or Maya, you can definitely also do this. Okay, so we now have this one. Now what I'm going to do, I'm just going to go ahead and I'm going to bevel this down. And push it in something like this. And then when we apply our smoothing, that should look quite nice. So we got these pieces over here. We do need to attach this again in order to properly, smooth it. However, what we want to do before we attach it is we just want to go in and do a target belt like this. If we do not do this, what will happen is that it does not properly attach, and then the smoothing will break. So for this one, I don't think I know a fast way of doing it. So let me just pass the video until this is done. Here we go. And now it's just a matter of reattaching it by pressing a etch, selecting everything and just setting the weld to quite a low value, something like this, and then it will automatically merge those altogether. Just out of experience, I want to place one edge here because we need to place some supporting loops to basically not break the shapes. Because what you will see is now if we add a turbos modifier, which is the old school way of adding of creating something into hypol what you can see is over here if I have a look, I might need to add a fetosmot, but this is basically the shape that we will get. So it's up to us to then go in here and if we add swift loops, which are the supporting loops to this. So if I show latest, you can see here that that will drastically or drastically, it will often quite heavily change the way that our shape looks. So if I go ahead and do this, now, I quite like the transitions. Like that's fine that we have right now, and I think that this actually reads really well. You'll see, even from a distance. So of course, here, like the flower petals are a little bit more individual. But I think for our version, this is just like a simpler way of doing it. I guess we can try to see what it looks like if I place one swiftly prov here because that one is being pulled down quite heavily. Yeah, there we go. That seems to work. Now, next thing that I'm going to do is I'm going to go ahead and set my iterations probably like to one and then see if I can compensate it with some weight normals. No, that does not look nice enough. Then I'm going to set my iterations to two, and it will just be quite a high poly mesh, as you can see over here. But that's totally fine. As I said before, we are using nanite. If you did not want to use nanite, you would basically create one version that is like this, like iteration one, and you would go in and you would remove any edges like the setter edge and everything that you do not need. And then you would basically bake it down from high to low poly. So that's the only difference that we can save some time using nanite by doing this, iterations to two. And then I'm going to set my smoothing to one over here. Do I need some weighted normals on top of that? Doesn't really do much with weight normals, although this one I don't really like too much. So let's go ahead and add and add a ply. I don't think I can actually really get rid of that. In that case, you won't see it. When we actually apply our metal, you will not see that. So that's fine. Now, before I start going around crazy and copying all of this kind of stuff, what I first want to do is I want to do some UvN wrapping. Now, so far we have done our UVN wrapping inside of RsmUV. You can definitely do that. However, this is often quite an easy shaped UVNwp. So I'm going to use text tools, which is a additional plug in that you can install inside of threes Max. And once again, have a look online on the Fast Track tutorials, YouTube channel if you want to have more of an in depth look into this. But you can just go to Google and type in TriSMX text tools. It is the most common UVN wrapping plug in for TresMX and it's also there for blender and for Maya. So that's what I'm using or you can just use your traditional UVN wrapping. It doesn't really matter. Basically what I'm going to do is I'm just going to go ahead and press Edit UV so that I can start editing my UVs. As you can see over here, we have a lot of edges, which I do not want. So I'm just going to go ahead and select everything and press iron. And what this will do is it will just cluster everything down into one big chunk. You can see how much trouble the default UV on mapping already has compared to, for example, when we use Rhythm, I also need to go in I need to go to edge pass and just select one of these edges. And basically, what I want to do now is I want to go up here and I want to press break. And this will basically add a seam over here. Now at this point, I do need to choose like I need to have some kind of cut. If I go ahead and just place my cut along this shape, so I will cut it here, and that will be like my only seam that should be fine. If I go ahead and cut this. Now with these pieces, what I like to do is, I like to just do a quick peel here. And now you can see that it has peeled. Sometimes it breaks, then you can just select them one individually and try another quick peel. If that still does not work, what you can try to do is you can try to collapse everything to the added pool. At this point, yes, we did lose our low poly, but that is fine. Then just reset selected in your X forms. Cover at the pool again, and then go ahead and we can go in here. And try once more. So what you can also do is you can also try to, like, straighten the selection first, but it looks like that it does not like to do that. It doesn't often work. But try another quick pal. Huh. Okay, fair enough. Then let's try a simple relax. No, iron it again. Okay, so if I iron it again and now quick peel, Okay, there's just some kind of problem in here. That's a little bit annoying that we have that problem. Let's see. So these sides are fine. So then what I'm going to do is I'm just going to place an additional seam here because clearly there are some kind of, like, unwrapping problem, which I do not know why it would be there, but I'm also not really going to bother. So let's just do this. Quick peel. Quick peel. Quick peel and quick peel. And that's totally fine. Like for something this small, this is all I need. I'm just going to go ahead and go over here to rescale elements to properly scale everything based upon their size. And then I'm just going to turn on rescale and rotate, set my padding to zero point Co 01, and just quickly pack it together like this. And that's already fine. What I might end up doing is I might end up basically packing all of my metal details together. And then texturing those is like a separate texture just to make things a little bit easier for me. Now, one thing you also need to keep in mind is that when we are now going to copy this over and over and over again, it would be using the same texture. Of course, it depends on how we pack everything together, but that's something that we need to keep in mind. Like, how are we going to divide up these textures? What I'm going to do is instead of already copying it, I'm basically going to create my metal pieces, and I want to for this part, I want to go ahead and I want to create three versions over here. By creating three versions, which will have different UV, all three of them, I basically just create a bunch of variations of our metal while not wasting too much UV space because even though we have that special shader, we still want to save a bit of UV space. So that's my idea right now. Having these, the next one that I'm going to do is so we have the round ones over here. How much 17,000 apiece. That is quite heavy. You can always, if you want. If you feel that tree is max, itself slows down. You can try to use a pro optimizer, modifier over here, and then just turn on keep textures. Sorry. Yes, keep textures over here. And then just calculate. And now what you can do is it's not as good at as decimation master, but you can set this to 50, and you can see with very little changes. It does manage to optimize, but it does also triangulate everything. So that's just something I wanted to show you in case you have problems with it. I'm now going to go ahead and just create the end over here. And let's see. So we are just going to make an end cap, move it all the way around, merge down into the center, and then just past, like, a bunch of bolts on top of it. For that end cap, it's probably easiest if we grab this one. What I'm going to do is because else it will be really annoying, I'm going to duplicate. And this one, as you can see, we like I'll add some small variation to it. So what I will do is, oh, throw this back to normal is I'm going to sect the top, hold shift to go to my edge select, press control backspace to temporarily get rid of the bevel, flatten this down. And then select it again and then re art our bevel. And it is basically to make sure that we have an exactly flat as over here. Once you can even re arch your weight to normals. But the goal is that I just have a perfectly flat face that is still the same dimensions, and now I can start by just creating my shape. Creating my shape will be very easy because we are just going to go at and we are going to use splines for that. What would be probably easiest in this specific case? Is that I go and just throw this image inside a Photoshop. Here we go. So just to make my life easier. I'm just going to go ahead and simply, Oh, God, too big. Way too big. Throw this image in here. And sorry, it does that. Whenever you hit, like, the edge, it's really annoying. As I was saying, throw the image in here. So that then what we can do is we can simply trace around roughly with our spine and we can take it from there. So we're going to have this. And yes, we can also actually have the little heart in there. It actually that will, funny enough be like the most difficult one, like, cut it out and clean up our geometry. But let's do a quick saves copy. And I'm going to go ahead and I'm just going to temporarily save it into the reference folder as a JPEG. And, um, it's got to call it 01. I will remove it once this is done because this one is not really needed. But then if we go in here, we can get started by going to our front view, and I actually need to do this, of course, in a place where I can see it. And then just go ahead and create a plane. Like this. Remove all the segments of the plane. Make it an even width and height. It doesn't really matter that the plane is really massive. That's something that we're going to change later on anyway. I can make it a little bit smaller over here. And then set this to default shading. Quickly, go ahead and add a material to our plane, and you guess it just loading texturing that material. Do we have done this before? I have a feeling that I've shown you this before. But I mean, at this point, I've made so many tutorials I don't even know anymore. So just over it. But yeah, I have a feeling like I've shown you this before. Don't know about four, but somewhere. Anyway, so we now got this shape. We can right click object properties, turn off show frozen in gray and freeze it and press okay. And now it's just a matter of going in here and grabbing a line, and I'm going to go ahead and just grab a line. And here, see. It's a lot easier now to trace around this. And you guys I'm only really caring about the endpoints, because the rest, I'm going to edit later on. Here, you can see, so I'm just basically this one can go a bit more. Come on. Close topline. Okay. So we have these two over here. I'm just going to go ahead and Oh, they are pretty much straight. Yeah, let's just go to the top and let's start working on this. So this one can go pretty much over here. Right, click, pass corner. Right, click, pass a corner and just start like Moving dist place, Hight click, Bessie Corner. You guessed it Bessie Corner. This one can be scaled in a bit. She? That just makes it a little bit easier for us to trace down these shapes. Whenever I have ornate shapes, I do always try to, like, trace it down like this because it's always or almost always better than when I do it by hand. This one can go straight over here, and then we will just like, add a little bevel later on. There we go. Easy, does it. Now I'm just going to go ahead and already trace down my little heart. That's a shame that it's like, it started off so nice and then it turned into, like, the ugliest heart ever. So let's just go ahead and do this. This one, I'm just going to go By corner and I want to place here, and then this can go somewhere here. Huh. That's interesting that it's not properly stops it corner here. I have, of course, more techniques where we can litty just like symmetry the heart. Yeah, you know what? Let's do that because it's not really working the way that I want it to work. So let's just go ahead and do this, and let's just do a quick connect. Over here. If I just go in here, I can just go ahead and extrude this a little bit because this is going to be a boolean, so that's why I can just do this. I'm going to probably in my line, set the interpolation a little bit lower just to make it easier for me later on to optimize this piece. I'm then going to go ahead and going to art and add a pool and just give it like a tiny extrusion over here, for which I can also go in and move it a bit. And then it's just going to be a simple symmetry on the y axis There we go. Okay, so that's the shape that we can use to cut things out. Now we have the next one, which is going to be this one over here. And we can go ahead and we can extrude this. So this shape, yes, this is a pretty good thickness that I have here. Once again, I'm just going to go ahead and go into my interpolation and maybe, like, lower it down a bit. And basically, once we have the shape, we can start reusing it everywhere. I have the shape. I now need to go in. And I need to extrude these ends so that we can later on web them around the corner. So let's just go ahead and go to extrude settings, local normal, and just give them a little extrusion just to wrap around corners later. And then the last thing that we need is we also need to go ahead and just, like, grab the heart. And then do a simple boolean. Pro BoianRmove only visible and pick. Okay. So that's the base shape that we have over here that we can use. Now what I want to do is I'm going to go ahead and stop by just deleting this backside. Do I need the backside? Let's see, it wraps all the way around it. So logically speaking, I do not even need the backside, but it's something that we can work on later. Basically, we need to go ahead and play some connections here. Now there are thanks to this heart, there are now a lot of connections, and it seems like that also some of my virtues are broken. I'm going to go and get started by going to selection, press two, and just remove any of the broken edges. Then I select everything, and I'm going to weld this at quite a low level over here. Let's try to do our first connection, which is quite important. And just to show you a really quick way to fix this when we do not really need to worry too much about clean geometry is I'm placing a few connections that I know that I really want to keep like this and like this. And this is just because we are going to automate this process for a big part. Here we go. And then at that point, it's just a matter of selecting this and hoping for the best that it works if we go to Edge Select, then sorry border select, select Etges and the select these two and just bridge them. This technique of bridging multiple etches, three Max is really good with it. I cannot promise that your other softwares are good with this. Anyway, so over here, this one would be too much bent around the corner for it to probably bridge, so I'm just going to basically place a few buffer lines, like you can see over here that we can use later on bridge things like this. And then for this one, we can go ahead and we can select it again. And this time, I'm going to deselect only actually, you know what, for this one, a bit easier or easier. I'm going to deselect these two lines, hold shift to extrude, collapse it altogether, and then target, well, this point to the end. This one we can just, like, do this bridge, and it will just kind of push it all to one end. Same over here, delete border bridge. So that's a little bit of like when I want to work really quick and a little bit more messy. Then I can use these techniques here. Here I thought I saw a problem, but it looks like it resolved itself. Here you can see because it goes into one point, we cannot bridge this. So in these cases, you once again just like extrude this, collapse it. And then you simply merge this down into that one point over here. For this one, what I will do is it's probably cleaner. Let's first of all, get rid of this. Or, you know what? No, let's not get rid of it. Let's actually utilize it. I'm going to create a cut down the center that's most likely the cleanest way for this one, because then we can just do the classic thick ridge select border, remove bridge, select. This one might be a little bit more tricky, but let's see. Border. They did a really good job, actually. So most of the time this works. Not always. Sometimes you need to place a bit more of those buffer connections that I spoke about. But in time, you will just get used like knowing which buffer connection to use. This one I'm probably going to go ahead and do the collapse technique. And just make sure that it is not like in a strange location. And there we go. So now everything is pretty much selected and ready to go. Of course, we are going to Add Bevels, but that comes a little bit later. The first thing that we are going to do is we are basically going to symmetry all of this stuff. So at this point, I'm pretty much done in this area. I'm going to go in here. These ones, we are later on able to most likely manipulate it also over here. So what I want to do is I want to make one square and one that's more rectangle so that I can use it on actually, I don't really have space over here to use it. But maybe I want to end up using it here at the bottom or something like that. But let's get started by just mapping it on this one. I'm going to move this one on the side. And I'm basically going to, like, place it into position so that I can properly map everything, maybe make it, like, a little bit thinner over here. And then my idea was to basically on circle, let me make it a little bit thicker like ticker metal, I mean, My idea was to just place it over here just above all of my edges. And then this is a tool that's really powerful Stris Max. So, unfortunately, you will not be able to replicate this in every tree moding software, but you can use your symmetry tool. And what we can do is we can rotate it. Oh, if you see this will weird stretching, it means that we just need to go ahead and reset our transforms. And then we can try symmetry again. And so I'm going to do symmetry on the x axis. And then what I do is if I have snap rotation on and I snap rotate it exactly 45 degrees, and then push it back, you can see that over here, this is why we created that little buffer. We just push it until just in between the buffer like this, and that will basically fix that stuff. Now, seeing this, I might want to make my buffer a little bit bigger because else we will have troubles later on creating our bevels. Else we'll have troubles. Wow, my English is bad today. Else, we will run into trouble. But for now, let's just do this and 57. 57 Creating Our Metal Details Part2: Okay, so I now got over here these metal details done. Now what I'm going to do is I am actually going to quickly switch this to, like, a clean color over here. We need to still create some of these bolts. What I will do is I will create like three of them, probably two or three again. Same techniques that we did with these ones over here. So then we will have these. We will have the bolts. Oh, yeah, we also need to create hinges for our door, although it's really difficult to see that one, so I'm going to go ahead and gather some better reference for that. So some hinges on the door. I mean, you can add additional details, but I will probably leave it at that just because my main shots are pretty far away, so that should be it. Okay, cool. For this stuff, it is pretty much just going to be very similar to what we've done before. We just go ahead and go to our front view. Set this to be a wire frame override. Let's get started with a simple sphere over here. And 1 second, I'm just navigating to my reference. Okay, so yeah, it's really clean shapes. So it's literally just like extrude, done. So we have asphe. Gonna go ahead and just move it over here, make it roughly like the correct size, which is probably going to be like this. Here. And next, I feel like that 32 might be a little bit too much, so let's just go ahead for like 24. For this piece, what might look nicer is actually that we rotate it this time this way because we don't need really strong details, and this will just make the front look a little bit nicer. That was the difference between those, where we got, like on the front, we got, like some slight edges that we can see. And that was needed because of us needing to add all of those additional details. But for this one, we can go ahead. No, we can go ahead and we can make it a bit easier. So we have this. We can go ahead and just hold Shift and extrude this out and just push this in. Only thing is that creating spot loops here is a little bit more annoying at this point, but this should be fine. So if we have this, we can just go ahead and create spot loop here. Actually, you know what you know, I don't need spot loops. I'm not going to go for the hypol technique. That's because I was talking about that other piece, but I can actually just go ahead and go for the JAMvO technique. So instead, let's go ahead and just create some Java and just call it today. Over here, that is, yeah, that's looking fine. So just wait normals. Done. Okay, cool. So we got this one. I'm going to go ahead and just isolate it. I very quickly Uv unwrap it. I wonder if the shape is small enough that I can literally just, like, unwrap this and unfold it and that it still looks correct and not stretched. Looks like we are in luck. So sometimes if your shape is, um, not extruded out super fi. You are able to do a fill on unwrap like this right away. So we got this one. Once again, let's just add a normal color. And once again, we are going to just go ahead and go for three of them. One, two, three. Here we go. So that's those. So we got all those metal details. At this point, I will actually also just like place these nicely here. And maybe make these also a little bit smaller, but that's fine. Okay, cool. So we got those metal details. I'm going to actually go ahead, throw these into a new layer. Metal Details. Because later on, what we're going to do once we have our metal hinges, we are, of course, going to pack all of this together into one UV so that we can just focus on UV unwrapping the metal. And as an extra bonus, it will also make it easier when we actually apply a shader because we can just make it white. So let's go ahead and continue on to hinges. And I will need a little bit more reference for that. So we are going to make our hinges. So probably what I can do is I can have the hinges on this side, which means that over here, were much just need some metal plating or something like that. So let me just quickly have a look at some reference, and then we can take it from there. Okay, so I had a look, and most of the hinges that you often see, and it actually makes total sense, um, if we just go ahead and over here, for example, they are always on the inside. Of course, this makes sense because of security, if the hinges would not be on the inside, people can literally just remove the hinges and then they can take the door off. So it makes sense that of course piece, this is also definitely the outside of it, that our hinges would be on the other side. Now, because I want to add some visual interest, I was looking around in my reference about what can I do? I noticed that I recognize the shape, as you can see over here, it is very similar to the shape that we have already created. I'm going to be a little bit sneaky and I'm basically just going to go ahead and grab one of these shapes over here. And probably the one without a heart because it's like a small one. So I'm going to basically make sure that I can have only one side, which I can just, like, splatter on my door like that. So for this, if we just go ahead and go to Face Select, Yeah, I'm going to, of course, extrude that. I'm just basically making sure. Or can I just probably get rid of this one? I probably need to do a little bit of UV unwrapping anyway. Just quickly select this stuff manually. Yeah, let's do that. So let's just go ahead and wrap it all the way around here. And then we are going to re extrude this in a bit. Okay, let's delete. Oh, actually, know what? We want to select these. There we go. Let's delete. So now you just have a very flat thing and then if we just go ahead and extrude this out over here, you can actually see that it's like a tiny bit bend, which is interesting, but that should be fine. I'm extruding this out and do I want because we are going to have these hinges like there is going to be some space in between our doors and stuff like that. Although now that I look at it, the space is actually probably a little bit too much. I might want to actually go in and just make the space a little bit less. Let's have a look. I'm going to make the space something like. Ideally, I want something like this. I can also go in here and move this one, and then I know that I need to go in and if I just go to my added pol I can grab this one. And just push it out until center remember that other door, it is inverted. So we don't actually need to do that door, like we just later on art that. So now we have some space here. Now, of course, it does mean that over here we have a little bit of trouble where I'm just going to go ahead and yeah, I should be able to just go in here. If I go to my side view, maybe what I can do is I can literally just move these bevels. If I just move this bevel here and move this bevel up here and then this one here, there we go. And if I then go ahead and just very quickly add an additional bevel, slightly higher. There we go. And I needed to go in, and these areas need to be a smoothening of one. And then when I do my weight at normals because I need smoothing groups, that fixes that. There we go. Easy, does it? So I'm gonna like the letter door so that I don't have to alter it or anything like that. And now, what I was saying is, we still have some little gaps here. So this one might be good to center your pivot and symmetry it after all. So I'm just going to go ahead and I'm going to symmetry it on the Y axis and then flip it around over here. You can at this point just also just on top one. Actually, I need to select it like this. When I turn on my symmetry, I can kind of see that I need to push this out a little bit, and that should be fine. So we got that one. We got our symmetry ready to go. That's all fine. Convert this to an aipoli and let's just go ahead and UVunwp select, grow my selection halfway, unwrap and I don't think that peel will work, here. So let's just relax it a couple times. Contra I to invert selection and also unwrap and relax it a couple of times. There we go. That should work. This one should later on when we place it, I will already place it in the right orientation. But I want to make sure that it actually does fit somewhat Yeah, you know what? This, along with some of those additional bolts, I think that will look totally fine. Okay, cool. So we pretty much have all of our metal now done because this one is now also done, and it has bevels, so I just want to add some weight normals to it. But for the rest, pretty much all of our metal pieces are done for now. We might need to add more metal pieces when we have our roof over here. So that's basically what we're going to do now is we are going to UV unwrap our metal already. Um, and should I also UV unwrap my door or should I leave the UV unwrap until later? I'm just having a t because I might want to, like, reuse some stuff. Yes, I'm gonna UV unwrap everything now. So the UV unwrapping of this kind of stuff, it's really will easy to do, since these are all, like, w plain shapes. So I'm going to get started by just like UV unwrapping the metal, and then the metal, I will also unfreeze all I'm going to also organize my scene so that we can properly use it. So here we have our metal pieces. That's totally fine. Then over here, what I'm going to do is I'm going to just select the pieces that I am going to texture. So all of the pieces that are just like inverted that we are not going to use, I want to, like, not select those. So when I look at the door, this is pretty much like the actual door that I will be texturing. Yeah, you know what? These wooden pieces, I can just, like, leave them like this because there are so much occlusion stuff going on here that I probably want to keep them unique. So we have this stuff. I'm going to go ahead. I'm going to create this in a new folder and call this. Door underscore base. Like that. Now, next thing that I'm going to do is we are going to basically completely finalize this door, but we are going to add those finalizations to another layer. It's just for previewing purposes. So I can go in here. I can select this one, this one, this one, and this one. And these pieces over here are already done. So this one is also done. Let's also do these two. This is just because later on what we're going to do is we are going to fit this with our roof and for that, it's just better to have the bigger picture. I duplicate it. I create this to a new layer that I will call base door. Duplications. And these ones we are going to reduplicate again when we actually do our UVnwappings just for now because it takes very little effort to actually duplicate it to just already place in the position so that I can have a proper look at things over here. I'm also going to go ahead and do my dog because inside of trees Mac, you can literally just copy over your UVs. So that's why it doesn't really matter too much. I just want to make sure that everything looks correct before I do my UVNwrapping because changing meshes after UV unwrapping often results in stuff breaking. And we are not in the mood for that. So I'm just going to move this one forward until it is not touching that concrete bit. Okay. So our doors are working. Our pillars are working. Everything is working quite well and our metal pieces also. We have this one over here. This one will most likely just be like a center pivot, and then you would just do like a mirror over here. And we in place this. So let's turn off our Edge and faces and actually have a look. Yeah, I do feel like over here that is quite a bit high. Oh, wait, but here it is not high, does that mean that I made a mistake? No. Oh, wait. It's because this one is supposed to also be mirrored. So if we just go at the center up pivot, this one is supposed to also have a mirror like this. There we go. See? Now it is logical. So I'm just having a look. Yeah, okay. So here we will just do, like, some wood. At this, the first thing that I notice is that this one, I feel like that this piece it has, like, no variation. So I'm just gonna go to select these edges over here and add a couple connects. Yeah, something like six. And then I'm basically gonna go in and I'm going to, like, Art varies changes and do like. That's why we're double checking everything right now just to make sure that I don't forget anything. Because if you haven't noticed, I'm quite forgetful. Anyway, let's do weight normals, snap the liges face. That's fine. Okay. Is that enough? Oops, maybe over here, I'm going to add a little bit more. Yeah, we have this one. If you want, you can just, like, add some very small changes, but this one it will be quite difficult to see, so I'm not really going to spend too much time on it. Okay, cool. So we now basically got everything. You wouldn't think that such simple shapes still takes so long to create, but it's just like the little small details and stuff like that. Okay. So now let's go ahead and continue on to the UVR mapping, which I will just nicely split up into a new chapter just for organization purposes. M 58. 58 Uv Unwrapping Our Base Door: Okay. So now that we have sorted everything, what we're going to do is, first of all, these two pieces over here, I'm going to throw in my base door duplications so that we can easily turn it on and off. Oh, sorry, also this piece. Here we go. Okay, so let's have a look. Yeah, that's now all ready to go. I'm going to get started by just UV unwrapping my pieces over here, but these are going to be very easy because we already UV unwrap them. So all that we will need to do is we just need to pack them together. And what I do like to do is I like to try and keep a little bit of space left in case I need to create some additional metal pieces later on. So for now, let's just go ahead and pack them just by selecting everything. Go over here to rescale elements. If you feel like something feels wong, you might want to reset your X forms. Now, this one seems to be fine, and I like to always pack it using these settings. Turn on rescale and rotate, set the padding to 0.001, and then do a first repack and just see how it works. And then sometimes you might want to go in. You might want to, like, select some pieces and just, like, well, let's turn off my snapping and just like kind of rotate them. You can see that everything is working quite slow now because some of these pieces are really hypole just sometimes rotating some of these pieces because the system is not always as good in that. And then just doing another one, and this time, you can go ahead and just you should be able to just pack it together, and it will not try to rotate again over here even though you have rotate or on. If it still tries to rotate, you can always just turn it off. So we have this like it is fine. I do not like we have some space here. So for smaller pieces, we have space. If we happen to have need to make a more intense metal piece, then what we can do is we can go ahead and just re unwrap this again. But for now, we can just convert this to aapl and we can consider these ones to be UV unwrapped. Now for these pieces, because with these pieces, most of it, like we are editing it, we probably need to do automatic Up or re UVNwp. Now, for these really simple beams over here, this is really easy. I will show you a bit, and then I'm going to timelapst because who wants to see an hour of UvN wrapping? What I always like to do is I like to select everything and then iron it. And you can do this in Rhythm UV if you want. The reason I'm not doing it in Rhythm UV is just because the shapes are really simple. Like, I don't really need to do much. So I like to iron it, and you have two ways to UV unwrap. Way number one is where you basically just turn off over here these settings, which we'll ignore back facing and slack Bangle. And you basically, select the faces you want to unwrap and just press iron to unwrap it over here. Now for this specific shape, this wouldn't probably be the best technique. But then what you can do is you have then this last one. And if you simply then select like an edge and break it and then peel. Now you can see that now we have UV unwrap dip. The second technique, and what I also like to do is, I like to add a checker box that I can remember that Uvip that I UV unwrapped it. Sorry I'm speaking too fast. The second technique is just to use the break technique basically. You select everything, you iron it, you double click here, double click here. And then for this one, you cannot double click because it would loop around. You do this, and you just break it. Then basically what you do is you go ahead and do a quick peel and it will automatically peel everything for you. So that is the second technique. And then you can go ahead and just add a checker box. So those are the two techniques that we will be using. Most of this is really simple, even if you have edge like this, so let me just show you this one because it looks a bit more complicated. Iron it. And what I would do for this one, for example, is I would go to my front view, select one site over here, and it's just going to be one iron. So in this case, it's easier for me to iron it because I can just simply select it and also iron it here. Like this. I am curious why there is an edge in between here, so I must have accidentally not selected that, so let me try that again. Iron. Okay. Perfect. And now all that we have left is we have these center bits over here. And what I can do with that is I can iron it, and then I can go in and just like, double click, but just make sure that you do not overstep the UVs, and then I will do one UV here and one UV or one split here by just breaking it. And that should be enough. I I now go in and I will go ahead and just do a quick peel, now we have split it up into three nice pieces because we don't want to go for super long pieces. If we go for super long pieces, it will not properly fit inside of our one by one square, and it will mess up our textual resolution. So that's this one. A very easy. Now, let's just go ahead and kick in the time laps where I will basically be doing this for all of these pieces. Oh. Oh 59. 59 Finalizing Our Base Door: Okay, so we have pretty much finished our UV unwrapping here. So a few things I wanted to mention that you might not have noticed during the time laps. One of them is that I made sure that my UVs are all as straight as possible. L over here, you can see a little bit of rotating, which I will still fix. But just in general, almost everything is quite straight. This is because even though inside of substance painter, it doesn't matter if it's straight. When we actually start applying our shader to it inside of a real engine, the shader, of course, because it is like a wood normal in the shader, it will have some direction. Now, next to that, I did consider maybe having all of the directions of the wood in one direction to basically keep everything consistent, basically pointing everything up or everything sideways. However, that would have cost a lot of UV space. So what I did instead is I just made the rotations whatever they wanted to be to have the most optimal UV space. And then later on we're just going to add an additional wood texture in our a real texture array that is basically the wood, but then just like sideways. So that should fixed upon. So there was one last thing that I did see over here that was this one. Let's go ahead and rotate it a bit. There we go. So for the rest, like just try to keep it fairly straight. A little bit of movement is okay, but just like try to keep it straight. Anyway, that is now all done. I'm now going to go ahead and just apply a basic material to these things. So we are ready to go. Now, the last thing that I want to do is that we have over here our base door duplications, as you can see, and for those, actually, you know what I just realized that I actually need to reapply my checkerboard because I want to basically copy those over. So I can just go in here and you can just add a UVW map, right, click Copy, then go in here, and this one we can, for example, covert and then just press paste. And if your mole is exactly the same, that should stay intact. We can go ahead and also over here, so we have this one. The only one that I think because when we mirror stuff or we do this kind of stuff, it will break a little bit. So what I'm going to do instead is I'm going to go ahead and reapply this. Now, this one over here, just going to go ahead and say, Oh, rotate that. Because later on I want to use this as a previewing scene. I want to as a preview, I want to have my entire model, and that's why I want to already go in. Let's just convert and the lt. That's why I want to already go in and just replace all of this This one here, I think this one, we want to go ahead and just like center to object, rotate it 180. Oh, wait, sorry, this is well, I mean, we can still do it, but it's not technically the one that I was looking for. I was looking for this one here. There we go. And this one, I wanted to go ahead and like center to object. Okay, so we got that one. Like for these pieces, at this point, what I can probably do is I can just go ahead and get rid of all of this stuff. Over here. Let's see. So I used that one, so I just need to grab all of these here. And I should be able to just simply copy these over. And place them properly into position. I can also unhide, just to unhide that piece. Okay, so we have a beam. I wonder. So whenever you mirror something, often the copying doesn't work anymore, so we can go ahead and try. Right click paste. Oh, okay. Fair enough. It seems to work totally fine. Doesn't always work that way, but it looks like that this time. Or maybe I'm just too old school, and I still know the software from when it never works. So that's why I always expect it not to work. This one over here, we can just go ahead and copy. And then I just keep collapsing this and then just pasting it over here. And the same one over here. We have this one. Alright, click Copy. Paste. Like that. Oh, wait. Almost. I seem to have forgotten. One more. Paste. Copy. Paste and copy. And the last one. There we go. Okay, so that's now already set up, so we can just use it however we want. Nice. Yes. Okay, so we got those pieces done. We can go ahead and save a scene. And now I'm just going to go ahead and apply a play material because it's really difficult to see the shapes. So our base is now done. It is textured or sorry, it is unwrapped and it is ready for our texturing process. However, what we're first going to do is we are first going to also finish our rooftop piece. Just so that we are sure that everything just is fitting together. So for rooftop these, what I want to do, sorry, I cannot speak Rooftop piece, bit difficult with my accent. What we're basically going to do is we are going to make like a standlof roof piece, yes, but we want to make sure that those tiles that we create, that we can also use those on our other areas like over here. So we are actually going to make jom try tiles, but we are going to make them somewhat modular because you can see how modular this is. Like, we only have to really create one or two different rows over here, maybe three. And then, just like duplicates over. Also on the inside, we pretty much only need to create one or two different rows just to, like, slightly change that. And then we have some top pieces and then the ends. We can simply use the tiles from these ends over here. So in general, we are going to do some planning for that, but before we do that, we are going to start with the base, which is everything except for the roof tiles. So if we go ahead and just go open up our unreal seam let's go outside of my lock. Um so we merge the entire door together. This one, however, it's pretty much one piece, right? Like, yeah, the rest is just like that tiny bit. And we have this piece here at the front, but I don't really worry about that. So I can just select this piece. Right click Export. And this is going to be oof underscore zero, one. From unreal. So let's go ahead and export that. And now we can go ahead and we can go in here, File Import. Exports, um, from Mel Roof one and go ahead and import it. And then this one later on, we are going to basically, fit it in here so that it will work nicely. The only thing that I want to do is I want to quickly look at my scene. So that if I look at it from pretty much front view or from the side view, I can kind of see that the end of the roof is kind of hitting the bottom of our pillar, and that's something that I also want to go ahead and do in here. The end of the roof is kind of hitting the bottom of this pillar. Because we changed our design a little bit, I might just move it like something like this. And then, of course, later on we are going to improve our design so that it's not clipping and all that kind of stuff. But just in general, have a look, make sure that it looks correct. Which it does. So that's looking good. Okay, awesome. Now I'm going to split off the chapter here because it just feels better if we have a solid split where we are going to now start working on all of the rooftop pieces. So let's go ahead and continue with this in our next chapter. 60. 60 Creating Our Roof Part1: We will now get start by working on our top roof pieces over here, and this will basically come in two parts. We will have the bottom part, and then we have the actual tiles. So for the bottom part, that one is quite simple. It's basically a scaled up version of what you can see over here, which is simple planks that are slightly bend, which is creating the top. Now, if we go ahead and, for example, go for like side, also, I want to also just create some kind of nice shape in the center over here. But in general, here, this is a good shape, like this kind of stuff. But yeah, in general, if we go over here to the rooftop pieces, you can clearly see over here, this is pretty much the structure that we're going to go for. This is going to be quite easy. As you can see over here, there are actually planks here. So we can decide between planks or just making it like a flat piece. I think because it will be so difficult to even see it, it's easier for us to just simply go for a flat piece and not completely go for plank. Then we will create an out trim on top of that, and then we will go ahead and we will create the actual um hold s and then also the structures inside that will kind of like hold up our ceiling or roof. Once that is done, we will basically go ahead and we will get started by creating our actual roof tiles. So we got this piece over here. Now, most of the time, as you can see, it is kind of like stopping around, let's say, this point. So I just want to make double sure. So if I go, look at corners, yeah, definitely. Okay. Cool. That's basically what we're going to get started with. Just give me 1 second while I bring up my correct reference. What we can do is if we just go ahead and go to our side view of our roof, to get started with the first plank, we are just going to use a simple line. And if I have a look, basically, the line comes together here, and then it basically pushes out. Now, something that we also need to think about is how we are going to handle the corners over here. I want to sort of stick with the same design. I'm going to give it a slightly heavier bend. But one thing that is a little bit of problem is that over here we have these pieces, and we, of course, need to make that all fit together. We might want to hire our roof a little bit more. First things first, select both of these pieces. Go ahead and create a new layer and call this Just rooftop is probably fine for now. Now, next, if I just have a look at this, I would need to hire this really high for me to Yeah, it would need to be really, really high for me to increase that. We might want to make these areas over here a bit smaller. For now, because our rooftop is once again going to be something that we can just symmetry. Let's for now just go ahead and use this one. I'm going to go to my interpolation and it is a little bit higher to 12. Then what I'm going to do is I'm just going to go ahead and use a tata sweet modifier over here. Make it a bar, sure on our edges and faces, and we can get started by just making it quite long. And then we also decide on thickness and thickness, I probably want to make it like 4 centimeters thick or something like that. That's still quite a bit thicker. Also, I need to once again, go to my line and just increase the interpolation because I want to make this nice round, something like that. So we are basically just going to go ahead and create the roof as is, while ignoring the other pieces. I'm just going to go ahead and do a Basier corner and I want to make this a little bit more just a tiny bit more bend, so I'm just going to turn off snapping, something like that. Then the next thing is just going to be by moving this, looks like it, we want to have these ones all the way to the outer edge, and then we can just do an adipoly and we can move it all the way to this outer edge over here. There we go. Okay, so this is a base. Now what we want to do is basically want to just create a frame around it, and on top of that frame, we are going to, like, place these wood beams over here. So for the frame around it, most likely what will be easiest is that we just simply duplicate to get started with our shape over here. With this duplication, I'm going to just get rid of my sweep, and I'm just going to go ahead and I'm going to set my position. Over here, in the pivot alignment, you can set your position. So I'm going to set this towards the outside. I'm going to kind of like places here, and then it's just a matter of setting my Beam size. So let's make this like double. So let's say like eight over here, and let's make this like six by eight. Six by eight sounds like a normal position. I'm going to move it a little bit far away from the edges so that I have some space like an ornament on like the end. Actually, six by four. Might be Yeah, six by four might be a little bit better, something like this. And I want to just go ahead and go to line and then just kind of like move this so that it is fairly well aligned. I might want to actually go in and make this a little bit lower now that I look at it. Also because else the transition will not work really well. So let's make this a little bit lower over here. And it is something like we are going to later on, need to cut this off because we are using a symmetry modifier. So if I have this, let's see. Like, it gives like a sharp cut. If I just go ahead and create a symmetry, 1 second. Before I do a symmetry, let's center a pivot. And now let's go ahead and try to create a symmetry and flip it around. Oh, no, not the Y axis on the X axis, I believe, and then flip it around. There we go. So create your symmetry, which I'm going to have like this so that they still have some space at the top. And then based on that, we can, of course, set these shapes over here. So we would want to create a cut going exactly down the base, and often this just EG is done if we just do a very quick Boleon because then we can exactly measure over here. So it's going to be quite a white cut. On let's set this back to front. It is going to be quite a white cut, but then it should be done. So if we have this one, we can go ahead and we can compound pro Boolean advanced, remove only visible, cut. And then just go ahead and isolate it, convert to an dipole and just clean it up by just using your target belt or using your cut. There we go. Okay. And of course, we are going to add some bevels and stuff like that, but this is already giving me a pretty decent start. So at this point, for this one, I can pretty much just go ahead and the chamfer already, set the am for segments to zero and just push it out to around 0.25 would be like a nice value. Just go to copy this and probably also place this on my end over here, although I'm going to now turn off my symmetry. Here, that works. I will add some imperfections later on. For now, we can go ahead and we can move this over here. And if I just remember roughly the distance between that one or something like this, yeah, I can live with that. And then the next one is going to be if we go from our front view, we can simply place a line going from this side to this side over here. Now, did I merge this together? Most likely, I did. Yes. So, unfortunately, I don't have my Sweep modifier anymore, but that's okay. I just because I can still remember. So sweep bar we were going to go four by eight or four by six. I feel like it was four we eight, but we know soon enough just by going into our side view, moving this here, and moving this down. Yeah, I think it was 48. So this one is going to be placed pretty much on like the corner over here. I'm going to make mine a little bit more simplified because here they did the work like Wi perfect where they cut it like an angle and they like perfectly placed it. We can also do that, but in this case, it's probably easier if we just go ahead and quickly place it like this because it's not as important that it needs that amount of detail. So we have this one and this one, next, just go ahead and copy your Genfa and also paste it in here. There we go to give it a proper send off. And then the next thing that I'm going to do is I was going to place another one most logically would be just before we start the angle. So probably around here, we would want to place another one. Like that. Okay. There would also be some planks sitting in between here. Like, it would not make sense to all of a sudden have empty space here. So what I will do is I will play some more planks, which can also be used to hold up these planks over here. So if I say, one, two, let's do every two segments, we will place a new plank and just, like, nicely rotate it so that the bottom line aligns flat. One, two hoops. One, two, And, of course, you don't have to be, like, extremely precise with this. Oh, wrong button. Most of these planks are really easy to create the base. And then, of course, the ornate bit that it will not be difficult. It will just take some time to create that. And then the rooftop, that one we do need to have a really good think about because we need to use those rooftop tiles everywhere. So we need to create a system where we can basically create all of our rooftops using just a few models to basically save some time. But that is something that we will go over in a bit and we can just do some planning using some handy techniques that I will show you. Yeah, I will place like one still here. So those two are just closer together. Something like this. Okay, cool. So we got that stuff. Now comes the next one, which would be another wood piece that is like pointing out. And then we basically have horizontal bar, and normally that bar would rest on top of this area. But what we can do is we can most likely simply move all of this a little bit down. Along with moving the roof a little bit up, just do that stuff just to compensate with it. That's why it's good that we did not text your stuff yet, just von wrapping is fine, of course, but you do not really want to texture it. It's probably easier for me if I just go ahead and just add and added ply and select that's annoying. Select this line here. Then if I just right click, I can create a shape based upon my selection and press. What that will do is it will create basically a line, as you can see over here, spine, based on my selection and I can use this spine. To move it down here and this one needs to go. Let's say, I just need to stick out a little bit more. The only thing that's a little bit annoying, yeah, that is annoying. Over here because we convert every single point is like a spine, which gives me very little flexibility. Instead, I'm just going to go ahead and put a line point here. Put another line point here, zoom out just try my best to basically place it. And then if I go ahead and just select it and go to Bezier Corner, I can then go in and let's see, I need to follow that point. You're over here also, Bezier Corner. Something like this. Now if I move this down, now I can go in here and I can say like, Okay, this one, I want to stick it out just a little bit beyond this point. Just go to scull this in. Just make this I'll follow along. And then this one I want to stick in something like over here, which means that we definitely need to compensate a bit by making it a bit smaller, something like this, you probably do the trick. Sweep. We have a bar. This bar is going to be slightly different. So first of all, I want to go ahead and set the position to be like all the way on the outside. And this one I'm going to make probably like eight and they are quite long, actually. So eight by ten, would that be too big? Seven by ten. Well, they often wouldn't use uneven numbers when it comes to planks, but six by ten doesn't look nice, so I am going to just use uneven number because I'm more about visuals rather than ease of installation and stuff. I can then go in here. And I can just double check that it's not clipping too much with my other models, which it is not. It looks fine. So we got this one, and these ones we will start just beyond this point somewhere along here. I'm just going to go ahead and copy the CEVA from one note and just paste it like that. I can go ahead and if I just keep that in mind, I can go, well, first of all, save my scene, edit, sorry, tools, array, preview it, and I'm going to place my array on the Y axis over here. And place it roughly tilts even spacing. Ten. Now, they are quite close together. So I would probably go for like 15, which means that we do need to or maybe like an even amount 14, which does mean that we now need to, like, push it back. Maybe 12 Yeah, I feel like 12 is a good one. And if I just have a quick look over here, so it's really close. So if I go in here, 65.5 maybe, 65.8 maybe. Yeah, that's okay. That's okay. Now those are done. And then here at the top, we kind of like, I assume it will most likely clip. But what I'm going to do is I'm going to be sneaky. I'm just going to place like wooden beam in between so that you cannot actually see the clipping just to save again a bit of time. Now what we are going to do is yeah we need to kind of like decide where our wooden beam and everything is going to be. I'm going to get started by just moving this stuff down. That's an easy one. So let's say somewhere along this line. Now for this one, because, of course, we did UV unmapping, we are going to go ahead and we can just add and added ply and push this down so that it is correct over here. With this move down and yeah I probably won't go lower than this. What I can do is I can go ahead and just select my DorbseR click select Child Notes, open up text tools. Here we go. And then I'm just going to simply alter the UV a little bit. So it's this one. On purpose, I'm not going to repack my UVs because then I would need to, like, copy over all of my UVs again. Instead, I'm just going to find the top one, which is this one. And that's the only thing that really changed. So what I can do is I can just relax it a bit. And yeah, that should be fine now that it is relaxed. And what we can do is we can go in here. I'm surprised how square it is, to be honest. What is this one? This one is one of those planks, so I want to keep those. This one is the end of that plank. Um, it's a bit annoying. So I was not lying when I said, like, I don't want to really change my original UVs, so I'm just kind of like pushing this down over here. To try and get, like, an easier time. I am kind of curious if I relax this. That is a lot straighter, it is a lot neater if I relax it. I don't know why all of a sudden it decided that it would come straight. T one is easy because there isn't much around it, but this one, of course, we changed the shape a little bit too much, and now it gets to a point where you're like, it's not touching here, but now it is touching this one. I just have to replace this one. But I can see over here that for some reason, I have both of them selected, so I'm just going to move it out. Maybe because I instance it, I know. But that you do the trick. We can just go ahead and convert this again. Here we go. So that should be fine. And then for this one, all we need to do is we have this one. I'm going to go ahead and just duplicate this piece. Here, I'm then going to send them my pivot, do a quick flip with my mirror, and then I'm going to delete this old one and this one, I want to just go ahead and move it to my base door duplications. There we go, just so that we can fit that. That one is now fine. Now if we go ahead and we want to grab our rooftorpiece, select all of our chart notes. And move this up. If we just move it up to have it just above our wood piece, what we can do is we can then place a wood beam over here to actually create a spot, and then we can also create a wood beam structure, maybe inside of here, which would also just add that additional support. If we have this, let's go ahead and now create just like a simple box and I will probably have the box uh, I'm probably going to have it over here and make it maybe like two edges wide. Now, I feel like a bit wider would be nice. Let's do this, and let's just convert it to an adi poli over here. And I want to also go in and just already basically move this one halfway in here and then also halfway in here. Let's see. Is that thick enough? Ah. Yeah, you know what? I like that. Okay, so now, we're just going to go ahead and move this one and then select this end and just move it down. And then we can also go in, and they will probably just, like, use in those times, like a chisel or something to kind of, like, carve it out. But it's just to kind of, like, fit this together. And at this point, we can add a chamfer. Actually, you know what? Just copy a chamfer. And then paste it again. There we go. That will take care of that wooden beam. Now we have our support ready to go. So when we actually symmetry this, that should all be good. I'm just thinking if I would probably want to go ahead and symmetry this and just make it all a unique texture. Having this piece, I would also have the urge to have something sitting in the center. There will be one wood beam over here, but I do feel like that we probably need something like a wood beam in the center over here, and then we will have maybe like a wood beam that is sticking out on this or something like that. What I'm going to do for now probably is to select all of my rooftop pieces over here. And yeah, let's just go ahead and copy this. And I will do, like, a proper copy later on after we've done, all of our UV maps and everything. For now, we're just going to go ahead and merge this together. I'm going to center my pivot and do a simple mirror. And then we just want to mirror this in, like, where these two are touching each other, something like this. And that should make everything fairly correct. No, we want to go tiny bit out. And over here, we are already tiny bit out. Okay. So yeah, yeah, that makes sense. To have a mirror like this, I would say that actually these pieces over here, we are going to get something that will actually hide this. So we are going to have like an ornate piece. Over here, you can see that these ones are merged together. So my thought was to have some kind of like a wooden beam that is kind of like sitting in front of it. So if I just remove my chamfer here, like a wooden beam that kind of, like, sits in front of it to kind of, like, hide these pieces just because it's, like, something that you can almost not see, especially not when we have, like, additional piece in front of it. Something like this. And I'm going to go to my side view, and I'm just going to go ahead and and here, make this smaller. Yeah. So I'm going to push this out just before we reach the final plank over here. And also, we want to do that over here. And then for this one, I will probably push this one to this side, this one to the other side, and then this one I want to kind of push up. Then over here, I'm just going to add additional chamfer in the center. And move that up again, something like this. Okay? So this guy like cover up our mistakes. And then what we will do, because normally you know that I always like cut things up properly. But over here for this one, we are simply going to, like, use some dirt because it is in a not so visible place, and I want to not spend too much time on this since we are way over time. I'm just going to, like, add some dirt to basically cover up that the wood is going inside of another piece of wood. But at this point, you can just go ahead and you can copy your chamfer, paste it on here. And now we have a centerpiece of wood, and we have these two side pieces. At this point, I do feel like that it would make sense to have an additional piece that's kind of like holding up this wood. And for that, we can kind of use these pieces. Now, I don't know if we can just grab a wood beam here and just have it, be a slightly thinner wood beam to kind of already cover up some of these areas. So we kind of place this on top. Something like this. And if we then place an additional wood beam in here by just probably duplicating this, going to a side view and just grabbing one side. Oh, wait, grabbing the center axial and remove the center, and just grabbing one side, and let's make this beam. Let's make it square. Just the center my pivot again. Move it roughly where it is standing on top of this large beam because they would not put a lot of weight on something that is not that is holding up that is not supportive. So if you would place that wood beam here, like this entire wood beam would be holding up most of this roof, except for, of course, we have two wood beams here, but you get what I mean. Like, I'm trying to give it a little bit of logic. Doesn't have to be perfect. But it has to look like we did something. And what I will do is I will go ahead and just place, some metal pieces here, which would indicate that this has been attached, and I will move it probably on the inside over here. Actually, I don't need to put it on the inside because if I have my metal pieces, when I push this inside, I don't need to make a hole here because you would never be able to see it anyway, since we are placing metal on top of it. So for now, let's move another one here. The general goals that if we look at it from the side, it just looks visually interesting, that we have some stuff going on here. You can see that right now we have a lot of stuff just going on inside of here, so I'm quite happy with this. That marks our base over here, so that is ready to go. I am for now going to still leave this piece separated. And most likely because we are going to add stuff on top of this, we will most likely in the end also just simply duplicate these models, but, of course, we first want to U V a bit. If I have a look and turn off my edge and faces, I think that this is a good point to stop this chapter. You can see that everything feels like a little bit smaller, but that is simply because we are still going to add a bunch of stuff on top of it. But yeah, our entire roof might end up a little bit smaller, but it will be a little bit more logical. So the next step is to actually add like this Wi bulky stuff on top of here. I am going to quickly check, so yeah, okay, so I am sticking out quite a bit less in here. Um I'm probably going to compensate with that by simply scaling the entire thing up a little bit. That would probably be the easiest solution. So if I go in here and I'm actually going to select all of my rooftop pieces, I want to deselect these pieces I am just going to go ahead and select my duplicate sent on my pivot. Most likely, what will happen is that the scaling will not work. Okay, it will. If this doesn't work, just make sure that up here, you set this to the plus sign. So I'm going to start by doing a simple scaling. Let's also have a look at my blockout. Over here. So that's just going to be simple scaling. And then what I'm going to do is, of course, want to kind of fit this back into position. So I'm going, Oh, God. Oh, no, I redo redo scale. The reason I was confused is because this beam is, of course, part of the rest. I'm now going to move this back into place somewhere along here. And then this one I will, of course, just like balance out a little bit more. Having this one done, I'm going to go ahead and add a FFD modifier, just like the two by two by two. And carefully, push this back a little bit. Not too much. We don't want to alter the scaling and stuff too much. Let's try and have a look at that. That feels better. Yes, that feels better. So we got that one done now just go ahead and select everything. At this point, we can just convert to Adiply. We want to go ahead and for this one, we are going to get rid of this beam because I've got this one, which I will place a little bit closer. I just want to basically center my pivot and quickly mirror this one and just place it over here. And then for this one, what we're going to do is Well, move it up. However, it is no longer in the center, but my roof is in the center. But it's such a small detail, I'm just going to move it in the center like this. Okay. Yeah, that's looking good. If you want for these pieces, you can go in and just make them a little bit thicker again. You can select them. And just a quick twig. So if you select all of them, if you make sure that you center the pivot, and then when you scale, if you go up here, you can scale based upon the local version. And then what will happen is that the scaling will be applied to each beam individually, compared to when you do view, but when you do view, the scaling will apply to everything at the same time. So that's looking pretty good. The scaling is fixed. Let's go ahead and continue to the next chapter where we will start with the planning of our tiles, and we will go on how to create all of that kind of stuff. Yeah, let's go ahead and continue to the next chapter. 61. 61 Creating Our Roof Part2: Okay. So now that we have our base over here done, and it's looking pretty good, now what we're going to do is we're going to work on the star of the show, which is our roof tiles. Now, for roof tiles over here, I decided that this is going to be like our main image because it pretty much shows everything that we need. However, we need to put things a bit more into perspective because you can see, there's a lot going on. There's a lot of details. So I just want to go ahead and just go over it. Now, to put this better into perspective, exactly which pieces we need to create, what would be easier for us is to just go ahead and basically, open it up inside the photoshop so that we can have a closer look. Over here. Now, what I like to do is if we just zoom in. So I like to go ahead and just have a think about, what are the pieces that we need to create. When we look at this roof piece, one thing that I need to keep in mind is I need to get, like, the balance between the text that we need to create that are, of course, localized. So we want stuff that has, like, localized dirt and stuff like that, but also, minimize the amount of space that I'm using and stuff like that. Now, the first thing is quite an easy one. You can see over here that we have the end cap. What I like to do is if I know that I need to create a piece, I can just go ahead and create a selection around it and just add a solid color down at the bottom. Just make it any color you want and just go ahead and set the opacity lower, just that we color it in. So creating this end piece, that will be like it has quite a few details in here, but it's quite an important piece, but we can reuse it over and over again. Of course, we will create a few of them. And owner weight, we probably will actually apply unique textures to all of them now that I think about it. The reason we probably want to do that is, although maybe the front, we might not be doing. But basically, as you can see, there's a lot of really interesting localized dirt over here, and we just cannot really get that if we are not making this a unique texture. But we do need to go ahead and like, somewhat modularize it. So most likely we will create one of those unique pieces. Then we will also go ahead and we will create one of these end pieces or middle pieces. Just go ahead and go here. What we will do is we will also create a couple of these different tiles over here. That means to do a gradient. If we create those three pieces, then what we can do is we can basically create a modular set, which goes all the way from here to, for example, let's say something like this, this will become a texture. We will just go ahead and have that modularized. Then if we need any additional localized stuff, then what we can do is we can go ahead and we can just use decals. We have this one and that would be a big modular piece. And the reason we want to do that is because don't forget, we need to also use these roof pieces on here. I basically want to go ahead and grab this roof piece, and I pretty much just want to also impose it on these areas over here. So that's something that we need to keep in mind whenever we are creating this stuff. So we have this one. Now here we have the end piece, and I feel like for the end piece, yeah, if we just grab these tiles over here and just stick them in the end, that should look pretty much similar to what we need right now. Also, this is really good reference that I can see over here, how it's like cut out. So I think that we are able to create the end piece whenever we have this. Now, do I need specific textures for the end piece? I'm just having a t here. Um, yes, it might be best if we just go ahead and turn this end piece over here also into unique texture. Basically what I'm thinking about is that this end piece, can we hopefully also use it in maybe the corners. Over here, we have the end over here. So we might just do that. I know that in our reference. So it depends how important it is. In our reference, we do have these really nice corners over here, which actually looks really cool. So I think I do not actually want to give that up. I really like having the corners. Over here, I need another corner anyway. So knowing that, our corner pieces, however, are going to become like we are going to use one of these edges over here to basically break up the corner. So yeah, okay, for now, and this just takes a lot of thinking. For now, this piece is also going to be like a large modular piece. That's the plan for now. We are now able to with these two pieces along with the separate small pieces, which I will also texture separately just so that we can use them. We can basically create the entire flat roof over here and we are also able to use these to basically create these slate over here. What I'm going to do is I'm going to probably turn one modular just so that we have a little bit more space for our texturing. I'm going to turn one of these sides also to a modular piece over here. Like this. I'm just trying to figure out everything that needs to be in the texture or not. Now, this top over here, we are going to simplify it a little bit just to save time. Basically, the top and the pieces that run down here, they are going to be the exact same. I can just run them down here and use this as an end and simply bend them out. If we go ahead and have a look at the topies, it would be that this over here is an entire toppie that we are just going to use. We can go ahead and also turn that into a modular piece. And then we have this end piece over here, which is that the end piece I want? Because there are many different ones. Well, I'm not going to go this complicated. If you are really good at sculpting, then go at it. I think I'm just going to go, something in this direction. Yeah, not that complicated. And also, we also need to create the ornate pieces over here, but I want to leave those until a little bit later. See, let's just go for, like, a fairly similar simple piece. For now, I'm just going to go ahead and select this. Over here. And let's just go ahead and turn this into different color. Okay, so let's have a thing. So now, using these pieces, we are able to create the cent pieces, the corner pieces, the top pieces, the side pieces, and also the ends over here. So that should pretty much cover all of it. Now, just like the corner pieces, I want to have a look. So most likely because we are going to place like these things on our corners, I can most likely than that get away with having just like my centerpiece and basically manipulating it into a corner over here, as you can see, by using our symmetry technique. This is basically our planning right now, so let's go ahead and get started with that. We are going to get started by just creating these separate modular pieces. So we can go in here and I like to go ahead and so we have our rooftop and I want to just go ahead and create a new layer. Rooftop underscore tiles is probably best. And then what I'm going to do is so we are first of all, going to define this one. This shape over here, we pretty much need to use Z brush for that. That's the easiest way. It's basically creating a bunch of shapes and then using Z brush to merge it all together. As you can see over here, it's basically like a semi cylinder that is cut out to make place for our tiles over here. That's basically what we want to go at and also create. Now for this, I'm just going to go ahead and go to my top view. The first thing that I need to define is the general scaling of these tiles because we are going to literally move these around or place these all as geometry. So what I want to do is if I go ahead and have a look over here, any chance, no, my reference doesn't really show this kind of stuff. But I can see over here. If I just guess based upon this and what we have, I would say, let's do a radius of 9 centimeters. No, I want to make it a little bit bigger. 