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Creating a Medieval Town Environment – Using Unreal Engine 5 & Blender

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

      2:05

    • 2.

      01 Going Over Our Reference And Planning

      24:26

    • 3.

      02 Setting Up Our Scenes And Start Creating Our Blockout Pieces

      22:51

    • 4.

      03 Creating Our Blockout Part2

      30:02

    • 5.

      04 Creating Our Blockout Part3

      28:52

    • 6.

      05 Creating Our Blockout Part4

      21:51

    • 7.

      06 Creating Our Blockout Part5

      23:31

    • 8.

      07 Creating Our Blockout Part6

      29:58

    • 9.

      08 Creating Our Blockout Part7

      31:22

    • 10.

      09 Creating Our Blockout Part8

      25:48

    • 11.

      10 Designing Our Buildings Part1

      36:41

    • 12.

      11 Designing Our Buildings Part2 Timelapse

      15:30

    • 13.

      12 Designing Our Buildings Part3 Timelapse

      23:28

    • 14.

      13 Designing Our Buildings Part4 Timelapse

      5:58

    • 15.

      14 Discussing Our Progress So Far

      14:09

    • 16.

      15 Designing Our Buildings Part5 Timelapse

      15:06

    • 17.

      16 Creating Our Round Roof

      13:57

    • 18.

      17 Designing Our Buildings Part6 Timelapse

      8:39

    • 19.

      18 Creating And Placing Our Prop Blockouts Timelapse

      14:18

    • 20.

      19 Creating Our Wood Material Part1

      24:56

    • 21.

      20 Creating Our Wood Material Part2

      36:44

    • 22.

      21 Creating Our Pavement Material Part1

      24:33

    • 23.

      22 Creating Our Pavement Material Part2

      34:10

    • 24.

      23 Creating Our Pavement Material Part3

      24:50

    • 25.

      24 Creating Our Pavement Material Part4

      31:52

    • 26.

      25 Creating Our Pavement Material Part5

      26:08

    • 27.

      26 Creating Our Pavement Material Part6

      30:52

    • 28.

      27 Creating Our Pavement Material Part7

      32:58

    • 29.

      28 Creating Our Brick Wall Material Part1

      32:10

    • 30.

      29 Creating Our Brick Wall Material Part2

      32:02

    • 31.

      30 Creating Our Brick Wall Material Part3

      32:37

    • 32.

      31 Creating Our Slate Roof Texture Part1

      23:36

    • 33.

      32 Creating Our Slate Roof Texture Part2

      31:56

    • 34.

      33 Creating Our Plaster Material Part1

      19:09

    • 35.

      34 Creating Our Plaster Material Part2

      42:18

    • 36.

      35 Selecting Our Wood Pieces And Preparing Them For Sculpting

      22:19

    • 37.

      36 Sculpting Our Wood Pieces Part1

      21:21

    • 38.

      37 Sculpting Our Wood Pieces Part2

      20:50

    • 39.

      38 Sculpting Our Wood Pieces Part3 Timelapse

      19:37

    • 40.

      39 Sculpting Our Wood Pieces Part4 Timelapse

      15:38

    • 41.

      40 Sculpting Our Wood Pieces Part5

      15:14

    • 42.

      41 Optimizing Our High Poly And Exporting It

      8:49

    • 43.

      42 Creating Our Lowpoly Wood Pieces

      13:16

    • 44.

      43 Preparing Our Lowpoly Wood Pieces For Uv Unwrap

      17:08

    • 45.

      44 Uv Unwrapping Our Wood Pieces Part1

      37:56

    • 46.

      45 Uv Unwrapping Our Wood Pieces Part2 Timelapse

      15:47

    • 47.

      46 Uv Unwrapping Our Wood Pieces Part3

      13:55

    • 48.

      47 Baking Our Wood Pieces

      33:35

    • 49.

      48 Texturing Our Wood Pieces

      39:36

    • 50.

      49 Setting Up Our Final Modular Assets Part1

      43:13

    • 51.

      50 Setting Up Our Final Modular Assets Part2

      29:16

    • 52.

      51 Setting Up Our Final Modular Assets Part3 Timelapse

      20:28

    • 53.

      52 Setting Up Our Final Modular Assets Part4 Timelapse

      47:45

    • 54.

      53 Creating Our Street Light Part1

      32:21

    • 55.

      54 Creating Our Street Light Part2

      33:37

    • 56.

      55 Creating Our Street Light Part3

      24:25

    • 57.

      56 Creating Our Street Light Part4

      26:58

    • 58.

      57 Creating Our Doors And Windows Part1 Timelapse

      18:49

    • 59.

      58 Creating Our Doors And Windows Part2 Timelapse

      12:31

    • 60.

      59 Creating Our Curb Part1

      21:02

    • 61.

      60 Creating Our Curb Part2

      51:26

    • 62.

      61 Finishing Our Roof Assets

      25:53

    • 63.

      62 Placing Our Small Assets Timelapse

      2:55

    • 64.

      63 Doing Our First Lighting Pass And Adding Variation

      36:38

    • 65.

      64 Adding More Variation To Our Environment

      28:32

    • 66.

      65 Creating And Placing Our Foliage Part1

      39:30

    • 67.

      66 Creating And Placing Our Foliage Part2

      14:15

    • 68.

      67 Creating And Placing Our Foliage Part3

      16:02

    • 69.

      68 Doing Our Second Lighting Pass And Planning The Polishing Fase

      44:37

    • 70.

      69 Polishing Our Scene Part1 Timelapse

      38:03

    • 71.

      70 Polishing Our Scene Part2 Timelapse

      35:34

    • 72.

      71 Outro

      2:21

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About This Class

Creating a Medieval Town Environment – Using UE5 & Blender

Learn how a professional environment artist works when creating environments for games. In this case, a medieval-style town environment using Blender & Unreal Engine 5, along with the help of nanite, Lumen, Zbrush, and various other software like substance designer & painter.


BLENDER, SUBSTANCE, ZBRUSH, AND UNREAL ENGINE 5

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

  • Doing project planning and creating proper blockout scenes.
  • Creating modular buildings with high reusability.
  • Sculpting wood and concrete assets in Zbrush.
  • Using Nanite in UE5 along with slightly modified traditional workflows for higher quality models while still being able to use and modify them in other 3d software.
  • Creating various tillable materials using substance 3d designer.
  • Creating unique textures using Substance Painter.
  • Doing lighting and post effects in unreal engine 5.
  • Adding actual geometry displacement on our modular assets using the modeling tools in Unreal.
  • Doing general level art in Unreal Engine.

And so much more.

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

29+ HOURS!

This course contains over 29+ hours of content – You can follow along with every single step – This course has been done 100% in real-time except for a few time-lapses 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.

We will then already Design the entire level in UE5.

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 blender, 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 implanting them in our scene.

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.

Finally, we will finish up by creating some simple foliage, polishing up our scene and adding some external 3d assets, taking some final screenshots, and then this environment is completed.

SKILL LEVEL

This game art tutorial is perfect for students who have familiarity with 3d Modeling tools and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling, texturing, or engine tools before, we recommend that you first watch an introduction tutorial on those programs (you can find many of these for free on YouTube or paid on this very website)

TOOLS USED

  • Unreal Engine 5
  • Blender
  • SpeedTree
  • RizomUV
  • Marmoset Toolbag 4
  • Substance Designer
  • Substance Painter
  • Zbrush

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

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.

CHAPTER SORTING
There’s a total of 71 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.

