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

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Creating a Pocketwatch in Blender and Substance Painter

teacher avatar Aniket Rawat, 3D Artist

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction to Class

      2:25

    • 2.

      Creating the Base Shape of Pocketwatch

      16:17

    • 3.

      Creating the Watch Dial

      12:09

    • 4.

      Adding the Text

      11:54

    • 5.

      Adding Small Details to the Watch

      17:29

    • 6.

      Creating the Inside Pieces

      18:50

    • 7.

      More Inside Pieces

      20:17

    • 8.

      Adding the Gears

      13:29

    • 9.

      UV Unwrapping and exporting to Painter

      21:00

    • 10.

      Texturing the Pocketwatch

      30:07

    • 11.

      Exporting and Rendering in Blender

      18:32

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

322

Students

11

Projects

About This Class

Hi everyone, My name is Aniket Rawat and I am a 3D artist who likes to create realistic and high quality 3D props and assets. In this course, I will take you through the entire process of creating a Pocket Watch from Start to Finish. 

This course will take you through the entire process of creating a High Quality and Realistic asset from start to finish. 

We will start with modelling the Pocket Watch in Blender and we will make use of Poly-modelling techniques and learn a lot about different modifiers. After finishing with the modelling we will apply all the modifiers and UV unwrap our model for exporting. 

Then after that we will export our model to Substance Painter and start by baking mesh maps for our model, after that we will start to texture our model. We will learn how to create realistic textures for our models by using different features in Substance like Smart Masks, Smart Materials etc. 

After we finish with texturing in Substance Painter we will take our model back to Blender and render it. We will setup the material, lighting and the camera. We will also learn how to use HDRIs. I will be rendering the scene using Cycles. 

This course is for everyone who has a basic understanding of Blender and Substance Painter and wants to upgrade their skillset 