0.5 centimeter 9.5 I said. Actually, now I look at it. Even that feels especially from a distance, it will feel a little bit small. So maybe we want to go for 10 centimeters. And that would give us, that would give us quite a bit. Okay, let's go for like 10 centimeters to get started with. Now, next is going to be like our height or in this case, our length. So if we go ahead and go for 20 centimeters, that would not feel too logical. One, two, three, four, five, six, seven, eight, nine, ten, 11, and I know that they are fitting into each other. But just for the sake of testing, wow, that feels really big, actually, now I look at it like this. One, two, three, four, five, we can barely handle anything. I'm going to go back to 9 centimeters, and then I'm going to make my height to maybe 15. And let's have a look then. So if this would be placed like roughly here and just for fun, I'm just going to place this one, two, three. Yeah, we need this to be a lot smaller to go even slightly similar to that. But I just want to make sure that it looks fine. Once we've defined this, we, of course, know what to do with everything. That's why I want to take the time to really like twice the defining. Also, I feel like that in general, they feel a bit longer. Here we have only one, two, three, four, five, six, seven, eight, nine. Ni can see one, two, three, four, five, six, seven, eight, nine, ten, 11. If we go ahead and my final one is going to be a length of a radius of 8 centimeters and a length of maybe like 12, but 12 feels too short. So I think if we stay with eight and then go for 14, that will probably read the best because this roof is, of course, a little bit bigger. So let's do something like this. I now go back to rotate, and I'm just going to reset my rotations over here and just go ahead and snap rotate, set those back to like 90 so that it's like a flat piece. Over here, because we, of course, want to make sure that everything is, first of all, created as a flat piece. Um, I still feels really short, to be honest. Like, I have a feeling like this feels to me more logical. But then if we slot it into each other, it would become less so I might just do that. I might go ahead and set the length to, let's do 16. I think that will be best if we just do something like 16. We now know this shape. I'm just going to go ahead and I'm going to create a rough blockout of all of our shapes just to make things easier. We have this one. The one that's going in here it's literally just like the same one, but we are going to take away whatever is here in the center because you cannot see it. So for that, I would go ahead and I would first of all, go in here. 18 is 18. I feel like we can probably go to like 24 to make it a little bit higher quality. And then let's just start and added poly. And then the top, we want to kind of, like, scale out a little bit to basically leave space to push another one in here. So this one I can just kind of like here. See, push in here later on to make everything fit. So we have these ones. And this one over here, um, for me to decide the size of that, I would first need to kind of like decide the distance between my two pieces, but for that, I first want to finalize this piece most likely or finalize it up until the Zbrush part, just so that I can then use it properly. So if we go ahead and go for, like, a close up shot over here, we can kind of see what we need to create. So let's have a look. So we have this one, and basically the way that it looks is if we just go ahead and isolate it, there is a swift loop sitting roughly around here. Now, for the front, it basically scales in to around this point. And then it just pushes it in, pushes it in. And then over here, we are going to add those additional details. I do feel like there's a little bit of bumpiness sitting at the top. You can go ahead and try a swift loop and just hold shift. And what that will do is it will kind of just push out the shape a little bit. And what I'm going to do is I'm going to also go in and already add a little bevel here because we are going to take this into Zebrt so this will become a slightly higher plyversion just already hving a little bevel there that will help. Same with this one over here, let's hold Shift. Add a little bevel or jam for here. And let's see. So now, basically what it does is it simply cuts this away over here. Then I'm going to select these faces, and I'm going to just hold Alt and deselect the Oh, no, wait. I probably want to keep the back. Yeah, I'm going to keep the back, and I'm just going to go ahead and I'm going to do an extrude, and it should give me an extrude that goes inwards because it is just like an empty face like this. And then this one would probably have a simple bridge over here so that these pieces over here can also become bridge. So if I just go ahead and bridge this, I can now select these two, Deselect the edges and bridge. And then this one can just be like a capl and then over here on this one, I kind of want to have something here. So what I will do is I will go in. I'm going to place a swift loop to create a thin edge, which we can then go in and, like, bridge. But because this is a cylinder, I want to make sure that I kind of like merge this down quite quickly. Let me just create another swift loop here. Because when I go into Zbrush, I don't like the tart of having this straight edge over here, so I'm going to just to move it down like that. Now this piece, if we just go ahead and board select, we should be able to just simply push in and then do a simple cali over here. And now we can also decide if we want to make this one, for example, a little bit thinner. But in general, so we have this piece over here. And then how would the so this moves in. And then there's something below it looks like. And then there's another one that is kind of like it's like a half top, which kind of just lays on top. So yeah, we can make something from that. We don't have to go as perfect. However, when I notice this, I feel like this should actually be empty. So I feel like that this stuff over here should go away and that this one should go all the way to this point over here. But then what we want to do at this point is we do want to scale this in and kind of, like, just place this into position. Something like this. Let's just go ahead and just do a quick weld to clean up our shapes. This point, let's see. Over here, we just need to also target this. Yeah, here, this looks a lot more logical. This one, and then we can just go ahead and we can select this outer edge over here and press Control Backspace to get rid of it. Then over here, it's just a matter of just to connect them because remember how oh doesn't really want to connect. Just remember how CBS does not like it when we do not properly connect stuff. So I'm just going to go ahead and do a bridge because it didn't want to really connect properly. So there we go. Okay, yeah, that makes a lot more sense to me. So I would say maybe, like, make it a tiny bit thicker over here, near the end. Yeah. Okay. Cool. So we got this piece done, and then the next piece that we have over here, it would basically just be like a half top. We can already go in and edit that because it's the same dimension. So if we just go ahead and convert to Poli, what I'm going to do is I'm going to, first of all, create a little edge over here because I can see over here that there's always a tiny little edge going on, and it's only happening on the begin. So if we just go in, scale this a little bit out. Actually, it might even be better if we actually place one edge here. This one, we just move back a tiny bit of movement back is fine, even though it does change shape a bit. Yeah, do something like this. And then I just want to make sure that when I move it, okay, so it does still fit properly. And then at this point, we can just go in to our side view and delete this half of it. And then we just want to go ahead and just select everything, do another extrude, extrude this stuff in, and then just deselect these actually, no, I want to target weld these bits together. So that we can do a proper bridge. So now if we do bridge, there we go. Okay, so that's that one. And for this one, I'm going to just start like a chamfer over here. I have a feeling like I need to reset my X forms. So let me just do that. Let's try again, chamfer, lower it. There we go. Yeah, that looks a bit more logical. So this one will later on, of course, we are going to turn this into hypolin and properly export it to Zebrs and then import an optimized version. So we now have our tiles here ready to go. Now, for this tile at the front, I do want to go ahead and just create some details. So just checking like I want to basically find a detail that's easy, but it looks like they're all of all my reference are like, will the same. Which is okay. Then I will just create something quite similar to this. So we have this one. Let's first of all, get started by just creating some tiny spheres. So if we go to sphere, and let's send this to 22 or something. And you guess if we would have to place this all inside of three max and make sure that everything is, welded together perfectly so that it can smooth, this would take a really, really long time. But with this one, what we can do is see 24 or 22, maybe's say 23. Convert to an dipole. And now we can just delete half of it. Okay, so we basically just want to stick this in. And one important thing is that here in the end, we do want to still cap this. What I tend to do is I just tend to cap it. Then I tend to inset it and then just press collapse. Or you can just literally select the outer edge and then just extrude this in and collapse. Doesn't really matter. Just make sure the end is done. Now over here, I'm going to go ahead and I have this one. I'm going to hold extrude to move this down, and I'm going to collapse it. And this is mostly because I need a center point. Because now what I can do is I can go to effect pivot only. And then if we turn on snapping and make sure that vertex is selected in our snapping, we can snap this to the center over here, over Pivot point. And this way, what I can do is I can go ahead and I can basically go in, and I can say like, Okay, I want to have another one that is like this far away and I can just go in the number of copies, and I can just guess how many. So I guess one more over here. And now you can see that now that will just like properly apply a bunch of copies. Now I can see that over here, this one has a lot more small bumps. And for us, it just depends about readability and that kind of stuff. Yeah, maybe I do want to make it a little bit smaller, so I can just go ahead and undo that. I can make this a little bit smaller. I do need to once again affect pivot, and I need to select it and just merge it or move it down there. And what I'm going to do is, I'm just going to turn off my rotation so that I can kind of, like, put this in the center. And I kind of want to, like, it does not always extend out exactly the same way. So you can try to use an array, but using a circular array is just a little bit annoying. So I would just go ahead and do like 1.5. Oh, so 1.5. And that's why that. So let's just add a bunch of copies. Over here, you can see that I accidentally created a few too many. But there we go. Just double check that you do have none of them overlapping exactly, which might sometimes happen. But okay, so that's looking pretty good. Now we have the Ying Yang type or the fish type shapes over here. Basically, I only need to create one, and then I can do the rest. So if I go in and I probably just want to go in and do this as like a spline so let's see. If we go for a line, and you know what? It might just be easier if I just quickly create a screenshot of this and then just go into Tria or go in here. And just like, no, I didn't mean to do that. I meant to go for, like, 1024 by 1024. And just throw in my screenshot that I created. Here we go. Let's just save a copy. JB. 01 again. Okay. Instead of me just trying to guess, it's probably easier if I just do this. So we have a plane. Over here. We will make it 16 by 16, get rid of all of my segments, turn this into default shading, apply a material to this, and select our material, and then I have this bug, which sometimes happens where I need to restart my entire t max, but maybe I can just track it in. Nah, oh, that's annoying. I need to restart my entire three as max. There is a bug where the material editor never opens up. Okay, that's fixed, and I already loaded it in. Okay. So now let's try again. So we have over here, I can just create my spine. To carefully move it around this entire shape. Doing this by hand without any reference to trace it would have been really annoying. Then over here, I'm just going to go ahead and just move it down. Of course, this splint will only place it on the top, so we still need to make quite a few edits. But if we just go ahead and go in here and now go in and double check let's go into our interpolation and said this is a little bit higher. This one, let's move it a little. Also, sometimes you can just set it to smooth and then set it back to Basier that way you can reset the shape a little bit. We just want something that is not like this. There we go. We want something that is fairly smooth. You won't be able to see much of it when we are done with it, so very slight incorrections are fine. But do try to just make this flow quite smoothly. Over here, something like that. Okay, cool. So we have this shape, and now our troubles are not yet done because basically what we need to do is we need to make the shape taper off, and it is going to be like a round shape. So let's start with the first one, which is just trying to get the actual shape. What I would say is if I do an extrude and I extrude this out quite a bit. Let's start with just 1.5. And if I then do an edit, I was hoping that I can literally just go in here and do a chamfer. If that doesn't work, I can literally just make use of my turbo smoot. It doesn't do it the way I wanted to. Another one would be like to do, like I said, the turbo smut. But yeah. Let's have a look. So most likely the reason the Turbo smoot doesn't work is because we would need to connect it. However, before I connect it, I want to make sure that this is the right technique yeah. Let's see. If I just go ahead and that's annoying that I would need to connect this first. Basically, what I'm thinking about is because you also have the skew modifier or skew, I should say, over here, this allows me to basically push stuff from this side to this side to make a taper off. The problem with that if I go ahead and see in the Xxs I think, maybe maybe not scoop, but maybe, like, squeeze or squeeze. Let's try squeeze. Yeah, yeah, okay, that's the one I meant. Now, basically, with the squeeze, as you can see, like, we can tape it off, although I need to, like, have a quick look at let's go into our Gizmo. Yeah, over here. And I want to, like, push this down here, and I can make it a little bit bigger if I want to, like, squeeze it more or less. So this will squeeze it. And I actually need to squeeze it, like, mostly, like, down here. You can still, rotate this. I need to make this a little bit longer, but we can rotate this basically. And as you can see, that we'll, sort of, taper it off good enough for our purposes. Now, what I'm thinking about is that, how are we going to do this? So we have this option. Ironically, I literally just like seconds ago thought of this that we can technically also just do this. Taper it off like that. I guess that might even be easier to just do it this way. Fair enough. Sorry, that's my fault. So I'm thinking about this too difficult because I'm still thinking about the best way to make this round. And I think it's probably easier if we just make this round using the Turbosmot. So yeah, you can use the squeeze or you can use this option. At least now I showed you twice. I'm just going to use this simple option. Now, that means that I need to go ahead and just probably start connecting this, adding another added polish that I can also remove my work if needed. So if I go in here, I will go in and say bridge this stuff and also bridge these. Then I can go now and just bridge all of this stuff. I hope because what I'm worried about is that it will not read this as a nice smooth option. But it's something I need to have a think about. Normally, Turbosmooth does actually often work already if you just place a few base segments, So what I'm thinking is that if I do that, like a few of these base segments, then maybe I can already see if this result is the way that I want it to be. Let's see, to smooth. No, I think we really need a connection. Oh, and what we need is we need to get rid of the back because with the back Oh, yeah, see here. So without the back, you can see that it does sort of work. But having these problems over here is fine. I can live with that because I can basically just smooth this all out inside of Z brush. This stuff over here, I'm not too happy about that one. If we go to add a face like this one just doesn't read well enough to the point where I would need to go in and delete it and just do another Caple and let's have look, it does read better. Maybe if I add a bunch more faces, but yeah, here it just that's annoying. Um, let me have a think about this. So let's try to first of all, place a sport loop in the center to kind of, like, catch those edges a little bit better. Mm. No, I actually don't want to have the sport loop. We can basically try. There isn't really a good solution here, by the way. So I can basically try to place a few more etches. The most important thing is that they are straight. So that's why over here, because we have less and more etches, we cannot really go as straight. So if I go in here, And hopefully that will help a little bit with my smoothing problems that you saw. And else I simply need to use Tobi smut and I need to, like, fix it inside of Or Tobi smut, I need to use dynami and I need to fix this inside of substance brush. I cannot speak. Um, so this one right now, I'm mostly also thinking about from a distance. I think from a distance, I can probably live with this because what I will do is I will literally smooth it. If you want, but you can already do it, you can temporarily already export this. However, I cannot export this without having anything in the back. So if I go in here and now just add an Adi pool, the reason I add and Adi pool is because of the turbo. I just need something in the back, so I can literally go to Vertex mode and press Connect. And then it would connect all of that, and that's already fine for what I need. So I can just already export this quite quickly, and I will leave this chapter off by ending this and then placing it in the position. Exports two Z, OBJ Swirl underscore 01 and just export it using the Z brush preset. Here we go. Next, we can simply go ahead and import it. Exports to Z, swirl. Here we go. Import, set like a nicer base material. And then the general goal is that we just go ahead and art a dynamesh, and then just simply soften it out while it's still a quite low resolution. And then after that, we can go in and then at a higher resolution, make it more softer. But basically over here, you can see, I'm just like carefully and I'm not even using my drawing tablets right now. Here, I want to be very careful, actually. So here I'm going to go ahead and just add another subdivision because then the softening will not be as impactful. Something like this. And then once we actually merge this together, the very tip will be merged together properly. That's why I wasn't too worried about how this looks inside of. The Max. So we got this one. I can just export it like it's 35 K. It's a little bit high. Yeah, actually, you know what? For T max that is a little bit high when I need to copy it. Let's just do decimate current, and let's just set it to 20. There we go. Now it's only six K. And now you can just very quickly, export it again. Export from the swirl 01 import or export. Then go in here, just throw this into our backup folder over here, turn off isolate, and then we can just go file import, import. Exports from Z, swirl at a ply Import it. Here we go. Center pivot. Now it's just a matter of selecting all these bits and just isolating it and moving this to let's see Y frame over right over here. This one is going to basically be inside of here. We can go in and well, you can already see it pushing in. Then we have another one, which we can duplicate and it's going to be inside of here like this. Then we have another one which we can duplicate again and it's going to be rotated a little bit more inside of here. Now it's just a matter of making sure that this is roughly in center and tada. There we go. We have a little swirl. We might want to even push it forward for now a little bit more. And then later on what we're going to do is we are inside of Sea brush, we are going to use Dynamesh to merge it altogether and then just, like, soften it out and stuff like that. But for now, that's looking totally fine. So we got these pieces now done. What I will do in my next chapter is I'm going to go ahead and already probably turn both of these to final inside of Sea brush so that we are done with that and we don't have to worry about it anymore. And then we can get started with the rest of the tiles. So let's go ahead and continue with this in the next chapter. 62. 62 Creating Our Roof Part3: Okay, so we now got our base tiles over here done. The first thing that I'm going to do is I'm going to actually turn this into a hi polymodel inside of three Max. The reason that we want to do this is because when we take this to ZBrush, Z brush does not see smoothing groups. So the edges that you see over here, Zbrush will just try to keep those edges harsh, especially when we start to use dynamis like these edges that you can clearly see over here, they will stay the same. So in ZBrush, this asset would look like this, and we don't want that. So it's best to already smooth this inside of three IMAX before we actually take it to ZRh. Now, for that quite easy. All we are going to do is we already added some bevels. So what I can do is I can go ahead and already do a turbosmot and see if that holds up well. I can see over here that I do need a few more supporting loops. So over here, if I just turn off the Turbosmot let's have a look. First of all, I need a supporting loop here. I need two supporting loops here. These supporting loops just basically stop smoothing at this specific point. I do expect that you already know what hypolemding is because it's one of the most common techniques. I'm going to also do one here. And then over here, we kind of need to make a decision. So what I will do is I will use my cut tool and I will cut it down over here. That's probably the best thing because we do not want to interrupt or we want to interrupt the actual cylindrical shape as little as possible. Over here, what I'm going to do is I'm going to go ahead and yeah, we kind of need to do some manual work because as you can see over here, it's a little bit broken. Can I just connect like this? Yeah, you know what? I'm just going to go ahead and just do this menu. I do realize that this outside line I actually do not need, so I'm not even going to continue it. I wasn't really thinking about that. But this line over here we do need Okay. And then this line, I'm just going to go ahead and just continue here. Then this line that we have placed on the outside just needs to go around the inside, just so that we actually have now we'll just attach it there, just so that this inside does not collapses down or something like that. And we want to just push this over here. Now we have one more and that's one sport loop here. Technically, we also need to spot loop here. But what I can do for that is I can place a loop here and a loop here and then just connect them together because, of course, triangles they break our supports like this. And then I also wanted to go ahead and just place a loop here. And I'm just going to yeah, just connect this one. Okay. So the bevels over here, they should kind of, like, take care of this kind of stuff. Now, we do have one in the center where I saw that it wasn't really good. So I'm just going to select my center edges, and I'm just going to inset this. A little bit. There we go. And now if we do turbo smooth, now you can see that now the shape doesn't break anymore, so that is nice and smooth. So that's already good. So this one is pretty much ready to go to Zebrah. Now, I just want to go ahead and do this one. This one is quite a bit easier because what I can do is let's art and at the pony. The geometry is a lot cleaner for this one, so I can just go in and here, you know what? I'm going to place this one here and just like, clean this up. I don't know why there are some Okay, I guess because of the optimization that's weird. Normally, I don't have that problem. I'm going to place these over here, but I want to go ahead and place them slightly different. So now, you know what? I'm going to do that by hand. It's probably easier if I do it by hand, so if I just go in. So that's unfortunate that it doesn't work as cleanly as I was hoping for. So I just need to have a good position so that I can go around here. Here you can see that sometimes Tris Max gets a little bit confused if it wants to merge etches or create brand new edges. Okay, so we got this one. So now if I place another one, what you can do is you can break. Like I'm on purpose going to break the topology so that now if I place a loop, I can place a fairly clean loop like this, and that saves me time because then all I have to do is just connect it over here. And connect it over here. Okay, so that looks a little bit more logical. And then we had one more loop that goes here. What does it do? It ends here, so let me just go ahead and just merge it down in case it will cast me any pumps. Also remember that even with this mesh, Trees Max still wants to have all your topology looking fairly clean. But this one now, if I just go ahead and turbo smooth it, I turn on isolate display that I can properly see what I'm doing. That's looking fine. Okay, cool. So we got these two pieces ready to go. Now what I'm going to do is if I just have a quick look So we got these pieces. These pieces here do not need to go to Zbrush. So I will just go ahead and looking at like, Okay, so the end piece is exactly the same. Here it is also exactly the same. And these we can do all in Zbrush. Okay, so since these are the only two that we need to go to Zebras, I'm just going to go ahead and just already throw them into Zbrush. And then we can just use them because I want to already, like, of course, place them into place so that I know how white my tiles need to be and all that kind of stuff. That's basically the whole goal for this that I don't know yet what I want to do until these are done. So these ones, I'm just going to go ahead and call these because these are the rooftop tiles. I will place these into a new backup or a new layer, and I will call this one tiles score. PHP or just something to identify that these are going to be like a backup of the tiles. Now at that point, one important thing is in your tops turn off isolate display. If you keep that on, your export will not go correctly. So with that done, we have these ones. I can go ahead and I can just export them. And two Z and just call this Rooftop tiles, and I will do the squares iR one in case I need to do anymore in the future. An export. And then inside a Sebge the only thing that we need to do is rooftop tiles over here, is we need to drag in these pieces. Turn on the basic material and just turn on dt over here, and we basically just want to write dynamise. Actually, this piece over here, we don't even need to dynamize it. So what I'm going to do is I'm just going to like it was mostly this piece now I think of it because this piece is absolutely perfect. So I can go to split and is this already in different? Okay, so it's already in different polycops. It might be easy to hold Control Shift, because if I need to split it, I'm splitting all of these measures, and then I need to combine all of them together. If I just do Control Shift and click once on the roof tile, I want to have gun and then click on it again. Basically, what it will do is it will hide the roof tile. At which point you can go to geometry. Modified topology, you can press delete hidden here. So now that roof tile will be done, so that will just save us a little bit of effort. As you can see over here, this is what I was talking about. I can still see a little bit of the smoothening. However, it does not look too bad. You can, if you want, press subdivide once, and you can see that because all of these meshes are already hypol this will be fine. And then at this point, I'm going to go ahead and press delete lower. And the most important thing is for us to do a dyna mesh here. We are going to do a dynamesh, and then we're going to slightly soften this. I hope. So over here, we will probably lose the end part because it's so thin, but for the rest, that should be fine. So if we just go ahead and go to dynamesh, and set is quite high. So let's start with 1,000. Here you can see that now it softens together. If I go ahead and go for maybe like 1,300 over here, that's looking good. Now at this point, if I hold Shift, and just carefully smooth this. You can see that now, this is just a really easy way to just merge everything properly together like this. And then I need to go in and I'm going to make my brush quite a bit smaller. I don't have my draw tablets right now. And I'm going to start by just removing those tails a little bit. And then I'm going to set my oops, on button. Then I'm going to set my intensity while holding Shift down to around halfway, a little bit more like 40 and just around these edges because I don't want to break this shape since it's already bit fragile. I'm just going to go around these edges. Over here. Like that. You could also go in and I'm just gonna, like, soften this one out a little bit more over here. Okay, cool. So that's pretty it. Now, I can go in just in case one sec let my tars. Over here, I'm just going to soften this because you can see a little bit of, like, still the edges. So I'm just going to soften this area over here. I should have made it a little bit higher poly. But at least now it's like at the point where I can just soften it, and then it will be fine. And then over here, you can also already see that, but let me just finish this off by soften this stuff. Over here, you can see that this happened because we had to, like, combine edges together. So this is like a great thing also where we can just go in and kind of, like, just soften it out. Here we go. And I'm going to set my do size a bit bigger and just, like, nicely soften this area over here. Okay. So that is now done. That is one nice style of almost 1 million polygons. But that is working. You can see a few small edges over here, but, of course, remember, we are looking at it from this distance or something like that. So what we can do now is we can optimize it. We can go ahead and we can decide how optimized we want this to be. So if we just go into our wireframe mode, decimation master, preprocess it. And this time we only have to do preprocess current and not. Okay. And let's just keep it at 20% and lower it. I'm actually going to go outside of my Bf remote first. We are going to place this one. Actually, this one, we will not place around too much. It's the other one that's going to be placed around too much or around a lot. But let's go for a level where we do not have to bake our normal maps for this. Do I say that, right? Yes, I say that right. Like, I do not want to bake normal maps for our actual shapes like I did with our scalps because they are hard surface and we are using nanite. The only difference is if you don't want to use nanite then you would want to bake in your norm maps. So what I'm going to do is I'm going to basically keep this one at a level, if it sets to 50, where here, like around 17,000, maybe a little bit lower where the shape is still intact. Remember that we will add smoothening to this, and then the shape will look more logical. So 8,000 is a little bit too low. 13,000. Let's do something like this. So when we smooth this, we can basically just like Uv unwrap this and then take it from there, a call trick that you can do because over here, you can see that we need a lot of detail on this side, but we don't need as much detail on the back. What you can do is you can hold control and select the font over here. And then you can preprocess. And what it will do is it will only preprocess the mask. So now if I decimate it at 50%. Okay. 50% was too much. It's really sensitive over here, 85%. You can see that it's only trying to decimate those few etches over here, which will make everything and then if you get rid of the mask, you'll see that now, we managed to still save another 2000 polygons. So that is something that you can also do by literally just going in here and holding this stuff. If you just want to keep this higher pol, you can go in and just like mask this stuff out. Just everything that you want to keep higher ply, just mask it out. Let's say, just like around this edge. Over here. And the mask can be messy. Don't worry about that. And then just preprocess again and then just do one more. And then you can see that now we are at 10,000, and I probably don't want to go lower than that. Okay, cool. So we have this shape. I don't think do I need to save this? I'm going to export it, and I might want to save the one before we do the decimation just in case. So exports, folder, from s roof tile on score 01. And let's just go ahead and press Save. And then what I can do is I can just go in here and you can just go back to where we had 800,000 polygons over here, and I will just do a saves I will save this for you guys in saves. Let's make a new folder called. Roof, just in case rooftop tile 01, that should be fine. Cool. We can now go ahead and go in here. This one, I want to drag back into my rooftop tiles because it end up being a nice version that we can use. This one is in our pre hypol now if we just go ahead and turn it off, file and import and import our rooftop tile 01 over here as an added pool. We now have this one and I just want to basically go in and add some weight normals to this, and there we go. Easy does it. So we got those two, and just for good measure, you can go in and quickly apply like a plain material, make it a bit lighter. Here we go. Okay, cool. So those tiles are now ready to go. So oh, wait, I should grab my other texture, which I image that I ready. Close. So now that we have those, what I'm going to do is I'm already going to, like, build this structure over here so that I can then just, like, start also placing the tiles in between it and stuff like that. And basically what we will do is I will build this structure. I will build it like on the corner, and then we would just have this corner piece that we will have attached to it, and we'll take it from there. So let's go ahead and just leave things here, and let's go ahead and continue with this in our next chapter. 63. 63 Creating Our Roof Part4: Okay, so what we're going to do now is we are going to basically place around our tiles. Now for that, we kind of first need to create the UVs for our tiles, just because if we are going to place all of these rounds, it's going to be pain if I then need to go back in and UV unwrap it. However, take it with a grave salt because we are going to, of course, pack stuff together. So all of these UVs will become unique, but we just want to go ahead and create the base. What I'm going to do for that, I'm just going to go ahead and select both of these. Wait. 1 second. I need to make sure that when I do this, let's have a look. So this one, isolate this plate turn off, set it to as low as we want it to go. Actually, now that I think of this one, we just go get rid of those mood and get for weighted normals. I mean, we are already using a hypole doing this feels a little bit low. Let's do one. Turbo smooth over here, and then weighted normals. There we go. Now that looks like super nice and clean. Basically, the reason I want to push in more detail into these rooftop pieces is because I feel like the rooftop is going to be one of our main, like, models that we are going to create. And also, I want to create like really nice close ups, like you can see over here, this kind of stuff. So that's basically my goal for this. Anyway, I now have these done. Turbo Smooth doesn't have isolate display turned on. I'm just going to go ahead and going to export both of them. And I will do, um I don't know. I'm going to make a new folder called UV, probably. Um Roof tile 01uv, export it as a Maya preset over here and just press Done. Okay, so we can save this and now if we go into RSM UV software. Here you are loaded in and then that we have to do because yeah, this is again, UV on wrapping this type of geometry inside of trees max is such a pain, so I'm just not going to do it. Over here, I am going to, let's see, I can probably double click this, and it will go all the way around. And if I just see, would I be lucky enough that I can literally just now 1 second. I need to go here. Would I be lucky enough that if I unfold this that it would unfold perfectly. Ah, I mean, that is pretty good. Maybe over here because you can see that there are some distortion here if I just press C here and also press it. Here. And also here just to get rid of that little distortion, even though you probably will never see it in our texture, but it's a little effort to make this a little bit cleaner. And let's have a look. So now if I unwrap it again, there we go. Okay, perfect. So that was an easy one. Now we have this one. I'm just going to go ahead and I'm going to isolate it. What I was hoping is that for the top, that we can literally just unwrap the entire front and that it will unwrap correctly. So what I'm going to do is I'm going to try and keep this line as straight as possible. Over here. And then just unwrap that. Even if there's a tiny bit of distortion, it is still better to just not have any UV sitting in all of these complicated models just because that will look like a mess. I got that one. Now I'm going to let's have a look. I'm going to unwrap this. Let's do That's hoops. Not that. Let's go ahead and just, like, unwrap this half shape over here, and then we can also unwrap the inside. It's probably the best way of doing it. This one, I'm a little bit less picky about where the UVs are. So I have this half shape over here. At that point I should be able to just continue this shape by going around these corners. Yeah, I really love Rsmv doing this kind of stuff instead of threes Max, because I come from a time where I had to do this kind of stuff in threes Max. It was such a pain. Like first of all, you really needed a powerful computer just to be able to handle that. Let's see. This one, I'm going to go here. And I want to see. I want to go around like this. And then I'm just going to go ahead and actually hold the shift and just go all the way here because it's probably the cleanest way. So see, so this one will basically unfold like that. And then this one automatically should unfold also by itself. Let's go ahead and where is my here. Let's just select everything and just unwrap it, and let's have a look. So we have like a straight piece straiece straight piece looking fine. B piece. And what I was thinking about most is over here, this one. Okay, so yeah, you can see here that there's a little bit of stretching going on. However, remember that this is metal. We will not really be able to see that kind of stretching. So just in the sake, because I rather have a tiny bit of stretching than have UVs looking have, like, actual UV seams and stuff like that. Plus placing seams here. If I place one, I would need to, like, place a seam probably around every single one of these pieces over here to cut them out. So this is just easier. Now we have all of this stuff done. Let's go ahead and just press Show. And I'm going to do is, I'm just going to contra, select everything, align the islands, and for now, I'm just going to go ahead and pack it. However, we are, of course, later on going do some other stuff with it. So now we can just go ahead and save Azin. We can go inside of Tres Max. This one I'm now going to drag into my Gooftop backup. Oh, yeah, here, Gooftop hipoli. And then this one I can delete, and then I can just go ahead and go import again my UV rooftop, so let's open it up. This time, I want to just add a prefix over here. Just do something. Doesn't matter. So it's like. The reason you want to do that because if you import assets that have the exact same name as assets that are existing in the scene, it will try to overwrite those assets, and we don't really want that. So we just can go ahead and press Import, and now we have our assets ready to go over here. And you can, of course, double check to make sure that your UVs are properly intact. Last thing I'm going to do is just add some weighted normals and take it from there. Like I can see some small problems over here. But that shouldn't really, that shouldn't really matter too much. Like, you won't be able to see that. So that should be fine. Checking. Because what I can see over here is that our meshes are a bit broken, so let's reset the X for. Sometimes it happens. Sometimes the vertex normals get locked. And what I tend to do is I tend to just go in here and add added normals, and then I want to basically average them. Oh, wait, contra A, average them. Now everything is broken, but now if I add a weighted normals on top, you can see that now or even if I add like a smoothening no, weighted norms. The weighted normals basically reset it. So I was just messing around with stuff. So okay. Wait almost here. This stuff is fine. I'm just going to hold control and just copy. So this one, I'm going to leave to the site because, remember, we want to go ahead and we want to also texture individual assets of these that we can use them later on. I want to go from the bottom to the top because it is easier to cut stuff up at the top if we do not reach, like an even shape than at the bottom. So basically, what I'm going to do is I'm going to go ahead and just select these two. I'm going to already. Let's have a look place this one. Probably in here, you need to decide already on how much space you want to have left. My Alt button is broken. One sec. Weird. It's fixed again. What I'm going to do is this one is going to be Okay, so we have one more tiles sitting next to it. So the position I need to kind of take with a grain of salt because I don't know yet how white my tiles are going to be. And I'm going to place this already with the position. So this one can nicely go here. And we need some space for the tiles also to fit inside of here. So this is already kind of like deciding the thickness, but we can, of course, play around with it a little bit. Actually, you know what doing this, it might be easier to first place it on the roof so that we can properly guide along it and then do the thickness. So if I have a look here, I want this over sticking a little bit, and then we are going to create some detail just in the front. So if I go to my side view, like, the first position is the most important one. So if I just overstick it somewhere along this line, Yeah, that should look good. I overstick it. I will have one of my tiles going in here and then I can have a little detail sitting in the front that I can use also. Now at this point for these tiles, what I'm going to do is I'm going to go ahead and set my pivot point at the post probably here at the end. Actually, probably over here at the end, which will make it easier for me to basically rotate this up a little bit. Knowing that we are going to place this one in the position over here. And then it's just a matter of basically roughly placing the tires in the same location and moving them up. Okay. And it's okay to slightly change the position because the tiles are also just placed by a person, so it's not like every tile is exactly perfectly placed in real life. So we're going to get started with just doing this. Remember, we are going to have a close up. So later on we are going to, like, add some slight height and position variation, all that kind of stuff just to make it look really nice. But for now, let's first of all, focus just on getting to the top. And just seeing what that looks like. Okay, I'm lucky that we are managing to push in quite a few tiles. Also, something that we need to keep in mind is at the top. Let's have a look. Over here. Okay, so we are basically when we reach the top, we are going to, like, later on, like, place another round bit on top of it, and then this is just going to, like, sit on top. So I will have a Yeah, I will have a think about that. Let's first of all, just finish this one. Basically, I'm just thinking like, at what point will that round bit arrive? Because over here, now you can see that now we have, like, for example, that our top. Here we are one piece short. However, if I now go ahead and just, like, again, copy this one, it would make sense if this is going to be see, where is my pivot points. Sent to pivot. There it is. If I go ahead and push this in, it would be like, oh, tonal snap rotation. One piece. It's kind of like sit here and it would kind of, like, hang over. The top a little bit. And then this piece would kind of like just end. At that point. So this one would I don't know yet. It will somewhere along here, it will hang over it. I'm just thinking if I need to do this as like a because it will be not really visible, but there will be a lot of dirt in those areas. So I'm just thinking, like if I need to add that to this shape. I think it would make sense, actually if I add that to this specific shape over here. But the one that we are creating now is just like the modular piece. So it is without this end. So we need to fight like a good position where we can actually place it. So for now, let's not worry about that. We can just do this and we can actually just add a number of copies over here. And so we have this one over here and that is sticking out. That's fine. However, now, I need to choose because I want to push this in here. So what I can do is I can get it as far as I want. So let's say that I want it's done of snap rotation, probably at this point, and I could go in and just like carefully move these a little bit, all of them until it all compensates out that additional scaling that we have to the point where you don't really notice it anymore. So this one definitely needs to rotate. Many of these actually need to rotate a bit because it actually pushes in a bit more. Push this one in Here we have another one. And, we need to rotate them a little bit more because we are changing our positions quite heavily. But I think something like this, you will not really notice. Yeah, here. So you won't really notice now that position. So that's a pretty good position to get started with. Now, based on that, it also kind of depends how far do we want to stick this over, and that all depends on our tiles. So what we're going to do now is we are going to, first of all, decide how large our tiles are going to be, and we need that for a lot of positions. So for our tiles over here, they look really simple. So they look like simple pieces. I know that we have some more complicated tiles down here or up here. I will actually make those separately from these. And for these ones, I'm basically going to just select one row. And then based on this row, I'm going to actually, oh, I feel like it would probably be best if we already place this roughly here. I'm going to decide on like the width. So if I go in here, I probably want it to be n not two tiles long. I think something like this feels correct over here. Now what we can do is we can decide on the thickness of our tiles. Now they do have some bending, so that's something we need to keep in mind. So if we go in here and just start by moving this up, and then if we go to our front view over here. So our tiles, they are basically going to very slightly bend below this. So if I just basically create a line up here, down here and just kind of like slightly bend it. We can start with something like this. I'm going to actually start by just grabbing these pieces. Gonna sent to my pivot. I don't know why the pivots are so weird. And what I will do is I will go ahead in and I will, like, place this fairly straight over here. Now I lost my line. Here it is. And with this line, I can go in and I can basically, do a proper position. So let's go in and add a sweep modifier. Set this to be a bar. Let's go ahead and just like, first of all, the side thickness, and I feel like a thickness like this is pretty good. What is it right now? It is 2.5. Yeah, 2.5 feels quite nice. Next, I'm going to go ahead and go to my side view because it's a bit uneven, so let me just like By Corner, try to move this one down. Make sure that it kind of, like, pushes out of it. And so this one, it would be like, pushed forward and then it would have a length of so we kind of like need to layer it on top of each other. But the layering will happen also when we do the bending. So ten, two, 15, 20. I guess if we do 20, and then I just need to have a think about so the layering, how does that? So they layer stack them, but they layer stack them a bit like this where it's like, one, two, and three. Yeah, so they would stack it like that. Um, the thickness is still fine. Basically, what I'm going to do is, first of all, I just want to make sure that it's, like, a fairly even bend. Okay. Yeah, that looks fine. Next, what I'm going to do is I'm just going to go ahead and I'm going to for this one, we can probably just use weighted normals. I will go to my interpolation and I will make it a little bit higher. Let's do like 24 and then simply add like a HEV because this is such a simple shape that just doing chevas and weighted normals, here, that's totally fine. Okay, so we got this piece. I'm going to move it next to here. You guessed it. I'm going to UV unwrap it. However, this one, we can just kind of like UV unwrap it. In here, and I will go to my edge your faces. I will probably just like place an edge here with select everything. Iron, one edge here, one edge here, one here, and cut. And unfold and it should already be enough. Okay. Let's go ahead and let's actually leave this one, duplicate it, and this one we can just already convert to an antipol by collapsing everything. And now we need to have a think about the actual collapsing. So most likely what I will do is I will actually place my pieces around my tiles now that I see what I need to do. So I'm going to get started by first of all, getting the correct orientation. And I probably just want to follow the orientation of my first initial tile over here. If I have a look at thickness, I can see that these pieces over here already need to move up a bit. I'm curious how the thickness is going to work. So I know how it works in real life, but, of course, we are now wait. We need to go a little bit down. Second, go to, like, a side view, just move it down until just before it starts to clip. So because basically, when we go around this, since this stuff is overlaying, it would need some kind of like compensation. So if I go ahead and move my pivot here, if I go in and I basically overlay this one on top, what you can see is right away, we are adding a huge amount of space in between it. Over here. Now, I don't know if it might be easier if we actually start from the top in this case, because at the top over here, you can see, it's it gives us a bit more flexibility to, like, then move our tiles down, basically. So if I have this one here at the top, and I will kind of, like, sort of, placed into position, something like this. My idea was that what if we go in and then Oh, no, wait, we cannot do that. I was just thinking of, like, the tiles, but it would go in the wrong direction over here. I think the next thing that we can try. So yeah, we are just, like, so I would recommend not following along until we figured this out. The next thing that I wanted to try is that basically we are going to place like an entire row, and then we are just going to, like, slightly manipulate it. So for this, what I would do is Sexy probably grab this one. So first of all, let's have a look. So we are going to place these ones roughly like this point because we, of course, need to sort of evenly place them, roughly around this point. Now, when we go ahead and add a lot of them, so let's just go for like 20 copies. This is basically what it will look like. That would actually work. It is fairly straight. I do feel like 20 copies might not be enough. But what we can do is we can just place it like this and then bend it all down. Oh, wait, 20 copies might actually be perfect. So if I go ahead and first of all, I most likely here, the top is attached. I most likely want to kind of, like, just place this on the bottom. So now you can see that we have these pieces. Like if we would do this straight, we would never be able to do this. But now if we go ahead and just add an FFD box, so you have the two by two. I'm going to add the FFD box over here. And what I can do with the box is if I go ahead and let's see. I do not need that length. Do I need the width? Yes, I need the width to be around two, and the length can be zero. Oh, sorry, width needs to be around four. What I'm going to do is I'm actually going to go and set volume. Oh, sorry, the lattice, actually, I mean, I'm going to rotate this to make it a little bit easier. And actually, I'm going to then switch this from two to the height to be four, like this. Looks like I cannot. Alright, let's go to our local view so that I can properly, scale this out. So yeah, you are able to, like, manipulate the box and stuff like that. So just kind of, like, scaling this to fit my model better so that I can hopefully edit, it's a little bit better. Doesn't always work, but let's just give it a try. We got something like this. Now if I go ahead and go to my FFD box and I select these control points, I should be able to carefully move this down. It does seem like it creates some stretching, but it looks like the stretching compensates when I carefully place this down, a tiny bit of clipping is fine. I just want to make sure that there's no clipping at the front. I can push this out and this kind of most likely already kind of does the tricks do like a little bit of rotation. Oh, I can see over here that it is not touching this last bit over here, but I can probably just, like, fix that myself. So something like this seems to work. If I would go in and just kind of, like, place this over here. And then what we would need to do is we would need to basically move our tiles up quite a bit to compensate for that. But I guess that's why in real life, they have like this little piece sitting in front of it to kind of, like, hide that and to make sure that no water and stuff gets into it. I feel like that I need to go in here and just kind of like, push these ones. Up a little bit. Wait, over here, I can push them down again. And I'm okay with doing a little bit of clipping because you cannot see it. So I'm just trying to make this fit first. And then this last one, I would go in and I would, like, replace that one because I messed up my lattice, but it's now way too late. So let's go ahead and just, like, move this one over here. I think we got something. I think that will work if we use this part. Now at this point, what I can do is I can probably go in and maybe I will make a backup just in case. I will select all of this stuff. Over here and throw this into our backup layer, which is down here, backup. Okay. Then what we can do is we can just convert it to an added poly so that we can slightly alter the positions again and take it from there. Okay, that was a tricky one. Well, not tricky. It was an annoying one. So let's convert add poly. Now for this one over here, actually, you know what? I don't really need to remove it. I just need to kind push this below here. And like here, you can see that those tires are already kind of, like, correct where it kind of pushes below. Only here on the side, it does not. So I feel like these ones, I might want to make them a little bit higher. So let me just temporarily grab these and just push them out a little bit more. Let's give it a bit more space. And then let's have a look. So if I would grab these pieces, why is my pivot point so annoying? I don't know why my pivot point is acting up. It's not this one. These ones should be correct, so it's just this one that I need to. And I'm going to set my pivot point for this one to, like, the side. And for now, we can just kind of ignore this. If you want, you can even remove it because we need to redo this one anyway. So let's remove it just so that we don't get distracted. So the first one is going to be here. And I guess it would be something like this. Now, in terms of the clipping to avoid clipping, I think the only way to really do that is to push everything up a little bit more and I will see what it looks like. If this does not look good, I will end the chapter here, and then in next chapter, I will have a solution for you. Like a tiny bit of clipping is fine. And if I see over here, they are really close together also top, so there isn't a lot of an edge. Now, ideally, I would want to have this entire edge fullly exposed. It looks like this. But I'm a little bit worried that if I do that, actually, you know what? That might be fine. So let's go near that it would give me less flexibility. But this might work. So it's often like, yes, it is often best to make stuff the way that it works or that it's made in real life. That's often like the easiest way to just make sure something works. But sometimes we just have to take some slight changes because often stuff in real life can be on the inside where we as three models never can see stuff. It can be more complicated on the inside there, where, like, things lock into each other and that kind of stuff. At this point, I'm starting to get quite High. And, of course, one of the things that also depends is like the length of our tiles over here, like longer tiles in real life, of course, you would have less flexibility in movement. So this is literally if we made our tiles a tiny bit too long, then automatically, we would never be able to properly place this the same way as real life because stuff is just not working well. And here you can see, kind of, like, what happens, so we get we get like this stuff where it is like floating. However, when our tiles will actually continue, logically speaking, this should be fine because we should be able to not actually see that floating part because we are going to cover it up. So if we have this one, if I now go in and copy this over here, I think that basically creates our base really well. Okay, finally. So that was the tricky part. So we are now done with that. So in the next chapter, what we will do is we will start by doing a lot more placement stuff and start by creating our additional models. 64. 64 Creating Our Roof Part5: Okay, so let's go ahead and get started. First of all, with our placement. So one thing that's already good is that we have the space here on the side because that leaves us space to later on create this structure over here. So that's something. But first of all, what I want to do is I want to go ahead and just create something like we have over here. Now, doing that, the only thing that's a little bit tricky, of course, we kind of need to make sure that we do end at, like, the right level. So let's start with just one, two, one. Okay, so you can also kind of like the site at this point, if you want to go in and merge things together, or you can group them together. So there's multiple ways that we can do this. One of them is where we select it and we just copy it. But then whenever we need to do a re selection, it will take a long time. Another one is that we can go to group and we can group this together. And now whenever we select it, we are selecting the entire group, and whenever we duplicate it, it becomes a group. You can also save your selection up here and you can also link stuff together. So there's many ways. But in our case, what I'm going to do is I'm going to actually, 1 second. Let me just select this one, group and just ungroup it. And then I'm going to select these side, we are now just going to create a module piece, but selection is a bit tricky. There we go. So we got this one. You can do an Alt x, and then I can see when I do Alt x that I need to push this a little bit more on the outside. Over here. I'm just going to go ahead and I'm going to group it because I want to deselect it because something feels a little bit felt like it was not in the center. But okay, without the selection, it does feel like it's in center. So we have one end piece. And then I'm just basically deciding how many times you want to copy is. Oops. So let's see. This is one. Next, if we just do dX, hold Shift. One. Let's see, two. Okay. I'll click on it and Alt X again. So now we have three of them, but we do need like an end. So what I will do is I will do one more roughly around here, Alt x, and just make sure that it's fairly similar. And then for this one, I'm going to go to group ungroup it, and I'm going to delete the end. And the reason for this is because, of course, we already have an end here, so we just need to be able to duplicate it over and over again. Now, at this point, if we just go ahead and let's say, turn off the rooftop so that we only have the rooftop tiles. And if I go in and I don't know, this one, I will probably leave it as a separate modular piece, just to add some additional flexibility and not make it attached to this piece because it's a bit of annoying else. Especially with, like, the ends and stuff. So I'm just going to go ahead and select this piece. Now I'm going to just temporarily, let's just duplicate it and just go ahead and just select stuff, ungroup it, select one, and just make it one solid mesh like this because this one is just like for testing purposes. So I can just make it one solid mesh, and it will complain for a bit because it's really hypole. I can just re art my weighted normals. There we go. And now if I just turn on my rooftop again, now I can basically decide, so let's have a look. And if we're lucky, it will already properly, wait, let me just do this with on. If we're lucky, it will already be close enough to the end that we can slightly manipulate it. We are unlucky, unfortunately, where it is not close to the end. So this is the thing. I want to keep it modular. However, I cannot just, like, make only two modular because if I do only two, then of course, it will you will not have enough variation in here. You can see that now over here, like, things are looking really, really cool already and stuff like that. Like we definitely get here this really nice Japanese feel to it. I'm just thinking, if I probably go one less and then do a tiny bit of scaling that should probably work better. Knowing that, we can go ahead and we can delete this. We need to go these ones need to go. Because I didn't group them, I need to select them by hand. And it's very important to define this now. If you don't do this now, you will have a lot of rework that you need to do later on. So that's why I'm just spending my time here. You can skip through this video if you want, if you're not interested in just seeing it. But I think something like this will work better. So if we just go turn off rooftop again, and we have to double check, so I have this piece. I can go ahead and duplicate it. I can go ahead and just, like, isolate it. Just quickly ungroup it. And I'm just going to select one. And the reason I just like to make it as one mesh is just because it handles a lot easier. If I group it and I forget that I grouped it and I accidentally ungroup it, it's just like a pain. So I'm just going to go ahead and place this here. And also, we have a little bit of, like, that we can play around with stuff on this end. So if there's a tiny change, we do not have to scale it. So if I go over here. Okay, so this is worse. Yes, this is actually way worse now that I think of it. Um, that is tricky, people. I think I'm going to then, in that case, actually make it a little bit larger. It might then just be good for me to add two of them. So I have this one over here. Oh, that's unfortunate. I'm going to select this and group it just to make it easier. We basically need to get to a point where it is close enough. That's basically our point that we want to get. So I'm going to group this. It's moved out of the way. So let's say two, one, two, because we removed one, so now we have one additional group. Over here. And yeah, you know what? This one, I will also go ahead and just group this end. Then maybe for now, I will go in and just, like, not merge it together just because I do have feeling like it's slightly faster. So if I now have this one, and I can go Alt x, and I just move this over roughly over here and copy it again. Yeah, so this would be like one piece. Um, I will have to make two variations. I just cannot get it to work. I will make one long variation and one short variation. So see and this is why it's annoying that now this is why I was merging it together. So what I need to do is if I need some space over here, let's have a look. So first of all, we have this piece. Let's go ahead and ungroup it. So we are going to make two variations now. That means a little bit more UV space that we will have spilled. Although we could probably do this in our we could probably, like, reuse our UVs. Like if we just make one piece, and then just, like, cut out a shape from it, so we have, for example, four rows, and then we cut out two of them, those could use the same UVs. So I'm not too worried about that. We are only going to construct this building when we actually have done all of our UVs and all that kind of stuff. So for now, we have this one just for testing purposes. Move it back. And now I just need to use it to see how much so we want to make one variation that is basically tree. Yes. Okay, so that is something that we need to keep in mind. So this one I will move here just as like a reminder. So we are going to have this piece over here. This is going to be one of our main pieces, just this entire thing. So we are going to add variations to this. And then we are going to later on cut out this piece from this piece. Just to make it easier for you to understand this and these pieces are going to be in our UVs. This piece will only come at the very end. So we have now this corner. So we have these pieces. I will do a variation a part that I will just time laps later on. So for now, I'm just going to go ahead and I'm going to move one additional piece here. With these pieces, what we can do is I will because, of course, the length, it's a little bit tricky. These pieces, I'm going to just leave them like this where it's overshooting because later on when we duplicate it, we should be able to compensate with that. This is going to be one piece. This is going to be one piece. This one is just going to be one of those end pieces, for now it's just for measurements. The next thing that we need to do is we need to create our actual endpiece over here and we are also going to use that one. If I have a look for my end piece, I basically want to Use my tiles. Oh, God, this is no this is going to be an annoying one. I have a feeling. So we have our tile piece. It's through Snap rotate. And basically, so I need this one, and I also already need sent on my pivot. I also already need this one to be placed on top of it. And this one is being placed just beyond the tile point, something like this. And I'm just moving it until there's no kind of clipping going on. So see something like this is a nice distance. And then also on this side, d x, just here we go. Okay. So we got this little tiny cluster. Let's move it here and then just duplicate it. And let's see if this even fits because that's the thing like it all does need to fit. And it looks like that our tiles are stopping just before we have our big tiles. So we might need to alter this a little bit. So if we go in here and rotate this and kind of, like, try to make it go with the rotation of our roof, our tiles are going to stop just before over here. But then the round tiles, they need to continue on. So I'm going to actually push this forward, and I'm going to go ahead and just, like, create another one. And this one I will just let's see. Let's move it up. This one goes below it. These ones, I want to let's do a local. I want to rotate them. Let's turn off snap rotation. I then want to go in and move them up a little bit. Okay, and there will be an end here. The same end that we are going to create over here like this end piece is going to be here, which means that I might want to go and push this a little bit further back to give space for that. Okay. I think that works. Just having a look at my reference. So it looks like that at the top. It ends with one tile. So the top ends just having one tile going inside of here. So if we just make that as a starting point, he's just go ahead and move this. Okay, so that's like our starting point. Having one tile there. Then we have these pieces. Oh, save my sea because I felt like something was crashing with. If I don't select these ones, that should be good to go. Now if we go in, and for this one, I cannot really just like, do an easy copy. I need to basically go in. And every time I copy, I need to make sure to not set this to local. I need to kind of, like, just go in and try to make it align. I also want to make sure that over here, like, oh, it's definitely not floating. It's actually clipping. Clipping for this one. I can probably live with it because we are going to hide some of that stuff. However, do, of course, try to avoid it as much as possible. Yeah, like over here, there is just going to be some clipping. But I can probably live with that. And I can just hide it so that should not be a problem. Let's go to the next one over here. And it's really difficult to also see which rotation exactly I need to create. Next one. But luckily, we only have to do this once, and then it's done. And then we can just reuse this over and over again. And reusing it is going to be easy because then it's already placed into position. Let's go a little bit up and rotate it a bit more. I mostly want to try and avoid seeing any clipping on the top, because that's the pieces that we will see the most. Okay. And then at the end, there comes a point where we are going to have one that is like angled. I think we need to go one more. No, wait. Yeah, one more tiles would be fine. But then at this point, we need to have an angled version. So let's turn this one into like an angled version. So we basically have one version that goes kind of like that's annoying. Let's set this to local rotation so that I can rotate it. We have one version that kind of just goes in here and push it once again, local, push it up. And I need, that's why I don't like grouping stuff. I need to group, let's do ungrouped temporarily. I need like two of these. Let's set this back to view. But of course, they are a little bit warped, but that should be fine. So I need two of these. And then I just need to try and, like, make everything fit with this corner one. Let's go in and set this to Local, push this out. Put this in. And, there's only so much that we can do. So most of it is, like, it's pretty much just laying on top. Like, it's not really here to do stuff, and I will just try and see. If I can improve that over here, what you can see, it looks like that. Oh, no, no. Here, well, it feels like they do they did make this piece slightly unique. But, yeah, you do definitely see these kind of bits. I don't know if maybe deleting this and no, it probably wouldn't look better if I deleted that. I'm going to move this down and up a little bit so that it fits a bit better. And then maybe this one, I'm going to actually make it sets to local. I want to make this one kind of like overtake that shape in the base that it reads a bit better. So basically, I'm moving the shape on top of the other shape so that from a distance, see, it just looks like the tiles are just, like, nicely going into it there. And yeah, over here, I think that this one is fine to just have that there. If it becomes a problem, we can always fix it later on. The only thing that now I think is that I'm not sure if I like I'm not sure if I like it. I feel like the back is just like Wi tick. And I'm not sure if I can just kind of like compensate that by Well, most likely, what I actually want to do is I want to probably grab a FFD box. I'm just thinking if I could, like that's weird that the scaling happens. Yeah, that's scale only on the Z and the Y axis. I wonder if moving it here, maybe, like, pushing it in a little bit. Um, I'm not sure. I do feel like that over here, like, there are a lot more. Although, no, no, actually, no, you do definitely see, like, a lot more empty space. So that's just me thinking of stuff. But I do have the urge to, like, add some very slight changes to these, and it's kind of like up to us to, of course, decide, oh, Sorry about that. So notification. It's up to us, we can make small changes like this if it works for the better by just, for example, having this FFD especially because these are going to be unique. So I can just go in and then paste these because I just feel like they are way to tick. This is just some creative or artistic add ons. At this point, what I'm going to do is, let's go ahead and just because I want to see what this looks like. I'm going to go ahead and just like temporarily, and I'm just going to merge this together just because I don't really care for it. Just going to duplicate this. And I just kind of want to see what this looks like. I'm going to do all of this, so do make sure that you don't put too many functions whenever you do this because I'm just going to press Contra Z. Okay. Yeah, I think when we have everything in context and it's like a much larger hoof, I think it does read a lot better. So that is working fine for, like, this end over here. And then later on when we do the corners, we are going to do that slightly different. Okay. I'm still not sure about this one, but I think removing it is worse than having it. So, we might want to go ahead and improve that a little bit later. For now, let's go at an Undo, as I said before. There we go. So now it's just like Undot and now we are back to normal. I'm going to save my scene. I'm going to have look, so we now have our tiles. We have our modular pieces over here. So in the next chapter, we are going to start working on these modular top pieces over here. So let's go ahead and continue with that in our next chapter. 65. 65 Creating Our Roof Part6: Okay, so let's go ahead and continue. Now, I'm going to get started by just creating this piece, which is quite easy, but we are going to create a little piece over here, which we can then also place at the bottom. And then this stuff, it's mostly just like stacking modular assets on top of each other. And that's about it. So I'm just going to serve a look. Let's navigate to, yeah, that piece we were also using here. You can see that this one over here looks a little bit different, so it just kind of depends which one you want to use. But for now, let's get started with this. So I feel like that this piece, we might be able to combine it with the back piece and just make it like one large modular asset, which means that yeah, it would be over here, but it's always a bit tricky, like, how are we going to exactly place this one? So I think this is probably a right height. So if we go for this distance over here, and then it would make here, I'm just going to move this probably up here. I didn't know. It's tricky. I was just having to think about, like, how would I move this? Because like over here, it would need to slot into each other. But basically, we need to have these panels sitting on the exact same angle as these ones. And that's the tricky thing about this. Let's get started by just grabbing one of our top pieces. Needs to stay modular. We have some flexibility because unlike real modular assets which we use in the engine, these assets, they will end up being at one specific piece. However, we are going to create modular assets that we'll use for the other roofs. But for this specific roof, what we can do is we can just like place it all together into one place and then just export it as one massive asset. But for now, let's go ahead and get started with this. So this one, I want to move it down to a point where it's not really clipping. It's fine to have clipping up here because we are going to have so much stuff sitting on top of it that you cannot really see it. So let's say that we have something like this. Like that feels pretty nice. And let's say that we just have this back panel, and worst case, we just add an additional one. Let's just do that. Like, worst case, we have one extra one that we want to add. For now, just having these panels. And have them overlapping on top of the ones that we already created. Should be fine. Over here. Now, if we go ahead and can I maybe just use one of these panels, and if I go to rotation, no, the rotations are reset, then it's easier to just grab one of these. So next up is we have this one, and it feels like we only really have one this time. Where are you? There you are. So let's just move one of them, and it's moved just before the end. So, of course, move in the right location. I know that there's a little bit of clipping, and that's the tricky thing about this one is that do we accept that clipping or not? I feel like if I move this over here, I want to select these few, move them up a little bit. That's fine. Okay, so we have this one. Then the next thing that we need is we need to create a little piece in front of it. I'm going to make this piece a lot more simplified, to be honest. At this point, I don't really want to spend too much time on it because if we look at the reference, you can go really complicated but different figurines and stuff like that. I'm going to probably reuse some of these elements that I have on here and just throw those in and just call it today. Do I have, by any chance, a do we want to go for something like that, or do we want to go so let's go a little bit simpler. Let's go for this shape and then we'll take it from there. For this, I'm going to go to my side view most likely. And I'm going front view, sorry. I will probably just follow the guide, which is our tile, but then just push it further down over here and still try to, like, nicely rotate it. Okay. Now let's go in here and let's quickly grab this sweep copy. On no way, sorry, we don't need to sweep because this is a closed spine, so we just need to use an extrude. 2 centimeters stick seems about fine. So let's go for like 2 centimeters thick over here. Like, at this point, action as is always a bit messy. But what I want to do is I just want to go ahead and I want to have a look. I go to my line. Let's see. How does that look? I want to give it a little. Yeah. I need to rotate it a little bit. Maybe push this one a bit further out. I it's fine to not have it absolutely perfectly aligned. But I want to ty and get it somewhat skilled in a little bit, somewhat even. And then, of course, from the bottom side, we need to make sure that that also feels like, nice and consistent. I think we can get away with something like this. Okay, cool. So we have this piece over here. The interpolation is looking, that's looking fine. So I can now go ahead and I can add and addi pool, and I'm going to get started by just doing a simple inset. And I want to push it in a little bit more So 0.6 plus okay. Now over here, we just need to clean some stuff up. I'm just going to use a target weld because I don't want to move that original inset. So then target welding is often better. And then what I can do is I can go ahead and I can push this in. So we got that one now on the corners. Oh, wait. Actually, over here, I can actually see this that might look nicer if we do that. So I'm going to probably add a cut. Let's see. One, two, three, four, five, six, seven, eight, nine, maybe. One, two, three, four, five, six, seven, eight, nine, one, two, three, 456789. There we go. Just do this. Bit easier. Move it in, have a look around. Yeah, that looks nice. And then what I want to do is I want to create some quite heavy bevels on these edges. And for this one, because it's going to be the same as like this one, it's something that we are also going to later on U VN rep and everything. All right. I was moving the wong one. But for now, let's just go ahead and do something like this. Okay. We have these shapes over here. So what I can do is if I go to my backup version, actually, let's first of all, finalize this version just to prepare it for Zebrah and we can do that by basically placing some cuts here. The backside, I'm going to delete and then bridge it together. I'll show you that in a bit. And I will go ahead and over here, I can just do this, delete. Select bridge. And also, actually, you know what? Over here, I should be able to do the same thing. I was just taking the slow way for some reason. Okay. And then over here, once again, just delete, select and bridge it together. Okay. Nice. Now I'm going to just add some supporting loops. And yeah, I probably do want to add some bevels, actually, because supporting loops often is fine, but adding a bevel on top of a sporting loop, it will give you that extra smooth look, which you often get with, like, really old worn down metal. And over here, you can see how, like, it's really soft, the edges. So it's like just an extra to make your edges extra soft. And add additional spots. Over here, we can see that we have these spot loops, we are able to art. But then these ones over here we are not able to art. Just like a quick trick that you can use is if we just go ahead and select set angle hi select these out of sides. You can save some time by just doing a simple inset on them like this. And once you've done the inset, you do need to make a connection over here, just to connect the corners. Because else the inset will break, but this will basically take care of the corners. We were just lucky that we had those edges there. L over here, it will also just take care of the edges. So if we now go ahead and just add like a turbo smooth and just double check to make sure that everything looks correct. Yeah, nice and smooth shape. Okay, cool. So we got that one done. Now the next one is going to be a, the shapes inside of here. And for that, what I will do is at this point, I will move it over here. Because I like to always keep this togeto so that we know which pieces to have. If you are not used to keeping track of a lot of models, which can be totally fine in the beginning, like many beginning artists they have trouble keeping track of things. What you can always do is you can always just make a list, like, wide it down very simple and then do it that way. I'm going to go ahead and I'm going to grab these two shapes over here and I'm going to set them to view and move these in here. I'm just going to move those to the roof tiles so that I can turn it off. Let's get started by just grabbing these spheres and just placing them pretty much all around. Just go to move this to the side. Maybe make this a bit smaller this time and just push it in. Just create some details. They don't have to be the most amazing details. I'm just going to go ahead and go in here and then place another one here. Select these three. Want to rotate it on the view because else we cannot rotate it properly, place them here. And then often just like the classical technique is, if you cannot just do simple array is to just move it make sure it's still in the boundaries. Yes. Just move it in center and then just keep splitting it up. So we are moving it in the center. Then we are moving it on both sides. And I guess you can also just select both of them and rotate it like that. And then let's say one more rotation here and And here, and here. There we go. Just like scatter it around nicely to give it something. And then if you want, you can also add some of these pieces. And I don't know yet, like the best way to add it. I'm just going to have a loop. So if I start with, let's see, I would need to probably place it like this in order to do any type of looping. So let's say that I Oh, it's out of saving. Give the second. There we go. Let's say that I move this one in here. I have this one, and then I basically just grab another one and I just mirror it. And loop this one in here. I don't think I can make it loop again in here, but I don't think, I can't really do this. But let's say that I have this one, maybe I can simply place these around. And that already adds enough visual interest. I think it does, actually. Like it's a simpler version of it, but this is just like an add on asset. Let me just move this forward a little bit. But I think that this is more than enough for what we need. And often just repeating the same design is often quite nice. There we go here, see? So that's looking pretty good. I can now go ahead and I can just in here, make sure that isolate displays turned off. I can select all of these. Do I have them? Yeah. And I can go ahead and export it. Um, two Z, and this one will be rooftop tiles 02. And if I say 02, I want to make sure. So yeah, that's the only one we need to sculpt because all of these details we can simply do a hypol inside of unreal. This one, we can even literally use our metal detail that we have already created. So that's quite an easy one. And is just like rooftop tiles. So if we go in and, yeah, 02, export it as a Z brush file export. Here we go. I will just go ahead and I will kick in a quick time laps where I go through the process of turning this into a final UVT asset just because it is the exact same thing as that we've done before. So let's go ahead and kick in the time laps. 66. 66 Creating Our Roof Part7: Okay, so let's go ahead and continue. So as you can see in the time laps, I already went ahead and just placed it on the sides, and it is looking pretty good. I'm glad that I added this additional detail. So now what we're going to do is just create this really bulky thing over here. For this, it looks like that we have some flat looking tiles, and then also some tiles that have a little detail on top. So let's start with that. I'm going to 1 second, just navigating to the correct reference. Let's start with the very easy tiles, which looks like they are literally just like flat on the bottom with like a little angling on the top, and there are two variations of it. So if we just go ahead and create a box, and I guess I want to make it probably like one piece plus like tiles long, something like this. Yeah, it looks like a decent size. At your faces. So let's have a look. So these ones are placed pretty much here. I'm just having a look on my reference. They are technically, they are about this long. So this is actually looking good. You can always push it in and then just, like, move it a bit so that it is in the right location. Okay. So of course, these type of tiles, right now, we don't really have anything on the other side. So what I would want to do is I would want to place this into the center. And then already, measure it out for this side. But because we are going to use these things also here on this, whatever it is, I don't even know trim detail. On this additional trim detail, we actually want to make both sides already. And that trim detail also shows us how round everything is. So let's convert this to an apoli like this side, and this one is going to end up probably this far over here, and then it will be also the opposite. I'm going to move this down, so look at the distance. Always make sure that we not only look at it up close, also look at it for like a distance that we kind of, like, can see in context what this looks like. And I think something like this works well. Okay, so we got this one. Now, what we're going to do is we are basically going to grab this end over here. Don't know why it's at the local. And we are going to go ahead and just push this up probably up until like yeah, probably up until this point. And this one, I don't know, should we push it up also. But then I think I'm just going to leave it straight. But if I leave it straight, I would need to place something on the end to kind of, like, close this thing off. However, yeah. Okay, I will do that. I will push it up, and there is something that we do need to create the ends, but most likely I will just use this one over here and place that on the end. So we are basically re using. So this one let's push it up, which means that it will be floating a little bit. And now what we can do over here is we can hold Shift. Ah, that's too bad. Often, when you hold Shift, it will push out, but it looks like in this case, it is not able to register. So instead, what I'm going to do is I'm going to push it out quite far like this. Then I'm going to select everything, and then I'm going to use a HAVA with multiple connections. And then when you push the chamfer in, it will kind of push it in again. Yes, let's do this. But then on the inside, I probably want to do this, actually. Yeah, that makes more sense. Let's do this, see, because now it just bends on both sides. So we got this one, this end one over here I can kind of get rid of. And now at this point, you can just go ahead and you can do a symmetry modifier. And then I can see that over here, it should not look like a wing. So I'm going to go ahead and see. Let's turn off my symmetry. Actually, know what, we can turn on my symmetry. But let's go to our side view over here. And let's just carefully push these up so that they become round. 