Meet Your Teacher

Teacher Profile Image

FastTrackTutorials

Premium 3D Art Education

Teacher

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

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

See full profile

Level: Intermediate

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Transcripts

1. Introduction Trailer: My name is Mil Sligo. I'm a lead three environment artist, and I will be your instructor in this course. In this large course, I will teach you everything that you need to know on how to create a medieval style town environment for video games using Blender TD and UnwelgtFV with the help of Manit and Lumen. This course will cover a very large number of topics, but the biggest topics are as followed. One, doing project planning and creating proper blockout scenes. Two, creating modular buildings with high reusability. Three, sculpting wood and concrete assets in Ze Brash. Four, using Nanite in UnalgenFV along with slightly modified traditional workflows for a higher quality model while still being able to modify these models in other Twin software. Six, creating various tyilable materials using substance three designer, seven, creating unique textures using substance painter, eight, doing lighting and post effects in Unreal engine five, nine, adding actual geometry displacement on our modular assets using the modeling tools in Unreal and ten, doing general level art in Unreal Engine. And there will be so much more covered in this course. The general takeaway of this course is that at the end, you will have the knowledge on how to create exactly what you see here, and you can apply this knowledge in 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 environment is recorded in real time and fullly narrated. There will be a few time lapses which cover very repetitive and time consuming functions. However, we made sure that we will never cover anything in these time lapses that we have not also covered in real time. With a total of 29 plus hours of video content, I feel confident that at the end of this course, you will have to know on how to create a wide variety of environments, not just medieval types. This course will also come with out generated subtitles in English, Chinese, and Spanish. I hope that you will enjoy this course, and I hope that it will have a positive impact on your life. 2. 01 Going Over Our Reference And Planning: Okay, welcome to the very first chapter, where, as always, what we're going to do is we first of all, need to do some planning. Now, I already went ahead and I already gathered all of the images that I want to use, and I placed them into PureRv. So Pure Rv is basically a very handy program. You can just go to purev.com, and a lot of artists use it. You can get it for free. And with it, you can easily just drag in your images, and they will stay at high resolution, but they will all be here. So you can just zoom in and you can just move them around and all that kind of stuff. Now, let's get some formalities out of the way. So this is going to be our main concept art or our main reference that we are going to base our environment we have an artist here. So Vincent Lau, I hope I say that correctly, he was kind enough to allow me to use this concept art to basically base our environment on. So thank you, Vincent. And what we're going to do is we are going to give it a little twist. So for this environment, as you can see, it is very stylized. However, I am not a stylized artist. I'm a realistic artist. So my twist is going to be that I'm going to take this environment, but I'm going to make my version realistic, a bit more in the direction of this and also with, like, a general lighting mood, like you can see over here. So it's going to be a fun little balance that we are going to try and create. Next to that, we will also be using a little bit of nanite and some in engine displacement, which is going to be cool, and that's one of the new features of Unreal Engine five, especially great, for example, for the ground for the wall and over here for the roof tiles. Now, for the wood, I'm going to show you a special technique because we have so much wood in this entire environment. However, the pieces of wood are actually not that different. So what we're going to do is we are going to create really high quality wood pieces. We are going to even sculpt them and everything inside of sea brush. But then we are only going to use one or maybe max, two textures for it, which is going to be quite fun because when we only use one or two textures for it, we can first of all, it will be very cheap in terms of, like, the texture space. But second of all, because the textures will be unique, we can really push in a lot of quality in this. And then we can basically just reuse all of those pieces over and over again. So here all of these, we can reuse and these planks, we can later reuse in here and stuff like that. But we will go over that a little bit later. So, yeah, as I said, the mood, I want to go a little bit more in this direction, like a slightly sunny day. We have some nice foliage that I'm also going to get, and for the rest, it will, of course, have a bit more contrast, and it will have some realistic textures. Now, I have a bunch more images here that I just got from Google Images and stuff like that. I just typed in, I think the only two things I typed in is medieval buildings and also medieval German town and stuff like that, because this is architecture that you often see in Germany. As you can see over here. And for us, I also just went to the art station, and I just went ahead and looked up some concert art, which I'll go to the respective artists. And these artists, the file names are also in here. So when I provide this, you will actually be able to see the name of the artist in the file name. I cannot really look them up right now because then it would take me like a couple of minutes just to go through all of them. I quite like this one. This is also quite a good concert art that we can use as inspiration. Now, next to that, I have a bunch of really high quality reference photography that I took myself. So, for example, for the plaster, we are going to go for something in this direction, maybe not as damaged, but just like the general plaster feel. For our ground, we are going to go ahead and create two versions. So we have the round version, and we have the square version, which, as you can see, actually fits really well with these ground pieces. I still need to check out how I'm going to do the curve, but that's something that we can do in a bit. For the wall versions, here we have a wall, and it will probably go more in the direction of these pieces over here. And we can use those for, like, the side walls and stuff like that. Then we have our roof, which we will use for our roofs. And I feel like I kind of want to go for, like, the round versions. They look quite nice because I'm always using, like, the square version, so I just want to go for, like, something a bit different. And of course, wood. So here we have our wood. Now, in my planning, what I have, of course, creating environment is very dynamic, so the planning can change. And what I'm going to do is for now, the idea is that even though our wood is going to be unique pieces, we are still going to create our own procedural wood material so that we are 100% sure that the base material of our wood is amazing. Now, I can, of course, tell you all this stuff, but I know that you guys are our artists. You want to learn in a visual way. And that's what we will be doing. So just bear with me if you don't want to hear about this. Later on, what we're going to do is we are going to go ahead and, of course, show you everything in detail in real time how to do it. But for the people that just want to listen to me for a while, the plan that I have, when I look at this environment, I already had a little think about it, of course, because that's something I cannot really do on camera. And I already did some prototyping. So our floor pieces. Our floor pieces we have over here our main floor, and then we have over here our curbs. The curbs are going to be modular models, and the main floor is just going to be like a simple plane that we are going to use. And now the cool thing is that we are going to do is we are going to use the new modeling tools in Unreal engine V to basically once we have a texture on here, to displace our texture and give it actual real height. And then we will use Nanite in order to not slow down our level. Now over here, we are going to do the same displacement technique for our walls, but our walls are just going to be simple planes, and they are going to be combined, of course, with our wood. All of these pieces are going to be modular so that we can create whatever we want. Because this is a tutorial, I don't have as much time. So I want to basically reuse my models as much as possible so that most of our time is dedicated in making those few models look really nice. And then, of course, also in designing all of our buildings because you can see quite a few buildings over here. So that is the general idea for these pieces. These curves that we have over here, we might be able to also reuse the stairs or we might simply just leave out the stairs and just change that system over here. But I will see. Who knows? Maybe I just throw in, like, a time laps on how to create those pieces because they are so far away from the camera. For our plaster, we are going to create a plaster, but because it's going to be a procedural material and tilable material, we are going to create two versions. One is damaged version, and one is a clean version, so that we can use some vertex pane to sometimes create some extra damage. As I said before, for our wood, we are going to just make a library of wood pieces, and we need to do a very good job in the planning. And what we're going to do is we are going to create unique textures for this wood. Sorry, I cannot speak. And we are then going to reuse all of these wood pieces all over the place so that we have really nice high quality wood. The only thing that I'm a bit worried about are these pieces over here and things like the door. So what we might do is because we are going to create a wood texture anyway, we might leave those as tlable textures in order to avoid those problems. The roof is going to be, again, modular, but what we will do is we will apply a displacement on it so that we can actually have these cool little roof tiles over here. Of course, everything will be done in Unreal and five. And once we've done that, I will go ahead and show you a quick timelaps on how to do a few of these extra assets. And as for the background assets, I don't know. I might do that as a timelaps or I might just add those. Let's have the lamp over here as one of our main assets that we are going to use. So it will be, of course, the main focus is going to be on the buildings and everything. But then we are going to have this one lamp asset as the main asset that will just have a nice, unique texture on showing you how to create pops. These small props are just going to be a time laps. And then, of course, we have, as you can see over here, a little bit of foliage here and there. And what I'm going to do is I will show you how to create some very quick grass. I will show you how to create, like, a very easy bush over here. And then for the ivy, what I will do is I will actually to save some time, include the ivy already, but I will also include a quick little chapter from a different tutorial, most likely, for my foliage tutoil on how to create the ivy and also on how to and for example, the tree, I will just kind of like art because it's in the background. Reason I do this is to keep the cost of the tutorial down because, of course, else, I would need and else, I would just be repeating myself. So yeah, or you can just say that I'm lazy and I don't want to do the exact same thing twice, whatever you want to think about. Basically, that is the general planning of this environment in my head and what I've also written down. I recommend that you look at the environment and you write things down. Now, quite important. What we're going to do now is we are going to do a modular planning. For this environment, it is super important to do the modular planning correctly, because as I said before, we need to be able to reuse these pieces over and over and over again so that with ten pieces, we are able to create an entire town, basically. So here we are inside the Photoshop. By the way, I also have a keyboard registration sitting down here. I will sometimes move it around. And info shop, what we're going to do is the way that I do my modular planning, it's quite easy. I basically just here I have my layers, and then I go up here and I go to the polygon, not a lesser tool, the polygon lesser tool. And then we can basically just, have a look. Now, first one, as I said before, is going to be the modular pavement. I can simply do a polygon laser tool. This does not need to look nice. You just want to kind of, like, grab a piece. It's just for you and you alone to see and remember which pieces you need to make. So we have this one, and then I go down here and I add a solid color. I make the color, I don't know, just a random color and then set paste down. It's just so that I can see, okay, so I need to make a module piece like that. Then I can see that I need to make like a corner piece, and I want to make this quite a sharp corner. So without a lot of straight areas or like straight extensions, and I will explain to you later on why. A lot of this is just experience. So it's a bit hard for me to explain now, I need to show you, and then you gain that experience. So we got those. The prop, of course, we know, but let's go ahead and go over here. Now for these valves, we can do a few things. What we can do is or we can include the corners onto the walls, but that will mean that we need to cp more pieces. Or what we can do is we can exclude the corners from our valves and make them super modular, and it means a little bit more placement inside of unreal engine. Now, I'm going to go ahead and choose for the second option over here, and I'm going to just have the corner, as you can see over here. Okay, it can be a little bit nicer. The corner, as you can see over here, I'm just going to make that a separate piece. And I will start by doing this all quite quickly. Just make it a different color. And then what we will do is we will have one of these. These are going to be like one of the default pieces, and then we will have a short and a long version of this. I always do that. I always create a short and a long version to basically save some time. Although or should I just go for short? Hmm. You know what? Let's only go for short versions because these are small buildings. If this is like a warehouse, like a really long building, I would go for long versions, but for now, let's go for short. Then we have this door. Is there anywhere else? No, I guess I just need to select it here. So we have one version that just has, like, a door in it, and I basically work from the bottom to the top. So I'm now just looking at all of the bottom versions that I need in order to turn this into, like, a nice piece. Now, we have over here, these top pieces. Shall I include I I include them here, I need to include them here and I need to include them here, but that seems all white. For now, let's do that. Let's actually extend these top pieces. Like this. Okay, so we are going to include that C, and that's why it's very important to just keep thinking about how we are going to do all of this stuff. Now I want to also create a version like this. And then this one has a wall in front of it, but we will also have that. So that's no problem. Let's make it like if it's two short versions, I probably want to just do something like this. I'll figure it out when I'm actually doing the modeling. So we will have one of these pieces over here. Here we go. That's like a window piece. This one is just a straight wall piece, that's just like another window piece. That is a door. Let's do this one where it's just like a wood formation piece. It just has, like, different wood structures, and I quite like that. We will actually have a few variations of those later on. So we got those, and then we can make pretty much every bottom floor as far as I can see. Yeah, of course, the doors, they will just be the same, but that's fine. You can later make more doors if you want, or we can just rip off this door and then kind of, like, use it, stuff like that. Now the top floors, as you can see, they have a lot more structural pieces. So a lot more different pieces as you can see over here and also over here. So what I'm going to do is we have, of course, our default, which I'm going to make like this. And this piece actually feels quite a bit longer. So we might need to later make it in a blockout like one metre longer or something. Although normally it would be the bottom floor that's longer. That's interesting. But anyway, that's something that we can think about. Of course, I need to also keep in mind the realistic aspect of it. This is a stylized concept art. I also want to keep in mind the realistic aspect. But over here you can see the ground floor seems lower and then the top floor. And if we go, Yeah, you know what? I think that is just like in real life. I think it's just how they did stuff back then, they have a longer top floor than the ground floor, so that could be quite interesting. I'll figure out how long I need to make it. The bottom floor piece has this extra joint running along it, which means that we need to create a separate corner for the top floor piece over here. And I honestly doesn't matter which colors we use. I'm going to make the window separate because I'm not going to make it see through anyway. So it's just as easy for me to just have it separate so that I can use it wherever I want. Now we have, of course, these different pieces over here as you can see. This we will make a little bit different, but can I maybe do that somewhere else? Let's use this one that makes it a bit easier to see it. Okay, so we got this one, and let's have a look. So now we are able to make all of these walls because we have a flat wall. We have one with a difference. Later on, what we also have is we also have separate planks and everything that we can add on top of everything. So that will be fine. And then we have over here. This is just going to be a wood row that we can use over and over again. Maybe we can also use it for the door later on. So like a wood row piece that we can just have on top of it. This Top piece. Yeah, we are going to no wait because our window is separate. So what we're going to do is we are just going to leave it as like a normal piece, and then later on, we are just going to, like, add all of these extra pieces in the engine. Now we have arrived at, like, the top, because I think that's pretty much all we need for the bottom pieces. Remember, we are going to add variations, but these variations they take seconds to add or maybe like second, a few minutes to add, so I'm not going to include those right now. For the top, we are going to have a default top piece. And the reason I want to make the top separate is because it's small again, but I cannot actually use this one. But it's mostly just copy pasting. So it might seem like a lot of pieces, but it will not be that much. Let's go ahead and let's go for like a top piece that is flat. This is like a top piece that has a bunch of patrons on it. Then this one, yeah, you know what? Let's make it like another top piece. That's just like unique. Next, we have over here. This one is probably the only time that we are going to create a long piece, which is like two short pieces, and it's because we have this door structure. And the door structure, you cannot really make it just a short piece because then it will not be in the center, and I want this one to be in the center. But that's something that as I said. When we do our blockout, that's why our blockout is so important. We are going to basically figure that out. I'm going to get rid of this piece. You can just press X to basically flip out your colors. And then if you click on your mask, sorry, if you click on your mask over here, you can just press delete, and that will remove some of the colors. But I do expect that you kind of know the basics of Photoshop if you're starting with this. I'm going to have over here. This is going to be like the balcony. Now, the roof is probably going to be like one piece. So what I'm going to do is I'm going to simply select this roof and we will just make it like a piece because we know that it will always be on top of, like, a double piece with two pillars. So we can kind of, like, measure that out. That should not be a problem. Let's do this. Next, we have over here, we can just do like a straight piece for our wood. Let's make this one like dark. And then we also have this little house house, this little window piece over here. As you can see, see, it's still quite a few pieces, but most of these pieces they will be copy pasting. And that's why I'm not too worried about like, adding too many pieces right now. This little housing we can actually also use in over here, these pieces, and then we can just remove the little window in it. I get that we have this one. This one I might make as an ardon. I'm not going to do that right now. That would be overkill for me to spend so much time on one single piece over here. Same over here. We are just going to create a few variations of all of these pieces. Right now, I'm just focused on enough to make a decent looking building, and I think that's about it. Next, this, most of these pieces are going to be also individual. We are going to have individual planks and everything that we can just use in the engine. Now, the engine has merging tools, which is really nice. Unfortunately, it does break up pivot, which means for modularity, it's actually quite annoying. But I have a work route in mind, which we can use. So should be fine. But anyway, for now, I think that's fine. I think, yes, we have the backside also over here. But you know what? For that, I might just go ahead and literal just do this. Is like one large piece over here, or I'm going to use different pieces. But for now, let's do this. Let's make it like one large piece like that and then make it in roof piece because it's around, so we can just keep duplicating it. As long as the pivot is in a good location, we can do, like, a perfect rotation. There we go. Okay, so and this one I quite like having always a little roof asset like that, just to break up the silhouette and not have only straight lines. So let's do that one. And that should do the trick. Okay. Awesome. So we now got our planning done, as you can see over here, and for the rest, we have some assets, but we don't need to mesh that. This is just for the modularity. Let's do a Save a copy, and I'm going to save this one in my folder, and I'm just going to call this modular planning. There we go. We can just go ahead and save that. And then if you just grab PUF and drag in our modular planning, we can drag it in. We can make it bigger, and then we can just set this nicely next to here. Over here. Okay, cool. So we got that stuff done. Now what we will do in the next chapter is we are just going to jump right in and we are going to go into blender this time instead of Maya, and we are going to go ahead and create a modular pieces, just the blockout pieces, which we will then immediately set up inside of the engine, and that way we can just go ahead and we can try everything out, make sure that everything fits before we start spending a lot of time creating the final pieces. So let's go ahead and continue with this in our next chapter. 3. 02 Setting Up Our Scenes And Start Creating Our Blockout Pieces: Okay, so here we are inside of blender. Now, for the people that know, I'm mostly a Maya and threes Maxuser. So this is definitely not an introduction to blender. I will be using universal techniques, which means that these techniques you can replicate in any other TIE program. And yeah, because I don't use Blender often, I sometimes might mess up my controls a little bit, but you kind of have to live with it. Sorry. So what we're first going to do is we are going to work on some metrics. Now, in your export folder, I have a little Scalf dot AVX file over here, and that is basically my scale reference. So what I can do is I can start by going to File, Import FBX. And then if we go ahead and just import the scale reference over here, we have this random guy over here. Okay. Now, currently, let's have a look and see what metrics are set on inside of blender. I like to always have this piece open over here because the little bit annoying inside of blender, the scale and the dimensions are two different things. So it's not just that when you set something to centimeters, that one in scale means 1 centimeter. You actually need to look at the dimensions. Now, if you go up here, we have I was forget which tab it is. One of these tabs over here. Come on. Where are you? I know you're here somewhere. This one. Now I'm just getting confused because I know in here we have our scale, but I cannot seem to temporarily find it. Units. Oh, it's units. Okay. Sorry, I was looking for the word metric for some reason because it has the metric unit system. So yeah, if you go to this one, I don't know what tab is called Scene properties. That's what the tab is called. And then going into units, we can see that over here our length, we are set in meters. And you can just want to decide. So I guess meters makes sense because we are working on a very large asset, so it's good if we work in meters. Now, if you go ahead and you press Shift A and then go to mesh and grab a cube, again, one of those blended things is that a cube is not one by one by 1 meter, like every other Tri program, it's two by two by 2 meters. Keep that in mind. So if you set this back to one, then you can just quickly have a look and see that my scale reference is generally correct. For example, if I go ahead and set my Z xs over here to 1.8, which is the average scale of a human in or a person inside of Europe, as far as I know, and also US, I think, you can see that we are roughly like the same. So I made this one a little bit more higher because of the eyeline and stuff like that. But yeah, it is just generally it is the correct scale. So that's good to know. Now that we have this guy, we know that everything that we make has to be relative to this guy's scale. So we are going to get started with an easy one, which is going to be our curbs over here. Let's go ahead and get start with that and then already get inside of our engine. That's why we have everything nicely set up. So if we shift A and press a cube, now, for our curbs, what we're going to do is we are going to go ahead and set the dimensions I think I like even number. So don't go for like 5 meters, but probably go for like 4 meters at an even number. Then we have our xs, which can be if I look at this, this would probably be ankle height. So maybe like 0.15, which is like 15 centimeters. Is that a good thickness? Yeah. And then when I say ankle height, you can see that I can just basically measure this out based upon this person. Yeah, that seems fine. And the width, 2 meters is actually quite a nice width. Now the next thing is that inside of Unreal Engine. When you export the model to UnreLEengine, the pivot point will always be at 000, which is literally over here where your cursor is. So what we want to do is we want to set this model also to 000, but we do not want to set it into the center because then if we want to do snapping, it's not as nice as snap. Instead, we want to set it to the very corner. But as you can see, manual placement is never precise. You can see it over here. Instead, what I like to do is I have this tool over here, which is the MaxivsTols. And these are tools that are because I come from Tres Max. There are a few more tools that are a little bit more familiar. For me to use. So if you go ahead and because these are completely free, you can just type in MaxafsTols blender, and then I believe it's like the second one or the first one you can also use. And then over here, you have these tools, and you can just get it completely for free. So those are the Maxifs tools that we will be using. Now, I won't be using a lot of it. It's just like a few things. For example, the Y rim toggle, I can just press it here instead of going down here and doing it. But the ones that I like most is the quick pivot, added pivot, and the target belt toggle. Those are the three that we will be using most. Quick pivot allows you to basically set your pivot quickly into the center of whatever object you have selected. Add a pivot is the one that we want to use. It allows us to very quickly move our pivot around. And the nice thing is that we can use it in conjunction with snapping. So we can go up here to the snap button, and then what we can do is we can go ahead and we can select our vertex. As I said, I hope that I said it before, and else I've said it into the trailer, you will need to have a basic understanding of blender in order to follow this tutorial. But having this snapping to vertex, we can snap this to the very corner over here, and then we can simply turn off at a pivot. Now, if you go to item, your location is your location of your pivot, not the location of your model or your bounding box. So if you just click and drag and select all of these and set them to zero, now we know 100% sure that everything is snapped to zero, zero, zero. Perfect. So we got this one over here. We can, if we want to turn off snapping, and now we have this model. Let's say that this is already our curb. We can go ahead and we can right click, press move to collection, and we want to just create a new collection and give it the same name as the name as you want to export it. So this one is going to be curb, underscore straight. And so nscore 01. I always like to do underscore 01 in case I ever want to make more versions. It just makes it easier. Next, what I can do is I can press ControZ in Contra V to duplicate it. Right click and move to collection because when you duplicate a model, it will only select a duplication and call this one curb underscore corner underscore 01. And press okay. Now, the nice thing is that we can very quickly over here in our scene hierarchy, turn off the curb straight, and then over here we have our curb corner. Now, I'm going to set the corner. As I said before, I want to have a very sharp corner. I'm going to set this as a square, which is two by 2 meters over here. Next, what I'm going to do is I'm going to press tab to go into my edit mode, select this edge over here, and then all I want to do is I just want to do a quick contra B and use your skull wheel to basically add like a bunch of segments. And see if I do this, I probably want my corners. Oh, no, my corners are quite smooth, so that might actually be fine. If you want to have your corners a little bit rounder, you can go ahead and you can try to go for, like, a little bit, like a less lesser, sorry, lesser rotation. And try this over here. And sometimes you get oats in a way. You can also go over here to your bevel. So that's annoying. It's because my keyboard is exactly on my menu. Let's go over here. So let's say that we move this, and then over here, we can also go ahead and we can also set a shape a little bit rounder, which means that we can give it like additional roundness to it. And for us, you can also change your segments, and you can change your width, but I'm quite happy with this. Am I happy? Yeah, I think I'm happy with this. For now, it's a blockout. Just to do some cleanup, what I like to do is, I like to select these two edges. And now I have my quick favorites. If you press Q, you can have your quick favorites. And basically, you will need to quickly go to ddt preferences, Keymap and just type in, like, quick favorites and set this one to Q. And the way that this works is whenever you have something inside of a menu, what you can do is, for example, let's say that I want to merge at center over here. Now, this menu, I can also find by going into mesh merge, and then add Center over here. You just want to right click and you want to assign, so if I press remove, right click and assign or art to quick favorites. And then it will show up in this menu. So as you can see, I have a by distance. I have a at Center. I have bridge loops, extrude face along normals, selection, fill and extrude individual faces. Very quickly, my options you can find by going to merge at center by distance. What else did I say? I said that I have my extrude new faces from edges, which is actually this one over here because sometimes they just randomly change the names. We have over here, we have bridge edge loops, is one that I had. The loop cut and slide I just said to Contrar that's my shortcut for it. Extrude face along normals. That's actually the one that I needed, and we also have fill. So next dis you can also right click, and then you can also find a lot of options. Anyway, that was the introdution, pretty much. So it is now getting quite annoying. I'm going to move it over here. So I'm just going to merge at center. Oh, wait. Sorry, I cannot merge at center because it needs to stay exactly on center. In that case, just go to the max vistals. Don't worry. All that explanation I did, you still need it because we are going to use it a lot more later on. The target Beltggle in our max vistals basically sets snapping on, and then it goes down here in your options and then it turns on outer merge. So basically, it does two settings in one, which allows you to basically move your vertices to one point, and then it will automatically merge those vertices in here, and then you can just turn it. There we go. We can just go ahead and we can go in here, file export. I should really find a good location for the thing. It's been a while since I've used Blender, as I said before, at least with my keyboards. I have used Blender plenty of times. But yeah, so we now have a curb corner and we have our curb straight. What we're going to do now is we are going to export them. I have a folder over here in our Exports folder that I always call too unreal. So let's go ahead and just copy this folder. And then if you go ahead and go over here to File Export and FBX, you can go ahead and navigate to your location, and we are going to call it. This is important. Call it the same. So curb straight 01 so that you do not get confused later on. Next, just go ahead and turn on selected objects and then you can just press Export. Go to the next one, which is over here, Export FBX, and this one is going to be curb, underscore corner underscore 01. Just like that, and we can go ahead and we can export this. So now we have our two FBX files sitting in here. The next thing that we are going to do is we are going to start by setting up our unreal agent project. We go inside of Unreal. Now, often with Unrealizen five, you need to open up the last project you had, and then you can go to file, and then you can create a new project over here. So it's something to get used to. Now, what I'm going to do is I have in our source files a folder that I always call Unreal, and I always just place everything in here. So I can just go ahead and go to this. And we are going to call this one Town Tutorial. Let's do something like that. Of course, you can name it whatever you want. If you want, you can inboard, like a first person and a third person and stuff like that. A yeah, why not? Then we can just walk around. So let's go ahead and just import the third person that I think is a nice one, and let's go ahead and press Create. And then it will just go ahead and create the project for us and give that a second. Here we go. So here's our project, and we have loaded into the default folder. If you just press Play, you can, of course, have your third person character, which is now a lot more fancy than the original IweelEngine four. So yeah. Okay, cool. What I'm going to do is in my content folder, I'm going to right click, create a new folder, and I will call this Town. Yeah, that should be fine. I kind of I don't know if it will allow me to, but I want to create a new folder and call this Play content, and then I kind of just want to drag all of these things in here. I hope that that will work if I press move. Yeah, hear. That's what I mean. Like, sometimes it references different stuff. But hopefully, this time it works. I will just pass the video until it's done moving. Okay, so that is done moving. It still has, like, the character's folder over here, but that is basically just like a little bug. As soon as we, um go ahead and restart the engine, it will basically go away. But anyway, so I like to do this because it's more organized. Now, let's get started with the real stuff. It's a bit annoying because my microphone is in the way, so it's hard for me to see the menu. But let's start with a few folders. One that we'll call scene, another folder that we'll call assets, another folder, so right click and just add a new folder called materials, another one, right click and art textures. And another one, right click and art a. I always do this structure. It just makes things easy. Then I'm going to go file and create a new level, and shall we do it like a time? No, let's not do an open world. Let's do a basic. I want to have full control over my lighting. So let's start with just a basic level. And for now, this level is mostly just going to be about testing out our modular pieces. But of course, later on, what we're also going to do is we are also going to actually build our entire level here. With this level, you want to right away, go to file, save current levels, and then in town and in scene, main scene, and just go at the save. Now, another thing when you open up this project next time, it will probably load in your third person character level again. If you want to avoid this, just go to settings and then go to project settings over here. And if you go to maps and modes, you can go in the editor startup and you can select your main scene. And then it will always load in this startup scene, which is nice. Okay, awesome. Next, what we're going to do is we are going to go into assets. So as you know, we have two FBX files, and we have our scale reference. What we can do is that's start with the scale reference. Now, a few things before you press Import, the scale reference is already the correct scale based upon unreal. Meaning that if we keep this to one and we keep everything also to one inside of blender, it will all have the same scale. Everything will be correct immediately. So that's nice. Next, what you need to do is go into Advanced and just turn on combined meshes. What this will do is if in blender, we have multiple measures, which we don't have now, but we will have later on. I will just combine it all into one, which is what we want. And for now, that's about it. We don't need to import any vertex colors or anything like that. So we can just press Import A and then you can just drag in your character right away. And then you can also see the direction, which if I just double check, this is my forward direction. I hope. Let's go to front. Yeah, see? So this is my forward direction. And by the way, by this menu, I press the little next to your one, you have the little wavy button. I always forget the name of it. So this is the correct direction, and now we are all set up. All that we need to do is also import the FBX files of our curbs just by Import. And next what we can do is we can click and drag them in here, as you can see. Awesome. So we have over here our curbs that's all looking nice. As you can see over here, I have snapping turned on, and that's important. So with the snapping, we can nicely snap this onto our plane. Now here is the power of modular pieces. As you know, we have kept everything at an exact four by four meter, and we have set our pivot point exactly on the corner, which means that now if I just press Contra C Contra V, I can immediately and perfectly keep snapping these pieces together. Now, let's say that I have another piece over here and I want to switch it out with our corner. I can simply instead of just dragging in our curb corner, I can select a piece and I can simply drag on the curb corner into our static mesh, and it will instantly work. Now, if you want to see something really cool, then if we just go ahead and I'm just going to nicely place this guy over here, you can turn off snapping if you need to do more manual movement. But something that is really cool is that over here, we have, of course, a curb. We can Contrace Contrave it and move it, and then we have a curb corner over here. But of course, you might think, but that does not work, I need to create a flipped version. You do not. Because this is all snapped and it is all perfectly aligned by one by one meters, all we have to do is rotate this rotate also has a snapping of ten keys, and then we can simply move it, and it will still perfectly fit just fine. See? And just like that, you can just keep going. We can duplicate this, have another curb straight, move it over here. And just like that, you can basically create, as you can see over here, all of our pavements. Now, knowing this, there's one more piece that we need to create, and that is one that will still look the same as the curb right now, but become different later on. If we copy and paste our curb straight, right click, move to collection, new collection. Curb or let's just call this one pavement, underscore flat, underscore 01, and press Okay. The reason I call pavement is because this one will not have a curb, and I will show you why we need that. So if we go at an FBX, Pavement underscore flat, underscore 01. And you can just export it. And now you can see how quick that this goes because we can just quickly go in here. And just wide away, input it and we are ready to go. Just input. And that's a nice thing about having the correct metrics. So you can imagine that if you want to go ahead and make your pavement, so your curb is the end. The pavement is just a site in case you are not a native English speaker. So if you want to go ahead and you want to make your pavement wider, you can copy this. But later on, we will have this end this curb end on it, so that will not look nice instead. What you can do is you can switch it out with your pavement flat, which will only be like this area over here. And there we go. Now we have this one, and now we can go ahead and we can just easily make this a lot bigger again, also, just like that. Then, of course, over here, what you can do is you can go ahead and just turn this into a curve. I just want to make a quick little I think we need to rotate it this way. It's a bit difficult to see which way to rotate, but I just want to make a quick little scene for our building. So we have this over here. You can also select multiple, and the snapping will still work totally fine, as you can see over here. And let's just why not always also move this? We don't actually need to do this because we are going to have a building below it, but I just want to make sure that everything perfectly fits, as you can see over here. And then it's just a matter of, let's say, duplicating these ones over here. We can even rotate this 180, and it should still all perfectly fit. It's just like a bigger snapping point. There you go. And there we go. We now have a nice little platform to work from. We can save our scene, save everything over here. And that's basically the introduction of creating our first blockout. So now what we're going to do is in next chapter is we are going to dive in a little bit stronger and faster, and we are going to start by creating all of our pieces. And the goal is to create enough pieces to first have an entire building and then create all of the extra pieces that are needed to create every building variation we want. That's the goal. So let's go ahead and continue with this in our next chapter. 4. 03 Creating Our Blockout Part2: Okay, so now we are going to get started with our building blockout. And the first few pieces are the most important. Actually, the first one, because that one will decide the actual height of everything. So we have this piece over here. Now, you sometimes want to try and find, like, a height reference. For example, a door would often be like, Well, it is medieval, so let's keep it at 2 meters and not 2 meters 20, but like two or actually, people were hochrn that time. Yeah, let's stay around two. And then this seems to be like 40 centimeters. So maybe two meter 50 or two meter 30, something in that direction is what I'm feeling like. So what I can do is I can turn off my pavement, and we can go ahead and we can shift A and create a cube. And then for this cube, I want to just add a pivot, turn on snapping, snap it to the corner, turn off snapping and add a pivot, and then set this 20. Because the nice thing is that you can actually change these dimensions while you already set your pivot, which means that it will actually change them based upon your pivot. So it will not move it up and down in the center. I'll show you what I mean. It's literally means that if I go 2.3, see, it will only higher go higher. 2.3, 2.3. If we do 2.3, then maybe we can make the beams 30 centimeters. That would feel no, I need 2.5. I think I need 2.5. Yeah, let's probably go for 2.5, and then like 25 centimeters of it will be like the final beam, probably something in that direction. Like I said, like this one takes a lot of thinking. We just need to kind of figure it out. Next, what we have is we are going to have a let's do X, and let's keep it at four. Oh, no wait, this is a short wall. These are short walls. So if I keep it at 2 meters, see, this is where we come in with the thinking. Now, if I do 2 meters, yes, that would make sense for a while. However, for our corner pilars, we need to include those also to basically have everything kind of matching up. So if I make my corner pilars 30 and 30, then it would become 5 meters, which in this case should be fine if we do five. So let's do 2 meters and then 30 centimeters per corner pillow which ends up with an exact five meter radius or five meter length, which hopefully will work totally fine. So 2 meters, 2 meters and I know it's a wall. I'm just going to make it like point It's 0.15. There you go. Something like that. Okay, so this is our base wall over here. Now what I need to do. So this one is 2.5 meters, so I'm going to start by let's quickly go down here and just turn on IFrame. Makes it a bit easier to see. I'm going to get started by adding a cube over here. Then I'm going to quickly add a pivot, snapping, snap my Verz, turn off at a pivot, but I want to keep snapping on because I'm going to snap this. Oh, that's weird. I snapping to vertex closes? Yeah, I am. I don't know why it's deciding to change whatever I do this. Okay, very strange. But basically, so we have this one over here. And let's see. Xxs needs to be, what did I say? 0.25, right? Yeah, that is actually quite a nice dimension. So 0.25, and then the Y axis, am I able to maybe move this down? I'm able to move this back. And then with this, the Y axis would be around 0.2 no 0.25 also? Yeah, I feel like that gives a decent extension. And that extension is handy because we can actually use that also to just generally have a little bit of playing around if we ever want to move around top pieces that they do not stick out and that you cannot see, like the bottom. Now quite a nice thing that you can also do is with this one, if you want to just move it down, just go ahead and go to tab and I'm just pressing three to go into my phase select, and then I want to set my selection to phase because then over here in my snapping, because then if I move this down, I can nicely just snap it onto that face, which means that it should stay pretty much the same. Okay, awesome. So we got this one over here. Now, with this piece, I'm going to duplicate this and I'm going to turn on my snapping to vertex. The blockout always goes a little bit slow. I have no idea why. Let's turn off snapping and try to move it closer. I don't know why it's messing up like that. There we go. It's probably because I did not have it correctly selected. So basically, what I'm all about is I want to create a 0.02 so with 03 maybe. I want to create another plank below it, which is this one. And for those, I also want to have slightly standardized metric. So let's probably 0.2, which means that this one is 25, which means that 2 meters is roughly just below here is the 2 meters. Let's make it 0.15. Then, that looks good so that we have a door later on here. For now we are not going to do that, but later on we will have the door. Then we have this piece which I can turn off snapping and I can pretty much just move it roughly down here and we can just make up where we want it, and I'm going to make this point too. There we go. That's probably going to be a very basic wall over here. And now, what I want to do is I want to straightaway also create the corner for this. So right click, move to collection, new collection. And now we want to use prefixes. Prefixes are often quite handy to have. So let's call this one G F as in ground floor, underscore Wall underscore zero, one. Yeah, that's probably fine. And then later on we can also say Wide and stuff like that. So we got this one over here. Now, for our floor, what I'm going to do is I'm just going to do Ctracna Contra v. And then I'm going to do a control Control G. No. I forgot the short gut. Sorry. I'm going to go ahead and where am I? Oh, wait. I did not forget shortcut. It's because I don't have a properly selected. You need to select one. If it's all red because we just duplicate it, it's technically not selected. So we need to select a parent and then ControJ. So what I thinking like, Is it CtraG for group or contro J for join? But now, okay. So basically, we have this piece over here. It's fine. That's I just need it as a template. Because what we're going to do is we are going to go ahead and do Crow now my shortcuts are all over the place. Create cube. So Shift A, but you can also, of course, look at my keyboard registration if I mess up. Saying stuff. I'm going to place my pivot down here. I'm going to set this one to 000. And then I want this to be. What did I say? I wanted to go for 30 centimeters, so that's 0.5 by 0.50 0.5. Oh, that's very large. Hmm. That's too much. That's 0.25. 0.25. Ah, that's too small. That's annoying. 0.35. I know that we are going off metrics. That's why you hear me saying, but it's kind of needed. And this one is going to put 2.5, okay, for the height. Okay, so we have this, so we need to be a little bit careful with this and basically just see if it works. So it should not matter too much. I'm just a bit worried that later on when we arrive at the higher pieces that we have some troubles with this, but we honestly just have to see, and often we can easily fix it. So what I'm going to do now is over here, we have this piece and basically the stop pieces, they need to kind of guide around this same area and the same like the bottom piece. So what I want to do is I want to select this, and I actually have my shortcut, which is the select Link shortcut, set to four. If you go to Select, you can go Select Linked and then Linked, and you can right click and change the shortcut. Setting it to four means that I can quickly just select individual elements, and I can basically just go ahead and press Delete and then just press pass and then we can delete them. Okay, so we have these pieces over here. What I can do now is I can turn on my snapping and I'm going to snap this one to vertex, and then I'm going to duplicate this. And then I'm just going to hold control to a snap rotation and snap this one over hoops. Do you need to do that? Over here. Let's move it out. Okay, that does not work exactly the way that I want to because, of course, it's snapping to the corner but not to the side. That means that I would need to quickly have another wow. So I'm just going to quickly grab these pieces, copy them, turn off my snapping and pas contro J. There we go. We basically need these as templates. But the snapping will work technically the same way here as it does in other places. However, I don't need exact snapping right now. I just need to have this sitting over here. I guess let's do this snapping, let's add a pivot and let's set a pivot over here to this corner, turn off add a pivot. And it's doing that weird problem again, which is starting to get really annoying because I never had this before. Maybe if I said it's to center. Okay, that seems to work. So we got that one. We can go ahead and delete this. No, wait, sorry, I want to keep this. I want to grab this and I'm going to also move it over here. Aw, so now the piv point does work. Okay, strange. Anyway, we have these pieces over here, and then for this one, if I just go ahead and move this over here, they should pretty much just intersect correctly, as you can see, like this. And yeah, that's looking fine. Now, a little trick that we can do, which I sometimes do is I sometimes literally just duplicate my mesh, and then I select my first mesh over here, go to my modifiers and then add like a boolean over here. And then I'm going to basically select my second mesh. But it doesn't always work here. In this case, it does not seem to work. Sometimes it does work, sometimes it does not. It's like a handy way to basically cut things up. But, oops, didn't mean to do it. If that does not work, what you can also do is you can simply, I guess, it's probably way easier even to select these pieces and then snap them to faces and then snap them over here exactly to the face. And see this one we can now delete. And then for this one, I need to probably snap. I have Alt x, so Altex for me is set to C thru. It's this button over here, which is like the X ray button. You can right click and you can change it. I just use Altex because it's the same as threes Max. I don't know if it's also the default inside of blender, but I'm going to snap this one over here. Okay. I know it's a bit awkward, but I need to do it is super precise. If we are even a millimeter off, then we messed up, basically. So we got this one. Then this piece can go here, snap to this phase. This piece can go uh this piece we can actually just merge together. That's probably easier. If I just move it over here, that's fine. Like, at this point, we have a bit more flexibility on the corner because the corner is not linked to anything. So I could merge it, or I can just kind of leave it because it's a blockout. Let's see. So that seems to be running all totally fine. So if I delete this, there we go. For now, we just need to have exact measurements. Later on, what we're going to do is we are probably going to give a slight bevel here to almost make an organic transition between the wood. You don't see it over here. But it is something that you can often see in real life, where they have the wood beams, but then over well, here it's really hard to see. Basically, woodbams they are not often super long, especially in those times. So they just have a general break in between. But quincentn, okay, so acts, they are quite long, but we'll see. We will see. That's why we are doing the blockout to see. Right click. Move to collection, new collection, and just call this one GF underscore, Corner, Biller underscore 01, and press Okay. Okay, cool. Let's give this a try before we move on, so we can export this. GF corner, Biller underscore 01. I don't know. Every time I say GF, I think about the word girlfriend, but that's not what it means in this case. And then we can go ahead and FBX, and this one is going to be GF on the score L underscore 01. Here we go. And let's just quickly tie this out. So we have our while in a corner, we can scree the bus imports. Nice. Now, this mesh should have collision, which means that if I drag it on. Exactly. Oh, no, collision is one. Let's go ahead and click on a pavement flat over here, and I just want to double check. If you go to Show and go to simple collision, the collision is fine. Then I guess it's just being a little bit annoying. Yeah, that's interesting that it does that. Because it's trying to snap to the grid, it's not trying to snap to your actual collision. What you can do is because all these metrics we use even number, so we can press one. And then only once, do we need to set this really on the ground or just have it sunk into the ground a tiny bit. That's all totally fine. And then we can set this back to ten. So, okay, let's have a look. Let's say that we have a building and a building is going to be two pieces long and it's going to be like roughly in the center over here. Then we are going to have a corner, so we can right click and duplicate. And then we have a corner over here. And as you can see, because we went over metrics, we can no longer use the ten as a metric to set our snapping. We can use five because we made this in incumbents of five. That's why you see me keeping the standard numbers to try and keep things with dimensions of five or ten so that I can easily do this. Now, this one, technically, we should be able to simply do a rotation and move. Okay. So let's see. So we got a nice joint over here. If you want, you can quickly just drag in this random gray material that has been imported with our piece over here. Oh, wait here. I see that I did something wrong. Yeah, see, there's something wrong. Let's quickly go into the gray material, and I'm just going to make it quite a bit darker. There we go. Okay. So it looks like I need to rotate once more, 90. There we go. So that looks like it gives us a nice joint, which is exactly what we're looking for. So I guess I think we have these standardized metrics over here. You can see that we also have this variation, which is just like another plank in the center. That's quite an easy variation that we can make. However, if I look at this now, I can see, let's go here that for this one, they made the corner go before the extension. For this one, they go after. What we can do is we can give it. Yes, we can actually make this a little bit different. Let's do something like this. Where's a corner? Here's a corner. Let's get rid of. And if you want, you can just press select this over here, press four and then delete. Or you can also just right click and you can I think you need to go in here and then you can ungroup. Set mine. I I press Q, I set mine to separate selection, but we need to delete it. Separate selection, as I showed you before, it will basically just separate your mesh, so we can go to mesh, separate, and then selection, and that will separate whatever you have selected. So what I'm going to do is I'm going to on purpose, have this one like this, and I'm going to select these two sites over here, and I'm going to go to Q and extrude pass along normal. The reason I want to do that is because if I just do AldE it does not know where to extrude to. So instead, if you go to phase and then extrude pass along normal over it will give us a better extrusion. And we are going to basically extrude this out on purpose. Then select one phase, scale it a tiny bit on our Y axis that we can get this resize menu and then set the menu to zero. This makes sure that everything is exactly flat on that axis. And here, again, zero. So I made this bigger, and in theory, if I now export this it should give us a little bit more flexibility. So we have a corner pillar. We can just overide it and then go in here, right click a rear board. Okay, see, and this is why I did it so that we have all these planks, they basically just hit against the corner, which is made out of wood. And that makes it that we can also just, like, create these extra planks over here. So just to give you a sense, what I can do now is I can Oh, wait, it would be nice if I actually save my scene. I still not saved my scene. Wow. Let's go to SourceFils and let's make a new folder called saves. And let's call this one modular assets because I want to always have my props in like a separate seen. Okay, save my blender sin, and now we have our WAL 01, selected. And you can often see me first selecting one and then selecting everything else. It's habit. Contra Z Contra V, move to collection new, and now you might guess GF underscore underscore 02, and press Okay. Then we can turn off all 01, and now we only have Wall 02. And for that one, it looks like that we have another plank over here. And I like to try and keep things fairly even in terms of the size. However, I can see over here that there's quite a big difference, but we don't have enough room for the big difference because we only have room up until this point. Maybe I will make this one, a little bit bigger. Let's do like, let's extend this out at oh, wait. I almost No, wait, Texi that does not matter. I can just do it manually because this one does not need to perfectly transition, only the bottom pieces need to transition. So for now, I'm doing it manually, and later on I will make this nicer. Only reason I'm doing this so that I can go in here and make this size. For example, 0.03. Let's do 0.05. There we go. Let's make it like a bit bigger or thicker, so to speak. There you go. And now we have this one and we can once again export FBX. And this time we can just grab GFL 01 and change name to 02. And that's basically the general idea for this. We can just keep doing this. We can keep grabbing our walls, importing it. And now let's say that's over here, we have a corner so we can just test this out that if I would place this over here, Perfect. It snaps nicely. And then you can see that in our reference, this wall is actually being cut off, but that's totally fine. It does mean that we need a center pillar, but what we can do is we can simply rotate this. And now, this one is 2 meters long. If I go ahead and I set this to the side over here and then set my snapping to 100, it should snap exactly on the 1 meter. It's just a nice way to keep things even. And then this one you can go here and then we can go GF wall 02, that has that extra bit. Then you can copy this and you can once again throw on a pillar. And now, then the last one that we'll probably do for this chapter is we are going to it feels very long. But should be fine. What we're going to do is we are going to have a center pillar over here. For this center pillar, super easy. What I want to do is I just want to create a slightly thinner pillar. So let's do a cube. Let's turn off. Actually, let's leave it on for now. Add it pivot, snap pivot to the corner of the vertex, and then set the position to zero, 00. And I'm just going to go for probably 0.50 0.25 by point by 2.5. There we go. Too thin, too thick. No, I think that's fine. And then we can move this one to GF 02, and this one can be moved to collection, new collection. This is not technically just like, Yeah, let's make it GF. Like, technically, you can also use it for other places, not just for the ground floor, but let's do ground floor underscore. Pillar underscore, plain underscore 01. And then we can go ahead and export this GF Pillar underscore plain underscore 01. And these prefixes are very important, especially when you have a lot of buildings. Like I worked on D division where we had hundreds of buildings, and then it becomes very important with so many pieces because those are thousands of pieces to have all of these little prefixes. GF Pillar plane 01, import. And for this one, we can just basically move it over here. And you can turn off snapping if you want, or you can just kind of leave it on. I like to basically move the pillar roughly in here like this. Yeah, here you go. Great. See? So that will give a natural transition. If needed later on, we can always move this back if we feel like it. It depends on a case by case basis. But we now have this one. And now let's say that we want to go ahead and just continue on this while because as I said, we are trying to actually build an entire building out of a blockout pieces. So we need to place this anyway. Oh, wait. Sorry, I need to turn on snapping. So duplicate then immediately after duplication, swap it out with the mesh that you want and then move it over here. And looks like we are going to have two over here, and then we need another pillar. And the reason we need that is because we know that if there is a roof, this extension piece can only be too wide with two pillars. That's how we are going to make the roof. If it is wider, the roof would not fit. And by the way, I do see, I see, slightly different roofs over here, but we can work with that. That's no bom. So we have these duplicate another pillar. And we know that this is going to be the width of our building, which is good. And then I can go in here. I can do another one. And then for this one, I need to rotate at 90 like this. And there we go. Okay. So we now got this size over here, and then maybe we want to, for example, go ahead and turn this into like a normal one. So I can set this to the corner. I forgot if it was this corner or the next one. 100? Yeah, it's next one. So set it to this corner. And now we go for 100. There you go. See, snapping is amazing to just do stuff quick and accurately. So we have this one, and then in this case, this is just because I want to keep it even, I am going to now actually duplicate this once more and maybe once more. This is going to be a long building or Yeah, let's do that. And then we are going to duplicate it again. But this time it's going to be a simple corner piece over here, as you can see. And just like that, we can now just quickly continue on building this building. Let's see. We have this one what I'm going to do is I'm probably going to duplicate this entire area over here. And then I do need to make sure that I do everything equally, but you should be able to just do a 180. And then as long as we snap this sit properly against our pillar, it should all fit nicely. See? So that it is exactly the same. So we have this one, and you probably guess what we're going to do next is we are also just going to have this all symmetrical nice and symmetrical and stuff like that so that it will properly fit when we actually place our roofs way later on. And it's important to do this correct now and not to, like, find out later that we need to change the entire design again, because this building, yes, we are building it as a blocker, but we will actually already use it also. So as you can see over here, it's like a little cos section, something like that. That is looking pretty good. So as you can see, this one is extending out. That's why we have these pieces over here. This one is just flat. Here you can see it better, see. Some are extending out, some are flat, so that's totally fine. We can work with that. Now, I'm going to go ahead and save my scene. And in the next chapter, we will just go ahead and create like a door piece over here, and then we can get started with the first floor. So let's go ahead and continue this in the next chapter. 5. 04 Creating Our Blockout Part3: Okay, so we now got a basic ground floor done. And as far as I can see, so we have this one, but I realize that I'm just going to make the window separately, so I can actually just use this piece that I have over here. And then what we will do is we will simply swap out the wall over here so that we have two versions. We have a plaster wall, and we have a brick wall. So, honestly, I don't need to do that. I just need to keep in mind that I need two windows. For the rest, Yeah, I guess we can do something like that lastly. So if we just go in here, we can make one more wall variation. So we have this one. And what I'm going to do is I'm just going to Condo C, Controv, move to collection, GF, WAL on scorot. Here we go. And then what we are doing now is, yes, we are just creating the basics. Later on, as I said before, we are definitely going to Add even more variations and stuff like that. But for now, it's just about the basics. So we have this one. Let's turn off my snapping. And I'm going to probably, let's see, rotate this 90 and roughly like the center. Yeah, let's do that. Let's move, roughly in the center. And then I'm going to just alt X so that I can select all of my vertices. I'm going to move this one over here, I'm not going to move it down here, just because for this one, that area will probably be hidden behind a little stone structure that we will most likely also be creating, but that one will be like a unique prop. It will not so much be like a modular piece. So we got this one. Let's do a quick pivty in my maxivist tool so that I can properly copy it. And then also moved over here. Don't just like clip it through. Of course, it's a blockout, so I guess for now, you can clip it if you want to, but it makes more sense if you do something like this. So we have this one. I'm going to actually select both of them by holding Shift and then go to Edit mode. I'm going to make them a little bit thinner. And maybe move them a bit. And now we have this one, what I'm going to do is I'm going to move this. And for now, I'm going to make the super basic. I'm literally just going to clip it in here because I don't want to spend my time properly cutting off all of these pieces and all that kind of stuff. So for now just simply clip it in here. Let's do a quick pivot again. Rotate it. And we are going to move this one over here and over here, you know what, for these pieces, I'm just going to make them thin again. I feel like that makes more sense if these ones are a little bit thinner. Okay. Actually know what I'm going to make these bit thinner. But yeah, it's just like a wall variation. We are going to make this a lot nicer later on. Let's make sure that it's all in the correct layer export FBX, GF wall 03. There we go. Wall 03 also done, and we can already import it into our assets folder over here. Nice. We got this one and maybe you can even. That's a double nice that we can literally just use it over here. So that's really cool. Yeah, that's really cool. That we are able to do that. And because we are cutting it off, it feels like a natural cut. So that's great. Now over here, it will not work because it would only work one way, but that's totally fine. We now know that we have this extra piece. So let's get started with the top floor. For the top floor, I need to figure out how high I'm going to make it. So we have our Bsewall that is slightly different. Let's have a look, yeah. So this pill over here, it will basically be aligned with the rest, so we don't need to create these pieces over here. This means that if we go in here, we want to have our Oh, move those two count floor wall 01. S. Let me just check. No, I want number two. Count four wall number two, CtolC Consol V. Move to collection. New collection. Uh let's do f01 as in floor one and then underscore well underscore 01. That's probably best because we might have multiple floors that again have unique pieces specific to floors because this one is like a short one. So that's probably best. Then we can delete this one. Am I editing the correct one? Yes. And we are going to move this down somewhere over here. Yeah, that should work. Now, in terms of the height, I said that this one was going to be higher. Have a L. Right now, it is at if we just press the wavy button next to the one, sory very professional wavy button next to one. We want to do an absolute grid snap, and let's just leave this at 3 meters because it's a nice even number. So go to increments and turn on absolute grid snap, and then you can carefully snap this exactly to the top. At which point these pieces, it is mostly just a matter of turning off snapping, going into ddt mode, selecting all of them. And then I guess, if you want to do it precisely, you can snap the face or not. I guess because we are editing multiple, it's not as easy. In that case, just Do this. There we go. Okay, so a bit longer. Yeah, that should work. I feel like when it's longer like this, I want to make this a little bit higher also. There we go in there will be windows and stuff like that on here. So first floor wall 01, let's export. F01, wall score 01. Here we go. Let's import this. So Okay, so we got a slightly longer wall that we can use, and I assume that we can also use it totally normal here. And this is also why we want to keep the heights correct to the correct values because else we are not able to just snap it like this. So that's wall 01. Now we have a corner. That's going to be interesting. So this corner is going to be thinner. Let's move this guy a little bit away. And let's see, ground floor corner pillar. This is the one that we have right now and we would need to keep do we need to keep this stuff? Does not look like Oh, yeah, yeah, definitely. We do need to keep this stuff over here. And then what I'm going to do is I'm going to probably make my pill a little bit. I cannot make it thinner. A, that's annoying. I think I guess we all just have to keep it this size. Like, I wanted to make it thinner, but I simply cannot do that. So what I'm going to do is select all of these three. Control C, Contra V, move to collection, f01 on the score corner, on the score pillar on the score 01. There we go, turn off the ground floor pillar and see this one we can delete. Oh, God, they are part of one thing. In that case, just select this and delete, press four, select this and delete. There we go. And now all we need to do is we just need to select these three pieces, select everything over here, and most likely this will not snap correctly. No, that's unfortunate that it does not snap exactly the way that I want to. Um, there is a work round, of course. So first of all, what we can do is we can get it as close as possible. And then the workaround is pretty much to select the lines one by one. So we have, like the bottom, and then we have the top there we go. That's pretty much your workaround to do with something like that, and that should already be it. This one is actually really basic one, export FBX. FF 01, underscore corner pillar, underscore 01, and that should take care of those pieces. If I now duplicate my corner pillar, import my new one, and replace it Nice. That gives a good transition. Okay. Awesome. So we got these pieces done. Now, at this point, what you can literally do, and that's the nice thing about just having these module pieces that can stay on the same site or on the same locations is we can literally just duplicate everything for now, and then later on we are, of course, going to improve it. So duplicate it, snap it all to the top, and then it's just a matter of going in here. And I'm going to get started by just selecting all of the corner fillers and replacing those with the correct one. Like this. And then it's a matter of selecting all of these walls over here. Replacing those with the correct ones, and then we are going to just create a bunch of variations and making sure that everything works. We now have floor number two. Now floor number two has, again, one of these pieces over here, which we can do something with the blender there you are. Floor 01, duplicate, move to collection, new collection, f01, unscoe, un score 02. And then what I'm going to do is I'm going to wide away, CtraZ contra V, duplicate, move to collection new collection f01, un score, unscore 03, turn number two off. One variation, two variations. That's one we can do in engine. Let's do three variations. So once again, Contras Contrave, move to collection, new collection, f01, underscore well underscore 04. There we go. We have a few variations now, and now we can get started with variation number two, which is going to be just like a single bar at the bottom over here. So we have, turn off snapping. We have this piece. I'm going to make it a little bit thinner. And I'm going to move this up a little bit. So it's like a thin version. Let's do a quick pivot. And in our quick pivot, we can kind of just get it roughly to the correct size. And then it's just a matter of moving the ends over here. And for now, they will just kind of like clip into whatever. So that's number one. Next, what we can do is we can duplicate this, move to collection. Number three, this one, actually move to collection number two. Okay. Number two, done, number three is going to be the version over here for which I want to duplicate this. It's actually annoying that I did that. Let's duplicate this one. It's annoying that I changed my vertices before creating a backup. So let's try it again. It doesn't have to be too precise. Honestly, like we're doing just a block out here. The side, the snapping needs to be precise, but not this stuff. I'm going to rotate this 90 degrees. And it should be actually exactly in the center because we had a pivot exactly in the center. And then what I'm going to do is for now, I'm just as I said, I'm going to break my rule and just clip it straight through. And it's mostly just because I want to do this a bit quicker because we're spending a lot of time on something that we are going to completely throw away and change later on anyway. So we have this one Sorry, I meant to go this direction. There we go. And then we have this one, for which I'm going to rotate this so that it roughly points towards the corner at the top, like this. And then I'm going to move this. There we go. So this is number three, move to collection while number 03. Then lastly, we have that one for which I can copy this, move to collection, while number four. And now you might be guessing, why don't you just do this inside of wel? Why don't you just make one wall, and then in unwel create your variations and then use the modeling tools to merge them. The reason for that is because they need to stay snapping, and I will show you just like a bit. At the end of this chapter, I will show you what I but basically, when we merge all of our models together in real, it is a very powerful way of doing things, but it messes up our pivot, and a pivot is super important to stay on this one tiny corner. And yeah, that's what's a bit difficult. I just think of, like, I know a way that you might be able to make that work, but in the end, there isn't a massive difference in time, to be honest, between doing it here or somewhere else, maybe like a few minutes difference. F01 WL underscore 02. Export f01, will underscore 03. And finally, f01, will underscore 04, and there we go. We can save that, and now we can go into unreal and import these wells Here we go. Basically, what I was thinking about and I will show you in just a bit, let's also already export because we need it anyway. I think we can export this one. Let's duplicate this and let's snap up pivot to the other corner. And then we can set this 12000. Right click, move to collection. Wood underscore, plan, clank, underscore, Tick Underscore 01. Here we go. And it's just also to show you. But we need this one anyway in our engine. Later on, we are going to export all of these wood pieces also individually just so that we have some flexibility. So Woodslk tick, underscore 01. Here we go. And now I want to show you a quick technique which is really cool. So as you can see all of these planks, we have all of them here. However, Unreal five has new modeling tools. Now, I'm going to show you technique, and then I'm going to show you an idea that I have on how we can maybe make it work. Normally, when you have over here your wow, and that's just drag on a different material, we can, for example, also import our wood blank, and then technically, you can go inside of unreal. You can place this wood blank however you want. So let's say that I want to move it over here like this, change rotation and maybe do some careful scaling. As you can see over here. Now, if you want to do more precise editing, what you would do is these tools are completely new in nulegen five. They do not actually work in nulegen four if you happen to use that one. But if you go to the modeling tab over here, you can actually do some modeling directly into your engine. If you go to poly edit, what you will see here is you will see an error mode. This error made basically tells us that it doesn't have any poly groups, which is something it needs. So what we can do is we can go down or up over here, go down to attributes and press group generation and then simply press Accept. And now, because these are simple shapes, now what you can do is you can actually select these vertss and you can do almost like in blender, you can do some custom modeling and you can even do extruding and stuff. But of course, that would later on break your textures. But you can place it more precise. Now, as you know, we need our snapping here at the bottom. So what I was thinking at first is like, Okay, I want to group this. I want to select these, and then I want to press mesh merge over here. And I'm just going to call this test. But the problem with this is so this one merge these two pieces together, but it will mess up our Pivot point. It will set our pivot point in a I would almost call it like an estimation between the two Pivooints of the two models. Now there is a function here, which is called pivot, which allows you to move your pivot point. The only annoying thing is that it does not actually allow you to snap your pivot to vertices. This is something I hope that they will change later on. It does allow you to snap, for example, to the center to the bottom to the top, left, right, stuff like that. Now, what I'm thinking about now and I literally have just thought about this is that we are allowed to do grid snapping, which means that if we set this to the bottom, we should be able to sort of snap to the grid. Now, it will not work perfectly right now, as you can see, but my idea is that if we go ahead and do this, so I want to just try this out just for the future. I know that I'm doing this in Tutorial, but it's good to show you that I'm also still learning everything. What if we simply set our location to 000, which is here? And what if after we've done that, we, for example, art whatever we want. So I will do this super quickly. Here we have plank, and let's say that we just have this plank over here and we want to arts. Now, my idea is that because it is at 000, we can simply snap a Pivot point also to 000. So funny enough, I actually did this prototyping before, and back then, I did not think of this. And now, while I'm recording, all of a sudden I think of this. But it is quite nice. So let's say that now we go to our modeling tools, we select these two pieces. We do a mesh merge and just press test under score zero and two and press Accept. And now if we go to a pivot, what I want to do is I want to snap I cannot snap the pivot exactly to the bottom because over here you can see that it will try to snap it to this bottom. But what I can try to try and do is I can try and snap it, let's see, to the world origin over here. And the world origin means 000. So if an Opres align or a press apply, I think that actually works. So if I would now go in here, and drag this one on. Perfect. Okay. So that works. So that's a technique that we can also use. It's up to you what you want to do if you want to do this in engine or you want to do this in blender. I've now shown you the technique, even though I kind of winked it because I didn't even think of that technique beforehand, even though I literally did a lot of prototyping. But it's nice that we found this. So we can use this later on. That would be nice if we just use it in, like, a few specific pieces. What I will do lastly, is I will just make a quick window. So for now we can delete this. I don't need those pieces right now because I already got all of them over here. And personally, I do actually prefer the blender technique because with the blender technique, I can also like boolean. And yes, you can do boolean inside of unreal, but it will change the material, and it's a holding. So quickly, for our window, what we're going to do is let's grab wall 02 over here. This is going to be the wall that will later on have a window. And let's create for now a very simple cylinder. Just leave it 32 sides. That's totally fine. We're going to move it up here. We're going to low down scale, let's set the width to, like, 0.1 to make it nice and thin. Let's turn of our snapping, by the way. And now you just want to basically create the radius of your window. So let's go for something like this. I think will look quite nice. Next, I'm going to delete these pieces and this one, and then also select this one, press four and delete this. There we go. Next, we have these two pieces over here. I'm going to extrude those down up until probably like this point and then Q, and I'm going to do a bridge edge loop. Remember the inch is my favorites that I use. I'll click to select this side. And now what I want to do is I want to right click and you want to grab new face from edges. Don't just do fill because fill will triangulate. New face from edges will not triangulate it, which means it's easier for me to then press the I button to inset. And that way I can now just do lt E and then I can extrude this in. See? Makes it just a little bit easier. At this point, right click, move to collection, new collection, window under score 01. Sure. That's already fine. And you guessed it, it your pivot, snap it to one of the corners. I'm going to snap it to the back corner this time. Over here. And then what I'm going to do is I'm going to turn off snapping and move it a little bit further back. This is so that it will actually clip inside of my wall as soon as I drag it on my wall, and it will just make it fit a bit better. I will show you what I mean. So we got this one. Windows 01, export FBX, Window underscore 01. Next, let's go ahead and go into real, import it. And this is basically what I mean. Now when I drag this on here, it will wide away. I will have a window, but it will also sink in a tiny bit so that we do not have exact pixel or pixel, and often this will work a little bit better. So what you can do with this one is, let's say that you have this piece over here, and we want to turn this into like a window and it has a beam. We can go in here, we can grab this one. Then what we can do is we can grab that ground four pillar plane. And as I said before, we can also use this pilar for other stuff. So all I need to do is let's see if this is ternal snap I think this is about the center. Move this. You can do a little bit of scaling. Even with our final models, we can do a little bit of scaling without actually seeing anything wrong because it's wood and wood is grainy, so it's like a perfect thing to scale. Track this one in. Oh, it's snap rotate 90. Let's turn off our snapping. And here we go. Here we have our window, and maybe we want another window here. Nice. If you want to permanently change these materials to our gray, we can, of course, open up our window. And then or drag on our gray material or select the gray material and press this little button over here. And then you can go ahead and you can quickly the annoying thing is that sometimes it just randomly changes where we have our window or our viewport. So I'm just opening all of these up, do a tiny bit of cleanup here Sef and then select your grip. For some reason, this one opens up here. It's Unreal engine thing. And then over here, I can just go ahead and I keep pressing this arrow button because I still have my material selected. And then it will automatically assign this material whenever we drag in a brand new asset. We might not have noticed it as much because we are duplicating assets rather than dragging them in, but it is something that is nice for your organization. And now just press Save AL there you go. Now they will always stay white. Awesome. So we got this one done. Over here, what we can do is we can grab, for example, one of these, and once again, you get something nice that is still slightly different. So those things are cool. Over here, we want to wait until we actually have like these pieces over here. So that's something we will do next chapter. But as you can see, just like this, you can just randomly change the ones that you want. So let's say that we do this one. And then we want to have let's say this one over here, and then we can, of course, just quickly grab this pillar, move it in here, just like that. I would say that if you are doing that, just as well also place the pillar down here so that it is like one continuous thing. I feel like for this one, I might want to just do this. I'll just leave it. I know. But yeah, basically, we will make this look extra nice later on. For now, it's just about structural pieces. Next stop is going to be our top floor over here. So let's go ahead and continue with this in our next chapter. 6. 05 Creating Our Blockout Part4: Okay. So we left off creating our window. Oh, I don't know why this is so big. Let's do this. There we go. And what I wanted to do now is I just want to quickly create the second window, and then all of these floors are done, and then all you have to do is focus on the top floor, some unique pieces, and that's about it. So for this one, it looks like just like a super basic window, scrap wall number 02, I believe, over here. Let's create a quick cube, shift A. And yeah, for the windows, I'm not going to stick to super precise metrics. It's just going by feeling more. So if I go by feeling, I feel like this will look nice. And then I'm just going to go ahead and push this in, make it a little bit more like a rectangle. Yeah, something like this. Maybe do a contre R. That's my shortcut to add a loop over here. I assume that if you know the basics of blender, you definitely know how to place a loop. And let's then do like an Alt E over here and maybe like an I over here to do a inset, and then Alt E. There we go. Very basic window. So right click, move to collection New Window underscore 02. Easy, does it? So we got this one. We can just go ahead and we can go to Max istols add a pivot, and let's go ahead and set a pivot here and then turn off our snapping and move it back a little bit. Again, same reason as before. And now all we have to do is we have to set this one to 000. And now we can go ahead and we can export this as Window under score 02. And now that this is done, we can go into real inboard window 02 over here. There we go. Yeah, that works. So this one we cannot use for that, if we would want to do that. Let's quickly use this one just like a template. So we have ground floor wall 01 over here. And then these pieces would get like a window. Yeah, the window looks better on like a top floor, but we can always crab this window. And honestly, what you can even do is you can even scale it down a little bit. No one will really notice that kind of stuff. And because we are making an environment more because we want to make it look nice, it should be fine. So there we go. So those windows are also work. Okay, top floors. Those are going to be a little bit more extensive, although not too much. So we will have a few variations, as you can see over here of the top floor. This variation over here, it's going to be extended out. Yeah. That looks like a two meter extension, so that should be fine. But let's get start with like a very basic one. And I want to make it Um, probably a little bit shorter than the ground floor. I think that will look best. So let's get started by grabbing a grab a f01 as a template. Yeah, f01 and template, Contra C Contra V, move to connection. F02, underscore will underscore zero, one. There we go. And this is going to be the one that we need to decide for. We go to our front view. I think I want to set it like, Well, if I set it halfway, it will just become a ground floor or not. Let's see, ground floor is halfway. So yeah, ground floor is halfway, we probably want to actually go even lower. I hope that that is enough, but we can have a look. So we want to move this one if we just go ahead and set the snapping to increments in an absolute grid snap. We want to set this low. That feels really it does feel very low, but it also feels a bit logical. Maybe what if we do this? Oh, wait. Because my cube is not square, I cannot go exactly like that. But what if we go a little bit higher? So I'm artificially going off my even numbers. But I'm not too worried about that because it's the last floor. So even though the numbers are a little bit uneven, I often don't have to snap to it. And if I have to snap to it, I know ways to still be able to accurately snap. So that's why I'm deciding to do this. But LSA just becomes too short. So we can move this down, and then this one, we want to actually move down quite a bit, and then probably also make it a little bit thinner to make it fit the style a little bit more. So let's say that we have this one and this will probably now, wait, let's delete this. Yeah, let's delete that, and now this will become like a default wall. I think that should do the trick. So we got this one. We once again do need to add a corner. And I know that this time we often see these extensions over here. These extensions, we are probably going to just manually dd on top of it and just kind of try and clip them in there. But I'll see the best way for as do that, the best how it will look the best. Wow, my speaking is not very good. I'll have some. But anyway, so we have these pieces over here. Now what we can do is we can go ahead and this is f02 wall 01. And if we just grab f01 corner pill and that one can stay the same. Yes, that one can stay the same. Duplicate, move to collection, f02, underscore, corner underscore, pillar underscore 01. Here we go. And then if we scroll all the way down, we are starting to get quite a few pieces over here. When we go all the way down, what I can do is I can select all of them, move this down, and then use the same technique where we first of all, set it very close, and then snap the faces and then grab only the top, snap this to the face, grab the bottom, snap this to the face. There we go. So that should be totally fine, yes. Okay, so we have the two base walls ready to go. Uh oh. What did I dit? F01, F two corner. I think I accidentally edited all of them. Yeah, F two corner, and this one is f01, wall and corner. That is unfortunate. That just means that I need to change this one. 1 second. I just need to quickly set this back, but I don't undo it because then I lose all of my work. So rather, what I want to do is I want to select all of this and because it doesn't take very long, just quickly redo. This work where I move it, select the top, turn on snapping. There we go, and select the bottom, turn on stopping. See, as if nothing happened. Sorry about that. I thought I turn it off, but I guess I did not. Anyway, so we now have these two pieces. We can go ahead and export them f02 score Wall score 01. And this one is going to be f02 on the score. Corner on the score. Pillar on the score 01. There we go. That should do the trick for those. Let's import them. And now, this one is going to, as I said before, a little bit trickier because these ones are extending out, as you can see. But I have a pretty good idea where we can use this as like an underground. So it should not be too difficult. The first thing I want to do is I probably want to go ahead and extend this one out, make sure snapping is turned on. So, we are going to extend this one out and this one is going to be f02l. Then if I move this, that's not enough. I want to extend this out quite a bit. Let's say that if I want to extend it out up until probably this point, I'm not sure yet because what we need to do is we need to add a corner and the corner has to become like this. Okay, so no, Yes, this is correct. So we got this maybe move it one or two back. There we go. So we got this one. So yeah, let's just go ahead and the extend this out. That should be fine. So we have these pieces extended out. Next, what I will do is I will duplicate this. I don't know exactly at which point that we will need to end. So what I can do is I can add already a wapiece here, and then I will know if I place a wallpiece here and here. This is where the ends will be. Then this pillar is going to become a corner pillar like this. Yes, no. Well, yes, but I need to rotate this. That would be heady, and then have it exactly on this line. There we go. And that should be it. Yeah. Okay. So that's one is now just kind of like hovering over here, but that should be fine. And then we will just simply stick these pieces inside of the mesh because you will not be able to see them anyway because there's going to be walls in front of it. So we got these pieces over here, that's totally fine. Now what I'm going to do is I am going to already start by placing all of these, it will only stick out on that end. On this end, I will just leave it like normal over here, especially because it's the back. I want to save some time because it's age oil, and some of the times I can save it by simply not making or not making anything I can not see or barely see very detailed. It's a common time save that you can use. And it's also something that they, for example, often do in movies and everything, where whatever you cannot see, they simply do not make because it would be wasted time. Same with video games, as soon as you go outside of the map, it will be very low quality. But yes, I'm sure most of you already knew that. I have feeling like I selected something else. Yeah, see? Yeah, extent selected the sky. Here we go. Okay, so that one is sticking out, and then here it will stay totally fine. That is good. Now, it does mean that for these pieces over here, I might not get exactly what I want out of it, but it is something that we just need to have a look at. I'm going to move this one up. So this one becomes like a corner pillar over here. Yeah. Okay, so that does nicely break up the corner. And I don't know, over here, I feel like I should be able to do that. I just I just makes everything much easier if we keep it at one. Yeah, you know what? That should do it. It would not be too logical if it's extending out too far anyway. We can always mess around if we want to have it extending out further, but for now, this should be fine. And what I'm going to do now is I'm going to probably create two variations over here of my walls. That should be no problem. And I am going to do it in blender because I feel like it's faster in blender. So we have variation one. Right click, move to collection F zero, two, underscore wall underscore 02. Okay. Select it again, Contra Z Contra V, right click. Move to collection F zero, two unscoe walls 03. So we have three variations for now. One, two, and the default. Yeah, that's fine. Later on, we can also create plain walls and stuff like that. But those are just if we need them because this isn't so much a pack for the asset store or something. If it is a pack that you make for the asset store or to sell or anything like that, then you would need a lot of different pieces, or if you have level artist and stuff like that. But for now, it should be fine. So what I'm going do is I can quick pivot that one. Rotated 90 degrees. Oh, something went wrong. There we go. We got these pieces done. Let's move this down. These ones, what I'm going to do is I'm going to make them a little bit thinner. And next just rotate one. Kind of, move it over here, and then just use your vertex selection mode to go and move these back. They go. Quick ivot, Rotated again. And move it. Like that. Okay. So that is Will's right click Move to collection will number 02. And now, wall number 03 is going to be like this pattern, which is around, not the most handy one, but okay. Actually, you know what? Wall 03, I'm going to delete what we have now, and I'm just going to recopy Wall 02 again. Wow, I can't have like, Oh, God. I didn't mean to do that. There we go. I again messed up my rotation. Let's go in here. Let's have a look. I said this to zero. Okay. Weird. Anyway, as I was saying, select this, right, click, move the collection. Oh, no, sorry. Select everything, Contra C, Contra V. Right, click, move the collection, while number three. And now all we have to do for these ones is create a bend. Yeah, I guess it would be quite a long bend, so I'm not sure if we are going to make it exactly the same. But let's just see what we're going to do. So let's say that we have this piece, and let's say it need to become like a 90 degree bend. What we can do is going to edit mode. Add some edges, and then use your scroll wheel to add a few. So I have contra R. The loop cut and slide is the one that you want, which you can find somewhere over here. Loop cut and slide, they go. I set mine to contra R. And now what I'm going to do is I'm just going to go to my modifiers, add a simple deform modifier and set this to be a bend. At 90 degrees and then just go for the If you don't see anything happening, then what you want to do is remove your simple deform. In object mode, I have another quick favorites menu, and I have an all transforms note over here. You can find this note by going to object, apply, and then all transforms, and that will reset all of your transforms. Sometimes things get a little bit confused and then your bend does not work because your transforms are confused. Doing this allows me to now go into simple deform again, bend, and now you can see if I said it to 90 that it does actually work. I can also see that 90 is not enough. We want to go probably 180. What if I do 90 but then do a rotation. Yeah, I guess something like that can work. It looks a bit strange, but then again, it also looks strange in here. I don't know if there's maybe some real life reference where they do bends like that. Yeah, yeah, I don't see any real life reference. And later on we can also look at these extra references to have, for example, different ideas for patterns and stuff. And sometimes it would be nice to have one that just does not have any wood, and it's just going to be mostly plain walls, all that kind of stuff. Now, I don't see any reference, but it's fantasy. So I'm still going to go ahead and create this one. To apply your modifier, just press Control A, and then we'll apply the modifier. And next what I'm going to do is I'm going to go into Face mode, edX, and I'm just going to delete these pieces. And then I'm just going to quick Move this one, and that's about it. There you go. Now, next, what you want to do is you want to go ahead and go to your Mx vistals and then edit your pivot and move your pivot roughly in the center over here. The reason I want to do that is because I'm going to mirror this object and it will mirror from the center of your pivot, which in this case, is sitting here. So what will happen is if I go to my modifiers to mirror on the Okay XX does not seem to work. Flip I'm trying to find a good mirror, but let's go ahead and press Q again and transforms. And let's again do a quick pivot. Move it over here. Let's try it again because it looked a bit strange. Mirror. There you go. Now it works. So now what you can see is if I move my pivot, as soon as I go outside of the added pivot mode, you can see that the mirror updates. So basically what you want to do is you want to set it roughly in the center, and then the mirror will simply update a little bit more to the 0.1. Of course, what you can also do is you can also say, like, Okay, I have enough contre A to apply my mirror. And then I'm just going to select my model and then I'm moving it manually, whatever you want. I need to turn off at a bivot. There we go. So there we go. That is variation number two or three, depending on how you look at it. Move to collection wild three. Start with Wal two, file export FBX. F02 wall two. And this is also why we turned on that combined meshes option way in the beginning because else, these would all be imported as separate meshes, and we don't want that. So we got these. Go ahead and input them. Import. And now you can just go ahead and you can drag these in like that. Awesome. That looks good. Okay, in the next chapter, what we will do is we will create a longer door piece, and for the rest, we will also go in and we will create this wood piece which we can then also use down here, and we already have some pillars. We might want to create a ticker pillar, but we'll see about that that we can use to basically guide along this line to give a nice closure. But as you can see, it is starting to get somewhere. So let's go ahead and save scene and continue with this in our next chapter. 7. 06 Creating Our Blockout Part5: Okay, so we left off with all of these pieces over here, so let's go ahead and continue. Now, what I want to do is I want to create like a separate piece that is just going to be like this top beam over here that we can use. So if we go in here, we should be able to do it as easy as just duplicating this. And let's move to collection. I'm just thinking what I'm going to call it. Uh, horizontal. Builder on the score 01, something like that because I know that we have a vertical one, so let's just make this like the horizontal one. And in terms of the position, let's di it up pivot. And let's go probably for like a corner position over here. And then it's just a matter of snapping this to 000. Here we go. And let's go ahead and then export this. File export APX. And next we can go to words folder to unreel like close blender, so I just need to reset my settings, and this one is going to be horizontal pillar underscore zero, one. There we go. Okay, let's input that and immediately have a look. I often like it when it is quite complicated, modular pieces like this one, I consider a little bit more complicated because we just need to make sure that it works in many different ways. I like to do the pieces more like one by one, which is like nicer. So what I'm going to do is I have my horizontal pillow over here. And the idea is that turn on rotation snapping. Okay, we probably need to make a Shall we make a long and a shot version? That might be best. For now, I can just kind of like move this in here. That should be no problem. Also, cool trick if you want to do that. If you want to do some quick snapping, you can hold V, and then you can snap to vertex. And as soon as you move your pivot point, it will snap to the closest vertex, which happens to be this one. So knowing this, yeah, as I said before, we probably need to go for, like, a short and long version. So, this one is long version, which we'll call 01. And then for the short version, all I'm going to do is select my edges. Actually, I don't need to even do that. Just do like a simple contre R over here. And then delete one side. And then go ahead and just like, oops, I use Control. Let's go ahead and bridge the other side. And I realize that I'm being very dumb because I'm doing this on our original. I need to, first of all, copy it and paste it and then add it to a new selection. Horizontal pillar 02. Now, that's a little bit more logical. And now I can do this. Because, else, of course, I lose my original work, and we don't want to do that. Okay, then we can go ahead and we can export this one. Where are you? Horizontal pillar 02. And honestly, that should do the trick. I should give us more than enough. To properly create this so I can go horizontal pillar 02 up here. And at this point, it is fine for me to just do, a little bit of scaling, as you can see, although it might be nice to have it sticking out a little bit. Yeah, who knows? That might look actually quite nice. Now I'm just going to duplicate it. I'm going to rotate it 90 degrees, set my snapping to five. And now I'm not completely sure. Let's have a look. Okay, yeah, that works pretty decently in terms of, like, snapping, I mean, Okay. And then for this one, we can just use a longer one, and it will probably not fit exactly. Oh, that's actually quite annoying fit. What if we do like two small ones or three small ones, I wonder, Oh, wait, that, of course, does not actually matter because it's exactly half of a long one. So I guess that we will need to do a little bit of snapping over here. Now, for example, with these pieces, what would happen is that they would be scaled down too much if I do all the way this. So then it's easier to just select the previous one. And then in your snapping, set your scale snapping. Just set it on like a low value into one, two, three. And hopefully I can, here a Cesar does break the snapping. But now it works to be better. So it does break how we can properly snap things together, but then we can use the V trick where we just press V and move this forward over here. And then for this one, it should be just a matter of moving this up here. Oh, wait. I forgot that we are going to have that one, so it might actually be better. Let's set this back to one, one, two, three, one, two, three, I'm just going to do something like this. It's quite high up, so you probably won't really even notice these small corrections I make, but it's good to know that sometimes you just want to spread the scaling across, like, multiple areas. And here I can see, like, it's still a little bit sunken into much. So I'm just going to go down here to my scale and set this to 0.11, probably. There we go to make it a little bit less. Okay, that seems to work. Now what I want to do is I just want to create these little wood planks that we have over here, and you can see them in more areas. And then what we can do is we can also use those as like an underground. So we can use them here, but we can also use them over there. So it's just a little bit of reusing. Now, for these, we probably want to once again go for, like, a short while. So if I just grab and does not really matter. Let's see. I need to grab f01. Let's just do f01, well 01 over here. There we go. So this is going to be the height that we need. So based upon that, all I need to do is Um Yeah, you know what? Let's just duplicate this. Why not? We can duplicate this, move to collection, new collection. I'm going to call this Wood wood plank row underscore 01, something in that direction. Next, what I'm going to is I'm just going to go ahead and select this pace, press contra I to invert my selection, and then I'm just going to delete everything else. And now we have a simple plane. At this point, I can just move my plane back a little bit until it's just in front of everything else, you can see a rear. And then I'm going to select the top face, and maybe I'm able to snap it two pass already. Oh, yeah, yeah, perfect. So I am able to snap it to pass. At which point, we can just press controle R, give it as many planks as we want. So let's say that because it's quite a short area. Let's do something like this. I don't know how much. 15. And then all you need to do is because it's a blockout, just do Control B. And just give it a little segment in between, at which point we can just go ahead and hold shift. And just for the sake of showing that these are actual planks and not just a flat plane, I'm going to select all of my planks and then do a simple LTE and extrude those out. Something like that. Just something quite basic, doesn't have to be anything special. And I'm actually going to leave it on this position because if this is zero, 00, it's nice that the planks are not sunken in so that when we drag them on here, they will be in the right location right away. So now, this one is done. Let's go in and export this and it's going to be wood plank row zero, one. So that will fix those. Yeah, it might seem like we have a lot of props. Yeah, we have a decent amount, but there's going to be so much reuse going on that I'm not too worried about it right now. You see? So now when I drag it on here, it is in the correct location right away, I can probably turn off snapping for this. Because there's some spacing in between, so it never has to be 100% precise. There you go. Yeah, that works quite well. So we got these and now I'm just going to duplicate them. And then the idea was that I'm rotating them. Oh, I definitely need more space for this. Let's scale these in a little bit. There we go. And because we need a bit more space for this one, because we cannot just add another piece on top, it's often easier to just do, a very careful sideway scaling, like you can see over here. And then it's up to you to decide if you want to give it like a really thick base like this or like a thin one. I think I'm going to go for, like, a thinner. Perfect. There we go. So that will sort out all of those pieces. We have this one, we have this one, we have this one. Next, we want to do probably like the door one. For the balcony, I kind of like need to have a look and see where I'm going to place these pieces. I might do them separately because the balcony, you never know exactly the positions based upon all of these other areas, and I need them separately, anyway. So yeah, let's probably do them separately. Did I feel like I forgot something, but I doesn't look like it. Okay, analysis what comes to me. So we got these pieces. If you want, you can just quickly open Then over here, select gray and quickly apply our material here just to keep everything nice and consistent. Whoa. Here we go. Okay. Yeah, and I like the scaling, compared to like the person. It works quite well. What happened to our door? Did we ever make one with the door? Oh, wow, we forgot to do that. I forgot to do that. I forgot to make a ground floor that just has like a simple door in it. I am very sorry. Let's go ahead and do that right now. You guys probably knew I was. I had forgotten that like half an hour ago but an hour ago. But, yeah. So here we have our ground floor, duplicate move new collection, GF underscore wall underscore width, door underscore 01 in case I want to make multiple different doors. I know it's all the way down here, but that should be fine. Okay, it's the same as the window. It's pretty much just creating a simple cylinder because our door has a round top, and I'm going to just like, move the cylinder in. I'm going to have this nicely, and of course, this is a door that's going to be quite a bit bigger. See if this is a person. Yeah, that seems quite a good height to go for our door. Try and place it like nicely in the center. Yeah, that should work. And I'm going to move it here. Let's get started by deleting this face. The two big faces. You cannot see it, but I also deleted, no, wait, I tried to delete all the back over here. And then I select this and press four to just do like a selection. Next, I'll E and then just right click to leave it in position so that I can manually move it down over here. And it's mostly because I wanted to make sure that we have a slight extension, as you can see over here. It's a bit difficulty, but there is often a little extension. And later on we can maybe also, add some bricks and everything around it for another variation if you want. That is why we call it zero, one, 02, all that stuff. Let's go ahead and bridge this. Let's go ahead and select this loop. Excuse me. It's right click and new face from Edges. And for this one, I probably want to once again, just inset it over here. For now, I'm just going to make this like a lot lower. It will look ugly, but it's no problem. And then like LTE and inset it over here. Something like this. Okay. And then just a matter of grabbing this one. And just moving your line until it is no longer visible, at which point you can select these pass and delete them. There you go, so that it's not extending out. And that's it. So super quick, super easy. Let's go ahead and export this one. So this is going to be ground floor wall with door underscore 01. There we go. Sorry about that. Just see there's a warm up for the second door that we are going to create. So we got this one Here we go. Nice. So we got one with the door. As good. And then if you want, you can always just like it multiple multiple locations. That's up to you. Maybe have one that has like a little window sitting next to it. You never know. Just something that looks a little bit nicer. Stuff like that. But as I said before, we probably won't be able to see most of that area, so I'm just going to leave it nice and simple. Okay, so we got that one done. Now what we're going to do is we're going to focus on this piece over here, which looks like it's going to be like a double wall this time because we want to have the door in the center. So it's one of the few times that we go for a double wall. I'm going to grab, move this to the one with door. I'm going to grab and see. No. This one might be handy because it already has a bunch of elements that we need. So let's go ahead and duplicate it or copy paste it, move it to a new collection. F02 underscore WAL the score with underscore 01. Yeah, that should be descriptive enough for what I'm looking for. Okay, we got that one. As you can see over here, we will have these planks, then we will have that wood sitting over here, and then we have two wood pieces for our door. So what I'm going to do is these pieces over here. Let's for now just move them out here. Then we have this 14 and this one, yeah. Let's go ahead and do Control J on both of these. And then Control C Controv. The pivot point is already in a good enough location, so I'm just going to snap the pivot and I'm going to snap it. There we go, so that it becomes one long piece. And then for this piece over here, just select your faces, set your snapping to face and move it over here. Okay. Now, these ones are going to come for the outline of a door. And for that, I kind of just want to go in here and roughly guess, Oh, turn off snapping. Sorry about that. So it's not going to be like a really large door, so I want to have something like this. I want to have it quite thin. So we have these ones. Now place them nicely into the center. You can see it's pretty much a center because I have my piv point here. So that is fine for now. Let's see. We got those pieces done. Those pieces are sitting on top of this area, which means that they do not just do contra they do not extend out. Here we go. Then the bottom pieces are going to have a wood planko. So let's copy that one, move to collection, the one with our door. So the bottom piece have wood planko except, of course, where there is. So if we want to place an edge here and another one here. We can delete that stuff and just quickly bridge this. Then we have our Panko over here, which I'm going to actually move a little bit closer because it looks like it's a bit closer in the reference. Move it down here. Let's go to face select and select these faces, including the little tin line on the side, and then probably just go ahead and just carefully scale it maybe I'd like the last moment, give it a little notch like that. Let's go ahead and duplicate this. Okay, that will take care of those pieces. Next, we have a door over here. So if this is going to be a big area, then yes, this door looks a little bit shorter compared to here, but it should be fine. What I'm going to do is I'm going to grab these pieces again, just to indicate a door, I'm going to make them a little bit bigger so that we have four of them in this one area. And then go to Oh, do you mean to do that? Go to face select and delete these additional pass over here. Let's move this nicely back. I probably doing this way too precise for a blockout, but okay. We're almost done. So we got this one, so we are going to just move this up. So this would be like the base of the door. And then if I just grab, for example, this plank over here, it's like a template, do a quick pivot on it. Move it white next to here, and this one is going to just basically cast some outlines. So for this one, we can just move this all the way out. So this one blocks off the rest of all of the planks and everything so that we don't see any errors. And that's also how it is in the reference. So we got this miss click something. Sorry. There we go. So quick pivot. L et's have one over here. Let's do another quick pivot. Rotate this one and move it nicely down here. So we'll have another one over here, and then we will have another one for which I'm going to just push this back a little bit, but make it a lot wider. Something like that should be fine. If you want, you can also have another trim at the bottom and the top just to really indicate that this is more like a door over here. But for now, this should be totally fine. So yeah, we got these pieces over here. Should be fine. If you want, you can have, I was moving too fast. If you want, you can have one over here. Why not? And then I will probably, you know what, let's have another one down here. I feel like symmetry would be nice for this specific piece. There you go. Okay. Awesome. So we can select everything, make sure that everything is in your correct collection. And then what we can do is we can do Quick Export. F02 on the score, WOW on the score, Wi door on the score 01. Here we go. I'm just trying to find it on my other screen. There we go. And now, you should be able to just delete this one, select this one because this is like a long door and then just extend it out. Awesome. So we got our door also done and ready to go. What I will do is in the next chapter is we will just work on the balcony, on the roof and also on this little extra roof mesh over here. So let's go ahead and continue with this in the next chapter. 8. 07 Creating Our Blockout Part6: Okay, so let's go ahead and get started by focusing more on the roof and everything. So the roof is going to be an interesting one because this is almost like a custom piece. We need to make one that is exactly two walls and two of these long. And then for the rest, we just need to keep that in mind whenever we make these buildings, but you can see most of them will pretty much be the same length. However, we sometimes also have these type of roofs over here, and I guess with those, we can be a bit more flexible if we want to. Yeah, you can see it over here, too, but we'll see how we are going to build it. So let's have a look. Roof. Let's go to Blender. And we need to create like a template first. That's going to be roughly correct. So let me just use a simple one. F02, whereas f02, f02, well, three, two, one. That's the one I need. So we got this one. Let's go ahead and copy it. Move to collection. New collection. I will call it roof front under Score 01 because this is just the front piece. This is not going to be the actual roof piece. So we want to have that one, and then I can turn off f02. But then I also want to turn on f02 corner pillar, and I'm just going to select everything then maybe deselect that so that I only have the corner pillar selected. And Contra Z contra V, right click, move the collection, and just also throw it into your roof collection. There we go. Okay. Now what I'm going through, I'm just going to select these three pieces, press Contra J. If you want, you can press height temporarily. And then same over here, contra J. And there we go. Okay. In terms of the snapping that we now need to do, that should not be too difficult. So we have over here our corner piece. One sec. Okay, corner piss piece is sitting at the front. I've temporarily forgot about that. So what I'm going to do is I'm just going to move this out. And then it's probably easiest if I just press add a pivot and I just snap my pivot to this corner over here, and then just do, like, a normal snapping like this. Duplicate it. Another one. And then we have this one, and I'm just going to turn off snapping, duplicate it. And rotate it like 90. And for this one, let's it a pivot and snap a pivot to this corner. Turn off, add a pivot and just move this over here. There we go. So that will be the same as it is real. So now we can just decide on our roof. Now, in terms of the height of our roof, that's going to be a bit interesting. Let's use a simple cube as like a measurement. Oh, let's turn off snapping. So we know that this one is, what was it? 2 meters? Two point something. I already forgot how much it was. But it's basically I just need to have a guess, and I feel like this would be quite high. And for this one, we have a little bit more flexibility on the height. I'm just trying to see let's go for Let's try 4 meters. And I just want to see how height Okay, that might be a bit too much. Let's try 3.5. And then this one, you can just s to like 0.1 and 0.1. And this is just going to be like a measurement tool. So to know roughly where the end is going to be because these no longer follow the exact standardized metrics and the place like Raffln Center. Yeah, I feel like if we create a bow like this, that should be good. What we can do now is we can basically go ahead and so it's probably easiest if we use this beam over here. Although I feel like it might be a little bit too thin, this one here. Let's go ahead and press four to do select link and then Q and then separate selection. You can find it in your menus here. There we go. Yeah, yeah, that looks like a pretty decent thickness. I'm not too worried about that. Okay, so now we got this one. Now, it's a bit awkward on how to actually place this. What I like to do is, I like to go from Global over here to local, which means that your Pivot points will be local to your mesh. Wow, that's actually really steep. Now I look at it. Maybe I'm going to go more for like 3 meters because I feel like 3.5 is yeah, see here. That feels a little bit better. So we got this one. And then what I want to do is I actually want to extend this out a little bit. I'm going to extend this out a little bit. Scale it Yeah, I think it does feel like it's a little bit too thin. I do feel like maybe let's say 0.3 by 0.3, it's better to do this now than later. Yeah, I think something like that will look fine. So we got this one. Now what you want to do is just going to edit mode. And for this one is quite easy. We are just going to kind of place it flat, and then later on we will mirror it, and then we can exactly decide how far out they need to be. And then over here, what I want to do is I'm just going to do like a quick boolean to basically cut this piece out. And of course, we do need to bend everything. So what I will do is I will first do the bending most likely. Let's go at the new contre R. You know what? Let's undo this one because it makes the bending really annoying. So we have this. We push it down, and then we do this sometimes happens. As you can see, the bend is just all broken. Just go to object mode, press Q and then freeze your transforms again. And now. Okay, so that's so I just need I'm doing this very quickly. Of course, I will do this, better later on. But now what I can do is just, like, set a nice position for your angle and then just kind of, like, use your scroll wheel to add like a bunch of segments like this. And you know what we can do is we can turn on target weld and maybe we can then just like weld Come on these pieces together. And kind of push this down. Yeah, for now, something like that should be fine. As for this piece over here, all we need to do is just go ahead and do a shift A and create a cube. And I'm just going to do a quick boolean to cut out like a shape over here because having it clipping even though it's a blockout, I want to remind myself to just do it this way. So we are going to select our original piece, and then we have a cube. And this cube, as you can see, it is slightly overlapping over here on our actual mesh. It looks like I need to overlap a bit more. And then if we go to our original shape, we can go down to modifiers and Boolean and then simply grab our cube over here. And then if you press Control A, it will collapse the modifier so that it will be applied. Then if you delete your cube, now you can see that we have this very quick and easy piece, and I'm just going to, like, move it a little bit here and there. To get it somewhat looking nicer day, go see? So it's just like they cut out that piece so that it kind of rests on top and I on purpose leave a little bit of space just to indicate for myself to say, Okay, remember, do this, that kind of stuff. Now, let's do a quick pivot and then just an de pivot and we've done this before. We want to place our de pivot roughly here. And at this point, I want to probably or hide or just like, delete your cube. And then if we do a modifier and go for a mirror over here, and then kind of like just move your pivot back a little bit. I do want to try and get it very close. But it's, of course, annoying because it's a big mesh. So there we go. Okay, we got that one. Now, before we apply our mirror modifier, what we first want to do is we just want to now go in here and actually change the mesh a little bit. So if we move the mesh closer and move it up a little bit, do the same over here. There we go. We get more of like a connection point, but I still want to keep, again, a little bit of space left in between because else, it will feel like a cliche. Else, it will feel like we just literally did like a quick mirror on like a random bandy machine. It just doesn't look as nice. So we got this one. Now we can just press contre A over here. So now we just need to make a front, and we can start with a very basic front and then make variations later on. So seeing this, let's get started with just a simple cube again. And maybe make the Y axis, like 0.1 or something like that. And this one we can just kind of like sit in here. We know that it will always be in a location like this, so it's no problem to kind of sit our cubes in here. And next, I'm going to just move my cube so that I can no longer see sticking out. Maybe select the top face, do an ld E, extrude it. There you go. Something very basic and simple like that. And now I'm going to probably just place like a beam, and let's just grab this one. Once again, let's go ahead and well, you can also just press Contra I and then just press delete and delete all of the faces. That's another way if you want to get this one. But basically, we have this beam that I want to now use, and I'm going to kind of, like, just stick it in here just to showcase, like, Oh, this one is a sideways beam, and it can have extra shapes. And then there will also later on be like one that is like for a window, stuff like that. But for now, we are going to go for something nice and basic, and then we will make some more variations later on. I think that looks pretty good. Okay. Yeah, I'm not too worried about that. So what I'm going to do is for now these pieces, I still want to keep them, so I'm just going to Oh, if you have this, make sure to set your pivot orientation back to Global. And let's just move it out of the way for now. Let's move you also out of the way. And then I'm just going to have this roughly in the center because we still need to have the pivot point somewhere logical. And having it in the center for this specific piece because we don't need to place it as often, it's fine. Like, I'm not too worried about that. And finally, I would say, just select everything and make sure that it's all in the correct collection. And now it's just a matter of exporting it. Roof front underscore 01 and export. And now we can go in here and we can go ahead and find our roof front 01 and import it. Okay, let's have a look. So if we just track this on here, it's just a matter of getting it in the correct location once, and then we don't have to move it anymore. There you go. We got our roof front, and we should be able to very easily then snap rotate it 90 degrees and also place, for example, one over here. And at this point, it's just a matter of just getting this one looking correct. There we go. And it's probably not exactly in the center. So if I rotate this exactly 180, is it in the center? No, here, it's not in the center. But to be honest, it would be quite a, that's tricky. I kind of want to have it in the center so that I can do the rotation stuff. The only thing is that it's a little bit of a pain to do. I guess what we can do is we can select everything and press contro J. To join it altogether. Go to our Maxivist tools, press quick pivot. So now we know that the pivot is exactly in the center of this model. And then if we set up pivot location over here to zero, so that now we know that exactly our model is in the center and then move it up manually like this. We can even go to a front view and we just above so that we don't have to move it up inside of our view. That's probably a better way to place the pivot. So let's quickly export that again. Yeah, Biv points it just about preparing it and trying to make your life a bit easier. So now you can see that we just need to readjust this one a little bit. Over here. And here. And now, hopefully, when I duplicate it and rotate it, there you go. Now it's exactly in the center, which makes it easier whenever we have things like, Well, we almost always have this. The only thing is that it looks like that our actual building is not in the center. That's interesting. If this one is exactly in the center, it has to line up. So somewhere along the line, I must have missed a snapping point. What I can do is I can just simply move this over here. Same over here. Just go ahead and grab this. And then move this one back up here. So this one does work, and it's just a matter of grabbing these pieces and getting them in the right location. And as long as we don't have any holes, oh, wait, here, see? This is where the problem is. Here, the problem is fine. Let's turn on snap. Oh, no. No, yeah, the entire thing is offset. That is strange. Let's just select everything and just see how much of an offset we have. It's nice thing we can just go ahead and select these pieces. Where's my pivot. There it is. Let's see. If I just do like one snap or a few snaps, that is interesting. It's not long enough. And over here, we can also not go too far out. What I will do is I will set this one as far as we can. So up until this point, and then we would need to play some space in between here. But then it looks like that we simply for some reason, somewhere along the line, we went wong with our snapping. I must have just missed, like, a single version, but here it looks fine. Oh, no, wait. Now this one is Wong. So this entire one is Wong, see? It's a bit hard to see, but you can see that there's clipping going on. So that's probably the problem. I must have accidentally missed a snapping point here, which means that if I just move this to up, that should do the trick. Okay. And then over here, that's interesting that this one does not connect. You would think that this one should still connect. If these are connecting. Oh, no, wait, because we extend it out. That's no problem. So it looks like that because this one we extend it out. And I remember we actually had to do that before. We just need to have one of these pieces. Maybe turn of snapping and kind of place it a bit nicer in the center. There we go. And that should do the trick. Okay, so that's now all correct. So we now have our roof pieces, and now you guess what we're going to do. We just need to create an actual straight piece that we have our roof tiles. That one should not be too difficult. If we go ahead and go into blender and have a look, I will see it's probably easier if we literally use this. See how far does it extend out up until that point. The reason it's easier to use this one is because of the bend because we already have the bend. So let's just go ahead and duplicate it. Right click Move to collection New collection. Roof slates underscore 01. Let's do that. Roof slates underscore 01. And for this one, all I'm going to do is I'm going to select this line over here. And select it up until let's see. So you are extending out up until here, and I want my roof slates to be roughly here, but this cutting is really close. I'm just having a thing out loud here. So this cutting is really close because we don't have a lot of space left, but we can see. Let's so Alt E that was the wrong one. Alt E and then extrude this out so that we have like this phase. And then just go ahead and select this hold Alt and select the bottom one, and then it will do like a loop selection and then u and then separate our selection. And now quick pivot. We can have a look. I'm going to move this one down because we don't want to have it exactly on the same line. So what I can do is move that one down. This one here. Let's do contra R roughly around this point so that we can select this phase and delete it. There we go. That's probably as far as a slate roof needs to go. And now what we can do is we can go at and Alt Shift and just, like, loop around. There was another shortcut, but I temporarily forgot it. And then what I'm going to do is I'm just going to do Alt E. And let's just right click and then move it manually. There we go, to give it some depth. Let's go ahead and de select these two pieces and then and then do like a bridge edge loops. There we go. Okay, so we got this piece over here. It is fine. Now, it's probably easier if we already do a mirror on this. So let's go ahead and quick pivot and then move it and for this one, I'm just going to kind of clip it in because this one is not as important for the blockout yet. Since it's going to change a lot when we actually make this mirror. And then I guess what I need to do is I need to move this one a bit further back so that it's just hitting like that edge. And then I need to move my pivot point for my mirror until it's roughly the same like that. Okay, cool. So we got that one. Now the question is, these are a little bit tricky to get like acron measurements. Like we want to probably end up using some booleans here and there to cut stuff off inside of the actual engine. I think having per eight is probably best instead of per four, just to make our lives a little bit easier. So what I can do at this point is I can delete this. I can select Oh, press Control A. Yeah, se like that. Let's go to our top view. Snapping increments, and then press absolute Gridsnap and snap this one here. And now our grid point should be 1 meter. So one, two, three, four, over here. Yeah, that looks about correct. Okay, let's go ahead and because it's already snapped on this line, it should already be fine in terms of the pivot points. So right click and just make sure that this one is in the correct collection. Let's save our scene, by the way. And let's export this and call this Roof slate score 01 and export don't worry. We're getting closer to the end in terms of, like, the blockout pieces. Just quite a few pieces, and then later on for the variations, if we find out that we need even more variations, we can just kind of like do them in the final, but we'll see because what we're actually going to do after this is we are actually going to already build our entire environment as a blockout. I know it might seem excessive, but it's important. First of all, it's easier to do as a blockout, and then later on we can simply replace the blockout pieces with our own final pieces. But that way we are sure that we have all the pieces needed and that the pieces work in any way that we want them to work. And then on top of that, we already have a composition. So it is quite important to make this entire level first in blockout. It's something that is also very often done in the game industry, almost always, actually. Now, over here, you can see that you have, this strange look. This is because our normals are flipped. You can often check that by Iblender going down here. To your viewpoint overlays and turn on phase normals. If they are red, it's bad. Often they turn red because we did or because we didn't extrude from a plane, then it is not able to properly calculate it or because we did a mirror. But if you just go ahead and go into face mode and then press A to basically select everything over here, and then simply press Shift N, and that will recalculate the normals. If something still happens to be red, you can always turn this box over here to manually flip your normals around if you want. But now that this is fine, we can turn off has orientation. And if we would export this again, let's have a look, Roof slate 01. Reimport. There you go, see. So now that fixes it. And then it should be exactly in the center, which means that if I select this roof over here, right click and press copy on our location, just in the empty space next to it, I should be able to go in here, location, right, click, and press paste. And I wonder how precisely it placed it. It looks like it placed it very precisely over here, see? So this is what I wanted. I wanted it to, like, stick out a little bit more. Looks like that. In this case, I might want to, like, move it back just like a little bit more. It will have some here, see, it does have some empty space, so it's up to you. But now we have it sticking out a little bit more, which also happens over here, and it just looks a little bit nicer than having a perfectly flat roof. So we have the pieces. It's exactly 4 meters, which means that if we turn on our snapping, we can even set it to ten. It should snap exactly correct. And now over here you can see that we have that little mismatch. For now, what we will do is we will scale it. If the scaling turns out to look too dramatic when we have our textures on here, then what we will do is we will use Booleans, which you can find in your modeling tools, but that comes later. I'm going to duplicate this, rotate it 90, and then I'm just going to copy dislocation, select my roof, and paste dislocation. And then it's just a matter of doing the same thing. Now, over here, you can see that we have a really drastic overshot. And this is probably a good time to show you a bullion. Why not? So let's say that you have this piece over here. It's too much overshot for us to scale because it will just look strange. Instead, what we're going to do is we are simply going to cut it in half. We can do this by going into our moding tools. And now you might guess from, why don't you use an added poly and yeah, well, first of all, you need to turn on your group generation because else it's not able to justifie it. Um from connected Trist, there we go. And then you would say, like, Okay, why don't you now go to add a Poly? And then, for example, insert an edge loop, and then you can try and place inserting an edge loop, which for some reason, doesn't work now. But anyway, the reason we don't do that is because when our mesh is more complicated, it's just annoying. So to add it in here, you can even now our YDC prompts. Instead, if we just grab a box, place it into our level over here, and then literally just like scale it up until it covers our entire roof, we can use it as a boleon. So what we can do is we can turn over snapping, move it back. And then, basically, what you want to do is you want to select your roof first and then hold control and then select your Boleon which is the mesh that you're going to use to cut it. Next, if you go up here to mesh boolean, well, I guess that it would be easy if I actually do this. There we go. Let's try again, mesh, cube mesh Boolean, and then it cuts out the entire cube, and then you just press Accept. And as you can see, now it has become its own mesh. So remember that if you update this mesh, this one will no longer also be updated. This is why we need to do this at the very end, but for now, it's just for example purposes. But now you can see that this one works quite well. And finally, just to do a little cleanup. Let's open up our roofs over here and just quickly drag in our gray material like that to make it look a bit nicer. This one, I'll just write it in manually. Awesome. And there is our first building, pretty much. We still need to make a few variations. But in general, that's looking pretty good. So what we're going to do next chapter is we are going to create a few variations, yes. And then we are going to create some roof assets like this little window thing and like the fireplace. I forgot the English word. Sorry, Exhaust. No, it's not exhaust. It's I forgot it. Chimney, chimney. That's it. So that's what we're going to do. After that, we also still need to focus on the balcony. And yeah, then we will just have an overview to make sure if we have enough variations, and based on that, we are going to create our attire level, and then as soon as we need a new variation, we will create it and move on because we are sitting at 29 pieces already. However, these 29 pieces literally use the same wood pieces over and over and over again. So that's not too bad. Yeah, and there's a little owner of his house. Okay, awesome. Let's go ahead and save scene and let's continue on to the next chapter. 9. 08 Creating Our Blockout Part7: Okay, so we now got our base roof done. So I first now want to focus just on this little thingy over here, which should be quite easy to do. And after that, yeah, we are going to do chimney, and then we will focus on the rest. For this, I'm just thinking if I can literally just grab this and scale it down for now. To be honest, that might just be enough if we grab our roof front and everything here, this stuff and just duplicate it, right click, move to collection, new collection, what would I call this? Roof window on score 01, something like that, maybe. Sure. Why not? Then let's see. So B it's pretty much like a smaller version of the bigger one, what I would do is I would then go in here and delete this stuff, place aipsPlay a bridge here. And yeah, let's first of all, do this one, and then we just do like a target belt to clean it up. So we delete these. We place a bridge here, and then just a quick target belt and just weld this all together to properly clean this up. Like that. Yeah, that should do the trick for now. It's just a blockout, so I'm not too worried. In the final, we will probably remake this stuff. There we go. Okay, we got that one done. We got this one, which I will probably move later on. But for now, let's say that we have these two pieces Silvia. I'm going to turn on my woods late for now. Yeah, okay. Let's turn off target, well toggle. And let's go ahead rotate this 90. Let's move it over here. I'm just going to use this like a template, and then later on, we can, of course, set it based upon a pivot. So let's say we have something like this that looks fine. Okay, cool. Now I can probably reuse this one and do like an ld E, and we probably just want to move it down here, see. Then based upon this, I can see that I need to move this forward a bit because I need to move this down enough. So that we have room for our little window. And then when we moved it down enough, we can then just move it in here. And then based upon that, I can see that this one needs to be pushed further back. Yeah, that's quite nice. So it follows the polygon lines quite nicely. Okay, cool. So we got that one done. Now what I will do is I will grab a cube and create some custom planks and stuff like that and beams. Nothing too special, something to finish off the corners. And if you press, I keep forgetting which one it is the dot and the delete button on your numpad to zoom in onto your mesh. I don't know why they pick that one, but that's the one that you need. So what I can do is I can move this over here. Move it down. Move one here. Et's see. This one. Is this already in a good location? I will probably want to move it down a little bit. And then what I will do is I will first of all, move it out on both these sides and then also make it a little bit wider. There we go. Okay. So we got that one done, so we are ready for our window. Lastly, there's pretty much just one more that I need to do, and it's just an extra piece over here, which is going to be a bit wider, a bit longer. Actually, you know what I'm going to leave it like that, and then also extend it out over here. Here we go. Okay. Now, let's probably steal the Window 02 that we already created. Right click, move to collection Roof window over here. There we go. Pretty much just steal everything so that you need to do very little work. That's a general idea for this entire project. Although we, of course, call it reuse because it sounds nicer than stealing. Yeah, we got something like this, maybe make this one a little bit wider or something. Let's see. For now, this should be fine. I guess one last thing I want to do. Oh, yeah, and I need to close the sites. I forgot about that is I'm going to have this beam sitting up here to basically give us a nice and that might also be nice later on for our final roof to give, like an interesting transition like this. Scale this up a little bit and move it back. Yeah, it doesn't need to be anything special. Maybe scaled in a little bit like that. There we go. Okay, awesome. And then over here, we can hopefully do contre R and you cannot see it, but I'm placing my loops behind here. And then if you do ld, not Aldi, I always forget which one it is. I forgot select. I keep forgetting which version I have. Oh, shift age. Shift age. And then old age. That's it. So Shiftge will pretty much isolate the object. And then old age. Why do I think about Aldi? I don't know why I thought about Aldi, but basically shift age. And then what you can do is we can select this and then old age. Uh One sec, it's confusing. You need to be in object mode, old age, and then it works. But, yeah. So basically, I'm just extruding it out. Just like that. That's totally fine. Now, if we scroll down, we have our roof slates. We can get rid of those, and we can just select our little model, rotate it exactly 90 degrees. Move it here. Yeah, that should do a trick. So let's go ahead and just export this. And this one is called roof window 02. And we can save that. So that one is done. And now, you know what? Since I'm working on here, anyway, I can just do that one. The chimney because it's very fast to do. Let's make sure that all of this is in the roof window. So roof slates again, and the chimney is literally just like a cube, pretty much. So let's scale this down. Make a bit longer. Let's move it over here, and it looks like that the chimney, it's never like the point, which makes sense. It's like, kind of to the side. Push this back in until it reaches the end. Let's make it like a little bit thicker. Let's see. Let's do a contre R here and a contrer just below it. And the reason I'm doing that is because I feel like I don't know what's happening because I feel like, let me just try it again. I tried to do loop slack, but I think I messed up my shortcuts. I want to extrude this or extrude scale this out a little bit like that. Sorry. As I said before, I'm so used to my IMC shortcuts that I tend to sometimes mess up my shortcuts inside of blender because blender uses so many more that it's sometimes just hard to forget. I like to sometimes just press a smart loop, if I forget my shortcuts in the Maxifst tools, that's my workaround to still work quite fast. Now over here, you can see another problem, and this is again, it's like an extruding problem. All you have to do is just go to object mode Q, and once again, apply all of your transforms. And now that should Oh, I don't know why these that. That should roughly fix it. I think something went wrong in my merging. Yeah, there we go. So Q, try it again. There we go. Now, it works. Something just went wrong when you merge your mesh together, and then Alt E once more over here. And then if you want, you can place like a single loop here, press contro B and use a scroll wheel to only have one line in between and then simply select this line and delete the pass and then select these two phases, bridge them. These two, bridge them, and these two. There you go, see. So I think that should do enough. I do want to move this down a little bit more. There we go. Okay, and that's pretty much the chimney. So all I have to do is right click, move the collection, chimney, underscore 01. And then we can turn off our roof again. And for number 01, I will probably just add my pivot, and if I just snap this one to, like, the center vertc or something like that, it will save me a bit of time to now set everything to zero, zero, zero, rotate it 90 degrees and maybe move it now a little bit more in the center. There we go. Okay, export FBX. Chimney underscore 01. And let's go ahead and next spot. Awesome. So those two are now also done. We can go ahead and we can import the chimney and the roof. Where are you? Where are you? Why did I call it Roof window 02? Let's I'm just going to change the FBX name over here because for some reason, I called it 02. I must have mistaken myself, because, yeah, we don't have anything else that's called the roof window. So input make double sure that it's the correct one? Yeah, see, here, it's correct one. So that's just my mistake. I don't know why I made that mistake, but oh, well, we can now go ahead and we can input this place it roughly where we want it to be. So for this one, the way that you want to place it is just kind of like yeah, make sure that it's sort of like sitting in the roof. But of course, it's up to you to, like, figure out what's the best placement and stuff. We can open these two up, quickly throw in already their own gray materials. And then we have that one. And then, you know what, for example, I will have the chimney sitting over here. Okay. Awesome. So those are now also done. So the next stop would be the balcony and also then the supports. And those supports, we will make it so that we can reuse them everywhere. So balcony and sports, yeah, that one we will do way later when we already have most of our environment done because I'm still not sure how important it's going to be. So let's go ahead and continue on with the balcony. Okay, so for the balcony, we know that once again, it's often going to be two walls with a pillar. And as far as I can remember, we saved in our roof, no, wait. Is it still here? No, not that one, that one we can get rid of. Roof front. There we go. Here, we save these. Even though it's a roof front, it's like, the same width, so it doesn't matter. So I can just go ahead and I can, let's do, like, a quick control J so that we nicely join this together. And now let's go ahead and, um Yeah, it's duplicated. Right click, move to collection. New collection. Balcony, underscore 01. There we go. We can get rid of our roof. Okay, our balcony. So yeah, as I said before, we know that's going to be on this line. As for the height, we can just need to figure this out later on. What we can do is it looks like it if I just duplicate this and grab this one and press contra I and delete everything else, it looks like it's a single beam like this that's a little bit thinner. So let's make it a little bit thinner. And rotated 90 degrees. And then the beams are connected around halfway, which makes sense on the pillar because it's a stronger structural piece. So we have this one. Then we can also have another one over here. And then we are going to rotate this, and now we are going to decide roughly how far this needs to be sticking out. If we go to our top view, like around here, it's roughly a meter. So, you know, let's try and get it nicely halfway over here like that. And now if we go into Addit mode, let's just push this one all the way out, grab these two pieces and move those. If you want, you can snap, of course, two pass again. Although for this one, it's not as required. So we got that stuff. Next, what we're going to do is we are going to quickly rip off our wood plank row over here because we can once again use it as like underground. So let's move our duplicate to the balcony. Rotate this. It's pretty much like an extension like we did inside of the engine, but then it has a few extra wood pieces on top. I should probably need to I should probably, like, make an extra extension like this. But this is going to change completely in our final. So for now, it's not really that big of a deal. Spress contra J, do a quick pivot and then do, like, a quick scaling like that. Next, we want to also go ahead and place a duplicate of this over here so that people can actually stand on it. Even though you probably won't be able to really see it. It's still nice to have. And next, what I'm going to do is let's just reuse this one. And this is going to be the little pillows, so they are going to be a lot thinner, but they are just going to be like these pillows and stuff like that. So we will have a thick one on the corners. In terms of the height, for now I'm just eyeballing it to roughly something like this. You can use your character to kind of make a more accurate guess that if they are sitting here to keep things safe, they would probably want to lean their hands on the balcony. So it would probably be somewhere along this line, for example. But I'm not sure yet. It also depends on how it looks because that's the nice thing about medieval we can cheat a little bit with the logics. Maybe they would not have built it as safely and stuff like that. So we got these next, we want to grab another one that's going to be even Oh, let's make it even thinner and then also make it maybe a little bit flatter like this. And let's see. Let's move one here, and then the rest will be extended out. And let's move one roughly in the center. Again, this is something that we will do way more precisely in our final, but it's no use right now to make it as precise. And next, let's go ahead and rotate this Oh, I accidentally went into Autographic mode. I do not want that. Let's go ahead and I tend to just go to top view and then just move it back and then I'm in prospective mode. I don't know what I press to go in autographic mode, but again. So for this one, cool trick, because we need to make a few more even ones, we can just go ahead and add a modifier and then add an array modifier. Next, what you want to do is you want to set the number. Or that you want to extend. So over here, if I set this to five on the Z axis, since this time we have the Z axis, it's a bit strange because even though this says Z axis, it is the X axis, but you kind of live with it. So let's set this to six and then just turn up the count and then it will keep duplicating and spacing these things out for six. And then what I can do is I can then move my value to make things quickly, a bit more preciser and then just press contra A. So we got that one done next, and finally, we have this one for which I'm going to Let's do this in two parts. So we have the flat part over here. And this one I'm just going to pretty much like move all the way up here so that it kind of sticks into the wall later on. So let's see. Let's make it a little bit thicker. There we go. Flat part number one. Flat part number two and then number three. And in real life, they would probably or they would just use willy big nails, or they would kind of, like, make this one a little bit thinner and then sink it inside of the original one like that. So that's like an old technique. It kind of depends on location, especially in Asia, they would use this technique where they can just sink it in. But I don't know, probably in Europe, which is more based on Germany, they will probably just use Wybg nails or something like that. I'm not completely sure, but yeah, anyway, we got this one done now. Now what I'm going to do is let's select everything and just move it down, even the wall, just so that I have my reference point still. Yeah, up until here, and then I can hide my wall and select all of this, export FBX. Balcony underscore 01, save scene. And then later on we just need to create the sports. But I want to do those separately because I never know exactly where all of my bills are. So doing it separately gives me more flexibility. Balcony 01 over here, found it. Let's open it up and white away, throw on like a gray material. And let's have a look. So that should do the trick. If I move it, and you look at it from below and just kind of moved into the center, and then over here it will be on this beam. That looks good. I think it's just a little bit too long, like it's too high, I should say. So I'm just going to select all of these, go to Addit mode, select all of the top vertices, move them down a bit. Yeah, I think that will do the trick. If I move them down this far, It's reimport. Yeah, see here, that feels a little bit more natural. And if we just place the guy up here, it will probably also not be too bad. It might be a little bit low, but we will just account it to, like, Oh, it's a very small balcony. It's not built that safe, and it's also very thin to stand. Yeah, that looks good. Okay, cool. So we have those, and now all I'm going to do is make these, and I'm going to go for the closed ones. The closed ones will translate better from a distance, so you won't have like wy tin etches from a distance. And next to that, they also look a little bit more supportive, which for the balcony might not be that bad if they are not as supportive. But because we also are going to use them on the houses, they need to look a little bit more heavy duty, so to speak. So what I will do is in blender. I will go ahead and let's do Old Age. Old Age, yes. I will just use this one it's like a template. And let's grab a cube to get started. Let's move it over here. So it's going to have two tick plates that are like the bases. And the reason I make them tick plates is so that we can kind of just clip it in here. Here, let me show you because of course, over here, we cannot always be sure that there is perfectly flat surfaces. So just keeping these nice and thick, it will save us the hassle. So I can do this. Contre. Do this. And now, so we want to basically have another piece in here. There's a few ways that I can do this. There's a really quick and ugly way or there's the clean way. A, let's do the clean way. The clean way is basically having a separate cube. The ugly ways to just extrude it all out and then kind of mesh it all together into empty space. But let's just do this. So we make a thinner version over here because we need to have this all closed. Let's give it a little bit of space here. Let's move the scales in a bit. There we go. Keep a little bit of space over here. And then what I'm going to do is I'm going to probably, first of all, place an edge at the top and the bottom to kind of support the shape that I'm about to make and then move the shape back. And that's why I wanted to support it because else it would literally just cut half of our shape off. And when I move it back, just do contre ar and kind of just, like, use your scroll wheel to give it a bit more edges. And yeah, for now, that's totally fine for what we are looking for. So we got this one right click, move to collection. Su let's do building. Support underscore 01, so I don't know what else to call it. And now I can just go down here, turn off my balcony. Oh, let's hide that, and the select my balcony and actually add it to our balcony collection. And let's do tag and now we have these two for which I do want to go Oops Dimet. I want to go to my top view, and I want to just move it in the center and to have it roughly just over it, and then also on the left view, have it just over the center line so that it will kind of stick into our mesh. I explained before why you would sometimes want to do this. So FVX it's going to be building support under score 01 over here. And then export Let's go here and building spot 01, Import. Okay. So for example, over here, we have three of them. We should be able to just grab the building spot. It has an inverted normals I can see, so that's something I want to fix. So first of all, let's move it here, open it up, throw on our gray material, but more importantly, grab this one and just go to Adi modes like face and press Shift N. And then you can double check just quickly un on face orientation, and then we can see that it looks correct. So we can now reexport this, and that should fix everything. It does not. If it does not fix it, what I recommend is to press Q in Object mode and apply all of your transforms and then again, check your pace orientation. Then you can see that it somehow reset itself because it turns out that Blender did not yet notice that the faces were flipped. Let me say like that. So applying the transforms makes it notice it. I know, not the most logical thing, but there you go. Now it's fix it. And then we can have one there, one there. And then later on in the balcony, we can probably also place a flat area here. But we can also have another one sitting over here for now, and that looks good. And then what I can do is I can have another one rotate that's around here. Here we go. Another one here. And let's say that we want to have like two more versions and try to kind of, like, place them in the center like that. And then you probably guessed it. It's just a matter of grabbing, for example, one of our pillars over here, moving them up, scaling them in a little bit more. And then this is basically how we would go about having that extra structural pieces in here. And at that point, you can also go in grab a window, maybe make this one a bit smaller. I doubt that they would have perfect window sizes in those times. So what we can do is we can kind of just very cheaply scale our windows until they are how we want. And then based on our windows, we can also see roughly where we need to be with our center points like that. And that actually adds quite a bit to our scene. So we got that one done. Last thing I want to do is this does not look very nice because it's hard edges. Cool trick that you can do. Just go down here to the object data prop trees, the green button, go to normals and turn on Outer smooth. And now, if we go ahead and turn off our wire frame and then click right click and press Shade Smooth, it will smooth, but it will only smooth whenever we have edges with the specific angle. In this case, edges with an angle lower than 30 degrees. Yeah, that's it. And now you can do one last export, and then we are done with this chapter. Here we go. Okay. We got the exports done. Next chapter. Next chapter will probably be us starting to build our street. Yeah, we will probably start by building our street, and in between that, we will also go ahead and, of course, create some new pieces. Now, building our steet is very time consuming, so there will most likely be some time lapses included. I will probably do one more building like this one. I will polish this one up. Do one extra building in real time, and then I will start kicking in quite a few more time lapses to basically save time. But this is looking good. We got our little building over here, which is nice. So let's go ahead and continue on to our next chapter. 10. 