Meet Your Teacher

Teacher Profile Image

Aniket Rawat

3D Artist

Teacher

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

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

See full profile

Level: All Levels

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction to Class: Hi everyone. My name is and you get double it. And I'm a 3D artist. I like to create high-quality and realistic 3D prompts an asset like the one you see on your screen. This alert right now that is in front of you is the final result of this force. If you follow along with me, you can have a very similar for this one. I will take you through everything in this course, starting from modeling and blender, UV unwrapping, texturing and Substance Painter, giving it all the details, applying the texture, and then rendering the scene in Blender. Leaves go through the complete process of creating this pocket watch from start to finish. And we will learn a lot of techniques and things along the way. We've been learning in time what it takes to create realistic problems like this is a course for users of orotate. But if you have a basic understanding for Blender and substance painter, it would be really helpful. We will start by creating the complete model with details in Denver. I'm really learn a lot of techniques that could help us creating in all the small details. After we have completely module the bucket watch in vendor, we will UV unwrapping and export this to a substance painter. In substance painter first, we will tackle all these problems that can occur while exploiting a 3D model from blender to any other different 3D package. Then we will make our mesh Madison and apply all the textures and give it all the details that can be done in Substance Painter. We will act like scratches, dust, dirt, everything to make this as realistic as possible. And if you don't have Substance Painter, you don't have to worry about it. You didn't get it for free. If you are assuming using your ID card of college or school for one year, if you're not a student, you can I would suggest you getting it on a 30 day free trial and using it just for discourse. And if you like it, then you can buy it afterward. After this is we take our textures back to Blender, will export them. And after applying those textures in Blender vendor are complete scene like this one. I will provide you with each and every file related to this project. This would include all the textures, the blank file, the different images, etc. That if all from my site, I will see you in the course. Thank you. 2. Creating the Base Shape of Pocketwatch: Hello, welcome to the first chapter of this course. So let's get started. I'll create a new file. And posting that I will do is delete all these existing objects. So press a to select them all, and then press Delete. Also, as you can see, I've turned on my screencast. He's, I don't know if I perform late any of the shortcut, it will appear here in the bottom left corner that you can easily follow it. So the first thing that we will do is especially seven on your number pad to go into the top orthographic view. So the topographic view is like a 2D view of a margin from the top side. For example, if I add a cube here and I passed seven. So now I'm in the top view and I can exit this tube from the top side. Only. Very helpful when creating models from reference images like through the different images like this one. Then I go into the front orthographic view is far right, and seven is for GAAP. Also, if I hold Control and then I press one, and then I will go to the back autograph. Mux, control plus 3 is the left or to the attribute, and control plus seven is the bottom orthographic view. Let's be seven or top autograph. If you delete this queue and post legged tie that deference in it. So I have also provided you with the reference images. You can use them. They're in the Images folder of your courses. Resources file. To press shift D, major and reference. I will hand over to where I've saved it. Now I guess top preference. So to move this image, I can move any object. You can go and lock it on any single axis, x, y, or let go. I want to lock it on the bed and I will move it below here. So let's add another leaf. Hey, different makes. And now let's move it on the x-axis, the next, and move. The negative is two legs, either lender and men be occupied by shifting mesh and either blend up. Now I will match this line with this in this lane of the different image. Let's scale this first, press S to scale it up. Enable this exit. And let's place it according to the different image to move it and S to scale it. Everything that we may need it right now. So yes, check if everything is matching up correctly. Yeah, I think that is find the best tree or the date or graphic view. So right now as you see the image of the site or to residue is comparatively larger according to this image. And then let's scale this down and match this line and this line. And just make sure you are only scaling that image and not the actual object. So let's scale it almost here on the y-axis to match it correctly. I think this is fine. So now let's edit this model from the top and the bottom. So press Tab to go into the Edit mode, select all the vertices and bring them here. And now let's celebrate the bottom and bring them here. So now to make this shape, we need to add some edge loops. So pest control, our controller is used for adding edge loops. You can also increase or decrease the number of edge loops by moving your own. But I will just add one or an L. And let's move this edge loop here. Let's add another edge loop and move this here. You and I will add here a line here, maybe on here, to here. And now let's scale these edge loops according to the shape. Tool. Select the edge loop, and then click on the a loop. We select this. Let's select the topic loop. And this S to scale it did here according to the image. Now let's select this block. I'm going to hold Alt and then selected press S to scale it down. Let's add another edge loop here and scale it up and down. Now I will do similar steps to just create this shape, but keep on selecting your edge and magnesium the image. Add a little line here. Now let's select this one. Okay. Down on the bottom most Gaelic towel and up quite a large gap. So I think the shape is Northern. Matching with the defense immediate and late. Notice Slack shaded. Let's shade smooth, this select object of a click and move. You can see the normals are kind of weirdly shaded. So go into the object data properties normal and enable auto smooth. Now, also I will enable this cavity and shadow did not do much to our model. Yes, it has to either edges properly. And also now I will add a bevel modifier. But one thing that I need to mention it, anytime we create, for example, object in Blender and change its scale like we scale it or we increase its scale, we need to apply the skill. So if I scale it down, then I need to press Control a and then apply it this scale. This is very important. I will show you I didn't important. Suppose I will create when Q and I will duplicate this queue. And now let's change. I will change the scale of this cube on the x-axis. So press S then x, and let's scale this up by five times on the x-axis. Okay? Also I will do the same thing with this view. That scale this up on the x-axis by five times only. And now what I will do is I will apply the scale of this first cube or repress controlling and then apply this kid and I will not apply the scale of this second. So now press Tab to go into the edit mode and now let pest control B for bevel edges. So now press Control B and you can see how this devil is the acting. And now I will select this cube and now I'll press Control B again. And you can see how different the results that we have got on the queue that we have applied the skill, they are much more uniform and equity from all side. And on the tomb that we have not applied the scale. This devil is quite large and this is quite thin in comparison. So this is the reason that we all need to apply our skills. Because if we don't apply it, it can mess up with the properties and functions. So let's delete this and select this object. And as soon as I apply its scale, you see how the authority I've already applied it. So let's apply this hill and add a bevel modifier. Also. Go into the shading tab and enable pardon, normals. And let decreased almost year. And let's increase the segments. Maybe just lead them to one only. And the next thing that I will do it right now, as you can see, if I press seven, this is looking like very low poly. Right now we are not creating this model for a game. So anything that we do not have to make it look like now we are creating a high boiling realistic asset. So we'll make this MOOC. To make this MOOC, Let's just add a subdivision modifier. And as you can see, everything is now much better than smooth. I will change that also to monopoly. We don't want it to be too much volume. For now. Select this, you press Tab to go into edit mode. And now this or the face select mode, 1 is the part of the vertices select mode is for edge select mode and hit Select, select the face and press I. And let insect this a little bit, I guess still here. And then press E, extrude this, and extrude this towards the bottom. Do you need here? Maybe I will add one more segment to the bevel call the shading issues. I think this is better. So now I think our main body piece is done. It is looking quite accurate to the reference image. So the next thing we will do is let's first move these reference images to a separate collection to select them both and press M, M new collection. And let's move them to the reference images. You see here that they are now moved to a different election. We can easily enable them or disable them. And also let's rename our cylinder. The cylinder press. To rename it. And let's name it mean our main piece. And now we will create this thing, this piece in the center. So first, I select your main body piece and press Enter. I did. Right now we do not need it. And now let's create a local. I will add 64 vertices to make it a little bit. And now let's place this circle according to this line here. Just scale it down, move it. I think this is good. For now. Press Tab to go into the Edit mode and press a to select them all, and then press F, build the face. So now we have filled the face, press Alt H to bring this hidden object back. And let's bring this a little bit at the top. And we don't want to see this base here. So let's scale this up till here. Then this year almost. Now, we want to do is we want to create, as you can see, they've got these holes in this piece. So to do that, there is a very simple method to us should just follow me. So I will select