1 second. It's outer saving. There we go. And you kind of want to make sure that this one is correct because we are going to reuse this one a couple of times. So I do feel like something feels a little bit off. And I don't know if it's the fact that this one needs kind of be a little bit more angled. Or if it's not. If you are not sure, what you can always do is you can always go ahead and just create a quick line and move the line from here to here and make the line the bend that you want it to have. So let's say that I want my bend to be like this. Now that I have this line, I can simply go in my Adiple and I can simply push these pieces down to be on the line, and that will automatically make our bend look correct. Yeah, I want to just be a little bit more precise for this one than I initially expected to be. But there we go. Now we have this bend. And if you want, we can also grab this line and just move it down. Let's move it down here. And then we can replicate this bend because I think most of the problems that we see, it's because I'm looking at the entire shape, even though the bottom is hidden most of the time. It throws off my perspective. So I want to make sure that, of course, the thickness kind of stays fairly similar. Like this. There we go. That feels a lot better. Okay, so we got that one done. Just get rid of that line that we have over here. And this one should be as simple as just giving it some bevels. Yes, looks like it is. So I'm just going to add the chamfer segments of zero and just move this in something like here and weight normals. Okay. So we got this one. Now, if you go to our side view, we kind of want to make sure that we push it up until this point. And then I'm just going to hold Shift. And duplicate it a couple of times. There we go. And once again, so this is probably going to be the end. We can scale it up and down a little bit, but I'm going to probably, like, end everything over here along with these ones, and we will just, like, place it properly into place later on and create like one entire chunk, which is, like, perfectly tilable. For now, however, let's have a look. Um, we have a thinner version that is sitting on top, and in between that we have, these shapes. So we can kind of, like, do that. So first of all, let's just copy these and move them here. Next, I'm going to do an FFD box, just make it two by two by two. And let's have a look at it. If we can maybe, like, manipulate this to push it. Oh, sorry, no, we need three by three by three. And then I'm just going to push this like, let's say, three back, two. Let's try two to get. I'm just looking at these lines. So, you can see that I can kind of, like, push this back. Mmm. I'm afraid that this is not going to work. I'm afraid we have to, we have to create a new piece. For new piece, we can basically just like, use a line this time to follow, and it needs to end here. And just make this line bend as close as you can to like this bend. Just go in and just select the edges and do like a Bazier corner and just do whatever you need to do to make this Really close the bend. Okay. And for this one, we can just go ahead and we can use a sweet modifier. And I guess this technique would have been better if we used this technique for also the original one. But it's okay. Is that enough? I feel like there's a lot more space. But then again, I just want to check over here. Here it doesn't feel like there's a lot more space. That's why it's good that we actually have these two perspectives because then we can see what we need to do. I'm actually going to keep it this way. And then later on, I'm going to place these circles in here just a little bit closer. We have this one. Let's just go ahead and art and add a pool oh, wait, sorry. Before I do that, make sure that in your sweep, we set the thickness. So let's say round two for the thickness. Then I want to quickly go back in here because it looks like the line is not properly scaled, so I'm just going to go in here and just make sure that it's there we go, correct. Because we are also going to give this one a bevel, just push it out a bit more. You can go to your side view to make sure. It's going to scale this flat also because for some reason, my side view was not completely flat. Same over here, just like scale it flat to make sure that your side is pretty much flat and then something like this. Okay. Copy the JEFA from the one below and just paste it in here. Wait normal. So we got this one now. We can once again go here. And duplicate it a bunch of times. So now we have the thinner slab ready to go. Now in this slab, what I'm going to do is I'm going to have the circles in between, and then we will have this bit. At this point, we need to decide how big we are going to make it. I'm going to steal this one here. Technically, they are different, but I'm just going to use this one because they're so similar. What was that sound? Okay, there was a weird sound on my computer. I don't know if you heard it. See, I'm going to use this one. Just going to go ahead and copy it over. And what I will do is I will make a cylinder around it. So let's grab this. Now, let's grab a cylinder and just select it in the center and just make this like around so that we can make a nice shape. Let's set the sides to, like, 32. Like, we want to make this quite nice and get rid of any segments that we have the font, place this nicely at the back. Push this one in to decide on probably let's make it a little bit thicker, something like this. And then we want to go ahead and we want to inset this and carefully inset it just above our flower stuff. Like this. And then we can delete it. We can select these two borders and we can press bridge. So we are now bridging it. But what I want to do is it will probably look more logical if I now push this out. And this stuff over here, if I go ahead and then extrude this in, you can delete it and you can just do border select and you can press collapse. I'm going to start with this border slab select collapse and this one collapse. And then we can get rid of this line. Next, we can also get rid of this one. So let's see. So now we have like that you cannot see through the back. At this point, we can probably just go ahead and add a quick chamfer on it. And weight normals. And let's see what it looks like from a distance. So if I just make this a little bit smaller, Yeah, see here, that reads quite nicely. Okay, cool. So we have these two pieces. Now it is a matter of deciding, first of all, like our position, which is going to be somewhere along here. And then we need to decide how big they are going to be. So you can see that over here, they are quite small, so they are probably like half the size of one of these. If I go in here. I want to probably make it a little bit bigger. There we go. It's also good for us to make everything just slightly bigger just because from a distance in our context, it will read a bit better because, of course, if we're looking at it from here, else it will be a little bit too small. So in games, they often make stuff a tiny bit bigger just to avoid like well, we just call it noise to avoid the noise. I'm going to create a line on this side over here and also on the other side, and I'm basically using this just to measure stuff. And when I look at it in context now, I feel like it does need to be a little bit smaller. There we go. And we are going to create also something that will be behind it. So first of all, for now, move it over here. The site on our final thickness, which is going to be something like this. And we also want to have this later on on the other side. Yeah, we should be able to keep that in our UVs because these UVs are super simple. So first of all, what I'm going to do is I'm going to get rid of. This end here, let's convert too pool. And that is just because you cannot see it because we're going to hide it. And I want to save my UV space because we are going to use this one a lot and then just already give it like a quick UV. Iron, relax, and just do, like, a quick checker. Yeah, that's honestly, that's fine. For what I need. Apply our default material again. So, now it's just a matter of grabbing this one, moving it here. And I'm going to start with like 25. Oh, even 25 was not enough. Let's go ahead and move it once more. And like another four, I think, three. Perfect. And it also actually fits really nicely, almost perfect. You know what? I would say that, this is pretty much perfect. I'm going to move this one over here because it looks like that I made a very small mistake in just the placement of these. There we go. And then for this one, what I'm going to do is I'm going to grab the last few, and I'm going to add an FFD box by two by two or two. I'm just moving it like a tiny bit like this. So you will never really be able to notice that there is, like, any type of scaling going on. That's why I'm not doing it over the entire any because I want to keep as many as possible, like, nice and round. Now we have this one. We would then go ahead and we would copy it. This is where I'm thinking like, I probably want to reuse my UV space for this one because now I look at it, it's so much and we will we won't have it a lot and we are also going to use it over here. It's probably best if we reuse the UV space for these pieces and for these pieces here. So knowing that for now, I can already place it, but I'm just going to, let's just isolate it and just attach it. When it's one model, I know just from memory that this is the one that I can use. It looks like that. It will take a while because like 1 million polygons to the attach. And here I can just count one, two, three, four, five, and I can go here. Oh, I cannot do that. Then I just need to eyeball it. Something like this, if I eyeball it a bit. Okay. So we will have some stuff that's also sitting behind it. First of all, we're going to go ahead and we are going to grab Oops. Come on. These pieces. And these will sit above it, like this. Because if I have a look, yeah, that looks logical if we just have that above it. Okay, so we got those pieces done. Now on the inside, I'm probably going to here, use one of these. Let's just go ahead and actually, sorry, let's undo that. Let's grab this one, and let's just get rid of the chamFA and all that stuff, so delete. This one is going to be on the inside, and all I need to do is I need to move this one edge a little bit and move this one edge a little bit, and then also this one just to compensate for the shape change like this. Then I'm going to go ahead and delete this side, this side and then just press element select and just delete these pieces. Now you can just go ahead and you can do a Caple on the ends and we can just use this one all the way across. Up until the very end, which is going to be here. Let's scale this flat here and also here. And if we just go to our front view, we want to go ahead and we want to move this up. So it's just going to be like just something to block our view like this. This one most likely doesn't even need chamfers because it is not here to be seen only from the side, it's here. So we got this one. Now the next shape that we want to go ahead and create oh, sorry, my microphone was a bit too loud. The next shape that we are going to go ahead and create is going to be this one over here for which we basically only need to create one shape and then use that shape over and over again. And then place at the top. So it looks it doesn't. It looks almost like a half a cylinder that has been extruded in the center. So if I just go ahead and go to the top view over here, I can literally do that, well, the way that I set it too. So we will grab half a cylinder over here. Like this. You want to make sure that you have a line exactly in the center, which we have, so I can convert this to an added poly. I can go ahead and remove this here. And then basically just grab one side and just hold Shift and then extrude this out. And you can just go ahead and you can I do like an angle select or something. And delete these ends because we are not focused on those. So now, basically, this is what that shape looked like to me. And also a cool twig. This is one that is specific to three max. So you can just extrude this out to create a shell, or you can press the shell modifier and it will very quickly turn any plane into a shell. So I just wanted to show you that. I'm going to place this one probably on roughly the same level over here. With this one, to save polygon count, we can literally just move this across and also to save our UV space pretty much. If we just move this across over here, that should do the trick. We got this one. I'm going to probably create a small structure, so that will be one, two, and then based on that, I can already see that I need to make it ticker. So let's go into my shell. Let's make it 0.5. Let's get rid of this one. Yeah, 0.5 looks a bit better. And then later on I'm going to, of course, figure out the scaling. But for now, let's do 0.5, so one, two, rotate 180. Center it just above it. One, two, and then it's basically the same thing again. No, wait, sorry, not the same thing. It's kind of inverted. Now it is like here. So you have these ones. And then it looks like you grab these ones, and those are at the top. There we go. So this is like the shape. Okay, so now knowing that, I can go ahead and I can look at it from a distance. You know what? This is actually pretty good scaling. If I read it from a distance, let's turn over edge and faces. Yeah, I can actually live with that. Uh, yeah. I feel like this is actually a correct scaling. Nice. So that saves us some time. So we got this one. What we can do is we can go ahead and let's add a quick chmF to this. And await normals and just make sure that this looks hipolynough. Yeah, you know what? I cannot really add any more polygons. I think, I think it's fine. I'm just going to go ahead and copy this, and I just want to go in and select all of the other ones because I already placed them. Why would I redo it? Just add an added pool, and you only do the added pool to basically have an option to paste and then just paste all of this stuff together over here. So we got this one done. Now, in here, this one's going to be a little bit more interesting. So basically, I want to probably go up until this point and create a cut here, and then these two can go away. These ones we can have a connect here, and we can delete half of it. These ones, we can also have a Adipol connect here, maybe move like a tiny bit, and then just delete half it select my line and just move it up so that I can that's perfect. We got that one done. Then you would say that we can probably just go in and do the same thing over here. Let's see over this point. Yeah, we can pretty much do the same thing. So if we just select these to place a connect. Sometimes whenever you ddt ply, you need to select to connect here. If you have it if you have an added poly on multiple objects at the same time, you will need to use the options on the right hand side because the options on the top kind of disappear. But if I now go ahead and do this, I want to make sure that I just select these lines and just make them absolutely flat. Oh. Oh, it's because I'm sitting into local. Just go to view. One sec, it's out to saving and place it nicely on this line. Here also scale flat, nicely on this line. Quickly go in here, do the same thing, scale flat, place it nicely on the line and over here. And then it's just a matter of copying this. We got this one done over here. Now, if you want, you can even, I will just like I will move this over here and just throw this into my backup folder. While we are having a lot of meshes by now, it takes a while to go all the way down. Backup. Then for this one, I'm just going to go ahead and convert to added ply. I'm going to attach all of those shapes that we have. Here we go. Delete this line, hold shift, move this and place it super close together, and then just go ahead and add a bunch of copies until we reach the end. Unfortunately, that was not enough. One, two, three, There we go. Okay, so this end needs to reach this point over here. With this one, I can probably get away with just doing an FFD by two by two by two and pushing this back a little bit like this. You will never really notice that on such a large shape. And then just add a weight normals on top just to finalize things. Okay, so we got these. Now, don't forget that we are going to just still close off the center by placing another one of these pieces. And we can also go ahead and actually go in here. This one. Yeah, this one needs to be placed here, and then we have the top tiles. So I'm going to place this one up here. There we go. I'm going to grab this shape and just move it up. That blocks that view over here. I feel like maybe pushing this out more. I might want to just go to my sit view, select all of them, and then make sure to do a center pivot and I want to push them out a little bit more like this. I feel like that just looks a bit nicer when it has a little bit more depth. In it. But yeah, I don't think I want to have it see through. Yeah, C tru just doesn't feel right. Especially like over here, there is also Wi ending trough. So we got this piece also done. Now the last one is going to be this tile on top over here. And it's pretty much the same as like the tile at the bottom, a little bit smaller, and it just has, like, a little thing sitting on top. So what I'm going to do is I'm going to grab this tile over here. Move it up. For this style, what I will do is I will go all the way back to my line and then just show final. And this one I'm going to move around here and around maybe a little bit closer. I'm eye balling it here, but that should be fine. And next what I'm going to do is I'm just going to go ahead and I'm going to select these points to kind of like move them to Make sure that it is nicely following the rotation, which it does right now. Then once we've done that, I'm going to probably get rid of my chamfer for now. I'm going to move this one probably up until this point. This feels nice. And then what we want to do is we just want to create a little lip on it. So that means a swift loop, I think roughly around here. Extrude this up and it looks like it's quite a hefty piece. So let's extrude this up. Let's go ahead and bend this a little bit so that it follows our rotation better. And then you can just go ahead and select the side and push this out. Like this. Okay. And now what we can do is we can grab that chamfer and weigh it almost from the bottom one again and just paste it on here. I think this time the chamfer, I want to have it a little bit smaller like this. Um, I feel like that I should make this top a little bit ticker. Like, because you can very clearly see it even from a large distance. And what I also feel like is maybe make it see where's the side view. Here's my side view. Oh, no, wait, no, wait the thickness is fine. Okay, so we made it a bit thicker. Let's go to our side view, and again, make sure that we alter the angle slightly. And then we can just turn on those pieces again. That's looking fine. And now if we just go ahead and just push this here and then add a bunch of them. And then it's just a matter of going in here. Adding an FFD and push those to our end, which is going to be described as line. Where are you? Line pushes all the way out. And in this case, this one, because it is over here where it ends, we want to go ahead and end it sticking out a little bit so that when we repeat this, it will just repeat properly. Okay, wow. Awesome. So we now have those pieces done. We are going to later on also use this piece up here. You can see like a tiny detail in the center. That's something that we could maybe do with inside of substance. I'm not really going to do that as geometry. The last thing that I don't really like is that right now there is a difference over here in scaling, well, that's what I do like. So here we can have this difference, but I probably want to go ahead and I want to grab this one and change this. So what I will do is I will delete these select this one and just with my dipoliu I'm just going to slightly change it. Then I'm going to go in. Let's do it like a center pivot to make it easier. I'm just going to push those out again. Here we go. And you guessed it. Just select all of them. And just art at FD. Then just like there will be one point where they will all be perfectly aligned. But that's fine to have it at one point along a large area. But for now, so we got this one. Am I okay with these ones being so long? Yeah, I guess I'm okay with that. No, you know what? No, I'm not. I'm going to go ahead and just delete this, and I'm just going to use these ones. I think that will look a little bit nicer. Over here. Then I am okay with these being long because we have the bottom ones that are also as long. That's now done. At this point, in our next chapter, we will hopefully finish all of the final molding. We got this beefy piece on top. I do notice that there is a small error over here. I think that's because here we just need to add another weight normals to all of these. There we go. Okay, cool. So next chapter, we will create this end, which we are also going to use over here. And after that, I believe that we are done. Then it's just a matter of UV unwrapping everything, and once we have a UV unwrap, we can already place it into place, and then later on we will go ahead and do some texturing. So let's go ahead and continue with this in our next chapter. 67. 67 Creating Our Roof Part8: Okay, so let's go ahead and continue. Now, one thing that I noticed right away off camera is that in context, everything is a little bit too small. Over here, you can see that this is actually quite large. And we do need to fix it, because if we don't fix it, then we don't know how big to make this end piece over here. But that was the last thing that we had to create the endpiece. So just to fix it, it can be really easy. Like we have already made everything modular, so it is not really that difficult for us to just scale it up and down or something like that. So we can just go ahead and we can go in and maybe it might be easier if we just quickly group this together. Over here. And then this group, I'm going to go ahead and probably set my PivoPoint somewhere all the way like the bottom over here. And then it's just a matter of going in. Oh, 1 second because Pivot points often are in different locations. There we go. Okay. And now it's just a matter of going in and kind of, like, deciding how large we want this to be. And then later on, of course, yeah, we might need to compensate it a little bit near the end, but that's about it. I think, maybe a little bit larger. And then it's it. Then that should be it. If I do this and I'm just pushing this back again, And then also read it from a distance. Yeah, I think that this is fine. Okay, so let's go ahead and go for something like this. Now what we were going to do is oops we were going to go ahead and start working on the end piece, which is just going to look something like this. I will try to make it fairly simple. I am going to reuse some of these pieces over here. Most likely, what would be easier is if we just go ahead and use sebush. Basically place three of these pieces. We will create some shapes in between them, and then inside of Cebush we will just go ahead and smooth that out. Then over here for this, we will just basically use a line, create a base, create two extrusions out of it. And now these pieces over here, I wonder if I am able to maybe, like, re oh, God, what happened? Reuse something over here, but I'm not sure I'm able to do that for this one. Oh, by the way, over here, I see, like a little bug, so let's just wait a normal stereo. Um, and else, what we might want to do is, let's also have a look at some other pieces. I do want to give it some visual interest because we are seeing it quite a lot. Also, by the way, one thing is that I have already decided, and I didn't say that to not make this run bit over here. Making this would cause a lot of clipping and make it very unlogical and everything like that. So it's just easier if we just leave it out because in return, we are adding these details. So I feel like that is enough. Anyway, as I was saying, I'm going to go ahead and yeah, it's probably best if we just go for something like that. Okay, cool. Let's just recreate something like this. I'm going to go over here, and I have this piece. These three we can delete. I can go ahead and I can grab this piece, rotate it and just place this to get started with in the center. Now it is quite a bit too large. I'm going to scale it down. And we want to move this one up Scale down a little bit more. So it looks like there's like one here and then there's like two, a bit lower that are to the side like this. And then basically now we just need to, like, create the base shapes. Then over here, roughly in, like, the center up until just below it. So roughly in the center, up until, like a Like this part. And then roughly over here, and then we want to make it go straight. And I'm just going to first of all, like, fix this. So we have this one Base corner. So let's see, can I make this like quite round or something like that? Okay. Is it not too large or do we need to maybe push it out a little bit more and then rotate this one a bit more just to give it a bit more roundness, something like that. Let's have a look. Oh, no, sorry, before I do that, let's just go ahead isolated because I need to insert and I need to just connect this, and then we are just going to use a mirror. Okay. Let's go ahead and extrude this out. And it would be quite a beefy piece, something like this. Okay, and then over here, yeah, I would need to create something. So for now, most likely, what I want to do is I want to push this up until it hits at least both of them, and then I would create something that basically covers this piece. So we got this one. I'm then going to go ahead and I'm going to axis and move this until it's halfway there. So let's have a look. So what does this look like? It feels a little bit white, like a little bit long, I would say. Now, what you can see is that you can also see that if we go over here, for example, there are some stuff like sitting below it. It might be nice to maybe push these up a little bit. And then to create something Bloat. However, one thing that I also notice wide away is that it is going to probably be quite tricky to properly places on the end without doing some mending. But maybe what we can do is we can if I just go ahead and this one is now correct, right? Yeah, the scaling is correct. I just need to make sure that the position is correct. Let's go up here. So let's say that now the position is also correct. At this point, I should be able to just go ahead and ungroup it. And then use one of these tiles and basically use those. Over here. And then this one, because this tile is clearly floating, we probably want to go ahead and make it go a little bit down. So I feel like that would make somewhat sense or maybe, what would be better is if we literally lower this one, but then again, if we do this, the overshot on here would not make a lot of sense. I guess maybe one of these would make a little bit more sense because stairs, it's not holding anything, and that would not be good. Like, you would need to have at least something that is holding stuff. So if I go for something like this and I'm going to push these pieces back, so they would, like, sit against this end over here, then they would get a 1 second, looking at my reference. They would get like a piece coming from here to here to here. And then they come down and just make this shape feel a little bit better. And let's use extrude. Let's see. This one will probably be pushed back a little bit up until this point. And then it will end probably, ending it at the end of this shape should be fine. So we got something like this, and then this shape that is behind it, what I want to do is I want to go ahead and I want to extrude this back in a little bit further, something like this. Next, I'm just basically over here, making sure that this one fits correctly. Then over here, this one doesn't feel like it's around enough. So let's just turn off our Snap rotate. Okay, something like that. Let's go ahead and just copy this, make sure to center our pivot and then just do a quick mirror on it. That should be enough to just move it over here. Okay, so let's see. So we have a shape like this. Now, around this side, that's another thing that we need to have a think about about how that fits. So you can see that it's all connected because this is pretty much like that one side. You can even see that it's like square. They just added a lot of other stuff on top of it, which for now, I'm not going to really focus on. So let's see. I have this piece over here. I feel like maybe, no, I probably don't do I want to make this ticker? I guess if I want to make a ticker, I would need to first of all, push this forward until it hits the end over here. And then probably makes more sense if I then align this again, and it will just be like one large merged mold. I I now go ahead and just use my extrude over here, push it out. Yeah, so that's a little bit thicker. That looks a little bit better when we do that. Okay. Then what I'm going to do is I'm going to use my added ply and I'm going to move this one up. Actually, before I want to do that, I want to actually go to my line and maybe push my lines down a little bit more then add a poly move this up, and then we will give this cheva to bend it along And then I just hope that it doesn't look too I say too long. But I think that should be fine. And then also when we use it over here, I think that's an okay shape, what we have right now, okay thickness. So let's just start with something like this. Now, we had this one over here that looks like I just moved it down. And I'm just pushing it forward. Now I can probably go ahead and just move it back a little bit more like this. And this is basically just holding the shape. Then we have this one. I'm going to go ahead and I'm going to just fix my symmetry because I saw some problems over here. This sometimes happens. You can just go to selection, set the edge to two and select and control backspace. And then we have this one. I'm going to go ahead and I'm going to a HEMFRO here. And I'm going to go ahead and just push this out. Okay, so that also works. And then I think for these ones, I don't feel confident extruding these pieces out, so I rather just want to place them around it. So for now, all we need to do for this piece is, we pretty much just need to add some cheva and then it should be fine. I think this entire piece nah let's do only the top pieces we probably need to sculpt. We do need to close off the bottom of those. Like, right now, what we have is over here, like we have these really big gaps, and I kind of just want to, like, close off that bottom. So that's something that we also want to work on. To just make it all like one solid piece that's probably looking a little bit better. But yeah, like a quarter piece, I would say for this one. That's something I need to have a look at. So for now, this one, let's just add hmFer. What I might do is I might actually make this one like Wi round like this. So like using actual geometry to round things. Still see like a slight problem over here, but I think that's a ah, that's just a normal problem. So, something like that, that already looks quite good. So that will just be its own flat color. So most of it is just going to be textius. And now to just go in and isolate it. And what we will do is we will go ahead and go probably up here. Move it in. And then what I'm going to do is I'm going to go ahead and just place one additional edge. Now, what it will do is because we cannot go from one axis to another axis with the edges. It will place this edge here, and then this one I can then use to go to, for example, my side view, and I would, for example, go in here and let's say below or above the chamfer, I will place a quick connect like this, which allows me to then exactly in the center. Bring it back up again, like this. And then it should just be a matter of using this one to create a sweep. Let's go into edge your pass. Lets see if we can make this one work without cutting it too much. Just having a check like which UV I can use best to kind of like cut it out. We might need to just change this a little bit. But let's start with a width like this and then a length. Yeah, we might need to rotate this a little bit, but for the rest, I'm going to go ahead and make it a little bit thinner. And now let's just add and add a poly. So let's have a look. So of course, these corners, we just need to make sure that they are rotated, but we are going to use symmetry on them. So I'm just going to push it beyond a little bit more. This one over here, what we want to do is we kind of want to make sure that This is placed here and kind of like pointing, and this one is also placed roughly in the center. Here we go. And then the goal is to basically art a quick chamfer over here with, like, a couple of segments. There we go. That should already do the trick. I'm going to push this one beyond the point a little bit more over here. Now let's see if we do like a symmetry on the x axis and just flip it around. So the first one is going to be this one. So it's going to push in. And then let's go ahead and center a pivot. And let's go ahead and do another symmetry. Oh, that one on the axis, which is already correct. Like this. Okay. And then if we just do a chamfer? And it looks like that we do need to Oh, no, wait, actually, the chenv here did a chef on the edge. So now if you just do weight normals, maybe snap the largest face, turn off edge and faces. Yeah, I think that will read fine. So we need two of these, so we have this one, and I'm just going to go ahead and move one down roughly over here. And then for this one, just turn off everything except for your symmetry or your addi poli I mean. And just kind of like readjust this to make sure that it's moving correctly. And at that point, we should be able to just turn everything on again, and it should just work fine, which it does. So we got those two also done. So I look at it like a distance. Yeah, I would say that that reads quite well. And yeah, definitely, we cannot leave this space empty. Like, we need to have something there. So what I'm going to do is, let's see, which one is the most forward facing? Like, this one is a little bit squashed, but I'm just going to see if there's one that's like Wie forward facing and else I will use that one that we have been using before. But I can use that to basically that's like a nice little theta that I can also add. I still need to add stuff here, so I did not forget about that. But let's see. Now, these are all really intense, so I don't want that. Okay, I guess that's the best one that we can yeah, I guess that's the best one that we can use. So for this one, what I'm going to do is, I'm just going to go ahead and manipulate it a little bit because we also need to make it all fit in between here. So what you could do is you could go in and just look at it from the front view, somewhat like this. It doesn't have to be perfect. And then just go ahead and take, like, a screenshot. Now if we go to Photoshop and then here at Photoshop, I just have a 1024 by 1024 image. I'm basically going to go ahead and I'm going to move this in here. And then I'm going to go to my reference folder and import. 1 second, just navigating to it and finding that one reference that we have, which should be here somewhere. No, not that one. Is this the one? Yeah, this is the one. And what we can do is we can just go ahead and import this. Basically make this really large Come on. It's really bad with, like, movement and stuff. Let's just do something like this, and then we have the shape. Luckily, we have a high resolution. Let's just grab this shape, right click and rest try your layer. Contra I to delete everything else. So now we have this. What I want to do is I just want to go ahead and I want to select this shape because else I cannot do pop up selection, edit, cut, and then just placed into a new layer because there's always still some stuff outside of it. So you can actually ignore that function we did at the very beginning. So now we have this. Now I'm going to go ahead and I only really need the bottom. So that's the one that I'm going to kind of, like, cut out. And what I'm also thinking about is so, yes, we do need to change the bottom piece and everything. But I think I know a good way to save some time, and I will show you that later on for now. Control Shift. I delete O, delete this piece. And then we can just go ahead and we can just do like a free transform and let's have a look. So if you just hold Shift, oh, yeah. You can hold control to basically do some slight warping. So what I want to do is I just want to warp this on here and then maybe do some bending. So if we do this and right click and let's do another free transform, and this time, you can use this warp tool over here to kind of, like, select the pieces and warp them. And I'm just having a think about what this is going to look like. I'm just going to go for, like, a general edge. So what I will do is I will just try to, in general, just follow this shape around over here. So for now like this will look really bad, but we just need something to follow and curve. So if I just go ahead and save this and I can save this in my reference folder. JPEG. 02. There we go. That will just make it a little bit easier for me to draw out all of my spine. So if I go to my side view in this case, create a simple plane, make the plane square. So 35 by 35 and just get rid of any segments. Let's switch from wireframe to default shading and let's just as always just apply. I'll shape, and this time, I'm going to drag in my Architecture. Oh, sorry. Make sure to turn off over wt. There we go. That's better. Okay, so we got this really messy looking, but it works shape. I'm going to freeze the shape and show frozen as gray, so just right click and do your object properties. And now what I basically had in mind is that because this is just going to be a simple flat shape, I want to only draw out the spline on the top. I'm not going to make it like a closed spline and then I will just extrude this in. So basically, I'm going to use my line. And we probably do want to go ahead and go for some slight smoothening so we can go in here. And one sec. I wait. I do have my reference open. I'm going to go ahead and I'm going to make some of these. Shall I make some of these quite sharp? Having you think. If I go here, here, maybe do this one a little bit soft. No, it wouldn't look good if that one is soft, here, here. And then just go ahead and follow the shape around. And then this is more like a flower petal in the higher resolution version. So I just need to follow the shape. While keeping things fairly soft. Don't worry. I will, of course, clean this up later on, and it might take a while to clean it up. But this is like the last shape that we need to create. Then we are pretty much well, no, we still need to do one for the roof. But then we are pretty much done. I don't like these sharp points over here, but that is something that I can work on in a bit. And also, it looks like we can symmetry it. So I'm not going to do all of them. For now, I will just do this one, and grid like another bump and here, and then grid like another bump. And then I'm just going to go ahead and I'm going to actually, I'm going to leave it like this because I was going to do one line. So now let's go in and actually try to fix this. So out saving. Give it a sack because the bigger our seen becomes, the longer it will take the out to save. So let's just go ahead and go in here. I'm going to make these quite smooth. I would say that over here, this is fine. Something what you can sometimes try to do is you can try to use a fillet and fill it basically smooths out your edges a little bit. But often it doesn't do a perfect job, and you need to still go in with like a Basier corner and just, like, edit it a little bit. But you can see that will create some slight smooth edges. Now for this one, I feel like that we needed to go make this a little bit smaller. Going to move this in a bit more. Because these ones need to be like, really nice and round. Yeah, so that goes fairly round. Hmm. I know that even in real life, it's really uneven. Trying to just make it a little bit even to get started with, but it's a tricky one to get really nice and soft. But most likely what we can also do is, I don't know, shall we make this a hypol? Often, if we make this hypoly it will read a little bit better. So we might want to do that with this specific one just to make everything read a little bit better. For now, however, see, this one can go quite smooth around. I'm fine with that. And now we need to decide what to do with these. Over here, I think I'm just going to go ahead and fill it also at this point. Then I need to go and do Bezier Corner and I need to edit this. We got those two shapes. It feels a bit unnatural to work so unclean, but because literally, this is all probably done well, with a really basic cast iron and stuff like that, it's just not as precise. That works. So we can have a little bit of creative liberty by also making it. Not as perfect. This one, I'm just going to go ahead and okay, so it's a corner. I don't think fillet will work for this, as you can see. And the reason for that is because we have just like a few pieces if we just do a Bazzie corner over here that you need to kind of, like, rotate this and move this around to like a Bazzie corner in order for this to work properly because they are interacting with each other. So Okay, there we go. That one goes around quite nicely. Over here, even in real life, I would say, Well, there is a little bit of symmetry. So what I have over here, this is not good enough. What you can do is you can go ahead and use lines to basically create specific points. Almost like grid points because what I can do is here, I can now move this one and I can go ahead and I can also move that now over here. This allows me to basically see a little bit better where I need to end my lines and stuff like that and it's a bit tricky to make this perfect. So if I move that one there, but that would mean that all of these would then need to move all the way over here just for that to fit, which I don't think here that will not look very nice. But we are now, we are not doing a good job here. It is because it is warped, so it's really hard for me to properly see which way to go and stuff like that. So have a look, if I go here, like this side over here is fine. Sorry, it's out saving again. This side over here is pretty much fine. I'm fine with it, having also that little bend and stuff like that, and I need to just kind of rotate it. But then comes the question where we need to go ahead and also get started by moving this down. So, it would make more sense if I do something like this. I have one round bit that is then sitting at this point. This one over here, I don't think I even need, all I can do is I can go ahead and I can press delete on it because I feel like I am basically using this one. So the thing is that here, we need to do a Bazzie corner because this one is supposed to go Up? No, not up. Well, it does go up, but I'm just trying to make this stuff feel it doesn't have to be perfect, but I need to try and make it feel fairly similar. So right now, this one is quite thin. So I want to mimic that by moving this a little bit lower. And here, let's go ahead and reset this to smooth and then set it back to a Basier because I need to kind of like here, that's what I wanted. Something like this. So just give me a second because this detail Okay, so this one is still quite a bit thinner. So I feel like that maybe over here, I need to push this back in and then push this one back in, so it goes, it kind of goes over it. Yeah. So here it does kind of, like, follow the lines where it goes over it and also over here. And it's pretty much also on one straight line in this area. So I would say that yeah, something like this should probably be fine. I'm just making some final adjustments. Yeah, I'm going to leave it with this. I think that should be good enough. Over here, I also want to go ahead and make some final adjustments by moving this down. And then here, I'm just going to use my fillet note. To add those extra pieces. Okay. Let's get started with something like this. Now, around this corner, we are going to have a couple of problems that I now realized. So basically what will happen is what I first had in mind is that now we have this shape and that we would basically create a sweep modifier with a bar. And if we just lower that down like that, we will push it out like this. However, as you can see, that will create some additional problems where it's too close together. So we cannot really push it out. We can do something like this, but we still need to merge it together. So most likely what we can just do is we can just guide it along the bottom and just make it nice and smooth. And then over here, we will just like, go ahead and continue it out. So I'm basically talking about this. And this is something that we will, of course, later on need to kind of, like, add it. But just in general, I'm just going to not have any details at the bottom, and I'm just going to go ahead and I'm going to nicely move this down here. And then do the same over here where I just add some additional details. Actually, you know what? No, I'm not even I'm just going to keep that last one as one detail. And then I want to basically t just quite closely follow along like this. And then, of course, we need to go in and once again, have a look. So this one. Oh, wow, we are already at 40 minutes for just, that's just how it goes. Sometimes. Sometimes you just have like this shape that's a little bit more annoying than expected. And then things take a little bit longer than expected. I'm just going to twine. I can see over here like there is actually quite a big difference in width, also in real life. And let's see. I'm actually probably going to make this one a little bit softer. Yeah, that looks a little bit better. So anyway, I was saying, this was a little bit wider also in real life. So it's kind of up to you what you are comfortable with if you want to make it the exact same width, or if you want to make it wider and stuff like that, I'm going to make it a little bit more like do a similar width along the entire line, so I'm just talking about these sites. And then over here, I'm just going to go ahead and use this one. Probably at this point, I can probably go in and just do a simple connect. There we go. That we'll just do like the symmetry. Okay. Wow, that was quite a bit of stuff. Now what we need to do is we need to grab this one. We need to now impose it over this actual shape, so we need to scale it up, make sure it's all fits and stuff like that. Sometimes I accidentally changed my scaling mode, so I just needed to set it back. But basically, we can now also decide like here. So that's why it was handy that we just imposed it on here because then at least it somewhat fits. Now, the only thing that I'm not really happy about is this site over here. I feel like a this. I don't know if we want to maybe like do this and then just simply delete this one. And maybe do a Bazier corner and then this side can be like this and then this side can be quite straight. I don't know. Would that make sense? Or should we go for Well, in real life, it is bend. So I guess maybe we should just follow real life a bit more, bend it. But then, maybe bend it a little bit like this. Okay, let's just try something like this. I feel like we've spent more than enough time by now. I'm just going to go ahead and I'm going to do a simple extrude in this case. Push that back in. Oh, that's actually quite a nice thickness 0.5. So let's push it slightly inside of our shape. Let's go back into our line and just make sure that over here, don't etch your faces. It's a bit sensitive, but make sure that over here like we add some nice bending to it. And then I don't like this last one over here where it's like, 1 second. Let me just isolate it because Elsie can see what I'm doing. Over here, let's just do a Basie corner and let's give it a slightly softer bend. And again out the saving. Okay, cool. So we got this one now done. I'm going to go ahead and set my interpolation probably a little bit lower should make it a little bit more manageable. But this shape should work. What I will do with this shape, however, is I will most likely just take it into Z brush along with all the pieces and just create some addits on it. Also, no, wait. I'm going to actually end the Whoa, What happened? I'm going to actually end the shape here because over here you can see that it also doesn't really go around corners. So I will go in and at this point, add a symmetry modifier on the x axis and just go ahead and press flip and because I do want to, like, see. Yeah, I do want to, like, push it out a little bit more. So let's push this out and then just go in here, and then we need to go to our side view, isolate this again and go back into our line. And here we can just use our line to kind of, like, maybe push it out until it kind of, like, hits a nice center. Ah, how is that? One just date this one because that one doesn't look very nice. But let's have a look at it from distance. Yeah, that should work. Okay, cool. So we got our symmetry now, and now if we just go ahead and lipooli, select these two phases over here and just simply do a bridge on them. Then inside of ZBrush, I can take care of the rest. Okay, finally. So that piece is now also done. So now the last thing that we need to do, and that's where I will end this chapter. So next chapter, we will go ahead and go inside of ZBrush. But for now, I was just wondering about like this end over here, like the best way to basically end that and also connect it and place it and all that kind of stuff. Now, what I had in mind because we are going to use s brush is to basically, fuse some stuff together. So first of all, what we can try is we can just try to, like, asymmetry. Not on that side on the x axis and just flip it around. And then you can still bend it to make it feel a bit better. But the symmetry, it doesn't work quite well now that I look at it. Well, actually, you know what, it might work. Like, we might just move this tiny bit forward or something like that. Like, it does make more sense to have something on this end, but then we would still need to, of course, have this end over here also closed. But that's something that we can also work on. Mm. Or what we can do is we can make it just like one big close shape. So if I grab all of these pieces over here, that I would basically go in for my not my front view, but this time my back view. So I'm just going to select the back view, and I will go ahead and go for our wireframe over right. That I basically just grab a line. Then because I will dynamesh it later on that just having this line here and then if I just close it off, Let's move this all the way back. That might just also do a trick because yeah, we can smooth these edges out, so we don't really have to worry too much about them not lining up because it will become one smooth chunk. And then over here, I do probably go in and move this. And then we move it up until no, we would not move it up until that point. We probably move it up until like this point here. So that's another idea, so that we can do this, and then we can also just go ahead and close off the gaps. I think I'm going to go for that technique. That might be better. So I'm going to go ahead and first of all, duplicate this piece and just mirror it, and the mirror should fit perfectly because we mirrored everything like this. And then this one, it's not going to be part of our selection, so I can hide it. Just having a think. So basically, now for the back view, I want to go in and I'm going to o. Create an edge that goes around here. And then I will just cut it along here and then along here, and then down the bottom, I will kind of just try to do the same. Yeah, let's do that. So we'll have an edge that goes along here. And then we'll go ahead and cut it. Along here. And once again, doesn't have to be precise. We're going to smooth it all out along here. And then what I would do is I would go in and I would kind of, like, at this point, just make it follow the circle, go to the next point. This might seem really messy what we're doing right now, but it should read quite well. Once we are done with it inside of sea wash. There we go. Something like that should be enough if I go ahead and just move this. And basically, we're going to do a small extrusion on it. Yeah, something like that, that's fine. And then we just want to kind of place this really close together with the rest. You can go ahead and go in your line, and all you need to do is just kind of push these lines into our shape. I don't even care about that kind of inaccuracy, because this is all going to be like one solid chunk of mesh. So that's gonna be the focus. Um, let's push it out a bit. And let's just go outside of isolation mode and just like unhide also this piece. Yeah. I think that will read fine. Okay, awesome. So we got this done. Let's go ahead and finish the chapter here. And in next chapter, we are just going to throw this into Zbrush. And after that, we will just right away throw it inside of ism U V to give some UVs, and that should be it. But for now, like, that works. It's getting there, so we are quite close. So let's go ahead and finish this thing off. 68. 68 Creating Our Roof Part9: Okay, so let's go ahead and continue. Now, the first thing that I need to do is so I need to prepare this stuff for brush. This one is very easy. Just select everything and press connect. That's all that we need, and we can just go ahead and, like, make the edges smooth inside of brush. But, yeah, we need to kind of, like, do that for all of the pieces. So if I just go ahead and already select everything that I need, let's see. So this is all I need for Z brush, right? No, I feel like I'm missing something. I'm missing this one. Yes, that should do the trick. Okay. Awesome. Okay. So with these pieces, I just need to go in, and I just need to go ahead and press connect on them if they have any end guns which are vertices that are not connected like this, and that should be it. Now we can just go ahead and select it Export Selection. I will just call this rooftop tire serot because I don't know. What else I should call this stuff. Cebush and export. Awesome. We got those done. I can go ahead and I can save this one probably in just like my oh, I'm just going to do it in, like, quick trick. If you have, if you need to go down a lot, just go ahead and quickly create this in a new layer, and then just, like, select the pieces and then just throw them into, like, backup. That's often easier. So, okay, we got that stuff done, and this stuff over here is already ready to go. We can now go ahead and open up Cebush and we can go ahead and import or, um, to the rooftop tile 03. So now we do get an error, so it seems like I missed something. We can go ahead and press quads and triangles to see if there's anything wrong. Make sure to press edit, and I will just quickly switch to a UI that you guys also have. And then you just want to double check and make sure, over here, I can see some problems. But those problems, yeah, that one is actually a little bit too intense. So what I will do is I will go ahead and just turn on my backup. And I'm just going to go ahead and select these pieces and these ones so that I can isolate it. So it's this one over here. So let's just go ahead and connect it. There we go. Let's try again. File, Export, book selection, Rooftop tile 03, Export. See right so here. After a while you get quite quick. I just like exporting and importing all the stuff. So it is looking pretty good. Now, what I'm going to do is I'm going to go ahead and I'm going to go to my subtols and then if I go to split, I want to go ahead and I want to well, there's many ways that we can do it. We should be able to just go ahead and select this piece and then split masked points over here, which means that it will have like this one, and I just want to make double sure by turning it on and off to make sure that only that one is selected. Because these I kind of want to keep intact. I am not going to get my drawing tablet because I don't think I need it for this. I am going to go ahead and go to om tree, dynamesh, and let's set this nice and high to 1,400 and see how that stays intact. Okay, 1,400, I can go a little bit lower. Let's go around 1,000 and then dynamesh. And then for these ones, we can literally just go in and do, like, a really strong smoothing on all of these areas. Over here. And yeah, then of course, these parts you cannot really see. But then over here also, you can see that here, we can just make this part of the same shape, and that's why we just had to go quite close together. I'm also just going to go ahead and smooth this bottom side a little bit because, it has not the best geometry. And then over here, once again, you can just go in and smooth these sides. And I'm just going to also smooth the back just in case you can see it. If we're doing this anyway, we can just well smooth it all together. I guess since I did not fully enclose it, I do feel like I'm missing something or not. I guess what I'm missing is that this shape over here, I made it thin and I did not fully enclose it. It's fine. Now, I'm not going to bother changing it. It just means that my UVs are going to be a little bit interesting how we are going to handle that. But most of it, we don't really actually need to UV unwrap it. We can just do an outdo UV probably because it is just not important since you will not see it. But for now, the goal is just to make this easily merge together because doing this inside of three years Max would have been a pain. So we got this stuff over here, then we just need to finish it on top. And it's also where we soften the edges. So just hold shift and nicely go along the edges also. And over here at this edge, I almost missed, Let's have a look. Yeah, I think that looks nice, like it's fully merged together. And then over here for this one, all that we need to do is, oh, God, that one I still need to dynamesh. I think all we need to do is just like a simple dynamesh. If we just dynamie it like 700 and that's called Shift and see, here or see. Dynamesh at 700 is already good enough for me to go in and soften out these shapes. Yeah, sometimes because I hold shift, and then if I accidentally miss click, it twice to click next to it. Now, I know that we do not need the back, so what I will do is I will actually remove the back from this inside of C brush, not too difficult. First, let's just go ahead and, like, smooth all of this. And around here. There we go. Nice and soft. Okay, so just to remove the back, what you can do is if you just go ahead and go to solo mode, this is the back if we just go ahead and hold control and then mask out the back like this. Then all that we need to do is we just need to go in and go down to poly groups and just say group mask over here. And at this point, if we just hold control shift, click on this one. I will hide the one behind it. And at that point, we can just go to geometry, modify topology, and just press the lead hidden. So now it doesn't have a back mask. So having that done, now what we're going to do is we are just going to go ahead and do a decimation mask on this. And once again, I do not want to bake any norm maps for this. I'm just not really in the mood for it. I want to make my life a bit easier by using nanite so I'm just going to pre process this one. Preprocess it again. 3,000 is a little bit too low, let's set this to 50. There we go. Let's do 8,000. That looks like a nice value. Now, let's go ahead and go to this one. This one is going to be quite hypole probably. Right now, it's 1.6 million. So let's just go ahead and fix this. Yeah, the UVs, I will need to have a look how I'm going to handle those. It's going to be quite interesting. Then this one is done, and then we are happy days. So after this, we are just going to finalize the Us of everything, I believe. Let's go ahead and just preprocess this once more. Decimate I think we can go I think we can go one more, but not at here, let's do like 70%. Okay, we can go in one more. Maybe final one. Like, I have a feeling like these bits. Once we smooth them, that should be fine. Just go to soften this one edge here and here. To make it fit a bit better because for some reason, it broke again. Okay, I think that should do the trick. Awesome. So we got these pieces. Now it's just a matter of going into our subtols and I'm just going to go ahead and merge them again. So let's just press merge down and just press Okay. And let's go ahead and export this. Go in here exports from Z, call this roof tile 03 in the rhymes. And I'm going to also quickly go back. Oh, wait. I cannot undo that. Operation. Never mind. Then I'm just going to leave it like this. So we will not really have a safe file for this piece, but it was quite easy all that we have to do. Now I'm just going to go ahead and go to Rhythm UV. And I will probably at this point kick in the time labs. So let's first of all, load it in, make sure that everything is correct. Yeah, at this point, I will most likely kick in the T labs to do my UVs. In the Tabs, I will go ahead and I will do a bunch of stuff. So I'm going to do the UVs. I will 1 second. Let me just turn off my backup. So I'm going to do the UVs. I'm also going to go ahead and finalize any UVs that I have over here. Then I'm going to already pack everything together. Because we are pretty much done here. And what I will also do in the time laps, so this will be a longer time laps is I'm going to just create an end piece over here because this all shows techniques that we've now gone over so many times that it's no longer needed to go over it again. So that is the general plan for now. And so we already did the base UV, so those are all metal parts are done. That's fine. So yeah, I think once that is done, what we can do is we can start populating this scene, but, of course, we need to make sure that we create a backup of this stuff for our texturing process. So let's go ahead and continue with this in our well, actually, right now, because the chapter is really short. So I will start kicking in a time lapse now and that one will run until we have finished the UVs for this piece over here. 69. 69 Creating Our Roof Part10 Timelapse: [No Speech] 70. 70 Creating Our Roof Part11 Timelapse: H. 71. 71 Creating Our Roof Part12: Okay. So we have something pretty cool going on here. As you might have noticed, I did not really bother finishing the back because you will not see it. So I just made it so that we can see these bottom sides here. But yeah, basically, in the time laps, we just went ahead and we went over our UVNwrapping and just placing all of our assets, and now it is ready to go. So the next thing that I want to do is I want to go ahead and basically assign some materials, and then I want to export this. I do know that I still need to place my metal details over here. So that is something that we will also do. But already, just to prepare for things, I want to go ahead and do it like a fun export. So this is like a little tiny bonus chapter where we will just have some fun and see what this looks like in engine to make sure that also everything is looking correct. So for this, we need a few things. We need, first of all, a few different materials because we are just going to import this as one big asset. However, the doors are going to be separate, so we will need base. Wood. And I will just do this one. Metal. Details. This one will be roof on the score 01 or the score Boot. And this one will be Move unseoTUnsce Tiles. Something like that should be good. Okay, so now at this point, we can go ahead and we can go to our base door along with the duplication. So we can right click Select Child Notes, and this one can be the base boot. So apply that. Then I'm going to go to base door duplications, select child nodes and also, once again, just apply. Now that we have done those, we can just temporarily turn them off. Over here we have our metal details, which I can go ahead and apply this material to and then over here, I have my rooftop, which if I just go ahead and select that. And then we also have the other site, which actually the rooftop tiles completion is included in that. Oh, that's a bit of a pin. Let's go ahead and first select the rooftop tiles. So select child notes, those are these bits. Although these ones over here are not supposed to be in here, so that is something that I do want to probably select this one and this one, and I want to go ahead and throw all of that into the rooftop tiles complication that completion so that if I turn it off, all that we have left is these few bits because this is all that we needed for it, as far as I can see. Yes, so that's all we need. So these are the ones that we actually want to properly texture and everything, instead of trying to import the entire thing that would just be a lot of additional work. So 1 second it's out of saving. Out saving is starting to get really, really slow at this point. Okay, it's done. Anyway, so let's do our rooftop tiles. Let's select child notes and make these rooftop tiles over here, and then we can already turn those off. Then this one over here, this one is going to be the rooftop boot. I can go ahead and select that, hide that. And then we have these pieces over here left for which I'm just going to go ahead and I'm going to go probably to, like, my side view and just, like, click and drag. To select most of this, and then also select this piece of ear. Rooftop wood, right click, height selection. Looks like that we have a few more straight planks. Come on, properly select. There we go. And now all that is left is these pieces, and these pieces are going to be our rooftop tiles again. Awesome. Okay, so that is now all place. Now what we can do is we can just go ahead and we can turn it all on payor, pay store duplications. Now, there's one thing that we do need to do, and that is that this door over here. Well, you can pretty much just delete it because it's going to be the exact same door. And then this door, what we want to do is we want to make sure that we place it into our center so that we can later on because remember, the Pivot point will be at 000 whenever we import anything inside of in reel. So if we just place this at the center like this, at least that way, when we import this individually, we are able to properly, rotate it and all that kind of stuff. And now comes the fun stuff. So we will start with the door pot selection and two unreal, and this one will be FBX, and we will call this one D score 01. Yeah, that should be fine. Let's save. And I want to go ahead and want to turn on triangulate. I always want to do this because if we do not triangulate this, now what will happen is when we import this inside of substance paint to compared to unreal engine, when it triangulates, might triangulate in a slightly different way, which will mess up our smoothing. You can hear from how I'm talking that I have explained this many, many times before. But mostly, I would say, trust me. Now, I'm going to go ahead and I'm going to hide this one. And then over here, this entire piece, because it's a static piece, we can literally export this entire thing as one go because we do not need to do any type of movements in here as far as I can remember. So let's do an export selection on here, and this one is quite high. Like, it's 15 million polygons. So you can really see that we need Nanite for this. Wout Nanite, this would just be a massive no go, and we would need to highly optimize everything a lot more. I'm going to go ahead and call this one door structure. Actually, let's call this main. May? Underscore door underscore structure, safe. And yeah, this will be a big expot so it will take a while to export. So what I will probably do is I will go ahead and pass the video until this one is done. Okay, so that's now exported. So let's actually see what this looks like. And this will be quite exciting because, of course, it will just look, in general, probably really cool. At least I hope so after all the work that we've done. So if we just go ahead and go to our assets, I'm going to get started with door 01. Build Nant on combined meshes turned on, that is fine. So we have that one. And now comes the big imports. And if you are not able or your PCs, not able to handle this, then I recommend splitting it up. Then I recommend having the top piece and like the bottom piece separately, just to twine, like spit things up to make things more manageable. So it all depends kind of on your computer and stuff like that. This mesh will also render quite expensively. Like it will be just a really expensive nanite mesh. But because it is the main piece, it should not be that bad. So let's go ahead and input this. And it frozen reel? Not sure. Oh, there we go. Okay, so let's make double sure. Combine message built that night. Do have this on. If you do not have this one on right now, you will not have fun time. So let's just go ahead and input it. And yeah, you can see over here that it will probably take a while, so I would pass the video once more. Okay, so that imported. Now, we can see that we have a few problems, and this is because we mirrored stuff, and sometimes it happens where you then need to go ahead and reset the X forms and flip your normals. So that's like a common problem. In general, it did import. So we have Nani triangles, 15 million triangles, and we have a decent fallback. Um it is quite a massive size on disc over here, as I can see, and I'm not really too happy about that size. So what I can probably do is split this up into a few more manageable pieces. And you can literally choose how much you want to split up because most of our geometry is in this area over here. It's looking really nice. This is really great stuff. But yeah, because most of the geometry is in this area, what I will probably do is I will probably split down the middle, and also we will go ahead and fix this stuff over here. So that's the first thing that I'm going to do. Now, to fix this, basically, if we go in here, for some reason, it's loading. Yeah, I was just looking at some stuff in the meantime while I was waiting. Okay, there we go. So it's this one, for example, over here. Now, what I want to do is because this is still in a group, I'm going to go ahead and I'm going to ungroup it. And then I want to get started by first of all, going over here to reset X form and reset it. Then what you can do is you can go ahead and you can go to your object properties, turn on backface culling, just to make sure that everything is fine. If you still don't trust it, there is a normal modifier over here and you can see that that would like invert it, but it looks fine. Now what I will do is I will just go ahead and regroup it again, just to make it easier for me to actually select stuff. This one had the same problem. Group, ungroup, right click, restax from converter Adi pool, group regroup. That's basically what we will be doing. Same over here. Let's just go ahead and um group group because you can also see that you cannot even do the restex form when it is in a group, convert at the pool and just group again. I just to have a look. Yeah, this end and these ones are rendering fine. These ones are rendering fine. Okay, so it was just those ends, and it was also this one and this one. Is there anything else, okay, so just those two. So we can go ahead and we can go in here. And this time, let's just go ahead and turn this one off and go to base door duplications. So this one, reset X form. And it was this one, reset X form, and also do like a weighted normals on them because often the reset X form does actually break normals, and that reminds me. I need to double check. These ones, you probably won't even, you probably will barely be able to see the weighted normals. But we do need to apply them. Okay, so, that is now done. Now, what I will do is I will go ahead and if I go in and let's see, I need to have my rooftop on right click on Height. There we go. I'm going to have my rooftop base over here separate from the rooftop tiles completion because I want to have the tiles separately. So I'm just going to go ahead and, like, divide it up into layers, basically. This one I will go into the layer door over here, so I can just easily turn it off. Then the next one is going to be like we have our base door and our base door duplications. Now, that one is fine to keep. Then have my rooftop. And what I'm going to do is I'm just going to add this side also to the rooftop. Like it's such a small bit of geometry that I'm not worried about it, not reading well. So let's do this one is going to go into our rooftop piece. And then we still have these ones over here. That can also go into rooftop piece. Let's have a look. That's the rooftop, and then we have our rooftop tiles for which we have our base tiles and we have the completion. Now, I still want to keep this intact. So that's the tricky thing, because I don't really want to combine this with anything else. What I could do, however, is I could just simply go to my st view. And I could select let's see. If I select this piece over here, so this is around 3 million. I have a feeling these pieces are Oh, no, it also need 2 million. So let's say that we have this piece over here. I'm going to go ahead and I'm going to probably just group it. So let's first of all, ungroup it all, and then group it again and just call this one site export. And just preso, because it also took really long to import this inside of unreal engine. So that's why it is easier. So we have this one, and then what I will do for this one, is I'm going to go ahead and convert it to a apol. This one I'm actually just going to go ahead and place in the center over here, and I will call this one. Actually, I will actually do this in a new layer. Hoof tops called Adom On the score zero, one. There we go. And then I can simply export this and then place it inside of UnwelEngine. So that will save us again, 1.6 plus two, so that will save us 4 million polygons that we need to input into one additional thing. So this one will be Oh, no, wait, sorry, I don't want to export it just yet. So actually close that. So we have our rooftop add on, and then this one here, we can delete. Okay, so now we have the rooftop. And if you want, I don't know how much this is 6 million. Um, and if I move this. Okay, so I do need to. Yeah, it might be easier if I actually go ahead and just also export that one separately. Here. Just to make our message a little bit more manageable. So I can also go in here. Let's just do an ungroup and group top trim. Yeah, let's just call the stop trim. Okay. So we now still have everything intact. So if I now go ahead and right click and hide, just press No, I can hide this stuff. Okay. So we want our base door with our duplications, and then I will also have my rooftop attached to it. There we go. Because this one is only 81,000. This is the Wily lowly compared to our roof ties, but that was intended. Let's just go ahead and grab this one and that's export selection, and I will call this one, main door. Let's call this Wood. And let's do a heady export. Okay, that took no time at all. I'm also going to go ahead and I'm already going to go inside of Unreal and just right click and delete this large asset. Our door we can keep. Now if we go ahead and so this one, we have our rooftop don. Export Selection. Rooftop on the score, add on on the score 01. Just in case we later on also want to use these for our other roofs, but the other roofs are going to be a little bit lower, so there will be a slight difference. Let me just pass the video until this one is done exporting. Okay. So now we have our roof top tiles and our rooftop tiles completion. I'm going to select the B. File Export. Main door one tiles on the score. B et's go ahead and do that and once again pass the video. And there we go. So we can hide selection. Then this one is going to be main door tiles on the score. Top, trim. A nice thing is with all of these FBXs when we actually drag them into the scene because they are already in position, what we can do is we can basically drag it all into the scene at once and just have it ready to go. Having it so far, don't worry about. This is normal. Having it so far, however, from 000 might cause some slight problems with our distant field calculations, which is an optimization technique for lumen, which I will go over near the end, but we will hit that road when that happens. Okay, this is taking longer than expected, so let me just once again pass. Okay. And yeah, FBXs are never really good with really high boiling models. You can export this as an OBJ to unreel I'm just not used to using OBJ, so I'm worried that something might not go well. Main door tiles and this one will be front. And that's the last one that we need to export. So we can just go ahead and export. And while lettuce exporting, we can actually already go in here. So we have a door zero, one. Let's go ahead and just grab our main door wood. That one should take not long to import. Then we have our rooftop ard on piece. And you can see that now it's also quite a bit easier to import this kind of stuff. And now what I will do is we have our main door tiles back top trim and froned and I will just import all of them at the same time. And I will just pass the video. Yeah, just press Import. I will pass the video again until this is done because this is going to take a little bit longer. Okay, perfect. So that is done. Now, I already see a problem over here where this entire site over here is still inverted. But you can see that over here, the reset X form did fix the rest. So it's just this entire site. Now, that's an easy one because it's a quick export. So it's just door base door duplications and our rooftop. And if this is the front, I should I will group it again, so don't worry. Is it also that extra pillar next to it? Yeah, literally the entire thing. Okay. So that's just annoying whenever you are using symmetry on stuff. That it kind of breaks a little bit. Also, I want to make sure that because we have this detail over here. Okay, that's looking fine. Let's move this and just make sure that I have everything selected. No, there's one more, although you cannot even see it, to be honest. I just trying to select it. But honestly, I cannot even see it. There we go. I think now I got it selected. Just for good measure. One more. There we go. Yeah. Good measure. Everything is selected. Cool. We are going to go ahead and reset the X form and then just quickly throw it back into a group so that it's easier for us to manage. But that should fix that one. You can just go ahead and overwrite your original FBX, which is going to be main door Boot. And then just as simple as just going in here and pressing reimport and hoping that it now reads correctly, which it seems to do. Okay. Awesome. I do see some shadow problems over here, but those problems can happen. Oh, wait, and we need to twightenoms. But those problems can basically happen when we work with larger meshes. So it's something that I will show you how to fix a little bit later. Main door woods. So I always forget the art weight normals after, which I should really not do whenever I do tiles fixing or something like that. But there we go. Okay. So for now, that one is looking correct. Our main tiles back is looking correct on both sides. Then we have our tiles front. That's too bad. A tiles front, we need to go in and turn this one off, this one off, this one off. Um, Is Oto saving, white when I'm doing that? Well, while it is out saving, I can just go in and top trim is looking correct on our sides. Okay. And then we still have our rooftop ardon which is also looking completely correct. Awesome. Okay, so everything is now pretty much working. The only thing that we need to do is in our main tiles, which is rooftop tiles and sorry, not rooftop tiles. Roof tiles and completion. And it is this one, I believe. For some reason, it is not selected. I don't think it's actually this piece. It's just like these additional pieces over here, is that correct? I just have a look. Yeah, if this is the front, it's, those pieces. And I can just go ahead and I can reset X form, add my weight to normal spec, convert it at the poly just in case I will also group it to make it easier for me to select. But that should be it. So we should be able to select all of this, export selection, and this is going to be the front one over here. So let's export this and let's pass the video once more. And that has imported correctly. Nice. Okay. So now what we're going to do is we are basically going to select the pieces that we want, which is going to be the main door with tiles and the top trim, and we can simply go ahead and drag this one in. So you can see that now it is still in position. Looks like that we went a little bit higher, actually, which is funny because I thought that we actually went a lot lower. Interesting, but it should still be manageable, like I'm just really interested how that happened. Like, how did it go higher? That's weird. Okay. Anyway, we have this in place. Now what we can do is we can grab our blockout pieces, and we can just go ahead and we can start deleting those. It might be easy, actually, if I temporarily just, like, hide this one, this one, this one, and this one so that I can get rid of all of these blockout pieces because I forgot that they are pretty much all separate. And also get rid of our door because we are going to replace it in a bit. But it is already looking pretty exciting. So we got this stuff. What I'm also going to do is I'm also going to go ahead and open up oops, these assets, and let's open them up and just go to our materials. And I want, like, our gray I think just our normal gray materials fine. So just quickly apply this material. Over here. And then you can just press save because we need to save it anyway, just to save all of our assets. And now, Console H and look at that. Okay. So I like this because, like, we spent so much time and hard work just getting this done. So it's like a nice thing to finally be able to see our work. I'm going to push this one up and out a little bit. And I'm going to go ahead and duplicate this and then just snap rotate this 180. Oh, at moved it a bit. Just make sure that it's aligned, and then this one can go over here. And it's mostly just having a look at the distance between here and then maybe moving this one, a slight distance up. And then this version over here, we can just go ahead and we can slightly open it. Okay. Awesome. Look at that. That's looking really nice. I see some Oh, no, wait, it's not really a problem. It's just like the oclusion in here. It's like, Willy Willy dark, but it should actually be fine. But over here on the side, that is something that I might want to fix. I might just want to grab one of these pieces over here and just kind of, like, hide it because I'm not sure if that looks really nice. But just in general, the detail of this is exquisite, to say the least. Like, I think we did a w nice job, and we got some really nice deals. So we are able to do, like, some really nice close up shots of this stuff, which was my goal. I do notice that then over here, to make this work, I would because, else, I did all that hard work for nothing. We would probably want to go ahead and, like, change our camera. So if we just type in camera, and I need to right click Transform and turn off the log. And I want to kind like Move it out a little bit because here, else, it would be such a shame if we do not see at least a little bit of the top or maybe all of it, maybe just all of it. But then we don't see much of the terrain, but I guess we will just have some more shots. Maybe go a little bit further back. Uh, I don't know. I want to kind of, like, move it, actually, because it just looks nicer if it's like a little bit with the camera straight and not looking up. Let's start with something like this for now. So yeah, in general, I quite like it. I do feel like that over here, there's too much empty space, so I do have the urge to kind of, like, grab everything like this and then move it like down a bit. So that's something that we are going to work on next. But for now, let's finish things off by just grabbing our this piece, whatever it is called. Placing this nicely into position, which going to be something like over here and I'm going to nicely have one here and also so one, two, one here. There we go. Yeah, that reads nice. Kind of wish they were a little bit bigger, but I have a feeling that if we also later on create camera angles that just go over here and have little leaves everywhere, like, it will look really, really nice. So in our next chapter, what we're going to do is we are going to basically try and or add some visual interest in here or push this down. I feel like that we cannot really push it down much. So it might just be a matter of, like, adding some extra beams or something in here to add that visual interest. But in general, I think we did a really good job, so this is looking really nice. Let's go ahead and continue on to the next chapter where we'll finalize this stuff, and then we can finally continue with the texturing process. 72. 72 Finalizing Our Main Door Mesh: Okay, so let's go ahead and continue. Now, we have something really cool looking already. What I wanted to do is I basically wanted to go ahead and actually move this down because right now I'm just not happy with the space in between here. It just looks really strange, having this really big gap here, and I just feel like it will look so much nicer if we just lower everything a little bit. So that's also why it's good to often, get it into reel before you start doing, like, all of the texturing and all that kind of stuff. But just in general, like, it is looking really good. So I'm going to go ahead and let's see, I'm going to lower it down. I'm going to place some of my metal details on here. And I think then what we can do is we can get start with the texturing. Once everything is textured and set up, then there will be a massive time ens where I will be creating all of these additional pieces because else it would just take too long. And after that, we will do probably like another chapter where we'll just, like, go over this one and then we can start focusing on our twin and all that stuff. So that's the plan. Let's go ahead and go in here in three years, Max. Now, the first thing that I'm going to do is I'm just going to go ahead and move everything down to the level I want it to be. So I need for that my rooftop tiles, not a roof of atom. The rooftop I need over here. I think that's everything, right? Let's just quickly delete this on. Those are the base doors. Yes. So I'm going to go ahead and just grab all of this stuff. And basically, I just want to go in and now turn on my base door and base door details over here, and I'm basically going to see how low I want it to be, and then I will just alter my base doors and everything to go to that. So if I go ahead and actually have look over here, just like for measuring, Okay, yeah, so quite a bit lower until it's like just above. So I would say, probably something like this. Double checking, is that correct? Yes, I think so. Okay, so these ones I am pushing back in. So I just need to push this down and then take it from there. So let's see. We have these ones and we have these pieces. Selecting them. And I should be able to alter it. Like, I will not give me such a large change in our UVs. So I should be able to simply select this stuff. I just kind of move it down. And this is probably as far as I can move it down without causing some problems. So if I do this, because else it will cause some problems here, convert aipoli is the weight normal still intact, yes. And now if I go in here and go to my side view, if I start by just moving this one, up and make some very slight alterations to it over here. But this one needs to be a little bit straighter. Now if I go over here, this one because it is like one no wait, it's a group, so I can actually go to groups and ungroup it and it will just be a pain whenever I need to turn it back into a group. But for now, I can just do this, move this one up and move this one up. So that is fitting on there. Now we have this piece over here and these pieces and I can just move those down. And maybe for these ones if you want, you can quickly grab the tops. And move it in. I can see over here that this one s, where are you? This one does not have any weighted normals, so let's apply weighted normals. Actually, these ones also. Let's go just select all of these and just add another weighted normals just in case. I guess maybe I just did something to it. Unfortunately, it also means that these ones over here don't have weighted normals. I'm just going to select the ones I can see and quickly apply weighted normals. If you happen to miss one, you most of the time do not really notice it anyway. But here, let's just do this. Okay, cool. So that should do the trick for these ones. Now, if I'm just going to go ahead and go to over here, we have our rooftop. I'm just needing to make sure exactly what was included in it because now I kind of forgot. Okay, so the wooden rooftop is also included with it. So we have our base door, our base door duplications, and then we have our rooftop. That looks correct. So we can go ahead and export this. Export Selection. Um, navigating to my folder. Here we go. Main door, boot. And we can go in here and just re import and make sure that all looks correct. So, that small change in our texture, it will most likely not really do anything, so that should be fine. And now we have over here, we have these top pieces. And yeah, it's probably better if we just export those. Like, you can technically just move them down. Although, actually, now that I'm here, what I maybe first want to do is I first want to just quickly select them. And the only reason for that is just to, like, move them down and see if it looks correct the way that I want. I'm not going to do it precisely. I will undo this. Perfect. Yeah, that works. Okay. Awesome. So now that we know that that is like a nice distance, what I'm going to do is go in here and it is outosaving. There we go. So we have our rooftop. Now we have our rooftop album, we don't need to change. We have our rooftop tiles and our rooftop completion spreas Anhed. There we go, because I was missing something. So this one is back file export export selection, tiles back. Here we go. Next one was going to be the top piece over here. Export selection, top trim. And finally, we can also hide this. We have this one over here, the front pieces. And I will also already go ahead and I will already import them inside of Unreal, but you don't really have to see that. Okay, so that's now imported, and I also place these pieces a little bit down. And I think that we are now finally ready to go. Yeah, see? That looks so much better. So I'm happy that we went through the effort of doing that. Okay, awesome. So now what I'm going to do is to finish this chapter off because it's just going to be like a short chapter, I will go ahead and place my metal details. So we have like these nice metal details over here, and we can go ahead and we can start placing those just by duplicating them. And once that is done, we are finally ready. Oh, I can see here, a little problem. But if we do Snaptlgs phase, does that fix it? It does improve it, so let's do that. After this, we can finally start with our texturing, and we will start probably with the texturing of our base door and then take it from there. 