09 Creating Our Blockout Part8: Okay, so we have pretty much done most of our pieces over here that we need to basically build pretty much almost our entire environment. There are a few pieces I still want to create, and I decided off camera that I am going to create them in a blockout. I'm not going to wait until final. And for example, one of them is like this roof piece over here. Now, the reason I decided to do that is basically because when we start creating our final, we need to be 100% sure that we know every piece that we need to create in terms of the wood, mostly because the wood is going to end up in, like, a unique texture. Now, if we forget some pieces, we can always just redo those. But it's just annoying if we need to do that. So there are a few pieces over here that I'm going to First of all, what I want to do is I want to check this building, and I'm basically just going to go down to the ground floor, check if everything looks correct and the way that I wanted to look, and then I will go to the next floor and next floor, and that's how we will also create some extra pieces. And then we are going to get started by just creating this street. I'm going to probably create only two buildings, and then I will kick in the Taps because the rest is all placement, and even in the Tabs, you can see exactly how I'm placing every. So that would be else a lot of waste of time because doing this in like a blockout, expected to take at least a few hours at the minimum to place all of these pieces. It's something it's just time consuming. So let's see. We have this one, this one. This looks fine. Then over here, I end it. And then what I want to do. And the reason I'm going to make my entire building all around look perfect is because I might want to end up later on duplicating this building and using it somewhere else. So then it is nice if I am sure that every side of the building looks correct and that I don't have to worry about all that stuff anymore. I know that we are doing some scaling here. I expect the scaling to be totally fine in our final version. If it is not, then we can always just fix it later on, and then it might become a little bit more time consuming to fix, but it won't be too bad. Over here, I'm now just duplicating this corner because I would like to have this corner everywhere, since it will give us a proper closure. But anyway, so over here we have our wall and maybe our door, sorry, maybe it would be nice to have one of our windows bit smaller sitting next to it. Let's see wall that's fine. Over here, just make sure that this wall kind of has a proper closure to those ends, which it does. Okay. And I'm not sure yet if I want to do if I want to end up with, like, a perfectly transitioning wall or if I want to go for like a little gap. That's something I'm going to think about. After this, well, I already have had to think about it. Oh, here I did the same with the window. This one feels a bit out of place. So what I'm going to do is I'm just going to replace this one with one without the wall. See? It's just going to be a clean wall from now on. And then over here, it's fine to have this one. Okay, so that is looking pretty good. We got that one done. Now we are going to go up to the next floor over here. Yeah, those details are fine. We got some extra details here, here. We have this one, which is f02, but I feel like I also want to give it like a flipped version over here. So let's go into blender, f02, because this flips version, even this one, because of the Pivooint, you cannot do a mirror inside of in real because it's really annoying with the PivoPoints even that trick that we discussed or while later, that still does not work in this case. F02 wall 02, that's not correct, is it? F0201. Sorry, f01 wall 02. I was already thinking f0102, selected. Contra C, CtraV, right click, move to collection. New collection, f01, underscore WALe 02 underscore flip. That's what I'm going to call it. And then turn off the original one. While we have so many collections by now. Butke should still be fine because we are going to reuse the hell out of this. Of course, if it's not a titoil, then you can, of course, add a little bit more variation and if you have the time for it. But because this is a titoil, I'm here to show you the techniques while making something cool. It does not have to be a quality, but this will still be very high quality. Don't get me wrong. It will just not be the highest I can do, so to speak. Let's go ahead and now go into in real, where are you? F01 wall 02 flip. Import open it up, throw on our material, and it should do the tricks. Now, if I go in here, here, see, symmetry. I like that. I like having some symmetry sometimes. So it's good that this is just going to be our symmetry version. Then we have plain walls, and it feels more logical that the walls are more plain in these areas. Over here, I have this one. Let's have a look. So over here, I have f0103, but then I would want to flip it. But then again, I also want to flip it over here. So it almost feels nice if we also have a flip version of that. F01 wall 03. So that one can also use a flip, and then I will stop flipping stuff around. It's just for symmetry, it makes sense to sometimes have these symmetrical walls. So for this one, let's go ahead and contraz contra V, move to collection, new collection, f01, nscore Wall nscore 03, nscoeFlip Hi to the original one. This one is going to be a little bit different because we cannot just swap it around. So we are going to select the val, Control J, join everything. Then what we're going to do is we are just going to go in here and we are going to do a you can do a flip, but I tend to just do a mirror. Over here. And then I tend to just quickly set my pivot point further apart. There we go. So it's just like a mirror, and then I just press Centre A. And then it's just a matter of selecting this one and deleting it. That's another way. That's the way that I tend to do it in blender, because it seems to me like the easiest way. I might be wrong with that, but for now, it's the way I use. If you know a better way, let me know. For now, we can just edit our pivot and then we can simply set our pivot back to 000. And now we have our flipped version. One thing that because we flipped it, we just want to check the phase orientation and press Q and transforms and just make sure that the phase orientation is still correct, and it looks like it is. So I can now just export this 1f01 underscore L underscore 03 sco flip. These names are starting to become quite long. F one. There you are. But luckily, it's very quick to just add these variations. And even in the final version, it will be just as quick. So we don't actually have to really worry about it. But we have this one. Now over here, I should be able. Where are you? I already lost you. There you go. To flip it around here. And I also wanted to flip it around here because it feels like it looks interesting. And then maybe we can later on just do another thing here. Okay, so we got those versions. I'm going to, Yeah, let's do that. Let's add another version here. Now we have arrived at the top floor, which we have a little bit more intense stuff going on, which I quite like. And we want to go for F zero twos. And let's do, like, another one like this here. Still the same over here. So we have another one here and another one here. Just try. It feels logical to have a lot of symmetry going on in here. So I feel like there's a real lack of windows. Over here, I can see that I actually needed to make a window. Now, this window that they did over here is slightly different, because it's like a little bit bigger, we are going to go for probably because I don't think I have a version without the plank in the middle. I don't know if I want to make that version, because I guess just making the window and just making two of them, that will save us a lot more time. Yeah, that is pretty much in the center, I believe. We moved like a little bit. Yeah, here, see, so that does save us quite a bit more time and we don't have to make entire versions. We have that one there. Let's just use another one here. Do these have my material? No, they do not. I forgot to apply the material to it. They just happened to show the material because we did that manually. Let me just quickly swap in these materials. There we go. Same over here. Okay, so we got those versions, then we got these. And then here, I just want to grab a probably a round four pillar plane. Do we have more horizontal pillars or wood plank? Let's go for the wood plank tick. Rotate it 90. It's nice to move it in here. Oh, that is quite a scaling that we need to do. I will see if that's enough, and else I will later on just do a Boolean function instead of scaling. I want to try and avoid doing booleans right now because they actually because they create like a new mesh, which means that I could I would later on need to do it again. And that's not something I'm really in the mood for. Okay, so we have these versions in here. Let's push them in a bit more. Yeah, okay. That looks pretty decent. And yeah, I think, because there is also going to be like another version over here, wood plank Tick 01. Let's just create another version that is smaller. Wood, plank. Oh, God, where is it? Pillars, pillars, Wood, plank, tick, zero, one. There you are. CtraZ Contra V. Right click, move the collection. Wood, plank, Ti 02, and hide the original one. I'm just going to do simple contra R and just leave it in location over there, and then just delete one side and then bridge the other side that we have a short version and export this. Boot plank Ti 02. There we go. An import. Quickly apply our material already, and now we can just replace it. Okay, see that makes a little bit more sense. Then I will also have the versions going down here. I guess I could have just used this one. I guess I could have literally set this to one but no, actually, that will not look very nice if we do that because then there will be clipping. So for now, later on, I will probably end up just having this, and then I would end up just like scaling it down like that because that way, when we actually create our final wood, our final wood have a nice ending, and it will not look like it's clipping through another piece of wood, because that clipping kind of stuff on big buildings, it doesn't look very nice. I know that it will save time, but it's just not like a nice thing to do. Over here, I'm going to keep it flat. I feel like there is a real lack of windows going on on those ends. So let's see. So we have those windows in those. Maybe just like another window, maybe make it like a bit smaller. Maybe let's have another two windows here. And maybe push it out a little bit more. Let's see. Another two windows over here, that is fine. And this one, because it's like an aquard well, I do not want to make it more complicated. F01. Yeah, let's not do that. Let's not make it more complicated. This one can maybe have just like a simple plank. Maybe I will flip this one. You see? So this one, the plank goes like this. And then over here, the plank goes like that. Okay, so that is that floor. And now let's go on with the floor that I was actually working on. So we have our side floor over here, for which I'm going to probably keep this flat. I have an idea of having the plaster damaged, and it will probably look quite cool if we have a bit more plaster damage over here. Over here. Let's see. So let's say they make this building. There's light going in here. There is a door in here. It feels like there would also be some light somewhere else, but I don't want to just add another window here. Instead, what I will do is I will see, I'm going to just retrag that on. Have a window. And I'm just making this up as I go along, by the way. So let's have a window, a bit over here. And then have the window on the exact same side. For that, I need to first of all, rotate it, and then I just need to move it in roughly the same location as the window. A few centimeters away from it, you will never ever notice. So we can be a little bit more relaxed with that. There we go. So we have two windows here. I'm going to probably have some kind of a center beam. Let's see. So we have one here which we actually need to move over to this point. So we have some centers beams, sorry, beams here. We have a wall here. And now if I grab this one, scrap this one and let's move it yeah, there isn't really a center point exactly. So we just make up our center point roughly here. Then it makes sense to just move this window to the center and then duplicate this once more, scale it down. Okay, so yeah, that feels like it does have a little bit more breakup going on. Over here. Over here, it's a little bit trickier because we have our door here. But it does feel in the center. Hmm. I'm going to probably replace my door with like an original one. Move this window here, and then replace this one with the door. There you go. See? So that's probably a little bit easier. Flatwall window window, that is fine. I'm fine with that. I feel like it does require one more pillar beam over here. So, as I said, we are literally designing our entire buildings now already. And it is a bit of an art form to do this blockout like this. Funny enough, I'm actually hosting a challenge as we speak about creating blockout t. So people just need to compete in creating large environments as blockouts. But, of course, you might be watching this way beyond the point that the challenge is still active. But yeah, so we got this version over here. Now at the top version, we need to have a variation, actually two variations, probably. Let's make two variations on top of this. But this is starting to look really nice. Like we got already, like, a lot of interesting details going on over here. I'm quite happy with that. So variations. And after that, this chapter will be over the next chapter, we will actually start designing the other building in real time, and then yeah, then we will time lap stress. Let's have a look, or at least time stress. Not everything. We'll see how far we get. Roof window. Mm. Roof front. That's the one that I need. Conv Roof front 01, so move the collection. Roof front under score 02. And then again, duplicate, move to collection. Roof front underscore 03 because we need two different variations. Okay, variation number one is just going to be some wood that we basically rip off from the original version. I'm going to turn on my wire frame because it's a bit difficult to see. And I'm going to get started by selecting this plank, moving it up, and scaling it in a little bit. Then what I'm going to do is I'm going to grab which one is it? F02 war 03. F02, well 03, this one, and I'm just going to grab these pieces, these pieces, and these. Yes, Contra C Contrave, right click, move the collection, Roof front 02. There we go. So we are just going to steal some stuff. I'm going to get started by placing one plank over here because I cannot always even though in our reference, it's just going straight into the large beam, I cannot account for that large beam always being exactly like that. So it's better if I just have a center plank and then over here, I will have another piece that's sitting in the center like this, move it up and then move this in. And then we can simply use this one. This one actually is different. I'm going to grab one piece and then select everything Q and separate the selection. Remember, you can find this in mesh, separate selection that will turn it into two pieces. And then I'm actually going to swap this piece around here, like in our reference in this piece around here. There you go. Same piece, but we can still make something nice. And later on we can actually do the same with our finals. So we got this roof over here. Double check that it is in the correct location. And once we've done that, we can do our second roof, which oh, no, wait, actually, there's one more thing that this roof has. This roof also has another plank here and another plank here. There we go. Okay. So now what we are going to do. I'm going to select this one. Let me see everything I need to select. I think I only select this one and this one, Contras Contrave, move to collection Roont 03. And for Roofon 03, we want to once again move this up quite a bit because we need to have space for the window. And then move this one. It looks like in our reference. So if you hear that noise, I'm very unprofessional, and I forgot to turn my phone to silence while recording. So but this is going to be a two tutorial. There will be some hiccups here and there. Sorry about that. But anyway, so we place these two pieces over here, and then what we're going to do is we are going to grab the round window, which is probably window 001 or 02. 01, duplicate it, move to collection Roof front 03. And now I want to turn off Window 01. There we go. Okay. And scale this down place it in the center, and there we go. Save scene. And now we have this one and just make sure that everything is in the correct collection over here. Perfect. So now it's just a matter of exporting. Let's have a look, make sure that everything file export, FBX. And this one is going to be roof front zero t and this one Roof front 02. There we go. So that's now also sorted out, so we don't have to worry about that anymore. Let's go at an input, then. Is there anything else that I forgot to apply my material on that I'm looking at it anyway? No, looks like everything else is applied. Awesome. What we can do now is we can say, this one is going to be a roof front 02. Yeah that looks cool. This one, what I'm also going to make 02. This one, zero, one, and maybe this one also 02. There we go. We got the roof fonts, and then later on we can always just go ahead and go for a nice window. Awesome. We got that one done. We got our little house thingy sitting on top. I don't know if I'm going to maybe do another one. Somewhere here. It would not make sense to have it in the center because there's a structural beam here. That would mean that the beam would also be at the center over there. So that's why it's more logical to have it around here. But there's already a window below here, which also makes it a little bit strange structurally wise. So that's why I'm going to probably just go and make another one over here. But yeah, for us, that should be fine. Like over here, you can see that because there are just like a wall. It's more structurally sound to have that. Awesome, our very first building is completely done. That's save Asin. And as I said before, in the next chapter, we are going to create this building, which is, again, like a slightly different look. I don't have too much reference at that point, so we are mostly just going to make it up as we go along. So let's go ahead and continue with this in our next chapter. 11. 10 Designing Our Buildings Part1: Okay, so we are now going to get started by creating our second building, and it actually looks like there's, like, a small building in between. So I kind of want to go like big building, small building, big building, open space, big building wall. Oh, no, no, no, open space, wall, and then the big building. And then after that, it's just to be honest, we're probably going to copy paste. Like, after that, we will also do this site, and then we have enough buildings to just copy paste them down there and then maybe, like, add this extra addition to it. As for the wall, that is something that we'll probably do like a little bit later on, along with also like this piece over here. So what I will probably do is later on in the Taps, you will see me just using cubes. And those are literally cubes that don't worry. I will show you the scan, but you can just go to, like, shapes, and you will just see me using these type of cubes, or I will just interrupt the Taps. It depends on my timing because I don't want to interrupt the Taps halfway through because then you guys will not know when I actually end the time laps. So having a look at this, the first thing that I'm going to do is these pavements. Well, Alex, first of all, let's grab our walls and nicely sort everything. It's important that we do that. So I will start by sorting out the curbs over here. I feel like there should be more on. What you can do, so you select them. Okay, so yeah, that's all of them. Basically, you select them, and then you just add a folder and you will call this pavement. There you go. And then I select all of these other pieces which are pretty much our entire building. So you can see you can move it, and then I extently select this cube. And that's why I like to wiggle it around to make sure and also Scalf and just add another filter, building underscore 01. And now you can hide this, and now you can see how nicely organized your scene is compared to this. So the first thing that I want to address is that this pavement over here, it's quite a bit wider. So I'm going to actually select my pavement, select everything, and I'm going to basically move this further apart until we have a little bit more space that later on we can like some nice plantas or something like that. And then I'm just going to select this site. At this point, I'm going to turn on my snapping again. I'm just going to move it. And this pavement, it basically continues on until the very end over here. So it's almost like a little block. So it is around three houses. If the average house is going to be let's see. Let me just check because then I can already know how long my pavement needs to be roughly. Of course, I might need to adjust it a little bit. But let's go ahead and add another one here. So this is basically where the pavement ends. So it is around three pieces long. And we have this one house, but this one house, it is like a thinner house. So let's say that we do another three, four. Let's do five. Let's do six pieces that we have a little bit more space on the end. Let's add six more pieces. And then we don't have to worry about any of that stuff anymore. So let's move this away. And I get that in real life, it might not be as logical to have the pavement all the way around. Like, there might be like dirt roads or something or it just depends because it's like the back of the house. But in our case, because we are mostly focused on the main street and not on whatever is behind it, I'm just going to do it now. So one, two, three, four, five and six. There we go. Okay, so that is going to be the length. And then after that, you can see that here we have a little seating space and everything, but these are just going to be like some extra assets. So we have this. So over here, that's just going to be rod and rod. And then I'm just going to later on create like a round version over here. So that should all be no problem. And something to keep thinking about. So we now have these pieces, and that's pretty much it. So now what we can do is we can get started by creating our second building. And now, for our second building, it looks like this building, it is later on going to be mostly plaster. But that's no problem because we are just going to have, like, one version that is stone, one version that's plaster, and the stone versions at the end, we just have displacement on it. And Tin building two stories straight before the roof starts and the roof is sideways. Okay, if the roof is sideways, that means that I might need to make a wider version because else the roof will be let's see, the roof will be roughly around like here, and that means that it would need to be like a very thin roof. So I might make like a single version. That is just like one side, and then we can basically just make it longer, and then we have another side going down. So it becomes almost like a flat roof. I feel like that would make more sense. Anyway, for now, I can pretty much just grab this one, this one, this one, this one as a template. And let's also grab these as a template over here. And I can see that these walls, if I look on my reference, they are aligned with no wait. They are sticking out a little bit more. Let's do that because it's nice if you have things a little bit uneven. Nowadays, in real life, they would make everything perfectly aligned throughout the road. But that doesn't always look very interesting. But that slight variation, it adds, like, interesting compositions. Now, it looks like it is quite close to the next building, so people can still walk by here. The windows won't do much, but they can still, it's like an alleyway that they walk past. So we got these pieces. Now, next we are going to decide on the length of the building, and I'm just going to duplicate this one and another one. Let's make it like a small building. Like this is going to be just like a small two story intermediary, I don't know, building. So we have like one here. If you have this problem, you can see that I just had this problem where I'm looking at it like this and it just blows out the lighting. It's because it's trying to compensate to make it realistic based on my eyes. I don't like that. So what I can do is I can already go down here, visual effects and add a post process volume. This is something that we later need for lighting. For now, all you need to know is scroll down. Turn on infinite extent, which means that it will always be active no matter where you are in your level and then go to exposure and turn on exposure composition, minimum brightness and maximum brightness. Set the minimum brightness and maximum brightness both to zero, and then you show exposure compensation to basically or actually, sometimes one is also nice. Here we go. And then set your exposure compensation to something you like, for example, two, and now it doesn't matter how you look at it. I will always stay this value. So maybe what's 1.8, something like that. Okay, there we go. So we have this building over here. We got our wall, and then what we will have is we will have our sideways roof. Hm. But for a sideways roof, we kind of need something like yeah, we would need something like this. That is interesting. But you don't see that in here. So it looks like those are going to be some custom pieces that we are going to create. Let's first of all, focus on just like our normal walls. So we have our ground floor wall over here, and then we have these two pillars. What I'm going to do? I'm going to first of all, turn off building one. But before I can turn off building one, I actually need to select these pieces because they are still in the building one folder. That's the annoying thing when you copy paste something. Although it's not annoying most of the time. It's just in this very specific instance. So selected New folder, building underscore 02, and then drag it onto your main scene because it will create that folder inside of your Building 01 folder. Now I can turn off Building 02, which means that I can just, like, have a proper look over here, and I can see that let's say for this one, maybe have something interesting. Ground floor wall here, let's do something like that. And then these ones are going to be normal versions. So we have this version, this version. And then maybe over here, I'm going to go for, like, a sideways version. And then I want to have a pillar sitting roughly here. And then for my ground floor, Oh, yeah, so Count floor does not have a lot of those versions, actually. You know what I'm going to then actually leave it the same. And maybe for these ones, let's do something like this, maybe. Yeah, that might or not. No, you know what? I'm going to leave it. At this point because I need to make things up just in my head. That's where it becomes always a little bit more difficult. Also, my sun is a little bit bright, so I'm just going to quickly go to my directional light and set my intensity maybe to like four or three or something. There we go. That makes it a bit easier to see everything. So we got these ones over here that is fine. Then over here you can see this variation. You could swap this out. If I just have a look at my building 01, I can so if I swap that out now my roof will be here. No, I don't want to swap it out because if I make it shorter, it will become like a really short building. So let's not do that. So instead, what we're going to do is we are going to have a ground floor corner pillar, which I will turn into a ground floor wall. Probably only too white, I think. Yeah, two. I don't know. Is two too short or not? Tight three. No, three feels too long. Let's stay with two. And then just duplicate this again and swap it out for a ground floor pillar, which we are going to just simply rotate over here. Okay. And now that we have done that, what we're going to do is we are going to duplicates, and this one is going to be f01, and we are going to go for probably This wall, and then the flip version or maybe the other way around. Yeah, let's do the other way around. So we have this wall, and then over here, we, of course, you have a normal corner pillar. Then I'm going to over here, use my door. Over here, I'm going to use a let's do a window I feel like I'm scaling up or scaling down the window so much I could have just as well, like, done the tire scaling butter well, too late now. I'm not going to bother with it. And then I'm going to grab this pillow and let's turn of our snapping. Grab this pilar and just place it. Nicely in the center here. And when we've done that, I'm going to also have this window, and I'm just going to go for the square window. And I'm going to have one sitting in here. Shall I do it in the center or down? Yeah, let's make it a little bit bigger. Let's delete this one. So let's do this one in the center, another one in the center over here, and then make sure that this one down here is the exact same position. Okay. So we just have something quite simple but effective. And now, later on, I wanted to get like this version for my door, but I realized that I don't have any space for that. Like, you don't really if I just use this as like a template. I don't feel like I have space. I'm even if I would make it smaller. So I might just not do that. I might just instead go for, like, a prop like you can see over here and use those just to give it a little bit of, like, an extension going out. That would probably be better, yes. I also feels a bit unlogical. There must be like, a lot of weight that is sitting here if it's just floating in midair. So knowing that, we can now delete this one. Now, our roof slate 01. Actually, let's just quickly create these walls. Creating these walls is not going to be difficult because it's just us duplicating these walls, pretty much. Like, you cannot really see them. I do not expect any angles in my camera where I can very clearly see them. And based on that, I can just keep these quite basic. And if I happen to all of a sudden get an angle like that, then I can always just quickly change it. I can see over here that I made a mistake of not having snapping turned on while I moved them, which means that now it does not fit anymore. That's why it's important to keep snapping always on when you move modular pieces that need to snap because now there you go, see, now I can do snapping. Oh, no. That's interesting. Why is it not allowing me to snap? That is surprising. Let's go ahead and because over here, it is correct. Yeah, over here, that is correct. Okay, that is weird, but what you can do is you can just simply copy your pillar and then paste the position of your pillar in your ground floor, one, two, three. And now we are sure that it is correct. 123. And then the last one is going to be a ground floor corner piece. Like that. And then we are going to simply duplicate this. And this one ground floor will 02 is going to become first floor wall 03. And yeah, you know what? Let's do this. Let's do these actually, let's flip it around again, these flipped versions over here. And then let's do another flip version over here. And then if I grab this one, I can at this point, just, like, move it mainly. So we have, like, one version here, one version in the center. One version near the end. There we go. That does look quite interesting. I think, you know what? Let's not do it here. Let's only have it on this side. Although, you know what? Now, let's do it here. I know I'm a little bit indecisive. The reason I'm indecisive is because on the one hand, I don't want to overwhelm us with the amount of shapes, but on the other hand, this is like the only place where where we might be able to see it. So to have all of that nice detail on the other end would be a bit of a shame. So instead, we can just leave it like this. Okay, so that's, like, quite a basic looking house, sure. We can just go ahead and duplicate this and Okay, luckily, those do fit. I was a bit worried that maybe I made a mistake, but that looks fine. F01. Here, these are just going to be like simple walls that we have over here. And then what I will do is, I guess, drop in some quick windows just in case we are going to use this building or house somewhere else. And I'm kind of okay with just like scaling it like this. I feel like that because these are medieval buildings, they would not really bother too much about keeping perfect metrics. Of course, they probably will because else the buildings would not keep standing, but it's like our logic that we are going to use. Now comes the tricky one. This roof, we need to be able to make it more times. As you can see over here, it does look like it has Like over here, they don't do it, but it does feel like it has, like, this roof front. Only thing that's a little bit annoying is that I want my roof front to then go almost like straight. And I kind of need to just make up a design for this. It probably won't be the most logical design, but let's say that we have our roof front over here, and we are going to, like, rotate this 90 degrees. And I'm now just basically guessing. So let's say you have this roof front and it would be over here, and then it would also sit on the other end, what if we split this roof into two? Like this does look nice from this point, but of course, it is going in a point way too fast. So what I wanted to do is to have it over here, and this is almost like a centerpiece, and then it will just simply move straight, and then we will need to do some more manual work. So in general, and then the more manual work also means that we will probably need to create a custom front inside of the engine, but that's good to teach you guys. So it's not really that bad. If we go ahead and find our Roof front 01 over here, let's go ahead and duplicate this. Move the new collection. Roof, front, underscore, half half underscore 01. But I don't think we need to create two versions of it. I'm just having a t here. So this one we need to kind of get rid of. Oh, almost made the mistake of not turning off the original. Delete. This one we need to get rid of. Delete and this one or one of them we need to get rid of delete. Okay, so we have this version over here, and if I export this, I might be able to just flip it around in the engine or I might not even need to flip it around, actually. Yeah, I might not even need to flip it around now I think of it. So Roof front half 01, export. And now if we import that, give me one sec. Here we go. Roof front half normal material. And now, if we swap this out, and then the general idea, is that over here? Yes, this will happen. But because it's the center pivot, I should be able to simply rotate it exactly 190 or 180 degrees, and it will be in the exact same position. And because we are making this roof to work on all sides, we don't need to worry. So now we have these two, and we can just duplicate them. And I do kind of wish that Unreal did the same as Maya, that when you select multiple, they will have the pivot point in the center, and I feel like there was a way that we can do that, but I kind of forgot, so we just need to mainly, there are so many ways and tools and you can't keep track of every single thing. But we are just going to move it like this and then move it forward over here. There you go. Okay, so now we have this. Now, for the center beams, that should not really be a problem because what we can do is we can simply grab our horizontal pillars, for example, and just manipulate those and use those a little bit. So we have two of them pretty much, you can see, if you want, you can grab one, scale it out a little bit. Grab the second one, scale it out a little bit. So just like two very thick beams. And now if I turn on my snapping, I can just snap it, and that will actually snap perfectly. And the reason it will snap perfectly is because we work with metrics with all of the valves. So that's always a nice thing about metrics and stuff. I don't know if it will snap, it won't do that, so we do need to turn off snapping and just move it like this. Okay, so that is basically going to be the look of the roof for this building. Now for the centerpieces, I'm going to show you a new technique now, and you might see me using this technique later on also for the stair over here. It's like a blockout and for the walls. And then later on, that stair I will just make properly in real time. You go to Molntols. This is super easy. It's the basics of molntols. You go to the modeling tools, you grab a box, and just place your box roughly here. It will snap to the surface. Next, what you can do is you can scale this box in a little bit and just make it here, just move it in here until it's nicely where you want it to be, maybe, like, sink it in a little bit. This is going to be a while. Now, if you go to Poly ddt, you will have a lot of added tools that you are used to. First of all, you have the tools that you can simply move faces around. The selections are not always amazing, but it does work. You can go in here, move these pass around. And now, in this case, we can probably just grab this little scale tool on the side here. Scale is in, and that would already be enough. You also have extrusions here, inset here, insert edge loops here see. I can lit the insert edge loops. She can see all that kind of stuff and I accidentally press Undo because I was inserting the edge loops. That is my bet, but now you can just see me do it again. So I'm just going to move this from this side to this side. Move this up and then grab the little green bar at the side to scale in and press Accept. And there we go. That's it. So now, this one, you can just apply a gray material, and later on we are probably just going to have a world space material in here. And that's world space material you don't need UVs for, or we can literal UVNwpi using the moding tools. But basically, now we got this stuff. Next, we have our roof slate over here. What I'm going to do is I'm going to have this roof slate. And I'm going to kind of, like, Oh, that's interesting. Oh, yeah, of course, it does not fit because we are using it in a different way. So what I'm going to do is I'm going to, first of all, see if I can kind of, like, move it correctly. And I think I need to, like, move it up if I don't want to have any clipping going on. Yeah, here. See, I need to kind of move it up, something like this. And now for this slate roof, hopefully we can get away with just doing a scaling. I hope. But else we will need to use the same techniques that we did here, which I accidentally removed, I guess. 1 second. I must have accidentally removed one piece here, let's move that back. There we go. Okay. So we got this. How is the organizations going? Building one, okay? And then over here. Okay. All of these boxes and all of these things, except for your scale v and your ground, set into building two. Okay. And now, with this version, what I'm going to do is I'm just going to make a basic edit. So later on, we will do this edit also with our final version. But for now, I'm just going to mesh duplicate, Roof, slate zero, two, and press accept. And all I'm going to do with this one is I'm going to can I select everything over here? I forgot how I can select the entire piece, or I don't know if there even is a way to really do that, but I believe that it is actually one piece. Yeah, yeah. So it is one piece. So it actually does not matter. And because this is a duplicate, we will not be editing the original, so I can just go ahead and kind of go in here, change this. And now for the top, that one is a little bit tricky. Like we would probably just like, create the top slate. What we can do is we can press Accept. And for now, I can literally just go down here to my group gen and create a group gen from normal diversens then press accept. And now if I go to my added poly, I can select this top face, and I can extrude it. You can see I'm extruding it. I should not have turned on snapping. But not now that I've extruded this, I can grab my side angle. And for now because you will probably not even be able to see this, so I'm not going to worry too much about it. I can place it like this. And yes, it has become a unique piece now, but if we turn on building 01, it does look pretty good. So yeah, we now got this version over here. I know that this version also has some of these beams that hold up the roof. I don't know if I maybe can reuse the one I have, but I don't think so because mine are way too large. Maybe I can make it like a very small detail. I know it might look a little bit silly, but yeah, it does feel kind of funny and cool. And I'm just going to do the old school way of making sure that something is in the center, just by breaking it into even centers and then kind of just guessing. There you go. Like a tiny little extra detail. Why not? So we got that extra detail over there. Now, over here with these roofs, we can go ahead and, for example, use these pillars as like an extra detail. Let's also do this one. Oh, hey, over here. Is this a mismatch, f01 floor, f01? There seems to be a tiny mismatch here. For now, I can do this, but I might not have noticed that mismatch because let's keep track of that in our final version. I think for now, it might have just been like a small mistake or something like that. But yeah, let's keep an eye out on that. Let's move this one over here. I know that this chapter has been going on a little bit longer, but that should not be that big of a problem. It's just us taking our time over here. And maybe let's go ahead and 1 second, let's turn off building 01 because it's in my way. Let's do, like, a nice little pattern design by having this one, And I'll turn on snapping so that I can do like a pretty decent snap, not perfect one, but pretty decent over here. Next, I will go for my horizontal Oh, no, you know what? Let's go for wood plank tick 01. Rotate that 90. Move it over here, move our wood slates back. And move this nicely down. Make sure to have snapping turn on whenever we duplicate something like this.'s twilight again. Make sure you have snapping to on when you duplicate. Do I have a Oh, I have the tiniest rotation in it, which means that the tiniest rotation when I move it. Hey, that is strange. It's my PivoPoints not on the Wood plank tick zero, one. That is very strange. Wood plank, tick erra one. So that's something we need to fix. Pivot point problems we need to fix early on. Wood planki 01. Huh. You are correct. Press reimport. Oh okay. That's worrying. That means that we need to double check the rest of our pieces. Let me just place one extra pillla here. And you guessed it. Actually, let's go for maybe round windows. Just like place an extra window here, even though there would not be a lot of light coming through the window because it's literally looking against another building. Let's just say that they did not know that when they first built this stuff or something like that. Okay, so I just need to double check that my horizontal builders are not causing any serious problems. It looks like I have not used them too often, luckily, so there should not be any serious problems here. No, okay. Okay, so it's good that we caught up on that. But basically, we now have this building over here, and let's just leave this one flat. Once you can add one more pillar in here. There we go. But this is just going to be like a flat building, and then over here we have some windows. And I don't know. Maybe it would be nice to have that looks kind of funny. I like that. I don't know if you want to go for like two. Or one. Now, you know what? Let's do two. I kind of like two. Yeah. And they are already on pretty much the nice height. So yeah, I'm quite fine with that. Okay. Awesome. So that's building number two. Now, what we're going to do now is we are going to kick in the time labs. You now know how to create the two most important buildings. So the next one is going to be this one, which is very similar to our roof building. It just has the slate roof sitting on top of it instead of below it, but we can probably do that. And let's go ahead, jump in and get started. So the next chapter, will be a time lapse. It will not be narrated. It will just have some music below it, but I will not be covering anything I've not yet covered in real time. So I do encourage you to watch it if you want to follow along, but you will not technically miss anything very specific. So let's go ahead and continue with this in our next chapter. 12. 11 Designing Our Buildings Part2 Timelapse: I The Oh. Mmm. 13. 12 Designing Our Buildings Part3 Timelapse: Mmm. I I No. 14. 13 Designing Our Buildings Part4 Timelapse: Mm. I like 15. 14 Discussing Our Progress So Far: Okay, so I wanted to take a little break for my time laps because now most of our main buildings are standing over here. So we are now going to focus, whoa, this is a why big view. We are now going to focus more on the background, and I just wanted to have a little look and a talk about it on how we are going to do that. Now, this background, I'm going to consider that our camera is just not getting very close to it. So that's something that I do want to keep in mind. This means that mostly I will just be duplicating the buildings that are already existing and just placing them there. Then maybe later on if I feel like something looks too much the same, then I start changing it up a little bit. But for the blockout, I want to keep this to a minimum in terms of, like, the time. So as you can see, we have the street here. Now, you might have noticed that I created a camera in my time labs, and I just went down here and just, like, create camera actor, and all I did is I set the camera actor, field of view to 60 instead of 90 because you can see that that makes quite a big difference. So setting it to 60, I felt like that gave me most of the similar look to the concept. Sometimes we will not go 100% like the concept in terms of our final renderings, but it is nice to at least start with having roughly the same concept. Angle as you can see over here. So you can see over here, like, okay, the buildings are a little bit cut off here, so they are a little bit shorter, but for the rest, here if I go down a little bit, that looks fine. Now, this image, I checked the image is 1920 by 1080, which is my camera also. If I really wanted to cut things off, I can always go in here and set my aspect ratio a little bit lower and then maybe, like, do something like this. And then we are technically having a cut off image. But for now, I like to always just keep it to 1920 by 1080, you can see over here, just get start with, and I might make some more cinematic shots later on. I can also just, like, play around a little bit more with just my angle, like over here. Like now I am sort of cutting it off, but I feel like just looking up a little bit more and sideways. And I do want to try and keep in the center, so you can see that the center is roughly here. This is where roughly the center is. So of our street. It's a bit tricky to get it exactly right. But it doesn't need to be perfect. Anyway, we now got this. As you can see, what I did is I focused on having these buildings, having the height. So I use my moling tools to just create some quick stairs. And also, you can see that these buildings they keep etching forward more and more. So over here, I try to do the same where I have one that ok, it's not etching as far forward. I might actually make this one a little bit more. So select immediate children. Here we go move it forward a little bit more. And then we have the next one that's moving even more forward. And then we have this building over here, which is quite visible, as you can see. Although I do want to probably like later on art some changes to this one. Now what we are going to have is the next building will be on this raised platform over here that has like a stair. What I will also do in the time maps is I will also just create some blockouts for our props and just place those around because that's super basic blockout. I'm not going to bother doing that in real time. And fres over here. So what I had in mind is, of course, anything beyond this point, there will be nothing here. Like, I'm not going to make anything here because it's simply it won't matter. Now, one thing I can do is I can check on the shadows, and I can see over here that there are some large shadows. So what we can do later on is we can place some cubes and everything here to indicate where buildings would be, and then they will create some shadows for us. But that comes in the lighting stage. For the rest, I just place like a quick wall here just so that you cannot look into the open field. I might actually want to duplicate this well. And then later on I will just make it like a normal wall or something like that. It's just that you cannot really look through it if we do something like this or we make randos like this, that there's at least something blocking it. Over here, I left some space. Sometimes, you often see those old buildings that there's like this tiny bit of space in between because I don't know why maybe they didn't have, like, the skills yet to really make the buildings exactly against each other, so they just left a little bit of space and over here, another one. And then over here, I just want to make like little seatings and everything so that so there is a little bit more space here. Here, we did not have as much space, but that's totally fine. And these are being raised, as you can see over here, and then we have our normal building. So that's looking pretty good. Now, this is going to be like the roundabout. The tricky thing is to try and keep like a decent distance. Now, there would not be any how would say cars here, but there would be like horses, and maybe the horses would carry horse cars. I don't know what they're called carry ways or whatever. So I do want to give it like a decent amount of space. Now, what's a decent amount of space? Let's go ahead and create a cube. And I would say that 3 meters is a decent amount of space. So if I go three, Let's do 4 meters, 4 meters over here. Then what I can do is I can kind of, like, guess by rotating this and moving one here. One roughly over here and then move this forward. Okay. Next, what I want to do is I can see that roundabout it kind of stops a little bit earlier. So right now, ours is a little bit too big. So you can select this corner over here to evenly scale this down and then place it over here. And then, of course, sometimes you look in your camera to see if this is the scale that you want, and I still want to make it a little bit smaller. Over here. And next, what I can do is I can duplicate these pieces. And let's just do like an rotation over here. And over here, doesn't need to be absolutely amazing. But there we go. Okay. So here we have some of those pieces. Let's also just Whoa, didn't mean to do that. I will also just place another one here just so that I can keep it in mind. Okay, let's have a look. So now we have our stair, what I'm going to do is I'm going to move my stair quite a bit closer, which I think will also look nicer, yeah, here see. That looks a little bit nicer. And now the stair, you can see that there's, like, a bend wall on both sides, and then the stair kind of, like, goes around that. So what I can do is I can, first of all, just kind of, like, make sure that this is roughly in the center. Now, it would be roughly in the center if I move it like this. This would be roughly in the center, technically. The thing is that it's probably because this building is further back, so you can see more of this site than this site. And I'm not sure if I like that so much. But that's a little bit tricky. Maybe when we place some more buildings, it will not be as bad. And maybe what we can do is we have this building which is number. You can see that I made sure that everything was nicely organized into folders. So let's go ahead and move this one. Yeah, I think if I do that, if I move it a little bit forward, it gives me a nicer presentation. Mm. Maybe a little bit more back. And then for this one, I am just going to keep it like this because I can always just kind of, like, rotate my camera around, and we probably will have angles like this mostly. So that should be fine if we keep it like that. Okay, in terms of the scale of the stair, I feel like, let's see. So I feel like the stair would be not as big as this. It would be like a little bit shorter and maybe also like a little bit lower. So let me just carefully scale that. Yeah, I feel like it would probably be more something in this direction. Tone these down. I am going to held up because, of course, over here, we need to kind of clip the stair in, and then later on we will make a better stair. Yeah, I feel like that's a better height for us to go for something like this. Okay, so yeah, that is looking pretty good. Now, we got those pieces done, so we got all of the elements we need. By this point, we can delete these pieces over here. So we got all the elements that we need that is totally fine. We got these pieces now over here, I will just make sure that your camera cannot look this far. So we will, of course, very strategically place our cameras so that I personally only have to make what I want to see. Now at this point, we will, of course, have just these height areas. What I can do is I can quickly use my modeling tools over here. Let's do a poly at it. And let's insert an edge loop like this. And next what I'm going to do is on this side, I will probably want to extrude this just to make it look nice. So let's extrude and then extrude selected tangle normals. There we go to indicate that that is the WOW. And then on this side, I want to extrude in a single direction and then simply move this entire direction down here and you can also scale it flat. There we go, see. So at least we have a clean break going on over here. Okay. That is looking fine. Next, we have this version over here, but we can just duplicate this. Modeling tools, mesh duplicate raised well on score 02. By this point, I already messed up all of the names for these type of blockout pieces, but that's okay. Now what I'm going to do is I'm going to mirror it I think that is correct. Yeah. And then go pivot and then just center your pivot. And now I can just go in here, delete the old one, leave the new one. Okay. And basically, the reason that I'm doing this is so that now I have an easy way for us to go to our Mlling tools, create a simple box over here, and add a poli the box. My camera is a bit fast. But this box is basically going to just become the ground over here. And now, what we can do is we can just make this super simple. It's just going to be like a mass cube. And then our buildings will basically make it look like a street. So even though there is a cube, because we have our buildings in, like, a direction, it will just look like a big street. So we got this. We can accept it. For when you can throw on the gray material also. For you can also throw it on here. I like to keep it with our squares that makes it a little bit easier to read. Okay, awesome. So now that we have this piece, as you might have guessed, what I'm going to do in the timelaps is I'm going to just place a few more of these buildings and try to make them go into this angled direction. For this round bit, I will just do that in the T labs because it's nothing special. It's just creating walls again, and then all we need to do is rotate them around on like an angle. Most likely, what will happen is we will make the walls only 2 meters instead of 4 meters. Or something like that. So nothing too special. You can see exactly what I will be doing. And for now, let's go ahead and kick in the Taps, and I'm going to start by placing my buildings. Then I will start by creating the pop blockout and also place those. So let's go ahead and continue with this in our next chapter. 16. 15 Designing Our Buildings Part5 Timelapse: And and and and and and and and and and 17. 16 Creating Our Round Roof: Okay, I just wanted to interrupt the time lap. So we are doing a good job. Like, we got these buildings. They are at an interesting 20 degrees angle. That's totally fine. Like, you would probably need to make it way more neater if you are actually planning on walking here and you want to have a super high quality, but then you would need to study building architecture on, like, circular basis in this time. That's quite a bit of work. Anyway, what I wanted to do is for our roof I decide to go with a different method because we have a bit of a tricky shape in the end and this different method I did not yet show you how to do in real time. That's why I'm going to actually not have a time lapse and just show you. Basically, it is quite easy. What we're going to do is we are going to select our roof piece or assembled pieces over here. We got this flat piece and then we just create a corner, so nothing too special. Here we go. Then what I'm going to do is I'm going to go to my modeling toolkit. Do a mesh merge and make sure that it becomes a new object over here. And then what I'm going to do is, I'm just going to go ahead and call this one circle underscore. What do I call it circle underscore Building, something like that. Then output types is from input, that's fine. And on except, I want to keep my inputs so that it will keep the original building. So if I press except, and give that second. Now it should, as you can see. So now we have our original versions, and we now have the solid version. The reason I basically want to do this is because if I click on here, I find in my content browser. Now that I have this solid version, I can right click Asset Actions and I can actually export it. And that's the goal for this. So what I can do is I can go ahead and in our export folder, let's make a folder called from Unreal this time. And then just called Circular building. And you can just turn everything off over here and press Export. So yeah, the goal for this is that we can now go inside of blender and we can just make a unique roof. It's easier if we do this as like a unique roof. So I can turn off these two pieces. I can file import, FBX, and from real and just our building and import, and there we go. See exactly the same scale because we have correct metrics. Now all I need to do is I just need to quickly create this roof, which should not be too difficult when we actually have our building because it looks like it's just like a cylinder done of our snapping. I'm going to go probably for 64 vertzs because it's quite a white cylinder. Then go ahead and just scale this up until it hits just here. Above it. So this is all in the center. So this one should also still be in center. So I'm just going to extrude this out a little bit or scale this out a little bit until it just hits beyond this point. Let's do something like this. Next, what you want to do is you want to go ahead and select this face. Let's go to our font view, and let's decide. So 1 meter, two meter, three meter, four meter, five meter six meter. I think 7 meters, seven or 8 meters because it is quite a high piece. So what I'm going to do is when I have my scale, I'm going to set this one down into quite a small point, not just completely small but quite small. And I think I'm actually going to go even one more. Let's go 8 meters over here. There we go. And now that we have this small point over here, hopefully we can simply do this. We can hopefully simply do a few segments over here, just using contre ar. And then if I set my smoothness, yes, nice. Perfect. It doesn't always work. So I can set my smoothness over here to -0.1 -0.14. Let's do one tree. Then we can also actually set a few more segments if we want to. You also have the factor, so we can kind control that. I can go in here and we can inverse square right now, so we can actually go for different ones, so smooth and sphere and root then you can see that it will slightly change or sharp, the bending. I'm going to go probably for like a sphere. Yeah, that's fine. And now for the factor, I want to get this to start quite low, although the factor, I believe, doesn't actually do much to our shape because we have so many segments. So let's do something like this. That should be fine. Yeah. So we got this one, and now all I need to do is I do need to, like, align some of these joints over here. These joints, I cannot just extrude them because that would not work because we are scaling this down. So what I can do, oops is I can first of all, go in here. And I can just do do an I and then right click. Oh, sorry, not I Extrude and then push it out, and then ld E. Move this in to a point. And I know it's like a lot of segments, but we are going to later on remake this anyway. There we go. So that's just a point sitting on top. And now for these round pieces, all we will need to do is if we just grab a cylinder, Yeah, cylinder should be fine. Let's make it only 12 sides or something like that. We want to get started by just moving the cylinder here. And making it roughly the scale that you want. Later on, we will have this on a proper location, but for now, we have this one. I can rotate it a little bit. And let's push it not halfway, like a bit more forward. And I'm actually going to push this over. And at this point, you can choose what to do so we can if we want, just move this one over here, and then probably it should still work the same way that if I now go ahead and add like a bunch of segments here, and I said, by smoothness. Ah, that's too bad. Because it's a cylinder, it cannot properly see what it needs to do. Sorry. So instead, what I can do is I can just go ahead and ld E And even this incorrectness. So you can see that I'm doing this a little bit uneven. Now, I'm doing this now uneven because I want to do this fast. But the nice thing is that this incorrectness will actually look nice because this building looks a little bit like it was not built by the master architecture people of the time or something like that, so to speak. So we can have a little bit more flexibility and just kind of winging it, so to speak. And now I can just carefully do this. And I don't know. Do I want to I probably do not want to scale this. I probably want to have this, and then over here, select this line. It's really small. Do this, and then maybe push this up a little bit to compensate for that scale. Okay, awesome. So we now got this one. Now, because this is all in the center, technically, if I now go ahead and dit my pivot and I want to set my pivot to zero, zero, zero, so that it is in the center and then turn off added pivot, I should be able to now rotate this along. Perfect. Okay. So what I can do is I can set one over here. And I can then go ahead and I can just duplicate it. And can I snap it? Okay, so we can snap it to 45 degrees. Then it might Oh, no, wait, because radio what is it? Radio array is really annoying inside of at least I find it annoying inside of blender. So it's probably easier for me to just simply keep setting this to 45 degrees. Over here. That's make sure to do -45. I don't know why. I only just noticed that even though it says 45, it has to be -45 because of the way that we are rotating. But anyway, so there we go. Quick roof top, TingyFne. I guess one thing that you can do if you want is you can now go down here and just press like an inset and then do like an Alt E and extrude this out a little or extrude this up a little bit, and then just scale this in a bit, just to give it like that bottom layer, even though you probably won't be able to see it. Now I can hide this one. Select all of this stuff, right click, move to collection, round roof. And honestly, we only have one of them. So's do a quick pivot. Let's go to our front view and just nicely move this down. That will make it easier for us to later on properly place it, and then we can go ahead and export this around roof and now we can quickly go in unreal and let me just find the round. Where are you? Round Roof found it. Import. Open it up. Oh, sorry. I input it into won folder. Let's just move it to our assets folder. That's quite important, else I might lose it. Apply my material. And now I can just go ahead and kind of, like, turn off snapping and just by this point, I will just do, like, a quick manual placement Yeah, something like that should be good enough. And let's have a look. Nice. So it is just like in a reference quite a bit higher. That is pretty good. Is it too high? Um, it is a little bit too high, I think. So a nice thing that we can do just to fix this is if we select everything, we should be able to just use a quick FFD in your Maxifs tools. And what the quick FFD allows us to do is it allows us to then select, for example, the top vertices over here. And this is now a box, which means that when I move this, oh, so I need to combine this. The quick FFD is one of the few times it does not actually work when you do not have one big piece. So it's like a lattice modifier. That's basically it, but I I like to often press this, although for some reason, the FFT is in a weird location. But normally, what that allows me to do is to select the top, move it down. In this case. It, no, wait. I can't move it like this. This should still be fine. There we go, see? And now I can just push this down. So if I go to my front view, I can just set this like 1 meter less. And we can just kind of keep this on. So you can just go into edit mode if you want to edit it, and I can export this, so this is going to be round roof. So that's why it's good that I do this in real time because this would else be quite a bit overwhelming if I do this in just like a time lapse. There we go. It's a little bit lower. I'm more happy about that. That is looking pretty nice. So I would say that this one is now pretty much ready to go. And then what we would want to do is we have these site buildings where we are just going to pick the sites from some of these other buildings and place them around here. And I will probably also just like place a few buildings here, but not many of them we will be able to see. Anyway, that's looking pretty good. We can always also lower down the height of our platform if we want to play around with this height. So let's go ahead and kick in the time maps again and continue with our blockout. 18. 17 Designing Our Buildings Part6 Timelapse: [No Speech] 19. 18 Creating And Placing Our Prop Blockouts Timelapse: An a The the 20. 19 Creating Our Wood Material Part1: Okay, so we are pretty much done with our blockout right now, and it's looking pretty good. Of course, a bit difficult to see stuff because there are no colors, but for the rest, it is looking pretty nice, if I say so myself. Now, we went ahead and create some blockout for our props and also placed those all the way around here. And we will only be creating, as I said before, like, the street light over here because that one is also the most complicated ones. The other ones are going to be created by another artist, but it will just be done using aT naps. So you will only see time laps footage for that. Now, let's go ahead and quickly do a tiny bit more cleanup simply by selecting all of the props that we have over here, deselecting the camera, which is here. And I believe that that is, and then we can just create a new folder and call them props. There we go. That is looking a little bit cleaner. So, that's looking quite nice. It already adds quite a big difference having these extra assets in here. Okay, now, what we're going to do is normally with these kind of environments, what I would do is I would first create like the final meshes, and then I would create the textures for it. However, in this case, that is going to be a bit tricky because we are going to make heavy use of nanite especially on the ground, which is the first thing I want to turn to final, also over here on the roof. And we are also going to still create nanite and a unique texture for our wood. So with all those things combined, and, of course, over here, this is also going to be displaced nanite on our walls. So with all of these things combined, it is a little bit tricky. So what we're going to do instead is we are first going to get started by creating a procedural textures. This can also actually be nice because it's like a little break for you. So you've now done a bunch of modeling and everything, and now we are going to take a little break and go start with our materials. Now, I feel like it is fitting if we just get started with our wood material because it's the one that is the most important and most prominent one. And after that, we will probably go ahead and get started with the gown materials. But let's just go ahead and create all of the materials in one go. So we are just going to create all of them right away. Now, the nice thing is, so our wood is going to be completely unique, yes, so we do need to create it completely from scratch. Plaster is just not going to be that difficult, so we don't need to do too much for it. However, what we can do is with our stone, and over here with our walkway, we can pretty much reuse different elements to get different types of stone and wal quays and everything. So because it is procedurally done using substance Zina, we have that flexibility to quickly, change the roundness of our stones and everything and to create something a little bit better. And our roof, it's not going to be too difficult. The reason it's not going to be too difficult is because we don't have to make it in insanely high quality. The height needs to be really good. But for the rest, yeah, it does not have to be insane quality, simply because we are going to use because they are so far away from the camera. And then later on, we will also still need to do a little bit more modeling, of course. Well, actually, we will need to do a lot more modeling because we need to turn everything into inl. Okay, that's the plan. So far, things are looking good. And what we're going to do now is we are going to just go ahead and dive right in and start by creating our wood material. Okay. So here we are inside of substance designer. Now, for our wood, I want to go for, like, this slightly rough, grainy looking wood that you can see over here. And we are probably not going to go for this one because this one is more painted, which they probably would not do in those times. We would just go for, like, the more bare wood that you can see over here and just have, like, the general dirt. Also sitting here, and the dirt, as you can see it kind of goes with the flow of the wood. So all that kind of stuff is quite nice. And then we are maybe going to blend in, like, a few more pieces. Our wood is going to have a few different variations. You can see over here these really thick lines. What we will do is, actually, we will create those inside of sebush. So that's going to be actual sculpting. We are going to include a few of them in our wood, but it's not going to be as intense because else I lose a lot of control over where I want them to be. So that's one thing that we're going to do. And for the rest, yeah, it should not be too difficult or material to create, to be honest, in this case. So, yeah, it's like the waviness. You can see over here that we sometimes have like this warping, which we can also do. So this is like a good reference. Let's go ahead and move this over here. Here we are in designer. Now, what I'm going to do is I'm going to get started by creating a new substance graph, and let's just go ahead and call this plain boot underscore 01, for example. It can just be 496 by 496, and we can just go for metallic grapness. So let's go ahead and created. Now, personally, I always like to preview my materials not in the treaty preview, but in Mm set. It's just something I've been doing for years. I feel like I have more control, especially over the lighting and displacement and everything inside of Momset. So I'm just going to close that view, and I'm going to make my Tody view a little bit bigger. If you are a beginner, it might be nice to see the treed view also. However, when you are a little bit more experienced with designer, you can actually kind of, like, imagine how everything will look simply by looking at the TD view, so to speak. Now, we are going to go ahead and get rid of our metallic slot. We don't need it right now. Let's move these up, and we can already get rid of, like, all of these front slots over here. Let's go ahead and file and save. And we are going to create a new folder that we call textures. In here, I will make a folder that I'll call plain underscore wood underscore 01. And let's just go ahead and save. There we go. So that one is now also saved. So we are going to get started with our height map, then we are going to convert that into a norm map, then the base color, then the roughness. So we are going to pretty much get started mostly with our grains over here. Now, because this is wood and because it is quite flat and we don't have any planks there isn't a lot of height map to create. We are basically going to create the grains as height, yes. And then what we're going to do is we are going to just why do we convert this into a norm map? The grains are too small to actually have as physical height and unreal. Even though nanite is amazing, the amount of polygons we would need to actually get to this point, it would simply be far too much. So we are not going to do that. We are going to use traditional techniques for our wood textures, but we are going to sculpt our wood pieces, and those scalps they will simply be a little bit higher poly than they would normally be. We will still bake down our normal maps, but the scalps are just going to be slightly higher pole than they would normally be. So let's get started with our grains over here. So this is a technique that I have used before in tutorials, so just keep that in mind that if you've watched any of my other courses, you might already know this one. I believe I used it in the Western course. However, this is actually going to be a more simplified version. So the first thing that we need to do is we need to create the actual grains. For that, what we are going to do is we are going to convert a very blurry looking line texture basically into just like little gradients. It's a bit difficult to say, Oh, this one is new. This one is new, but I'm not sure if I can also use it. It does have some interesting distortion. Which is cool. So I just want to check because they keep adding new stuff to substance, so you sometimes just want to check it out. But anyway, the one that we are going to do is going to be a bit more traditional. You basically want to grab, sorry, grab like a grunge that has some direction to it. For example, grunge map 003 or something like that. And then what you want to do is you want to set your balance down. And now we get something like this. So we are looking at for some type of direction. The goal is that when I have this stuff, if I add a transform to this and rotate is 90 degrees, and the reason I do that is because I always want to have my wood to be horizontal. I believe also most wood is often horizontal in terms like textures. So if you all of a sudden make a vertical wood, it will just be confusing unless it's like planks or something. So we have this one. Now what I'm going to do is I'm going to just press space, and I do expect that you know the basics of design up because else, this might be a bit tricky to follow along. You can totally follow along, but you won't really know exactly what I'm doing. But basically, I'm pressing space and I click on the directional blur. I'm going to keep the blur angle at zero, and it just as Photoshop, I'm going to set is very high to like 100 or maybe even like 200. The goal is that we get a lot of these tiny little stripes that you can see over here. Now, next dish, you can also go to your Grind map zero tree, and you can play around with your seed to get something you like. I'm trying to find a nice balance between really light areas and really dark areas. Maybe this one. There we go. That's like nice balance. It has like some dark, it has some light, stuff like that. Now that we have done this, the next thing that I'm going to do is I'm going to go ahead and add a blur high quality gray scale. So I just need to refresh my mind a little bit because it's been a while since I since I've done this. And this blur high quality gray scale for now set it very low to 0.2, and later on we are going to make this a little bit more intense. So we got these lines over here. Now, next to these lines, the next thing that you want to do is you basically want to give some deformation. The way that we can do that is I used to use a directional warp, but I want to this time try a multi. So if you just type MU, you can already find it and you can use your key. So multi directional warp gray scale. And then what I like to do is I like to set my directions to one, and now we need an intensity input. For the warping, we just want something that is very floppy. Not so much like a Gaussian noise. I think we won't have a noise in here. The Voronoi is close, but it probably does not have enough space in between? Yeah, maybe it does. Maybe it does have enough space. So we have some space, and this one is also new, by the way, so I've not used it too often. So that's why I'm just like, having to think about it. So we got this stuff over here that is fine. It would have been nice if we get some int well, actually, I guess we do have some intensity control over here. Distance mode, an atom, now we can leave the same style. I've never tried out style, so let me just quickly. Oh, that's pretty cool that we get random color. Hmm, that might be interesting. Let's go for F one for now. And now that we have these pieces, I'm pretty much just going to add a blur high quality gray scale. Make this quite soft, and I do not think I have enough. The annoying things that I don't really have control over how many there are here. I can play around with my seat. But if this does not work, we will just do a slightly more complicated version. So let's throw this into our intensity input. And now what you want to do is basically set your warp angle up, and then you can see that we start to get some warping. You can try to set the mode to minimum, which means that it will only show up whenever there is a light. But I think in this case, it's not that bad. I'm going to go in my Voronoi. I'm going to set my scale a little bit bigger, and it feels a bit sharp. So let's try and set my blur again, like, a little bit lower. And basically, we are just trying to get some of these waves because over here, it's a bit difficult to see on this one, but just in general, wood has, like, you can see the tiny bit. It just has, like, this general random direction. So we got some waves over here that's looking fine. And now let's say that we want to go ahead and we want to actually convert this into grains. It's not the easiest or the most fun way to do it. But if you add a gradient map, what you can do is you can actually add custom gradients. So the gradient map it basically maps a color per gradient. So you have 255 different colors in here, because that's often how many gradients there are in here. And if we click on the gradient editor and just make it quite large, you can see that we can choose from black to white. The way that you can make your grains is, first of all, just click once, and then it will add some segments here that are just the same. And now we can start with the black. Basically what you want to do is you want to have your black line, and I want to actually make this quite long like this. And then you want to just click right next to it and make this white. Click White next to it, make it black. Right next to it, make it white, right next to it, make it black. Now, you don't have to do this for the entire way. There is a clamp going on. So at one point, there simply isn't any data anymore needed. So we probably need to go up until this point. Now, if I do this, you can start to see some of the grains. I will probably need to go ahead and do this quite a bit, but then you can see the grains, and then you have full control over how the distance between the grains also, which is quite nice. If I move this bit further away, you can see that the grains become a little bit ticker. And if I move this closer, here, see, you can see that they start to clamp, as you can see. Now, these grains are quite close together. It looks like, so I'm going to basically go ahead and keep doing this until it is done. So what I will do is I will go ahead and do this off camera because it might take a while and just literally do this. Just keep doing it until all of your spaces are filled. So this might actually take you a while, but once you've done it once, it will be done. So let me just go ahead and quickly do this off camera. Here we go. So as you can see, I basically went ahead and did this over and over and over and over again. And then at this point, I started to get a little bit bored because we are getting at, like, the areas where, as I said before, there is a clamp. So there is just like an area where you don't see much of an effect. And in those areas, I just meant, like, a little bit further apart. Now, if I close this, this is what we currently have. It is really strong in the grains. What we can do is we can try to now play around with our blur, high quality gris girl. To get slightly softer grains or stronger grains. If I look at this one, they are quite large. So I want to go ahead. Here, if I said it's like Wi low, you can see that the entersing just cannot keep up. So let's go ahead and just play around with mine density until from a slight distance, it's still a little bit readable. That's 2.6. There we go. And now we start to get these wood cranes, and you can see that we also get these pieces over here. The reason that these are happening is thanks to our blurriness. If I would not have those, it would look very boring. Well, boring, not too boring, but basically, so the gradients and everything, they all help each other, and they all add this extra wood detail. So that's pretty nice. Now, what I like to do is I always like to blend this using something else. This is something you do often see in references, but sometimes you just have these really straight lines. It's not always wavy. Sometimes they are just like really straight areas in between here. And it's also something like I've seen it in many more references. I just happen to not have those right now here. But this is super easy to do. So basically, what we're going to do is we are going to blend our gradient map using another gradient map, and this one will be a very easy one. All you will need to do is you need to go to your patterns and grab your gradient linear one over here. And if I set my tilling to like 256 or something, Yeah, 256 should be fine. You can see it just gives me, again, a lot of these little gradients, but this time they are straight. 25, six, maybe five, 12. I hope that that's not that's 2300, but I'm not completely sure. Because of the anti alysing might look bigger, but you need to really zoom in. Now, the next thing that we're going to do is we can like a HCRm scan in between. And if you set the position to 0.5, which is default, it just means nothing changes. You can then use your position to basically control how thick your lines are going to be. And after that, we can do a simple multidirectional warp grayscale and make the warp again in, like, only one direction. And this time we are going to go for a classic. We can go to our noises and we can grab a purlin noise over here and make it quite big. Something like scale of around eight or something like that. And now, if we set a warp angle, what you can see is you will get this really strong warping. It's not this strong. You need to look closely, and we are just going to give this a little bit of warping over here. And after that, what I like to do is I like to use a note that's a little bit stronger and has less control. It's the warp node. The warp node will just give or it will just have a raw input, and we will not have any control over the scale or scale direction. But what we want to do is we want to import this texture, which we already created, so that we can then set the intensity, and that will just give us a little bit more of like this sharpness going on over here. And it has quite a different look, as you can see. So here, see. So it does, again, like it breaks up the wood type a little bit more. I don't want to use it too much, but it is something that I quite like to use sometimes. And sometimes if you go really intense, you can get Yeah, you can go a bit crazy. I think what I want to do is I actually want to go in my sets to 512 in my linear. I think that's the problem right now. And for now, let's say that this is fine. So we got these two pieces over here. Now, oh, and basically, when you have your gradient map, just go ahead and select the yellow line, press space and type in GR for gray scale conversion, and then press D and D will basically dock your notes. So we now have this one, and we basically want to blend between these two versions. Now, how are we going to blend? Quite simple. Just go ahead and use a histogram scan, for example, and just grab your blurry maps over here. Play around a little bit more like your contrast and your position to get a few of these areas. And then what I'm going to do is I'm going to first of all, let's add a transform and just change this up a bit so that it's not exactly the same in case that we will else get very specific details, only very specific locations. So we've done that, and then I'm going to just add a blur, high quality gray scale because we don't want to I don't know if we want to blend this very sharply. That's why I'm adding it. Plug this into your paste. Now you can see what your blur you can see how sharp that the transitions are. Looks like they don't have to be too sharp. I do think I need to go in here, set my contrast all the way up. Okay, so now it is properly replacing it. And then it's up to my blur to give that little bit of, like, a difference. And there we go. So we now have these wood cranes over here. At this point, pretty much all that we want to do is we want to break them up a little bit, and we can do that using a slope grayscale. And that's pretty much it because we don't have enough resolution to go in and do the tiniest bit of details or something like that. Now for a slow block rascal, I often just use or a moisture noise I use, or I use a clouds two over here. These two are often quite nice. The moisture noise often gives a slightly smaller detail, but let's start with the clouds too. And I probably need to go in here and set the scale of it quite a bit lower. And then what you want to do in your slope rascal is set samples all the way up, intense the all the way down, and the mode to minimum, which means that it will only affect white. And then you can see over here that I need to set my clouds to way smaller. Sets to like 16. And then if I go in here and it's super super sensitive, so let's go for 0.01, 0.00, five, even less 0.002, maybe three. And now you can also see that if I swap in my moisture noise, you can see that one might need a little bit stronger. Yeah, you can see the difference. I quite like the clouds, too. Let's go ahead and use the clouds too. And that will just as you can see, add the small bits of damage over here. It's 20.0 025. And now probably the moment that you've been waiting for and where we will end this chapter is that now that we have this height map, what we can do is we can convert this into a norm map simply by dragging and typing in normal, and the norm map is often a bit easier to read. I like to work in OpenGL, even though unreal engine reads as direct X, it's just easier to read my norm map in OpenGL, I find. But now you can see that if I lower down my density, you can see that in normp it starts to be a lot easier to actually read all the details in here, not from a distance but up close. So you can see all of these little details that we have over here, and I can see that I might need to like art. I don't know. Yeah, I might need to like art a few more segments. But then again, over here, we also have these really soft areas. So we got this stuff over here. That's looking pretty nice. Now, what I will do is in the next chapter, set our intensity to like 0.30 0.25. In our next chapter, we are going to add a little bit more detail to this. And after that is done, we can already go ahead and we can start with our base color. So not too difficult, like a little setup. So let's go ahead and continue to our next chapter. 21. 20 Creating Our Wood Material Part2: Okay. So what we're going to now is we are going to add a few more extra details to our norm map. And after that is done, what I will do is I will probably set up my painter scene and just go ahead on like a nice base template so that we can preview our actual scene. So for our extra details, what I want to do is I just want to get some of these more stronger cuts that I've shown you before over here, but not this strong, but just have some stronger cuts in here that we can also give a different color, just like an extra bit of variation. Let's just use an anastrophic noise that we have here. That one is often pretty good. And let's set the Y amount by resolution to on. And then what I'm going to do is, I'm just going to duplicate my multidirectional warp gray scale that we've used here. And that's what just give me some extra a variation. Let's make this one maybe a little bit stronger. And then what I want to do is Ma, add a blur high quality grayscale, and after that, a histogram scan. So the blur high quality grayscale is used to even out all of this anterising that we have over here. Sets to 0.15. And the histogram scan is here so that we can play around with our contrast and make sure that we only use few of these lines as you can see over here. So if I set my contrast quite high, but my position quite low, and I can play around with my contrast a little bit. You can see that it will only pick out the strongest lines over here, which automatically gives us just like some variation. At this point, I don't I feel like that we will need another blur high quality grayscale. Let's art the norm map. If I do OpenGL, I will need to invert grayscale my norm map before it goes in here because that's pretty much the only difference between direct X and OpenGL that the green channel is flipped. And yes, I'm going to add like a very small blur ray quality grayscale after this. You'll notice that I don't use the quality. The quality will just make your note a lot slower, but it will often not really add anything to your shape. So sets to 0.05. There we go. Okay. Now what you want to do is to combine these maps. You just basically want to add a note that is called normal combine. Over here, and you want to set the quality to high quality and then simply plug these two together. Now what you can see is now we have our norm map, and it will just randomly have some of these little cuts just going through it, and you can, of course, play around with it based upon your position of your here Scrumscan, how many that you want. Now, also a nice thing that you can do is, let's say that we want to keep this nice and organized, we can select everything that we want to organize, right click and ter frame and then click on the frame and just call this strong cuts and do the same over here, right click art frame, and this one can just become grains. There we go. Nice and organized. That's pretty much it. That is where I want to start with. So I'm going to go ahead and throw this into my normal map. I'm also going to add an atras embolusion. That is the one that says RT AO behind it for atrice emo glusion. And you just want to plug in only your height map over here. And we are just going to use the grains sight. And we are going to use this as our AO. Now, let's go ahead and set the height scale very, very low. So 0.001 maybe 0.002. Now, see, that's already too much. 0001. I have a feeling that maybe a, this might work. Sometimes the old ambient lution the HBO works better when we have tiny greens. So 0.01, 0.001. Here, see? In this case, the HPO works a little bit better because it can pick up on these smaller grains, which the rate raising often cannot really pick up, although you can probably set like the maximum distance. No. Normally, yeah, oat, yeah, you can. It's just very slow. So you can see over here like, it's a bit difficult. So let's just use the old HPAO which stands for forgot what it does. Horizontal based ambient ilusion. Okay. So yeah, that one will just give us a little bit of AO in here that is all looking good. Let's go ahead and save sine. Now, what we're going to do is in our plain wood folder, let's make another folder called final. Copy this. And in here, we are going to now go to our plain wood 01, export outputs as Bitmap, and set this one to the file folder. And I always like to export as a taga file, TGA, except for my temp. My temp, I often just do PNG or TIF files, whatever you want, because a temp needs to be in a higher bit depth, which is 16 bits, and TGA can only handle often eight. Now, not often always, as far as I know. So you want to turn on the automatic expot. Basically, what this does is if you now press Export, then it will save the setting for you. Whenever we make a change to our graph, it will automatically export. This is why I'm fine with previewing this in MMSet because I can just immediately see everything inside of Momset. So let's open up marmoset, and I have this pre made scene over here. Now, this scene, so it's simply just like a sphere, as you can see. So we just have a normal sphere, and this sphere has a subdivide turned on with five. Next this, we have three lights. One light is coming they are just like directional lights, one coming from the top right to the bottom left, and two of them shining in the background over here. I'll go over this a little bit more, and then I just grab a random sky that I wanted to use. If you want to learn how to actually create this, what I recommend because it would just delay the tutil is I actually have a free tutorial on my YouTube. So if you simply go to Fast Track Tutorals on YouTube or type in creating a high quality material render using Moms TR four, you are able to learn exactly how to set this one up because I do not really want to focus on this specific case, since we are building an environment, not so much previewing our materials to create really high quality renders. But anyway, we just have this sphere. We have a few lights, and for the rest, we have a nice camera that is just square. And the way that you can get this camera square is by going into render, and by the way, ate racing is turned on. And I'm just going to turn those on over here. And just set your resolution in your image to 2560 by 2560. And then on your camera, turn on safety frames. The safety frames will actually cap wherever your resolution is because we have a square resolution, it will show us like a square. That was the intro. So what I'm going to do now is we are going to use this scene to preview all of our materials. I'm going to create a new material and call this one plane underscore Wood underscore 01, and I might change the scene up a little bit later on. I don't know yet. This is just my default team. And now over here, we just have our textures, and we are just going to drag in our normal map and drag it onto the normal. And Momset does read OpenGL, so we don't have to worry about that and then go to Ambit seclusion and drag in our ambit occlusion. Now at this point, you can just drag this onto our material, and now you can see our grains. So this sphere often requires my tiling to be set to two in order to properly preview my materials. And for now, I can play with my roughness to make it maybe a little bit duller. But as you can see over here, you can also play with your AO to make it more or less strong. Let's set this one to 0.8. But as you can see over here, we now have our grains. And honestly, it's looking fine. Like, I'm happy with that. Maybe I'm going to make my lines a little bit stronger. These ones over here. Let's go ahead and just make it a little bit stronger. And then later on they will also show up a bit better and set them to 0.4 around for now. And it will automatically, of course, export this because we check that setting on the Export. Oh, won one. There we go. Now our lines are a little bit stronger. You can see them here and there. And basically now that we have this, as said before, later on when we have our base color, which we are going to work on now actually, we are able to see the details a little bit better. So for our base color, let's say that we now just have a decent render. We have a norm map over here. If you want, you can even right click and ArterFrame and call this normal underscore combine. And now we are going to get started with our base color. Our base color is not too difficult. We basically want to get started with a simple gradient map, and we are going to grab our grains over here, throw these into the gradient map. Now, for your gradient map, what you can also do is if you go into your gradient editor, is you can pick the gradient. The cool thing is that you can pick gradients from images. So if we have our image here, which makes it a bit smaller so that we can actually see what we're doing and press pick gradient. We are able to now just drag over this image, and what will happen is that you can see over here it will pick the gradient. Now, these are way too many inputs because I did that on purpose. If I just do a thin line or I try to kind of go with the flow, you can see that we can pick different gradients. And the first thing I like to do is I like to just try and find a nice threshold. You can also try different colors and areas just to get something or sometimes I just like to not make as large of a cut. Until I get something that looks pretty interesting. It can look a little bit grainy, don't worry, because we are going to add more details on top. But we want to get started with like a pretty strong base. I think something like this looks pretty good. Now, it might seem very intense, but that's what the next note is going to be for. So we now have this, and I was more looking into being able to define our greens quite well. What you can also do is you can also go in here, for example, select a few notes and simply press the lead if you feel like that there's too much stuff going on in between certain areas. And when we press the lead, we can simply delete some of those really strong transitions and stuff like that. Or if you want to add, for example, more transitions, which I don't know. Alright, that's over here. So here you can see that I can now just add a few more transitions here. And this one it might be a little bit tricky to find. I think it's like somewhere here or here. It's always a bit tricky to exactly see. There we go. So what we can do is we can, for example, make this one, a little bit lighter. And this one like a little bit darker again. It's a bit like the same concept as when we did our gradients. But basically, once you have something pretty decent, what you can do is you can add a replace color range node. This node only works if the general color is the same. In our source color, you want to pick your picker and just click over here on your source color and then set the range all the way up. And now you can see that now it has replaced most of the colors. Now, if you pick your target color and click on your source color, it will reset to default, and based upon that, you can now tweak your color. So if I have a look at my reference over here, I can because I know that the color is already quite strong, but I can go in here, and I can say I want this to be a little bit warmer tone, but I also want it to be a little bit more gray scale. Something like this. I also need to keep in mind how it will look on here because I don't want to have it like that way too intense wood color or that I don't want to go for, like, the typical brown color. Those two things I want to try and avoid. So I'm just kind of like playing around with my colors here until I get something that feels quite neutral. There we go. Now we're getting there. I feel like this, like tiny bit more a tiny bit more gray scale, but then still a little bit warmer and tiny bit more brown. So now you can see the difference between the two. So that's like a nice quick balance. Now, there are two balances that I want to create. One of them is I'm going to just implant those stronger lines that we have. The second one, which is the more important one is that over here on our grains, we can see that we have like this blackish color sitting on top. So that's what we're going to work on mostly right now. First of all, I'm just going to add a simple blend, and I'm going to blend my replaced color range with a simple uniform color that's black. Now, you might have guessed in your opacity, simply input your ticker lines so that now we have these sticker lines and we can just play around with our opacity here to basically make them not as prominent but still have them stand out. Next, we are going to go for another blend, again with the black color, and now we want to create those effects that we can see over here, which are a little bit more tricky to create. So right now what we have is over here, which means that black means that it goes inwards. So we can kind of use this one already. I just need to kind of figure out the best way to use it. Most likely the best way would be a his crm scan. I think that might be the best to, like, try and Yes, no, yes, no. I think we need to blend it a little bit with some extra colors. So we have the top colors over here. They are in here. But then let's say that I don't want to have them everywhere. So let's go ahead and blend this together using Let's see what shall I use? Let's do Grunge map 002 that has a transform which rotates at 90 degrees and play around a little bit more with your balance. And let's throw this into the foreground and then set the blending mode to subtract. So now you can play around basically with your balance to get more or less of those black colors on top. We then blend this Not as strong as I expected. That is not as strong as I expected. And I guess that is because it has, like, still a lot of gradients in here. I'm a bit worried of doing this, but we can give the ty. Let's go for another Hcm scan on top. Set the position 2.5, and then carefully push your position and maybe all your contrast a bit, to get a little bit more white area. See, so now it becomes a little bit stronger. Now, I feel like that's over here, just a black color. It would not do justice. So instead, what I'm going to do is I'm going to replace my color range or I'm going to duplicate my replace color range. And then in my target color, I'm going to actually set this to be like a more darker black color. And then maybe blend this darker color with our black and then play around with o paste and throw this in. So this will give us she can see a bit of a better look, and then it's mostly just a matter of trying to get a nice opaste in here. I'm not happy with it yet, but we can give this a go. I feel like that our waves are a little bit too grainy right now in our color. But we can, of course, check. So we got this one. Now, we don't actually need our height for now. So we have our base color, and then for our roughness, just ready to quickly create something, throw on a gray scale conversion. And grab your base color and throw this in here. Next, add a histogram range note and set the range all the way up, and then your position you can kind of play around with. White means that it looks dull. Black means that it looks shiny. So we want to go for quite white because wood is often not that shiny. I'm then going to art a blend, and I'm going to art once again, my ticker lines, and I want to set those to art, which means that they are over here, which means that they are white, which means that they are even duller. And then what I'm going to do is I'm going to blend this again. But this time using my addons on top. I'm going to set these ones to subtract, and I'm going to actually give these a little bit more shine like this and throw this into our roughness. And that's pretty much like the base. Now, if we go to marmoset, we can go in here and we can set our plain wood color, and we can set our base roughness in here. And let's have a look. Okay, yeah, as I expected, like, it's way too grainy right now, so that's something we need to fix. And our roughness is a bit too shiny. Let's start with an easy one, and that's our roughness. Let's set our position up a little bit. Okay, that fixes that. For the rest, like the wood is good, but, yeah, it's all a little bit too grainy. Now, what I can do is I can try and see if I can fix it at the source, which is over here. Or what I can do is I can blur it after. What I want to do now is, let's see. So we are adding it on top here. I almost feel like what if we add a quick blur just behind here. 0.1. Let's have a look at my normal map while doing this. So that definitely gives me softer grains. I just hope it keeps translating and the reason I'm a bit worried is because sometimes blurs can also look low resolution, but I don't feel like that's the case right now if I have Lu Oh, yeah, worried that is the case. See? You can see over here, it makes everything feel a little bit too low resolution. But here it does look fine. Yeah, actually, you know what it does look fine. I think what I'm going to do is I'm going to set my no map stronger. Let's set this to one or something to go very strong. And I feel like that it's just like my gradient map might not be mapping everything as well as I wanted to. So let's get started by going in here. Okay, so one is, of course, way too strong, but it's just that I can get a good base. Let's set this to 0.5. 0.3, maybe. And let's set our blur high quality gray scale to 0.07 to make it a little bit sharper. And then of course, our slope gray scale arts like a little bit of that extra sharpness to it, too. Okay, so we got this. Now the problem does seem to be in our base color, like it does not feel really high resolution right now. So there's a few things that we can do. Of course, what we will do is we will edit our gradient map. But what we can also do is we can also actually overlay a real world wood texture on top of this to kind of get better effect. But first of all, let's go ahead and duplicate my gradient because I do not want to accidentally lose my process. And I'm just going to pick gradient and I will just go in here and I will just basically be picking some areas. And I will show you later on which ones I picked. This one is very dark. It is very dark, but I do kind of like it. Let's duplicate this again and pick another area This one is just pixels. This one gets closer to what I want. Okay, so this one looks quite good. So I got these three areas. One of them I picked here and one of them I actually did on a different wood texture over here. And now what we can do is we can go ahead and add some replaced colours to this. And then set our sauce color. Over here. And then our target color it kind of depends. So if it's dark, you cannot really push it as strongly as other colors, you might be able to push. So you would want to go for dark wood, which I don't want, so I'm already going to exclude that one. This one, it's close. I think I want to go for, like, a slightly lighter wood over here. And then if you want to test this out, you can simply hold not control, hold Shift and then move it over here. And then over here, that already does look a bit better. So you can test it out like this. Now, one thing to also keep in mind, I am currently recording on 1920 by ten ATP, while I'm looking at a texture in four K that does not often work. If you want to kind of, like, give it a better look, what you want to do is, first of all, I want to actually go into my roughness and I want to try and give it like a Not that. I'm trying to give it. Let's add a levels to go a little bit more manual. I want to make the grains show up a bit better in my roughness. Let's make also this not as strong, so a little bit duller. And let's make this one also, like, a little bit darker for now. Yeah, the darkness definitely is not working. It's not the way that I wanted to, so we do need to play around with that a little bit more. It's mostly just a mask that we want to play around with. So here we have our ears to come scan, and we probably just want to, like, play around a bit more with my position until we get something a bit more interesting. Yeah, that starts to look better. That's okay. As I was saying, I'm adjusting my roughness a little bit more. And I can just use my bottom sliders to make it a little bit whiter, to make it not as reflective. And now, if you want to go ahead and you want to try out and see if this looks good in high resolution, you can first of all, save your scene. Then in texts, I like to always create a folder that I'll call images over here. And copy that location. And then if you go to render, you can scroll down here and just set your image location, and I will just call it wood and make sure that down here, you have your camera. So if you are creating a brand new scene, which I assume you will, make sure that you add camera A and uncheck the main camera. And then go for a nice high resolution. I'm just going to go for 2560 by 2560. You can go even higher if you want, but then simply press Render image. And now what it will do is it will render high resolution image for us, which means that I can have a proper look to make sure because I can then zoom in, that it does not just look blurry because because of my screen, but that it actually looks blurry because of the texture because those are two quite different things. And for the rest we are getting there with our wood. So I can open up this texture. And what I can see over here, I need to kind of preview it on my other screen. I can definitely see that there's something going on. But what I actually think is happening is if I go in my camera one and go to my focus, it has a depth of field. There we go. See, and that's something that again, like, it's hard to notice until you actually see it on image. So now it's actually a bit too sharp. So our depth of field was basically messing up our sharpness. So it's good that we see that. That's a problem that only I will have, most likely, and not you guys. And for the rest, so yeah, uh, it is missing something. Is it the embitclusion? No, I think it is still missing a bit of that strength that I want to see in my normal map. What I'm going to I'm going normal map to 0.5. And this is quite a cheeky way of doing things, but sometimes I like to add the sharpening on top and at a very low value. Just in case I ever done any blurring, it will just Oh, not 150.15. It will just like bring back that tiny bit of sharpening. Here see. Now you can see it just looks a little bit sharper. Next, you can also play around with your wood tiling. Yeah, you can definitely see it when we are going for, like, a higher. So if I'm going to go for two, I probably want to set my final normal 20.4. So exactly in between. And then I do need to work a little bit more on, like this darkness that we have over here. But because we are almost done with our wood material, what I will probably do is I will just make this like a long chapter and work on this a bit more. So we have our darkness right now. I feel like my darkness in the end needs to be dull after all. So that's the thing with substance inner and procedural texture generation. It's all about just playing around. You just go back and forth until you get exactly what you want, and you just play around with things. So even if it's a tussoil even if I make this material already before, because this is like the fifth or sixth time that I've created the wood material, it will still be that we need to play around with things. There's always like subtle changes. Now you can see, for example, that I made my roughness dollar, and you can see over here that the darkness does come out a bit better, but it's a little bit too dull, so I can then go back in here, tone it down a little bit. Now, next thing that I wanted to do is that I feel like that my color range, this technique in the end is not working really well. I'm going to go for a uniform color instead, but I want to ty and get my uniform color to be more of like a brownish color. And we are going to get started with this, and then we can later on just like improve things. So if I set this to color, now this will be like super, super strong, but it's just that I can kind of see what I'm doing. So I got this one. If I now make the base color lighter, to go more in the direction that we want. And if I then go ahead and blend this using another uniform color that is, for example, slightly darker over here. Let's make it a little bit more gray scale. There we go. And we can just plant this using a simple grunge map. Maybe we can use this one, actually. Or shall we use the very first one? Mm N you know what? I'm just going to go for something smaller. Let's go for like a Cloud 01. Throw that in here. So now we have these two different colors that are just being blended over. And I'm going to set my scale a little bit smaller for my Cloud 01. There we go. And maybe also add a histogram scan behind. That can give us a little bit of a stronger variation between the two pieces. Here we go. So now we got those colors, and that's starting to look a little bit better for what I wanted. So you can see over here, okay, so it is getting there, it's getting there. I'm now going to tone down my opaste a little bit more to still bring out a little bit of those original colors. And then what I will do is I will just go into my output color and I'm going to make these both a little bit lighter still. There we go, so that they fit in a little bit better. And you can even see that even the base color now starts to really look like wood. There we go. Okay, so now what I'm going to do is I'm going to make everything a little bit less in terms of over here. So we have our here comes scan. Let's make that one a bit less. And then over here we have a grudge map. I want to also make that one a bit less. There we go. So let's see. To less. Not enough. I do want to get a bit more out of this. Okay, that is quite nice. A tiny bit more, maybe. And maybe over here, that sets to 0.95. Yeah, I like that. That is looking quite nice. Now what I will do is, in my roughness, I feel like it's still something missing. I want to get some dullness in there that looks a bit more stripy, but that's often a little bit tricky to do unless I go to, like, the source. So what I want to do is I want to do one more blend and go for, like, a Hticam scan and grab the actual height map over here because it seems like that is the only way I get what I want. I then play around a little bit more with my contrast, and now what will most likely happen is that it will be on the same areas, as you can see over here, that is tricky. So right now it is a little bit on the same areas with my roughness as my black color. What I can do is I can push this out a little bit. And just to cheat a bit, I can add to transform and just move my transform around and kind of just like set this one to art and add some of that extra dullness. There we go. Now here, C, you can see the edges, you get that extra dullness over here. You can, of course, also play around with your lights if you just select on a light and then go up here to rotate or you can press E. You can go ahead and you can set my lights a little bit different. But honestly, I'm not too worried about that right now. I'm just previewing stuff. So let's say we have something like this. Let's go ahead and save our scene, and let's render out another image. So we can go down here and render image. And hopefully this is starting to look a little bit better and more in the direction of what we want. And now we can give this a look. So this was the first one, but of course, it was blurry, and this one is the second one which if I zoom in, I can properly see the resolution. I also want to check it out on my other screen, which is at four k and has more accurate colors. And that one, yeah, that one I like the woods. It's looking nice. I'm going to reduce the darkness a little bit more. So I'm just going to go in here and set this maybe 02.85. There we go. So like a little bit less. And for the rest, I think for now, it is pretty much fine. Yeah, we got our damages in here. Maybe I will do one last thing. I'm going to set my norm map back to 0.35 to make it a little bit more subtle because we now do have our sharpness to kind of, like, sit on top of it. And maybe make this norm map one, let's make it two to make it actually a bit stronger again. And I think that does the trick. Well, did Momset froze for some reason? It might have frozen. Let's go ahead and say Racine at this point. But that is looking pretty good, and now everything froze. There we go. It's back. I don't know why for some reason, my entire PC froze a bit. So what I'm going to do is let's delete this one, and let's go ahead and go in here. Now, there's a bit more stuff that we do need to do in just a bit. But what we can do is we can do this when we actually or when we actually start using this texture to have a clean break now with the chapters, I'm going to just add a frame here. Call this base color later on we just need to expose some values so that we can use them in substance painter. But it's easier to do that when we actually do our texture. Let's add another frame here, and call this one roughness. Let's save our scene. That one is all good. Mama said it's also working so we can also save this scene. Great. So now that this one is done, I believe that in the next chapter, what we can do is we can probably get started with our flooring over here. Yeah, we got the wood, and this wood will be used everywhere. We will most likely tweak it a little bit by the time it gets into unreal. But for now that is looking totally fine. Checking if I did not forget anything. No, I think that's it. Okay. Awesome. So let's go ahead and continue on to next chapter where we'll start by creating our pavement materials. 22. 21 Creating Our Pavement Material Part1: Okay, so we have now finished pretty much our wood texture, although we might change it a bit later on. So what we're going to work on now is we are going to work on our ground or floor texture. Now, what I want to do is I want to go more in this direction over here. You can see this is quite nice reference and high quality, so we can definitely use this. And then what I will do is I will also make a version like this, but it will not look exactly like this. It will have this type of smooth stone patterns instead of like the wi heavy ones. Although we might add, like a little bit extra on top. Who knows? So, anyway, we have this, and let's go ahead and just jump right in. I'm going to create a new substance graph, and I'm going to call this one. Oh, that's a good one. What do I call this one? Um, Pavement underscore. I think master because whenever I say master, in my language, what I mean with that is that it can do multiple things. In this case, I call it master because it can have multiple different types of pavements. So we have that one Fouquet, metallic roughness, that's all fine. I'm not too worried about that. I'm just going to go ahead and make new folder pavement. I call master. And in this folder, I will already make a folder called final in which I'm going to later on export my textures. And then we can close the tree review, right click and do a quick saves and save it. I saved it in the Wong folder. Right click saves. Pavement master. That's the folder. I wanted to save it in. And I'm just going to quickly go ahead and set everything up. Okay. We do not need to metallic. This time we do need to have a height map. So what we're first going to do is we always want to work, especially when creating height maps from large to small details. So the large details are we have the base shapes. Then those base shapes, we might want to break them up here and there sometimes with some cracks or something like that, like you can see over here, where they are a little bit broken up. Then we have the smaller rocks and stuff sitting in between here, and then we have just like the micro noise and stuff like that. So that's a general idea. As for the foliage, I'm going to skip that right now because that one would make it quite advanced. However, I might add a little bit of foliage, but what I will do is I will use substance source for the source of the foliage, and I will go over that a little bit later. It's something that I have not yet decided. So I know, I come very prepared to this. But, I have a very solid idea of what I'm going to do. It's just like these small decisions. I like to make while talking to you guys. So what we're going to do is this kind of shape, it looks a little bit like the shapes that I get when I actually do a crack generator. So let's try that out. Let's go ahead and go to our tile generator, and we are going to make a very basic crack generator, but we are going to make it very large, which means that in the end, it will basically look the way that it looks right now. So just bear with me. We are going to have a tile generator. Then we are going to set up patron simply to square. And what you want to do is you probably want to set your amount quite high. So let's say 40. For now, it's probably way too high, but it's just like a basic. And then you want to scroll down to your size, and you want to lower down your size. The goal is to get pixels. Very small pixels, something like this. So that's fine. I'm going to actually set my amount probably to 20. Now the next thing that you want to do is you want to mess these pixels up a little bit because right now they are way too even, so we would only get really nice squares. So if we mess this up by throwing on some offset random and some position random, over here, I can see that we have way too many, but rotation random, you don't really need to. But basically, we have these pixels. And now the important thing is to turn on your luminance random. The reason why I want to do that is because we need to have a way to detect every single pixel. And with the luminance random, it is able to detect the pixels even when they are very close together. Like even over here, if we don't have the luminous random, it would have a lot of trouble trying to differentiate between these two pixels because it's all just white. Now, having this, the next thing I like to do is I like to throw on my mask random. And if I said it's a lot bigger, hopefully we get, like, a bit bigger stones. So, how are we going to do this? Very easy. The first thing you want to do is you want to add a histogram scan. This histogram scan is just a mask. You base going to push your position and your contrast all the way up yes, all the way up and just make sure. Okay. So that we are basically removing again that luminance random that we have. And now we have a mask and gradients. Now the next thing that you want to do is you want to add a distance note. Now, what you can do in your distance note is you can have a source input, like you can see over here, and then you can have a mask input, which is going to be our mask. Now, next thing is, if you set your maximum distance really high to like 5,000, you get this. You get these type of stones that we have over here. So, well, at least we get the base shapes of these stones that we have over here. So based upon this, you can see that we have some interesting stones. Now, what you can do is you can basically layer on some extra some extra pixels to get more quacks. So let me just show you what I mean. So let's say I have my tile generator over here, and I'm just going to go ahead and give it a random sat. And then I want to add a blend mode, and I'm going to start by blending these two tile generators using the blending mode Max ten. And then if I plug this in here because we are breaking them up a little bit more, we get, as you can see over here, we get some large pieces for where we did not add some extra. And then we get some smaller pieces over here, which correspond a bit more with these smaller pieces that you can sometimes see over here. And yes, there is quite big damage, but that's something that we are going to work on in just a bit. So we now have all of these pieces over here. Now, what we can do is we can add an edge detect note on top of this. And because they are all different, the edge detect notes is able to detect them and immediately make the edges nice and round. You can choose how round you want the edges to be. But if we look over here, these are we round edges everywhere. They are all worn down by weather and everything like that. So I quite like that. Now, what you can do is you can actually create a blend between them. So let's say that I have this and I want to go ahead and I want to have one version that is willy round. Over here. And then I'm just going to duplicate this. And then another version that's, like, quite a bit sharper, for example. Next thing is by the way, the edge width. Uh, So 1.8 for the edge width. Not too big, but good enough. 1.8. There we go. Okay, so basically all we need to do is we just need to blend between these two pieces using a very soft looking at least I assume it will be a soft looking where are you parlis? There we go. So what we can do is we have this pearl noise. We can add a histogram scan on it to basically give it a little bit more control. And then what will happen is it will, we need to looks like that we actually do need to go for a bit harsher. So let's do some contrast. I was hoping that it would give me some proper blending. I don't think it's actually doing that right now. Let's try this. Ah. Yes, no. It does it a little bit, but it does create some unfavorable pieces. So if I have a look over here, Yeah, you know what? I'm not too happy about that. Another thing that we can do is instead of using a His cram scan, is we can detect them based upon our etches. So if you add it's a little bit more expensive, this one. And when I say expensive, I mean the milliseconds. Every node because it calculates from the back to the front. Every time you make a change, it needs to calculate every single node. And when you get too milliseconds, it will take a while to calculate. Now, this one is always a bit expensive, but it's fine. So what we want to do is we want to grab the version that has a bigger surface, which is this one because we have less stuff going on. So you do a flood fill, and then basically, you do a flood fill to Oh, I'm saying this, but I can use a different technique. If I go this, flood filled to random grayscale. But now I think about it, we might be able to use this one, even though we have our edges, I hope that we are able to use this one. So basically what you would do is you would add something that is called a Oh, no, wait. Yeah. Sorry, there are a few methods here. I'm just trying to think of the best one. You have Histogram select over here in which you can plug in this version. Yeah, the axis should work already. And then stray sorry, set up position and contrast all the way up. And then you have your range in which you can basically randomly detect these different pieces. And then if we plug this one in here, you can see that now it is switching out some of these pieces over here. And we can basically just go ahead and, for example, change the range to have more or less pieces. I guess this one works. I will show you the other technique just in case you want it. So we have this technique over here. Now, you have over here a flood fill to random gray scale, but there's also a flood fill to gradient or grayscale. No, a flood fill to greyskll over here. And what you can do with this one is you can input basically a mask. So let me just go ahead, for example, grab Grunge pap 03, and you can just make it like a strong mask. And what it will do is it will only detect the pieces that are inside of the mask, as you can see over here. So that's another way that you can kind of, like, play around with this. But this technique is way cheaper. So I just want to show you this is really cool if you want to, like, do some very specific masking. So, great. It's nice that we can use this one. So now we have like this extra blend between these two. Okay. So the next thing that we would need to do is, as you can see, there's, like, a little bit of bulging going on, and, of course, the edges are very soft. So we want to go ahead and we want to make we probably later on also going to add some cracks, but for now, let's focus on the base shape. We want to make these edges a bit softer. And then what we want to do is we also want to give it a little bit of, like, a bump, and then we are going to break them up. Now, you have the classic technique, which is a bevel. However, a bevel technique does not always look very good. We can give it a try. Basically what you do is you grab your bevel and you set your distance lower. And then we get the soft edge, and then you can turn on your smoothening to get it a bit softer like this. Yeah, let's set to maybe like 0.015. It looks okay, I guess. So there's another one also very easy, and it is the non uniform blur gray scale over here. And then you basically just plug in both of these puts into the griscl and the blur map. You set your samples all the way up, and there you go. And then you get this technique. So you can see that there's quite a big difference. This one is a little bit softer. And then when I set my intensity, I can get closer to the effect that we have with our bevel, you can see over here. However, it gives me a little bit more control, and I feel like that right now I want that control because I want this to be quite a soft stone piece over here. The only thing that I'm worried about is that this edge is always a little bit sharp. So what I can do is I can go ahead and blur it and I can probably even it's curious if I do the blur here, will that be too much? Yeah, yeah, that will be too much. Okay, then we are just going to add a blur, high quality greyscale just after it. And it's important to do this now. Here we go see. And now if I set this on, that will give me a smoother fall off. Let's do 0.25. And now what I'm going to do is I am going to go ahead and break up my edges. So when we look at the broken edges, there are two stages. We have the edge damage over here, and then we also have the much larger chunks that are sitting in here. So I kind of want to try and get both of these effects over here. You can also see them a little bit. So for our edge damage, what I like to do is let's start with a not a non uniform blur sorry, multidirectional warp gray scale. And then I'm going to go ahead and grab like a clouds too and throw this one in here. And now what you can see is so this one already does something with the edges. I'm going to set my mode minimum, and now you can see that this one already adds some quite strong breakup to our edges over here. Now, it might make everything feel a little bit wavy, but I will kind of just have to see how that goes. So let's say that we have this one for, like, some overall edge damage. You can play around with your directions to get what you want, but I'm quite happy with this. Now what I'm going to do? Let's go ahead and actually A to frame base shape. There we go. Okay, so now what I'm going to do is we have this one. I'm going to now add a sloperGray scale, and we might be able to just reuse the clouds, too. That will again, save a little bit of memory. So if we set this to minimum and then intensity, and let's have look That looks a little bit too glassy right now. I hope that you can understand what I mean with glassy. You can kind of see it like it. It's not as nice, and that's what you often get with these gradients. It's a bit tricky to get the right look. So let's go ahead and try our moisture noise. Oh, wow. That one's even worse. Okay, then another thing that we can try is, if that does not work, we can add an edge detect again and grab our as far as I know, these lines do not change, right? No, they do not change. So we can actually grab our blend again. But this time, oh, that's interesting. I was expecting it to give me a Well, we can still do this. What we can do is we can go ahead and set this a bit smaller and then add just like a blend. Probably move this one into the top and this one into the bottom. And set to be subtracted. There we go. So I kind of expected that it would do this from the first place, but it looks like that it's not able to detect the edges in the way that I want them to detect because there are no gradients in it. But basically, what we can do is with this, we have a little bit more control over where we want the edges. So now what we can do is we can, of course, just, like, not blend it, blur it, blur high quality grayscalt. And also cool thing that we can do is we can even filter out some damages now. So if I plug this in here. No, wait. Sorry, I I add a blend and then plug it in. So this one goes down here, and then we basically just switch between these two versions, opacity. There we go. Now you can see that the edges are more contained towards the very front. And now what we can do is we can blend this one, along with something very soft, like, again, a pearl noise. Over here. And that will basically make sure that we don't have damages everywhere. Because even here, sometimes you have, like, clean edges, as you can see over here, and sometimes you have really damaged edges like you can see over here. So I am trying to get a little bit of that balance. So what I can do I can add a H cam scan to this. Lower it down and simply set up blending mode to something like subtract and then play out with my contrast, and there we go, see? So now, these damages will only show up in some locations and not in others. And that will just give us that extra little bit of variation. So we can right click Arthur Frame, call these ones Edge damages over here. And now the next one that you want to do is we want to do some cutting damages that you can see over here. Now, the cutting damages are interesting because there are so many ways that we can do this. Let's try a multi why can't I type it? Multi That's strange. Directional. Okay, now it works. Okay. I must have made a typo. Anyway, multidirectional warp, rascal. And then we are going to plug in our clouds in both inputs. And what that will do is it will basically warp the clouds a little bit. If I set this to, for example, it sets to just average. You can see that it's going to warp the clouds a little bit to give me a bit more like a softer effect, but it's still I know, it's an interesting faect If I add a nome map to it, you can see that it gives a bit of a stone effect, while if I don't have the intensity, it just looks like the basic clouds effect. So that's why it's just nice and you kind of need to play around with the warping to not make it too strong, something like this. Okay, so we have this warping effect. Let's see. What else can we add on top of that? Hmm. Interesting. What shall I add on top? I'm just having a look over here in my I feel like adding some kind of, like, a noise on top, but it's a bit tricky to play around with. So B&W spots three well, two. Two dusk show me some more stronger details, which is quite nice. So I might just want to go ahead and add a, Add a blend and then add these B&W spots two on top. They might be a little bit too sharp. We kind of like need to see, but what you want to do is you want to multiply it. And then what I can do is I can actually just copy this Hcum scan of our pearling noise. Make this quite a bit softer. Oops. Plug it in here so that we have a little bit of this extra detail sitting in between. And now what you can do is you can use your Passy slider to make it more or less. And now you might want to try and also do a multidirectional warp B&W spots over here. No, I don't think that will look very good. So basically, if we now go ahead and add a normal modifier just so that we can easily see what I'm doing, here, you can see that you have like this. Oh, that's a little bit too grainy. Let's set our blend quite a bit lower over here. I just wanted to get a bit extra detail. That is tricky. Maybe let's try BW spots three. That might be better because it's not as sharp. Let's try BW spots three. And for now, we have this piece, and what we can do is we can go ahead and we can basically plant this together. Et's move this one up. So these are going to be our big damages, and we are going to then copy and paste. Um, where are you? Not the edge detect. Oh, here we go. So we are going to copy and paste the Hit grm select. Over here and give it a completely different position and range like this to basically define where that we roughly want to have these masks. And then what we're going to do is we are going to start a blend. Blend is using some random type of grunge map. Let's try Grunge map 001. I quite like that one often. Let's play around with my seat because I don't actually like the first seat. So we can play around with this grunge map. And we probably need to blur the grunge, but we can do that probably after. So if I go ahead and set this one to subtract and play out a little bit more like my grinch web to get these damages only specific areas, and then most likely we will need to blur because else the details will be too strong. So I'm going to kind of, like, blur this out plug this in here. So now we kind of have defined where that we want to have these damages over here. And then if we set this one to be subtract and tone down our intensity, what you can see is over here, it kind of, like, just chips away from my stone. Now, it's not looking if I just add a norm map here, it's not looking as good as I want to yet. So yeah, it does. It feels too blurry. But if I do this, yeah, that's what you get. So that's something to have a think about. You know what? We got some pretty decent base shapes right now. Of course, there's still a lot to do. But what I will do is I will end the chapter here, and in the next chapter, we will simply continue with this. And we are going to just work on our damages, and then we will need to go back and forth a few more times, just polishing up our height map and getting something that looks even better. So let's go ahead and continue with this in our next chapter. 23. 22 Creating Our Pavement Material Part2: Okay, so this is what we have right now, and I'm not very happy with it yet. So we are going to go a little bit more back to basics. So over here, the damage that we have, I'm just will not happy with it. So what I want to do for now is to actually just, like, leave it in the background and first of all, start working on getting my stones to look a little bit better. This often quite a good technique that you can do that when something is not really working out, just, like, kind of go back and first of all fix the bigger problems. So the stones, right now, they feel a little bit too bumpy, not bumpy, bold. Puffy, I don't know the word for it. So what I'm going to do is I'm going to go to my non uniform blood rascale and then lower down my intensity a bit. Until I can get there you go, see. So you can see me working with that, something like this. Okay, so I also feel like the breakup needs a lot more breakup, as you can see over here. It's like there are multiple layers of breakup. So let's see. First of all, we have this one, which already does pretty decent breakup. Let's just quickly go to my norm map. However, I also want some more bigger scale breakups. So what I will do is I will actually duplicate my directional warp gray scale and just add another one in front of here. And then what we can try is you could try to scale up your clouds too, or instead, what you can do is you can add a pearly noise over here. And plug that one in, and let's change the warm angle, set the intensity for now quite strong, and then set my pearling noise a lot bigger. There we go. See so that we are like some of that more intense breakup. And let's play around a little bit more my directions. Set this to one and just see how it works. And it's now try four. Yeah, I like four the most. Okay, so we start now to get these bigger breakups, and then I'm making them a little bit smaller, adding even more stuff to it. That's already getting there a little bit better. The next thing is that there's also some blending issues over here, but these blending issues, they will not really stay because we are later on going to add some ground to this. And what I might want to do is I might want to add like a height blend node for our ground. And with the height blend node, what you can do is you can just plug in, like the height top. And then for the bottom, you can basically plug in whatever is going to be your ground if I go ahead and let's move this over here. Let's move this. Actually, let's move all of this down here so that I can just save it for later. So what we can do is we can already add like a little bit of, like, a ground plant to this, and we can probably actually steal some stuff here. If I go ahead and just let's steal these few things over here. So because it's pretty much the same technique. So we have this one. Now, this one does not look like ground. So what I want to do is I probably want to swap it out for something else. Let's have a look. Let's swap it out for a clouds tree maybe. No, Clouds tree is too blurry. Let's try to be W plus tree. So we will, like, messing that one up a little bit like this. And let's add already like a normal modifige so I can kind of see what I'm doing. Yeah, that does feel a little bit more like ground. Mm. Let's see. Let's plant this together with cause it will, of course, not be this strong. It will be a very subtle effect on the ground. I'm just having a look at my reference to see, and then we are going to overlay a lot of stuff on top of it. Let's try also B&W spots two. A Hmm. And let's try a Let's try a fractual sum base over here. I'm just trying to get like one that it does not look as liquidy. And for some reason, right now, they are more intense than normal, or at least that I would normally expect. Let's set this one a bit stronger. We can go into our fractual sum base and simply set the roughness a bit stronger. This is a tricky one. This is a tricky one. Let's grab a Hmm. I'm just having a thing here. Let's grab instead, let's do something a little bit different. Let's grab a dirt one. Or dirt two. Let's see. Let's do a dt two. And let's add a Blend and a histogram range over here. Now I'm going to grab my B&W spots too, and I'm going to basically set my range quite a bit lower and play around with my position a bit. I'm going to blend this together with my dirt and set the dirt to route like art or something like that, and then play around with your BSC again. And let's see if we just go this way. Yeah, this might actually work a little bit better if I do this. So let's not do a multi direction warp because it just feels a little bit too liquid. And right now, I just want to see if I can get something that is a little bit more subtle. Let's play right now with the range, as you can see we're doing over here to make everything a little bit less intense. Something like this. Okay. So now that we have a pretty decent underground, what we can do is we can add that height blend that I was talking about, where you want to grab your top layer, and then you want to grab your bottom layer over here. And now, what you can see is what it will do is based upon our height offset, we can add in this top and bottom layer, and it will have often like a nice blending effect. I don't know do I need to swap it around? I always get confused if I need to swap it around or not. Yeah, yeah, I needed to swap it around. There we go. So that gives us a better transition between these two. And now if I plug this one into my nomp, you can see that we get the ground, but the ground is just in general, transitioning a little bit better, a little bit softer. You can play around with your contrast and stuff. Like that to get a more interesting effect. Okay, so we got that one that's looking pretty good. I do feel like we want to add some bumps and everything to this later on. But for now, let's have a quick look already into getting this into marmoset. So I'm going to just grabe my original nor map over here and plug it in. I'm going to plug in my height map into the height map. And this time, I am going to go for atraceemuto glution. Plug in your height, tone down your height scale a bit and plug this into your AO map. Okay, so we got something now like this, and it is just good that at this point, we have a quick look to make sure that everything looks correct. So I'm just going to navigate to my folder over here. And I'm going to export this. Oh, and don't forget to turn on this little checkbox over here. And now we can have a look at this. So I'm going to duplicate my original material. Pavement under score 01. And what I want to do is I want to go into my displacement and turn on the height map because we are going to use the height map this time just to get an extra good feel for things because since we are going to use Nanite, we will actually have geometry displacement. So it's important to know that the height looks good. And I'm going to just plug in my displacement, my norm map, and also plug in my occlusion map over here. Throw this on here. Tone down my occlusion. Let's go to my texture, set my texture to two, and I play around with my displacement. So as you can see, the height actually adds quite a lot to this. So right now we have something like this. And yes, I understand that it does not yet look anything like what we want, but that's what we're going to work on now. So we are going to like it has the elements. We just need to go ahead and work on it a little bit more. So having this, first of all, I'm going to reduce the size between the two edges. So I'm going to go to my edge detect. I'm going to make them rounder. And then I'm going to lower down my edge width because I lose some of this width later on when we start blending our ground. So first of all, that's just 1.4 and the edge width and also go over here, 1.4. And then for this one, I'm going to make it again, like a bit rounder. You go. So now we still have some of that variation sitting in here, and then we are blurring it. That's fine. Okay, over here, we seem to have another problem with our multidirectional warp because it is quite close. Having the directions, it will not look very good. So we are going to go for one directional warp because yeah, I think even two, even two creates these extra splits here. We don't want that. So one directional warp, that's fine. Then we add the second one. And now for the second one, we can now go in here and you can see that it has already updated a little bit. Sometimes you just want to turn on and off your displacement to reset the viewpoint. So that's what we like a little bit better. Now, the damages are not very strong. So what I'm going to do is I'm going to increase this one. And then another thing that I want to do is later on, I want to just get a bit of height difference in here, which I have completely forgotten about for some reason. So we will go ahead and do that probably now. So let's see. We have this one over here, and then I am blending this together, and I want to probably blend this using like a few more areas that have a damage, something like this. Okay, so we got this stuff over here. Now, for our height blend, I want to probably do that one pretty early on. I have a feeling to do it pretty early on. Let's do it after our blur, high quality gray scale. In here, let's go ahead and get started with our height blend. Now for high blends, we should be able to still use this node over here. And what we can do is we can go ahead and we can add a simple blend and then grab our distance node, throw it on top and set this to be a multiply. Now you can see that we will have all these different heights, and then if we just tone it down to not make it as intense, that will look pretty good. Now, another one that we want to do is we also want to have some difference in angle. The annoying thing is that for this, we will need to have a flood feel, and I basically need to just have a tink I believe that I want to have the flood fill coming from this blend. I guess at this point, you can do a flood filter random grayscale if you want. I don't think that note is very expensive. It's just two ways that you can do it. Yeah. If you want, you can do flood filter random grayscale which might be a little bit neater. I think, yeah, that looks just like a little bit neater. And then what we're going to do is we are also going to add a flood fill to gradient. Now what you can do is you can plug in your flood field and simply set the angle variation up. And then it will give us different gradients based upon the angle. Then if you, of course, add another blend on top, plug in the angle variation. And set is also to be multiplied. Now, you can see that we start to get already quite a bit of variation in our angles and everything like that. So if I now go to Mom Set and just turn on and off my displacement, you can see that now, it starts already look a bit better. We do need to work on our ground over here because our ground is overpowering everything a little bit. So we want to go in here. And lower down our ground offset. But it's nice because now we get that effect with our ipland that the stones are kind of like just sinking into the ground, which you sometimes also see over here a little bit. Now, the next thing that I want to do is so yeah, I think next I want to work on my edges a little bit. Mm, it's still overpowering in the ground quite a bit. It's twice and set my contrast a little bit higher over here because I'm also losing some of those nice edges that I was trying to create. Okay, so we start to get already something a bit more interesting. It's a bit weird that there's some overpowering here. Now, for the overpowering, balanced height, there is a mask option, but I don't really want to use the mask option because I don't think it will look very well. Instead, let's just go ahead and tone down my height even more and just hope that the blending is still correct. Yeah, I think now the blending is getting closer to what we want. I don't mind, of course, having a little bit of height, but I'm just trying to get that nice balance. So now you can see that we are starting to get a little bit more in the direction that we are looking for. We get some of these edge damages and everything. It was just a little bit of back and forth to balance everything out a bit more. So let's go ahead and I know it's a lot of back and forth. It's just something that happens in substance. Sometimes the techniques that you normally use, they don't always work exactly the way that you want them to work. And then you just need to, like, play around with it to get it better. So minimum mode. Let's set this minimum mode to, let's set this one to four and leave it. I'm a little bit worried about these areas over here. So be a bit careful about those because we get that splitting again. But what I'm going to do is I'm going to add another multidirectional warp. And this time in my intensity input, I want to add a transform to my clouds too, and I'm going to actually go up here and press X two and maybe press it twice and move it around a bit to get a really large clouds two, which if we then set the minimum direction to one, it should give me actually, let's set minus two. Let's make it a little bit smaller. There we go. We should get some more stronger effects over here. Now, the next thing that you want to do is this clouds, too, because we scaled it up if you press space, you can see that it is no longer tilable and you will actually be able to see this in your texture, which you do not want. So just add a very quick make a tile photo grayscale node. See? That makes tilable again, and then just go ahead and press D. This one works great for noises, not so much for much more complicated textures, but just like for noises, it's generally pretty good. So we got that one over here, and now we have our high blend over here. Let's go ahead and give that a go. Yeah, see here. Now we start to get those damages that I was looking for. That is starting to look pretty cool. I'm going to set my angle variation down a tiny bit. Over here. So now let's go ahead and go back to over here our surface. I think what I'm going to do is I'm first of all going to work on the surface noise, and then I will blend in the stronger noise in between. Now, as you can see, these stones are actually quite smooth, but there is still surface noise. So I want to get almost like three layers. Layer one is going to be just a little bit not this strong. See. And layer one is just going to be the average layer. Layer two is going to be the smooth layer, and layer three is going to be the really damaged layer over here, and we're just going to work with those three. And then later on we also have some little stones here and there sitting next to it. So let's use this image over here, and let's have a look. So we had this version over here, which is how I would normally do it, but honestly, I don't like this, so I'm just going to literally delete all of it and try again a little bit later. Just need to move these pieces out of the way over here. Now what we can do is we can start adding these details here. The first one, we are going to go for a similar technique, to be honest, because it is quite a solid technique. Let's instead grab a Where are you? There's, crystals. Let's grab some crystals over here. That's like a nice one. And then what we want to do is we also want to grab probably a cloud one maybe. And then let's do a non uniform blur, not that. Sorry. Multi directional warp grace guard. That's the one I want. And let's have a look. So first of all, as I said before, I am going to do this technique, which may be sets to minimum. Ooh, minimum is two here we go. So let's tone that down. Then what I'm doing is a histrm range to get started with, and that gives me a little bit more control over how strong I want it to be. Then I will blend this, and I'm going to blend this using another multidirectional warp. And this time we do our crystals over here, and oh, yeah, let's leave clouds one into the intensity input over here. There we go. So we got these crystals, which are quite broken up, as you can see. And now what we can do is we can plug these into our blend and set the mode to subtract. Yeah, subtract should probably be like the best one that I want, and I'm also going to just copy my norm map because it's way easier to read this one into your norm map. Okay, so here you can see that we have some pretty strong surf noise, and it just needs to have that rocky feel a little bit. That's basically it. So this one can be our strong damage and also if we make it go inside of our rock, our medium damage, and then our soft damage, it will basically all be blended together. So this is our new ground so we didn't have to redo a lot of work. Now, in order to blend this, the best way for me to blend this I'm 17, you can do it on the norm map level or you can do it on the height map level. To be honest, I would like to do this on the hype map level. But we had some problems before with our blending over here. So what I'm going to do is I'm going to create a few masks to get started with. We are going to basically blend the entire thing over our stones over here. So we have our stones, and probably best to do this as like a multiply. So we are blending the entire thing, not as intense, of course. But let's just try it out. Inside of here, inside of Mamset. I'm not too happy yet about it. Let's try subtract, maybe. Okay, yeah, subtract does look a bit better. Like, it looks more like it's being cut out. Now the next thing that we're going to do is we are going to generate our mask. Sorry if you hit me interrupting a few times. I have this really annoying little fly that keeps flying around, but I think I got it. Anyway, so because I'm just scared when I'm talking a lot like that, it flies into my mouth. Anyway, one of the things with recording editorial in summer can happen. So enough about that. We are going to generate a mask. I want to have a mask that basically gives me, like, a washed out feeling in the centers, but not everywhere. I think probably the easiest way to do this is to get started with with two masks. One of them is going to be like your can we use this? Let's have a look, has it changed too much? I think we should be able to use this. So one of them is going to be our flat filter random gray scroll. Let's add a histogram select to this. And what this one will do is it will dictate which stones we want to have most of our noise on so that we don't have the stones or not have the noise on everything. For this, we can set our contrast up and then later on we can just play around a bit more like our range and stuff like that. Now the next one is we need an edge detect node. I don't think this one will work, but yeah, yeah. Ah. No, yes. No, no. Okay. Fair enough. I think we need to go again, all the way back to basics, which is this edge detect note over here. But if we already have this, then we can probably rip off. Where's that technique? We ripped this off before. Here we go. So we can just rip off this one because we've done it before, which is this edge detect where we detect all of these outrages. But this time, I'm going to make it a lot bigger. Over here, and then I'm going to just blur it, and I'm going to blur it quite strongly, something like this. Okay, so we have that one. So the first one is going to define the first one is going to define probably like the smoothness that we have over here. I'm going to add a blend, and I'm going to add this blend on top, and I actually want to have these ones to be a lot less. I want to only have because these are going to be the stones that will still have some of that extra noise in here. Trying to fight like a nice location. So we want to basically set this one to add so that we get this kind of an effect. And then we are blending in that noise over there. So if we set our paste, there we go. Now some of these stones, they do have the noise sitting in certain areas on our original stones, and some of these stones, they are very noisy, which just brings out a little bit more of that shape. Now what I want to do is I want to probably grab this one, and I want to just kind of like add some extra stuff to it. Maybe I can use a multidirectional warp greykl with like a purlin noise. Can we maybe reuse this purlin noise over here? And then said to one needs to be a bit careful for this. So I'm basically warping it that our noise will sometimes hit more of like the out edges and sometimes it will not hit the edges at all. It doesn't have to be very precise because we are using subtract, which means that it will not show up in all of these extra areas over here anyway. So let's have a look so far. Okay, so we got some damage sitting over here, and there we go. So we get some of these damages in certain areas here and there. Now the next thing that I want to do is for my black areas, I'm going to add a histogram range probably and then push it down a bit more so that the black areas do have a little bit of noise. So if I just go ahead and set my range down there we go, see. So you can see that they do have some noise, but just not as much. I'm trying to basically use as much as I can into one mask over here. Okay, so we got those areas. So now we have the strong noise. Now what I want to do is I also want to kind of, like, cut out some areas where we have some smaller noise in some of these locations. I have a feeling of doing it this way. So let's see. So we have, like, a stronger noise. So that would become that would become like a blend that also blends this noise as like a subtract. But this time it would be like super super strong. And then for our mask, I want to again, use that multidirectional war grayscale technique. But this time, I'm going to mask out some areas. So let's go ahead and add a blend. So it takes a lot of thinking work to think of which order to do this in. Even if I would make this material two or three times before, it still requires quite a bit of thinking work to think of the order in which you are going to actually have these pieces. I'm just going to basically change my position and range a little bit for the duplicated hair scrum scan. This is going to dictate which stones will have the heavy damage. Next, what I'm going to do is we have our multi direction wb gray skull over here. I'm going to set that one really intense to, like, Well, okay, 40 is a bit too much. Let's try to set it really intense and then plug in the Hcrum scan in the top of your blend and in the background, your multi direction warp grayscale. I want to set this to be multiply. Okay, multiply. Yes. So we got that one done. Now I want to probably before we add it to this blend, let's add another blend. I know it's a lot of blends, and I want to have a purlin noise. I can probably reuse this Hcrum scan that is attached to this pearl noise. So let's copy and paste that. Plug this in here and set this to subtract to even here we go to reduce some of these areas even more and then plug this in here. There we go. Now we get some really strong damage. Is the damage too sharp. That might be a bit too sharp. You might want to add one last blur high quality gray scale behind it. There we go. Okay, let's have a look at that. Okay, okay. Not bad. So we got some of these damages over here. That's pretty good. I feel like that there isn't too much of a transition between the really strong damages. Unless it's this one. No, that one is not a strong one. The strong damages are just like some of these really small areas. Here, this looks great. You can see that break up the same as that you get over here. I want to probably let's increase the range a bit more. Yeah, you need to kind of play out at your position to get exactly what you want. Okay, so let's see. So now we have some of those stronger damages. And then maybe in the smaller damages, I want to set this version over here. It's Arthur Hiscom Range. Set the range all the way, but this time, let's set the position a bit down so that when we blend this, oh, we probably wanted them blend this as a mask because right now it's not blending correctly. When we blend this, let's have a look 1 second. I just need to check if it is really worth it. So let's plug this one in here because some of those damages are too overpowering. Yeah, let's have a look. So we got now the strong damage over here, okay? That is totally fine. We got it to some other location. And if I add this one, we get it on some stones, we get all of the damage. I do kind of like that. I kind of like the stones. I just don't like the intensity of the damage. But if I reduce the intensity of the overall subtract, I'm not sure if it will give the same effect. It's twice, something like that. Okay, so yeah, we got some of that reduced effect. That's pretty good. Over here, our second subtract, it's a little bit too strong. You can see it no longer looks real. It doesn't look like stone anymore, so I'm just going to tone that down a bit. Okay, so we got that done. We got those little pieces here. I feel like that we got something pretty solid. Let's have one extra look at our height blend over here and see if we can maybe tone that down a bit more to bring out a little bit more like the stones and less of the ground. Okay, so yeah, yeah, that is looking pretty good. Okay, so we now got this. What I want to do in my next chapter is I want to start adding these extra small stones in between. And then I just need also add some cracks, and for the rest, I want to just tweak most of my materials a little bit more to get a little bit more of like an interesting effect. Right now, I feel like they are probably still a little bit too smooth. So that's one thing that we can already try removing here. So we have our non uniform Blur rascal, set our intensity a little bit low. Because by this point, we have so much breakup going on that by the time that we reach the end, we don't need that smoothness anymore because the smoothness will have been broken up. See here, that starts to feel a little bit better. Maybe it's a little bit too perfect. So let's set our intensity maybe to like two. And I think at this point for now, I'm happy to leave this chapter. So I do apologize for things going a little bit more back and forth in this chapter. I will try to not have that as much. But for now, what we can do is we can go ahead and call this one new frame. Surface damage. And then over here, we can go ahead and add another frame. Ground blend. Like that. Okay. That is looking pretty good already. We got something that looks interesting. So let's go ahead and just continue with this in our next chapter. 24. 23 Creating Our Pavement Material Part3: Okay, so we left off with this result. It is looking pretty interesting. I feel like the damage is a bit too strong, and maybe my displacement is a bit too much, but we are starting to get more closer to our reference over here. What I want to do now is I want to, first of all, just quickly go in here and then tone down this damage a little bit more. So it's this one. Okay, so, yeah, we got this damage. Let's tone this one down a little bit more because it's a bit too intense. Now, I want to have stones and I want to have cracks for this. Now, I have two notes over here. I have the master crack generator and the pebble generator. I add them in my texts and in my notes. These notes, I actually created myself, but don't worry. If you want to learn how to create them because they are a little bit more in depth, a little bit more technical, you can again, go to my YouTube channel, and there is a quick bit creating quick cracks in substance Ziner. So just go to FastRtorals on YouTube. You can just type it in. Another one is creating a stone generator and substance tree designer. You can often find them very quickly over here in my videos. What I might also do is I might also include an extra folder inside of the video files that I will just call YouTube videos where these raw videos are included. So this is again a little bit of a time save because else we would need to spend 1.5 hours on literally just having a few extra stones in here. And that's simply not worth for me, or to have a tiny few bits of cracks. So these notes are quite powerful. I'm just going to track them in, then you can see. Over here. So we have these two. We have a stone generator, which just creates like little pebbles and everything, and we have a master crack generator over here, which creates interesting looking cracks that we can also use. Let's get started probably with like the cracks. Let's do that. So I want to move this here, move this here. And probably at this point, we have some extra damage. I'm going to add another blend. And now for my cracks, I will need a refresher on my own note. So what we have over here is we have some masks, so large cracks mask, and then the final. And the mask basically just gives us the cracks, and the final is the one that we actually want to use. This one, although I messed up the output names, it looks like, one has just like some gradients for your mask, and this one has some random gradients. This is because I sometimes also use these quacks because I made the note myself to literally do what we just did, what we did over here, this stuff, where we include some of these layers. You can do the same with the quacks, but I did not just want to make a tutorial where I literally just have this ready to go. So what I'm going to do is I want to have my racks. I know that there aren't too many in here, but I still see them like a little bit. I want to have these very subtle looking cracks. They're almost mostly in our color. So I quite like what we have over here that we have a bunch of these really small cracks sitting over here. You can play around with your crack scale, custom masking amount. The custom masking amount is if you have, for example, a mask over here. However, we don't have it. So what we can do is we can just play around with this value, and it will revert back to the default. And the default is basically going to be just like how many small and large cracks you want. The warping is pretty easy. It's literally just like the multi direction warp gray scale that you are used to, to give it some warping. Surface cracks. Yes. If they are not surface cracks, then I can remember that I made it so that when we look in our final, here, see? It basically just make sure that there's always a pixel of black in between, which you can use for your flood eels and stuff. But we are going to set this on, which means that it adds a little bit of extra damage. The cracks push out. You can see that over here, we can quickly turn this from cracks to tile. So we are going to keep this like, nice and see, let me just do this. There we go. The edge breakup, I want to probably tone that one down a little bit. I don't know why I cannot. That's weird. 