this piece and there's a very handy feature in blended to which we can isolate our objects. So if I select, for example, this object and I press Slash on my keyboard on the number pad. So you see I have isolated this object completely from the rest of the scene. Now I can easily edit it without any hindrance. For example, if there are, if there are a lot of objects in our scene, so it kind of becomes to work in any of the orthographic views. So you can just select any object, presses lash to go into the orthographic view. And if you bless this flash again, then we will come out of the orthographic views. So I will select this image, this image, and I'll maybe just this image and this centerpiece and press Slash to go into the isolation mode. Plus 7 doubled the x-ray. And let's first create this cutout that will do this. Add another circle. Wait, maybe I will just duplicate this big circle. Duplicate this press shift D, and right-click to cancel the moment. Right now it is moving. If I right-click, it will move exactly to this position on the lake from which we have duplicate this object. So ligase to Lake cancel any kind of commando. For example, if I'm moving this to here and I feel like I do not want to move this year. I will just right-click and it will come back here only. So there are big circle. So I will press G and then zed to move it above here, almost seven to go into the Edit mode, toggle x-ray and let the lid down. According to this model, a falcon. Okay, this is fine. For now. I will teach you as a very handy trick. So I need to create this smallest circle cutout on this bigger circle so I can delete it from this bigger circle. We could do this very easy method unit to just follow exactly what I'm doing. So best seven, go to the top orthographic view, but elect the smallest circle. Then select the larger circle, press Tab to go into the Edit mode, de-select everything as a, to select everything. That's FP. And then let's type here knife projected and press Enter. And now if I come out in this view, select the smallest circle and now you can delete it. And now if I select the bigger circle press tab, you can easily see the cut-out has been created plus 3 to go into the face select mode. And you can see easily the smaller face has been created. So now what I can do is I can just select the smaller face, press X, and delete the face quite easily. Create risk that out. In a similar fashion. We will create all these cutout. So we continue from here in the next chapter. Also, if you want, you can try to do some of these things on our own to create these cutout. But we will continue from here in the next chapter. Thank you guys for watching you in the next video. 3. Creating the Watch Dial: Hello, welcome to Chapter 2. So let's start from where we left off. So press seven on the number pad to go to the top orthographic view enable X-ray. And now we will create the remaining cutout. So to do that, let us shift and go to Inglewood and add a single vertices. What this will do is it will just add a single word from which we can clear this whole shape. So to select that, what is the post we need to present one to go into the working electrode. And now if you press G, you can see this is a word. I can move it. So I will place it here. And let's start. So what I will do, I will just go over this, complete our claim, and collect this vertices. E, extrude it. And yes, lazy here. And now we just need to go through this entire outline. So you can just pause the video and maybe skip it or just do it on your own because it is really doing the same step again and again. This press E, then move it and align it with the different image. And just keep on doing this until the shape is complete. One thing that I wanted to you see my Word if you've movie so I can place it anywhere. But if you feel like it is moving too fast and you want to do some precise movement. You can hold Shift. And what this will do is it will make it movements wife slower so you can place it equity plus 30, that shift to move it a little bit slower and then place it wherever you want? Yes. Okay. I hope you whether it's through then we're now. But now we just finished this complete loop. What I will do is collect this vertices named Phillip, this word, the end, press F to join them, and then press a to select them on, and then press F to filling the face. Now if I come out on this XA mode and just bring this on the top, almost here. And then let's select this one. And this one. I'll select, select this reference image. And let's press work in isolation mode. We don't really need any other objects. Now. So again, we will do that same thing. We will create the cutout that we created for this smaller circle. To create that same cutout. In this bigger circle. Press seven to go into the top view for a select this, then this, then press Tab to go into the Edit mode as a, to select everything and press F3 and knife. So you see the cut-out has been created. So now what I will do is I will just select this and delete this and press Tab. To go into the Edit mode, press three for the face selector, then it does fail. The fifth plus x and the basis. Okay, so now we have created two cutout. These two cutout. So let's quickly create them also. I will create another word to see. By now. The molar process. In creating this that out, you can just pause the video and create the remaining cutout on your own. And I will just copy them. Always remember that if you weren't worried, if you've not moving, that means you are not in the vertices mode. For example, if I go to the face select mode by pressing tree, I cannot move it. I can move this. If you want to add between the control and then add a word. And let us keep it truly. Also, you don't have to be like really, I could add with dereferencing it. You then go along with your own preferences. So again, via 11 Philip disorders, he destroyed the Vn plus f to join them. And then now let us again bringing this above the LIGO so-called login. We need to create the cut-out compress seven or the top view. Select this small piece, then this local press tab, but I could press a to select them all. And FBD and life trajectories already connected to suppress anger. And now let's delete this piece and again, go into edit mode, 3, 4, face select mode. Okay, so the last shape that is remaining is it is very similar to a lake adding cn tracing complete shape out. What we can do is add a token, scale it down. With this. Make sure that it is matching this line. And move it to match it. Now does matter. But now what I will do is press Tab to go into edit mode, press one for more. Listed here. By pressing Delete and delete. Now let's select the vertices and join them by pressing F and press a to select everything. Then press F to fill in the face. And then again, those same steps bring this above this bigger circle. That is seven, or top view was killing the speed, the speed tab. To select everything and then delete the speed and 34 Face Select and legs. Okay, Now all of the cutout harden. So the next step is to beat. Let's first apply the skin estab to go into edit mode, but as a selectivity. And now press E and extrude this downward, I miss my spine. Okay, now that exists right click and mortar. And now you feel ready. We're shading as appeared in the data properties enable or to food in the normal fiction. Make this a habit of doing this to every object after you shade smooth, AnyObject enable auto smooth founder, give data property. Now, what I will do is I will add a bevel modifier. Oh, I think this one level is high and Enable harder than normal. So our second piece is done for seven. And I think this is enough for this lecture. In the next videos, we will create these boiler inside pieces when island. So thank you guys for watching even the next video. 4. Adding the Text: Hello, welcome to Chapter 3 of this course. So let's get started. In this chapter, leaving the pursed lips done on the team passed. Here. In this chapter we will be creating all these numbers and letters. Socket, pair shifting and add a text object. First, let's just hide both of them, select them both and press Enter a limb. Select this text object, press M, and move it to a new collection that memory text-only are now press 74 top view and press Tab to go into the edit. Delete this text and type 2 in this town listed here, according to the reference image. So the font that we will be using, a font that I have provided you ways in the course files only. File as the font. You just right-click on it and extract this here. And we need or anything, anything to this file from here. We just need to select this object. The object data properties in font. Regular. Open the font and to wherever the font was themed. Your course files. Now select this and font has appeared. The now just scale it up and magically the left intimate. Ok. Now it is not matching buffet lethal. The only thing that we need to do is indirect detection, increase the offset. So now it is, it is matching perfectly with the different image. And it is really not necessary to match it perfectly, but definitely we can just eyeball something. And now let's press Shift D to duplicate this layer, this here, press Tab and believed the two and rotate it by pressing R. And now scale this down. Again. Same thing, duplicate. Tab. Daesh type. Rotate this. Again. You can pause the video or this on your own reading properly. Because the all too much for this, for this one. And now it just fine. Now, again, I'm matching perfect living the defense does not matter that much. Further. Now all the numbers are then, just select them. First. I will press Alt H to bring hidden objects back, select them both, and move them down. Now, right now I, objects are three odd numbers are like Lin, Lin, legs flat. They're not ness to just select them all one by one. Eigenfunction. Discipline then hold shift and select. The last one is select them all. And now, if I change the extrude value from here, you see we can extrude. So now we cannot elect the 10 every number and then extrude them when violent. The shortcut for this is just hold Alt and then extrude. And then all of them will update to get it. So this is like a really handy shortcut whenever we need to change a property of all the objects that we have selected. So you just need to hold oil and then change the value of that property. Will hit Control zed. And again, I will hold and then extrude this. I think this is fine for me. This much I think. And let bring them down the G and then lead to move it under their doctor. All right, now, if I enable statistics, you can clearly see that these numbers are actually a lot of value on. So could decrease the number of polygons. We just need to agree that a delusion that we don't need such high resolution of 12. So again, hold Alt and decrease the resolution from all up for all of them. I think is fine. And actually there is no physical change from the alertly number 67 for the review text, this collection. And by making these numbers collect, select this, and duplicate this by shifting down the spam type 1630. Again, just like Finney, them on your own. Or if you want, you can even follow me. Duplicate 45 and then rotate. Shift or the tab. You can eat and then type T and repeat this. Hi. Also, one more thing that I wanted to mention it at this point, you all should have your file. And also one more thing that I want to mention is I will provide you with Blender file for each and every chapter. So if you are stuck on some chapter, you can easily follow from all the files that I've provided. Lake for every chapter there will be a separate blender file. I wanted to mention it. Again, I will mention this. I am rotating this x. Or if you weren't really precise, you can just type it here also. I prefer to do it by holding shift. I think numbers are done. Now let's do this. I've hidden it from here, so just enable this election. All of our objects are back. Let's check lens is the thickness is fine. I think this event is fine. So this much is enough for this lecture. Thank you for watching. Continue in the next chapter. 