1 second, in place here. You can see sometimes there's a little bit of space. That's because we are the small variations to our wood. However, I would say that just in general, this is fine. It might actually be more logical before I do this. Yeah, sorry about that. I almost forgot. Before I do this, it might be more logical if I just go ahead and create two variations that have not that one. Two variations that have these bolts on it. So if I just go ahead and also copy these bolts, and just kind of place them over here, and I will not place as many as in our reference. So let's just make like one, two, three. Actually, you know what this one, I want to go a bit more to the outside. Let's see. If I just go another two here and then another two here, yeah, that should work. So, like, we get these over here. Then what we can do is we can go ahead and duplicate them, rotate this thing 180. And just place them on this side. And then we can just place them on the side, and then we can just group this. It's probably better if we group this O we let's make it one big object. Just because we have the UVs, it might just be easier to do that. Yeah, of course, make sure to use on a duplicate because we want to go ahead and later on texture. These pieces and it's not handy if we are texturing when everything is already combined. There's two reasons for that. One of them is that baking our ambient clusion would not work correctly. The second one is that substance painter is not as good as handling w high ply meshes as TS Max and unreal engine are. So that's just something to keep in mind. Now, at this point, I have some smaller ones. I guess it makes sense if I then also make my bolts, like one size smaller. Let's just do that. And then for this one, let's see, the one, two, let's just do the same stuff. Because they are smaller, it just kind of fits. You can see here that I'm just like mostly just eyeballing it and just hoping that it is correct. One sec. I only select the outside. Go here. And here, there we go. Nice amounts of extra detail. And once again, just like, copy it, rotate it 180. Move it into place here. Go to move it a little bit to the side. And next I can just go ahead and go in here. 90 degrees and start by placing it on one side, Deselect. Oops. This one, we can place on the other side. And then this one, I'm going to probably go for here one, here one, and here. And then it's just a matter of selecting all of this stuff again. Oh, hey, look at that. There are some slight difference, actually, pretty heavy difference in our height. You can investigate that. I'm not even going to bother, to be honest. I'm just going to push it back because it will be so minimal that you won't notice it. And at this point, I'm not working as clean as I would in, like, a production environment just because it's a tutorial environment, which is slightly different. Anyway, let's go ahead and just place these also on this side and we might need to once again, change our positions a little bit. You can see over here. And then that is also ready to go. I think things are looking exciting, now we finally start to get a glimpse of what the final result will be. Of course, it does mean like, let's not mess up our textures. And I'm saying that mostly to me, but I'm also saying that to you, like thy will to spend your time on the textures, probably even more time than you would spend on your modeling, although not more time than your modeling, but just spend a decent amount of time on it. I guess I do also count making the wood texture as part of our time. So that's something that you should take into account also. Anyway, these are now done. I can get started by just moving this one up here. You know, do something like this. That's pretty solid. And then we also have this one, which I will move here. Yeah, I'm happy that I did this. Like this is looking pretty cool having these additional metal details. So this one we can push. Here here and Okay. Here and just push it down. I guess if you want to, you can also use this one and just use it over here and then, let's send them my pivot. We are just going to advertise it like this is just something that's just sitting on the bottom. It's fine if it clips a little bit inside of our mesh but there we go. I think that looks quite nice. It's really easy for this one because we should be able to just simply export it over here. I already applied my custom material as far as I can remember, like the metal details material. So that's also good. We got this one over here. Now, if you want, you can also place one here. I don't know if that will actually look nice, but we can have a look and see if I make it quite a bit larger, I might just decide to not do that. Ah. I don't know. Like, over here, it does cause some problems. For now, let's leave it, and I will just if I need to, I will add it later on. Okay, so we had like a separate material, which means that over here, now we can turn off our rooftop tiles and we want to keep our rooftop. So this is done. Over here, we don't really have the space, so that's fine. So let's do this one, and then the next one was going to be our door. So first of all, let's export this main door wood. And now you can see that exporting takes a bit longer. And then for this one, it will ask you something. So if you reimport it, it will ask you like, what do you want to do with your materials? And for now, you can just go ahead and you can press reset. So reset is fine. I will reset your materials, so you will need to go in and again, apply gray. But it's often the easiest way to make sure that everything is now correct. And it is. So now you can see these small details here. They will look even better when we actually have our textures on it. So for now, let's save our trees Maxine. Okay. So we were going to do our door and the metal details. So let's leave the metal details for now. Let's grab our Where is our door? Actually, you know what these metal details. It might be easier if we just add these to our door base here. Maybe it was still in our door. No, no, I think I can't remember that's just nhd, but where did we leave our door? It's really strange because I'm pretty sure that we made the custom material for it. If you cannot find it, let's just try this. Let's turn everything on. Right click right. Press yes. Okay, so there is my door. It is stuck in the rooftop as a separate layer. That's not very good. Oh, God. Why did I place it now? So what I need to do is oh, yeah, now it is here. Okay. I just dragged it out, so now it is working. There we go. That was just like an accident, but it is fixed. Remember how we have three different textures, so you do want to guide and, like, use these randomly. And I need my reference. Let's have a look, so we need to have a look like, let's just do this one. Okay, so like on every joint to have one of these pieces that is totally fine. It's going to move these into location first. Like this. And basically, so one would be here another one would be here. And it's also fun to, like, make them a little bit uneven. So I'm going to go here, and I just realized that I made this entire centre line. I literally only now notice that I did not do, like, a small piece, but I did the entire centine. That's awkward. But anyway, let's then also place them in the center. It doesn't really matter too much. Like, I'm fine with it. I don't really care too much about what I do with, like, a cent line, but it's a bit awkward that I did not notice until now. Some people must have been like way back like hours ago, just wondering, like, wait, why are you doing it that way and stuff like that? Anyway, we have these ones over here. Now, I can probably just, like, select them, move them down. I like that. And this one I can get rid of, and this one, let's keep it on. There we go. Door, you guessed it. Need to copy them to the other side. Let's go center to pivot. And what I'm going to do is I'm going to sorry, rotate, center to pivot and then make sure to set this to local so that when we rotate them, they will all rotate individually. And then we can nicely move them. That's it. Okay. Door is done. I'm going to go ahead and throw all of these details into the door layer and export this. So door zero, one, and now our measures are done. Okay. Sorry that this again, took 20 minutes. Did not really expect that. Oh, 1.2 million polygons. That's quite high, actually. So in our next chapter, what we're going to do is we are going to get started by creating the textures for our base door. And then which is just going to be like these pieces combined, because I believe that they are all inside of one big texture. I will double check. But yeah, so that's the goal for now. Select our door. Double check that it has exported. Yes, it has. And we can right click reimport it over here. And now we can admire our work. Awesome. Yeah, I like how we can also from distance see them, so that's really good. Let's save our scene, and let's go ahead and continue on to our next chapter. 73. 73 Texturing Our Door Part1: Okay, so what we're going to do now is we are going to start by first of all, exporting our meshes that we can use them inside of painter properly, and then we can start with our texturing. In our Export folder, I created a folder that I called painter, because, of course, we combine some stuff together here and there, so it's a little bit more annoying. First of all, what we have is so we have our base door and our actual door over here that we want to export because those meshes are all the ones that I believe are using unique UV. I'm going to turn off my metal details, and over here, temporarily, I'm going to hide this because these details they do not belong. Actually, you know what? Yeah, let's just add these do our base door duplications. Oh. 1 second. Strike them. There we go. Now, there was another one, and that is that over here we have a door. However, these pieces, the metal pieces on it, Those I'm just going to also hide selection. So I believe that this was like all of the texts that we have for our door. We can double check just by selecting it. Go to UVW web. Do not do this with your tiles. This one is low ply enough for me to know. So I can just basically go in here and I can see that if I select it, that everything is like nicely packed, so this should be the one. However, your tiles, they are way more complicated, so you don't really want to do that. Now, another thing is that this door right now, these pieces they can stay information because we need to think about the ambient occlusion. How is the ambient declusion going to behave? Because these pieces are going to be perfectly symmetrized. They will not behave badly with ambit seclusion. However, these pieces over here, these should not be here. They should be actually the other folder in the base door duplications folder over here. Sorry, I need to do that because I need to keep this one in the right position. What I'm going to do is I have these. I'm going to throw those in the base door duplication folder. Now I have these pieces and I'm just going to once again double check that I did not make a mistake. No, I did not. Then what I want to do is basically this door. For now, I want to just save our scene first. I'm going to move this one out of the way and also these top pieces because I don't want to have ambit clusion on those tops, I'm going to move it like this. You can move it a little bit closer. Now I'm going to select everything and I'm going to export this to our paints or folder and call this one base door on the score. Paint. Export. Okay. Now what we can do is we can quickly do this so that it is back into its original location. Now the next one is going to be that we have our metal details over here. Now for metal details, I'm going to just move these a little bit further out of the way. Once again, I don't want to have any of the embitclusion interact with each other because that would look inaccurate. Yeah, let's do something like this. We have these pieces. We can once again export. Oh, wait, is this? Yeah, yeah. Yeah, we needed this white. Let me quickly check. This one is sitting, that one is hanging out there. We have these pieces. Export selection. Metal details on the score pins. That's number two. Then for these ones, we can just leave so we don't have to do something. Now we have our rooftop pieces. Oh, no, sorry, we have our rooftop over here, which I can remember was its own UV. This is why it's sometimes good to just wide it down. We have our rooftop. So HoftpUnsco Boots, unscoe pains. Sorry if my audio messes up whenever I am typing because I need to move my head away from the mic. And then we have a rooftop tiles over here. This one I cannot really check the UVs, but I know pretty damn sure that this is all correct. It is fine to have our embitclusion up here because we will always have this piece sitting on top. However, if you want, you can move it around. I can quickly check here because it will be on top here, here and here. So it's up to you if you do not want to do it. However, I think I'm fine with it, so I'm going to go ahead and export this. Roof, tiles, underscore, paint. And this is why we're not exporting the entire massive piece B gas substance paint would just cry and it would run really, really slow. Okay, perfect. Now, let's go inside a painter and just jump right in. So yeah, we already went over painter with our stair. Of course, this is going to be wood, so it will be slightly different. But let's go ahead and go to Export painter and start with our base door. Yeah, base door paint. That's the one I want, so let's open it up. We are just going to make it four K resolution because we want to start high, and then we can go lower. And then we can just go ahead and press Okay. Okay, awesome. So all the pieces are already in here. Now what I'm going to do is I'm going to get started by going into my text set settings. Scroll down into our bake mesh maps because this time we are going to bake everything inside of painter. We want to set this at four ke resolution. Turn on low poly meshes hypol because we don't have a hypol and we just want to bake our normal word space, AO curvature and position. The rest we don't really need, so we can just go ahead and press bake, select the textures, and that should do the twig. I'm a little bit curious why there was like, this one is not being counted at all. That's interesting. One, two, three, four, five, I already lost it. Oh, yeah, here, one, two, three, four, five, number six. Number six, why are you not working door base, one, two, three, four, five, number six. If it's really not working, I'm just going to skip it. Yeah. Yeah, your Vs are fine. Weird? Well, if it becomes a problem, I will just, like, grab number eight and then throw it into number six or something like that. Anyway, so we now have our bags over here. You can go ahead and you can press the B button to switch between them. I can see over here also a small error. And over here, I can see an error. Actually, I see a few of them. That's really surprising. Why is it giving me those errors? I'm afraid that we do need to check this because these arrows are quite special. First of all, what I like to do is then I like to always just quickly check my UVs to see if there's a problem over there. Let's have a look because this is not a normal behavior for something like this. For some reason, my mix is frozen. Okay, it's alive again. So let's have a look. Let's go ahead and open up our UVs. And the first thing I always want to check whenever I have baking arrows is that I do not have any type of overlapping UVs or something like that. I do notice right now that Oh, hey. Um, huh? Is it grabbing like What is it doing here? I need to it looks like that it has something additional in here that is really hipoly. I don't know what it is, so let's just go ahead and press delete. Did I somewhere along the line grab one of the metal details or or maybe it's because something is grouped and that is what is causing the problems. Because here you can see it's really, really slow also. So try to select something that was really high detail. I don't get it. Let's go ahead and just do unhide all No. Maybe this one is being grouped. We have these pieces over here. You know what? Let's select everything. Let's go ahead and just go to group and just ungroup it. Because now if you hide something, it should not export with it. Now, if I go ahead and try again, so select it. I don't have anything special. UVW map? Yeah, now it works. Okay, that looks a lot more logical. That was really strange. Anyway, so we had a problem over here. So what I first always like to do is just quickly check, and here I can see the problem. We have something that is overlapping and actually, there are multiple pieces overlapping. So I think what happened is that this part here, it does not belong to this area. It belongs to my rooftop. Yeah, here, see, it belongs to my rooftop, and I did not notice that. So if I just go ahead and delete it and throw this one into our rooftop over here, then of course, what we need to do is we do need to double check our rooftop, so's turn off these bases. And let's have a look. So this is our rooftop. I say that word a lot. No. They are just hanging out here. But luckily, because we have not done any texture yet, we should be able to just select it, and then we'll just add it to the rooftop. So let's go ahead and just set this to 0.01, do an out scale, and then just like pack it together. There we go. Now you do belong to the rooftop. So that was strange. Before I forget, export selection, rooftop, wood paint, here we go. And then we have our door base. And then that we need to do for this one is I guess we only need to move the door out of the way. Select export, selection, base door, paint. Okay, and then just Undo moving the door because we want to keep that in the correct location. And now we can just go ahead and we can try again. So I'm just going to create a new scene. Base door, paint, four Ko. Sorry, I missed something. Four k, OpenGL because I like to work on OpenGL. So there we go. Disregard this scene. Bake mesh maps, use low plus hiplyFourk turn off ID, turn off thickness, Bake. Yes, it can go fast. And this is looking a lot more logical. I was already thinking like. Those were some really strange problems, but now you can see that now all those problems have been instantly resolved. It was just some overlapping UVs. So we can get started finally. I'm going to go up here in my taxi set list and just call this one base door on score. Good. And we can get rid of our first layer. Now, the first thing that we need to do is so we are going to decide, excuse me, what kind of wood that we want. Now, I really like this type of wood. That's why I went ahead and made something in this type. I might also later on have look to see if maybe we can add some additional metal details. So I want this wood, but it is super clean. I also want to combine with this more dirty wood. However, I do sometimes like not this damage, but there are sometimes some areas like over here where there's a little bit of damage. I want to capture this stuff where it's like white on the outside. I quite like that idea. Like over here, you can see it a lot. And maybe I will make a difference, maybe I will make the main beams, like a wy rough damaged wood, and then the rest I will make a more cleaner wood. I also overhear the lightness and stuff like that, the differences. So that's more like the idea that I had to try and use our wood to create different balances. Now, I do not think that we have actually exported our wood yet as an SBSCR file. So if we go all the way back because it's been a while, yeah, we have not. So you want to go ahead and you just want to open up a base wood, and then we are going to use that one to get started with. Okay, so everything has already been exposed, so all that we need to do is publish our SPsR file. It can be in the same location, so we can just grab the press publish. And that has exported. Yes, so now we can go and painter, import resource and just import your main master wood SPSR into the PBR metallic roughness because we have not saved our scene yet. And what I'm going to do is well, let's first of all, drag it in. File, save us. And let's do in our SAS folder. Let's go ahead and probably in our door. Door score. No, sorry. Base, door score boot, nscoePaint. And it's save that. Okay, so that is done. Um, let's have a thing. So we are later on we are going to add our masks to it. I don't really want to do that now. I'm just going to go in here, and from Panorama, I'm going to go to I think it was this one that we used Buffino Street or Yeah, I think it was like the Pavino Street. And I was going to go in my post effects, turn on my tone mapping and just set this to sensiomtic and set the Gamma little bit higher over here. Something like that, just to turn on antsing. And yeah, some areas. Also, I will save my scene, and something I can show you so we spent a lot of time setting this up for our stairs last time. Oh, sorry, I just updated substance. So that's why it's complaining. So at least I can remember, for our stairs that we set up, like all of these nice things where, yeah, here we had our tone mapping and everything nicely set up and everything's switched, you can actually save this as a template, this scene, not the model, but the actual scene. So you can go simply to file more save options and save it as a template. And you can call this, for example, JB nscorTot nscored model. Scene, something like this and save it. And then you can use this. Whenever you go to new, you should be able to go to template JP tooth model scene. So you are able to use this template. However, in my case, because I just created all of this stuff, I will not do that for our base wood, and I will just go ahead and get started with this. So our base wood. Now, the first thing that we need to do is we need to decide on all of the directions of our base wood. For this, I'm going to go ahead and first of all, go to triplanar. And I want to go ahead and I want to scale this down until I have it at, like, a level that I like. Is going to be something like maybe a little bit smaller. Something like this looks quite nice. I'm just looking mostly at my main pone. Now, what I can do is I want to basically select everything that needs the wood to be in this specific direction. So right now you can see over here that these pieces because they are angled sideways, and I can also notice that they have no weighted normals, but that's something that we will fix later. We need to create two variations. We have this master wood. On the score. Up? Oh, sorry, that's plus up. On the score up. Or you can do let's do V for vertical, and then we can simply duplicate it and call this one H for horizontal. And then the only difference is that in the rotation we sets to 90. See? So now we can really easily switch the wood. At that point, it's just a matter of going ahead and adding a black mask to these pieces. And then with this black mask, we can go up here to our polygon select, sets to element, and just select the pieces that are going up. So these ones, these ones, these ones. And later on we are going to, of course, change our wood, improve our wood, all that kind of stuff. But just in general, I can see a small issue here. That's unfortunate. Let's go to B. It seems to look fine in my maps. So I guess it's just like a small rando problem. Hopefully, it will not become a problem because there's another one here. I'm not sure why these problems are here. I don't know if it has to do with any of my post effects or something. No antializing. I have no idea first time I've seen this. But because my maps are looking correct when I press B to cycle through them, I assume that that is fine. Oh, no, wait. L over here, actually. Interesting. Very interesting. I'm not completely sure. Let's go to our TD and two D view. Okay, so in here it is also causing the problems. But we are selecting this. If I go ahead and set this to white, no here, it's I am not sure, but this is something that I have to make sure that it is working. But knowing that if I look at it from a distance, it looks like just a visual bug. But unfortunately, I cannot count on that. So what I will do is I will go ahead and just quickly expert this as a test. So that's a little bit unfortunate that we now have to go in here. Let's make a sorry, let's do assets. Make a folder called My door. Here we go. Folder. Main door wood and select. And we can export this. For now, as BBR metal, roughness is fine and Tager. And if we just quickly go inside of mom's head, so we have a stair, it's going to und turn it off. Exports. And I will just use the painter on. So this is just to show you also like how to fix if you experience problems, like how to fix those, stuff like that. So we have a base wood over here, and now we can just quickly apply them. And then we know if this is a visual bug or not because it is new to me. I've not really had this one before, so I really hope that it's just like a simple visual bug. So we can have a thing normal roughness and metallic. Yeah, see? So I just updated substance painter, and it looks like it's a visual bug. But that is really, really good to know because then now we just know what to do. If you want, you can actually save this. I'm going to probably move this one a bit more here just for presentation purposes. Like this, definitely. If you want, you can already go ahead and save the scene and we can use it later on. So knowing that that is a visual bug, I'm going to ignore it for now, basically. Now, we also over here, we have some pieces where if I go ahead and set this to UV and then set the UV to black, I can nice. That's good that we UV unwrapped it this way. Here we go. We can actually set these ones to be at a specific angle. These ones, and these because these are all going up, but these ones, it would not make sense for them to have the grains going upwards, so we will make those sideways. And over here, I'm not sure if this one. No, this one is also going up, so this one will need to be sideways. Cool. So then now we just go into the other wood and then we pretty much go ahead and or what you can also do. Was this everything? Well, we have this piece, is just right click and then just copy the mask. Copy mask. Then go in here, right click paste into mask, and then right click again, and then just invert mask. I can see that now that is also fixed. So we got that one. The only thing that I want to do with this is I want to go ahead and I want to turn off my concrete that is sitting at the bottom. And now we have our base wood selected and ready to go. Okay, so that's something. Now, let's go ahead and say asm. And now let's actually get started with, like, some of our additional details and stuff like that. I quite like having the outer sides to be a little bit darker. I'm going to go ahead and move this like this and make it also, like, a little bit more detailed. So first of all, this base wood that I have, I feel like it needs to be a little bit grayer and a little bit a little bit darker. So if I go ahead and go in here, I'm going to get started with that. So I'm going to grab my base woot. I should be able to go to color. And here we have our overall color. And I can make that one. A little bit, dark or something like this. We're going to also go ahead and copy this color and just paste it into the other one. You can see that here because this is a small material that we really optimized, it is really easy for us to like art additional details. Now I'm going to probably get started by let's start with just like our base mood that we have, which we are using on most of it except for the main pole over here. So what do we need for this? If we, first of all, have a look over here, we have the base wood. I'm going to maybe, like, make some small changes to it. We need some localized dirt, and we also need, like, some discoloration on it. That's like the biggest ones right now. So first of all, what I'm going to do is, let's see. So that's this one, that's good. I'm going to just in general. Oh, wait. Over here, you can sometimes see this happening. What you might want to do is you might want to just go ahead and hold shift and rotate. And actually, let's also go in here and just make sure that that is correct. Oh, that one is correct. So I just rotate it to make sure that my wood is going into the right direction. Okay, so we have a large color blending. Okay, that one I don't really want to use. Grain lightness. Oh, yeah, so this was like that lightness, but I can remember that I didn't like it because it just like it wasn't really localized, so I wanted to turn that off. We have our normal over here, so our wood normal strength can be like a little bit stronger over here. Our long grain strength can also be like a little bit stronger just in general. Yeah, let's just use this as a base. Let's create a folder that we call dart. And let's just start slowly adding more. Let's start with just a OCC dirt. And I want this to be quite a low roughness. I want this to be a bit of, like, a like more darker brown color, something like this. I don't need a height. I don't need a metal and I don't need a normal. I can add a black mask and then we can simply go into our smart masks over here and just scrap our dust occlusion. And that's what often works quite well to already, like, add some base dirt to things. And this time it does the same. This is why it was important to, like, have our occlusion and everything working quite well. I'm going to make this like actually a little bit stronger, dirt to get started with. Now, I also want some general white fading, and I want to have the white fading a little bit localized around the edges most of the time. So I'm going to go ahead and add another fill layer. White fading. For example. And let's make this like pure white that makes it easier. I'm going to make my roughness for this. Let's make the roughness a little bit duller, and again, we don't need anything else. Let's add our black mask to get started. And then I'm going to grab. Let's see, which one would look nice? We have some ground dirt. Actually, I want to add that ground dirt to the top, but let me I will first finish this one. So we want something dust soft edges, maybe that one. Okay, so that creates some nice fading around here. But then I would need to break it up. So if I just tone this down a little bit, so it does definitely art around the edges, Oh, yeah, this fading goes in two directions. That's a bit annoying. Let's go ahead and now add a fill layer on top. Basically, what I'm thinking about is the direction. So this one might be better if I first just add it only to my wood over here and then take it from there. But anyway, let's first of all, break it up and just focus on this wood here. And once we know how this wood needs to look, then we can do the rest. Maybe some cop perhaps, maybe this one, charcoal. Let's set the rotation to 90. Let's make the tiling, like a little bit more. See, you know what I did I'd want to actually go for like triplanar. One something like that. And now if we just play around with our see multiply Okay, so that breaks it up quite well. I don't know if I need something else. Let's first of all, just try. So we have this one over here. Now, if I just go ahead and then set this curvature. Lower over here so that we can only just start to see this white fading over here. So now I would slowly starting to look a little bit older. Now what I want to do is I want to get a little bit more of that greenish stuff in here that also just makes everything a bit dirtier. And also, I was going to add some ground dirt. You can go to your OCC dirt and then just go ahead and also add a ground dirt mask. So we have that one here, dirt ground. And just set this one to be Oh, God, that looks Really bad. Huh. Maybe that's not the right one. Let's have a because there are two of them here, ground dirt. There we go. That looks a little bit more logical. I'm going to get rid of that grinch map that it arts, and then this ground dirt, I'm going to, first of all, edit it and then just blend it along with the rest. So first of all, I never like this grinch over here. Like, it just doesn't feel right, so I want to kind of just play around with grinches. I also want to go ahead and, like, you can set your position gradient here to, like, lower down the position. Then if you go into your position gradient, here you want to kind of, like, play around a little bit more like your brightness and contrast. I feel like let's first of all, change my texture again. Yeah, let's start with something that's, like, really heavy, and let's try again. So we have our position, the top to bottom over here. Oh, no, sorry, not the top to bottom. I guess, I guess we just need to lower down the balance. So lowering down the balance over here, that does start to art a bit better. Let's play out my contrast and balance. I just need to get it, like, not too high. Something like this. Okay. And now it's just a matter of just going in and trying to find a nice texture. Can I add triplanar to it? Let's see, texture. Is this the first one, so triplanar. There we go. That looks a little bit better when it's triplanar. So we got like our texture over here, and now if we just go ahead and set this one to probably max Lighten to add it on top. There we go. Now we have just something in the base. Okay. Nice. So it's slowly starting to get there. Yeah, the direction I'm actually fine with the direction with the white stuff, so that's good. Now let's go ahead and just probably duplicate this one again, the OC dirt. Green darts. So most of this is literally just going to keep adding darts on that. And then we also have some random color variation, that kind of stuff. But first, we have this one, and I'm going to go for um maybe surface rust does something. If I just go to the mask, why does it cut off like that? Let's go in here and let's see if texture triplanar is true. It's really weird that it cuts off like that. I guess I can get rid of that, but just in general, I don't really like this one. Let's see, surface worn. Nah. Subtle scratches probably wouldn't work. Soft damage. Hmm. I kind of like some damage, to be honest. I just hold Alt click to basically go in here. I kind of like the, I feel like it's too much, but I like the concept of just having everything a little bit more localized and just like having it go up and down and all that kind of stuff. That's quite cool here. I've never actually used this one before, but I need to, like, edit it a little bit. So let's start with this. Let's make the color to be like a like here, this is like the typical stuff that you often see in wood like this type of color. I'm going to make it, like, a little bit more brown. Then I'm going to go in and I'm going to lower down my intensity of this. And next what I want to do is, I just want to add a paint layer on top, and I'm just going to paint out some of it. So let's see, grab some kind of like a soft bush, press X. For example, over here, make it a bit softer. I want to, like, kind of make it a little bit less intense in some of these areas over here. I quite like having it here in the side. That's fine. And over here, like at the top. Yeah, that's looking pretty cool. And yeah, I'm not really paying attention to the door yet, but that comes later. Okay, cool. Now, one thing that you always can really benefit from adding to wood is to have slight color variations to the actual wood. Now, for this, what I can do is I can go ahead and create probably like a folder color variation. And then in here, if I just go ahead and add some fill layers where I only have the color. And let's say that this color is completely black. Variation 01. And just go ahead and duplicate this. Maybe three times. Variation 02. Variation 03. You know what? I'm actually going to go for maybe, like, a more brownish color that might look a little bit nicer, something like this. And then what we're going to do is we are basically going to here. So we have some brownish colors. We are going to add a black mask to all three of them. And then basically, we are going to grab a mask and we are just going to select like some objects. Let's say, like for this one, I will do this one, and I will do maybe like this back one. And let's say also like these ones over here. Now, this color variation is going to be super small. So we only need this in base color so we can use this intensity input. Is litty just here at probably like 20 intensity just to give it a little bit of flavor. I can then go to the next one and I can say, like, Okay, this one, I want these ones over here, and this one and maybe a few of these pieces here. And once again, color variation. 20. 20. Then we have this one, the last one where I can once again say, Well, I'm avoiding the main beam because I just don't need it. Like I say like this one and this one, and for now that's enough. Once again, 20. What you will basically see is that just in general, you can see very slight color differences, which makes our wood just a little bit more visually interesting. Also, one thing that I forgot is that I need to just also grab a few over here. Because these are actually the more important ones because they are very repetitive. So those are good ones to just give some color variation. Like that. Okay. Nice. So we got those pieces down over here. Let's see. So we got some greenish dirt. We got that kind of stuff. I was going to add like a white variation, and I was going to add like a heavy variation. For now, let's just go ahead and just do a quick export so that we can actually see what we're doing. So that's export. Let's go inside the marmoset. Okay, so that's starting to look pretty interesting. Of course, like, take the darkness and everything, take it with a grain of salt because in wel, it will probably look quite a bit different. But this is like a good start. Also, at one point, what we can do is we can already start setting this up in n reel just to check it out. Now, I will probably end the chapter here because it is quite long. In our next chapter, we are going to start by defining our wood materials more into different types of materials, work more on door, and hopefully I already export this one to Unreel along with some masks so that we can set up and see what everything looks like. So let's go ahead and continue with this in the next chapter. 74. 74 Texturing Our Door Part2: Okay, so we got our bases. And now let's go ahead and start by defining our base wood a little bit more. So we got this one here, which we use for these few pieces, and what I want to do is I'm just going to go ahead and I'm going to deselect my main wood beam. So the set the color to black with my polygon fill selection and just turn it off. And then I'm going to go ahead and duplicate and just call this 12 above. Boot. H Scov. Okay. So with this one, black mask, polygon fill, set it back to white, and select it again. Okay, cool. Now, what I was going to do with this one I was going to make it quite a bit darker and quite a bit more intense. So that's something I first want to do. Let's go with the darkness first. So color overall color, and let's go for something that's like. And then we also have our dust color over here. If I just set the dust amount down temporarily. Oh, actually, it's nice when we set the dust amount down because it will make everything a little bit like stronger. So I'm going to make this quite a bit darker. Now, I need it to be quite a bit more damage. So let's have a look. Darkening, so that one does the darkening there. But I'm not so much interested in darkening of our grains. Grain line darkness, large color blending. I don't know lowering this to see what it looks like, and it needs like a second to load. Okay, so the large color blending does definitely increase things. Let's make it a little bit stronger again. Something like this to get start with. Now, in our normals, I'm going to go ahead and I'm going to increase this quite a bit. So we have a wood normal strength. Surprisingly slow. Sometimes it can be slow or it can be faster if you turn off really heavy materials like you have over here like these ones. I have my normal now. Long grain done intensity, and then we have our grains. Let's see, grain thickness. Grains lines large. I think the long grain. If I just said that one to be quite strong. And then we have the grain lines large thinks this one, but just increase that effect. Or not. No, wait, that's not the one. I think. Yeah, you'll see, so that's just like for the large lines. Um, Long grain don. Oh, true. So I kind of forgot that I had that one. So if I said that one true, that should now give me some quite intense damages. Also, if you feel like something, like, okay, so here, I can start seeing the damages. I do notice that they are inverted and that's something that is a little bit awkward that I should have given it because Unwel engine reads in direct X. No, wait, Taxi. Yes, no. I'm not completely sure if it's inverted. It looks inverted, so it is something that we would want to work on. But yeah, you can invert stuff by, for example, going up here, going to your levels. And if you set your levels to your normal map and then to the green channel, you are able to just press Invert, and that will invert any norm maps. But now that I look at it, it's quite difficult to even see if it is inverted. Anyway, we have these long grains over here. I made them quite strong, although probably make them a little bit less strong. So let's do this. And what I was saying is, if you need to make a lot of really heavy changes quite quickly, you can always go to your text set settings, and sets want to be two K. And when you sent it to two K, it will often like, well it will look lower resolution, but you are often able to, like, render things see quite a bit faster. So now it's almost instant. Okay, so we have this one. It is quite a bit darker. It has, like, these long grains that's looking fine. I'm going to have a look at my collar and dust. Yeah, let's leave it like this for now. So we got this one. Thinking my roughness, there isn't much I need to do. I can go at it and I can press C, just navigate to my roughness map. But most likely if I want to art roughness, I will art it on top over here. So we got this one. Now we can go at and we can turn these ones on also. So that's already quite a dark one. That's pretty good. Down here, we also have this concrete piece. And what I can do with that is I can pretty much just go in Let's see my smart materials, and I'm sure that there's some kind of, like, a concrete in here. That we can use or stone. Can I just type in concrete? No, stone plastic. Maybe we can go for, like, a base material. So here we have concrete. Ah, here we go. So concrete cast and concrete. Yeah, let's just do this one. Like it's not a super important one. So let's artist. Let's add a black mask to it. And then what we can do is we can go ahead and we can select the base over here. Okay, cool. So we got that stuff done. Now what I was going to do is I was also going to focus a little bit more on, like, my door. And I quite like how the door has these two different colors over here. So I wanted to do something like that. Now, I'm not sure if I want to do the actual color fading over here, but I could have a look at it. The only thing that is annoying is that we of course, have this at multiple locations. I'm going to go to my color variation. I'm going to add another one. So let's just duplicate. Set this to be a black mask and just for now set this all the way up. And I'm just going to add if we click on UV shells, we can just add our inner shells to make them all a bit darker. Here we go. And then we can go ahead and we can just lower this so that will give us a slight darkening effect already. Excuse me. Now, for our door, I most likely want see, I got some dirt and stuff like that. So at this point, I most likely want to go ahead and go back to force resolution because else, it will be quite difficult to see. What I had in mind is that we have this wood. What if I just add a lighter version of the wood and I can do that with some anchor points. But I need to probably go in here and let's create a folder and call this one base colors so that I can reference all of the wood as one anchor point. We have a base colors and I can just add an anchor point here so that I can recall all these base colors later on. Then if I go in here and create a folder and call this one a shall I do this for the door or for everything. Let's call this one. Light blending. This wood we can use for both here, but we can also use it over here at the ends. What I had in mind is I can go in and I can grab a fill layer. Scaled something like lighter wood. And then in my base color, I'm just going to go ahead and I'm going to keep using my anchor points, also in my roughness and I don't need a metallic, I don't need a normal. Actually, you know what? No, I don't need a roughness. I only need a base color. So now I recalled this base color in here. Now, I should be able to use a filter. And set the filter to only affect the color. And then here we have a color correct and color balance, but also color match. Color correct probably isn't a good one, color balance. Maybe color match. Yeah, if we do color match, and then Aqua things like the target color needs to be very similar to the base color, but I cannot select the base color. I'm just going to go ahead and select this on over here a little bit. But this one, what I'm going to do is I'm going to let's see if I just go to Yeah, well, it gets rid of things quite a bit. Mode. Yeah, average is fine. Let's start with something like this. And, of course, we are going to, like, add some really specific planning to this. So it was out saving. So if I go at the blackball I'm not yet sure how I want this to be. So I want something that is quite sharp and maybe I want it to be a Let's make it a grunge map and then maybe paint out the stuff that I don't like. So let's go for a fill. And I want to go for something that's, like, quite sharp, maybe feeling a little bit like pain peeling. I know there's one here, but it's not really directional, but it does have that pain peeling feel. It's like this one over here. I can go for much more advanced texturing, but because this is, of course, going to be enhanced with a lot of other stuff, I don't think I want to do that. For now, let's do triplanar. Just go to move this over here. Okay, so definitely, if I just play around with it, that definitely like arts some additional color and stuff, which is pretty good. Now, if I go in and let's say that I actually want to art this one over here. So let's go ahead and art the black mask and then just copy the effect and paste it in here. Where is based effect? Baseeffect. Then in here, what I can do is I can make this a black mask and now I can just paint in wherever I want to have this whitish dirt. If I just go for a sharper brush, you can see I can then go in here. And then once we've done that, we can, of course, go in and just improve upon it. I know that this side of the door didn't really have a lot of those details, so that one is not really super important one. And also, I see this and that makes me want to probably place this one below our dirt over here so that it does not get affected too much. Now, if I go in here, I can maybe make my brush a bit bigger. Just like in some locations, start adding these details. I want to avoid doing it on like the really dark wood. But just to get a little bit of like that stronger color variation in here. And maybe one thing that I also want to do once I'm done with this, Just give me 1 second. Here we go. I maybe I want to go in here and I want to then duplicate this one and just add this to Max Lighten. And then for this version, just go ahead and move it a bit so that we have a bit more dort in certain areas. Okay, so we got this. Like if you turn it on and off, I do feel like it can be a little bit lighter, so let's go into our color match. And just make it quite, let's maybe make it a little bit lighter like this. And then what we want to do is we wanted to also have this one. If we just go to our boot, we can maybe out like a paint. We also wanted to have this one in here. So first of all, just go ahead and just alt click and just see where I need to paint. So we got this one. This one, let's also do this one. I feel like maybe for this one, I actually want to use the artistic headstrong because that one often gives these really nice sharp edges. That you can see over here. Yeah, let's do that. And then later on, we also have a polishing phase where I will, of course, go into my final textures and polish it because it's quite difficult doing all of this in real time. So sometimes it's just easier when I like, get a chance to just do a quick Tnaps and then polish stuff over here. Ah.'s make it a bit smaller, maybe. Now, you know what? No. Actually, I'm not going to do that. Don't think it looks good now. Okay, so we got those ends. Oh, wait, there's one more end here. Here we go. Then if we go to our actual blending, we are now able to just very quickly go in and just in these areas paint in this effect. Then I also noticed that I probably need to balance. I cos quite a bit more because right now it's not as impactful as I was hoping it to be. I got this one. Let's just get rid of the Okay. So we got this stuff. And for now, let's first of all, just like, see what this actually looks like inside of, for example, Momset. Okay, so now we definitely get some of that lightness in here. I think what I'm going to do at this point is I'm probably going to go ahead and start switching over to unreal engine so that we can have a proper looking context and just balance everything out there. I feel like these assets are a little bit too big to properly preview inside of Mamoset and we had some problems with things not lining up exactly the way that I wanted it to. So what I'm going to do is I'm going to go ahead and save, and I can remember that we already created a wait 1 second. Let me just move this here. I can remember that we already create a SMAT material that was specific for our masks. DHRM mask? I think that's the one? Or not. We can have a look. First of all, what we need is we have over here base calls. So we were going to go ahead and grab User Channel zero, which is going to be our um, Slice mask. This one will be quite important because it will dictate the directions of our wood later on. Slice mask, R dirt. And this is also why it's good to have a template, which we'll also use later on for the rest. G, highlight B, Hafnes and a Ms we probably don't need any moss on this one. So we now got stuff, and now I just want to I have a feeling it's this one, but I'm not completely sure. Third, highlight roughness roughness? No. Let me just quickly open up my stair paint. And then we can have a look. Yeah, yeah, yeah, I don't care. Just open it up. Oh, yeah, DHRM mask and array. That's what I called it. This one seems outdated, so let me just go ahead and delete this one. So we have our highlights, and then over here we have our roughness. I don't know if this one is moss. That's the problem, I will call it. Moss. Moss roughness edge highlights base array. Perfect. Let's go ahead and just create a smart material by right clicking on it. Now what we can do is we can go ahead and go to our base wood, let's save this scene so that the name change stays and then over here, this is one where we can just already, place the basics and then take it from there. So our array selection. I'm going to go ahead and go for wood, so I can just go ahead and make this a white mask. And this is what I can also turn off. So this is mostly just going to be wood. Or do I need to make it black? No, white, of course, because it's a mask. It's not a gradient. And then we are going to go ahead and have a look at that dirt. So our dirt over here, it was mostly painted by hand. Yeah, I don't want it. So let's get rid of that. So here is just like some additional dirt that is fine to have for now. Just the art, we are going to improve it later on anyway. Then we have our edge highlights. Yeah, I'm also fine with that. Then we have our roughness variation, a roughness variation, I want to go in and probably lower it down a little bit more. And I also want to go in and just, like, get rid of this really weird, harsh edge that we have over here. Oh, like that. And if you want, you can actually also go in and you can maybe paint in some stuff again. So if I go for something a bit soft, set the flow a bit lower. I'm not using my drawing tapt right now, but you can, if you want. Ah, set the flow a bit lower. Yeah. Let's start with this. Like, I might look a little bit bad, but it doesn't. It's not that impactful. So that's the roughness variation, and then the moss, I'm going to go ahead and just make it black. Okay, cool. So we got this mask also, and we can just, like, have a base now because we just need something. And now what we can do is we can go ahead and we can stop by exporting. At this point, I'm going to delete the stuff that we exported before. This time, I'm going to go for my JP tutorial asset and then just go ahead and do an expot that should have everything in it. So if we now go to unreal, it's going to be interesting to see where is my. Here we go. Okay, so textures. Let's go ahead and do main scored door. In here, I'm going to make one texture that's called Let's do base. Wood. Just dragon stuff that we have, and we can input it because our norm map comes from substance painter. We do not need to invert it or anything like that. We do need to go in and actually make sure that it's not a normal map and turn off SRGB. I always forget. Yeah, turn off SRB. That's correct. And was there anything special here? Default? No. And a base, which also like default. Okay, so that's all fine. And now we can simply go to our materials. Let's grab, for example, our stair 01, duplicated. Main door on the score. Wood. Let's go ahead and open it up, and let's start by dragging in all of our stuff. So we have our base color. We have our DHRM. We don't really have a moss mask for this one and our norm map. Our moss mask is supposed to actually be because I don't know what I did with this. I made it let's make it. Huh. Interesting. It is set to black. Yeah, a moss mask is set to black. Maybe because I'm inverting it, so I guess I need to actually set this to white, then. Would be a bit strange, but not like it's a really big problem. Oh, M one. I'm just gonna close this because it's in the way. DHR reimport. No, there's something here still. So if we go ahead and go to our Ms mas strength. So we have found a small problem that we need to fix. Actually, first thing is here. We have our DHR is linear color. That might be the problem. Let's go ahead and set SRGB off and try again. Doesn't seem to fix stuff, but it looks like I also don't want to so I want to probably set this to black after all and give this one more try. Import. Okay, now it seems to work. Yeah, so that was the problem that we had SRGB turned on. I'm going to go ahead and open up my main door wood, and I'm going to start by applying my material to this. And what you can do is unfortunately, when we have Nani turn on, I don't think we can Oh, no, wait, we can sort of isolate it and highlight it. Not highlight it, but isolate it. So it's like the first one. So let me just drag this in here. Nice and have a look. Okay, so you can see that here, the wood is quite a bit darker, but also like the normals and everything read a lot better. We do have some problems over here with our weight normals, which I'm going to fix. But in general, this is already reading quite nicely. So yeah, this is quite good. I would say that actually our wood can be a little bit lighter, it is something that we need to balance in general. One thing that you can do just because everything is looking a little bit darker. And I also need to balance some other stuff. But let's go in here. And let's first of all, just go down to our tone mapping and set the exposure. The cama little bit darker, like this. And then what we can do is we can go into our base colors and we can go in here and then color and just like pushes up a little bit. Doesn't seem like to do much, but on a way, there we go. These ones, yeah, yeah, that does do a lot. I was just looking at the ng one. This one is going to be our rough wood vertical. I gets a little bit darker or a little bit lighter, I mean, so something like this. And this is going to be just our normal horizontal wood. Okay. And then the rest was concrete. Okay, cool. Now, over here, I'm also not a fan of this stuff. So what I'm going to do is I'm just gonna go to my dirt. And then here we have is this the color variation? No. It's down here. And we did like a color match. I'm not sure. Like, I want to make it like quite whitish. But then of course, the rest is also a little bit too intense, which I do not want. So most likely what would be best is if I duplicate this. Let's go ahead and just duplicate this one. Lighter wood underscore 02. And for this one, let's go ahead and have only the grunge. And then for this one, have only the paint, which means that I should be able to just make this one a little bit brighter, like this. And then this one I can just I'm going to make it a little bit brighter. Just to make it stand out a bit more. Okay. Now, for this one, we have our paint and also some stuff that I do not like. We just go ahead and go to artistic. So it's a bit lower. Press X is that we go over here on the site and I want to keep the wood the same color in most of these areas. Yeah, there we go. Just doing this quite quickly, but you get the point. Okay, so let's have another look. So over here, like our wood, I like it is like a much stronger wood also than the rest. I kind of want more of these lines, and I should have an option for that. I swear that we built it in. So vertical, and it was maybe in our grains. Grain lines large? No. Long grain ardon is true, but you would think if I have the long grain ardon that like long grain add on intense, that it would also add these long grains, which is a bit strange. Let me just quickly open up designer and then have a look at it. And while that is opening up, let's have another look. Oh, it's already opened. That went fast. Let's see. Here we add those long lines, yes. Tile generator? Do I maybe control it in our Oh, really? I seriously don't art it. That's a rookie mistake. Um, how will I add this? I'm not sure I want to add it in here because then I would need to reload everything while I can just go in and I can just remake it here. So I might just do that. I might just literally go in here, make a quick layer and just call this damaged lines or something like that. I'm going to go ahead and just turn everything off except for my color and height and roughness. Let's make my roughness quite dull. Let's make my color quite dark. Let's make my height go inwards a little bit. And then we can just add a black mask, and to this, we can add a simple fill layer. And then we can kind of go in here and just see what we can use. Also, we have some actual wood grains in here, which kind of funny, as you can see. But yeah, we don't need them anymore. We went ahead and made our own thing. I don't see anything here, so then what you can do is you can just go ahead and grab a tile generator because they also have them in here. And use this when it's like a base. And then if we go for our patron type, we can make the square. Then if we go into our patron, we can set the What is the Y axis. Quite a bit thin. Then we want to go in our pattern transformation, scale variation. I will set the axis or the Yaxs. Yeah, let's set the Y axis a bit up and maybe all the play around a little bit more with your scale. And we need some offset stuff. We need a random position, random X and Y. There we go. I also probably want to go in and can I make this as like a triplanar? Rotated. Okay, so that one is here. And also rotate it this way. No. Window, rotated. Which way this way over here, just to make sure that you get all lines like this. Let's have a look. We have this one. You can go ahead and also give it some free rotation random. Also one thing that you can try to do is you can try to set the patron type to be not a gradiation, but 1 second. I need to look at it here. I can do an image input, maybe, although I've never actually used image input here, so I have no idea where to actually input that image. Oh, down here. And I was going for like a gradient. Gradient like this one, where tables on and off. And then I can also see instantly that my stuff is probably the one way around. Although I can do rotation 90. Yeah, there we go. But yeah, it's still the one way around where we need to go up in the top patron transformation no way, taxi. That one is still correct. Yeah, I guess it's just like the scale X and Y, which is no longer here. Oh, scale the scale goes away because we are now using this one. I did not know that. In that case, so we have a scale variation. Well, that's a little bit annoying. Um, let's set our Y number just really high 256. No. 512? No, 1024. Okay. So we got that stuff, and we have them quite long. Now if we go in and we have a random offset position, now we want to just go into a mask and then just throw down our random mask. And if we now go ahead and go to our material, you can see that now we have those long lines. And, of course, now we just need just add something. So let's go ahead and add a filter to, like, I don't know, warp it, something to break it up. Let's also do like slop. And that this the min. Is the intensity, quite a bit lower. Intensity divider, ten. 1 second. Let's go to the source. Make our source tiling a little bit smaller over here. Okay, so that adds some very small damage. And now, if we also hopefully have some kind of like a warp, and let's see which warps do we have here? Just a normal warp. I can't remember. We had one more, okay? Owner weights. I can remember that in the warp, there is actually a option in here. So we have default noise. Yeah, actually, default noise should be fine. And then we have our swtling. Et's make that one not too large, and then we have our intensity over here. Okay, so we got this stuff now ready to go. The last thing that I would say is in my tile generator. So we have a random mask. Do we happen to also have a random color? And that is probably a little bit unfortunate that there is no random color. Oh, wat here, luminance. I knew there was one. Luminance variation color contrast. Let's set that quite high. Let's just double check. Yeah. Okay. So press M again. So that one is now quite high. So now we get quite some decent effects already where we can use. And now we can very easily also use our no mask to add more or less. Now, having that finally done, the next thing that I would need to do is I would need to, of course, have this only on this beam over here. So it might be nice if I just add it to this one to a folder, large score beam. We can also go ahead and just copy our mask, add a black mask and then just paste this one in here, and then we have a damage line so we can just like nicely place them on here. So now they only happen in that area. Okay, cool. So we got that stuff now also done. Now, let's have a look. So in general, I don't want to make it too dirty and stuff. We got this stuff going on here. Yeah, we got some dirtiness. If I just go ahead and quickly export it and see what it looks like now. And then also in here, we can also play around with our shaders a little bit more. So I grab the stuff and re import. Oh, it once again, does it messes it up because Oh, wait, it messes it up because I have turned this one off, so make sure to just turn on our mask when we export because else it cannot see the mask. And else it will become a really mossy door. It still makes no sense. Do I have something connected in here? Yes, I do. My base color needs to be turned off. Now it will work. Re import. Okay. Awesome. So, we now have these pieces. Let's have a quick look. And yeah, so this already, I like the colors right now. They feel quite good. If I go up close, you can see the wood that we have our micro noise, it is going in the wrong direction. It will work, for example, over here over here, you can see that this works really nice, that even up close, everything is just super high quality. But that is something that we are going to work on in our mask later on. For now, I'm just going to ignore that. I'm going to have a look just in general, what this looks like and if there's something that we want to add or remove. I think we got a really solid base going on. Just having a look over here. Like most of it, it's just going to be adding some details, which I will do in like a polishing chapter. And also, what we also want to do is we also want to work on the direction. I know this has been a long chapter. I'm going to just one last look, I think for now, I'm going to leave it as it is, but it is not done yet. It is just done enough. Let me say it like that. What I'm going to do is we have our array taxes over here and in here we have our slice normal, and in number three, we have our wood. Now, what I'm going to do is I'm just going to go ahead and if I just open the source location of this wood and then also open up Photoshop, then what we can do is we can go ahead and just go to Image, Image rotation and 90. Now, most of the time because I'm rotating a normal map 90 degrees, it might break in terms of the direction. So over here, so if I go green red image. But the thing is that because one sack Okay, yeah, it looks still intact. Most of the time the differences that were like we might want to invert our green channel, like fix it. But in the wood, it's so difficult to see. I now inverted the green channel just by pressing contra I, and I think that should do the trick. So if I now save a copy and call this wood 02, array, and just simply save this. This is then the one that we can use to simply have our wood a little bit flipped. So we import this in here. We double check. So default, default, SRGB turned on. So it looks like there's nothing else that we need to do. And then in here, all that we need to do is for our horizontal pieces, I need to have the next one. First of all, in our slice normal, go ahead and add your boot 02 array under the wood 01. And what it will do is it will save, and then it will reset my SRGB, so I need to turn it off again and then save. And now it should be as simple as going inside of painter. And then over here we have our slice selection, and we have this wood, which is overpowering everything at 0.12 50.250. 0.125. I thought metal came before wood. Concrete metal boot Wood. Hmm. If concrete is zero, one, 250.25, that wouldn't really make much sense. I guess because I make everything white, it is already fine over here. Let's say that we have this wood, and then this one needs to be wood on the score 02. You can of course also import or you can look at your gradient map, which I have here. And as far as I know, so if I go ahead and go in here, so wood or concrete is zero, Wood number one. And wood number two. Yeah, so that should be we can just try it out. I'm a little bit confused here why that metal was set to that one. So anyway, 0.125. This one is going to be 0.25 because it will be double it. And having that one done, what I need to do is I have my base wood, and in my base wood, I'm just going to go ahead and deselect. I even alt click. I'm going to deselect this beam this beam, this beam, this beam. And this beam and let's also do this one, but then let's re art, UV, let's re art these pieces. Over here. Okay. So that is correct. I want to go into this one. In this one, I just need to go ahead and make the default black mask and then simply go in and then just select these pieces again. But this time, make them, make them white. So it's these ones, the side ones. That's it. Okay. Yeah, we got that and now we can just go ahead and see if it actually works. So if we go ahead and export this. And then we just need to make sure that we have everything set on the correct gradient position. So this one should be fine. So we can just go in and grab our base boot, right click and reimport. You can actually get rid of the moss mask if you want, because we don't need it. And let's see. Now, this one, yeah, is showing the wood going up, and this one is showing the wood going sideways. Perfect. So I'm not sure why metal. I think the metal was literally just in the w position, but because we never had something, it was fine. Over here, this one is still showing my grains in, like, the wrong direction, actually. But the reason it is most likely the case is because something that I forgot is that these directions, they are dependent on our original UVs, and we have been using triplanar. So that's just a little mistake on my part that of course, I cannot trust these UVs. I need to just simply look inside the painter and trust the raw UV lines. But that is something that we can do in the next chapter. For now, I think we have something pretty solid going on over here, as you can see, need some polishing. But let's in the next chapter, let's go ahead and then fix our grain directions. Oh, and also, by the way, we have a door over here. You get ready. Throw your main door in here. There we go. Okay, so a couple of things that we are going to fix is we are going to fix our main grain directions. I also want to add some small improvements to my door just to make it a little bit more visually interesting because right now it feels very similar to everything else, and I want to make it stand out a bit more. And once that is done, we will kick in the time maps, and we will also just, like, do the bottom roof, and we will also do that one. And after that, what we will do is we will start working on the roof ties. So let's go ahead and continue with this in our next chapter. 75. 75 Texturing Our Door Part3: Okay, so let's go ahead and continue. Now, the first thing that I'm going to do is I'm just going to go ahead and work on the direction of the wood. Most of this, like, Wow, that's really heavy also. Most of this, we don't really need to record it, I would say, because it's quite basic. So basically, what I want to do is I just want to go ahead and create my mask a little bit different. If we just go in and grab something that has, like, grains, oh, I cannot do it like that. Let's create a film a fill layer. And then ter the grains. And just only turn on the base color like this and just set this to 20 or something like that. That may be a little bit too much than ten. Now because I can see the grains, of course, what I can do is I can now just create a mask using this. If I just go ahead and probably start with a white mask and just get rid of everything that basically has grains in the wrong direction. Then what we can do is we can simply copy this mask to our wood and then invert it to our other wood. So I do recommend that if you can see that your entire object is wong, then you can just go ahead and go for a object select and do this. However, if you can see that only part of your object is wong, then what I do recommend is that you just do a UV. I will just go ahead and I will just basically have everything that goes in the right direction so it follows our shape. That's the one that I will go ahead and select. Like this one over here, you can see that this one, it is wong on literally every single direction, so I can get rid of it. This one is also wong on every single direction, but this one here is white. This one is on, and do make sure that you look at it all the way around. Now, I'm sure that you kind of know what I mean, so I'm just going to pause the video until this is done. Okay, so that is done. So as you can see, now we have all of the directions. So this one is going to go up. Sorry about that sound. That was my microphone. Anyway, this one was going to go up, and if we just have a look, so our original one, it is going up, and then the second one is going sideways. So let's actually close this because I keep getting confused with designer. So what I can do is I can go ahead and I can copy this mask. And then this one because it goes up, we want to have the first wood. So let's go ahead and in here, just like paste into mask. And then all I need to do is in my wood, too. I can also go paste into mask, but I just want to go ahead and I want to right click and then invert my mask. There we go. So that should do the trick for those things. With that all being done, and this one we can get rid of. We should be able to do one more export. That was three years, Max. Sorry about that. And then we can go ahead and go in here and we can just right click and reimport. And let's have a look. So I did it wrong way around. Of course. That seems like something I would do. Let's just go ahead and go in our array, turn off the levels here, and then just quickly like invert mask, where are you? Here. Style it again. Export. Yeah, Willy feels like something I would. R impart. And I also want to get rid of, like, those storm lines. But now. Yes. Yes, yes. Nice. Finally. Okay, cool. So we got this stuff, of course, like, we need to do some balancing with it, but we will do that in a bit. First of all, let's get rid of those really dark lines that we have over here. I guess it is because, actually, yeah, why would it have those there? Now I think of it. Um, we have over here. Wait, our large beam is not doing anything. Now it is doing it. So it was literally not activated. I just happened to not have seen anything of it. But just double check. Okay, so now that one is working. Okay, so our door, I was not really happy with, like, from a distance, like over here like they got started is using light to basically indicate the door, but you can see that dog is also the door is also a little bit darker and a little bit more gray, and over here, you can also see that. So I think I do want to ty and also do that with our entire door. Now, could I just literally add some another layer of darkening? That would be the easiest way of doing things going my color variation, duplicate this one and just make it a black mask. And then for this one, I'm just going to literally select the entire door, everything. So I'm basically using this to just move everything down, and let's make this also, like, a little bit more gray. Let's see, so here, so we are making the door quite dark and dull like this. Now, maybe it would be nice to like like a little bit of brightness in this also. So we have this one. If we now go in and art, maybe like something like a surface worn. Now, what will most likely happen is that the surface worn will actually replace our original mask. So but I was hoping that I never I actually almost never do this where I like, multiply it. Or I basically said, like, we subtract. Subtract, but making sure. That does work, but not the way I wanted to. Let's grab something different. Maybe like actually, I like the soft damage one. If we just go in here. And so if we set this one to be a multiply? No, subtract. Yeah, let's do subtract. And let's see. So we are basically subtracting this, which means that it actually becomes lighter in those areas. I don't want to have a subtract. I guess it is multiply after all. So I want to have, like, a multiply and I want to just go ahead and, like, kind of push things out a little bit more, maybe with my embitclusion, or just like with my global balance. Okay, so I want to do something like this. And then I had the idea to just tone it down a bit. So here you get some slight color variation. And this is actually quite nice. Like, we have done it a little bit over here also, but it is quite nice to have some darkening. So seeing this, I might want to go ahead and also add it but a little bit softer to these areas. So if I go ahead and just, like, duplicate this. So this one was variation for this one I will do door darkening. This one, general Edge darkening. If I just go ahead and for this one, I'm going to make a black mask and I want to do this with really large pieces of wood, like those pretty much. Let's not do that one, maybe this one over here. My idea was to basically now have this and then once again do the soft damage. And if I just go ahead and go in here. So the soft damage, it does get a little bit too distracted by the amid seclusion. You can tone down your amid seclusion and push up your curvature a little bit. And then kind of play around with this until we get something that works. And what I was going to do with this one is I was going to, let's see. I was going to set this. Actually, let's keep this one 100%, but let's lower this one. Here we go. I feel like the edges are still a bit I need to make the edges a little bit wider. And you can also play around with your curvature to make it more or less intense and your ambit clusion to add some interesting variation. Let's add some slight darkening. I feel like I want to go, a little bit like this, probably. And if you want, you can also then add a paint, grab like a slightly soft brush. So it's out of saving. And if I just go ahead and, here, I can now, like, paint this out, or I can even also paint this in a little bit, which makes it a bit softer. Just to add some additional variation to this specific piece, just because I felt like it was not yet the way that I wanted it to be. Okay. Awesome. Yeah. That's cool. So we got that stuff also done. Let's see. Is there anything else before I want to just start moving on for now. We got our green color over here. I want to probably let's make my green colors and my dirt a little bit stronger and maybe also make it a little bit brighter. Here we have our green. Let's make it a little bit brighter. A let's go into our color and just increases a little bit like this has been wood that has been standing outside for quite a while. It's inside of the forest, so the forest would also add a lot of stuff. And then also here we have our dirt. Just go to also increase that a little bit more. There we go. Okay, cool. So we got this. Let's hope that it's not too dark, and else we can also balance that stuff out. So for now, let's export. And then we can also check, like how our dirt and everything is responding because we have our main wood. So yeah, here, that's looking quite nice. Is this it almost feels like I need to invert it. Although I'm not completely here, does it look like I need to invert it? It does, does it? This one was Wood 02 array. I'm going to close it for now. Let's open up Wood 01 and 02. I feel like if I go to the green channel, just contra I And let's save that. Let's go in here. Here we have our ray textures, boot one and two, reimport. And then, most likely, Okay, so it did not I can just quickly save it. Yes, that feels? No, not. I don't know, people. I feel like one of them. I feel like maybe this one because we invert it before wood number two needs to be inverted back. Let's try once more. Re input wood number two. So wood number two is this one. Let's for now, just keep it like this and we'll see how it goes. So anyway, we have other these textures. That's looking already a lot better, so I quite like that. Now, our doors are also Are they Did I really import everything? Because our doors are still quite bright. Now, yeah, it has the darkening in it. It's just, like, not as intense. Um, I'm probably going to make everything, but my doors a little bit brighter. Now, what you can do is you can also do some quick balancing. So if we just go ahead and make a folder, cold. Quick. Balance. And in here, if we just go ahead and, um, main wood balance. And for this one, I'm just going to go ahead and create a black mask, and then I want to basically select all of the main wood, everything except for the door. And then in here, if I just go ahead and add a Actually, I can probably use the base colors. Yeah. Yeah, I can add a fill layer that's just on the color. Make the color, still our anchor point, our base colors anchor point. And then if we just go to luminosity, we can go in here and we can push this out. Oh, no, actually, no, we cannot do this. The reason we cannot do this is because then we lose all of this stuff unless we have the quick balancing below everything else, like this. Only then we can really do this. But that should be fine. Call this wood lightness. And I was going to go in and just make the entire thing a little bit brighter. And I will see how if yeah, this star over here, we can probably go in and let's see. So we have our light blending, which is this one. And in here, I'm just going to go in and do this. Okay, let's go ahead and export that once more. And then it should be ready to go. For now, I will go in and just do some balancing probably later on. Yeah, for now, like that it's looking pretty good. So we got something pretty decent, ready to go. Yeah, I would say that works. And then what you can also, of course, do is you can go in here, but we will do that in the end and we can set change our textures, maybe to like 1024. And you can see that it still reads quite well even at 10:24. But we do need to still pen set this to zero because there's a bit more balancing that we need to do. And one of the balancing is that I just want to quickly make sure that my dirt and everything. So here I can see the dirt. Okay? So the dirt is working. So if I just press cancel, Um, where are you dirt? Mask strength. Okay, yeah, yeah. So we got our dirt our highlights. I want to probably go ahead and, like, make that a little bit lighter. Maybe a little bit dark, Roxie. And we also had our roughness variation for which I can go to my buffer visualization roughness, and I can go in here and then set like my roughness variation amount. Maybe I want to give it some shine to it instead of some dullness because everything is already quite dull. So that just gives us some interesting shine. Yeah, especially here, like the wood is really good. Okay. Nice. Let's go ahead and keep it like this. For now, we can save sine. And what I will do is I will just quickly kick in a Tinaps and in this Tinaps I will basically save this texture. So we can already do that now where you basically just want to go ahead and create a folder. JP Underscore base wood. I can go ahead and place everything in here. And then I can select the base and just convert this to a smart material. And it's just so that we can reuse this wood and everything on our roof piece, which I'm going to go ahead and create now. Oh, so let's go ahead and kick in the time labs and start by creating our additional roof piece. 76. 76 Texturing Our Door Part4: Okay, so we got our base wood pretty much done right now. It still needs some balancing, but that's something that we're going to do later on. As you can see in the Taps last time, I also just went ahead and very quickly created the wood here in the center. Now, what we're going to do is we are now going to go ahead and start working on our tiles over here. And for that one, we want to mostly follow like this reference over here. Like nice shiny tiles, not this shiny because they are wet in here. So like, slightly less shiny, but just like nice color variation in here. And nice roughness variation, and also then like some extra dirt and stuff like that. So that's mostly the plan. Now, if we just go ahead and go to painter, we can go in and create a new scene. And we can just keep it at the JP tutorial model scene, which is like a template from this one that we created before. And we can go ahead and go for a roof tiles paint. Yes, that's the one that we want. And now we can just go ahead and press. And yes, you do want to save this. Now, this one might take a little bit longer to load in just because it is a really heavy asset, but it should still run inside sub sprinter. At least I better hope so because else it will be a little bit annoying. But for now, this should be fine. Here we go. See? So it does just like run and paint and stuff like that. It's not that difficult. And what I'm going to do is I'm going to get rid of this layer. I'm going to go ahead and call this one roof tiles. And then in my texture set settings, I just want to go ahead and bake my maps. So let's go ahead and go to bake mesh maps. And we can just go ahead and we can grab our position curvature and seclusion normal wordspace. I want to go up here and four K, use low poly as high poly. Yeah, that's all looking good. So let's just go ahead and press bake, and I will pause the video until this one is done. Here we go. So now we can just press return to bacon mode. And now we have some nice embitoclusion already going on. So that's looking pretty good. Okay, so first of all, what we want to do is we want to start by just working on our base material over here. As you can see, the base material has a little bit of bumps in it, so it is actually not as smooth as it might seem over here. And for the rest, what it looks like is it looks mostly like just blending between various colors. Now, some of this blending happens actually in like a localized spot. So we can also try to art that to it. So let's get started by first of all, creating a base folder. Base ceramic. Over here. Now, what I'm going to do is so I can always just ceramic type in just make sure that. Yeah, you see, so we don't really have any ceramic. So we are just going to make it completely from scratch. The first thing is going to be like some base colors. If I go ahead and just call this one, the absolute base, what I can do with this is I can go ahead and turn off everything except for my color and roughness. So for my roughness, actually, for my color, what I'm going to do is what I'm going to pick a color. I'm just going to pick a color from my reference image. Something like this looks like a pretty decent base color. Maybe make it a little bit less purple. And then what I'm going to do is I'm going to decide on my roughness. I want to make my base roughness a little bit shinier because we are going to have so much stuff on top that like some of that shine will kind of go away. Now what I want to do is I want to go ahead and I want to create another layer, and this one is darkening square 01. And with this one, what I can do is I can go ahead and I can just choose like a much darker color. Okay, let's not do that. Let's Ido that. Let's actually just manually. Select the darker color. And this color, I'm also going to probably change my roughness a tiny bit just to add a little bit extra. I'm going to then a black mask, and I want to basically add two things to this color. One of them is a fill layer, and one of them is a generator. We're going to get started with the fill layer for which we are just going to grab some kind of, like, pretty generic looking grudge map. And I quite like the one which was like here, the charcoal one. So I can just go ahead and plug that one in. Maybe use triplanar just to make things a little bit nicer. And scale this down, and then also play around a little bit more like my balance and stuff so that it only shows up in some places. This one it's a little bit too noisy. So let's try let's try this one maybe. This one is too localized. Maybe we can use Grunge map 013 for this. If I just use that, oh, wait, that's 014. Sorry, 013. And if the play around like, yeah, yeah, here. That's actually a pretty good one. That will just give us some general localized looking dirt. Now what I want to do is now I want to grab a generator, and I want just something with mostly just etches, No, maybe this one that we had the soft damage one. Let's go ahead and just hold Alt and click. Okay, so the soft damage one and this one, it well, it does work, but it's a little bit strong maybe if I just play out my global contrast. Then over here we have a grunge map. Maybe if I choose something that's a little bit less No. I'm just trying stuff out. No, that's all too noisy. This one, grunge map 014. That one might work a bit better. If I now go ahead and just set this one to be a art, probably. There we go. So now we have, that additional color sitting also over here. Okay, so that creates just some darkening and stuff like that. Maybe I'm going to make the color a little bit. Now, you know what? Actually, I'm going to leave the color because I keep making that mistake that the colors inside of substance paint they are a lot less strong than they are somewhere else. Okay, so we got this. Now what I'm going to do is I'm going to start, first of all, with some nor map detail, and then I want to go with some roughness variation and then maybe another color. But I need to have a look. So nor map detail, we can go ahead and create a fill layer. Normal detail. Then for this one, I'm going to only have my height turned on. I'm going to probably bump this up a little bit so that the height gives me some bumps. Most likely, we can just go ahead and create a mask with a fill layer. We just want something that looks a little bit like this. You can see just slight bumps and it honestly reminds me a lot of the what are they called? Not the fractual sums. I forgot B&W spots. Maybe this one. See? Got to admit, that feels pretty close. I just to save some memory. I'm going to just set my tiling. Let's set the tiling to like two. And I want to also play around a little bit more with my contrast and my balance to make sure that it's not happening everywhere. I'm probably going to add another fill layer on top, and this one will be like on a multiply, and I'm going to grab like a grunge just to blend out some of this damage. Maybe if I just use, like a crunch cop wraps over here. Maybe more like the charcoal. I can also always have a look just by Alt clicking. Okay, so the charcoal does remove things bit. Pretty good. Plus M. But of course, what it also does is it also creates some Like harsh cuts. Maybe if I just lower down my softening. Let's see. Without With, okay, something like this. And then I'm just going to go in and I'm just going to make my height a little bit more subtle. Let's do like 0.00 0.015. Over here. Okay, so we got those. Now the next one was going to be just like some roughness variation. So you can make another fillyer variation 01. And for this one, I'm going to have only my roughness, and it's going to be quite a bit duller. At a black mask. And I want to have this roughness variation. Let's try now the soft damage. Just go in. Yeah, so the soft damage is like really strong, so I do want to kind of, like, go in and just play around with my balance. In contrast, here we go. And now if you press C, you can switch cycle between them. So this is my roughness now. And if I just go ahead and make my roughness, like, not as intense, but it's more like that when we look at it from a distance, we get some interesting variation to get started with. Okay, so we got something like this right now. If we just have a look. So over here, of course, yes, we have quite a bit of shine. I'm going to mostly just check that inside of unreal. I do feel like we still have some of that shine going on right now. On thing is that the colors are a little bit off also. So I'm just going to have a look. Like other ones like here, we can see the really classic gray ones. So I kind want to try find a balance between these two because over here, you can also see that a lot of the stuff is gray. So I'm probably going to now temporarily switch over to a different reference and just make this balance out these colors a little bit more to be a little bit more grayish, not completely, but just a little bit. And also, what I probably want to do is, I probably want to make my shine because I did not expect it to be this strong. Just like a little bit less on both of them. Okay. So we have something like this. Now let's go ahead and let's add a bunch of stuff. So first of all, what I want to do is I want to add probably some lightness and stuff like that. So let's do another folder. Called dirt. And I will start with edge, lightness. And I want this to be only in the color and in the roughness, most likely. So yeah, the color can stay fairly white and the roughness can be a little bit more shiny. And I can just go ahead and add a black mask. So if we have a look, we want to go for maybe like soft edges. Where are you? Dutch dust soft edges over here. That gives me a curvature. Yeah, that looks quite interesting. I I make it a little bit stronger. And over here, I have a grudge mad that kind already fades out. Most of the stuff It's still too much. I'm just going to go ahead and add another fill layer. I'm going to layer on another grunch map, maybe 01 and just set this to be like a multiply and maybe set dining to like ten or something. There we go, so that breaks things up just enough for me to go in here and to basically in mostly my base color, I'm just going to lower down the opacity. That's probably best. Like this. Okay. So the next one that is going to happen is going to be probably an OCC dirt. So I can just duplicate this. OCC score dirt. This one's just going to be like some brownish, quite darkish and dull dirt for which we are just going to use the classic one dust occlusion over here. Yeah, you can see, like, funny enough, it actually fits quite well with this that we can barely see the difference. So I want to probably go in and see if I can maybe, like, make it a little bit more brown, something like this. Over here, these ones are always like plaster. They are not really part of the tiles. So what I'm going to do is I am going to go in and quickly grab something like, I know some kind of plaster or Can I not have concrete plaster plaster? No, that's plastic maybe in my base. Plaster. No. Concrete. Um, Come on, show me the thumbnail. Yeah, let's just start with this concrete over here. I'm just gonna go ahead and set it to black mask, and then I'm going to select this piece over here. And then what I also want to do is in my ceramic, I want to just go ahead and create a white mask and make sure to turn off. So just add the black, turn this one off because else, the no maps start to interact, and I do not want that. So, this one is going to be like a pretty white color like this. It's going to have probably well, we can have the height, but I'm just going to switch to my height channel, and I'm going to set the opaste super low so that it only has, like, a little bit. And I'm going to set tiding to maybe like five, just to make it or ten even. Just to give it a little bit more texture, and it set the height even lower over here. Let's start with something like this. So now we have a bit of a base. And the next thing, what I'm going to do is I'm just going to give it like a slight bit of color variation. So let's do color variation. And I probably have like one darker and one lighter. So let's start with number one. Lighter. And for lighter, I want to go in and let's grab my collar. Let's go to our base ceramic. 