05. For some reason, it does not allow me to change the slider. Oh, there we go. It does change the slider. It's just like the breakup is a little bit sensitive. Then we have the breakup number B. It's interesting that it's so sensitive. I probably said it to be like steps of 0.03, but I didn't want to go like, very subtle right now. So we now got these cracks over here. You might have guessed we can just add this to our final and set this one to be subtract, I believe. No wait. Sorry, multiply. And then it will add these quacks in here. Now the next thing that we are going to do is we are going to shuffle some stuff around. As you can see over here, these cracks, they basically transition from 1 stone to the other completely perfect. That's not really realistic, that's not really nice. What we are going to do instead is we are going to add a directional warp over here. You plug in in your input your large cracks. And then what you want to do is you want to plug in a grayscale mask, which happens to be this one over here to your intensity. Because what it will do is it will basically warp based on the gray scale, which means that if I go here, I set my warp angle lower and I set my intensity very high to like 500. At one point, it literally just shuffles everything around so that if you can see it like this, now you can see that the cracks no longer line up because it shuffles it per shape, and these cracks no longer line up, and that makes it feel a bit more realistic. You might guess what else we are going to do. We are going to duplicate our Trusty histogram scan that we have used quite a bit for now, and we are basically just going to check and see where do we want to have cracks? And just plug this into your obste so that we don't have the cracks everywhere. And maybe let's set the position or set the range up a little bit like this. Finally, all we want to do is we want to just go ahead and tone down the opaste. This is going to be a very subtle detail. We can have a look into our non maps, and even here, you can see how strong of a detail it can be. There we go. We just want to have some nice solder cracks going on. And as you can see over here, let's just turn off my displacement. You see, you can see the slow cracks, you might need to wait for the Well, that's a little bit awkward. The actual tray smoothing, the denoising algorithm, kind of removes cracks a little bit. So we might want to, like, make them a little bit stronger, but we might end up in wheel to kind of, like, tone it down again. There we go. Okay. So we got these cracks over here that's looking pretty nice. Next up, we have some cool looking stones over here. Now, these stones are going to become quite small. We can do this by setting our amounts. Sorry, not our amounts. Our amounts just like the amount of stone. There's here our size, and we guess that it is quite small. Now, the cool thing is we have a height map over here and see, we need so not the dynamic scaling. I believe the custom AO enable AO culling, custom AO, there we go. And this one, what we can do is we can make sure that the stones only are in wherever we have our sand over here. Now, I can remember that this one creates a hight mask, see, from our hd bland. So what we can do is we can plug this into our custom AO, I believe. Uh, was it the dynamic scaling? Did I just mess up the naming of it? I kind of forgot which one. Oh, no, no, no, here. Okay, so now, so it's not the casamo. Sorry, turn off the casamo and get rid of that. It is the dynamic scaling mask, but then what we need to do is we need to invert gray scale the mask. There we go. Okay, perfect. So now we get our stones wherever we have our sand over here. Now the next thing, the cool thing about this note is that it is really good at creating clusters. So if you set your amount up, it creates these little clusters. And what we can do is we can later on blend this mask to, of course, break it up even more. But now you can see that we get these really nice looking clusters that are a little bit more in the direction of what you can see over here. So if I have a look at these stones relative to the size of the rest, I want to probably go down. I want to add quite a bit of size variation. Let's just set it all the way up. That's quite nice. And then set the scale. You cannot go too low. If you go too low, this happens. That's just the thing with this note. Like there is a limit where it kind of breaks. Let's do -0.2. Yeah, let's get started with that. Let's do the amount, maybe a little bit less. Like this. Okay. Now what I'm going to do is, I'm just going to go ahead and position this order. You can leave the inflate and deflate. What that will do is it will make your stones a little bit like puffia which will help with making them feel like they are sitting against each other. Most of this stuff I don't really need. The cutting is quite cool. The cutting basically just randomly cuts off some of the shapes if you don't want to have super round stones, but a bit sharp stones. But the one that I'm more focused on is the surfacing. If you want to know everything about this note, I would recommend following the YouTube video. I'm going to set my surface noise intensity a little bit down, surface distort intensity one a little bit down because you can see that on very small scales, that one has a little bit of trouble to hold up. Okay, awesome. So we got this stuff over here, and we got this mask, and now you might have guessed we can simply blend this mask using something cool. I can't remember using Didn't I use like some kind of a mask here? I guess what we can do is we can use a Histom scan. I don't want to, like, create an Italian new Grange map. So let's just try and grab the Cloud 01. Play around over here like a scan and plug this in here and set this one simply to art. There we go. And that will again, see, it will break up where we have our stones. Now our stones are in some locations. There are somewhere where there are a few clusters here and there, and that's looking quite cool. Now what we can do at this point is the stones are probably need to be added on top of our ground blend because else they would just be blended out. So I'm going to add a blend over here. And now, what you want to do is you want to add your height to the top and it's a bit tricky. So you have your mask over here, but it's not always very good. So we have our height and then our mask, of course, it will not always work because it will give us a black outline, as I said. So instead, what I'm going to do is I'm going to go ahead and I'm going to set this to art, but art would normally lose a few extra details because we want to change the opacity. So instead, what I'm going to do is I'm going to add a blur, high quality gray scale. And then we grab basically our height blend and we blur it like a lot like this so that it is like a soft blur so that it does not show up as detail. And then if we just blend this blur together using that smooth mask that I was talking about, or sorry, the normal mask, then what that will do is, as you can see over here, it will blur it, and then it will kind of add the stones and then play around a bit more with your blur and set your stone ops down. And that will just give you that little bit of extra softness. I feel like this mask, I need to also blur this mask because it's really sharp. Let's go ahead and just tone it down. There we go. So we add those stones. Now if I go in here, you can see that the stones are being added. And if I go ahead and go into marmoset, there we go. Okay, so I can see the stones. The height map of the stones is actually a little bit too much. So what I'm going to do is I'm going to tone those down a little bit more. However, I feel like there are not nearly enough of them. So I'm going to go my stone layering and I'm going to push up the amount a little bit more. Let's til it again. And the next thing is I feel like they are too small. So let's go ahead and also set our scaling a little bit higher and then tone down our amount again to compensate. Maybe set the scaling even higher. Like, even though you do the scaling, they will the notes will be able to figure out that stones do not start to overlap and stuff. Let's go into my main camera. I yeah, so we got the stones. Those are looking pretty nice. I still feel like maybe just like an unfavorable location where I'm adding my Hcam scan over here. Oh, you do not want to do that. Do not change the opacity. You want to change your scan position, maybe to have, like, a little bit less. No, that should totally be fine. I feel like I just need to increase the amount again over here, because there's, of course, also only so much that can fit within these spaces over here. Yeah, I got my stones here and I got some of these clusters. I feel like in the large areas, I want to have a bit more clusters. So those are these areas over here. Yeah, so there are stones here. Here's another one. And I feel like it just so happens that in some of these areas, we maybe have a histogram scan. If I just bypass that one just to see how it looks. Yes. Um, tricky, tricky, tricky. Let's for fun, rotate my sphere around. I think it's just because of the white box like that, I cannot really see them because they are definitely there. So I'm not completely sure. Let's go ahead and let's have a look. Let's set our Hcm scan a little bit lower even. And yeah, let's just use that one. That should be fine. Like, we have quite a few stones now sitting here and there. So I'm quite happy that I'm going to set my size variation down a little bit. And try to make these a little bit bigger. Yeah, that's the tricky thing. Like when we make them bigger, they also start to it spun rate amount. When we make them a little bit bigger, they start to disappear because they are too large. See they become too large for some of these areas. And I do want to add a bit of size variation or inflation. Yeah, you know what? I think this should be good. I think this is like a solid point to stop. So we got some of these stones sitting over here that's looking nice and most of it is going to be in our base color. We got some cracks sitting in here. We got ourselves here. I feel like our ground might be it could be a little bit stronger. Let's go at an ter frame and call this one 1 second. Here we go. This one is being will be called stones and cracks. And then we have a groundblnt over here. Okay. And then, of course, here we have art frame stone combine. Okay, so our ground over here. I want to make it a little bit rougher. So what I'm going to do is I'm going to set my range up a little bit. I don't want to change my contrast. Yeah, I think I just want to set my range up a little bit, just to make it a little bit stronger in those terms. And then when I look at my norm map, that's like, nice and strong. Next, we have our stones. They are very flat in my norm map. Is my flattening causing problems. No, flattening is turned on. Set the intensity bit down. Let's have a look. Let's try because it might be that it's just like the blending. Okay, so yeah, there's not too much difference between this blending and this blending. It's just a little bit more sallow. So that's totally fine, then. It just means that we need to rely on our height map a little bit more to really get those really strong effects. It's just because they are so small and trying to sit in between here and stuff like that. In that case, I am going to work with my stone layering a bit more and maybe set the size a bit lower so that I can get a few more stones in between some of these areas. Like that. Let's see. So we have some clustering going on. Okay. Yeah, I think something like that should work totally fine. One thing that you might also want to do is you might want to add another normal. And then this normal, if you make it quite strong and then have a normal and then another normal combine, you can actually combine these two normals together. And that's where you can make the stones you can see over here, pop out a little bit better in your nom map. See, so they do feel like a little bit stronger. Okay, so that's looking pretty good. What I'm going to do is I'm going to save my scene. I will make a screenshot or screenshot, I will make a render shot over here, 2560 by 2560, that's totally fine. And then we can have a bit of a better look what we are going to do next chapter. Because if I see this, I'm going to probably want to, like, add some more general surface noise. Even though this looks smooth, I feel like it's a little bit too much. I might want to work a little bit more, also on these larger damages. Maybe I can run really large cracks through it or something like that. Let's have a look. It's done rendering, so. Okay, so this is what we got right now. I know the cracks feel very intense. This is just because of how you say it? Because it does not have a base color yet. Okay, I don't like to transition from my ground to my stone. That's something I want to kind of work on, maybe just by reducing that. Over here, this does not feel very nice. I want to get some kind of direction in here. Further rest, we have something that starts to look pretty decent already. We got a little stone sitting in between here. We have our ground, which I quite like. So that's all looking pretty good. So a few more things that I will do in this chapter is I'm going to reduce my quacks a little bit. Over here. And the tricky one is we have our ground. And I need to kind of see how low I can make that before it really just starts to completely disappear in my height map. And else in my height map, I can always just bring it back by making it stronger than nor map. Okay, so we have those done. So that will fix that. Next, we have a strong height blend over here, which I art on here, and I feel like that and I kind of need some more space. There we go. Okay, so we have a strong hide bland over here. Maybe what if I add like a directional warp and then I have my intensity and maybe my input and then just give it some kind of an angle. I have a feeling that this will be way too strong, but it's something that I can play around with. And then if I add another blend and then another directional warp over here, that's going to be crystals. I was hoping that maybe with my crystals, I can also like I was hoping I can set those to, like, some kind of an angle or what I can do is I can try to grab, I don't really want to grab any other type of noise. Let's add a blend with our crystals and make this just like a lot stronger. There we go. So now we make it a lot stronger. And let's see. Does that it doesn't seem to do anything. Let me just quickly do like a manual export just to make sure. And else might I just happened to not have hit that specific area. Okay, so the blending is already quite a bit better. Yeah, here, see that does already, break it up a little bit more. That's quite nice. And lastly, I was just going to go into my general surface noise over here and grab my Hcrum range and set this range to be a little bit light or even so that it adds more surface noise to our general stones. Over here, there we go. See. So now we get some more surface noise on our stones. Okay, pretty cool. Let's go ahead and save our scene, and let's close the chapter here. In our next chapter, what we will do is we will just go ahead and polish this a little bit more, and then it's probably time to start with our base color, and then later on we might come back to our height map and again, do some more balancing. So let's go ahead and continue with this in our next chapter. 25. 24 Creating Our Pavement Material Part4: Okay, so let's go ahead and continue with our material. Now, we already got something pretty solid. So as I said before, I had a look. We already made some changes here, and I feel like if I just have an extra right now. Yeah, like, the only thing I can think of is if we maybe want some really large cracks sitting here and there. But those large cracks, the easiest way probably to make them would be to quickly grab the crack generator that we have over here. And make it quite a bit larger. So set the rack scale up quite a bit. Let's go like, something like this, for example. And then if we set our what was it a pushout? I kind of forgot which one it was again for the L to make the edges bigger. Yeah, I thought it was pushout. No. Oh, okay. Masking amount? No. It's also not the one. Oh, wait, maybe it's because I'm looking in my mask. There we go. If I look in my final, that's a little bit more logical. So I believe it was the pushout, yes. So here we have some pushout like that. Surface cracks. Yeah, I want to have that one turn on. It's just this looks not very nice right now. So let's just add some large crack random masking. Yeah, I don't really care about that. I just want to go for the warping, make that one, like, a little bit stronger. Edge cut off. Nah, let's leave that one. And then we have the edge break up. What I will do is I will probably just, like, set the edge breakup. Lower, and then I will add my custom breakup. If we just had the final one and then do a multidirectional war gray scale and just throw in a cloud two or maybe a clouds one, probably not clouds one, probably clouds two. Throw in like a Cloud two over here and set the intensity quite strong. There we go. So we got some breakup. And let's have a look. If I just go ahead and make another comment, a frame over here for outputs. I'm doing this a bit quick because I don't know yet if it will look good or not. And I want to arts one probably at this point over here. Let's do another blend. Once again, we grab another his scrum scan over here and change the position up and the range to get only a few of them that have these really strong cracks. And then we just plug in these extra cracks on top and set them as like a multiply. There we go. So now we get some of these cracks over here. Now the next thing is that I probably want to shuffle them, but before I do that, I want to actually check to see if this looks correct. I got them, but I don't cut them in, like, the locations I want. Oh, actually, yeah, over here. So yeah, that looks really nice, actually. Now I look at it. If we go, for example, for the main camera, It's a bit difficult to find here you can see one. Here you can see one. That does look interesting. Let's go back to camera A, let's have a look. I'm going to go ahead and set my opacity a little bit lower already. Then what I want to do is I just want to shuffle around my position and also my range to get hopefully a bit more. There we go. I feel like that would be a little bit more interesting areas. Okay, nice. So now we get some damage here and there. That's looking pretty cool, actually. Better than I expected even. I'm going to tone down the intensity a bit more, and then just to shuffle these around, we are just going to do again, like the direction warp. You know what? We can even download or download. I don't know why I got the word download. We can even duplicate this direction warp and just change the input over here. And then if we go ahead and just plug this into the top, there we go, see? That we'll just have some random cracks here and there. Awesome. Perfect. That works. So we got now all these little layers of damage going on. I'm quite happy with that. What we're going to do now is we are going to probably get started by creating the base color and then we can always go back and change things up a little bit later on. So for our base color, let's go ahead and grab this one. Base color seems to be divided up into, like, a few cases, and that we are just going to use green map, but the stones do have slightly different color variations, and then they have some white residue on top, and then they are just covered with a layer of dirt and dust. And, of course, we have also the ground dirt. That's pretty much what it looks right now. Yes, there is some foliage, but I might just do that as like a polishing task quite a while later. So not exactly right now. I'm going to go into design I will if it allows me to move this up, move this one here. Okay. Perfect. So for our gradient map, what we're going to do is we are going to go for a gradient, and the technique that I often like to use when it comes to concrete or stone is, I like to use B&W spots too, actually. So with B&W spots too, it just gives quite a nice gradient that has a bit of everything. So if I go ahead and go in here and click on my grain, I can pick gradients, and let's say that I start with this one. Here, you see? It just has like this nice, not too blurry, not too sharp style to it. And I can just go ahead and I can basically choose which gradients I want? So I have this one. Now I can go to the next one and I can say, I want you to be like this lighter gradient that we have over here. Cool. And you can see it's subtle changes, but in real life, these are also very subtle changes. Next, I have one here that's a little bit stronger, than a little bit too much. Trying to find a nice balance. No. No, maybe if I go for this one. And then the white residue I kind of want to ignore for now, maybe this one first. Yeah, let's do this one first. So we got these three versions, and then one last version over here, which is going to just be going to give it another try. Yeah, you know what? Actually, that might work, something. Yeah, let's do this. Okay, awesome. So we now have these few different colors. 1 second. I'm just looking at my reference. Let's make sure that they are different enough. Yeah, those look different enough. Awesome. Okay. So with these colors, you might have guessed what we're going to do. We are simply going to blend them together using a histogram mask. So what we can do is we can simply add a blend over here, and then we can blend these two together, add another blend. Blend the next one on top, hoops on top and add another blend and blend the next one on top of that. Okay, now, all we need to do is we need to mask it. Now, for this one, I want to make this time the mask needs to be very accurate to what we have over here, to be honest. So what I'm going to do is we have this height map over here, and I might be able this height, it looks like that this is the one that we probably want to use. So what I'm going to do is I'm going to invert, gray scale the height from our height blend. So that's this one. Next, what I need to do is that we are going to convert to a flat fill. However, flat fills really do not like gradients like this. So what you want to do is you want to add a Hcrum scan and set the position to like 0.5 and then set the contrast all the way up. And then maybe also play around with the position, move that one up a bit until we get this really sharp mask that we have over here. Next what we will do is we will add a flood fill and then a simple flood fill to random grayscale. There we go. Now we have generated a pretty decent looking mask from our scene. Now that we have done this, what we are going to do is we are going to add a few histogram selects. Plug in this Hogram select, set the contrast all the way up, and then what I will do is I will go ahead and basically have three versions of it. Version one. We just want to play around with the range. Here we go. And now you can see that it will switch between these two. Version two, we want to again completely swap out the position. And what it will do is even if we have already in the Version one, it will just overlay it on top. But now we have version two and then version three. We can go ahead and it looks like that I want to go a bit more in this direction. There we go. Version three. So one, two, and three. Ooh, two does take out quite a few pieces. Try that one. That looks a bit nicer, I think. One, two, and three. Okay, perfect. Then, of course, everything that's not included will just be one of these default pieces. Now the next thing that we need to do is, of course, we would need to add our sand. So what we can do is we can blend this. And for our sand, we can simply grab this hight mask that we have over here because I am sure that that one is exactly the sand look. I can plug that in. And now for my sand, I am going to go for another gradient map, and I will use my B&W spots this time again. Go to the gradient editor, and this time we are going to go for h probably something in this location. So let's pick. It's a bit tricky because the colors in the reference look very much like. Oh, and we have this that's also nice that we have this darkening going on over here. So our sand is looking pretty good. I will most likely just add a replace color range to the sand. Set the source color to be like the color of the sand and the target color to be the source color. And then we can go in here and we can make this maybe a little bit more like a darker brownish look. Over here. So now we have the sand sitting also in there. Cool. So we got those. Now let's go ahead and start working a little bit more on our stone because as you can see, it is actually quite a detailed stone version. Now, in order to save time, I might not make it as detailed, but I do want to just try and get some of these pieces in here. So we have, these white areas, and they are mostly around the corners, and then we also have these dark areas. Let's start with, like, the darkening and then we can layer the lightning on top. So for our darkening, we are going to Add the blend. And I'm pretty much just going to grab two uniform colors. Now with these colors, I'm going to go use my picker, and I'm just picking, like, a color here and then, for example, a color a little bit in another direction over here. Next what I will do is, I'm just going to push these colors a little bit less brownish. So we're going to make them a little bit more like black dollish looking something like that over here, and then simply blend these two together using some type of grunge. Does it really matter which one? Let's say we grab, for example, clouds one over here. I'm just going to reuse it in order to save some memory. There we go. Okay, I feel like that they do need to be quite a bit darker, actually. So let's set both of these quite a bit darker. There we go. Okay. So for now, that's the basics that we want to have. In terms of masking this, so this is pretty much just an edge detect. That's a bit how it looks like. So what I can do is I can do an edge detect that we have already, and then I can do a slope grayscale, and then I can blend it out. So the edge detect that we have already is that one. So this one is the really thick one. I might want to go for the thinner one. Just making sure. No, that does not align good enough, to be honest. So I might actually use this version over here. This version, aligns a bit better. So let's do an Etche detect on this version. Tone down the roundness a little bit. And what I will do is I will blend this version, along with your original over here and then simply subtract it. So we are just 1 second, I will do it this way. We have the base. There we go. And we are basically just subtracting our edge detect from our original mask over here, as you can see, and subtracting that, and now we can use our edge detect to basically control. But we kind of already went over this before. Now what I had in mind is to do a really strong slope log rascale that has like a moisture noise, for example. Well, actually, let's do Barlin noise. Berlin noise might be nice this time. The Berlin noise, what it will do is it will give us more softer follos. If we set the mode to minimum, here, see you get this effect. So we just get this random damage, and we can play around with our edge tact to make it stronger or less strong. Now having this one, I'm now going to add another sloperGrekal. And we have our Do we already have a moisture noise? Would have been nice. Maybe we can try B&W spots. Maybe that one works good enough, samples all the way up, intensity down, mode to minimum. Oh, no, God, no. Let's go ahead and then go for a moistion noise. Where are you? There you are. Which will give us more of like a glassy look, which is one of the few times that I actually want the more glassy look because it often gives a nice transition. If you set it just a little bit too high almost. Like for your feeling, it will be a bit too high. And then next what we're going to do is actually before we have the second sloper, let's add a blur, high quality grayscale and soften it a bit. And then we can, so soften it a bit. Then we can do the sloper now we just kind of want to blend this using something I feel like histogram scan, and let's grab our Clouds to over here. I think that might be a decent blend. So hisocram scan in Clouds two. And then simply subtract it and play around a bit more with your position. There we go. So now we only get these darkening areas in some locations. So if we plug this into our best mask, you can see that now we only have the darkening in some specific locations. Now, it's a little bit strong. What I'm going to do is I'm going to, first of all, set my position a little bit down like this. And now I'm just going to match the colors a bit better to fit. So let's make this one, a little bit lighter. But maybe, okay, maybe let's go for, like, a more warmer color after all, not too warm, something like this. Now, this might look very intense, but later on this will be improved. In terms of the mask, I don't really like like this mask it's too soft. So we can try and BW spots. That often does do a pretty decent job, as you can see over here. Okay, so we now got something like this. It does not look good yet, but don't worry. That's something that will come later on. So what we can do I will go ahead and for white bits, we can reuse the mask. I'm just like these white bits, they look familiar. They look a little bit like this stuff. If you grab a purlin noise, actually, can the caustics maybe do the same trick? No, probably not. The plasma, no. I'll try this technique. So you add a slope blur grayscale. To your pearl noise in both samples. And then you set your samples basically all the way up and your intensity down. What happens then is you get these weird looking shapes. You can try and set the mode to now let's keep the mode to blur. And if you then set your pearl noise like quite small, you will need to balance it out. Yeah, so you get these shapes that you have over here, almost like they are getting pushed out, and it almost feels like those shapes. But then what it feels like it has like this rougher edge on top of it. And that makes it a little bit trickier. Yeah, to be honest, I have a feeling that might not work. It is a cool trick to do this one, but I think we need to take the long way around. The long way around is basically by creating a tile sampler with a mask in it. Now, this tile sampler, basically, the general concept is you grab a shape. Where are you? Here you grab like a shape. This one will definitely be a little bit longer. Just keep that in mind. I will move this up here, this one up here. So we have a shape and we go, for example, for like a disc. We set the scale a little bit lower, and then we just completely need to mess up this disc. We can do this using two or actually, let's do one multidirectional warp and one slope blur gray scale. The multidirectional warp can have a purlin noise, and we can probably just re use a purlin noise that we've used before. Let's go for a big one over here. And let's set the intensity to like 30. Oh, and let's set the directions to one. Intensity can be even higher. So 6,100, maybe even. There we go. So it's like a really weird looking shape. Then what you can do is you can have your slow blur grayscale, and you want to grab a moisture noise in this. Samples all the way up, intensity down, mode minimum. That's really sensitive. Interesting. What if we do a pearling noise? What if we do a bigger pearling noise? Yeah, that's also not really doing it. What if we do a bigger clouds stool? We did that one before also. Yeah, I guess that's a little bit better. It doesn't have to be super precise. I just want to try and get that more crisp edge around it. So let's do one last multi directional warp grayscale and grab again like our clouds too. I think that will do the trick. If we have one more like that and play out a little bit more with the mode to minimum, there we go. Yeah, there we go. If we set this to like 40, Okay, there we go. So it's like nice and broken up. Now, next thing that you want to do is you basically just want to go ahead and create a few variations. So you want to copy and paste this, and I will keep it very simple and keep it to three. And then basically in your multidirection warp, change the angle that you get immediately some different variations over here. See? So we got like this one might be a little bit too much, so let's just tone down in intensity. And there we go. So we got these three shapes, and now all that we have to do is we need to splatter these shapes around hundreds of times, and then we will mask out where we want to have them splattered around simply using a normal mask. And that's kind of like the general idea of this. So to splatter it around in your patterns, if you grab, we can probably get away with a tile sampler. It's a cheaper node. Yeah, well cheaper, cheaper compared to, like, the shape splatter, I believe. Oh, no. Shape splatter is cheaper. Oh, although it might become more expensive when I add my patterns. Let's do a shape splatter. Set the pattern input number to three over here and just plug in your patterns. Now the next thing that you need to do right away is you need to scroll all the way down, and then in your height scale out adjust, set this to off because LSD will try to adjust the height based upon the scale. And we don't really want that. Now, next, what we can do is we can set the amount to 40 by 40 or something like that. Yeah, like that. And then you might think, like, Oh, that's a lot, but now if you add some scale random, and you then make the scale quite a bit larger, as you can see over here, and then the position random, then you can see that it becomes like this Wi then the rotation random also, there we go. See, so now it feels it starts to feel a bit more unique. Now, we need to have, of course, our mask, and our mask is going to be a blend of edges with some extra bits in between. For this, what we can do is we can probably Um, Let's shall I grab this one? I'm just having a think about how much I want to. I think all I need because this does not work the same as this type of mask, it works slightly different. I think all I need is I need my H detect and my blend over here. And yeah, it is definitely getting a bit bigger than I expected. And then all I want to do is I want to blend this in two ways, let's do the first blend, which will subtract stuff. And I'm just going to go for Grunge Map 01, change my seat, change my balance a bit. And basically, what this will do is it will subtract random bits of information as you can see over here. All we need is white. It works the same as with the stones, is that the stones will just show up wherever there's white. In this case, the shapes will show up, wherever there's white. Now, if I add to this, I can remember that I had like a scrum scan using a Clouds one. Let's do it just like another Hcrumscan. If I add to this, for example, a Clouds one, histogram scan and set the position up and the contrast. So in some locations, even if it is on the middle of a stone, I want to set this to art. It will add these extra bits. And now you might guess if I throw this into my mask random, click on my shape and then scroll down all the way and set my mask random map multiplier on, you can see that it will only show up wherever there is white stuff going on. And now, finally, we have our blend. We can blend in another, and I'm just going to use a gradient map. Plug in the same map as before, and I'm just going to grab a little color over here. So gradient, big color. Maybe I should also do this with the, you know what? I'm also going to do this over here. I feel like I will have less control. But then again, it might look a little bit better. You know what? We might even be able to literally just use this one. Yeah, we might literally just be able to use this one and just get rid of everything else. That saves me a few more notes. And then all you want to do with this one is you probably want to go ahead and get rid of some of these really bright colors over here. Just by deleting them. That's often the quickest way to get rid of those type of colors. Something like that. Okay. That might actually look quite interesting. It might be a little bit too brownish, but that's something we're going to work on. And also the edge blending might not be perfect. I don't know if I hire this. Or lower this. I'm not sure. Like the annoying thing is that it also takes away the edge blending on the other side. But anyway, we have our white stuff sitting on top, and we can then plug in this mask because it was all for the mask, and now we have these extra pieces over here. What I'm going to do is, first of all, that's really, really bright, and it's not even close to what I want to. I'm going to add a H let's actually a color replace Note on top. Sauce color, target color. Start by just toning down the target color. Oh, interesting. Why is it behaving like this? That is interesting. I'm going to temporarily just use a uniform color because I don't know exactly why it's behaving in such a strange way. So let's do that. Yeah, like, it's overlaying, but the mask does not show overlaying. The mask is completely fine. Ignore Alpha. No, huh? Because it's almost like it's set to blend or art or something, but it's not. That's what makes it a bit strange. I don't know if there's something in this mask going on or something. But anyway, what I wanted to, first of all, do is I wanted to set my shape splatter amount way higher. So let's go to probably even higher. Let's go like, one, two, five, six, maybe. No. Let's do one to eight, one to eight. Then you want to go ahead and just set your scale up. There we go. That is very interesting. Something is definitely wrong here. I will have a look at that soon. But now you can see that when I set up my scale, I get more of these white bits sitting in some areas here and there. And yeah, that is starting to look already like a bit better. Now, as I said before, something is wrong here. You can try to art to transform in between. Maybe that resets my mask. No, that does not reset my mask. Uh, to be honest, I've never, ever had this problem. That is very interesting. I wonder what the problem will be. So we have this one that's fine. Oh. Okay, so it was a bitmap problem. I set my bitmaps to eight bits, and that worked. It was probably sitting at, like, 16. Huh. Interesting. Okay, I don't know what it was, but it's fixed, I guess, yeah, I don't like this. This is not looking very good. I definitely want to change it. Let's try just like a different mask. Do I have, like, a mask in here that I might want to try Clouds one maybe. Cloud one always looks to liquidy. Let's try like a moisture noise. I think substance is crashing a little bit. Let's quickly save my scene. Because there's something going on. Um, yes, are you recovering? I think I will need to pass the video. Something is going on. But you know what? This is actually quite a nice moment to actually end this chapter. So we have done, there we go. So now it back. So yeah, as you can see, we have done most of our base color over here. So we will just go ahead and in the next chapter, we will just go ahead and continue with this because something is going on, and I have a feeling that everything is crashing a little bit. So let's go ahead and continue with this in our next chapter. 26. 25 Creating Our Pavement Material Part5: Okay, so let's go ahead and continue. I had some strange audio problems, so I hope that everything is fine now. It should be fine. So what we have over here is we left off with these pieces, and it is not looking good. Like it's just a little bit all over the place. I don't like where the direction that this is going. I'm going to get started with just like a uniform color, make it a little bit whitish, and just try and get started with something like this. There we go. So it is a tricky one. It is a tricky one to get exactly the looks that I want from this kind of stuff. You can see over here. Yeah. So let's have a look. What shall we do? We need a gradient. That is correct. I think what I will do is I will start by just going in my gradient editor and grabbing something that's a little bit more uniform. Or maybe something that's actually really noisy. Yeah, you can see that over here, I'm trying to go for something very noisy. Now I'm going to get rid of my moisture noise and I need something that is as little of the liquid look as possible. So maybe like a fracture s one could do the trick, but that one is probably too blurry. Yeah, this is too blurry. If I do my fracture some base, maybe if I don't set my roughness up. Nah I need something that's like, really, really sharp, grunge galvanized. That one is liquid in and of itself. Grunge concrete. That might work. Try and throw that in here. It does do something. It does do something, yes. Let's go source color is going to be this color, target color is going to be this and throw it in here. So it does add some noise. And now if I go in my target color and go for something that's like a little bit more whitish, For some reason, it's really slow with the updating, which is strange because it should also still using my memory a lot. That I find a bit strange because it should not be this slow. Oh, wait. It is this slow because it has converted to eight K resolution. Where did it become eight K? That is strange. Somewhere along this line. Oh, I think over here my stone layering. I have no idea why, but for some reason, my stone layering is at eight K resolution. So let's quickly go ahead and convert the spec. Oh, no, wait. Actually, no, it's not that one. 1 second. We need to figure this out. Because this is why the graph is slow. And I don't understand why. Why has it converted something to eight K. What we can do is we can actually click over here on the pavement master, and then what we can do is we can check over here and parent plus one. If we just set this to one lower, will it just convert everything to four K? Okay, that seems to be four K now. I honestly have no idea. It's the first time I see something like that. Normally, it only happens when I accidentally make a small mistake. But, yeah, we don't need eight K taxes. That's a little bit overkill, I would say. Anyway, so we have this shape over here that is looking pretty cool. And what I'm going to do is I'm first of all, going to add another blend to my transform. And I am going to grab this noise that we have over here. So let's hold Control and throw it in my blend and set this to be subtracted. There we go. So that we only have these white spots on our stones and not on our ground. So then we have the black spots sitting in here. I probably want to get some more white spots in, like, the center bits. So what I can do is I can go in here and I can grab my hcrm scan over here and just boost up that position a little bit. Okay. And then maybe what would be nice is if we give it a little bit of an opacity. Over here, this is starting to look quite a bit like our reference. So if we now just lower our opacity to maybe blend it in a little bit better, that might look quite nice. Okay, so let's say we have this one now. Now what I'm going to do is I'm going to add another blend on top of this, and we are going to go for some stone colors. Now, with our stone colors, what we want to do is we want to have a graded map, but this one is going to be a bit different. So we want to have a graded map, and we are basically going to just add, like, a couple gradients like this. Just click on it. Next, what you want to do is you just want to basically click on stones. So you go in here and you grab one gradient, and then you grab the little pick button and you just pick a stone. Grab another gradient, pick and pick a different color stone. And you just basically want to keep doing that here. So now we have a white one. Then we can go in here. We go for like a red one. And then if we go in here, we basically want to just get various It's not always perfect, of course. So sometimes you just want to make it all a little bit darker. But the goal is to get various types of stones. Just like this. And then maybe we want to later on make them a little bit darker and stuff like that. And what we can do then is with grade map, just like the other times we used it, or just like the multi direction wp. The normal directional warp the technique that we use here, the intensity input, we can do the same with the stones. Sorry, that took me a bit longer to explain. So if we go in here and we grab the random grayscale values that we have in our stones, what we can do is we can basically blend the random gray scale values with our mask over here and set this mask to be multiply and I just want to double check that this is exactly covering the stones. Yes, it should be. So we have this one, and what we can then do is we can simply plug this into our gradient map. And then as you can see, it will just randomly change the stones with these gradient values in between. So we get a lot of nice different colors of the stones, and based upon the gradients that we gave it over here, it will just randomly pick a color. And also, the nice thing is, it will not just pick the colors that we have. I will pick also all the colors in between. Now the next thing that we want to do is we want to probably do a quick little blur high quality gray scale and grab our stone mask over here. Give it like a tiny blur just to make it fall off a little bit. To 0.1, maybe something like that. Throw this into our blend, and now we have these little stones also sitting on here. Now, finally, one last thing that I want to add before I will actually quickly create a base roughness and then try and see how this looks inside of Mamset. We are going to add a blend and then add a curvature. I like to do this stuff. And after the curvature, you want to add a gradient map to convert this gray scale into color. And now what you want to do is wit this curvature, set to open GL and simply grab your normal, and you probably want to go ahead and grab this normal over here. That should be fine. And that will just give us some highlights, which if we go into our blend and set to art subtract in our blend and then just tone this down a little bit. You can see that it will just give the tiniest bit of highlights, and I often like the look of that. Okay. So that's looking pretty good. I like this one. Like, this is a pretty good looking stone. Over here, it's a little bit too intense with the colors, but we can give it a try. So we can plug this one into our base color. Now, for our roughness, you probably guess it same thing as before. We go for a grayscale conversion, and we just grab everything before our ground. And then do like a histogram range and set the range all the way up, but then set the position. Actually, yeah, the position can pretty much stay like this. We blend this using our ground mask. So you can see that I hold control, and I then drag and set this to add the ground mask. So the ground will be even duller over here. Next, I'm going to blend this again. And in this blend, what I will do. Oh, wait, I still need to add some cracks. What I will do is I will add these pieces over here. And set these one to be subtracted. So these are going to give a little bit more shine and then one more blend, and this one is going to be for our stones over here. We want to go ahead and set these ones all set the art. Actually, you know what, set these to subtract. They're stones. They can have a little bit of shine to it over here. Let's go ahead and plug this into roughness. And then as I said before, one thing that I completely forgot to do is I want to add one very quick blend on the end and just grab something like a brownish color like your ground color and then grab your these cracks over here that we have. Let's see, directional bobs. This is the one that we want. Plug this all the way here at the top. And then what you want to do is you just want to add a quick invert grayscale and then press D to dock it. So here we have these cracks. Now, it looks like that these cracks, I need to actually do a separate blend where I am blending the cracks with my mask, and I set my mask to be multiply. Let's see. Yeah, multiply. There we go. So this is the mask that we need because, of course, we are blending it also later on. So we have this mask, and that's a little bit annoying. I'm not going to set this to multiply. I'm going to set this one to Let's invert my mask. Invert grayscale. 1 second. I'm having a think about. I need to swap these two around. That's it. I need to grab this one in the top. And then I can do a there we go. And then an art. And then it should be in the correct Is it in the correct location? I have a feeling it's not. I will check. Yeah, it's in the opposite locations. So art, subtract. That is annoying. What am I doing wrong here? Is it because I'm inverting it? Let's have a look. This one is the one that needs it. Like there is another way that I can do it, but this should be the easy way to do it. So maybe I should not invert it. Maybe I should go ahead and do this. There we go. Okay. So set it to subtract with your top mask or your cracks at the top. And at the background, you want to have this mask, and then you set it to subtract, and now you just tone down your paste and that will give you some of these cracks. Okay. Awesome. Now, these cracks are actually going over my white spots. That should actually be fine. So let's go ahead and let's do a proper fill export, even though it has the automatic export, just to make sure that everything is properly exported. And then we can give this a go. So it's going to Momset. Here we go. Pavement material. Is my roughness? Yeah, my roughness is fine. I'm going to art my Albedo map, and I'm going to add my roughness map over here. Okay, let's see what we have over here. Of course, you can never expect the very first one to look amazing, which it definitely does not. So I'm just having a look at my reference. And if I have a look at this, so the base elements are there. There's just like a bunch of stuff that we still need to fix. Let's have a look. I'm going to go ahead and just go back and forth with this a little bit. I'm going to start by reducing the strength of my ground color. Right now it's really dark. I'm going to make this quite a bit lighter. And let's go at the switchback. Oh, wow. Does it need to be even lighter? That's strange. Or maybe it just takes a while. That's the thing. So when you have a big graph, it might take a while to actually update, or you might need to quickly go here. I'll Emuleclusion. I wonder how that one is looking by this point. Oh, mclusion is pretty nice, actually. Yeah. The amucrusi is pretty nice. Now I can see the ground, it is very similar. I do want to give it, of course, a little bit of differentiation, but let's have a look. Over here, I'm adding some of these details. A nice thing that you can also do is if you are adding extra details to your stones, you can often, for example, over here temporarily set your paste down on the details. That's where you can see the bare stones and that gives you maybe a better impression of what you need to do. I got this stuff. Now I'm going to apparently make my ground color even stronger, although or even lighter, although, at this point, I feel like that must be more than light enough. Like, let's go ahead and export it because I mean, sometimes I like to do manual export because it, Okay, fair enough. So we got light and as you can see, I turned everything down a little bit so that I can have a better look at everything. So when I see this and have a better look at everything, the first thing I want to do is I want to add some dirt. Now, sometimes there is actually a dirt generator over here, which sometimes might be nice for specific cases. What I can do is I can add, for example, my ambient occlusion to the top. It's been actually quite a while since I've used this. I want to add my curvature, and I don't I should be able to add the curvature here and then still use it later on. And let's have a look. Does that generate also in my stones. Let's have a look. What I was looking for is these areas over here. So these areas over here, I don't know exactly where they are. Here they are. I was hoping that they would Okay, so they do generate. So what I can do is I can add this stuff and maybe push around my dirt and my grunge mount. And then in your mask, you can add your dart mask actually over here. Hold control. Art this into mask. And then what you want to do is you want to invert, grey scale this mask. There we go, see. So now the dirt is mostly around these outer areas, and that will also enhance the darker dirt that we have. So I'm playing around my contrast a bit more and like with my grung amount and maybe tone down my edge masking. And then what I can do is I can simply add a blend over here. I can once again just grab this normal dirt that we have before and plug this in as a mask. And then you can see that here that I already like arts, especially in these areas, it adds a little bit more. Now, if I would go ahead and then blend this using my let's see. I want to do one more blend. I'm going to blend these really large cracks over here along with my mask, and I'm going to set the blend to multiply, and then I will most likely need to invert it in order to add it over here. We definitely do not have a lot of space for this, so let me just create some extra space over here. There we go. Okay. So if I now go ahead and invert Grayscale, this now it will most likely just give me, again, that problem that we had before, four K. Now it's all of a sudden 2048. What's going on here? 2048, 2048, 2048. This is very strange. I don't know what's going on. So now I need to go back over here on my input. Something is a little bit confused. Now it's four K again. Okay. Let's double check at the very end. Strange. Very strange. That feels a bit like a bug, actually. I don't get those often, but anyway, what I was going on about is that I have these pieces over here, and I'm more focused on these extra sides. So what I might do is I might once again flip these around where I have the top layer as my cracks, and then the bottom layer over here as these pieces. And let's see if we go for subtract and then just get rid of this invert and then set this one over here to art that will add some darkening. And if I then play around with my paste, I can add some extra darkening on top of it, even. So this is like a general dart layer that we have over here. For the rest, so these layers, they can actually become a little bit sharper. So let's see. So we add our dirt. That's pretty nice. Then over here, what we do is we add some even stronger dirt sitting on top, and let's have a look at this first. Okay, so we add some dirt. Definitely over here. See, that's already looking a lot better than we have in those cracks. I think the problem was that our dirt is not sticking out enough. I think that's the problem. I think I'm not liberal enough with it, so I actually want to go my edge detect and like, push out this dirt. However, I want to go ahead and play around with my intensity also over here. And then, sorry about that. I bumped against my microphone in case you could hear that. And then, yeah, just make it quite intense. So we got this one. Stone down your paste like a little bit, and let's have a look. Okay, so that does add a bit more darkening. Let's tone it down a little bit more. The only thing is that it feels like there are sometimes some really strong cut offs, which I don't like, but I don't actually see them in here. Like this seems fine, to be honest. I don't know where the cut off happen. Maybe it's just like over here, but it might just be a little bit an unfavorable one. Let's wait with fixing that until we add more stuff on top of this. Okay, so we got, these pieces over here, that's all looking pretty good. I guess if you want to fix it, you can just change your hiscum scan. Or, wait. No your hiscum scan. That of course, does not work. Maybe like change your pearl noise. There we go, change the disorder that will also change around where you have your dirtsy and that kind of fixes that one small issue. Okay, so we got these pieces over here. I do want to also add some more stronger and general height map variation, but let's work on that just a little bit. What I'm going to do now is I'm going to make my noises a little bit stronger. So over here, it is a bit It's a bit tricky to make this stronger. Sometimes it literally works to just add a sharpen note. But I don't think, not this time, not this time. We have these notes over here. I feel like I want to create a screenshot before we do this. We might actually pick this up in the next chapter. Let's go ahead and also turn on our white spots over here and have a look at those. Okay, so the white spots do work quite well. So we got this stuff. I'm actually going to go to my dirt layer and I'm going to increase the dirt level a bit more. There we go. And what I most likely want to do is I probably want to break up this dirt in just a bit. I will do that in the next chapter. Okay, so here we got our dirt, we got our white spots. We got a pretty solid base. Our stones are looking pretty good. Last thing I probably want to do is I want to make the normal of my dirt a little bit stronger. And we can do that by grabbing our norm map pieces over here. And if I then go ahead and add a normal combine note and then copy my normal output. And in this normal output, I want to just grab my dirt. And what I can do is I can blend this dirt using a mask, and this mask is going to basically be the dirt mask over here that we have here minus our Stone's mask, which is going to be this one over here. So we just subtract it. So now we are basically masking out wherever there is dirt, and you plug this into the opacte. And then you create a node that is called the normal color node into the top. So now what you can see is if I go ahead and do need to invert, gray scale, this. Now what you can see is that it will add that extra dirt, but it will mask out the stones. So if I throw this on my normal combine, we can basically have control over how strong we want the actual dirt normal to be because I want that one to be a little bit stronger. And what I will also do is I also want to go in my racks and just make my cracks like a little bit stronger also. Over here. I'm going to leave it at this point. It's getting quite messy, as you can see. I will clean it up in the next chapter, but we are getting close to the end. So we got some cracks here. Those are actually now too strong, so I want to go in my Yeah, I need to go down here. 1 second. Sorry. Let's tone that down. Then I'll just create a quick image that we can have a final look. So let's save our scene. Go here. Let's also save this scene, just to be sure and render and let's go ahead and render out another image. And then we can have one quick look before we move off. Here we go. Okay, so let's have a look. So we started off with this one our last image, and now we have this. So it is starting to get there if I zoom in. Oh, wow. That's a really strong problem. Yeah, we need quite a bit more surface detail. So we are definitely just mostly going to work on our base color and a little bit more on our height map and everything to make this look a little bit better. And definitely also like these white patches are not looking very nice right now. So there's still quite a bit to do. I don't know if we can get it done in the next chapter, so I think it will be two more chapters, to be honest. But this stuff is really cool that we have like this damage sitting over here and over here. For the rest, like our ground, ah, it could actually be a bit darker, but we just need to define all of the shapes a bit better. So let's go ahead and continue with this in our next chapter. 27. 26 Creating Our Pavement Material Part6: Okay, so what we're going to work on now is we are just going to basically go back and forth and keep defining our texture. So it's going to be a little bit fiddly, so to speak. But this is actually quite an important stage. So you will slowly see the texture coming together more and more. Now, what I'm going to do here is I'm just basically trying to compress these text a bit, as you can see over here. You can see there's a lot of connections. If you don't like looking at these, like I'm used to looking at them like this, you can also go up here, and then you can go for what many people think is probably like an easier way, but I prefer to look at them like this. Actually, it's difficult for me not to look at them like this. So for now, I'm not going to have any boxes around here, any frames around here, because I'm just going to go ahead and work a bit more. Now, what I first want to work on is I want to work more on the base dirt and the base look of our stones over here. I'm going to try and get a few things in some general dirt. I'm going to try and make the differences in the stones a little bit stronger, and I'm going to try and add a little bit of this cavity dirt in here that you can also see. So let's go ahead and do that stuff first. So over here we have our stones. Now, let's go ahead and first of all, get started with some general dirt. So we have our stones here. Let's add two blends like this. And both these blends are going to, you know, at this point, I probably want to just use a uniform color. For now, I might want to change my mind later on, but for now, let's use a uniform color that's like a little bit of, like, a dark brownish color over here. Like this. Okay. So the first one we can actually rip off from this grunge over here. And then we just kind of need to define where we want to have this one. What I will do is I will probably add like let's see if an ambient occlusion. It doesn't have to be rate raised. Just a normal ambient occlusion, because often, what you can also do is you can use your ambient clusion as like a little mask, as you can see over here. So if I would have this one and do an invert gray scale, I get this interesting looking mask and then if I add a Hcam scan to this, you can see that I can just kind of like control how much dirt we want to have on here. Now, the last thing I would need to do is I would need to blend this one together using a let's do a uniform color that's black, and you want to go ahead and turn on the grayscale button so that it actually connects properly. And then for our mask, I'm going to have one more HCN scan, and I'm going to plug in this mask. The reason I want to have an HCRM scan is because, yeah, this mask I actually, I kind of need this one. I'm going to probably let's blend because this time we just need to have a solid mask. So that's actually a blend. This one, together with this version before we add our Higa ranges, and a cities to art over here, and just use that. And it looks like I want to invert these outputs There we go. Okay, so now we have, this extra dirt over here, which we can use. Now you might have guessed that we do need to break this up a little bit more. So what I'm going to do is I'm going to blent this, and I'm going to can I just grab like something to break it up. Let's add a histogram scan and just scrap, our clouds and let's grab the scaled up version. That might be nice. Yeah, here, let's grab the scaled up version and use that. So that's why we have so many connections because we are re using a lot of these nodes to keep our graph a little bit faster. And I'm going to set this one to be subtract and plug this into the first one. There we go. So now we have this stuff. It might look a little bit strange, but later on, of course, once we get all the way over here, it will probably look a little bit more logical. Okay? I don't know why it's so dark. Oh, wait, it's so dark because of this version over here. So for the next one, we are just going to go like super simple and basic, and we are just going to add a crunch map. I don't know if there's anything already in here that I can use. I don't think so. So let's go ahead and go down. And I quite like to use the crunch map 013 I quite like. So what we can do is we can grab this one. And next, we want to add a directional warp because we want the artists to like different areas, set the intensity to like 500 and play out a bit with your angle, and then we want to grab this version over here. There we go and plug this in here. So now we have this extra random dirt. And what I can do is you know what, I can probably just simply play around with my opacity, and then I can also play around with just like the balance over here of my dirt to get more or less. So that's just adding that extra layer of dirtiness. Then it looks like that we add our ground for which I wanted to make my ground a little bit darker, I can remember. So I'm just going to make that a little bit darker. And I wanted to go ahead and make the color intensity between these few stones over here a little bit different also. And yes, we can use a replace color range for this. Yeah, actually, yeah, we can use a replace color range. You can also use an HCL note if you want, but the HL note is more for lightness. So it might be easier. If I do a replace color range, just takes a bit longer to set up. But this might also be nice if you want to expose values to change the colors. And then just keep clicking on your sauce color for every single one. Like this. And then your target color, just click on the little box of your source color to get it back to what it used to be. There we go. Okay. So we got those pieces done, and now what we can do is we can just go in one by one, maybe set your source range a bit higher and then go in here and try to make It's sometimes easier if we look at it a bit further along. So over here. And I'm going to turn off these white spots for now. There we go. So now we can look at it a bit further along, and we can go in one of these and we can say, like, Okay, I want to make these ones like a little bit more orange. This one is going to become Let's make this one maybe a little bit more whiter, and then this one maybe a little bit darker. And maybe also like a bit more red or something like that. There we go. Just to get some interesting variation in here. Okay, so we got those things done. I feel like that over here, we are blending out too much stuff. So I'm just kind of, like, toting down my scrum scan. So we are adding our dirt on top. Then we are adding even more dirt. Then we are adding our ground. Then we are adding even more dirt. This dirt is a bit. I probably want to break it up a little bit. So what do we have? We have this mask over here. And I'm just having a I'm probably just going to break it up by adding a plant over here. And let's add a histogram. No, wait. Let's add a transform and then his cam scan. You cannot add a transform or the Hcrum scan only works when it's a gray scale. That's why it didn't show up. So a transform on this crunch and just move it around a bit. Then a Hcrum scan, this is just that we are changing up a little bit where we have our grunches. Throw this in here and set this to be subtract. There we go. So that in some of these areas, you can see that they are kind of like fading out. And we can now just kind of, like, play around with how much we want to subtract. I don't want too much, but now it just gives us, again, that little extra layer of variation over here. Now, let's see, we have this one. I feel like adding a little bit of AO in here, but I'm not sure yet. Let's see. So this arts some of these outer edges, maybe make this one like a little bit darker by this point. And then we have this one which would add those extra splotches over here. And I think I'm just going to make them, like, very soft. And now, maybe it's nice to just look. Let's make it a little bit stronger and then just try out a few extra gringes to see if it gives us a better result. Let's actually try this. Yeah, see, there's almost no variation in this. I do like this crunch more, actually. So we have our replaced color range. That's white. That's fine. Then we probably want to just blend it together and blend it using a I don't have a uniform color that's black yet. Well, I have one, but that one is turned to grayscale. If you really want to save space, what you can do is you can grab this uniform color, add a gradient map. But ing a gray map will be more expensive, as you can see, 2.5 milliseconds versus 0.14 than just simply duplicating your uniform color. So it's like those kind of things that you sometimes need to keep in mind. Now, of course, this story, I have not focused too much on keeping this super, super cheap. We will do, like, a little pass on this later on, but for now, it's not that needed yet. That pass comes later on when we do our boot because yeah, right now, it's just not that important. I'm going to go ahead and just like, Art some of these darker colors in here. So that in here, see. I just add that extra variation. Let's make this one a bit more intense, probably. It's probably a bit too much. Okay, let's see. So we add those pieces on top. Then we have our stones. And for our stones, I felt like the red stone was a little bit too intense. So I'm just going to tone that down a little bit. So we add our stones. Then we add a curvature. You know what I'm going to do? It's a little bit sneaky. Oh, by the way, our cracks were a little bit too strong, so let's turn that one down also. One thing that I'm going to do ***** is a little bit sneaky is I'm going to just add like a tiny bit of my AO into my actual basec just to push everything a bit more. Many people might say this goes against PBR, but these type of subtle changes, they do not really matter too much. It's more about getting a good end result. So what I will do is I will add a gradient map, and I will simply drag in my existing AO in here. And plug it in my blend. You can pass D to dock it, and then set this simply to multiply. And then just give it like a slide, maybe like 0.3, something like that. There we go. So for a base color, if you know that we have literally started simply with plain colors almost, this is starting to look pretty good. I'm curious to see what it looks like inside of Momset. Okay, so that is starting to look pretty good. My cracks are a little bit too strong. I like how we have our damages over here. I'm going to add a little bit more displacement information and also tone down my cracks. So if we go down here, ground surface stones and cracks. Here we are. This one is the cracks. I'm going to just set the intensity to maybe like 0.35, something like that. That should work. Okay, so we've done our cracks, and now I wanted to go in here. I'm still a bit worried about my ground, but I'm going to go to these versions over here. And I will clean this up a little bit more later on. What you can, for example, do is if things get a little bit too crowded, you can right click on this line. Actually, there was another shortcut. I always just not add a pin. Add a dot note. Come on. Add a For some reason, now it does not work. I'll second. I forgot the shortcut for it. Oh, I checked and for some reason, I don't have that shortcut anymore. You can go down here to edit and then preferences. So that's why it wasn't working. And then you have your dot node for which you can set a shortcut, for example, N, and that should do the trick. So normally, what I do is I just select the line, right click and then add a dot note and now it is working, for some reason beginning not. And that allows you to basically track these dot notes around to keep it a little bit clean. I believe that now if I do N, there we go, see. So now we can, for example, nicely track this over here. We can do that, of course, but, like, all of the lines like that. Anyway, I don't tend to use this too often unless I need to make something very clean. But right now I'm more focused on actually making my material look good, compared to the other stuff. I'm going to add a little bit more angling over here. You can see that by this point, it takes quite a while for us to generate our entire graph. And that's why I keep talking about, making sure that everything is nice and optimized because now it needs to run through every single node. And with this many nodes, it starts to add up in the seconds. So we got the slightly more angling the ground is still looking correct, I think. Let's change our displacement a bit. Okay, so yes, our count is still looking correct. We got the slightly more angling. This is nice that we have over here where we have that extra damage. One thing that I still do not like is that really strong damage that we have over here. I just don't like it. It looks a bit strange. I also want to add a little bit more surface noise. So these are the edge damages, and these are the surface damages. This one is the really strong damage that we have. And I just don't know what to do with it. I think I will just, like, reduce it for now. And then I want to go into this plant, and I want to actually increase the overall damages in here because I feel like it just needs something more. Even though it looks very flat in real life, although if you look up close, it's not actually that flat. Yeah, it just needs something there. So we got this one. Let's go ahead and go and paint again. Yeah, see here. So now we have added, a little bit more damages, but it's a little bit less strong. It's slightly too strong still. I'm going to go in here in this one and tone this back just like a little bit. Over here. And let's see. Next, I don't like my stones. The stones, they are not clustering the way that I want to. They are still, like, a little bit spaced out and stuff like that. Let's see if we can use a note to give us, like, a better result because to be honest, normally this note works quite well, but this time, it does not really feel like it so we have our amounts. Let's allow overlap. Ah, that was it. Allowing the overlap a little bit, that will increase the clustering a lot more. So we want to allow the overlap. And what I will do is I will actually look in my base color that might be a bit easier to read. So now go back to our stones. Stone down the overlap a little bit more. Now we can just well, our size variation is still almost there. And what we can do now is we can play out a little bit more like the amount. Over here. And now we can play around with our H Com scan a little bit, also, to get areas where we do not have as many stones. So let me it takes a while to update. There we go. I feel like that they might be a little bit too big, but let's try this. So now we have these nice clusters sitting over here and just wait a second for everything to load, and then we can go into Momset and maybe turn on and off my displacement. There we go. So now we have a lot more stones, a lot more clusters that's looking a lot better already. So we got those things ready to go. I do not like that they are sitting on our stones, however, as you can see over here, but there might just be something that will be a bit hard to control because we have that overlap. So like, at one point, you kind of need to take peace with what you have if you want to have this to work properly. Now, what we can do is we are adding our stones here. And we are basically combining those on top. Et's make those maybe a little bit stronger like this. And next, I want to go all the way to my stones, color, and I want to make the color a little bit darker because right now it's a little bit too colorful, everything. So let's go into our gradient editor. Crab these stones, and I'm just basically moving all of our colors down a little bit. Make everything like a little bit more darker, which will hopefully make a blend in a little bit better over here. So we made our stones a little bit darker. That's all fine. Yes, our stones are flat colors. I guess if you really want to, you can why, but it probably won't work to add a blend and add, for example, your one of your noises. And if you then multiply this at, like, a very low level, it might give you some here, see, slight color variation, but it's tricky because, of course, yeah, your noise needs to be very low and you don't want to have multiple different colors in one. Like here, you can see that there's 1 stone that is kind of like bugging out, but it was already bugging out a little bit. So I guess that doesn't matter. This sometimes happens, but this is because there's overlap going on in this case. However, I'm personally not too worried about that that you will actually notice it. It's going here. Now my stones are a little bit too dark. So let's go ahead and go back in. I know. It's just you kind of need to keep playing around with this until you get exactly what you want. Go to make this last one also a little bit lighter. This one. There we go. So that already starts to fit a bit better. Okay, so we got that one done. Sometimes if you're not happy with the angle of your texture, you can always just use like, sorry, not this offset, your offset to kind of change the angle to get maybe like a more favorable look Let's see that I go over here. Yeah, this is quite nice. Like this stone, it's really damaged. And then also it has that extra noise. This one is also damaged and Dells has that extra noise and everything. I quite like that. So for our white spots over here, I'm going to probably increase them just like the tiniest bit more. Let's see. I have them over here. Let's increase those a tiny bit more. And I know it does not look exactly the same as what we have over here, but please keep in mind that we are making this in a few hours. If I wanted to make this material, just like completely from scratch at exactly the same quality as real life. So photogram re quality, it will probably take me six to 8 hours just to make this one material. So that is something that you do need to keep in mind that I'm showing you the core elements that you need and also to, of course, get something that looks a bit interesting. But you kind of need to take it from there. You kind of like need to try and play around with things a bit more. Now, this is looking pretty good. I don't know if I want to add maybe like some larger changes to my height only if I add a blend, just before it goes into my height input, I can sometimes add, for example, a large pearling noise or maybe like a clouds to that has a histogram scan and change the clouds to random seed because we already use clouds a few times. But like a cloud suit that has, like, a Hcrmscan and then if we are like a blur, high quality gray scale, that's quite strong like this. And if you plug this on top and set the blending mode to, I don't know art or subtract, probably subtract this better and then tone that down. And you can kind of just play around. What that will do is it just for only your height map, if I turn this on and off, you can see that it arts like that extra bits of I don't know how to call it, height differences. Maybe I'm going to go for like an art, but the art actually blows out. That's the annoying thing. And a multiply, Yeah, maybe a multiply. A multiply might be a little bit better to keep the shape more intact. And if I then increase my displacement a little bit more, here, see, you can see that it just adds that extra tiny bit of variation, which might be nice when we start using our nanite. So for now, I'm going to probably keep it at this and do one more render. And while it's rendering, we will do some cleanup. So let's render it. Oh, wait, roughness, roughness. I almost forgot. I don't like my roughness too much right now. So we have our range. I'm just going to set my position a little bit lower. Yeah, then I'm going to make my count a little bit duller. I'm going to make these bits, stand out a bit more. I'm going to make these stones stand out a bit more. And then what I want to do is I want to add one more blend, and I'm just going to have some overall grunge, and I'm just going to use this grunch that we have over here. And I'm simply going to multiply or sorry, not multiply. I'm going to add this on top. There we go to give it a little bit more variation in that one because by this point, we have added quite a few bits. Maybe add one more blend and grab our cracks. Um, here we go. Grab these cracks over here and just set those also to art. Tone them down a little bit. There we go, so that the cracks also have, like, some slight roughness changes. And let's have a look. Yeah, it is starting to look a little bit better already. I'm going to quickly go let's see, let's go into my Hikm range and add a sharpen note behind it. I feel like the roughness needs a little bit more sharpness to it. And, of course, it's a bit difficult to see right now. Like I can see it a little bit, but I'm looking at it in very low resolution. I'm looking at a four k texture on a ten ATP screen right now. Well, it is a four que screen, but I set it back for recording. So we got this. For now, let's just go ahead and let's render out an image. And while that is rendering, I can go in here and I can go ahead and clean this up a little bit. So frame roughness. Frame normal combine. And then over here, we can go ahead and we can make a frame white spots, mask. Yeah, for this one, I'm just going to create a frame called base color. Because all of these masks kind of just belong to this base color over here. So we got something like this ready to go. Yeah, that's fine. Now, I will probably run through in the next chapter. I will probably run through the milliseconds for a quick bit because what I also want to do is I also want to be able to create a square variation so that we have, that extra control. So I will probably do that here instead of the wood. But for now, how's the rendering going? Okay, that one is done. Let's actually have a look at our image. So textures images. One seconds loading. There we go. Okay, so we started with this. Then we got this, and now we got this. See subtle changes, but they do work. Okay, when I have a look at this. So this is something I need to fix. That's way too harsh of a cut. I feel like I don't know what to do with the ground. The ground feels a bit off. Maybe I can give it some height variation. I will actually make a little list. So you can just make, like, a no Pad list of camera, or I will make it off camera if you want. So add height variation to ground fix hard slashes. Yeah, my cracks are, I guess, fine. For now, Yeah, these splotches there are also probably fine. Add noise variation to small stones because right now the stones, they do feel very flat, and I don't really like that. So I will do that. Add color sorry, add big color variation to ground to get a little bit more color variation in the ground. Increase surface dirt on stones because right now the stones, they are still feeling very flat. Now my roughness is pretty much good because this is quite a specific rock. So I'm fine with that. I can also go ahead and use Light one to kind of play around with things and maybe get, like, a slightly stronger contrast and everything like that. And then maybe like light three. Oh, that's light too. Yeah, play around with, like, the brightness, also, just to get like something a bit more interesting. And you can hold shift, and then you can rotate your sky around to also get like an interesting look. Okay, so we got those things done in our list, and then it's probably a good time to do this in the next chapter. So anything else I forgot. I think for now, this is fine. Like it does not look like real life or it doesn't look exactly like this. But I think once we have our changes, it will definitely give us a really nice look that we can use for our environment. And then it is up to you to just keep improving upon this and making it look more like real life. So let's go ahead and continue on to next chapter where we will finalize most likely this material. 28. 27 Creating Our Pavement Material Part7: Okay, so we left off getting pretty close with our general material, and we are now going to go into, like, the final stages. So as you know, I got my little list over here of stuff that I wanted to do. And let's just quickly work down that list. Then I will show you how to optimize your graph a little bit, and then we are going to be able to add some changes to our graphs. Add height variation to ground. What I mean with this is that we have our ground over here. And yes, we're adding like a high blend. But what I want to do is in my ground itself, although I might actually not be able to do this on the ground because we are blending it, I might want to do this here. If I add a blend, it's the same concept as what we do here. Pretty much over here, we like these little bits, and we are going to do the same over here. But this time we want to probably go for like let's do a HCAMScan with a blur and let's grab the clouds one that we've used before over here. So let's do that and play around with your contrast a bit. So we have this. We blur it quite a bit. And then we basically just like, Oh, well, actually, we don't even need to blend this here. We need to blend this using our height over here, and then set this want to be subtract, for example. And then for our mask, you just want to use the height mask. So maybe sets the art instead for this case, because we already are quite low. So we have this difference in height. And now the cool thing that you can do is over here you have your height. You can hold control or control, hold shift, and you can swap these two pieces around. And then it will automatically just swap everything around like this. And that will hopefully give us some very subtle change if we just turn var displacement. Yeah, there we go. You can see, you can see that there's now some bump going to the ground. So we have done that. Next is these hard slashes, which I'm not sure where they are coming from. They are probably over here. It's probably like a mismatch in our somewhere along the line, we have a mismatch in our masking, and that's causing these slashes to happen. So let's see. So we warp. Like, that one is not really a problem. That's not really the problem right now. That's one, that cannot cause some of the slashes. See, then we go, Ah, there we go. Okay, so here is the problem because we already changed the warping so much that when we actually use this version, it is not good enough. Instead, what we can do is we can use the other version, but I believe that over here. See, we are using this version at the high blend. Now the reason why we cannot use this now here is because substance Zina reads from the back to the front. We cannot have a note at the front and then use it again in the back. So instead, what we will do is we will simply copy this structure, paste it over here, and then we are going to need to generate a histogram. Oh, no, wait, not a Hcom scan. We can probably just get rid of this note, plug this one in here. Try and match up your positions with roughly the shape, and then we flood fill it, and then we add a random greyscal. And then this random greyscle we add in here. Okay. Now, of course, because the gray scale change that will change up how we have done our shapes. So we've done that one, and then we also want to probably let's go at and this one is an edge detect. Yes, so we can grab this version over here, throw this into the edge detect, so it should be able to just tone down the intensity a bit. It should be able to detect the edges. And let's make my edge with a little bit bigger. And it detects the edges using again, the same I'm just basically replacing all of my mask outputs with these outputs. Okay, so we got that stuff done. So now, there should be no more slashes. Let's just keep going through our graph just by double clicking on every node to make sure. I can see some slide slashes going on over here, and it's because this one is once again using that Hcme slack. So let's just simply swap out whenever we have one of these that we cannot really use, swap them out with the new one. There we go. So that will, of course, make some changes. Let's have a look. So this one should not give me change the strong. It probably does it because once again, over here, we need to swap it out. It's quite a bit. So there we go. So we now break that one up. That's looking correct. And now we go through the height blend, and then we fix also some stuff. Then we have this one, then we have. I think that should do the trick. If we now go ahead and go into Mom said, No, that does not fix that one. It fixes the smaller ones, so that's good. Semi displacement is actually a bit higher by this point, but it does not fix the big one. Where the big one is probably just an arrow, press space and try to find it. I'm having a hard time just even finding it. Or what we can do is we can try to do one more export, but do like a manual export to make 100% sure that it has actually properly exported everything. And else, that is interesting. There must be just like one tiny little problem. Here, see? Now it's fixed. So that was the case. So I was already thinking like we fixed it. So yeah, we basically had to just do like one extra export to make sure that everything works correctly. Okay, now you can see, so our sand and everything is fine. It's all sitting in there. Okay. So yeah, that's looking pretty good. We got that stuff done. I'm now going to work probably on my stones. So the next one in our list is add noise variation to the small stones. And with that one, what I meant was that over here, I'm adding my stones, but I'm still not happy about the flatness of them. And what I will do is, this might be as easier just like adding another gradient and then in between, and then slightly changing up the gradients. Until they get like a bit more Over here, a bit more variation. So yeah, here, this is starting to add, like, a bit more variation to things. And then another thing that we can do once we've done this is we can go ahead and grab our I believe this is our noise, right? Yes. Let's add the transform to our noise. And simply said this two minus two to make it even smaller. There we go. That should give us enough variation for our stones. It does not have to be that amazing because they are so small, you probably won't even notice it, but it's just nice to have that extra bit of variation. Now, art big color variation to ground. With that one, what I meant is if we just simply go to our ground over here, I just wanted to blend this with a much stronger color to give it more variation. So just do like a blend, and let's use, for example, this uniform color and then again, use your just like a ground like this one, for example. And then when you can see over here, you can see that you get some more color variation and not have the ground to look as flat. So if we do this, we often need to make this actually quite strong to make it visible. For some reason, ground is always a bit annoying with actually showcasing the stuff that you wanted to show. There we go. Se and now we get, like some color variation. Yeah, Easy does it. So we've done that one, and now the last one is just increasing some surface dirt and everything on our stones, and that one it's literally just going into our notes. Let's see over here, increasing this one a bit more. We have a ground and then over here, what I will do is I will go ahead and go into my Amtltion and just increase the grunge amount a bit more. There we go, see, I'm just making them extra dirty because you lose some of that dirt in your resolution and also in general, you often lose a little bit of this dirt and the look of it and stuff like that. So that's why it's nice to just quickly artist and increase this a bit more. And now we have this, and then you will see that it will probably look, see? I will not look as strong, but it still looks quite nice in here. Now, having that done, what I will do is I will just to be sure have one final proper manual export. And then what we're going to do is we are going to go ahead and clean up our graph a little bit. So we have done this. Yeah, there we go. I like it. Maybe what's extra cool, what you can do is we are exporting this at four K, right? I just want to make sure, yes, because I want to have this four k. And what we can do now is if we go into our render, I'm going to change this one to 3840 by 3840, just to get extra high resolution screenshots. And let's just take a screenshot like that. Now, for our graphs, there are a few things that we do to basically speed it up and clean it up. One of the things is to lower down the resolution of the notes that you do not need and to remove or reuse notes that you can reuse. You've seen Asa Wadi reusing notes many, many times because we've done that in all of these clouds here. Look how many reuses we have. And for the rest, we can just reuse notes. So if you don't have these numbers, you need to go down here and show display timings, and that one will show you the numbers. Green is often fine. If it is green, the system expects it to be this expensive. Does not mean that we cannot optimize it. So over here, we cannot do much optimization. These are all just like base notes. There isn't too much that we can do. And yeah, like the flat fill and everything, we just need to go through the motion. The non uniform bleuvo example, sometimes we can lower down the samples if it does not make too much of a difference, and then you can see that it's slightly optimizes. So let's say that let's see, eight samples is fine, and it does not always optimize right away, but it should compare to 16 samples. It does normally. So if we probably restart, it would lower down my milliseconds. Right now it's not doing that for some reason, but that happens more often that it just does not properly update right away. So our clouds too, we need to go for high resolution. So we want to keep it at four K. Now, our purlin noise over here, we don't really need to keep at four K resolution. So as long as you do not use your Perlis as a base input, which is your background input, you can lower down the resolution. The reason you cannot use it as your background input is because your background will dictate the final resolution of your entire graph. That's why we had that problem at the beginning or halfway through, where it was at eight K, and you saw me looking all the way back where that the eight K started because it just goes, the resolutions keep going through. Now, the pearl noise is already blurry. So what I can do is I can probably set this to be like a's press space, sorry, over here to like 512 by 512, or maybe let's say 1024 by 1024 just in case. And it would not really make a difference. So we can go through that. And then over here, we have another pearl noise where we can again just go to, like, 1024 by 1024, and it will not really make a difference. Now we can see six milliseconds. Here we have another one that is 118 milliseconds. That's a lot. Let's just double click on my or you can also right click and you can do over here, compute node thumbnails. And when you do that, it will also compute often the milliseconds for us. It's the same as when you just double click on your base color and that it will basically showcase everything. So, 180 milliseconds. I've never seen it that high. Let's have a look. So for this one, I don't think we can really lower down in samples. Takes a while to load. Um, let's set the samples lower a little bit, but I don't think, like, this one is so important. We just need it. So flotilFlat fills are always. Yeah, these notes, something is wrong. I think I want to, like, restart my engine because although it might be that it's just used displaying old it might be that its old milliseconds and when I double click on it, it displays the new ones, which are at four K, but that does not really make sense. As I said before, it's the systems not perfect in reading exactly our milliseconds. So you just kind of want to optimize where you can. I don't really see much optimizations that I can do over here because we need the resolution of all of these noises. Normally, you would just like optimize the noise and that we lower down the resolution of your noise, and that should be fine. But in this case, yeah, the stone layering is very expensive, I know. In this case, I don't see much going on here that we can really work with because all of these noises have to stay at high resolution. Let's go over here. So here's another one like our uniform color. We can just go ahead and set this super low because it's just like a plain color. So I don't know what I set it to 32 by 32. See? It's a simple plain color. We don't need to do anything else. This crunch map, we need to keep at high resolution. This is another plain color, so you can just lower dose down over here. I know that the dust is quite expensive, but kind of is needed. The Hcum scans do often or they are often cheaper than the levels, I believe, if I go for, like, a levels, six milliseconds, 1 milli second C. So that's another thing. That's why I use Hcum selects and scans and everything and not levels because levels are always a little bit more expensive. So most of the optimizations I did unconsciously con I can pronounce that. Sorry. And then I just, like, pass that information along to you guys. But for now here's another pearl noise that we can lower down quite a bit. No, wait. Sorry, this purl noise is one of the few that we cannot lower down because then it would break, we can lower down a little bit. Let's do 1024 else it would break our slope blur, but we are now kind of just like breaking this all up. Okay. Here's another black color that I'm just going to tone down. And honestly, at this point, I don't think there's much else that we can really do. So it was just like, some small, easy optimizations for us to run. I'm just going to go ahead and because I don't know why when I press Compute, right click and compute no thumbnails, that it's not computing everything. But anyway, at this point, ah, our image is also done. Let's have a look at our final materials so far. Yeah, the displacement is a bit strong, but for the rest. Yeah, I'm happy with that for now. I might want to do some polishing a little bit later on when I actually see it real. But I think for now, that is pretty solid material to get started with. So all I would do is I would lower down my displacement a little bit more like this, actually, maybe a little bit more. Here we go. And there we go. So then I would say that this texture for now is already done. Now what I want to do is I want to give the ability to quickly change the stones. Now, for this, we are going to do two things. We are going to expose some parameters, and when we expose them, I will show you actually that might be easier. Let's do this simple one. So at this point over here, we have our stones and then we are just adding some extra variations. What we can do is we can add, for example, a switch. Let's say that we have a switch grayscale here. And if the switch is true, which it is, it will just use our stones. If it is false, it will use a different type of stone. And for the different type, we can go, for example, for this type over here, like a pretty much like a brick. Let's say, here, let's literally just use like brick one, for example, and I want to try and get the width to be roughly the same, which it is right now. So here we go. And we plug this one in our switch. Now, what we can do is we can go into our switch, and yes, you could technically turn it on and off here every time you want to change it. But another thing that you can do is you can right click and expose as a new graph input. Exposing is the same thing as what you see in Substance painter when you use, for example, a SMOG material, and you see that it has some sliders. So I can go ahead and I can call this brick type and copy the identifier also in the switch, and you can also just copy it into the description and simply press Okay. Now you can no longer change it here, but if you click on your pavement master over here, you now have a brick type over here, and if you go into preview, you can go ahead and you can turn it on and off. So what I will do is I will do a few things, and then I will show you the actual techniques of them. So let's see. Over here, we have some warping. What I will do is I will change the intensity of my warping. So I will go ahead and expose the intensity and call this one large brick warping. And just press Okay. And it might take a second because this graph starts to get a bit slow. Let's go ahead and expose this one. Medium, brick warping. Copy it everywhere. And let's see. And then we have Edge damage underscore zero, one. Press Okay, and then this one will be edge. Oh, wait. And then this time we need this intensity. Expose. Edge damage 02 over here. Now the cool thing is that you can also set the minimum and the maximum. This edge damage is super sensitive because we go for 0.2. So if we just sent the minimum and maximum 0-1, it might give you an easier way of moving around your slider. You can also change it into a group and call this group, for example, height map over here. And then if we just press Okay, it will be placed in a group. Now, if I go into my pavement master, you can see that now we have a group called height map. If we go into parameters, we can quickly go in here and we can change the group to height map for the other values also, just to keep things consistent. Over here, see? So now we can already expose and we can very quickly change all of those parameters. Now, what else do we have? We have some surface damage over here, and I would just say this one would be surface damage amount and copy this into the label and set this to the group height map over here. And now we probably also want to go ahead and, um change the range over here, expose surface damage, strong range. And let's go ahead. And again, there we go. So now we can control how many of our stones are going to have that really strong surface damage. This one, I'm just going to leave. Here we have like crack amount for which I can, I'm probably just going to leave that. Like, that should work. This one, I can go ahead and probably change this his Cram scan and go set the range, expose. Large surface cracks amount. I actually don't want to, amount is actually fine. I would call it strength if I change the opacite. There we go. So we got that one, and just like that, we basically go through our entire graph. So we have a ground blend over here. What we can do is we can quickly go in here and expose this one and just call this stone height variation. And then you guess it, this one can become stone angle variation. Here we go. Okay. Awesome. So that's pretty much our height map ready to go. Now in here, what we can do is we can that's a nice thing. We can actually expose target colors. So what we can do is we can call this one color underscore 01, for example, and add it to the group color. And then we can go in here and we can just expose stone color 02. Color expose stone color iot And finally, we have this one expose stone collar 04 over here. There we go. Okay, so now we have control over our stone collars. Next upop let's give it some control over the surface dust, sir face dirt sorry, dirt. Amount strength. So, this might take a second to expose everything, but then we will have a lot of control, and we can very quickly change up our entire graph. I will call this one dirt color, and I will show you the power also soon. This will be a little bit of like a longer chapter, but that should be fine. It's like the last chapter for this one thing. I'm just going to for now, leave this expose Leeches. Yeah, I often call these leeches, so leeches, strength and then set this to color. And maybe let's see, over here. Expose the random mask and just call this leeches amount, so that we also have a little bit of control and set this one to color. There we go. Just so that we have a little bit control over how many there also are. It doesn't take long to add these extra bits. You can change the stone amount. I will probably do that also. Yeah, I'm done here. So the last one would be going in here and exposing our stone amount, small stones amount. And set this into the height map. Awesome. Okay, wow. That is now done. I try to do it quickly for you guys. So to actually see this all working together. Now, if you go into your pavement master, we can set presets and we can set previews. What I like to do is, I like to always go to presets, and I like to start with a name, default around stones, and then I just press new. Now we will have a preset that has all of our settings that we already have. The cool thing is that now if I go, for example, rectangle stones over here. I can then press new again, and whatever I change in here, we can save, and then we can simply still switch back to our round stones. So let's get started with the easiest one. Turn the brick type to false. This will take a second to load because our graph, not that long. But as you can see now, our brick types are instantly set to files, and if we then press Update, it will save. Now, with this one, you can, for example, say, if I have a look at here, there isn't as much warping, so I can say, like, Okay, I want some less warping. And of course, the further down the line your notes are, the longer it will take to update. Let's set the medium brick warping a little bit down. Let's see. We have some edge damage, which is fine. Edge damage two is fine, surface damage amount. Set that one, a little bit up. Let's set our angle variation, maybe down a little bit, and I'm doing this mostly for memory and set the small stones amount down quite a bit to have a lot less small stones. Now, we can go into our color and we can say, Well, that's the tricky thing. If we go to our reference, the colors are very similar. So I might not want to go ahead and change the color too much, but I might just want to make everything a little bit of like a darker color because there are different stones. So it might be best if we just give it like, you know, like a slightly darker color for these. And that means that also our leeches need to be, like, a little bit less, but just like that, we can just keep going on. So we can see that this is fine. We have our dirt color, which I'm also actually, I'm going to leave it because the dirt colour would roughly be the same. Let's set our leech strength down a little bit. And then if we want to, we also have the amount. Cool. So we now got this stuff. Only thing is that this there we go. Et's tone that one down also. Now you can see that we very quickly made some changes, and you can see how quick that it is. That's the amazing thing of procedural texturing, how quickly we can change these things. And if we would go back to our default round stones, it would just simply use our original settings, and there we go. So we can go to our rectangle stones, maybe just in case, let's do a proper manual export. And then what you might see is that in Mmset it should work pretty much correct. If we just turn on and off our displacement, there we go. And just like that, we have a second stone. And all I would say is at this point is you can, for example, expose the roughness because it looks like the roughness is a little bit shiny. So we can go in here and expose and just call this one base roughness. And let's make a new group called roughness over here. And now we can, once again, simply, if we now, for example, click on our roughness, we can go to our pavement master. And in our presets, we have a rectangle stones, and we can set our roughness to be there we go, less shiny. And then if we go in here, you can see that now they have become less shiny. You can also, of course, at this point, just play around with your displacement and get whatever you want. But you can see that we have the same elements still sitting in here and that's working pretty well. And we can also choose how broken up we want everything to be. All I would say at this point is I want to have a little bit less stones. So I would go ahead and set my stones amount even less and maybe give it a little bit more height variation. But for the rest, I don't really see Yeah. Well, actually, I think we need to have a proper export for this because yeah, that set the stone amount even less. But basically, you can just input as many bricks and everything as you want using a multi switch parameter instead of like a normal switch. So we got these. Can go in here. And there we go. Okay, cool. And just like that, we quickly have some extra variations. This variation, I will define more when we actually start using it inside of unreal because right now, I'm not sure yet exactly how I want it to look. So that's pretty much it for our pavement material. It took a little bit longer than expected. But we do got, like a pretty decent looking material. And we can probably reuse elements of it also in our brick material over here because you can see that there isn't a big stretch between these two. Now that that is done, we have our pavement and we have our wood done. I think in the next chapter, what we will do is we will probably go ahead and get started by just creating our brick material, which is just going to be an adaptation of what we have so far. And once we've done that, we will probably go ahead and work on our plaster material. So let's go ahead and continue with this in our next chapter. 29. 28 Creating Our Brick Wall Material Part1: Okay. So in the last few chapters, we went over on how to create our pavement material. Now, it is looking okay. I'm not happy with it yet, but this is what polishing stages are for. So for now, it is fine. I just want to go ahead and focus on the other materials so that we have, like, a bigger picture. And then later on what we can do is we can always go in and, like, slightly polish our material. The important thing, however, is that the height is pretty much where we want it to be by the time that we actually move to unreal engine. So keep that in mind. Anyway, what we're going to do now is we are going to work on our brick while over here. Now, I have a few different reference images for my brick wall, and we are pretty much just going to make a bit of a mesh up. So because I want to just get a few elements from some of these things. So we'll probably go for, like, generally, I want to make it look similar to this, but the difference in sizes will not be as intense. They will be more in this direction. And or this direction, like one of these two. And yeah, for the rest, like the grout in between, I probably do want to make something similar to this. And just in general, because it's just going to be for our buildings over here, we don't want to go to extreme because we need to have like us nice cutoffs at the top and the bottom and stuff like that. So that is generally the plan. Now, the nice thing is that now that we already have our pavement, we can pretty much just go ahead and use that as a basis for our brick wall. It does mean that sometimes it's a little bit messy. So let me just move this over here. Let's go over here, because, of course, we have a big graph, and it is very where are you? There you are. We have a big graph, and it's very specific. So it might be a little bit messy at first, so we need to, like, clean things up a little bit. And once we've done that, then we're going to create a proper brick wall. We definitely do not want to also make this brick wall inside of the pavement material because then it would just become like a big mess. And because the brick wall material is still quite different in terms of the height than you might think compared to the pavement. The pavement has its own elements, which we simply do not need, but we do have a nice height map over here with pavement to get started with. So what I'm going to do is first of all, want to right click pot outputs is Bitmap, and you want to turn off this setting because we are now going to do a saves on this file. When you turn off the setting, you do need to press the EpotOput button because else for some reason, it does not change. It does not save the setting. Now, once that is done, what we can do is we can go ahead and we can go to our pavement master. And we can just right click and then do a saves. And we are going to go to textures. Let's call this brick WOW master. I just like to use master. And then over here we have brick WOW master again, and save that. And then finally, you also need to go down here because this will be your file name. You need to write, click Rename. Brick WOW Master. Okay. Awesome. There we go. So now we have a completely unique file and we still have if you go to your open resent, you can see that we still have the pavement file also in here. So we are going to get started by working, first of all, on our height map. Our height map is once again, the most important one for this kind of stuff. And now what we're going to do is we are going to get started with like some cleanup. So first of all, I pretty much just want to remove the stuff that I do not need. Now, our base color and all of these masks we are just going to leave behind for now. Like, I'm not going to bother with that. I'm just going to go here. And oh, God, this is a lot of, we definitely need to clean this up because these are a lot of lines. But basically, let's get started. Now, all of this system over here is going to change, but first of all, I just want to go ahead and see what I can remove. So what do we have here? We have our stones. What you can do is you can just press back space if you want to remove it. I know that I do not need the stones, so I can just remove that. This one is my blur. I can also remove that. I can get rid of this one. I can get rid of this one. And I just keep going further back. So what we have here is we have I don't like having this kind of Here scram. Now, we have a high plant. I know that we will probably need to change that high plant, but for now, let's leave it. Over here, we have our larger cracks, so let's get rid of those our smaller cracks, let's get rid of those. We don't need those. Let's get just delete of your stone layering. I know that it completely breaks our base color, but that's no problem. This one and this one. So now we are arriving here. I just want to keep basically, I want to keep my surface noise, and I want to just keep some of these deformations over here. That is pretty much the only thing I want to keep. So over here, I'm adding some let's get rid of those really large areas and we can delete this, delete this, delete this. What am I doing here? I'm adding some surface noise. I want to keep the surface noise, but for now, I'm just going to delete the actual connection. Should I do the same over here? I probably don't want to do the same over here yet because we have so many connections going out of this one node. So let's just for now, delete this, de this, delete this. TheletT I don't need, delete this. Okay, now we have arrived pretty much at our slop ler gray scales, directional warps. Yeah, so that is more logical. So we got those pieces ready to go. See, that's the thing. So we are in the long run, saving a lot of time by not creating one from scratch. But of course, it does mean that we have a little bit of messiness that we need to go through at the beginning. So these defamations over here we will also need. I don't know if I need a blur. Let's see. So here, at this point, yeah, roughly at this point, I want to basically delete these pieces and go for something new. I'm just going to leave my slope. Oh, sorry, I'm going to leave my switch for now, just so that I have something that I can quickly connect all of my new pieces to. So what we're going to do is we're going to create a brick structure right now. The brick structure, as you can see, I do want it to feature some slightly different scaling. Sorry, my There we go. So slightly different scaling of my bricks. I know that over here, they are fairly similar, but I quite like having a bit of difference. So what we're going to do is there's pretty much only one note that I tend to use for this. And that note is a tile random note over here. So what we can do is we can plug this in. And then we just need to play around with this a bit more. So here you can see your tile random notes. The nice thing is that it just creates some random tiles, as you can see over here. Now that we have done this, I'm going to go ahead and oh, it's always a bit messy to play around with this. Let's scroll down and set your split to none for now. And your sizes also to random X and Y like this, all the way down. And it's just that I can kind of define the actual sizes of my base bricks. So we are going to go for, maybe ten by five. I want them to be quite big, yes. Yeah, let's try ten by five over here. Now what we can do is we can go in here, we can set the mode I probably don't want to have Auto because I don't want to split them too much. Let's go ahead and just use your scroll wheel, vertical. Let's do random H plus V and tone down our threshold. Oh, that's very sensitive. Then maybe random let's have a look at my sizes first because that one is very sensitive and I don't like that. The random sizes, that one is fine. So we can some random sizes. I just don't want to push it. I do want to get those splits. Let's also actually add some offset over here. And if we set the offset to 0.5, it should look like a brick wall, see? 0.5, so brick wall. Let's go back here. So we have our random sizes. Yeah, the size is the one that I probably want to work with mostly and split split, split. Why are you not really giving me yeah, it's like super. I don't like how many we have, but for some reason, they are really sensitive with the amounts. And that is tricky. I don't know why it's doing that. Hm, interesting. Since I don't know why it's doing that, maybe for now, I'm going to leave that. First of all, let's have a look over here. Let's add some scale random to this, so to make the bricks feel a bit more interesting, we can tire rotation random at a very low level, like 0.05 Oh, wow, way lower. 0.005. Maybe a little bit less even 0.003. Let's do 0.0, let's do 0.003. Basically, what you want to do is you want to make sure that they do not touch any other bricks because else it messes up our grayscale conversion. Now, for the rest, yeah, I'm fine with this. We do need to have a color random soon. So if you want, you can already add that. But the one that I, of course, as I said before, I don't really understand is why my split is so sensitive. Maybe I can let's see, between 0.2. Let's set this to. What if I set this lower and then set a multiplier? Maybe that works. So multiplier. Oh, that completely destroys it. 1 second, guys. Like, this is something that it's quite tricky to get white. Because you can see, you can do really cool stuff with this, but it's a little bit unpredictable. And I feel like the reason it's unpredictable now is maybe because of my X and Y amounts, how I set those up. Zero point. Can I go half value, 0.2, three, five yeah, okay. So it seems like there's some kind of a clamp going on between the 0.2 and 0.3, basically, where it's super, super sensitive. So let's do 0.232. Now, I want I just want to have a few, like two or three. So 0.23. I think we need to go lower. 0.225 getting there, 0.222. Yeah, I feel like that let's just do something like this. As I said before, I just wanted to get a few small splits in here. I really did not want to go to intense. Now, another thing and that is the annoying thing about the tile random over here is that we can have a patron input. So we can actually have a brick input. However, this brick input, if I go to Patron and a patron input, unlike the other nodes, like the tile generator, in a tile generator, you can basically have multiple inputs, see? So it will just replace them. Unfortunately, for some reason, the tile random never got to that point. So you can only have one patron input, which means that we can only have one brick in here. Now, knowing that, because we have a bunch of different sizes, and I don't just want to have a square brick that I need to break up later on because trust me, that will not look nice if we do that. And with the round corners and everything like that, we are going to use a little workground. So I'm going to have just this on my reference. Basically, what we're going to use is we are just going to use a shape. Where are you? There you are. So we're going to use a shape. And then we are going to create a few different bricks, and we are going to then basically mask them out. So just follow my lead. It won't be too difficult. It's just difficult to explain. First thing that we need to do is we need to tone down our scale. And then what we want to do is we want to add a what are you called Edge text. That's what you're called. And the edgitect if I set my edge roundness. It's mostly my edge roundness I want to work with. If I set my edge roundness and then set the edge we down over here, it will just create like a round corner. And the smaller you make your shape, the more intense it would become at one point, but you do need to, of course, play around with your values. So let's say that this is maybe I can make my shape a bit bigger. There we go. Let's say that this is going to be our base brick. So this is the one where we are going to get start with. And now we just want to create some damaged variations. What we can do is here, if I plug this one into my tile input, as you can see now it will have this brick with, like, some of these round corners. They are a tiny bit warped because we are, of course, stretching the shape, but don't worry about that too much. That's something that you will not really notice later on. So let's say that we have, I don't know, four different variations. So what you can do is this is why you need to make sure that you tile random, that you're happy with the end result. So we are going to create four different variations. Worst case, what you can always do is you can always expose a value here, for example, just expose it, and then just use the same value as an exposure for these pieces. And then you would be able to change them all at the same time. But that's something that we don't need right now. I am going to go ahead and I'm going to add a Oh, God, go away virus scan. Sorry about that. I'm going to add a blend, and I'm going to basically blend my shape, and I'm going to blend it using something that has some damage. Let's go ahead and grab another shape over here, and I just need to have a I don't know, like a rectangle, something like this. Then what I need to do is I need to add a transform to this so that I can move it around. But right now when I move it around, as you can see, it is overlapping or it is tiling, so I want to go in my tiling mode, set this to absolute no tiling. So now I have full control over this piece. Then it should be a matter of just going in here. And with my blend, if I set my blend to subtract, I'm now able to basically cut out, you can see here. Let's say this one has a corner missing. We are going to cut this one out over here. Now, one thing that also I wanted to show you that I almost forgot to do is turn on your rotation and symmetry random. The same over here. You won't really notice much, but what this will do is it will randomly rotate and change the symmetry of our shapes, which means that since we have four axes, this one cut can go in every single direction, and that's how we are adding a lot of variation to this. So let's say that we have this one cut and place it over here. Now you can see in your tile random, this one, see? The cut is all over the place. And now, of course, when we have multiple variations and we blend them together, we will get a nice just like a general difference between them. So let's duplicate this twice more. And I'm going to go ahead and let's go ahead and we also need to duplicate the transform. Another two times L this in here. Okay, blend number two. I'm going to go for maybe, like, a more wider softer cut like this. And then blend three. I want to go maybe just like a small corner missing. So let's go ahead and just go for something like this. Right now it looks very harsh, but, of course, what we're going to do later on is we are just going to smooth this out using our non new fumbler. So what we can do now is we now have our tile randoms here, which are working fine, although it's a bit slow to switch to them, which I'm surprised. Oh, something is wrong. It is bugging out a little bit. I don't know why because it's not actually showing up when I click on it. Oh, there we go. For some reason, it was bugging out a little bit. Anyway, so we now have these different variations over here. That is fine. Now what we need to do is, of course, we need to blend them together in a natural way. Normally, you would do this simply by having multiple patrons, but because we have a tile random, unfortunately, we don't have that luxury. So the long way around is to create blends and to keep blending these pieces together. So blend, blend and blend, one blend for every tile random over here. And then you probably guess it we can simply use a historm scan. So we know, um, Histogram, select, I mean, sorry. We know that this version, all of our stones are derived. Come on. There you go. All of our stones are derived from this version and we are only cutting away pieces. We are never adding to the shape. This means that we know that this stone always covers all of the other stones. So if we use this stone as a mask, it will also be fine because even though we cut away over here, some pieces, the mask will still be able to mask out this entire stone. So what we can do is we can have our histrm select, set the contrast up, play around a bit more with our position. That's interesting that it gives me those lines. I'm not sure why it's doing that. Let's try and just play around with our range a little bit. It should be fine. Oh, yeah, over here, for some reason, the lines are clamping a little bit. So let's set our position interesting. But anyway, that should be fine. We just need to be a bit careful for it. If we go ahead and play out with our range and now just plug this in here, you will see that this blend, it will have these two different variations. Now, you can imagine that if I now go to my ICAM scan, and I set my range a bit lower and then change my position up quite a bit over here. If this is causing problems, I will fix it. But if I don't see any problems, see here, it's causing problems. Easy way to fix this, it's strange why it's happening, but you can just go ahead and add a blur high quality grey scale at a very low level, just to blur these edges like 0.05 80.08. And then if we just add a HcaM scan, and what you can do with this is if you set this on 0.5, you can then go ahead and you can push up your contrast and then push down the position, see, to basically get rid of them. I don't know why it's doing that. I've never had that problem before, but that's just how it goes. Whenever you're recording a tutorial, that's when all of the problems happen. It's just part of the job. But now, basically we have that one. Now we can go ahead and set our range even lower and just change it up again for this version. So now you should see that we have variation A, then we are adding a few more bricks. Do I still get some Problems. I think because now the shape is too small, that's where the problems are. So basically, number two and number three. Sorry, let me just make sure to have like, Yeah, that is decent variation. So the problem right now, which is a bit annoying is that I push my shapes down a little bit, see? They are just like the tiniest bit smaller because I wanted to get rid of those shapes. That is annoying, yes. That is annoying. Having a quick think about this. So why are you behaving like this? It's probably because there's a blurry edge around here, but this blurry edge is not present here, so it should be because of the down arrest. So we are now just going to go a bit into debugging mode. And if we go in here, yeah, our color random, it is totally fine. I will have a quick look off camera, the best way to change this. Yeah, so I just end up going for the lazy method, which is literally once again, duplicating your blur, high quality grayscale and your his came select. Here, I'll do it again, just because I wanted to try and find a smarter way, but honestly, I'm not really in the mood for it. You basically just duplicate this again. Plug it in here. And then for this one, you set your blur a little bit higher, and this time you simply push your H CRM scan position up so that we are again, masking it out. And now you can see that that does work. I would say for this one, once you are done with it, for example, your blurs, you can press D to dock them. And here, let's also dock my hist gram scan because we don't really need these. So what we can do is we can dock these versions. It's a lot of them. But, yeah, I guess it is not too messy. Like, it's definitely like a super valid method. I just wanted to see if I could do something a bit more smart. But I guess that that would just be a waste of time. Position up. What's happening here? Why are you? 1 second. Let me just blur this a bit more. For some reason, there is something going on with my thumbnails. I don't know what it is, but I might want to just end up. Oh, wait. The connection is broken. That's why it wasn't working. That's strange. Sets them back to 0.2. I was already thinking like, why aren't you working? You used to work. So let's see, we blur it, we push it up, we throw it in here. And then I just want to make sure looks like that we need to push it out a bit more. Here we go. Okay, finally. So D and D to dock it just so that we don't have to worry about that. And then you can just I like to always then if I have a lot of docks, I like to do something like this where we just have like a slow line. But anyway, the main goal is that we get like these variations over here. And at this point, what we can do is we can hold shift and we can on our weight, I think we at this point need to first of all, add a histogram scan because those gradients, we only needed them in order to get our HCAM select. So at this point, we should be able to just do a HcaM scan and push up our position again. And now we can just hold Shift and then delete the switch and then have everything into our HCAM scan. So that should pretty much work. Now, if we go to our non uniform blur, we again have the smoothing that we have going on. Although this smoothing might be a little bit too intense, so let's go ahead and just go down. And I feel like if you look at these stones, you can see that some are really smooth over here, some are really sharp over here, then they are semi smooth and semi sharp. So there's a lot of variation going on. Now, I do want to try and capture this variation, and I'm going to capture that by see, let's set the base intensity, something like one over here. And let's just do classic. And when I say classic, it's literally just duplicating it. And then for this one, add a stronger intensity, let's say, 1.7. And then we are basically just blending those two together over here, and we can just use one of our HCAm slacks, which hopefully don't mess up again. Here we go just before we add our Hgram scan. So with this one, what we can do is we can just change our range and position a bit. There we go. Plug this in here. And then, as you can see, now we have, like, a difference in stones. So some of them are sharp, some of them are not so sharp. So let's see if maybe with my position, I can play around with it without getting all those annoying lines. I think I'm going to just swap these around. There we go. So yeah, that's looking pretty good. So we already get a bit of variation on here. I'm a tiny bit worried about these edges over here, but I'm hoping that the grout and also the blur will make it so that you don't really notice those. So we got that one done. Then what we're doing over here is we are adding a flood feel. And yeah, so this flood fill has this random gray scale. You might think, yeah, but why don't you just use this blend, but that's because, of course, we also need to generate a gradient anyway. So we have this one. I'm going to reset my opacite for these two temporarily so that I have a bit more control. So I want to have these sticking out in and out quite a bit more so that there is quite a bit of variation, but I don't want to have them tilted as much because you would not really tilt these stones too much on your brick wall. So we've done that, and let's have a look now we have arrived over here. Okay. So I'm going to get started by just resetting my values over here so that I have more control over them. Okay, there we go. So, let's get started with the first one. And let's see what do we do here? We are breaking up some of the edges. That's fine. Just making some space. So the first one is we have some big warps. I want to have these a lot less. So we would not really have that kind of warping. However, one thing that we would need is you can see it quite often happening in almost all of these stones, is there are these type of cuts that you can see over here, see? You can see that there's like it's almost like shaved off. So over here you can see, another one. And then even if we go to these different bricks, yeah, you can see the tiny bit over here and over here, you can see it. So I see this coming back quite often, which means that we should definitely add it ourselves. Now, this one is actually quite easy. All we need to do is, let's say that over here, we are adding some large scale variation. Then what I want to do is I want to add a slope plur gray scale over here, and I'm just going to duplicate pearl noise because I want to have full control over my scale. So duplicate it, make it a bit smaller. And basically, when you throw a pearl noise into a slope grayscale, set the samples all the way up, mode to minimum, and then the intensity down, you get coincidentally almost exactly the same thing as you see in your reference. So what we can do is we have this. We can make the intensity, of course, very low over here, and then you can use your pearl noise to basically control the scale So let's say you set the scale to around 17. You can also play around later on with your Perlinis seed. Yeah, let's set the intensity to around 0.25. So I don't want to have two intense play around a little bit more with at I can use my disorder until I get something a bit more favorable, like this. Okay. And then what we need to do is same thing as before. You just want to go ahead and blend this parlanois with your direction wall before you actually do anything with the parlanois. And then we can blend this using a Am I warping this? I hope that I'm not warping this too much yet to basically use a histogram select from all the way over here. 30. 29 Creating Our Brick Wall Material Part2: Okay, so we left off by creating our base bricks over here. Now we're going to work on the grout. The grout for this one, it is a little bit tricky, but I'm sure we can manage. So what you can see compared to, like, this grout over here. So it's not really grout, it's sand. So it's quite flat and just just kind of like sitting in here. However, this grout, it is almost like here, it has like a curve to it. It's like curving up towards the stones a little bit. And I want to try to get something quite similar to that. Over here, what you can see is the grout like really white up to the stones, and I want to make them a little bit more detached from them a little bit like you can see here. And then this one is way too intense. But yeah, so you get a general idea of what I'm looking for, and we're just going to make something nice out of it. Now, we are going to use a pretty cool technique for this, and that is once again using your Oh, no, wait, not once again. I don't think we've used this one before. Your non uniform blur grayscale. Have I used this one before? No, I have not. So the cool thing about the non uniform blur gray scale is what we can do is we can plug in into the grayscale or four ground over here. And then we need to have a histogram scan probably, probably a hiscum scan over here to create basically a bit of a mask, and we want to plug this into our blur map, and then we need to invert this mask, actually. I keep forgetting that invert gray scale. And you can just spread D to docket. Now, what it will do is, as you can see, it will invert mask and it will give, if you set your samples up a gradient here. See if I lower this, you can see that it's like a nice gradient. And you know how heights work with gradient stay of course, um dark means down, white means up. So yeah, you get the gradient effect. So what I can do is I can set this something around this, something around this point. The reason why I said that this was tricky and you can also by the way, put your blades up is because of the connection between the bricks and the gradient. Sometimes you get like these black lines. Like, over here, the connection is fine, but then sometimes with the lighter versions, we get these black lines. And I can try and play around a little bit basically in my HCM scan to see if we can sort of push that towards a nice value. But, yeah, it's a tricky one. I also probably want to push my intensity a bit more so that we have a little bit more of a softness in these areas. Now, once we've done this, basically, the way that I feel like that this often will work is to combine this with our normal map later on, over here, just like we do norm map combining here. And it's the same technique as what we did with our dirt. Yeah, here, we literally did it with our dirt. So we are adding our dirt, and then I also want to add that on top. So let's have a look. We have this version over here, and then we can get rid of this one and this one. Then we have over here our brick noise for which we can probably use this mask over here. So let's see. Let's blend, and I do want to grab a norm map from it, but let me just first do this. So the ground actually does also use a little bit or looks a little bit like gravel or like what grout cement, like cement. Sorry, although the cement does have a few more wavy lines. So we are going to make something interesting from that. First of all, let's go ahead and blend this one. And what I'm going to do is I'm going to art and outer levels because else it will mess up my multiply. So I'm going to art and outer levels and then set this one to multiply. And see if I do not do the outer levels, it makes stones too dark. So what you can do is you can kind of just set this at quite a low value because it's quite sensitive. And actually, for now, let's set it to high so that I can see my mask. Okay, so I got this mask. Yeah. Okay. So we got this one. I'm going to do this. But right now it's a bit all over the place. And just like with our previous stones, you sometimes have soft areas and you sometimes have more stronger and harsh areas. So what I'm going to do is I'm going to probably let's blend my outer levels with, like, a large purlin noise. Is this? Is there a larger one? Ah, this one is quite large. Let's use this one over here and set this one also not subtract to multiply. There we go. So now we should have in those areas less intense noise compared to the rest. And yeah, we basically need to see how well it will look and stuff like that. And maybe we will also add this one to our normal. I'm not sure yet. So, okay, now we have arrived at this one. We have a mask, okay our height mask for which I want to use the Hrum scan white. Oh, no, wait, invert. Let's use an invert grayscale of our histrum scan. Like this and replace that because we are using this note way too much, as you can see, for me to just ignore it. I don't know yet how I'm going to use it later on, but for now, let's just leave it like this. And then we have our height blend over here for which we can just hold Shift, plug it in here. So now we have this blend. Oh, hello. What happened? Oh, my noise. Let's grab our mask and blur it because it is taking back those really dark lines again. See? So we just need to blur this a little bit. There we go. And that should I'm not completely 50 50. Like, we still have a black line here. We guys need to see. Let's just go ahead and we just need to basically make sure that this is all working correctly. You can try to do, like, an outer levels on here, but that probably would not, hear or see that would not do anything. So let's first of all, add a little bit of our ground blend. Which is going to become the Grout later on. So grout quite close. And for this one, I'm going to just do like a I don't know why I did that. Just do like a simple blend over here. And let's do another Auto levels and then plug this one in here. And we probably want to also multiply this one. Quite a low level, and then grab I don't know, this version. No, I want to grab the inverted version over here. There we go. Go, we grab the inverted version. That's fine. And let's have a look. What am I doing here? I am let's get rid of these bits for now. So here we are also adding the ground, which is fine. So that means that I can just hold control and copy this opacity so we can reuse this stuff. Of course, I need to. Now I need to use the one that is not inverted again. It's always a bit back and forth. So we do that. I don't want to have it as strong, so let's just tone it down. And over here, we grab our normal, which is an eight bits for some reason. And let's double check why it isn't eight bits, eight, eight, 16. Over here, it goes into eight bits for some reason. That is interesting because these are about 16, so I don't know why it did that, but let's just force it into 16 bits. And let's check 16 bits, which means that now we won't have those. We still have those lines. I'm also going to just force it here. Somewhere along the line. Here, you can see the lines. Somewhere along the line, we have a eight bits. That must be. Let's have a look. Let's just add a normal note. Oops. Miss clicked. Let's add a normal node. And let's check. So, here it is still fine. Where is this problem coming from? Here it is fine. It must be a slope blow racer, then. Yeah, here. Huh. Let's force it because it says 16 bits. Is there something in here that I missed Blades? No. So let's have a look. 16 16, 16, I'm just looking at this number here. What are you? Ah, there we go. So the invert is still, I don't know why because it is set to relative to parent. Yeah, relative to Oh, input. Fair enough. Okay, so let's go. You should be able to, let's just do absolute. I don't like to work with relative to parent. 16, 16. Come on, dude. This should work. Why are you not working? 16, 16. Sometimes it helps to just quickly uncheck and check again the notes. Not this time. Maybe there's this one also. Yeah, but this is a mask. So masks actually don't have to be 16 in terms of inputs, but this is a little bit strange. Let's also force this one to be 16. So 16, 16, 16, Okay, well, guys, I have to have off camera because this makes no sense. Everything is 16. So somewhere along here, there seems to be a weak link, so let me just have one quick look. Okay, I found it's super strange. I simply set my non uniform blurb back to relative to input, which is literally also 16, like the rest, and now it works. So I start to suspect that there's something iffy going on here, like a buck or I don't know. But anyway, I think that should fix everything, right? So now if we go in here, oh, my God. There must be another one. Let's have a look. So this one now works. This one is broken again. And now, this one is broken again. It's a bug. This is a bug. That's a little bit unfortunate. Like, I know it's a bug because we went ahead and it's fixed and then before. So what I will have to do is I will have to do an unscripted workaround to see how we can fix this. And want to bet that if I now set this back to absolute and maybe to 16, see? Yeah, there is a bug here. I just need to try to get it working. Let's go over here. Let's see. I'm going to do this in real time because you guys might also sometimes have this. So let's switch this around 16. No. Okay, so this time it doesn't work. Let's try to set this one just in case also to 16 bits. But of course, yeah, that would not work. I like to just have, like, a look. So this norm map is fine. It is just that this multiply over here is breaking. So a few things that you can do when you get a bug like this, it's strange because I've never had this, and I've used this technique many, many times before, is I can try to just do like a blend. Now, if I go in here, does it, now it's broken again. See? So I'm not sure if the bug happens with my normal map. If I said this maybe to like 16 bits, or if it happens with my actual height over here. Okay, so I know that this is a quick cut because I did not want to waste your time too much. How did I fix this? I did the classic stuff. I just closed substance and opened it up again and it's fixed. So, as I said, weird. First time I ever had this one. But it is fixed. Now, I can see some errors here and there, which I'm a little bit worried about. But in general, my settings, I just set everything to 16 bits, just like I did before, and it's yeah, I guess it works. I'm going to push up my probably my noise a bit more. But yeah, this is like the stuff that I'm worried about these harsh edges over here. But anyway, let's see if this actually finally worked or if it is still giving me a bug. Finally, it works. Okay, weird. Don't ask me why it happened or anything like that. Also, I also noticed that I really don't like these bricks over here, but we'll see in Mom's set how that looks. So anyway, we got this. So let's just quickly go to our normal. So over here we have our grout. Yeah, I definitely don't like the look of it. I'm going to change that up. So what I will do for now is I will actually get rid of the Grout, and I'm going to do something slightly different. So I am still going to use this one. What I want is I want to have a normal note from here, open GL, make it nice and strong, and then I want to plug that in here. And then mask it out, see? So that we just have our norm map in here. And because we are overlaying this no map, it will give us a stronger effect. Now, also something that I sometimes like to do just with cement. I know that we don't really have it here, but it is a trick I want to show you. The non uniform blur is also quite cool because if you scroll down and you set your samples down, you get this really messy blobby look over here, and I'll show you how it looks inside of a norm map. It's a weird trick. It's just like one of those tricks that you find out by accident. But now if I just throw this into my normal, you see, you get like this, and then you can go in and maybe, like, play around with your samples a bit more. But I don't know. I think it is quite cool. Maybe we can work with it. The blades, I tend to not touch. So if we set our samples to, for example, two, and that will already give us, something more interesting. And if we don't example, add a let's do, or non uniform dressenw or a slope gray scale, one of the two will probably work best. Let's try the first one, and you want to grab something quite noisy for this. And scrape something quite noisy. Fractual some base maybe. Samples all the way up, mow the minimum and just tone it down. And I'm just looking mostly at like my Okay, God, let's not do that. Clouds, too, maybe. I'm basically just looking at center it pieces and see if I can maybe if I set my mode blur, see if I can break it up a little bit. 0.01. Now that looks too strong. Let's then do a non directional non uniform directional warp Crisle. No, I'm saying that one. What am I saying? Multi directional war. So many names. I by that. Multidirectional. Why are you not working? There you are. Okay, let's try that again. So we're going here. Was that the mode minimum? Is that changing it up too much? It does look like it's changing it up a little bit too much. But it's just something I just wanted to see if this works. Maybe set my cloud scale like quite a bit smaller. I just want to get a little bit of like you know what I mean? Just random variation. I don't know if it also works if I maybe like blur, high quality in front of it a tiny bit. This one, it's unscripted. Well, most of this material is kind of unscripted by this point, but I just want to get a nice material or a nice look over here. Okay, let's say something like that. And now if we have our normal, what if we now do a normal combine? And then we combine this at high quality? And let's see. So at that point, we get something like, Oh, that does not do much. I feel like maybe I'm losing. I don't know if it's because of my intensity or my blood that I'm losing some of that. I set my samples back to one. Yeah, here see. It's almost like I know it feels a little bit like an error, but it does make it look a bit nicer, although I feel like I still want to have a slope gray scale in here. But for now, let's just say that here, we have this nice, messy looking grout sitting in here, and this is a normal combined, but I can get rid of it because it's not connected to anything. And finally, so we have a normal that we can test out. We have a a ambit clusion yeah, I'm not too happy about it yet. Maybe like, increase the height scale a bit more. Getting there. I definitely want to get, like, a bit more variation in here, and we have a height over here, but I want to tone down this blending down here. Awesome. Okay. Let's go ahead and actually preview this inside of Marmoset before we go on too far. So textures, breakwil master. Make a fo called final. Copy that. And it's going here. Right click Export outputs as Bitmap. Final select folder. I'm just going to turn off my base color and roughness because I don't need those yet and turn on the automatic export again and let's export this. I'm quite curious to see how this looks because we have been going on quite a long time with, let's duplicate them, just looking at the height map and not actually looking in td. But often you only need to do small balances once you get to this point. Brick while score 01. Let's go ahead and for brick wall 01, get rid of my albedo and my roughness. Color is fine, okay. And now we can import our height, our normal NRAO, throw it on here. Let's play around a bit more with my height over here. Okay. Okay, that's not too bad. No. Um, let's have a look at this. I just want to have a quick, closer look because I have a feeling like I don't have enough geometry on this one. If we just go into your sphere, let's have L 12 million. Ooh, we are quite high. In that case, I'm not going to go any higher. So let's have a look at this. I'm going to tone down my displacement a little bit, but it is looking pretty good. I'm going to now go back and forth to make small balances. The first small balance is that my bricks are all a little bit too sharp. So I want to go in here, go back down here, and I want to see. We have this one, and then we have this version. I'm going to set the intensity a bit higher. And then maybe for the lower version, set the intensity even higher. There we go. Then another thing that I want to do is I want to just give it a little bit more angle and height variation over here. And does that still translate at this point? Yes, it does. We need to be a bit careful when we make these changes, that the changes are still working in our non uniform blur over here. So we got that. Let's go ahead and go back. Okay, so now we are a little bit smoother. That already, as you can see, makes quite a big difference. Ah, yeah, I like that. We have our grout here. That's fine. It's a bit hard right now to see because, of course, have I set my AO a bit higher also. Yeah, it's a little bit difficult to see because we don't have a color difference between the two. I feel like, I quite like the noise. I do feel like some of the warping is a little bit too strong. So let's go in our see which one? Slow blog rascal over here. And I'm just going to go ahead and set the intensity to 0.15. And then maybe we'll play around with the position a little bit more. Okay, so we do that. Then I'm probably going to go in here and just, like, add a little bit more variation to my stronger noises, just to break up things because some of those stronger noises that we have over here, they get kind of, like, dragged into the background because we use a non uniform blur, see? So because we use this non uniform blur, some of these, you kind of need to make them a bit stronger in order to still make them stand out a little bit more. So just something to keep in mind. Let's see, we have that, and then I felt like that over here. We did not have enough surface noise everywhere. Now, the reason this is probably happening is because we are using a multiply, which means that on some of these bricks, they will simply not show up as much because we have a difference in height going on. I can have a look and maybe set them to art. With art, they will always be on top, but then, of course, it will literally art to everything. Subtract, no. Art subtract Art, I can use art subtract maybe. Or min darken. Let's try art subtract, but art subtract is a really strong blending mode, so you want to always go ahead and tone it down a bit more. Let's see. So that looks, that looks better. Okay, another thing is that right now, maybe I will make them like a tiny bit off. So let's say we set this one to 2.2. And this one to, let's leave this one at, like, 0.1 0.5 maybe. I know. You know what? I want to go 1.8, actually. Why not? 1.6. Okay, fine. So we got that. So yeah, this one over here, it's looking really smooth. I don't know. It's probably because of my blending mode. Let's see. So I'm just like having an internal think about maybe changing this hist come scan a little bit. But the worry is that that will, of course, change some of these edges like over here. That's why I want to try and avoid that. What we can also do is over here we have a blur high quality grayscale. If we now add a tiny or an invert, if we now add a tiny blur high quality grayscale, let's go back again to our normal that I can see what I'm doing. Hopefully that gives me better transition. There you go. See, that gives a slightly better transition. Okay, so, so we got, some of these normal bits. That's fine. I don't know if I want to add those also in my height map. Because they are quite specific, but if I add them in my height map, it might not look as good, but we can give it a try. Let's say that we have this, and let's say that now we add a blend over here. I'm going to then add this one in the top, and I'm probably going to set this as like an art at a very low level. And then I want to grab my not that one. I want to grab this blur over here, and I want to set like a That's quite a low level because I don't want to push it out too much. Okay, let's have look still in the normal. Yeah, so we're getting there. See, so you get like this interesting grout look. Now, for our grout noise, I think that's the last thing that I will do in this chapter for now. I'm just going to work a little bit more on my grout noise. So this grout noise, Oh, that's annoying that I get out. Sorry, there we go. Okay, so for this grout noise, we just need to enter it in here. We have an out levels, and right now we have this kind of noise bit, which, yeah, it is more like a sandy noise. The Grout noise, I basically just want to go for, like, very fine noise, and I want to include a little bit of, like, stripes and stuff like that in here. We can pretty much use elements that we've learned before. So let's go for maybe a Oh, actually, we have a concrete grunch which might be interesting. I'm just going to check 1 second. Because I don't know. It's like, it's going to advanced. Yeah, that could be like a nice base because it has some of those types that I was talking about. So I'm just having like a look sharpening large variation. Yeah, so if we do this and we add a blend and we are blending this one combined with where are you? I forgot the name. Fractual sun base there you are. So with something like this and then maybe set this one, the roughness is a little bit stronger. And let's say we multiply this or maybe arts on top. Let's try multiply for now. And then if we just blend this and just go in here and I can reuse this one, blend this with some small specs. And then if we blend this again, using some more stronger stripes for which we can use, for example, a astrophic noise, let's say that. Maybe do a Y amount by resolution and then set the X amount a bit lower. Let's go ahead and add a histogram scan and just tone it down a little bit that we don't have it everywhere. Then what we can do is we can probably out like a slope, blur grayscal and grab something. What do we have here? Clouds too, maybe. Samples all the way up, mode, minimum, intensity quite a bit down. 0.01, like super down. And then if we just do one last Oops, one last blend, and blend is using, like, a pearl noise or something like that. Yeah, let's try this one. Mode, subtract. Okay, so we got that. And if we then blend this together and set this also to probably subtract because we want to probably have these cutting inside. Now what I'm going to do is before artist to my normal map because I also want the artists later on on top. I'm just going to go in here and actually see how it reads in my normal map. Because right now what I can see is that it reads very sharp. So let's just a blur, high quality gray scale before we do our noises. 0.02, maybe maybe four. Six? I don't know. Let's do five. 0.05, and then we can press D to dock it. Over here, we have these specs, which I can make a little bit stronger over here, C. So we got some random specs in here and just like, Yeah, this is starting to look a little bit more like concrete. Maybe tone down the intensity of my scratches, and then we add like an outer levels which kind of balances everything out. And then over here, we are setting this to multiply. Hmm. Maybe I want to go for art instead of multiply. Like we are adding this on top at a very low level. And then what we can do is we can later on because this is a grout white, so we can use let's see. We are combining that here. Yeah, so we can probably just add a normal combine on top of this set to nice high quality. And then because we are cutting it out, we will have a grout back. And then we can just control how strong that we want to have a grout. And now at this point, see that looks already quite a bit stronger. So let's have a final look. For this chapter, let's just turn on and off my displacement. I can see that I created a few arrows. I don't know if those are in the AO. Yeah, they are mostly in the ablusi, but yeah, so there are a few arrows here, but our grout is starting to look more interesting. We start to get like the surface noise, and as you can see, it is starting to look pretty cool. Now, actually, yes, there are arrows, but you know what? They do have something. Maybe if I just break up the edges a little bit, that might actually look quite interesting. So in our next chapter, what we're going to do is we are just going to go ahead and polish up our height map a little bit more, and then we are going to probably already move on to our base color map. And then, of course, later on when all of the materials are done, we are just going to do, like, one last polishing phase on all of them, just tweaking it, using everything that we've learned so far to get something looking nice. So let's save us, and let's continue with this in our next chapter. 31. 