5. Adding Small Details to the Watch: Hello and welcome to Chapter 4. So let's start. In this chapter, we will be creating these small bars over here. Here. Before this, we won't be using the difference image because as you can see in the reference image data, a little bit slanted. So what? We don't want them to be slanted, decision them to be straight. We'll make them on our own without using that image. So the first thing that we need to do is we want this point to be at the center of the model. The center of the model would be the center of this big main piece. So why do we want this is because, for example, if I put this cursor point over here to change the location of the cursor point, we can just hold the Shift. And with the help of ray click, Shift and right-click, we can change the position of this course. So what this does is if I can use this for example here, and let's say I add a cube. So this q would be added over here with the origin being the cursor pointer. So that's why we want the cursor going to be at exactly the center of this model. So we can bring the bar over here, they're small but over here. So I could do that. First, Let's select this big piece. Go to Object, set origin and Jews or the intergenic tree. It goes all the way through the geometrics. They did not change. Now to change the position to exactly on this origin. And just press Shift and then select cursor to select which has been the cursor here. And now let's add a cube. And then you move it here. Let's toggle the mat, the scale within this map, this is the incentives. So I think this much we haven't rotated are so ours is completely straight. Bring this up on the zed axis to almost here. So now to create them all around in a circle and duplicate this one by one. But we will just use the spin tool for to use the pen tool, select this press Tab to go into the Edit mode, press a to select everything, and then select this spring too. Now, you can just rotate the cursor this way and they were all will be duplicated. So now without clicking anywhere in this menu in the angry type 360, because we want it to go all the way around in a circle, 360 degree angle. And now these steps mean number of fuel that will be added. So I think I will go with 16. And now I think this is fine. So just press Tab and come out of the edit mode and we are done. So this was pretty easy. Also, I will just select these all and bring them down a little bit. Also just select them all. Test Tab, press a to select everything. But as m, and then select by distance. We just need to make sure that there are not any overlapping objects remaining. After doing this. All of them get eliminated, suggests we need to collect them all in, then best m, then merge them all by distance. So now we need to create these small bars. These will reveal copy manually only to select, to select just one of them. I hovered over any of the bestseller, select that single piece, press Shift D to duplicate it. And let's just press P and then separate this from selection. So now these two are separate objects to enable X-ray. And let's just, okay now, one more thing that I want to tell you is if you now rotate this cube, and if you haven't tried to rotate it, you can see this is a rotating lake, not rotating from here. We've sorted the origin, but it's rotating from here, the origin is misplaced. So to solve this, just again go to Object Set Origin and origin symmetry. This will bring the origin here and now I can easily rotate it. So when they say and displace it here, heel is down according to their friends. And now let's just duplicate this. A lot of them so it won't take much time. Yes. All our than just come out of the X-ray mode and check if everything is looking. Okay. Part 2, we'll open. Just go here and just this witness for this object that we loaded, collect this one and the bottom hold shift, and select them all. So the first thing that I will do is post haven't joined them all. After selecting them all, press Control J to join them. And now let's bring them up. So let's select both of these objects and let them do the extra election. And I will continue the message text-only all of them together. This is the text collection. Let's name this collection to the main body collection. And now let's create the stops to add a cylinder rotated on the x less than x, and then type name b on the number pad down their spring this year. Inevitable X-ray Shift D to duplicate this, to scale it on the way. And let them both and move them. Below the flame. I'll imitate. Like shapes will enable artist move on here. When we join them, both of them both then. And now, I'll press Control a then apply the scale. And let's say that Devin, Devin, Devin enable harder than normal. Now to create the shape that is similar to the sodium. The spin doulas already selected, De-select, defend, collection. Let's move this up a little bit. The stop words. Also make sure your toggle exit is open. For example, if it is off, and I tried to select all of them, only, the half pipe would be selected and bottom hub will remain unselected. But if I have three neighbors, all of them will be selected. Let's move them up on the y-axis and a lot of them also. Okay, Now to create these kind of ship, it is very simple. Press 32, go into the fifth mode, old art, and collect this face loop. Now go into the Collect tab and choose this checker. As we'll alternate your selection. And now press I insect this. And then press Alt and extrude faces along normal. So this is really you peel them. For this bottom piece, I will add an edge loop here on the left side. For edge loops like this. Press three for the facility mode. Hold Alt and select this one and Shift and Alt. To select one edge loop, I just need to hold Alt and select this. If I need to select this edge loop, then hold Shift and then hold oil, and then click here to select them both. Now let's test it and then extrude faces along normal. On the right who are top screw is done. Let's create what are these cold hands of the clock. But I will just automatically disable everything and let only well-conducted centimeters. For this, I will just bring enough again to move the vertices, press one to go and delivered, collect MOD, place it here. And let me just do the same thing again. And spacing. Mm-hm. The one hand is then step two, what do they get more? Select them all and then press F to fill in. These two shapes are similar. So instead of creating this all over again, yes, select this shape. Press Shift D to duplicate this. Rotate this, and place it here. And we can do a little bit of clean up. And now look again, exclude them. If we don't do actually want to select default. So we'll just hold Alt and select the whole loop. Just hold Alt and click anywhere on this edge. Select this complete loop and presets to billet. Let's move it a little bit here. Okay? Now, this one is pretty easy. Just add a plane down. Press Tab. Collect Luneburg busy year. But then this one here. Now let's select this one and this one here. The staff to come out of their day ignored. And let's enable everything. And let's bring the top. Let's move. These officials are clashing. Not collect them both. That this control J to join them all. For a good view mode as a, to select everything and explore them. Alright, hang and move this. Now, these simple, let's either broken down according to lifting, press Tab doing drag ignored. Yes. Plus f two. Then plus i. And second the face still here. And let's press for the face select mode and delete. Duplicate this piece. An electric field is down, and let extrude them all. And at the same time, both of them, I relied a cylinder. Let's scale this cylinder down. Okay. I think I would collect them all the shapes more time that joined them on press Control J and then the label or the smoother. And let all fired up that will modify has enabled the scale. I'll apply the skill pest controller then applied. And it looks all right, I think this is enough for this lecture. We will continue from here in the next bill paying you for watching. See you next time. 6. Creating the Inside Pieces: Hello, welcome to Chapter 5. So let's start. In this chapter. We will be making the inside pieces. So first let's create this piece very similar to the things that we have done earlier. Just press Shift to add. Let's go to the vertices mode. You can also go from here to the vertex select mode. Just click here or press 12 or three, rest one. And now press a to select it. And then I will keep it around here. And now we will explore this along the lines of the blueprint. You might want to pause the video and just tried to do that on your own, because this is all we have been doing in the course flow. I think it should be pretty undisturbed by now. We just, we are distressing E and then extruding it or lower. You don't have to be lake daily accurate with the blueprint. You can just roughly follow the light. Because this pocket voyage was made by me only. I did not give Lake I did not think about the pieces that I was creating. I just created random shapes to make the inside of the watch look more realistic and complex. And I mean, I could also just fast forward all of this. I did not want to do it. I just want to keep it everything recorded in real time with no cuts that you can follow me from anywhere. So if you feel like this is very easy, boring for you, skip the part and do this dressing part on your own. Now as we won't