1 second. I will actually do this. Let's drag the color variation down here. So we have lighter, and what we need to do, sorry, just above it is add a anchor point to our base ceramic. And then in here, we can just go ahead and we can recall this anchor point. But this time in luminosity, we can set this a little bit lighter. And if we also go ahead and duplicate this and call this one darker? You guessed it. We want to set this one a little bit maybe with the middle slider. It's really sensitive this one. Darker. Then just go ahead and create a black mask for both of them. And then we can go in here and we can just select a bunch of different tiles. We can also go for darker. Then quickly, first of all, see what it looks like. Yeah, see that adds some nice variations. Let's just go ahead and continue by just clicking randomly and a bunch of these tiles. Won't take too long. There we go. Then over here, we can do the same where we just randomly click. I's fine if one is accidentally overlapping, it's just about the randomness. I'm literally just clicking in various areas like this. And now I can always go in here and say, Okay, I want, some of these to be stand out even more. And then some of these I want to be like sending out less. There we go. Okay, so as you can see, one thing that I've been doing is I've been increasing the color differences a lot more than you would see in real life. And this is because I'm already anticipating that inside of unreal engine, the color differences would not be enough. So there would be like this slight difference, and that's what I'm trying to kind avoid. And basically having this one done. One thing that I also do like is that there's some kind of like lightness variation in here, also, and just some general highlights. But I think those highlights, they are kind of, we already covered those probably in our here edge lightness. So for now, let's say that we are going to go ahead because this is starting to already look pretty cool. Let's say we save this. Oh, wow, we didn't save yet. Groove, tiles, ceramic. There we go. Now what we need is we just need like that smart material to add on top. So let's go in here, and then we have our DHRM. Let's throw this all the way on top. And then what we need is we need for a ray modifier. I think most likely what we'll be doing is we will be using metal. So let's set the wood and concrete to black. Now, this metal is now 0.25. However, I want to set this to 0.2. What was it 0.25? So, 0.375? 0.375. Basically, 0.25 plus 0.125 is 0.375. Yeah. Yeah, so that looks great. I'm not good with mat. Okay, so we have our base over here, and that already shows the base color. Oh, let's just switch this to base color. Then over here we have our dirt. I'm just going to get rid of, like, the paint level so that we have, just some base dirt. That's fine for now. Like I said before, like we can edit this later on. Highlights fine. Edge roughness fine. And then moss, I want to go ahead and set to white because remember how that was, like, flipped. And then now we can just turn off the color, and we just have like our base mask. So we can go ahead and we can save oops, I seen. Also, one thing that I did on the weight, of course, we used our template, so this should still all be correct. Yeah, yeah, this is all correct. I'm just going to go ahead and export it and just see what it looks like. Let's go ahead and go into textures, assets, main door. Main door Tiles. Select folder. We are going to go for our JP tutorial asset and Tager. Next, let's just go ahead and have a look. So if we go here, we have a main door. Right click Tiles and I'm quite excited to see this one, although I have a feeling like we need to do quite a bit of additional changes to it, but that is no problem, of course, to do. So roof tile is normal, turn off SRGB. This one, turn off SGB, make sure that it doesn't import as normal, which it did not. I'm also just going to go ahead and close some of these things because I don't need them. Tick, Tick, Tick, and tick. Next, we can go to materials and just duplicate like our main door. Wood main door on the score. Tiles open it up, drag in your textures over here. And I can see that my moss is still warm, so if I just quickly go in here and just set my moss then to black, I guess. Reimport. Okay, fair enough. I can remember that we had to switch it, but maybe I was wrong. Now what I can do is I can just go in here and I can go to my front, back, and top trim. And all three of them, we can just apply this one material. So front or top trim, B, and our front. Oh, and also our what is it called? This one, the don. Sq ahead and also use that one, done. Okay. Now what I'm going to do is I'm just going to go ahead and open up my main door tiles and also make sure that my base roughness is pretty decent. So base roughness power Okay, so one is pretty Yeah, it's well, it's pretty decent, but something I think it's like the moss. So let's go ahead and just quickly go to our buffer visualization and roughness. I know, like the base is pretty good. Maybe I'm going to make that a bit. It's at 1.2. And let's see, we have our roughness amount. That one is fine. We want our roughness variation strength. Okay, and of course, don't forget that we still need to do lighting in this scene. So take it with a grain of salt what we have right now. But that's looking pretty nice to get started with. Let's have a look at it from distance. Yeah, the only thing is that, but I'm not sure, it can be because of the lighting. Like, there isn't really a lot of, like, roughness interest in here. So I can see like some of the shine over here. But I do not expect it to be like this because this is just wet. But I did want to, like, just give it, like, a little bit of, like, overall shine. So I think right now, I actually added too much different color variations in here. So I need to balance that one out a little bit, and I need to just play around with my roughness and stuff like that, just to add more. And then later on we're also going to have little leaves and stuff in here. So I would say that right now, this is a pretty solid point to start with. What I'm going to do is I'm going to go ahead and in the next chapter, I'm just going to do an intermediate polishing chapter. And what I mean with that is I mean that I'm going to before we add our metal details because I know we still need to text those. I first of all, want to just polish and define my tiles, and I want to also define my wood. This is something that will be a time naps because I need some time to probably, like, sit down, think about it, and not need to worry about speaking every single moment. So that's something that we will do. And once that stuff is done, I will narrate over it. Then we will go ahead and continue on with our metal. And then we should have our bases really well defined so that we can literally reuse these materials as smart materials on all of these additional pieces. So then we don't have to worry about that stuff anymore. So let's go ahead and continue with that in our next chapter. 77. 77 Texturing Our Door Part5 Narrated Timelapse: Okay, so I kicked in the time laps. So what we're going to do now is we are just going to go ahead and improve our tires a little bit more. So with tiles, it's quite a bit of back and forth. What I'm doing now is I'm just playing around a little bit more like the colors, trying to get a more subtle color because I found that having the tiles so different, it was a little bit too much, basically. Now, there isn't too much that I have to say in this, but I will still, like, narrate over it. Most of it is just balancing. That's what often happens. Like in our real time chapters, I always make sure that I lay down all of the groundwork. So that after that, all that we have to do is we have to balance it to our liking, and that's pretty much it. So over here, what I saw in my reference is that most of those outer ends are a little bit darker, so I just selected those. And here you can see that I'm just trying to have a look and see what I can do to maybe, like, enhance just in general, the shine and the color of my shape. And I do sometimes, like, simply go back and already have look at it inside of UnwelEngine. Now, as you can see over here, you can also see that I just made it a little bit lighter because it was a little bit too dark. So basically, right now, I'm just like having a look and see how the reflections work on our tiles. And later on I end up doing a few more tricks, but that comes literally near the end of the course because at this point, I already completed the course and everything's looking really nice. So over here, I still feel like the dirt was a little bit too strong, so I'm just toning it down a little bit more. And I just keep exporting because I first of all, want to define this before doing anything else. And yeah, over here, like I decide to go for something that was just a little bit more subtle rather than something that's really over the top with the different calls and stuff like that. So that's what you can see me doing here, just trying to, like, create a slightly nicer balance over here. And then over here, I'm just keep looking at different types of reference to see what I want to do and how things look and everything like that. And now, basically what I'm doing is I'm adding a little bit of sharpening just because and I do this to my dirt. Often adding like a little sharpen modifier to your dirt does actually like the little bit of extra crispiness that you sometimes might be missing, especially when you're working on, like, a lower resolution type map the adding that sharp is a good way to just fake it. You cannot do it too much, but it's pretty good. Just do it a little bit. And over here, I'm just adding some additional types of dirt and just balance things out. Here, what you can see is what I was talking about it a little bit more before. I'm enhancing it even more to have those darker bits near the end, because in real life, it seems like the ends are quite often a bit darker. And over here, what you see me doing is that I'm actually going to add a little bit more fine norm map details because the details that we have now, they are quite large. So I just want to go in and just like something that's, like, really, really soft and really, really fine. Just like that extra little bit, and you can see that even art is sharpening to it. Yeah, that extra little bit of bumps and stuff like that. And it's something that should be just subtle in the background, so don't make it too overpowering. But having those norm map details, it will catch the lighting a little bit. And there you can see that I also go to, like, my older non Mbitas and stuff like that. Over here, what I'm doing, actually, is I am adding some edge damage. So it's just a nor Mbita, but this time, I basically select my edges, and then in my height map, I just cut those edges a little bit, as you can see over here, which will just like some very fine edge damage. It is something that you can use to kind of, like, mimic the brush sculpting. Of course, not as good as S brush, but if you have a lot of shapes and you just need to add some very quick edge damage, it is quite good solution for that. And for the rest right now, I'm going to start working on our leeches. Now, we already went over on how to do our leeches for rocks over here. You can see that I just use the same crunch me that we used before. I add my leeches. I place this into a folder with a black mask so that now I can just grab a brush and I can basically paint in wherever I want to have these leeches. And I mostly paint them near the outer ends. I feel like that would be the most logical place to have them because that's where all the water and everything is dripping off. So you would think that's where the wet spots and everything are. And just in general, it's just like a nice bit of variation. So I'm just trying to add that here and there. I do of course, like, a little bit in the center just to have some variation. But it's just like a nice little detail, hving these small little leeches and stuff like that. And in this case, it can also be considered like just general dirt from birds and stuff like that. So I think that will look quite nice if we add that. And I'm also adding a little bit of that green dirt that we also added to our wood over here, because in my reference, I see it a little bit, but we do not want to make it too overpowering. It's like, very, very subtle, just because you would imagine that they would not clean these roofs quite often. So here you can see that I literally just like I grab a occlusion dirt and I just very suddenly add a little bit more of that green dirt just in, like, certain spots. And here I'm just balancing out my mask for it. And I keep checking inside of reel engine. That's also an important one that at this point, I don't really use marmoset anymore. Like I keep checking it in real engine to make sure that it looks correct. And for the rest, I'm here just like balancing out some of my like array detail normal strengths. However, this is something that we're going to change later on so you don't really have to worry about it right now. It was just me checking some stuff. And I'm adding a little bit more lightness variation to, like, the top bit, you can see over here, just to see what that looks. And in the end, I end up making it a little bit less strong because it was a little bit too overpowering. But let's not just forget the top. Now, over here, I'm also making those a little bit darker, and that's just like I'm just following my reference, so there isn't really much to say over here. Now, at this point, what I'm going to do is I'm going to go ahead and switch over to my wood. However, over here, I'm just using the built in tools to basically balance out my roof tiles a little bit more in terms of the lightness, because when you open up the base color inside of rung and, you can just set the brightness a little bit. It is something I don't try to do too much, but it is a good solution to just, like, very quickly add some very small balances if you feel like everything needs to be a little bit lighter. And this is also something that I'm now just quickly doing for all of the textures that I have. I'm just going into textures, and I just play around a little bit more with my brightness to balance everything out, because often in your base color, you want to have your base color to be quite bright in general. Like base colors are in general, like, quite a bright texture. So that's something that just need to work on. Over here, I'm basically just like, because we have concrete in our slice mask, so I'm basically just applying concrete to like that bottom because right now it is set to wood. And I mostly just like checking my reference, seeing whatever will look interesting. I'm going to start by just adding some additional dirt. And right now I kind of want to try and get that balance between the edges and the centers, and I want to kind of make my edges and everything a little bit darker to bring out those centers a bit more. So over here, I'm just adding something I literally call it center darkening. And I just placed like interesting mask in this that mostly like in like the centers, it will basically mostly mask out the edges, but it will leave the centers alone. So that's basically what I'm now playing around with, trying to find a good mask. If you ever see a seam, don't forget to just turn on triplanar to basically avoid that seam, feel free to always use your own textures or use different grunges like this until you get something that you like. In my case, I wanted to get something a little bit more softer like this. And then it's just a matter of adding this to a folder, and this folder, I will add a black master to so that I can then paint again where do I actually want to have this stuff? And I just manually paint in the areas where I want to have some additional darkening. Does that have to be super precise? Just like a little bit here and there to add some extra darkening. And over here, once again, I'm just adding some edge damage in the norm map, the same way that I did in our tiles. I just add like with only the height map activated, I just basically add like an edge generator, and I just lower down and just play out a little bit more with those edges. Try to break them up a little bit. That's not like one even bit of edge damage, but it just adds that extra tiny bit of detail, which will be interesting for our wood. And I keep checking everything inside of in wheel engine just to make sure if everything is to my liking and stuff like that. And right now, I'm going to focus more on the door because I feel like I'm just not happy yet with our door over here. Now, because most of the door is going to be just me painting by hand, what I will do is in a bit, I will just go ahead and kick in some music because I'm currently working on adding some more of that white residue that you can often see with the door, and it will just take a while to actually paint it all in. Over here, you can see I'm doing a few color variations where I just like slightly change the colors of the panels. And after that, I will work on that white dirt. So I will kick in some music, and I will go ahead and just play that out to have some of that white dirt. And then later in this chapter, I will still come back just because we are also going to add some additional detail, and I just wanted to go ahead and narrate over that. So here you can see that I'm just preparing everything. I'm adding a custom paint lightness. That's what I'm calling it. And in here, you can literally just paint in the mask. So yeah, at this point, just grab a nice brush, and as you can see, and let's kick in the T laps. Okay. So the painting is pretty much done now. And all I'm doing here to finalize off this chapter is I'm just adding some more additional dirt, mostly around the outside, and I'm trying to really push this stuff to make the insides a little bit lighter. So I'm just trying to find, like, a nice generator that we can use for this. Over here. And sometimes it just takes a second to find something that you really like. And that's a problem. Like, I want something that's really like occlusion. I do not want something that masks out the edges. I want something that just masks out wherever the occlusion is and then, really pushes that effect a lot further. So over here, I'm just now playing around a little bit more like custom grunge maps to see if I can get something that looks a little bit interesting. And I'm starting to get there. Like, slowly, I'm starting to get something that I like. And in the end, I actually decided to turn this into center lightness rather than edge darkness. To be honest, forgot about that. So what I'm doing over here is I'm just deselecting everything that is not my door. And just doing this, like, because I felt like, else, my door was going to become too dark now that I remember it. So here I'm just like adding some additional lightness to, like, the centers and stuff like that, which I think will look quite interesting. And for rest right now, I'm just checking out my dt and all of that, making sure that I did not forget anything or something like that. And then I can export and reimport and just once again, double check my work. But we are pretty close to finalizing this. I'm mostly just like checking my reference and making sure if there's anything that I happen to forget and stuff like that. But in general, here, I'm just tweaking my array texts, and that's about it. There isn't really much else that I'm going to do. I'm just looking around, making sure that everything looks good, that the reflections look good, all that kind of stuff. Maybe balancing out by roughness a little bit more to just bring a little bit more of those reflections out. And at this point, let's just go ahead and continue on to the next chapter. 78. 78 Creating Our Metal Details: Okay, so as you might have noticed in our last chapter, is we just went ahead and we did some balancing on our tiles and on our wood over here. Yeah, that's something that sometimes I just need a time nap to properly do that because I cannot really sit down and properly think when I also need to talk about a lot of stuff. But as you can see right now, we have, especially so up close, we have a much higher quality texture over here. And also with our wood, everything's like a little bit more defined and a bit more balanced, which is good. Of course, lighting matters a huge amount in your environment. So when we will do our proper lighting, then we will probably need to do another balancing phase where we are just, like, slightly making alterations. But anyway, so for now, the last thing that we need to do is we just need to go ahead and texture our metal pieces over here. And then what we can do is we can start doing this on all these pieces over here, although most of these pieces are all going to be modular, so it's not as much work as that this one was probably. But anyway, metal pieces. Let's go ahead, and for the metal pieces, we have some really good reference over here. I am going to make them slightly less dark because I know from experience like if they are this dark, it will just not look as good. I'm going to save this one New scene, JP tutorial model scene is fine, and then we have our metal details over here. Just go ahead and press. Okay, so yeah, it's pretty much like wily scratched up metal that has also some around where we have our I would say our curvatures, there is darkening going on. So that's something else I want to try and get. And over here, you can also see definitely like the bolts are slightly darker. There's also slight bits of rust here and there. That's something that I will see if I am going to add that because it's quite subtle. We might do that in just a polishing phase. So yeah, metal details is actually a fine name. I need to go down here, and I need to just bat my mesh maps, use low polis high polis, select all of these maps and bake. Nothing too special. It's also here to just double check to make sure that we do not have any weird arrows or anything like that. But it seems to all look fine. So let's return to our painting mode, and let's go ahead and get started. Let's get started by just like our base metal and it looks like yeah, we have a base metal, then we have a darkening metal that we will add on top, and then we will have scratches that will on top of that. I do see multiple differences in our scratches, these are a little bit more yellowish, so we can definitely do that and maybe blending also some more darkened colors. Let's get started with our base metal. And for a base metal, I'm going to first of all, because there are many metals that we have in our default smug materials over here. So I can remember there was like a steel dark. I can't remember there were, like, some good metals that we can use here. Yeah, I got a bunch of metals here from J OTools the same guys that made this reference, but I will try to avoid using those else you would need to go in, buy those also. I definitely has some nice rust and stuff like that, which would have worked quite well. But we are going to make it by hand. So these are custom. Yeah, so we really need to go here. Let's see. Steel steel dark age might be pretty good. Here we have some steel stained. Steel ruined. Uh, I don't know. Let's first of all, look at this one. Okay. Then have a look at this one. Okay, and then we have our steel dark aged. Oh, that one, definitely not. I think the steel scratch is like a pretty solid base. So let's go for steel scratched. Now, I want to go ahead and I want to lower down my norm map intensity, which looks like it is in the steel base. I can just go ahead and probably I need to go to my height, and then in here, in here, I can lower it down a bit. And what I'm going to do is this one I'm also going to make a little bit duller. So if we just go ahead and go in here, and set the roughness value and also set the norm map to open Go. But yeah, let's tone down our roughness value a little bit. Over here. It is a bit interesting that we do not have control over our color in this one. That's weird. But I mean, we can control our color by just adding probably like a filter. Set the filter only to be color, and for now, we can probably just get away with an HSL note. Or maybe we should do a color match. That might also work well. So color match, and let's go for, like, a slight bluish. Doctor you can also try and pick your color. Tone it back down a little bit. Okay, so we got this right now. I'm still not happy about the roughness. I kind of want to, like, lower that down a bit more because this metal is, like, it's really old, it's really dull, all that kind of stuff. And also, one thing that we need to keep mits over here, like we got that metal sitting around these areas. But that's a little bit tricky to do because these pieces over here are separate. So we can just like in our case, are going to, like, localize roughly around those areas, some darkening and take it from there. But anyway, so now let's go ahead and we have this one. Let's see, we have our dirt. Yeah, I can keep that and our sharpening. So if we throw this one in our base metal, we have our steel scratch. Now we are going to have our steel that is sitting on top. And for that, I can probably just go ahead and just do a simple fill layer. Let's call it darkening and just turn off all of these things. So normal, we can turn off metal. It needs to stay metallic, yes. It needs to have quite a bit of darkening over here. And I want to set my roughness to be a little bit lower to get start with. And then let's start with the black mask, and we are, first of all, going to add some darkening around the edges. And then what we want to do is we want to add some overall darkening that's quite randomized, like you can see over here. And after that is done, then I'm going to go ahead and just, like, paint in some additional darkening on top. So one s let's change my microphone to make sure you guys can hear me well. Darkening on the edges. For that, we can probably go over here and do an edge damage. Strong. Let's try fabric edge. Fabric edge often looks quite nice. So we just go in here and then push it out. Okay, so that one really does not want to overstep the edges, but I need something that kind of oversteps those corners over there. Edge is strong, maybe. Okay, yeah, that does add that does add like a start. Let's start with Edges strong, although there is some small arrows in here which Oh, hey, I've never even noticed that one. But let me guess. If I just go to C and just switch between the maps. Yeah, I don't know if it's maybe it's an error. Oh, no, it's in our dirt. Let's just get rid of this dirt over here. There we go. Willie? Oh, it's probably, like, our embitolusion probably has, like, some mess up going on over here, which is causing the problems. Yeah, that might be it. For now, I'm gonna ignore it. I'm first going to just like my base material, and then I will just paint it out in the end. So that's no problem. I just want to focus on this. So we have our darkening going on over here. Now, if we go ahead and maybe apply a surface maybe not a surface rust, maybe a surface worn on top and just set this to be max lighten. Mm. Like, I want to add quite a bit of darkening and then take things out. Let's play around with my ambiclusion. Let's try something like this. And maybe have a look if we have some kind of, like, a nicer looking grunge map that we can use. No, that's too noisy. And also don't forget that you can just play with this. I think this is like this one is a pretty good base. If I do this, and let's go into text show one. Okay, triply was turned on. Maybe play around to the scale to make it a bit smaller. Here, because it already starts to add a few of those scratches there. Also, over here, you can also see some problems with the abide glusion where in the end, I did not place it far enough away from each other. That's like the stuff that I was talking about. It's also good that over here, like we do already automatically get this darkening in here. But yeah, here you can see like this is starting to look quite close to this. So having this now if we go in and add some additional just paint and just like paint some custom stuff in here, Yeah, this one looks just grab like a brush that looks quite good and just kind of, like, try to paint it in areas where you roughly know that you are going to have your bolts and stuff like that. You can, of course, also import the one where the bolts are already, like, located, but then you cannot really do your Ao baking, so you would first of all need to, like, do your Ao baking maybe in a mom set, for example. So there are many ways that we can play with this. For now, I'm going to just do this because it's often good enough. Don't forget, even if it doesn't look perfect now, we can always break this up and I'll apply additional scald sketches and stuff, which we will do after this. So I'm going to do this, and I'm also going to go ahead and make this really large and just like set my actually, let's do a different one. Large and set the flow different. Because I just wanted to like art a bit more. I don't like this one. This one is too soft. Let's try something that's quite sharp. I think these ones are like scratches and stuff. Yeah, this one, just to compensate for that ambient occlusion problems that we have. Gonna add this. Okay. Now if I can just go back to the one that I used before, which was good, I think I already forgot which one it was. Well, I can just use the one that I used before, which was this one. That's also fine. It's just about getting some of those darkening in here. And I'm really someone who likes, like, first place all of the bases, like place all my notes down so that it's ready to go. And only then I'm going to go in, do a bunch of balancing. So that's why I'm never really too worried if something doesn't look right instantly and stuff like that. Make sure the tops look good. So we now got something like this, and now if we just go ahead and add another fill layer on top and just at this one to be a multiply. We can now go in, and there are a bunch of really nice scratch alphas that we can use. Going to my reference one sack because it's moved. Um Here they are. Scratches rough. Yeah, probably scratches rough is probably the best one. So let's do this one. And, oh, maybe not multiply. Let's have a look. Subtract, probably. Place, multiply, divide, darken. There we go. Subtract. Okay. So we got these ones. Now I can go ahead and just, like, play around with my scratch tiling. Oh, it's not really doing what. There is one that's like a grudge. Like, this one is like the generator, but the generator is not really doing what I want. Well, I can try it out, so you basically want to, like, mostly like boost up your scratch, dirtiness and your dust intensity to, like, add some additional damages. Scratch quantity is one. Can I not go higher than one? Two? No, I guess not. Let's see. Scratch width. Let's make that a bit bigger. Tiling a little bit bigger and width again a bit bigger. Scratch dirtiness, we can probably move up. Okay, so this one is definitely not like there is another grudge. I'm sure of it that applies some more stronger scratches. But I'm just checking it out. So we have this one. Now let's go ahead and just maybe add another one. What we can also do is we can quickly type in scratch. Then I get all of my scratches. And then maybe here, let's do a fill layer on top. And let's just drag some of these in. Because often what you can do is you can, like, play around with your balance to kind of, like, get it to work. So if I do like a triply projection for this, that is scratches, but I just want to see if there's one that's here, if I invert this one, this one might work. Yes. Not the one that I meant, but it will work. So if I go ahead and set this one also to subtract, here, there we go. So that starts to look a little bit more like what we have here. I do want to also implant some of this greenish stuff and just like some different colors. So I got this one. Now, I feel like that the overall grunge behind it is a little bit too strong. So let's just click below it and then add another fill layer. And this fill layer is just going to be a general grunge just to break up the shapes. And let's try, for example, charcoal and once again, set this to subtract. You can go ahead and just do, like, another triplanar on it. Okay, charcoal definitely isn't a good one. Here, let's try concrete old, and then concrete I'm also not a huge fan of. I'm just wagging some stuff in. Yeah, this one is quite nice. Which one did I pick? I picked a grunge concrete pink leak. Oh, I think I actually made that one. But don't worry. You guys should also have it. Like, I made it for Adobe, so it should be in there. Okay, so we got something like this. Now I want to go ahead and I want to make my original steel a little bit better. So first of all, let's go in here and just play out my roughness so that we not exactly on one line, but there is a little bit of, like, a difference. And then if I go to my steel base, I can go to over to my column match and go for a little bit more of like a bluel. Actually, I feel like I need to go quite a bit lighter, and this is just because I know that in real, everything feels a little bit darker. So then I want to probably also go in here and just make this one. Et's start with something like this. Okay, so now I'm going to go ahead and I'm going to probably duplicate this one. And just call this one green scratches. And what I want to do for this one is I want to go ahead and I want to go in here and just turn everything off except for our crunch scratches, which we created. And this one I can just a to normal. Just move it around a little bit, and then over here in our color, we can go ahead and just actually, now, let's also have a roughness. Let's make the roughness a little bit lower. And let's go for a little bit more. If I just color pick like these yellow greenish scratches like this. I quite like that. Something like this. And then I just need to break this up once more. So we just add another fill layer and grab some kind of grunge to break up the shape, maybe 01 or something. I want to set this one to multiply, set my contrast up quite a bit. And maybe tie it to like five to make it a bit smaller. Let's actually go to my not five. Let's do three. Here we go, see? So that just adds some breakup. So we got that one now done. I feel like the metal below it, we have the steel base. What I probably want to do is I probably want to go ahead and duplicate the steel base and just, like, very slightly change the color, maybe make it like a tiny bit darker and then add a black mask with a fill layer. Just like I need some additional color variation blow there. And then we can just go for something that's, like, like grunge dirty or whatever. Yeah. Let's just go ahead and alt click. Okay, definitely not that one. Maybe this one here, plasa faded and then just go ahead and just do like a triplanar and just kind of like something like this. Then if I just go in and again, just make the color match a little bit darker see, it's just to get some additional color variation in here. Now it slowly starts to look a little bit more like this, so that's good. So we got those scratches. I'm going to go ahead and just duplicate this one. Duplicate layer and just call this one u's do white. Let's go ahead for some white scratches. And what again, like, just grab your scratches, move it around. Grab your grunch map. Oh, wait, over here. That's normal tiling. And I want to kind of, like, just in this one, you can also just change the offset a bit to change it. And the green scratches, I want to have a little bit less or the white sorry, white ones. So I'm just going to make this like white scratches. Maybe set this tiling to one that they are only certain spots over here. And then I'm just going to go in and for this one, I will just like lower down the opacity of the one below it to make it a little bit less. But there we go. You can see now we have a pretty solid base going on. What I also want to do is if I just go ahead and look at my roughness, base color height roughness, I quite like having that little bit of shine that we have on these pieces. So I'm just going to go ahead and this is my base metal. Now I will go ahead and go for like, and in my dirt, I'm going to first of all, do some classic ones like OCC dirt. And then I want also another one later on. Wait, actually, I will use this one. So OCC dirt is going to be in our color, roughness and metal this time. Duplicated. Call this one. Highlights. No, wait, not highlights because we are adding a lot of darkening to this. Roughness, variation. Duplicate again roughness. Highlights. Let's see what else do I want to art. I'm probably going to keep the rust for now. I might want to do some manual painting on the corners. Actually, I do quite like like having that Russ, but let's just make it a little bit different. Let's do like red coloring or something like that. If I just go ahead and turn this off and start with my OCC bust. To go into my material mode. So for the OCC dirt, we want to go ahead and just grab like some dull bownish dirt. Make the roughness quite dull. Black mask. Just go into our smart masks and grab a dust occlusion over here. This one will mostly just like work in these areas, not so much in the other ones, so I'm just going to play out my contrast. You see, it's just like to add some dirt over here. And also, what I want to do is, I just want to quickly go ahead and add a paint layer, press X, and just paint it out in these areas. That's just because our occlusion is a little bit too close. So I'm just going to go ahead and paint it out so that it gets compensated again. Then we have our roughness variation. For roughness variation, we can just go ahead and turn on our roughness, and let's set this one to be let's maybe make it a bit shinier. Of course, the roughness is way more sensitive whenever we are working with something metallic. We add a black mask and then just like, I think I just want to go ahead and do a normal fill. I'm not going to use a generator or something. And then I'm just going to grab like maybe this one. Let's go ahead and triplanar it. And then I just need to go in and just, like, play around with my roughness too. Let's go press that I can actually see. Here we go. Just like slight roughness variation. Now it starts to look a lot more like metal also when never the roughness hits it. Roughness highlights is quite easy one. I want to make it quite shiny. Add a black mask, and this is just something I want to paint in. So I'm just going to go in here and I'm going to go for, like, quite a basic soft brush, for example. And just in these areas, paint this in because this will just, like, catch really nicely with our lighting whenever we paint in this additional shine, and you can already see it over here, even when it is substance painted, which doesn't have the best lighting. So we got that one, which is looking quite nice. Now I'm going to go ahead and just, like, duplicate this and call this roughness on the score. Edge. Underscore highlights. Make it a black mask, and then for this one, we can just go ahead and grab something that has, like, edges. We used one before, but this time let's do like Edges dusty, for example, Alt click, so you can see. Oh, that's actually quite nice. Maybe increase the C again, balance and contrast a bit more to make it a bit stronger. But that will just like well, when we have weighted normals, because we don't have those on this one, right now, but that's something we're going to fix. That will just like apply some additional details to that one also. Now, I wanted to make these ones a little bit darker, although specifically these ones, I wanted to make a little bit darker. So what I can do is I can, first of all, create another fill layer, call it darkening, turn everything off except for the base color and make it black. But black mask and then simply select these dots. And then what we can do is we can just use our paste. So make sure that you select base color. Use your paste to basically apply some additional darkening to them. Yeah, let's do 25. And I don't know yet. I don't think I want to add darkening to these ones because we aren't really using them along with this. At this point, it would actually be good if we save sine. So let's do this Base door uncle metal score details. And let's go ahead and save. Okay. So we got those ones done. Now, I was going to go ahead and maybe some additional rust on our edges and stuff like that. I call it red coloring, but let's delete that one. And then let's instead just like type in the rust in our base materials. And just grab like well, I downloaded some rust over here from text.com, so I can have a look and see what that one looks like. Because you can also download these for free. Or maybe I shall just use a default rust. For now, let's just use the default rust because we're only going to use it very slightly in the edges. So what I want to do is I want to make it quite a dull, darker rust like this. And for the rest, I can just do a black mask and basically, so I want to have it catching up a little bit more like the tops and the edges. I quite like what was it this one? Yeah, I quite like this one over here. I'm just going to go ahead and copy this effect. And then in my rust, I'm just going to paste the effect. I'm also for this rust, I'm going to turn off my height. I don't really want to apply my height to this. So I quite like this because it also catches up on those areas, although it's a little bit strong. So if I now go in and maybe, like, increase my contrast quite a bit and then tone it down a bit more, Okay, maybe low down my contract a little bit. And I just want to, like, tone down the entire thing. So it's just like some very subtle rust etches. Maybe also play around a little bit more with my color here, make it a little bit more desaturated. I make it a little bit stronger. And then what I'm going to do is I'm just going to add one additional paint layer on top. And let's say that I just grab my artistic heavy brush. I can then go in and press X to go to black collar. Oh, hey, actually, maybe this what I will tone down. But there's more here to tone it down, but actually, the generator does a really good job. So I'm actually fine with that. Gonna make it a little bit less, maybe like 60. But for now, let's say that now we have our base rust or base metals and everything done. So let's go ahead and put this. The first thing that we need is we need just as always. DHRM, but we don't really need a lot for this specific thing. So if we go over here, we want to go ahead and just set the metal to white and remove our wood and concrete, our metal was supposed to be something else 00.375. Yeah, that was it because we moved it around. Then we have our base over here, our dirt. We can go ahead and get rid of our paint layer. Yeah, just like some tiny bit of dirt. If I just go ahead and turn off color or edge highlights, if I just al click. Yeah, we can do that roughness variation. Let's tone that one down. And our moss was going to also just be a normal black color. Make sure that in your base, you turn off the base color because else we do not properly export. Save scene exportextis and texts assets main door main unscoed door, unscoed metal. And, of course, these ones like we have quite a few textures for one single door. We are going to lower down the texts, although I want to get a new metal detail norm map. We are going to lower down the textures, but also we are able to reuse these textures. So, we are able to reuse our roof textures and everything, all that kind of stuff. So if I just so this one will not just be used for a door. Let's export this. Let's go into unreal. And let's go ahead and just apply our metals. So we're going here main door metal details. Let's move this over here, and I can just go ahead and input it. Now, our Noor Map can turn off SRGB. Our DHRM can turn off SRGB. And then if we go to materials, let's just do the main door tiles probably let's just call this. Main door metal details. And just write all of this stuff in here. Okay. So, having that one done, we can now go in and select our main door. Let's open it up. Select our metal details, and let's just press this little button over here. Okay. Let's close this and let's have a look. Okay, so the base metal is looking pretty good. As I said before, I will like, I'm going to make it a little bit shinier, but I want to first of all, just play out with my roughness in here. I can press contra D because that's my shortcut for the roughness. Okay, so it is pretty shiny. It's my metallic probably showing. It's not metallic. Did I not include a metallic option in my entire thing. I did not include a metallic option in my entire map. I completely forgot about it. However, these pieces, because they are specifically metallic, I can in this case, I can get away with of course, you can just plug in a map if you want, but I can get away which a scale parameter. That is metallic that I can set to deft zero. So because literally everything in this metal is going to Oh, no, wait, not everything is going to be metallic. Okay, so I need to do this. This one is not very difficult. Like, it's like, similar to just this mask, but we don't have any space anymore to add stuff to our DHRM mask. Although we could use our moss, but that would not be clean. So instead, what I'm going to do and I'm going to go and paint her, I completely forgot about this. That's interesting. I guess because I was so focused on the wood. And then we can go to our JP tutorial asset and just add a very simple gray. And we call this one. Taxi set the score. Metallic. And also the resolution of this one can be very, very low because I just needed to assign where I want to have metallic stuff. I just drag in my metallic in here. Let's go ahead and export that again. And our feet go into reel. We want to first of all, import our metallic metal details. Here we go. Let's just double click it, and let's turn off SRGB because we don't need a metallic map to have SRGB. I'm going to now go in and just like direct this in here. And let's do a static switch parameter. I called this has metallic map. And if it is true, we will use our map, and if it is false, we will use the metallic value, which means that we can easily turn it on and off in here. And that's it. We don't need to input any type of UVs because they are almost always as far as I can remember, we will use unique UVs for this. And now what I can do is I can go in here and set has metallic map there we go. And now it is metallic. That should make quite a big difference also in here. See? Makes a very large difference. And that also means that now I just need to balance things out a bit, and I can just easily do that here. So we have a roughness variation to get started. Let's call D to just play around with my so I'm going to make that one lighter. I need to switch back to ud. Let's see. This is our roughness variation. I'm going to probably set to maybe 0.1. Then I have my overall roughness, which I can also use. Yeah, dirt roughness I don't know. Base roughness power over here. I can go ahead and also tone that down, so that's 0.8 maybe. Play again around with your roughness variation. I don't want it to be too overpowering, something like this. Okay. So we got those dones. Now I'm not worried about the Dort. I can have a look at my highlights. So looks like my highlights I am, those are working. So see. Let's add a little bit of them. And, of course, as I said before, I need to grab a better metal normal later on. The darkness and everything is now also good. So the only thing is that the overall thing is a little bit too dark. But what I can do to cheat, and you saw me do this before, is, yes, I can do this in three as Max or sorry, substance painter, or you can go ahead and you can go in here and set the brightness near. What you can also do is you can also use this mode here. So now I can see that two is a pretty good brightness. You can also go ahead and say, like, Okay, so the brightness is two. Now that I know that I want my brightness to be two, I can go in here and I can probably, you know, we want the dirt and the base metals. I can basically do, probably, like, a fill or just like a normal layer. Ah, it's been so long since I did it. Set it to pass through. And then if I add a levels to this, once it's been really long since I've did this. Oh, yeah, okay, so then if you add a levels to a layer that is set to pass through, you can go in and you can increase this. So I can say, like, I want this to be 0.5, which is around two, or you can add an HSL node, actually. Might be easier for most people to line it up with your unreal engine scene. So if I go here HSL, because I believe in our HSL, we can just set the lightness to 0.75? Okay, never mind. That's way too long. I guess we cannot properly lined up. We just need to kind of like That's twice, 0.55 to get started with. And then we just need to keep exporting until we are at, like, a happy level. But that's why it's sometimes easier to just do it inside of in real. So I can now go in here and I can just press reimport. And you can see now that I probably want to be like double as bright. So I can go here and just say 0.6. But it will just like, change the overall brightness. So it's a handy way to very quickly. Make some small changes. Here we go. And if we look at it from distance, yeah, they are nice and readable, not too dark, not too bright, and up close, although they look a bit low resolution, but well, actually, they don't look low resolution. They look really high resolution. But when we are going to lower this down, we do need to get, like, a better metal. But in general, that's looking pretty good. Awesome. Okay, so those are now done. Now here we are. So basically, I have now shown you I have now shown you. That sounds wrong, all of the techniques that you would need to create, like various types of assets. With these techniques, you can easily create all of these additional assets over here and also like these smaller assets and stuff like that, and also these stones here. The next time that we are going to do like really proper real time chapters is when we are going to create our landscape material and create our foliage. So what will happen now is that I will go ahead and create the time maps. And this time laps will basically cover how to create these assets over here, just basically all of our building white box assets because we are pretty much going to copy the same textures and the same models and just reuse them. It will also cover some slight bug fixing over here, I have like this one is not mirrored, so I need to fix that kind of stuff, as you can see, and that's something that I just remembered. So I might cover a little bit of general bug fixing, but those are bugs that I myself created. It will go over on how to create some natural stones which are going to use the exact same technique as that we used for these stones over here, but then they will just be like flatter and once that is done, yeah, that's probably all I'm going to do for now. This one over here, I can do that in real time. That is no problem. Like we can just go ahead and add that additional asset for people who want to just follow how to create a small asset. However, after we've done all of our real time chapters, I first of all I want to start focusing a little bit more like our foliage and on our ground because when everything is still white, like the foliage in the ground is still white, it makes it very difficult for us to get a good representation on how the lighting and everything will work. So that's going to be the plan. Now, I would say sit back, enjoy, have a look at this, or you can just go ahead and jump right in and do all of this stuff yourself. So let's go ahead and continue with this in the next few chapters. 79. 79 Creating Our Side Walls Part1 Timelapse: Mm. I like that No. 80. 80 Creating Our Side Walls Part2 Timelapse: [No Speech] 81. 81 Creating Our Side Walls Part3 Timelapse: I I I time. I I I Mm 82. 82 Creating Flat Stones Part1 Timelapse: Let. Don't do. D. D The dirty Mm. 83. 83 Creating Our Landscape: Okay. So we are slowly getting there. Now, as you can see, we still need to do a little bit of balancing. But what I first want to do is I first want to focus on our lighting before we start balancing that. However, before I can properly do my lighting, I kind of need to create the foliage first because the foliage will have such a big impact on lighting because it's all around, and we are going to go for a blend between green and over here between these colors. So it will have a lot of that light bounces around against, like all of these colors, and it will just simply affect a lot. So what I want to do first is I first of all, just quickly want to focus on the train. Now the train or landscape, whatever you want to call it, it is absolutely not a focus of this tutorial. So what I'm going to do is I basically have a landscape material that is super, super basic if I just open it up that I will provide to you guys because I'm not going to go in and make this entire landscape material since this is just not a tutorial about landscapes. I just grab this tutorial or sorry, this material from one of my other tutorials. Of course, as you can see, there are arrows right now because the textures are missing, but it's very simple. So basically, all that I'm doing is I add a landscape coordinate note into my tiling. And then multiply that the same as that you would use a taxi coordinate. Then I just import my base color, my roughness, and my normal maps. And then basically I just like using multiply to change my color overlay. And then over here, I add a slit you called a lend scape layer blend node. I simply add that, press the plus sign to choose how many textures I want to blend together. And I just input that. And over here, I just do some additional roughness variation. So as you can see, very, very basic. And what I'm going to do now is I'm just going to go ahead and choose which textures I want to use because that's something that we haven't really talked about. So I think what I mostly want to have is I mostly want to have a blend between grass and dirt, especially over here, you can see that it's grass, but we do want to just apply some dirt around it just to make it a little bit more visually interesting. So, for our textures, the safest thing is most likely, and later on, we are going to add grass stuff to populate it. But the safest thing is most likely to use text.com. You can easily just use mega scans. The reason I try to avoid using mega scans is because I'm not allowed to have mega scans in my project when I share it with you guys. However, with texas.com, I am allowed. So that's the key reason for this. Well, I can also see they have added a bunch of new stuff, which is interesting. Anyway, so let's go ahead and go. We want nature. So probably three scent is the best one for that. And then we are going to go, Okay, so here we have already grass and moss. Um, like, that's forest moss. Clovers. We might be able to blend between grass and clovers. Checking. Like, grass is always hard to do in just in general, int to make it look good. I'm going to go ahead and let's say that I grab my clovers over here. And yeah, for this one, I do definitely recommend that you get just some premium credits. You can literally get like 1,000 of them for, like, $12 or something like that. So it will make things a lot easier. However, for now, I'm just going to go ahead and I'm going to grab my Albedo normal and I do not really need a height map for something like this that would be a bit overkill. I will make a new folder in our text folder and I will call this landscape. And then let's have a look. We are going to have clovers. We are going to have grass. We are going to have dirt. And I think that's pretty much all we need for now. So like, just three is probably fine. So let's go ahead and trag in these text sets we just got. I can also see that my keyboard registration needs to be here. There we go. Sorry if I sometimes forget that. Whenever my PC goes into sleep mode, it messes up all my windows. It's actually quite annoying. Oh. I need to go to grass. One, two, and three. And then we wanted to have some dirt. So this is more mud. I want really like, N, not a lot of rocks. It's probably best if I hear, like soil. Like a few rocks is fine. And maybe something that's a little bit more brownish. This one. Well, I would need to balance it out a little bit more because it's a little bit too brown. I don't think I see always just make sure to keep looking and see if there's maybe something. This one actually is also pretty good. And yes, we can later on also blend between the dirt if we need to. But I have feeling that I'm only going to use the dirt around my stones. You know what? I might want to pick this one, but then I might want to just like, lighten it a little bit later on. But that's totally fine. So I can go ahead and this one, normal roughness. And trots in here also. So now we need to go in here. Oh, Otec. Go away. Textures. Landscape grass. And I will also like later on clean up my project and do, proper naming and all that stuff, but that's not really focus right now. So dirt we can throw in these. I do want to make sure that my SRGB and everything is correct, but that's something I can focus on later. Now we have our clovers which is terribly dark. So that's one that I definitely need to fix. Oh, yeah, my grass is also, really, really dark. Anyway, so we have our normals. Our normals are when they come from textst com, they are OpenGL. So we need to turn on the flip green channel for those. We don't have anything special for the shader. It's just like a very basic shader, so we don't need to pack anything weirdly, although you can totally probably pack your roughness map into your Alpha map if you want to save a bit of memory. But for me, it's just going to like the quick thing. So I do not need SRGB for my Uh, yeah, for clovers, I do need it. You see, this is what I mean by the clovers, I have a feeling like that this one is eight. Or, sorry, 16 bits. I can just quickly have a look by just going to properties and details. Okay, that really doesn't show anything. Oh, yeah, here, bit that 48. I need to double check inside a Photoshop. So if we just input our base color image mode, yeah, here see 60 bits. We always want to go for eight bits with our base color because else unreal engine gets confused. We don't want that, so let's just go ahead and this one also. I cat why they do 16 bits. I also tend to do 16 bits often because it's just easier to make everything 16 bits than to keep in mind to change one thing. However, for now, here, if we now go ahead and just reimport, it should He see. Now with SRGB, it still shows correct colors, although the colors are way too dark, but you can see that now if I turn on SRGB nothing really changes. So those textures are now ready to go. Wait, I forgot to turn it off on my roughness over here. There we go. Awesome. Let's go ahead to save our scene. Now our train master, I should really call it landscape mastering in wheel because train is more a word untiFUnti. Let's make the first one grass. This one is grass roughness. This one is grass normal. Let's make the second one clovers. Clovers base color, and I'm just using these arrow buttons over here to apply them. And let's make the third one dart, their roughness and their normal. Okay. Now what I want to do is in here in those layers, I gave them like a different name. So I do want to go ahead and play around to that. Over here, I also have one that's just like a variation on the color, but I probably do not really want that. So I'm probably going to go ahead and just like, Well, can you remove it? You still cannot remove things like you would need to just get rid of everything. But I'm not really in the mood for that. I'm just going to then in that case, just leave it. Then it will just be a color variation I honestly don't care for something like this. Because Also need to remove this, rear it, change all the settings, all that stuff. Not really in the mood for that. Let's just call this first one grass. Second one Clover. Then the third one is going to be Actually, a third one might be nice to Grass. Grass color variation. And the last one is going to be dirt. Okay, see so now at least we have proper names for it. So once again, we can go ahead and go in here. And I will just pass it v on until I've renamed all of this. Okay, so that is now all done. Now at this point, we can just go ahead and save this material, and it should be ready to go. So if we go ahead and go in here and then just go to our materials, master, right click material incident and just call this like Landscape on the squall. Mine and I can just write this into my normal materials folder over here. So we have our landscape main over here. Not much is going on, but this should our work, I'm just going to load it up. And now, so we already have our landscape terrain or just like our landscape here. So what we can do is over here, we can just go ahead and go to our landscape material and drag in our landscape main. And it should give us like a default color. Okay? Why is the default color metallic. Should be fine, Let's go into pain. Oh, weight, it's because we do not yet have our layers over here. So basically what you need is you need a landscape layer for everything color. Basically, you want to go ahead and just want to go to grass, and you should be able to just press the plus button and say weight sorry, non weight blended layer. No, wait, sorry, weight layer. I can see my clover is giving me some errors. So I can just go ahead and go in here, and you can choose where to place it. I'm going to probably just place it into my scene folder over here. Seen folder. I just want to do that with all of them. I don't know why clovers is here twice. That's a little bit strange. I feel like, Oh, yeah, you can already see like the train happen. But I feel like something is a little bit warm somewhere. Let's see, we have our soil and our clovers. Yeah, they seem to be fine. Let's just go ahead and maybe add the rest and then it will work. I just don't really trust this clovers over here because why would it be there. But basically, so we have this train over here. Now what we can do is we can, first of all, just set our brush size a little bit lower. And then we can if we just fly over here, we can do some testing. So first of all, we have our grass. So this one is already the default grass. First thing that I want to do is I would probably want my tiling to one to make it a little bit bigger over here to get started with. Then the way that we like you can have a lot of fancy techniques to basically remove the tiling. But what we are going to do is we are going to remove the tiling simply by painting. Now, next we have clover over here. So if I just click and paint, I can see that over here, my clover is having some kind of problem. I can try to just get this clover over here and see if this one is causing the same problem. So this one, yeah, so something is really wrong. I'm just going to quickly check because I'm not sure what is wrong because everything looks totally fine. So just give me one moment to quickly check. Okay, so I fix the problem, I don't know what was wrong. Most likely, it's probably, like, when it's upgraded from Unreal agent 5.1 to 5.2 that something went wrong. The only thing that I really did to fix it was that I went ahead and I literally just like remade my landscape layer blend, as you can see over here. So I just right clicked. Landscape layer blend and then just, like, re added three elements like this, set the preview weight to 0.5 and just give it the name. And that's it. So I don't know what to say. Like, if you have this problem, that's how you fix it. It's a little bit of, like, a typical problem you get when you are working on a tutorial and stuff like that. The clovers, they are, okay, the clovers are okay. They do feel like something feels a little bit off, but they look nice whenever we have, like, the sun hit them and stuff like that. So this is now working. We have all of these things, and now what we can do is we can start with the blending. What I always like to do is because the blending that we have over here, it will not look very nice. I like to always go in here, and I like to go in and grab a mask over here. So this one, the third one. What's the second one. Second one, sorry, it was the second one. They changed the naming. Now, over here, it asked me for a texture. What I need for the texture is I need some kind of grunge map that I can use, and basically, I can paint using the grunge map. I don't think we have done that yet. So what I'm going to do is I'm just going to create a new folder called crunch maps. And these crunch maps, you can literally just like export them from substance designer, for example. So if we go to designer and create a brand new graph, you call this grunge now, we need one that is slightly more specific. So when we want to have a crunch map, what I like to do for, like, a train is I like to grab something that has grudge map series here one, looks interesting, for example. Basically, to make this blend properly, we do not want to have any edges. However, we can use the brush pattern slider over here to kind of remove our edges, and then we can still change the seat, play around with our contrast, and I do want to make it a little bit more contrasty like this. And then just add this as like an output over here and just call this one um Grunge on the score 01, for example, and also in the label. That's literally it. You can now just go ahead and export this, select a folder where you want to export this. Targa file is fine, and you can just go ahead and press Export. So if we now go to Unreal and we have our grunges over here. If I just plug this one in and plug it in here, what you can see now is that we have this grunge pp that is applied here. So now if you would paint with it, you can see that this is the nom one, and now if I paint with my grunge pap, you see? That feels a lot more natural, especially when I just click a little bit, and it's up to you to maybe make it a little bit more after a little bit more contrast I mean, like this. Export one last time. Right, click reimport. And then you can also play around with your tool strength, and that will instantly place dirt here. I'm going to make my tool strength a little bit lower though Only 0.5. Okay, cool. So we got this one. Now what I'm going to do is I'm first of all, going to blend my grass with clovers to break up the general shape. Yeah, actually, my tool strength is fine. Yeah, yeah, that's fine. I'm just going to click. I'm not going to, like, drag because that's too heavy. I'm going to click around this area. To very quickly add some clovers in between my grass. And of course, we are only going to really focus around this area over here and nothing else because you cannot really see anything else. But you can see that this also here, breaks up the tithing and stuff like that, which is nice. So if I go in here, and I need to make the colors quite a bit brighter. Okay, so now we have grass and clovers. That's already looking good. Let's go back into my grass layer and just over here, make it a little bit more grass. Okay. And then we have our dirt layer over here for which I can go in and especially around the stones. I got out some dirt, and I will also add the dirt a little bit more like extended over here in the side. Then go back to my grass layer, and then just gonna click it a few more times to break up that dirt. And it just needs to look good for our screenshots. So you can also go ahead and make our brushes a little bit smaller. And maybe have some clovers that are sitting like they're starting to grow in between here in between the stones. And sometimes I literally just click like a bunch of times while in a specific position. Yeah, I think that should be good enough for presentation purposes. Okay, cool. So the last thing that I'm going to do is I'm just going to go ahead and go in my landscape textures or well, the base colors. And I'm going to balance out those scholars a little bit by just going into my brightness. And let's start with two. Okay, so two is a little bit too much. That's a 1.7 or 1.5. Let's start with 1.5, and then I want to also tone down my saturation a little bit to 0.8 or something like that. Here you can see the difference. Let's do 0.9, make it a little bit more greener. And then this one was also going to be one because we want to make it very similar, 1.7, 0.9. I want to make sure that the blending looks good, maybe 1.1 0.5, 1.9 maybe. 1.8. Let's do 1.8 and maybe set ratio to 0.85. I'm just basically balancing it so that it blends like a little bit nicer. And then we have our dart over here. Our dart is pretty close to the color I want. So maybe only do like 1.3. Just make it a little bit brighter. And that's probably all I need for now. Okay. Awesome. So yeah, that starts to fit a little bit better. So when we take some additional close up screenshots, at least we have something there. So if we now like here camera, we just type in camera in a outliner and duplicate it. And if we go ahead and go to that camera here in perspective. Whoa, my PC all of a sudden starts too. Go will loud. Now, later on when we do something like this, at least you have some terrain in here. And of course, we will also have actual grass and stuff like that. So then these bits over here, they read a lot better, see? So that's more my intention. My intention is not to do this because then of course, it doesn't look as good, but more like if we do some nice close ups of our shots and stuff like that. Hey, what's that? It's white. I will change that. Then it just looks visually interesting. Yeah, I can keep this camera here. Let me just go ahead and leave it there. Anyway, I also saw a little problem that I will fix while away. That's a white that I don't want. Yeah, as you can see over here, I place everything around. It was a little bit tricky over here, so I just, like, place these pieces in here just to kind of, like, make them fit. But, like, from our perspective, it's fine. Of course, these are all modular pieces. So if you want to, like, build out an entire environment with it, you can totally do that with these. So yeah, in general, that's looking pretty good. Let's go ahead and continue on to the next chapter. In our next chapter, what we're going to do is we are going to get started by focusing on our specific foliage. Now, for our folage 84. 