30 Creating Our Brick Wall Material Part3: Okay, so we are getting closer to or start working on our base color. I'm just going to go ahead and try and see if I can fix these lines over here or at least make them look a little bit more interesting because you can say, like, it's almost like a happy accident because, in a way, it just looks like grout. Like, you can see the same effect over here. But then, of course, you would want to, like, break them up a little bit. So right now, it's a bit tricky, where exactly? Okay, so this problem is happening here. Let me just quickly copy my normal so that I can see at what point the problem starts to happen. Not here. Okay, so here, the problem starts to happen, and it looks like that it happens because we are okay. So yes, technically, it would not be an error because I'm literally introducing it on purpose. Like, I could just turn this off, and that should pretty much fix most of this or not. Let's look. Yeah, see here. So that would fix most of this. So in that case, what I'm going to do is I'm just going to reduce it because I do want to have those effects in here. I just don't want to have them as strong, but this actually makes total sense that it is here because that's what I was doing with my norm map detas all the way up here to get that extra bit of layering on top. So let's do something like this. There we go. I think for now, that is totally fine. Okay. Awesome. So we got these pieces. Now what we're going to do is we are going to start with our base color, which, oh, God. Okay, so let's have a look. If this is going to become our base color over here, I'm not going to ask those white spots because you don't see them too often. I will most likely set my base color texture more in the direction of, let's try to make a blend between these two, but I will probably go slightly more in direction color wise into these areas over here. So these leeches that we have over here, what I can do is I can already delete those. Just quickly delete, and I'm just going to go ahead and go over everything that I need to delete. So curves fine. I don't know what we have over here. This is a we are adding some Emig occlusion. Let's just delete that for now. Over here, we can delete this one because it doesn't do anything. This version does not do anything, so let's delete it also. This version does not do anything, so let's delete it also. I should actually not press delete, but backspace for these. Let's see. Over here, I am adding some darker details around my stones, which I do not need in this case. Over here, I am adding general dirt, which I can use. So let's just leave those in for now, but we will probably need to, like, add some changes to that. And I definitely need to clean this up. So first of all, let's get rid of all of these pieces which I just clutter. So here we have some general dirt that I'm adding. This stuff I can just get rid of. Let's see, this one is the grout. Yeah. So I can leave that one in. Over here, we have, like, the stone mapping. So we have the grout, and then this is just some overall dirt, which I can also leave in. I just need to, like, redo the stone mapping. And for that, I just want to kind of, like, make this a bit cleaner. S, let's delete this. I don't know what I'm doing here, but I think I'm just going to delete that. There we go. We can always, remake it, of course, if needed. But yeah, the stone mapping is pretty much the same concept, so we can leave the same thing in here. So we have these three over here, and now I just need to make sure that this stone mapping here is correct. So what am I grabbing? I am grabbing I'm grabbing this version, which is the version before we mask out these pieces, and I'm just making sure that I do not change the shape of my stones. I do not. So, okay, can you use this version, invert it. His to gram it. No, I want to make the his scrum actually quite a bit. Lower. I'm a bit worried about that for my his scram. Maybe I will set the contrast down, actually. Yeah, I'm just going to keep the contrast down so that I have more control over it. Okay, we have that. Then we do a flood fill, which is normal. Then we swap it out for a flood fill to random grey skull, and then we are adding these random collections. Perfect. Okay. So that's all looking good. So we got that. Then we add some dirt on top. I'm just going to reset my dirt opacity and for now lower it down. Then we are adding our Grout, which I'm also going to lower down for now, and then we are just adding a dirt layer. I think that that is a pretty solid base to get started with. So we can move this a little bit lower again over here. And then our roughness, that's just like, get rid of this, this, this and the rest, we will kind of just bounce out. Awesome. Okay, so you might have guessed for our gradient map, what we need to do is we need to roughly get some of these stones or we just need to get one that looks a bit decent. I'm probably just going to go ahead and go over here. The image is not very sharp, so that's my own fault because I took the image. So sorry about that. Let's grab our gradient map, and we can just use the B&W spots. I'm just going to go to my gradient at big gradients, and I'm just going to, for example, just like, go over this area over here. And honestly that looks fine. Maybe try a few more just in case. No. That one also looks quite nice. I just went over here on this stone. I just went out and just did like a little wave. So that is fine. So we got that one. Then what I want to do is I want to reset my target color. My source color is going to become a new source color for my gradient, target color, same as source color. And I'm going to do so I'm just going to temporarily delete these one, two, three, copy them, and then re plug those in here. There we go. And now it is just a matter of going in here and we can change the stone color. So in terms of the stone collar, we have a base over here, target color. I'm just going to try and select something like this. And we have another one. I'm going to try and select IG like a different one. And I'm just selecting them here, by the way. And then another one, and I'm going to go ahead and select. Mm another one. So let's see. One, two, three, and four. I'm a bit worried about the noise, but let's you see how that divides up. Also, one of them seems really light. Well, actually, you know what these versions can be actually a little bit lighter. Let's grab this version. Yeah, let's make the boat a little bit lighter. I like that. Okay. Then we have our grout color over here, and our grout color is pretty much just, that's just that one. That's fine. So that's going to be our grout color. And for our Grout color, I want to just grab this one over here. I know that will probably be a little bit too green, but that's something that we can work on. So let's go ahead and swipe this. Yeah. As I said, bit too green, so now we can just reset my target color, grab our sauce color, and then click on the target color into the sauce color again. And let's go for a little bit more like grayish version. And let's see what I'm doing here is I'm adding, oh, yeah, I'm adding some dirt, which can still be relevant. I think I'm going to, in this case, make my dirt a little bit lighter. And let's see. So we want to add a grout. Yeah, it needs to be a little bit lighter. Okay, so we are adding our grout on top. Then we are adding some general dirt over here. And for the dirt, I have a mask here, which I use. I don't know. Do I need that mask? Um No, I'm not going to use that mask, I think, but I will go in here and I will go and set my dirt level and grunge amount a little bit. Maybe my edge masking also down a little bit. So let's see. So we break this up. Let's use my ESCRm scan to break it up a little bit more and plug it in here. What I want to do is I want to instead of the gradient map, see, this looks interesting enough. Let's just go ahead and delete this and use a uniform color. And I'm going to go for, like, a slightly whitish, white, bluish, uniform color, just like a light dirt, basically. Okay, yeah, we might need to break it up a little bit after all. Because it is a little bit too soft. Fair enough. Okay, so we need to break it up a little bit more. In that case, let's use a grading map. But I don't want to use again, the exact same B&W spots. So maybe go for, like, a clouds one, which probably will be too liquidy. But let's pick gradient. Let's pick a gradient around these edges over here, because that's where we can find some of that dirt. Here we go. Okay, so clouds to, no, to liquid. Um, it's twice something else. Let's have a look. Here's some grunge. That might work. It's a little bit liquid, but you won't really notice how liquid this one is in here, but it still gives like an interesting effect. Okay, so we have some light grunge for which I'm just going to do a replace color range. Sauce color, grab your grunge, target color, grab your sauce color. And let's go probably a little bit more of a Let's go in here, like a darker. More gray value. Okay, it needs to be subtle. And then we have our curvature up here. And yeah, I am going to once again, add a blend with a grading map, and I'm just going to basically blend in a little bit of my AO, just to define the shape a little bit better, which is no issue. If you just do it not too much. So don't do this because then it will look like an issue, but if it's just like a subtle bit of shape defining over here. Okay, so we got something like that. Now, for our roughness, we have a histogram scan. I'm just going to reset the position, and we want to have this one quite dull. We sharpen it. Let's tone down the sharpening. Then we are adding our grout, which is even duller. That's fine. Then we are adding some dirt on top, which I'm going to make a bit stronger. And for now, let's just leave that. Yeah, I think that is a base. Oh, no this stuff can. This one can go away. Yeah. Okay, so let's go ahead and just save our scene. And now I do need to reexport because I turned off those settings. So let's export, click on the base metal roughness and Export again. Here we go. And now if we go ahead and go into marmoset, I'm quite curious to see how this looks. We have our base color, and we have our roughness over here. And let's have it render out. Okay, so first of all, the ambient occlusion around those edges is way too strong. I don't know if it's the normal or the ambient occlusion. I think it's mostly like the AO. So that's something we need to work on. I want to get a little bit more roughness variation. The color is interesting. I'm going to probably make my gut a little bit lighter. I like just the general colors. Yeah, like, maybe make this one a little bit less orange. But I'm not happy about this. I think if it is causing me that much trouble, I can just as well turn it off, and then at least I don't have to worry about it. So for my gut, my grout is here, right? Yes, I'm going to go for, like, a slightly lighter color over here. And then the orange color, I want to tone down a little bit or just like that. Okay. So those were a few things I wanted to fix. Let's turn on and off my displacement. Okay, so here, that also tones down that edge over here. I'm going to roughness variation. I also need more noise in my grout, definitely. And I want to have more noise in my stones also. So I'm going to get started with just like balancing out my roughness a bit, and I probably want to go ahead and make my base roughness a little bit shinier. And then my grout a little bit duller. And yeah, then we have like this dirt on top over here, and maybe add like one extra blend and grab these second dirt highlights that we have here. And maybe just for the fun of it sets to, like, subtract to give it maybe like a bit of a punch of shine in here. I'm not sure if it'll work. It's something that we can just try out. My AO is yeah, L here, there is some darkening here and there, but that's fine. I was going to grab this noise over here and make that quite a bit stronger. Let's see, my normal map, that is looking pretty good. I was going to make my grout also quite a bit stronger. So let's go in here and set this to be like, quite a strong norm map grout. And then maybe over here, we can also make this one a bit stronger for like that extra push. So we got those okay. Let's have a look again. Here, S now we're getting somewhere. We get like this strong grout over here. I'm still not happy about these edges. I don't know why they are giving me so much trouble. Like, I know that it's partly just like the occlusion because our occlusion is quite strong, so we need to, like, tone it down. But yeah, I don't know. I don't know. Um, do I like the displacement like this? Yeah, you know what? Yeah, I like the displacement. I don't know if you want to, like, go a little bit lower, maybe. Or maybe actually, like, a little bit lower. Keep it a little bit solemn. I'm going to make my angling a tiny bit less. Yeah, I like how we do dystocia. So let's go ahead and make the angling up. Where are you? Up here. A little bit less. Like that so that they are a bit straighter. For the rest, the general shape I like, like it is an interesting looking shape. I'm going to just try and get rid of those harsh lines that we have. And for that, let's have a look. See, we have our normal for which it can, that should not show. Actually, it also should not show in our base color. Yeah, it is really the ambient clusion. It feels like that's what is causing some of these problems. Maximum distance. Maybe we can play around height scale, we can tone down a little bit. But then what I wonder is that if I go in here and I just turn off my embclusion completely, there are still some arrow go on. Now, this arrow can probably come from our ambit clusion over here if I turn this off. Oh, no, that's not actually that strong. So then it must be the normal white or ambito glue. Hm. Maybe it is our albedo map after all. Yeah, maybe it is our albedo map after all. Let's have a look. I am adding my AO here. It's just tone it down a little bit. It is hard to see because over here, of course, I cannot see those arrows. Over here, yeah, we do have them, but it's not like I can tone it down a little bit in my norm, but that would not actually do anything because over here we have the set to zero. I can even press backspace. I can literally just remove this entire effect and just leave it over here, which makes me curious why that effect is still happening so strongly. I think I don't need to get rid of it completely. I think something like this is like a pretty solid base. Let's at this point, let's first of all, save our scene. We can try to go into our sphere and actually add one more subdivision just for our renders at this point. So it might take a second because this means that we will go from 24 million to well, honestly, I don't know how much, but quite a bit. So let me just pass the video until that one is done. That will also refine those shadows on our noise that we have over here. For us, I'm fine with my roughness. That's looking quite good. I probably want to make my Grout even stronger. The normal map of my Grout, I'm going to make even a little bit stronger because I want to really make it stand out. What we can also try and do is, let's see, over here, we are adding our grout also. So maybe also in my height map, I want to actually increase the grout in the hope that it will actually show up as a bit more how you say, a bit more geometry, but it doesn't have to be like super intense because you cannot we don't have enough actual polygon counts for that tiny bit of geometry, so we do need to have it more in our normal. But it's just like for example, for the presentation. So now if we go marmoset, and I think I will need to pass the video until it's done. In the meantime, I can go ahead and have a look over here, and I can see that probably my curvature it is not working so well for this specific texture. Maybe give it like a tiny bit of an intensity, but it's way too sharp. So we got those pieces. And while I can feel from the slowness of my BC that Mm said is still working, while we are working with that, I just want to have a quick think. Yeah, like we are going to do some polishing in which I might decide to, like, add some of these cracks, but for now, I don't want to do that. For now, I will just go ahead and I will probably only make my grout a little bit lighter even. It's like a tiny bit. Over here. Let's save sin and at this point, I will just go ahead and pass the video until Mom hass done. Okay, so Mom said is done. However, I don't find it worth with the extra quality because we are right now at 100 million triangles, which is just simply too much for me to properly work. So I'm just going to go ahead and tone that down again. The edges have came back again, so that is weird. But for the so it has slowed in. So yeah, the gout is looking interesting. There we go, so that's done. That's just an on and off our displacement again. And that's hold shift, and I'm just going to also rotate my sky around a bit to see if we can get, like, a interesting shadow I know, something like that looks actually quite interesting, but then it is toning down the lights from above. Let's just go ahead and set my lights that are coming from the bottom over here a little bit stronger. And the one coming from above, a little bit stronger. Okay, so we got something like this. As I said before, like, our emtocluson I'm not too happy about it yet. That is something that we can figure out soon. First of all, I want to save my scene, and I want to take an image so that we can have a proper look at, like, a high quality image. So let's go down here. You are still in the correct folder. Yeah, you should be, so let's go ahead and render the image. And while that's rendering, I will navigate through the images that we have over here. Okay, so that is done. And here it is. Oh, that looks, yeah, that does look pretty much fine. Okay, so this is what we have right now. So the grout is looking quite nice. I don't like the stones, surface noise, I don't really like. And also, I want to have a little bit less variation between my height details. This stuff over here, honestly, I'm fine with it. Like, I don't really mind it that much. I will see if I can maybe tone it down a little bit, but that would just be probably using a blur on my um, on my stone. So if I have a look, I was going to go in here, the biggest problem right now is that I don't like the noise on my stone grout. So for the blur, it would probably be something as simple as having a look over here. Let's go down here and just, like, set a small blur. So let's make it 0.3. Which might be able to give us, like, a slightly softer transition. And then also over here, we want to set this one just like to 0.8 or something like that to tone it down quite a bit, also. Oh, wait, over here. This is also causing problems. Let's blur. This is probably causing the biggest problem. We have our grout over here because we increased it, that is causing those extra problems. So if we just go ahead and blur this out a little bit, the mask, then it should give me a better transition, which in my normal will translate to just like a softer grout near the edges. Want to bet that this is the issue? I hope. Maybe not. Yes. There we go. See? Yeah. So now that is already a lot less. Okay, awesome. So we got that one done. Now the next one is going to be that I wanted to go down here and just tone this one done. So yeah, it's just a lot of bouncing. That's just the nature of substance designer. It requires quite a bit of balancing. Now, over here, this one is a little bit trickier. So right now, I feel like that our noise is a little bit too liquid, which comes from this version over here. There's a few things that we can do. We can have a check. No, it looks like that we already have quite a few notes over here. We can try a different noise and see if that maybe does something, but I don't think there are much noises that will actually, look correct. Let me just have a look. Strike grunge map 01. Sometimes if you do set the contrast all the way down on Grunge Map 01, it does give an interesting effect. Sometimes, not always. Yeah, so it does show quite a bit of noise, still. What I'm going to do is, I'm just going to duplicate my gradient, and I'm going to see if I can add even more points. The way I would do that is I would just, like, go really, like, criss cross all the way across here. So I need to get more like a noise rather than actual shapes. No, see, now I got like an insane amount, and it still feels a little bit noisy, to be honest. Mm, that is tricky. We might need to go for an entire different way route. I'm not sure. Let's just go ahead and try this one out. Actually, I don't know why I use so many grading maps. I only need a single one. Like, here, I'm just gonna keep this one, of course, just as like a backup. So let's see. So we got this one. We break it up. I wonder if how this will look. That does feel a little bit better already. Maybe I need some more micronise on my normal in order to accompany that shape. Let's go in here. I think I'm just going to add the micronise over here because yeah, these stones they do look quite soft still. So let's add a normal combine here. And then I want to just have, like, a blend, and we are going to have our normal up here. And then for the micronise, it is just going to be a simple normal, but for example, our fractual s base, which I can remember I used here So let's have this in here at quite a low level. And then we just need to grab a mask for which I'm probably going to grab probably this mask over here so that the noise is only where we have our stones. Here we go. So we got some micro noise. The noise right now it's not sharp enough. Let me just go ahead and grab a fractual sun base again, and else we might need to use our concrete and you said the sharpness like really strong. Oh, hey, you can actually see artifacts a little bit. Never knew that. Yeah, I don't like this. Let's go for maybe, like, the concrete grunge that I've used before over here. Because it's technically all concrete. Yeah, see here. So that adds some extra micro noise. And hopefully that's already enough, and else we might need to make it a little bit stronger. But I do want to finish this while off in this chapter. So, Okay, yeah, that does look a little bit better. When we have some of the micronise in there, I'm going to make it probably, like, a little bit stronger. And then I think I will call it today. So let's make this 0.3 in terms like the strength. And then, of course, later on, which is, like, in a few hours in this course, when we already have our final models and everything done, then we will do a little polishing phase in which I might want to add, like, a few small things here and there, just like to really finalize this. That's just how I like to work. You can, of course, really spend 8 hours just working on this material because that's the thing. It is a tutorial course. Normally, if I would want to make this material full on IA quality, like the highest I can go, I would actually spend like 6 hours literally on this one single material, and I would do that for every single material. However, we don't have that luxury right now. So this is looking pretty good. I'm going to do one final clean expot. And as I said before, this is going to be like 80% there. And then we are going to do one more polish later on. It's like a final push, just to get a little bit of extra quality. And that's how I like to work. Just depends what you want to do, but let's just render out a single image, and then we can have a look. Okay. That is now done rendering, so let's have a look. For some reason, it feels a little bit darker, but I don't know. Okay. Yeah, I like that. I think that's looking a lot better. In terms of, like, the surface noise, I think I'm fine with it. Like this really harsh noise, it does make my stone feel a little bit bumpy in this actual view. But I'm not too worried about that. I think it will actually add some interest. And, of course, it will work a little bit different than real, so we kind of need to balance that out. Fresh yeah, the grout color, maybe make the grout a little bit more whiter and maybe, like, increase my displacement a little bit in here. Yeah, so maybe increase my displacement a little bit in here and then just go in here. And then of course, because we make it stronger in one version, we do need to go in and just make it a little bit less strong over here and then maybe make my grout a less green. So just go a bit in this direction. Over here. There we go. Something like that. Okay. You know what? I think this is a pretty good point to end this material for now, and we will revisit it again a little bit later. Oh my displacement is a bit too strong now. Hey, I think we got the pretty looking material. Awesome. Okay, so in the next chapter, now that we've done this, we will go ahead and we will probably start working on the, let's start working on the rooftop. And then the plaster. The plaster is actually quite an easy one. I don't know if I want to do the peeling, but that's something. Yeah, it kind of depends if you want to do that, yes or no. So let's go ahead and continue on with the roof slates, which, again, are not going to be too difficult. It's mostly just like the height map. Okay, I will see you in the next chapter. 32. 31 Creating Our Slate Roof Texture Part1: Okay, so we left off with our bricks, and now what we're going to do is we are going to work on our roof over here. And I felt like creating this type of roof. Now, we're not going to create the top pieces over here. We will just go ahead and do that using geometry in a slightly different way, but we are going to just create these little slates. And they are quite easy. As you can see, just like a height map. Once you have the pattern down, you can see some edge damages on here, which we can do using a slope gray scale. And for the rest, we just want to go ahead and work a little bit more using color. So let's just dive right in. Also, the quality of this does not have to be absolutely amazing because it will be quite high up. So in order to save time in this course, the quality is just going to be like medium. Like, we're not going to go super high quality or anything like that. So metallic roughness, let's do slate roof. Let's go ahead and press, okay. There we go. Okay. Cool. So that is here. We do not need the metallic. We can just go ahead and delete all of those temp inputs over here. And now what we can do is we can get started with our height map. So for height map, we first of all need to go ahead and we need to actually have the pattern. And the patron pretty much just looks like, it's like a semicircle, and then it just goes up. And then what we will do is we will, of course, have some overlaying going on. So we do need, like, a gradient on it. So seeing that, it pretty much looks like two shapes. Here we go. Two shapes. Shape number one is going to be a simple disc. Set it a bit smaller to, like, suzer point. Let's see. Actually, they need to be quite close together. So the closer you are to these edges, the closer together they will be. So it's this one. And then we are going to blend this using another shape, and this shape is going to be duplicate 0.98. Let's go over here, 0.98 to make it the exact same fall off. You want to basically set this to art. And then what you can do with your shape is there's a few things that we can do. We can all set the Y amount over here a little bit lower and then push it or you can just use a transform. I'm just going to set the Y amount lower, use a transform and set my tiling mode of my transform in the absolute to no tiling. Then now all I need to do is just move this up until this point, there we go. And now we have this shape over here. Maybe I want to make this tiny bit smaller, 0.98, 0.97. No, that's too small. 0.975. 977. Okay, 0.98, I guess. Fair enough. I just want to make extra sure. So now that we have this, now what we would need is we would need a gradient because else we cannot fit them under the other pieces. So for the gradients, we are just going to blend this using a and we have actual gradients here. Let's do gradient linear 01. And we want to set the rotation to 180. So we want to go from the tip to be white and then start to go dark and then just multiply it. There you go. Something like that. Okay, so now we have a base shape. Now comes the tricky part. At least I always find this tricky because it has to do with the sorting. So because we need to sort them in very specific ways. We want to go ahead and probably grab a tile let's do a tile sampler for this because it has the most options, and that's why I don't accidentally make a mistake and need to switch out the options again later on. So we plug this into our patron, and we set our patron from square to patron input. Okay, so yeah, this is what we have right now. That's totally fine. I'm not too worried about that. Now, the scaling is pretty close. So what we are going to do is we are going to set the scale over here, and we want to set this one up. And now the offset will most likely not work, actually. So we can give the try, but most likely what we'll need to do is we will need to create a mask. So if you go over here to position and set this offset to 0.5 over here, now, what will most likely happen is if we scale this up here see, it will get rid of all of these edges, and that's not something you want. So you want to kind of have these really close together. But like 0.985 maybe. No, 0.99. It needs to be quite close together, and then 0.95. Like, I want to have them almost touching. Oh, so now one does work. Okay, that's strange because I thought it did not work. 1.1? Oh, yeah. I see. So there seems to be a little clamp, 1.051 0.01. I think 1.01. Yeah, let's just keep it as one, just in case. So there we go. So okay, we have these lines over here. That's totally fine. Now, normally, there are also like masks over here, and there is so we have this one, see, maybe it's a ti generate. There is like a checker mask also in here. The vertical mask and horizontal mask. What I was hoping is that we can actually use those, but I'm not completely sure. So let me also just try placing that in here. Well, I am sure, but I'm not sure the best way to do this. Well, that's also not true, but you get what I mean. Like, I want to try it out. Let me say it like that. So offset 0.5. And what I was talking about is that I want to make sure that if I mask a horizontal, okay. So if I do a horizontal mask, that seems to be fine. So we have, like, this off. However, this falloff would not be enough. As far as I can remember. So we would need to probably scale them up a little bit, but that's something that we can go ahead and give a try right now. So if we just go ahead and use this version over here. So what I'm talking about is that I always mess up the blending. The beginning of the blending is quite easy. So you basically have this tile generator. And then what you want to do is you want to add a transform. And it's important that we have masked out the horizontal version. So you just want to end up with this. Now, with your transform, what you're going to do is you are going to blend the original with your transform, and we need to do this a few times in a row. And then in your transform to D, you want to go ahead and set the offset first. You can see this better by setting your blending mode to art, and then you can just go to your transform. And it is often a default value like 0.05, and then you also want to set your Y offset down, and your Y offset would also probably be like 0.05, something like that, to get even spacing. Now, basically, if you then add a Hram scan, we need to do some smart masking. So we have a histrm scan and we can push the position then we need to have another Hitcm scan over here for the top version. Actually, I will do this slow. For me, for some reason, I always have difficulty with this with finding out the correct blending. Now, you then want to blend your first histocm scan. And then what you want to do is, as you can see here, you need to cut out part of it. So you need to cut out from the second version. Actually here, if we do the second version, you need to cut out the first version. And often with the blending mode, if you do subtract, you can cut this out. And then if you plug this into your bestie, you can see that now we have a cutout. We basically need to repeat this function. The only thing is that later on, we have one that is overlapping on both sides and that one is always a pain. So I normally do this with square ones. So of course, the round ones, they might later on cause more problems, but we'll see because I'm normally used to doing this with square versions, but it should all be same basic concept. So we are going to go ahead and then temporarily set this one to art again. Now, let's go ahead and move this probably down to -0.1 and then set this one back to zero. See? So then we have another overlay. And then we need another his scrum scan over here. And this time, we need to cut out this version over here. So we need to blend, have the his scrum scan from the top and cut it out with the bottom version and set this one to subtract. Okay, so far so good. Then we have the next one that set this to art, and now comes the fun part. And that's sarcasm. So this one we are going to set back to zero and then set this lower Oh, no, wait. 0.15, we need to set this one back to 0.5. Actually, there we go. Okay, so we have this one now. And actually, I don't know why I keep these at art. You want to set these back to copy once you're done. So now with this one, we need to cut out. See, I assume you can understand why I'm talking slowly. So we have this version. We need to cut out the top version. Which is this one. So we blend. This time we pick this blend over here, and we subtract that. And then we also need to cut out this version from our original version. Oh, God. Okay, so let's see. So we cut out the top. And then we need to find that's not the one, is it? This is the one. Yes. So this one, I need to now go in and add a blend I believe after, but if I add the blend after, I will change it. So I think I need to just add the blend over here. And then I want to grab this version over here. And cut this version out. Subtract. Then we place this. Then we place this, and then we place this. Okay, we got it. So that's what I mean. So that one is always a bit tricky for me, and for some reason, I just get confused. So basically, we have over here to his scum scans and we just simply blend them using a subtract. Over here, we have just like some offsets going on. And then for this one, what we are doing is we are quickly grabbing the very final HCAM scan and subtracting that from our actual original gradient. And then we simply start blending these on top. And then over here, we just do the same technique where we just have a HCAM scan. We cut out the top part. And there we go. Now, we still have some of these hard edges over here. That's something that we are going to work on probably right now. So the way that we can get rid of these hard lines is to just basically go ahead and blur everything a bit. Now, we definitely do not want to blur this version because this is the version that goes into the hist crumb scans. We want to blur them after. So, for example, this one, just before they go into the blend. I can go in here and add a blur, high quality gray sc and set the intensiy all the way down, go all the way down here, and then we can have a look. So if I now set my intensity up, here we go. You can see that that just masks out, and we want to do the bare minimum. So zero point let's do a nice 0.1 value. I don't need to copy this over. Plug it also in here. Copy this over again, plug it also in here. Copy this over again and plug it in here. And if you want to organize things, you can always just press D to basically dock these pieces over here. And then I can see that one of them, I don't know which one, this one over here. This one is not yet perfect. So there we go. Let's push it up a little bit more, 0.2 maybe 25. Yeah, like 0.25 is fine. So now we have, like, these nice soft slates over here. And that's pretty much it. So we got this one. We can go ahead and we can right click call these slates. And then what we want to do is we want to go ahead and start by adding some edge damage over here and also just like some overall damage. So let's throw in a couple of things. Let's throw in a multi directional warp. Where are you multidirectional warp grayscale. If you want, you can already plug this into the input. We are going to drop in a slope plug grayscale. And I can see that we also have some of these slate cracks sitting on here, but those we will do in a slightly different way. So we are not going to worry about that just yet. So let's stick with these two, and then we are going to add some micro noise. Now, if we go ahead and grab a Cloud two, we might be able to actually use the clouds two for both of these. So if I plug them in here, the multi direction web race scale, you know, just go ahead and set this probably. Well, the tricky thing is that minimum is not as easy in here as it normally is because, of course, we have a gradient. So the minimum will still show up in here. So what I'm going to do is I'm just going to start by just adding some small details over here. Then what I want to do is I want to do another multi direction web gray scale probably. And this time, I want to just use some purlin noise. And it's a very large purlin noise, just to add some general movement over here, so we can do this here see. Just adds that little bit of extra movement here and there, and I kind of like that, just having that extra variation. Then we have our slope, grayscale. This is where it becomes a bit tricky, where we need to, like, mask the edges because right now the slope blur is literally just going everywhere, and that's not something we would want. So what we want to do is we want to set the edges roughly how we want them. And then what we can do is we can go ahead and we can do a mask. And we needed this mask anyway, because we don't want to have all of the edges damaged. Original version, and then the edge damaged version in the top of a blend. And then for our mask, we can do maybe we can just do like a simple edge detect. Let's have a look. Edge roundness down. Oh, wow, it really does not like that. Maybe because we go to an L eight again for some reason, which I don't want to. So let's set this quickly to 16 before we make the same mistake as using our brick wall. And then over here, again, like L 16. Okay, so we still needed to do that anyway. If an edge detect is not working, then we can try just like a simple histogram scan. There we go, which will give us some of these edges. But I can already see some problems arising, and I hope that it is not the same bug as that we had before, because I did just update substance. So maybe there's just a little prom going on inside of substance that is causing these errors. This is tricky. This one is tricky because we cannot just cut those out also since yeah, we don't have grad Normally, the dgetect would actually work. Are you really not working this time? That would be a real shame. Okay, so this one is not working, but I have a feeling this is again, like the same bug as that we had before. So what I'm going to do is I'm going to first of all, save my scene. Textis Slate, roof over here. And let's save that. And now what I'm going to do is I'm just going to restart substance to make sure that it is not that problem because we once again have the same issue as that we had before. Okay. Yeah, see? So it's a bug. I will go ahead and I will report this to Adobe, because this is definitely because now it is working totally fine. All I did was I just restarted Adobe. So we have this stuff over here. We can invert it. Sure, it's not perfect, but the nice thing is that we need to blur this anyway. So what we can do is we can add, like a blur high quality gray scale, and I hope that it will not break again later on, like this. And then you can go ahead and add another his *** scan just to kind of push it back down, and then we basically just want to have this over here. So now you can see that because we blurt it, it will only go around the edges. And then in order to basically add some variation, we want to blend this using a purlin noise over here. Set to multiply and make this go not too big, and then we do need to add another his *** scan on top of this, just to basically push the details a bit stronger like you can see here. And now you have a bit more control over where you want to have these pieces and I can make them bigger or smaller like this. There we go. That's quite annoying of a buck that we have that. But I guess that's a risk when I always update my software before I start a new course, and this is just to make sure that you guys are on the same version as me. But, yeah, it's a bummer. Anyway, we now know workaround, really strange one, but just start it up on and off or turn it on and off again. So I want to add a little bit more contrast, I think. Yeah, I feel like it needs a little bit more contrast in order to properly actually show the full strength. Let's say something like this for now. So we can go ahead and add another frame and call these ones. Damages. And now at this point, let's just go ahead and just to finish off this chapter, have a look. RT AO, tras and utoclusion over here. Ooh, that looks nice. Maximum distance is a bit much, but that's something that you can just, like, tone down, and then the height scale, you can tone down, see. But that is actually really nice looking AO. It's really clean. So I have a feeling this is going to be like really nice and clean texture. Normal, although I do think that I need to blur my slope b gray scale a bit, but we'll see. Set a normal nice and strong to around three for now. Yeah, here, see? I want to just like a tiny bit of, like, a blur high quality grayscal. You often need to do this. If your details are too strong. Yeah, to these pieces. And very low, 0.05 or something like that. 0.07. No, that's 0.06. There you go, see? So just like a tiny blur, something like that. And we have these pieces. The normal map colors look a bit interesting, but that should be fine. So let's go ahead and save this. Slate roof, export outputs as bitmap. Create a folder called final in your taxis folder. Select that, turn on automatic export, and then we can have a look. Okay, here we are. I'm going to probably just duplicate my brick wall, slate roof. Let's get rid of my base color, my roughness because I don't have one yet. And then what we can do is we can just go ahead and import our slate roof textures. So we will have our we scroll down and we occlusion. Normal height, set my height quite low, and then plug this in here. Okay, okay. Set my color a little bit down. So let's move my AO up a little bit. But that is looking pretty good. Like, I don't know what you would expect. It's just like some interesting shapes. But yeah, that's looking qui nice. It also looks a bit like scales. And I like the edge damages that are happening. I actually want to have a few more, but it is funny because it pretty much looks like, Yeah, I'm going to make a bit sharp. How reptile skin, stuff like that. So all I'm going to do to finish this off is I have my non uniform bloc rascal, and I'm just going to set the intensity bit lower, maybe like one to make them a little bit sharp. And then over here, what I want to do is I just want to go ahead and maybe set my his cam scan a little bit less like that. See, now they are a bit sharper. Okay, awesome. So that is a really good start already. I'm just going to go ahead and I'm going to save my scene. And in the next chapter, we will like a little bit more details like some surface noise and some surface damages. And once that is done, we will go ahead and probably already start with the base color. Awesome. Yeah. Okay, so let's go ahead and continue with this in our next chapter. 33. 32 Creating Our Slate Roof Texture Part2: Okay, so we have left off with this over here, which is looking pretty good. Now, let's go ahead and start working a little bit more like the surface noise that you can see here. Yeah, that's about it. So what I want to do for my surface noise if I have a look. Now, the cool thing is, so we have some of these quacks over here, and these quacks almost look like very large versions of our clouds too with our slope blur. Here you are. Here, it looks like basically like a sloper and then you have your transform. If you just go to Cloud two, add a transform node and then temporarily scale them up just by pressing the X two button over here. And then have a look and you can also actually add an extra normal over here, quite strong and then X two again. I don't know. Maybe it needs to be a bit stronger, maybe. Here, see that does add some of that interesting damage that we have here. However, we would not want to have this damage, of course, around our edges. So what I'm going to do is, first of all, right now, because we have scaled this up, as you can see, when you press space, it is no longer tiling. So you just want to add a make it tile photo gray scale, and you can just kind of work with the warping a little bit to get just like a slightly more interesting or slightly better transition, I should say. There we go. And that now also works. Then the next thing that you want to do is you want to do some masking. So we have this one, which is actually pretty good. So since we have this mask, we should be able, if we add a hist grab scan to turn this into a flood fill and then add like a selection to it. So first of all, here's the gram scan and we make this a little bit bigger, maybe push up our contrast a bit more. Yeah, that should work. And then if we go ahead and add a I don't think I can invert it here. No, I would need to probably add an invert, grayscale. Then a flood fill. And after that, we are going to just do like a flood fill. And I wanted to show you another one that you can use, and that is the flood fill to gradient. So the good thing about Oh, gradients, flood fill to grayscale. So flood fill to grayscale over here. The good thing is that with this one, we can plug in a map and then it will mask it out based upon that. So it will work something like this. We have this one. We can grab a mask where we want to have our damage. So actually, you know what? Let's do a Hcrum scan on our clouds, too. Over here in contrast, and you just want to have whites. It's a mask. It needs to be white and black in order to select it. And when you plug this in here, you can see that now it will randomly wherever we have some white areas, it will start to just pick out some of these pieces. And then what you might guess what we can do after that is we can go in here. We can then go ahead and we can blend this and what should I blend this in my norm map? This might actually be a lot easier to blend in my norm map than on here, because if I blend it on here, I can't give it to go, then we would need to rely on blending modes, as you can see, because of these areas. Or we can blur. Let's see. So blending modes probably would not work well. Yeah, here. So blending modes would not work well. Now, I can see if I can just blur, high quality gray scale my mask, and I'm just docking it wide away so that I can softly transition this. So yeah, I guess that blurring does work. I wonder if it is also strong enough when I blur it. So if I now go my normal, Okay, yeah, so that does actually add some strength. That is pretty good. Okay, so we got these pieces, and what I can do now is I can go ahead and simply use my opacity to kind of tone down the intensity of these. So this is one way that we can add some of these larger chips that we have that you can see over here. Now, for the rest, it looks like that we just have some general noise and some general noise, we might be able to actually kind of rip this off. So let me just move this up over here. If we just go ahead and open up a brick wall, then we can rip off from grout that we used and reuse those pieces in here. Here we go. So this is quite nice because in designer, you can simply copy and paste stuff. So what I can do is I can grab probably yeah, I probably only need these three. I'm just going to go ahead and grab these three. Then click on my slate roof again, double click on it, and then it will open that one up, and now you can very simply go in here and then paste them, and that will do the trick. So we got these versions over here. That is fine. Let's add Auto levels on top. And then in here, we want to add a blend. I'm not sure. We might need to do this mostly in the norm map, but we can give the go. So if we blend this as like a multiply probably, Let's see, will that add some Okay, so that does add some surface noise if we just said this quite subtle like that. And let's give this a look. Oh, did it not export? I do have the option, Mt. Yeah, I do have the option. Maybe just did not export correctly, or I was too fast. There we go. So if I now turn on and off, my noise. Okay, so right now, there seems to be a problem over here with like the transition, and I want to have quite a few more of these transitions. I like my norm map details on here, although I want to make them a little bit stronger. But over here, it seems like that it does not give me the transition I want. So instead of just bothering with this, what I will do is let's add a frame here, micro noise. And instead, I'm just going to add this to my normal. So we have a normal. I'm going to add a normal combine. And then I'm going to duplicate my normal over here. At this point, what we can do is we can just delete this version. We can grab this mask and plug in over here, this normal. Then if we blend the normal color top. We are just going to blend these two using my mask. And I want to actually invert my mask. So let's just invert let's do that over here 1 second. Or you can technically just do this. I guess that is also technically another way that you can do it. I'm going to go ahead and let's see. Let's increase the blur amount a little bit. And then I want to go to my mask, and I want to add a few more of these pieces in here because I quite like the look of them. So I'm just going to add a few more and plug this into my normal combine. Make sure it set to hypole and let's give that a go. Okay, so now we have this now our surface noise is too intense again, so we need to tone that one down. Over here. Let's have a look. So yeah, we now got some of these damages. That is looking pretty good having these damages here and there. Let's see. I'm not sure if my blur is actually causing problems because you can see that the blur arts those extra bits here and there. So if I maybe tone down my blur, that might actually be better. And at s, we have this many. I actually want to have a few more. I'm just gonna play with my random sat to see if I can get a better Oh, wait, the random seats would need to happen here. Well, we can still change this random sat. That's no problem. There we go. See, that's like a better cover Okay. You know what? I think that looks pretty good. Yeah, I like that. Okay, so we have now all of our damage, and we have all of this stuff in place. That is good. This means that now what we can do, we can start focusing on our base color. And for our base color, it looks like we do want to create a mask that we have various different colors, although the colors are quite subtle. And yeah, for the rest so we have various colors. Then we are adding just like some general noise on top, some white specs here and there, and maybe some random damage. Yeah, that should not be too difficult. Only thing that will be difficult is to generate the correct mask. And I have a cool tick that I also want to show you for this. So let's first of all, go ahead and add a normal. Now, the trick is with the base color, not with the mask generation. The thing with the mask generation is that if we grab let's see, so here we are creating the mask. This is still too thick of a line. So we would need to push that in quite a bit more. However, that is easier said than done. So as we have seen, the edge detect is not able to get these we thin edges. However, there is a note that I tend to use if I need to go for very thin edges, and it is called the fine Ach detect note. It is made by Adobe. Unfortunately, because they are revamping their website, it's currently you cannot find it on the substance share website where it used to be. So what I'm going to do is it will simply be in your notes folder, along with your cracks and your pebble generator. And if we plug this one in, what you can do is you can just plug in like normal a over here like this. And then you can see that now this one is able to generate quite softer edges. So what I want to do is I want to twy and get these base edges over here. And then I want to add like a his Crum scan. We basically for a flat fill, we are going to generate a flat fill. We need to get a continuous edge. So I'm just trying to play around with my contrast over here. And then. Yeah, that's tricky. I think we need to still go quite a bit stronger. Let's see if we can then reduce this using blurs. So we have this one. Right now, what will most likely happen if I add a flood fill and then a oh, wait. I want to invert this. Make sure to invert before you add the flood fill. Flood fill. Okay, so it is able to now generate different nodes and then flood fill to random gray scale. Now, my idea, and this was the trick that I wanted to show you, is that if you add a gradient map like normal, but you actually plug in a map like this, what will happen is, this is like, we need to make this a lot thinner. Um, we may try a distance node, but the distance node probably doesn't work because of the black areas. If we do maximum distance, yeah, see? That's a bummer. A distance node only works if it is white or black. So if I would artist do my Hcam scan over here, oh, sorry. After we have done this one No, wait, that's still not correct. No, the distance note doesn't need this. I just don't know. There we go. Okay, so that might have pushed it out. What I did is in my source input, I added my gradient, but then I added my mask in my mask input. And what that does is, as you can see, it kind of just pushes out those colors a little bit. It's not perfect, but let's try that because else we have this really thick line in between, which simply would not work. The only thing with distance note is, as you can see, it's a little bit buggy sometimes. Anyway, let's say that now we have generated a pretty decent mask over here. Now, what you can do is if you plug in a mask like this because the gradient map reads gradients, you can actually go in here. Simply for example, click on like this. And then if we go ahead and then grab, for example, our texture, we can click this one, pick gradient, click on one. Hello. And then it crashes for some reason. Let's try that again because that's weird. So try again. Delete this fresh start. Click. You can do it. Let's get rid of this one. Black collar pick. Click. There we go. Oh, I must have pressed the Pi gradient. Basically, what we can do with this is now if we just simply click on a few of these nodes and over here, also click on, for example, this one. And then what you can do is you can just click to add more points and keep adding more and more values like some slightly darker, press like a darker one, sometimes a lighter one. And what it will do is it will map these values accordingly to the gradient. So if I go in here and I add all of these small variations in gradients, it will just nicely map these gradits and everything in between that we did not click, it will still map it to just like a value between those two values over here. So I can go in here. And now you can see that we have slightly different colors like that. So that's your general idea for the bases. Now, once you've done that, you can go ahead and you can now start by adding a bit of extra Dort. So I can add a frame and just call this one mask generator and then we have this gradient, and I'm going to let see. Let's start by adding some Let's start by just adding some small things like one blend for the black dirt, one blend for the white specks, one blend for the strong white dirt, another blend for maybe, like, some position style leaking or something like that. Like the bottom over here, just like some darkening. Yeah, let's stick with this for now. So the first one is some white specs. We can go ahead and add a uniform color. And simply make this color white like this. And then for our white specs, we can just use our noises and we can use our probably DRT. Let's do D two, but I want to have a few more. So if you add a transform over here, move it around and then blend these two transforms together using a Max lighten. Now we can see that because we are moving it around, we can quickly just increase the amount of spots that we have like this and then tone down your opacie. Now the next one would be some darker dirt that you can just get some overall dirt. And for that one, I'm going to go for, let's try for now, just a uniform color that is black. And I'm tempted to use, like a smart mask or something like mask generator, maybe just like a dirt mask. It's good work. I know these ones, they are not the best, I will say. So top to bottom. Sorry, I'm just distracted because I'm curious if we can use this one for what I want to use. Uh, yeah, we might be able to do that. Okay, so that's something to keep in mind for when we do our position. I know another way that we can create leaks or something, but it's not the way that I want to create them. Ambient occlusion. We can plug this in here. For curvature, we can simply add the curvature map, plug in our curvature over here. And for the position, your flat fill is actually a position map. So you can use that one to add some position, and now you can see that Oh, that will actually take care of the dirt right away. Nice. So it's like a two in one deal. So we get this dirt around the bottom, but we also get some dirt around the edges. So that's quite nice. That will save me a little bit of time and a few extra notes. Now, what you can also do, you can always try to use a custom grunch if you just type in or tick on use custom grunge always go in here, for example, let's say that there's some new stuff here, some grunge leaks, for example, Stipe these into the grunge. And then what you can see is we get more of like a leaky version. Now, I don't really like that one. So let's try 013 maybe. And maybe tone down the contrast and play around a little bit more with our random seed. Yeah, but, yeah, you can see that we get some slight variation in the dirt. If I plug this into my opacity, now, I made this black dirt. I'm going to go for more of like like a brownish dirt like this. And would I want to maybe add some variation to this? I'm going to add some variation, but I'm going to do it in a very cheap way. And when I say that it is basically by adding a gradient map, plugging a random mask, for example, this mask in here, and then just set the mode to subtract or something like that. To get some very slight variation like that. It's really cheap, but it does work. And then in your bestie over here, just tone it down a little bit. Yeah, see, that's starting to look quite nice. I quite like the colors. They are working quite well, and the dirt is also working quite nicely. So we got this one. Now let's go ahead and go for, like, some edge highlights over here, for which we can just steal this mask over yeah, this mask, but I want to still capture a bit of it. But I don't want to have the exact same breakup. So let's just go ahead and duplicate this. And then in the top, we are adding a mask. What we can do is we can add a transform to the top, move it around a bit and see now it's like a slightly different positioning. And if we go ahead and just plug this one, probably like a histogram scan before we plug it in. Over here, you can see that we can now play around with our scan and position like this and then simply set this, for example, to overlay that often works and then tone it down quite a bit. And it's just like to add some randomized edge highlights, as you can see over here. But we want to make this quite subtle. Like this. Okay. So we got those done, and let's see. Yeah, we have some extra strong white dirt also, for which I'm going to add a gradient map, along with a B&W spots too. For your gradi map, just pick, like, something, let's go like here. Yeah, something like that. Just get something in there. And then for my masking, I'm going to basically add a histogram select and grab the mask that we used over here with our distance. Contrast position, range, and just give it like a few of these are going to have this extra strong dirt. And then what you want to do is you then want to plant this using something to break up the dirt, which is just going to be like a grunge map. The B&W spots tree. Now, maybe like a grunge map 001. Let's see if we do this maybe like a low level. That might work. Let's set this to subtract and just plug this in here. Okay, so maybe set the contrast a bit up. Play around with the balance a bit. Yeah, here, see. So that starts to add like a bit more of that extra dirty and we can play around with our range to get more or less of these broken pieces. And I'm just going to tone down the opacte a little bit over here, just to make it not as intense. And there we go. That's already looking like a pretty decent base color. So base underscore color. Let's move these out here. And you probably guessed it. At this point, we are just going to also generate a roughness, which should be just like a gray scale conversion, and I'm just going to convert. Yeah, let's convert like this one over here. Add a histogram range to it. And we want these. I like to have them always like a little bit shiny. So I'm going to set my range a bit lower because else we have too much of a difference and then set the position yeah, let's leave the position around 0.5, 0.6 to give it a little bit more shine. Then if we blend this a couple of times, so blend, blend, blend. The first blend will be our mask over here and set that one to art. So that one will add a big bulk of those highlights. The second one will be these edge highlights, which I'm going to set to subtract to give them a little bit of like a glistering punch. Then we have over here our extra dort. I'm going to also set that one to art. Make those extra dull, and then I feel like what would be cool is to actually add another blend and those specs that we added over here, the dirt specs. If we set those to subtract, they might give us again a bit of that glistering effect that you sometimes see. They might be too big. If they are too big, we just flip around the colors, but they might also look quite interesting. That's pretty much it. We now have our maps, what we can do is we can go into Momoset and I'm quite excited to see how this looks because I feel like the base color went really well. Oops I accidentally opened 1 second. Let me just quickly save my scene. I accidentally miss clicked. You guys didn't see because it's on the other side, but there we go. Okay. So we have our base color for which we do need to set our color back to white, and then we have our roughness over here. Honestly, that looks pretty good. See, we got some nice highlights here. Play out a bit more with, like, my shine. Yeah, you know what? I quite like this. I think it looks really cool. Maybe we can gather some darkening from somehow, maybe from, like, I don't think we can, but well, we can with a lot of effort, but I don't think it is worth it. So let's see. Do we have a fine edge detect? I doubt that it will work, but, yeah, I guess it sort of works. So if we do something like this, and then if we add a blend on top with a uniform black color, and for the mask, we are going to basically grab an edge detect from this mask. And it's basically just to map or to remove those outlines. Can we invert it? Yes. Okay. Okay, so that might actually work. So if we have these pieces over here, I don't know. We don't even need to blend, do we? Oh, yeah, yeah, we do need to blend. So we have these pieces over here, and now if we are like a histogram scan, for example, then we can, we need to be quite careful, so we cannot push those a lot. But let's say that we have this and I just plug this bind here and use my dark noise. Yeah, that might actually work. And we can always, do a little bit of blurring and stuff like that. So let's go ahead and just call this one damage mask in our frame. And let's have a look. Okay. It's a bit difficult to see. That might also be because of the highlight. So let's see if we can maybe do something like this. So we have this one. What if we now just add like a tiny blurry quality grayscale? Also, one thing that you can do is you can try to add a shadow. I doubt, or I don't think it will actually be able to register, but what you can do with the shadows, if you push it down and then invert grayscale, you can often get like a slightly strong map. But as you can see here, if we now maybe do an outer levels, it's really difficult to get the right effect. But yeah, we might be able to do this. I don't need that many samples. I think I only need like eight samples. Let's not do outer levels. Let's do a histogram scan so that we can push it even more and try to get something like this. Let's see. Okay. I instead of using the brown color, if I make an even darker black color over here, would that show up? Okay, that shows up a little bit better. And then maybe if we also artist one into our roughness, it can actually bring out the color a bit more. So if we artists blend, second, blend over here and then plug this into the top and set this to be an art. Yeah, see here. You can start to see it a little bit. It's quite tricky to get because it's such a fine detail. It is just difficult to get stronger vector here. Let me just add my shadows a bit more. Maybe at this point, I do need more samples. And see after this, we can also blur it a little bit and do that. But over here, I'm starting to see it. So yeah, I'm quite happy with this. Let's say that at this point, this material is once again also, pretty good. So we are done with this. I'm going to save my scene. I'm going to render out a nice image just so that we can have a close up look. And then if needed, I don't think this one actually needs to have a lot of polish. Like this was quite a spot on material, if I say so myself, probably because it's like, quite simple shapes compared to, for example, bricks and everything. But yeah, I like it. It's looking pretty good. I'm going to violet rendering out image called this roughness. I will later on do also an optimization pass, but right now, I'm just focused on getting all of our materials, or at least the basis of it. So the next one would be the last one, which is our plaster. Once the plaster is done, I might do a little polishing around, just like a little one, just to prepare it for unreal. And after that, what we are going to do is finally go back to modeling, and then we will go ahead and start by modeling our final wood pieces which are going to be very important, and then we will go ahead and work on the ground and everything like that. So are you done rendering? You are done rendering. Let's have one extra look at our image. Yeah. Yeah, I like that. That looks cool. Okay. Nice. Yeah, solid material. Awesome. So that is now done. You can save your scene, and let's go ahead and continue on to the next chapter where we will work on creating our plaster material. 34. 33 Creating Our Plaster Material Part1: Okay. So now that we are done over here with our slate roof material, which is looking pretty good. Now what we're going to do is we are going to start working on our plaster, which for some reason is really big. There we go. So what do I want to create? I have a feeling because, like, this is medieval and everything that the plaster would not be like super nice and polished, and maybe it would actually be cool to have a rough looking plaster, like you can see over here. So yeah, let's go ahead and go for something like that. Let's use this one probably as my main reference. Now, we are going to make this in two stages. The first stage is we are going to create our concrete wall. The second stage is we are going to create the plaster on top. And then we simply have a mask which will have some warping and stuff like that to also give us a peeling variation. So basically, we end up with three variations in one single texture. So let's get started with the concrete wall over here, and you probably guess can guess what I'm going to use for this. I will create just like a new scene. I'm not going to copy anything over. So let's create a new substance, plaster wall, master. There we go. And let's press okay. Here we go. And now what I'm going to do is metallic can go away. These inputs can go away. It's right click and press Save. And we are going to save this as a plaster wall master folder in your text folder. And safe. Okay, easy, does it? So we are going to get started with the concrete wall. Now, the concrete wall is probably just going to be like a normal map. I think the only time we need to height map is to actually blend between these two plaster pieces. So we're just going to go for, like, concrete map. It's a concrete map. Normal map, I should say. And you probably guess, like we have this grunge concrete here, which actually might work quite well for this. So let's add a quick normal, and then we can just like, build upon it. So you know, if we open GL and just do, like, a soft normal, see, I quite like this one. It's new, so I'm still getting used to using it. But, yeah, we can use this in, like, various ways. Let's first of all, get starts, base noisiness. Let's tone that one down a little bit. Dirt specks. Yeah, let's add a few of those. The scratches. I don't want to have too many scratches on here, so I'm just going to tone those down quite a bit. Sharpen. I quite like to not have too much sharpening in here because it is an map. It's not just like a grunge variation, large variation. I quite like having the large variation a little bit bigger. Okay, so we have this one which will generate a base noise over here. Now, I can see that there are some direction going on. This direction is often like when they are actually applying the concrete, they are using tools which create this direction. Now, what I can do for this is probably like a really cheap and easy way to do this is you grab a anastrophic noise at, like, quite a low resolution by setting the Y amount to resolution. Maybe the X amount, we can go a tiny bit less. Let's do around Let's do around ten. Over here. Then what we want to do is we want to go ahead and probably not yet art edge damages. We will probably do that after. Instead, let's add a make it tile patch gray scale. And with this one, because of the octave, we can, as you can see, make it tile many times. But what I'm interested in is that we can add a rotation variation, which will give us like these randomized strokes, and now if we add some purlin noise and stuff like that. So first of all, you can use your mask precision over here to kind of like tone this down. It's not perfect, but it's like a decent way for us to very quickly, generate some variation. So disorder and size variation, we can also add here. And then we might need to set our mask a little bit bigger again. And then if we have this and do a multi directional warp gray scale, along with, like, a purlin noise. So at this point, most of the stuff that we are doing, we already covered plenty of times before. Purlin noise and probably one Here we go. Just like a direction of one should be fine. Like that. So we are adding some warping. Let's make the pearl noise a little bit smaller over here. Next, what we are going to do is we are going to add a histogram scan to basically tone down most of these. Like this. Then we are going to add a slope blur gray scale for which we are going to use probably like a moisture noise, samples all the way up, mode to minimum, intensity down. You know the drill by now. And that set to 0.05. That's a little bit too much 0.02. Yeah, that should be fine for now. So we got this one. Let's do, I just want to see if another mult direction warp will add a bit more variation. So let's do another multi direction warp, like a cloud stop and set the clouds so to be quite small. The mult direction warp can be set to one and then mode to minimum. Okay, here, so art a tiny bit of variation also, which I quite like. So let's do an intensity of round two. So it can be very subtle. Okay, so we've done that. And now, finally, we just need to, of course, blend it because I don't want to have this all over the place. So let's blend this using I don't know. I don't feel like using a pearly noise because it is such an even map to blend it with. Maybe let's do a grunge map 01. Let's play out a bit more like our balance and contrast and all that stuff. Subtract. Yeah, so now we have, like, these random bits and pieces over here. I'm probably going to add a quick blur high quality gray scale. And then just soften out those transitions a little bit over here on top of my grunge map, of course. So now the cool thing is that with this type of concretes, because we are going directly to the normal, we can just go ahead and we can just do like a normal node here. And it is just much easier to blend these type of normals. Let's do invert grayscale before we go into normal. Yeah, it's much easier to blend normal maps compared to blending height maps. So here you can see that now we get like some of these random streaks, and based on this, I can go into my grunge and, like, add more or less. And that looks, that looks pretty convincing, I would say. And then it's just a matter of doing a normal combine over here and combine these two. There we go. Maybe tone down the intensity of the second one a little bit more. But yeah, that's already pretty much it's tone down a bit more. That's already pretty much fine for a normal. Like, I don't expect much from a concrete normal. So what I'm going through is I'm going to just go ahead and right click art frame. Concrete, underscore normal, and then later we will have a plaster normal below it. And now what we can do is we can already start working on turning this into a grunge map or a grunge map into a base color map. So what I'm going to do is I'm going to add a gradient map. And I am curious if this grunge map that we have used. I've never actually used it for my gradient map, but it would be nice if I'm able to use the same one as I am using for my normal because it gives you the colors, they feel a little bit more in the correct places. And else, we have a few other techniques that we can use. So let's pick gradient, and let's just go ahead and do something like this. Okay, that is quite interesting. I'm just going to move this over here. Let's see. Pick gradient smaller? No, so we definitely want to go for, like I think we want to maybe go for something a bit more uniform. Let's say that we go for the white areas. Yeah, that's getting closer. And then we will just add like the dark areas on top as like an extra mask. Okay, that's pretty good. Yeah. That's pretty good. So I just added, like, quite a bit of notes over here. Next, what I'm going to do is replace color range because, of course, when I took this picture, I've taken these pictures myself. This was in I believe this was in Vienna on a very sunny day, which means that Orange was Italy, anyway. So it was, like, very sunny day, which means that the orange is a little bit too overpowering because of the sun. So we are just going to go and replace color range, set the target color back. I still like having a bit of orange here. But what I'm going to do is I'm just going to set my color a little bit more in the direction of, like, darker gray scale, something like this. It still has that little tone of orange in there, but it's not overpowering. Next, what we can do is we can blend this. And this time, what if we blend this together using another replace color range? But this replace color range is going to be like a darker version, and we are going to just find something cool to blend it with. Will this one work? Where are you? That might work, but I might need to then duplicate it because I don't want to have it in exactly the same spot. So let's change my seat again and set the contrast quite low and the balance up. Yeah, that looks pretty cool. I quite like that. Play around a bit more with my contrast to see. Nah yeah, we definitely want to have a low contrast for this. Okay, so let's say that we have something like this. Now, next, I want to just highlight some of these scratches a little bit. And maybe add some more intenser dark spots. Let's go ahead and blend this, and I'm just going to use like a simple uniform color that is probably like white at the top. And then I'm just going to use these scratches that I have over here at the base, and just tone those down a bit. Just to highlight the scratches a little bit more like that. Then what I'm going to do is I wanted to have some slightly more intense colors, which are going to be if I just do another replace called range over here, make it like quite intense orange like this. I don't know yet how this is going to work. So here you have some spots. What I want to do is I want to have some overall spots and then tone down the opacity to see if that maybe adds some general interest. I don't know. Maybe we can use some type of leaks. That could be interesting. Here, see? Let's see. Leaks. Let's set the contrast up a little bit. Tone down the balance. So the only thing I'm worried about is that if I press space, these leaks are very tilableO I mean it in a one way, like you can very easily see all the tiling. I'm not sure if that's something I want. But these leaks over here, they are probably way too Let's see. Well, actually, you know what? I like these more. I felt like they would maybe be too sharp, but now I look at it. That's actually the subtlety that I'm looking for. And in terms of our paste, we can also just tone it down a tiny bit to maybe 0.9. And I think that's already it for our concrete. So we can go ahead and call this one art frame. Concrete underscore base. Color over here. And then the last one that we would need is we would need a roughness because the ambient glution and height will be more for our peeling effects. So roughness, we are going to go for, let's track this in here, this in here, gray scale conversion. Let's use my you know what? Let's use the base color over here. You know the drill, hissed gram range. Set the range, in this case, up, but it's concrete, so I want to have it quite dull. I'm going to blend this using our mask, set this to art. There we go to art even more dullness. Blend this again and this time using some of these scratches, which I will set to subtract to hopefully get, like, a few more highlights out of them. And then what I want to do is I want to blend this once more, again, using an art, and this time I'm using this version. There we go. And I'll turn this into your roughness, right click art frame. Concrete underscore roughness. And there we go. So now you can see that we very quickly create, just like a base texture over here. And now, if we go, Oh, it would be handy if I actually export this. We can go ahead and export this. Create a folder called final. In this folder, I will make another folder called concrete because I might want to end up importing these separately also into unreal. So for now, let's create a folder called concrete. I am going to turn an automatic export, but of course, later on, we just need to make sure that we turn it off when we do our very, very final export. So I'm just navigating to it textures, plaster master, final concrete. If we go in here, we can just go ahead and do, like, a, I'm just going to duplicate my slate roof, plaster. Well, for now, I'm going to set the scale down, turn off my displacement. I'm going to turn off my occlusion. And then we have our base color, normal roughness. And I'm quite curious to see how this looks. Okay, let's have a look. What do we have here? That is looking pretty good. I'm going to make, I'm going to make my norm map a little bit sharper. I'm going to tone down these wavy lines a little bit more, and I'm going to tone down my roughness and make it look a little bit duller. So it's going here. Set a position up to just make everything a little bit more duller and more intense. Like that. I was going to go in here and just add like a sharpen. On top of this. This only something that I would do with concrete because though texture, it wouldn't work well. I know that we can do sharpening in here, but it's not exactly the same, I feel like. And then what I'm going to do is we have over here our lines. I'm going to set these to 0.05, just to tone them down a little bit. I don't know. Do I also need to have sometimes it's nice to also add sharpening a very, very slight sharpening to your base color because when you have very grainy textures, and concrete is like a very grainy texture, and it just brings out that graininess a little bit. But you want to be careful with it because it can also look bad very quickly. But there we go. See? So now we have some more roughness variation going on. I'm going to Well, I'm not sure. Yeah, Stone down that very strong orange, a tiny bit, but not too much because it's not that bad. I still around 0.8. And let's just do a quick render. And then what we will do is we will end this chapter, and in the next chapter, we are going to create the pasta variation, and that won't take too long, so then we will probably also immediately create the pedaling variation. And then once that is done, I think what I will do is I will give you guys a break from materials because we've been spending quite a few hours now and quickly go back to doing some modeling, like just creating the final models over here. And then later on we can always go back and, of course, plish whereas it's going be interesting to do some of these final models because we need to use unreal in part of our modeling workflow. But yeah, anyway, for now, the rando should be pretty much done. So let me just open up this image for us. Here you see? Now it looks a little bit sharper in the image show. You can see that looks quite good having the tiny bit of extra sharpening in here. And yeah, I'm quite happy with that. I think the last thing I would do is I would just make the waves a little bit less strong, which is going to be this version over here. There we go. And that's it. So save my scene, and let's go ahead and that's with. And let's go ahead and continue on to the next chapter where we will just finish off our plaster material. 35. 34 Creating Our Plaster Material Part2: Okay. So we left off with creating our concrete. Now what we're going to do is we are going to create a clean version of our plaster. So without the actual holes and everything and just make sure that that one looks good, and when that one looks good, then we can just go ahead and break them up. So yes you can see, it's just like a willy bumpy looking plaster. Now, I have a feeling. I can also see some little stripes here and there. I have a feeling that if we go over here, one of these B&W spots might work quite well. Let's just go ahead and add like a normal. This one is really bumpy, number 01. This one is too sharp. This one, when inverted looks also pretty good. Let's use B&W spots three. And let's see. So B&W spots three we are going to use. I'm going to give this a slight blur, although I also want to try and use a non uniform blur grayscale, over here, because sometimes that gives an interesting effect when you set it to a very low value. Okay, not this time. Never mind. In that case, B just gonna go for, like, a default bleu just to give it, like, a little bit of, like, a softness to it. No, it's really sensitive. 0.05? No, 0.076, I think. Yeah, let's go for 0.06. So we got these ones. Okay. Now, there is quite a bit of size variation in here. So what I'm going to do is I'm going to combine these using a let's see, dirt one, probably. Let's do like a dirt one with, like, a blur, high quality gray scale. Give them some softness, and then let's add another normal over here. So we got this one, and then I'm just going to add a HCRm scan in between so that I can sort of control how many I want. And I'm going to just set my blur a little bit lower 0.06. And here's Scrum scan again, see? Then we can get something a bit more interesting. Let's also add a histogram scan behind our other version over here. Okay, that definitely does not work the way I wanted it to. I was hoping that we can use some of the contrast, but that's not going to work. That's no problem. It cannot catch up with those really tiny details. So we have these, and then we have, like, the bigger ones. And then what I wanted to do is I want to have, some kind of micro noise for which there was one that I quite liked. I think it was number two. B&W spots two at like a small scale. And then if we add a normal to this at like a very low level, here see? It creates that tiny bit of micro noise that feels a little bit more like concrete again or something in that direction. And normally what we would do is we would, of course, break things up, but now we're just directly inputting it into a normal, which does work a little bit better. So what we can do is we can add a normal combine. Start by combining these two, high quality. Set the intensity a little bit stronger over here. Okay. And let's tone down this intensity a little bit more. And then we are going to add another normal combine and plug in the top versions and again, tone down the intensity to make it a bit more logical. Over here, you can see that I've set this to direct X, that's technically not the right way of doing things. What you want to do is you want to just invert it because you want to keep everything uniform and cross the entire line. So we got something like this. Let's tone this one down a bit more. There we go. We got quite a rough looking plaster that feels quite similar to this. Now you can see like it has some very, very slight stripy details. So if we go for an anastropic noise, why amount by resolution and then rotate it. So just to rotate it through. And then if we just go ahead and add a multidirectional warp grayscale along with a pearling noise for which I can probably reuse this one. Directions one, mode, minimum, and just give it some very slight Warping over here. Let's see. Let's add a normal to this at a very, very low level. I think I actually want to blur it. Yeah, I might want to just like a quick blur, high quality greys go just to give it a tiny bit of extra softness. 0.1 maybe 0.08, probably. Yeah, let's do something around 0.08. And now, what we're going to do is we are going to first blend this normal using a simple, normal color, which I think I have not used yet, no. Okay. So we're just blending it using a simple, normal color. And then what we're going to do is in the opaque, of course, grab something like I know we can probably even just grab this one over here. There we go, see, to break things up a little bit, and then we will do a simple normal combine, plug in the top, and now we have these very faint lines also running through here, which adds another little bit. Probably going to make my base a little bit less, 0.05. And probably also make this one. I don't want to have the plaster too intense, so I'm just toning down all of my normals a little bit to get more of like a flatter look. Let's try something like this. We just need to have a look and see if it works. So right click art frame, and let's say that this is our plaster normal over here. Yeah, so pretty easy. Now, for our base color, let's see, it's mostly just like yeah, it's mostly just, like, a fairly plain yellow color, and then it has, like, dirt leaking added on top of it. And then it also has maybe, like, some general details in, like, the shadows here and there. So let's try something like that. Let's go for a let's go for a gradient map. How did this one look? That one looked quite even, so that might actually also work over here if we just grab this color or this grady map because it looks like that, like the grinch map, it works. And what we can do is we can have look, pick, gradient, Yeah, let's go around here and just, like, criss cross it. Yeah, something like that. It's actually quite close to our original. So then we add a replace color range. This time, I want to go for white plaster, I believe. Yes, I want to go for white plaster myself, but that makes not a lot of difference. So sauce color, gradient map, target color, source color, and then just go ahead and turn this into, like, a fairly white plaster version over here. Next, what I'm going to do is I'm going to blend this together, and I'm going to blend this using a, again, like a replace color range, but this time we're going to go for more of a like brownish version, and I want to get some leaks. Let's see. I use these ones over here. I quite like them, but I need to duplicate them because I want to have a lot more of them in here. So let's plug this down here. And what I'm going to do is I'm probably going to add, like, a directional blur at an angle of like 90 degrees and then tone down the intensity and just give it like a slight blur. There we go. We got that, and let's add another slope blur Grisko and maybe add like some moisture noise to it, just to make the shape a little bit more interesting and a little bit more broken up here, see? So that starts to add a little bit more detail. So 0.1. I don't know. Maybe we want to actually do a clouds too. I feel like a clouds to might. Work a bit better. Set this to 0.1. It's a bit too strong. 0.07 or five maybe. So 0.05. There we go. Okay. Then I'm going to just tone down my opacity a bit because I don't want to have it as strong. It's still just like plain plaster. Okay, we got those. Now, another thing that if you want, you can do is you can add another blend, which, again, like the brown dt. But this time you can add a shadows. And if you grab, like the biggest details which are these bumps over here, and add those to your shadows, we can give it maybe a little bit of like a sort of like an angle that has some dirt coming from these really dark bumps over here, like the dirt to start kind, just like collecting down at the bottom. And if you then invert the shadows. So you get this very slight mask which you can then plug in. And now you can see that you get this very subtle detail where there's some little dirt accumulating in these areas. And let's see, we have done that yeah. I think because the rest of the dirt is fairly localized. I think for now, we want to keep it quite plain, because it is still like this is just like the plain plaster that we will need to reuse very often for when we do not want to have any, like any warping, how do you call this? I have a brain freeze. Peeling peeling, any kind of peeling and missing plaster. So we are going to later create the system inside of unreal where we can literally vertex paint in those extra details where we want to have peeling plaster and where not. So knowing that, let's go ahead and for now, add a multi switch color, and the first one is concrete. The second one is going to be plaster. And expose the input selection. And let's call this one material underscore variation. And also copy this in the label and description and in the group. Let's create a group cup material and just press. Actually, for your max, you want to probably set your max down to around three because we will only have three variations, and that makes it easier to move it around. So let's press okay, plug it in here. And then we can simply copy this and we can do the same thing here where we have our concrete in one, our plaster in two. And then the last one is that we need to duplicate. No, not that. We need to duplicate our roughness. Over here. And I'm going to plug in my base roughness in here. And this one we can go for probably a little bit darker because it's plaster, so it can be a little bit more shiny. Then we can grab one of our leaks over here. Then we can grab one of our shadow masks over here. And finally, we can just go ahead and get rid of the last one. And then we can once again add a Act for this one, let's do a multi switch gray scale because these are, of course, gray scale, you can see it from the inputs. But what you can do is you can simply go to your multi selection, and then you can over here see the material variation because it can see that this is the same type of input. So now it is sharing by selecting this one, it is sharing the same input. So they will all be switched at the same time whenever we make a change. And I think this is actually the first time that I'm showing you that. So we can right click Ara frame here and call this frame plaster, like that. We can save sin, and then temporarily going into plaster wall and it's going to a preset. And just go ahead and quickly in material variation set this to number two over here. And there we go. So here we have our plaster, as you can see. So that is looking pretty good. I'm just going to render out an image, and I will pass the video and then we can have a closer look. Okay, here we go. So the first thing I noticed that everything is a little bit too sharp. As you can see over here, there's, like, a blurriness to it. And that's not just the image. Just in general, everything is quite soft. I'm going to so the general base color, it's fine. I might want to tone down the darkness a little bit, and then I'm just going to lower down the stripes and soften the rest. So base color, tone it down a bit. Over here, and then I'm going to lower down the stripes intensity. Let's do 0.015. And over here, I was going to. So this one is the very base, I believe. Yeah, so the base is fine. It's this one over here that I want to probably set my density to 0.1. Now, there is a risk. Basically, the risk that you can have with this is that your texture will actually feel low resolution because we are blurring something that we technically should not really be blurring. So that's something to keep in mind that it might actually feel a little bit low resolution. So over here, it is working better because we have a Hitrum scan that's kind of like clamping everything down. But yeah, just in general, keep it in mind. I'm also going to tone down the really strong details because I can remember yet here. They are a little bit too strong, so let's set to 0.1 over here, and let's give that another go. And also you can also play around with your camera A and make sure that you sharpen isn't too strong over here. Okay. So I think that works a little bit better. We have our roughness that's working. Maybe set our roughness leaks a little bit stronger. Here we go. This one, you definitely need to take images in order to have a closer inspection if you do not want to at least move the camera around and stuff like that. So while that is rendering, that's fine. I think we are getting quite close. Now, what I want to do is I want to go ahead and have a look at the peeling. So the peeling over here, it's basically like a grunge map, and as you can see, when you would smooth those edges of the grunge map and then add some, normal details to it, you can get like a peeling effect. The tricky thing always with peeling is that it is very repetitive. Like if you do peeling, you will need to use vertex penser. You cannot just repeat it over and over again, like you can do with, like, a plainer texture. So that's something to keep in mind. And for the rest, you kind of just need to find something that you like to use for peeling. So I believe that at this point, it's done rendering. Yeah, see that already looks quite a bit better. So a little bit softer and it feels like a lot closer to this effect. So they are quite close. Of course, you can keep refining it until they are one on one with real life. But for now that's looking fine. So anyway, as I was saying, let me just quickly close this one also. And over here, and now if we go to designer, let's create our mask over here. So our mask it is always different. It just depends on what you want to use. I often like to or use grunge map 01. I like to create like a system. So I use a few crunch maps. Let's say 01, 013. Is there maybe a new one that I can use. You can also use something more uniform like a clouds too. And basically, this is how it works. Let's use this one as a base. So you basically create like a balance and you want to have the contrast of this balance to be quite strong, like you can see over here. Yeah, let's do something like this, for example. Now the next thing that you want to do is you want to go ahead and you can do a few things. Or you can do an edge detect if the notes are not large too large. Here Oh, sorry, too large, too small. And then you can kind of try and push them out until you get only, like, the very large details. I think in this case, that one does not seem to work very well. Another version, which is more like a layman's version, is to simply add a blur high quality grayscale. And then add a histogram scan. And with your histogram scan, if you set your contrast, you can go up here and you can kind of, like, try and get some of these. Now, the annoying thing that I find is you have these really small little bumps over here, and I don't like those. Like, as you can see, yeah, you have a few of them, but you don't have a lot of them. Now, one way that we can go ahead and select those is by adding a flood fill, and then we can do a flood fill to bounding box size, which basically selects the shapes based upon how big they are. Now, once you've done that, you probably guess that now if you do a histogram scan, and set the contrast up, you can then based upon your position, increase them to more or less, and then we can choose how many we want to have included. So that's one way to basically have this system. And at this point, you can simply plug in, for example, a different map. So if I go for this one, contrast up, tone this down. This one has a lot more smaller bits. But technically, if I plug in this one, E. It gives me a slightly different effect, but it still has roughly the same style and effect. And yeah, it looks quite similar to this. Of course, we need to make the edges a little bit more interesting. That's something that we are going to work on later. He come scan. We can do the same over here, contrast. Do this, plug it in here, and then you can see that we get, all of these different variations. Now, I quite like this one. I think I'm going to go ahead and use this one. I will keep these versions in here just so that we can use them if needed. So we end up with these edges over here. I want to make them now a little bit more broken up, and I think that is a perfect job for the non uniform blur, for the multi directional warp gray scale that has, like, a clouds too. Can I reuse the clouds too? This one is tiled. Well, it might work. Maybe even though it's tiled, maybe that's fine. And then you want to set the directions to one. Or, actually, you can try to set the mode to minimum, and then you can see that it technically also works. You have one versus four. So it does add like quite a bit of extra damage, but that might look interesting. I'm actually going to add a transform in between my clouds, too, and I'm just going to dock it, and I'm going to set this to minus two to make it even smaller because apparently, I feel like I need an even smaller variation. And then for the directions, yeah, you can kind of just see. Yeah, I'm going to go for probably four directions. Yeah, because it creates some of those more sharper edges, which you can also see over here. Actually, here, you can literally see those same styles coming back in real life. So let's say that we have something like this. Okay. Now, we can go ahead and create a frame over here and call this frame peeling mask. So there's now a few things that we need for this. The first one that we need now that we have a mask is we also want to have some norm map details. So we can create another variation. Let me just move this over here. And let's start with the norm map. So for the norm map, I'm going to simply blend my concrete and my plaster and I'm going to blend them using this mask. And then I just need to make sure that I want white to be concrete. And right now, it's the one way around. So let's just go ahead and grab this. See, white, concrete. Okay. Perfect. So that works. So we now are just blending between these two. Then what we can do is we can add a normal combine. And in order to get that peeling effect that you can see over here, you basically want to use a non uniform blur grayscale and plug in. One of them again, needs to be inverted. As I said before, I always forget this. Just set your blades and samples up. I think I need to invert the mask. So if I do invert gray scale, Let's see. So this is the plaster. This is the concrete, which means that I need to go in, in the plaster, I need to go from white to black. Which is correct. Okay, so that's correct. So yeah, you need to go from white to black over here, which basically means that we are peeling it upwards, so down to up in these areas. So let's go ahead and just add that. Then the next thing that we need to do is we need to blend, and then we need to subtect our mask again like this so that we get this soft effect. After that, we want to add maybe like a nice little bu, give it a little bit of softness to it. Then once that is done, we probably want to add some balancing. Yeah, I want to add some balancing. I want to add two ways of balancing, actually, now I think of it. So the first one that I want to add is to add another non unfamblT one I'm going to make quite a bit stronger like this. And then I want to do a classic blend between the two using something very soft like a pearl noise. Do I have a purlin noise? I do, but I want to have a much bigger one. So let's just duplicate it and set the scale down. And then you can see that we should get I need to have a histogram scan because I want to clamp it down a little bit. You see? So we could get some areas that are very white and some areas that are very soft and stuff like that. Okay. How does that look? So white and thin, maybe play around with my hiscum scan a little bit more. Yeah, that adds variation number one. And then I wanted to add variation number two, which is as simple as just grabbing again, our pearling noise. But I want to change the seeds and change the scaling a bit and stuff like that, and just simply multiply it on top. To add also differences in strength on our peeling, like that. Okay. So we've done that. Now what I'm going to do is I'm going to call this one starting to run out of space here. Let's do this. Peeling underscore normal. And then if we add a normal note over here, OpenGL, you can see that we get this peeling effect. However, this is eight bits now. Before I do that, I just need to check. Concrete. Okay, perfect. So eight bits, where are you turning into eight bits? You are turning in this blend for some reason. Let's hope that we don't get those bugs again. So let's set this to 16. Okay, I see. So now 16 bits works a bit. No, we still have it. I'm going to restart. I'm not even going to bother right now. I'm just going to quickly restart substance Ziner because that seems to work. But basically, when you add this to your normal combine, you get this. And then you can go at it. You can play out with your blur high quality gray scale over here, 05 to make the edge a bit sharper, see? And that's basically the peeling effect that we are going for, and then we can go over here, maybe that's to, like, two to make it quite strong or maybe like 1.5. But as I said before, let me just quickly restart substance because it's again giving me this annoying bug. Okay. And we are back. So yeah, you can see now it is fixed. So it's a bug. Yeah, nothing we can do about it. So we have this peeling over here, and what we can do is in our input number, we can set this to three on all of these versions. And the norm map version is the most important one. We just want to plug in this version. And the other two versions is literally just blending your what was it? Is the first concrete? Yeah. Blending your concrete with your plaster. Oh, yeah, wait. We want to add some dirt over here. That would be nice to add something like that. So let's first of all, also go here. Roughness, plaster. Plug this one in here. You can already plug them in. We are just going to add some more stuff on top. So okay, we got this one. Now, just to get a little bit of a feel for the dirt, we can add another blend. And this time, go for like a uniform color, and it can just be yeah, like a really, really dark, brownish color probably over here at the top. And then what we can do is we can add ambient occlusion and just use the cheap one, the HPAO and turn on GPU optimization if you want to have it even faster. And now for our peeling, we want to grab we want to grab this version? And yeah, I think we want to grab this version. Or not. Let's try No, yeah, we need to grab that one. Okay, so we can grab this version and then invert it. And then, of course, blend it using just something. I don't know, B&W spot three or something like that. So just multiply it. And then if you plug it in here, you can see that we get a little bit of just random dirt. So let's do B&W Spot three and then maybe add a histogram scan behind it to give it a bit more variation like this and just in general, control where the dirt is. So yeah, we got stuff like that that we can do. And you can always go in and you can, add a little bit more dirt on top. You can even try to use your dirt generator over here. And then it's asking for ambullusion, which I have. It's asking for curvature, which I can simply plug in my let's plug in only this normal for the curvature so that it only generate that one over here. And now you can see that we have some additional dirt. We can play out with our grunges, maybe go for, like, a custom grunch and grab something like some leaks or something like that. And see over here, we have some leaks. Let's throw those into the grinch input. See? So we get just some general leaks and stuff like that. Maybe set the grinch scale a little bit lower. Plug this in here. And you know what? I'm going to go for, like, a different color. I'm going to go for slightly more brownish color because, of course, right now, it's overlaying on top of the other crunch that we already had. So let's go for, like, a brownish color. And I don't know. Do we need that previous crunch? Yeah, the previous grunge is nice. I just want to not make it too strong. And let's see. So brownish leaks on top. And then if we go into our roughness, we can simply blend our roughness. And I'm only going to blend like this mask over here. Set this to art. And there we go. So let's say that this right now is the base. So let's start the frame. Peeling underscore base color. And we can save our scene. And at this point, we can just go ahead and I'm just going to still export it into the same folder. Of course, later on, we want to change this. But now you can go into your presets and down here, sets to variation number three, which means that now all of these are switched to number three, and hopefully that looks decent. Okay, the dirt looks really bad, and we are going to add a little bit more stuff. So we want to add our RT AO, tras and meta glution for this version over here, tone down the height scale. And then for our height, we are going to literally just use this version also over here into our height. Okay, so we've done that, plaster wall, final. I'm just navigating to it. I'm going to go in here and I'm going to tone that dirt way down. And I might just make the dirt mostly like, this dirt over here. Let's make this dirt quite a bit stronger, but let's make it only around the concrete. So what we can do is we can blend this using our mask, which is this mask over here. And then we can set this to multiply. And then if we do one last histogram scan, let's push this out. And yeah, maybe we go also for, like, something not as dark, so I'm just trying to kind of get a nice balance. Okay, so that's it for concrete. Then we add this dirt on top. Let's have another look. Okay. And yeah, the plaster wa it never looks really nice when we have no AO or height in here. So we are going to go down. I'm going to drag in our ambito glusion make it not too strong. And let's also just for the presentation, drag in our height map over here. For which we can do, like, a little bit like this. And let's have a look. So first of all, I'm a occlusion. Yeah, I want to make very soft. The next one is the dirt really is not working. I don't like the dirt at all. And also these there are too many small spots. So for our dirt, like, the dirt, it is working. It is there, that kind of stuff. Just want to see if I can, like, tone it down. 'Cause right now it just looks too dark. So we got those pieces, and then, oh, yeah, what's going to make, which is just like a masking feature. Let's go here, and we had too many small spots, willy. Huh? They are sort of connected. So let's try something like this. And you can always just turn off your displacement. Okay, so these spots that's interesting. Why are they staying here? I cannot actually see them or do they happen? Oh, look at that. They happen on the inside. Ah, okay. For that one, that one is a little bit trickier because you would need to try and do another detect. So if we go because we are doing this before, yeah, if I just do like an invert gray scale over here, see, so now we have another detect node because I don't think I can do that here, can I? No. So I'm just going to make this a little bit more expensive just to save some time. So another flood fill to bounding box size. So now we again, have a bunch of these really small pieces selected. And then if we just do another histogram scan over here, we got those pieces masked out. And now, can I just use this one? If I invert this, I think that's pretty much the same, but then a cleaner vergenc. So now we are basically just cutting out some of those pieces. And then I'm just going to hold shift here like this. So now it has become a much cleaner version, or it should have. There we go. Now it's a much cleaner peeling plaster version over here. Okay, so we got that. I feel like now my concrete, I want to make it a little bit rougher, but I don't know. Let's do an image. I know that this is quite a long chapter, but I kind of want to just, like, finish this texture in this chapter. So I'm going to make a render. And while doing that, I also want to just, like, quickly inspect. Yeah, because our concrete looks quite strong in here. So I'm surprised how flat it looks. That might just be because I'm rendering in ten ATP right now on my screen, so that might just be the cause of it. Let's see. This one is almost done, so images Yeah, so I don't know if we can maybe increase the strength over here a little bit, like, increasing this intensity. Let's see, it's done rendering. So, see, so if I just increase the intensity a little bit, that should be fine. And for the rest, so we got this one all I want to do now because here, the plaster it's fine. Maybe I'm not too happy yet about the dust, but that's something that we can look at. So I increased that nor map strength. I'm just going to for fun, try out, as I said before, like, a few different versions over here. So we got this version, and then you do need to by this point, wait for it to update. In here. So I keep looking into this folder to make sure that it is done updating because now we have quite a large graph. Oh, it looks like it did not do a proper export. Let's try again. Export. Over here. Yeah, you know what? I like this version more. It has a little bit of leaking effect on it, and it doesn't have as strong of these areas over here. I'm going to lastly just tone down the norm map a tiny bit. So we have this norm map here, 1.5. Let's tone it down to, like, one, just to make it a little bit more subtle. And then after that, I think, lastly, all I want to do is maybe do like one slight slope blur grayscale and grab a moisture noise, which we have over here. And just a samples all the way up, mod the minimum, intensity all the way down, and just give it a very slight 0.05, 0.01 even or two maybe like a very slight variation. We need to be very softly. 0.01, probably. Over here. Yeah, see that adds like the tiniest bit of extra damage over here to our plaster. Okay, I would say that I'm going to call the plaster done for now. There's still some balancing needing to be done. But let's say that for now, we are going to take a break from our materials, and we are going to start working on our wood. It's something I also like to do. Sometime often I even do it more. I try to balance it out. But because it's a tutorial, I do want to try and keep all of the chapters combined, because normally I would literally just do, like, the pavement and then I would make the models, then I would do, like, the brick wall and the plaster and I would make the models, just like to give me a little bit of, like, peace of mind. So we are in the next chapter, going to probably start working on our final wood pieces. Those are super important. And the rest, like the walls over here, the brick wall, the plaster wall, those are literally just planes, so they are going to be very easy to do. The cobble stone or whatever you want to call it. The pavement, this one is just going to be a plane. However, we will need to have an extra look on how we are going to do the actual curb over here, but that's something we are also going to work on. And then yeah, the roofs are also plain. So actually, the modding is going to be very easy, but we are going to use sea brush, so we are going to do some fun stuff in there. So yeah, let's go ahead and continue with this in the next chapter. 36. 35 Selecting Our Wood Pieces And Preparing Them For Sculpting: Okay, so we are back inside of blender again. Now, what we're going to do is, as I said before, we are going to start working on our wood pieces. So if we just go ahead and grab our reference over here. So the wood pieces are by far the most important pieces because they are used so many times and because we are going to reuse them. Just as a recap, what we're going to do is the wood pieces are actually going to have their own unique texture. We are going to have all of the wood pieces into one single texture. And then what we are going to do is, we are going to reuse these wood pieces. This will both allow us to create high polish sculpts for it using Zbrush to add a little bit of extra quality. It allows us to add a little bit more texture quality also in here, compared to, for example, tilable textures because with tiable texture, we would need to also create masks and like shaders and everything, it would be a whole thing. And then on top of that, it will also save us a lot of time because the wood is used by far the most. So those are the three elements. Now, there might be some elements, like, for example, as far as I can see, maybe for, like, the door and for the windows, I might end up creating a second texture just because those are really specific, but that's something that we will need to see how much texture memory or texture space that we have left. One thing that is super important with our wood is that well, we can go back later on out more, but we need to do that using an entire new texture. So it is quite annoying. So let's try to get all of the wood pieces together for which we are sure that those are the ones that we are going to use. So that was all of the talking for now. Let's go ahead. And we have our curbs, pavements, and here, ground floor wall. So over here, this is one of the just zoom in. Yeah, this is one of the common wells that we have. So what I will do is I will basically just go ahead and duplicate it, and then I'm going to move everything that we need. I'm going to move over here. Then add a few more variations for just in case scenario, and once that is done, we can go ahead and just I'll combine it. Move it here, move to collection, new collection, final wood pieces underscore 01 just in case I want to do more. We got this one. We got this one, and I believe that this one is well, it's not exactly the same, is it? So what I can see over here is that this one is a little bit wider than this one. However, what we can do is we can kind of just scale this one down. It is so close that it is no effort for us to later on scale it or squash it a little bit, and you won't really notice the difference. The reason why I make sacrifice like this is simply because I want to make sure that I have enough texture resolution and not that all of my wood pieces end up looking really blurry. So we can now go ahead and yeah, we have both of these white final wood pieces. We can now go ahead and go to, for example, the corner pillar. So the corner pillar, it does have some wood pieces here. However, these wood piece are once again pieces that we can probably. Actually, you know what? That might not be the best case. If we end up reusing this one, we might not have a nice corner. So instead, what I will do is I will go ahead and use this as like a single corner. But I want to turn this into like a let's duplicate it. Let's go into added mode. Basically, what I want to do is I want to select it and snap this two phases and then snap it here. And now Oh, wait, I accidentally like the Wong one, so let's hide that. This one, yes, over here. And what we can do is we can do ld age to just push this one back. So I just need to keep this organized GF corner pillows here, one. There we go. Okay, so now we have the square, and we know that we can use the square down here. And then up here, it is the same square. However, it is, again, like a ticker version. So what I want to do is I'm going to go ahead and I'm going to move this up here. And what I will do is I will go to edit mode and then just again snap this one to the bottom face and this one to the top. I like to keep my sizes sort of universal. So now that we know that we have this, by the way, this one over here, we can delete because I don't need that one. So, okay, a square piece. So we have a square piece for our pillows. We have a long piece for our walls, and then we have, like, a thin plank over here, which is just automatically a general plank. And let's go ahead and move to collection, wow we have so many collections by now. I did not expect that we would end up with this many pieces. So these two can pretty much just be this one plank. That's fine. Ground floor pillar plane 01. Would that one be similar to this one? If the size is similar enough, then what we can do is we can just go ahead and we can create a few variations. So let me just quickly Yeah, so like the size pretty much looks. Okay, so knowing that this one is similar, what we will do is because we are going to create a few variations of this anyway, let's have so we have 1 second. We have a long version, and we never willing to go longer than this. Then we have a shorter version. And then we will go ahead and do we need another shorter? I was thinking of maybe having an even shorter version, but for this one, I believe that we never really need such a short version. So what I'm going to do to save memory, I'm not going to do that. This one, however, I do want to go ahead and I want to create another version, which is longer. So with this, you can be quite flexible. We can go ahead and go to, for example, our font view, and let's say that we make this one long Oops over here. You had to do long shot and then this one is going to be extra short. There we go. So we have three variations of planks. And from this, we can always just go ahead and scale up and down because small scalings like that, you won't really notice in your texture. You won't notice intense stretching or anything like that, as long as you keep it to a minimum. That's why I'm going to go for multiple variations. Because if I would scale this one down to this size, yes, then it will not look good. Let's see, ground floor wall. So these planks are the planks that we are going to use here. So I don't need to worry about that. These ones we already have included. And we just go basically by every piece. And make sure that every piece that we can create with our wood pieces all of the wood that we need for those pieces. And it looks like for this, once again, we have, like, these planks over here, so that is looking pretty good. This one, I just want to see how long this is, if it is getting close enough. Oh, yeah. Oh, yeah, that's close enough. So I don't need to add that one. Here we have a normal wood plank, which is a thicker version. And what I will do is I will actually grab these versions and make all of them a little bit thicker. It's also easier for sculpting, and then it's easier to squash them. So let's make those all a bit thicker. Our windows. Now, our windows what I will most likely do is our windows are going to be unique because they are like this standalone piece. They have very specific wood pieces, and it would just take up so much space that I don't really want to. So what I will do is I will make one unique texture that's going to be for our windows and also our doors, probably, and then we can immediately, include all of these metal bits and stuff like that. Yeah, that is probably best. So we will do that later. Window, window. This wall we can create this wall, we can create this wall. A bend piece of wood. We should be able to simply bend this piece of wood, and it should not alter our textures too much. Of course, cutting it up near the end, that's a question that you might ask yourself. But that's something that we will do then because even if we like kind of cut it off, roughly, I have tricks to make it look very natural. So I'm not too worried about that band piece of wood, horizontal pillars. Ah, looks like that I end up with a small horizontal pillar anyway. Okay, in that case, I was worn. I'm going to then grab this one. And make it roughly, let's just duplicate this so that I can see. Yeah, here. Let's make it roughly that size. And let's go ahead and go next. Okay, so these ones are like the tin planks. These tin planks, that's interesting because we cannot just use the same wood over and over again because then it would look very nice. So what I want to do is I probably want to go for, like, four of these planks. What I will do is I will duplicate this here. And like four of these wily tin planks. Let's see. Let's delete these faces in between one, two, three, and four, and then just press four and just delete everything else. So we have these planks over here. Yeah, let's shall we make it? No, you know what? I want to also make the bag. The reason is when I make the bag, so just bridge the bags over here. It means that we can rotate this around, and then we have eight variations right away. With just four planks, we have eight different variations. And then if we rotate them upside down, technically, we will have even more, so we will have 16 variations. So that will give us enough variations to quickly create like a row of planks like this. What I will do is I will go ahead and queue, separate selection, four Q, separate selection, four Q. All of this modeling, I'm not going to explain again because we went over this already many times before previously. So just keep that in mind, all of the shortcuts I'm using and everything. If you are new to this, just go to the previous chapters. Let's go ahead and right click, move to collection and throw it in the right collection. So our door we are not going to do. We have over here these wood blanks. We can I'm just going to cut them off here. I'm not too worried about that. So yeah, door is going to be separate. We are going to make these from here. These pieces we can make from our planks. This piece is going to become a door so that will once again be separate. And these are also just going to be two separate pieces, so that's fine. Okay, this one. This one is a little bit trickier. As you can see, we have this really large piece over here. What I want to do is we have a roof front sera one. And I want to basically check that our other roof fronts have the same roof, which they do. Okay, if they do, then probably the best technique that we can use is to select one side, and then just contra I and delete everything else and then turn off roof font. So we are just basically going to add this, and it will be quite a large texture. So this one will take up quite a bit of space. But we are just going to go ahead and add this one piece. I just want to hold Control and then snap it exactly to -40. That makes it easier later on to just rotate it back. So we got this one over here. Yeah, that is fine. Let's see. Yeah, I do need to because we are going to work in size of brush, press K to go to your knife tool, and then just quickly Come on. Okay? Add an extra edge here. If we don't do this inside of brush, it will just give us an error with our jom tree. And just in case, let's also do one here. So Z brush does not like me having floating vertzs like that. Sometimes it works, but it's better to just avoid it. There we go. And then over here, I can see we have if I press Alt X, it looks like that these are double ertzes. So let's merch them center. Let's turn on Target Weld toggle, and then just weld these together. There we go. So that's now all connected. Yes. And that one should be fine. However, what I can already see happening is that in zebras, this will not look very nice. Let's do a contra B to give it a little bit more space for when we turn this into a hi poly model. What we're going to do is these pieces, we are first going to turn them into hi poly and because I want to use Nanite we are then going to optimize them in zebras and UV unwrapped those pieces instead of just doing these. If you would not be using Nanite and you want to go super optimized, basically what you would do is these would already be your low poly pieces. And all you would do is inside of Zebra, you would add small damages that do not divert too far away from your low poly in terms of the shape. And then you would go ahead and do the baking and the entire process that we are going to also do. However, in this case, we are going to go for nanite so we go for slightly higher quality, which I mean slightly more geometry. So let's see where we leave of horizontal pillar, Roof front 01. Roof slates are their own ting and texture. Window I quite like having some of these blocks. So let's do a large one or a large ish. And let's do a small one. And what we can do with these is probably here, if we do this, we are probably able to also use them on here because these windows are really high up. I'm not too worried about that. So we are probably able to just use them up here and also use them up here and everything. And this one would once again become like its own little window, which will be a separate texture. Chimney is going to be its own thing. Yes. So we are going to use our brick wall for that, along with the concrete that we have created for our plaster to basically create it. So we don't need to do much for that. And I am going to try displacement on it, even though it might break a little bit. So these pieces we can use up here, and then I want to go ahead and let's go One of Oh, I still have snapping turned on. There we go. So let's see. We have this one, which we can use. I'm going to go for maybe, like, one, two, three, let's do three variations over here. I will do more variations is if this would not be a tutorial and I have more time. This version over here. That one is a little bit trickier. So here they have wood planks sitting in front of it. And here what we did is we just did some of these. So what I can see is they would just have these planks sitting in front of it, and then behind it, they would have maybe, like, a smaller version like this. And then here, these versions are once again made from these planks. I think I can make this balcony with the pieces I have here. Yes, the only thing that would be nice is to maybe have a an even longer version of this one. So let's go and duplicate this and go for like a let's go to a front view. Let's do something like this. So an extra long version that we can use, and then we can fill that up. Okay, so we got those balcony can go away. Oh, this piece. This piece. So these are just planks. And then the inside is going to be woot. You know what? If those are planks, then what I feel like yes, yes, no, I don't know. Technically, what we can do is we can just throw on a tilb material for weird pieces like this. Just like a big tile bom material that will kind of fit in. But it does have some of these edges. So then I would need to warp some of this wood in front of it. I can do that. Yeah, I'm going to warp some of that wood in front of it. So I'm going to use these wood planks to basically construct this. And then for the inside, we are going to use a tilable material, just on like a simple material inside of a reel to basically add that extra bit on there. So I don't need that one. And now we have pretty much just arrived at, like, some duplicates, so wood plank tick. I already have a small version. This one I'm able to construct. This one will just have like a door, roof front. This one will also be part of the doors. This one I can construct. Yeah, I should be able to construct all of that. This piece, what I'm going to do is I'm just going to use basically tlable materials. It's so far away. It's such an annoying piece. I'm not going to waste my UV space on it. That would be a really, really big shame. This one, I'm also going to go for, like, slate roofs, so we will do that separately. So that pretty much marks the end. Yeah, we got, like, a nice collection of some wood pieces over here that we can use. Different variations is fine. What I'm going to do is so these variations, we will have two sides on both variation. I think because this is the most common one, what I will do is I will move this down. It's one extra variation for this because if we use the same wood very often next to each other and it's the exact same looking wood, that, of course, will not look very nice because you will be able to see that the textures are exactly the same. That's why we are basically just adding a few variations here and there. Now, for these beams, I don't really need to do that. They are pretty much squared, so I actually have four sides that I can rotate them on. The roof are really high up, so I'm also not too worried about that. Here we already prepared for it. These ones we are not going to use that often also, so I'm not too worried about it. So yeah, I think this should be fine. Let's have ath. So we have all of these pieces. Is there anything that we need to prepare for? Of course, as I said before, we can technically just add more pieces later on. But for now, I just want to make extra sure that I got everything I need. Yeah, even like these white pieces, we can just use one of these white wood Hmm. Yeah, you know what? I think this is fine. Yeah. Okay, awesome. So we got these pieces over here. You want to make sure, once again, like I said before, over here that you do not have floating vert season that everything's nicely connected. Of course, because these are all squares, we don't really have that problem. What I will do is I will go ahead and make these a little bit wider that makes it easier for me to sculpt on them. And now I'm ready to go. Awesome. Okay. For these pieces, what we're going to do is you are going to save your scene, make sure that everything is in the correct collection over here, and then we can go ahead and we can start by exporting this. So we can go file export Cebush I don't know why it took so long. Sorry if my window is really big, it's because I go from four K screens to ten ATP. So we have all of this selected. We are going to simply export this as an OBJ because Zbrush prefers if you import OBJ files. And then selection only OBJ object. The rest can be pretty much the same. Yes. If you have input problems, you can try to turn on triangulate faces, and that might sometimes fix it. But for now we can just go ahead and call this Boot pieces, underscore 01, underscore base, and Export. And there we go. And now what we will do is in the next chapter, we will load up Zbrush, and then we are going to start by slowly sculpting some of these wood pieces and yeah, do some fancy stuff like that. So let's go ahead and continue with this in our next chapter. 37. 36 Sculpting Our Wood Pieces Part1: Okay, so we have arrived at sea brush. Now, what we're going to do in brush, it's not going to be super difficult, so don't worry about it too much if you are not super experienced in brush. We are just going to basically add like slight edge them just maybe, like, a few deeper scratches and stuff like that. Just to add, like, a little bit of an extra polish to our wood. Now, as you can see, my Z brush UY is slightly different than the default U. It's because it's a custom one. However, I have included it for you. So in your source files, there is a Z BS folder, and this one over here, you can simply go to preferences config, and then load UY. And if you load this file, you will get the same UY as I have. It is quite nice because it has a few brushes over here at the bottom, and then it has some directional control. And for the rest, when we start sculpting, it also has a few more menus here at the top. So what we're going to do is we are going to get started by first of all, going to document, and I always like to set my range down here a little bit lower because I don't like the really strong gradient, and this just makes it feel a little bit nicer to look at. Then when that is done, we are going to import our wood pieces. So let's just go ahead and go to import over here. And then if we just go ahead and navigate to our OBJ file, we can simply press open. Now, if you've done it white, you will not get an error. If your jometre does show an arrow, it will show something around the lines of import it as a triangulate model or something like that. You can press it, but it doesn't always work. Anyway, what you can do now is you can simply direct this in here and make sure to not click on anything else after you've directed in before you pressed dt over here. Now I'm going to move my keyboard over here. So now you can see that because we have connected all of those third sheets down here, everything is working totally fine. Another thing that I really don't like is this red look, so I can just click on my Viewboard to move around. I do expect that you know the basics, by the way, of C brush, you definitely will need them. So I'm just going to go down here to my material and select a basic material. Okay, so now that this is done, now what we want to do is we can do this in two ways. Or what we can do is we can dynamesh this, which is what we are going to do to basically add more geometry and turn this into hi pool all in one go, or we can dynamesh them as separate pieces. I think it might actually be easier if we just do it all in one go and then separate all of our chunks like that. One thing to keep in mind is that normally, if you have modular pieces, you would want to not sculpt the corners. The corners you want to keep the same so that they will perfectly transition over. However, with sculpting, that would be one, very annoying and difficult to do. And two, in our case, we don't actually need to do that. We don't have perfect transitions like that. Sometimes we have a longer transition like here, but it is okay for us to have a slight seam sitting here down the middle. So I'm not going to worry about that. It will make things a lot easier. If you do want to worry about that with these pieces, what you would want to do is you just want to avoid sculpting near the corners and just make sure that the dynamesh looks exactly the same on the front and the back. So dynamesh. If we go to geometry, now, with your dynamesh, it kind of depends on the scale. The dynamesh looks at the scale of your actual model. Right now, I'm not completely sure how big brush considers the scale. So what we want to do is we just want to go ahead and try and press Dynamesh. And what that will do is if we press poly frame, if you press dynamsh as you can see over here, it will basically just add redo the geometry. Now, as you can see, the dynamesh was so low, it literally fused objects together. So what we can do instead is we can press Control Z, and let's say that we set this one way higher. Let's say 2,500 and press dynamesh again. And then we can have another look. So, of course, because this is a lot more jom tree, you can see that sea brush will freeze a little bit. It is working in the background. Don't worry about that. It always shows basically a screenshot of your scene while it is working in the background. So let me just pass the video and see if this is enough. And if that is not enough, then I can show you another trick on how to get even more. Oh, I was just about to passe it. Okay, so this is what we got right now. Let's turn off. So the edges are looking pretty good. At this point, what I will do is I will switch over to my drawing tablet. And the way that I can test over, oh, 1 second. I need to change the settings of my tablet. Here we go. So yeah, I'm just using a Wacom tablet, and I also have a little menu here, which allows me to control my brush size, so I don't have to go up here. But anyway, the way that I like to test this is I like to crab a trim dynamic brush, which if you use M UI is down here. But all of these brushes you can also find, of course, in your brush menu. And I just like to kind of, like, go down here and see if I can sculpt it and see what it looks like. It doesn't look perfect. You can try to subdivide and then have another look over here, and you just want to see roughly like a smooth view. Right now, I'm not very happy about it. So what I'm going to do is I'm going to go ahead and Undo. And for my dynamesh, I actually feel like that if we go to 14 96, that might be enough. So that's the absolute max. And what we can do is we can press one more dynamesh, and let me just pass the video until that's done. Here we go, so that's now done. Yeah, I think we finally have a geometry that I like. Once we have subdivided, this should be fine. So just as a trick, if you feel like that your geometry still is enough, what you can do is you can undo the dynamesh, and then what you can do is you can go down here to size, and you want to basically set your XYZ size a little bit bigger, as you can see. And then you want to dynamesh again at a high value because I'm just going to undo that because I don't want to do that myself. Uh, dynamesh looks also at the size of your model. If your model is bigger and you then dynamesh on like a larger value, it will pump in more geometry. So if you just temporarily set your size really large, dynamesh and then set it smaller again to the value that it was before, then you will have more geometry. But it's a common technique. You can also find this on YouTube for free if you want to know about that. However, we made sure that, of course, our scaling is exactly the same as real life, which often works quite well with brush. Now that this is done, what we end up having is we have one big poly group. A poly group, you can see by the colors, it is like one big red color. Now, what you can do is you can go to subtols and normally we don't need poly groups. You can create them, and poly groups are a nice way to divide up your model. But often because all of these meshes are separated and they are not connected, we should be able to go to split, and then we can split two parts. And what will happen is that it will now, if you press Okay, it will split all of these models into separate different models. So now, as you can see, you can see that now it is all one model. If you hold Alt and click on a model, you can see that it will select that model. So these are not all separate models, which means that we don't have to worry about it. We can now just go ahead and start sculpting it. So knowing that, let's go ahead and grab a, let's just do this blank as like the very first one because it's a nice small one, easy to do. What you want to do is you can hold F and sometimes need to press it twice to zoom in. And if you turn on solo down here, it will basically only show this one model. So we have this model. At this point, we can often just, like, hide our subtols, go to geometry. And what I like to do is, I like to often just like, set the subdivision to around two. There are a few brushes that we are going to use. So we are going to basically just damage the edges a little bit, subtle damages, nothing too strong. And I'm going to show you the few types of damages that we are going to do. First of all, one thing that I don't use it often, but I do like to load in if you go to Light box, you want to go to brush. I still don't know why they don't use Arts in the default because it's such a popular brush, trim. And then you want to grab the trim smooth border. As soon as you double click, it will actually show up in my Ui over here. So we have a few brushes that we want to use. The trim smooth border, if you set the Alpha to be a square Alpha, like Alpha 28, basically, this is how it will look. It will give us this very sharp damage over here. You can see that I'm simply just ticking. You can see here I'm just slightly ticking on my model, and then you can see it creates these very sharp damages. If you set your focus shift lower, they will become even sharper. And although then you start to get trouble with trying to just get them on the edge, and if you set the focus shift higher, they will have a smoother f off. So the focal shift basically controls the f off a little bit. You might guess that, of course, for wood, we want to go for quite a sharp focal shift. Now, another really cool thing, I went back too far. There we go. Let's say that I set my focus shift lower. Down here, we have our orientation, once and count. So mouse down orientation and continuous orientation, and also a selected orientation. If you do not use my UI, you can find these by going into picker and orientation. And here you can find them, too. What do they do? Once Auri is the default, it just behaves like this, as you can see, and it just generally guesses your orientation. Count orientation. That's one I rarely use. So that one is the way I see it is that it's less harsh. It's more subtle. It is able to go around the edges better, like you can see over here. Now, next what we have is we have selected orientation. Selected orientation is really cool because what you can do is you can click and just drag to set your pencil, and then it will always use the direction of your pencil. Now if you can see, you can see that now it will use this direction. If I go up, it will use that direction. So that's really nice, especially if you sculpt rocks or something to get like, or you want to have a little cut like this, which you often see in wood also, like these little damages, you can easily do this also. So that is it for the directions over here. We are just going to go to one or. The next brush that I want to show you, which is also one that we are going to use a lot is the trim dynamic brush. With your trim dynamic brush, it's a really, really popular brush. Without any modifications, it just adds like a very soft damage over here. But if we add a square alpha to this and set the focus shift quite low, it will also give us, like, a more smoother even version that allows us to just, like, add these type of damages. This one is great, of course, for, again, rock sculpting, but also if you ever do like really soft concrete. Like, imagine this being concrete. Concrete is often a little bit softer. At times, when it is worn down, it depends how. If it's broken off, it's harsh, but if it's just worn down, it's softer. And then you can see that over here. You can very quickly create some interesting looks. Now, we have those done. I would say the last one that we might want to use is the Dam Sandal brush down here. That one would be great if we want to, like, create some of these really harsh wood lines. And what you can do is you can kind of combine those. So let's say that we create these really harsh wood lines, and then we use a trim dynamic and click between the wood lines and then kind of just like break them up simply by drawing over them to make them less soft. And you can, of course, work with this. So now you can see that we can get like, if we do this and kind of soften this out. Also for the dam standard, I should have set my focus shift quite a bit lower. And then you can like it a bit better. But with this, if I would do this properly, and you can sometimes try also your trim smooth border to kind of, like, flatten some stuff out, you can create like some of these really harsh cracks. I'm not very good at doing them myself, but it is something that we can definitely do. And if I just like undo this up until this point, it is something that I would often just use around the edges. So if I have the edges, I would sometimes just around those edges make my brush nice and small okay. And then just like go in here. And then try to give it some more here. Now I'm trying to do it a little bit more precise. We definitely need more Oh, wait, did I lose No, I did not lose my subdivision. We definitely would need more subdivisions for this. But then you can do this and you can do, like, a larger version. And again, like a smaller version or something like that below it. And like that, you can roughly sculpt, like some very specific wood lines if you want to. But we, of course, have a wood texture that will do a lot of it, and then you can again, break this up a little bit. And just like that, from a distance, it feels a little bit like wood, except for these down here. So that's the general overview of this. Now, at this point, what I'm going to do is I'm going to go ahead and turn this all the way down. Let me just see how far I need to indo. Oh, wow, we need to little undo all the way to the very base. Okay. So for this wood plank, what I want to do is, yeah, I think I have enough jom tree. Let's go ahead and grab our trim smooth border, in this case. Spice okay and set your focus shift quite low. And we basically just want to go ahead and I'm going to very suddenly add some damage over here. And this is like the strong subtle damage. I feel like I need to subdivide this once more. This is like the strong subtle damage. And then later on, we can also add in some more softer damage where the wood has started to kind of age. But I first of all, want to get started with something like this. Now, sculpting all of these pieces will not be fast, so I will at one point, start with the time labs. I'm just going to show you, like, a few different examples and then kick in the time labs. But over here, at this point, I also don't want to spend too much time on this. So you can see that I'm just quite quickly and quite messy. Go over here. It's such a small detail, like I don't need to go absolutely perfect, at least not for a tutorial. Then over here, it's up to you to decide if you want to go for, like, a slight transition. I'd like to do that. I just like to make sure that it's not too intense. Or if you want to go ahead and have a perfect transition, at which point, you would kind of stop damaging it around these areas like this. Then we can always use a trim dynamic, for example, and let's say that over here, I want to go ahead and, like, soften this out a little bit to add some extra softer damage to my wood. And let's say that say like over here, I want to also soften it out a little bit more. So because wood is often it's organic, it does often have some softness to it. Or what I can do is I can use my trim dynamic. Let's see, once Auri also gives me a sharp. I can use my trim dynamic along with my direction in case I want to, for example, create hoops, a little cut here and there. So the cut does depend on the direction of your camera. So the stronger your direction, the stronger the cut will be. But you can see that now I can create like little chips. So I can go in here and say, create a little chip. And then I can, for example, set this to ones Ai again. Sorry, not once, Auri. For this one, you need count, Auri. And then I can, for example, just paint around here. We don't have that much resolution, but we are already at 2.6 million for this one piece so I'm not going to go higher. You can, of course, create a little damage like that. And in the end, you have something like this in terms of, like, the damage. And what I recommend is that you vary it. Let's say that this one is like a very clean edge. And let's say then over here, what I want to do is I'm just going to go ahead and sometimes start with, like, some larger etches, let's say, some actual wood chips and stuff like that. I don't want to make it too intense because we are going to reuse these pieces quite often. And when you reuse them, you don't want to see the same damages over and over again. But now what you can see is I can go in here, and I'm just basically tapping and slightly painting my keys. And then when we are going further away from the large damages, I'm going to go back into, like, the small damage. And then over here, I want to make the damage a bit larger, again, almost to give a fade out. And you can see that over here. I'm just kind of like damaging this. Sometimes I also like to just go sideways. Oh, I to saving. Oh, yeah, that reminds me I need to save my project. I'm going to show you how I like to save my project. There are two ways that you can save them. Oh, no, wait, I can't do that because it's a tutorial. Okay. If it's a tutorial, there's only one way that I can save it because I need to make sure that no matter what seabush version you have, it is compatible. But I'll show you the other way just in case. So here we can do some strong damages. As I said before, this will take a while to just sculpt all of these pieces. I will, of course, do this quite a bit quicker when we really get into it. Now, I'm just going to go to my trim dynamic and some of these areas. I like to soften them out, as you can see. Over here, just to make sure that it does not look like stone, and it does actually feel a bit more organic. Okay. But now what you can see is that now we have one that's very subtle, and then we have one that is starting to be a little bit stronger. On the subtle version, I actually want to also soften out a bit of these areas so that we don't see the obvious tapping that I've done. So I'm just basically softening this out, sometimes and just adding like a few cuts here and there. You'll see. So, I like to then maybe a cut on the side over here, stuff like that. And just like that, as you can see. We can add those different types of details. Awesome. So we've done this. Now, if you want to save your scene, the way that I will save my scene is to actually go into saves and go down here, and I like to save the tool. So I press Save as. Wood piece of 01. And then press Save, this means that you guys can just press Low tool and you can just drag in all of these files. If you like to actually save your entire scene along with getting it exactly the way that looks here, you can also go to file and press Save As here and then open. However, this method is not compatible with any other version of CBRh. So well, unless the version is higher. So because I'm on the very latest version of Cbsh, this will not be compatible, so you will need to only do this if it is your project and you know that you don't really have to share this or anything with other people. So that is now done. I would say that this is a good end for this chapter. In the next chapter, we will finish off this piece of wood. I will also show you how to do, like, a ticker piece of wood, and after that, it's pretty straightforward, and we can just go ahead and kick in the time laps and sculpt all of these little pieces. So let's go ahead and continue with this in our next chapter. 38. 37 Sculpting Our Wood Pieces Part2: Okay, so let's go ahead and just continue with our wood piece. And I'm just going to quite quickly over here. Oh, wait, we on trim dynamic. Let's go for the trim smooth border. Sometimes it takes a second to get a nice rotation. And at this point, I'm just going to do this quite quickly. So this one is quite a soft version. Let me just quickly also go over here and not add too much damage. Sometimes it is nice to just like a little chip, like you can see over there. But for the rest, it's almost like creating more interesting bevels. That's how I like to see it. So it's like adding bevels, but they are just a little bit more detailed. And we can just go ahead and do something like that over here. And then, of course, will just go over it and once again, try to balance things out a bit more. Excuse me. So let's go up until, like, this point here, and then I'm going to go to my trim dynamic. Go a bit closer and then clean it up a bit. And I felt like that I've noticed that this is often like the quickest way. If you have to do a lot of stuff, this is like the quickest way to just do it quite roughly. It will even look a little bit more organic if you do it quite roughly, but then it does require often a little bit of cleanup. Now you can, of course, like, super precise, but, um that often in the long run takes longer for minimal quality because don't forget that we are going to still bake this down from high to low poly. Even though we are using nit, we are going to bake this down. I don't want to have like millions of bools just in our wood that would just be annoying to handle. Let alone, just like the UVN wrapping, the UVN wrapping would be super annoying also, but just in general, also exporting, importing and working with models that are very, very high pole inside a substance painter and everything. It's just not an easy thing to do. Even when you have a powerful PC. So that's why I'm just trying to get some balancing. So we got this one and now let's do this over here. Let's go trim smooth board. Often corners are actually like the best places where you can add damages, but, of course, we don't want to art too many over here. So we would go in here and, like, I'll just do, like, some very subtle damages, like something like this. And now I can just go in here and start by breaking this up a little bit more. And don't worry. Like, I won't spend too long on this one piece after this. I just want to show you that larger pieces, we are going to do a bit more larger damages so that they actually do show up. So damages also kind of depend on how large that wood piece is that you have, but I just want to first of all, finalize this one. Now as you know, that we are just going to add large details to this. You don't really want to add noise to these measures because that would interrupt the normal maps that we are going to add from our tilable wood material. That's why you won't see me like adding micronise or adding Alphas that have wood on it because it just does not look good in the final result, since it will be working against each other. Let me say it like that. So we're nearing the end over here. And then around here, it's just like a metro. As I said before, we're gonna like some very careful corners like this, I don't want to make them too strong. Oops. Let's go over here. Here we go. And now if we go back to our trim dynamic, we can cleaned up a little bit, and I'm adding especially over here, I'm adding very subtle changes, just because I never know how I'm going to connect these pieces along with other wood pieces. So I'm just going to do this. And I've got I believe this is the one where we still had to do a little bit of clean up. So let's make my brush size a bit smaller and just kind of like soften this out and just work with it. Yeah, this one does not actually require that much cleanup. Or maybe I already did the cleanup for this one, and I'm just mistaken on which one to use. But we will just have, like, an overall view. So over here, we still need to polish this up a little bit. And then we just have some old rough looking wood, at least, by the time that we get to Mm set to substance painter. Like when we have the final textures, everything will come together very quickly. It might be hard to see now because right now, it might feel more like concrete. But as I said before, because we are going to combine different normals, also, some of these details, they will kind of get lost. So you do want to make them a little bit more intense than they would normally be. But also, of course, don't go too over the top. Let's have a look. So, let's say that yeah, something along this line. Is looking pretty good. Yeah. And, of course, remember, look at it in context. If we go all the way here, you will probably never get closer than this. So you just want to be able to see, a little bit of the damages. And, of course, you want to, like, add a little bit more detail just in case that you get closer. But this is looking pretty good. Now, Oh, God. I accidentally if you accidentally you know that. If you extend you hold control and accidentally drag, if you have dyna mesh turned on, it will try to re dynamesh. So make sure to just turn it off so that you do not accidentally get that issue. Now at this point, you can go in and try to use a dam standard. Now, I want to show you, another quick trick for that. I'm not sure. I don't think I need the dam standard, but like you never know. The reason it's a bit tricky, normally, dam stand is great if you want to do some very specific directional stuff, but I don't know in which ways I'm going to use this. One way to basically prevent in case you make mistakes is by going down to your layers over here and pressing this new button. Now that you have created the layer, it's anything that you sculpt in here. You can easily turn it on and off. You can reduce the intensity, all that kind of stuff. So what I can do is I can go in and let's say that I have this one. And let's see. Does that look Let's go for a lower focus shift. I just need to make sure that the first one looks kind of decent. Yeah, I think that looks pretty, okay. And then what you can do is we can just, like, give it a few very long lines. And that's also often the easiest way to do this, if you are a bit **** at sculpting like I am. Because what you can do is you can basically cover up your arrow. So you have these pieces, and then you would cover it up by adding your trim dynamic if you want to go a little bit closer and just Change the intensity of it. Over here. Like that. And also, if you want to fade them out, you can hold shift to kind of, like, smooth, and then you can basically just smooth the ends, which kind of you can see here, it will kind of, like, fade them into the wood. And then once it's done, we are just going to tone down the layer, and that will roughly give you, like the final result. So I'm just smoothening this and adding a bit more damage. And it's just to get a few streaks in here later on in our normal map when we have all of our micronis. It might look pretty bad right now, but it's just from experience, I know that it will look a lot more decent, not amazing, but it will still look quite cool a little bit later. So I'm now just smoothening out the ends by holding shift because it's nice to have that smooth transition. Like this. So you have these pieces, and you can see that here, because of my hand, I keep going in the same direction. So you do want to try and go for different directions, but this one is like a little warm up. And then if you just turn off the rec over here, you can then tone this down, see? So we can control how strong we want this to be. So if I go ahead and now turn this on again, I can go in here. And let's say that now I'm going to try and go for like by the way, I'm holding shift to snap. Let's say I'm going to try and go for, like, slightly different angles. As you can see over here, here, see? I'm just trying to go for slightly different angles like this. And then we can once again do this. But at this point, because I have so many pieces, I'm going to actually do this, like, quite quickly and just kind of, like, go over the entire thing because there's not too much of a difference. If we just flatten this out, soften it a little bit here and there to give it a better effect. And just like that, we later on have like one beam. So this is like the medium length, I should say, in terms of how long it will take to prepare this. Now, over here, we can once again do the same. And of course, if you want, you can do more directional stuff like over here, for example, later on, I wouldn't do that for these ones, but we can do them for one just as an example. You can add some stronger details in here. And then by the time that we break them up, it just looks like a little bit of wood damage and stuff like that. Okay, so I'm just going to also sometimes it's good to maybe, like, rotate your brush a little bit, because I can see that we get a little bit too many squares in here, the typical square look that you get when you use a square Alpha on a trim dynamic, you kind of want to try and avoid that. But for the rest. Soften this and you can see that I'm now starting to just move really fast. It's mostly because I don't want to waste this entire chapter on this. This is something that I will do in the time laps. But we will go over that in just a little bit. Okay. And finally, the last one. Mmm. Let's do something like this, for example. And here we go again. Just break this up. And we'll also add like some slight imperfection to the surface, which is nice. Now, next to this, there's one more thing that we can do, but you need to be very careful about it. And that is that we can actually add some imperfection to the overall geometry of our wood beams. And I'll show you that after this. So let me just quickly soften this Like that. Okay. And I'm not going to bother Wi with the sides for now. So we have this. Now, if you want to keep your layers, you would need to add another layer on top in order to do this, which is fine. So we are going to turn off Reg record and now we have this one. And then I'm just going to press plus, and I like to always move this then on top. So this one is going to CanameT one is going to be called strong grain, for example. Wrong. There we go. Grain. And this one would be called Edge bubble, for example. And now, if you just press record on this, the cool thing about this one is what you can do, because, of course, it is wood, its organic. You've probably heard about this rule quite often. Nothing is ever perfectly straight. So you can break your move tool and you can go in here. And add some very small adjustments over here to our wood, which will make the wood feel less perfect. And then you want to avoid doing that on the ends because I don't know how I'm going to use the ends. But basically doing this, it will make the wood feel a lot less perfect, which once again will look more realistic in the overall picture. So here you can see me just like adding some very small movements. Sometimes I add them inside. Sometimes I just move them up, whatever you think works best. So that's when you hold Shift, for example, you go to the site, you can kind of, like, see the slight differences, you see that the wood is no longer perfect. Like that. And there we go. So let's say that this is our very first wood block, as we can see over here. I'm not too happy yet about the stripes over here. Maybe I'm going to just make those a little bit less, but that's something that we can have a look at inside of substance painted with our nomp. And if they still don't look even with the nomp, I can always go in and I can always alter them. So we have this one done. We can go outside of solar mode. And now you will also be able to see, of course, the difference. So you can see that overall this is still quite a big difference with the wood. You can press the PBR button up here if you want to ever do a quick render here see. And now you can see that it does read quite nicely, and compared to the old wood, there is quite a big difference. So basically, what I want to do now is I just want to show you, let's say that we have over here like our long wood Hmm, you know what? I know a way that we can cut this. Yeah, I know a way that we can cut this piece. That would save us time. What we can do is we can literally just sculpt this willy long wood and then cut it into pieces until we have these three scalings over here. And once we've done that, we can just, like, fix up the ends. So that's something I can show you how to do. For that, let's first of all, just show you that on these wood pieces. Basically, all you want to do is you just want to keep your brush a bit bigger, and you probably want to use trim dynamic a little bit more. We need way more geometry. So it's subdivision 12. There we go. So yeah, for these larger wood pieces, you often want to go for quite a bit smoother and quite a bit larger damage, like you can see over here. It almost is the same as with concrete. But then, of course, try to keep it quite smooth. You can, of course, go in and, like, sometimes do like some cuts. And the way that you can see it is that these hard cuts are like fresh cuts that are broken off the wood. And then like the soft cuts, they would be the ones that have been here for quite a while. Sometimes, I can also just literally do this. And then sideways again, you know, you get like this really soft wood look almost as if the wood started to rot a little bit. And you can work with this. And I will just, like, finish one of these pieces, and then what we are going to do is I'm going to have a little chat, and then we will kick in a bunch of time lapses. But, as you can see, mostly I'm going straight, sometimes I'm going a little bit sideways. And there we go. Okay, awesome. So if we're going into solar mode, you can see that here, that is a lot more readable from a distance if we do it like this. So we now got this done. The plan is that I will go ahead and I will kick in the Tinaps. However, because we have a little new plan for these pieces in the time maps, I will only do the long one, this long one over here, and I will do this long one. And then there will be a quick chapter, just like a very smart chapter where I will show you after Taps on how to duplicate these pieces, cut a little piece of it, but still give it a proper end and on how to then add a little bit of variation to, of course, change things up a little bit. That's plan right now. Let's go ahead and continue with that in our next chapter. 39. 38 Sculpting Our Wood Pieces Part3 Timelapse: [No Speech] 40. 39 Sculpting Our Wood Pieces Part4 Timelapse: And 41. 40 Sculpting Our Wood Pieces Part5: Okay, so as you have seen in time lapses, I am finally done with the sculpting, which end up still taking quite a while. So as you can see, I only did, one of the big ones. I did two of the medium ones and two of these blocks because the first one we kind of already did. Over here, for these ones, I did one and two. This is just like a bit of variation, but I did not add those wood grains because they are so small. And for Russia, we have the bottom block, and this really big one because it is so high up and it will be very specific. I also did not add any wood grains. If I really wanted to, I can even add those inside of subs painter. That's actually the case with most of these. If I wanted to, I can do them in subs painter. The reason I did them in here is because I am going to use nanite and it might be cool to actually have some deformation. And for the rest, of course, I made the edges a little bit uneven. So what I want to do now is I want to show you a trick which we can use to save a lot of time. And with this trick, we can basically turn this one also into these two. Now, basically, the way that we are going to do this is we are going to duplicate it. We are going to cut a piece of it, and then we are just going to re sculpt tiny bits of it. For this technique, so there's a few ways that you can do this in Seabrs. The first one that you might think of is using booleans, but I feel like booleans are a bit overkill. We can probably do this easier. So what we want to do is we want to get started by pressing bake A on our layer so that it is one solid object. And then if you go to your subtols, you can simply press duplicate, and then it will duplicate. And then if we go to move over here, now the move tool is still set to the entire here we go. It is still set to the entire model. What you want to do is you want to turn off this little lock and then you can quickly just move this down, and then you can turn on the lock again. Now because we duplicate it, you probably guessed it. We can just go ahead and we can duplicate or duplicate, we can move this up and then do another duplicate and move this one up here. Awesome. So now this is going to be quite easy, the way that we are going to do this. For these pieces, I am probably going to because I need a lot of geometry for this. So I'm probably going to go ahead and press Delete lower over here on my geometry to make it one solid chunk of geometry at 80 million polis. At that point, what you can do is you can go ahead and double check your wire frame here to make sure it's all one color, and then just go ahead and hold Control and then select up until the point where we have our original blockout beam. Now what we can do is we can add a Poly group. So we can go to poly groups, and then we can set group masked masked. Sorry, I cannot pronounce it. Now let's say that if I just hold Control and drag out here, make sure that you do not have dynamesh turned on anymore. Let's go ahead and isolate this so solo. Now you can see that we have these two pieces. Basically, we are just going to remove one piece by holding Contra shift and clicking on it, and then clicking on it again. Just click twice, and then now you can see that that one piece is hidden. At which point we can go to geometry. Modify topology and delete all the hidden geometry. There we go. So now if we would go ahead and go outside of solar mode, you can see that now it is just like one piece. If you want, we can also already do that here. So it's basically selecting to the point that you want. Then just go ahead and go to Boler groups. Over here. And this is what I find to be often the quickest way. And then we are going to just do a group mask and then shift click once. Shift click again. And then you just want to go ahead and I do always like to unmask it just in case and then delete hidden. Oh, sorry, we need to press Delete lower. I don't know why I did that. And now delete hidden. There we go. So, see, that's why I was, collapsing all of my polygons. So now we have that done. If you want, you can go to your Subtool and you can delete the original and the old one here, delete and delete. And now we have these two pieces. Now, of course, you might have guessed, we have a little problem, and that's that over here, we have this chunk. But what we can do is we can simply dynamesh it again, and that should fix the hole, and then we just need to do a little bit of sculpting around it because dynamesh fills in holes, basically. So what we can do is we can go to geometry, Dynamesh. Now, we need quite a bit of geometry. Dynamesh will not keep into account. It's not like a multiplier. It will not keep into account millions of polis. So what I will do is at this point, I will save my scene because we are now starting to work with a lot of polygons. So then it's good to just keep saving your scene just in case. Since we are close to 100 million polis and we still need to duplicate quite a few pieces. And then let's just go ahead and do one dynamesh at the highest level. And I'm going to, this will probably, no. Ah, awesome. So that went really quickly. As you can see, so the dynamesh is at the highest level. The polygons are now back to, like, 1.8 million. This is just because Dynamesh does divide everything up quite nicely, and at this point, you can. Basically, what I want to do is let's go outside of my mode, and I want to make sure that the sharpness is similar. It doesn't have to be exactly the same. Here, see, this is what I mean. This is not what I want. I don't want to have these type of polygons over here where we can clearly see that there is not enough sharpness going on. So instead, what we will do is we will do it and do it again. There we go. Now, one thing that I've talked about before is that our dynamesh is already at its limits. So what we will need to do is we will need to temporarily scale up our model and then we can do a dynamesh, and then we scale it down again. This is quite easy. We just go to scale. And on the XYZ scale, just simply copy contras your model, and just in case that you do not lose it, I am going to go ahead and I'm going to white it down in my notepads. You cannot see my notepad, but I am you see, it does. For some reason, it never likes me copying. Now, I need to wide it down manually. That's the annoying thing for some reason, it never likes me to copy. 0.91 203. So white down the number. And then at that point, you just want to go ahead and you want to scale this up quite a bit to a point that you think that the dynamesh will be fine. So this is scaled up by three, which means that the dynamesh amount will also be roughly three times more. So let's pass dynamesh again. And then we can go ahead and give that a go. Okay, let's see how many poises we have now. I assume we have like six, around 6 million or eight or something like that. I think I will pass the video. Oh, no, wait, there we go. 30 million. 