be able to see the part beyond this file, we'll just do this because we won't be seeing what is we need. This does not matter. I will continue from here over here. And the inlet flow that looks like this one, this one and press F to join them. And that's a to select everything and then press F to fill the face. Now, let's select this piece, the one we just created right now. And select this reference image and press Slash to go into the isolation mode. And let's create this cutout. Again. Let's create a circle. Decrease the scale to match the size of the so-called Linda blueprint. And now prefab. And then press F to fill the face. Now Let's bring it a little bit up. Then the, the shape. Now again, we need to create the cut-out. The first select the smallest circle, then the shape. Press Tab to go into edit mode a to select everything. Then press F3 and type knife project. Now let's delete the small circle and press 32. Go into face select mode, the cut-out is created. Select this face, that's x and delete the face and are thus slash to go back to the normal view mode, Let's bring it almost here. And we weren't given thickness just yet. We will just first create all the insight pieces and then we will give it a thickness. Let's move it to a different election. Click on it, press M, new collection and move it. Let's name this collection inside VCs. Yeah, Let's move these two also to the inside only insight collection. And now what we will create pins. Let's make this circular piece, this one, the left side of the circle. Yes. Really hard to see right now. So I will just select this offense image press Slash to go into the isolation mode. And now let's fill this. According to the reference image. Okay, I think that could claim tab. And then filling the page, I save this and let's place it around here. And now press X and believe the face. Okay, now let's create the shape. Press Control and bringing the edge loop. The loop and bring this here. Now, again, let's exclude this. The Control R to bring in another words he in-between. And now let's join them. And now we're in big slips and then collecting this, this, this, this and this, and then press F to kill him the face. We can create the shape also. From this piece only. I'm enjoying them to come out of the isolation mode. Okay, Let us excludable call them, press Tab, and then just extrude them both downward. Like this. Select them both and move them. And our toast multiple auto AI enabled autos would hold both of them by holding Alt and then selecting Auto food to affect the property that we bought all the objects selected her lips MOOC for that. And let's create this big piece. Do that. What I will do, this is a late though. Let's add it here. And yes, it is tau claim. And wherever you cannot see the outline, just move it roughly. At the end of the day, no one would it be able to see below this part does not matter. And now let's join them. Stab, Select, select them all plus a, and then filling in the phase 2. Now, in this big BC euclid, all these small cut-out could do that for us. Let's bring this here. And now this one and the reference image press Slash to go into the isolation mode. And let's add another single word and place it here. And then again, trace the outline. If you want to follow this. And this will be the last one. Now select all these vertices you can see, and this icon will appear a new bin, just select this way. You don't want to select these fields because we have already filled the face for this one. And now to come out of this mode, just click, right-click to finish the selection. And now you can move. The normal way, Canopus F to fill all the phases come out of the X-ray mode. And let's bring it above this. And now we will create the cut-out. Select this piece, this piece press Tab, press a to select everything. Then F3 and my project. Now delete this object, select this piece plus 3, and then press X and then build a model of the isolation mode. And let's extrude this result. Polymorphism much. You can also increase or decrease the extrusion at a later point. N does not matter how much you extrude. Now let's create a few more pieces in this one. Press one for the word select mode. And again, extrude the institution process begin. Okay, now we really can't see the shapes with just roughly imagination and editing. And now there are no cut down on the top. And now this next less clear this piece. Okay, Now there's a hand filling the face. And one more thing that I wanted to tell you, Let's first move it up here. Okay. If there are two objects in a single leg, two meshes and a single object, and you want to select only one of them. Today the Event Hub could do it. First. Let's go into the face select mode, hovered on any of the phase for the object that you want to get selected and then press L. Then only this piece will be selected if I go over here and then press L, and only this one will be collected. Let's bring it a little bit. Yes. And now let's create the cutout. Being in a circle, decrease the size. A little bit of a read you that it is moving it. Above this piece. An APA 7, Eleven, this piece, this piece press Tab to select everything, then F3 and nitrogen. Now let's delete this piece, select this object or face select mode. And then the deceased. Now press a to select everything and again extrude it towards the bottom. Enable auto smooth. Let's add a bevel modifier to the scaling, decrease the level by a little bit. And they will harden normal shapes, mortar or ladder pieces. We didn't not by Tn. And now go here in Ember oil was this little bit and then enable it. I think most of the pieces are done, some are left. I think this one, this one. So we will continue from here in the next chapter. And then we will further create all the Nazgul 10 years. And then we will finish with the modelling and start with the extreme part. To thank you for watching. 7. More Inside Pieces: Hello and welcome to Chapter 6. So let's continue from where we left it by 7 or the top view. Let's enable X-ray. And first let's create this piece. Again, add the vertices. One for the word select mode listed here for now. And again, let's start tracing. I think this piece. And now let's clear the cutout. I had a silicon list this with this circle on the blueprint. Press a to select everything. And then after preliminary. And again you will create the cutout. We'll select this small circle first, make sure you are in the top view. Then tell him this small circle, then this piece or stab, select developing FP and life projector. Delete the smallest open. And let's delete this face now. Feet for the face select mode and giving best tab again. And let's extrude this receivable, select everything, and then extrude this word at the bottom. Let's also add a piece at the center. So I will add a cylinder. You can listen and they're down to this much. I think. If the cylinder head, I will press Tab to go to get more briskly for Face Select polygamy, stop this and let's inspect this and bring this year. And now I will shade smooth this and enable auto smoke, shade smooth default fill and enable auto smooth. Now what we can create some of these, the left had another DC, but S1 for the word select mode. Let's place this here. Join them, collect single vertices, and then duplicate this. And let's clear this again and again. Select everything and press F in the face in the supinator top and press Tab. Everything is selected. Press E to extrude. I will just select this, these briskly slash for isolation mode. Only select this face. And I will bring this up here at the top. And also press L to select this piece only and move it a little trickier. Okay, the knowledge shoots mood this and enable or the motor. Now, we can start by putting all these nuts and bolts that are all over the watch. Let's first create this big rent. So data, very easy way of adding balls in blender. You can go to the Edit Preferences and in the add-ons tab. Bolt factory. If this is not enabled, just enable this bolt factory add-on. And now when you press shifting, you can see a board option here to just add this vault. And you see automatically we have a very well-made goal. We don't have two more than that from the start. Now let's just scale this down for seven and now rotated on the x axis by 90 degree my a minus 90. And let's select Bold and select this image and press Slash for the isolation mode. And now let's scale according to the kidneys is finite. Slash to come out of the isolation mode. Let's bring this up here at the top. And also move. We have to move this piece, suppress L2 only select this piece and move it up here. Okay, now let's create all these nuts here. So let's add another bolder. And now we can also customize these bowls a lot. For example, you can go here. First, we can choose a bolt or a NAK. If you want to create this kind of thing. We choose bold and there are also a lot of different type of shape, shapes like this one or this one. And we can also choose this type of if you want to create a cut in the mold. So I will choose none here, and I will choose dome for this type of bolts that I will be using on the pocket watch over here. But the first thing that I will do is press Slash to go to the isolation mode, and then press three, press Tab to go into the Edit mode. Enable X-ray, maybe not this one. And then hold oil and select this edge loop over yet. Press X and delete the vertices. Again, Philip descending loop, press, delete this. This way. In this part is remaining. Okay, now we will delete this completely. The bottom part, the bottom part press L, and then deleted. Why I'm doing this? Because this is a really good extra geometry. We don't really need it because no one would be able to see that bottom part. So now select this Luke by holding Alt and select this loop and press F, the face. So now I can place it easily. Let's play this over here. Bring this up here. And now you can understand what I'm saying. No, and we'll be able to see that bottom part. So that's why I deleted that. Now we can duplicate this, maybe selective bolt again and duplicate it over here. This one. There's duplicate this one. Press Slash again. And let's delete again the bottom part, this tab to go into the Edit mode. And let's select this loop, maybe less X and delete the vertices. Now both of them are disconnected. So hovered over the bottom part, press L, and delete the vertices. Now let's fill in this phase. Rotate this on the x. First, let's change the origin, go to objects or the origin to the antigenic drift. And now rotated on the X-Y 90, the slash to come out of isolation mode. Top here. And now let's place this over a year. Maybe one over here. This piece. Okay, we forgot to create one cutout over here. Let's eliminate this piece. Had a circle down enable X-ray list is here. This tab and filling the faith by pressing F. Bring this up here at the top. Now, select this small circle, then this piece press tab, and select everything three and nitrogen. Let's delete this circle. Take this piece to isolation. Okay, Now the thing is actually we have already extruded this. What we can do is we can easily just select this bottom face, press X, and delete the vertices, and delete this set also. Select everything and now extrude this again. Because it was not a 2D shape anymore. Why we had to do this again. And now you'll be blade like doorway here. And let's get this over here. Let's add a bold again, and let change this to enable X-ray and let's place it over here. Are there anymore? For now I take this bottom over here. And this one here at the bottom. Make shouldnt not be playing this in the air. Now, let's create the circular shapes. Support this. I will just copy this one. Go for right now. These appreciates the dispersed tab over it, over the medulla. Then press L to select it should be. Or maybe I'll just copy the outline. Press L to select this press Shift D to duplicate, and then press B to separate the selection. First, let's change the origin. Or you could you like actually selected both of them. And now let's scale this. Duplicate this, and place this here. And now I will do pick all of them because DAG. Now let's move them to the bottom here. Align them with the goals and also alerted to be given piece over here. Again, press tab for the object mode. Select this one, and you get one more diamond. 