84 Creating Our Trees Part1: Okay, so we are now going to start focusing on our foliage. So as you can see over here, the foliage that I really wanted to go with is a combination between green and also already like these spring or autumn autumn, these autumn leaves over here where they have a lot of very nice different colors. Now, so a few disclaimers in terms of, like, the textures. One, where I live, we don't really have these maple leaf type textures or trees, I should say, at least, not that I can think of where I can find these. And two, it is June, the end of June here. So it's like full on summer so I would not be able to find this color. Now, normally, I would use photogrammetry when it comes to these textures. However, because of these factors, what I'm going to do is I will just use text.com for this specific tutorial. Now, basically, I am going to create a tutorial in August, beginning of August, I am creating a tutorial that is about photogrammetry. It will literally cover everything you need to know about every single technique that you can use in photogrammetry. However, in that we will also cover trees and plants and creating leaf texts and all that kind of stuff. But if you already want to know how to do this kind of stuff yourself, it is called photometric stereo. So if you, for example, simply go to Google or something and just type in photometric stereo leaves, and let's say that we grab the first one, and this is a nice tutorial by Astrid Rotei. And basically, the way that this technique works just to quickly explain to you, is that you take a bunch of different images from a top down view, and at every image, you change the lighting angle. So you basically make these images in a dark room, and every 45 degrees, you place a light, and then you take an image, and then you get this stuff where you can see that you change the lighting angle. And then you simply have a note inside of substance, which I don't think I can zoom in here. But the note is literally made for this. I think it is called the multi angle correction node. And in here, you can simply input those textures, and then it will output for you a norm map and also a base color and stuff. So that's the technique. There are many, many tutorials on this because it's something that is not super difficult to do. But yeah, I recommend to then just like, have a look at that. But we are going to take the easy way, and we are just going to go ahead and use texts.com. Now, before we do that, I am going to go ahead. And so in terms of the trees, I want to make trees that are fairly similar to what we have over here. What I really like of these trees, if I just select one, over here is that I really like that splitting effect that you can see over here. Like, you can see that it goes from one, and then it basically splits into two, and those split again into multiple additional ones, and then they will have branches in the top and in the sides. And I really liked it. Like, it makes it so that the tree covers a lot of ground and it adds a lot of visual interest. So that's basically kind of like what I want to go at. And, of course, we will be using speed tree for this just like we did for our moss. So if I just go ahead and open up Speed tree, then what you will get is you will get a bunch of templates, but we are just going to go for blank. You can have a look at all these trees and stuff like that. But let's start with like a blank template over here. Okay, cool. Now, let's just jump right in, shall we? So, of course, what do we need? We need a trunk. That would be the handy one. Let's go to tree. And the nice thing is that if you go into trunks, we can already have a split trunk that I've used before, as you can see over here, so that we already kind of just split our tree. I'm going to because it's, like, quite thick. So let's go into our trunk. And as I said this before, speed tree is quite easy to use, but there are just so many settings. And also, I often just need to, like, look around because I cannot remember every single position of every setting. But what I can do is I can go over here and do something like this. You can also, I believe it's this one. Over here, you can kind of, like, control if you do not want to have that flaring as much, so I can control it here. And there's another setting to control the flares, but I think it was, like, I'm not sure exactly where it was because I almost never seemed to touch it. Uh, I thought it was pruning. I guess I guess that's not what it's called. But yeah, so there are, like, some settings in here. I just honestly, I don't know where it is that allows you to, like, lower down like this flaring over here. I would assume that those settings are probably in, like, a radius or something like that, maybe like a spread. No, not the spread. Yeah, I think I'm just gonna give up. Okay, I'm just gonna give up where it is. I'm not really sure, but it's not really important. So right now over here we have our splits. That's the one that I want to focus on. Now, with our splits, we can control a bunch of stuff over here. A few cool things that we can control is this one basically turns it on and off. Then we have a balance, which basically allows us to show, which one do we want to make a little bit bigger than the other one. And then we can also just here with this, we can basically control, the angle of them. Keep that quite low. And you can also like over here, individually make them bigger or smaller. I quite like the idea of having, like, one of them to be a little bit bigger. So let's just go ahead and do that. Now, at that point, what we want to do next is we want to go ahead and start with our main branches. We can go to our trunk, right click geometry and just add a branch. And in order to basically attach this branch to the split, you want to go to generate and just turn off the number because we don't really want to have any other branches. And then if you scroll down to extend parent, set this to Ay. Basically, what this will do is it will tell this branch if there is any type of parent in our previous note, because this is called a parent node. This is like a child node, then just extend it wherever there is a hole, and that's what it will do. Now, these ones, we probably want to go ahead and have these go all the way to the top, especially if you like, it's easier if I just show you here. As you can see over here, it starts to extend. And these extensions, they go all the way to the top, although at some point they do sometimes split off, as you can see over here. But, yeah, that's like the general idea behind this. So if we go ahead and go in here and make them quite a bit bigger. So let's go to our spine. And here we have the length of parent. I'm going to go ahead and set it to zero. I want to have absolute length because absolute means that I am 100% sure that it will create these lengths. So let's go for something quite big like this. It has some really strong noise. I don't really want that, so I'm going to scroll down to our noise in our spine and then lower the late noise a little bit. And you can also play around with your turbulence just in general. Try like Make it not too strong. Yeah, I can also press smooth, and smooth is maybe pretty good for this one, because I want to have some noise in there, but just not too much. Now, at this point, we can control in our trunk by going into our skin and scrolling down to splits. Over here, we can basically control how much we want to spread this. So we can say like, Okay, I want to do something like this, for example. Now, next thing that I want to do is in my branches, I set the length over here in absolute. I want to click this little button, and this was the randomized button, if you still remember from the moss chapter, and I can go ahead and use this to basically extend things out a little bit. Okay, so we got that one. Is there anything else? In my radius? Maybe like tone it down a little bit more in our radius. And then for this one, we can go ahead and here at the top. We can right click R geometry, and we want to add a cap like this, just like somewhere where the branches pretty much stop. Now the next one that we want to do is we just want to go ahead and start adding some additional branches to this. And as you can see over here, they often split again, halfway. And there is a split function in our branches, but it's easier if we just place another branch here and then start going from there. Be over here, if I go to my spine, Oh, sorry, not spine, skin. And try to split it here. You can see that the split does not really work in this kind of stuff. It shows like an arrow split disabled, only one tile detected. Now, the way that you can basically fix is if we want to go ahead and, like, split it again because one thing that I remind, most of these branches, like these ones are normal branches. We can add those. However, these ones, I think that we do actually use the split function because they do not give that effect where they start to taper off away from each other. But rather, they will just kind of be like an ardon. These ones we probably don't really have to split, but we'll have a look. Anyway, UV tiles over here. So what you want to do for that is you want to go ahead and go to your U tiles here. And in the absolute, sorry, first of all, in the extensions tags is to manual, match, if you just zoom in. In the U absolute, it was four, I believe, yes, we need to set the U tie to four because we have two branches that we both want to split. Basically, over here, you can see that this one is two because it's two branches. So basically just set the number to the number of branches that you want. But keep in mind that you do need to be able to split it by an action of two. So you cannot go for five branches. You need to go for four, two, four, six, eight, et cetera, et cetera, even numbers, basically. Now that we have done that, let's see. Actually, if I'm going to split this one Um, here. Do I want to split it again later on? Let's do like over here, you can see this one has like four or five splits, and let's see. Let's just go ahead for us. Let's do one. Let's do like an average of three to four splits. I can then just go in here and I can ct Okay, so three to four splits, I can go to my branch. And then I guess that I want to just go ahead and actually, first of all, push this down a bit more. So let's set the absolute, a little bit lower to where we want to split it. And also very important, use the variation over here, the variance. So let's say that over here, at this point, we want to split it again. We can now go into our skin, and we can scroll down. And over here, we have our spread, as you can see, set that one quite low. And also our expand, which will make some branches bigger than others. I just want to, in general, make them a little bit thicker. And I can choose how thick I want later on. And you probably guessed it. Actually, you know what this cap I temporarily don't need yet. We want to go ahead and we want to grab another branch. Once again, actually, we can grab this one. That's just press Control D to duplicate this branch because that will automatically extend since we already extended out. Seeing this, it's way too thin. So first of all, I'm going to go ahead and let's go into my branch before this and just lower down the noise over here. What do I think of the extension? Do I maybe want to make it a bit smaller? Of course, it's quite organic, so you can just choose whatever you want to do. Let's do something like that. Now if we go to our skin and go down to, like, our splitting, I want these branches to still be quite thick, so I'm going to make this quite thick. Also, this smoothness. Let's make the inner smoothness a little bit more because it was not looking very nice. Okay, so we now have these branches. Maybe stick them out a little bit more. Let's go to our spread over here. Yeah, so let's stick them out. Like this. Now what I wanted to do is I wanted to go ahead and also create some additional splits, but probably not everywhere. I think, yeah, I just keep referencing this one because for tutorial is so easy for me to just fly around it. But if you, for example, follow a branch, so it goes here, it splits off, and then it already ends in one top, and then this one splits off into two. So as you can see, it doesn't always just completely split. So what I want to do is at this point, I want to, for example, keep a few. I'm going to go in my branches. I'm going to make these in our spine in our length, a little bit longer and maybe add a little bit more variation to it like this. And now for this one, once again, we can do a split, and I believe that split is already turned on. We just need to change Oh, no, we don't need to change our UVs, because we are already splitting it. However, I want to change the amount of times that it splits, and I can do that by going into skin and scrolling down, and then over here, we can lower down the chance of it splitting, which is quite nice. Now we can go ahead and let's say that I want to split these. Do I want to split these three? You can also kind of, like, change the seats. So I feel like I don't want to split this one. If I'm just going to lower this, but then go in here, and then just in general, like, not this one. I'm just going to I want to basically set like an offset or something like that. Let's go ahead and just play around with my sat till I get one where it's basically turning that one off like this. So that one I want to kind of like keep. Now we have our splits over here. I feel like that these splits are still a little bit too thin, so I probably want to set these sides a little bit thicker. And this is probably going to be my last split over here. Let's see. Is there anything else that I want to probably expand these quite a bit. Let's go ahead and just contra D. Plug these on here again. Okay, so now we are splitting it. Oh, yeah, I'm going to add some branches here. So I need to keep in mind that I will actually like more visually interesting branches later on. For now, so we have the previous one. We can go ahead and we can set the spread. I'm going to also go ahead and, like, set the expand, so I'm going to you know, I want to make this quite like a big expand. Let's go one back and also over here. Just like play out with your expand, make it like these quite thick expansions. And then this one. So a lot of it is literally just tweaking. I also feel like everything feels a little bit too straight for this one, so I might want to go into my spine and scroll down. And just like in my noise, you can play around that was the early noise with the late noise a little bit. Oh, wait, sorry, I need to do that on this one. On the last one. Yeah, I can play around and make it like a little bit more noisy. So that is already looking quite interesting. Do I want to maybe make my split a little bit because I have it over here. And yeah, I can see it like that. Yeah, I probably want to make my split a little bit higher. So I want to probably go all the way back to my trunk. Make this a little bit longer. Then go back to my branches, maybe make those a little bit shorter, something like this. Okay, so we now have a splits. At the last branch, what I want to do is I want to go ahead and go to my skin, and I'm going to stop splitting at this point, so I can set the split chance back to zero so that it now just is like a normal tree, we like a bunch of different splits. Now, next thing that we need to do is because we're basically going from big to smaller details, we are now going to add these additional branches that are coming from the side. And maybe what we can also do is have another layer of just like some branches that are going upwards, but they are not necessarily a split. So we can do both of these by just creating one of them and then duplicating it and changing some settings. I do feel that over here this one it's still I want to go to my radius over here. Maybe like well, not tone down the radius. Oh, wait, of course, the radius doesn't work because we are controlling everything via the splitting. Because I don't like that. It goes from tick to tin to tick. I need to go to which one is it? I guess it's this one, the very first truck and then go to splitting and just expand it out a little bit. Then if I go to my second branch, I then can once again, Yeah, here, so I'm splitting it. Maybe it's like some of the noise that is causing some of these problems. And there's also some thickness variation in my skin. But this one, I'm not sure if it. This one doesn't really do much, so it must be somewhere in my. That's also the thing, sometimes it's a bit tricky to know where something is coming from. Yeah, so that's our noise. I'm just having a think about which one can I? Because over here, we have our length, a radius. So this one is controlling some of it. But it's just like controlling the entire thing, which is something that I probably do not really want to touch too much. Let's try going into our expand. Man do it. You can do it. Give me some options over here. I'll try not to spend too much time on this, but I do, of course, like, just want to have, like, a general look at my radius and stuff. I think for now, that's fine. Okay. So anyway, we will probably go back to that later on when I'm going to do some additional balancing. For these branches over here because we are splitting, we probably need to assign these branches to a few areas. So I will probably not have branches on my very base trunk. I want to go over here, right click geometry, and we can try to already go into branches and go for like large branches over here automatically. And then for this one, what I'm going to do is what's it welding failed? Oh, yeah, I didn't care about that. Sometimes it shows an error, you can click on it. The reason I don't care about it is because I'm going to lower down my frequency to only have a few of these. Oh, that's interesting. That's clipping through. I've never seen a branch actually clipping through. Anyway, let's go to our spine. And then here we have the relative from parent. I once again probably want to set that to zero and just go for an absolute branch and then just simply in here, like a lot of variation to it, maybe around three. Now, these branches, they are sticking out. I'm going to need to change them a little bit because maybe if I go ahead and let's see. Let's do my I don't really want to rely on the rolling. What I want to rely on is the start angle over here. So with the start angle, we can basically control roughly how much we want to start it. What I want to do is I want to set this to, like, 0.5 and then use my variation. Maybe set like a little bit higher. And the next thing is going to be if we go to our generator over here. Let's see if we have three branches here, then we will add more of those later on. So what we can do is we can, first of all, just in general, change the sat a little bit. So I'm just like having a look. Let's just change the rotation. That's probably easier. So if I just change the rotation, then I can also change the position, and this will just give me, some additional options and stuff. Let's say something like this. Now, first of all, let's go to our skin, and we want to go ahead and make the Radius, okay. This time, radius from parents is fine, where it will basically pick the radius of the parent, and then it's like half the radius. I'm just going to go ahead and I'm going to make it a little bit thicker like this. And then the variation should on the way, the variation will not kick in. I guess because the branches that it's attached to are so thin, it's better if I just do an absolute radius. So I was like, Oh, yeah, we can finally use the from parents, but I guess not. So we have these ones which are a little bit thicker, that might be a little bit too thick, something like this, over here. Do I like this? Like, I'm fine with it sticking out. I feel like I want a little bit more variation in some of them going upwards. So if we go into our spine, and just play around a little bit more with our start angle variation. And also something that you can always do, you can always select one, and you can always just in general, play around with it or you can go to your node network. And then when you select one, it will only change this one individually. So that's the difference between generator and node. This should also allow me to, like place these in really specific locations like this. And then I can click back on generator. But of course, if I change anything now in my position settings, it will change the position. So anyway, I now have this one done. Am I happy with it? Yeah, that should work. Like, I can live with this. I'm going to go ahead and press Contra D. Because now we have these branches over here, and I once again want to lend these ones to these branches. Now with these branches, I'm a little bit more worried by going into skin and using the absolute radius. So probably want to go ahead the setter to zero and also the variance to zero. And then just use my from parent radius. But then just push that one up just to clamp how much we are using this. We can then go into our generator and we can just play around a bit more with the frequency until we got something that we like, which I quite like this. Because they are thinner, the noise is a little bit too intense, so let's go into our spine and just play around a little bit more like late noise to lower that amount. Over here. And also, what I'm going to do is at this point, I might want to like art, just higher up the frequency, a little bit more. I might want to now just go into my node network and then basically just manually place them a little bit more so that I have a little bit more control. So this one I want to like puja, because even though we like to generate stuff, having a little bit more control like this is just really powerful. This one I probably I am going to delete, so you can just press delete on it. This one I'm going to move down here. This one, I'm going to, like, interact a little bit less, like, have it less close to other branches. And then over here, what we're doing is we have just these ones which are fine. This one I might want to lower down a bit, and there should also be this is noise, gravity, length. I can remember there was thickness also radius over here. And then I can control the radius a little bit more. So at this point, I'm just going to really go for more manual stuff. I move this one up a little bit more, maybe add a little bit of additional noise to this. And just keep playing around with your branches until you got all of the nice positions that you want and stuff like that. Something like this looks quite nice. Like we have, well, actually, maybe what I want to do is this one. I want to probably move it down a little bit more, just to, like, get a little bit more variation, too. It. This one, I want to once again, tone down the thickness. Oh, it looks like I cannot really tone it down more than this, then it's fine. I was not there to touch it, maybe lower down the noise, however. Yeah, that's better if I do that and maybe make it a little bit lower. I want to basically also try to from every angle that I have a nice amount of cover. So you can see that many areas when I look at every angle, they just make the tree feel a little bit more round and not that one area has no branches at one side. So here can see that now. Every area has some branches. Okay, cool. So the last one I let's have a look. Most likely, I just want to, like, add some really small branches to these. Yeah, like these really small twigs, as you can see, and most of them are like, just pointing upwards. I quite like that idea of having that at the end. What I can do is I can just add yeometry and I can try to go for, like, little branches like this. And then it's just a matter of going in here and let's start with our spine. And let's start with our absolute from Barents fine, but I just want to make these a little bit bigger. In my generate, I'm just going to set the count probably to, like, two and I want to set the first angle a little bit lower so that it generates up until almost the entire top. So there you can see that now this starts to really feel like a tree already. Let's go into our spine. Let's tone down our late noise a little bit more. And we can also go in here if we go up, we can play around with our start angle. Let's set my start angle. Yeah. Actually, you know what, it's already pretty good. Maybe like play around a little bit more with the variants in the start angle, but for the rest, that is looking nice. You can sometimes also play around with gravity to kind of, like, push the ends up a little bit, which is something that I often see with trees bear like the ends. But, of course, I'm not a foliage artist. I'm mostly just like here to make this look visually interesting. Okay, so we got these small branches over here. That's looking pretty good. Now what we need, well, first of all, save I scene. But also, what you can see is over here. That we have, like, a lot of additional branches. And the cool thing is that now we can literally make everything geometry. So I don't know over here. Like, over here, they even make literally all of the branch geometry. And I kind of like that idea because we are using nanite. So I kind of want to also do that. That is pretty new to me. I'm not used to, like, pushing in this much geometry, but it will be pretty cool. First of all, let's save my scene. Source file saves. Let's make a fool cult. Foliage. Sci. And the cool thing is, once we have finished this tree, we can use speed tree to basically generate different variations of it almost instantly. So these little branches that we now generated, let's already add even smaller branches. Let's finish off these ones and then just start duplicating them. So we have these little branches, and now what we want to do is we want to have branches that are sticking out to it again. I can just go ahead and press Contra D probably. Or actually, you know what? No, it might be better if I actually go ahead and go to branches and go for twigs because the twigs, they already have a bunch of settings turned on. Here you can see, that's what I meant like the settings. We have these little twigs going everywhere. And we can now use these to add even smaller twigs, which will hold our leaves over here. So let's have a look. So, we have a twigs. I want to I probably want to make this one a little bit thicker, these branches. So let's go into our skin. And just push up the from parents a little bit more to make them a little bit thicker. Okay. Then we have these ones. Is there anything I really need to do with this? Honestly, I'm fine with it. I don't see much I need to do at this point, maybe in my spine, lower down the noise a tiny bit. For the rest is fine. So we have our twigs, and I believe that's about where it stops if we go to branches. Yeah, we would need to go ahead and go for even smaller twigs on here. However, these even smaller ones, they would, of course, hold our leaves because we are going to go for, like, individual leaves, even, and not even, like, just like a collection of leaves. So I would probably want to have, like, a lot more, and I want to have it. Not so much like around here. What you can often see is if we go ahead and have a look over here. You can see branch, and now we have done our second branches. So now what we're doing is working on these little leaves. But what you can see is that they are often pretty flat on one branch. And that's what I want to try and capture for this kind of stuff. So over here, they are not really flat, so I'm going to go in here and let's first of all, in our spine or sorry, generate tab. Let's go ahead and generate quite a few more. Like this, probably. Then the next thing what I'm going to do is I'm going to set my first a little bit higher so that it does not try to generate these twigs too fast. The next thing that I'm going to do, guys, I feel like a little bit of slowness already. I'm going to go in my segments, and I can go ahead and just lower down the accuracy a little bit. Actually, maybe better to set the radio radio is already fine. Can I, let's low down the accuracy, just to, like, here we go. Just like lower down the amount of polygons that we have. Anyway, as I was saying, so we have over here these pieces. Right now, they are pretty much all the way around, but I don't really like that. So what I'm going to do is I'm going to go ahead and first of all, just set the counter two because when I set the counter two, it will kind of just generate it on two fonts like this. The next thing is that like, right now, they feel more like this, but I really want these really thin ones. Just checking, like, Yeah, makes can really use even tinier branches on top. So I guess we can also do that. So let's go in here. Let's go to generate and set the frequency a little bit lower. I need quite a bit more noise and I need to make it a little bit thinner. Let's go into our skin. And in our radius, let's first of all, lower down it a bit and add quite a bit more variance over here. So I want to make sure that it does not go too low. Okay. Now, in our spine, we can also go in here and just like in our length, add a lot of variation and then lower down most of it too much variation. It's a bit bigger. Okay, now I want to go down to my noise, and for the first time, I want to actually increase my noise amount. So let's see. Okay, so now we have these pieces. So now we would need one last one. And that's going to be the branches that hold the leaves. And if we have a look, these bunches are often also quite flat over here because flat often reads a lot better than seeing stuff from like a angle. And what we might need to do is we might want to, like, wiggle these core branches that we have now up and down. Actually, no, not these ones, but the ones before it. These twigs Oh, no, no, I might be fine. We just need to see what it looks when we actually have our leaves on here. So let me just get a decent angle. Okay. So we have these ones. I can probably just duplicate this one, throw it on here. And then this one, I want to go ahead and set my radio segments like as low as possible. Lower down my length segments also. And having 500,000, in this case is not too bad because we are going to use nanite we've already used millions. I'm going to go ahead and set the frequency up quite a bit over here. I still want to keep them kind of at the same level. But with these ones, I'm going to go to my spine, and in my start angle, I'm going to give a little bit more variation in the start angle, just to make it a little bit more interesting. I'm going to go to my skin. And I'm going to, like, lower down the variation in the thickness over here. And I want to go ahead and go to my spine, and I'm going to lower down the scaling of these. So these ones really only, hold the leaves. I do feel like it's probably not enough branches. I feel like I need to go into generate and maybe set to like 100. But then we would have 1.5 million. That's quite a lot. Maybe let's do 80. I'm just keep looking at the triangle count. 70 maybe. And I also feel like they are now too thick. So let's go to our skin and once again, in our parent let's make this a little bit thinner. Okay, so I think that's a good starting point. At this point, we just need the leaves to know exactly what to do. Now, we have this system over here that starts with these twigs. I can go ahead and I can select this and just duplicate it. And I want to add these ones, this system, also to the big ones. However, to the big ones, I want to go in and I need to lower down the radius. These branches and I also want to go ahead and add some variation in it. Let's see. Then I have these ones, and for these ones, I want to hire the length Oopsio much? No. Go back. And I froze. I think I need to be really, really careful with that, that I don't increase it too much. It will probably recover. I will just pass the vo until it does. Okay, I recovered. Basically, because over here we have, like, a really large amount now of jom tree, we still need to do our leaves, which is going to be even more. I'm going to lower this to maybe like 0.5. And that hopefully does the trick. And also over here, I feel like I've waited many of these really small branches now. So I'm going to go ahead and select those, and I'm going to set my generate for this one to maybe like 40 only for these to make them a lot less. And that will also lower down my branches over here. And I'm going to go ahead and set my first, probably a little bit lower also. Let's see, something like this. Yeah, let's start with something like this. I feel like that dis stuff, however, like over here, where is it? It's like these big ones. Right now they are like at three angles again. However, if we often look at these things, you can see that they are mostly just like at two angles. Only at the higher ones, do they kind of, like, go in more angles. So what I maybe want to do is for the lower versions, which is these versions over here, set the count to two and give the second to, like, compute that. Yeah. So we kind of set the count to two. And then what we basically do is we just go into our spine and in our start angle. We can go in and maybe Oh, no, sorry, that's the start. Start roll. No start roll is for the entire thing. I think this rotation one. Yeah, yeah. Let's go ahead and just like, add some variation over here in the rotation. And that will kind of just like here, see that will look a little bit more interesting. Then over here, it is fine probably to have three of them. But what we always do is we can always decide that for these ones, if it's too much stuff, I don't know where these counts are or where you have two, us it's these one, so I can just, see what it looks like if you set this to two. Yeah, you know what? I can probably get away with two. Let's do two and then in our rotation over here. There we go. I just want to basically save my polygon count. Because if I go ahead and click away, right now, our entire tree is around 2.5 million polygons, which for nanite is not that much. But of course, for management purposes, it is a lot. So we do want to go ahead and lower down. The traditional technique would be that normally after you've had this branch, you would basically go in and already just use textures like you would use planes to save a lot of space. But in this case, I'm just pushing it a lot. I'm going to go ahead and duplicate these and add them to the final branches over here, and that looks pretty much ready to go for now. And there we go. As you can see, a fairly advanced looking tree, quite a bit more advanced than the trees I normally make. I'm going to go ahead and save my scene. And what we will do in the next chapter is we will start focusing on actually adding our leaves to this, and that's going to look really nice. Out of curiosity, I am going to go up here and I'm going to have a look at the polygon count of this one. Yeah, around 2 million. So this tree is also around 2 million polygon. So we are going a little bit higher, but you can see that they have quite a bit less branches. So for us, before we know how many branches we want, we first need to place our leaves and we will do that in our next chapter. 85. 85 Creating Our Trees Part2: Okay, so let's go ahead and continue. Now, before we continue, we kind of need to have our textures by now. So I can go ahead and go into my text folder, make a folder called like tree. And these leaf textures, we are later on also going to use those wide away to place them as like a geometry in here. So we are going to have some more dead leaves that are like curled up and that kind of stuff. So these textures we want to already get. So we have our bark texture, it's going to be quite basic. Um, I will do a good name Autumn Leaves. Just because we're also going to get it, just green leaves because we will get those later on too. Now let's go ahead and go to texts.com because here we have a lot of sorry, not treaty foliage. There was a specific one for this. Tree D scanned atlas, that's the one. Over here, we have these autumn leaves. They do always have the branches to it. So if we cannot find a individual one, we will just use that one, but let's just check. And also, we have some various dry leaves which we could use in combination with the autumn leaves on the ground and everything like that. So let's keep that one in mind, shall we? I don't think does it show like over here. Branches, dry leaves. It doesn't really show fill leaves. I'm like, oh, wait, over here we go. Awesome. Here we have our autumn maple leaves and we have a couple of them. These ones are really red. These ones are well, they're also just maple leaves, so we can also use these. So let's swap around between red and green. Ideally, I also yellow. Ideally, I also want green. I have here, maple leaves green. Perfect. That's really nice. So let's do red, yellow, and green in here. Are they by any chance on the exact same position? No, they are not. But that of course is kind of logical. So let's go into our tree. So we have our autumn leaves, green leaves. And our yellow leaves, let's just go ahead and get those. I will just pass the video. I'm just going to get the albedo, normal roughness, translucency, and Alpha. Those are the ones that you want to get for this. And by the way, it can just be like 512 or 1024. We do not need a high resolution texture for this. Okay, next, we will need a bark. For that, a tweety scan is often best, and then we can go to wood tree bark over here. And we want to get a birch style bark. Let's see this one. So a little bit intense. I want something that's a little bit softer. Um, or maybe just something like that. I'm not sure. I like something Let's try this one for now. We can always change it later on. So as you can see here, they are not in the power of two, but that should be fine. Like speed is able to read it, and else we can just, like, duplicate it. So if we go for let's do 1024 by 2048. Wood normal roughness is pretty much the ones that we need. Yeah. That should be fine. Okay. Cool. We have that stuff, so I'm a little bit worried about these ones not being by the power of two. So I want to make sure that they are tilable, so I'm just going to open them up in Photoshop. So if I just go ahead and create a new 1024 by 1024 image, let's just drag in my albedo map in here and just hold all Shift while on the move tool. Okay, so that is working totally fine. It feels surprisingly low resolution. 1024. That is curious. Like, I did download. Oh, No, no, yeah, yeah, I got 1024. Okay, weird. Anyway, that should be fine. I'm just going to go ahead and save as. And I'm just going to save a copy. And I will probably just like overwrite this one. By the way, am I at eight bits? I am. So save a copy and just overwrite the original one. Over here. Then I can do the same with my normal. I just place my normal on one side. Hold Alt, file, save a copy. Number two. And finally, we have my roughness, just because it's a little bit easier for me to work in the power of two with UVs. The reason normally I am fine with, like, having them half, but I'm worried that because we have so many branches that it will cause some issues when we are out of UV unwrapping all of our branches and stuff like that. Anyway, so we now have all of those things done. So pretty much, we are going to go ahead and get started with our leaves. For leaves, we first of all need to kind of, like, create a material. We can go up here to the plus minus in our material tab, art new and just rename and call this one. Autumn leaves, for example, and press okay. Now that we have this material over here, what we want to do is if we go into our textures and just drag in your what we mostly need like an albedo, opacity and normal just to be able to see what we're doing. We want to make sure that it's set to two sided so that you can see both sides. And the most important thing is that we need to create our leaf measures. We can do this quite easily. However, it's also sometimes a bit buggy, so make sure to save your scene at this point. By going into cut out and meshes and in here, we want to choose how many different ones we want. I'm going to go with just three. I feel like three is more than enough because we are going to have so many different leaves. Now, when you have this view, there's a few things. You have this orange line over here. This is your pivot point. You want to go ahead and just place this wherever you want your pivot, so I'm going to place it like somewhere here. Then what you want to do is you want to go over here to your angle and set the angle. To the angle of your leaf. This is because this also choose which direction your leaf will be facing. Then over here, we have a plane. You can see that you can manipulate this plane using these red buttons, and this is basically going to be our actual geometry. You want to go ahead and place these over here. And if you need another one, you can just click on line and this will apply another one, and you can move these around. If you for some reason need to remove one, you can go up here and just press the X button and paint one out, which I of course will not be doing. Now that we have done this, now what we need to choose is like, do we want to have a little bit of, like, bending and that kind of stuff in our leaves? That is a nice thing to have. However, remember that it will also drastically increase your Bolgon count. No, okay. But you can add more by going up here to a tesselation. I might want to like art like a little bit of tessellation like this. Yeah. Like that, yeah. Then I just want to go ahead and I'm just in the high, medium and low. I'm just going to drag in all of these three. The reason this is normally made for, like, LODs, however, because we are using nanite, we don't need that. Now once that is done, you can just click to the site and then we'll close the window and you can do the same to the next one. So here we have the next one, we set the angle. We want to make sure that it doesn't touch any of the other leaves, so I'm just going to try to, like, kind of avoid that. And I'm also adding some additional angles here, tiny bit of tesselation, and just add it. Okay. Cool. And now we have the last one. And for the last one, I'm going to go ahead and grab probably like this bottom one over here, rotate it. So this one is upside down, but that is no problem because that's why we set our angles. It Like this. Tiny bit of tesselation and add it. Okay, so our material is now ready to go. So now what we need to do is we need to start adding all of these leaves. If we just go ahead and go down here, we will use this one. This is way too much. I can already see that, so I want to go in my generate and set this probably to like 20. And let's select again. Yeah, that feels a little bit more logical. And also the noise is really strong, so let's go into our spine and just lower down our late amount a little bit, because, of course, the noise is also relative to the scale. So when we duplicate stuff, the noises get a little bit messed up. I can right click Add geometry to select it, go to leaves, and I probably want to go ahead and go for, like, alternating leaves or scattered leaves. I think alternating leaves is fine. And now you can see all of these, like, cool little planes. Now, at this point, I want to go ahead and before I start adding my texture, probably go to generate and just set the general scale over here. Down a little bit. Although you can also do this later on in the skin, over here, you can also set the size of your leaves, but I often don't really notice much of a difference. So now we have our leaves over here, and that's looking pretty cool already. We can now go ahead and we can drag in or we can go to our skin and in here set the material to be our autumn leaves. Now our leaves are applied. Now what we want to do is we want to go ahead and alternate between the various different leaves that we have by pressing this plus button and adding two more leaves. We can go over here and mesh and set mesh number one, mesh number two, and mesh number three. Now we have all of these different leaves. The next thing that I want to do is these leaves, right now they are kind of all pointing for some reason, inwards, which is not what I want. So I can go ahead and now I can start by manipulating a bunch of stuff. The leaves look a little bit different, so compared to, like, other stuff. So I'm first of all, going to go ahead and okay, rotate is definitely not the one that we want. Let's go ahead and let's see. Let's go into skin. Oh, let's also already, add some noise to this since we're here anyway. So let's go ahead and just apply a little bit of vertex amount. Now, what you also see is sometimes you see that the leaves are clipping with each other. If you want to avoid this, you can go up here to collision and set the collision to be high quality. What that will do is it will basically remove any leaves that are clipping with each other. So that you don't have that. I'm really surprised. So over here, we have folding. So the folding is nice because it can give our leaves a little bit of, like, a bend, you can see. And then we also have some curling, which we can also use and just like some general twisting. For the twisting, I like to add a variance, modified to it. Actually, let's also do that for the curling and for our folding because it's all about just like adding variation. Now, as you can see, we don't have a lot of leaves right now, but that's because we need to increase it. Before I do that, let's go to orientation over here, and let's just go ahead and have a look. So first of all, let's try to just play around with line that does seem to work a bit better. I'm going to go in my align and add some variants just to give it a bit of variation. Let's see. Our folding, in this case, only rotate stuff and our facing, I probably want to keep that to zero because it doesn't often add much good stuff. Now I want to probably start working on our generation. Oh, by the way, you can control the X Y and Z scale randomized in here, which is kind of cool. So I can do that in here, but I can also. So this will give a slight variation. I can also go now to generate, and in my scale size, I can go ahead and in here, increase the scaling. We want to make sure that this one is good because we're going to go ahead and apply it. To other pieces also later on. So we got this one. Now, let's go ahead and our first and last, our first and last is pretty good. Let's go into our collision. Let's have a look. If I go in my collision and in here, we can use a spare threshold. And if we lower it, I believe we apply which one was it? Was it sphere or pivot? It was like if you lower it, it will be a little bit more flexible with our collision. Et's go ahead and set this one to knock out others only, which will also minimize it, and let's have a look. Is there really serious clipping going on? Yes, there is, so I need to go for everything. What I often do with this kind of situation where it's not really giving me as many leaves as I wanted is well, the first thing that I notice is if I go to my twigs, they are only at the top, so I need to go to generate and lower that First one over here. Like this and maybe also lower down the last one a little bit. Then I was just going to go in my leaves and if I go to my generate, I can overhear. Oh, wait because we do alternating generation. I'm just checking limit. I believe I've never really used this one. Well, I've used a couple of times, but I never really changed this amount. Over here, so I cannot even pronounce this. We can also go for just an absolute No, absolute, kind of, like, messes with things too much. Alternating. Give me 1 second, just to see which one I need again to, like, apply additional leaves to this. I end up choosing for interval. Interval still keeps our settings intact. And then over here, right now, we have the frequency of ten. We can also over here, set the count. If I set that to five, and I have a feeling like we probably need to because we can kind of choose or what we can do is we can increase the amount of branches or what we can do is we can also go in collision and then just lower will having no collision over here is a little bit. Just go ahead and set this to one, two, I'm just checking to see what looks best, basically. But what I'm worried about is if we would go even if we would go for that option where we go in three D scan atlas, like, we have our autumn leaves here, but then we don't have as many autumn leaves or maple leaves of differences in color. That's why I kind of want to, like, just stick with this one. It is kind of up to you. Like, most of it, you can choose if you feel like that it's really clear to see all of these clipping problems. Then what you can do is you can just keep tweaking with it. I I now go into my collision, I can also tweak it by just playing out with my rotation. So if I go in here, set my frequency to 30, I should be able to go see my weight to here. Actually, my pivot threshold over here, I can kind of, like, give it a little bit more control over here. So this is like a pretty nice amount. And then if I start rotating stuff, hopefully, less leaves will interact with each other. If I go in here and I go to my it would be really cool if at one point, you can simulate leaves warping their geometry when they go against each other and stuff like that, but that might be a little bit too expensive. I was saying that I was going to go in here and I was playing around with my let's start with my orientation over here. Let's do the fault and let's add a bit more variation to that. I'm also going to go to my gender because I never like it when the leaves are just at the tip. And also, by the way, over here, I feel like that I want to go in my skin. And here we have our absolute. I'm gonna push this higher. I think at this point, I do not really want to and also play around. Like, I don't really want to have my branches to be this thin. There we go. Now they are a little bit thicker. Okay, so let's see. Actually, now they are too thick. Slow them down a little bit. Okay, so let's see. So we have our leaves over here. I did not like having them all the way at the tip, and we can go up here to our last and just, like, lower that down a little bit. Now, for the rest, they are in, like, a pretty decent location. You can still see, like, some leaves that are clipping, but I'm not too worried about it at this point, but yeah, definitely, you can play around with your pivot threshold. Maybe get a few less. Let's see. For those big branches which are let's see these ones. I want to right click and I want to add a cap on these points. I believe that's also let's see this one, R geometry cap. And this one R geometry cap I'm just checking, are these branches small enough for me to kind of just leave it? Yeah, they are. I don't think we really need geometry for that. Okay, so these are now our leaves over here. I think this is like a pretty solid base to get started with. I would want to probably jumble around the larger twigs a little bit more. So if you just go ahead and go to our generate and we can probably jumble it round using our rotation a little bit more. Over here. Yeah, in general, I think that works quite well. What I'm going to do now is I'm just going to go ahead and I'm going to go up here and we have our autumn leaves. We can just add new rename yellow leaves. And then another one rename green. Leaves. Suppose again. I will quickly just add a Tilaps where I will basically set up all of these leaves, and I will also apply them here simply by going once again to our skin and just applying or adding more leaves in here. Just like blend everything nicely together. So let's go ahead and kick in the Tilaps. Okay, so I just applied my UVs to all of my branches. Now, the last thing that I want to do is I want to fix over here like these split UVs. This is quite annoying because in the old version of Subspaner this never happened. So it's a bit of like a new problem. I had a look because the thing with Subspaer is there's not a lot of documentation, like when something goes wrong, not a lot of documentation. And the best thing that I could find is so I don't really care about the last branch, but basically, we are going here 2-4 to four in our U. And I basically want to go the opposite way, but I need to divide it every single time. So I need to go over here from two. And then here one, I want to go for four. And then this one, I want to go to eight. And as you can see, that kind of fixture, it's not perfect. But then what I'm hoping because now, of course, it's really tied that Unreal, I can just kind of like tie it in a different way. Worse case, if this still doesn't work, then in Unreal, I'm just going to throw in a worldspace texture. Like then I'm just not going to bother with it. But I wanted to try and give you guys these slightly proper UVs. So I would say that now for now, this is fine. I am definitely going to change my bark because I just don't like the one that I have right now, but it's a base. I'm going to go ahead and I'm going to save my scene at this point, and we are going to get started by exporting our tree. So we are going to export it directly inside of unreal. 86. 86 Creating Our Trees Part3: So now that we have a tree, what we can do is we can start by exporting it to Unreal Engine. Let's go ahead and go file and just export the game. Exports and we already have a speed re folder that it still remembers. And now over here, you can choose FBX. Or what you can do is you can choose an actual Unreal engine file, which means that this is specifically made so that Unreal engine can quickly read this file. I personally, yeah, I would be okay using the unrelenzer file because it's very similar to the FBX file. It does often import some settings that I don't want, but it does fix UVs. First of all, let's go into Atlas and turn it into none. Let's turn off light maps, vertex plans, and variations. We don't have these three. We use our own systems for that. Let's see. So none turn off allow separate atlases. Texts, we can skip the texture save because we are going to import our own textures, highest only, and the rest we can pretty much keep. So let's go ahead and just press Okay, and then we'll export. Now, while that is exporting, we can go ahead and we can go into in real, and we can already start by just importing some of our stuff and start by creating our material. So if we go to texts, three in here, we can do one that's called bark. However, I'm not yet sure which bark I want to use, so I'm going to play around with that first off camera. Then we will have Autumn Leaves Yellow. Leaves. And green Leaves. Here we go. Now, the first thing that we need to do is we need to go into Photoshop, and we need to make sure that our leaves are not 16 bits. So if I go in here, image mode, see? That's what I mean. So let's set this to. Also, I feel like translucency also should not be 16 bits. So let's go ahead and just also set that back and just save it right away. The rest, it doesn't really matter if it is 16 bits or not. So here, image mode, eight bits, safe. Image mode, eight bits safe. And then the last one. Image mode. And it looks like Spetre is also done. Image mode. A bit safe. Okay. Yeah, Spettr is also done. So let's go ahead and go in here, and I will first of all, start by just dragging in these textures. Um, for these textures, I will later on do an optimization pass. What you can do is you can put your Alpha in the Alpha of your roughness, or what you can do is put the Alpha or roughness into the Alpha of your albedo, if you want to save a little bit of texture memory. For now, I'm just going to go ahead and drag it in like this because I just want to get to the end result and then I'll worry about the rest. I'm going to go ahead and in normal, I want to flip my green channel. Roughness, I want to turn off my SRGB, and in my Alpha, I also want to turn off my SRGB. The rest should be fine. Let's go to the next one. Green leaves import. Once again, roughness turn off SRGB, normal turn off flip, and Alpha turn off SRGB. And the last one is our yellow leave. Roughness, normal. And once this is done, I will, of course, generate a few different variations of my trees. But I will do that simply as a timelaps because it's just pressing the generate button. So we got those pieces here. Let's go assets, and let's create a new folder called foliage. Just to keep things nice and organized. I'm going to go ahead and import my 301 ST in here. And then over here, you can also set the LOD setup, and I'm going to go for individual actors because I'm not going to use foliage painting for this, and I can just go ahead and press Import. And now give the second. I don't know how long that will take, but I will just pass the video. Okay, our tree has imported. We want to go ahead and open it up and something very important, turn on enable nanoit and make sure to turn on preserve area. Preserve area is made for when we have offer cut out meshes, which we will have with our leaves over here. And yes, then you can just press Apply. And now at least we are not rendering 2 million vertss or something like that. Okay, cool. So we have over here our different materials, and those are just like our leaf materials. At this point if you want, you can go ahead and you can drag it in and you can admire our work so far. So I would say that, yeah, like, of course, I'm not going to pretend that I'm as good as the guys from mega scans who make these trees like these trees. They are top notch. Like everything, like, technically, just like the UVs, everything is absolutely perfect. This is just like a basic tree for us to use. So yeah, please do not compare it with mega scans. I cannot beat a foliage artist with ten years of experience or something like that, not even close. But what I can do is I can create a basic tree for you guys. So we have our tree over here. Now, what we're going to do is we have our textures. We need like a foliage master. Now, if I can remember that my plain master, I use now I'm just going to make a new one. It's not going to be too difficult. It's close our trainmster. You're safe. Right click material. Called foliage master, let's just go ahead and open it up. The only real difference is that we just use subsurface scattering, and that's pretty much it. So we can go to our textis autumn leaves and just use all of these in here. Then just a few simple things that we want is we have our leaves over here, we are going to go ahead and add a multiply we will multiply this using a constant t vector, which we'll call right click, convert the pemter color overlay. This is really basic, so I'm not really going to go over what I'm doing right now and just apply this one in here. Are normal. We often don't really need to change anything. We need to go to our foliage master, turn on two sided and set our shading model to two sided foliage. That's quite important because else we have some problems with lumen. Most of the time we do actually get problems with lumen when it comes to foliage, so we will fix those when we need to. The problems mostly reside from using rate racing along with lumen because that one is still be broken, but that wasn't 5.1. I just updated to 5.2, so you never know. Roughness can have a multiply. And your scale perimeter roughness amount. With a default at one. There we go, just to give us some control over the roughness. And then over here, we want to have a multiply in our subsurface and add another concentr vector just call this sub overlay. Then on top of this, we want to have another multiply. With another with this scalar parameter that we'll call sub amount. Set the default probably to like 0.2 or something, something quite low, and just throw this into your subsurface color. Very basic. The only thing that we need to do now is right click and just convert these two parameters. Base color perimeter. Normal Alpha. And when you start combining maps later on in the Alpha, for example, it's just as easy as just switching it out over here. Roughness, a subsurface voted one. Okay. Yeah, that's pretty much it. We can just go ahead and save this and try it out. And for our tree, we can just use, like, a main material. So here, if we just, like, grab the flats stones, duplicate this and call this one bark. And in our tree, yeah, we have a bark over here, and we were going to go ahead and try a different one. So if I just go ahead and textures tree bark, 02. And just give me a second. Well, actually, I will just go ahead and just do this live, but I might later on pass the video because I'm just going to find a different bar. So if we just go ahead and go to our three D scans bar. So we now had something with a lot of lines, and I just didn't really like it. I felt like it was a little bit too over the top, especially with our tiling. So we might want to go for something that's a little bit more simplistic like this one here. In terms of our tiling, because we made it in a two by four. Yeah, I think it's still safer if I just go in and simply duplicate these save us this one. Hey, I basically just find the right bark for you. That's the important things in life. I know. I'm not I would say I am pretty good at making jokes in real life, but when I need to think about, everything that I'm doing, I don't have enough time to think about good jokes, so you guys can just listen to my stupid jokes the entire time. Flip the green channel and just, like, turn off the SRGB, like that. Now we can go ahead and so in our materials, I already made a bak material, lower it down. Bk material has I don't know why because the flag stones, they should not have this, right? Oh, wait, sorry flat stones. Oh, okay, I thought I was I selected a different one. That's okay. So, that's fine. We have a base color and our normal map. I don't know if it's fine. I am not sure because a Stonewall, I did make changes to this. I can see how it reads and else I will just leave that one for later. We have a base color. Oh, yeah, because our normal map has the roughness in. Oh, that's it. That's it. I completely forgot. So if we just go ahead and close this stuff, our normal map over here. Let's get rid of all of these chunk pieces. Merge there. As the roughness in the B channel, I want to just be extra sure, so that's out saving. No. See, that's why I want to be extra sure. In the Alpha channel, it has the roughness. So I want to go ahead and go in here and then RGB and for the blue channel, I'm just going to go in and I'm going to select everything and just press delete to basically make it white. And then we will have Alpha channel and in here. I will drag in my Well, I will first of all, drag in my roughness map on top, Contra C Alpha Contra V. Now, that should save fine because it's a TIF file. So I can see if it did actually do that and not that I'm just thinking it will say fine. Reimport. It did not say fine. Let's go ahead and just go file, save a copy, and we can just go for, like, a TGA file. Call this Bark the score, normal. And let's try again. I on purpose change the name because, else, it can still get confused if I just override the name. Park normal. Oh, wait, wait a minute. It might just be that I messed up my, it needs to be default. Okay, yeah, so that's it. Sorry about that. Yeah, so just make sure that you set it to default and we want to turn off SRUB, yes. So I bark normal map. We also want to go ahead and flip the green channel. So last thing. So green contra I to flip it and next save a copy. And re import. There we go. Okay. That one should now be correct. So here we have a bar. We should be able to drag this one in. This one, I can just go ahead and delete. And because the base coal doesn't have an alpha, it probably does not yet like here, it just has the default metal micronise on top of that. For now, that's fine. I'm just going to go ahead. Later on, I will change that to, of course, the wood or something like that. But I just want to see how this actually works. In our master, we have a foliage master. I'm just going to go ahead and duplicate autumn leaves. Open it up, turn all of this goodiness on in here. And then if we just also go ahead and just duplicate this green leaves. Just open it up right away. Just throw it also in here. And duplicate it. Yellow lease. We might need to do some balancing, stuff like that, but that's just part of environment art, so that's nothing new. Yellow lease. Base color, Alpha normal roughness subsurface. Translucency is the same as subsurface, by the way, in case you haven't noticed. Alpha roughness subsurface. Okay, so my Alpha still does not seem to do any type of cutting out, which is a bit strange. And it is because my blend mode is supposed to be masked. I should not set this in the opacity. I should set this in the opacity mask. So break this link. There we go. And now save. Now you can also see that it's actually cutting out. Okay, awesome. So we have a tree over here. We can go ahead and open it up. It's nice that it's already, like, a pretty decent scale. Not the best scale yet, so I want to change that later on. But for now, materials. If I just go isolate, oh, these are like the little knots, but we can make those also just bark. This one, let's these three are leaves. So it looks like the first one is our autumn leaves. Give the second to load. The second one is our yellow leaves. Well, it takes really long. And the third one is our green leaves. Next, we have our bark. And then for my bark, I was going to change the tiing. So this one I can just save. I can go over here and I can see that the UVs are messed up. So I think it just exportted UVs won after all or not. I'm not sure if I just mixed up. So no, no, wait. The UVs are correct. I think I switched around the two textures. I think it's supposed to be yellow and then anthem. So let's try that. Let's go materials. Yeah, yeah, that's it. Yellow. No, huh? It's really strange. The green leaves are, the green leaves are also cut off. Let's go isolate. This one is supposed to be the green leaves. So I can see some of them working, but I feel like, yeah, some of the UVs are still incorrect. Okay, we have no use of all of these UV channels. You can even remove them, but I will do that later on. Um, I have a feeling like it's that my UVs are being flipped right now. So that's, like, the first thing that I can start focusing on pretty much everything is, like, good. Like the three works. Like, don't get me wrong, the three works. Let's just go in. I'm going to switch back my leaves, and then I will just quickly pass the video and see exactly which one is the problem instead of you guys needing to wait and see me figure it out. And also something that you can also do is you can already just go into your bag, and hopefully the tiling is working correctly. If we tile it by an even number, like 0.25. Here we go. Then, the tiling is working, but you need to go from like 0.25 to 0.5, 0.75. Do not go for anything else. And also, I think the texture is looking fine. So we can use this texture. I might want to make it a little bit more of like darker color, but that's about it. Okay, let me just quickly pass the video and figure out what's going on with our leaves. Okay, easy fix. I just forgot to set the setting. If you export to game and you select your tree, I turned off flip x, and I forgot to set a flip V texture coordinate. It's something speed does. For some reason, it flips the UV. I don't know why. I just does that. So just have a look at these settings and make sure to use those. And once that is done, we have over here our leaves. Now with our leaves done, one thing that I'm going to, first of all, focus on is our subsurface because right now it's a little bit, if we just have a look at the sun, you can see nothing is shining through. I just want to go ahead and set this one starting by one because I want to get that nice shine through. Especially because over here, you see how light this is. This is all because the sun just pushes through it. So if I just go ahead and set all of these, you see that already feels a whole lot better, just in general. The colors are intense, to say the least. But then again, they are really intense also in here. So I will balance them, but we need to take it with the grain salt. Also, what the school is, we can add multiple variations simply by swapping out textures or swapping out our materials. If I have this, I feel like a subsurface of one, is actually probably fine. I also do not directly see any problems with our Lumen lighting, although I'm taking it with a grain of salt, but it seems to be quite fine. I just really expect the problems to be very honest. That's how it mostly goes when it comes to foliage and lumen. I'm surprisingly quite surprised. Anyway, we have our tree over here. That's pretty good. Let's go ahead and actually go in and start by a the one button selected. Using our tree just to see what it actually looks like. Let's say that we have over here this tree. I do want to try and copy it. You can see that my tree is a little bit wide, but I'm just going to go ahead and do this. And just try and get roughly the same silhouette, something like this, for example. Of course, take it with a grain of salt because we are going to go in and we are going to make a lot of differences. But if we already go over here, you can see that over here, this is already starting to look really good. I like the textures the way that they are now. I do feel like that bark in the end. I thought it was too dark, but it looks like that actually, it is not dark enough. However, once again, take it with the grain salt because we need to do lighting. I'm going to set this to 1.5 for now. Just make it a little bit lighter over here. And for the rest, I am going to just go ahead and create one more. I will probably create one or two more tree variations. This one over here, I want to create one variation that's just like a different tree, but that's like with a thinner bark and another variation that's like a Wi young tree. I think that would be the best one. However, for now, you can already go in. And in various areas, you can go in here and just, like, start changing. So if I just go ahead and do this one, if I go ahead and then also use this one here, just already start seeing a little bit what everything looks like. Don't forget to rotate your trees around. But yeah, we spent all this time in our blockout, making sure that we place our trees in the right location. So why not just make use of it and actually place it in these locations specifically. And one thing that I also want to do is, you can see that this one is quite a bit denser in terms of the shadows than the other one. So that's something that we can also need to that we also just need to have a look at. To make sure we do not apply too many shadows to specific areas. But again, so it's starting to get there. See already like some of the trees, that's reading well. I think once we actually have a lighting, this will work really well. I'm going to go ahead and continue by creating different tree variations. So we will have one thin variation and one young variation that has a lot less branches. Remember, if we remember at the moss, the way that we are doing that is very simple by going to our tree. And then if we just oat x to our trunk, and if we then scroll down, here we have the random seeds. You can literally just press randomize L or just randomize the spines and branches. Do keep in mind that it can be quite slow, so I do recommend that over here that you, for example, delete these connections here before you do this so that it will not need minutes of just regenerating. However, for now, save scene, and I'm just going to go ahead and do a save as, kick in, time laps, and then we will go ahead and create our three variations. 87. 87 Creating Our Tree Variations Timelapse: [No Speech] 88. 88 Creating Our Shrubs Part1: Okay, so our tees are now placed and ready to go. Of course, we still need to balance them, and I cannot wait to start doing the lighting on this. I think when we actually do the lighting on this thing, it will look so good. But yeah, before we can do that, we need to first create our swaps over here. And I'm just going to go ahead and these ones are very easy because we only need to create one, and literally it's just like simple generations to create like a few of them. So I will do, probably three variations. And it is very similar to a tree. So if we, for example, going to Speed Tree, and let's say that we open up our very first tree, we want to do this so that we can later on just copy some stuff over because all those small branches that we oh where are you? All those small branches that we spend time on placing, now we can just go ahead and later on, just copy those over. I don't have a lot of reference, so I'm going to do this mostly from memory. But yeah, here well, these are not really shrubs, so but it should not be too difficult. And we can later on also use these to block our view and everything. So anyway, here we are inside of Speedree and now what I'm going to do with this tree open is I'm going to go ahead and start with a new blank file over here. And our first goal is basically to create, like, a trunk and then to have, like, a bunch of branches because it's like a tiny tree. Actually, our first goal is to press save us, not even save us, save. And I'm gonna call this Swap zero, one, and save. Okay, so right click art Geometry Trunk. So let's go ahead and start with that. Now, this one is basically here to just hold our swabs and everything. So what I'm going to do is I'm going to go ahead and let's see. Let's go to spine and lower down the absolute radius quite a bit until it's like a pretty small version. And it kind of depends how big we need to make it depending on later on. So let's also go to skin, tone down our radius over here. And I'm surprised it doesn't close all the way. I would have expected it to close all the way at the top. Let's have a look. So I'm going to make it a little bit smaller, probably, so I'm just figuring out how big I want this to be to have a solid base. And yeah, so for the rest, if we go to our skin, let's go ahead and go to the first one. Double click over here to place like a line, and then it really doesn't want to do it. Interesting. Normally, you don't really get it. Like the absolute. Basically, it just goes based upon your radius. That's why over here, you can see that this one is fine. I don't know why. It doesn't push it down, but I guess we can just, like, force it by doing something like this. It's just temporarily that we need this one later on where we just can't go ahead and, like, minimize this. So having that done, now, if I just go in here and I basically want to steal, probably, like, the top ones. But this one has like a split, so I don't want to completely steal it. Or, actually, maybe I want to just grab this one. Let's grab this one. So we should be able to just press Control C, go in here and press Control V, and here it is. So let's first of all, grab this one for our branches, and then we will grab the top ones to, like, have all of our leaves and stuff like that. Okay, so as you can see, having this, right now, nothing is really happening. This is often because we are trying to push a lot of stuff into, like, a really small over here layer. So let's go to our big one over here, and let's go ahead and first of all, in generate let's lower down the absolute skin. Let's lower down my radius. Now let's go into generator, set the first one to be zero. The last one to be one. I'm surprised that my trunk, I guess, now it is all of a sudden. Maybe that's a Yeah, maybe that's a bug that now, it depends on how much stuff we have others. I'm going to go in here and I'm going to go ahead and set my frequency up quite a bit like this so that we are just forcing a lot of these branches in here until the point that you can barely even see it. Here you can see like this is a normal person. I want to make this branch roughly the scale of slightly smaller than the person, I would say. Let's go ahead and go to our trunk and now we can in here also play around a little bit more with the radius, and you can see that because we are forcing the frequency, these bunches like to stay in this area. Now what I'm going to do is I'm going to force them all down by going to big, generate and actually setting the last one. Oh wait, I cannot force them down like that. Maybe I can force it down by changing my length. No, I will need to go to the big. I will need to start by just toning down my radius quite a bit. Over here. You can see that the radius is quite stilly compared to our base. And then I'm going to go to my spine and I'm going to set my start angle up a little bit because we want to force everything up and out. Let's go back to our radius. I think this is, sorry, not a radius, our spine. I think the absolute from parent is causing some problems. Let's go ahead and tone it down, and let's just also tone down the intensity and also our variance. Until we get something that is quite, like, a little bit is fine, but we just want something that's quite a lot of variation like this. Now, I probably want to set my generation over here to something like absolute because then it gives me a little bit more flexibility here, see, to push things down while with interval because the interval looks a little bit more at, like, the scaling of your center, it tends to not allow us to, like, push stuff down a lot. So let's do something like this. Let's go back to my trunk because now I can see that we have that problem again, where if we go to our skin, here where we want to make this one like a little bit like that, and now we should be able to also know, not yet. Well, maybe we can do it. I basically want to try and, like, hide this stuff, but I will need to go in here in my absolute, and I will need to push the last one up a little bit more like this. There we go. Now we finally start to get somewhere. So it was just a little bit of playing ground. Okay, so in terms of the branch length, if that's a person let's do something like this. Now if we go once again to our skin, we want to go ahead and make this a little bit thinner. I'm going to set zero to my parent radius. In general, I'm just also going to lower the radius over here so that we have mostly these type of branches. Okay, so we have now these base branches over here, maybe give them a little bit more variation, but just in general, we got our branches which are ready to have received a lot of other stuff. Now, the first thing that I want to do is, I just want to go ahead and I want to play a little bit more with my forces in order to make this look a little bit more appealing. The first thing that I will do is, let's see. So the length is pretty similar. So let's first of all, just go into our length. Actually, you know what? No, no, no, the length is not pretty similar now that I look at it over here. Now what we want to do is we want to make this a little bit more round. And there's two ways you can do it, one of them, but it doesn't have as much flexibility is by using a gravity over here. The other one is by using a force. So if we go up here to forces, there's a bunch of forces that we can use, and we will use a few of them. But if we use a directional force and I don't know why. Oh, there it is. Okay, bit high. So if you use this directional force, you can see that basically our lands or our branches react to the force. Now, if you go ahead and just press E to switch to your rotate modes, we can switch this basically up here. And now you can see that it starts to look a lot more bendy. It doesn't matter if you move it up or down, so you can just kind of move it up to hide it. However, you can use your branches if you go to forces over here. This one you can kind of use to get that effect that we have. Now, the next thing is that here it is most of our branches, they are kind of like there's a lot of empty space in the center, sorry, that's what I meant to say. If I go ahead and go to my trunk, Well, there's a few things that I can do. I can go to big. I can tend to generate, and I can overhear use the sink option to kind of sink things in. But then what it starts to do is it starts, merge a lot of these pieces together. However, that is an option where you can like a variants. Another thing that we can try is go into our trunk. And if we go to skin and then overhear our radius, I want to in the end lower it down after all, you can see because this is so small. I'm lowering it down, and then I go to my branches and start with the angle. Where are you? Spine start angle. If I play around with my start angle a little bit more, now you can see that we can push them all over the place. There's still a little bit here in the center, but we will go ahead and work on that probably well now. I don't really like this one over here, but you can just go in notes and just quickly press the lead. If you click on it, there you go. And then go back to generator. But yeah, we can place things around a little bit different later on. Now the next thing, what I'm going to do is I'm going to go ahead and stack on a few more forces because as far as I know this one, we already applied our noises. Over here, if you go to noises here, you can see the late noise we applied, the early noise, it will basically, you can add that a little bit. It will basically already add noise before it starts to art all of the other generations. That's why it's called early noise. The late noise will add everything after all the generations. That's pretty much like the difference. So we are just going to make this a little bit messy, something like that. And then if you go to forces, art force, and we probably want to go ahead and go for a gal or a twist force or boat. So basically, with the gal, I cannot pronounce it. Oh, yeah this note also doesn't really matter which direction you have. Some forces it depends where they are located. But over here, what you can see with this one, it kind of just like crumbles everything in while going around. So we can go to our big branches and go to our forces. And here we can, like, kind of play around to that. So here you can see, like it already, like swist a little bit like this to make it push a bit more into the branches. Yeah, probably by hand going to, like, place a few different ones. And there's another one that we can sort of try and it's if we go to forces art force, and then we have a twist and our curl. Let's try our curl. So curling really starts to just rotate everything, but on, like, a more stronger level. So here you can see, I just tone this down like it is quite strong. But it does give us that I don't know what it is called, just like that feeling of a round swap basically. Now, I want to try and keep this as generic, as generated as possible. And the reason for that is that later on we can very easily switch things around. Over here, you can see my base. My base is really thick right now and I want to play around with that before I start adding all of my other branches. If we just go to our base and just see what happens if we go to our skin and tone down our radius a bit. Okay, so it's able to hold up really well, of course, it does need a base. The next one is that I feel like that my branches, they can be a little bit closer to the ground. So if we just go in here and set, yeah, our first is well, I guess we can just force it a little bit. Something like that. Okay. Let's see. So we have that one. Now if we click over here on forces, we can have a look at the Actually, no, we can just go in here in our forces. Let's see. So our direction, I want to probably push my direction down a little bit to make it a little bit more uneven. My canal, like this, you can make also like a White bush or swap sorry, swap. I know, let's just art our branches and actually see what happens after this. So if we go in here, we just want to go ahead and grab all of these, CtraZ and we probably need to add a bunch of changes. So if I just go ahead and press Contra V first, and I first of all, want to do everything except for the let's do except for those last two. So now if we go ahead and we have our big ones over here, and then we have our small ones. Yeah, yeah. Let's start with the little one and let's go into our spine generate and let's get started by setting the first all the way down. Also, it's now at interval. I might want to also set this one to absolute, but I don't know. Yeah, let's set it to absolute. Absolute over here. And then we can go ahead and we can play around with the number. Let's set the number two around two. Our first is going to go just at zero. Our last, I don't want to make my last go too far up. And of course, what I need to do is I need to start by going into my spine and lowering down over here like the amount. Do I want to maybe maybe later on I want to control the length of my big branches. Let's first of all, just try to finish this. Now we have the next one, once again, let's set this one to absolute. Or do I not want to have all my branches, for this one, I know that on our trees, it was important to have the branches sitting flat like this. However, for this one, I think it's more important to just have them everywhere. Let's set the first to zero, keep it at absolute and start giving all of these and our branches over here. Then lastly, we have this one, which is where our leaves are going to go and we want to have quite a few leaves. And also, I want to make a lot of stuff a lot thinner. So let's first of all, just like set this once again to absolute, give it a lot of branches. Let's go to spine and a little bit more of a length over here, so that it's quite a spiky shrub. Now I'm going to go to my probably the big ones over here, and now it's just a matter of balancing. Careful that we don't Because everything is based on parent, I need to, of course, make sure that they don't accidentally mess something up. Let's go now into the second one and probably I want to low down my intensity. Like, right now, we have a bunch of stuff already. So this is getting there. I do feel like that over here, all of these, they are starting a little bit too late, but we have it set to first, which is interesting. Oh, wait, sorry, it's not this one, this one. The smaller twists we have set, not to first. There we go. That's what I was missing. So let's set this to zero so that those go everywhere. And now let's go ahead and have a look. I feel like my twist is a bit too big. So here we just go to our force we can set the canal force a little bit less. I also feel like everything it's probably like this one is a little bit too white, probably. I want to go to generate, no, to my spine and maybe make it a little bit smaller, but then it's also too long, so now I need to go to my spine actually also lower it down. There we go. I want to be very careful that I do not mess things up. Then we have this one for which, that's fine. I also feel like now too much stuff is in the center, so I need to go again back, and over here we have a variation. And I want to tone that one down. Probably something like around this point. I also feel like that I probably don't want to have too much stuff here at the bottom, but I want to also make sure that you cannot actually see the bottom because that will look very bad. So it's like this annoying balance to try and get. So I probably want to make this one again lower, which ironically means that now we need to push this up again a little bit. And if I then make it a little bit less long in our length Okay, now we're starting to get somewhere. I still feel like that over here. Let's see if we can maybe use one of our rotation tools. We have a roll tool over here, but that one doesn't seem to do much. Alignment, also not let's go into generate and just see if this rotation tool over here. No, that one only rotates on that angle. Yeah, and our position also doesn't do much. Yeah, I guess the only one that we can really use is over here our variation. There we go. So let's just do that. Okay, so next one, we have these little twigs over here, and these ones are controlling most of the stuff. So most likely what I want to do is if I go my generate because I did not want them too low, is that I pushed them out a little bit. I then have the small ones over here, and then I have the super small ones, which will control all of the other stuff. I think that at this point, we are at a point where I can start by going into our node, and I can literally just, like, manually change a few if I feel like I really don't like their position or something like that. Actually, this position is fine. And also something that I feel like is that over here, these branches, they are not really hitting the tops, and it's because I'm going to set my last to one over here so that the branches do actually well, maybe 0.95. So that the branches do actually hit the tops a little bit better. And hopefully now with these small branches, everything will just look like, like a ball or something like that. So let's first of all, do a save. And let's have a look. So we have these twigs, and then we have like, Oh, wow, we even have another layer. I don't think I need that other layer. I think this is like enough. So let's just go ahead and grab our leaves and throw them in here. Now they are way too big right now, so we need to just go in and set the size scale. Quite a bit lower. Okay, that starts to look a little bit more like a swap. We need a texture. I'm, of course, not going to grab the same texture as we have over here because that would feel a bit weird. I quite like these round textures over here. So let's just go ahead and go to our textures that come. Here we go. And I will make a new folder in our texas folder. I will just do it in the tree folder and I will call this Schwab leaves. And let's have a look. We want something that is not already on a branch. You can do that if you want to basically save polygon counts, like these ones you can definitely add. However, we are going to use Nanite so Um, let's see. There should be like, if we go all the way down. I can't remember they were. Here they are. Okay. This one, um Well, that's a banana leaf. Let's not pick like a banana leaf that's a bit too common. Fig leaf. This one looks kind of cool over here. A little bit on the strong side with the pat ones. And also something that we need to think about is, of course, the colors. Like do we want to go for Like this one is actually quite good. So we have the European ladder nut leaves. Do we have more variations of those by any chance? Else I will make some variations. But this one is quite good. Like, it's yellow. It has these nice things. Yes, it's on the branch, but we can just cut away from the branch. I was hoping that it maybe has a few different variations, but it looks like that we are out of luck. Yeah, Okay so let's just use this one and let's create a variation that's also green. Where are you? This one over here. So once again, we can grab Albedo, normal roughness, translucency and opacity. You can go ahead and just dragging those in here. Let's go to speed tree. New material. Rename this to leaves. Just press Okay. Two sided, Albedo, Alpha and normal to be ded. And then if we go to our cutout meshes, let's go ahead and go for probably four is enough. At that point, you cannot really see the difference between them anymore anyway. And then for this one, what we want to do is we simply want to go ahead and move our pivot point here, and then just like, cut it away from the branches. So I can push this one here. This one here, this one here, here, here and here, and that's it. Give it a little bit of tesselation just to be able to bend things a little bit, and we can just go ahead and do this. Now, luckily, there is already a green one here, maybe, although I do think I will also need to make a variation where everything is green because else everything will look to monotone. We want to make some variations or try to get some variations in leaf color to make stuff less monotone. That's why right now, all of those trees are also still these really colorful colors. But after we have done, the base lighting, we are going to go in and we are going to make some of the tweet like different colors and stuff like that. Like green and stuff. Just to make it look extra good. Um, I'm going to just use like this one over here. A bit of tesselation. And I'm quite curious to see how this one's going to look. I have not used this leaf before, and these techniques are quite new that I'm using right now for at least, they are not quite new as in they have, of course, existed for a long time, but they are techniques that I've only learned quite recently myself and started to just improve upon it. Because, of course, I also learn a tutoils. The only thing is I don't want to just copy a tutoil so of course, I try to give it my own flare, but sometimes something as basic I just like, creating a shrub. There isn't too much to it. So we got our leaves over here. We can just go ahead and drag this onto our leaf meshes. Nice. Yeah, I think that can work. Skin. Leaves, and we have four, one, two, three, four. Let's go ahead and just remove everything else. And then we want to go ahead and go for number one. Number two, number three, number four, and don't forget to set this one back to one, and there we go. Okay, so that's working quite well. We have our strps. There is some empty spots over here, but we can probably move some stuff around. So what I would do is I would, for example, go in here. It's call the node mode. And just do stuff like this. Also, I'm not. Oh, God. CanandoTk you. Going to do another one. Bend it down a bit. So basically, yes, I got this now. The only thing that I'm not really a big fan of is that I can see my branches so well. Like, over here, it's not too bad, but I feel like that often in real life. Like, everything is just covered by leaves, so you don't really are able. Well, here you can see the branches, but those are tees. But in swaps, I often don't really get that same feeling. Okay, fair enough. You can see them a little bit, but I don't really like it, so I'm just going to try and minimize that a little bit more. I feel like the thickness is super fair. I think I just want to, like, scatter stuff around a little bit more. So let's see. So we have over here we have these twigs, and then we have these ones. If I increase these ones and decrease these ones just to compensate, that might work. Also, how is my collision? Right now, I'm completely ignoring my collision. If I turn on my collision, you know what? If I turn on my collision and then increase these ones, generate is from 0.1 to 0.95. If I go ahead and set this to four Okay, four just like creates a bow. Oh, God. I did not mean to press five or six. Let's do three. If this doesn't so I don't think I will be happy with this. So I think what I want to do is I want to lower back down my absolute, and then I'm going to here. So let's just go ahead and lower that down to two. Then what I'm going to do is I'm going to use these twigs, and I'm basically going to mostly push them up a little bit and and just make them look up by going into a spine. Maybe we can just use a force because the spine isn't working. Let's go direction. Let's see. So we got this one, okay? So now we are looking up into it. That's pretty good. We can also just play out a little bit more with our canal to give it maybe, like, a little bit of, like, a rotation, just to make it feel like it is going with the flow. Let's see. We have our twigs over here. And then we have our leaves. For our leaves, right now, they are all pointing up. Maybe I want to tone them down a little bit more. So let's go into our generate or orientation. Actually, let's go into our orientation. Let's play around a little bit more with like I'm just trying to see which one works best. It looks like that most of our forces are not really going well. I can use direction and then, actually go into the minus to push my direction down a bit. Yeah, that reads quite well. Okay, so we got this one. Yeah, the only thing that I still don't like is that we have some of these empty spots over here. Now, what you could also do is you could also add some hand painting, but most time the hand painting doesn't really work if we then also add or if we are generating it. So I can go over here to free hand. I can hold, I believe it was space. No, wait. It's in control. Yeah, here, because it already exists. I was hoping that I can dd additional one. But I'm afraid that that's not going to happen. Then it might just be better. Oh, wait, sorry, I'm in bent. That's why. Let's do Hendra. Well, it did paint something, but not exactly what I was hoping. The problem is that I would need to duplicate this entire row of stuff if I just want to andra. That's why I'm not really in the mood for that. Instead, what I'm going to do is I'm going to try and see if I can maybe select some of my twigs over here and then just do a little bit more manual work. Note, come on, by moving it up, rotating it to basically cover the places that I do not like. So it's a really cheap way of doing it. And also what I can do, sometimes I can just delete one. This one, for example, here, I don't really like it, so I can see, cover the places that I don't really like that is still a totally fine option. That's one I'm going to delete, let's have a look. That looks good. Over here, how do you do it again. There is a way to change your light direction. Added like properties. Oh, wait, no, wait. You can hold C. Was shift hold space, something. There was something that you can do too. I don't know. I'm sorry. I've completely forgot how to rotate my light route. There was a way to do it. I just forgot. Please forgive me. But anyway, I'm talking too much about just this random stuff. I'm going to go in, and I'm just going to go ahead and fix these last few things. So this one I'm going to get rid of. This one I'm going to get rid of. And maybe this one. That one I might not want to get rid of just because it causes a lot of leaves, but you can go in and you can set the length over here. To still add some leaves at the bottom without needing that entire branch. Let's try something like this. Let's just see what it looks like from this point on. So we got this one. Now all of our branches should be automatically UV, so you can just quickly check in the UV and make sure that everything is set to automatic. At that point, we don't really need to worry too much about these UVs. We do need to create some kind of a branch. So what I'm going to do is I'm just going to go ahead and save my scene. Go to my tree, click on bark, and then go down here and press Copy. And if I go back to my shrub, I can just go ahead and go down here and I can say, paste, and it should just Oh, it just overwrites it. I expected it to not override it. In that case, add a new Bark. It's like small stuff like that that I just forget, so I do apologize. But we now have a bark and we can just drag this bark on our Tunk and just replace branch material, and then all of these materials. Now, what I'm, of course, going to do then inside of unreal is I will go ahead and just change the color to make it a little bit more like a darker. So let's start with something like this. Let's see how it looks. If we need to add more or less leaves inside of unreel. So for now, we can go ahead and we can export the game. Schwab, 01. Yeah, that's a totally fine name. Flip VCords none. Okay, that's all good. Let's press Okay. And let's go ahead and go into In reel, and let's get started by, I move over here, going into our textures, and in three, let's go ahead and just create another folder. Schwab leaves over here. Now remember, there was some stuff that we need to do in Photoshop. So it was the albedo image mode, eight bits, and it was also the translucent image mode, eight bits and save you see. Now we can just go in here and for now we can just import these roughness, turn off as RGB, normal, flip the green channel. An Alpha, turn off SRGB. If you ever make this mistake, you will get arrows, but it will throw you an arrow, so you will see it in your material. Let's go ahead and grab yellow leaves, duplicate. Shrub. Leaves. And let's just replace our stuff. We have base color, Alpha normal roughness, translucent. Then we're also going to go to M materials and do bark, and just duplicate it and call it bark on the score, dark, which rhymes. Then just go ahead and make this more like a brownish color, something like that, just to get started with. Foliage. I'm going to go ahead and navigate to my speed re folder and import my swap 01. And let's pass Import. I forgot how much. Funny enough, I think this one is just as much as our tree, just because we need to push in so much stuff. So let me pass the video until it's done importing or oh, it's already done. I guess I didn't have to pass. Don't forget, straight away, turn on Nanite. First thing you should always do. And come on. Okay, done. Now let's go ahead and isolate, we have our leaves and the second material is our bark, Sava sin let's have a look. If we just input this. Yeah, it's a little bit small. You can change the scaling, although it's not that small, and most of this stuff is also painted, isn't it? Yeah, we didn't place it by hand. Let's go in and let's just have a look. I'm going to go down and over here, you have your import settings and your asset import data. Then if you go to mesh, here you can see your tree scale. If I set it to 35, it's quite sensitive and then just press reimport. What it will do is it build or it should scale it up a little bit. And else we are just going to use scaling because we're pretty close. But just because I'm too lazy to go inside a painter or speed read and, like, change the scaling, but it should work. I'm just worried that whenever I say that, that nothing seems to work. I don't know if I don't know if maybe I need to go, like, a little bit larger. Let's try 45. Okay, regretfully, we are not able to change the scale in here. I do know, however, which I forgot in the moment that when you export, you can set your scale there. So if you do this, you can go over here and you can set the scale to 1.3. And then just press Okay, and then it will export with that additional scale. I don't know yet, you would expect that over here, the tree scale, it can set, but I will. So we just kind of scale it up a little bit, and then we are going to have a really close look at it. I think the first thing is that I feel like that maybe making our leaves a little bit bigger would be nice. And while it is waiting, I can already go in here. Like if I just go to my leaves and just set the generate, and here we have our size scaler and make them a little bit bigger, like this. And then, of course, we have a collision, but that should be fine. By, t's just here, see, now it does import a little bit larger. Anyway, we have over here a swap I think that's looking really nice, especially over here, when the light hits it. I do not feel like there's too much of an overpowering of our branches. I do feel our branches are a little bit too dark, which is making them a little bit too overpowered. But if we go in here, I just tone this down. Like this. I think that will do a pretty good job. Yeah. Also, from a distance, it reads really, really well. The only thing that I wanted to do is, yes, I wanted to scale things up a little bit. So if we export this once more, over here. And then we can just go ahead and we can right click and just re import it. I think that after that, it will read quite well. Now, what I'm also going to do is I'm just going to show you very quickly how to create a green collar variation, it's a messy technique of doing it, but it does technically work. So here we have our yellow variation. Give the second to re import. Here we go. Yeah, I think bigger leaves does work a bit better. Although yeah, yeah, I think that works better. Okay, cool. So anyway, let's say that we go ahead and we duplicate this and we have another one that's nicely sitting next to it, but this one has not yet gone over into becoming yellow. Let's make it a bit bigger to make it more realistic. What we can do is if we just go into our textures, we can go to our swab leaves, grab the albedo, duplicate it. Swap. The leaves underscore. Green underscore. Well, albedo base color. I'm just going to call it baselor for now. And then what I want to do is I basically want to go in and just low down my saturation to like 0.5 or something like that. And then if I go into my materials and just duplicate my swap leaves material, On the score. Green and double click on it, and then you guessed it, assign that new base color. And this base color, I will most likely also throw it in my translucency, actually, on my subsurface. Then what I can do is I can now go in and for this one, I can, for example, just drag in these new leaves. And I can then, first of all, start with a color overlay of the leaves in here. But what will matter more is the subsurface color overlay. So you can see that if I do this, and I balance it out a bit, may make it a little bit darker. It might be a little bit messy, but it does work. And let's say the green leaves are a little bit thicker, so they let in a little bit less light so I can make the subsurface to one. And there we go. Now you can see that now when you are dressing out your scene, if you have these multiple different shrubs that are quite close together and you can move a little bit more in a train and here. And then these ones over here, we can use to also block our view because you cannot really look through them. So they are great to quite naturally, like you can see over here, they can quite naturally like block the view. Just like that. See? I feel that that is quite convincing. Also what you can twice sometimes if you place one into another, it does mean a lot of clipping. But for presentation purposes, having a yellow one inside of a green one, see, creates a little bit of this interesting presentation, which yeah from a distance, it will read a little bit better than from a close, but does work and you also have a lot of flexibility like the scaling with these kind of assets. So there we go. Okay. Awesome. Now that we know how to make this swap yes, it often takes a little bit more time to get it to look white. Like a lot more tweaking, as you might have noticed, but in the end, you do get quite a nice effect. Yeah, it's really nice that we can literally just, like, use almost well, physically, almost as many branches as in real life. As you can see over here, we have a few different scales. We have this one. I said that I was going to make like three different variations. So let's go ahead and just continue on with those three different variations in a time laps. And once that is done, what we'll do is we will probably start focusing a little bit more on grass and then we can focus on our lighting. Let's go ahead and continue with this in our next chapter. 