13 million is quite nice. That's very close to what we had before. So basically, let's just keep that in mind that we need to go around three. And then now you can see that we have a lot more polis, and now if we go back to our size, set back to 0.91, two, 03. And now the polygon count, of course, stays the same. So there we go. We now have this dynamesh model, which this time it looks very similar to the previous one. At this point, you probably guessed it. I don't know why all this text there, but okay. At this point, you probably guess it. We are going to clean this up. Personally, I find that when you use the trim dynamic, it is better because these are such harsh etches. So I'm just going to hold shift and quickly soften it. It makes it easier for me for the trim dynamic to catch the corners. Here we go. So we just soften around these edges. And this will still save a lot of time compared to needing to re sculpt. And at that point, you can just sculpt it like normal. You can see over here. And we are just going to give this, like, a nice break. This is also a good technique if you actually want to make your models modular and you just want to have a super sharp, clean cut on the ends. This is another way that you can do that. You can simply cut off the very end, and then you will, technically, as you could have seen, you will have a very sharp, clean edge. But in our case, we now have this version, and as you can see, you know, if we maybe do like a bit more trim smooth border to kind of like give it some more harsher edges here and there. There we go. Yeah, that's pretty much it. That's how I would go about just quickly cutting up models. And now you can see now it feels just like the same model. After this, what I would recommend is what you can do. I will probably not make that big of a difference, but you can go in and just, like, quickly go over your edges and maybe see if you can break them up a little bit more just by doing a trim smooth border or trim dynamic around here. Now, probably to save time, I will not do this because I know that it does make a difference, of course, but the difference is so minimal that with all of the rotating that we will do, yeah, you probably just won't notice. That's honestly it. So you can go in here and, like, do a bit of this over here. You can also go at it. You can also add maybe, like, some more lines. One thing that could be nice is to if we go ahead and oh, I was looking need to look that font, what you can do is we can like Sorry about that. Miss click. Here, we can add some movement like this in here. That would probably be pretty nice to just slightly change the movement like that, just to change things up. But yeah, pretty much, that's the technique. So what we can do is we can go ahead and do the same over here. And at this point, I will once again kick in the time laps and do this for all these pieces because it's the same thing over and over and over again. So I just want to explain this to you. Now, let's go ahead and just kick in the very quick time laps where we will finish this off. So 42. 41 Optimizing Our High Poly And Exporting It: Okay, so we are now pretty much done with our assets. Now, we do have quite a polygon at this point with 120 million polis. The reason I'm saying that is because it can sometimes be a little bit annoying to use this amount of polygons. So let's see, we are going to render a Mm set. For me, Momset starts to struggle roughly around the 100 million poly marks. So this should be fine. However, it does make it more annoying. To handle and also to export this outside of brush. So there is one thing that we can do, and that is that we can do some basic outo optimization. If we just go ahead and go in here, you probably all know about it. So we are going to save this one once again as our wood pieces. And once that is done, I want to go ahead and do another saves just to make sure that the outer saving does not mess up. Here we go. So now do a saves and just call this one. Wood pieces zero, one, underscore optimized Actually, that's the underscore MP. MP stands for mid poly instead of high ply. So MP, we can just go ahead and do this, or it stands for multiplayer, depending on how you look at it. And then what we can do is we can use a plug in, which is called decimation master. This plugin is great for our high polis. We will not be using it for low polis. I used to do that, but in this case, I want to have a clean new V I'm going to show you a different technique. So decimation master will basically just decimate your model, so reduce the polygon count. However, what it will do is it will dedicate most of our details, sorry, it will focus most of the geometry to our details. That's how I should say it. So basically, knowing that, this will take a while. I'm skunk to go ahead and press preprocess because they are all roughly around the same polygon count. So let's go ahead and press preprocess. And yeah, you do need to bake all layers for this. So give that a second. Here we go. And you probably want to just keep pressing this. So that's my fault. I forgot to bake my layers down. Um, palla Fres you can see that over here. It is switching to the Subtools. It is calculating everything. Now, at this point, it has baked all of the layers, and now it is starting to analyze the mesh. This can take a while. Honestly, like for 120 million polis this can take like five, ten, 15 minutes just for it to process all of this. So what I will do is I will pass the video, I'm just going to get a drink. And when we are back, it should have preprocessed all of these meshes. Okay, so that is finally done. Now, this took way longer than I expected. It literally took me like 1.5 hour before it was done. So I definitely underestimated the time it takes to do this. Anyway, when you've preprocessed all of them, because it's still often easier to just do that because you can walk away from your PC instead of needing to come back nonstop, over here, you have your decimation percentage. When it says 20%, it means 20% of the current pol count will be left. So if it is 120 million, it will be like 24 million or something like that. Now, 20% is actually fine because one thing that we need to keep in mind is that it will keep all of these etches as long as possible. So 20% is often fine because it took so long to pay process, just in case I'm going to set this to around 30%. That's still totally fine because I know that Momset can handle up until 100 million. So just in case let's keep it around 30%. And now we are going to press decimate. And this once again will probably take a while. It will not take as long as the preprocessing, but it can still take quite a while. So I am once again going to pass the video and then go ahead and then it is done. All we then need to do is just quickly export it and we are ready to go with creating our low bowl. So, you will see that it's reading our meshes. It should not bring up any messages again, and later on, it will show a loading bar. So let me just pass the video and continue with this once it is done. Okay, so that is now done, and we are now at around 36 million polies. But as you can see, even though geometry is quite messy, up close, it still looks pretty good. More than good enough for our non map baking. So yeah, I'm quite happy with that. Now that we have this one, let's just very quickly do a saves and save this one. Okay, I don't know why I changed my location again. Saves Mid poly, yes, quickly save before I need to again wait one half to 2 hours just to get this stuff done. Now what we're going to do is we are going to go ahead and just export this. I brush, you can export two ways. One way is that you can export OBJ. However, if you want to export all of your subtools at the same time, you would want to make use of your decimation master, and then over here you have an export all Subtool. You can also export as an FBX in which you have a setting to actually export all subtols. It's a bit tricky, so OBJ can handle higher poles a little bit better, but 36 million we should be able to handle that with the FBX. So I want to show you how to do it with the FBX, mostly because almost no one shows this. So it is like a cool thing that I want to show you. Now, what you can do is you can go ahead and go to Export over here, and oh, it once again does that. Let's go to Exports. Oops. I didn't mean to make a new folder. Cebush Wood pieces 01 underscore MP. And then what we can do is we can just drop down here and grab a FBX file. And as soon as you do that, you will get a little menu. Menu, where are you? It's probably loading. Maybe it takes a little white to load because it is so high poly, although normally it does not do that. I will just pass the video until it is loaded. Oh, I'm very dumb. It's literally on my other screen. Oh, that's annoying. I cannot actually show you. That is weird. So I'm not able to show you how because it switches over to my other screen, and, of course, because I'm recording this screen, for some reason, that's really strange. Brush FBX, wood pieces, 01mp. Come on. Just give me it on this screen. There we go. Okay, wow, really weird. Anyway, what we can do is if we just set the export options to A, it will export all of the subtols in one go. FBX 2020 is fine. I think you can even go higher if you want, but I don't really care. And for the rest, yeah, all of this stuff is pretty basic. It has some extra stuff in here which we don't really need. So we will just export it, but of course, it won't be visible because we have such a high polygon count. So at that point, we can pretty much just press Okay, and then it will start exporting. And now it will take a while before it exports, but it should export everything in one go. And the thing is with the whiting data, so it will show you this little box. If after, let's say, for 14 million poles after, like five to 10 minutes, it still shows this or it shows like white screen. It means that you have too many pulleys in order to export using a FBX. Now probably at one point, it will recover, but would you really want to wait like an hour just to export one FBX, if you can wait five to 10 minutes to export an OBJ file. So you just want to have a think about that. For the rest, it will later on, show up in here. So it's not in here yet, but it will show up in here. So what I will do is I will go ahead and I will pause video and see if this works. And if it does not work, then of course we will just go ahead and export as an OBJ using our decimation master. So it ended up being that this was slightly too hypol for the FBX. It will have probably worked, but it took so long that I just went ahead to the decimation master and press Export All Subtools. Now, one thing with this one is that sometimes it randomly forgets a piece. So if that does it, then we would need to select the piece and also export it. That's why I like to use the FBX first, but unfortunately, it doesn't work. Anyway, we now have a Wood pieces 01 underscore MP over here. 43. 42 Creating Our Lowpoly Wood Pieces: Okay. So now what we're going to do is we're going to start by creating our low polly versions. And these are the actual versions that we will end up using in the engine. So over here, I don't know why it's so slow, but as you can see, we are still in our mid Polly Zebrah document. So this is the one that we already had a little bit of optimization on. If I just go in here, we will use this one as like an example over here. So yeah, as you can see, the jumtrees quite ugly. Now, what we're going to do is we do need to optimize it even more, even though like they say, you probably heard it like, Oh, Unreal engine, Nantes, they can handle 1 billion polis. Well, theoretically, this is true. However, in terms of the file size and in terms of being able to edit these measures in other software like blender, smuV and substance painter, this is not the case because those softwares are not designed. Even Z brush is only designed to go up until like 100 to 200 million polis before it really starts to struggle. So knowing that, what we are going to do is we are going to optimize this down until we still get, like, a really nice look over here. So it's very close to our hipoly. However, it will not be like at an insane amount. So knowing that, I will pretty much show you, roughly what Bccunt we're looking for. And then we do need to do, a little bit of editing on it inside of blender in order to make the UVs nicer. But we will be using RsmUV for our UVon wrapping. Now, if we go ahead and I accidentally closed it, so let me just quickly go in here. Now, for decimation master, we do need to preprocess. For now, I will do a preprocess current. What we can do later on is we can preprocess everything, but don't forget that now we only have 40 million, so it will be a whole lot quicker to do this. So for now, I will just preprocess this one over here, and then you can have a general look for what I'm looking for. So let me just quickly pass the video. It's been a lot of passing these last two videos. Here we go. So that is now done. And now, if we go ahead and for the decimation master, at this point, we are at 700,000. I probably want to make these pieces around like, I don't know, 1020000 polys, which is still a lot compared to the original. For example, when we would do low poly, I would literally make this one only like maybe 100 poles or something like but we are still going to go for like ten or 20,000. So for now, I'm just going to set this decimation percentage to around two. And then I'm just going to go ahead and press decimate current. And then you just want to have a look. So now we are at 15,000, and you can see that we still have quite a nice looking mesh. It's following our hypol really closely. And once we actually have a non map on this, it will be indistinguishable indistinguishable. Sorry, I cannot pronounce that from our hypol. So it will look exactly the same as our hypole so let's aim roughly around here. But what I'm more looking at is I'm not so much looking at the polygon count. I'm just looking at that the triangles do not get too big. They might look very harsh in here, but this is because sebush always shows hard edges. It doesn't actually show smooth shading. So because of that, it might look a little bit rough around the edges. But this is pretty good. And then what we will do later on, is to prepare it for UVs. We are basically just going to use CAT tool to place a few lines here that we have straight seams because if we would UV andwp this like this, we would just get like these really weird jagged edges because you can see that nothing here is straight. So that's something that we will need to spend time on. The only annoying thing about decimation master, basically, that it's not clean geometry. Now, technically, you can use the XR measure function or you can even use the function where you simply select this technically, if I go down here, it should still have oh no, it does not. Some of these still have the subdivision sliders. Oh, wait, you know, all those sliders are gone because we already optimized it. In your hypol in your hypol it does have those subdivision sliders that you can actually lower them down, and then they will be 100 K each, but that's still a lot of geometry. For example, this one over here, it is 500,000 polys. If I would be using this one, yes, it would look very nice. But I'm planning to use this one like 50, 60 times within blender. So that adds up a lot in terms of the polygon count. So what I'm going to do is I'm just going to go ahead and at this point, past the video, we will go ahead and preprocess everything again. This time we will manually decimate them because they are all slightly different. We just need to keep a close eye on them. So I will preprocess and once again, I will go ahead and pass the video. So this is pretty boring these parts. But, yeah, I will get back to you soon. Okay, so that's now done. Now, I think that the baseline of around 2% for our decimation is pretty good. So if we just say decimate current, 10,000 yeah, you know what? That's fine. I think 10,000 is fine. So if we also go over here, now we can just press decimate currents, we no longer need to preprocess them. So we got those. Those are fine. This one over here is already 15,000. This one, because it's technically the same mesh, just a bit bigger, it should be the same. Oh, no, 15. This one is 66,000. That's a bit much. Let's look at my geometry. Yeah, you know what? So when it is a bit much like this, like six, 6,000, I find a bit much. I can just go ahead and preprocess current on this one, which will be very fast at this point, as you can see. And then what we can do is we can set a decimation, let's say, a little bit higher, like 50% decimate current here, see? That does almost nothing, but now we are at 33,000, and I do not really want to have any pieces that go above 30,000 probably, especially because it would just be like a pain with RUVs. So, oh, I'm preprocessing current while I don't even have to. But you can No, you cannot press backspace. That's a little bit unfortunate. That's just like a force habit. Let me just pass the video. Okay, so that was 2 minutes wasted. Anyway, let's try again, 2% decimate current, 40,000 pre process current again. And I think we can just go ahead and go for 50% again, in this case. So 50 and decimate. Yeah, that should be about enough. For these ones, they can be pretty low because they are so thin. And I also want to use them quite often. So I'm just going to go ahead and go a little bit lower with my body one. Oh, my God, I did it again. That is really a force of habit. Let me pass the Vo again. Yeah, really sorry about that. I really need to keep it in mind. So decimate current, 8,000. Honestly, I can probably, like, this time, I do want to preprocess here. This time, I was scared already. 50 decimate current. Yeah, let's do that. 4,000. So here we go two. And this time, I did not make the same mistake. So desmde current, preprocess. 50 decimate current. Two, desmde current reprocess. 50 des made current. So, yeah, it goes a lot faster when we start arriving. Oh, I almost did it again. When we start arriving at, like, these really low values. 50 decimate. Okay. So yeah. Oh, God. Sometimes my mouse doesn't register. That's why you sometimes see me, do those crazy rotations. For this one, I probably don't want to go above, like 10,000 for these. So we can go ahead and set this to two, 3 million. Let's set this to one, actually, and then press decimate current. 39,000. Yeah, we still need to preprocess. And let's do maybe set like 30 yeah, I think 30 is fine. So we have this one. We set this one to one, decimate, pre process 30 decimate. Oh, this one goes a lot lower though to 4,000. I don't want that. And in that case, let's go 70. Yeah, that's better. I just want to have it hovering around 10,000. I feel like that should be a decent value. And then later on, some of these like the actual wall pieces inside of in reel will be way higher ply, but we will actually set aspect one. That's made gun. We will actually go ahead and we will use the subdivision tool inside of Unreal to basically add the subdivisions to avoid needing to work in blender with like a couple million polies with that kind of stuff. So you could see me already prepossing that decimate current. This one is 20,000, so yeah, let's keep that 70 preprocess. Decimate. Okay. And yeah, the UVs on these are going to be interesting. I have a technique on how we can make it easier, but it's still always a pain to work with UVs, especially on really high poly out optimized measures. So this one, 3 million, we can probably go back again to one, 30,000. Probably let's hover around 50,000 for this. Oh, wait. I need to Sorry about that. Let's Uno that. I need to preprocess that. Here you can see what happens if you forget preprocess. It will try to redo the decimation on the old process. So decimate current again. Yeah, here, 15,000. Yeah, it looks pretty decent. And then, of course, don't forget that we are going to bake a norm map. Once we actually have that norm map, it will be looking so good. Like, it will be really nice and smooth and everything will just be perfect. 50 decimate. Did I say 50? This one is 40,000. That is 19,000. Yeah, I guess, compared to, like, the smaller one, that does make sort of sense. But let's go let's not go above, like, 22 or something like that. So one decimate pre process. If it is 50,000, I want to probably go for, like, a 45% decimate? Yeah, 24. That's fine. So we got that one done and only two left. And now you can see that we are only at 4.6 million poles for all of them, but we still have two really high pool ones. So this one we can go ahead and decimate urns on 1%, 17,000. Let's preprocess. It's such a small piece. We can definitely remove 50% on top of that. Yeah, 8,000 is fine. And then we have like this really big one for one decimate and you know what? Because this one is so big, I'm going to actually keep it like this. So total points, 263,000. That's what we have left off with with all of these pieces. Now, I'm just going to do a save as, and this time, I'm going to go ahead and I'm going to save it as let's go in here. Wood pieces 01 underscore LP. And let's go ahead to save. Like that. And now what we can do is we can go ahead and we can export. And this time we can actually export as in FBX, like it's easily able to handle something like this. So Zbrush W pieces 01 underscore LP, and we can set this to FBX. And then the next time that we are opening this is going to be inside of blender. So save it should give me this, make sure that it's set to L, and then you can export it. And now you can see that here see. It's switching the subdols, but this is where it crashed last time because it had to switch all of these subtols. And that's what makes it a little bit slower to export. But we should end up with a pretty good file. Over here. Give it a second. There we go. Sometimes when you see this arrow over here, just press Shift N or CtraN sorry contra N. And when you do that, it will reset it's like a weird documenting. But we now have our FBX file over here. So that was a very short chapter. In the next chapter, what we will do is we will go ahead and we will start, first of all, by preparing our mesh for the UV Nwapping by adding some specific edges. And then what we will do is we will go ahead and we will start with the UV unwrapping inside of Rhythm UV. So let's go ahead and continue with this in the next chapter. 44. 43 Preparing Our Lowpoly Wood Pieces For Uv Unwrap: Okay, so we are back inside of blender, and these pieces over here. If you want, you can pretty much just delete them. The reason you can delete them is because, of course, we have a wood pieces 01 base, so we still have a backup of it. So what we can do is we can go ahead and just press delete on those pieces. There's this weird little cube which does nothing. Okay, let's just delete that. And now what we can do is we can go File Import FBX. And then just navigate to your folder and grab the low ply FBX file over here and you can just go ahead and press Import. And then it should import this in the same location over here. Now, give it a second because for blender, this is still quite a few pieces. Did that work? Yes, it did show. Did it mess up, I messed up the scaling. It set the scaling over here. Really small. So what I'm going to do is we need to be a bit careful with this because it means that our hypol will also have no wait, our hypol will probably have different scaling because we used OBJ. So that's always a little bit annoying with these kind of cases. Let's go into where our review rotation. 1 second. Let me just go ahead and grab this one. I have a brain freeze where my there we are item. Okay, so what we want to do is we have this scale over here, 0.01. So often it's quite uniform. So if I set this to one, it will work. What I'm not so happy about is that all of these pieces would need to be, it's not able to register them. I guess what you can do is you can go ahead and press Contra J, but that will most likely mess up my pivot. If I do Contra j, Oh, no. Okay, so it keeps my pivot. That's fine. So now I can quickly set this to one over here, and now we have it set back to the original. And now all that we need to do is we can just go ahead and we want to go in edit mode and separate them. Now, honestly, at this point, we should have just exported them probably as an OBJ. So if you want, you can do that. Or what I can do is I can just go ahead and u separate and it will be a bit slow at first. That's why I'm already regretting this decision. But I can just go ahead and press four to select all of the linked pass and then separate the selection over here. Like this. And then what we need to do is we need to prepare some of these for UVs. And that's what we will do after this. So now we have prepared our models pretty much. And yeah, you can see that imagine that if we kept this at a higher pol, it would be very slow inside of blender. Like moving these and duplicating these inside of Blender, that is not that big of a deal. Blender can handle it. It's more like editing them. Like Blender really does not like me editing these kind of meshes. So I can go selection and selection. There we go. Okay, so these are now all their own little objects. If you want, you can just a quick pivot to also center the pivots. Let's use this one as an example over here. Let's go ahead and do a shift He to isolate it, basically. And now with this mesh, we are now going to prepare it for our UVs. That is the tricky thing with this kind of jom tree. The jom tree is very messy. If I would place a UVCm now, this one is actually pretty decent because the UVcem will be along here. So I guess that this one is not really a valid option, except maybe around these areas. But if we would place a UVCm I need to give you guys a better example. 1 second. This one is a good example. Let's just use this one again. So if I would place my UV sm here, you can see that this will not be a nice and straight seam. It will just be all over the place. And because the UVSm is where we can most likely see a break inside of our model, it will simply just not look good. If you are ever up close, it will just look really messy, especially with wood. So what we want to do is we want to try and create like a straight seam down the middle. Now, for these pieces, there are a few things that we can do with this. We are basically are going to play some cuts. The tricky thing where this comes from, is that we need to you need to know a little bit about UV Unreps in order to properly do this. I will try to explain my best, but you need to know the basics of U V Unrep to really understand the decisions that I'm going to make now. So that's just like an experienced thing. So let's say that we have this wood. Now, this one is actually going to be quite easy. When we are UV unwrapping it, because we are unfolding a mesh from Twi D to Tod, we probably want to have as little seams as possible. Now, we cannot just unfold this because it's a close mesh. So we would need to cut off the front, and we would need to cut off the back. Now, this piece, if we just place one single seam down the middle, we would be able to just nicely unfold it all the way down until that one seam. So in order to have clean seams, what we are going to do is we are going to play some cuts here and there, which will be perfectly straight cuts, and those perfectly straight cuts allow us to then later on inside of Rhythm UV select the seams. So this one is quite easy. Basically, what you want to do is, let's say that we go into added mode. We want to go to our top view over here. Press A to select everything. And then down here, if you click and hold, it will probably be on Knife. But if you click and hold, you want to go to bisect. Now, what you can do with bisect is with it's selected. When you have all your faces selected, you want to basically try and find a pretty decent position. Let's say over here, and then you can see that I can click and drag and I can basically art an edge like that. And if I then go ahead and press W over here and the deselected, you can see that now we have this one edge over here. Now, this edge will loop around, as you can see, however, it sometimes creates very slight arrows, like you can see here. If you have these arrows where the smoothing groups are a bit messy, you can try to just queue and merge at center. You can basically or use your Maxifs tools with your target well toggle to weld some of these pieces together. There should not be too many arrows. Now, as I said, like this or I don't know if I said that before, this might look very messy, but remember how much geometry we already have. So in the entire grand scale of this model, it will not be that messy. So we have this one. So now what we can do is let's say that we go to the top, and let's say we put this into a bit faster practice. So we have these pieces. We can go here, and then we can say like, Okay, I want to have another bisect sitting around here. There we go. Then we can go ahead and just select everything again. And then I can say, I want to have another bisect, and I want this one if I go here. I want this one to be over here until it hits this point over here. There we go. And now you can see that now we just have these edges over here, which will make it easy for us later on to inside sumi v, select exactly a straight seam. I'd rather have a straight seam going further away from this edge than have a really messy seam going around this edge because this type of straight seam is easier to hide inside of substance painter. So that's often like the solution that I use if I need to work with Nannie meshes that have very messy geometry, or if I need to work with meshes that have very messy geometry in general. So now you can just go ahead and do LDH, and let's say that we do. So for these ones, these ones are a bit interesting because they are often there are sometimes meshes that are really good. What you can do is you can just press K, and then basically just press cuts like this. If your mesh is clean enough to basically have a pretty decent cut going all the way around, as you can see over there, then, honestly, at that point, all you need to do is just make sure that the tops can be easily cut off. So over here you can see that I'm just following this line. So this is really like a case by case basis. So it just depends what works, what doesn't work. Of course, you can use the bisect in here if you want. That's all up to you. I'm just going to use you this technique. And honestly, for me, the goal is that I show you, this one is actually fine. The goal for me is that I, of course, show you, like, a bunch of different techniques that you can use. And this one is not fine, so I can go in here. There we go. So, yeah, that's pretty much it. I'm just showing you a lot of techniques that I can use. Now, if I do what was it ldHe, I know that these pieces are exactly the same. So what I can do, although you need to be able or, you need to move this exactly in the same location. Oh, let's turn off target. I'll toggle. Over here, you need to well, exactly the same, almost like one on one like this. He, delete and then dg to unhide. And then that will save us, a little bit of time needing to so that we do not need to redo those edges. So I can go in here. He delete Aldag to keep the old one left. There we go. Okay, so those pieces are now done. This piece is also done, and that's basically how we go on about this. So all of these edges, they are super straightforward. It's just placing some cuts here or there. So what I will do is, at this point, I will go ahead and I will just kick in, like, one last little time laps and we will just go ahead and start by placing these cuts everywhere. The only thing is that this one, we probably don't really need any cuts because this one is so specific and it's so round that, yeah, we probably are just going to follow the edge around here. That will also be good practice to show you like the difference in these kind of pieces. So that's just going to be its own little thing. Don't worry about that. For now, I'm just going to start by placing these etches. H 45. 44 Uv Unwrapping Our Wood Pieces Part1: Okay, so we are now pretty much done by preparing our models. There's just a few small things that I like to do personally. And that's like, because these models they are, of course, jump trees quite messy, now it's a balance to be struck. So, of course, what we can do is if I quickly go ahead and turn off the wire frame, the first thing that I like to do, which you have already seen me doing 1 second, let me just go ahead and over here, is I like to just have like a look around and see if there are any really strong arrows like you can see over here, these smoothing arrows here. And then I just press the Y Riptgle again. These arrows I never will like. Like, you can kind of get around them because technically, when you have your norm map, it will kind of compensate. But personally, I just really want to avoid them. And it's sometimes as simple as just moving some pieces around. So over here, it looks like that the arrow comes because of this floating vertze. So I can just go ahead and I can just start by merging some stuff together here until the arrow goes away. So we got this one This one is quite tricky, actually. Let's press K, and let's place a cut like this. See, here. So one of these edges is a bit broken. Let's delete this phase. That's why. Looks like that there has been just undo that. Here, see, I must have accidentally mismrged something. So let's try again target Well toggle and make sure that I merge it on the correct side. There we go. And this one can go here. This one can go here. Yeah, and then there we go. So yeah, of course, it will not look perfect, but this is all we need. So it's looking fine. That's looking fine. It just sometimes happens because dynamesh or sorry, decimation master, it's not great the greatest at, like, keeping clean geometry, not the greatest. It's absolutely not the great at keeping clean geometry. But right now it is not really needed as long as that we end up with, like, a good looking model. Um, I see, like a tiny one. Yeah, sometimes see. I just oh turn off target toggle. It sometimes just kind of like moves in an awkward way. And this one is extra awkward because it is so long. So let me just see if I can merge this together. It looks like that this one over here. Yeah, some of these are causing quite a few problems. What you can also sometimes do is to simply delete some of these faces that cause problems over here. And then what you want to do. So you want to try not to change the shape too much is you want to try and I like to just pass a smug loop over here in my Mcivis tools so that I select everything. Q, and then I add a fill. Or you can right click and you can add a fill here, ld F. So that will just quickly fill it, and it will also triangulate it. Looks like that over here. I still delete these also. Smug loop. Q, fill. There we go. That should do the trick. So yeah, basically, just try and double check if there aren't any intense errors. See, these kind of arrows over here, they are often just simple smoothening arrows. You can try to shade flat, shade smooth, and have a look. So here, see, that's kind of like fix it. So these are just quite small arrows. Yes, you can fix them by pressing K and, for example, play a cut along here, and that will kind of break up the smoothing. But often it's just not really necessary because by the time that we have our no map on here, you should not be able to notice those smoothing arrows. If you still notice them after we've done nor map, we can always add these edges after. That's a nice thing. Adding edges as long as you don't move them around does not change your UVs. So for the rest, like, these assets are looking pretty good, they are quite nice and dense. However, I do want to say, like, I'm not This is the first time, well, not the first time, but it's, like, the first extensive time that I'm using this workflow. So even I'm still developing it. Right now, I have to workflow working. So it is working, totally fine the way that we wanted to. It's just that it has still like some of these iffy areas with, for example, unclean geometry that is not looking the best. This one seems really serious shade flat, shade smooth. That actually seems really intense. I'm quite curious about it. Another thing that I also wanted to show you, so let me just quickly see if that one does anything else. Okay, so it looks like it's only on those areas. So another thing that I wanted to show you and I can use this one is I like to sometimes just press A to select everything and then Q and then merge them by distance. Remember, you can find these in where are you mesh, merge by distance. And then what I like to do is down here, I like to merge them at a very low distance. Let's say 0.02. And the cool thing about it is that it will merge any overlapping vertices or that are so close that just Oh, God, that it is just not I keep doing that Q by distance. It's because my microphone is in the way of the settings. Yeah, let's just see up a five that you barely see any changes. So it will also optimize your mesh, but it will just, like, clean up some messy areas automatically almost. Now, I can see that over here, it really does not like me using this line here. If I just go ahead and do another smart loop. Oh, God. Did it freeze? Nah, yeah, it's not able to loop around here. So it happens from here to here. It's not able to properly select everything, so I'm just trying to kind of, like, select by hand. Hmm. Interesting. So if I would go ahead and press delete and dissolve the edges, which means that it will just get rid of those areas, yeah, that does fix it. And then over here, I would want to clean it up. What I'm going to do is I'm going to target to toggle. I'm going to guide my edge around this site over here because I feel like that it else just would give us worse results. So maybe do like one K. There we go. Knife tool. Okay, so, yeah, that's something that I will just go ahead and do for that one. It's all like a case by case basis. Over here, I have another one where I just need to quickly hide it. So here we have another error where I probably ought to just, like, delete it or just shade flat, shade smooth. Oh, no, wait. When I know, yeah, yeah. So there is arrow. Let's delete the face. And I feel like it's because there's too much stuff going on here. So what we might want to do is we might want to place a cut that also sometimes happens that you have too many of these edges, so you want to sometimes just, like, place a cut. Oh, God, that does not look good at all. Never mind. Let's not do the cut because the cut just breaks it even more. That is tricky. I don't know. Is the arrow too bad to leave or should I just Let's see if I can carefully place some cuts here. Because the smoothing is quite fragile with these kind of assets. This is all like a case by case basis. That's why it's so difficult to teach you because it's just well, yeah, case by case basis. Let's do a loop, you fill then I like the previous one more. I think I'm just going to leave it here and let the normp take care of it. No Map should be able to compensate small smoothing problems like this. So yeah, this one could really benefit or it could have benefited from maybe a few more polygons using our optimization. But for now, it should be fine. So let's have a look. We got those pieces done. As I said before, one thing that you can do is Q by distance, and it will remove or it will remember our previous setting. So we can do this actually quite quickly. A by distance, A by distance. And you can see that we are removing some vertices here and there, which could have caused problems, so that's always nice. I'm actually not This one is also on the edge of being acceptable, but that's something that I want to just have a look at when we start baking. Like when we start baking, that's when we can still fix those problems often. Okay, there we go. So that should be done now. As you can see, there aren't too many smoothing problems, especially from a distance, so I'm not too worried about that. So our mesh is now ready to start with the UV on wrapping. Let's go ahead and save sin. And what we will be using is we will be using a Rhythm UV for a UV on wrapping. Now, one thing I want to do, so I want to select my mesh and file export, and I want to export this one as a OBJ file. And the reason I like to do that is because the OBJ file, if I go exports and make probably like a new folder Rhythm. And in here, I'm going to export this one as wood pieces, 01, no UV. And then if you go down into Jumptre, make sure that selection only is turned on, but down here, you can turn triangulate faces. So yes, the FX version does not have this setting. For the FBX version, you need to add the modifier. But in here, I can just press triangulate faces, export. And because we are exporting from blender and back into blender, the metrics should stay the same, unlike exporting from sea brush to blender. That's when the metrics sometimes change a little bit. But if you else want to triangulate, you would need to, like, select your object, add modifier, and then you would need to add a triangulate modifier over here, which is just a little bit more of a hassle. That's why I like to do OBJ. So let's go ahead and go into Rhythm U V. Now as a fill disclaimer for people who have watched my previous tutorials, this is the first time that I actually will be using Rhythm UV inside of a tutorial. I feel confident that I know enough of it now to actually show you how to use it, else I would not be able to create the artwork we are about to create. However, I will still keep it quite closely to, like, the basics because it's a Willy arson program. I really love it, but I'm going to go ahead and not go too complex, especially because we have quite messy geometry. Now, what you want to do is when you open it up, it might be quite overwhelming with all of the settings, but there are just a few settings that we want to use, and I will just go over it in real time. Just move this here. So if you go files, this is not an introduction, by far, by the way, and then we just want to press load. You can also load with your original UVs if you happen to have any UVs, but I do not have those. So I'm just going to go ahead and I'm going to load this and then go exports, Rhythm, and then simply load my OBJ file in here and give that a second because it's still quite a bit of jom try. You can see the loading bar down here and then shoot load in. Here we go. Okay. So what we can do is we can move this window a bit smaller over here. If you go ahead, an old left mouse button will allow you to rotate around a mill mouse button to move around. So a few key things that we are going to use. Let's use, once again, this one as a prototype. Over here, we have our island mode. The short hot key is F four. I should mention that I'm still getting used to the hot key, so I might not always use them, even though it's quite obvious to use them. And what I like to do is I like to always select the object that I want to work on and then press I to isolate it. I press O. Or you can go up here and press Isolate like that. And you can also press Show, and then you will show everything. So with this mesh, there are only a few small things that we are going to use. The first one is that we want to go ahead and go into our edge mode over here, which is F two. And basically, we are just going to play seams. So the seams are going to become the places where we are going to art our cuts, just like we placed our edges in our preparation. This is why we did that. Now we are also just going to play seams. This mesh, because of the geometry, it is super messy. That's just what happens when you work with decimated meshes. Decimated meshes are by far, a lot more difficult to work with, compared to, of course, clean geometry. This means that if I would do the traditional way of, say, I want to do control, you can see that it just does not loop around. I don't know I cannot even probably show you like, yeah, here, I cannot even show you, it literally just does not loop around because it's all triangles. Triangles do not like to loop. However, Rhythm UV has this really nice function, which I like to use. And yes, you can do automatic UV unwraps inside of RsmV. I personally do not like to use them. Because, of course, we spend so much time placing our edges, and I want to have full control over where I want to have my seams. This all becomes clear later on when we start using our wood. It's because our wood has grains. If it would be like plaster or something like that, I would be way more relaxed. But because wood has a very specific structure, just like bricks and everything, you need to be very specific in where you want to place your seams. So what we're going to do is we want to create a seam all the way around here. Now, this is quite easy. So we select this, and there's this really cool feature if you hold shift where it will try to calculate the best map for you. And what I like to do is, I do not like to go all the way over here, but I like to just give it small structures. You can keep holding shift. And then around here, you can see that I just release shift, basically, and then I hold it again. Release shift and hold it again. And then I will slowly just like map around here. Release shift. Oh, see, now you can see that I went almost along. Here see? It's not able to properly do that. Another way that we can do it because it looks like this jumtree so messy is to release to hold shift and then click like that. That way, it will keep our selection. And now we should be able to kind of and if your selection is not good enough, so sometimes you can see that it just goes a bit messy. Let's say that if I do this, for example, over here. Okay, this happens to be a pretty good part. But basically, if it does this, for example, where it has this cut why you want it to go this way, just basically make your edge less long. And just see what you can get away with. I hope that that somewhat makes sense. But basically, this is probably the quickest way, as far as I can see. Now, as I said before, I'm new tourism, so there might be quick ways, but this is the way that I tend to use in order to UV Unwp and select Willy Messy geometry. You see, and now I got this one, I can just press ControZ to Indo it because I made a small mistake. Yeah, C, you can see that these ones really do not like to have a proper selection, so you need to go in smaller steps. And yes, this will take a while, but you will see. I will do this one in real time. And so now we have this one then you want to press C, which is cut or you can go up here and press CAT and that will place a Sam. And I'm going to show you the power of rhythm. So this is really awesome because once we actually have placed our seams, it can do a perfect unfold, even with such messy geometry as this. And that's why I really love Rizvi, and the packing tools. The packing tools are awesome. Like, it's able to pack everything really nicely way better than Blender or Maya or Max or basically any three program. 1 second. I messed up. This edge, I can't remember that we placed this quite accurately, but maybe I was mistaken. But basically, you just want to place an edge and try to keep it as straight as possible. That's the whole goal of this. We want to try and keep straight edges. So here you can see that I'm messed up. I should have grabbed this edge over here because this eedge is way straighter, even though it's further away from the corner. And now you might have seen that in our time lapse, sometimes I decided not to place a 1 second. It's hard to think while doing this. Sometimes I decided to not place an edge along like the long version over here because it was simply not straight enough. For those versions, we are simply going to follow the seam as closely as possible to still get quite a clean looking UV. I might not be perfect, but it will be pretty clean. 1 second. I need to Oh, I almost lost my UV selection. This one is a bit tricky. It gets a little bit confused into where I want to go. At the very last moment, there we go. Come on. And you can always hold control if you want to do a custom selection on top of this. So we got this one. We can press C, and that should now be all one line because we use the Shift function and Shift function always make sure that we are in one line. Then over here, you can see that I made a small mistake. So I can press C here. And then for these versions over here, what I can do is I can go ahead and just press weld. And that should get rid of that edge over here. Oh, sorry. I must have mis pressed. Let's try that again. Oh, no, I did not miss press. These maps, it shows these maps. You can go down here and kiss at it to disabled. It's basically to show distortion, but of course, we have not yet unwrapped our model, so that's why it was giving me those colors, which I kind of forgot. So anyway, we now have this corner and we have that corner completely welded off. Now, next thing that we are going to do is we are going to go ahead and go here and now we are going to basically follow along this seam. So here we have not placed a straight line. So what you want to do is you want to basically try and follow along, and I'm trying to basically avoid some of these really large damages. If I avoid them, it will mean that in the bake, it will look nicer because it will not have a big seam running straight through it. So here you can see that I'm just trying to kind of, like, get a decent look over here. Sorry if my voice sounds a bit strange. I have a bit of a cold. So that's why my voice is a bit, deeper and I know. So basically, here, I'm just trying to make the best of it. But you can already see why I sometimes took a lot of effort to place some extra straight edges inside of blender, because it is both easier to select, but also because the seam is just like cleaner. So we can go in here and we can move this along. And yes, once again, it is a bit time consuming. But after this, I will show you one more technique, and then I'm just going to probably do, like, one more and then kick in the time laps just to go through the process. And I just keep using the shift method and I keep clicking to basically turn it into a selection because it's a little bit safer when we have messy geometry than just to keep holding shift like this. Since it might here, see, I sometimes just tends to recalculate in a way that we don't want to. This one is quite a big damage. Let's just go around here. And for the rest, if you make small mistakes in the seams, there are ways that I'm going to show you how to kind of hide the seams inside of substance painter. So it's not the absolute worst case scenario if you mess up a seam. But of course, because we are going to reuse these measures so often and because they are so important, I want to try to do my best to avoid things as much possible. Let's press C here. And now we are ready to go. So basically, we have a it crashed. Okay, we are back. So that was a very quick crash. Unfortunately, I did lose my work, so I just redid them. And it just reminds me that we always need to go file and always like a save as. Oh, wait, of course, because it saves it as an OBJ. That's the annoying thing. Yeah, I guess we can just do like a save and just keep saving it. So let's do a save over here. And then it will overwt the UV. So maybe that's not the best. Maybe let's do a save as after all. Exports would be 01. With UV. Let's do this. And OBJ, yeah. Okay, let's save that. So, there isn't really a save inside of Rhythm. It will save as the OJ, but we can load in the OBJ just with the UV. So technically, that is considered a save. Anyway, sorry about that. Actually, the first time I've ever seen Rsm crash, so I don't know what happened. So we now have these pieces. If you go to your elements elect over here, you can even see and you can even double check that if you select on it, it will be one piece. And one piece here. If it happens, also select this, so it does something like this where it selects everything. It means that you somehow missed an edge somewhere and you just need to place another cut. So we have these three pieces. Now, at this point, you can go ahead and you can go in here and press unfold. And what it will do is it will unfold the piece that you have selected. You can, of course, also select all of them and then automatically unfold everything. But I just wanted to show you the cool thing about rhythm is that it's really great at straightening our UVs. What I like to do is I like to unfold, and then I like to go in here and just, like, click and track to select everything, and then I like to quickly pack it. So if I press pack, it will do an automatic packing, but it's great for us to show. So now you can see that we have this perfect unfold. We have these two. And then this wood is perfectly straight, and it's nice like one piece. And that was the whole goal of this because this is nice and straight, and we have fairly well edges over here. Like the edges are not too bad, and over here, they are way better even, so they're nice and straight. This will give us a very good look on our wood because our wood grains will all just be going nicely in this direction. So if you go up here to texture, you can press your checker box board, sorry. And then if we just said it's normal shading, you can see that we have a super clean UV. So that's basically how we are going to do most of these pieces. At this point, I can just go ahead and I can press show, and now I can go in here. So these pieces are all quite straightforward. Maybe, let's see, these are all straightforward. Let's do this one. I'm just going to UV unwrap this one for you because it's a little bit more difficult. And once that is done, I will kick in the time laps. So we can isolate this one, and then we can go back to Edge mode. Now, for this one, so we probably want because of the unfold, we need to have a check how maybe I unfold it from here to here to here and then this becomes another piece up until here. I'm a bit worried about these areas, so we can give it a go. So over here, as know that we did not place any specific edges. So what we would need to do is we need to hold shift. And at this point, I am going to do this one a bit quicker, and also it will probably not be as precise as that we've been doing so far. And it's mostly because it's such a large piece and high up, like you probably should you should not notice too much of it by the time that it is in our environment. So over here you can see that I'm just holding shift, and I'm just going quite quickly. Follow the edges. Over here. I still try to do it somewhat precise, but it's mostly that I'm just, like, being zoomed out. Like, I do not want to do this. Like, that stuff is way too bad. You still want to try and kind of, like, follow the lines even if it means it will take a little bit longer over here. And yeah, I just do not trust outoUVs with something like this because the edges are so messy. Outer UVs, they would probably end up placing weird cuts like they would go like this, for example, which is just not nice when you can nicely go around here. But we might end up doing some outer UVs on something. Let me have a tk. We might be able to do it on the windows because the windows, we might not end up sculpting them. We might end up just using weighted normals. And the only reason we would do that is because I want to show you that technique. Like, I'm trying to cram in a bunch of different techniques in here so that you learn a lot from it and that you know also like how to use multiple different workflows. So even though it would make more sense to just sculpt them, weighted normals is like a faster way of making them. And it just means we don't have those sculpted details, but we can then also show you some outdo unwrapping and just like some general techniques. Yeah, I've had that in my mind, but now I talk about it out loud. That does make more sense. I'm going to go ahead and zoom out a bit more because it's taking too long because this is such a long piece. Oops. Let's go here. And it's also always a bit scary to, like, accidentally lose your selection or something like that. You can always place cut earlier. So let's say that we arrive at the top, I can always place a cut at the top and then just keep going because the cuts will be saved. They are not like selection based. So then we can literally just deselect stuff. Let's go around here. Mm I think I'm just gonna go here because there is quite a bit of damage going on. You see, you're starting to see that I'm losing my patient, so I'm taking really big jumps. And normally, if I'm really in a rush, this is how I would do it. I would just, like, sacrifice a little bit of, like, the UV cleanliness, but it is such a minimal sacrifice that it should be fine. But of course, in the tutorial, I want to show you both the right technique of doing it and more like the rushed technique because the right technique is not always very efficient. So we are going to unfold it all the way down here, which means that I'm just going to let's place a cut here. There we go. And let's see. So I'm going to unfold it. It's probably cleaner if we go this direction. That's probably cleaner. And then the other one will just be unfolded automatically. That's a nice thing once we have done this. The other one is automatically also cut because it's all part of the same piece. So then we don't have to worry about that. We can just, like, unfold that one also. Since this UV or this seam is cutting on both sides. Okay and then down here, it can just go down. Let me just place one more cut so that we have a clean over the top. Okay. And now we just want to go ahead and go down here. Let's see how far I can push. Yeah, see, you can do this quite quickly. It's just those areas over here are a little bit annoying. And, of course, we have so many etches, it's sometimes difficult to see where you're clicking. Yeah, this one I don't like, so I rather just want to go around here. And then I can again, zoom out a little bit and go for So longer cuts over here. These ones are quite straightforward because it's just like almost a straight line. So that's quite nice that we have cleaner geometry on this side. Geometry is very unpredictable when you use the decimate function. It's can be exactly the same size, but they would still look slightly different with your decimate. This one, I'm going to not go that far out. I want to try and stick fairly close to the corner. Let's go here here and here. It's Undo, dad. This one is a bit trickier. There we go. And now let's just hope that I did not forget an edge somewhere accidentally, because that would be quite annoying. Here, we have another one of those where I want to kind of, like, go a little bit closer around. My edge. Ah, how far did we go here? Oh, yeah, yeah. So also I already forgot that we did this in the last part. I feel like, Uv unwrapping. It's more fun with rhythm, but I still just don't like UV unwrapping. It's quite boring to me. To be honest, I have the same with sculpting when I need to sculpt, the same thing over and over and over again, like with these wood pieces. Then it is quite boring. Let me just quickly go around here to go a bit closer near the edge. At this point, I'm just going to place a quick cut over here. And let's also just do a save. What is this one? Which UV? So let's do a save just to make sure. And let's see. So this one is going to be cut a long would that be too long? I'm just having to think about if this entire piece is probably going to be too long. So what I would want to do is I will cut this for now along here, but then I'm going to place a few more cuts. Because else we would have such a long UV. And the thing is if you have a lot of meshes, both big and small in your UV, and then one of the meshes has a really, really long UV, it will make all of the other UVs a lot smaller in order to keep the taxi density. And you don't want to do that because you cannot just have one really large model that looks really blurry, and then all of the smaller models that you just scale them up. Well, you can, but it will not look very nice. So you want to twin and keep the same texO density, which just means the same rough resolution across all sides. So what I can do is I can place a cut here. And now what I will do is I will also place a cut probably here to split this up. This feels like a natural place to place a seam because it's inside of another area. So we can go in here and place another cut, which means that this piece will unfold its own. This piece will unfold up until here, and this piece will just unfold like that. And yes, that would be like a long piece. I don't know if I want to split it, we kind of have to see. So we now have these pieces. I'm going to do again to save because I'm a little bit paranoid after that first. Crash over here. But what we can do now is we should be able to let's go into face mode. And we can probably just go ahead and press Control A to select everything. And then up here, we can go ahead and just do like an unfold. And give that second because these are quite a bit of jomtres. Okay. And then what I want to do here is actually let's do also Control A, and let's just do a quick back. So we have this piece is unfolded. This piece is unfolded, and then we have this long straight piece. I think, yeah, that should be fine. Worst case, we want to place a cut in between here. But, of course, doing that, we would still have this long piece so that we would also need to place a cut here. But I don't like to do that because I don't like to have a seam down the middle of my mesh. That's something I want to avoid, if possible, because you will be able to see that seam if we do that. But there we go. So here we go for, like, a more difficult model. And you can see that our UV seams are still quite straight and quite cleanly. Oh, that's basically it for resume UV. Oh, 40 minutes. Wow, I still spent quite a bit of time. So what we're going to do now is in a time lapse, I will simply UV unwrap all of these pieces just because it's the exact same thing over and over and over again, and I do not want to bore you with it because that would take me probably one half, 2 hours just to do this. Nine night would take me like 1 hour because without talking, it will be faster. Awesome. Once that is done, I will have another chapter where we will actually be packing everything, getting it back into blender, preparing it for baking, and then we are going to start by baking our mesh, and then you will see what all this prework, if you are not experienced with this workflow, what all this prework was about. And then I will give you a little talk about specifically why we did specific things. So let's go ahead and go on with this time naps in the next chapter. 46. 45 Uv Unwrapping Our Wood Pieces Part2 Timelapse: [No Speech] 47. 46 Uv Unwrapping Our Wood Pieces Part3: Okay, so most of our UV unwrapping is almost done. But there was one technique that I forgot to show you and I did not want to do it in a time naps. So basically, if you have the exact same model, you can actually transfer your cuts from one model to another. And basically, the way that you would do that is you would go ahead and let's say that we grab both of these and let's isolate them because these two are the same model. Then you would just place your selection like you normally oops, like you normally do. I'm already messing up. Here we go. So I'll just do like a quick selection over here. And with this technique, it's sometimes easier to just do all of your selections in one go. You can do it separately, but it just means that you need to press more buttons. So what I will do is I will go ahead and grab that one and then just kind of move it down right away. Over here. And then at, let's say, this point, we are just going to go ahead and then navigate all the way around here also. You see, this one is not really nice, but for such a small piece, it should be fine. So now that you've done this, let's see, almost here. There we go. So now we have placed all of our selections that we need to cut, and then all you want to do is you want to press ALC. And what it will do with ALC is it will find out other meshes that are exactly the same, and it will place the same cut. So automatically, you can see that or the same selection. So you can see that now the selection is automatically transferred here. And now if I press cut, both of them will be cut, or they should be. So again, cut. For some reason, it's not. Oh yeah, yeah, there we go. Okay, took a little while. And now, you can double check to make sure that everything is correct. And then you can select all of them. You can go ahead and unmap them. And then you can if you want to quickly pack them together, also. And there we go. So now you can see that now we have this one also ready to go. And the same happens for this one. So we have this one, this one, and this one, which are all the same one. So let's isolate this. And let's just quickly finish this one off. This one should be easier because we have placed correct edge all the way around. I lost where I placed it, I think, here, here and here. And then down here, we are just going to go ahead and bridge matches go all the way down here, like. I don't think we can go very wong with this. Yeah, that looks fine. And then around here, going to wrap it around like that. And once again, we can do C, and it should transfer over to the other pieces. Give the second to load. There we go. Yeah. That looks good. And now we can cut them. And now we can go ahead and we can do a console A, unfold, pack them because packing makes it easy to see, and there we go. So these ones are now also done. And that marks the end for this stuff. Awesome. So if we now go ahead and show, all of our pieces are now UV unwrapped. You can make double sure simply by going into the text mode. And if everything has, like, pretty square boxes, like you can see here, then you know that it is pretty much all unwrapped. Now, that's really good. At this point, there's two things that we can do. Or we can. So we are going to pack UVs now, which as you can see, will take a while. Now, we can all pack them all in the direction of the wood, or we can pack them the most optimal way. I think for these pieces, because they are so important, it's easier for me to just pack them the most optimal way and then simply inside of substance painter just flip around the wood, because we know that our wood is horizontal, so the direction is horizontal. So basically anything that is vertical, we would just simply need to rotate that material inside of subspin to by 90 degrees. But I rather just leave the system on to give a really good packing over here. So at this point, what we're going to do is we are going to pretty much just press contra to select everything. And now what you want to do is you want to go over here and you can scale by tile average, and this one is scale to average. I believe we need to have the scale to average, which will basically scale your UV islands based upon the real world or the T world scale. As you can see now, the scale of this one is much bigger than the scale of this one. You know that it worked by just looking, and you can see that all of the squares are pretty much the exact same scale. So all of the scaling is now uniform. Now, next to this, what we want to do is we want to just go ahead and select everything, although I believe you don't even have to do that. And then we can simply go ahead and we can pack over here, and then it will pack all of these islands. Now as you can see this might take a second. There we go. Okay, so it has packed the islands now at this point. There's still some empty space which I don't like, and there's quite a bit of space in between my islands over here, which I feel like it's like the padding, but I feel like that should not really be needed, or at least not this large. When I say padding or margin, whatever you want to call it, it is the space between these two islands. So the way that we can fix this and honestly, I feel like everything right now, it is already pointing upwards. So I am tempted to simply rotate this to give us an easier time inside of painter. Let's see, if we select all of this, I should be able to go up here and press this button, which will be the transa button. And I believe it is, which one I always forgot. I think it's this one, but it will be quite slow to rotate. So yeah, here, see, that's really slow. We should be able to Rotate it over here by not 180, I think 90 degrees. So let's rotate it once over here. There we go. Now, you have another packing mode, and this one will basically keep the translation. So it will keep this orientation over here. That's another one that we can use. Basically, sorry, this one is supposed to be like this. So this is the settings that you will have. I'm going to go ahead and set my margin probably to, like, three and my padding to around eight. So I'm going to, let's do the margin to two. I'm going to reduce it quite a bit. And now if I translate, it should over here, see? It will leave less space in between of our wood, which will mean it packs everything a little bit closer. So that is looking pretty good. Now, right now, I just need to see I feel like that these two pieces, they feel a little bit overpowering. The way that we can make double sure is by simply selecting them, and we can go ahead and we can right, I do need to use this one. We can move it out of the way. So this is what I mean. Like, these are really long pieces. They are the longest pieces, which means that they take up quite a bit of space. What I want to do is I want to make sure that if I select these pieces and I would pack them, it's not like these pieces are just basically causing everything else to be quite small, because we have quite a bit of space left now. Now a little bit of space left, that is totally fine. Like, that can happen around these edges, we will simply have a little bit of space here and there, just because not everything can fit perfectly. But as you can see over here, this is more like a pack that I was looking for. That means that I will most likely place a cut down the middle and hope for the best, that I will clean it up inside of substance paint. So what I'm going to do is you can also go in here and select. Oh, wait, let's turn just like the normal selection. I go to this carefully. Try to pick the best part. Let's go here. Like this and cut. And because we already unfold it, we don't need to unfold it again. This one is even trickier. Let's go here. Here. And this we will basically I have a few tricks inside of painter to hide your seams. And at this point, I just hope that it will be good enough because this is quite a big seam, but it also depends on the only reason I would be willing to do this and not just, like, split this up into, for example, two texture or texts or artists one, two, for example, the window textures is because it is so high up. So that's why I'm not as worried because it is all the way up at the roof. You probably won't really notice. So now that we have these pieces, now what we can do is we can try another pack. And this time because I haven't selected anything, here we go. See, that's a little bit better. So because these are now smaller, it's able to pack everything a little bit closer. And the empty space that you see over here, this is just because these pieces, they keep the same text identity so that we do not have one piece that looks higher resolution and another piece that looks lower resolution. However, that simply means that sometimes you will have empty space. But I'm quite happy with the speck. It is quite quickly or quite quick. You can, of course, try to do some more manual packing, but honestly, that would be a lot of work just to go maybe from 83% coverage to, like, 85% or 87% if I would do it manually. So that would be too much work for little or too little result. So that's now all looking pretty good. We got that one done. Nice. That means that our UVN reps are currently done. We can go ahead and we can save our scene, and that means that it will save the OBJ. At this point, what we're going to do is we are going to start by preparing our final measures for baking, which is actually very easy to do. All we need to do is we need to go inside of blender over here. We have these final wood pieces. What we can do is we can Oh, no. Why is it not working? My viewpot is broken. 1 second. Let me just save my scene. Reopen. Am I so blind? Yeah, my viewpoint is I need to restart blender. It's not allowing me to rotate. Maybe something went wrong. I don't know. Okay, now it's able to No. Again, not. It was able to. Oh, there we go. Finally, yes. So now it's able to rotate. Anyway, what I'm going to do is we have these pieces, but these pieces, of course, are no longer UVNwp so we can delete them. File, Import, OBJ. And let's hope that the metrics are still correct. Rhythm Wi UV, Wood checked jomtre that should be fine. Import. And give that a second to load in, and that should do the trick. Oh, wait, I have one piece. Base serrate. Let's keep that in mind. I don't know why that piece is. That's just an empty piece. Let's just delete it. There we go. So that looks like it is still absolutely correct. All we need to do in order to properly prepare this is quickly select your meshes and you can go to your UV editing and just double check, that your UVs are imported, which they are, as you can see over here. And then the next thing that we want to do is we just want to right click and press Shade Smooth. Just make sure that all of our etches are shaded smooth. And the next time that we will need to edit this is if there are any problems that might occur during the baking. Now, the first thing that I'm worried about right now is that the baking, the meshes are so close together that the ambient occlusion might give us some trouble. However, we can fix this inside of Momset, so I'm not too worried. I have this mesh. I'm going to do a final export and this time, yeah, I'm going to just stick with OBA probably. And we are going to go exports. Let's do new folder baking. And in here, selection only, let's call these pieces. Wood pieces, underscore zero, one, underscore LP because these have now become our final lowly pieces. And we can export that. And now in the next chapter, what we will do is we will launch up Mum'seTolbg, and we will start with the baking, fix any problems that might occur. And once that is done, we can start with the texturing inside of Substance Painter. So let's go ahead and continue with this in our next chapter. 48. 47 Baking Our Wood Pieces: Okay, exciting. All that work we did, we are now finally going to see the result of baking from high to low poly. So we are going to use marmoset for this. Of course, you can use substance painter, hell, you can use normal, whatever you want to use, whatever you're comfortable with. I like marmoset, mostly because of the cage functions and just because it's very visual and very quick. Next to this, if you want to do hi poly baking, I recommend Kal. I've lately been using alt also for W willy hypoly I'm talking 100 million plus poles. I use it mostly for photogramtry, but I just want to let you know. Anyway, for the baking, what we want to do is we are just going to simply import already our low pool in here. It gives me a huge amount of materials. That's not very nice. Let's quickly go in here. Basically, all you need to do is select one. Hold shift. Sorry, I'm still thinking about rhythm. Hold shift, select everything else. Go down here to materials and simply this little drop down and press copy material to select it. And if you want, you can even call this whatever you want. Like I'm going to call it Base. Now they all have the same material because we copied this one material to everything, and let's just do a quick reexport there we go. That will make things a bit easier because we are also going to use this one inside of substance painter. And I'm not really in the mood to have so many materials because substance painter, every material means one texture, so you do not want to do that. And then I'm just going to go ahead and Oh, God. Just delete out of this. There we go. Okay. Is that done exporting? Yes, it is. So let's just drag it in again. There we go, see? One material. Okay, so we don't need a lot of settings inside of marmoset. This is just because, yeah, like, what can you do? Go to color and maybe, like, set the color a bit down that makes it a bit easier to view things, and that's about it. But we have already used Momset so I'm not going to go over it again. I'm going to now go ahead and also import my hypol and my hypol is going to be the Z brush, wood pieces, MP. That's going to be the hi Pole version. So let's just go ahead and input that one. Might take a little bit longer to input because I can remember it's like 40 million, something like that, 40 million bools. So let's just give that a second to input. And I don't have anything else to say, I believe. So I'm just going to pause the video until it's done. Actually, you know what? There is one thing I want to do that I just thought about. Like while I was waiting, I thought about this. I am actually going to triangulate these pieces and just by adding a triangulate modifier, and I'm going to export this as an FBX. The reason I want to do that is because a little bit about experience. Basically, what I'm worried about is I'm worried that I export this as an OBJ which has its own triangulation and that it starts baking these messes, but that the triangulation is slightly different from an FBX triangulation. What happens is when we do that and when we start adding these pieces to our other models and importing them into unreal engine, we might get smoothing problems because the geometry that we bake on needs to be exactly the same as the geometry that ends up inside of unreal engine. So because of that, I don't really want to take the risk. I'm just going to go in here and I'm going to triangulate these and then quickly export them. And while it is importing hypol that's no problem. File export at this time exported as an FBX and we can just go export baking uh, wood pieces, zero, one, underscore LP and selected objects. And this time, make sure that in geometry, you have apply Sorry, my voice broke up a bit. You have apply modifiers over here, so we can now export this as an FBX. That's it. That's just something that I'm deciding to do. And by this point, here we have our baking. So let's keep the OBJs like a backup. Why not? So now we have a low poly. And as you can see, if I just go ahead and delete my low poly over here. So this is the hypol. This is the one that we have, and you can see that Mom said, It's already getting a little bit slower. But as you can see, this is the full hypoly version. So now all that we need to do is import our low poly. Here we go. Sorry if my voice breaks up sometimes, as I said before a few chapters ago, like I have a little bit of a cold. But now we have a low poly and a mid pool. Now, to activate the Baker, we just want to select this little bred icon. And then for our low poly, we can just drag it into low and our high ply, we can simply drag it into high. Whenever you do that alismtically hight the high pool what you can see now is that it seems like that our low ply the metrics are wrong. What I can do is I can press low poly and then press the arrow keys, and I can see over here, it's a bit difficult to see. Let's press Control F. I don't know if it's bigger or smaller. I think let's see. We have that one and our mid poly It's quite difficult to see which one it is. Is it bigger or is it smaller? Oh, there we go. It's bigger. So this one is our low poly. So if we go to the mid pol we want to set the transforms probably to 100. So this is what I meant about metrics, but we only care William about metrics inside of blender, because those need to stay the same as the ones inside of unreal. So if I go ahead and set this to 100, 100, 100, E. That's it. It's just the way that it exported it. Anyway, we now have these two pieces, and the next thing that we're going to do is next after it's out saved. Speaking about outer saving, let's go saves. And let's select this folder and do File, Save CNS. Baking. Let's go ahead and save that. Here we go. Okay, so now what we're going to do is we are going to define the cage around it. That's actually super easy because the shapes are almost identical. So we don't really need a big cage. If you have very low polyly models and very high poly models that slightly change in terms of the shape, then it would be more important. Saving your seed. At this point, everything will be a little bit slow, like saving, doing functions. The baking will still be fast, but you might see me sometimes just quickly cutting away the video, and that's simply because I'm waiting for saves. Here we go. So in your low, quite important, set the outer bake to none because we not yet have anything set up. And once that's done, you can now already see the cage around it. We are going to make this way smaller. You want to just basically have your cage around your mesh to make sure that your high pool or your low poly encases the high pol. But another thing is that you don't want to make your cage too big. It can create artifacts. So you just want to try and go for, like, a nice, just like slightly above your all of your meshes, something like this. So I set mine to like 0.376. That's why it's a cage. It's something that goes around it. And at that point, all we need to do. Honestly, at this is we need to let's turn off the high. Sorry, over here. So turning off the high poly means that later on we can preview our low poly. And then in our bake project, we can at this point, textures. I do not have one yet. Wood, pieces underscore 01. Let's create a brand new folder over here. I don't know why that took so long. I think my drives are starting to get slow, but I'm waiting for an upgrade. And then we are going to have a Bags folder over here. And we want to basically in the output over here, set the Bags folder and give it the name. So I'm just going to call this Wood pieces, 01, that will be the file name. I tend to just leave it at PSD often and then just press safe. Now for our samples, we are going to go for 16 samples. That's the one that I like to use. And what I basically like to do is I like to first, always just bake my normal maps. Now, usually in the past, I would bake it at a lower resolution first and then a high resolution. But right now, I'm just going to bake it at four k because Mom said it's so fast with the baking, like it's almost instant. So we have our normal over here at four K resolution on 16 samples, and all we need to do now is scroll up and press bake. And then it will quickly bake our mesh over here, and that's it. Already done. So as I said, it's really fast. We have our normals. And now what you can do is if you press this little P button, it will preview or it will automatically apply our normals to our mesh. So if we just press the P button, you will see that now, here we go. Just make sure. It might be it's subtle, but as you can see, I don't know if I can show you. Without normals, with normals. Without normals, with normals. So now it is almost identical to your hypol. If I turn on my hyply, you will see that if I turn off the low poly and hypol it's pretty much it's just almost identical. So that was the whole goal for this. Now what I want to do is I just want to inspect my models before I continue. So over here, I'm basically just looking to see if there are any weird type of smoothening sorry problem. But it's, of course, a bit slow to navigate because of our high poly. Since we since even though it is hidden, it is still showing up as having 40 million polies that I'm rotating around. You can technically go up here. You can said is to gray, but I believe that Oh, yeah, see, that that's not of draft quality, maybe. Maybe the draft quality does not work because it is not so much about the rendering, but about the polygon count. That works faster if you want to temporarily go outside of rate raising. But anyway, for now, this looks pretty solid. Like with this one, oh, wait. Here we go. Here we have a small issue. So this is causing a small issue. And for the rest, you know, see it is causing some smoothing problems, which I was worried about. For rest sideways over here are also causing some small smoothening problems. Those I am less happy about, to be honest. Here, a tiny bit, but this is fine. It's not that intense. Let's have a think about it. So there is a margin of error where we can get away with where even though it has, like, some small problems, by the time we have a texture on it, you will no longer see those problems. Like, this one is one of them, because I know that this as you will barely be able to see. So I'm not going to bother fixing that right now in terms of just saving time. The rest, like over here also, this will all be covered by something else. This one I feel like this one might be too bad. I think we will need to fix this one, just because you are able to see a little bit. Oh, I don't know what that was because you are able to see a little bit. These pieces over here, these beams will always be covered by something else. So I'm not going to fix those. I'm not too worried about those. So the only one that I'm worried about really is this mesh. This mesh is on not yet correct. If we just have a quick look in here, now what we can do with this mesh is we can technically just fix it inside of blender, and then what we will do is we will go ahead and just quickly do like a UV Nwap in blender and just like add this on top of our original UV Nwap. So at this point, I'm going to let's have a look shift ge, wireframe. Just go to turn off my triangulate. And basically, what I want to do is I feel like for this, it would be safest if I just delete the top and the bottom and then add my own faces to it. Let's do this from the top view, AldX It's called shift. Going to it's really messy, I know, but we're just basically going to remove a bunch of these faces over here. And I'm starting with, like, a top selection because it's a bit faster to work. And then I can do Alt x. I can go here and I can just decide. I only want to select, like the flat areas. It does not have to be perfect because we're just going to replace it. Oh, wow. And that problem I need to fix also. So yeah, this one I probably need to redo. Anyway, so we have this one and we can go ahead and press delete and then delete the pass. And now, pretty much, if we just go ahead and select this edge and let's do a smart loop around, hopefully, the fill option. See? Yeah, the fill option does create a cleaner fill than the decimation master did. So let's do Smart loop, Q, fill. Yeah, that should be a little bit better. And then over here, it looks like this is just like a bunch of edges that are broken. And this, wow, this is really broken. I think the easiest thing for me to do is to simply merge them at center because this is on a flat face, so it should technically not give me too many problems. It's interesting that there is a smoothing problem happening. Let's press K, and let's do a knife to over here. Let's delete and dissolve this vertex, and let's get rid of this phase. Let's also get rid of these phases. As I said before, your low poly can divert a little bit from your high pool. That's why I'm not too worried about just filling this up again. And then if I go ahead and shade smooth, that one is not yet. Perfect. No. Let's go ahead and yeah, we definitely need to redo this one in terms of like the UVs. Let's delete all of this, select it again, and fill it. Almost there. Almost there. I need to target, well, toggle this one. So yeah, this is just the annoyance of working with these type of meshes shade smooth. Turn off the wire frame. I'm still not happy about it. No, I'm like, I'm not going to take I'm not just going to say, Okay, for something like this. I'm going to go ahead and I'm going to Oh, oh, wait, sorry, I'm not in face mode. Select some of these. I know that you can select by angle. However, I'm just going to do a manual selection. Just because it's a bit more precise. Okay, let's delete all of that and loop and fill it again. Shade Smooth. Turn of I it's not perfect, but no wait here. Yeah, it's not perfect. Wow, this one really is annoying. Even in blender, it is not able to properly grab it. In that case, I'm just going to scale things back a bit. I'm going to basically merge these pieces back to give it less surface area. But I make sure that I don't change my shape too much, of course, because else, that would be a shame. But here, if I just do this and make it all like a little bit straighter, a little bit cleaner, my hope is that then it will all work a bit better. So target will toggle. Fill shade smooth. Yeah, I think that should be enough. I know that it might seem quite extreme, but I think when we start baking it, that should be enough for our bake. And then we can maybe press K and maybe do like one or yeah, one cut down the middle to basically give the smoothening a little bit more of a break. Here we go. So that would give the smoothening a little bit more of a break. Mm. I don't think that this ticket actually looks better without. Yeah, to be honest, I don't like this one at all. I will leave this in because I know that some people will like it. But what I'm going to do is I think I'm just going to delete this one. And then inside of Z brush, I'm going to do, like, a cleaner optimization, and then I will just bring it back in and then just quickly, like, do the rest. Let's see. Over here, we had, like, those smoothing problems. I just want to make sure that those are also not causing me any serious problems. You can do it by just holding shift and like, rotating your sky. And I can see like some tiny problems over here. So these ones might also need re optimization or they could use some re automization. But I feel like they are not strong enough that by the time that we have our wood and everything on it, you probably won't see it. So, I'm now just starting to make, how do you call it? Um, I forgot the English word for it. But basically, sacrifices or whatever you want to call it. In this, this one is not good enough, but the other ones, I'm just making a small sacrifice in leaving it instead of me reworking or doing the topo. However, this one, I will do this now. So if you want to fix any of these smoothening problems, you can do the same technique as what I'm going to do for this one. Basically, inside of Z brush over here, we are going to just select this one mesh, and let's just go ahead and sold. And we are going to go in, or what you can do is you can do from your high pulley, another decimation master, or you can just do a more drastic measure which is going to ZR measure and just using this to basically give it roughly the shape that you want, but then the geo will be a lot cleaner. So here, but this does mean that we have 100,000 pulleys on this one mesh, which I'm not sure I'm really happy about to be very honest. So I think what I will do is yeah, I'm just that feels like too much for me. So I'm going to probably go in and load in my normal pieces over here. And I'm just going to do reoptimization and quite a higher poly. Now, I will also show you another trick if you ever have these problems with the really long pass, which decimation master does, because that does sometimes happen. I'll show you a little trick. Just let it load. Here we go. I should not need to be dragged in. If I just press F, here we go. We're still in solo mode. This is our high ply version. What I can do is I can go in here, solo it. Let's see. We have this one. I'm going to still keep this polygon count, maybe one lower. Let's do one lower. That saves us a bit of time. Delete higher, delete lower. No layers. Okay, that's correct. So basically what you can do in order to not have these really long straight edges here is to simply use your move tool, and I currently don't have my dialing table, so I'm just going to do it like this. And just give it some slight variation in here. The reason why you want to do this is because then the system will basically decide, like, Okay, so these pieces are not very straight, and we should have done this anyway. And because there is a little bit of defamation going on, I will add more polygon counts in the flat areas. And that's mostly our problem. That was the problem with the smoothing that we had two flat areas. So that's another reason why you would want to not do that. So I can go in here, give it a little bit of, like, a variation here and there. And I'm just doing it all over just to right away, give us a good result. Like that. Okay, awesome. So now if we go to our Z plug in and we are going to use our decimation master, we can preprocess current. Here we go. And now we can decimate current, and we are going to go for something slightly higher. So let's preprocess again. See? This is what I mean, now it's real art. It won't be clean geometry, but it does not really matter because of nanite. So this workflow, it's still work in progress for me. Like, I'm still developing it more and more. So if you have any feedback on, like, some ways that you think like, Oh, what if you do this, then maybe it will be even better. I would be happy to hear that. But because right now, it's mostly handling the geometry. That one is quite a messy way of working with this. I'm going to go probably, like, a little bit lower just because I'm not in the mood for the UV on wrapping to take super long. So let's set this to, like, a let's do yeah, let's do 50. Decimate once more. There we go. See? So now we won't have any smoothing problems anymore in these areas. So what you can do at this point is you can just press Export on this one Subtool. And then we can simply go to our source files, exports and Zbrush, and we can just call this like Boot underscore 01, underscore revision, underscore LP. And let's just press save. There we go. Now what we can do is we can probably get this straight into Rhythm UV, I would say. So let's just go at the load in new mesh from Z brush. I hope that it will o Wow, I mistyped, but it doesn't really matter at this point. So let's try this one over here, okay? And now, you probably guess it. We just need to go at and Y frame again. And I know that I did not place like these strong edges, but I believe that I did not even do that anyway for this piece. So I'm just going to do, like, a very quick UVNwrap over here. And you know what, honestly, I don't know why I'm recording this. I'm just going to go ahead and I'm going to pass the recording and get this UVNwp done. Okay, so that is done and export it already. So all we need to do now is we just need to replace that version in here. We don't need to replace a hypoly or anything like that. That's what makes this quite quickly or quite quick to just fix. So we can source files, exports rhythm, Wood revision 01, Import over here, and you can see that now it works. I can just hide it, delete the old version, and then press Aldag to unhide it. I then want to go ahead and I want to just make sure that, um all of our materials are still the same, so I'm just going to go copy material to select it. Right click Shade Smooth. And this time, make sure that shading is correct, see. So now the shading is a whole lot better. And then, lastly, all I need to do is I need to quickly go in here in my UV editing, and I'm going to press this little button over here, which means that the UVs are synced so that we can actually preview them. And I'm going to move these UVs out of the way. Then I'm going to select everything, again, go into tab to go into Added mode. And now we can see that, Okay, so these UVs are the ones that we need to fit in here. It looks like that the old ones used to be in here. I'm just going to go over here and select this one and press Control L, I believe, to select the link. Yes, it works. The shortcuts for me are a little bit different. Um I was going to rotate that, but you know what? Maybe not maybe it's best not to do that. Let's go ahead and select this one. Control L, and we can go ahead and we can just hold Control. Not the best snapping but okay. You'll see, it's really slow to use inside of Blender. That's a little bit annoying. But what I'm going to do is I'm just going to kind of, like, fit this one in here. It should be fairly similar to the other one. I think we want to rotate it to 180. Didn't mean to do that? That's because it's slow. When it's slow, the selections kind of go out of the window. Here we go and move it. You can do it. In here and scale it up. So yeah, that's the only thing like we do now need to do, like, a little bit of manual stuff, but it's not a lot. And then for this one, we can do let's select both of them. And let's just go ahead and move them here, scale them down so that they are roughly the same scale. And then we can do Once I gets really slow, then we can go ahead and select one of them, Control L. You can go in here. I'm just going to press S. I'm kind of sick of using the Pivot point, and I forgot that, of course, Control we can also do. And then the second one, I'm just going See, it's really annoying to work with high polymsh. And it's the whole thing about working with Nanite. Like, that's why we are going through so much trouble over here, not just use a multimillion dollar multimillion dollar multimillion polymsh because it's just simply so slow to work with it inside of blender and painter and all of the other software, even if it would run fine in unreal. So what I'm going to do is, Oh, God. I didn't mean to scale it up that much. There we go. Here we go. Okay, so those are now also inside of our UVs, and that's it. Now we should be able to just go back to our layout, select our pieces and re export them. As in FBX. Oh, wait, Montag. Let me just re art my trangulate modifier on here. There we go. Sorry about that. Well, it's something that I cannot avoid. This jom tree is so unpredictable. It's something that just it will happen. You guys probably will also have problems, but I doubt anyone will have the exact same problems as me. Everyone will have, like, slightly different problems. And that's just unfortunate, but that's the way it goes with this workflow. So we create a hi poly. We sculpt it, we optimize it using decimation master. We usually unwrap it, and now we are baking it. When I say it as a list, it doesn't sound that difficult, but, you know how it goes. It will out load in the new low poly because we've overwritten it, so all we need to do is press bake again, and then you should be able to see that no more smoothening problems. At least that's what I'm going to keep it at. So finally, that is done. Okay, what we're going to do now is we are going to first of all, bake our ambient clusion because I'm worried that these meshes are too close together and that the ambient clusion from one mesh will shine on another mesh. If that is the case, it might just be that I literally just not bake an ambient seclusion because these pieces technically do not need an AO. Um, the AO would be nice for grunge maps and everything, but they are not needed. So we are not actually using it. Yeah, maybe down here you would want it, but that's not why we are using the ambient occlusion. We would use the ambient declusion for mask generators. However, it's not a mask. I'm just going to go down here and in my occlusion and then in my Bags folder, which I'm navigating to on my other screen, would be seran bakes. Okay. Yeah, see? That's what I mean. So they are right now they are too close together, and it is causing them to have the AO from one piece to another piece. In the event that you want to fix this, technically, what you can do is you can turn on your high poly and you can go ahead and you can select basically your low poly and your high pool, but it will be super slow. So you can select over here your low pole. Yeah, here, it's too slow. I would not even recommend doing this. Basically, what you can do is you can select your models. So you can go in here and you can select these pieces. And what I intend to do is here, let's say that this is 16, and then I would need to do better naming. And then if you just go up here to your Move tool, you can temporarily just move them down, and that would avoid any AO baking. But I do not recommend this technique. It will be way too slow, and it's little useless because we don't even need the AO that badly in here. So instead, what I'm going to do is, I'm just going to leave it as it is. I'm going to bake some of my remaining maps, which if we go into our bake project, Configure. You want to have normal map, norms position, curvature. Let's turn off the embltclusion now. We don't need a material ID. Technically thickness, but I also don't really care about that. So I'm going to leave it at this. These are the maps that we need just for some mass generators inside of substance painter. So I'm just going to go ahead and now turn everything on the one final bake to get all of that bake down. And then what we can do in the next chapter is we can start by setting up Substance Painter and just getting it all working. And then we can finally start by texturing our assets. After which, it's just a matter of placing it in our levels, and then we are ready to go. So let's go ahead and continue with this in our next chapter. 49. 48 Texturing Our Wood Pieces: Okay. So here we are inside of substance painter. Now, this is the first time in this project that we will be using Substance Painter, but I do expect that you know the basics of it, because, else, yeah, it's very similar to designer, but of course, it does have different functions. Now, what's the first going to do is we are going to go ahead and create a new seen. So file new and let's have a look. First of all, for the templates, you just want to go for a metallic roughness template over here, and then the file refers to the low poly that we have. We can go in here, exports, and we want to go baking and we want to grab our low poly FBX and let's open it up. Document resolution can be changed later on, but for now, we're just going to go a nice high four k. Non map format. The bags that we have done are open GL inside of Mam Satolbk. The only difference between the two is that the green channel is flipped pretty much. You want to turn on compute tangent space per fragment, and finally, make sure that out NWP is turned off, by the way. And then in your Import baked maps, you want to press art. And of course, you want to go ahead and select your baked maps. So wood pieces, bakes and just go ahead and select everything except for R and bitltion. We don't need that one. And then we can just press Okay. And now it will load everything in and create a nice scene for us. There we go. Okay. So we have scene. Now, the first thing that we need to do is we need to probably go ahead and assign our baked maps, because as you can see, this is still the oboiversion. We can go ahead and well, so there are a few windows here. If you don't have these windows, you can simply go to window views. And here you have your text set list, text set setting. So here you can find those windows. I'm going to call this one Wood pieces under score 01 in your texture set list. Basically, if you would have multiple materials, you would have multiple different textures, but this is why we created one material. The name for this will be your fine name, so just keep that in mind. And for the rest, we are going to go to our texture settings, scroll down, and in here, we can add our baked mesh maps. Normal if you click on it, you can select your normal, your wordspace which this one, your curvature, and your position map. There are a few other maps in here. However, they are quite new. We don't really need them and the amputeclusion map we are just not going to use on purpose. Now if you move around your scene, you can see that now our norm map and everything has been added. So you just want to have a quick look yeah, that looks pretty much fine. Awesome. So our scene is now ready to go, and we can start with our texturing. What I'm going to do is I'm going to, of course, save our scene. It would always be nice. And let's go ahead and save in our says folder. You know what? No, I'm going to go Wood pieces and save it in here. Wood pieces underscore 01. Awesome. Now, what do we need? We, of course, need the star of the show, which is our wood. For this, we are going to go back into design right now because as far as I can remember, we have not yet prepared our SPSAR file. No, we have not. So that's what we're going to do now. So for our SPSER file, we are going to expose some values, which I've already showed you. I need a refresher on this one if I actually let's see. Did I actually end up exposing something? No, it looks like I did not expose anything. So we will need to go ahead and just, like, expose a bunch of stuff in here. When we expose our values in here, we can export what is called the dot SPSAR file, and this file actually allows us to import this material in substance painter, but also change all of the values that we expose. So if we go in here, most of this, like the slope blog rascal, we can maybe expose this one and call this one grain damage. Art is also in the label. And then for our group, we can set this group to height. Actually, let's do normal because we don't really have a height map. And then I'm going to set the minimum to zero and the maximum, as you can see, it's super sensitive. Let's set to 0.01 and then press Okay. So that's one. Over here, we can expose this one. Grain, normal, strength, coping label and Nelson description, set this to normal, and let's press Okay. Here we go. Let's expose this one. Let's do cuts, normal strength. Once again, throw it into our normal. So we have that one exposed so that can control those few things over here. Yeah, we have our cuts. I guess over here, we can do another one where we can set our position. Yeah, we can set up position and we can expose this and call this one cuts amount. In label. Let's just keep this into the normal because this is all affecting normal. We have cuts amount. Then over here. We have our color range. We can go ahead and set the target color, right click expose, and let's just call this one wood color. And in the group, create a new group called base color. So that is our wood color over here. So we've done that also. And let's see. The next one that I'm going to do is, that is fine. This one is considered to be um let's do grain darkening. Let's call it like that, and let's also expose this one in our base color. So this is just like an opacity slider for our grain darkening over here. And then our roughness often just kind of goes accordingly to that, but you can use your Hikm range and then your position and go ahead and call this Wood base roughness. And create a group called roughness. There we go. Okay, awesome. So we have done those things. So now we have our wood, and we have all of these base pieces in here. And you can see that if we go to our plain wood, we now also have them exposed in here and also in our preset. So this is pretty good. So it's just like quite basic. I just need something so that I can edit this inside of substance painter. Now, one more thing that I want to do is I want to have a look and see if I, for example, need to optimize some stuff. Here we have, for example, a Perlin noise, and I can probably just, like, set this quite a bit lower to 512 by 512 without any difference. Over here, I want to keep this one at four K just because else it might change a bit too much. This one, we can go ahead and also lower down. And it should still give me roughly the same look, okay. So just like a few things that you can lower. For the rest, everything is pretty cheap. Over here, we have another four k by four k that we can lower because it's just like a plain color. This one, we can also lower the output size. We already went over this in previous chapters, so I'm not going to explain too much about this, but yeah, we can just lower those things. Over here, what I'm going to do is I am going to set this one back to four K by four K because we are using a clouds over here. And yeah, I think that's pretty much good. So now what we can do is we can save our scene. And finally, all we need to do is we need to right click and then publish a dot sps AR file. We can go in here, just publish it wherever you want. I'm going to have it in the same folder and then press publish. Awesome. We now have a file over here, and now we can use it inside of substance painter. So that is now all prepared. So now we can just jump right in and we can start by creating our texture. Now, our texture is not going to be too special. It's going to be quite easy to do, and we're just going to basically do the base texture, give it some highlights, give it some extra dirt, stuff like that. But most of the work that we spent, we already spent in creating the wood. That was, like, a big part of it. Let's go to File, Import resources and import your dots BSR file. It will automatically send it to a base material. You can import it into your library if you want, then it will forever stay in here, even in other scenes. But for now, I'm just going to input it only in this project and press input. Awesome. Now what I'm going to do is I'm simply going to drag this base color in here. So now you can see that now we have our base color ready to go. Another thing that I want to do is I want to go to my projection, and I want to set this projection to triplanar projection. I know that triplanar projection does kind of defeat the purpose of why we set the specific direction of our wood. However, it will help better with seams. So we are going to have two pieces of wood. We have this one for which you can scale it down by pressing R and using the scale button here. Or what you can do is you can set your tiling and set it to like 44 or maybe three. Um let's try to go for T. I quite like tree. So we have this plain wood. We set it at three. At this point, you can, of course, play around with your base colors and your norm map and everything because we already had a base. I think the only thing I'm going to do is I'm going to go to my base color and just set the grain darkening a little bit lower over here. You can see that now it also adjust that based upon how I want it to be. And I'm going to probably go into my normal and I'm going to set my overall grain normal strength a little bit lower. Something like this. But this is something that we will need to preview inside of Unreal engine to properly know if this is what we want. Now, I'm just going to go ahead and call this one Wood Underscore horizontal. And once that is done, what you can do is you can go ahead and duplicate this. And call this one Wood underscore vertical, and all you really need to do is you need to go in your rotation and set this to 90. See? And then you get this. Now, we are going to go ahead and add a black mask down here by pressing the second button and adding a black mask mask to both of these because, of course, we want to define which ones needs to be vertical and horizontal. It's super easy to. All you need to do is you go up here to your polygon fill tool and then set this to be an element fill. So it will just select your entire mesh, and then it's just a matter of selecting all the pieces that are pointing horizontally. Which are these? Next, what you can do is you can go to your vertical, and then you can just select everything that's pointing vertical. That's it. Those pieces are now done. You just want to double check that everything is in the correct layout. You are able to rotate. That does make a difference. You are able to also rotate by holding Shift, your wood, and then you can decide, how do I want to transition my wood down the flat area or down the top area. I actually want to transition it Oh, actually. Mm. I might make more sense to have it like this. Yeah, that makes more sense. And as you can see what I was talking about with the seams. You can see the seams if you go very close. However, because we use a triplanar mapping, it is quite difficult to see, especially by the time that we have added some extra dirt and everything on here. So we have these pieces that's all looking good. This piece over here, it is a little bit round. I can show you a quick trick. If you go ahead and duplicate your wood vertical and just call this one wood roof, set this to black, and quickly go into your wood vertical, back to a polygon fill and set this one also to black. Then go into your wood roof. Select this the white. The reason I wanted to do this is because what we can do is in our wood, we can go ahead and we can set this one to be a warp projection. If I set it to be a warp projection, and go ahead and move this down. Oh, wait, encases it. That's a bit of a pain. I was going to do this, and then I was going to basically warp it around. So we have a projection depth, which does work, but then we would need to again switch it around here. I'm not so sure if I want to do that, to be honest tre projection. So what you can do is you can basically go in and you can go down here and press transform No, not transformable, added vertex. And then you can click on the vertex and you can basically move it. And when you do that, it will slightly bend your wood, see? So you can actually, bend your wood to get it going along the curve. However, I'm not sure if that is worth it because I forgot that, of course, the projection like this, you would need to cut it out here, but what will happen is that you will be able to see the seam better. So instead, you know what? I'm just going to remove that. Still, if you ever want to use that, you now know how to do it, so it's not like lost time. But for what we have here, I'm not too worried about it. Might even make sense that it's just like a straight piece of wood, and they just kind of, like, cut out the shape from it. So, we got our base wood. We can create a new folder over here, call it base colors. And plug this in here. These pieces are simply really easy to texture. But what we now want to do is we want to create another folder called dirt. And in here, I'm just going to go ahead and start by adding some highlights. I like to do this simply by going to add a fill layer over here. Highlights. And let's set this to be only our color and maybe our roughness over here. Let's make the roughness, dull or shiny. They are highlights, so they would catch up a little bit better if they are a bit shinier. So let's just keep it nice and white. You can even go like fill on white. And then all you need to do is add a black mask and we can add a mask generator. So if we just go ahead and go down to the third icon here, they are often like etches, basically. So we have concrete edges. Let's see. We have edges strong, scratched, Uber, damage. Let's do edges dusty. It just dusty. By the way, this problem that you have here with these blocky looks, this because I forgot that our position is baked in eight bits. An eight bit position will cast these arrows. So if you just go ahead and close it, quickly go into your baked maps, and we can just set this to four K, press use low pol as hypol and then only bake your position. So we are just rebking a position map, but the position does not necessarily need a hypol in order to properly bake. So now that I've done this, you can see that now that works a lot better. So here you can see that this will just add some general highlights and we can go into our mask editor. Give the second to load in. That took way longer than expected. And then what we can do is we can play around for example the balance to get more or less highlights and stuff like that. And just in general, to see what you want you can break up using the text show here, you can break up the amounts of highlights. I would want to do that a bit, maybe a little bit less. And once you're happy with it and you can even add your custom grunges and stuff like that, I do expect you know how a mask editor works. You can go down here to the 100 and just tone it down to basically make it less or more strong. So I want to kind of look at it from a distance. There you go. Tone it down a little bit like that. Now the next thing that I'm going to do is I'm going to go ahead and probably add let's press C. And if you keep pressing C, you will cycle through your maps. And I'm probably going to go to my roughness map over here, and I'm going to add a new fill layer called roughness variation and turn everything off except for your roughness map and set your roughness map to maybe a little bit duller. Then press art Black mask. And then what I'm going to do is I'm going to add a fill layer. So if you add a fill layer, it allows you to input a map. What we can do is we can go down here to our textures and we can, for example, grab an interesting map. Let's say, um, grinch charcoal. No, maybe some dirt. Leaks, maybe. I don't know. I don't know if I want leaks. This one is more like a paint L. Let's do the one that I want, I cannot find for some reason. It's called cobwebs. Ah, here it is. Grunge cobwebs. So that one, we can just go ahead and input it. And next what you can do is you can go and set this. Also to be a triplanar projection. It's rotate this 90 degrees. For example, scale is up and down, and now you can see that just in general, we can very easily add more or less grunge. So what we can do is we can set this quite a bit higher. And now you can see that we just have some slight grunge variation in here. So that we'll just add some general roughness variation. Now, we can do the same with dirt. We can even literally duplicate this one. Dirt underscore 01. Let's go down here and let's remove the cobwebs and set this one to be. Yeah, let's keep the roughness quite dull and then add a color. And the color for now, I don't know yet what it's going to be. Now, for this one, we can choose or we can once again use one of these grunge maps. Or what we can do is we can use a mass generator. And there is one that is called surface worn, which often is quite cool. Which is this one over here. So, oh, it does not work as well as I was hoping to. It does work well over here a little bit. It's mostly on, like, flat areas. It adds most of your dirt. Now, I like to always keep my color quite intense, and then I can just play around with the balance here, see. So yeah, it does work somewhat. You can play around with your texture. Of course we don't have an embientoclusion over here, which is probably the one that is causing it to not be perfect. But the one that I was working on is the curvature. So let's set the embclusion quite low, but let's set the curvature quite high because that one is able to detect where the eedges are. Since I want most of this dirt to happen more in the areas where we do not have edges and stuff like that. Play around to the balance a bit more. Stone down our curvature, maybe a little bit over here. And then the next thing that we can do is we can scroll down and we can change our crunch maps if we want. So right now we have crunch map 014. Let's see if there's maybe anything else that is also interesting. Charcoal, Nah, don't I'm not even reading the names and just looking at thumbnails to see if there's anything interesting I can get from it. So I like to sometimes just spend some time to just drag in a bunch of stuff in here. Sometimes it's also good to just play around with your balance. And then you get, for example, stuff like this. So grind dirt is quite nice. Most of these do not look really strong enough. 013 is also in here, which is like a classic. 013 is actually pretty cool, which is this one. This one is like the paint look. Nah, I want to go for something a bit softer, probably. I think 013 was quite nice. Is this one over here. Crunch map 013. And we can, play around with our contrast and our balance, and there we go. So once we have this crunch map roughly in place, we can now go back in here, and we can play around with our base color and set it, for example, to be like a slightly darker, maybe still brownish color in here. Like this. And then we can play around with our opacity of our mask also to, for example, tone it down just like a little bit. And then we now also have a little bit of extra dirt sitting in here also. So that's also looking pretty good. So yeah, we start to get something quite interesting. I think at this point, what I want to do is I just want to go ahead and give it a quick preview. Let's go and save our scene, and we are just going to preview it straight into Unreal because that's where we need to use this anyway. So what we can do is we can go ahead and load up Unreal Engine. Here we go. And in our assets folder, let's create new folder that we'll just call TEMP. And then in here, we can go ahead and just like in our baking, we can just temporarily import our wool pieces 01. Like this, double check my settings. I'm looking good. Awesome. Okay, of course, the lighting won't be perfect, so it will not be exactly the way that I wanted to. But that's step one. Step two is by going inside of Unreal engine. And if I have a look at my reference, there's also some more hand painted dirt that I want to do and like some highlights here and there. But that's something that we will work on after we've got this into Unreal. Yeah, like, um I got some elements, but there's still some stuff. We cannot make it too unique. That's also like the tricky thing. And we also need to, of course, balance out our general color. Anyway, we want to go to File Export. Now, you can export using the PBR metallic roughness preset. However, if you do that, you would also be exporting your height map and all this stuff. So what might be nice is for you to just set up your own preset. That's what I like to do. I like to always go to my output template, and I will just create a new template for you by pressing the plus sign. And just call this one How do we call this? Mt toot for example, then we can go ahead and press the RGB. We have base color, normal roughness, and yeah, base roughness. I think that's all white. Yeah, that should be it. Then what we can do is we can remove these names. And what we can do is down here, say dollar sign texture set. Underscore base color. What it will do is it will set the name of a file to texture set, which is going to be Wood playing 01, underscore, and then it will just give the name. So I'll show you in just like a bit, underscore Roughness. And that should be it. So at this point, you need to drag in your map. So the base color, you can go in here and you can find your base color map and just select RGB channels. Normal, you can go for normal Open G. Actually, this is normal direct X because Unreal engine uses direct X. And then for our roughness, we can just go ahead and go in here and find our roughness and just drag that one in here. So when I say texture set, I mean this one. This will be your name, this underscore base color. So at this point, we can put this you can set your file location, which I will set to a folic called final inside of our Wood pieces 01. And then we can go down here and you can find your mat tooth. I like to export as a taga file and set this to four k, but our document is four k, so you could have just left the original setting, and now it will export those three textures, and you can see that we have a base color, a normal, and a roughness. So inside of Unreal engine, we still need to create shaders and all that kind of stuff. But don't worry about that right now. Let's go in our textures, right click and create a new folder and call this one Wood pieces score 01, because we are now testing, so I'm not going to bother with that yet. Drag in your three textures. Double check your nom map to make sure that it is in direct X format by zooming in. It's a bit difficult to see. Worst case, if it is not direct X, you can always go down here to Advanced and turn on flip green channel. And then you can see that that's literally the only difference. I think I actually need to do that. It's really difficult to see. Do I need to flip my green channel? This is why I said about losing some of the details. No, I don't need to flip it. This is why I was talking about that you might lose some of the sculpted details and stuff like that. Anyway, so what we're going to do now is we have our temp asset over here. We can drag it in here, and here you can see if we just like I don't know, give the nice rotation. Here are our wood pieces. Now, all that we need to do is we need to have a temporary material. However, let's just go ahead and make a proper material, which we can then later on turn into the full blown nice material. So let's right click create the material. Call this one asset. Or let's just call this one. Yeah, yeah. Asset under sco master. Yeah, that's asset under scommster because our til materials might be slightly different. We want to open it up over here, and then all you want to do is drag in your three textures that you've just imported and simply drag them in here. Now we have our RGB from our base color goes into base color, RGB from normal, goes into normal, and from roughness goes into roughness. For now, that should be everything. We should just be able to press Save and then drag this material on here. So materials, and for now, just like, drag it on here. And there we go. So this is what we have inside of Unreal Engine. You can see that we have some nice roughness going on. Let's see. My grains might be a bit too strong. I can see that the sculpt the details are working quite well, so that still has quite a nice quality, especially from, like, a distance. I'm going to go ahead and let's see. I'm going to go ahead and going to painter. Let's set my highlights a little bit shinier. Let's set my base color wood and then set the normal grain strength a bit lower. Let's do 0.17, and let's do the same over here for the second one. 0.17. Okay, so that's now a little bit less strong. Next thing is, if we have a look at our reference, you often see quite a bit of light variation, of course, in here, you won't really see that. But if we go in real life, there's, like, some darkening and then it goes lighter. I know that, of course, we already have that somewhat done. I just want to go in and balance things out a little bit. If we have a look, what is kind of like the most common color? I feel like this is roughly, like, the most common color, but I don't want to make it as dull as that. So what I will do is I will go into my base color, and let's see, I'm going to make it, like, a little bit darker. Oh, that's that one. A little bit darker. S. Let's give it still a little bit of color. Let's try this one. CtraciG in here, paste color, boot, and just paste the same value. Okay, so now our wood is like a little bit more of like a natural color that's looking pretty good. Next, what I'm going to do is in my dirt, I'm just going to go in and I'm going to add a paint down here with the magic wand, a paint on top, which allows me to basically paint in just like some extra details in here. I will probably go for like an artistic hat. I have a lot of custom brushes here, which you can also buy on the Fast Track tutorials marketplace. However, for now, I will not use those because it's not absolutely necessary. I'm just going to go ahead and basically, like, I don't like that one. Let's go for, like, a different one, charcoal, maybe. No, I want something that's, like, quite soft. That's way too soft. Hmm. Where is F soft white? There's one that's called First soft white. Is it down here? Ah, here, first soft white. Let's try that one. Here, see, that's like a little bit softer. And then if we set our flow a bit stronger, you can hold Shift. And with shift, you can basically just very quickly add like straight lines. So I'm now going to start by just making this quite intense. Let's make my size a little bit smaller. But then, of course, later on, I'm going to balance this out. So make my size a bit bigger. Let's also set my size jitter, a little bit bigger and my angle jitter all the way up. That will basically just give me a little bit more variation for when I hold shift. And the same. For this one, I need to set my size a bit bigger again. And I'm just basically adding some manual. And I will first only do the front to make sure that it is how I want it. And then later on, I can always go ahead and also do the back. Yeah, let's do this. You can also press X. And if you ever accidentally have, where the dirt is on top of a seam and you can see it very visible. Then you can press X to kind of, like, reduce it. And what you can do is you can always, of course. Oh, this one I probably need to change, but that's something that we will also go ahead and do. Flow lower, and now I'm just doing some manual, just traditional click and drag painting like this. Over here. And it's just like some quick darkening details, which now that we've done this, I'm now going to go in and I'm going to, let's see, base color. Let's make this maybe like I don't know. What if we make this one a little bit whiter and then maybe break it up using another dirt. Let's break it up using another dirt and then make our base color a little bit darker. So this one is now a little bit whiter. You can break it up by one. Let's see. Can I go a bit more Here we go. You can break it up by basically adding a fill layer on top and then multiplying this fill layer. So we are basically just multiplying a grunge that we select, so we can go in here and we can select like a grunge dirt on top, maybe set the tiling a bit higher to like five and and then just play around to your balance and your contrast. And then you can see that you get, a little bit more broken up pieces. So maybe go for something much bigger, let's say, tiling of 30. Play around with my bell and something like this to get started with. And then I was going to go in my base color, and I was going to make this one a bit darker. Yeah, let's do that. Let's make this, like, a little bit darker over here. And, of course, I'll copy it to the next one. Okay, so we got that stuff done. I have this really weird arrow here, which I don't know what it is, but it is hidden, so I'm not going to really like you won't be able to see it. So only if it becomes a problem, I will fix it. I know, at this point, I've just arrived at that moment where I don't want to spend too much time because these wood pieces alone have taken us hours to make. And I'm sure that you guys want to just keep going on with, like, the more interesting stuff, which is actually getting it all into unreal, setting it up and getting, like, a cool look from it. So at this point, I will take on the mentality to only fix something if it is actually looking bad. And not fix stuff that you can never see anyway, which often how it goes in the game try. Okay, so we now have a few more pieces here and there. Let's go ahead and pass C and look in my roughness. Switch height roughness. Okay. So our roughness, right now, it's like this dirt. Maybe we want to actually make this a little bit more highlighted. Something like that to get started with. I'm not yet too happy about the color, but let's just give this a try. Let's go and save scene. And now we can go in here, and we can just export textures and once again, export this. And then it's just a matter of going into reel. And in your wood pieces, simply select all of them, right click and press Rembot. Okay, so right now that's way too white. I think our colors are getting closer. I'm going to make this a lot less white, so it tones down. And maybe also in our base color over here, we can also tone down the intensity of the base color. So we got that, and let's see what else. Yeah, our highlights are here, so that's fine. I feel like I want to make the bases a lot darker also. But like a more darker color, but still also like a little bit more orange. Let's try something like this. So a bit more darker. So now it's just like a bit of balancing out till we get something that we want. Export. Right click and reimport. There we go. So we got these white highlights. We got our wood in here. It has, like, a fairly interesting roughness. I think this is a pretty solid base. We might need to, of course, balance it out a bit more once we actually have it on our scene. But this is looking pretty cool, what we have now. And of course, we don't have proper lighting yet. So let's end the chapter here. Let's go ahead and save our scene and also save substance painter. What we are going to do in the next chapter is we are, first of all, going to import all of our other textures. So we are going to export them and input them into unreal and set up materials for them. And once that is done, what we will do is we will start by just creating a few prototypes of, like, the very final pieces. So, for example, we will set up a few of these very final pieces to make sure that everything is working correctly. And then if everything is working correctly, we need to go through the process of basically updating all of our blockout pieces, which will just be a time laps, since it is just like placement. So we are going to do some fun stuff with the prototyping and everything. I also already have all of these assets that are done assets are done, and we have a time laps on how they are created, so we can later on also replace those. But for now, let's start focusing on the importing and setup of all of our textures inside of Unreal Engine in our next chapter. 50. 49 Setting Up Our Final Modular Assets Part1: Okay. So in this chapter, we are mostly going to make preparations to get our final models and textures in here. Now, we have already imported our wood pieces, so you know the workflow. Of course, we have quite a bit more materials that we want to import. So I'm just going to go ahead and I'm going to create a few folders. So let's create a folder called plain Wood underscore 01, just because even though we have wood pieces, we never know if we need it. Plaster, underscore let's do master. Another one that is going to be pavement, nscomster. Then we will have our slate roof. Well, we still have quite a few materials. Plaster, pavement, brick wall master. And then inside of our pavement master, we are going to go for to round pavement. And square pavement. I like to do my naming in the folders rather than the file names because it makes it quicker for exporting, because the file names within these two folders of the texts will still be the same. But because they are in different folders, I can, of course, see which one I need. Then we have our plaster and we can do concrete clean plaster. I think the plaster will need a lot of work with the peeled version. But for that, I want to do that during the polish, not really now because I'm not in mood for it. There are other things I want to focus on that's as easy as it is, sorry. So our Begoir master, most of the time we can just use sorry, my PC is a little bit slow, for some reason. There we go. Most time we can just use these versions over here. That is no problem. The only thing that we need to do is for our displacement. Oh, no, wait, we don't need to do that. If you want to use Poalex occlusion mapping for the people that know what it is, then you will need to add your height map, also in the Alpha of your height map. So not just in the base, but also in the Alpha. However, because we are going to use ato geometry and anites, we no longer need to do that. So we can literally just grab all of this stuff and just drag it in here. And of course, if you want to do optimization, you could have your ambient occlusion inside of your roughness, for example, like that. And, yeah, you could even have your height map inside your alpha of your norm map or whatever. It's just that stuff is possible. When you input it, you want to go ahead and just double click on it and go down here and flip the green channel because these ones are OpenGL, and here you can see the difference between direct X and OpenGL. It's literally just that. So I don't know why people bother with it, but okay. Yeah. So basically, we are not going to the automization just to make things a bit more visible and make it a little bit easier to follow along. However, of course, you could do that, that I will even show you in just a sack like a good way to do it inside of Mamoset. Okay, so over here, we have the first one where we will need to later on export this. So I'm going to go ahead and open up our pavement master. Pavement master over here. There we go. And what we will do is in our final folder, let's make a folder called Round pavement. And another folder called square. Pavement. The reason it's sometimes slow is because I'm working from HDD with this one because these are really big files, so I'm not working from SSD, so that's why sometimes you see my BC hanging a bit. But anyway, so we have my pavement over here. That's all totally fine. Now what we're going to do is we're going to go down to our Export outputs, click this option once, and then just press Export to save it. And once that is done, we can go in here and from final, we can do round pavement, select folder, export. So that is the round pavement version. And then what we can do is we can close this presets and we can set this to rectangle stones. So square rectangle, whatever you want. And then what we can do is we can do another export. But this time, set this one to be your square pavement. So that's why we turn off the setting because ls it would just export our changes. So now we have these two settings over here. Perfect. Yeah, that's all working. And, of course, as I said before, if you want to combine stuff, let's say you want to combine your Abid seclusion with your roughness, you can simply add a note that's called RGB and then so press RG and then Alpha merge. And here you can, for example, merge your roughness along with your Abd seclusion. And then your roughness, it will require like an RGB. But what you can do is just convert this to a gradient map like this. And there it goes. Now, you would have those two bits. You can go down here and then you can well, it's hard to see, but you can see the Alpha. See? So Alpha, you can see the amadoclusion. But yeah, as I said before, we are not going to do that. I want to keep my shaders quite simple. It does mean Avro is a little bit more expensive in my textures, but those are very small details that you can art if you are actually making it for a video game. So we have a pavement master, so those are fine. You can go in here, round pavement and then simply import round pavement stones. Square pavement. Don't forget to open it up and flip the green channel. Here we go. Plain boot. That's this one for which I only need my base color normal and roughness. And this is something you want to keep in mind that we have textures that only have a base color normal and roughness. And that we in our material later on, we, of course, need to work with that. Plaster. For our plaster, we once again need to open this up. Plaster wall. There we go. So that we are going to export a few versions of this. Plaster wall, final. So we have our concrete. So here I already prepared for that. Concrete, plain plaster. Peeling plaster. There we go. So in our concrete, we can just go at an export, of course. You guessed it, our concrete. And it's our height map. So let's go in here. Presets. Material. Okay, so this is the concrete variation. So let's right click Export, and then just go ahead and turn off the automatic export and export this. Now it's well export also our height and our AO, which we do not need for the concrete. So if you want, you can literally just delete those. We only need those for the other one. So then what we want to do is we want to go ahead and set this variation to number two, which is our plain plaster, yes. So export again. This time we are going to export to our plain plaster over here. Export. And now, finally, what we can do is we can just grab the third one over here, and we can do one more export. Like you can see, peeling plaster, select folder export. Here we go. Okay, so that's now done. So if we now go in here, clean plaster, which is, I should call it plain plaster, not clean to keep things consistent, plain plaster. In the plain plaster, we'll once again not need a height and a a O so we can import this peeling plaster. That's when we'll need those bits and then concrete. Here we go. Okay, so that's answer. Let's now go ahead and open up our no maps over here, and then just flip the green channel around. Like that. Okay. That one is done. We're almost there. Slate roof can just be a normal import. This one we will also make use of the height, and then we have the last one which we already imported, which is our wood pieces. Awesome. Okay. So, oh, and don't forget for a slate roof to invert our normal. So that is now done. Now what I'm going to do is I'm just going to go ahead and create a few test pieces inside of blender, which are literally just like the fire pieces over here. But then we can use that also to probably test out our material and everything like that. So let's go to blender. Now, over here we have our wood pieces. I just want to make extra sure that they are in the correct collection. And what we're going to do is so I am, of course, going to keep these, but I will basically go in and let's say that we grab our curb. Oh, not the curb straight. Let's start with the ground floor wall. So we are just slowly going to create all of these final pieces. And then once we have all of the systems in place, then it's just easy going to create everything else. So what does this one need? This one needs, like a white beam I believe this one. Oh, let's just do a quick pivot on all of them. There we go. So, a white beam like this is what it needs, and it needs a short beam like this. Yes. And then this one is another white beam. Oh does it need this one? Let's grab this one. This one is a bit closer. And basically what we want to do. So we know that we have these ends, but we also know that our viains will almost always have a beam sitting in between the next one, which I did on purpose because it just makes everything a little bit easier. Like, I could not do that, but then this tto would add another half hour or an hour just to literally have that one feature. So pick your battles, I would say. What I'm going to do is I'm going to press contre A by this point. On my triangulate to make sure that the triangulate stays. And then for these pieces, as we have, as I've said before, we are going to basically scale them down a little bit. But you will not really be able to notice that. So we're going to scale it down. And now for this, there's a few things that we can do. So I tend to use the lattice modifier, which nice or, like I said it roughly to the location or the first location that I want, let's say this one. And then over here, here. See, this is not exactly perfect. So what I'm going to do is I'm going to go up here to Quick FFD, which is just a lattice modifier. I don't know why it's down there. I want you to be Let's go into object mode and move this actually here. There we go. And now if we go into addi mode, we should be able to just select this, and then we can, very carefully move the entire environment or environment. The entire model back you can even go over here if you want. See? So I just like doing that because it's a little bit more precise. And then if we go to our model, we can just press Control A to basically accept. And now that we have this one, let's say that we have the top. So the top version, those do transition, I believe. Yeah, the top versions do transition, but it should be fine for us to just have a slight seam in between. Like they are their own separate bars. That's totally fine as long as they still hit the center. Let's do another quick pivot to make sure it's in center. Let's rotate this one, 180 because we, of course, want to add a little bit of variation to our environment and not have the exact same piece. Move it down. Seeing this piece definitely needs a bit more scaling up like this. Maybe I'll like a little bit more over here. So we got this one. I think I will mostly want to keep it at the top. So I don't want to really scale it up even more because if I have a look at this, yeah, of course, the more we scale, the more it will stretch out. Oh, yeah, see these lines. I believe that these lines we end up not even seeing. That's what I was talking about. Maybe I can enhance them a little bit, but that's what I meant. So pick your battles, and I did not pick the right battle, in that case. And next we have this version over here, for which I'm going to now go in, and I will basically slowly start deleting some of these versions. And replacing them with my own stuff. So we got this one. What I can do is I can press contra A on triangulate, quick FFD, go to object mode and just quickly, move it here. If it looks a bit strange, I guess, it doesn't matter because we need to rotate from left to right, but you can always rotate it and place it into position. It's quite annoying. I don't know why it leaves like that. Maybe it's a bug from this too. But anyway, now we can go in here, and the goal is just to make sure that over here and over here, it does not extend out like this. So we have this one, contra A, and then the lettuce modifier, you can kind of just delete. Okay, awesome. And then this one we can also delete. So our first wood pieces are done. Now, for our wall, it's going to be slightly different. So this one is the ground floor wall. The ground floor wall is actually going to have right away, like one of our most difficult pieces, which is going to be the brick. The reason it's difficult is because nulgenV and modeling tools are new and we cannot yet properly select where we actually want to have brick or not in terms of the displacement. What we're going to do with our cut floor wall is we are going to only grab the plane. So plane No, sorry, I say that one because it's nanite and yes, no, yes and no. Nanite cannot have two sided meshes yet. So if we look at it from the back, we cannot yet have two sided meshes. On the other hand, yes, because we have everything closed off, don't we? Like, we never actually have the model in a place where there's no dark on the back side. But what we will do is we will go ahead and I have a, let's use a trick. Let's move this up over here. Basically, what we're going to do is only this side of our mesh will have actual displacement. The rest will not have displacement. So that's basically the idea that I'm going to do. And what we will do is we will literally paint in the displacement. The only annoying things that here on the sides. If we do not have a wood beam here, it would look a little bit bad. But that's something that we can work with. We have this mesh. Let's go ahead and select these sites and already go in and alt or art E. Contra R, sorry. I meant that. And I'm going to already give it like a bunch of segments. So let's do something like, Yeah, do you want to go for, like, even numbers or fairly even squares like this. This is just preparation because when we are going to subdivide this, it's easier to subdivide a plane or a cube like this than to subdivide something that is completely how you say it? Flat. So let's say that we have this version over here. We can go ahead and we can right click, move to collection, ground floor wall 01. And just to keep things interesting, as soon as we are done with a version, I will just go ahead and go into Unreal, and then we will set up whatever we need for that version. And then the more we set up, the less new stuff we need to create. So this one is going to be an FBX, and we are going to replace this one with our original. So we can go to exports to Unreal. Just double check it. Apply, modifies the noon and selected objects. And F make extra sure ground floor is no, yeah, we need the ground floor wall 02. No, wait. Sorry, 01. Export. Okay, that means that there are now two different materials because this one states its own material, and this one is a material. That is correct. However, if you want, you can go in here, and you could add a new material and just call this one brick, if you want to make things a little bit more organized, and this one is just the base materials, which we duplicate it. So no, that's not correct. Let's call this wood. And then select these two and then select the wood version, and then just go down here and copy material to select it. It's important to select the material that you want last. So wood, wall that's more like it. We can go ahead and export that Walt 01. And then the nice thing about the way that we worked and placed everything in here is that literally as soon as we just import it, it will replace all of those pieces. So ground floor wall 01, reimport reset to FBX, and boom. So that one is now everywhere replaced. And as you can see, this is the SM I was talking about, but it feels quite natural. So we have this piece over here. Now, of course, it will not look very good yet, but what we're going to do is we are just going to load it in here and start working on it. The first one is easy. We want to art our Wood, but we can literally just go to our materials. And what I will do is we have our asset master. Let's right click and create material instance, which we will call Wood underscore pieces underscore 01. And that is the one that we want to use. Oh, plug it into, like, the actual correct slot over here and save. As you can see that now our wood is dded on here. Okay. Now, WWF WAL, we need to create a new material. So let's create a new material, and let's call this one tilable underscore master. Let's open it up, and there's a bunch of stuff that we need. We need a brick wall over here, and let's just import everything except for the height map. We don't need that one yet. In here. I realize that I forgot to actually create UVs for a brick wall, but they should be fine because it's a square, probably not. But that's something that we will have a look at. So we have our meshes. Now, the first thing that I want to do is because this is the tiilable master, I want to be able to input whatever texture I want later on. So I want to right click and convert to parameter. Base color, these textures. This one is Ambusclusion, right, click, convert to parameter A O, normal, right, click, convert parameter, normal, right, click, convert to parameter roughness. Next, what I want to do is I just want to add some basics. I want to add a constant t vector, and this is basically color. So we can right click, convert the parameter, and call this one color overlay. This is literally the same as having a color as a uniform color inside of substance designer, and then you want to multiply them. So add multiply and multiply the color overlay with your base color, which will allow us to control the color a little bit of our base. Next, what we want to do is we want to add a scalar parameter. You can do this by pressing S and clicking one, and then you can call this one roughness, strength, and set the default to one, I believe, and then multiply your roughness with your roughness strength. This allows us to have a bit of control over how strong we want our roughness map to be because sometimes you just want to do some small tweaks. Our normal can just be plugged into normal, and our AO can just be plugged into our Amit occlusion. Finally, we have our tiling. Now, for our tiling, I do not really want to change the tiling whenever I need to use displacement. It's a pain to do. So instead, I will just do like a texture coordinate. So I will add it control for tiling, but I do not actually want to use it just in case I ever need it. So we want to have a taxi coordinate in the multiply and a scale perimeter called tiling, which we will set to one down here. So we are multiplying the taxi coordinate, which is the actual tiling amount with a random value, or not a random with a value. And then we plug these into our UVs over here, and that will just make sure that these maps are going to be tiled. We can now save our scene go to our main scene, and then we go to our materials. And then we can just right click on our Taiba Master and call this one brick while score 01. Then open up our ground floor mesh. Now what you can do is you can click on your brick wall Z one, go to your ground floor and just press a little arrow button to basically assign it. And now you can see that our UVs are not good. So that's what we're going to fix now. Let's go in here. So for my UVs, I'm mostly interested only in the front of the UVs. We have our brick wall over here. Now, it would be a bit difficult to see our UVs if we do not actually check this out. So let's go to our base color, click on the little dot and grab a image texture, open it and select your brickwall base color over here. Then you want to go up here and just go to text it for you. Now, for this one, we are not going to go to sum UV. It's literally a plane. All we need to do is we need to go ahead and go into our UV editing mode. And we still have that stuff turned on, return on texture mapping over here. Yeah, see? So what I'm going to do is I'm going to go ahead and go to my Select, and it's probably easier if I just go to the top view and just select over here, my front. That's the one that I want to have. And then what I want to do is I want to go ahead and press U and then simply do a unwrap. Now the thing is, this is not a perfect square, and it is sideways, also. Let's go ahead and Come on. Rotate. Thank you. No, no, wait. It's not sideways. Oh, so it is a perfect square. Oh. Yes, yeah, yeah, yes. This is correct. It's not a perfect square at the top, but I don't care about that because thank you past Emil. So Emil from the past had a think about this. Although they are really white. Sometimes I like to use press Q and reset my transforms. And then let's try again. Oh, no, no, see, here, it's not a perfect square. I knew it. I knew that I messed up. I did not mess up. Don't worry. It just means that we need to take into account that the tiling over here is not perfect. So if we would place these ones next to each other, the tiling would not transition over properly, basically. Now, what we can do is we can just make the best of it. That's generally the idea. So we got these pieces and what we can do. Almost, I do want to kind of, like, tile them twice. But, maybe we can try and do that. If we set them like this, we should be able to tile them twice. You can also go in, and if you want, it's been a while since I've actually used the UV editor inside of Blender over here. Let's see. If you go in, oh, yeah, that stuff. And so this is annoying where you can see that it slacks. I don't like the U Veta. But basically, what we can do is we can turn off this button over here, press A to select everything, and now I am able to select it. And then I am able to turn on my snapping over here. And then we just want to basically snap this to the corner, and this one is already snapped to the corner, I believe. Yeah, here you see. So now that these are snapped to the corner, now they are perfectly tilable. Here at the top, they will not be perfectly tilable, but that should not be a problem. The only thing that I want to try and do is I want to carefully grab this, let's grab the transform over here and just go in and let's do a control L to select all of this. And I want to basically move this up a little bit. So that my stones end just before my wood well, because else when we do a displacement, it would have this actual wood would just be like clipping with our stones. It might still do that, actually, but it's something that I would try to avoid. Now, down here, it's another annoying one where we kind of, like, have to I think at this point, I'm just going to go in here. 1 second. Let me just go to my top view, and let's do Alt x. And let's actually just select the font faces and now turn off this option. There we go. So down here, this one is fine, but I might want to just do, a little bit of stretching. So if we just go to our Move tool, let's turn of our snapping. Mm. I'm not sure if this one I can see. So you can see that I'm just moving them down a little bit. I just want to be a bit careful about it. So that is not too stretched. And you can also then select like the bottom one and maybe use that to kind of compensated a bit. There we go. So we have a brick wall here. We have a brick wall over here, and we have brickwall ending here. So that should be correct now. And they are quite big. But I'm fine with that. Like, as I said, I don't like to use the tiling. I can use the tiling if needed. And now the tiling is perfectly tilable because these sites over here, they are perfectly transitioning, so that should be totally fine. Um, so now that this is done, we can go back to our layout, and we can go ahead and we can save scene and export this. But yeah, the brick walls are definitely the most annoying ones because we need to have them very precise and they will have very heavy displacement. The plaster walls and everything are going to be way easier. That's literally just like an auto map, pretty much. So ground floor Wall 01. Let's go in here and let's grab our ground floor Wall 01, right, click and reimport. Okay. So now our brick wall is on here. Yes, it's very light, but we are looking at it in the sun. If you don't want that. Yeah, if you want to have a bit more like an interesting color, you can do this. So the next step would be displacement. Now, one thing that we want to do is we want to go ahead and go into our ground floor at this point and turn on enable Nanite support. That's all you need to do. Just press apply, and now this mesh will be converted into a proper Nanite mesh. Give it a second to load in because it needs like reloaded shaders, but our shaders should be totally fine to work. Yeah, here, see. Okay. There we go. So this is now a nanite mesh, as you can see, and you can also see it by going from lit to nanite visualizations and triangles. And now you can see everywhere that we use this one nanite mesh. And that's nanite. The closer we go, the smaller triangles, the further we go away, almost like an LOD, the softer the triangles. So for our displacement, we are going to use our modeling tools. Now, I've only done this on pavements, not really on walls, so bear with me what we want to do because same basic concept is we want to go into our modeling tools. And then we have this material over here. Now, if we just have a look at our displacement, you can see the options, scroll down. And here we have our displays. Now, for our displays, we can set a type down here to be a texture to the map. This texture to the map would, of course, become our displacement map, which if we go to our brickwall brickwall height. You can see that here. We can, like, add it in here, and that would add some displacement. Now, displacement currently is being set on everything, which is quite annoying. And also on top of that, does this one have subdivisions? Yes, so it does have subdivisions. Technically, it also adds these subdivisions to our root which we don't really want. Basically, the workaround that I found for this that generally works. And maybe now, it should not matter if we have our whales on here is that, well, we can, first of all, just like, have a look, the side nu exceeds number four. Oh, that. So the side num or subdivisions exceeds maximum number four for a mesh with this number of triangles. Oh, it's asking me to re triangulate my mesh, which I don't want to. It just means that we need to add some more subdivisions in here. So I guess I still did not add enough. Let's do Shift H. Let's do three. I'm just going to pass the video until this is done. Sorry about that. Here we go. So now that we have done this, we can just re export it one more time. And now importing it will take a bit longer, of course, because it needs to recalculate Nanite every time we import. But if we go in here, right click reimport, I should probably not do that while I am in my displacement mode because I know that this is still a bit buggy. So let's try it again. So we go to displacement, and it will automatically remember this. So now you can see that we have our displacement on here. If I would do this, it would look great. But what you can do is we can already set our intensities, and then later we are just going to have a map, and we are going to paint in where we want to have our displacement. As I said before, the annoying thing with this is that the painting is not super acud. I wish that they had like a UV select on here, but it's a new tool. We simply cannot have the luxury for that. So let's say that this is pretty good. It's quite nice intense, maybe even set to like six. Here, make it like extra intense just because it's like medieval. Okay, that's a bit much. Let's do five. So now that we know that we need something called a weight map. If you just temporarily press cancel, you can grab your weight map by going down here, and then we have our group paint. Yes, group paint. Then action is going to be brush, Am I in the wrong? Am I in the correct one? This looks different. Attribute editor, I believe it is, actually. No. Map paint. Mm. Yeah, that's one. So map paints, but I forgot that I need to create a float attribute, and that's one Oh, God. It's a bit of a confusing way of working here. A float attribute doesn't use attribute editor, where is my attribute. There's my attribute editor. Okay, attribute editor. Then I need to add a new attribute here, which I will call GF underscore 01 underscore brick. And then you want to add a weight map layer. If you guys know a better way, please let me know. This is the only way I could find to get this to work. So we want to add a weight map layer. Then we want to go into our map paint. Select GF brick, blah, blah, blah, blah. And then we should be able to Here we go. So now we should be able to basically paint, and I don't think the flood, you see the flood fiel, that's annoying. So the flood fiel just grabs the entire mesh. I don't know maybe if I said, like, fall off to zero. No, it does it just Yeah, I see. So, unfortunately, we cannot really do that. We need to use the paint function, and that's what I was complaining about. But what we can do is we can just basically paint the outside very roughly like this and then just make your brush size a bit smaller. And this is basically where I was talking about that it might look a little bit bad. It's because we cannot really go around this corner. Like I can temporarily go set is very small, 0.02. I can temporarily go around this corner. But I would want to, like, paint this out again. Which you can do by using control, but as you can see, there's it needs to share this edge, and that's basically the annoying thing. So there's like this clamp going on up until this point. And yes, we can increase our polygon count even more technically to fix that. So so far, this is what I found to be East. The reason we cannot just split this mesh up. Of course, we could just split this mesh up and then just do like the stuff and be done with it. However, the annoying thing with that technique is that we can no longer have this to be proper, proper modular. Now, one thing I can try to do is I can try to maybe split up or I can see if I can make my UV super small on this side. Of course, it also does that. I can try to make my UV super small on the back ends, which will hopefully make it so that it doesn't actually show any height. That's another thing that we can do. I actually just thought of that on the spot. Because, yeah, this is a bit of a pain that we have over here. Technically, you could probably even, like, export only the wall and then export the rest. And I don't know if it will keep that intact, but it is a way. So let's say that we have this, and we now have this painted in here. It's not perfect, but it has, like, only a fade off around the wall. Let me just also give it a fade off here just to see if it works. As I said, brick walls are the most annoying ones. But what we can do is we can go ahead and do this. Here we go. And let's press Accept. So now we have a paint map. This means that now if I go to displacement, over here. And I set my weight map to be the GF 01 brick. It should only show up Ta on your brick. Now, I wanted to have look. Yeah, so like the edges, when we smooth it out, it's not perfect, as you can see, but it might work. And then over here, because we have this site, it's fine to not have it as intense. I can see that over here, my wood is still being deformed. So I will need to go like one lower. But that is generally like the idea I had for this to make it work. So if I go ahead and just quickly cancel, go back into our map paint, I'm just going to go ahead and I'm going to lower this down by like one value here. And then just try to carefully yeah, I don't think I can hit that value. Then I rather just would not have it like that. So let's press accept. So with the brick wall, you kind of need to see what you want to do with it. Now at this point, we can go ahead and we can press displace again. So we have our texture, five, PN triangles, three. We have our weight map that's all looking fine. Our texture you can set your UV in here if you want. So you can tile it by twice, for example. So if you ever have it that you tile it by twice, you can go in here, but I feel like that's too small. So I'm just going to go for one and once you're finally happy with it, Whoa, 40 minutes. Sorry, I did not realize this was taking so long. We can press Accept. As you can see, this will not work well with dialing. If you ever, you need to place like an extra piece of wood in between here in order for this to properly work, or you just need to create versions that are longer. That's the way that you would go about with modular pieces with this technique. But as I said before, like, these are all new workflows. These are all new techniques. It's just they are still polishing out all of these tools. I hope that later on they get like a UV select in here. But technically, now, on nanite is done, this piece has now been saved. And if we would go ahead and we would go to our visualization Nanite visualization triangles. There is a bug. That is a bug. I don't know why. Yeah, okay, I don't know. Unreal engine five, it's a bug. But anyway, so this one, you can see that sine is still running. Whoa, we have a memory leak. I will restart Unreal. But basically, over here, you can see how it sort of works. Our material is completely gone, however. Oh, wait, it's completely gone because we dragged in our own textures in here. So you would need to, like, press the reset button on your material at the very bottom. I forgot about that. It's because when you drag in a gray material, even though you reimport your mesh, it will save that gray material in here. See? But anyway, you get the generalist, I hope, from it. So this is how we can go ahead and go about creating these extra pieces. And this is also why I will do it in a time laps because it's quite time consuming. Now, this one is done. I'm going to save all of my scenes. And now in the next chapter, we will simply go ahead and continue with a few more pieces. Like for now, our ground floor wall is fine. I will do the ground floor pillar next. Then we will go ahead and do some intermediate floors and maybe like the rooftops and everything like that. And once you kind of, like, have the feel for it, then what I will do is kick in the time laps because then it's just a matter of placement and redoing the same techniques over and over again. So let's go ahead and continue with this in our next chapter. 