11, both of them listed here. Okay, we all forgot to create this piece over here. So let's put up here creating, making them all of them. A single object was a bad idea to just press Tab, press a to select everything, then press B, and then separate by loose box. This will be a separate object for each one of them so that I can select them both. I can join these two and then bring them over here. And let's select these two over here. And we'll bring this up here. Before we begin this, my Shift D. And then let's also do that. So I think I'm modeling, typing to come along. Let's see, missing something, any of the gold pieces. Okay. Um, this is at the bottom. And this too is like basically all about your percentile you want you really don't have to follow me to go to 12. Maybe I can call you and here too. And yes. Duplicate this one and rotate it 90 degrees and lift this heel. Good. Okay. Through an API head, I really believed the speed and let's bring this one only here, also. Scale this up. Here. Let's also place a MacDowell here. And here. This piece. Right now let's check what I need on deck is remaining. If I did not clear, I will create a different piece for here, maybe over here. The, I think this is enough for this lecture. In the next one we will add all the remaining gears, and let's add a neck over here. Did you make three and scale this down? Okay. Yeah. Okay. I think I'm done now too in the next one and recreate all the remaining years and some of these pieces and finish with the modeling part in the next video. Thank you for watching. I'll see you in the next run. 8. Adding the Gears: Hello and welcome to Chapter 7. So in this video we will finish with the modeling portion of this topic watch. So the only things that are left to model these gears and some of these inside parts. Let's start by creating these years for making these very, very simple in Blender, there is already a pre-installed codon. So go to Edit Preferences, IPL extra, and this extra objects will appear. So we just need to enable this Add mesh extra objects. We don't really need this one, article one. So just enable add mesh, extra objects. And now when you press Shift a, you will see all these options here and here it is. So Justin. So as there are a lot of objects in our scene right now, so I will isolate this df and this reference image we're pressing slash so I can work with. So the first thing that I will do is create this big gear. So I will first match, match this line with this length. Scale is correct. Then later on we will increase or decrease the number of feet. Okay, Now I think this is actually, it really does not matter how it does. Can place it according to your own style. For now, we will increase the number of these teeth and other settings to just to change the settings after you have changed the lake scale or created object, we just need to right-click on it and select gene here. And now we will increase the number of 35, lake 14. Yeah. So now one more thing. These are uneconomic flatter. So if you want them to be a flat legs, just decrease the pressure angle and they will become like this. Alright, so this one is done. Let's duplicate this one and just scale this and we will use the sun for the smaller gear. This fits perfectly. We don't really need to make any changes. So again, duplicate this and it's first match with the scale. Okay? Now again, right-click chain here. And let's decrease the number of T. Something like this, maybe in this. And let's increase the pressure angle to make it work this way. Also, we can rotate it if you want to. Now let's press Slash to go out of the isolation mode. Let's select them all and bring them here. This one will go below this. And Let's duplicate this. Bring it up here. And maybe I'll maybe every duplicate this one and place it here. Now. I'm just moving on based on my Instagram not making any. You can add a media or add as many objects as you want. It's really up to you now. Maybe I will add one more here. And another thing that we can do is we can copy these and place them here maybe. Just to give a little bit more detail. And if it does not work or we can delete it later on, it does not matter. I copy this one piece and maybe keep it here. Let's bring it down. I just want to make the rocket was look like complex form. Someone sees this complex machinery to me again As a to select everything and then I blessing and all called D to duplicate and ellipse is going on. I think I by mistake select period. Come on. Yes. Now defined, I wanted to delete this huge radius. The radius and now decrease the scale. You cannot really change the radius often the experience something like this. Yes, this is fine. It's more deaths and also enable auto food and gear down and beat this game. We can also decrease the number of adding. You can have it any way you like. It really depends on your preference. But I think I will have. Now the modelling of the pocket, what is complete? I don't really want to add more things. You can go ahead and add as many inside objects you like. You can create even more pieces with intricate modelling to make it look better. Now what I would do is I will create a glass piece for discovery for the color of this pocket watch. So Grb2 jack, select this main piece, press Tab to go into edit mode. And let's select this outer edge loop to hold oil. And select this outer edge x2. Press Shift D to duplicate this. Right click to place it in that same location only, and then press B to separate the selection. So now these are two separate objects. So now what I will do is I'll stab and then fill in the face. So now the slash to go into the Edit mode, authorities who go into isolation mode, press Tab. Now plus I said that the phase in seconds like this, people in certain, in taking this for a while. Something like this. And now what I will do is, as it is right now, just a plain. So I will give you solidify modifier. Place it on the top. And now what I will do is press 32, go into the right view, press Tab, going to the face select mode and celebrities, middle phase three and then enable this. This is proportional editing toward this will do is Lake for example, if I move this single phase, all of the nearby pieces will also move depending on this. So you can increase or decrease the size of this circle by moving your scroll wheel. Like this is really helpful if I close this, you can see I'm just moving a single phase. If I enable this and moving all of them together based on this so-called size. So what I will do is make sure instead of smooth deselect sphere. And now you will see why if I now press G to move this and then presented to lock it on the z-axis and increase the size of the circle. And make it something like this. To give it like a shape of a curved glass. Yes, I think this is fine for a slash to come out of the edit mode. And let's scale it a little bit and bring this entrepreneurial talent. All right, I think this is good enough. Let's shade smooth. And our glasses done. Let's select this object layer, press F2, and in this last H to hide this and you can see all of it instead of just if you press Alt H, it will come back. So in the next chapter, we will finish with the UV unwrapping of this and we will export this model to Substance Painter. I'm modeling phase is complete. You can add most of his murder, I think from my side You didn't tell us watching. I'll see you in the next one. 9. UV Unwrapping and exporting to Painter: Hello, welcome to Chapter 8. So in this chapter we will finish with the modeling part of pocket watch and UV, unwrap a model and then export our model to substance painter. Let's start. The first thing that I will do is I will organize Scene Collection a little bit. So first, select this glass, this press M, and then new collection. And let's move it to a new collection named glass. Hide this section for now. So you need to just clear your scintillation as I have created my renewed three main collection, main body text and entailed pieces. So we'll hide them all for now, and I will show you them when bourbon. So first, the main body, when they should have only three pieces. This piece, this piece, and this piece. So if for example, your, these three objects are out of this main body collection or you have not created one. So just select all these three. Press M on your keyboard and then select main body. Or if you've not created, just select new collection and name this, select main body. And now I will hide these three for text. Select all these texts and these bars. And then select them all. And then you can move it to the text collection. After you have done these two and the glass one, you can just hide everything and the remaining pieces you can move it to inside. For example, if you have some pieces this way that are not in the insight visits collection, they're outside like this. So just press I mean, you can either press a to select everything, then press M and move it to inside pieces are another thing that you can do is just select from here, holding Shift and just drag and drop and do inside pieces. So let's bring everything back. So make sure you have everything set up like me, mean mouldy should have three pieces. These three. And