89. 89 Creating Our Shrubs Part2 Timelapse: [No Speech] 90. 90 Creating Our Grass: Okay, so we have now finished placing our trees and over here our shrubs. And yeah, it's looking pretty good. Of course, like, we definitely need to do lighting. Like, over here, it's really, really dark and that kind of stuff. But that's something that we are going to work on later. What I want to do in this chapter is, I just want to go ahead and work on some grass because it would be nice if we just have, like, some grass scattered around once again because it's grass and because we have Nanite, we are just going to go crazy and, like, have actual yum tree grass and stuff like that. So let's go ahead and open up speed tree. And we are going to get started with just like a simple blank over here. So for the grass, we don't want to create a really large amount of grass. We are just going to create a small little cluster. And that cluster, because we can move it and rotate it and scale it and everything, it will basically be enough to just, like, place our grass everywhere. Now, for grass, we pretty much need quite quickly already a texture. So let's go to textures, and I will go ahead and yeah, I will just place it on a tree. I will later on just change the name tree to like foliage. And let's do grass. And let's have a look what texts.com has for us. So scan it let's Grass. Okay, so here you can see that we actually have like grass that is, like, individual strains and stuff like that. Now, I want something that maybe like something like this, like that there are still, like, a few of them here and there. Although no way. Actually, yeah, yeah, I am going to go fill on, like, just individual ones. Um maybe this one would be good. Yeah, let's do this one over here. Now, as you can imagine, it will take quite a while for us, yeah, you can easily go for 512, just in case I will go for 1024. You can easily go ahead and no, not easily. You can imagine, sorry, it's morning here, so I'm just warming up. You can imagine that it will take a while to place all of these meshes over here. Now, I'm just going to have my translucency and my Alpha here. Have lu. So basically the way that works in here is that we have a tree, and for grass, we are basically going to wide away, first of all, create a little zone. And with a zone, what we can do is if we just move it to the center, it's just an area. Like, this was a really large zone. However, if we just create this zone, we can, like, cluster everything in here. Next, what I'm going to do is I'm going to add geometry, and we should be able to just simply add some leaves. So here we have our leaves. Now, the first thing is that they are always sideways. So if we go into our orientation, we want to go ahead and set the align to one. And now at this point, well, I think I probably just go ahead, need to go ahead and create some meshes, but you can imagine that if we go ahead and go and do this, we can create some wily gol stuff when we actually play around with our number. So for now, materials, art new rename grass. Okay. Striking our textures off a normal. Make sure to a two sided. And I will just show you one. And then after that, I will just pass the video, and I will just do all of them. So you know how to do it by now, like our leaves, we place our position here. For the grass, you just want to go ahead and you want to try not make it too hipoly so I'm just trying to, like, do it with as little jon try as possible. Something like this, it's fine to have also this empty space in here, and grass does definitely need to bend quite a bit. So we do want to go in and then, that's an interesting bug, where it loses some of it over here. That just pushes out. There we go. For some reason, that was a bit strange. We do definitely need some geometry in here because we need to be able to bend this quite a bit. I think this kind of geometry, maybe a little bit more, and that should be fine. And then we're just going to go ahead and art this. And once we place this on here, you can see that now we have, one thin little grass strain that we can use, and we can take it from there. So I will just go ahead and I will art I don't know, one, two, three, four, five, let's do six. I will go ahead and art six, so let me just pass the video and Atos. Okay, so I'm done, so I got a bunch of them. Now, what I'm going to do is over here we have our leaves, and if we go into our skin, we can go up here and we have one, two, three, six, one, two, three, four, five, six. So let's go ahead and all of them, and then they can just be grass and then number one, grass number two, and you guys did grass number three. Grass number four. Grass number five. Don't have to worry. Like, it actually changes the mesh. So your mesh is no longer this thick and stuff like that. It's not like you need to do any type of scaling and number six. Okay, cool. So now it's just a matter of us, playing around with a bunch of stuff. So one of the first things that I'm going to do is, I'm just going to sing this into the ground a little bit over here, just so that it's like Willie sitting into the ground. And next what I'm going to do is, I'm just going to go ahead and start by adding a bunch of them. Probably like this. Like, we want to have probably quite dense crass. So let's start with something like this. Then we can use our last to basically create makes like a little bit of, like, a smaller cluster. And we can use our variation to play around with it a bit. And let's have a look. So let's first, wiggle around our size scalar variance. Size scalar. Sorry about that. I meant to say my 1 second. Let me just turn it down. I'm in the wrong one. I meant to say my Align variance, but of course, we have leaves so our align variance is in a different location. 1 second. Let's let's start with fault. Let's start with fault and just keep adding variances. It's quite important that we add variances to this to give it like a bunch of variation. Also over here. You see here, I'm just keep adding variation. Phase, that's one I can probably leave. Then if we just go ahead and scroll down over here we have our folding, which will just slightly fold our meshes. We also want to do that. And once again, add some variance. Maybe lower that one a little bit. We have our curling over here. Curling is quite good because then when our grass is long, we can definitely change that a bit. We have some twisting. Yeah, twisting is also nice. Let's add some variance to that. Our vertex amount will just like break up the general shapes a little bit more. So we can definitely also add a bit of that. And now we have our scale. So what our scale over here, we have our YXs. And that's one where I pretty much, want to go ahead and just push this up with quite a lot of variants Over here, I can also see that my vertex is a little bit too strong. I think some other kind of ending. But yeah, we're slowly getting there where we just have like this grass bit. I'm going to also go ahead and just give it a little bit of variance in my X and Z scale. Let's lower this one down. Let's lower down the X and Z a little bit more so that we make it a little bit thinner. Okay. Now what I'm going to do is I'm going to go ahead and yeah, we don't really need any type of forces for this. You can go ahead and maybe add some twisting or gnarling or something like that. In my case, I'm just going to go ahead and look maybe add some general scaling variation up here like this. Let's see where I'm folding. Maybe let's have a look at generate jumble moves things around a bit. What I'm not really happy about is that we have this one that's really, really thick and I don't feel like that is super logical. Also, what I want to do is I probably want to go ahead and push my last in a little bit more and my first out a little bit more, something like this. Now we also have having a look, I think, for this, I need to go to orientation. Yeah, here. So align can basically, push things out. So if I just in my align, play around a little bit more with my variants, There we go. Oh, and I definitely to go into generator. Let's set the first, a little bit back. There we go. Last maybe also. Okay, so let's now just fix that one leaf over here, for which most likely we just need to go to scaling and let's have a look. So yeah, it's in this one over here. If I push this one, there's only so much I can do, of course. Like, if it's a little bit here, that's fine. Push this one down. And let's see. So I feel like I also kind of want to, like lower down the scale of it. Something like this, I think will work quite well. I'm not completely sure if it is dense enough, but often it's just easier if we just literally check it out inside of unreal engine. So for now, let's just go at the save. Grass. And then in unreal engine, we know soon enough if it's like to dense or if we need to add more grass, less grass, all that stuff. So let's just go ahead and export it and just call it grass. Underscore 01 in case we need to create more variations. I'm going to set my scale back to one because remember we changed the scaling for our shrubs. Now if we go ahead and go in here, three Grass, and I will clean up the naming of that soon. And don't forget our albedo and translucency. Image Mode, eight bits, safe Image mode, eight bits. Safe. Okay. We can go ahead and just import that stuff. Roughness, we want to turn off our SRGB, normal, we want to flip it around, and Alpha, we want to turn off our SRGB. Now let's go into our assets and foliage and give me a second to navigate to our Exports folder Gras 01. LOD setup. This one will be painted foliage, because we're definitely going to, like, paint all of this stuff. This does not mean that we cannot set it up, but it's just here so that we can place it. That is still a little bit too small to be honest. But let's first of all, just do some stuff. Turn on our nanite and preserve area. Let's go to our materials and just grab our green leaves and duplicate and call this grass. Throw this in here in our material and save. Let's open it up and throw in our texture, base color, Alpha, normal roughness, translucency. Let's set the sub amount back to one. And let's have a look. So it is looking good. Yeah, I quite like the density. It has some really nice over here you like some really nice shine through. Let's make it like double as big? No, not double. Let's do 1.5 as big. I think that's actually all that we need to do. So if we just go ahead and go in here, export it again. Grass zero, one, 1.5 and export, and then we can go in here and then just navigate to our grass right click reimport. Yeah, I think that works well. Okay. Awesome. So for this grass, we definitely want to make use of our foliage painting. So if we go into our foliage painting, drag it in here. And then what you want to do is something that you can see over here is that I added these foliage types. You can see that I have two types in case you did not see it in the Taps just so that you know, I have two types over here, one is yellow, one is green. The only difference is that I simply I did this, which I'm going to do now. So you can right click and you can save something as a foliage type. And I choose where to save it. And this way, it is not a mesh, but an actual foliage type, which means that it will save all these settings. Then all I did is I duplicated those foliage types that you have over here and created one that was yellow and one that was green. And the only difference is that you go to over white materials, and you simply input your green materials instead of your yellow ones. So but it's something that you can definitely see in the TnpsO you can see it in the bonus material of the untimnaps versions. Anyway, for now, let's go ahead and focus on our grass. Because we have one piece of grass, we need to have quite a bit of difference in it. So I'm going to set my scaling to like 0.6, probably, and 1.5 to get started with. Now, down here, this will basically just, like, balance out the scaling, like it will pick a random scale between these values. Down here, we have the random pitch angle, which will give it a slight random angle. Let's set this to like 0.5 for now and also turn on activate, and then we can just kind of paint it around. Now, the first thing I notice now is that if I'm painting it, not much is happening. I can get started by setting my pay density to one, and if then still nothing is happening, you want to go up here into the density per kilometer and set this quite high to, like, 600, for example. Now when you paint, you can see that you paint in quite a bit more. We ought to go probably even for 1,500. Here, see, now we are starting to paint in a little bit more of that grass. And you can see that it's looking quite good. I would say that overall, I'm going to make my grass max to 1.2 maybe, and my minimum is probably good. So here you can see our grass now, if I set my random pitch angle to like five, you can see that now here see, it starts to bend a little bit more. Let's set it to like 20, just to see what it does. You can see that with 20, it starts to, like, rotate quite heavily. But I quite like having it rotate quite heavily like that. So you can see how easy it is also to, like, just paint some grass in, and it will look realistic quite fast like this. This is because it also does, like, random rotations and everything whenever we paint in our grass, and it does it automatically. I'm not sure. Um, yeah, here, it just does it automatically. I don't know. There isn't really an option, I think that we can change this. I've never actually tried to. Anyway, in mobility, we want to go ahead and press effect distance feels lighting. This sometimes with grass does create some bugs, but it looks like that in 5.2, they fix those problems. The shadows are quite dark, but that's something that we're going to work on later also. For the rest, yeah, that should be pretty much it. Like, we don't need to say movable. It can just be a static asset. So let's just go ahead and start by painting this in in some areas. I'm going to get started by just, like, lowering down my brush size quite a bit to, like, ten. And then, like, stop at just like painting it in. Close to our stones and stuff like that. I feel like it would make sense to have grass in between our stones. If the lighting is annoying, oh, I was going to say you can go to unlit mode, but I guess because the grass is so fine, it's quite difficult to even see stuff in unlit mode. Then for now, just like you can always fix it later on when we do our lighting because that's going to be the next chapter. We are going to do our first lighting pass. After that, we are going to go ahead and complete all of our models. Once that is done, I feel like over here, I probably want to have a little bit less grass. Yeah, like that. Once that is done, we are going to do a polishing phase. And well, we'll take it from there. Whatever we need to do decals. We need to do some project cleanup, but we are getting quite close to the end. So I hope that you're also excited about that. This has been quite a large util, even for my standards, it's quite exhausting to create a tutorial this large. So I will be quite happy when I'm done with it, but a really good skill to have in life is that even when you really want to be done with it, make sure to not make the quality suffer because of it. So whenever you feel like, Oh, I really want to be done with this project, just still take a second to really think about it and make sure that you did not get your quality to safer or something like that. Now, probably at this point, you will probably not be able to see much of the grass anymore because we will not have camera angles. So at this point, I'm going to go ahead and set this one to 30. And then, of course, where there is like dirt, I want to probably have a little bit less. So if I just go to unlit mode, I'm basically going to go in. And just like in the areas where there's grass, I am going to paint in just like a bunch of grass. And it can be a little bit in the dirt, just not too much. And at this point, we're going to go ahead to set two like something quite large, like 80, just to cover large areas in case our camera can see these areas. We just have, like, a bunch of grass here because once again, long lived nanite and also foliage painting is cheaper than just like placing your extra assets here. So we can literally just go in. Let's go back to lid mode. And basically play some grass. And then later on what you can also do is you can also set your density a little bit higher. And then in some areas you can make it more or less dense. I do also want to do that, but I want to do that when I actually know on my camera angles, which will come a little bit later when we actually start doing the lighting and stuff also. But for now, this is fine. Like, I don't think at this point that you can see much. So just check over here and here, you can see, like, a nice bit of, like, the grass, a little bit more grass there. But in general, that's working quite well. Okay, awesome. One thing that also that I did was that I placed some shrubs over here. So we might want to go ahead and simply, like, duplicate some of these pieces later on in the polishing phase and then just place another plane in here, which will have dirt on it. And let's move these down a bit that they are not floating. Awesome. Okay, so our grass is now done, which means that at this point, we have most of our stuff done. Over here, we still have these rocks that we got from mega scans. What you can do is you can simply go to diffuse texture and in here, set my brightness back to one. Like this and my saturation back to one to just bring back those colors and then here you can see that we instantly now have these colors here because these are just like some rocks to block things off. I'm going to place more trees also to block off some more of that open sky because I feel like right now we see a little bit too much sky. But it is fine to use those mega scan rocks. You will, however, not have them whenever you open up this project because I'm not allowed to include anything that is mega scans. So let's go ahead and continue to next chapter where we are finally going to start by doing our lighting and that will make a massive impact on our scene. 91. 91 Doing Our First Lighting Pass: Okay, so this is going to be a pretty fun chapter. What we're going to do in this chapter is we are going to get started by doing our first lighting pass. So there will be multiple lighting passes, well, probably two. Like the first one, we'll just set down the base lighting so that we can then complete the rest of our scene. And the second lighting pass is just part of our polishing phase. So we have something like this. And what I want to do is I want to try and get my lighting a little bit more in this direction. With this, it will become in a balance between that we need to do our lighting, and we also need to balance out some of our materials to basically get to this point. We will not probably, I rarely have it, that I can get my lighting perfect in the very first pass because there's a bunch of stuff that we need to do to enhance details. But we'll try to get pretty close to that. Now, what I like to do before I start doing my lighting is, first of all, I like to just go ahead and clean some stuff up. Over here, we have a lighting folder that automatically comes with the scene, and I'm just going to delete it. We are going to go for, like, a fresh start. I'm going to select my cameras, press this little plus button to add a folder and call this folder. Um, Okay, boss. And then if I just go ahead and go down here and just scroll down and just keep double checking. Okay, so here's post posses volume. Let's get rid of that one. We do not need that. And let's go ahead and scroll down because I want to basically throw all of my assets into one. Yeah, these are all assets. So let's go ahead and throw these all into one folder to keep things a little bit more organized. And I would call this assets. Okay, and I'm going to create a new folder called lighting. There we go. The first thing that I want to do is I want to just quickly show you guys if we go ahead and go to our project settings. We already did this at the very beginning, but in case you missed that, I just want to make extra sure that we all have the same settings. Now we don't really need to look at these. The ones that you want to look at is if you just go ahead and here we go. I turned off enable virtual texture support. For the rest, dynamic global ilmation is at the lumen, reflection mode is set to lumen and for the rest these two are turned off. If you want, you can sit it's a 256. I do like to always push my reflections a little bit, but it does mean that it needs to recalculate some of our reflections. Then we have use hardware rate racing when available, it's turned on. That one is quite important because lumen greatly improves whenever we add actual hardware rate racing to it. Of course, it's a performance hit, but because we are working with quite an optimized scene, except for maybe like the Nanite the Nante is really a lot, but just in general, text and everything are really optimized. We want that on. Lighting mode, surface cache. It lighting for reflexion? No, I think surface case is fine. Yeah, because it's a better performance, as you can see over here. This mode over here, it gives a worse performance, but I don't think there's much difference because we aren't going to have super high reflections. High quality translucent reflections is turned on just to improve that software rate racing mode is going to be detailed tracing, which is the better version. I am using virtual shadow maps. Once again, support hardware rate racing is turned on. All of this stuff can be turned off. Pat tracing, it doesn't really matter. You can leave it on or off, it doesn't matter. Generate mesh distance fields is turned on and Nant, of course, turned on and I just have static lighting and the buffer decals turned off because we do not actually need those. Four shading is turned off and this one is by default, son. Most of these are already by default, but that's basically the overview. Make sure that you have something similar to that. Now let's go ahead and get started. The first thing that I want to do is because we can get away with a Wi basic sky. We don't need something like super over the top with clouds and all that kind of stuff. So we are just going to go ahead and we're going to go in here and we will go to our visual effects and just grab a sky atmosphere. Then if we also go in here, visual effects, we also want to have a exponential height for. We want to go ahead and add a directional light, which we already do a lot. We want to go ahead and we want to art a post effect. Let's go visual effects, post process volume. Now you can see that everything goes a little bit crazy, but we'll tweak that later on. And, skylight, I think, skylight. Lights skylight over here. Of course, like here, amazing lighting, don't you think? I think that's everything that we need for now. So if we just go ahead in our sky atmosphere, everything is pretty much already set to default, which is fine. In our exponential height for, what I want to do is most of this for now, I will leave default. So 0.2, the fork scattering color. This one controls like the color of our fork. I'm going to already set it to be a little bit more like a pinkish tone. But basically, the one that I'm more focused on is that I want to always go down and just turn on volumetric fog over here. And yeah, for now, this is fine, like to just leave all of these default settings. Okay, so let's go ahead and let's probably start with, like, our directional light. That one is quite an important one. So with our directional light, we can go ahead and we can start by deciding like our shadows and stuff like that. Is G to go into Oh, game mode. Um, how do I again, make these icons smaller? I always forget. There is an option to make them smaller somewhere here. But to be honest, I kind of forget where it is. Honestly, I'm just going to do this. There we go. Just move it down, move it down. And this one is probably like it's because it's really close to the camera. So if I just move this one closer to our scene here, there we go. See? Easy does it. It's just because it's really close to the screen. So if I just have this one, I'm going to go ahead and I'm going to go find a nice angle. And if we just first of all, go in here and just set our source angle all the way down so that we get harsh shadows. It often makes it a little bit easier for to see what I want to capture. So I want something that has a little bit of, like, yeah, something like this, a little bit of shadow all over the place coming for our trees, and later we can improve it. Let's go ahead and maybe, like, go down a bit. Let's see. So also, I just want to check that my lighting is interesting. Of course, we place these trees to follow a specific lighting. However, if we happen to find a lighting that is a little bit more interesting, like something that's a little bit lower, for example, then we can just add some additional trees. Because, we want to get something like this, can see that shadows, the sun is quite high up. There isn't too much shadows in here, so a lot of it is just overcast because of all of the trees. I want to try to get something like that, maybe a little bit more sun just to make it more interesting. But in general, I'm just basically checking right now. Maybe something like this because I quite like over here, having a little bit of shadow. Then if I can take back a bit more of the lighting, maybe something like this for now. Is that good? Mmm. Yeah, let's try something like this for now. Okay, cool. The first thing I'm going to do now, I'm going to set my mobility. Sorry to movable. My skylight actually just make everything movable that you can make movable. There we go. Skylight setting that to movable actually makes a big difference, as you can see. Ah, right now, it doesn't need to, like, go in here and recapture. But setting it to movable basically makes it real time. So we definitely want to do that. Speaking of skylight, this one we probably don't need to do much, so we can just leave it as SLS captured scene. Um 0.5, zero point. It's why 0.7, a little bit lower just because it controls mostly like the darkness of our shadows. And at that point, what we can do is we can go back to our directional light over here. Now, my directional light, what I'm actually going to do is because the standard lux of a directional light, I want to get it a little bit closer to real life. Right now it's at ten lacs. Ten Lux is really, really low for real life. Normally, what happens is in real life, you would go and be 200-300 lacks. But you can see that if I go 200 lags, you can see that it blows out the lighting a little bit more. So it is good. Maybe go even like 250 or something like that. However, now, of course, everything is a little bit too strong, so we are going to use our post effects to push back all of this lighting. For now, and most of these settings is just like I know from my head roughly which settings you often touch and do not touch. I'm playing with my source angle. Let's say maybe like a D 4.5. What I don't like is that I want to see some branches or something like that. That's nice. I like that kind of stuff. Having some rinds and stuff, as having just leaves always feels a little bit off. Let's start with something like this, and we might place around some trees to break up some of the shape. Now, as you can see over here, the actual sun is really orange. Like, you can see, like, it's really strong, especially over here, like it's quite an orange looking sun. However, because, of course, of all the trees, sorry, the overall sun gets a little bit tone down. So this is the balance that we try to get. First of all, let's start by just making our sun orange, and then let's use our post effects to basically do a bit of color grading. I like to always use my temperature. I don't like to use the actual light color because this one is not physically accurate. I'm going to go ahead and set my temperature, and often if we want something quite yellow, we go 30-4 thousand. If you go 3,000, you can see that that's very, very yellow. One thing I need to keep in mind is that I'm looking only do not look at your at tioceen right now. Look only at the bright spots. So let's say 3,500. And just try to match up that yellow that you can see here, maybe 3,700. No typing. 3,700. Something like this. If you look at the bright spots, this is what you get. Now, the cool thing is that with this, you can do this in the bright spots, but then in the post effect, you can basically take away all of this yellowish color except for where we have our sun. That's basically what we're going to try and do. In terms of the volumetric scattering intensity down here, you can use that to basically add more or less four. Now, as you can see over here, there isn't really any for. We maybe want to like art a little bit of it. So maybe 1.2, just a tiny bit just to give it a little bit more of that warmer feeling for art scene. But I will like the soft lighting that you can see over here. So that's what I'm going to try and capture. Oh, sorry. Normally, I pass whenever I cough, but I forgot to. So, I guess we can just go ahead and quickly turn on our light shafts and our bloom effect. Set the bloom scale always really, really low? Zero with zero, 05? It doesn't do much right now, but if you ever happen to look into the sun, it will just do something. And all of this, the rest is default. So that's fine. I don't need to really do anything. Here. Yeah, I don't really Rate racing is going on. One sec. So racing. Turn off atmosphere or sunlight over here because I do not want the atmosphere to be controlled by the sun, I think, or do I? Yeah, because you can see like that gives us a little bit less control. Maybe it's fine. Maybe it's fine to actually keep this. Yeah, I should be able to, like, play around with that. So let's go ahead and leave it on just to have the atmosphere affect the sun over here, but we don't really need to anything else. Now, I'm gonna say my temperature maybe like 4,000. Because the atmosphere does art a little bit more. And now let's go ahead and go to the most important one, which will be our post effects. So of Post effects, there's a few default things that I always like to turn on. If you want to go for really high quality, not game quality, you can set your bloom from standard to convolution. You can see over Internet that actually makes quite a big difference. The standard one, it's almost like faking the bloom. However, with the convolution one, it is like acculy representing the bloom. But if you drag over it, you can see that it says, like intended for cinematics, too expensive for games. So just keep that in mind to set the back if you ever want to turn this into a game scene. But right now I'm going to go for just high quality. Then if we go ahead and go into our exposure in here, we can finally go ahead and set our exposure to control our scene a little bit more. Now, what I'm going to do is I am going to have a difference between the minimum and maximum, but I'm going to set the minimum quite a bit higher. Right now it's at minus ten. I'm going to set it to like five or maybe seven. And then the maximum a little bit lower to like 15. And I'm going to set my exposure compensation to Is it just me or is it not working? It's not doing anything. Scroll down. Oh, I forgot to turn on infinite extent. But then it's interesting that the bloom did work. Where are you? Post process volume infinite extent. That makes a big difference. It was interesting that the bloom did work, even though infinite extent was not turned on. Okay, anyway, seven and 15, you can see that this one is quite a bit darker. Let's go ahead and post this up a little bit more. And now most of this darkness, what we're going to do is we will most likely push it back using our color grading, although it might be a little bit too dark, so take it to the grades. I was going to maybe, rotate my light out a bit and maybe set my skylight for now to one because as you can see, that will bring out a little bit more of this lighting. So if we go to our postpossvolum, what this exposure setting will do is it will make sure that even if we are in a dark spot over here or in a bright spot that the exposure suddenly changes. If I go in here, I just want to kind of I let's do five maybe. You can see in the dark spots and give the second to load. Also, I have some shadow problems of shadows, wait, of shadows shining through. So that's something I will need to fix in a bit. Now as you can see by five, you can see that our exposure stays fairly relative everywhere. Even in the dark spots we are able to look into the dark spots. While if we would have this exposure at one value, there would just be no flexibility. Now that I set this one to five, maybe six, to be honest. Let's do six. Six is probably better. So let's go ahead and set this one to six. Now, what I'm going to do is, well, I mean, your chromatic aberration, this creates that lens effect. If you want, you can set this to a very low value like 0.15 or something like that or 0.1. And for the rest, I'm going to probably for now, image effects, we have our vignetting here if you want to add more less vignetting. Maybe sets 2.45 to add a tiny bit more, but I'm going to skip my color grading, and I just want to go ahead and I want to check my lumen settings, and I'm going to kind of boost them just to get the absolute best effect possible. So for our lumen settings, what you can do is in your quality, also turn on high quality reflections. What you can do is that if you drag this, your quality only goes up until two, but you can actually go be higher. I intend to normally set this to six if I try to render something a little bit more cinematic, which I want to do for this scene. Then we have our post effects over here. And for those, what I want to do is I want to also set these ones out to six, probably. Six, six. Let's set the view distance a bit higher. Why now it's 20,000. Let's set this to, like, 50,000 to make sure that it touches our entire scene. So just set it like W will high. And max trace distance also like 50,000. Be else I'm worried that maybe, like, over here the background like these rocks, it might not catch those rocks. So that's what that basically does. I will just increase how long lumen is active. And now we are going to work on our color grading. So for this scene, normally, what I do is I normally set my color grading using color grading ut. However, this is a little bit of an outdated technique. So what I'm going to do now is I'm going to go ahead and just use mostly our global shadows and our temperature. Now for our temperature, this is probably a big one. What we can do over here is we can do small balances where we can control the temperature of our scene as you can see. When you have your light and you make your light a really strong yellow color, it will push through the temperature, which will give us that effect where our sun looks quite bright, but everything else looks quite decent. If I just go ahead and just track this around, I want to be just on the level that it's starting to look a little bit yellowish. Maybe this. Wait, is that 5,000? Ah, let's get started with this. Let's start with 5,000. However, now I feel like my son is not yellow enough, so I can go back into my son, and I can set this one to maybe, like, 3,500. Like this. However, now you can, of course, see that it, like, pushes everything a little bit more yellow. So then you basically just juggle it around, and now we go for up 5,500? Oh, no way, sorry, up was more yellow. I need to go down, but 4,640 700. Let's do 4,700. I think that's quite a nice balance. Now, over here, we have our saturation, our contrast, and the one that I like to use is our gain over here. So if we just go ahead and open these up in here, we can set both our colors and we can set our overall values. Now, with the saturation, what I like to do to just give it like a tiny hint of being a little bit more realistic is in my saturation, I like to set this like a tiny bit lower, 0.9. And now what you can see is here, that just like it tones down the saturation a little bit. Maybe 0.95, actually. Here or see, it's subtle, but having that's a little bit more tone down, that often is what you also see in images where it's just like there are bright colors. Like there's a lot of color going on, but it's not like over the top in terms of how saturated it is. We can use our contrast mostly to, like, work in, like, some of these areas. So for your contrast, you can just play around with it and see if maybe we want to make it a bit stronger. But of course, be careful because stronger contrasts often also mean more darker. So maybe just set it to like zero point or 1.05. Most of these values are really sensitive, by the way. Now what we have is we have our gain over here. So what we can do with our gain is you can control the color to get more brightness. However, you can also control the overall light of your bright color. And you can see that over here. It actually makes a really strong difference. But like a low level, it just adds like a sod color change that is slightly different than our color change that we have in our temperature. So what I want to do is I want to try and with this, I want to mostly try and match this color over here a little bit. So if I have a look like it's a soft warm with very slight blue tones. That's what I feel like over here. Here you can also see even with this one, it's like a lot of warm colors because of all of the colorful trees, but there are still some blue tones in here. So let's just try something like that. If we go in here, I just basically carefully moving this around. I don't want to go too much into the green. Yeah, you can see we can go a lot of colors. This one, maybe maybe tiny bit this, no, tiny bit less. You just want to lay around it. Maybe something like this looks good. It's not yet as colorful, there's a little bit too much saturation going on. And these really dark colors over here throw things off, but that's just like the dirt mask. So that's something that we want to balance out. Also, feel free to sometimes go to a different look over here. Now, what I feel like is happening right now is that our directional light can be a little bit stronger, actually. If we go up and set this to 300. What 3,500? Oh, 350, sorry, 350. Um let's see, 350 or 300. Let's do 320. There we go. So, that's that intensity. That's fine. Now, let's go ahead and go down. We have set our saturation down a little bit, so that's balancing that out. Maybe I'm going to set it a tiny bit higher. It's really sensitive. So let's do 0.97. No, that's already too much. 96. Of course, I'm really picky now, but I am going to change this later on. Now, if we just go ahead and have a look at our shadows, we have a saturation and our gain on our shadows. Often, if you add some saturation to your shadows, specifically, it will bring out a little bit more color that comes from your sky and from your surroundings. So if we set this like maybe 1.35. Actually, there's very little change, so 1.4 maybe. That will just bring out a little bit more color. If you really want to, you can also go you can make your shadows a little bit more green. It's probably not good if I do it in here. It's something you can do more in your gain over here. See you can green, more blue. You can make your shadows a little bit more like a bluish tone. What I'm going to do is I'm going to move it a tiny bit towards blue and maybe Is there anything else that I need to do? Maybe like increase it tiny bit to make it a little bit less shadows? No, no, I don't want to do that. I think we already have enough darkness. Let's give it just a tiny bit of a blue tint in it, something like that. It will be very subtle, but just in the overall look, that will hopefully work. Now let's go ahead and maybe go to our highlights, which is these highlights mostly from our light. If we just go ahead and go to gain, we can maybe increase the highlights a little bit more. Say 1.2 and then maybe give a tiny bit more orange color. Yeah, because see you can really, push it. But just like a tiny bit more just to push that soft color. Okay, so I got this now. And honestly, for our very first pass in our settings, this is really solid. Like, I can see already glimpses of what I want. I definitely see the wood over here is way too uninteresting and stuff like that, and a lot of other stuff I do feel like right now, I need to kind of um, it needs a tiny bit more blue and maybe a tiny bit less saturation, something like that. It's always so tricky. Like, lighting is such a difficult topic. I wish I was better at it. Luckily, I have a really good friend who is really good at lighting, and I will, of course, also ask him for feedback. So but I won't do that now, I will do that near the end. So definitely, like, go online, ask for feedback. It's always good. No matter what experience level you have, like, I also consider myself to be pretty experienced artist, but I always ask for feedback. Let you know that 1 second. So we had 4,700. That's to 4,200. 4,400. 4,300 maybe. I'm just trying to get it like 4,400. Just trying to get a little bit more of the blue, and then I'm going to go to my highlights, and maybe your Gamma often, well, actually, maybe we can just use saturation. Try saturation to, like, push our lights or our color a bit more. No, that's not working. Let's turn off saturation. Let's try Gamma. Gamma is like, by far, the strongest one to, like, push your colors. However, it seems that the highlights is not able to do what I want. Yeah. Okay. Let's just do saturation. Let's add this to 1.1 to push the colors a little bit more. And I would say that that's about it. So yeah, the global settings we have. Also, you can also like some coloring inside of your contrast, which can give you really interesting effects like this. Like this one looks more like an old cinematic effect and stuff like that. I'm just going to go ahead and leave it here, maybe tiny bit bluish, but I just want to play around with my contrast a bit more. But I want to be very careful because it can look almost like cartoony quite quickly. So let's see. We now have something like this. Let's go ahead and actually go to our second camerngle and have look. What I notice is that in my second camerngle, everything feels a little bit more desaturated now, and I just feel like the sun isn't really packing that punch that it is packing over here. And that's something that I can only really notice whenever I'm looking at a close up. I'm going to go ahead. Let's go first of all in saturation. Let's set this back to one maybe. Yeah, let's set this to one. And maybe set my temperature to 4,500 to make it a little bit more yellow. And now I'm just going to go ahead and go into my directional light. And I just want to push this. Let's try 400. Ah, can I also push the color a bit? Hey, this is quite nice. 3,500. Of course, this is not our main shot, so take it with the grain salt, and then let's do 450. No, I think 400 is fine. Let's go back to our main shot and just see how that that still holds up also in our main shot. Yeah, that can work. Two more things that I'm going to do is I'm going to go to my cameras, select camera actor zero, and I want to art a little bit more depth of field. Remember how over here? Oh, no, wait, we have set it to 1.8. Let's set this to 1.2. I think it was over here. Oh, yeah, over here, I set the current temperature to 22. I want to set this to 1.2. Then I want to grab my focal distance and just click on our like scene over here. And now you can even use this and you can see that it will add more or less that of field. So I'm going to basically have my focal distance to be mostly on this scene, and then in the background, everything will just feel like a little bit more softer. And lastly, this is one of those scenes where I really feel like using, like, film grain. So what I can do is I can go to my post effects. And if I scroll all the way down to where is it? Film grain over here. Now, you will get a bunch of settings. Basically, the settings that I want to do is I want to have these ones mid tones, highlights and the size. With this one, we set our intensity. So if we set this quite low to 0.0 0.5, you can already start seeing it. I want to probably go lower, 0.3. The intensity in the mid tones and highlights basically dictate how much of the grain will be present in our highlights and just like in the overall mid tones. Now, the cool thing about this is that if we leave our shadows higher and then lower down our mid tones like 0.75, 0.75. What it will do is it will show more grain in our shadows, which makes sense because it's darker, and it will show less grain in the rest of our scene. So that gives a very slight interesting value. The textile size, you can control this if you would like really big grain or small grain. I'm just gonna leave that one. One is honestly fine for this. So we have something like this right now. Okay. Let's go value over here. Also, what you can do is you can go up here and you can set the screen size to 100 to give it a little bit more a crisp feel. I feel something is missing. When I see this shot, it's not yellow enough. When I see this shot, it is yellow enough. I'm just talking about the warmth. Maybe I will push it a tiny bit more just using my color grading. Let's go in here and set my temperature. Yeah, I can do that. Let's do 4,700. Then let's go over here and look at the reason I want to look at this shot is because I can actually see like the light, and it gives me a very similar representation of seeing the light on here. So it just gives me a good look at how we want to be. I think that that is pretty good for now, especially when we start adding moss and decals and all that kind of stuff to enhance the colors. So I'm quite happy about that. One cool thing that you can do is you can actually activate the SSAO. This is an old option, but I still really like using it. If you go into your post process volume, you always had like this in nul engine four. You always this one, the ambient occlusion node. Now, right now, as you can see, nothing works, but there is a way that you can use those commands. Now, I already have them in here, but I will go ahead and show them to you, it is basically men, sorry, this one, rumen dot difusdirect dot SSAO and sets 21. What that will do is it will activate it. What you can also do is you can also go into your project and add them here. If I go to Unreal Engine JP tutorial and go to my Config, I want to have the default engine Default engine, yes. Right click and you want to edit it in Nopad or something like that. In this one, what you can do is in here, you can add this kind of stuff. Often, what you want to do is you want to add it under the engine Rando settings. I'm just going to go ahead and over here, I'm just going to press Enter and set this one. Lumen dot SSO. Then what you want to do is you want to just press is because that's how this script reads it. Now the next one, I can already activate this. The next one is this one. I will just go ahead and. 1 second. Let me just go to my default engine. This one, Lumen dot screen Probe cater short range AO, and then you can do is zero. Now what you can see over here is that it started to activate. One small problem, however, that we have is that the trees over here, if I go ahead and set this back to one, I believe, you can see that it does affect our trees. So it's at zero over here, which I don't really like. Now, what I can do is I can, first of all, lower down my radius and here you can see in these areas you can see the effect if you make this really strong, if I set like five Oh, no, sorry, if I go to set quality to 100 and the power, if I make this really strong, now you can really see it. Yeah, you can see the radius. So this is why I wanted that to give it some general darkening in these areas. If I now go and tone down my strength, sell it back to one, the power, and then just tone down your intensity. That's actually, that is not an intended effect. I think it has to do with our distance. If we go ahead and let's have a look, fade out distance and fade out radius. Let's set this 150000. Here we go. And fade out radius, 50,000. There we go. So let's just push the hell out of it. I don't know why this one is so dark. This one tree feels darker than everything else, which is better. But that does solve that problem. So if we go. Yeah, I see. So that solves the tree problem over here. I also want to increase normals of my tree and stuff. But let's have a look. We now start to get already something quite interesting. And also the goal is that if we fly around, that it also still feels nice. Right now, when I fly around, I feel like that my shadows are a little bit too dark. And I'm quite surprised about that because in here, the shadows are fine. Now, this is something that you can fix your skylight. It's also press a recapture on our skylight. Basically, if you go in here, you can use your intensity scale or your indirect lighting intensity. No, sorry, your intensity scale to lower down your shadows and stuff like that. If I would go in here, oh, wait, it most likely has to do with my go one, two, it might have something to do with my exposure setting. I kind of like two. To feels quite good if we go for something like two over here. The shadows are still quite. Technically, you can go into your directional light. I don't know if it still works, but you can go to Advanced and you can set your shadow amount here. Yeah, it looks like that no longer works. That used to be like a quick shortcut if you had any problems. Let's go ahead and see if we can set our intensity scale over here to maybe like three. Yeah, three feels a bit. And now, if I go in here because three, of course, you can see the difference. So if we just have a look one and three, I'm now going to go ahead and I'm just going to make the color a little bit more of like orange color. And I basically need to, like, push back my one, three, one, three. Oh, wait, it's easier if I make a screenshot because else, it's really difficult for me to see what I need to do. Let's set this to one. So this is what we want. Let's go ahead and create a quick screenshot over here. And I will just open it up on my other screen. Okay, and now if I go to my skylight, let's set this one to three. And now let's go to our post effects, and let's push this down. And for that, let's first of all, start with exposure. If I set this to one to 1.2. So I'm just lowering down my exposure. And now I want to um let's see my temperature. I want to make it a little bit So let's try 5,000. No, let's do 4,800. And let's go into our global let's have a look at, like, contrast. There we go. Now we are getting somewhere again, 1.05. But, of course, be careful because contrast, once again, it makes shadows a little bit darker, as you can see over here. But it's kind of fine to have shadows really dark in here to kind of balance things out. You can also always go into, like, fake it by going into your shadows. And in here, you can change your gain or you can change your Gamma over here. Now, what also sometimes happens is that if we go into our foliage mode and we go ahead and click on our grass, sometimes the raid racing causes problems with our grass. If we go ahead and and turn of visible in ray tracing. You can see that over here. That often fixes a common problem that we have with the rate raising where we just basically turn it off. And I don't know. It's something that for now, there isn't really a good fix for it, unfortunately. So you can see, turning that off, that will make everything a little bit darker, less dark, sorry. For these settings, I can see how impactful, but because these are pretty large foliage pieces, I probably want to have them in rad raising here you see? So these ones I actually do want to have. So these read totally fine. So just only turn off the grass. That will fix those dark areas. And if we now go ahead and go in here, we still have, we still have, like, some nice areas going on over here. Okay. I'm going to go ahead and say that this is pretty good. There are still going to be a polishing phase and stuff like that. What we will do is, yeah, it's probably easier if I first go ahead and finalize some things. We are going to go ahead and in the next chapters, we will make this little house here, along with some other assets. I'm going to go ahead and do this one as narrated time naps just because there's nothing really new that we're going to do. So I will do that one as narrated time naps. Then I will also go ahead and create some flags. And some of these lamps over here. And I think at that point, what we're going to do is we are going to start by just like improving our scene. So we will do some improvement passes. Those passes will be in real time. It will be stuff like placing our actual decals and placing our leaves and everything in our roof. And then also we are going to do polishing phase where we are going to, like, balance out, for example, stuff like the dirt over here and, like, more improved wood because right now the wood, for example, it's really flat. And want to bet that if I go in and simply change my overall roughness trade to be a little bit more shinier, that it will already make a really big difference. Base Roughnespauer. If I go in here and just make that a little bit less like this, you can see that that already reads quite a bit better without doing much at all. If you go base Roughensbauer, you see, dull, tiny bit of shine. 92. 92 Creating Our Lights Part1 Timelapse: No. Mm. I like 93. 93 Creating Our Lights Part2 Timelapse: Hmm. Uh huh. Mm. I 94. 94 Importing Additional Assets Timelapse: A 95. 95 Scattering Our Details Part1: Okay, so let's go ahead and continue. Now, as you might have seen in our last time labs, I just went to art and I added some additional models that do not really add much value in terms like if I would need to create them by hand, but I do like just like set dress to seen a little bit better. And I might do this a little bit more later on if I find some more additional good models. It's just like a model for Mega scan. This one I just went to the Unremarketplace, and I just bought like some flags, and this one I just found on our station over here. So basically, it's just a few additional models just to set azacin and make it a bit better. But definitely, this one is all ours. So that one is looking really cool. So what I want to do is I'm going to, first of all, now focus on our scattering systems. And then what I want to do is I will focus on IDcals. And after that, there might be some additional stuff, and then we will do polish. Also, speaking of our scattering systems, think over here made a small mistake. There we go. Okay. Sorry about that. That was really weird. So anyway, our moss. Now, we already have scattered our moss over here on our stairs, which is looking pretty good. I'm going to also scatter them over here, and we will have pretty much two type of moss systems. One of them is that I will most likely do some manual painting, which allows me to kind of paint on the ground and stuff like that, which just using the foliage tool. And the second one is that we will also do some more generic moss scattering, which we will have on these type of walls because these are tidable walls over here. Let's go ahead and start with, like, a very easy one, which is going to be the sidewall. So if we just go to our end graph, if we just go down here to the tools, we will have our surface scattering. And we cannot really use this one because this one, of course, it is based on the texture. So it has texture scattering. So if we go down here, I just duplicate and make sure after duplicate that you right away change the name. So Tims. Moss. Now, for this one, I'm going to go to my surface and go down here and just press the minus button to get rid of all of these steps because we don't want these in here. There we go. Okay. Now what I'm going to do so I'm just going to go ahead and select my trims. Oh, make sure do not accidentally move them, and we can go at dose. And then the last thing that we need to do is just go down to our texture, and then for our texture, go to our assets trims unweel engine and just select your moss mask over here, and that's it. That one was really easy because we already have everything pretty much applied. So now what I'm going to do is I'm just going to go ahead and I'm going to continue probably with, like, some more generic moss systems, which we can use on the walls and stuff like that. So if I first of all, have a look just make sure I didn't forget anything. Okay, so now, basically for these systems, just before I started recording, I did a quick test, and there's a little bug because there's a little bug inside of graven, and it basically means that we cannot just do the duplicate option in here. I believe the bug is that it does not properly register when I remove my mask because this one does not have any masks. So instead, what is often easier, what I found was to just go ahead and add another surface scatter note over here. And then for this one, we will just go ahead and we will call this one, Moss? No, generic. Mos and square 01. Let's do something like that. And now over here you can see that nothing has added, but you should be able to if we close this and just open it again. But did I now lose it again? Yeah, that's like a little bit annoying. Let's close this. Let's try again. Scatter. Surface scatter. Maybe it's that we first need to apply something before it actually, we might just need to first apply something before it actually shows up for some reason. Anyway, generic Moss 01. Then for this one in the surface, we can go ahead and we can press this wall, and in the scatter, we can select our moss and just press that. And now it should hopefully see, now it shows up. It's too bad that we cannot change the naming of that one, but Oh, 1 second. There we go. Okay. So that is for our generic moss over here. Now, of course, with our generic moss, we need to go ahead and just set like a few settings again. So if I go in and also select my old trims over here, I can often just copy the settings. So 0.30 0.50, one. And the rest, we don't really need to do much because I'm going to actually Uh, double check that I didn't change anything in rotation. Yeah. The rest I don't really need to change because I'm going to go ahead and change those myself. The only thing is that down here, the max count. Let's start with like 60,000 or something like that. Probably even more, probably even like 70,000, but we'll see. And what I'm going to do now is, as you can see, it fairly much randomized it. However, I want to have this a little bit more localized. So I want to have this moss growing mostly from, like, corners in areas like that. Now the way that we can do that is we can go ahead and go over here into our proximity mask. Then if you select the object and press the plus sign, the moss will mostly only grow from this area. What I can do is I can increase the distance. Now, these edges over here are not very realistic, so we need to go to our edge breakup over here. Here you can basically play around with the spread, and you can see that over here now, then it becomes a little bit more realistic because it just spreads out that view. I also feel that it's too small. For some reason over here, it is too small. So I want to go in here and go from 0.5, probably to 0.7. Yeah, that reads a bit better. So, we also still have our noise. However, I believe that the noise yeah yeah, here. So the noise does override it. So we have over here just like some intensity noise and stuff like that. Feature masking. Oh, yeah, I believe it was the angle that kind of, like, no longer works. However, we are literally at a flat angle, so there isn't much that we would have to do. You can see over here that unfortunately, the graph end does not actually read these stones over here. However, from a distance for us, that's fine. You cannot really see this. So that's just like the thing with this being like a nana displacement that we cannot really do that. Anyway, we can now go to our proximity mask and just press the plus sign also on O's. Minus sine. Let's do minus here because I actually meant to pick the first one and now 0.28. Here we go. Because the second one is for the top and the reason for that is because I already tweded out. If I go in here and also do this one, you can see that it just instantly adds. Actually, that might not be too bad. Yeah, it just adds like a bunch of moles, but that might not be too bad what I see here. Anyway, if you do this if I go here and if you minus these, and that's just three these ones. There we go. Over here, if you pick proximity mask two, what we can do is we have individual control over here also. But you know what? I might actually like having that. Yeah, you know what? I like that. I like that most. I'm gonna go ahead and turn off proximity mask to artist tune mask number. No, wait. No, I'm not. Sorry. I am going to do it a little bit different. I have a good idea. So my idea is to basically use this one in proximity mask one. These one's in mask two, because then over here, I can push an overlay without changing the original mask. And that allows me to here to get like a really interesting effect. And if I just go ahead and go in here and then just apply this up until that point because you cannot really see it more. And then over here, Oh, wait, I need to select these moss pieces and just add them to surface. There we go. So that's also working. Let's also add this one to surface. Here, something is not something feels a bit off with this one. Yeah, the proximity mask is really, really heavy. And if I go to mask one and just, like, add these, I'm not sure if it's bad. First of all, what we need to do is we need to go up here and go for, like, 120,000 to basically increase the amount. I'm not sure if I would consider it bad, but I might want to, like, do this one separately. Yeah, let's set this back to, like, a little bit higher, 90,000. And I'm going to get rid of this one. Which is this is box three. Let's get rid of box three over here. We can keep those in these areas. That's fine. I do want to increase it a bit. So let's go from 90,000 to maybe 110,000. And this is just because, of course, we have this. Okay, that's a bit too much. 100? This is just because, like, it's on the walls in a large area. So then, of course, those amounts get scattered over this large area. So, okay, we got something like that. I'm quite happy with it. I am going to go ahead and maybe, like, increase my scaling a little bit more. So the max scale to like 0.9 maybe. And the mint scale to 0.4. And I think for now, you can play around a little bit more also with your noise mask, although it doesn't seem to do much anymore. Yeah, I guess at this point, the proximity is kind of like overtaking everything, which is fine. Just like that happens. So for now, let's just go ahead and, let's just leave this. Okay, anyway, let's have a look at it from distance. Yeah, I think having that additional moss. Also, right now, you can see that some of the moss like kind of fades out because it is so small. If we set a screen percentage later on a little bit higher, it should read a little bit better. You can, of course, if you feel like, let's say it's back to 100 for now. You can, of course, if you feel like that you really just want more moss because it does fade out quite quickly. You can make your moss a little bit bigger. You can set your max scale to one just to make it a bit bigger. But then, of course, it also looks a little bit more denser whenever we get closer to it. Now, anyway, so we have a generic moss. Let's go ahead and duplicate this and call this generic moss 02. And for this one, I'm going to get rid of all of my surface objects, and I'm just going to go ahead and add this one. Then I'm going to go to my proximity, proximity two and proximity one and start by proximity two, selecting the stop pieces. Over here. Let's set this maybe to 0.3. And then proximity one, I'm going to go ahead and select this one over here to add it. Now over here you can see that we missing something, but what we can do is we can be a little bit sneaky and iter just grab one of these pieces and use them as a proximity by moving them down below. Because if I go ahead and add this one to proximity number one, you can see that now, it just adds that. Or what we can do is we can call this one. Here 1 second. Let's modular trim 53. Let's get rid of that. We can also do this, we can also go ahead and select this one and add this one to proximity mask number three, which allows us to go and just, like, push this up. Quite a large amount. Let's go 1.2. Over here. So that's like a bunch of moths there. And then I feel like that proximity two is a little bit too intense. Although too intense, maybe it's too big. So let's go down here, let's say says from 100,000 to maybe like 70,000 because that's of course, 60,000 maybe. Because this one is only covering this small area. Okay. So now we got our moss, which is looking pretty good. I think at this point, that's probably all of the proximity moss that we want to do specifically, and the rest would just be like some painting in. And then later on we are also going to, like, of course, ta leaves. So for now, let's close our graf N. And basically because, of course, moss, it feels a bit strange if it just ends here and then there's, like, perfect ground below it. So we kind of want to flow it over and later on, use decals to also enhance that feeling. I'm going to go ahead and go to my foliage tool, and I can just go in here and basically drag them in. So if we go assets, here we go. Geo moss. Let's go ahead and add these and make sure that these ones are the only ones activated by looking at the check marks. And now what we can do here is if we set the brush size quite low to like five I can start by just playing around with some stuff. So, um, right now they don't place anything, but we are sitting on the landscape. I'm a little bit worried that it does not detect the displacement. That's what I'm a little bit worried about. If I paint here, no, wait. That's not the problem. The problem is literally just like, although I think that's not the problem. The problem is literally that we don't have enough. Let's set the density to 500. Something really high. Let's set the X and Y scale. Roughly the same as we did last time. 0.3 to 0.7 or something. Okay, we need to go a bit smaller, so 0.3 to 0.5. And let's set the density, really high because we want a lot of moss. So 1,200 maybe. Okay, so the scaling is pretty much good. You can also over here set the random pitch angle to maybe like five, which will just give us a little bit more rotation. And now I need to go I guess I need to go really W high because the minimum distance between foliage in, yeah, that's fine. So that one is fine. Let's go in here. That's 5,000 maybe. I'm a little bit worried that it is already like hitting some kind of limit. Over here. Because this is a small brush. If I would make this like bigger, see how that responds. No? 5,000, maybe 99999. Yeah, see, we've hit the limit. So I had a little look off camera about what we need to do with the limit because I actually never hit this limit, and I'm afraid like there's no good solution for it. The only solution that I could find is to basically over here, we have, like, our pieces if we just save them as a foliage type, which that is fine. Like, we can totally just, like, save it as a foliage type over here. And then basically what they advise is that we go in and we grab our foolage types, and because these three already exist, although we need to turn them on like this, that we basically duplicate it. And then because everything is set at 10,000, like, really, really high, if we keep duplicating it and adding it. I'm just going to do a quick test by just doing this, duplicate. Over here. The logic is that now if I turn these on that we get more foliage painting in between here. However, for us to get even to this point, we would need to do this a lot of times, which is a little bit awkward. So what I'm going to do is I'm going to go ahead because it's the only way right now as far as I can see with our procedural tools, we simply need some hand painting. The only thing that I can do is so I'm going to go foliage type. Now let's do moss. Duplicate. So it's a very not nice looking way of doing things, but technically, it does work. And then over here, what I can do is I can just go ahead and I can just duplicate this, and I will just do one. It's fine. Over here. So we have type one, two, three. So if I literally just add all of these in here and make sure to turn them on like this. I mean, I'm going to say yes to that. This is fine. Like, I mostly want to have it fading out. So if I just go ahead and go in here and even if the moss like a little bit bigger, this should, this works. So basically, not a good way of doing it, but only way I could find to do it. I do hope that unreal will change that because you would think now that we have Nant, that people would want to, like, paint their foliage in way, way stronger and stuff like that. Anyway, we have this, and we can also go on here. For these max angles, you want to select all of them, and you want to go down here and set the ground slope angle to 90 degrees maximum. Or, actually, you know what? 180 even because it's moss. And now you can see that now I can also paint I can basically paint on everything. So I can add a little bit of moss over here in these areas and, like, paint it on. And then I can nicely just also paint it onto the ground. So you can definitely, spend some time just nicely doing this. I will go in and I will just do, like, a little bit over here, and then we will go ahead and continue on. And then in a polishing chapter, I will go in and do, like all of the moss and stuff like that. But for now, this is fine. And Wi on these areas, we will need to just basically create some decals that will compensate and having less moss so that there's, like, a green surface below it. But yeah, basically, like this, you can see that definitely reads a lot better than when it just gets cut off like over here. So that was the plan. Now that that is done, here we go. Let's just I will do the rest later on. But we basically have our moss systems now pretty well in place. So yeah, that reads nicely. The next thing that I'm going to do is we are going to go ahead and start working on our leaves over here. So, as you can see, we have a bunch of different leaves. They are all, like, really nicely, like, bent and stuff like that. And most of them are just like red and yellow. However, on the ground, you have some more dead leaves over here. So there are two of those variations that I want to capture some of the dead leaves and some of the red and yellow leaves. Now, the red and yellow leaves, we already have a texts, so that is no problem. However, we would need to go in to taxis.com, and I can remember seeing here somewhere here. Maybe I just need to go to leaves a collection of dead leaves which we can use. So trees can atlas. We need to go all the way down to leaves over here. And basically, I can remember that's in here. There was, like, really good, like dead leaves one. I can also go in here and just type in dead leaves. Ah, there we go. Various dry leaves. That's what they call it dry leaves. These ones are really small. Maybe we want to go ahead and go for, like, some more because all of our trees are maple trees, so maybe we want to go for something like this, like a dry, dead looking maple leaf. So I'm just going to go ahead and save these dextes. So three dead leaves. And let's just go ahead and grab the 1024 for this one. Normal roughness translucent. Alpha. And then next what we're going to do. Just go ahead and move this. Well, actually, next what we're going to do is very easy. We're going to, first of all, go into our albedo and our translucen before I forget. Image, mode, eight bits, and save. Here we go. And now, if we go into Speed tree, but I found easiest is because in speed trees just so easy to create these leaves, I literal just create them in Speed tree. And basically, what we can do is we can just go in here, art geometry and art a simple single leaf like this. Let's go to the orientation and let's set the orientation as it this one, a line? Yeah, let's just set a line up over here. In the generate, we're going to set first and last to zero. So that's just like one simple leaf. Can I zoom in? Thank you. Okay, cool. Easy leaf. And then, basically what we're going to do is later on, we can just duplicate this and just export all of our leaves in one go. And then in three years Max, yeah, we do need to probably set these to be like we do need to set these up, but that will be fine. So let's do like for our maple leaves, we already have our maple leaves, right? Yes. So if I go in and open up my 301, we already have maple and we have red leaves. So all that we need to do is create those other ones. So if I go in here and let's do plus. So three materials. One is red. The other one is yellow. And the last one is dead. Press okay. So for the red one, we can go in autumn leaves, right click and copy. And then here, we can just paste them. And, that's too bad. Looks like that it does not copy over it does it doesn't copy over our meshes. And I don't Well, I can go in here, I guess. It's still faster than doing other stuff. So if we go, and it's crashed. That's unfortunate. Let me just remake the scene. Okay, so no to self, do not do this. Let's do only two red leaves because else we will have so many leaves. Let's go ahead and do two yellow leaves. So we can go in here and paste those. And then for our dead leaves, we want to go ahead and just drag in albedo. Dead and yellow, Luke Oh, no, no, they are not the same. Dad. Albido Opaste. Normal, two sided. So we will have for dead leaves because we want to have a few more. Let's go ahead and do for, like, three for now. Actually, no, you know what? Let's go for four. Four dead leaves. Too red and too yellow. Okay, so you probably guess what we're going to do exactly the same stuff. Wow, it crashed again. I recommend maybe not copying the materials. I think they just break whenever we copy the materials. Okay, third time, Mr. Chang. This time I set up my materials brand new. Dt. Finally, now it works. Okay. Good. And this time, I'll also save my scene. So I'm not really going to go over this. These leaves because they are off the ground, try to get leaves that are looking a little bit damaged and a little bit, already yellowish. And it's literally the exact same thing. It's just like how we are going to edit them later on that I will show you that it will be slightly different. But for now, basically you place leaf like this over here. You give it quite a bit of tesselation, this one, so like this. And you just go ahead and you apply that. And then what we are going to do is when we have this leaf, we can just go ahead and we can, like, track this one in. And if we go to our leaves and go to our skin, we can say red, and I want to have the red cut out over here. So now we have like one big leaf. Now, the reason I wanted to use this is because I can very easily fold the leaf to make it feel more dead, I can go ahead and I can, like, curl it. I can twist it around, all that kind of stuff. So I can very quickly create like a dead looking leaf like this. And then later on we just need to improve the Biv a point. So also seeing this, it's up to you, like, I think this is probably fine in terms of, like, polygon count because we have 12 triangles, and we are going to have a lot of dead leaf, so it will add up quite quickly. But if you want, you can always go in and you can always like but maybe a little bit more tesselation, which will make it a little bit nicer and rounder. At this point, I'm just going to end this chapter here. In the next chapter, I will have created all of these leaves, and then we will go over on how to export them to three is Max, properly set up their pivot points and then get it all into UnwelEengine, where we will start by using once again, graph to scatter these pieces around. 96. 96 Scattering Our Details Part2: Okay. So I have now created all of our leaves over here. So what I'm going to do now is two options. You can just, like, export every leaf individually. Or what I tend to do is I have two, four, eight. So I have eight leaves, so I can basically go in here and I can just press contre D. One, two, three, four, five, six, seven, eight, and then what you can do is so this one is like the first red leaf. I can then go ahead and just delete it and go to this one. And this one, oh, that's going to be confusing that it does not line up. It's going to be the second red leaf, and then for this one, I want to go in and maybe go for like a flat leaf or something like that. Like you want to kind add variations to it. And well, we can rename. So let's just rename this and call this red on the score 02. This one I will rename. Get on the score 01. And what I will do here is I will just already go to yellow, number one, rename yellow 01. And here I will go yellow. So yeah, it's a bit slow, but it does work. And it's still faster than if we need to create these leaves by hand inside of threes Max and that That's 01. That's 02. That's 03, and then the last one Rename that is 04. Okay. So that's now done. And now you can basically go in and just like change every leaf up. So we have number one, we have number two. I just go ahead and delete these connections. Let's go for yellow one. And we just want to go in and maybe, like, play around with your noise a little bit, make it a bit smaller. Maybe fold is like a different way. Curl it a little bit more, stuff like that. Then we have yellow, 02. I'm just going to very slightly change the fold and maybe, like, curl this one quite a bit. Then we have dead 01, and that leaves are often quite like folded up and curled and everything like that. So I'm going to go ahead and make this one quite intense. I can then go to dead 02. And for this one, I'm going to go ahead and maybe, like, twist it a little bit and curl it a little bit, so that's zero, too. So we can very quickly just, like, add some additional variations to this. It's noise. Over here, let's make the noise scale quite high so that we have, like, a bunch of extra noise. There we go with d03. And the last one number four. I'm just gonna go ahead and I'm gonna curl it the other way and, like, push it quite far down. I feel like the dead number 04, it can use a bit more tesselation for this. So let's go ahead and add a little bit more. There we go. And now with bends a little bit better. And there we go. Cool. Now at this point, you just basically select everything. You apply it to your tree. Oh, Wi, it doesn't do that. Multiple. That's weird. In that case, just move them over here. We can go at the Sao scene and now we have a little bundle of leaves that we want to use. At this point, what we can do is we can go ahead and we can go export them, and this time we just want to export them to FBX because we're going to open it up inside of Tres Max. Yeah, let's just call leaf generator and let's press Save. None. Yeah, this is all fine, let's press Export. Here inside of Tres Max if we just go ahead and import our leaves, in terms of, like, the PivoPoint, we do need to try and go for, like, quite a specific Pivopoint. What I'm not happy about is that all of the leaves are combined together. I do not like that. But I'm afraid, well, we should be able to get them buy material because over here, I don't think there's an option for me to hierarchy Hmm. You can try separate materials. Maybe that will make things a bit easier, but I have a feeling that Oh, and make sure to turn off the flip x and only the flip V coordinate. But I have a feeling that is not going to work. In which case, we need to basically separate them based on our materials. Yeah, you see? So let's see. We have a leaf generator, which we can delete, and then we have LD. So technically, if we go to the pool and we go, for example, to element select, over here, you should be able to select based upon the different IDs. Over here, one, two, three. The only annoying thing is that it does not do it based on the name. A way that we can hopefully fix that is to simply export this instead of an FBX. As an OBJ because OBJ files often keep the names. Yeah, yeah. I don't know why I did that. Flip V courntNn turn off these things. Okay. Try that again. So an OBJ export should give us our materials. Add a poli. Maya, that's fine. Just checking if there's any settings that can make our lives a bit easier. Material. So we have unique wireframe input into the material editor. That's the one that we want. That's quite a press input. Okay. So now we at least have our materials in here also, although we do need to make some changes. But we should be able to basically go in here and select ID one and then press Select. And now you can see that these two are basically our red materials because over here you can see ID one, red, so I can detach that. Then I can go ahead and select ID two. Select these two are our yellow materials. Number two, and I want to just isolate. Okay, so this one, I'm just going to oh, I'm not happy about the fact that my leaves are not correct. In our UVs, did we mess or did I sorry, did I mess up highest only. Maybe for some reason, OBJ, we don't need to flip the V coordinate. I've never actually or never really done OBJ format before. So Yeah, that looks correct. Okay, so it was just the V coordinate. Anyway. Once again, ID one, select, detach, okay. Select it and just call this red. Select the rest. Press five, ID two, select, detach. Okay. And then this one is. Yo. Now at this point, if we're just going to go ahead and select our red, we want to go in and detach once more. Red under score 01. And call this one red score 02. I will try to do this a little bit faster now. Then we have a yellow. Yellow score 01. Elements select, detach. Yellow the score 02. The order should not matter in which that we have these ones. And then we have this one and that the score 01. Detach. 