51. 50 Setting Up Our Final Modular Assets Part2: Okay, so we are back. One thing that I forgot is that when you re import your mesh, which we did with our UVs, it turns off nanite. So you just want to go ahead and turn it on again and press apply because else you scene will be quite slow since we would have like 1.9 million pulleys, which we have right now, or triangles, 1.9 million triangles. So let's turn on and that's also why the nanite view did not work because it simply turn it off. So basically, we have that one done. While that is loading, we can go in here. Okay, so our pillars our pillars are not transitioning as far as I can remember. Here you go. See, that's quite a bit faster. So does mean that Unreal is able to handle. Okay, so it only transitions here and here, but we can have, like, a joint in between that. So that should be fine. So all we need to do is we need to go to Blender and Oh, really? Did I? Oh, okay. Looks like I did not create this web, but it should be fine. Like, I'm not too worried about that. I'm a bit worried, but we'll see. So let's rotate this. It looks like that I underestimated how thick this piece was. What I like to do is, I like to first scale it up a bit. Now, I know about texta density, of course, if we scale this up, it will look a little bit lower resolution. It's up to us to decide how bad the resolution would be. So if I scale this up over here and over here, and then I would need to kind of push it down, but I don't want to do that. So let's scale it Yeah, actually, we will have to do that. Let's scale it down here. Let's have a look. This is the ground floor piece. The ground floor piece just kind of goes into the ground, and over here it is being covered. So that is actually saving grace that we have that. So it means that I can kind of just like, let's do the ground floor piece here. And because this one is covered at this point, you could sometimes even do it as easy, like it will not be the cleanest, but you could literally just grab a bunch of pieces over here and delete them. Looks like there's, like, a few left to lead vertex. Like here, it's not clean. Actually, yes, it's not clean, and that means that for the nanite it will not work very well. That's annoying. Yeah, that's annoying. So if we do this for the Nanite, it might cause us some problems or not. No, no, it should not cause us problems. Let's just leave it like this because we're not doing any type of weird displacement. So let's delete the original. So this is like the version that we have now. But what I will do is because I have this block over here that since I'm going to use this block on top, theoretically, that should make everything work, and it should not look too ugly because we have, of course, like tire ending. So that was hopefully the goal right now. So we move this into place. Over here. I know it's kind of ironic that we spend so much time making it perfectly modular, just to end up by kind of, like, winging it a bit. But that's just how things go sometimes. Scale this out a tiny bit. Let's see. So we have this one, this one, this one, delete this and this. Oh, let's not do that yet because it looks like it's connected to the base, so let's just go ahead and duplicate this here. I don't really want to use the same version, so let me just go ahead and rotate this 90 degrees so that we have a slightly different version here. And the nice thing is that all of this scaling, we pretty much only need to do once. And once we've done that, we can just use them again and again. So we got this one. I hope that that transition here, we might need to increase the transition here a little bit, to be honest. Now we can delete these. I'm going to do a quick pivot Q, and apply transforms, and then I'm going to get a quick FFD over here. J move it a little bit closer. And it's just kind of like move this one here and this one, like that. I think that should be fine. Let's press C A on our meshes and delete that one. There we go. That looks okay. See, you cannot see that I like that messy deletion that I did here at the top. So it's like it never happened. Okay, let's try it out. So we got these pieces. These are all wood pieces. I did not even check. Yes, these are all wood pieces. And what I'm going to do is I'm going to export this FBX. This is GF corner Pillow 01. GF Corner Pillow 01. Let's export that. And no, I forgot to do one thing. Make sure to apply your own or the same material to all of them, and let's throw them into the correct folder, GF corner Pillow 01, and try again. So I'm still warming up with this part of the workflows. You have Corn pel or 01. But it is something that we will need to work on a lot. So Cornapil 01, reimport, reset to FBX, the materials. Let's open them up. Let's go to materials. And then the next one that you need is we need some plain. On the way, these are all wood pieces. So we can use our wood pieces 01 over here so we can save this. And then in here, you do want to, of course, reset. But there we go. Yeah, I don't think the scaling is that bad with our wood over here. So we can just go ahead and that's a little bit annoying that we need to go in here, and then every time we need to, like, reset the stuff. But that's looking pretty good. If I go here, we already have a complete wall here, you see? Except for, like, maybe this Breeze. But for the rest, yeah, pretty cool. The lighting is absolutely the worst, but that's something that we are, of course, going to work on. All of this resetting, I will also do later. I just want to make sure that look good and that our transitions do not look super strange. And to be honest, like, that transition, it does not look strange. Only thing is that I'm going to flip around my texture over here, but I will leave until the polished phase. So we got that one done. Now, let's see what else do I want to show you? So the rest these are just walls that this just like a basic pillow. We can do all of this stuff easily using a time lab. It will not teach you anything. This wall over here. We can also do during a Tips. The only thing that I'm going to do is I'm simply going to go in my brick wall, duplicate. Call this plaster plane. And after our Taps, we will need to go ahead and work with this. So plaster plane, I can for now add my plaster. Plane. Here we go. Oh, turn on some of these outputs. So one thing that I want to do with my material now is we have our roughness over here. And yeah, let's make this material now. Why not? So basically, we want to do a few more things. We have our main material, which is our tilable master. The first thing I want to do is I want to give control if we ever have an AO map or not. So I can add a static switch parameter over here, and I can call this has AO. If HAO is true, it will use the AOM if it is false, it will use a constant that is set to one, which means that it is white, I believe. You can right click and press Start previewing note. Yeah, white. So zero is black. Excuse. One is white, so stop previewing. Here we go. And we plug this into our average seclusion, which means that if it has an AOMp which I will just set the default to true by taking this box, it will show up our map and else it will just show a white color, which white in AO means nothing. So we have that one done, so we can set those three up. Now we are going to create an entire system for our vertex painting on top of this where we can actually paint in the damages for our wall, for our plaster wall. But I don't really want to do that one just yet. So now you can go in here. Yeah, you can turn off the SAO and that means now we just have like a normal plaster wall over here. So let's see, we have done that one. Corner Pilar, wall, wall. Yeah, all of this stuff like the windows we will do way later. That's going to be like one of the last things that we make. Honestly, I don't think there's much. Oh, yeah, the wood. Oh the roof is probably one that I wanted to show you. And see, this is all wood. Wood. So the roof front also doesn't have too much. The only thing is that we are going to, actually, yeah, it doesn't have too much. We can just reuse this one. So let me there we go. Wood slates. That's the next one that we are going to work on. And after that, the chimney, we will do a bit later. So let's finish this chapter off with our wood slates. And then what we will do is we will do a time maps where we will start by adding our final meshes to most of our shapes, importing them, and setting them up and all that stuff that we just did with this one version just to save a bit of time because else I wouldn't need to spend 3 hours redoing two, 3 hours redoing the same thing over and over again because I would be talking. Yes, these pieces over here. What we can do is we can turn off our wood pieces. And now, these shapes, as you can see over here, they are not transitioned very nicely. We just have a look Yeah, so they just come into a point over here. We are once again just going to use displacement on it. But this time we should be able to just displace everything. So what I'm going to do is I'm going to go ahead and have a quick look at my thickness because it will be overlaying on here. I think that thickness is fine. We will need to, like, later on, push this down a bit to make it work better. But let's go in here and let's make the thickness like a little bit less. You can do this simply by selecting it and selecting of the pieces over here. Now, they used to actually be like a push button, swing flatten, which allows you to kind of, like, the normal swing things, which in this case, means that we can make our thickness a little bit less. And then over here, we can do the same. So we have this one, shrink flatten. And I kind of push this down a little bit. There we go. I want to make this quite thin, as you can see over here. And for the rest, so once again, I don't really care about these sites. Actually, what I want to do is I probably want to make these sides wood, and the site over here, I want to make the actual slates yeah. And then on the side, we won't have that. Okay. So that means that I'm going to probably, first of all, do a quick UVon wrap. So let's create a new material, and then we can add another material later on. Image texture, open, and let's go textures, slate roof, final. And let's use our base color over here. Now, the next thing that we're going to do is we are just going to go ahead and go to our UV editing. Like this. And let's start by just selecting everything by pressing A. And that's going to U and then do a smart UV project and then press Okay, this will do an outer UV. The outer UV is often fine for our wood pieces over here. And once that is done, this is a square, which is quite handy. It means that I can select this piece over here. I can go U unwrap, and it should unwrap almost exactly. Let's go over here. Select this one, U unwrap. So this one does slightly better job. But what we're going to do is we are just going to stretch this a bit so that the nmap is correct. I'm going to select this piece. I'm then going to go in here and I'm going to go to my transform, select everything. First of all, let's go ahead and actually, let's go to rotation, rotate this 90. Yeah, like that so that it is in the correct shape. Next, what I'm going to do is I'm just going to go ahead and go to my transform, and I'm going to get started by just moving my transform a little bit out like that. And then what I'm going to do is I'm going to go to press let's move to press one, turn on our snapping. Snap two vertex. No, sorry, increments. It's not this one. It's here. Snap. Snap to pixels. Ah. Yeah, so it was supposed to be this one. Center, I believe. It's Twyt. Yeah, that sort of works. So I'm just going to start by just selecting these. And also these ones over here. And then the rest ones, we can just go ahead and select them in. I wish they had grid snapping. It's so sorry, I really dislike. As you can see, I rarely use the Uvitor for blender because I just dislike it a lot. It's really left to be desired. And I'm sure like most people in industry I've heard say the same thing, but still blender does not seem to improve it for some reason. But yeah, so we are just going to snap the pixels, which is still not even perfect. E over here. Here you see? You can try to snap them to the corner. Maybe that works. Yeah, I guess that that does work. So if this looks a bit clumsy, it's because it is because last time I used the I kind of forgot that I had to use it here because last time I used the blender, UVditor was like, I don't know, four or five months ago. But anyway, so like this one now does work. That's more what I was looking for. I can select this site. I can once again go in here. I can rotate Let's see. Rotated 180 over here. And yeah, the scaling is pretty decent. So let's just go ahead and go to move to, select these pieces, and let's just move it up here, although no, never mind. So I thought I can remember another way. But anyway, so what we can do is we can go ahead and I'm just going to snap this one to pixels and this one, and the rest is pretty much fine already. Yes. So that should not give us any tiling problems, as far as I can see. So that one went a lot better. Anyway, so we now have our roof. So let's quickly go away from our UV Editor. We have our roof over here. What I'm going to do is I'm just going to go ahead and contre R and give it like a bunch of segments like this. Let me just pass the video until this is done. Here we go. So we now have all of our segments. I was not very smart because I still need to add my material, of course. So what we would need to do is we would need to select these bottom sits over here for which we can go in and we can do a select similar. I forgot where did I do that? I forgot the shortcut for this. Select, yeah, shifty, shifty, select similar. And then you can do often or normal or coplanar. Let's try normal. Just select a few of them because it's bend. Coplana might actually work better. So let's do Shift gi normal. Here we go. Yeah, see, I'm really not smarted with this. Maybe because it's morning here, so I'm just like warming up and stuff like that and can think I don't want to do copland now because then I might mess things up. But anyway, so we have this one over here selected. To make it even easier, what I will do is I will simply press Q and I will just separate the selection. So that's why I can just go in here. I can get rid of this material, and I can add a new material, which is just going to be wood material like that. So now we have these I forgot I messed up Indo Indo Let's see Q. No, white shifty, normal. Twi Cplaner maybe. Yeah, did that work. Double check. Okay, so it was Cplaner. Separate selection. Get rid of them. Get Oh, my God. Sorry, I'm a bit frustrated because of the UV stuff. There we go. New Woot. Thank you. Okay. Awesome. So the roof is now pretty much done. The reason I want to show you this one is because we are going to use a little bit more tiling on this. So we got these pieces ready. Save arsine. I believe there is not anything else specific that we need to do at this point. We can go file export FBX, slate or Roof slate 01. And now we can go in here, and we, of course, need to go ahead and duplicate our brick wall 01 and call this roof slate score 01. Let's plug in our slate roof textures, so ambient eclusion, base color, normal roughness. And then the next thing that we need to do is we need to add another material, which is going to become our plain wood 01 over here. And we can go ahead and go for our plain wood, turn off the SAO, and now we have a base color, normal, and our roughness. Okay. Finally. So we got that stuff done. Now all we need to do is we need to go in here, right click and reimport our roof slate and reset to FVX. Open it up, go into materials, and you probably guessed it. We are going to have our slate roof in the first, and we are going to have our plain wood in the second. Now, for our roof material, what we're going to do is we are going to just set the tiling. So let's set the tiling over here probably to two. And then hopefully it is tilable Yeah, okay. So our UVs were pretty much correct. Two seems fine. So let's do that. Those are rouse. I might end up making another Oh no wait, I will just make color variations, and that's how we can, like, break things up a little bit better. But let's use this one over here. What we're going to do is we have our slate roof material, which I will actually drag in here. And we can once again, we can add our modeling tools and pretty much do the same technique. But this time, what I will do is I will just like end it just in front of the end. So let's go and add our displacement. First, let's do our attribute editor, new attribute name, slate, roof height, art weight map. Press complete. Next go to our map paint, and then we are going to paint our slate roof height over here. And basically, what I'm going to do is I'm just going to end this just before the edges, and you should not really be able to see it for this one. So this one does not have to be as precise as the previous one. Um let me just quickly make this very large first. So, yeah, that's the annoying balance. That nanite does not allow for double sided measures yet, so they are working on it. That's what I do know. But at the time of recording this, not, so maybe it will be easier for you. And then on top of that, they do not really have a good selection mode for our displacement, but they remove the displacement functions inside of the actual material, which it used to be that you can lit the geometry inside of your material and then use the existing UVs. So I hope that they fix those things with the selecting and everything like that. And just in general, if they want to force us to use the modeling tools for our displacement, it would be best to, of course, make sure that they are easy to use and not that I have to do this workaround over here, which I personally, I don't like to work this messy. Like, for the people that know me, they know that I can handle, quite a bit of messy working here and there. But this is sometimes a little bit much. But over here, just ended just before the end that will also keep everything like a little bit cleaner. In general, over here. So we got that one done. And then over here, we can do the same. And yes, you can also if you want to have even more geometry, you can try to remash. It should be able to keep your UVs if you remash, but be careful with it. I don't want to do it with pieces where I have my wood, because remember, our wood is using a very specific norm map that is all tailored towards the smoothing groups of that norm map. That's why I didn't do it on our wall on here. If you want, you can do a remash, but I will only do it really if I feel like it's necessary, especially now because it would mean that I need to repaint this again. So, let's say that we have this. We can accept it. We can now go to our displace we can go for a texture to the map. I said this only to like five set the displacement a bit higher, and then we can go to our displacement map and we can find our map, slate roof height over here. And then we want to set our UV scale to two by two so that it is actually correct. There we go. Maybe set the subdivisions to like six, but it is quite far away, so I don't want to go over the top with it. So as you can see now, we have this really cool, especially from a distance. We have this nice slate roof, seven maybe. Yeah, there we go. See? So that is the cool thing about nanite. So yes, it takes a bit of work around, but we get this really cool effect over here where it is just like, well, it's actual displacement and everything. So at this point, we can just go ahead and press Accept. Then one thing that you really do not want to forget is to turn on nanite because right now it will be rendering out millions of polis. And of course, we do not want that, so it will be very slow until we turn on nanite. That's what you can see over here also. So that's done loading. So let's quickly go into our slate roof. Nanite support because here 1.8 million poles, and let's go ahead and press supply. Give that a second. And at the bottom, you can see that there's a bit of displacement on the bottom, but you cannot really see that. Like we could also delete those faces and do a bunch of even messier tricks. But if it is not needed, then yeah, why would we do it? So basically, we got this one now also done over here. I can go outside of my mulling tools, and that's delete this. And now you can just have look and see here, you can already see how the light is catching the actual jom tree. So that's really nice. So over here, it is working quite well, and we got, these slate roofs, and they also transition, well, except for here because I moved this one down. But just in general, they do also transition quite well, and they are still perfectly snapping. See? So there's, like, this is the problem with displacement that there's, like, sometimes tiny problems, but I'm not too worried about that, in this case. This more like a showcase of nanite also. And for Roof, yeah, you won't be able to see that. But yeah, in general, like over here, I might This one I don't really like. So we might want to just alter that a little bit more, but you will probably see me do that in the time naps, because it's just like me painting in a little bit less of my height map in these areas and stuff like that. Anyway, that is now done. I think we are ready for, like, a proper time laps, and in our time laps, we will prepare most of these measures. I will make sure to not cover any new techniques. It will just be like recycling the same techniques over and over and over again, but this will be probably quite a big time laps in order to get all of this done. And then after this time laps, we will just go ahead and address some issues we had or I had and just in general, finalize most of our assets. So that's going to be pretty cool. And once all of that is done, lighting pass finally, and then well, of course, the pavements, I will do in real time. But yeah, lighting paths, and then we can polish up our materials. So let's go ahead and continue with this in our next chapter. 52. 51 Setting Up Our Final Modular Assets Part3 Timelapse: D at so D. D. D. D 53. 52 Setting Up Our Final Modular Assets Part4 Timelapse: M. An I. I. I I I I Mm. Hmm. T oh 54. 53 Creating Our Street Light Part1: Okay, so that was quite a time lapse, but we are finally done with all of our pieces. In the end, it took me around 2.5 hours, I think, maybe a little bit more to do all of these pieces. So, yeah, it's just quite time consuming. And what we have now is we have most of our modular pieces completely done. We still need to focus on the pavement. I wanted to do that one separately because it is a lot more in depth. We still need to create some of these windows and all those kind of pieces. But what we are going to do now is we are going to, first of all, get started by working on our lamp over here. Basically, the reason why we are going to do our lamp is because I will be using a few different techniques, mostly weighted normals on this lamp. So I will not actually be doing any sculpting. Normally, if this was like a normal environment, I would be doing sculpting because I've done it on these pieces, but I just want to show you also these techniques. And the reason we do the lamp first is because then you know the techniques, and then what we will do is we will time laps creating the doors and windows and everything using those same techniques because as you can see, they all have the same elements. They got wood. They will have weighted normals, and they got glass and they got metal. Just like the doors, they have metal, they have glass. So it's a perfect match. And right now, I just want to focus on getting all of the assets done so that we can then just make a really cool looking environment with our lighting and all that kind of stuff. So if I have a look around here, once we've done that, we've done our window door pieces, and then we are going to work on our pavement. By that point, I also have all of these final assets over here, which I will import. Then we are finally ready. To just improve our general variation. Right now, everything feels very plain, very boring. As you can see, all the wood is exactly the same. All of the white is exactly the same, all of the walls. All of the roofs are exactly the same. And that is not very interesting. So it doesn't really add a nice visual interest to our environment. Over here, they achieve a variation by adding different rooftop colors and by adding foliage and just like in general, also playing around with the overall, like, plaster and stuff like that. And that's something that I also want to work on and I might want to even, like, increase it a little bit more. Another thing which I kind of forgot is you might have heard me speak about vertex paint where when we were making our plaster, I totally forgot that currently with Nanite, they do not yet allow for vertex paint. Like, that system just does not work yet. So I will need to go ahead and just simply use material swapping for it. It's a little bit less accurate, a little bit less nice, but it does still work. So that's something that we will also go over. After which we are going to start with our first lighting pass, and then we are really going to get into the depths of polishing up our environment and finalizing it. So creating a lamp asset. For that, what I want to do is let's go ahead and let's have a look. Most of it will all be new geometry. Just going to go ahead and create something not too difficult. I just want to showcase the weight normals and everything to you. So let's start by getting a new scene because by this point, this scene is really big and everything. So let's do a new general scene. Let's save our old scene over here. And then one thing that we want to do is we would want to import and then go ahead and export scale rev and just import our scale reference over here. That's also fine. So basically, if we have a look at our reference, the base is metal, so this will be a unique texture. Then we have some mood pieces, and then we have some metal in between. And then over here we have this general structure for which we will be using splines, even though I do not like using splines inside of blender, you will notice why. So but we'll make the best of it. I'm going to get started by just creating a simple cube over here, and I'm just going to go ahead and I can use S to scale down. So I'm really used to using my pivot for scaling. That's why you often see me, but I do know that, of course, in blender, there are some controls that we can use like just S. But FRS, I like to use this. So just basically follow along. I'm going to make my base a little bit thicker. The reason I do this is you can also see it over here because we are going to have extra height to our pavement, and I want to just go ahead and sink this inside of our mesh. So once we've done that, we can go into added mode. I'm going to press I to insert this one over here. Let me just move this down here. And let's see. Let's insert it a little bit further. Then I'm just going to hold Alt and do contro B. Oh, when this happens, that the bevel is not correct, just quickly go into object mode, Q, and apply all of your transforms. There you go. So we're going to give this a bevel. And ld E to extrude this. I don't know if the shortcuts might be different for you, of course. I to inset it again. And now what I will do is I will go ahead and I will add two edges here. Push those out, two edges here. Push those out until we have a square and like this. And then I'm going to do like one edge here, here, here and here. We will optimize actually, no, we won't optimize this later on because we're going to use nanite. So why would I bother optimizing it? So basically, the reason I want to do this is that I get a pattern like this with, like, a little square around it. There we go. And then what I will do is I will go ahead and add E, and I will move this up roughly around this point. Let's s and scale this in a little bit over here. Okay, so we have this mesh over here. Let's not waste any time, and I will show you right away weighted normals. Weighted normals are a very powerful technique to make your low poly mesh feel high poly without needing to do any norm baking. It is also very easy to use. All you need to do is you need to place specific bevels on corners, and these can just be small bevels. And then what we do is we manipulate the smoothing using a modifier inside of blender. And when we manipulate our smoothing, it will feel like that this is a hypol model because of the way that the light bounces off our edges. You want to always have these weighted normals, these bevels, you want to have them simply on the corners. So over here we have a corner on the side, and the bigger the corner, the smoother it will look. Sometimes you will need to make really small ones. There are ways that you can also go in. And for example, have hard edges. We might come across that, but I don't think so, but I will explain it to you a little bit more in just a bit. For now, I'm just going to go ahead and I'm going to select these corners over here. And you would even do this. Oh, God. I made a mistake there, so let me just fix that. You would even do this with like a normal low polysh if you don't use nanite. But then, of course, what you would do is you would clean up all of those rates. Over here, I made a mistake because these ones and these, let's just delete the phases. I did not want to do that. I want to see, select this, hold shift, this one. This one, this one, and this one and extrude and move this back over here. Now here at the top, it's quite easy. I need to select them, Q, and merge them at center. Oh, yeah, I guess I could have also just symmetry to this part because over here it is quite annoying the way that it moves because what you want to do is you want to kind of, like, pushes out again like this that the betel actually properly transitions. There you go. And now what we're going to do is we are going to select these two and then do a bridge edge loops and select these two bridge edge loops. There we go. Okay, so sorry about that. That was my own mistake. Now I'm going to I need to actually loop this around, not just select one edge. Loop this around, contra B, give this a small bevel over here. Awesome. So we got these pieces over here done, and now we don't actually need this stop. So what I will do is I will select it, Shift G, and select Cplaner which will basically select everything that is flat and connected to it. And then we are just going to delete the vases. Same over here. Shift G, Cplaner, delete the vases. So as you can see, every corner currently has a bevel, some big, some small. Once you've done that, the way that you can apply your weighted normals is by going to the little data properties step over here, and then you start by going to normals and turning on Oo smooth. This is needed because it needs to automatically be able to calculate your smoothing. Then all you need to do is you need to go down here to your modifiers and add a weighted normals modifier. I like to set my face weight to 100. It will give me, slightly sharper weighted normals. To be honest, I actually expect them to be even sharper. Okay. So open one? Yeah, it's still fine. I just expected them to be a bit sharper, for some reason. But basically, yeah, that looks fine. I feel like maybe this one. Let's add a small bevel to these two. There we go. That's better. Now, as you can see, our weight nomals are working well, and wherever we have a bevel, it looks really nice and smooth like this. So having this done, I think that's about it. Corn angle face. Now we are going to do for this one. They still need to improve this a bit. Like this one is a little bit better inside of Max and Maya, at least if you use a custom script in Maya. But for now it is totally fine. So as you can see, from like a bit of a distance, it looks just like a hipoly model. Now that we've done this, all I'm going to do is maybe, like, add a few segments here. And this is purely, and you can just keep editing your mesh. As long as you keep adding your bevels and do not collapse your weight to normals, it will be fine. But I'm just going to add, like a little bit of imperfections over here just because that looks nice. Like that. Okay, that's piece number one. Piece number two is just a simple transition piece for which we are going to go ahead and create another cube. And remember, this one is more stylized. So I do want to keep in mind that it should be a little bit logical also for real life. But so far, that should be fine. I'm just going to have this one. Here, we actually turn on Y and Fram toggle, along the top. Next, I'm going to go ahead and move this down, scale this in, and let's do Alt E to extrude this up, Alt E again. Let's go to our left view, and I want to move this a little bit out what you can do is you can click and then hold Shift, and then you can do more precise movement. Yeah, something like that should be fine. And then we will have the circle in here, which means that for this version, I might want to actually embed the circle in here, so I'm not going to bevel it yet. Now, yeah, okay, so this one is technically not a circle. It's like it has some squares to it. It's not eight side. I feel like it's like 12 or something like that, but we can do that. We can go ahead and add a mesh cylinder. Annoying thing with the cylinder is that you need to apply your vertices here. Before you actually move it because else it loses these settings. So six is way too little. Eight is not enough. 12? One, two, three, four, five, six, one, two, three, four, five, six, seven, eight. Oh, no, so they need to be eight. No, that's not it. Nine? Nine. They are nine. The front, two sides, three back. Although technically, they are four back. But okay, it's fine. Like nine should be fine. One, two, three. No, I don't like that. Sorry, guys. 1010. Also not. Oh, that's annoying. One, two, one, two, one, two, one. Yeah, yeah, ten. So ten is correct. Okay. I wanted to get like an even number. That's basically why you see me going back and forth. So now what we can do is we can scale this in, and I'm just going to go ahead and I'm going to rotate this using snapping, like a little bit. So that we have the font view is flat, scale it in a little bit more. And let's have a look at my reference. I'm going to push this in over here, scale it in a little bit more to give a bit more space. I like this. And then what I will do is I will go ahead and I will select the top and go to our font view. And let's see. This should be like, fairly high, something like this. And then it looks like that it kind of goes inwards a little bit over here. I feel like maybe scaling it in a little bit more. My moving it up a bit more. Yeah, I think something like this should be pretty decent. We can always scale it down if we need it. So, we got this one over here. That's fine. I'm once again not going to yet edit it. The first thing I want to do is I want to finalize this piece by adding another cylinder. And this time I'm going to go for 12 sides. 20. Let's do 20. And then we are going to basically use a Boleon to cut out the shape a little bit. So we have this one. We select the base. We go for Boolean and then select the object over here and then set it to difference. And once you've done that, if you press Control A, you will see that if we delete this one, we have the shape. The only thing that I did not think of is that I, of course, need to not push this in that far. So let's move it up. Control A, delete, and now you can see that we have this shape over here. At this point, we can go ahead and we can select this ring 1 second. We first need to clean up or mesh, of course. To clean up or mesh, I just mean, like, turn on target well toggle. Start by just connecting these two bits, and you basically just need to add connection points because else it does not like that. I'm going to add one here, one here. And then these points, I do not yet want to connect because I'm going to do that in a cleaner way, since they would be tilted or they would be too angled if I would also connect them to the corners. So we got that. And then what we can do here is we can simply place a connect nicely around like that, and that will give us a much cleaner result over here. And now at this point, we can go ahead and we can select this and control and then on your numpad, if you press two. Zoo that's Aldage. There we go. We can now just scale this in a little bit to place it a little bit closer. And now if I isolate it again, it's just a matter of adding a bevel here. Adding a bevel around here. This is why we also need clean geometry. And then I'm going to add a bevel here, here. Here and, of course. Here, for this one, on the corners, it might break. Oh, no, it's pretty good. It might break over here, then, in that case, but we'll see. So don't forget every corner needs a bevel. Yeah, see, here it kind of, like, breaks up a little bit. But if you really want to work cleanly, what you can do is you can use your target well toggle and basically connect these like this. But I have the urge to save time because we are using nanite and just not do that kind of stuff. But I know that it might be annoying when we do our actual UN rep. For this one, we can, by the way, also do a little bit more like manual or sorry, automatic UvN reps instead of everything manual. So that might also be quite interesting to show you. Let's go ahead and out smooth it. And then add a weighted normals at 100. I turn off my wire frame toggle old H. There we go. See? So like this, we can very quickly generate assets just like we need to. Now, we are going to do a boolean here because we're going to cut this shape straight through it. What I'm going to do is I'm going to shift A mesh and do like a cube. Oh, turn off my target Welltgle. Move this cube down here. To roughly the thickness I want. It's going to be probably something around this. Next, I'm going to insert this. And I'm going to on one side, if we go to our front, one side roughly around, say, here, skirt is in. And then another side. Like, yes, it's a realistic environment, but I guess that this one is like a little ode to more stylized type. Let's move it roughly over here, scale this up a little bit. And then what I will also do is I will also rotate this a little bit because it just makes sense that it's a little bit rotated. And then from this point, you can set this to local to basically move this a bit easier. So now that we have done this, what we can do is we can go ahead and Control Zn Contrave it. And then when you have your Contrave selected, also select your round shape, and now we have these two. So we have this one and we have this one. This one is a duplicate, which means that we can simply boolean it. So we can go in here and we can go ahead and actually, if you want to even prepare for the boolean, you can press a Control R, and you can press a edge over here where we know that the boolean is going to end up. This will make it easier for cleanup. So we select these two or sorry, we select this piece, Boleon it, and then select the second one, and just press Centre and then delete. And now you can see that we have this boolean. Now you might guess like, Okay, but how are we going to make it so that you can even see this? Very easy. First of all, we are going to clean up our shape, and then when we bevel it, it will automatically be seen in here. So what I'm going to do is I'm going to use Target WellTg and connect these ends over here. This is why I basically placed that line. And yes, I am aware that for some reason, it went into orthographic mode, which I'm going to just go to top and flip it back. There we go. That's better. See, I'm basically now just connecting this stuff over here to make sure that it's nice and clean. And once that is done, we can go ahead and we can select the inner sides and Control B them, which will automatically place a bevel on the outer side everywhere. Well, just places a bevel everywhere. The top, I'm going to also place quite a large bevel. And now, so you will see that if I do dH, see? So you can actually see that there's like a connection point where they go inside, you can even make them a bit bigger by moving your edges out a little bit more. Which for some reason does not seem to work. I don't know why. Oh, because I have talked. We'll talk turn on, of course. There we go. Season now we can move them out a little bit more to make them a bit more visible. But yeah, this is just basic modeling. At this point now that you know how weight normals works, so I'm not spending too much time. For these, I would actually keep the of these connections with our weight normals, which means that we actually need to select these corners. No corners, I wouldn't even call them corners, but you get what I mean. We will need to select all of these and then do a small contra B. And that will basically keep these actual segments in here. Normally, you always want to avoid that with cylinders, but this is one of the few times where we want to keep that. And then what I will do is I will go ahead and I will kind of, like, clean up the shape. Like that. And now if we add outer smooth on our normals and then a weighted normals, it should give us a pretty decent effect, as you can see over here. So that now looks quite similar. It feels a little bit like an arrow int D, but yeah, it looks quite similar to what we have. And at this point, all you need to do is maybe, add a few segments here and there. And for these, oh, wait. I forgot to do one thing, Shiftg Here you can see the difference. When you do not a, use a bevel. You can see that the smoothing is wong. So I'm just going to delete that one. And now I can just unhight everything. And I'm just gonna go ahead and see. Let's move this one. Let's turn off target Well togle. Keep forgetting that. This one here. And sometimes I like to only, like, change a couple of vertices and not like a whole lot of them. Like that. Just like some very slight imperfections. So we got that one done. Now, this one, at this point, it's, this would be like super easy. It's literally just like press A to select everything, and maybe just do like a and reset all of the transforms. And at that point, you can just do it like a Contra B over here. Places a few segments in between. And let's go ahead and there we go. Also add some imperfections over here. At this point, it would be good that we save this. So let's save this as lamp on the score. Let's do street light on the score 01. Now, the cool thing that I was also thinking about is this lamp that we have. We can actually use only the metal part with the lamp and just hang these on the buildings. That's like another one that we can do just like art, a little bit of extra interest. For now, I will just, first of all, create these brackets that we have over here, which should be quite easy. It should be like a simple cylinder. And we went for ten, I believe. Once they have the same segments as the round bit. You can also extrude. Now, let's just do a new one. Like I was thinking about, we can, of course, technically, just duplicate our original pole. But let's just do this. Rotate this correctly. Let's hold S and move this out a little bit more. And then at this point, I'm going to go ahead and let's see. Let's do one shape over here. Move this in. Quick pivot. Set my orientation to global and just give it a little bit of like an angle so that it fits a bit better. And then for this one, we pretty much just want to press A and then literally bevel every single one. And then just do like an outer smooth and a weight normals again, just like that. So we got this one. We want to do another one which goes here and I'm going to just go in my rotation, and I'm going to set my rotation up here to zero by zero so that it is like a nice flat rotation again. And it will probably be somewhere here. I'm not sure yet exactly. And then what we can do is we can do one more, which I'm just going to scale up a little bit. Do I like that? No, I do not. I'm going to not rotate it like that. I'm just going to move it over here. I feel like that looks a little bit more natural. Okay, so we got those pieces done. Now, for this piece, we were going to create like a shell around it, and we will need to have the shell here and here. Because of that, I'm probably not just going to duplicate this. So for this piece, we can just go ahead and throw on our weight normals, like that. Oh, set them to like 100 in our weight. And then what I'm going to do is I'm just going to go ahead and create another cube. And do this. And then, you know what? We will stop this chapter, and in next chapter, we will work on our light and our splines and all that stuff. For now, let's just go ahead and push this in here. Let's go to our front view. Let's move this back a bit and set by this point our scaling to local so that we can do a bit more precise scaling over here. And then for this one, let's see. I'm going to probably, first of all, duplicate it and I'll already place it over here, and then we will go ahead and next work on making it look better. So this one is going to be roughly around around this point. Like this. And then for this one, you basically want to go ahead and apply all of your transforms just in case, select these inside, inset, and then I like to just press the lead. And then I like to select these pieces and then bridge them. And then you can see that we have here the inside, at which point you can, if you want, scale them down a little bit to make them a bit closer to fitting and then select everything and do like a Contra B because coincidentally, every single edge would need a bevel in order for the weighted normals to work. Next, what we can do is, sorry, I sometimes press C because I want to zoom in, but I keep forgetting that, of course, I'm working in blender. So apply transforms in set, and then for this one, we're just going to go ahead and press Q, and we want to extrude them along the normals, and that's mostly just because of the angle that we have. Since else we extrude straight, and we don't want that. For then, again, A Contra B, grab everything. And now it's just a matter of adding our outer smoothening along with our weight normals weights 100. There we go. So very quick way of creating these assets. Now in the next chapter, what we will do is we will finalize this asset, then get it to a rism for some UviN wrapping and then we will simply go ahead and texture this inside of Subspainter. Not going to be too special. The only thing is that we will have some metal which we've not worked with before, but that is about it. So yeah, let's go ahead and continue with this in our next chapter. 55. 54 Creating Our Street Light Part2: Okay. So now that we have this shape, we are going to start working, first of all, on our metal, as you can see over here. Now, for this, we will be using blender curves or curves. I forgot how blender calls them because everyone calls them differently, curves over here. And we are basically just going to draw the shape, create a mesh around it, and that's, like, pretty much the quickest way for these kind of shapes. Now, personally, I don't like the curve system, as you might have heard me say before. But we are just going to make the best of it. So you want press shift A curve, and I like to use a Basier curve over here, and then I like to basically scale it, let's move it, let's go to the front. Now, my short cuts will most likely be not correct because curves use slightly different shortcuts. However, I use them so little that I'm probably not going to bother completely changing my workflow. I'm going to basically just try to draw out the shape. When you have your curve, it's easier to go to your front view over here. As soon as you go into tap mode, you have this one. So every vertex, which only is two right now, it has two points. You can move the vertex around to move your curve around, and then you can also select the individual vertices to manipulate your curve even more, as you can see over here. If you want to extrude one, let's say that we so it looks like that over here, we want to set this. It's a bit bigger. And let's move this one. T one, I mean these shortcuts are now changed because we are using curves. Normally I have W E and R set to these shortcuts. I don't have those right now. I'm just basically moving some stuff around until I get roughly the shape that I want, which look. That one goes roughly around here. And this one goes roughly around. S here, so let me just quickly rotate this around. Yeah, let's say something like this. So let's say that we have this shape, and now we want to create a little loop where our light can go into. Quite easy, all you really need to do is you need to press the E button and that will extrude your shape out like this. And then you can just go ahead. You can use your rotate tools and your move tools to manipulate this to be in like a favorable location. So let me just move this stuff around over here. I'm going to go ahead and move this one out, like you can see here. So this one needs to go roughly around this point, and then this one needs to go out a bit more and keep a little bit of shape because, of course, there's going to be jom tree here, so else it might clip too much with our other jom tree. But let's say that now we have this loop going around here, and that we'll be able to hold up our light. Now, if we go down here, so we want to basically go down and then create another loop. So I can kind of move this around up until this point, and I like to then move this one back because when I press E to extrude, it will keep the same distance. And if we have that one really long, we would need to change that. So now you can see that over here. We have this one. I can go ahead and I can rotate this roughly around let's see. Yeah, roughly around here. And then what I'm going to do is I'm going to just move this one further in. See this one a little bit out. And let's press E again. Rotate this and move this roughly around here and let's try to give it a little bit of like a loop, and then I'm going to press E once more, and then go ahead and create another loop like this. We have a loop going over here, smoothly down here, and then it goes around this point over here. I'm going to probably move this one a little bit further down yeah, let's say something like this. So now that we have our first shape, one thing that you might notice that we don't have a lot of segments over here. I do like to add quite a bit more segments. If you go down here just to your object data properties, you have your resolution preview, and you can simply move that up and that will give it a little bit more segments, as you can see over here. Now, the next one I'm going to look at this, I'm going to kind of like move this a little bit over here. Okay, so now let's say that we want to turn this into a proper tri mesh. Quite easy. All you want to do is again in your object data properties, we have our geometry here. And what we can do is we can basically set our extrude function up, and that will create a plane for us. And then if we set our depth over here, will control the thickness of our plane. And I quite like this. I quite like having like a round bit over here. You also have your offset for which you can push in and out your shape, but I tend to not always use that one. Your depth over here because we have a round object, and then you have your resolution for which you can reduce the roundness on the side. But I quite like having a round object, and that's quite handy because it means that I also do not need to edit my shape too much. If you would not want to have a round object, you can always just set this to zero. At which point you can extrude your plane to have a square. Version. I'm going to tone this down up until roughly this point over here. And now at this point, I'm going to see set my offset a little bit less. I want to go for a little bit more thickness, 0.025 maybe. And now you can also have a better into just like your shape, and you can read it a little bit better to make sure that you get the desired shape that you're looking for. So you can see, over here, I'm definitely not happy with this loop. This loop over here, it's okay, but it's not perfect. This loop over here, we want to make it a little bit wider. Yeah, something like that. So let's see, smooth loop. And I'm just trying to get a nice look that from a distance, it looks quite nice. So over here, I'm not happy with this one. What I'm going to do is I'm going to actually move this one over here and I'm going to basically add one extra segment. So I'm just going to press S, and with S, I can scale both of these pieces together. And then basically if I just go ahead and hold E, we can create another loop, which I will do. And now I just need to go in here and I need to, like, rotate this and just in general, get a more decent look. And I want to get it all, like, a little bit closer. Like, I want this to be quite closely located. Yeah, like, something like that. It does not need to be the most amazing loop for a tutorial. You can, of course, go ahead and just, like, play around with it until you get exactly what you want. I feel like at this point, Let's see. I'm pretty much fine with this. So we have it basically attached to this side and then here at the top, and then it nicely goes down, and then it is also hitting this side over here. Yeah, I am fine with that. So that is probably the first shape that we have. Moved into the setter. Then the second shape would just be some decorative stuff that you can see over here. And for this, I'm going to go ahead and because it's quite hard to do a proper split like this and still have the geometry work. We will probably just make this into two versions and then later on merge them together into one. So what I want to do is I want to go ahead and front view, and it's probably easiest if I duplicate this version. Then for this version, I'm just going to go ahead and temporarily set the extrude and the depth all the way off. And let's see. So we probably want to keep this part over here. Let's make it a bit bigger, and then it goes down here. So if we just select all of these and just delete them, let's delete the vertex. There we go. So now we have like this one loop. I can quickly go to my Max vistols and do a quick pivot. Scale this one down a little bit. Let's have a look. So we have this loop over here. Scale it down also. And then we can just go ahead and we can do an E. And just like normal, we can extrude this. But this time, it's going to be quite a tight extrusion over here. And let's do another E. And let's now just um, Here we go. So let's see. Just try to get something close to, like, the direction that I want. And once we've done that, so 0.03, 0.025, we can go here, 0.03. And then 0.025. Okay. And then we can just go ahead and we can move this in a little bit more to merge this together. Yeah, that's looking pretty decent. I would like to have a little bit more of a curve on this side, if possible. But then the annoying thing is that it then starts to clip a little bit. Here, let's do something like this. I feel like I would want to have them a little bit closer together, also. It just needs to be nice and readable from, like, a distance. So if they are closer together, I would probably want to try and make, let's plus S, I would try to make this circle a little bit less large. Let's see. How does that read from a distance? Yeah, that looks quite good. And then the next one was going to be another loop that's basically so it's basically like this one. Oops, this one over here. And let's just do a quick pivot. And this loop, it would be rotated around. 180 Yeah, let's move this here. And let's go ahead and probably delete this version. And then this version, we can just do like an E. A nice connects in here for which we will once we turn this into fill geometry, we will, of course, give it a proper blend together. Yeah, I think something like that works pretty well. Lastly, I'm just going to go in here and I'm just going to maybe scale this one up. I didn't mean to extrude this. Rotate it a bit, and move it down a little bit. And maybe over here, scale this in a little bit, move it back. Scale this one in a little bit and make it a little bit smaller like that. Yeah. So pretty much that's the general basics if you just want to do some quick curves for stuff like this. Now at this point, what I'm going to do is I'm going to select all of them. I'm going to go ahead and press Control J. Oh, no, not Control J. I'm going to go ahead and convert them for which we need to probably do it one by one, go to object, convert, mesh object. Convert, mesh, and object. Convert to mesh. Maybe let's wait with CtraJil to shift H until I've actually see, can I properly join this one together? So you can see that over here. It would be pretty annoying to join together. Now, we can use a little bit of Z brush in here. Since we are going to use those shapes anyway, that might be pretty cool if we just do that, just to show you trick, it's basically just using Z brush and then the dynamesh. If we go Q and just fill these ends over here, Q, fill Oh, no, you know what? I know even better. Let's not use a fill, but let's right click and use a new face from Edges, because if we do that, we can do a contra B on it. And that will give us a little bevel, which we can later on use in our weighted normals. So let's go ahead and do that right click, new phase from Edges, Contra B. It does mean that when we input this into ZBrush, it will give us an error, and now it just depends how bad the error is. It probably isn't that bad, and else we will just need to fix it inside of blender. But for now, right click, new phase for Edges, Contra B. There we go. Okay, so what we can do is we can quickly take this into ZBrush, select everything export. OBJ exports, Z brush, light fixture, something like that. And again, we are not going to actually do any type of high pool to low poly. We are just going to put it into Z brush, which allows us to basically merge this together as if it is one solid piece, which will look really nice. So we have that one done. Our light is not going to be very difficult, so let's just quickly first jump into Z brush. Here we go. So let's go ahead and set my document background a bit lower. Exports, Cebush. Let's scrap. Imports over here or light fixture open up. See, this is what I mean with that error. Just press quads and triangles. And then basically once you draw it in and you press edit and I like to set my material, just double check that Whoa, I don't know why it's doing that. Here you can see those arrows that I was talking about and then double check if they are bad enough. Right now, they seem to be contained on this one edge, which is fine. That means that basically our dynamesh will fix it. Now, another thing is that I'm a bit worried that we do not have enough segments in here to make it look good, but that should not be that much of a problem because we are going to remsh later on. So first of all, what you want to do is you want to go ahead and do a dynamesh. Now, let's start with, like, a very low level, see? And you can see that it starts like merge everything together. Let's go for, like, a higher level. Let's like 1,000 or something like that. Let's go quite a bit higher. Let's to 2000. Now, as you can see over here, yeah, it does add like quite a few segments. We should be able to subdivide this. And then the only thing that will happen is that it will break it on those ends, but I can fix it inside of Cebus. So I just added a couple subdivisions, and then I press delete lower. This is just so that it doesn't catch up on those edges. And now let's try another dynamesh. But this time, I Sorry, once again, I forgot. This time, you should not be able to see those edges. I'm also going to grab my drawing tablet at this point, which I have right over here. And let's have a look. So that's already looking a lot better. And for the rest, all we really need to do is we just need to use our smooth options. So here we go. I'm now switching over to my draw tablet, which feels a lot more natural inside the sebush. I'm just going to basically lower down my brush size. And then in these areas, I'm just going to nicely smooth that because as you can see, it will instantly really make it feel like this is all like one solid piece of metal over here because it is so nicely connected. And this is one of the things where I will say that it's really nice to have nanite that I don't have to worry about the cleanup. So this is a lot faster to do because I know that I don't really have to do any type of cleanup, and I can just, like, use my XI measure for this kind of stuff because we are also not rocking millions of polis, or we should not when we connect this. Because doing this manually by hand inside of blender, yeah, that would have taken quite a bit longer. It would have been a pain. It would have looked quite nice because it's all connected, but sometimes it just nicer to basically do this, get all of these shapes in here. Let's not forget to also just hold shift and smooth out these areas. And then we are just going to do a very simple 1 second. Here we go. A very simple XIRR measure. Because it's a hard surface object, I probably don't want to do a decimation master if I can avoid it. So we have these pieces over here. And because we are using weighted normals, we can also get away with quite a low poly version since we are going to smooth everything. Now with this, let's go into our XII measure, and let's start by just pressing the XII measure with the current settings. Just to see if that works or if it is too high too low, that kind of stuff. I'm just going to go ahead and I'm probably going to pass the video until this is done. Here we go. So as you can see, that is merging together. And it is yeah, that's actually quite a nice Polycount. You might feel like it's not enough, but that's just because brush makes it look like that, always. But yeah, around these areas, it might be a little bit less. You can try to hold shift and carefully, like, smooth this out a tiny bit. But I feel like let's have a look at it inside of blender to make sure. So let's go ahead and export this. And we can export this from Zbrush, and let's just re export Oh, that's annoying. Light fixture underscore merged because I never like to overwrite my original in case I ever lose it, because what I'm going to do here, of course, is delete this. So let's go in here and shift. Oh, no AdgH there we go. And delete these three. Import, OBJ export, brush, light fixture merged, import. And now, basically, if we just go at an outer smoothes and then add a weight enormous modifier and turn over YRmtkal, I just want to see if it still reads. And honestly, that's fine. What I see over here, we can even throw like a subdivision modifier if we really wanted to. But I'm quite happy with that. See? So now that's nicely blending. What I was talking about is you can literally go multi resolution and you can probably subdivide this once. If you really wanted to, but that would make it a pain in order to UVNwap. So let's go ahead and do that. Now that we have these two versions, I'm not going to save an entire zebra schne, so I will just kind of move this. And sorry, I'm just moving my drawing tablet to the side. And now that this is done, what we can do is we can focus on our light over here. I first of all, going to create a light, and then I will create the rest, and I will probably start at the now let's start at the top because that makes it easier for measuring. So shift a mesh, and let's create a simple cube to get started with. Scale the cube down, move it over here. Let's go to our front view, scale down, move it roughly here. Make it really thin. And I'm basically creating this line as our base, and then we can kind of take it from there. So we have this. Yeah, I don't know. Does that look good, or do we want to maybe, scale it in a little bit more? Yeah, let's scale it in a little bit more like that. And now what we can do is we can go to our face mode. In here, we just want to start with a simple inset. And then what I'm going to do is I'm going to go ahead and I'm going to Alt E, extrude this, and then maybe, like, scale this in quite a bit over here. And now what I want to do is I want to do one more contra E over here and set my fact sorry, not my vector, set my smoothness out, and then give it like a bunch of segments. Set the smoothness to smooth. Okay, never mind. Let's start with one segment and then just do a bevel because it looks like that the smoothness does not really want to do that. So let's do something like this, and then just contra be give the bunch of segments. I know that over here, I overshut things a little bit, but I should be able to just clean this up by deleting some of these phases. There you go. And then adding a Q and like a bridge over here. Okay, so we got this one. If you want, you can still edit it a little bit, for example, by rotating this or rotating scaling this a little bit over here. But it's just like a quick basic shape. Like, I'm not too worried about that, especially because it's such a small detail. Like, in terms of the grand scale of the environment, it's a very small detail. So let's go to our front. Let's do an Alt E, and let's extrude this out. So this is where all of our glass is going to be. Scale this out a little bit. I, I want to look at it from the bigger picture. And from the bigger picture, that looks fairly I think I want to have the entire thing. So just like scale the entire thing up a little bit. But that's about it. Yeah, I think that's better. So we now have the top or sorry, the bottom. There's going to be the light fixtures in here. What I'm going to do is I'm going to go ahead and alter E and extrude this out. Select all of the sites, Q, and extrude pass along the normals to extrude them out over here. Next, I'm going to go ahead and I'm going to lt E and extrude them out again. Scale this in roughly around this point, and I want to actually keep this as quite a sharp look. And let's do one more lt E over here. It's do another I and then move this up just to give a little bit of a detail. I'm just going to see how we can make this look interesting, maybe by Oh, wait. We need to object mode Q and reset our transforms. Maybe by going in here and giving this a bit of a bevel. And also over here like a bit of a bevel. And then I can, for example, see, like, Oh, I want to make this a bit longer over here. Next, we are going to work on our glass, which is actually the most simple thing ever. It looks like it's literally just selecting all these pass, insetting them. And then what you want to do is in the inset, you want to say individual. So that we'll give an individual inset, and then you can still play around with your thickness in here. So we give an individual inset, and then just acue and extrude faces along the normal like this. Yeah, that seems to work. Next, we are going to prepare this for our weight normals, for which I'm going to go ahead and start by just adding weight normals to the corners. It's probably the easiest one. Over here, contre B. Next, we're going to do also some I'm going to show you a little trick. Let's say that you have the glass and you would not want to do weighted normals there. We will need to, first of all, do weighted normals on these corners because they will change the shape of the glass. But I'm just going to show you, like, a little trick that is super easy that I just tend to use. At least for the blender version, I do it differently in Maximia but everything has its good and bad things. So if we just go ahead and, like, blend this and actually, sorry. Let's also select this one. It will be a cleaner bevel if we also select the top, and we need to bevel the top anyway. And then probably, I guess, also the bottom, because you could see those arrows a little few seconds ago. And those arrows are because we have an edge sitting in between. But now since we have this edge selected, it will see, give me much smoother bevel. But okay, let's say that you want to bevel, these corners over here, but you do not want to bevel the glass because the glass you just want to have for some reason like a hard edge. Just go ahead and then select the glass and simply separate the selection. That will keep it harsh. I found that that's the easiest way in blender. Normally, you would sharpen some edges and smoothen the others. However, because the system inside of blender is automatic, that does not work as well. We want to bevel the top. We want to baffled the base. And I think that's about it. I think now if we go ahead and out or smooth it, add our weighted normals. Oh, I I selected the glass, not the actual shape. Let's try again, out or smooth it. Weighted normals, 100. There we go. So that one is that, and then we have a little sort of loop around it, for which I'm just going to shift a mesh cylinder. By the way, by this point, let's save sin. And let's set this one to, like, I don't know. Honestly, at this point, let's just do something like 24 because we are using anite so we don't really need to worry too much anymore about polygon count as long as it's still usable for UVnwrapping and stuff like that. But you can Uvnrap millions of pool. So at least hundreds of thousands before it gets really annoying. What I'm going to do is I'm just going to move this down over here. And basically, what we will do is we will end up just extruding this in. So you want to select these bits, set them, delete them, delete the pass, l X, delete these bottom faces. And then what I like to do is I like to go ahead and cue and add a bridge down these two bottoms over here. And then I like to add a loop, hold control to select these two pieces and then bridge them. At which point you can just go ahead and if we do like an Atg, we can select these two and just do an Alt E and basically extrude them down. And then it's up to you to, for example, move this down a little bit to, for example, delete these bottom faces and go to edge mode. Control B them. Oh, I can see that my bevels are not very good, so let's just go ahead and go in object mode and apply all of our transforms. And now outer smooth weight to normal. So yeah, these are, of course, quite basic models. You can make them much more refined, especially if you do a full on high ply to low poly. You can have like, perfect welding where this is all welded together and all that kind of stuff. We can even do welding inside of substance painter. That's no problem. But for now, I'm just making a quick asset, which you will see from this distance. And as you can see, that looks fairly similar to what we have over here. So that is basically now done. Now, what we're going to do in the next chapter is we are going to go ahead and UV unwrap this. So let's finish off this chapter by do we need to do anything here? No, we got all of our weight to normal, so we can probably literally just export it. I'm going to this time export it as an OBJ file. The reason I do that is because FBX files triangulate when you import them inside of Rhythm UV. However, OBJ files do not triangulate. So just call this like street light underscore, no UV. And let's export all of that stuff. There we go. We can save a scene, and let's dive into the next chapter where we will UV unwrap this, and then we are going to go straight into Substance Painter and start by texturing this asset. 56. 55 Creating Our Street Light Part3: Okay. So here we are again in resume V. So we're just going to load in without UVs or files, which is going to be street light, no UV and open it up. See? And no triangles, which if you want, you can try to load it up with your what do we call it? Tingis. Well, I have another brain freeze. Or you can load it up with an FBX, and then you will see triangles. So let's go ahead and let's use this one as an example over here. So let's put I to isolate it. Now, for this one, we could, of course, do a manual U V. However, what we can also do if it allows me to we can basically give the Auto U visa toy. Now, I've not used these tools too often, but basically, if we go up here to our edge detect, what we can do is we can go ahead and press Oto Select. Now, this will Aselect as good as it can our segments over here, didn't really do a good job, to be honest. Yeah, sometimes it works, some doesn't. And then what you would be able to do here is you can press this out unwrap and then it will automatically unwrap. And if you do out or pack, it will quickly pack your meshes. So over here, as you can see, it's white, it's best, but we want to go for something a little bit better. So let's just do this. And let's instead go for a here, if I go, just go ahead and double click here because I probably just want to kind of, like, move it along this corner, because I only want one seam. So having this one, I can just proce and if I now go ahead and, like, select everything and unwrap it. It's not perfect. Like, there's a little bit of warping over here. However, this warping that we have, you can see the tiny bits of warping down here using our distortion color, it's kind of up to you to decide if this is what you are okay with or not. I know that this is going to be plain metal, as you can see over here. So, to be honest, I'm okay with it. Worst case, what you can do is you can go ahead and add another loop. Down here. And that will reduce the amount of warping. So if we do another C here, and then just do another contre A and then just unfold and let's do another pack. Here you go. Here you can see that that does resolve everything a little bit more. So basically the out on rep, yeah, it is cool. It sometimes works. I personally like to do manual stuff. So I like to go to show, and then let's say that we grab this one, I, who knows? Maybe this one works a little bit better. Let's go ahead and do an Ato. Yeah, that's too bad. It's just not really able to properly Now, it's not able to properly do that. So we will just need to go ahead and do some manual UVs. But thanks to Rs MV, they are super quick to do. So I can go in here. Let's say that I want to have a loop here. I want to have a loop in here. I want to have one cut here. I want to have another loop going around here so that this becomes its own little plane. I like this. And then we are just going to basically hold shift and kind loop it around up until this point, and then one more loop here. This one will go all the way around. And now if I press C, and if I then go ahead and just, like, unwrap it and pack it together, ah, good enough. So whatever you want. So that also works. Let's go ahead and go onto the next one, which is going to be this one over here. And this one, I don't know, doesn't need Oh, yeah, yeah, definitely needs, like, something special. With clin dust there will always be a seam. Like, you just cannot get around it, unfortunately. So what I'm going to do is I'm just going to make the best of it. I'm going to go ahead and hold control and select these loops, hold control and select these loops over here, and let's do one more loop, and I'm probably going to, like, hide it. Oh, no, let's hide it at the bottom. That will be the most difficult place to ever see a seam, not that we will be able to see it on any side. Let's cut it over here, and then I'm going to probably let's go ahead and select this face and cut. So you can also just select entire faces and cut it. And then I'm going to probably go in and, place my seam somewhere here and cut. And that should do the trick if I now unfold this and quickly pack it together. Yeah, decent enough job. I don't need much from this kind of stuff. So we got that one done. Now we have this one over here. Let's I. And for this one, I'm just going to go ahead and let's do, like, a loop here, a loop here. And a loop over here, cut, overlap, back. Easy, does it? Show. Let's go ahead and grab this one, and you know what? I'm going to grab these two and just do them at the same time, just to save a bit of time. I'm going to have a cut here. Let's see. I think it should be able to actually handle that type of warping all the way down there. So if I go here and then place one more loop here, cut yeah, you know what? Actually, I'm just going to select one loop here and also cut that so that it will unfold completely, and it will also unfold here. And then for this one, you kind of want to have a cut here, here, here, and loop, and then another cut here, here and here. And the reason I pick the tops is because we will be looking at the light mostly from the bottom. So at least you would think so so that's why I grab the tops for my seams and not like the bottoms. And now we can just go ahead and unfold, unpack Perfect. Seeing how quick it is to UVNwp inside of Rhythm, I really like it. Even though I'm quite new to Rhythm UV, this is only the fourth or fifth time that I'm actually using it for a decent sized project. But it's really nice. But yeah, of course, I'm also still learning. You can't expect me, even though I'm the tutor, you can't expect me to literally know everything for every program. And I just want to bring you guys the stuff that I learn. And if I like something, I just want to show it to you. And this felt like the perfect project to basically show off. What I've learned from Rs MV because it's just a lot of not too difficult models. So now we have this one over here. This one is going to be a bit more interesting. Let's isolate it. And let's have a loop. Let's do one loop around here. So let's cut one here. So we're basically cutting off the tops. Oh, see, that's what I mean. So the loops are not great because they come from Siri measure. And sometimes I measure has a tendency to just literally loop all the way along a shape. And if you have that, you will need to do a little bit of manual. I don't know why I'm doing it like this because I can literally just hold shift. And then basically you just need to, like, have it go down. Where are you? There we go. Oh, wait. I want to go Up. There we go. And then we can do, like a cut here. So that will break up these loops over here. Now, let's have another loop and do another loop here. So we are cutting this one out, and then in order for this to become one simple shape, we would need to, like, double click and cut. So we are double clicking, so that one will be unfolded all the way over here. Not all the way over here unless I select some of these shapes, which is once again a little bit annoying, but we can just hold Shift and try to go in between these shapes over here. So let's see. So we are cutting it down there. We are cutting it down there. We are looping it here, and then it might be easiest if I place another cut. Oh, wait. Another cut going from there to here to here so that this one will basically loop out. And then this one, if I place another cut here in the center, it will loop these two pieces, which means that I would need to do another cut down here, which luckily does not give me any selection prompts. So I'm basically just trying to find the best way to cut this up. So these ones will be cut here, and then there will be another cut going on all the way along here. So this one will unfold. This one will unfold. This one will unfold if it ends up with, like, a loop there. So this one will unfold. So that's it, I think. If we now unfold it and pack it. Close. I was very close. I need to have one loop here, and I'm going to have one loop here. So let's see unfold it again. Uh, excuse me. It's twice to just basically select it, unfold it. There we go. Repack it. There we go. That's a lot cleaner. So, yeah, that's pretty good. There's, like, a little bit of warping down here, as you can see in our distortion, but it's not enough for me to worry about it. So that was basically the most annoying one to do. We have this one over here, which is literally just I know, one loop here. Is that already enough? Yeah, that's already enough. So literally just one single loop. And then we have these pieces for which I'm just going to go ahead and I'm going to select these and just do a quick unfold and a pack. I did not mean to pack everything, but that's not really a problem. And then we have the last one over here, for which I'm going to just isolate it. And I'm going to go in and let's see. Let's do a loop here. And then it will unfold. So let's do another loop around here. So let's press C, and then I'm going to focus on that one a little bit later on the center. So let's do another loop around here. See. And then this one will go down. Let's do another loop here. And then we need to find, like, a corner where we will actually make this go down. So let's do this corner here. And I like to keep my seams always in the same corners. If I have them, I don't want to have them all over the place that if you happen to see a seam, you will only see it in one place. You will not get a really messy look. I think this should be enough to unfold. So let's have a look. Yeah, that's Oh, no, wait. There is some serious warping here in these places. I think what we need to do is we need to go ahead and cut up just the inside. So let's just do a double click. Over here like this. And let's do a cut. And let's see this shape over here. I'm just going to go ahead and I'm going to place another cut and here also, because it seems to be having a lot of trouble just getting a proper shape. Let's just go ahead and control A unfold, B Oh, wow. It will. Okay, I guess we will have to cut it in four because it is not able to make this corner. I can vaguely remember that happening with these kind of shapes, so I'm not too surprised, but a little bit surprised that it's not able to wrap around here. So C, and the rest is all fixed. So what we can do at this point is we can already do a pack with everything. So just having everything over here selected, I'm going to go ahead and I'm going to do a pop up pack, and let's set the margins back to four and the padding to eight. And let's just do a nice pack. Oh, wait. Let's also do a Sorry, scale select everything. And we also want to go ahead and do like a scale over here to make sure that the scaling is correct, but it looks like the scaling is already relative to the scale or to the size. So yeah, another pack. Let's set this back to sorry, let's set this back to eight. Set march into two. Let's try another pack. Yeah, okay, that's a little bit closer together. That's better. There is quite a bit of quite a bit of space left, and I think it's these pieces over here. These pieces are causing us to have a lot of space. So what you can then sometimes do is simply cut them up a little bit. And because they are being cut up, that will save some space. This one, I'm not going to cut up, so I think this is about it. So let's just do contre A, and let's do another pack. Here see? That definitely saved a bit more in space. And for the rest, I'm just kind of, like, going to leave it at this point. I'm fine with that. I'm not worried that it's slightly angled or anything like that. So I'm quite happy with this. I'm just going to go file, Zoo a saves, and let's save this one as street light underscore with UV. And let's do another save. Now if we go inside of blender, we can go ahead and select this one, right click, move to collection, new collection, backup and press Okay. I want to select it and press CtraJ and quite important, once you've done that, you want to go ahead and you want to just double click on the name and just call this backup because if you try to import an FBX or OBJ with the same names, it sometimes tries to overwrite the original and of course, when you do that, it just gives us more problems. So we now want to just import and what did we, we exported this as an OBJ, I believe. So Rhythm, streetlight with UV, open it up. No. File, Import, OBJ Streetlight Oh, no, wait, sorry, that's no. Street light UV OBJ. Did I set the wrong Import? Or is there like an isolate Old Age? No. It is here. Oh, is it like super super small, or is it like super super big? That is strange. Old Age, it is here, so we have a backup. Let's go into items. Scale looks fine. Let's set this to like 100. It's missing something. Let's just delete that. Let's try again. Let's go into Rhythm. File, Save. Let's try FBX. Over here. Binary. I didn't even know that there were so many FBX versions, but binary should be fine. It's safe. Let's try that. Let's go in here. File, Import FBX. Rhythm streetlight with UV. Import. They are here. Most definitely. They are not too big, they are not too small. That is very strange. No, no, wait. No, here, I can see it. It's really, really tiny, because of the metrics, of course. Tends to happen. I'm going to go ahead and I just want to double check before I scale it up that it does not have any triangles imported. Okay, perfect. It does not. In that case, I'm just going to select it. And let's press Control G. Yes. Because else if I try to skate all of this at the same time, we could try it, but it probably won't work because I don't like to merge. Let's add this back to one. Yeah, see? Yeah, it will only do one object at a time. That's one of those things that I personally really hate about Blender, that it just does not allow a lot of multi editing tools. But basically, we now got this one over here. I'm just going to go ahead and I'm going to get rid of all these weird materials that we have because they have just been imported here because of, yeah, street light because we had so many different models that we exported and imported and all that stuff. But that's all looking good. It still has the weight and normals on it, so we don't need to reapply that. So this mesh is now ready to be textured. So what we can do is we can go file and save sin export this as a proper FBX over here, and we are going to export I'm going to since this is going to be our final model, I'm just going to go to unreal and I'm going to wide away. We should have a props, and we should have a street light. The scaling is probably off because I completely forgot that I made a blockout for it. But let's use this street light over here, and then we can also import this one inside of substance painter. So probably nice to just go already into Substance Painter. New asset that I will just set up. In the next chapter, we will start the texturing, but I'm just going to go ahead and, like, set up the street light in here 40 96, OpenGL. We don't have any big Maps and just BB MtelGrfhness, so let's press Okay. Like the wood, this is pretty much the same work flash wood only we are going to do the baking inside of substance painter. So our asset is called streetlight. That's fine because we named our material like this. We are going to go in here and we are going to go down and you want to bake your mesh maps. Set this to four k, and you want to use your low polars high poly mesh. Now, it doesn't work perfect with all of them, but most of them are totally fine. I'm not going to bother with the thickness or all of these other ones. You basically just want to focus on the position, curvature, AO, world space, and normal, and then you can go ahead and press bake. Actually, the normal, you don't even have to do because it will just be b it's the amtoclusion and the curvature. So you can see it happening over here. If you salt it like a split second. So those are the ones that you want to focus on because we need them for our mass generators. And now you can see already our shape would like our AO over here. So that's looking pretty good. Let's go ahead and save this scene so that we do not, of course, lose it. Textures. Let's make a folder called street light, and in here. Come on, you can do it. My drive is not this slow. It still has a wide speed of 7,500 or something like that. Okay, let me just pass the video. Oh, there, there we go. Okay, weird. I don't know why it's so slow. I know that it is close to being filled, but not that full. Street light safe. And let's also go ahead and next we can close rhythm, and we can go into unreal. I hope that it still holds up a little bit. So let's just reimport this. Right click Remport. Reset rafbgs. Okay, not perfect. But this is actually the correct scaling for a person now I think of it. So we might just want to do some more manual scaling. Now, if you want to scale all of them at the same time, it might be easier for you to just open up your shape, and we are just going to do, a little bit of an unrealistic scaling, but it's just make it nice and go down to import settings and transform and set this one to 1.5. Okay, that's a bit much. 1.3 and then press reimport. And then it will re import while scaling our mess a little bit, which is, yeah, that's a lot better. So we got these pieces over here. At this point, you can click away. I will just go ahead and I will quickly rotate and just, like, move these in the correct location, although we might need to move them again once we actually have our pavement done. But, I just like to quickly fix this up over here. And because you guys know that I don't like to skip anything, because I don't want to give the impression that pieces of the tutorial are missing, even though it is something this small, it's just like a force of habit. I'm just going to go ahead and I'm going to leave this in here. But later on we will have, of course, polishing phases. And in those polishing phases, I will go back and forth a lot more. I can't really do that in real time, because it would be way too messy of a tutorial because in real life, because I RD, of course, know what to do, I sometimes literally just do one thing and then just randomly start working on windows, and then halfway, I stop with the windows and I just start working on something else because I see it and all that kind of stuff. But this is looking pretty good. It's a nice model. And later on all of these other small assets are also already done. So let's save our scene. And in the next chapter, we will go ahead and make and already finalize our entire asset over here and get it into real. After which we are going to have another time maps for our windows and our doors, which will use the same workflows. 57. 56 Creating Our Street Light Part4: Okay, so here we are inside a substance painter. Now, this a looks pretty easy. It's wood. It's a bit of metal and a bit of glass, pretty much. And the metal just has some highlights, and we're just going to give it like a general metal look to it. But it will probably be like painted metal, so it will not actually be metallic. Now, the first thing that we're going to do is we are going to import our wood over here. Base material, street light, import, and we can go ahead and we can drag this in right away. Let's set our rotation to 90. And let's have L. Nice. Looks like most of this rotation is already correct. I'm going to go ahead and because this is an asset, I will be a little bit more critical in the rotations. Let's set my tiling to round two. That should be fine. And maybe set my UV projection to triplanar. I always like to do that. And then we will call this Wood under score 01. And then we will go ahead and we will duplicate this Wood under score 02. And then art a black mask to both of them, it's the exact same technique as we've been over. We go to our polygon fill and we select Wood 01. And then we select Wood 02 for the second one. At which point I want to go ahead and I want to rotate this until it is like exactly in the same angle as you can see as the rest of the wood. And I probably, yeah, probably want to go around it like this. So that's also fine. Awesome. So we got that stuff also done. Now, for our wood, yes, what we can do is we could, of course, go ahead and like, remake everything. Or what we can do is we can simply steal it a little bit. We can go over here to our wood piece 01, and we can quickly just, like, grab that one, throw it into our new scene, and just apply it the way that we wanted to. So if we go ahead and go in here, we have our base colors, and we have our dirt. Go ahead and call this dirt folder. Let's call this met tooth Wood dirt. Right click, and then you want to create the smart material from it. This will basically store all of this information inside of substance painter, and it will be across projects. So if I would now go to another project like our streetlight, and I'm just going to, let's save the scene. Why not? And I do know that I need to change the colors of my wood a little bit, but I quite like having maybe, like, a different color for this one. You can see that even in this one, we still over here have our dirt included. At which point for our dirt, we can do a black mask to this, and we can go ahead and we can say, Okay, all of this dirt will just be for our wood. And if we go in here, we can just go ahead and see. Okay, so we have some highlights which are showing up. That's totally fine. Maybe go ahead and make them a little bit stronger. Then we have our roughness variation over here, also fine. And then we have our dirt over here, which does have a paint layer. And I'm going to just go ahead and close the paint layer. And instead, I want to go in here and I want to grab my mask play out a little bit more your intensity, and then maybe add a new paint layer on top, at which point we can go to our brushes. I think I used the first soft white last time. Here we go to add a bit of this type of dirt. Now because this object has a much more specific ambient occlusion, what I want to do is I also want to add some AO dirt. And the way that we do that is basically very simple. We want to let's say that we duplicate this dirt over here, call it OCC underscore dirt. Close off everything else and then just make this, like, quite a stronger, darker dirt and set to like 100%. So it's like really strong dirt. And then in our mass generators, there is one that is called OC or dust occlusion, I believe. No, no, that's not the one. There's dust occlusion, and there is OCC dirt or occlusion. Okay, I guess it was dust oclusion. Yeah, yeah, okay. I can remember it being called different. Weird. But that must be it because the other one is occlusion strong. Okay, anyway, I guess that I was just mistaken in the name, even after six years of using it, maybe not the best, but we can basically play around with our contrast. And that way, you can see that now we get some extra strong dirt, and it's pretty cool because the dirt also happens in the areas where we have metal connecting and over here and stuff like that. And then maybe, like, tone down the intensity a little bit more. So that's also pretty good to just have some more stronger dirt, maybe a bit higher over here for our wood. So that can very quickly just like, make our wood work quite well. I'm going to go ahead and let's see, for my wood color, let's first of all, go to normal, and that's at the normal strength. Again, quite a bit lower. And then I want to go to my base color, and I'm just going to go for a slightly darker variation of the same color levels that we have now. So I'm just setting it a bit darker and then copying my hash and also adding it here. See? Okay, so that one is also done. If you want, you can create a folder called wood. And you can place all of that in here. Next, we can create a folder called metal, but we will probably just have a smark material for a metal. So it's more like black painted iron. That's more what it looks like. Now, I can remember that there are similar smark materials included. So here we have iron, forged iron, ooh, iron Alt. Let's keep that one in mind. That one might be quite good. For what we're looking for. And then we have plastic, and here we start to get with, like, the steel. But I feel like it's not really like painted steel so much. I want it to be like really old because it is, like, medieval and stuff like that. So let's go and drag in an ron old over here. And let's have a look. Yeah, I quite like that look of it. I do want to go in here and it looks like I need to well, set my nor map format to open GL, and it looks like I'm just going to go in and add a fill layer and call this iron color and just set this to be like a multiply. And then on on our color values, we are going to use this to make this quite a bit darker. And then we have coincidentally, our etches, which happen to already be like pretty good lightness. I'm going to probably make the roughness a bit less. Yeah, the metallic, it makes sense to keep the metallic on. So yeah, roughness is a bit less and maybe set my height. So it has some actual height damage in here, which is pretty cool. Let's also make that one a little bit less. And let's tone down the color to make it all, like, a little bit more subtle. Now, at this point, let's create a folder that we'll call metal. Plug this in here. And then on our metal folder, just out like a black mask, and you know the drill, go to selection mode, select all of your metal pieces. Over here, there we go. So that very quickly gives us some interesting metal. I'm going to go into my edges, add a paint layer, and I'm just going to basically press X to flip around my color, and then I want to basically paint out some of these damages on some of these areas because they are really heavy. I like to keep the damages closer to the wood because that makes a little bit more sense as if because of the wood it has damaged. And then over here, the light and stuff like that. The reason that there are so much damage is just because the etches are quite smooth. So in our curvature, it reads as if that it is a really smooth object and it needs a lot of damage, but I don't agree with that. So I'm basically just, like, painting out some of this. Over here, it's great. Like, I like these etches. It saves us a lot of time compared to, like, custom painting. Now, of course, you can Well, I will out like a bit of variation. I have made tutorils where I go very in depth, for example, my AircuntTil on the texturing of assets. That's Wi for hero assets where you literally create masks, and those masks have realistic like wear and tear, and you will just like paint in those masks and all that kind of stuff. However, it would be way too much overkill, especially on already 25 or 30. I think we are over the 30 hours already for like a 30 hour toil. So at this point, when you make these kind of assets, you just want to make them quite quickly. And the speed that you make them at, imagine me just making them twice as fast even more just because it's a toil. And theoretically, this is pretty much just throwaway work, unfortunately. It's just how it works. We won't be using it. I can see some kind of height going on somewhere. Over here. Let's add a paint layer. And in this paint layer, you want no paint layer. I'm basically thinking about how I'm going to paint out the high. Oh, yeah, yes, yes. Add a paint layer. Set this to height. I don't think this will work X. No, because my paint layer can only, my paint layer pass through the height. And then on my sorry, let me just quickly see if I can disable it on other layers. And else there's another way to do it, but it's a bit of a pain, and it will make my graph slower. Give me 1 second. I just want to quickly try this out. Ah, okay, perfect. That works. So what I did is basically on my paint layer, I switched to all of the channels like base color, and I disabled my paint layer. And I did that for the base color roughness, metallic and normal. And then on my height, I set it to pass through, and pass through basically means that it will immediately go to the same direction as our iron. I don't even think we need pass through, but this one is quite handy because for some reason, I have these really strange seams over here, which I've never seen before. Maybe it has something to do with this specific height. But of course, I would not want to have these seams here, but I also would not want to remove all of my height everywhere. So instead, what I'm doing here is I'm just kind of like painting out those seams only in these areas, and then we can still nicely keep everything else. Or all of the other details. So very strange that I have the seams there. I don't know why. Maybe with triplanar, I could have also fixed it, but honestly, it's too late now. And at least now you know like a little trick. Yeah, here see. There's like some strangeness going on, so I'm just going to, like, paint out the seams in some areas. Most of these areas, they have the seams in, like, quite logical places, so you won't really notice. So you can see over here. So I can literally just do this. And here they are on quite logical places. I think just like the damage, it just did not going like a very good direction, but oh, well, I'm just kind of painting this out here and there. There we go. Okay, so we got our metal also pretty much done. If you want with your metal, let's do one more thing, and let's add a fill layer, and let's just call this OCC dirt again. Like we already have our edge damages because those are included. But we can add like a dirt with like a, let's do something like that. It's going to be very subtle. Black mask, and once again, just grab your dust occlusion over here. And we are just going to, like, give it a little bit of play around with our roughness. Yeah, I'm going to give it like a tiny bit of, like, a white is glow in some areas where we have occlusion like that. Just like in these areas, I think it will look interesting. So we got that one also done. Next will be our glass. So let's go ahead and create a new folder and call this glass and keep in mind that we will do the same later on for our windows. This is why I chose to make this asset before I make my windows, even though I was kind of all in focused on this stuff. In your metal, just go ahead and set this to be UV and set this to black and simply select these pieces over here. Like that. And then we have our glass, and I'm just going to go ahead and create a fill layer. Call this glass underscore base. And what you want to do with your base glass is you want to set your metallic up. Your roughness, you want to set quite high. Turn off height, turn off normal. Your colo can be a little bit darker. And then what you want to do is, well, first of all, te black mass to your glass and just kind of like, make sure that only shows up here. But the next thing that we're going to do is we are going to add a roughness variation which will basically break up the glass. This really depends on unreal. Like, it will look very different in unreal than it does here because we are using the base lighting in painter, which is not very good, but it's good enough for what we need it for. So we add some roughness variation, and literally it's just going to be roughness and we set it like quite dull. And then we add a black mask dis a fill layer to this black mask. And I like to use some leaks for this often. And I can't remember there's like these really soft leaks somewhere here, I believe. These were like grunge stains heavy, for example. And if we just go ahead and set the UV projection to triplanar and just like scale it down a bit. Here we go. We can create some dirty glass and then play around with your balance a little bit more and your contrast. And then I like to duplicate this places at the bottom. 01, on the score 02. And this one, I want to go for something a little bit more softer, like, for example, some wipes over here. We have these wipe stains. And what I can do now is I can now you make the softer, but I'm going to basically set my roughness to be a little bit shinier so that it's not as intense. But then, as you can see, it will just give us this quite interesting glow look over here. Now, next this, they are turned off. However, we can art in the missive in case we want to turn them on. That would be maybe cool to do. First of all, let's go to our class base, and I'm going to actually make my glass a little bit more like in the bluish direction. And in order to art emissive here, super easy, just go to your text set settings and in your channels, press the plus sign and art emissive. And then if you go in here, you basically want to I like to go ahead and create a fill layer at the base and just call this base and make sure that your emissive is set to black. And then by the time that you get to your glass, you can add another fill layer. Call it emissive and simply turn off everything except for your missive and make your emissive. I tend to do a white color. The reason I tend to do a white color is because I want to actually control this inside of inside of Unreal engine. Like, I can go for, like, a darker color, and then you can see that I can see my roughness. But white makes it easier to mask because this will just be like a mask. Now let's say that we are now pretty much ready to preview our texture and all that kind of stuff. We can go ahead and streetlight, make a folder called final. And here we go. We can copy this folder, save our scene. Now, if we export this, remember how we created our preset and our preset the met to the preset. If we just go ahead and go in here, it does not have an emissive. So what I can do is I can add an RGB plus A. Actually, sorry, I can click on here, and then I can split does not allow me to do that. Not at least to the point of one. Okay, then just RGB, A, copy my base color and paste it in here and just remove this one, and this one is going to be the base color. Where are you? The base color in the RGB. And then in the Alpha, I want to add my emissive. So it will place the emissive in the Alpha channel, which we can access inside of Unreal engine. So now that this is done, we can go in here, Targa file. We can go ahead and copy and paste our export location. Four K, nice and high. Why not? Because it's not for a game. If this was a game, I would go for like 2048 or 1024. And I can go in here. Town textures, New folder, street light import are textures in here. They come from substance painter, so they should be already direct X, so I don't need to change that up. Oops, I changed my final camera, not that it is very final yet. And now all I need to do is I need to go in my material and in my asset master over here, we need to, first of all, right click, convert to perimeter so that we can expose it base color, normal Roughness. Let's like a multiply and multiply our roughness with a scale perimeter called roughness amount because now we are starting to get a little bit more in the polishing also. So it's good to already have this. A multiply in our base color with a constant we've already been over this, so I'm not going to really explain color overlay, so this is just like a constant color. And white means that it doesn't overlay any type of color. And finally, we want to go ahead and we want to add a multiply and we want to multiply our emissive using a constant three vector. And the constant three vector this time is going to be called emissive color, and you want to set it to be a little bit of a yellowish color over here. And then what we want to do is we want to multiply this again. And this time with a scalar peameter called emissive strength. And we will set the default to zero and add this to your emissive color. So first of all, we set the color of the emissive using a multiplier. And then we basically control the strength of the coolor by making it darker, which means less emissive or making it brighter, which means more emissive. And because it will be an Alpha, it will simply be ignored if it does not have an Alpha. So now we can simply save this, and that should be it. That's literally how you set up an emissive. So we can go in here, asset master, right click, create material instance, street light. Let's open it up. And, of course, yeah, you do notice that we've been now that we've done so much stuff already with our environment, I'm starting to go a little bit quicker because I don't want to keep talking to you guys as if that you are absolute amateurs, because at this point, you simply are not. Once you've gotten this far, of course, some people might have skipped the beginning. But yeah, it's just something that we will need to work with. So over here, we can save this street light. I'm going to not close it because I might want to alter the settings. I'm going to go to my street light asset over here. And then go to my materials and just apply my street light in here. Okay, that's not too bad. It has a nice roughness to it. I'm going to set my roughness a little bit less or more, so 1.3 maybe. So you can see that the higher the roughness, the duller it looks no wait, sorry, the lower the roughness. Yeah, yeah. So the higher we set the roughness, the duller it looks. So I'm going to go 1.5. It's a little bit hard to see or 1.7 maybe over here, see? And the same for our wood. I don't need an overlay, and then over here we have our emissive, for which I'm going to set my emissive, Meissive is not Oh, wait, it's because I don't have a metallic map. I need to go in my asset master and I need to give control for the metallic. Let's first of all, file export textures. That's also why the roughness probably was not that or a little bit strange. MT tutorial RGB, and let's call this one texture set underscore metallic. And let's add our metallic map in here and reexport. And then if we go to unreal, we can go to our street light, input our metallic map, drag it into our asset master over here. Right click, convert to Pemter metallic, M not do aesthetic Switch. Come on. Static switch parameter has metallic, if true, use the map, if false use a constant, and the constant is again just like that value that is set to zero, which means black, and black is nothing in metallic. It means just that it's not metallic. So we can keep it to false by default. And then what we can do here is we can simply turn it on. There we go. See, that makes also quite a big difference with our other pieces over here. And then what we want to do is we want to set our emissive strength to maybe like zero point, it's really sensitive. 0.05, for example, 0.02. So give it a little bit of light, and it looks like that I'm going to go to my substance painter file. Temporarily turn off the emissive and in my glass space, I'm going to basically tone down my roughness amount because it's a little bit too strong. And is it dark enough or, that is fine. Let's export this again over here. Let's go ahead and select all of our textures, right click, reimport. There we go. It's looking a bit better. I'm actually going to make it a little bit darker now that I see it. Let's make our actual metal a bit darker. There we go. See, that feels a little bit better. And there we go. So that is another way of creating assets. As you can see, you don't have these sculpted etches, and like these wood pieces, they feel very good because they feel imperfect because they are all, like, sculpted and everything. And if you go up close, they actually have these logical etches. And if you go really close, you can see the actual damage and everything. So that's nice. So that's one thing that this one does not have. You can see that it looks a little bit more perfect, and it does have some damages, but it's not the best. But it is a very, very quick way of creating assets compared to me needing to go in and sculpt this entire thing. Like that would take a lot of time. That's also why I choose for windows and everything to not do that because it does not add too much value to this tutorial and limited value to the actual scene. Cool. So we are now done with our lamp assets. The next chapter will be a time naps or the next few chapters on creating the window and door pieces using the exact same techniques as that we have used for our lamp. We will probably even literally use the exact same textures like as a smog material and then change them up just to fit them with our design. And once that is done, we will go back into real time and start working on the pavement, which the center is going to be easy, but it's going to be interesting how we are going to do the curbs. We might end up needing to create one more texture for those, but that's something we will check out a little bit later. So yeah, let's go ahead and continue with this in our next chapter. 58. 57 Creating Our Doors And Windows Part1 Timelapse: Oh B. Do. So M 59. 58 Creating Our Doors And Windows Part2 Timelapse: Uh, Mm and 60. 59 Creating Our Curb Part1: Okay, so we are now done by creating our window and door pieces. They can still use a little bit of polish, but that's what the polishing scenes are for. For now, this is looking totally fine. I got these also. And these type of things are also going to be in the polishing scene. Oh, wow, I don't know what happened there. We are just going to basically paint out the attribute web a little bit more to make it more tillable. So what we're going to do now is I want to start focusing on my pavements. And I have decided that for the curbs, because there's this not really an easy way of doing it, I'm going to create a custom sculpt for the girl custom model for the curb alone. So these are just going to be planes because planes are very easy to displace, and then we are going to have a custom sculpt over here for our curbs. So knowing that's what I'm going to do is I'm going to get started by just going into blender and then we have our curb straight over here. Now, this one will basically be turned into a plane later on. And then for our curb pieces, what we're going to do is we're just going to go ahead and create a cube. Let's pushes up a little bit. And I am going to kind of like clip it in here. That's no problem. So, but I don't want to make mine as white probably as here. Oh, no, wait, they are actually quite white. Okay, let's make it a little bit white. In that case. Do something like this. And then I'm going to basically have this one over here. And we're just going to basically throw on a unique texture on this just to save a bit of time. So let's move this. Um, four pieces. Yeah, I think four pieces would be nice. So let's duplicate this. Move it again. Duplicate this, move this again, and duplicate this. And this one it's important that it kind of like ends here. And then what I'm going to do is I'm going to go ahead and I'm going to add a little bit of angling going on. And these points it might be nice to when you press rotate to hold shift to do, like, a more subtle rotation. And maybe for this one, let's move like one of these things down and in and maybe like rotate it in a little bit. Uh and this one can just be like something like this. There we go. So we have a curb, and from these few models, we can, of course, just generate many more different type of models. I'm going to go ahead and turn off my curb straight, and I'm going to and this one will actually become the curb, but I will just call it like a new collection, curb underscore end or something like that, and preso. So that is now all looking good. We can go ahead and right away export this as an OBJ format and make sure to turn on selection only Z brush. Curb, underscore two Z or low poli or whatever you want to call it, and just go ahead and press pot. So these measures are going to be almost the same as how we sculpt wood. I'm just going to make the sculpts a little bit rougher. So here we are in Z brush. Let's tone down our document gradient. Let's go import, and I want to navigate to my folder, exports, Z brush, curb to Z, drag it in here, press edit, change material. You can see that after a while, you've done this so many times. It's just like doing this over and over and over again. In this case, I'm going to go down to my subtols and I'm going to already split them into parts. Over here so that we have different paths. And then based on these, I can go ahead and I can well, I probably don't even need to use dynamesh for this. I probably just want to XR mesh because as you can see, the X remesh does quite a good job with these type of pieces. So let's just press XI mesh over here. And then we go to one. We subdivide it like a few times until we get a pretty decent poly count, and then we are going to switch to our or at least I am going to switch to my draw table, but I highly recommend it if you do the same. Don't forget to go to light box, brush, trim, and just double click on the Trim smooth border over here. And now for these pieces, I'm going to use the trim smooth border a little bit different. The trim smooth border is mostly here to create some stronger cuts. So and for the rest, we are going to use the, yeah. So here you can see, like me trying to use my pencil to basically add a few chips here and there. And that's mostly going to be it for these pieces. The rest is going to be, what do you call it? Let's do this one also. The rest is going to be the uh 1 second. I can't move this using my drag table. That's really annoying. The trim dynamic. That's what I was trying to say. Yeah, sometimes you seem like placing some more stronger cuts over here. And sometimes I can move this again. Just to add basically some general damage. But once again, we are going to use these pieces quite often. So we want to make sure that we don't go too insane with the damage and everything. And, of course, as I said, like, I'm going to do this quite quickly. Just not to waste anyone's not to waste too much time, say it like that. There we go. Okay, so we basically go to the first one. We don't really need to scrap the bottom because the bottom will be hidden. So at this point, you want to go to your trim dynamic, set your focus shift quite low, and add a square alpha. And then it's the same as the wood. The only thing is that I'm going to go for, like, a bit more softer and not so much like the really strong wood. So you can see me basically, and then I kind of just ended there. H Yeah, you can see me doing this, really quickly, but that's pretty much all we need to do. Over here, I like to just hold shift and just kind of like soften it a little bit. And then some of them, like, a lot of damage to the edges. And then, for example, the next one, I will make it quite subtle. But just in general, just to get a little bit of, like, a visual interest into these extra models. And that's about it. See, just like from a distance, it will just be like a quick, quite easily readable asset over here. And with this one, I'm going to do the same. And then later on, I will still use my move tool. For this one, maybe let's not make it as intense the damages, just to add a bit more variation. Over here. The nice thing is these are not technically modular, so we don't have to also worry too much about everything. Here we go. Yeah, of course, I would say, like for you, take your time. Just make it look extra cool. But, um, for me, I'm just doing this quite quickly. So number two, number three. Over here. Just make this one also not too intense. And then the next one, I want to make a little bit more intense in terms of the damage again. And then we can, of course, swap them around, rotate them. And that way, we can create quite a bit of variation using just this one asset or one using these four bricks, pretty much. And for our unique texture, I might just rip off part of the texture from our curb or our pavement material and use that to make it fall in line with the rest. But that's something that I need to have a look because it does mean that we need to change our substance design file a little bit. So let's have a look. Okay. And then the last one, I was going to make a little bit more intense for which I just go over it like a few more times. Here you go see. So it's just a little bit more damage. And then this one, yeah, we can probably not use this one too much. So maybe we want to create like to curb variations later on in our polishing phase where we just because our polishing phase is mostly just adding variations and stuff like that, and just like fixing problems. Because, yeah, if we make something this damaged, you will be able to see it quite easily. But again, so we got these four over here. That's looking totally fine. Now what we can do is we can go ahead and go to our C plug in, throw it in here, decimation master. And first of all, I want to export all of these subtols as my Kerb underscore. Let's do this for baking, actually. Baking, New folder erb. I might later on also like organize this in folders a little bit better. So we have a curb, and then this will be Kerb underscore H P, save. Okay. There we go. And then for these pieces, you probably guessed it. We are just going to do a unwrap for it. And if we just go in here, we can go ahead and probably going to cut off the base later on. That's pre process, and I will just pass the video until that's done. Okay, so that is done, and I also put away my drawing tablet. So now we can just go ahead and we can set this 400,000. Let's set this to, like, 2% decimate. 9,000 yeah, you know what? That's fine. So here, decimate current. Decimate current. Decimate current because it's the same brick, so it's all going to be 9,000. Okay, so we got these pieces over here. That's totally fine, also. Now what we're going to do is we are just going to go ahead and once again, export all of our subtols. You can try to do UvNwrapping inside of sebush, but personally, I do not have good experiences with that when it is slightly height, hard surface. So we are just going to use rhythm, curb underscore LP let's go ahead and save this. Okay. Now, if we go in here, I just want to these pieces, I'm just going to do a delete because we have a backup inside of our normal files. So we have our baking, curb low poli over here. Okay. Next, what I want to do is I want to have a look. If I go to my front view, well, first of all, what I want to do is I want to cue and separate all of these out. I don't know why they are all one piece because normally, I can remember it separate subtols. Quick pivot on it. And basically, what I was thinking of is just deleting the base because it will make things a bit easier. So if we go ahead and just go only to this version, AldX could it be as easy as doing a lesso? I don't think we need to do a whole bisect on this because the edges are like a natural barrier. So if I do this, Yeah, you know what? I think that will work. I think that will work. I do want to actually check also at the back. Mm, will that work? Yeah, yeah, that should. So I'm just having a think about how high it is. Let's go curb straight. We would need to, like, lower them a little bit. It's still beneficial to just cut out the basis for this one. I also don't need to worry about having these open faces, simply because it's going to be into the ground instead of just like on a building or something like that. So if I go in here, Let's hold control, like delete some of these. Maybe t Ctran like get rid of some of these pieces in here. There we go. Next one. Here we go. Delete that. I think for this one, we need to go a little bit higher because it is angled quite heavily over here. And then just go ahead and get rid of those pieces over here. Yeah, see? It might look messy, but by the time that we arrive into real, just like you've seen before, but the other stuff, you won't actually notice it. So we got those pieces also ready to go. Now what I will do is I will just export these to Rm UV file, and let's do an FBX export. Rhythm it seems like let's do OBJ, actually. OBJ export? Oh, wait. I forgot. Almost forgot to add my triangulate modifier. Tranlate. Trying late. And since it is triangulated, it actually does not matter if I export it as an FBX to Rym because it's not like we need to preserve the perfect geometry with this one. So I'm just gonna, yeah, just do FBX. Rsm and just call this one Kerb underscore, noUVEport. Here we go. File, load rhythm, curb nouv open it up. That's looking pretty good. Now, if we just go ahead and select this one and eye to isolate it, once again, I highly doubt that the automatic selection will work here, see? Like, that sound fortunate. So we're just going to go ahead and we are going to unfold it. Um, let's just cut it along here. So if we start here, let's just hold shift. Just do like a quick cut. Yeah, you can see that I'm also not really that focused anymore with this one on making the edges. I like a perfect position. I just want to get, like, a quick cut because there are so much damage going on here that we just cannot really do an easy, perfect position. So then it's easier for me to just save some time by going for a slightly messier UV. But of course, don't go overboard. Like if you see a really bad edge, C, then of course, just go ahead and fix it. But if it's just like some small like this where it just kind of slightly goes through some damage, then I would not worry. And here I on purpose go a little bit around the damage so that I end up closer to this edge at the end. S, there isn't too much to say about this. We also cannot transfer our UVs or anything because they are, of course, completely different. So I will need to go ahead and I will do this one. Then I will probably just, like, cut off the camera. And then magically, when I come back, everything has been already UV unwrapped. There you go, because it's literally just me doing this four times. At which point you can go ahead and press contre A, and you can unfold and you can pack. See? That's it. So nothing too special. Let me just go ahead and quickly pass the video and just do these other three also. 61. 60 Creating Our Curb Part2: Okay. So as you can see, all of my UVs are done and packed. And I also already went ahead and imported them inside of blender to make sure that they are all correct, and then exported them again with smoothening set to one, right click and Shade Smooth. And then export them and overwrite them over my curb low poli that we have over here. So I just over widen this one file over here. And now all that we need to do is we need to do some baking. So let's go to Momset. Let's import our low poly and our high pool. Over here, let's create a baking tool, low pool into low, high pool into high, set the baking to none. Just quickly lower down our cage. Then the next thing that I wanted to do is I wanted to go ahead and go to my move tool. And basically what I need to do is I need to move these away from each other a little bit. The only thing it is that is annoying is that I need to be able to select them. I just click and I just basically hold Control and click like a few more times until I select the second version. So it's not a rocket science, but that's how I just quickly move them apart like this so that now I can also bake these etches without having weird no map or, sorry, weird ambient occlusion and stuff like that. At this point, samples, 16 bits. Let's create a folder, textures. Kerb bakes. And this is going to be our folder. And let's just call this Kerb Save. Yeah, I always like to bake in fo ket. Okay, normal, normal object space. I don't need position. I'll do that inside of subspat although I probably don't even need to do that. Curvature and A O. Yeah, those are all fine. So we can just go ahead and we can save sine first. There we go. And let's bake. And while that is baking, I will load up substance painter already. Here we go. So basically what I did is I'm trying to cut out more of those will mediocre tasks like setting up a scene, importing my model, and selecting my maps because I feel like that's just not really at the order at this point. So as you can see over here, we have our baked mesh. I have simply imported it and just add my maps here, just like we've done multiple times already. And now what I need to do is because I do want to sort of, like, have it match with the rest. I want to go inside of it's actually close Rhythm. Let's go inside of designer, which I also load up. And then over here, I want to see if we can maybe just create another switch version, which is just going to be plain pavement or something like that. And for that, what I will do is let's go to presets. Let's create a new preset that I will call. I'm going to call this one plane, and let's press new over here. And then in my plain preset, I'm going to set my brick type. And let's see, which colors do I like? Yeah, that's set the brick type to just like falls. I'm going to get rid of my stones. So small stone amount, can I just set this to zero? There we go, so it gets rid of my stones. Next, what I want to do is at one point, I want to basically add Mm. See, here we have a switch gray scale. Can I literally just I will probably break, but I just want to see how bad it breaks. So if we go and just temporarily swap this one out, just to see how badly it breaks at the end, because, of course, it's a white color, so many things will be broken. Okay, that's not too bad. Yeah, so it looks like that only at our flood fields, it starts to break where the flood fiel simply don't know what to do anymore, so they just create four colors, as you can see over here. So just in order to not break my graph too much, I'm going to create a another Switch? Because, I can do a multi switch, but then I would Yeah, okay, fine. No, no, I'm not going to do that. The reason I don't want to do a multi switch is because I want to use this switch that I'm about to use in multiple different locations. And with a multi switch switch, it's just a pain to do. So let's do a switch greyscale, and then we will expose this one and simply call this one I plane. Over here, and we can set this also into our height map. So that's set a default to fills and plug this one into falls, and then if it is true, it will become this. And then I'm just going to copy my switch, and I'm going to basically go in here if it is false. So this one will also just become white. And now I want to go to my presets over here. And then we have an I plane. And if I set that true an update, I basically want to check Where is another flood fiel? Here is another flood fiel. So what I'm going to do with these pieces is I'm going to once again, copy And then if it is false, if it is false, but if it is true, hold shift, and just basically swap around these inputs and then keep having a look, and now we can see that we are getting closer to the end. So now all we have left is just like a small seam. So we can just go through the motion here. You can see that we still have a little bit of brick noise, which is really nice because that's what I wanted to keep. And it looks like that I just need to go in here. If it is false, if it is true, and let's check at this point. Okay, there we go. So now we have converted this mesh very quickly into, like, a plain mesh, it looks like, see, which still some brick noise. It has some roughness. So everything else is still here. It's just a matter of switching out mostly our flood fills because flood fields need shapes in order to define and, of course, switching out the very base. So now that this is done, I can go ahead and I can save my scene. And then in my pavement master, I'm not going to export this as a as an actual SBSCR file because this is a wi big graph it will be super slow to use inside of subs painter. I'm just going to go to four the cup plane. And in here, I will simply export what we have right now. And then we will just input it as normal texture maps inside of substance painter. So substance painter, File, Import resources. I'm going to go ahead and import my textures Bavement master final plane over here. And I'm only going to input my base color normal roughness. I don't really need my height and AO anymore. Just set them to texture. You can simply select everything, set it to texture, and just in this project. And speaking of this project, I'm going to go ahead and file saves and save this project also. And at that point, all we really need to do is we need to this is going to be a super simple material because I don't want to make it super detailed since then it would look strange compared to the rest. So we have a base color. We have a normal, which we can plug into normal laid down here, and we have our roughness over here, which already looks a lot better. And then maybe we can just go ahead and do, if this is like the base, we can go in and we can add another color OCC dirt, maybe a little bit of occlusion dirt or something like that. And said this only to be color roughness. Set the color a bit darker. Of course, there probably isn't a lot of occlusion, so we might want to switch this out for something else. Yeah, so that's literally nothing. So then maybe use like a surface worn over here. That looks a little bit better. And then maybe go for, like, a more noisy grunge map. Let's see. Grunge dirt. That looks pretty nice, but let's try a few more. Alright, that one looks nicer. So we got something like this and maybe change the color a little bit, you get the drill. Like, it's just balancing it out a bit, maybe setting myopathy a little bit lower over here like this. And maybe then also adding some edge highlights because they are like bricks with edges and everything. So and then maybe my roughness, like a little bit stronger and black mask, Scrap like a concrete edge. There's a concrete edge over here, number one or number two. I think number one is not maybe try number two. Yeah, so number two over here, and we can go into our mask editor and play around with our general balance. I feel like the roughness is a little bit too strong, so let's tone it down a bit. But you get a few etch highlights here. I'm also going to go down here and just in my base color, I'm just going to tone down the base color a bit. There we go. Just like a little bit of shine. And for the rest, of course, we can just keep working on this. But for now, let's just use this one as, like, a pretty solid base. So we can go in and yes, save sine's create a folder that we will call final in here. And then we can export this stuff. And select a folder, mat, tooth, Targa file. Honestly, we only need two K. We don't really need four k for something like this. So let's just go ahead and save. And I might also, if I don't forget, show you some optimization techniques inside of unreal. Well, so that I don't forget, you can always open up a texture, and then you can go ahead and go down to Oh, God, they changed it again. It should be in advanced. I guess it's this one. I guess you can use the downscale factor. But there used to be a way. It used to be up here at the top, but they changed the position of it where you can actually select your texture resolution. I'll figure it out and I'll show it a little bit later because for now, I temporarily get I'll find it because location has been changed. So textures. Let's create a curb texture. Art in our base color normal roughness over here. Next, what we're going to do is we are going to go in here. I'm going to export this one as like a normal FBX, too unreal. Let's call this one curb. Edge underscore 01. Kerb at one? Yes, that is correct. Export. Okay. So that's fine. We still need to make like a curb around the corner. But I will work on that a little bit later. So these ones, they can go to new collection Curb edge. Next, what we have is we have our if I just turn this one off. Oh, curb end. Well, it doesn't really matter. We can always right click and we can always just delete that one. We have our curb straight over here for which now will become just like a plane. So you select the top, contra I and delete everything else. Now, the curb straight has now become the same as the pavement flat, basically. So what I'm going to do is I'm going to UV unwrap this. In a way that it is tilable once. We cannot make it tilable twice. So if we duplicate this to the right, I can make it tilable, but if it then duplicate it again, I cannot make it again tilable because then we would need to have a square or a rectangle texture. So for example, 40 96 by 2048 texture. But right now because it is not a square, we cannot really do that easily. But although, yeah, we can technically flip around texture, but then we would need to have multiple models. So it kind of depends. What I'm going to do is I'm going to art a material, and I know that we have the Kurb flat, so we might be able to do this after all, and I'll show you. So we want to import our texture that we're going to use, and we are going to use the square one for this. So let's go to textures, and then we want to go to pavement master, final, and we want to have the square pavement, and let's use the base color. And let's go ahead and go to our text fiel over here. Okay. So this is the square pavement. Now, I should be able, if I go into my UV editing, let's start by just pressing Q and applying all the transforms. And then I just want to do U and just like a simple map over here. So that should already be good. If I do this, that's actually Wow, that's actually really good. So we have this one. Now what I was thinking about is we have also a curb or a pavement flat. It looks like the pavement flat is exactly the same as this one. So what I'm going to do is I'm going to yeah, this is now UvNrap. I'm going to Contrac Contra V. Right click, move to collection, pavement flat because that's when we already placed. Turn off curb straight, turn pavement flat. It's exactly in the same position so I can delete the base. And then for this one, what I need to do is I need to get this curb basically to the top over here, this texture over here. Now, in this case, we should be able to go to the move and turn on over here increment snapping because this time it would work. Let's see. So I'm snapping this, but I also need to rotate this. Yeah, I first of all, need to rotate this 180 so that it is flipped around. And then because I snap it to the top over here, it will perfectly transition from one point to another point as if it becomes a square. Yes, that's correct. So that one is As done, which means that we have that one. And then our pavement corner is a bit of a pain, to be honest. The transition of the pavement corner, I cannot promise will be amazing. Unfortunately, I'm going to select the top console I and delete the rest that will already make our life a bit easier with, like, our displacement and stuff. And then what I'm going to do is I'm going to where's my curbs straight. Select your Oh, God, select your pavement corner, which is not as easy as it looks. There we go. And then your curb straight and just copy material to selection. Let's have it go from this direction to the other one. So if I go into my UV editing, Q and apply our transforms, and unwrap. Yeah, so see, so we have this one. If I now go ahead and go to my scaling, I want to scale it from this point. Down until it is roughly, I can hold control actually to do snapping until it is roughly here. And then we will have some cutting off, but hopefully it will not look as bad because we will have, big curbs sitting around it. But then over here at this point, yeah, it will just have a transition like this, which means that we will not have the nicest cut. But once again, we can try to hide it by placing decals, by placing models. Hopefully, maybe even just having the geometry there because we are going to displace this might already be enough to basically give it that extra look. Another thing that's a little bit tricky is that right now, these are not connected. However, we need to have fairly clean geometry. I can rematch this inside of Unreal. But it's sometimes easier to just fix this over here. So let's see. I want to place these edges here, and then what I'm going to do is I'm just going to place them again. And then inside of Unreal, we will use the subdivisions to basically increase the amount until we have something that looks nice. I am a little bit worried because off camera, I was just repainting for the door because when you re import the model, it loses its attributes painting, and one of the doors has a bug that literally crashes entire unreal, because, of course, the tools are new, so it is normal that there are problems, but it does worry me that it might become all of a sudden a problem that I cannot fix. Anyway, at this point, I'm just going to switch over to this side. And basically cut it like this almost as if it becomes like a clean square cut. So that when we subdivide it, it will not have a super messy geometry because if you subdivide triangles, especially if they are like long triangles, it will not look very good. So we got this one done. Here we go. And then at this point, in order to, of course, keep it consistent, you just want to continue on, even though these already have connections to the point where it becomes too angled for us to logically continue. And, of course, we will also paint out the displacement on those areas on the very ends as to not mess up our curbs Here, you can see that I'm just kind of like skipping one, and there we go. So that's the most annoying one for us to prepare. Now we have a straight version for which we can literally just contre ar, give it a bunch of segments. Also here, try to keep them fairly square. And then we have a pavement flat. There we go. Okay. So those should now be fairly prepared. It's done of my snapping over here, file export, FBX, CRP straight 01. File export FBX, curb corner 01. File export, FBX, and curb or no soy pavement. Why did I call that differently? I like to make things more difficult for myself. Let's just call it like that. So we got those pieces done. We can go to assets, curb corner, C straight so still needs to do the chimney. And then we have over here pavement flat, right click and reimport all three of them. And just reset to FBX. Let's see, number one. Number two, number three, and let's not forget to also import or I'm just navigating to it. How do I call how did I call it curb edge over here. So that one is still looking correct with settings, yes. So we have our curb edge over here. And our curb edge is the one that does not need a, all that one needs is it needs a let's go for A, where are you? Okay, let's just use the windows. Duplicate and call this one curb edge underscore 01, open it up, turn off the hemetaic, go to curb, and we have a base color. Normal roughness Emissive is going to be set to zero, Roughness amount is going to be reset back to one. Let's save this. And now let's open up our curb edge. And we can just import this one and don't forget to, of course, apply some Nani to this. And there we go. It's a bit light. That's something that we will have to fix, but that's materials. That's not so much the rest. And now for these versions, what I'm going to do is I'm going to duplicate my brick wall and call this one pavement, underscore square. And then if we go to our pavement master, square pavement, we can go in here, and I think I want to set my tiling to two, which should be totally fine because of the way that we created this. So we have this one pavement square. Let's just move it over here temporarily. Curb straight, curb corner, and pavement 01. And of course, the last one, it just randomly adds to this window. It tends to do that. So pavement square just like added. 1 second, I'm just moving it over here and also add it to our other pieces like this. There we go. Next, we are not yet going to give it any nanite support. I want my tiling to two. Yeah, two seems fine. So this is the transition. Yeah, once we have some displacement, unawat because displacement will be mapped out. But I still think, you won't really notice that. See? That's not a noticeable transition. So we did a pretty good job with UVs. So we got this one tiling of two. Remember that. All we need to do now for this one, we don't need to do well, yes and no. We can do the painting out or we can just leave it. It might be good enough except for maybe this edge to just not do any painting. So we might literally just be able to go straight into our displacement. I'm going to save my scene because as I said before, for some reason, at this point, it has become very crashy to do displacement stuff, or most like painting stuff. So let's display Pavement square. So we go, of course, for a random noise not random noise. Texture to the map. Maybe like a displacement of five. Go down here, plug in your pavement and set the UVscalter two by two, and maybe set my subdivisions to five or six. Let's make my displacement to density maybe seven. Yeah, there we go. I think that will look nice if we have something like that. Of course, if we end up drastically changing our height map in our polishing phase, we just need to redo this part. But I think that should be fine. And also over here, Yeah, because everything gets moved up when we got. So I don't think that will be a palm, but, of course, we will see. We can go ahead and press except. We can go to this one over here. And we can, again, displace, and it will probably keep in mind the same stuff. Although, for some reason, the shadows look different. To by two, six, does it not have enough geometry? Sorry, let's go wire frame. It seems like it has enough geometry to subdivide. Let's display again. Maybe it just needs here, a good 12. That is strange. Why does it do that? This is the pavement flat 01. Let me just double check. So pavement flat 01 does not seem to have anything special in it. We have a curb over here. Let's get back to that one. Let's first of all, try this one, maybe. Yeah, let me just reset my tiling. Ah, there we go. That was pure quizes that I figured out what was wrong. I think it's just like a bug. So I guess that it remembers our settings, but it does not remember the tiling, and that's what is messing things up a little bit. So we can accept this one, and let's have L. Honestly, no, wait. I cannot live with this. This one I can probably not live with, and we use it too many times. So we might need to do like some map painting near the ends Yeah, but I will only do it near the end. So and I will that's too bad. The tricky thing is, so we have this corner. If I map paint the end over here, I would also need to map paint the end here, but here it transitions. If I end up not doing it here, actually, yes, yes, that should be fine. Sorry, I'm going a bit back and forth because I don't want to spend a lot of time doing something that I will just end up throwing away. Let's go ahead and go to reimport. And when you re import, it will basically just, like, remove those effects. So this one I also need to repaint. Let's re input this one also. And all we will need to do, in this case, is we need to go down to AttributeEditor. At a weight map called height. I press Okay. Now what I was worried about is that last time it crashed when I pressed or map paint. So let me just go ahead and prepare for that. So save. Map paint. Okay, so this time, luckily, did not crash. So we have a paint. Strength is going to be set to one. Size is going to be set to 0.1. Now let's do 0.05 because I don't have it too soon. What I'm going to do is I'm just going to paint the corner over here. Actually, that's still too big. 0.03. I'm going to paint the corner because I can actually invert this map. Mmm. Yeah, that should be enough. I just want to do as little as possible because if we make this too noticeable, you will be able to actually see and it will not look very nice. So let's do this. Press Accept. Let's go in here also. AttributeEditor, height Multi weight map, complete map paint. So in our displacement, we can literally just say invert this map, which means that we need to paint a whole lot less instead of that one side. I don't really have a steady hand. Okay, so we have done that one. And then over here, we just need to do these two corners here. Yeah, that should be fine. The rest will be in our curb, so I don't need to worry about that. Height, art weight map, complete map paint. And just nicely go out. Here. Accept. Awesome. Okay. So now if we would go to this place, it should still keep our same settings here. Let's set this from one and then back to two because it seems to not be able to remember that. And then in your weight map, just say height and then invert. See? So now just very quickly, it tables off. That's why I don't like using this technique because as you can see, it does not look the best, but hopefully from distance, although this one looks even worse. But hopefully from a distance, it will be fine. So let's just go at it accept. Let's go over here, displace, one, one, two, two, height, invert. Except, and the last one displace one, one, two, two, and except Yeah, it's not great, but it does somewhat work. But then over here, we once again have some extra pumps. So we would then also need to, like, paint out these areas if we want to really do this. Oh, that sucks. I did not want to do that, because what you will get is you will get this effect, pretty much everywhere. That's why I don't like doing it. So let's have a think about it. Can I hide this? Is there a way that I can hide this one I can probably hide because we have this stuff around here anyway. That means that I can also hide this one. At this point, I'm just going to kind of cheat a little bit, so I can also hide this one with curbs. Then over here, we have no problems. And then over here, this one, if I just push this building out a little bit, it would also be hidden, although, at that point, I'm not even ever going to get this close. So I'm going to make the decision for me to not hide it. You can always hide it with like, curbs and stuff like that or to hide it. You can always hide it with curbs and stuff like that. This one we still need because we simply need to be able to transition over from one to the other. So for now, I'm just going to leave it like this. The last thing that we need to do is, yes, we need to delete this. We need to open up our curbs and our pavement. And now we want to apply the changes to our NaniteO here. Here we go. So that's now all good. And then for our curb, it would basically mean that we do need to change some stuff around here, which ironically I already predicted a while back. But then our curb would just go in here, and I would quickly go to my curb edge, set the color overlay be quite a bit darker. Here we go. So let's go for, like, a slightly darker color. Maybe also go for a bit more in the direction of some blue, which will kind of offset the yellow color that it has right now. And at this point, it should still be able to snap. So if we just turn on snapping and do this, we are able to basically go around here. And of course, it means that we do need to create also a round version that goes around the other pieces. But that should be no problem. Let me just quickly do this. So this is going to be like our prototype curve over here. There we go. Yeah, that works. Yeah. That seems to work totally fine for me. There's going to be another one here. Like that. Okay, so I'm going to go ahead and for this chapter, create the round curb. And after that for our pavement. Yeah, you know what? Let's make this a long chapter. I know Bild it's nice if we just get most of this stuff done in here. So basically, with our corner, I'm just going to go to my curb edge over here. Duplicate these. Oh, well, let's turn off my text shift view and set this one to be curb corner. And then for our curb corner, I probably want to go ahead and place these in here. And the reason I did those other ones separate is because I wanted to have more control over where I'm going to place them. You can also place them, of course, in here, but I was not sure how it would work with our displacement and all that stuff. So what I'm going to do now is I'm just going to try and get this to some what work. That's like a corner piece. By scaling them down a little bit, and then basically just going in here and, I think we need to do some extra movement, but that should be fine. So if we do this one and then this one can go A little bit here. Let's set this to local in terms of scaling, and scale this one out a little bit, scale this one out a little bit. Let's make this fit up until this point and then scale this one out a little bit. And then for these pieces, I was thinking of just doing a simple quick FFD. Let's first of all, cue and apply our transforms on it. Try again. So select this quick FFD. Well, it still has this weird shape. The reason it has this weird shape is probably because it is angled. So if we do this and then scale it in, it should not change our shape. But definitely this one needs to be quite accurate. So we got this, and now we can go ahead and go in here and just kind of like move this out. And then over here, we can do another quick FFD. So we're making good time with the curb. I expected the curb to take a little bit longer, but except for those little edges thing near the corners, which I did kind of expect because I've had that problem before. I was just hoping that it would not be as bad, although it's not that bad. But yeah, like, that's the only thing that was a bit of a setback. For the rest, this one went quite well. But I think it's nice. The speed that I'm working at now, it's closer to what I would do in real life when I'm not recording. I think, 1 second. Let me just There we go. Okay. Yeah, I think I would be like, probably 20 to 30% faster if I work without actually talking or doing anything like that. So we got this one. Now, our corners will always have Gurp around it. So maybe it might be easier if I literally just make sure that these have the same material. If I simply export this one as one piece. Oh, no, wait. No, not going to do that. I forgot. The reason I did this is because, of course, displacement. Else, I would need to, like, mask out around these corners also, and I'm just too lazy for that. So let's just export this one as a separate one, curb, edge 02. That was the reason. Sorry, after 30 hour tutorial, you just start forgetting stuff. Like it's a big environment to do in a tutorial. I did not expect it to be this big, but it is going to look awesome by the time that we are done. Once we get, like, the variations in and the foliage, it will look really cool because that's where everything comes together, having some extra greens and extra colors and everything in here. Right now, everything just feels. It reminds me right now a little bit like not Titan fall. Attack on Titans, like the anime. I can remember the houses in there were also like, really monotone and they all look the same. And that's kind of what it reminds me of. And that was also medieval setting. So we were going to go for curb. Where are you? Curb Edge. There you go. And apply some Transform over here. Set to 90. And because these curves are quite white, we are able to basically have a little bit more flexibility. There we go. Okay. And then for these pieces, as I said before, what we can do is we can place the curb roughly here, and then we can say, there's going to be like plants in here or like some grass or something like that, which will be like extra focus or extra polish. Like, we have normal polish, which I will do in real time, and then we have extra polish, which will just be me adding maybe like some mega scans and some other stuff just to really finalize this environment. But I want to limit the amount of mega scans I use in this environment. That's why even the assets you will be able to use yourself, and they will be created. It's just like Mexicans probably used for, like, some decals or just like some of that stuff that's just not worth spending time on There you go. Could be like a little gar. See? Yeah, that does not look that bad. If I go ahead and even hire it, I think it will look better if I make it a little bit higher. Yeah, there we go. Okay, awesome. This one we can remove. Also, for this pavement, we can probably even go even simpler by literally going in and after it's done saving, go down here to basic shapes plane. And for this plane, if I set this plane to let's say eight by eight by eight, Yeah, that should be fine. For now move it down here. What we can do is if we go to our modeling tools, would I want to go for a plane here? It might be easier if I do this plane. I believe that this plane is slightly more Oh, God. I believe this plane is slightly more optimized. So let's do 800 by 800. And then my subdivisions, I'm going to go for 100 by 100. Over here. That's complete. So this one, we do want to turn into a nanite but now it becomes its own mesh, doesn't become like a floating random object. And now, if we go in here and materials, pavement square, let's duplicate this call this pavement underscore round. And if you want, you can just, like, find this material. It has a strange name, but we can later on just drag it into our own stuff. Throw on our pavement around over here, and I'm going to go to my round pavement. Base color, normal roughness, ambient occlusion, tiling, two, three, Um maybe extra big. I don't know. That does feel really, really big. Oh, no, actually, no, no, you know what? That does not. Let's do tiling of two. So tiling of two. And then if we go to this place, texture to DMpT one, one, one, two, two. There we go. Subdivision seven. Let's do eight. Display intensity, maybe to eight. I know. I feel like ten, maybe even intense. Shall we do ten? No, it's quite intense, but that would be maybe critical. We can always scale it flat if we want to have it less intense. So we got this one. This one we definitely need to quickly turn on nanite. You can see like it's starting to have trouble. I wonder how hypol it is right now. 1.6 million. Oh, I expected something like 2.5. But what we can do is we can go ahead and apply these changes over here. And this plane, because it's just a plane, it should still be all snapping and everything like that. So if we just set our snapping to 100, that will save us some time. So let's save this. And if we then go ahead, first of all, set this to be the height that we want. It's already at the height that we want. Okay. We have this plane. I'm going to delete this at this point. Go to grab this one and move it. Let's see. Let's move it somewhere like over here. So Nanits turned on. That's correct. Let's turn on snapping set this to 100. Perfect snapping. Yep. Awesome. And since we have a little bit of leftover space, I can just as well move this bit more in the center. And at this point, this would only be possible with nanite. So that's wical. Like if I would do this, with normal geometry, 1.6 million per square or my PC would cry out. It would not like that. But for now, we can just go ahead and do this. But it's still easier to use smaller squares than to use a massive plane. So it's also easier to render at this point. But if we do this one and over here, this one, and then you should not be able to really see it. I don't want to also push it, even though it is nanite. I want to make this one a little bit more. Oh, in this direction for our camera so that we have a little bit of some space. Here we go. Okay, so this is what we got right now. If I press G, you can get rid of your plane. So yeah, except for maybe like this shape over here, it seems like that our tiling is not perfect, so that's something that I could fix in the polish, or I could literally just, like, move all of these rectangles and make it part of the design. So sometimes a bug can also be a blessing. What we can do is we can maybe give it like some guidance. If I hold Control and control again and move this in the center, you can see that that feels a little bit like almost as if it is logical, see? Like it guides the center. But there is some series tiling in here. So what I will probably do is I will probably go ahead and add to one of my variation books that I want to just change things up a little bit. We can do the bit colors or other stuff. I really wish that we could do vertex painting, but unfortunately we cannot. But, yeah. So we have spent almost an hour on this, but we have made really good process. Let's save our scene. So we got our pavement over here down. We got this done. Off camera, I will just spend my time placing this pavement that you have over here over here. You can see that the pavement also works a lot better with, like, the edges. Here, as compared to, for example, our wood. Our wood still shows, but because of the grains, it's always a bit difficult to see. Now in the next chapter, what we will do is we will just spend some time creating our chimney that we have over here. And let's also finalize these roofs over here so that those things are also out of the way. And once that is done, there will be a quick time maps where I will just be importing all of these small assets that we have here. Without the foliage on it, we will make that foliage ourselves, except for the ivy. The ivy, I will direct you to both a free tutorial and a paid tutoil for that that I created. And yeah. So then we will do, our foliage bit later on, and we are going to finally get started with our vertex c 62. 