then the text then come to entailed pieces. And the last one is glass. This shouldn't be a single piece only. Okay? I will hide the reference images. We don't need them anymore. So now what I'm going to do is I'm going to apply my modifier. So what I mean by applying modifiers it, I will explain with examples. For example, we have this glass piece. So you can see here we have the solidify modifier. They will add subdivisions. If I change the value of the solidify modifier, you can very well see the value or the thickness of this glass material. The thickness of the glass model increases or decreases according to the value of the solidify modifier. But if I go ahead and apply all the modifiers, come here. And now I cannot make any changes to this model. So make sure before you apply all the modifiers, this I'm pressing Control Z to bring them back. Because when you apply all the modifiers, you cannot make any changes to the property, to your model. So you cannot make any changes to the model except like going in and editing by selecting faces, edges or vertices that you can do after applying more difficult also to what I will suggest you guys is that create a copy of your blender file. So that been filed should have all the modifiers, not a plate like one file should have in which none of the modifiers are applied. And the another file which you will be working right now, which has all the modifiers applied. So even if something goes wrong for us, you can just go back to your old file and start working from there again. So you can just press Control Shift S and save your file with another name for. It has like all the modifiers applied. So what I will do is I will press a and apply all modifier. If you want to apply modifiers of just one single object, you can select it and go here and apply this. But you wanted to apply modifiers of every object in the scene. You just press a to select everything. Okay, We forgot the text is not enable, enable text also. Just leave reference images. So now press a to select everything. Press F3 and then type convert. And now we will select this convert to mesh. Now you can see no modifiers that appearing in the Modify tab for any of the object. So all the modifiers are applied. So now let's start by UV unwrapping. So what I will do is I will just go here in the corner and do this to bring another window. And now I will go on this icon and select uvea, get a, this will bring the UV editor tab. And we will study, if you want to delete one of these window, just select here and go like this, and this will become a win-win. Don't delete if you want to do this. If you wanted to create curb and full window back. And if you want to divide, just go to the corner. Bring when mode. We'll select UV editor and let's start by UV. Unwrapping are yet. So let's hide everything except the main body. We will UV unwrap one-by-one in terms of collections only. So first I will unwrap this main body. So press a and press Control a and apply the scale. Never forget to apply the skill before. Before unwrapping you of any object. So now I will press Tab, press a to select everything, select New and then smart UV project. Also enable distinct. What distinguishes if I select some piece of vertices, yet, those vertices will be selected here also, if I press a to select everything, everything is selected here. This rich. There's a to select everything. Go into resection, average island scale and then back island. So like this will be our small procedure to unwrap. So you've either done for these three, you can disable them. Now enabled text, press a to select everything, press Control a and apply the skin press Tab to go into edit mode. Press a to select everything. Then you end smartly reject. Again, have this island scale and also back islands. Now again, there's higher this and bring back the entire pieces. Press a to select everything. Was tab of 31st, I need to apply the scale, Control a and apply the scale. Then press a to select everything and you then smart UV project, average island scale, and then back islands. So also we will apply and read the use of glass. Apply the scale, select everything and reject. All right, so now from here, just move your mouse to the left to make this too when we're lonely. And now what I will do is, sorry guys. I will assign materials to this according to collections only, hide everything. Select any of the pieces. We go here. Click on New. And let's name this material main piece. Now to give this material to all three, One thing that we can do is we can go from here and select main piece. But I will tell you a better, a better method. So first, select this piece only make sure to select the piece you have given the material do then plus a, and then press Control L and then link materials. So now as you can see, all three of them have the same material. Now let's hire this, enable Text. Select this, add a new material and name this text. Again, press a while selecting, and these are the active object, press Control L. And then link materials. Now all of them have the materials. Again for inside pieces. Select flex, select this piece. And inside pieces. Again, I select this piece and press a Control L and then link equity deals. For this single object, we can just give this glass. And now let's bring back everything. And now we will export our model to Substance Painter. So before we export anything from blender to any other software package, you must make sure that we need to check one thing that is face orientation. So if you go here and enabled face orientation, you can see that everything right now is blue. Blue means everything is correct. All the normals are placed correctly. We do not need to make any king is, but we also need to check the inside pieces in the text. Let's hide the glass objective. And you can clearly see everything is red inside here too. This means all of the normals are flipped for these pieces. And we need to make sure that everything comes back to blue, because blue means the normals are correct. So first let's select this big piece, West tab, this a to select everything and then press Shift N. The shift works, you have ten. Does it recalculates normal and correct them for all the red objects? Redshift him while selecting them for, select them. Stabbed would edit mode, press a to select everything and then shift then. Well, I will quickly select all of the red objects together only. Press Tab, press Shift M. And now select this, this, this, this, this. I'm selecting as many red objects as I can. Then press Tab, press a to select everything and press Shift M. And the normal will be the calculator. Most of the pieces are done. And this two. So it's against the earth can see there are some red pieces. We can see what this is. Let's select all the gear. Yes. Yes, This is all luggage. And this one, the slash. And you can clearly see these are hollow. So if you want, we can fill in these. We can fill in the hollow spaces to make them blue or lower. So let's do that. First, select this piece plus tab into edit mode. You can turn off the face orientation for now. Press one to go into the edge. Select mode, hold Alt, and select this loop and hold Shift and Alt to select the second loop. Then press Control E and then rigid. You can also press F. Okay, No, I'm sorry. This is the thing that we can do. So now what we can do is press Tab to go into edit mode. All this lake, select this edge loop while holding Alt. Then hold Alt and Shift and select this loop, then Control E and then bridge edge loops. This will fill in the space. Also, make sure to shade smooth and enable auto smooth. Could you do it for all? All the gears are done now and now if I press Slash to come out of isolation mode, and then again, enable face orientation. Now you can easily see all of the red objects are not there, everything is blue. That means all our normals are correct. If you want to know what would happen if we exported model with these red Normal Flip doubt or with the lead objects, what will happen if we export out these red object? So what will happen is that when we export these to substance painter, we won't be able to see them because all the normal would be flipped inside out. So either these will look like very weird or they would appear at all. They will, they will get invisible. So it is really necessary that p.sit turn all these two blue. So now this Alt H to bring this back. And now let's export everything. What I will do is I will disable glass because I will not be exporting glass to Substance Painter. I just export these three. We will create the glass material in Blender only to press a, to select everything. Make sure you press a and then go to export. And then FBX and Operator Presets select substance. Okay. I'm sure you you don't have substances operator presets. You can create a operator presets by clicking on the plus sign and then name it Substance. Make sure in that operator presets, you have enabled selected objects and mesh work. Okay, I didn't go to the operator default. And what do you need to do is just select this selected objects and then click on Mesh. And now click on this plus icon and name this substance so that anytime you export this, export any modern from blender to substance, you can just go to Operator Presets and select substance so that you don't have to make any further seconds. So now I will name this as pocket watch. And let's explore this here only. And now let's open substance painter. Vietnam new project in the pile will select and head over to Export. Export to your model elects pocket watch. And let's open it and then click on. Okay. Now we have an edit field to load 3D scene. Let's re-exported. Maybe we'd get something wrong. Select everything by pressing a go to Export, FBX, elected objects, mesh or telex substance. Click here only and re-export this. Let's go back to substance again. Go to New and open this. Okay, now it must be some kind of editing. So now you can clearly see we have some kind of artifact going on over here. If I spin able temporal aliasing. This main piece seems very weird. So to correct this, what we can do is let's first go back to Blender. Select this piece, and let's give it the wicked normal modifier. Most probably this will solve our issues. If you have any kind of like normal issues, like shading issues, you can always apply the normal modifier and it will solve most of them. Let's say up to this funnel. So I think this one can also cause issues. Because this piece we're looking at over here, let's check for more pieces. If any of them look this one too. And now press a to select everything and press F3, then convert to mesh, because we need to apply all those modifiers that we just gave them. And now let's again export this. Brings, create a new project and bring this again. And you can see the shading artifacts are still there. This one was solved, and this one was also solved, but this one is still here. There is another thing that we can do. This piece. Press a to select everything, and then press Control T to triangulate this. Again, triangulate this, and then press Alt to reduce some of the triangulations. You can also do this if there's still some issues that persist. You can also get a normal to this piece. Apply this from here. And let's press a to select everything again. And now let's explore this. Let's hope this works. This works correctly. Okay, Now that now you can clearly see that all of our shading issues are gone. I don't think there are any left remaining issues in a model. Everything looks perfectly fine. So in the next chapter we will first start with baking the mesh maps, and then further we will start texturing our model to thank you guys for watching. We'll continue from here in the next chapter. 