02. Detach. 03. And detoch. 04? Okay. All of these are now done. Now I basically want to go in, first of all, maybe, like, let's see, how is the scale? I'm going to probably scale them up just to make them a little bit more manageable, and I can always scale them down inside of unreal. And now, in terms of our PIV point, basically what we want to do is we want to twin, get the PIV point to be roughly in the center. If I just, first of all, select everything. And remember, I'm not talking about this PivPoint. I'm just moving this to the center because it is easier for me to move. The one that I'm talking about is 000. So if we go in and I don't think I can do this from my side views, I basically want to go in and move these over here. To a point that they are not clipping too much into the ground because I have a feeling that they will actually be pushed into the ground else. So you kind of want to make it as if they are laying on the ground over here. If you want, you can make it even easier by just adding a simple plane. And that way, it's a little bit easier to double check. But what you need to do is just gets rid of my segments, I need to keep in mind that this is my center point. So we have yellow one. Here you can see that yellow two, we definitely need to, like go in and just, like, place this. Over here, this one, what you can do so you can place it like as if it is sitting on the ground like this. No, actually, you know what? I know that it looks cool, but I have a feeling like that would be a little bit too eye catchy. This is stuff that should be a little bit more in the background. This one, this one began and got down a little bit. This one we want to probably do like move the angle over here. This one I'm probably going to go ahead and just rotate. See, that's the thing, prep work always takes the longest, even if you don't have to really do much modeling or anything like that. This one is really, really bend, so I'm gonna probably push it down maybe a little bit sideways. Let's do that. Let's give it a little bit of a sideways. One, and there we go. Okay, cool. Now, in order to once again save a little bit of time, what we can do is we can just select all of them, because all of them have a specific name. And we can just go ahead and export them all in one go because then what we can do inside of unreal engine is we can just dictate to import everything as a separate model. We call this actually fallen leaves and just export it as an FBX and press okay. And then if we go to Unreal engine, and then here we have our foliage, I will probably just add it in here. Import your fallen leaves, and this time, turn off combine meshes and then just go ahead and import. And now what it will do is it will import all of these leaves separately. Now, we already have our red and yellow textures, that we already import. So if we go three, no, we did not. So right click. And let's start by importing our dead leaves. Here we go. Don't forget roughness, turn off our SRGB, and also for Apha. Go ad and just duplicate autumn leaves. Call it dead leaves. Here we go. So that's that one. And now, if we go into our foliage, I did not mean to move that. Well, there we go. I'm gonna change the camera angles anyway. If we go over here to our foliage, we can have a look. If we drag it on, it's a little bit small, but for now, that's fine. Let's go in and just, um Play them. And it's just because of the backface culling that we cannot see all of them. That's why I want to places out of the way. And now we just want to go in, open it up, go to our materials and basically yellow. Turn on preserve area, apply. Yellow, preserve area, apply. This one is red. Preserve area. And this way, we can just properly apply everything. Okay. Here we do. Here we go. Sorry, I mean. And now here we have our leaves. I can see that something is still a little bit broken like these leaves are looking all fine. But then over here, it feels like the UVs are messed up. As you can see for our dead leaves, the UVs are messed up. Our autumn leaves are fine, but our dead leaves decide to just basically break. Now, if we just go ahead and go into Tres Max and check out why they are broken. We can also go over here in our dead leaves and if we go ahead and go to our material, click on it, turn off the overwt option because it's really difficult for me to even see what I'm doing. Next, I'm just going to go ahead and I'm going to select all my leaves, go to my UVW wb. And here I already see probably the prom. So if we go ahead and go up here and set this one to be dead leaf color, that one, Oh, they are fine. Huh. Then there must be something that I missed in my material. Oh, wow. That's a rookie mistake. I dragged in the wong textures. That is my fault. I do apologize for it. There we go. Now it is fixed. Okay. Awesome. So now what we can do at this point is we can get started with the scattering in our next chapter. 97. 97 Scattering Our Details Part3: Okay, so we are going to get started with our scattering. Now, with our scattering, we are going to basically use the same tools. We're going to start with our roof for it. And basically, the only thing that I'm really worried about is like we will mostly be relying on, like, the angle of the roof to do proper scattering to get this effect where it's like, inside of here. But the scattering is pivot point based and not collision based. So there might be some clipping and we just kind of need to see if we can live with it. Unfortunately, we cannot do, like, a full on simulation. Well, with a lot of effort, we could, but that would just be overkill. So let's select these leaves over here. And we want to go ahead, and we want to just set the location all the way to zero. Maybe throw it into a folder called leaves. Just to be able to find it. There we go. Leaves. Okay. Now, for scattering, let's just go ahead and use this one. I think that's a good one to start with. And let's go into our scattering, and we are going to go ahead and go for a surface scatter node over here. Because I don't think is there an actual leaves one? I can't remember there was Oh, no, no, that was more for, like, the moss. Okay, so we got this one. Let's call this one roof. Leaves. 01. Now, for our surface, we are going to go ahead and we are going to grab this roof over here. Yes. Let's just start with this one. And then for our scatter objects, we are going to go ahead and we are going to find our leaves. And yeah, we can for the roof. Shall we do all of them or just the red and the yellow ones? Yeah, let's do only red and yellow for this one. For these ones over here in the scatter. And give the second because it will be loading, and now you can see over here our leaves. Our leaves are incredibly small. That's interesting. Let's set the scaling 2-3. No bigger. 4-5 maybe. A little bit smaller, maybe. Maybe let's do from 3.5 to 4.5. Let's start with something like that. Now, having this one. Now the next thing that I'm going to do is a fall off surface align. That's fine. Over here, what we can do is we can basically work on our anchor mask. And with this, we should be able to basically, hopefully scatter them out in certain areas. I can see over here that it is not working exactly the way I want. If that is not working exactly the way I want, the next one would be that I basically convert my occlusion map into a mask. I was hoping, but yeah, it does make sense that over here. And what you can see over here is also that we do have some clipping here and there. We have a sync option here, which allows us to kind of push it out a little bit more, so we can use that kind of stuff. But yeah, for now, I guess the next thing that we first need to do because we cannot do proximity masks. And we cannot do object masks is to basically create an embiot occlusion over here. Now, this should not be very difficult. I'm just going to go in here in my tiles. I'm going to create one additional channel, user five. I will call user five leaves. Then if I go ahead and just go to the top, actually, you know what? Let's just throw this into our DHRM. In our base, make sure to turn on leaves and set leaves to be black. And then we have over here. Eaves and just turn everything off except for our leaves, and let's set this one to be a black mask. And then for this one, we don't even need to use like a generator. Like, we literally just want the mask where that we want to have leaves because we're going to use a noise to basically break it up. So if I just go in here. Okay, I guess I cannot do an alt click. So let's turn on the base color for now. Click Hold Shift. Just do this. It's just to mask where we want to have most of our leaves over here. You can go at it and you can do a little bit of masking near the ends, also, if you want. Over here, I can also go in here and maybe, like, Oh, that's not a nice one. Let's make this a bit bigger. Go in here and mask it. These areas Here. And just because we're working on it, let's also just go ahead and mask it here. There we go. Okay, cool. So we got those pieces done. Now all that we need to do is let's turn off the base color, and we're just going to go ahead and we are going to export this and in our output template just very quickly in the JP tutorial asset, create another texture set. This is just going to be RGB. Call it Taxi set score. Leaves user five goes in here. And now, remember what we need to do. So if we just go ahead and select our JP tray asset, we need JPA or PNG because this is going to be for graph N. So if I just go ahead and export it as a JPEG, it will, of course, export all of my textures. But if we just go ahead and do this, and then we have our main door tiles in here, we can pretty much just get rid of all of the JPEGs except for the leaves. Like this, just to keep everything clean, and you do the trick. So now let's go ahead and go back. Let's do the same as what we did with our moss texture masking. Let's navigate to our rooftop leaves over here and select that one and give the second to load in. So, whoa, Jesus. Don't know what happened there. But anyway, so now we can see is we have over here our leaves sitting in here. I'm going to set the amount right away to like 70,000 or something. Just to make it, like, quite large, and then I can just go into my density. To basically have more of a sets to one. Okay, one is a bit much. Point no, 0.8 maybe. And I, of course, need to do quite a bit of masking. So we got something like this where we have our leaves sitting in some of these areas. Next, what I'm going to do is I'm going to go ahead and use my angle mask over here. And my idea was that basically, see, at the higher angles, it's kind of just like over here, it kind of falls off. So if I lower my angle mask a little bit further down like this, and if I then go into my Um, where I edge break up. And I playout my border distance, as you can see over here. We need to be a bit careful. I like that over here that it like ards a bit more of these pieces, but I'm mostly just looking at the border spread. Oh, that's not very nice. Yeah, that does make sense that it does also like selected angle there. Um, I mean, this is already looking pretty good. Let's have a look hang on mask. If I do something like this, that feels pretty natural. So I'm just trying to get find like a good balance. Yeah. And then we have our sinking over here. In which we can try to push this out to give it at least it's not perfect, as you can see, but at least they are just hovering in a way that we don't really notice. Let's move this up and down a bit. Okay. So our angle mask is looking good. We got some leaves over there. That's fine. I'm going to make my density, 0.75 maybe. Wow, that's really sensitive. So 0.8, is that? Zero point. Excuse me. 0.79 maybe. 78. Let's do 0.7 Let's 0.79 for now. I think that will be nice if we go for something like that. Okay. So we got those. Is there anything else? So we have our scale properties, is fine. Our noise mask. Okay, yeah, we could use our noise mask to break things up a little bit more. If you go ahead and just go into intensity noise, you can see over here that it just like dds some additional noise to give it a bit more breakup you can see over here. So just like adds some of these leaves here on top, which quite nice because over here that also happens. I feel like that's actually a pretty good spot this one. So when I'm happy with it, what I'm going to do is I'm going to go ahead and I'm going to basically select multiple objects. Now what we need to do is we will need to later on, increase the amounts again. Oh, wow, over here, it's like a lot. I guess the reason it's a lot is because the angled masks are different. So what I might just do is I might just go in and actually remove those low objects and then leave this one for the specific one. I'm not going to add it to the back. I don't really care about that. I am now going to just duplicate and call this a roof leaves a zero, two, and for that one, let's go ahead and just apply this one over here. Then we just need to go in and set the angled mask feature masking. Let's lower that down. Something like this. And then if we just play out a little bit more with our noise and with our object mask, oh, no, sorry, not object masking, our edge breakup. Here we go. And now, well, actually, when we add more, this will become less leave. So yeah, let's say something like this. So let's go in here. Select these assets, select all of them at this point. Because I have a feeling like this would be well, actually, no, let's not do all of them because as you can see over here also, let's do them in more strategic places. That would be here, here. Let's do this. So and then because here there's a tree, actually, this also because here there's like a tree. And then over here, there is, I guess, that tree. So we can kind of, like, just go over here also, and then we kind of just stop it at that point. So let's go add these pieces to surface. And give the second because it takes a while to load. Looking really good. Nice. And also Hendy, how quick that goes. You can see over here like this arts quite a bit of extra. Now, the only thing that I do not like is that over here, it looks like the angle masking or not the angle masking, the breakup is actually causing unacceptable problems. If I set the border back to zero? Yeah, I'm afraid that I will just have to play I can maybe set like a tiny bit. But I'm so worried that, you'll see that it just like arts leaves there, which is really unfortunate that it does that. In that case, what I'm going to do is I'm going to set the density to 0.85 maybe. I need to mostly just use my noise masks. Warp noise will probably not do much. Yeah, I'm going to set my noise intensity, maybe like 0.5. No, that's too much. 0.3. And then I'm going to set my density to one. And then if I go down, I will set this 70000-100 thousand over here. Yeah, it's too bad that we don't really have an option. I guess, one thing that we could do is no, probably not. I was thinking maybe we can select these objects and use those to kind of, like, take away some of the leaves, but that will not be as easy as you might think. A fall off. Maybe we can do something with that if do 0.5. Nah, fall off is also not really working. That's a tricky one. I guess we just have to rely on our noise. I'm gonna boost this up to, like, 130,000. And then I'm going to use my noise to basically push it back down again over here. And then I'm just going to play around a little bit more with my ankle mask because that's kind of like the only thing I can do to maybe push my ankle mask all the way up. And, because adding a mask, yes, see that won't work. Removing the mask. I mean, removing some of the masks. I basically just like randomized the removal process. But I can just use the noise for that. Noise frequency. Let's go ahead and play around with that, see if we can maybe make it like a bit bigger. I'm afraid, although it doesn't look as nice as what we did here, over here, there's also some questionable problems. I'm afraid that we cannot really do anything better than this. If I go at maybe set my border spread to zero? Yeah, look how quick it That's border scale. Maybe set the border scale also to zero. Yeah, see, the thing is, like, we are increasing a border. So of course, like I can Nah, I don't know if I can even live with this. Maybe like 0.04. This is probably the best I can live with. But I think for now, that should be fine having something like this. I'm going to go ahead and set my density a little bit lower, and then that should be it. 0.95? 0.9. Yeah, let's do that. If we have a look at it from a distance, we can still see it. Okay. Okay. Yeah, let's go for something like this. Now, for over here on our floor, you can see that it's pretty much like quite erratic and scattered around and stuff like that. And it is mostly around the corners. For that one, what we can do is we can probably use the roof leaves. Yeah, let's do number two and duplicate it and gull this one floor leaves over here. And if I just go ahead and set minus and then in my surface, I'm going to grab this one over here. And then in my scatter, I want to apply my That leaves also. So here leaves that. Let's apply those two. Okay. I think it's a sink, which is causing problems right now if I set this to zero. Mask angle. Let's set this back to 180. Let's go ahead and object masking. Oh, that problem again. If we reset this to default, it's probably not going to work. Let me just double check. Oh, no. Okay, so for some reason, this time it does work. Remember that we had that bug set our border distance to zero. I'm surprised how we don't really get any yellow ones. We have our objects, right? That red leaves, yellow leaves. That's fine. Our density for now is also fine. What I wanted to do is I wanted to mostly get it around these areas, and I can do that. By the max height is fine. Remove mass. Let's at this to zero. I can do that by F now set also the noise to zero, just set it to default. Let's push things up over here. There we go. So it was the sinking that is causing a lot of the proms. I guess because this mesh, because of our displacement, this mesh technically is not sunken like that. So now we have leaves. We have plenty of leaves here. Okay, so anyway, we have reset a few functions over here that is totally fine. What I'm going to do is I'm going to start with maybe like a proximity. I want to have these leaves mostly going around corners. So logically speaking, if I just go ahead and select these areas, the leaves should start to originate over here. So if I do this, I maybe also grab these ones here. Did I crash? No, I did not crash. But what I am going to do I am going to save my scene. And add this one all to a proximity mask. So now you can see that now our leaves are really like sitting around here. I'm going to go at the density to like 0.5 or maybe like 0.7 for now. So we have our proximity, that is correct. I'm going to actually also add this one to proximity. There we go. Nice. And then it's basically just about breakup. So we have our edge breakup over here, which we'll do some border distance, but we will mostly be using our noise mask. Set the frequency of the noise on because else, it does not register. And we have a border breakup, Edge breakup over here, border spread. Let's set that a bit higher. Let's push the border distance out a bit more. Let's go into our proximity and push the proximity in a little bit more. And then we have our noise, which I want to use to basically Set this one back to 0.5. I want to use the noise to basically also apply some additional noise just in random areas. So this one is really made for the scattering around our areas. And then what we're going to do is have another one that's just a bit more random because I don't think we are properly going to be able to do it all at one. So let's go ahead and do this a little bit less in our distance. Yeah, so over here, this one works quite well for scattering. And then if we go ahead and floor leaves edges. Let's call it like that. And let's then go ahead and just duplicate it and call this floor leaves normal. And for this one, what I'm going to do is I'm going to remove my proximity mask. I'm going to lower down 0.5, for example, or even less 0.3, I'm going to lower down the amount. And then we still have our noise to basically break this up. So now we have some leaves, maybe 0.4. Five. Maybe 0.5 and then breaking it up a bit more with my noise. And what I can do is I have my noise now, and now if I go to my border select, I can then low down the distance to overhear and spread to get a little bit more breakup, like you can see over here. I feel like that's looking pretty good. Now, at this point, we want to go ahead and do the same stuff where we just select this one and press Plus. Now, what will most likely happen is that Oh, no, the amount of leaves it's weird. Like, sometimes it does and sometimes it does not improve the leave amount. I'm going to push this up a little bit. Yeah, I need to push it up a little bit because else it does not properly read. Now if I go in here and go from floor leaves to edges, push these ones also up a little bit. I should now be able to go in here, again, apply my box and then select these areas here to apply our edges and I will just kind of stop there. So proximity mask, art, there we go. Now we are adding our edges and all of that stuff in here. That's looking pretty good. Now, we have the generic one, right? So we have our floor leaves over here. We could go in here, and I believe that if I go in here and then also just make sure that the angles good, that it only scatters this on top. So now it scatters it everywhere. But if I just simply set my angle down in the feature mask because these are all flat. So technically, the angle should not matter. I should be able to go down here. Low down my ankle. A bit like this. Of course, there's a little bit of the noise being a bit messed up. So maybe this is not the best one. Maybe I need to do this on objects. But I'm just checking, is this, literally the only object where I really need to do that? Because if it is, I'm just going to leave it. Yeah, I think that's the only object that has space. So you know what? It's not worth it. Let's go to scatter. Oh, sorry, to scatter objects and just remove the Japanese thing. And let's just leave it like this and maybe set this one back to 180. Now, we also have a floor over here. So in our floor, it would be logical to also have some leaves. However, to scatter leaves around an entire terrain, that's going to be a little bit overkill. We could try these ones also. With our floor leaves. If we just go ahead and apply these, does not look very good, does it? No, I'm just going to go ahead and get rid of those. Flat stones. And let's do floor leaves, and let's just go ahead and duplicate this and call this 1 stone leaves. And in our surface, we can get rid of those, and let's just apply these in our surface. And let's just go ahead and do a bunch of angling. So if we go to our noise mask, we want to make that a little bit stronger. We can, in this case, improve our sinking again because for this one, we actually can set to not zero or maybe zero. Yeah, we can set this to zero because this one does not have displacement. We can play around once again with our well, first of all, our proximity, okay, that's zero. Here, we can play around with our border, spreading and all that kind of stuff. You can try to have some clusters, but what I'm going to do is I'm just going to go ahead and set my density lower. 0.3, have a few leaves. Maybe 0.2. Over here. Just have a couple of leaves just like kind of sitting here. And then for the rest, what we're going to do is same stuff as we've done before, which is that we are going to do some manual foliage painting in this time of some leaves. So let's just select everything, right, click and press deactivate. And then in terms of the leaves, let's go ahead and just do some dead leaves only. So here we have dead leaf 01234. I can select them. I can start by just painting in, and then I can see that it needs to go from a scale of two to three. I can go ahead and set this one higher to, like, 700 and that pretty much works. Now let's just go ahead and set this maybe to ten. And then in some of these areas, I'm just basically got to paint in some additional leaves. To help us with just the rest. And also, what I feel like is that we have no leaves on the stairs right now. And that's what also feels like a little bit off, and it's up to you if you want to paint it or scatter it around. Gonna go at in here. I'm just going to especially like the cavities. And maybe like some areas where there's, like, more dirt. We can go in and paint scattered leaves. Because if leaves scattered, they are like everywhere often. Then over here, I'm just doing some random stuff. Like you can see over here. There we go. Okay, so on our stairs, let's have a look what it looks like if I just paint it by hand. Yeah, you know what I'm gonna do that by hand, because I already have the moss and everything. I don't want it to interact with it, that will be annoying. So it's easier if I just do this, and then I have, like, full control. Here we go. That's starting to look pretty nice. And then sometimes maybe like at the lower levels. Add some still some leaves. We have already some leaves over here. And also just over here, just like, add some leaves here and there. It would make sense if they all fall over here. Over here, maybe like d a few more because right now they are kind of like sticking through it. That's fine. So if I just go in here and say this is definitely like my first time in a tutorial that I'm using these scattering tools. It's an interesting balance where we work really optimize with our textures, but then we also go in and do a crazy amount of models and relying on nanite to basically ren RDL because this would never really be able to or we would never really be able to do this without proper nanite. But luckily, right now the scene is running still really smooth, so that's a great sign, and we still have not even optimized our textures, and by the way, we can also go in here and apply some leaves like that. Okay, cool. Um, maybe in here a few more Here and here. I know that I set like a mask for, like, the top. But honestly, at this point, it's easier if I just quickly go in and apply these changes like this. And then over here, maybe just like fade things out. We can also go in here and, like, just place a bit. Because else it's like Wi abrupt, so let's just do something like that. Okay. Very nice. So let's have a look. Let's go ahead and save sin. Over here, all of these materials that imported, we can delete them. And then we have number one, and we can clearly see our little leaves over here. And then we have number two. And now we see a lot more leaves sitting over here, which also looking pretty good. Might be a little bit too many leaves. Like I might want to go in and I think it's this one, go into our floor leaves and just set the density to like 0.4, maybe. 45. And maybe also play around a little bit more with my border distance. And my noise here, something like that feels a little bit more balanced. Okay. Awesome. So we got these ones now also done. Now, of course, there's going to be chapter where I'm just going to paint in a little bit more additional moss and just like improvements. However, in the next chapter, what I want to do is I want to start focusing on our decals. And once that is done, I think what we are going to do is we are ready for some polishing chapters where I will first of all, polish just like some of the materials and in general, make everything fit a bit better, balance out my roughness, all that stuff. After that, what I want to do is I want to do another lighting pass, and then it's just going to be some finalization, and then we are pretty much done. But as you can see now, and you can really see if I go, at this point, you guys can click away if you want. If I go ahead and just duplicate my camera angle, you can get some really cinematic shots even up close like this. Look at that. Like, that's really, really nice to be able to just get some really nice shots like that with our moss and everything and also to have if we try to mimic this shot over here. Well, we cannot really do it on that one. We would need to do it on a different one because this one is a lot more angled. But we are going to just go ahead and have some really nice shots in here. Yeah, that's going to look very. This one is quite a good one here. That's quite a nice one. But anyway, that's going to be the general idea for this. Let's go ahead and continue on to our next chapter where we will get started by working on our decals. 98. 98 Creating Our Decals: Okay, so what we're going to do in this chapter is we are going to mostly focus on our decals. So when I have a look, for example, at over here, just my general reference, and I have a look at my main reference, there's a few different types of decals that we need, and making decals in in wheel is really, really easy. I want to have some green decals that we can have more like the bottom end stuff, just everywhere. And I want to have more like a type of moss decal. So I'm going to probably also create some leaks and stuff like that, but those decals I will do in like a timeenss because they're so easy to do. So let's go ahead and go with the first. And that's going to be that we are going to have, let's just like some greenish details, which we can done later on maybe turn as brownish details to have like where we have our leaves and stuff like that, just like something like that. Now for this, all you have to do is you have to go to Photoshop, create a new file, and we're just going to go 1024 by 1024, and here we are going to place our decals. We are going to go for projection decals, which means that we want to have one decal on one sheet. There are ways that you can combine decals, but we are going to do this quick and easy. So if we just simply go to text.com, and I'm just in my texts folder, I'm going to make a folder called decaLs Okay. And in here, you literally have a decal step. So that's why it's so easy. So we want something that's like creeping up from the bottom. So logically speaking, we would go to the bottom. And here we already have a pretty good one, although it's pretty long. But here you can see, like, a bunch of different digitals that we can have. So, yeah, you can just find out which one will work for you. I quite liked the first one because it was a little bit higher, as you can see, but I might just pick only one side of it. So you basically grab the side. You go ahead and you just, like, download it. I'm just going to I have 1024, so if I go for this one, for example, that is more than enough. And then if I simply drag this into my scene over here. Oh, no, sorry, I'm going to go a little bit higher because I want to scale it up. So let's go one higher. And just drag it into our Photoshop here, and then I'll shift to make it a bit bigger. And as I said, I'm just going to go for, like, one side over here. And what I tend to do with this is because, of course, right now, it would cut off really harshly, is I right click and st rise the layer. And then this layer is fine. I can go in and now I need to generate basically a mask. Now to do that, first of all, I'm going to place this probably here in the center and having the end here is pretty good. The way that I tend to generate a mask is first of all, I create a solid color below my texture and I make that a color similar to over here our decal. This basically means that we do not get a white outline whenever we create our mask. Then the next thing is that we right click and duplicate our decal layer. We throw on a fill layer below that and make it completely black. And then very simple, if we go into our deca layer, we can right click and go to blending options, and then we can simply go to color overlay and make this overlay white, like that. So now you instantly have a mask. You can right click and merge these two layers together. Control A to select your entire canvas. Control C, turn this one off and go to your original deca layer. And go to Channels plus Contrave. So quite basic. And now at this point, what you can do is you can set your color to black. You can grab some kind of, like, a color mask, and then, basically, you want to go in and just kind of like over here, swine, kind of break it off like this. And then when we are going to, like, combine our decals together, it will look quite good. So that's basically how we create a decal. We can go file, save a copy, and we can simply go to our Oops, textisFolder, decals, and just a classic TGA Decal score zero, one, and save. Okay, so that's one of these. Now what we need is we also need decal, and this decal is about moss. Now, what we want to do with these decals is we mostly want to rely on a mask. And for that, we can literally use a grunge map. Now, as you might remember, we have a grunge map over here that we can, for example, use. So I'm going to go ahead and create a decal shade right now. First of all, let's start by just right clicking create a folder called decals. And in here, you can just import this specific decal over here and just make sure SRGB is turned on and that you have your Alpha. That's fine. Now if we go into our master material, we can right click New material. Decal score. Master. And we can go ahead and open it up. So let's start with the basics. We have over here our decal Master, and what we want to do is we want to go over here and set the surface to be a deferred, not a deferred decal. B was it deferred? No, because we turned that off. So we need to grab the decal, and then we need to set it to I believe it was masked or do we want translucent? Yeah, translucent we want. Sorry. But that's not what I'm talking about. There used to be a setting here, but I guess they removed it. That's why I was a bit confused. There used to be another setting here that we had to set, but it looks like that now, we don't have to do that. So yeah, this is already working. Just ignore what I was saying. Anyway, I'm going to start with the basics. I'm going to grab my decal over here. And I right click and convert to Bramso and call this base. Decal. Now what we can do with this is we can go ahead and we can already drag this into our base color and the Alpha into our OST. Now you can see that that already works. It gives us our decal. Now we need to do a few things multiply. And we want to go ahead and multiply this using a constant Constant Tree vector. Right click, convert the parameter. Color Overlay over here and set this to white. Then I'm going to do this very simple and just do a scalar primeter and call this. Roughness. Throw this one in here. Now, because often with details you don't really need much. I need to set the base to one actually. Or maybe 0.8, something like that. Next, we might sometimes need a norm because if we replace this one with moss, which we are going to do in the next one is we need a normal and a grunge map. Let's start with just dragging in our grunge map. And let's also start by just dragging in our moss normal over here. So with the normal, it's very easy. We can just go ahead and we can cover this to pemton called this normal. And then add a flatten normal node in which I can go ahead and I can set the normal over here, and then in the flatness, I can just do a scale premter normal strength. And I can keep the default at zero. This means that normal just doesn't do anything, which is handy so then we only need to do that later. Oh, wait. Then does it does seem to affect it a little bit. So see one. Oh, yeah, one. Let's add this to one over here. Now the next one is that I want to have an option to switch between these two Alphas. I can convert this to peremter. Call it a separate Alpha and then create a static switch pemeter that I will call separate Alpha. If it is true, it will grab this alpha, and if it is false, it will just grab an Alpha map from us like this. One thing that I'm a little bit worried about is that my normal over here. If I break this link, you can see that normal for some reason, greatly affects our color. It should not do that. Is this maybe because our mos has some kind of No, no, we did not do that with our moss. So that's one of my worries. Now, I can. Just instead of a static switch parameter and call it as normal. And do it this way. So if it is true, it will do that. And if it is false, it will do a constant three vector. And this constant three vector will have a RGB of 128, one, 28 by 255. This is the default normal color over here. Actually, but in real, that does not work, does it? Yeah, that does not. It seems like that the normal greatly affects our control. So then we just need to work around it. It is no problem. Like, I'm just going to go ahead and it seems that any normal we input will affect the color. I'm quite surprised about that. The way that we can basically easily fix it then is to just do a power. I was hoping that maybe a flat normal would work, but it doesn't. Power, scale a pemter and call this one base color. Lightness. If I set the default to one, with this, you can see that now we can go ahead and well, you cannot see it easily, but if I set it to 0.5, you can see that this works. So let's just go ahead and do this, and then it should be fine. That's pretty much everything I need for now. Let's save scene. And the cool thing is that because we set this as a decal, all we have to do is drag it dropping in our material. In our materials, if we just create a folder called decals, grab your decal master, right click, create material instance and call this bottom dirt over here and drag this into our decals folder. Basically, the way that it works in real very easy, let's say that here we want to have a decal, we simply drag it in, press G to go into your game mode, and then you can see that now you can rotate this 90 here and 90 here. Because this is projecting, it always projects even on the side. So basically what you want to do is, first of all, you want to decide on your size, try to get that to be quite accurate. Then what I recommend doing is make it as thin as possible so that it only affects the areas you need to affect. So here you can see that with this pillar, it doesn't really work well. Also, scaling it is it doesn't often scale really well, so you want to often scale it into the separate axis at the same time. But I can do this. I can scale it down. I can move it here. And now I can just push this in up until this point. Now, I forgot one setting if we just open this up. So I open this one up. And that is that I want to have a multiply. And I will add a multiply to my Alpha, and I will add a scale perimeter. And called opacite. Set the default to one. This way, we can basically lower down the opacite a little bit, because, for example, right now, it looks way too strong. So what I can do is I can now go into my bottom dirt. Drag it over here. I can then go to my obste and here you can see it now, see? I can make this a lot less. So I want to set this to like 0.6, for example, like that. At this point, I can go in here and if I want to extend this over to my pillar I recommend just move it forward a bit. Like this. Tiny bits of stretching is fine if you are working on an environment that is having a very specific position. However, if you are not, then just move this back and make this like thinner to make sure it's not interacting with any objects. In worst case, you can literally create a plane inside of threes Max and you can actually apply this texture on that plane. That's another way of doing it. But then, of course, you will not have any type of these projection features. But for now, you can see that now we are able to like art additional details like this on top. Of course, we can also do that using our DHRM mask. But the nice thing about this one is that you can easily flow over from one asset to another. And, of course, with this one, I'm here to just show you how to do it. So here you can see like I'm scaling it up a little bit. So let's not forget that. That's also one of my goals. To show you guys how to actually create art. So just like this, what we can also do is we can also debrad it, rotate it down and move it over here. Now, one thing that you might notice is that now our leaves are also getting dirt on them. You can try to push it down below our dirt. And then place it like this. And you can see here this adds quite a bit. Or you can select your leaves. And I'm not sure because this is like an instant, so we will probably not have the option in here. But if you click on these leaves over here and select all of them, there should be an option in your lighting, if you go to Advanced, and you can say that you do not want it to accept decals. And or was it a rendering? So it's a rendering, rendering, receive decals, turn it off. And now you can see that now, it basically just ignores this specific decal. And at this point, we can just go ahead and we can place this around. Now to finish off this chapter, before I just go to time lapse, creating some additional decals and placing it around, let's say that we want to have a decal for some additional moss. The way that we can do that is we can duplicate our bottom dirt. Call this one moss score 01. And then for this one, if we just go ahead and open it up, we have created a functionality for this. So our functionality is that we want to go in and we want to replace our decal with moss over here. And now you can see that it just becomes one mossy plane. You can set the opacity to one to make it true moss. And then what we're going to do is we are going to go and turn on our separate Alpha. And now what it will do is now it will place this moss using our Alpha. If you want, you can also go in and you can also open up your material. And create a scale pemter called tiling, multiply set the tiling to one by default, so that we can actually control the most tiling and a texture. Coordinate? No, not texture coping. Texture coordinate note. And just plug these ones into your decal and into your Alpha. Here we go. Because the default is one, nothing will change. However, when we want to, we can go in here and set the tiding to, for example, four, which will make our moss a lot lot a lot less. I also need to go in here because this is a different instance. I need to select these pieces and once again, scroll all the way down and turn off receive Digal. There we go. So now we have our moss. Armss is great because we can break up really large surfaces. We want to go ahead and make this bit smaller though. Over here. So, yeah, we can break up with large surfaces, so that's already working great. And what we can do is we can also use it, for example, on our wall, if I go to 90 and place these on our wall and let's make it like a little bit smaller. Oh, let's go in here. Like this, to make our mold mossy. And then, of course, you just want to select your moss. Select once again, your three objects. Oh, let's save my scene because it is really slow with this. Can I do that? Select your three object? I guess because it's so many and then scroll down and turn off receive details. There we go. And this one it is over here. So now you can see that now we have our moss and at this point, here, you can duplicate this. And here I can just like place this in a favorable location. If I want, I can also push this out a bit more. And then I can move my moss like that to add very small moss details. So that's basically the general idea of creating decals. Now what I'm going to do is I'm going to have a quick time laps in which I'm just going to go ahead and, like, place these decals around, maybe create some additional decals for some leaking and stuff like that. And once that is done, we are actually going to dive right into some polishing chapters. These will most likely be narrated. So what we'll do is it will be like narrated timelaps. So you will hear from me then. And for now, I think we already have a really nice result. So let's just go ahead and just continue by finalizing this environment. 99. 99 Adding Cameras And Planning Polishing: Okay, so before we start with our time lapses, because time lapses are going to be quite long since we are going to do a bunch of polishing, a bunch of stuff, not just placing some details. What I want to do is two things. One is I want to start by defining my final camera angles, and number two is that I want to create a list of all of the stuff that I'm actually going to do so that we kind of like so that you guys know exactly what we will be doing. So knowing that, let's go ahead and have a look. I'm going to go in and first of all, just work on defining my camera angles. For this, I can go ahead and press G to go into our game mode. And now if I go ahead and go to my camera, so we have camera number one, totally fine. We have camera number two over here, and I want to press G again. I want to go ahead and maybe move that a little bit more down like this. Now next we will have camera number three. For camera number three, a nice close up would be nice, but let's have a look and see what close up would be best. Maybe something like this does actually look good. I'm just going to type in camera so that I can easily see it. Let's go ahead and go for the next camera. For the next camera, what I wanted to do is I wanted to have a close up that was more focused on our roof over here, and I just want to see the best roof that we can have. You can also have a look literally just at these images for inspiration. Because of course, these images are still looking quite nice with how the angles work and everything. So definitely. But for the roof, I want to ty and get something like this. But unfortunately, I won't be able to do it exactly, but maybe I can go in and See, the thing with this one is it's a shame that I miss that stuff, but what if I do like a cut like this? I think that will look quite nice. So we have a little cut over here. Yeah, let's Ooh, one button. Let's go ahead and do that. Let's go ahead and do contra D. Switch to the next one. So what we can also do, we can also definitely play around with the angles. Let's say that we want to have angle that's like 30 or you want to go for something really extreme, like 85 millimeters or something like that. We can definitely do that. No 85. Let's try 35 over here, 35 or 35. Also what you can do is you can also add some visually interesting angles to your scene sometimes. Yeah, this one because there's nothing there, I might want to just go in here. But let's say that I go for quite a high angle and then let's see what happens if we, for example, add some additional rotation. Like a very slight rotation over here to kind of give it like this weird look. Nah, not this time. That's a tricky one. So 35 millimeters. Maybe I don't know if it would be nice to have, one that is not 35, but just something that shows this and over here. But I'm not so sure. I'm just thinking having a look maybe something quite low. Sometimes you just need to take some time to really figure out what you want to do. So just feel free to keep flying around until you feel like you got some angles. Let's have a look around. Maybe there's some kind of interesting artistic type angle. So of course, we already got our main angle, so that's fine. Let's have a look. Is there anything else? And another reason why we want to have these angles is because then we can polish our scene based upon the angles. So stuff that I quite like is I quite like having maybe like a close up over here, like an extreme close up. But for the rest, it seems, it seems like quite basic. So maybe let's go for something more extreme. Let's go ahead and set our lens settings to 85. Maybe I can do that over here. Maybe if I place one of those pieces down here that might work, And you can also always just go for your manual focus and click on it. And also, by the way, I can see here that I need to fix, like some weighted normals. Maybe let's do something like this. If I then click here, so this is going to be like a focal point. Let's try something like that. And then in here, I can decide to change those angles. So let's have a look. So we now have our main angle over here. We have our angle that shows these areas. We have another angle that shows like a nice little close up, another one that shows like our roofs. And another one that shows, like, a nice close up like this. I think for now, that should be fine. That gives us enough to, like, kind of work with. So the next thing that we're going to do is we are going to make a list with everything that we still want to do or that I still want to do, should I say it like that. So I will have my notepad over here on my other screen. So one place and create Diggles. 1 second. Let me just move my microphone a little bit, so the audio will be a little bit different. So place and create digos. Two, weighted normals pass, where I just make sure that everything has weighted normals. Three, balance lights and flags. Just like improve those flags and the lights and everything. Then we have four Roughness pass, where we just go over roughness. Five, general sit well improvements. I feel like right now these itls over here feel a little bit too basic, so I want to improve those. Then six, dirt and highlight pass where I basically go over all of my materials and make sure that they are crack. Like over here, the dirt is really strong, for example, in here, which I don't really like, so we can balance that stuff out. Then let's go ahead and so our foliage is pretty good. Oh, yeah, here. Seven, place, additional trees. Eight. Improve doors. I feel like I'm still not happy about my doors right now. I just want to find something that we can do to kind of improve that. Nine. So I want to also improve a little bit more like the reflections over here. So improve camera based lighting and reflections. So that's more like based on our cameras, I might manipulate the lighting a little bit. Then we have ten. Improve bark because I want to improve the bark. 11, uh art, new metal, array, normal, and general tweaking. This is for our arrays that we can just do some tweaking and art and improve metal. I will do a chapter where I'm going to lower everything, but that I will do in real time. Now, next, so we have this one general Mtingimprovement is also needed, where I will just do some small tweaking to get it to look more maybe in the direction of what I see here. Like, this one is pretty good one. So I might like apply these to a new category. Over here to give us a better sense of what type of lighting, do I maybe want to go for a little bit more of like a red lighting compared to this? We'll just see if it looks good. I want to do 13 leaves improvement because I feel like that on the trees and everything, the leaves are still not perfect. So I still want to do some small improvements. Let's see. 14. Additional moss and leaf painting. Just to paint in additional moss and stuff like that. Then let's go ahead and go to our new cai. So yeah, you can see like there's still plenty to do. But most of the stuff that we need to do, it actually doesn't it wouldn't take a massive amount of time to really do. So just like, kind of, like, need to play around with it. Over here, I would say that this is quite nice. Maybe, well, I will have here light improvement. So because this is technically a light, I called it a bird house, but it is a light. So I might want to maybe do something with, like, having that light on very softly. Yeah, and this is just like moss improvement. So for the rest, like some nor map improvements, that is fine and maybe, like, improve the stuff over there. This one is mostly like just like hitting that nice roughness response and stuff like that. Um, maybe optional. A level art pass. Where I will have a t if there's anything else that I might need to art to our level art. I also have the arched over here. This transition here, it's like, really abrupt, and I'm not really sure I like that, but we could fix that probably using our trees. So we will have a look at that also. Uh Yeah, I think that's about it. Like, of course, with the lighting paths, that'll come a bit later. So I will not do this in this order, but I think this is a pretty solid list to get started with. So most of these will be done in time laps. Many of them might in the time lapse, I might narrate over it if I feel like it is really needed, but not everything because things like just checking weight normals is really boring. And once this is done, I will come back in real time, and we will do some finalization and stuff like that. So let's go ahead and continue with our time lapses in our next chapter. 100. 100 Polishing Our Scene Part1 Timelapse: I I C. I I I Hmm. M 101. 101 Polishing Our Scene Part2 Narrated Timelapse: Okay, so let's go ahead and kick in the narrated T laps. And this is mostly because in the previous time laps, like we did some really basic stuff. However, in this time laps, I'm just going to go ahead and do some stuff that I just want to narrate over, mostly the lighting chapters. Over here, I'm replacing my metal. So our metal was way too fine, so I'm trying to find something that's much stronger, as you can see over here, just like a nice, strong looking metal. And when I say strong, I mean, like in the norm map that there's actual details, like you can see over here, and I'm hoping that that kind of balances things out. Remember, in the blue channel of your norm map, you need to place your, um, your base color map. So over here, what I'm doing is I was looking for my histogram, and I was looking into view, but I had to be in Windows. So just ignore this part. I'm actually going to go to, like, my Windows step, and that's where I can find my histogram over here. So just set it to luminosity. And then what we can do is we can just balance out our metal to make sure that it looks 128 in terms of, like, the grayscale value. And then we are just going to re import that. Don't really need to do anything else, reimport, save. And there we go. Okay. And, of course, I'm just like, playing around a little bit more testing things out. Later on, I am going to make a small test, but this is already looking quite good, as you can see, where, like, it adds those larger details. But yeah, I am going to later on refine this a bit because you can see those really small dots over there, but this comes way later. So for now, I'm also just flying around and in other pieces where I have my metal, I'm basically just playing around with the metal details, making them more or less strong depending on how I like it. Later on, we are going to do like an optimization pass where we are lowering our textures. And when we do that, we might need to go in and balance things again a little bit. But in general, over here, I'm also just looking at all of my diteal normals. I'm basically just like playing around we like this shot. This is really nice wood. I'm basically just playing around and just like checking the strength of all of my detailed normals to make sure that everything is at a good strength because that was just part of my polishing notes to just double check. And that's what I'm doing here. Just looking at everything, making sure it's correct, and that's it. Now, at one point, pretty soon we are going to, like, only do, like, leaf and moss painting, and I do not really need to narrate over that. There's nothing really that I can do for that. So just what I will do is then I will kick in, again, like some music. And leave it there. Over here, I'm just playing around a little bit more with the sink because I felt like they were floating a little bit. And over here, I'm also just going to try and in my leaves, I'm going to try and exclude this specific one over here just because it was not really it was clipping too much. So I'm excluding this one. And now what I'm going to do is I'm going to do some leaf painting to basically compensate for what we excluded. So let's go ahead and kick it in Tie wraps to paint our leaves and moss. Okay. So that painting is now done. And now what we can do is we can go ahead and continue. And I'm mostly now going to go ahead and start playing with my lighting. In the end, what I decided was that I felt like the lighting was a little bit too greenish. Like, it was not even yellow. It was just like, too green. So over here, I'm just, like, organizing my scene to prepare for lighting. And what we're going to do is we are for now going to go for a little bit more like a red sunset type lighting. These are only very small changes that we need to do. So over here, I'm basically playing around with my sky atmosphere because I was thinking like, Okay, I want to make my sky a little bit red. However, as you can see that the sky atmosphere is not the right way to go. So I'm basically just trying to figure out the best way for us to get this color. In the end, it was going to be a balance between our skylight, as you can see over here, because our skylight does bring out that redness and our post effects. And once that is done, then what we will do is we will later on go into our sky atmosphere, and we will change the sky. The reason we do this is because, of course, over here, like, I'm playing around with it, but, um, even though my scene has, like, this nice red hue and everything of the low hanging sun, our sky is still perfectly blue. So that's something that we need to keep in mind that we actually do want to make our sky also like more interesting color. So I'm ending up making my sky also like a tiny bit red, just to get like some red in the sky. And over here, you can see that I'm just like, Yeah, it's very, very subtle, but it definitely works. So I'm like being very careful with it to not make it too overpowering, as you can see. So I'm just like playing around mostly with my gain in my global color grading settings. Until I get something that I like and this just takes a little bit of back and forth. We're just like playing around with things, so there isn't too much to say here, but we are going to also do some other stuff after this. So over here, I'm going at and save, and at this point, I'm just, Oh yeah I'm checking my other camera angles. Make sure to do that. Make sure to keep checking your camera angles to see if everything is still looking the way that you wanted to look. And I found that it was, like, a little bit too red. So I Udot my previous thing, and I'm like, making it a tiny bit less. Now, over here in my expensial height for, I'm just seeing if I need to change the colors in there. In the end, what I was going to do is in my sky atmosphere, I was going to use my I cannot see the name. It's all the way like the bottom setting. And there you can change the lighting, the sky luminance factor. That's it. In the sky luminance factor, you can basically change the sky color without affecting your scene because our sun is linked to our sky atmosphere, so we do not want to do that. And I'm basically doing that to, like, slightly change the overall color of my scene. Now, over here, what I'm also going to start doing is I'm going to start placing some custom lights just to, like, catch a bit more of those details that I felt like was missing. So over here, I'm just adding an additional view pod that I can actually see it on my second screen. And I'm adding, for example, like a rectangular light. My goal for this light is to basically catch a little bit more light on my swabs over here, just to highlight them a little bit. This is something that's pure araction. Like, it has nothing to do with, like, or you wouldn't really do it in a normal game. In normal game, you would just be like, Okay, so that's just accurate lighting. But over here, I'm just doing it a little bit just to catch that light a little bit more, make it a little bit more visually interesting. And that's all. And this light makes s set the temperature to be a little bit more warmer. And I end up not doing, like, a lot of it. I end up placing also some additional trees just to get some more shadows on my trees because what I noticed is that I was so focused on the shadows in my scene that I forgot about that, there are trees in my scene that just have no shadows on them. And that wouldn't really make a lot of sense because these are supposed to be in, like, a forest. So you would think that the trees themselves, of course, also have shadows on them. That's basically what I'm doing here, as you can see. I'm just placing the shadows on the trees and also on my rocks over here, and you can see that that actually adds a lot more to our scene. And I keep looking at my different camera angles, making sure that everything looks correct. And for the rest over here, what I'm doing is I'm just painting in a little bit more grass in this area, but that's nothing special. It's just because I felt like it was too much of a blank spot, see? And I would just has a bit of grass. Over here, I was just playing around with, like, again, like a fake light. And I end up going for fake light, but, like, very, very subtle, like make it very soft and it's just like there to basically improve the darkening a little bit more and to catch a little bit more of those reflections. But it is something that is, like, very subtle. So you can see I only said to like 30 or something like that. And here you can see the difference, just like slightly on that close up balance it out a little bit more. And over here, what I'm actually going to is I'm still not happy with reflections. And also, I was not really happy with the rayexs, but that comes later. And for the reflections, I end up actually changing my metallic a little bit. I set my metallic to 0.2, which is a little bit of faking it because we are breaking our PBR. However, I felt like that was the only way for me to properly get the reflections that I wanted. Now, with your ray texture, I kept going for low values, like two and five and stuff. But in the end, it turns out that I had to go way higher. I had to go to, like, 50 or something like that to make them look good on my actual tiles. So if you want, you can already do that. You can already set your ray tiling to 50 or something really high. Over here, I'm just balancing out random materials. This one is for those hanging lights. And honestly, I already forgot exactly which materials I'll balance because there are so many of them. But in general, like we are getting a little bit closer. I'm just checking, like if I forgot something, playing around with things, stuff like that. So it was nothing really too special. I'm making some materials darker or lighter just to see how they respond in my scene. So that's also another thing. Like, sometimes I literally just quickly make stuff darker or lighter. Here, I got some leaves. And this I just literally went to the unual marketplace and typed in, like, leaves VX to get some leaves that are blowing into the wind. And I'm basically adding those to have a little bit extra because right now our trees, they do not have any type of, like, wind and stuff like that. So I just wanted to get a little bit of movement in there just to make it a little bit more interesting. And yeah, in this chapter, I am not going to go over, actually, probably doing the wind for our trees just because to do it properly is quite a lot of work. Like, I know a way to do it like super, super quick. However, it will simply not look good. So that's just something that we will kind of, like, ignore for now and focus mostly on, like, the still pictures rather than like having a moving video. And over here, I just changed the color of my leaves. Now, I just want to balance out my lighting a little bit more because I felt like it was just a tiny bit to a red so just toning that down a little bit. I also felt like there wasn't really enough contrast, so that's another thing that I'm going to fix in just a bit. Over here. So here you can see me just using the gain in my Global to do the color grading and lower it down like a tiny bit. Now, what I felt was that if I look at my reference, my sky is a lot brighter. While over here, my sky just isn't really bright enough. However, this was a really tricky balance to get. The reason this was tricky to get is because I would need to balance all of my lighting again just in order to make my sky brighter. I'm cheating a little bit. I basically I'm creating a material that only has an emissive map. And then I'm placing a sphere. Remember, this is just for art direction. Do not use this technique whenever you are creating an actual game. Over here, I basically select my sphere and I flip around so that basically the normals of the sphere are flipped. And then I set my sphere to a scale of 10,000 and I apply my emissive only material. Now what this will do is, although right now the missive is not strong enough, it will just basically brighten up my sky. However, my skylight is able to see this emissive material, which means that every time you load up your scene, it will mess up your lighting. You would need only use this sphere whenever you are taking a screenshot, basically. So right now here, I'm setting it like W W strong, my emissive. And now what you can see is that now from this small area, everything is looking a lot better because the sky is a lot brighter. This is just because else I would have to spend another half hour balancing out my lighting and then risking that I mess up my lighting again. So that's the only reason I did this, and I would only really do this if it's like a portfolio scene where I just likely to take a few screenshots. So yeah, I'm just going to call this one direction. Now over here, I mostly play around with the contrast inside my shadows because I do not want to control the contrast of the entire image, since then everything would feel a lot more contrasty. Well, yeah. So I only want to have more contrast in my shadows to make those areas a little bit darker, which I did here. And now at this point, I also felt like that my foliage was not bright enough. It was all, a little bit dull and stuff like that. So what I'm doing in here is I'm simply changing the brightness of all of my foliage pieces over here just to bring in a little bit more of that color because when I look at my reference, although it kind of goes against my feeling, foliage is really, really bright. It has really strong colors often. And, however, it's a tricky bells because it also makes things feel a little bit cartoony if we go in the wrong direction. So I'm just trying to, like, change my brightnesses up here and there a little bit just to make everything look a little bit better, basically. And just to kind of get that, especially with our greens later on. You can see like our greens right now I'm not working on it, but the greens are quite dull looking like it's quite dark looking green. So that's definitely one where I'm really trying to push it. And I was struggling with the windows because they keep opening up the tabs in, like, a differd area. So here I'm playing around with, like, my green colors and just making sure that that all looks correct. And also the green standout. After that, all I have to do is place some additional trees just to block off the sky a little bit more. And that is pretty much it. I would say. So here you can see, like me just placing a few trees. And now at this point, what we will do is in the next chapter, we will do some final tiny bit of polish, and we will go over our optimization techniques and just making sure that our scene is technically sound. So that's about it. Oh, and we will also add some wind to our scene. I decided to add some wind. So let's go ahead and continue with that in our next and final chapter. M 102. 102 Final Optimizations And Polish: Okay, so we are super close to finishing off this project, and I think it is looking great. Now, what I wanted to go over in this chapter is so we have pretty much finalized it. There's a few very small things that I just want to art. One of them is that I said I wasn't going to do wind. However, I looked into it and I found a really sneaky way that we can at least like a little bit of wind because, yeah, it doesn't feel really right when we have, like, some particles flying around with wind, but we don't actually have any wind on our foliage. What we're going to do is we are going to simply steal it from mega scans, basically. So what we can do is if you go to your Quicksaw bridge over here, whenever you import anything that has foliage, it comes with a default foliage material. So if you literally just go to three plants and just scroll down and, for example, like this one over here, you can just go ahead and you can add it. Doesn't matter what, just add something of foliage because when you do that, if you go into your mega scan, I think those Mexican presets. What second. Let's just go to mega scans, three plants and just select whatever you imported. So I imported this one. Open up your instance and just quickly click this search bar over here to go to our actual foliage material. Now, if we open this one up, it has a wind tab over here, and I didn't realize it was so simple. I expected it to be much more complicated, but I guess the mega scan tees are much more complicated. However, what we can do is if we go ahead and open up our foliage material over here, foliage master. We can simply go ahead and select Mexican winds Contrac, go in here, press Contrave and simply drag this into your world position offset note over here. And that's it. So it is not the best looking wind, but at least it adds some movements to our pieces. By default, it is turned off, which is good because it means that I can now just go in and I can go to my materials, and let's say that I grab my swaps over here. And then I can go ahead and enable, wind, and just press enable. And now over here, I have a few settings. The ones that is most important is the wind intensity and the wind height. With the intensity, I can go ahead and I guess is a bit higher. And if that play around with my wind height, that basically controls like how high my wind is, but also it helps with the intensity, basically. If I set this to around two, maybe 1.5. Then play around with my wind intensity over here, I can have some very small winds. As you can see, not the most amazing way that it looks, but it does definitely work. With your wind speed, you can have your wind going very fast if you want. I'm going to keep it to maybe 0.4. Something like that. Now I'm going to save my settings, and I'm going to right click, and I'm just going to go ahead and press copy on our wind tab. This way, when I open up something else and activate it, I can right click and I can press Paste, and it will paste in all of these settings. So I can do that basically for all of them. Wind, right click and paste. And then for this one, I do want to quickly just check because it might be a little bit too strong, as you can see over here. And the reason it's too strong is because the wind height. These pieces are way higher and way smaller. So we want to go ahead and for this one, lower that down quite a bit. Maybe zero, 0.1. Yeah, 0.1 a zero. Right click and copy this again, and now we can go to our yellow leaves, activate, paste. And we can basically do that with all of them. Green leaves. So it's just like one very small detail, but it will be handy because, of course, whenever I create, like, a trailer for courses, I always like to include videos to it. And in those instances, it's great if we have, like, something that moves with it. Let's not do it for our dead leaves. Now, what this also means is that now, this is great, like over here, like we get just in general, some wind, although I'm missing something, maybe this one. I guess, could it be because these are lower that time? A, here they are. They are working. However, they will now also be working on the ground, I believe. Or not? Oh, that is perfect. It might be that because of our wind height that we set, they actually do not work on the ground, which is really, really good. I did not even realize that I was expecting to just needing to do two different types of materials for the ground and for the rest. But that's great stuff. I do feel like this one here, that's really intense. I'm going to go ahead and just quickly go into my swap leaves and set the wind height maybe to like one over here. Yeah, that adds a bit. So now if we just go in here, at least now you can see, you can see, very slight movement. And from a distance, it does, like, feel like there's, like, some wind going on, and you can, of course, play around with that. So that's the first one and pretty much like the last polishing one. Now what I want to do is I want to go ahead and I want to work on our optimization and just, like, in general, making sure that everything is correct in our scene to properly close it off. Now to do this, the first and easiest one is that I go up here to lit Nanite and I just want to turn on my nanite triangles. Train still do not really accept nanite as far as I can remember. However, I want to just go in and make sure that everything is set to nanite. We have these additional pieces over here. The pole, I can set to nanite even though it's not mine. The flag, I cannot set to nanite because the flag is an actual moving piece, and I do not think, Oh, well, it might work. I've not tried it because this is a much more complex shader. So we can definitely check it out and try it. So if I do Nanite and probably also preserve area and press Apply Oh, wow, I did not expect Nanite to work with vertex defamation. Fair enough. Props to unreal engine for having added that. That was not here in 5.0 and 5.1. But in general, you can see that like our nanite it is working really well well. Really well. Sorry, I can't speak. So everything seems to be working totally fine. Also from distance, you can see even our really high poly pieces over here. It is rendering exactly the way that we wanted to render. Okay, awesome. Now the next one that we want to do is we want to check our mesh distance field. So basically what this does is it basically calculates for us the global illumination of our scene. You can find this by going into your Oh, God, where was it? Give me 1 second. So it was not the atacing debug. Show Advanced, I visualize. A here. Show visualize mesh distance field. I have a shortcut. That's why I didn't really know. And when you do this, you basically get this view. Oh, wow, that's looking already Wi good. What you want to do with this view is you want to have your meshes roughly represent the way that your scene looks. When you do this, your scene can be sure that it basically correctly bounces off the light. I am honestly very surprised how well it is working for mice. Over here, you can see some problems. However, you can take this with a grain of salt. Most of these things you can easily, you can be happy with if there are some holes in it because it is just about some very broad strokes so that the system that calculates all of our lumen stuff, it knows what your mesh looks like. So let's say that I pick this one, for example, because I'm kind of happy with everything already. So most of the time, it is already fine by default. It is not great when it comes to slness but we don't have a lot. But let's say that this mesh, I feel like this one is not yet enough. I can go ahead and I can press Contra F to go back to my view. I set this as a custom shortcut, by the way, so you will need to go to the show, and I grab my bird house. Now with my bird house over here, if I want to go ahead and press contrav and I want to make my shape better represented to what it is in here, what I can do is I can basically go down to LOD zero. Sorry, not LOD zero. I want to go down over here to my, LOD zero, but to my bul settings. And here I have my distant field resolution scale. Hiring this scale will give you more accurate representation. However, you can see over here the distant field that it does take up memory. So right now, 0.03 Bs is almost nothing, so that's good. If I set three and press Apply, what it will do is it will often, not always. It will often try to represent. Oh, wait, it's not working this time. Three. There we go. It will try to represent, as you can see our shape a lot better. Now, this is literally near perfect. This is pretty much perfect the way it is now. However, it is rendering at 0.57 MBs. So we went from 0.03 to 0.57. You can see the Voter F, there is almost no visual difference, the light bouncing is good. But if I go back to one, you will see that there's almost no here, you see, there's no visual difference. This is because it is already fine. Like we would need to have really big holes and stuff like that in order for us to go to this amount. Of course, these pieces, because it's foliage is a little bit trickier to calculate. But I just wanted to show you that that's in here. You can set this higher if you want to fix any holes that you might have, or if you just want to, in general, make your shape look better. Okay, so that was the two most important ones, having Nanide and having this on. One thing that you also want to keep in mind is that right now, I'm still setting my epic in my engine scalability setting, so I'm setting it to Epic. However, when I want to take screenshots, I would, of course, go to cinematic. That's a bug. Yeah, here, that's back. See, because now if I go back to Epic, something is still broken. What I will do is, so we are setting back to Epic. Most likely, it is that my skylight is confused. Let's go to skylight and maybe press recapture. Or it can be confused with my What could be happening is that it is confused because of my sphere over here that I added. So if I turn off my sphere, recapture, now it is back. The sphere is included in the skylight. However, I'm not calculating it because I'm just using it as arc direction. I think you can turn this off. First of all, let's set this one to its movable. I believe that over here we can change our lighting channels. We could set this to channel one. Technically, what that will do is you have three different lighting channels and it should mean that everything that is in lighting channel zero will ignore this sphere. That means that my skylight is at lighting Channel zero, so that should ignore it. And else what I tend to do is because I literally use it just for preview purposes, I just like, leave it. But now if I go ahead and first of all, let's save my scene, set my engine scalability to cinematic. Okay, that's interesting, but it still captures it. In that case, what I would do is because this is just for capturing this one image, I just added this sphere with an emissive to it. But of course, you can add a sphere, you can completely balance out your scene to compensate it. But for a tutorial, I'm not going to do that. If this was a real time game, I might do it, but not for a tutorial. So I'm just going to press recapture because I got it finally to a point where I want it to be. Wait a few seconds for it to recapture and then just turn on your sphere. There we go. Like for now, that's totally fine just to take an image. And now we are sitting at cinematic scalability over here. Now, I would say, one thing to not forget is that, of course, we spent a lot of time making this Wi Awesome Shader. One sec, sorry, I'm going to go back to my Epic. And I'm going to set my screen percentage back to 75 because right now I'm rendering at double the screen percentage, which is a little bit overkill. Okay. So at least here see now my scene is running at, like, a perfect 60 FPS probably. It says 40, but it's more than 40. Like, this one is never echoed. Anyway, as I was saying, of course, we spent a lot of time working on this really Awesome looking material and stuff like that. Now what you can do is at this point, you can do a pass where you basically go into your textures and you lower the resolution of them in order to basically get the best out of your scene. Now, you can do two things. If you are making screenshots for your portfolio, for example, then what I recommend is I recommend that you basically just temporarily set everything to four K to get the absolute best quality you can get, which is this. However, if you are making this for a game, then I would start optimizing this. What I tend to do is for my base color, I tend to keep my base color always a little bit higher. So you can say, your base color can be, for example, 1024 or 2048. And then you can go into your masks over here. So we have this mask over here. I can go ahead and sent this one to 2048. Because my mask, you can see my mask does actually ignore our resolution. So it needs to be a little bit more, although you can probably get away with 1024. Yeah, so it's up to you. I'm going to go for 248. And then my stair, this one, which is our normal map, this one is quite important, I believe. So we have our ambit seclusion and our roughness. So yeah, probably also leave it at the same resolution as your base color. You can try to go a bit lower, however, your roughness response might suffer for it. You can see that it makes very little difference. However, take it with a grain of salt. Like, if we are making a scene like this, we are able to go a little bit higher. So you could go in and just in all of these things basically here. So we have our side walls. We can open it up. We can go to our side walls. And if we just go ahead and let's say, open these, right now they are at four K, and you can basically lower it down until you are willing to accept the resolution. Like, over here, you can see now I'm at 10:24, and I'm still happy with this, although I do not like my plaster, so I would need to like the te better a slice normal to my plaster over here because I believe right now it is using metal and I wanted to use concrete. It's stuff like that. So you can basically go in, play around with it, see what you want, because I'm going to 496. So here we go. Because I'm going to take some screenshots, I'm not going to do this, but I hope that you understand that this was the whole goal of it. So over here, we have this really nice door with really nice roughness reflections. And that's definitely one where we can also go in lower the things down a little bit, and it should still read quite fine. Of course, it works better with some surfaces. This works great with, like, wood and with concrete. It works less good with metal because metal doesn't have a lot of definition. But if I go from four K to 1024 and remember, this is a massive prop, you can see how little difference it makes. Over here, 1024, you can see that now my roughness starts to suffer a little bit, so maybe 2048 for this one. But you can see that and remember this is this entire thing. This is this entire massive thing. We are able to do this really well. Especially if you leave your masks high. I can even Let's try for fun 25, six, here, 256. Imagine that. We are sitting at 256 and still because of the norm map, it is reading totally fine and from distance, it's also reading totally fine. So anyway, I'm going to go for highest resolution just because I'm going to take some portfolio screenshots. When you want to take your portfolio screenshots, what I recommend doing is I recommend that you basically go to your view like this. Make sure to press G to basically go into game mode. Make your window a little bit larger. Down here in the console command, the one that you want to turn on right now is R tone Mapper sharpen and set this to 0.5. As you can see, what this will do is it will add a little bit more sharpness to our scene. If we combine this by going down here and setting our screen percentage to 150, now we have a really crisp looking scene. At which point we can go to our high resolution screenshot down here, set this to, for example, two, I'm not going to go we higher capture. Although, wait, I forgot that I need to go to cinematic scalability. Let's go cinematic over here. Let's go ahead and just off course, right now it is Willy Willy slow because I'm rendering cinematic and at a double resolution. And it is already slow because when you take one image, it will always slow down a bit. But if I just very quickly go in here, press recapture. Give it a few seconds to go back to original, turn this one on, and capture. And now you can see that it takes. When you take your first high resolution screenshot, your entire system is already running a little bit lower because it takes a lot of GPU and CPU to basically take these screenshots, especially GPU. This means that your second screenshot will be even slower to capture. Your entire scene will basically just slow down. I don't know if it's a back or something, but what I tend to do is once I'm done, I tend to just go ahead and press save and then close unreal. But for now, you can see that now here is our end result, our final screenshot. You can also see like this one was high. You'll see that difference. So this one was at a high resolution, and this one is at cinematic. So it just reaches out those shadows also quite a bit more. Although this feels more like a bug, actually. It should not be this bad. But here you can see that now we have this really nice high resolution screenshot over here. And if you want, what you can do is you can go in our Photoshop scene, and I already kind of did this, but I will do it again. You can go and create a new scene, let's say, 2560 by 14 40. Add a black solid color. And then dragging your image. And now it feels a lot more cinematic. And I would say that that is about it. I feel confident that now we have a really nice looking environment, and I feel confident to calling this done right now. So that was quite a course. Probably one of my longest courses I've made so far, or second longest course. But we covered a lot of stuff, and I think we end up with a really great result. Of course, some things to keep in mind is that using nanite it is unreel specific. So make sure that you do not make all your scenes using just nanite. Make sure to also learn the normal techniques. We, of course, did learn the normal techniques because all of these wood pieces over here, we did not boost in nanite. We just used the original techniques with weight and normals, and you can see that you can very easily get this balance. Keep in mind that nanite can push in a lot of polygons, but it takes a lot of memory to load in such large files. That's why you want to tie and balance and not just throw everything in at the highest possible polygon count, but actually optimize things. In general, I just hope that you learned a lot from it, we covered so much and please leave a rating if you enjoy this course and I hope to see you in any of my future or past courses.