61 Finishing Our Roof Assets: Okay. So before we are going to start with our time labs where I will just be importing and placing all of these smaller assets over here, I just want to spend a little bit of time finalizing the chimney, which we'll just use these bricks over here. And for the rest, we're just also going to finalize the roofs because those pieces, yeah, we just kind of like need to get them out of the way. For our chimney, that's going to probably be super easy. I think I will literally just use bricks. So and then maybe over here, I'll use, like, some kind of concrete or something like that. It's going here. Is this one part of the small assets or is this one part of Oh, yeah, here it is. There we go. Okay. So we got this version over here, which is pretty close to what I need. I think I will place bricks here, and for the rest, I will just use, like, a concrete version for which I believe I can use the plaster concrete probably. Honestly, this one is so high up, it doesn't need to be anything special. Let's go ahead and do, like, inset here. And let's do, like an Alt E and just extrude this down in here. So this one is going to become bricks. And then over here. So if I I don't know, delete this let's go ahead and select this contra B, maybe give it, like, a bit more segments this time, just for fun. You know what I'm going to do these one separate. Over here, let's do contra B. Oh, hey, did not select. There we go. Now, I did. So just like a normal bevel here, not too big. Then we'll go for, like, a slightly smoother bevel here. Normal one here, here and here. I will probably not have here, see, we need to like, also. Select these inner centctes. And let's not forget the corners over here. Yeah, let's do like a contra B. Normal bevels here. And then I will go ahead and select these centers and just do also normal bevel here. I guess with Nani, technically, we can also just not use weight normals and just go fill on geometry with all of it and just like a bunch of segments. But I feel like that would also make like the UVNrapping everything a lot more annoying. So we got this version here. Let's go ahead and create a new material and call this concrete. Image, open, textis plaster wall, final concrete. And we can use that one to light bounce duck. I basically want to see if I can get away with just doing a automatic unwrap or if I need to go into a rhythm. So if I just go ahead and select everything, smart UV project and press Okay. Yeah, I think I can get away with it. And then, of course, for this one, we would need to go ahead and let's press and press unwrap and then quickly go in here and just place like one extra edge and then and then Maxim. And now if we go back and do another U and unwrap, there we go. Now it's one piece. And we probably want to go ahead and we probably want to rotate this piece. And at this point, I'm going to probably go in, and it's probably I'm not going to use displacement for something this small. It's probably easier if I just queue and separate the selection. And then in here, I can just go ahead and call this brick base color image. Like, this one is so high up, that's why I'm not really worried. And we go brickwall master final brick wall. There we go. Let's just go ahead and select everything scale it up a little bit. I'm basically just looking for, like, a nice position. Yeah, I think that will work. There we go. Super quick. Right click, move to collection and chimney place to keep it in here, and that's it. Just like a very quick chimney asset. I'm just going to go ahead and I'm going to export this as an FBX. Where are you Chimney, chimney? There you are. Now we can go ahead and we can go in here, right, click, reimport reset to FBX. Now, one of them is easy. One of them is just going to be a brick wall. It's this one, actually. And then the second one, it's quite cool as a brickwall, but let's just use concrete. So pavement round, duplicate and just call this one concrete and open it up. Have I imported my concrete? Plaster? Yes, I have. Perfect. Turn off the SAO map. Okay, we got that. And then for now, because we still need to, like, balance this out, we're going to go ahead and go for, like, a slightly custom texture. But it's a bit tricky because I still need to balance out my material. So it's hard for me to really get, like, a decent color out of this. So for now, let's just use something like this. And then what we'll do is later on, we will just, like, nice the polish all of our materials and make sure that everything looks great, which we will do after our lighting pass because it's important to have good lighting before you actually start working on your materials. So that one is done. Now, over here, we have this piece. This piece is pretty much like what is actually, what is this? This one is a wood slate piece. Did I get it from here? Okay, so I got it from here. So it looks like that I just duplicated this version and then added something on top. And I did this for multiple pieces, white, 02, 02, 02, and then this one becomes zero hue. And then this one is also 03. So, okay, so we have these two pieces. What we can do is we can try, first of all, do you use the modeling tools. I don't tend to use them for this, but if we since it's just slates, if we go in and drag on a slate roof material over here, you can actually UV unwrap inside of unreal. But as I said before, I don't normally use it like this. So what we can do is we can go ahead and do probably like an outer UV. Yeah, a UV. Checkerboard. Original. Okay, let's see original, and maybe I can patch Builder. UV Atlas. Feel like UV Atlas might we can also change the UV later on, but I just want to try and get, like, the initial let's do patches like 50. Okay, so now we have like this swap around. So that if I go 2048 in my texture resolution, Oh, no, no, way, that does not change it. I need to, like, tie it. But I don't know where I can tie it here. I don't use this one quite often, so it is like a first for me, also. I think if I press except now and then go to my UV Transform, I should be able to get this version, and, like, can I snap it does not allow me to snap, really. You would think because I have snapping turn on that it would allow me to snap, but okay, if I cannot snap, as I said before, like these tools are all work in progress. So let me just try and get it somewhat correct. So this one, this one is correct. Then this one I'm just going to the selection is a bit messy. There we go. Okay, so let's say that we have this, and I guess if I want to scale it, I would need it now. Like, Wow, can I really not even just select multiple? Okay, it looks like that we cannot select multiple pieces. That's a little bit of fortune. Then I'm just going to scale it in my actual texture, probably. So I'm going to go in here, and yeah, I don't trust doing anything else. So let's just press Apply. And in that case, I'm just going to do wood slate underscore tile underscore three, maybe, something like that. Strike this one on here. Go in here and just Oh, wait. Let's do tiling like five. Okay, so let's do that. Tiling five I'm trying to right click Rename tile five over here. And now we can also, if we want, add displacement on it, but I don't think it's really needed. So that might complicate things more because I do not have full control over this mesh, and it has, like, these edges and everything like that for which I can later on displace like a wood beam. But for now, just keep that in mind. Slate Roof 02, slate Roof 02. Slate rose two. Oh, here's another one. Oh, yeah, that's also something that we need to fix, but that's just the boolean. And now we are going to go for the bigger one over here, tile five, auto UV, 50, let's set this one to 30 because it's not able to. There we go. So what set is low so that it does not try to change these UVs. And then I'm going to just go ahead and press Apply UV transform. Sa, it is cool to have these tools, as you can see, we can use them, but do not expect to really use them for anything super complicated. But it's nice if we just want to very quickly make a change like this. Of course, the tools like I'm using the very basics of it. These tools are a lot better than I'm showing you how they are. Yes, sure, they are a little bit buggy, like they have, like, small stuff like you can see here where it's not as easy for me to just stitch this up, and it's not like traditional Mlinter, of course. It's a game engine, but it will still work just fine. One thing I do not get is why my U visa this time bigger. I can go in here and set them smaller, although I want to be a bit careful with that, because I need to do it one by one. Maybe because it's a bigger asset, maybe it calculates based upon the size of the asset. And a then over here. I know that that one. I do not care too much about it, but if you want, you can go in and change this and, like, scale this down and stuff like that. But of course, you could also lower down, but then I would need to redo the entire UVs again, just like you can lower down your that value that we have in the outer UV. So I think that's about it. We got that one done also. Stuff like this that will come in the polishing phase, that's just going to be adding some plaster. So let's say that we have this one over here. I'm going to go ahead and I'm going to delete that, and I'm going to turn on my snapping sets to like ten. And basically, all you want to do is you want to go ahead and snap this mesh here, and then you want to go into your modeling tools and then just do, like, a boolean. So I'm just going to grab a cube, and I'm trying to set this cube fairly much in the center. So let's just set the rotation back to zero and zero and then just scale it up. Push it in. I don't know. It will probably turn off the nanite of course. But if we go ahead and select this and then select this and then mash Bool Oh, wait. I need to make my cube bigger. Yeah, it looks like that. Let's make my cube a bit bigger over here.'s try it again. It's just like I don't know how it behaves with nanite. It might just say, like, Oh, I cannot do this. Or we need to turn off nanite and then it will work. But of course, turning off nanite will make it quite messy, or it will just crash, which I feel like it's doing right now. Difference A and B. Yeah, it's I don't think it's able to N it's not able to do that. That's unfortunate. I think we need to just turn off the nanite. So what we can do is we have our roof slate over here. Let's just go ahead and duplicate this and call this roof slate underscore. Cut underscore 01. Because when we duplicate it, when I then replace my mesh, I will not accidentally turn off anite for all of these pieces because else we will instantly get millions upon millions of polis in our scene just for this one piece that we want to cut. This way, I can also just simply replace this mesh later on once we've cut it. So let's turn off nanite and press apply, and then it will instantly go up to, like, a really high value. Once that is done, I will actually go ahead and actually save machine. And then if we now do a mesh boolean, yes, mesh boolean. Come on, please work difference BA, Abe. Oh, wait, I cannot even press Apply. Try to fix holes. I'm afraid this one is not going to work. White to first input object. Yeah, I'm afraid this is not going to work. If I have a look at it like this, I don't know why maybe it's too many polis, because we are engaging it completely. I'm going to have a look at that off camera to see the best way for this. So let's see. Next to this, what else was there? Okay, so it was just like placing these pieces here. For these pieces, what you want to do is if you have your plaster, so we have like a plain plaza plane, you simply want to drag on your plaza plane, and then in your modeling tools, just do a very quick outer UV just press AceptOh sorry, outer UV again. Does it still have that one selected? Set to five. There we go. And then accept. And that's basically it. So for these ones, we can once again plaster plane Oo UV, accept. So these are just like custom pieces, we don't need to worry about it. I'm also even going to just like plaster here. These roof pieces, yes, they are more annoying now that they are hiaplunftunately. So that's something I did not really prepare for that. It would not work on a higher poli go count. But don't worry. That's something to figure out. That's just how Gamat goes. You just keep trying, figuring things out, and at one point, you got the perfect solution. Those windows and stuff, I'll fix later. So all I need to do is, let's see. We have this one left. Outer UV. This one left, out of UV. And after this, I'm going to place my small assets. Well, I will first off camera. That will still be in this chapter. I'm going to off camera find the solution. But so I will just pass my video, and then I'm going to give you the solution. So we got those pieces pretty much done. And now what I will do is I will go ahead and I will pass the video, although I know a solution. I know a solution that I can do. But that would reset everything. This is the solution, actually, very easy. Now I think of it. Completely forgot about that. If we simply grab our roof 01, let's first of all, go in here, replace Roof slate cut 01, which is Roof slate 01 and then save sin delete the cut version and import and then set it in here. So here we have a roof slates. There we go. Because this one, if we just do it before we actually boolean it. So before we add our displacement, it should technically work. So if I go ahead and export this as an FBX and just call this one Roof, where are you? So many pieces. Round oof slate, 01, call this one root slave 02. Short, for example, export that. Let's try that out. But Roof slate, zero, two, short, because I like to show you my debugging if I can. So roof slate 02 short. Let's drag that one in here. That's totally fine. So we got that one, and the base is for now just going to be wood, but I feel like I'm going to change that later on to, like, concrete or something because I think concrete looks nicer. Yeah, I see. Concrete looks nicer. Even so nice that before I forget, I'm also going to grab my root slave 01 and just throw on concrete. There we go. Okay, so what we're going to do is with this version, we have that done. We just need to tie it. Right now, it's not using the correct material. We wanted to use the roof slate material over here. So save that. And let's try that because this is now a much easier model. So if we select this and then select the cube, mesh Boolean, see, now it works. Okay, so that was basically it. So if we just go ahead and accept it, and now if we go in here and we just grab our tata this place. Oh, wait. Do I need to paint this, don't I? Although it doesn't really look like I can remember that I painted it. But let's just for now just have a quick look and just displace the texture roof or slate roof height one and one three and three, maybe? Oh, so it has to be two and two. Okay, two and two? Oh, yeah, yeah. So that's why that's where I painted it. Okay, no problem. I'm just going to go in here. I'm going to go and attribute editor, hide art weight Name, complete, save my scene before it crashes. And I'm just going to do this quite quickly. So map paint. Okay? Nice. Did not scratch this time. Let's go ahead, and yes, you can do the corners and invert it, but with this one, it's maybe easier to just quickly paint it like this. Over here. Honestly, not much to say. Just fixing this stuff. But I'm quite excited for, like, the lighting pass. That's going to be quite cool. Here we go. Just accept that, and now we can try another displacement. So displace triangles ten, one, one, two, two, just to be able to reset it, weight map, height, turn off the invert. There we go. And let's pass accept. And then all we need to do is turn this into a nanite mesh, and then we should be able to simply replace this one on also the other pieces because it is technically pretty much the same piece. So slate roof short. The reason that it's still in here is because I turned on that setting with replace in the Boolean. I turned the setting just replace the initial version rather than doing something else. If we ever want to, like, re export this from blender, just duplicate it, and then you still keep the old version. So we can save this. But now we should be able to, for example, in these pieces, duplicate one of these, swap them out, you can see. And then it looks like that for this one, you probably want to, like, set your Oh, no, wait, it was not a roof that we were going to set higher. We were going to set these pieces over here a bit lower. Looks like I kind of messed up the displacement amount. That's a little bit unfortunate. That's something that I will simply fix off camera. I'm not really going to bother with that, for now I will just place these here. And then off camera, I will just go ahead and I will just redo the displacement. Now, this one needs also, a little bit more fins. Here we go. And if you ever have this, just kind of, like, scale it. Like, at this point, you just kind of want to get everything to quickly fit together. You don't really want to spend too much time. At least I don't want to spend too much time. I should state that. Like, you can spend as much time as you want on it, of course. But if it does not perfectly fit, I just do that. Okay. Awesome. So off camera, I will go ahead and I will fix the roof displacement. I will also UV unwrap this one. And then in the next chapter, what we will do is it will be a Taps chapter where I will just be importing and I will be placing my assets. There is bonus material where you will see the timenps of the creation of these assets. They are not created by me, but by my artist who works for me, who is named Cobus. So he will create these assets, and he has recorded the timelaps for us so that you can still follow along if you really wanted to. And yeah, pretty much after that, we are going to start with our lighting pass. So let's go ahead the Sava scene and continue with this in our next chapter. 63. 62 Placing Our Small Assets Timelapse: [No Speech] 64. 63 Doing Our First Lighting Pass And Adding Variation: Okay, so I have finished placing our assets, which are looking really nice. Now, what we're going to do is we are going to focus on two points at the same time because they go hand in hand together. One of them is doing our first lighting pass. The second one is adding variations to our materials and just in general, just like you can see over here, have a nice amount of variation. And then, of course, we still need foliage to basically increase everything a bit more. And these two yeah, they just go hand in hand because, of course, the look of the materials changes the lighting and the lighting changes the look of the materials. For lighting, I want to go a little bit more in, like, a direction of a combination of these two over here. So it is going to be like a nice sunny day, a little bit warm. Maybe also get like a little bit like you can see here in real life reference where the shadows are still quite dark, but then the sun is quite strong. So I'm just going to generally see and get a feel for it, and that's pretty much it. Now, if we go over here into our lighting, I'm going to so we have right now, we have our volumetric clouds and our sky atmosphere. I'm going to delete my directional light. I'm going to delete my exponential height fork for now, and I'm going to delete my sky atmosphere. My skylight is fine. It no longer has many settings. And the reason it doesn't really have these settings anymore is because of lumen. But I want to now just re art them so that I reset all of the settings. So we have our sky atmosphere over here. Which we can just drag into our lighting, and we want to go ahead and grab our lights and our directional lights over here. Now, with my directional lights, I want to set this to be movable. Then I want to go ahead and where are you? Here you are. I want to just go ahead and set this to local and never mind. Let's just keep it as worldspace over here. Everyone's kind of like tone this down as she can see. Now, the reason you see this it's because of our skylight. Let me just also reset my skylight over here. Lights, skylight, there we go. So I'm just going to grab these two pieces. And now what I want to do is I want to basically try and figure out like a nice sun angle. Right now, it will look very bad, of course, because we're still working on this. So I'm going to get started by just trying to find a nice angle. And I do want to go something in this direction where these buildings over here are mostly sitting in shadow. And these buildings, I want to have them kind of like maybe ping in shadow. So let's see. Let's just go to our skylight and temporarily set this to be movable and turn on the real time capture. And then you want to set the intensity quite low, 0.2 or something like that. And then in our direction light, set the intensity a little bit lower. There we go to, like, something like five, and now it gives me a bit of an easier way of checking out my lighting. Because, of course, you want to go and get quite an interesting lighting in general. If I do a light a little bit like this and then place a building behind me, that could work. That's sewer lighting that's coming a little bit from the site over here and maybe try to capture a little bit of those ceiling or rooftops at the back. Yeah, let's try something like this. And then what I will do is I will later on just like maybe for now, I can just use this one over here. Basically just twin and show that we do have some shadows over here also. See? So it always adds a little bit of visual interest, even though we have nothing at the back that we still like a bit of shadows here and there. And then, yeah, we can maybe even grab another one over here. Oh, no, that one does not do much. Okay, so we got this base lighting. Now, let's have a look and see, so I'm going to use the temperature of my light, and I'm going to start by just actually going into my skylight, and in here, I want to see for my intensity scale. So the darkness that we have now, there are two ways that we are going to solve this. One of them is by playing around with the intensity of our skylight, setting this higher will basically bounce the sky off more from your buildings. Which means that the shadows also become a little bit less dark. I actually like having my shadows a little bit dark. So I'm going to go for probably around 0.4 or 0.35 or something like that. Now, you also have control over your color over here so you can actually change the color of your sky. I feel like always setting it a tiny bit of blue, and it just makes more sense to me because the sky is blue. It bounces off light, so you would think that the skylight will also have a slightly bluish tone. Next, we have our direction night. And if you turn on the use temperature, we can quite easily here, we can set this and then basically control the general temperature of our light or we can use our light color. In our light color, it does give me a bit more control, but it won't be as realistic often because you tend to set like a strange light color. So give it a second to update whenever you drag the slider. So let's do 5,700, maybe 6,000. Now, 6,000 is too white. 5,800. Let's do 57 50. Yeah, I think for now, 57 50 looks pretty good. And then play around a little bit more with my lighting angle over here. Maybe set my Oh, no, wait. So now what we're going to do is we're going to Arts and Volumetric fog and that will also tone down the darkness, especially in the back over here. So we have our clouds and everything. If you want, you can also play around your volumetric clouds by the way, and you can see here you get, like some different effects on your clouds just by simply dragging this up and down. But what I'm going to do is I'm going to go to the art, visual effects and add an exponential height over here. And as you can see, that will add a little bit of fork especially in the back. Now, if you scroll down on this one, you can so volumetric fog, which will just give you an overall volumetric fork and also if you have any lighting, it will interact with it. You can even see it because if I have this volumetric fork and then go into my directional light and set my volumetric scattering in there and see to like 100. You can see your even ten, you can see that it becomes a lot more foggy because we basically tell the light to interact more with our four. But right now, we only want it quite subtle. So that is good if you want to make, like, a really moody scene, for example. Right now, what I'm going to do is I'm going to work with my albedo and maybe give a tiny bit of, like, a bluish tint or a bluish orange tint. And then you have your extinction scale over here, which you can set it down to give it a little bit less fog. And then up here, you still have your density, which you can also play around with, which also both of them, you kind need to balance them out. So over here, so that tones down our harsh shadows in those areas a little bit more. So we got this now. Now what I'm going to do is I'm going to go to my post effects. Now, most of the values in the my post effects are no longer very valid because of lumen. So lumen is taking care of a lot of stuff. Of course, you have your blumen density, but I would recommend to keep it quite low, which will just add like a glow. Your exposure compensation over here, that is the one that we already said previously. I'm going to just go ahead and tone this down a little bit. So 1.08, for example. Then most of these pieces you can kind of, like, ignore. Chromatic aberration, we add that lens effect that you can see over here. Sometimes it's nice to keep it at a very low value, like 0.1 or 0.07 to add like the tiniest bit of chromatic aberration around the edges, and that will give you almost like a cinematic feel. Then for the rest, we have a vignetting over here, which we can set a little bit darker if we want. So that's 0.45. And then the fish scroll down. So the color grading is one that we are going to work on quite a bit more later on. But, oh, let me just remove this cube. Before we can do that, I first of all, want to like add some more variations because once again, color we need to balance it all out. So I lost my Post Effex. There we go. So what I'm going to do is the only thing in color grading is I'm going to go to my shadows, click on the Gamma and make your shadows a little bit blue. Again, shadows reflect from your sky. If your sky is blue, it makes sense that your shadows are also a bit blue, and then you can also play around over here with your intensity to make it more or less strong. But I tend to keep it at one because this is something that we can control in the color grading. In the color grading, we can control everything from contrast, brightness, overall colors, highlights, all that stuff. That will be quite good, but it's something that we are going to work on a little bit later. Here, you can see how we are going to do that using a color lute. But I'll get back to that. For the rest, there isn't really much. Like, sometimes you want to set your global elimation quality to maybe 1.5 to increase it, but it's not really necessary right now. So let's say that now we have a base lighting, it is far from perfect. Like, there's still a lot that we need to do. I think I want to go in my skylight and maybe increase it a bit more since we lower down our exposure compensation. So maybe set this to like one, no, zero point maybe 0.8 or 0.7, something around those values over here. Now that we have done this, now what we need to do is we need to basically do a lot of balancing in our materials, just getting a bunch of variation in here. Over here, this is our clearest look and how we can get some variation. It's going to be like for example, starting with some rooftop colors. Then over here, you can see, there's also some variation like the wood, and just in general, it has the broken plaster also in here, which is also again, something that we're going to do with variation. And for the rest, it uses the foliage a lot to add also more variation. Over here, also like differences in plaster. So there's a few ways that we can add quite a bit of variation to this, and we're just going to play around with things. Now, let's probably start with our roof. So our roof, I want to do the variations in two ways. I want to have color variation, and I think I also want to have square slates over here, which we can just create using our texture. So I don't know if green make sense. Let's go for a grayish, gray bluish and red color. And maybe also like a dark color. Yeah, that feels more logical to go for those colors over there. Now, basically, because these colors over here are quite gray, most of the time we can get away with simply grabbing our roof, slate 01, duplicating it, and calling it 01 underscore red. And then let's say that for the first one over here, we simply want to drag this go into our material and set the color to be like a red color or like a brick style color like this. And then, of course, just track these on the other pieces also over here. And now you can see that instantly, that's already the arts like a little bit of variation. So we have red. Then we have, for example, gray. Let's do another one that we'll call underscore Black drag that one. No, donuts want to drag that one on here. And probably also not on here. Oh well or do we? No. Let's delete this one. Slate roof tile five, duplicate five underscore black. Let's do that. And let's see. So if we go for this, this, and then we have, like, a gray version, and then over here, we are going to go for our strike it on here, our black version. It's just going to be a darker version, basically. And then the black version, we will also have here and maybe also here. So let's see. So red, this, this, and then behind here, I want to go for the bluish version. So let's duplicate our red on the score. Blue. Track this on here, and of course, change the colour to, for example, blue. So just like that, we can very quickly add some variation. And then we are also going to again, add a, I want to go for like a darker, bluish color, something like that, maybe. Let's have a look at it from a distance. No, that's too blue. Let's do something like this. So we have these slates over here. Let's say that in this roof, I want to change the slate to a different color. This roof, I can, for example, see how blue looks or do we want to go maybe for red, blue, red? Let's go for dark. Let's go ahead and duplicate our red and call this one underscore Black. Throw this on here. So let's go for like a black color on this one. Don't forget to also do it on your small roof tiles over here or your roof windows. And this one, of course, turn it to black. So let's go for something like that. Yeah, I quite like that. Like a little bit of, like, a black color. And then over here, I will do normal slates and then maybe here in the back. This one, I will turn into the square slates, and then this one will be normal slates again, maybe this one also in the square slate, something like that. So right now we have our roof. I'm going to then probably open up substance designer. Here we go. So we have this structure already over here, which we can just go ahead and we can basically duplicate, and then we can add a switch later on. So for this one, we have this shape, so we are turning this into shape like this. However, what we can also do is in our tight generator, we can simply set our pattern to be a square and, actually, you know what I might even be easier if we do use a pattern input. So image input over here, but then just use a simple shape. Where are you? Shape. That has the scaling down a little bit, but that's still a square over here. Like that. Then you basically want to go ahead and because we are all using the same one, we are going to go for a longer shape like this. And does that actually work completely? No, of course, not. That would have been really cool if that worked completely. Let's remind me, this one is using gradients, but that's not really the point. The point is that over here, oh, yeah, yeah. So it does technically work. We just want to add some bevels to this. That's it. So we have our shape over here. Let's add a quick bevel modifier on this and set the distance in the minimum, you can see over here. So that should Maybe I wait. We need to assign it first. There we go, that should sort that one out. Then we are cutting it up. And then the next thing that we need to do is we still need to add our gradient. So we have these pieces. So we are adding a small bevel that's said this even smaller, like Zeoint Zeot and then we want to blend this still with our gradient because, of course, they are slates. So let's multiply this, which at this point, does something like that. And now if we go into our tile generator, and this is nice why we made it procedural. So we can literally just go in here, and we should be able to pretty much change it. It's strange that it does not change. It fails to change at this point. Why would you do that? It probably has to do something with the gradients somewhere along the line. So let's see, because this, of course, quite annoying to properly read. Let's start by just double checking our histogram scans over here. And it looks like that our hisgraM scans are Oh, yeah, they create shapes like that. Do I want to offset this? I have a feeling like I need to go in here and I need to set my offset. Does not feel like a logical offset, to be honest. You see? Like the offset, it works all slightly different. Let me just check 1 second. So let's go down here and set the offset to 0.5. Yeah, yeah. So that makes no difference. Okay. Anyway, we have this shape over here. If I would just quickly map this out, we have a big shape, and then we have a smaller shape below it, an even smaller shape below it, and then over here we go wrong, where we cut out a weird shape. So we grab this, we subtract that, which makes sense. And then over here, we grab this and we subtract this version again. Hmm. I'm going to have a quick think about this because this one is a little bit even less organized. Unfortunately, it kind of sucks because it all has to do with just like this one version. If for some reason, it has to do with the height. If I go in here, I said my Y amount, you see? My Y amount breaks as soon as it goes lower. But in terms of the tiling, I believe that we will have to change that here. So this one or I can do this. Yeah, let's do that because I'm not in the mood to try and figure this out exactly like why it is not working and all that kind of stuff. So let's say that we do a switch gray scale over here, and true and false. And then over here, I can see that this one also has still the black gradients around it. So it looks like that's something that we'll fix later on. So in our switch, we can go ahead and expose this and just call this one round slates. So if round slates is true, it will go ahead and use this one, and if it is false, it will use the other one. So now if I go into my slate roof and then just turn off the round slates, I want to see how it behaves. So over here, I'm Okay. Ah, okay, so let's set our bevel a little bit or a little bit quite a bit lower. I think our bevel is far too strong. Let's set our bevel to like 0.0 or -0.01. And let's have a look. So we have our switch. We then smooth it out, add a bunch of damages, more damages, more damages, turn these into normal. I feel like we then also need to kind of, like, expose our slate blurring, let's call it slate blurring. Over here, and press okay. And let's go into our slate roof and let's just create a quick preset. So presets. Square slates and press new. And then for the square slates, what I'm going to do is I'm going to go in my normal, then go back to my preset and set the slate blurring to like 0.5 or something like that. Here, see, so that becomes now a little bit better. Then over here, we still have our slate roofs here, although there's a lot of space in between them, and this space is coming from this dirt. Let's see. Is this something that we can fix with our dirt level? No, that space is coming from here because it's not able to detect our edges as well. Okay, so it's not able to detect our edges as well. And also, I want to add, like, a bit more variation. Um, that is a bit tricky. Et's go ahead and first of all, what we can do is we should be able to also go into our tile generator, scroll down and give this a bit of luminance random. This will already like art a little bit more variation, and I just want to check that that does not break, okay? So now we have a bit of variation there. Now we have this one, and now the etched detect does seem to work a bit better. It's not great, but it does do something. And let's see. So if we now go to our dirt, Okay, so now we are able to, like, play around with our dirt level and grunge. So let's expose these Dirt level. That's artist to a group called Base Color. And Grunge amount, and that's artists also to the base color group. So that now if we go to our final version, if we now just go ahead and in our preset, set our dug level quite a bit lower, but then our grunge amount a little bit bigger over here. And then it looks like we have some kind of black color, and this black color is coming from our darker bits. But that's really dark. So let's also expose this one. Black damage called black damage or something like that. Base color. And then we can go back into our slate roof and just tone down the black damage. Let's see. Base color correct. Normal is good. Roughness is okay, and then AO, and then we have our height. Let's give this a try. Let's go ahead and right click and Ater frame, and call this one square slates. Let's save our scene and let's export our bitmaps. And in our slate roof final, we are just going to make another folder called square. Come on. Square. Here we go. I don't know why my PC sometimes does that. It's something I need to check. And then we can export this stuff. Now, what I'm going to do is inside of blender. I'm going to open up our modular assets scene because I always like to do, like, an extra export like that. I guess what we can also do to even quicker is just go to export to unreal. And copy your roof slate 01, duplicate it and call this Roof slate 03. And this is just because since we need to use our displacement, it's just easier I find B now I can just go into my assets. I can import roof slate 03 and know that it's all corrected and everything like that. So we can go in here. Where are you? Roof slate 0303. Here we are. Let's also drag it in here. Oh, yeah, it felt shorter, maybe because it's bigger. And then with this version, we can go in and this time in our textures, we have our slate roof, create a new folder called square. And the tiling and everything should still be fine because it's all tilable. So I can just go in and I can go textures. I'm doing this on my on screen, of course, Square and just drag all of this in here and double click on your normal and don't forget to, like, quickly flip it around in the green channel. And next, if we go to materials, slate roof 01, duplicate this slate roof square underscore gray or something like that. Plug this in here. Plug in our concrete in the second one. There we go. So that we already fix that. And then we have our slate roof. Where are you? Square. And we can just drag in our other textures over here. Okay. That's number one. That's looking pretty good, yeah. So we have that one. And I don't know if I want to actually set my tiling to one for this one, because it was already quite small. So we have slate roof square gray. Let's set the tiling to one. Yes, I think one might read a little bit better. And what we can do now is we can go in our modeling. Sure to save your scene before you do this stuff, just in case it crashes. And for this one, I basically wanted to only do attribute editor. I did not want to do the, let's call this height, apply complete. I did not want to do the site. I wanted to do the top and the bottom, actually, even though over here, I did not do a very good job in that. So let's go to our map paint, and let's just this time do like an opposite. So basically we just paint this, and then we say invert the paint map when we actually do the height map. So we wanted to do it here. And also down here so that the transitions were better. Okay, so we can press Accept. And now this place and where is Where are you? Slate Roof square. That height map is the one that you want to use are tin in to one by one over here, and then invert weight map. Yeah, you know what? That works. I'm fine with that. Maybe we go for, like, an eight in or sorry, not in the subdivisions. Subdivisions can actually stick to around seven. I meant five, like a six in our displacement or maybe like a seven even. Yeah, I quite like that. So let's go ahead and accept that. Give it a second because, of course, that's very hypolew. And yeah, now we might need to also do like a boolean. That's the only annoying thing that, of course, now we also create a variation. It has, like, the boolean on it, and that's the whole thing again. But just in general, for this chapter, I want to finish off our roofs and just get those looking fairly interesting. And then in the next chapter, we will just keep working on our buildings. So first of all, apply some Nani to this. And yeah, the foliage will actually add a massive amount. So I'm going to definitely increase the amount of foliage, maybe even more than what we see here. So Id like a bit of green. Like these models over here, these are just custom models. We are going to do that in like a time labs. That's no problem. Same with, like, the grass and everything, it's just going to be a plane with a grass texture. But, yeah, I definitely need to balance out a bunch of these materials get different plaster, colors, stuff like that. So save scene, this one can go away. And I wanted to go in here. And for this version, I wanted to use these slates. And then that one, of course, although technically, you cannot even see it. But yeah, that definitely looks a lot better. So we have these slates. And you know what? I'm also going to do the slates here, but I'm going to make them a different color. Oh, I didn't mean to do that. I meant to do this. I'm going to make these a red. And then over here, I want to also do this one and probably also make it red. And then maybe also here. And for this one, because it is so far away and I'm not really in the mood to do another boolean at this point, at least not for something like this, I will probably end up just deleting this, swapping this one out, and then just simply selecting these pieces and moving them forward because you will not be able to even see. Well, actually, you literally do not even see that building. And the same over here, we have this version. And what I'm going to do is just kind of cheat and scale this one out a little bit. Just to kind of avoid needing to do an entire boolean and that kind of stuff. Okay, so materials, slate roof square gray, slate roof square red, open it up and also open up your red color so that you can copy your hex SRGB and then paste it in your color value over here so that it becomes the same colors. And now we should be able to simply drag this on here. I'm also going to drag it on here. I'm going to make this one like the blue color and maybe like this one, the black color so that it reads out a little bit more. One, two try. Let's see. Do we need slate hoof? Yeah, that would actually be nice if we go in here and use slate roof number three for this. Let's see. So that already adds quite a bit. So we have these colors. I'm fine with this gray. I want this one to be black down here to add a bit more variation. So let's do this one, make it red. This one, make it black. This one just delete? Okay, so that is dark, dark, light, gray. Yeah, that does art. Yeah. Okay. Yeah, that's pretty good. I don't like how blue this color is. Like, I just wanted to get, like, something that was, like, a little bit more bluish. So let's do maybe something like something like this. There we go. So like a very subtle change from our gray. Okay, awesome. So we got these pieces done. Now, in the next chapter, we will work on our plaster and we will work on our bricks. Over here for our pavement, you can already try and just lower down the intensity of this color. And that will actually probably make quite a big difference. And just in general, I'm also going to change the color here because right now it's the exact same color. I think I'm going to go for a different brick color. So let's go ahead and continue with this in the next chapter. 65. 64 Adding More Variation To Our Environment: Okay. So now that we have done our rooftops, now what we're going to do is we're going to work on our plaster over here. And for our plaster, there's a few things I want to do. First of all, quite an easy one is we have our plaster plane, and I want to duplicate this and add a plaster. Damaged over here. Now, as I have spoken about before, normally, what I would do is I would use vertex painting and I would paint between the different pieces. However, because we are using nanite unfortunately, vertex painting does not yet work. Technically, vertex colors do work. However, at that point, you can just spell art and new material because doing vertex colors is a pain. And let's not forget that vertex colors are also per model. Which means that if I would add art vertex colors to this model, it would happen on all of them. So instead, what we're going to do is we are just going to do some material switching, and we just basically need to be a bit careful about what is damaged, what is not. And we are just going to generally use, probably a few decals from mega scans to kind of, like, enhance things a bit. Now, I'm going to go ahead and go to my plaster master, build plaster over here. And once again, we don't need an AO map actually and a height map for something like this. So we can just go ahead and we save this. Maybe AO. Why not? If we can plug it in anyway? There we go. And for this one, it would be as easy as, let's say, this one, I want to have peeling. I can do something like that. And I can then also, of course, just play around a little bit more with scaling. So let's say we have this one over here. Right now it won't look very nice, but if we set the scaling quite a bit bigger, I think it can look pretty decent if we just do something like that. Don't know if in here. Let's just test it out, setting the scaling to like 0.3. Yeah, here, see if we set the scaling quite a bit bigger, then it would make more sense. I don't know if 0.3. Yeah, honestly, you don't really notice the difference between this and 0.3, I would say. So like this, we can go in here, I'm guessing, don't overdo it, I would say. So just like in some areas so overhes like one, maybe like here this back one. I want to also give it some damage, maybe overhear this one. I want to give it some damage like that. So just like something quite subtle. Let's go here. Let's give this one some damage, and maybe over here, we will do like this one and then this one over here. Maybe also this one. Oh, no, wait, let's not do that because it does not transition very well. This one. Here, see? It's just like adding some small variation here and there. That one we cannot do because it looks like it also does not transition well. That's a little bit unfortunate. Student. This one but maybe also add, like a little bit here. And also, if you don't a try not to do them next to each other, if you can see it because you will be able to notice that it is just like the same one. So yeah, it's definitely not as ideal as it would be when we would use, for example, as I said before, the vertex paint, but it is doable. So we got this one. Now the next one is that I want to have little look at real life to see which versions we have in terms of, like, the colors. And I can mostly see that we have or like white or we have quite a strong orange, and then there's slightly different levels of orange. So what I'm going to do is we have a plaster plane over here, and this one is, like, nice and white white. Yeah, yeah. I'm going to if I have a look at this, do I want to make it even whiter? You can go into your base color and maybe set the brightness to like 1.5. See if that's here, let's go even whiter for this one, and then I'm going to create, like, a few variations that we are going to use. So we have plaster plane that's duplicated. Let's call this plaster plane, underscore light orange. Wow, I really cannot type, underscore light orange over here. Let's open that one up, and let's duplicate this again. Underscore dark orange over here. And let's open that one up also. So this one I definitely want to have white, and this one I also want to have white. Now, maybe over here, it would be cool. I think this one. This one would be cool to have a light or dark orange. Let's go for, like, a dark orange and maybe this back one for, like, a light orange. So over here, we can just go ahead and start by doing a dragging on a dark orange. And then we, of course, need to go in here and dark orange color overlay, go for like a something like that, I think. Yeah, that looks pretty good. I like that. So we have a dark orange here which we can then simply drag on here, which will take a second. Now we are finally starting to get in, like, the final polishing and just getting all of those small details and everything in here. So that's always quite nice because it is the moment where you will really see your environment come together quite quickly. But it's also the moment where it's just tricky to get all of the stuff that you want in here, at least for me because I have minimal time and resources to do it. But that's the trick about it. You rarely have all of the resources you want to create the environment you want within the time that you want. So in my case, especially with the soil, it's all a little bit limited, but we can just work on it. So we got this one, and then I was also going to go for, like, a light orange, and I wanted to make this one over here, a light orange. So let's just open it. Yeah, so orange, and then I just basically tone it down, go for, like, a slightly lighter variation. Yeah, see? Yeah. That's still next to white, it still makes quite a difference. And then, yes, this one I was going to just not have it damaged and instead have it orange. We can always add the damaged version later on if we want to. Okay, so we have this, and now after this, what I will do is I will just select a few more buildings where I want to change the colors. Then what we're going to do is we are going to actually go inside of substance designer and for our brick wall, slightly alter the colors to get something a little bit more decent. And after we've done that, we are going to work on just like some general balancing. We're probably balancing the wood a little bit, all that stuff. And then there will come a point where I'm first of all going to add the foliage for which we'll do 50 50. I'm going to show you a little bit how to create some simple foliage inside of spit tree, just like a bush and a tree, and then ivy we will just add separately. Let's see. So white, white, orange, orange. I want to have probably like this one and this one to also be orange. For this one, I'm going to see, dark orange, maybe the color that we want to go with. No, let's do light orange. And the other one, I will do dark orange. So light orange over here. Yeah, it does mean I'm just getting rid of it. But it's like I'm just replacing the damage with something that also adds visual interest. And at this point, I will just kind of like only do the ones that I can see because we will never get this close to this environment. So just leave it like that. And then over here, I wanted to go for a dark orange. That's a bit of a shame. Let's for a dark orange. Let's go ahead and because that one is very visible, let's copy our SRGB and then duplicate our plaster damage and just called plasma damage underscore dark orange. At this point, I'm just going to move my keyboard registration away because it's a little bit in the way, and I don't really think it's very useful anymore at this point because we're not really doing any shortcuts or something like that. So now, here we go. See? It does not work perfect because, of course, it makes everything orange, but it works good enough for now. This was a good idea to do like the little loop over here. Maybe what I can also do is also create, we'll create a few wood variations. I'm thinking of having black wood on some of the white buildings, but I'm not sure yet. Something I need to have a little think about. Is that everything? Okay. So here we have a cool little switch going on. So we got that stuff done. I'm fine with having it white. So now for my wood, I'm going to see wood be ScraO. I think I want to generally make the wood a little bit lighter. I feel like or not. I feel like it will read a bit better if it is slightly lighter. Oh, I don't know what it is. Less warm. I think that's it. I think if the tone is going to be less warm, it will be better. So let's go into our woods over here in cyto substance painter. And I'm gonna go, so we want to go less warm maybe tiny bit lighter. Let's go. Less warm, tiny bit lighter. Something like this, maybe. Let's copy the value and also add it to the second version. Yeah, this one is really just like going back and forth and just seeing whatever works. It's because now our lighting is a little bit warmer than I expected. Of course, we are going to balance it out, but it just means that we need to balance things out a little bit more. So we have our wood piece over here. We can now just right click and re import. Yes, that is looking a little bit better, having it like that. And then what I was going to do is, let's go into our materials. I want to see what it looks like to have like a black wood. So Wood pieces, 01, wood pieces, 01, underscore black, for example. And then for this version, set your color to be quite a bit darker. And maybe your roughness strength to be like 1.5 to make it a bit duller and have a look. So if I have these pieces, which one would I want to turn black? This one, maybe. But this one. That's why. Let's see if I turn this one to black, how it will translate, if it will look good or if it will look really bad or something like that. Just doing the front, just to get a general idea of things. Yeah, it does look interesting. I just I'm having trouble, like, getting the amount of variation I want. I should probably just, like, switch over to the foliage quite soon, and then I will know more. Why are you? Uh, there you go. So Se, look, if I do this. Yeah, that's quite nice. Having a little bit of another color in here. It's quite good. And yeah, the color grading, I don't want to do yet until I actually have my, let's just do this. Color grading I do not want to do yet until I have my foliage in here, because the foliage adds quite a strong green color. And it would be a bit strange colour grading without actually having that green colour ready to go. At this point, I cannot really see it anymore, so I'll just, like, leave that one Yeah, yeah, same over here. Like, if you want, you can replace these. But I'm just right now, the reason I don't spend a lot of time, like, properly replacing everything is because I'm still having a lot of thinking in my head about, like, Okay, how are we going to make this and that work and what it will look like? And I want to focus on the bigger picture first before doing all of these really small details. I can always do these details in, like, time naps or something like that. That is no problem. So let's have a look. So we got this one, which is now black, so that starts out, also a bit of variation. I don't know over here. Like, I definitely to change my brick colors. Also, maybe red, red plaster in the back. I don't know. It does look interesting, and just in general, like my wood, I need to add maybe some kind of decals to my wood to make it more Yeah. So I'm just thinking about, like, adding some whitish decals that will just, like, generally change the color of my wood a little bit. I'm gonna go in here. Duplicate plaster plane, and let's call this plaster plane underscore. Red. Now, I'm a little bit worried that because my roof is also red, it will not translate as well, but then we can just change our roof color. So let's say here, this one. I want to have this maybe stand out a little bit and have quite a strong color in here. And also, by the way, go to your peeling plaster and set the base color also to 1.5 in your brightness so that it is the same as the one next to it. So here we have a strong red. How does that look? Strong red looks okay, but then maybe we want to go for a gray roof, after all, like this and maybe make the red a little bit more light Okay. Like that. Maybe like red here. I'm just, yeah, that looks better. I'm literally just trying to figure out where which colors look best. This is not something well, I could rehearse. Like I could off camera, literally just figure out all of the colors, but then it would make no sense because you would just be looking at me applying materials. So right now, what I'm trying to do is I'm trying to get a balance. These two are the main buildings. I want to keep them white so that they stand out. And then slowly over here, I'm just trying to basically alternate the balance. So we have some red wood, and then over here we have just in general, some yellow wood, and then some white, and here white and here also have, white, white, orange. And then here I'm going to do light white, orange, and then here, normal white. And just in general, I'm trying to get, like, a decent effect from this. I feel like that now that we've done this. That's looking already pretty good. I want to go in and start working on my brick wall. I will do that. And after that, I think it is best if we first add some foliage to this before we will start balancing. After we've done the foliage, it's literally going to be polish, polish polish polish, doing another lighting pass and just finalizing the environment. So just keep that in mind that at this point, it will just be going back and forth, and it will be quite messy at times because I will literally be jumping from textures to placement to other random stuff and things like that. So the brick wall, it's going here. So we have a slate roof. Let's just go ahead and save this. I'm going to go and where are you brick wall master, while that is loading, and let's see. So we could maybe try two different brick walls. I don't know if that also adds in two different colors. So right now we have, like this. Maybe we can try, like a brown color and we can try more dark darker concrete color That could be cool. So let's go and start with this one. Did I expose looks like I have exposed some stuff. So let's go into preset Okay, cool. So I have exposed a bunch of stuff. Um, rectangle stones. Is that my preset? Nothing changes, so I think that's the preset that we use. So what I'm going to do is I'm just going to go ahead and I'm going to in general, we have our stone collar one, and I'm just going to make most of this a little bit more like a darker bluish stone. That did literally nothing. I don't Am I editing it, or guys, I think this one is not the correct, here. These are the old settings. So that happens. So when you do a saves, it will keep your parameters. So what I'm going to do is in my stone collar, let's just go ahead and get rid of those. The annoying things that I have no idea which one is still exposed or not. So I'm just going to basically try and do this mostly manual that should be fine for now. So No, wait, that's not fine. Let's go ahead and let's have a look. Let's go in here. The height map has the brick types. I'm just going to get rid of probably all of my color stuff. Small stones amount can go away, base roughness can stay because I believe that those ones are still exposed or not. Oh, no, not. Okay, so we have this. So now I'm just going to go in here and I'm just going to expose my target color and just call this brick underscore 01, nscore color. And just throw this into a base color group, save and now we can go to this one, expose brick underscore 02, color expose break score 03. Color. And finally, we have brick score 04. Color. And at least this way, we have presets, so might not be the most cleanest way. The cleanest way would be to literally remove all of the outputs, double check your entire graph to see if there are no errors and then re art all of the outputs. But of course, that's a lot of work for what's going to be here. I'm even going to reset this one and can I just delete it? Just delete the preset and just call this one brick color on the score 01 and press new. There we go. And now we should be able to just change the color. So I was going to make this one a bit more like a blue darker concrete color. Over here. These ones are even darker. Let's make these ones a little bit lighter. And then I was also going to probably my grout color over here, expose grout color. Here we go. So normally I work with this type of balancing I often work really, really fast with. So I do this quite quickly. I'm still trying to do it slow, but you might see that I have the urge to just go quite fast on this kind of stuff. Here we go. And let's go ahead and actually, let's not forget to press Update on our preset, so update. Save Exports. Oh, automatic export is turned on. I am going to actually turn off automatic export because I later, of course, also create the warmer variation. But if it is turned on, then that should mean that if I go in here, Bicoimster select these and right click reimport. I should There we go. So that's already quite a bit darker, as you can see, just in general for stone. I'm going to add a little bit more color variation to our stones. So for example, Brick Wall two. I'm going to make quite a bit darker. Break while three, for example, going to make quite a bit lighter like this and break while four. Maybe after the tiny bit more warmer tones, like this. And let's re export because inside of unreal, it seems like it loses some of that color variation. So I'm just going to right click and only re input my base color. Yeah, there we go, see? That's already arts like a bit more color. I'm going to make one of them a little bit darker also. I feel like it still needs one of them to be let's do this one over here. And maybe this one can be a little bit lighter. This one a little bit darker. Okay, so we got that version. Done. Now let's go ahead and press update, and then we call this brick or 02 and press new. And then for this one, we are going to go for much more warmer tones still around this darkness, maybe slightly whiter because warmer tones are often a little bit lighter. But try to go for, like, more in the direction of orange and stuff like that. Over here, and we can right click Export final and create a new folder called warm and select and do another export. And then inside of in heel for these ones, we can just right click and reimport. There we go to that. Yeah, I like the balance. Create a new folder called warm. And in here, I'm just going to go ahead and I'm going to only import my base color. That's really the only one that has changed. So that's the only one that I need for now. And then, of course, in our materials, brick wall 01, duplicate brick wall 02. And and then go for a base color and just give it some warmer tones. And now we have, for example, this one and this one, and let's say that over here, I want to go for some more warmer tones. I can simply select these pieces, materials display all of our materials. So we have brick wall, 02 and 02 also over here. There we go. That's quite warm tone. And maybe also then over here, it would be good because they are sun here, so it's a bit easier to see. And this was the door that I still have to do because it kept crashing unreal. So hopefully by this point, it magically fixed itself. You would think like that happens more often than you would think. But for now, we have that one. I'm also going to go in here and set my roughness value to maybe like 1.5 on both of these, because I don't want to have them as shiny as they are right now. So those are like, again, like some small balances that we can do, just to add more visual interest. Same over here, brick wall two. Like that. Okay. So that's already starting to get a little bit better. Now, let's go ahead and save our scene. Now what I'm going to do is in the next chapter, we will introduce some foliage. So I'm going to create some foliage insider ptr. I will guide you through how to just do, some of the basics. Like it's not going to be anything intense. And once that is done, we can get it in here, get in a little bit more of those stronger green colors. The pavement also requires quite a bit of work because right now the tiling is way too bad, so I'm probably going to create variations of that. And just in general, things still feel very monotone. I need to get in more colors. That's the first thing that I notice even in here. It's mostly the foliage that you can notice, but even without the foliage, you can see that it's a lot easier on the eyes. This one is also a little bit more monotone, but the foliage once again helps it out. And, of course, the real life version, real life is mostly quite monotone, to be honest. But yeah, keeping that in mind, that will be the focus for the next chapter. So let's go ahead and continue with this in the next chapter. 66. 65 Creating And Placing Our Foliage Part1: Okay, so we are now going to go ahead and get started by adding our foliage, which will make a very large difference. I have a feeling to our environment. Now, for this, we are going to be using mega scans for textures, and we will actually make the foliage customly inside of speed tree. But creating actual foliage textures, that's a whole different thing, so I will not be doing that in this specific course. So to keep the textures to a limit, I want to go ahead and simply use one leaf texture. That's all that we need to a leaf texture and a bark texture, technically. So I will use one leaf texture for both the trees and over here, these little bush over here. So we are going to create like a little bush, like you can see here, and we scrub scrub, whatever you want to call it, and a little tree. The Ivy I will get back to, we will be using different resources for those. Now, atlas. So you might know that you can go up here and you can go to the Quick or Bridge, and here you can find a lot of stuff. You can find models services. One of them that we are going to use is, for example, in services, we can use some bark. So we can go here to bark. And then if we scroll down, we can find ready like a bark for a tree. Let's say, like a lime bark, for example, over here. You want to do is you want to quickly sign in. Here we go. And you just want to sign in with whatever account you have, specifically your Epic Games account, which you would need anyway for Unreal Engine. And then what you can do is you can go ahead and you can go down here to download, and you can simply press Download and you can choose your quality. I'm just going to go for medium quality. It's basically going to be like 1024, 2048, 40 96 and 81 92. So in terms of the resolutions, come on, download. It's a little bit buggy. I don't know why. Try again. Quick or bridge and surfaces, bark, lime download, there we go. Now it works. And because it is integrated into reel, we can simply download it and w the way we can also go ahead and we can add it. So give that second. Here we go. And now we can simply add. And that we now have added. If we close this, you can see that here. You will have a new folder called mega Scans, and in here we have our bark along with our material. Now, for our leaf textures, we can actually not get those inside of Unreel. This is because atlases are not yet added inside of Unreal. So if we go ahead and just go to the mega scans website over, quicks dot come slash Mega Scans, then in here, we have our atlases and here we can actually find something to throw on our trees. So let's create a folder, leaf so leaves over here. And in here, we will just go ahead and throw in the trees. So let's have a look. I'm going to go ahead and swap freshwater grass plant Hey, you would think that there's something more specific in here. Let's scroll down. I just want to or I want to basically have branches or I want to have individual leaves. The thing is we cannot use mega scans. We cannot use nanite and the reason for this is because nanite does not support a double sided, especially not translucent leaves over here. So I was hoping for some branches. Let's try branch over here, atlases I'm not going to go for pine needles. These are our flowers. That's a little bit unfortunate. What we can also do is we can also try and go to texts.com. And with text.com, you can also go in and get some free stuff. So let's go to our treaty scan Atlas. And here we have branches. There we go. That's a little bit more like it. So sorry, Mega scans, but we are going to use these ones. And I feel like, yeah, like the hornbam for example, or the one, the birch is pretty good. Let's let's do this one over here. Like, it's small, it's compact. I think that will work quite well. And you can just go ahead and you can even get free credits, or you can download these for free if you want, for the Lower resolution. I'm going to get the albedo. I'm going to get the normal. I'm going to get the roughness, Alpha. And yeah, we can use the translucency. And then just set it up. I'm just going to drag these textures in my folder over here. There we go. Okay, so textures are sorted. Next thing is, let's dive right into Speed Trey. SpeedR is quite an easy program to use, but I will still not explain to you the basics. I do expect that you know that. What we're going to do is we are just going to start by creating that little bush or swab, sorry. And then we are going to go ahead and already get that into unreal and make sure that it looks correct. Now, this one is not too difficult. You want to go file new, and I'm just going to go ahead and you can even have some presets here. So we can literally just use a preset, for example, for our tree, if we want. But for now, I'm just going to do a blank because we don't have a preset for this specifically. Left mouse button, I will put this back up. Middle mouse button means panning, left mouse button means rotating. Now, the way that we're going to create this one is we're basically going to create a lot of small little roots at the base, and then those roots, they will have their leaves on it. It will work a little bit like this. You want to right click Art geometry to select it, and then I don't think will branches work maybe. Then go for branches. And then if we go to spine, oh, oh, I don't have a lot of space here. So you have a few tabs over here. I like to use the L tab, but often you want to go and generate spine, shape, and skin. Those are the ones where you find most of the stuff. For example, you find the parent, which I have over here. So I can use the parent as like some branches. And then down here in the spine, you can find the length for which you can see this value over here. The plus percentage of parent just means it will extrude the length based upon the parent, but because it does not have a parent since it's on the ground, it will just kind of do this. And then in a generate, what we can do is we can add a bunch of extra pieces over here, see? So we can just like a bunch of these, and then you can imagine if we add smaller bunches to this, we will slowly start to create something a bit more interesting. I'm going to set my first down. This is like the position at where our branches first spun. And the last I'm also going to put down, which is the position at which our branches extend to. Next, what I want to do is I want to go go to my skin. And let's see. So over here, this rays, it's interesting that it Oh, here, see? So yeah, it does add something to the radius. I need to have a quick look and see where this radius comes from. There is this 0.5% over here if you click on it. There we go. Basically what this does is it's a randomization value. If you click on here, this will basically adds some randomization to this. I want to actually tone that down. And this is not actually going to be the one that we are going to use to actually add leaves to. We want to go ahead and because of that, tone down the number that we have because I don't need that many. I just need a few of these. Next, I want to control because they're all sticking outwards. You can often go to your spine, and here you have a start angle. You start angle, you can set like a little bit straighter. And if you scroll down, you even have some noise and some gravity and stuff. Here's some gravity, which allows you to basically do this, which might be nice if you can bind this with your first and last like this. Here, we can get a little bit of a round look. Next, in our length, you can go in here and a more variation for your length if you want, just by clicking this little value. And for the rest, so we have some noise over here, which can add some randomized noise to our shape. So it is quite cool and quite an easy quick program to use. Now, on top of this, what I'm going to do is I'm going to right click Art and I want to art if we go branches, let's do twigs over here. And these little twigs are the ones where we are going to get or where we are going to stick our leaves on. So we have these twigs over here. I'm going to start by setting the skin, and then the parents a little bit thinner over here so that they become quite thin. Spine length. Let's set the length a little bit less, and I want to go to generate, and I want to set the first and last a little bit lower. Let's see, can I push this in? Maybe set the frequency amount a bit more? Not we kind of like need to see. So for now, I'm just going to set my length a bit higher. But basically, what we need to do is we now need to add like a bunch of leaves, and we want to get something that looks a little bit more in this direction over here, but it's all playing around with it. So let's go ahead and add our leaves. Now to add our leaves, we first of all, would be handy if we actually have a leaf material. Now, what we can do is we can go over here and press the plus sign. Oh, sorry, not the plus sign. Go over here and press the plus minus sign. Add new, and then it will add a new material. And we'll call this one leaf by pressing rename and pressing O. Now it will create this leaf material, and in this leaf material, you can, as you can already see drag in your bido in the color, your Alpha in the opacitie normal into normal, and at this point, it doesn't really matter too much because the rest is not needed yet. Now that we have these leaves, we want to set them to be two sided so that they will render on both sides. And basically, we need to generate meshes that we can use for our leaves. The way that we generate these meshes is by going to cut out a meshes and then pressing the added button over here. This will bring up this window. This window is quite handy. What you can do is you have this orange center, and this will be your pivot point. So if I place my orange center here and then change the angle up here to the direction of my leaf, my pivot point will be centered here and it will go in this direction. This is important because when we spun our leaves, they will spun at the pivot point. This one over here, these points, you can see they are a mesh. So you can click these points. And if you want to create new points, you can simply click in empty space. And this way, you can go in here. And you can click and generate an actual mesh around it. You can also get rid of the points by pressing this button over here and then painting them out, for example. Now that we have this, the next thing I want to do is I want to add a little bit more geometry. This is simply because I want to be able to bend my leaves. Right now, you can see that we only have three edges. So if we use the tesselation modifier over here, you can see that now you can see some of these smaller edges in between. At which point, I'm just going to press my arrow button to add them to my high, mid and low poly. This is because we are going to do our level of detail, you can actually set the translation lower and then go to mid poly and set it lower again. The reason we won't do this is because we are going to go ahead and do our LODs inside of Unreal engine. But now if you click away from this window simply by clicking outside of it, you now have this cutout. And at this point, we just want to go ahead and we want to add a few of them, so I can go in here. And this one I do a little bit earlier over here. And once again, I can just go in and quite smart in calculating our mesh, give it a few segments, and add another one. We go back to material, press it on the third one. I can say, I want this one to be the third one. And you don't need to do the leaves, I will do probably just four and that should be fine. But the more leaves you add, the more variation you will, of course, get. So we can do this one, tesselate it a bit, add this over here. And then finally the last one, we can go ahead and we can go, let's do this one over here. Angle it. And I'm just clicking basically on the edges to add a few more of them. Over here also because it's kind of getting cut off, and then we can just go ahead and add this one also. And now that those are done, we have all of our meshes and we have our material ready to go. So all we need to do is on our twigs, right click, art geometry to select it. And we can go to leaves and try to use these ones. So let's try scattered leaves. That often looks quite good. And now you can see that it already starts to look a little bit like a round bush type. And then what you want to do is you want to click this little hand button and drag your leaf material on your leaves. Next, if you go to skin, over here you have your leaf material and you want to add the amount of meshes you have. We have four, so we can go to leave leave cut out. And then over here we can go leave leave cut out too. Leave, and these are I'm just selecting the meshes, basically, so that it will alternate between these four meshes over here. Okay. Awesome. So that one is now also done. Now what we're going to do is now we just want to kind of, like, play around with things a bit more. So first of all, in our generation, we can set like the number of leaves that we want, and we probably don't need as many. So let's set this to around seven. And let's see, for our orientation, we have over here some adjustments. We can set this a little bit lower and rotate a bit. I like to, of course, set the oritation to be a little bit more flatter because I want to go for, like, a round shape. Then you have some folding, which is quite nice. So you can actually fold your leaves a bit. You can curl them up a little bit more or down and you can twist them a little bit. And then we also have some random vertex changes. Next, we can also play around with our leaf size, actually. That one is probably easier to do in our skin over here. And here we have our leaves and we have our size. If we simply press this plus button and adds a bit more variation to our size, you can see that we get a bit more size variation in our leaves. Okay, at this point, most of our changes is that we need to work with our branches over here in order to get everything where we want it to be. I'm going to get started by just going to my branches, my bigger branches, sorry. Go to generate and set the first to be a little bit lower. And the last, he can kind of choose how far out. You can even make it like a little bush and scrub or something like that, if you want to want to, sorry. But what I'm going to do is I'm just going to go ahead and give this quite like a short focus. Now, over here, we have a little bit of a problem where our generate let's see, not to sweep our first and last. Oh, no, wait, actually, it is working. So we have our first and last over here. And right now what is most likely happening is that our length is being determined by how high up our branches are. So if I go here, set this quite low, I then want to go probably to my spine, and here we have our length. A, yeah. So with our length, what we're going to do is we're going to tone this down a bit. And then if you click on this little graph over here, here you can see how the length is being affected. If I would lower this, you can see that the scale basically goes a lot smaller. And if I set this higher, the scale becomes bigger at the base, and here you can see that it becomes smaller again at the center. Just like that. So just like that, we can quite quickly generate something that looks pretty decent. If you want, you can even see if you want to save some jom tree by maybe hiding the shapes and seeing if that still makes a difference. I know that now everything is floating over here. So in this case, we want to press unhide because it doesn't look very good, but it's something you can often play around with. Same like these base branches, if you hide them, if you happen to barely be able to see them like this, it might be good to just not include those base branches to save some jomtry. Another way that you can save geometries by going to segments over here and setting the accuracy a bit lower because that will basically add optimizations. It will lower down your geometry amount by lowering this down. So in general, I'm going to and yes, this looks quite large right now because we are just not really working with scale as much. But in general, you can see that here I'm just kind of playing around with my frequency of my twigs. And in my leaves, I like to just set the last, maybe a little bit lower. And let's see, number seven. I feel like maybe if we go for a little bit less five or something like that. Let's go into our branches and maybe reduce the number of branches in here also, and then set the general length. A little bit lower over here. And then if we go back to our twigs, I'm going to maybe play around a bit more with my gravity. So I'm going to start with the length. But if we go down, we have some gravity here, which we can use to kind of make it all a bit rounder. Let's see. Start angle. Yeah, let's do that. Let's set the gravity a bit lower, but then set our start angle to be quite a bit around here. And next I'm going to go to generate and maybe, like, add a bit more of these branches in here. And then we have our leaves, so maybe let's add. Um, yeah, maybe let's add, like, a bit more leaves over here. What I don't like with my twigs is how they are sticking out this much, so I can try to go to my length, but of course, here, it would also push in our leaves a little bit. That's the annoying thing for this stuff. But let's say that now over here we have something like this, which works quite well. If you have these openings here, what could be handy is to just go to your branch, go to your skin, and then in your radius, simply double click once here to the point and then tone this down. And now what you should be able to see or maybe we need to go ahead and do it on the absolute over here. Let's do it on the absolute. What we can do is click here and tone it down, and now you can see that it will reduce the thickness. I don't know why it's not very sensitive right now, but it will reduce the thickness. And then I guess what we can do is we can right click art geometry and cap, and that will just like a little point at the top, since for some reason, the scaling down did not work as well. I feel like I don't really need to cap on these pieces on these really small twigs. What I can do is I can just go to skin. Sorry spine. And in here, I'm just going to tone this one way down. To scale it down. Over here. Okay. So we got the dead stuff ready to go now. I'm going to make my branch radius a little bit. Oh, sorry, that's my length. My branch radius a little bit thinner. And then my twigs, once they actually become a darker color, like we are going to arch just like a bar color. Don't worry. It's automatically textured. I don't even need to check the texture because I know that it will just most of the time it will work totally fine. For this one, I'm going to go ahead and let's see. So these are length. I had to go to a radius to actually tone down that. There we go. The length is a little bit of a tricky one because what I want to do is maybe like I want to tone down my length and then maybe tone down the variation amount also quite a bit. Tone down the length and then go to our leaves and probably set the last of our leaves a little bit further up. There we go. So that we are covering a little bit more of those branches. So once you think that you are happy with this, and sometimes if you want to do some manual editing, let's say that I don't like this one, I can go in here and I can go to note and then select this version. And then you can see that over here, we have a control with it, and then we can use our scaling tools normally. Maybe not this time. Come on, branch. Or you can literally just delete it. That's also a possibility. It does not show my gizmo. Yeah, it doesn't really show the gizmo. I think it sometimes that happens. It just kind of depends on length and everything. You can try to go in here and tone down the length. Normally, you also have a little gizmo, but I guess that in this case, it does not show up as well. But having this stuff over here, that's fine. I'm going to's see orientation. Mm having a look there. Used to also be something where you can basically break it over here. Here, see, you can break it, and then you can set the spot where you want to break it, see? And then because you set spot, you can control roughly if you don't want to have it extending out too much. And I can do the same over here, so break it and then basically control the spot, and then it will still keep those leaves. Break it by setting the chance above one and control the spot. There we go. That's just a messy way of quickly getting this done over here. So we now have this done, and let's say that I'm now happy with my little bush. It's a little bit messy, but it will work for our focus. This is not really a foliage tutorial. So for now, please don't judge me like this will be fine. I'm going to go ahead and I'm going to file and do a quick saves. And just call this Schwab underscore 01, and let's go ahead and save. And now, if we also go ahead and export this, we can indicate a all that got exports. Speed tree over here. And you can export in a few ways. You can export directly to Unreal Engine. But what we are going to do is we are going to export the game just as like a normal FBX, Swap 01 and press Save. And what I will do is highest only no atlas because I already got my textures. If we set this to non warping, it will export its own textures, which we don't want. And for the rest, that should be fine. So we can just press Okay and we can just basically prepare this inside of blender. So here we are inside of Blender, and what I'm going to do is I'm simply going to file import FBX, and I'm going to import my swap. And basically, the only reason I did is so that I can properly scale it up in a way that it looks correct and also rotated. You can set these settings inside of speed tree, if you want to, but I'm just not really in the mood. Like, it's often quicker for me to just do it like this. And the materials should still be different. So it should have multiple materials in here later on also. Although it does not seem to look like it, we can go ahead and we can go in here and let's go into Speed tree, create a new material, and just call this bark and press Okay. And then you can temporarily hide your leaf and then just drag your bark on here. And if you drag it on the base, it should also apply it on your branches, but just in case I will also just apply them. And then we can just do in height again to show it. There we go. Let's try it again. Let's save export Swap 01, okay. And now if we go in here, we can just go ahead and delete this version, for example, File import FBX. And now it should have the multiple materials rotated nine degrees. That's fine. There we go. Yeah, that size is also fine. I'm just going to go file, and I'm just going to save my scene and just call this foliage over here and let's press saves. Okay, so we got this one, and now I can just go file export FBX and selected objects only export to unreal. Let's great new folder called foliage. I cannot type, so let's just write click Rename. Foliage. Shrub score zero, one, and let's export. Okay, so that's the process of creating our mesh. Now, setting it up should not take too long, so I can just do that already. We have our mega scan bark already with our material and everything. However, we need to import our textures. So let's call Leaf. And let's go ahead and import the textures that we got from texts.com. So, um, here we go. Double click on your normal and flip the green channel around. And next what we're going to do is in materials. Let's just go ahead and right click, create a new material. I'm just gonna call leaves because I know that I'm only going to use one leaf material, so I don't want to, like, spend a lot of time on it. And then I'm just going to drag in all of these textures. Over here. And most of these are quite easy. So we have our base color goes into base color. We have over here if we click on our leaves, we want to set this to be from opaque to translucent. And then from default lid to two sided foliage and turn on two sided. So we have our translucent or cut out. In order to get these maps, we need to scroll down what was it surface forward shading? Yeah, yeah. So scroll down to the lighting mode and set it to surface forward shading. And now we can also plug in our normal map. We can plug in our roughness. And for translucency over here, you basically want to add a multiply, and you want to multiply your translucency using a scale parameter called sub strength. Another word for transluenc is subsurface scattering. And basically, this will control if we turn this into subsurface color. What this will do is it will control how much light shines through our leaves because, of course, leaves are very thin, so it needs a little bit of light shining through it. And if you want, you can also multiply this using a constant three vector, which we'll call COVID perimeter sub underscore color. And this way, you can also have a little bit control over the color to make it, for example, a little bit yellowish. So you want to plug that one in here. Next, let's do one more multiply over here. Constant three vector. Convert to perimeter and call this color overlay and set this to be white by default. There we go. So that's basically all we need for our material, just to have these few extra bits and pieces. So as you can see, our leaves are now working so we can save, and we can actually try them out. Let's give the moment to save. And while that's doing it, I'm going to navigate to my two unreal folder and get everything ready to go. Wow, how long can it take to save this? Come on, Unreel? Thank you. Okay, so materials. Leaves. Let's create a new instance, Leaf underscore 01, and that should already have everything ready to go. And then assets, let's create a new folder called foliage and import our swap in here. Like that. Next, what we can do is we can go ahead and go down here. And I can see that, for example, now it's a little bit too big, so I'm probably, let's scale it in here. That's probably easier because I want to dig this in quite a few times. So scull all the way down, and then in your transform, set to like 0.7 and press reimport. Yeah, 0.7 is like a nice size. Scull up, and now we have two materials that we need. The first material is going to be. You probably guessed it our leaves 01. Here we go. And that is not looking good, but that's something we will fix. I think we will need to go for, like, a cut out, and then the second one is just going to be that bark material over here. So leaves let's set this from translucent to masked. And then don't forget to set our paste into our paste mask. And that probably reads a little bit better. Because translucency on top of each other never reads well. See? There we go. So I just had the wrong setting. And at this point, what you can do is you can go into your material, and you can kind of, like, play around with some of the settings. Like the subsurface scattering. So let's say that I'm going to make my color a little bit darker, like this. The subsurface scattering is basically that if you have your sun and you set your scattering higher, see, the sun will kind of, like, shine through it. So if I set this to 0.15, when you look into it in the sun, it will just shine through it a little bit, and that makes it look a little bit more realistic. And at this point, what you can do is you can duplicate this rotate it around like this over here. And you can, for example, scale it up and down a little bit. This is why I chose to do this separately. And then we have already, a little bit of foliage ready to go. And we could also move this over here, and you probably guess it that we can also just download a dirt texture and use that one for the base because I'm not going to create an entire dirt texture for something you can barely see. And like, try to kind of, like, change the scaling a little bit here and there. And then if we go to cameracor, let's go in and let's make our color overlay a little bit more in the green variant over here. But when we have our color grading, we are going to make this quite a bit stronger, like a really nice green color. But yeah, for now, it's a base. It works. We got a little bit of foliage in here. It's nothing too special. Yeah, I would say at this point, also, maybe one thing that you can do is now that we have a few variations, we can go to our modeling tools and basically select these three and then do a mesh merge and say new object and just call this one flower pot, variation 01, from input, except over here. And now, technically, if I go and find the mesh and go in here, I should be able to just replace it. Yeah, so it messes up our pivot point, of course. We had that problem before. But it does save a little bit of time. So if you go in here and just mesh merge, flour, pot, variation 02, except and then this one mesh merge, flour pot, variation CO three, except. Now we have a little we can be a little bit faster in how we switch these materials out because all we need to do is just move this up a little bit. So like this one, move it up a little bit and move it back a little bit again. And this one. So yeah, you get to drill. Just to add some the foliage a little bit quicker on these things. That one I'm going to do bit more custom. Because it's so close, so we have this one. S. Over here, we have another one that we can do. Es move it a bit. Here we go. And then what we'll do in the next chap is we will go over on how to well, create our tree is a big work because we're just going to steal tree that is already in the template, and we are going to alter it a little bit, because I mostly want to use the trees for, like, the back over here. I might also use, like, one or two here, but the main focus is to have it around the back and to get that row of trees in there. And for the rest, we can also just get some foliage from, like, grass and everything we can get from mega scans. But yeah, for now, give it a moment. I'm almost done here. At this point, you can just click away from this chapter if you don't want to see me do this stuff. So we got this one. I'm going to go foliage. Here we go. So those are done. Oh, there's one more over here. And also, to keep things probably a bit more organized is let's select these three and throw them into our foliage folder and just press move here. There we go. It makes it a lot more organized. And by the way, these things over here, we can pretty much just get rid of these textures. Same with these materials, because we no longer use them. So I think that's about it, right? Oh, no, wait. A few more. There's a few more over here. Yeah, of course, we also need to rework this wall and that kind of stuff. But that's all going to be like, just quick handiwork. So should not be too special. Here we go. No, already a little bit of foliage, so that's already arts a little bit more color. Still a long way to go. But yeah, it's already something. So let's go ahead and continue on to the next chapter where we will create the tees, and after that, we will go ahead and place them, and then we will start or I will import all of the ivy and we will go ahead and use that and also start placing that, which will probably be like a small little time naps. But we're slowly getting there. We're getting there. So let's go ahead and continue with this in the next chapter. 67. 66 Creating And Placing Our Foliage Part2: Okay. So now that we are done with our shrub over here, we are going to cheat a little bit, and we are going to grab one of Spetrees trees, and we are going to basically use that one over here. It will save me a little bit of time. And the reason I'm doing this is simply because this is not a foliage tutil. The foliage is literally just an add on, and I just wanted to show you where you can get it rather than just literally downloading something I pay for online and just using that. I will later on use a bit of that foliage, but not right now. So basically, in Spetree if you ever want to get one of dare trees that are provided with it, you can even go to open. And then if you use the native dialog, it's often nicer to use over here. You want to go to the installation folder of Speed tree itself. Here we go. And in your installation folder, I believe it is in samples, and then over here, you have a few. So you have your broad leaf. And then there's like a few ones on here. You want to get and see, let's do Oaks. I don't know. Yeah, probably oaks or let's try this one. To see which one will work best. Oh, sorry, these are the actual textures. Sorry about that. But now you can see that now if I open it, I can actually see the images, so that makes it a lot easier. This is the one that I wanted. The sampling. So the oak leaves, you can also generate textures from here. But basically, this one, yeah, it's like a nice little sampling that we can use. And as you can see, it's bark. This bark has some branches, and then these branches, they use a slightly different technique of generating leaves. And the reason for that is because these leaves, even the branches themselves are textures. So it's just like a slightly different technique, but the general premises is still that it just adds leaves on top of branches on top of bark. And what I can do with this one is I can go ahead and I can often just export it right away. Of course, if you want to make any changes, you can just edit any of these values. What I'm going to do is I'm going to export the game, and I'm going to call this three underscore 01. And then save it. And for the rest, I'm just going to import some extra foliage later on. And if you want to export also your textures, you just want to set your atlas to, for example, or everything, although I want to go for non warping over here, and that's about it. I can now go ahead and can press Okay. And then it should export this along with everything else. If we go to Exports Speedte Yeah, see? So now it has imported these trees over here. The leaves over here, I'm just going to the litos because I don't need them. Also, all of these, I don't need. It just sometimes throws in a little bit of junk. And over here, we are going to just go for a normal bark. So yeah, you just want to basically get your leaves in here. And now you get the drill or you know the drill. We can go in here. Right click, move to collection new collection. Shrub underscore 01, and let's go ahead and then hide that one. And I'm just going to import FBX three underscore 01. And, of course, scale up bit. Let's start with just doing a bit of rotations over here, 90 degrees. And I'm going to make this one, not too big, but still, of course, quite a bit bigger, like you can see here, maybe rotate it a little bit more. Something like that. Okay, it's that easy. We got that one, and now we can just go ahead and move to collection three underscore 01, press Okay, and now we can export this. That's just a quick way if you want to find some free trees that are truly free that you can use already. You can use this one. But nowadays, you can also even mega scans offers trees nowadays. So that's why I'm not spending too much time on this. And in our foliage, if we now go to unreal foliage 301, we can just simply import this Se Outlook. Import failed. Um, that's strange. Let's try again. We have this one. Oh, I probably have missed selected. 30, one, try again. There we go. Now it works. Must have mis selected something. And it will also automatically, which is nice, import our texts over here, which we can use. So we have 301. If we just go ahead and make this a bit smaller, we can go to materials, and we have our oh, no, sorry, we need to go to mega scans and for our bark, we have our bark. And then for our leaves, if we go to materials, leave 01, duplicate this and just call it leave 02, drag this on here, and then open it up. And then for this one, oh, we need to expose our leaves. So let's convert to premor base color. This one is mask. This one is going to be our normal roughness and subsurface. Over here. Now we need to have a little bit more control because these trees over here, they do not come with, I believe, many textures, normal Okay, yeah, so they do come with some of them. Let's have a look and see how many are actually exported, because we don't act need so many. Speed color normal, the subsurface is the one that has not imported. So if we go in our foliage. So here we have our trees. Let's for now just input it in here. I will clean it up a little bit more later on. Normal, I probably want to flip the green channel. Yeah, I think I want to flip the green channel. And now what we are basically going to do is just to alter things a bit, I want to have a static switch parameter, which becomes cut, cut out on the score Alpha. And the reason I want to do this is because I want to have control that if a mask is in the Alpha, if that is set to true, it will use the Alpha and else it will use a separate mask over here. Just plug these in here. Normal we have base color, we have Roughness, I'm just going to have a actually, not a multiply. Let's have a static switch parameter has roughness map, set this one to true and then add a scale parameter. Called roughness and set this 10.7, something like that. Is what I often do. And artists want to our roughness, and we still have subsurface, so we have control over that. So now what we can do is we can save this, and then we should be able to just plug in some of these textures in here. So we can say has cutout Alpha, and we can turn off the has roughness map. And then if we go in here, we have a color, normal subsurface. We can go open up sui for which I'm going to go to my materials and add a leaves 02 over here. And then for the leaves 01, I just want to quickly turn on my roughness again. Okay, so that is now done. And now if we go into our foliage, we should be able to drag on the tree. And I need to, like, balance things out a little bit. Let's go in here. I think it is our subsurface. That one is not really working very well. So let's just go ahead and have a look. Subsurface strength set at a bit higher. Color a bit higher over here. Our shadows are quite dark. That's interesting. Why? Are you almost pitch black? It could be like to have something to do with the smoothing or it's just like a lighting problem. Let's go ahead and have a look at our tricolor. Okay, so our Alpha is not very good right now. Um, I think we are able to actually go in here and max Alpha that sets to like two. There we go. Okay, so I think that fixes at least the Apha problem. But the shadow problem is still here, which is quite surprising. I don't think it is because of lumen, because else it would also happen. Oh, wait, yeah, it also happens in here. So I guess it's just like my lighting. I still just need to work a little bit more on my lighting for this one, because right now it's a little bit dark. But yeah, basically, this tree, we can scale it up and down. I'm going to very quickly. Yeah, let's add these pieces. Into our leaf move here. Delete this one, delete this one so that we have a clean folder. So basically what we would do is if I go in here, I can choose some places that I want to, for example, have my tree. Let's say, like over here like an interesting location to have a tree. Because when we look at it from the side, you can see that we just are able to get a little bit of this tree greenery in here. And basically, we can just place this tree in a few other locations also like over here. Which this once again, this already adds a little bit more to our scene, especially if we then go to the back and use this tree to, for example, let's see. If we go a little bit more like in our reference, you can see that these trees, they are basically having various scaling. Over here and also various distances and everything like that. But you can see that we can slowly start adding some visual interest to this. By placing some of these trees back here. Something like that. But, of course, yeah, we definitely need to work a lot more on our material and just in general, do some polise and stuff like that. For this, what I'm going to do is let's have a look at my list. So we got some variation in here. What I will do is I will go ahead and I will import a little bit more ivy, and I will show you how to place a few of those ivy pieces. And then I'm going to do, like, a quick time lapse. Oh, yeah, I will also probably have a look at the material. And then I will do, like, a quick time laps, where we will play some ivy, we will play some extra foliage. Then there will also be another time included where I'm just having some marketplace assets that I'm going to use just to polish up my scene because there's only so much I can do in a short amount of time. And by this point, we are really starting to blow the budget in terms of how long that we have spent on this one tutorial. And, of course, also don't want to, like, keep you guys here for too long. So we are starting to get slowly there. The foliage is definitely not where I want it yet. It looks very sharp. You can go up here and try to also increase your resolution a little bit. And in general, yeah, there's a bunch of polishing we need to do. So at this point, it will be a balance of time lapses and, like, just real time scenes. So the next chapter, Ivy, placing our foliage, fixing our material. And after that, what I'm going to do is I'm going to make a list of everything I want to polish. So let's go ahead and continue with this in our next chapter. 68. 67 Creating And Placing Our Foliage Part3: Okay. So what we're going to do in this chapter, it's quite important. We are going to place our ivy. Now, I got a bunch of ivy imported over here, and I feel like that will add a lot. So if we go to foliage, over here, you can see I got, like, a lot of ivy pieces, and if I drag one in Oh. Here we go. As you can see ivy. So it's just like a normal IV piece. Of course, we can scale it up and down and stuff like that. They are optimized for games. Now, I'm not going to go over how to create this. This is because I have done a lot of IV already in the toils. So what I want to do instead is want to show you. So if you go ahead and you can just go to my publership page on my YouTube channel, I also have some toils on how to create Ivy. But here, these ones come from the creating interior environments for games, but I also have an easy foliage for games, which is all about creating foliage. So that's why I did not want to spend any more time on that in here just because it's not really part of this oil. This toil is more about creating the town. So having this IV, what we're going to do is we are going to place it around. We are going to use this roughly as a reference, and then we finally have all of our big elements in here. At that point, we are going to do another lighting pass, and this lighting pass will be well, I don't know if we need to make a lot of changes, but it will definitely, like, transform our environment quite a bit. So we are really going to go ahead and, like, try to get very, very close to the final lighting. After that, we are going to make a list of everything that we want to fix, for example, the road, changing of colors, like just every little bit of polish so that we do not forget anything. And then we are, of course, going to do that polish. Most of that polish will be done in teness. For example, creating these pieces over here. I'm just going to do it like a Tens because it's just like these random pieces where I just need a map on some brick walls. Same over here. I just need a map on a brick wall, and then for the rest, add some bevels and stuff like that. So that is the general idea right now. For our ivy, let's go ahead and let's have a look. So if I go here and start with this building and this will be a Tyout building. And I got a bunch of ivy. I also got ivy that's actually hanging over a corner. Like this one, but I don't know if it will fit well. Of course, it's IV, be a little bit flexible with it, I would say. So you guys can, of course, just have this. So you can just use this however you want. It will stay in this project. One more. But turn of a rotate. I'm just thinking of maybe like doing something like this. But, of course, it IV. It's technically not made for this scene. So you can see that we sometimes get a little bit of incompatibility. And if we have incompatibility like this, It depends what you can do. You can do a little bit of scaling, which I'm going to do now, or we can just like, add some extra ivy on top of this and just like, in general, get it working. Nice thing about iv because it is kind of messy. L you won't be able to see clipping as well, because if I go here, see, you don't really notice any type of clipping or anything like that. We also have some smaller ivy like we have these ones, which I guess are not small yet, but they will be when you scale them down, still on my snap rotation actually. And what I can do is, for example, I have one of these, place them here. I can then duplicate them. And then I have, for example, IV 01, which is just like a slightly different version. And then you might guess, yeah, but this does not look nice because it's just going to be cut off here. For those pieces, I also have, these smaller bits over here, and I have square ones. I have round ones like this one over here, and you can kind of use this basically to fill up some extra space. Like this, just to kind of get something in there. And that already arts quite a bit. Just having that little bit of extra ivy here and there. I'm going to add a little bit more ivy in here. Let's do this. Let's move this forward. I should have like a ivy that is climbable. Here we go. So what I can do is I can, for example, add some climbing ivy. And yeah, if we need to make all of this ivy in the tutorial, it would add another four or 5 hours. So I highly recommend and I'm not just doing this to make more sails or anything like that. I'm simply trying to keep times in bay. I highly recommend that you get, for example, the easy foliage tutorial. That one has, like, all rounder. Then you also learn how to create the tree, how you create all of the how you say it, grass and plants. So I think that one is like a good all rounder, not too big of, like, a time. To do that stuff, and make this one bit smaller. We want to kind of try to get the leaves to be somewhat similar. And then let's move this, rotate it a little bit. Here we go. And then what we can do is we can also move this and maybe like up here. Do one of these. And then I'm thinking of maybe having another one, but this time grabbing a round version over here, which technically is meant for the floor. But if we just kind of use it here, we can sort of overlay, see. And with this, you can also actually create some really heavy thickness if we want to. But I don't want to go too overboard with something like that. I'm mostly just using this over here as like our testing version. I also have actually a pillar. You can see over here, this one works great for pillars. If we do 90 degrees and scale it down. So that was just a coincidence that these happened to fit so well with other pieces that I'm making. Here we go. See? So we have a pill ivy. And then if we, of course, combine that with, for example, where's the small one, again, 013. The only thing is that this one is meant. Oh, sorry, this is not a small one. These ones are meant to be for, like, they are meant to be really, really large ivy. And we are, of course, going to convert them into just, like, small bits of ivy because these are meant to hang from ceilings and roofs and, like, that form a big distance that you can see, like, massive amounts of ivy. That's why they are so big, compared to, like, the rest. But here we go. So as you can see, we got our ivy over here. And I think once we actually have some proper lighting, this will add a lot to our scene. I think this will look very nice. Maybe I'm going to go ahead and do, one more over here. And then, duplicate it, and then also scale down. And then for this version, let's turn off our snapping. Here, let's try scale is down. Something like this, see? So that the ivy is kind of like growing against the side. And then from a slight distance here, it will look nice and thick. So, yeah, we got this stuff. Now what I will do is I will go and I will kick in the time maps. We are just going to place this ivy in random places to make it look nice. In the time laps after this, you might see me also place some other stuff like some windows and just, like, in general, just trying to get a bit more of an interesting look. I won't do too much of the polishing, but just preparing it for lighting. So yeah, kick it. Let's kick in the time laps and continue with this. 69. 68 Doing Our Second Lighting Pass And Planning The Polishing Fase: Okay, so as you can see, we now have placed our foliage over here. So yeah, I just placed in, like, a few random places over here. There wasn't too much logic to it. I tried to have a look mostly at these two pictures over here just to get a sense of what I want. But I did not want to overgrow it as much as we have over here. Now, what we're going to do now is we now have all of our big elements here, ready to go. Of course, we still need to do, like, this kind of stuff, but things, but that's not what I'm talking about. I'm talking about that for the pieces that we have created that make up most of the environments, we all have them in here. If we go over here to a camera. Now, what we're going to do now is we are going to rework on our lighting because right now our lighting just is not very nice. So we definitely want to go ahead and work on that. We are going to do another lighting pass that's going to be very close to the final. And after that, we are going to create an extensive list of everything that I want to go ahead and polish up and change because we are still like the big elements are here, but right now, to be honest, the environment does not look very good. Like it looks cool, sure. And we can, of course, alter it. But I want to make it look good from this main angle and also from other angles. If I just do this, it's like, Yeah, there are a few buildings with flat lighting. It does not feel very interesting, and it's artwork. You want to, of course, make it feel a bit more interesting. So for our lighting, I want to go ahead and go for a better balance between maybe like a lower sun to get a bit more of like an intense lighting you get over here and combine that with yellow light. But then, of course, having our shadows and everything to be quite toned down. It's sometimes a bit of a hard balance to get. And then I want to get a little bit more of like that fantasy glow style effect on top of this. So if we go ahead and go into our lighting, we can go in here and let's start by going into our skylight and I'm going to turn off real time capture over here. Let's just turn this off because the real time capture, it is controlling the color of our shadows also. If we make our light more yellow, our shadows will also become yellow. Instead, what I want to do is I want to go ahead and go down here and go for SLS specified cube map. Now, I have imported a few cube maps over here they are called HRI maps. Now the cool thing is that you can actually go to a website called polyhaven.com, and in here, you can get free HRI maps, hundreds of them. So I literally just went to Urban and I just grabbed a few that I felt were like, fitting for what we have. For example, stuff that's fitting is like this one, the studio garden or maybe something that has a little bit of like a street in it, something that has a bit of foliage, a bit of street, this kind of stuff. So yeah, basically, I just went ahead and I downloaded a few, and now I want to try them out. So I just track them in here. Now if we go ahead and these effects are often very strong at the beginning. If I turn this on her see, it's super, super strong. So that's something that we want to keep in mind. Let's go a little bit closer with our camera over here. I'm going to go down here and set my screen percentage plus percentage to 150 because I'm working in ten ATP and it just makes it a bit easier to see. And now, first of all, what I want to do is I want to just go ahead and drag in and just look at the overall color that cube map makes. So this one is more blue. Yeah, this one is a little bit more tone down. I quite like that studio garden. This one is really, really blue again. This one is also a little bit more tonal. Let's try studio garden to get started with. So we now have the studio garden cube map. The next thing that we can do is we can control the angle simply by clicking and dragging here and give it a second to like update. You can see that it also definitely or dramatically changes the color of your shadows and everything. But let's have a look. It's quite difficult right now to see, so I might want to legally leave this angle until a little bit later. Let's go for something like this. 55. Let's go for around 55. And now, what you can do is you guys can also play around with your intensity. For example, 0.5, it will make everything feel a little bit more darker and tone down. Okay, so we got our skylight over here, ready to go. For the rest, I don't see anything else that I want to do. You can turn on cloud shadows, but I don't over here, that will add a little bit to our clouds. But yeah, I don't know. It's not something I tend to use. Now, what I want to do is the most important one, I'm going to work on my directional lighting. And I'm going to get started by turning off the use temperature and then go into my light color. And rather than use the temperature, I'm going to go for a little bit more of a custom light color over here because it does give you a little bit more control, even though it might be slightly less realistic. But now you can see that here we get quite a warmer tone. And then if I increase the amount to maybe like eight, that's already starting to get a bit better. Now what I like to do is I like to just go over here to my rotation and on the Y and on the Z rotation, if you just click and drag, you can actually get Oh, that's already looking quite nice. You can actually get interesting rotation. Now, I quite like that. Let's try. Can I get it a bit lower? Now I'm playing around with, for example, my Z rotation. And I'm just trying to get a nice balance over here because I feel like this environment can use a little bit more stronger lighting. No. I feel like this building, like this building over here, it's really flat, so I want to try and get a little bit more lighting on here. So that's why I don't really want to rotate my light, even though over here, it might look interesting at the front. Let's tone this down and let's set this back a bit. So yeah, we are basically just switching around a little bit where we are going to have our lighting. And of course, our shadows are almost non existent, so that's something we also need to work on. I quite like this, having like a little bit of shadows going over here. And then we also have over here our building Uh, I'm just I'm having a look at this shadow back here. Let's do something like this. So I end up with 205 and 53. Now, these values do not really matter because you probably have a very different scene, or at least it will change a little bit. So okay, so we got something like that. That's quite interesting. Now we are going to basically go back and forth, so we go back to our skylight and then play out with our cube map again because I drastically changed the lighting. So I want to make sure that my cube map does not mess it up. Here, this is what I want. I want to try and get, like, a little bit more like a darker lighting here. But then this one is way too white. So let's go into our light column. Maybe I can tone down the lighting because I quite like this, what we have right now. So we are getting close to something that at least has the elements that we need. Now the problem is that this is really nice. It has this thick lighting in here, but then directional light over here. By the way, setting the source angle, what it will do is it will soften your shadows a bit. If you look at it to the front, you can use it to get a bit soft shadows. Then for the light color, I'm going to go for a let's see, it's always tricky to get the perfect balance. I can also try more HRI maps, of course. Set the volumetric scattering to, like, three, four, three. Let's set the volumetric scattering intensity of our light to three. And the let's see. Okay, that does bleed out a little bit too much. Let's set this to two. Honestly, at this point, I'm just changing my values. The volumetric light intensity controls how much the light affects the volumetric fog that we have in scene. And I'm just playing around with my intensity because I want to twin and get a strong look, 8.5 maybe. The tricky thing is so I really like this site, but now I don't like this side, but I know that if I'm going to change my cube map, I will lose this area. So it's like a really tricky balance to get. Let's go into our exponential height four and just play around with the varies simply by dragging them up and down, okay? And volumetric fork, let's give that a little bit more like a bluish tone, probably in the albedo of a vimetricFk Set us to 0.82. Let's do just like 0.8. I know, at this point, it's mostly just like tweaking stuff. You have over here your falloff, if you want to play around with that, but I'm going to set that quite high because I want to keep my sky to be quite blue. Okay, so we got soft lighting here. Our fork is basically also where I want it. So this area over here, it's looking really nice. It's like a bit of depth in it, as you can see. Here, that feels nice. This area is very, very sharp. So we need to find a way to basically get that sharpness out a little bit. Now, let's go into our post effects. And what I'm going to do is I'm just going to go to my bloom and then also turn on the advanced. So you have, of course, over here, your intensity where you can set your bloom that can add a little bit of softness, and then you have your threshold. If you push this up, you can also control the threshold of your bloom. I'm going to actually set the intensity a bit down and then maybe play around with my size, which will increase the bloom size, and you can kind of just like And then of course, over here, you can even control various sizes to add more variation. But it's quite subtle because my bloom is not very strong. Let's set it to 0.8. Okay, so that's our bloom. Ready to go. Our exposure. Okay, that might work. If I lower down my exposure just like a little bit. Let's add it to one, 0.9, 0.8 maybe. Okay, let's keep my exposure at 0.8 because we can also control our exposure in our color grading, which we are going to do in a bit. Okay, so 0.8. And at this point, I think we are ready for color grading. Let's quickly go into shadows and in our gamma. And here, I just want to set my shadows to be a little bit more bluish. Here, now you can see, it gets quite an interesting effect. And I'm basically just moving it around until I get something I like. Let's keep the gamma at one. Let's only just play right with our col. It's really hard because it goes very quickly into, like, the green levels. Okay, let's start with something like this. Let's say that this is a pretty decent basis for us to have. Now what we're going to do is we are going to work on the color grading, and the color grading will also drastically change how our environment looks. So definitely save your scene at this point. And what we want to do is color grading, we can actually do inside of Unreal engine or inside of Photoshop, sorry. So what we're going to do is we first of all, need to bring an image into Photoshop. We can then change the general colors of those images and we can translate this back into unreal. So if we go down here to High Resolution screenshot, and let's set the resolution to like two. It's a multiplier. It will just take this resolution over here times two, and then we can go ahead and press capture. At which point it will show a pop up, which you can quickly click. And now we have that. And now let's go ahead and load up Photoshop. Here we go. So in Photoshop, I have loaded in my image. How are we going to do this? Very easy. Now, UnwelEngine has color lookup tables. That's what it's called. We often call them Lutes. It's basically a way. If you just type into Google UnwelEngine Lute, you can go over here and you can see that it basically allows us to change the general tone and colors of our Luts sorry, of our scene over here using Photoshop. So what we want to do is I will just show you, you can read this document if you want. If you want to get a clean Lute, you can, of course, find it in my project, or you can go down here. So don't forget Google UnreelEngine Lute and it's like the first file, and then you can click down here, Lut example, and you can just save this image. But I will have a clean version for you guys. So what we want to do is we have over here our image inside a Photoshop. Now, in our files in the textasFolder, I create a folder called LUT and I have this little table over here, our Lut table. This Lute table basically is registers colors. That's what it does. You want to go ahead and just drag it in here. Oh, by the way, go to Image and I like to always set my image to 16 bits because the Lute is also 16 bits. And now that we have this, we can just have this here at the base, and this will register our colors. Now, what we first need to do is because they're technique that I'm going to use, we need to merge them down. However, I do not want to lose the selection. So I hold Control and I click on my layer. And then I go down here and add a solid color and then just press Okay. The only reason I'm doing this is so that I can hold control on this solid color, and then I instantly have my mask back. Now at this point, I'm going to just select both of these, right click and merge them so that they become one layer. And the reason I like to do this is because I like to use filter and my camera raw filter in order to basically balance out all of these colors. It's a little bit faster than adding all of your samples on top, but it also is a little bit more destructive because I cannot change this after. Well, I can change it after, but I would need to go in here again. So how do color lookup tables work? Basically, anything that is affecting the overall color or light of your image, you can use. So you cannot use like sharpening or textures or something like that. You also cannot paint in any colors. That will not work because it cannot translate that. The only thing it can translate is the stuff things like exposures, contrast, colors, highlights, curves, those kind of things are the ones that you want to work with. So having this, I'm going to have this one over here. Well on my other screen. Then for the rest, we are just going to go into our camera and we are just basically going to just play around with this. Let's see, and I like to just often move my slider. Let's say that I tone down my exposure, boost up my contrast a little bit. Tone up my shadows a little bit to get a bit more of those shadows back, boost up my highlights, maybe a little bit so that we get some stronger lighting here. The black, this will just control all the black colors. I don't want to play around with those too much. The white colors, I'm going to push up a tiny bit. I'm just trying to get a nice contrast between our soft darkening, and then of course, over here our more stronger light. So you also have over here your temperature, but that's one I would be very careful with because it is very powerful. I'm going to actually leave that to zero for now. Here we go. And that's already it. So the basic ones are just like some exposure controls that we can use just in general to get something interesting. Now what I'm going to do is I'm going to go down. Over here, you have your curve. The curve is also quite nice. The curve allows you to basically click and drag to control a little bit more like your intensities in between. So I can, for example, change my highlights at the mid levels and the lower levels, but then at the top levels, I can increase them. So I can go here and then over here if I increase them. You can see that because our white areas over here, they have a lot more highlights in here because it's white. They are a little bit stronger than our red areas because I'm toning that down a little bit, as you can see here. And then I want to actually push up my dark areas here a little bit to make sure that these areas these houses over here do not become too dark. So that's it for the curve. Now, next the detail, you can skip because it's just noise reduction sharpening it does not translate. But this one is the one that I like the color mixer. With the color mixer, I can slightly change the specific colors. So for example, we have a red color, which is mostly being used on our roofs. If I change the saturation up, you can see that the saturation changes slightly up over here. And what I can do is I can also even play out like my luminant. Now, this one is very subtle. I think the reason it is subtle is because it goes into the orange. However, the tricky thing is that our light is orange. So even though I would want to change these buildings, it's not best to do it in here because it changes everything to orange, as you can see. But we can change up the saturation a little bit. We can even, like, play out with our coal to maybe make it a little bit more reddish. And here, just try to get, like, a little bit of that warmth in here. Then we have a yellow. My yellow, what I want to do is I want to see, bring it a little bit towards orange in our hue. And then maybe, like, tone down the saturation a tiny bit. And then for lumens, let's tone down our lumens also a little bit because it gets a bit more of like a softer feel. There we go. Our green is mostly being used by our foliage. So what we can do is we can say, I want to make my folic a little bit more saturated and visible. In the color amounts, if our scene is already yellow, you probably don't want to make your foliage too yellow. So I'm just going to I am going to push it a little bit more towards yellow, but not too much. And then our luminance, I'm going to also tone that one down a little bit. Next, we have blue. That one is mostly used in our skies. This one is light blue, which is not looks like it's not being used too much. I think it's dark blue that is used more. Oh or is it purple? Yeah, I don't think the sky registers too much or maybe it's just too subtle. Like, I can see very small changes if I move my slides around. And the reason I cannot tell you about the slide of values is because I'm literally looking at the image. I'm not looking at my sliders. I'm looking at the image while I'm dragging this route. So I can go over here in purple. Oh, yeah purple does a little bit more of the shadow colors here, which is actually quite interesting. Let's do that. Let's push up our lumens a little bit. And let's add a little bit of saturation to our purple. And yeah, our pink, I don't think. Oh no, it's a pink also, actually. So it looks like it in the shadows. It manages to pick up a little bit of pink. But let's say something like this. Yeah, I quite like this. So over here, as you can see, let's say that we now are pretty much done, and the rest we can do inside of unreal, as far as I can see. We like balancing out the colors and adding some more color variation here and there, that kind of stuff. So I think for now, I'm going to go ahead and I'm going to press Okay, and then you can see the difference. So that was quite a difference. I don't know if I can 1 second. So here you can see the power of lutes. So before, after. Before, after, see? It just like ards that extra little bit. Now, if you want to, of course, go ahead and export your lute and then import it into unreel, all we need to do is we need to control click on our mask of filler, and then it will select our lute, go to image and crop and then over here, we have this one and then file, and then you simply want to do a save as, and we are going to save this as a oh, sorry, save because it's a new version of hotshop save a copy. And then we basically in our Lute folder, as a PNG, call this Lut underscore 01, and then you want to go ahead and just save and press Okay. And now we can just directly import this into n reel so we can go into Unreal. And I like to just throw this always in my scene. So I can just drag in the Lute 01. And quite important, you want to double click on it. And then you want to go down here to your texture group and you need to set this to be a color lookup table because else it compresses your texture and then it will not work. Now, to apply it, super easy. Just go to color grading, go to Misk and turn on these two settings, the color grading lute intensity and, of course, your selection. And now just have a look at your scene, and then you can see the magic happening. So if we drag this on here, there we go. So now we instantly have our lute in here, and now it will just keep this lute. So even if we are moving around, you can see that now that's already starting to look a lot better. Okay. Awesome. So we have this. Now what I'm going to do is I'm mostly just going to balance things out and also play around with lighting a little bit more. So let's see. We have this one. Let's go into our directional light. Let's see what it looks like if I tone down the intensity a little bit. Yeah, okay, so I'm going to tone down the intensity probably to like seven. Now, my sky, I want to see if I can make my sky a little bit more blue. So let's go into our sky atmosphere. We have the ground albedo. If you set that one to blue, it does change the lighting a bit, but it also changes your sky a little bit, as you can see. But there should be more. Let's see. The me scattering does not do anything, no, absorption, no. Ray light scattering often does. Add quite a bit of color. Oh, yeah, hear. So what we can do is we can probably use this. And, of course, don't go too over the top, but I do want to give it a slightly bluer tone than you would expect. Something like this. So just to add a little bit more blue. And School that we also have our volumetric clouds. I don't know if there's anything we want to do on that, maybe altitude and layer height. They are not amazing, but they do work. Oh, this is just like the rate race distance. Yeah, okay, so I'm not going to spend too much time on my volumetric clouds. So we got this. We got our light. Let's see. May I feel like at this point, I'm just basically looking at my reference and just seeing what I can change to basically improve my scene a bit. Let's go into my bloom and just make sure that that's not too intense. No, yeah, I'm going to set my bloom to, like, one. And in general, like, I feel many of the changes that are needed to be made to really take the seed to final, they are not lighting changes. They are actual, like, color changes, like changing around the colors and working with that. Our foliage is also not, like, the greatest right now. It has this quite strange look. I will see if I can improve my shaders. But, um, here, like the ctr is also very dark, but it's a bit tricky, especially because unrealgdb foliage is not amazing yet. Let me say it like that. I have this. What I'm going to do is I'm going to place a few fake lights. I think that's what I want to do now. And it's mostly in these areas. I sometimes like to just place a few fake lights just to enhance our scene a little bit. If we go to lights and grab a rectangle light over here, basically, let's make it a bit bigger by setting the source width and height, and then just basically placing it, for example, quite close to this one. And it will just be here to create some highlights. So if I set, for example, my light color for this one to be a bit more orange, I can go to my angle over here, and you can see here that if I increase this just like a little bit and maybe play out a little bit more with my angle. You can see the difference here without width, without width, see. So even though it's not super logical, it just adds that extra little bit. What I can do is I can go in here. And for example, this building over here, it is very orange. So what I might want to do is I might want to rotate this a bit from the top and set my color to be quite a bit more orange and then try to also have this orange hit the base a little bit more so that almost like there's, like, a fake GI coming from the building where the orange bounces off the rest. And then I just basically play around a little bit more with my intensity like that. Okay, so that's also pretty cool. Let's see. Now let's do, another one, and I feel like that over here, I want to have another highlight. Here, something like this will work quite well. I don't know if I need a highlight for the building that we have next to this. There's a lot of foliage here. Maybe I want to make my highlight for this one a little bit more greenish, let's have a look at that. Yeah, let's give it like a very soft highlight, maybe like two in our intensity. And then maybe for the color. Let's sit right between green and yellow. There we go. Okay. So like you can see, if I would turn these off before, after before, after. So it just adds that extra bit of detail. Now, I also want to go ahead and I want to have one more all the way over here because these buildings are also not really getting a lot of detail. So let's do one here. Let's have a look at it from a camerangle. Yeah, maybe I will also do, a little bit of foliage there, but that's something I can do in the polish. And then I'm going to probably do one more highlight sitting roughly over here because this one also does not have a lot of interesting things going on. So let's push up the orange color for this. Maybe also the density a bit. And let's go to our sideview I want to tone down the intensity a little bit more. Let me just go to my last rectangle light. Oh, sorry, that's a sauce width. I need to go to the intensity. Let's set this to around nine over here. Okay. Awesome. So that already makes a very big Oops, very big difference. There we go, in our scene. I'm going to grab these lights, and I'm going to add them to our lighting folder. Now, in our skylight, if you want, you can play around a little bit more with your cube map angle. I'm going to copy my old angle so that I do not lose it. Here, and then just like around this area, I just basically rotate it around a bit to see if I can get Because here, you can see that the cubeb angle can also completely ruin your environment like this. So it's very sensitive. But now that we have all of our colors and everything in here, I want to see Hmm. I feel like we're getting really close to something. I'm just going to copy back in the original and then just like tiny adjustments. That's one, I think, 201 Yeah. So we went with like 190. 201. Oh, no, wow. It's even more sensitive. I will need to go in here and there we go. Two oh 1.6. Okay, two oh 1.6. And the intensity I at 10.2 0.3 0.4 0.5 0.6 Okay, so 0.5 was already correct. Okay, so we got that done, and it adds a little bit more interesting shadows in this area. I think at this point, let's see, maybe play around a little bit more. I know it's a lot of back and forth. It's just how it is. Like, there's a lot of it all needs to work together. That's the annoying thing. I cannot just give you a value and tell you like, Oh, this is how you create perfect lighting. If that would be the case, then lighting artists would not be an entire profession, which we are now just dabbing into that entire profession slightly. Let's go into highlights and Gamma. Okay, that doesn't do much. That is fine. Let's see, Global. Let's see if there's do I maybe want to have, like, a bit more contrast in my scene? Tiny bit more, 1.02 maybe. Do I want to set the entire scene a little bit more bluish or darkish? I can do that also in here by adding it in my contrast, maybe. If I add it in my contrast, it will mostly stay in the dark areas. But I can also try to do it in my Gamma, which means that it will go here see everywhere. So then you can change, like, the entire color. Okay, so giving it more blue, that's way too much, but giving it a bit more blue is quite interesting. Something like no, to green, something like this. Let's see. Before, after. Before, after. Can I like tone it down the tiniest bit? Let's see. Before, after. Yeah, I like that. I like having a tiny bit more bluish tones in here for my sky. Okay, so that is also working pretty well. I think we have arrived at a point where we can make our list for what we need to polish. And this polish will happen during time lapses, because it's just, like, very small things going back and forth many, many times. And I don't want, let's say the two. And I simply do not want to bore you with literally changing the color of a house five times over. So what we can do now is let's do one more capture. And then we can, like, have a quick look. Of how our lighting changed. So before, sometimes I need to I need to zoom in for my resolution. So before? After. Before? After. Yeah, that does definitely make quite a difference. Okay, awesome. I'm going to basically leave it here with my lighting. In the polishing phase, you might see me going back and forth a little bit more. So what we're going to do now to end this chapter of is we are going to make a list. I just have a notepad over here, and I'm basically going to make a list of all of the polishing things that I want to change. And then based upon that, we can change all of those. And that's what I'm going to go ahead and just have a look. Yeah, we'll have a general look maybe like this that I can see a few of these images also. And just let's get started. So the first thing I want to do is play with the back red building color and add more ivy. I want to go ahead and add more color variation to the left side because right now this is white, white, white, white, white, white, and I don't really like that. Art ivy to back building. Okay. Quite an obvious one is take stair pieces to vinyl. Take stare pieces and wall to final, which by this point, you should have the knowledge on how to do all of that, also. Next to this, I'm going to go ahead and see if I can let's see. Play with shadows to get more visual interest. I'm going to go ahead and fix ground tiling and balance colors because we still have like this massive tiling going on over here. I'm going to go ahead and art grass. And when I say art grass, I mean, like over here, remember that we wanted to add some grass in here, but we are just going to use mega scans for that. So add some grass and and weeds. So yeah, also for Mexicans, it's like adding a little bit more foliage and everything in here and weeds and especially between the cracks, that would be perfect. So tim grass and weeds, improve the trees in the back. So I want to do that one and have a look Yeah, and also like, Well, of course, by this point, we cannot really look too much for lighting at this one. Add additional mega scans, props, and if possible, fountain water. I do not know how to create water for the fountain, but what I do know is that there is a marketplace. So maybe I can get some particles for some water from the fountain. So I want to go ahead and play around with that, maybe, like, add more visual interest to the back, maybe a market. I will see if I can find some assets that we can use for, like, over here to maybe create like a little market with, like, some food stamps or something like that, just to add a little bit more visual interest. I'm going to go ahead and say, add more camera angles because right now we only have like this one camera angle, and I just want to, for example, have a nice shot like this that still looks interesting. So general play with lighting. So I'm going to generally play a little bit more with my lighting to see if I can get something interesting. Art more visual interest on main street. I feel like right now the street is very empty. There's nothing going on. So I want to see if I can maybe, maybe, like, art a cat or something like that. Okay. I want to turn on street lights at low level and support lighting. I want to go ahead and because now it is quite dark, so I'm going to turn on these lights with their missive and also have some of that orange light just shining on our environment. I think that will look quite nice. So we got that stuff done. Yeah, over here, like, it's really dark, especially when I go here. So let's also do like balance shadows up close, which is quite surprising how dark it is. Like here, this tree is literally black, pretty much. But that's because we went for a very specific look where there's a lot of contrast between the two. So but for the rest, like, from a distance, if I don't get too close, it's just a bit of balancing, and then it will be fine. Let's see. Wood colors. How are wood colors. Play with wood color variation. Art generic dart decals. I will not go over how to do decals. I often have done that in many other courses, but it's such a minimal thing here. So I will just import some decals that we can use because they are very easy to create. And I have tutorials on YouTube on how to create decals. Or if you want, I literally have an entire decal tutorial also on my page. So art generic decals, let's see. This point, yeah, we are really working just like finalizing the environment. Fix roof top clipping because we have some clipping. And you can see by this list that there is a lot of stuff still to do, and because of that, it's better to just time naps it. So we got that clipping done. Let's see. So we are going to make our floor more readable. I'm just having a look at my reference over here, basically. Okay, play with foliage, shader, and try to fix flatness. That one is a bit tricky. Like the flatness, it's mostly talking about this one, but we have a sun sitting right on it, and I'm not really good at creating advanced foliage shaders. So I'm not completely sure how we will do that. Oh, art, displacement to roofs. It turns out that now with a strong lighting, it is better if we add displacements to this roof, this roof, and mostly this roof over here because it is a little bit too flat right now. Yeah, we're going to, of course, like, add the floor and stuff like that. Over here, we'll add, like a curve thing. Yeah, for the rest. Maybe add a few more buildings over here also that I can create some of these angles, but we'll see. Okay, so let's see. Is there anything else that I need to do? Um, Nah, I think, I think that this is pretty good. Maybe play with particles and got ways. The good ways are just a pack that I get from the unreal marketplace for like ten euros or something like that. And it can just allow me to add some manual good ways. So I think that's about it. We have got quite an extensive list here right now. I wanted to still go over in real time with this list so that you know what I will be doing. I will just be going from top to bottom in the Tenabs and just fix all of these things. So knowing that, this will be quite a big time as probably also. So let's go ahead and continue in the next chapter where we will do our time naps. And don't worry, it's not like the tutorial ends after the time maps, although the environment will pretty much be done. I will then have one more ending chapter where we will go over on how to take some cool screenshots, maybe some videos, and just in general, really finalize this environment. So let's go ahead and continue with this in our next chapter. 70. 69 Polishing Our Scene Part1 Timelapse: I A and Mm. M Okay, so now that we got most of the basic stuff out of the way for which I did not really need to narrate, else I would just be silent most of the time. What I'm going to do now is I'm just going to go ahead and talk you through what we're doing over here. So over here, I got some foliage, as you could have seen from the MgScan store. Now, if you go to your foliage mode, the nice thing is that it will automatically arts foliage. So all you have to do is select the foliage that you want to activate, right click and press activate, and then play around with your brush size and your intensity. And then you can go ahead and you can actually paint in some of this foliage. This is really nice. So Mega scans does this automatically. It sets it up for you as soon as you import stuff. And here you can see me also working with my brush size. I'm actually also going to use this for our weeds over here. I'm not using it for the grass, so you can see me turning those off by pressing deactivate. And then I just basically select a bunch of my weeds over here, and as you can see, I'm just double checking, making sure that everything works and looks correct. I'm going into the materials and balancing things out a bit, going into the texture, playing around with the saturation, anything to make everything feel a little bit closer to our scene, like you can see over here, and now it is just a matter of painting this stuff in. And yeah, this will take white. Now, I like to paint most of this stuff like in between the cracks, and that's really perfect that we now have displacement, like actual geometry displacement, because what we can do is we have, like, almost like a ruler of where we need to paint. Like, where do we want to paint these pieces in. And this foliage ended up helping out quite a bit in terms of how you say it, of, like, breaking up our surface because our surface was not amazing because of the tiling and everything, but it's just the best we could do right now. So with our foliage, we can kind of break up the repetitive tiling that we have with our floor. And then if we also add some extra props and everything on top of this, just in general, in the end, it will all work out quite well. So, yeah, you will see me spend most of my time just painting this around. I always like to paint this foliage often in, like, corners and stuff like that. And as you can see over here, what I like to do is so I start within the corners because it makes sense that there are still foliage there because those are the areas where people are not baking and everything. So there will be the foliage can grow a little bit more. And then I like to try and kind of like bleed it out from the corner. So you can see that very often, like, of course, over here, I do some random placement also. But often what you can see is that I go from the corner and then I kind of, like, just have it go outwards from that point. And I'm but in this case, what I'm probably doing, I kind of forgot at this point because I'm narrating after the fact, is I have another screen on my second screen, which shows our main view, and based on that view, I'm basically just painting stuff in. And you can see, also to, like, fix those kind of seams, you can see that I'm also just, like, painting in a little bit of extra foliage. And that's putting my head. So it's just repainting stuff. Nothing too special over here. But it definitely does art a lot. Just like in this scene, the foliage is not amazing, I would say, but it's just because it was not really the heavy focus of this scene. And also real engine five, it still has its problems with foliage. Let's just admit it. Like there's a bunch of stuff that still isn't working. You can make foliage work when nanite, but it isn't great. And just in general, like the materials and lumen, with subsurface scattering, it's all not amazing. So here you can see that everything looks very dark. This is because there is another texture, and or sorry, another material. And this material is for your LODs. So right here, I'm just like having a look and seeing why is it so dark. But then I realize, like, Oh, okay, it's the LOD, so I open up the LOD material, and then you can see that I just play around with my color overlay, and I'm also basically playing around later on with the albedo in order to get lighter foliage, as you can see over here. So I play around with the albedo, I play around with, like, the saturation, that kind of stuff, just to get something that feels a little bit more fitting for scene. And for rest, I'm just doing random tweaks. Like this is also nice in a time labs that I have a little bit more time to spend just on tweaking stuff because it won't be like 2 minutes of real time time. And yeah, over here so the LLDs they are quite needed because we do need to optimize them. As I said before, we aren't using Nanite, so then LDs come handy quite well. And then over here, basically, what I'm going to do is I'm going to go ahead and find some more mega scans assets that I can use. And I mostly just went for the Wild West assets. And I just got, like, some barrels, some wheels. I just got some stuff that does also fit the medieval setting. It does not only need to fit the wild west setting. So here I got some crates, some berls just like some random stuff that I feel like we just add a little bit to our scene. And since it's all free anyway, that's like just extra benefit. You will basically see me do this for a while. Over here, I'm just trying to have a most of these assets, they are modern, which means that, of course, it's not as easy for us to use them. Yeah, to be honest, there isn't much to say over here. So, yeah, I got some assets. I'm just like I imported them, and now I'm just randomly, like, placing them in some interesting locations. I'm not spending too much time on storytelling in this case, just like trying to find some fun places to place these pieces. And now at this point, we are getting close to the end of this chapter of the time naps. In the next chapter, we will just go ahead and we will continue on. But there will also be some timelaps in the beginning in which I will not be speaking. So because it will literally just be me doing this, it will just be me placing assets over and over and over again. I also got some assets later on from the Unreal marketplace, which will also see me placing, and they are just like some medieval marketplace assets that I found online. You kind need to work with what you got, and I managed to find some nice assets which happened to fit. And they were also not too expensive. They were like like 15 euros or something like that, which is like $18 or $16 or something. And we are also going to work later on, of course, creating this roundabout over here. But that will also all come in the later chapters. So now, we'll stop speaking and I will see you in the next chapter. 71. 70 Polishing Our Scene Part2 Timelapse: Okay, so I went ahead and kicked in another voice recording over here because now what we're going to do after we've done some of the more basic stuff is there's just a little bit more specific stuff that I want to deal with in this short chapter. Later on, we will be going back to music, but mostly what I want to focus on right now is on optimizing my scene a little bit because it was running really slow at around 25 to 30 FBS. And I realized that I just had to basically turn more of my message to Nantes because I forgot to turn some of them, which means that we were rendering hundreds of thousands of polygons for no reason, basically. And for S, we are also going to play around a little bit more with our lighting. And after that, I will kick in the music again because then we are just going to create the roundabout and do some really slow work. So what you can see over here is I'm just adding LODs because we cannot actually have nanite on these props because of the foliage. So you basically just go to the LOD settings, and then you turn on I set it mind to small prop in the LOD group, and that's about it. I just press apply, and that we'll add some LODs to still keep a little bit of optimization in here instead of rendering the fill polygons. No va see that I'm also just once again playing around and adding my Nantes even to these big meshes, which do not have a lot of polygons. And then for the marketplace assets, those were already quite optimized, so I end up just not really bothering with it. For this one, unfortunately, I have a bug that I cannot get around that literally cashes my entire unreal engine if I try to paint our attribute on our map for our displacement. So I basically gave up on it because it's not a very visible prop. So it was not really worth the effort of trying to find out the solution, since it would take me probably a very long time to find it out. I tried to find it out, of course, but I was not able to. And now for the rest, I'm just like, optimizing my scene a little bit. Nothing too special over here. And for the rest, what I'm doing now is I'm just trying to optimize my lights a little bit. I do this by going into every light and turning on and off my cast shadows option. Cast shadows are very expensive because, of course, yeah, with the lights, it's a lot of calculations. So whenever I have a light, when I turn it off, there's almost no difference compared to when it is turned on. I simply turn off the cast shadows to save a little bit of that memory that comes from our lights. And yeah, in the end, once we've done that, and I also end up doing a little bit more Nani pieces. And then the scene was running really nice at around 45 to 60 FBS, which for a scene we very quickly drew together without much thought about optimization is pretty good. So now for the rest, what I'm going to do is I'm going to actually Oh, yeah, I was going to go ahead and turn on the emissive for my lights because now our scene is a bit darker. So I want to have those turned on. And I'm going to add some point lights over here. So some simple point lights inside of these lights to basically give the effect as if they are actually turned on and they have a little bit of light. I did not do that for all of them. I only did it for, like, a few of them because else it would have been a little bit too much overkill, since most of these lights are inside of the sun. But yeah, in general, I'm just checking to make sure that it all looks good, and then I'm duplicating this over to the other lights just to give a tiny bit of extra lighting in here. Because you having a basic day scene, it's always quite difficult to light a scene like this and make it super visually interesting. Especially when the scene, because it's, of course, like a medieval scene, there aren't a lot of sources of light. Like, yes, you can try to play some more lights, but it's difficult to justify where the lights are. Now I'm just placing some sphere reflection captures. I forgot to do that. You can simply find these in your Create tab, and they are very common. They will just make sure that the reflections that you get are fairly accurate and um, yeah, I just basically place a few of those. You always need those in your level. It's quite common for real. However, lately with nanite, it is not as important anymore. Like you still always want to have them, but it just isn't as important anymore to have the reflection capture if you happen to forget them in nanite, but make sure to just always have them because your reflections can be messed up if you don't have that. Now, here I was trying to play around with my smoke particles, but in the end, I decided to simply not do that because it just did not look good and I was not able to properly change any of the settings. But, yeah, in the end, I just went ahead and just did not do it, and I just moved on. And now, what we're going to do is I'm going to add some good ways. I got this once again from the Unreal marketplace. It's really nice. It's a really cheap thing. It's just called lazy got way, and it's only like ten, 15 euros or something like that. And you can basically get it in order to add some very specific lighting to your scene. Yeah, specifically good ways, but to have fill control over where you want the good ways, how strong you want them, and all that kind of stuff, which is something that I feel like the default of Unreal is missing a little bit to get the good ways always from a specific angle. And that's where this pack comes in. So you can see me just placing around one of these good way elements in here just to give a little bit more of a foggy and, like, a nice sunny feel in the background. And then I placed another one, for which I'm just now playing around a bit more with, like, the positions and just the general strength and that kind of stuff. And I'm still also organizing my scene a little bit. Yeah, those work quite well. So I like that the fact. Yeah, it's just one of those extra quick ardens that you can add to your scene. But I personally, I wouldn't know how to create the blueprint that would take me a while to properly figure out. Now I just keep continuing on by optimizing my scene by making sure to turn on nanite. Here you can see that I literally forgot to turn it on for meshes that have more than 700,000 polygons. And that was definitely making my scene run a little bit slower. So Fres this is not too special. Just wherever you can, turn on nanite. And nanite actually also helps with your lighting in general. So it's not just about polygon optimization, but it's also about global elmation calculations and that kind of stuff with the lumen effects. And you can see that the roofs I'm not yet doing because what we're going to do later on, this will be during the music, we are going to actually add more displacement to our roofs. And Feres over here you can see me also just grabbing, like, a few assets here and there and just turning on nanite if I feel like that they are too hypole. Now we're getting pretty close to the end. What I will do is I will go ahead and soon kick in the music again. Later on in this chapter, we will have another part where we are talking. However, I will just put on a little message saying exactly the time at which that I will start talking again. I hope to speak to you in just a little bit. U Okay, so I am back with a little voice over. So basically, now we're just going to do a few more small things. Over here, I'm just playing around with the cube in the air, and it's a little trick to try and get some interesting shadows on this back building because I don't really like how the back building looks, but it's a balance to get this cube high enough that you cannot actually see it in your camera view and to still have, of course, the shadows in the right location. So that's just me for the fun, I'm just playing around with it, seeing if I can get some more interesting shadows here and there. It does not make total sense, but it will just add a little bit extra to our scene. So that's why I'm basically doing that. And yes, it is still interview. I actually did not notice that, but I'm fixing that later on. And now that we have done this, I kind of forgot what else I'm going to do. I'm just playing out a little bit more with my lights and everything and just doing, like, some general balancing, but that makes quite a bit of sense. So yeah, we are going to focus in this chapter mostly on our decals and I'm also just doing a little bit more placement stuff and just like just trying to add a little bit more visual interest to our scene. But most of this is going to be placing a few extra assets, doing some decals. Then there will be a very quick few minutes where it's just me placing decals, so I will just, like, kick in the music again. And after that, what we will do is we will create our final cameras at which point that we are pretty much done with our polishing scene. Now over here, I got the black adder pack for mega scans. If you go to Google, you cannot find this in the unreal marketplace, I believe, or maybe you can. But if you go to Google and just type in C Brush, type in Quiksle or Mega scan Blackadder or mega scan trees. These are actually trees that are from mega scan. So they are free to use. You can just download them. And I felt like I just wanted to get a little bit more variation, a little bit higher quality trees for the background over here. So I just imported this pack. It is quite a big import because these are all really expensive trees to use. But for me, I just wanted to get an interesting view. Now, you might see, like, how does he know where to place the trees? It's because I'm looking on my second screen on a second view board that shows our main view. And based upon that, I'm basically placing these trees in certain locations. And then you can see that if I switch back to my camera, the trees are in logical locations. Although we still need to go ahead and we need to kind of, like, play around with our um, over here are textures, and we also need to play around a little bit more with our material because our material had some settings on it, which basically turned the trees in like a yellowish form because it was summer. So they had a setting on it, which is called seasons. And as soon as you turn off that setting, the trees will use just the texture that we can easily balance. And that's what you will see me doing here. I'm just trying to find this setting. And down here, I went ahead and I found it. You can see it down there, but, of course, at this point, it took me a second to find it. There we go. And now we have a lot more control over it and we can control the brightness and stuff like that. And then we have some pretty good looking trees for in our background. Now, at this point, I'm just going to do a little bit more like prop placement. I'm basically just looking at my main view and seeing where I can add a little bit more visual interest. And what I notice is that this roof over here, the red one, it is just feeling very flat. I'm just going to go ahead and even though the angle is a little bit annoying, I'm just adding a little bit of props. I'm adding here, some of these roof windows and some of the chimneys, and that in the end actually made quite a big difference. So sometimes something as subtle as that can make a really big difference. And then at that point, what we are going to do is we are going to work on our decals. Now, of course, I did not go over this tutorial on how to create decals and how to actually place them. I have an entire tutorial course on that, but you can also find a lot of free content on YouTube if you want to know how to do it because it's as simple as possible. It's just creating a decal material, which is a very specific material that is set to be a decal. And then all you need to do is you need to drag it into your scene. And then it's just a bit of scaling. So that's why I did not really want to bother including it in here. It just felt a little bit more overkill for something that's going to be a very quick, additional detail, and it did not really feel fitting for this course. So yeah, I have these deconsimpott because I created them before. I will show you a little bit on how to use them. But mostly, as I said, it's literally just dragging in your decal material and then just go ahead and rotating it to the position that you want. You can press G, and then you see the arrow button and then scaling it down so that it does not because it's projecting. Now it is literally just a matter of playing around with your material opacity and then placing them. So let's go ahead and kick in the music and start by placing all of these decals in our scene. Okay, and now it is time for the last part of this time naps. At which point our course will pretty much be done. Yeah, after this, it's just like out row, and then we are pretty much done with this environment. And I just end up off camera also playing a little bit more around in light room to get a little bit more of like that fuzzy medieval look like, the more glow and stuff like that. But that's just like some extra balancing which it's up to you to choose if you want to do that. Like there's no shame in doing some small balances inside of, like, a light room for just your images and stuff like that. It does not take away from the environment that you actually created. But over here, this art to look pretty cool. Now, what I'm doing here is I'm just going to add a few extra cameras. I'm creating an additional folder that I call cameras, and I simply duplicate the camera, contra Z Contrave, and then place and then move the camera around. And I'm just trying to find some nice interesting angles. That's basically why you will see me flying around here. So this angle is quite nice. And basically, I just keep copying my camera and just trying to find like an interesting angle. So you see me moving around a lot, playing around my field of view. I always like to have a field of view that's quite low. To give that more zoomed in effect. I quite like that effect, most of the time because it just feels a little bit more cinematic. And then over here, I saw a few bucks, like a few windows that I felt like I could be placed. And now over here, I duplicate another camera and I go a little bit closer. But you don't want to go too close to these areas because we did not polish them as much. As you can see, I'm very strategic to not show the outside. And then now what I'm trying to do is I'm just going to play around and find some top views. So here I'm playing around with my field and I just want to I just felt like it looked cool to have a few of the stop views to also show the logics of this environment because I'm not afraid to kind of, like, hide away from the fact that I'm not creating the entire environment or I'm not creating an entire city because it would not be logical for me to do that for tutorial course, at least. And for the rest, I'm just going ahead and fixing some problems, playing around a little bit more with, like, my material, just make those boxes at the end a little bit white, just to make them feel a little bit more polished. I don't know why I did this. I just felt like doing it. So I just made, like, a very quick material that is just like a gray. Or awight at, I used our original gray material and I just changed and drag those ones on. That's about it. Now let's go ahead and start with the Atro video and then this course is done. I hope that you enjoyed it so far and let's continue on with the last video. 72. 71 Outro: Okay. So we are finally done, as you might have noticed from our time lapses in which I narrated. In the end, it took quite a bit of polishing to get this to a result that I'm happy with, even though it's a tutorial, I always try to get a result that I'm happy with. And environments like this just take a lot of time. They take a lot of techniques like the decals. It all needs to work together the foliage. We, of course, had the Nanite aspect on top of that. But I think that in general, we have end up with a pretty cool looking environment, and I've showed you all of the techniques that I wanted to show you on how to achieve this. And, yeah, we got some sss here. These assets will not be included in this course because they are simply not mine. Like, yes, I bought them, but I'm not allowed to just redistribute them. But everything else that we made in this course, like the smaller assets and the buildings and everything and the entire environment, everything will be included. Okay. Awesome. So at this point, what you can do is you can just go ahead and create your portfolio screenshots. As you can see, I just create a few cameras, and all you really need to do is you need to go down here, high resolution screenshot, set this to two, and then you can go ahead and press capture, and that will capture a nice screenshot. Now, I went ahead and I already did that, and then in side of Lightroom, I just balanced things out a tiny bit, just like a little bit of color extra color and stuff. And basically, this is what I end up with. So this one, it really doesn't look very good in ten ATP, but it looks better in Fouquet. This one, this one, this one, and this one and this one. And these are the images you will most likely also see when you actually bought this tutorial course. I hope that you bought it. If you are pirating this, please just bock me and actually just buy it. But anyway, so now that this is done, I would say that at this point, we are pretty much done with this course. I still have no idea how far it went, but I do hope that you learned a lot from it, and I hope that you enjoyed, even though it was quite a long course, and that you also end up with a really cool result. So I would say, thanks for watching FastTrack Doyles and I hope to see you in my next course.