10. Texturing the Pocketwatch: Hello and welcome to Chapter 9. So one thing that I forgot to do with, as you remember, we selected all these geared and we failed Ollie, all of these faces for them. So the thing that you could do is report to UV, unwrap them again. As we created more geometry, we need to UV unwrap this once again. So let me show you. First, let's turn off everything except the inside pieces because we just need to UV unwrap them again. Then go to the UV Editing Tab. Press a to select everything, and then press tab in the edit mode. And now you can clearly see there are many overlapping UV. Because of those, because of these faces that we created in all of the gears. So we just need to UV unwrap everything again, press a to select everything new and then Marty reproject. And now just average island of kale and track islands. But I think this will be the last thing that we export our model. Let's turn everything back on. Press a to select everything and Export. As in VX. Collect substance. These two settings. This booklet module leader will replace this linda new export. And now let's open up Substance Painter. Also add one more thing. If you don't have substance painter, you can just get the student license, which which will get you one year of real substance painter. If you have a student college ID or a school ID, if you're studying so you can easily get Substance Painter if you don't have it. Or you can work with the 30 day trial. For now. I will click here and this pocket watch. And let's open this up. I'm pretty sure everything is correct. Now, this usually happens when we keep on going back and forth with substance and blender for a few times to get everything correct. So now let's start by making our Mishnah right now as you can see, we cannot even see our numbers properly. But when we bake our best snap, everything would be much better. For the making of mesh maps is first thing that we do before starting in, exiting and leptons painter, you can just go into the texture sex setting and go over yet to bake basemap. In this window is not appearing. You can go here to Window and textures exiting the select basemap. This is that a solution of the mesh map. Usually said you could too. But if your PC is low and you can set it to 0 too good. But I would recommend rendering this as 2048. Enable this, this. And we will add endianness into eight by eight. If again your computer with low spec, then put this at low number. Also lead. Disable this ID map because you're not using IMAP. Rest, everything would remain the same. We don't need to do any more changes. The default settings are pretty good. So now just makes elliptic texture. Now where this would take a little bit while, I will skip the video here, and I will see you in all the labs are done already by now, everything is done and you can now see everything is much more visible and already it is better looking. So now go here over could display settings and let's enable temporary anti-aliasing. This will, if you can see all the jagged edges, it will remove all the jaggedy and Daggett edit and make our model. So now, let's start with the main piece. Let's delete this layer. You can select the layer and delete it from here. So I want to make this a gold colored pocket watch. So I will go here in materials and type hell gold. Most of the materials that we want to create are already given in substance painter that for it really excelling in subsequent. Ok. Now, we don't want this middle piece to have this role materials for 2D. Hold it from here, we just need to go. This is the geometry math is right-click and click Exclude all. So now you can pee, it is removed from everywhere. Now I can click on this again. And whichever objects now I select on those objects, the whole material would appear. Alright? So for this middle VCE. Anybody? But I feel like this material is the best. You're going to go into your mark materials section and type marble. And this marble find material is drag and drop this year. And again, I will exclude everything and click on this. Now. Right now we're only adding the base materials. Afterwards we will add more layers over this leg, the roughness layer, then the dirt layer and added layer of an outlet forward would take step. This will be very simple, we just need to be black. So let's create a new layer. And the color to a dark color. We want this to be a little bit rough. So let's prepare a zero-point to open this notifying for this now, related item contains maybe. Now let go over to the entire pieces and put these. You can go here in the third section and type Bruno. And this material would appear. So I will use this material for inside piece. Okay, now I don't want all of these pieces to be this bronze material. Let's add another layer. Or maybe we can just copy this layer, text layer. Let's name it. Copy this by Control C and in inside pieces. Press control V, paste control V. Now, bring this at the top and now right-click and exclude all. And I want the hands of the clock to be of this black material and all. Oh, let me know. Okay. One thing that I wanted to tell you, this thing, this mass that we are right now using geometry Maslow, if I want maybe to put this, to give these hands of luck all over the black material, I can do that. But if you want like only this one hand to get the black material or this one circle in the middle, one cylinder in the middle, it'll get the Blackfeet. It is not possible with this geometry model. So we can do it with another method. So we will just right-click over here and collect include all we are not using geometry model. What we will do is we will instead ADA go here to select this layer, go here and add a black mask. And now the black mask, if you're worked with Photoshop, you would understand how masks work. How a mask work. Black kilometer, we have failed everything right now the blacks through that mean, this whole layer is invisible. For example, if I add a black mask to this grown dharma, everything become invisible. But now, if I go into this black mass, select this black mask and try painting with white, you can see this black material is appearing. So simply put, when we add a black mask, everything becomes invisible. But if you paint over with the bite, then those particles start to become visible again with that particular material. So I want these hands of growth to be white. So I will select this tool. This tool, this is specifically used for this purpose only. So if you see, if I select one phase only when you see the cell appeared with black material. So this is what we want. But we want this full selling debt in Madrid to get the black material. So we can now just go around and start with clicking every single face. What we can do is go from here, this is the face select mode and go into the mesh fill mode. Now if I click on this one, only black material. If I click this one, this one, and this one, sorry. These are ordinary black color for this is what I wanted. So you can see how handy it is to live. So again, I will give more variation to this. I will add a different color for these nuts and bolts. Let's type here island. And bringing this item four. These are all of these are smart material because we'd big that mesh that play. These are working correctly. If you did not make our mesh map, these would have not worked in this way. Now again, I would add a black mask. And now let's start selecting all the next piece is negative on to give the desired in Meridian. Again, this is solely based on your hand. If you go into learning this material, if you aren't something in some different body and you can choose that from here. You can search in the materials tab. We'll make this be thoughtful item. If you want, if you feel like you're done something wrong and you want to if you want to remove the iron material from some of the pieces, you need to just select this mask. And while selecting this, to turn this from white to black. And now if I click on any of that material, it would disappear. It would disappear and the bones material would appear again. So black means again, we'll invite me visible tag this. And we want to remove the blank. The shortcut for this is x plus x on the BOT-2, like switch between black and white by putting some white only and correct some other. So I think this might be fine to give this a variation. So now I will again select the main big piece. And let's start by adding some dirt to this. But could add dirt, what we can do it create a new layer, gives the cell the early black color. Again, add a black mask. And now we need to go into the Smart Mask section. So this will help us giving this dirt lake to make this look realistic. So just grab this dashed occlusions, mark mask and drag and drop over here. And now if I disable this layer, you can clearly see how much they sell given all of these dust on the closed spaces. And even here also, you can clearly see. So if I go here, click on this and select dirt. The property for the generator would open up and also you can increase or decrease the dirt level. From here. There are many other setting goals for like engineering and degrees of contrast and many more. This is the grungy amount. This would increase like if you can see here the dirt over here. But I don't want this much here to here. And the dirt level a little bit. Okay, I think this already looks so much better. So now what I will do is I would select this gold pure material and let's change its color and make it a little darker. And also a little bit. All right guys. So now what we can do is let's add some, let's add some roughness radiation. So to add roughness Venetian, what we can do is let's add another layer. Let's name this dirt for us. Also again, I will reduce the amount of investment related, I guess. All right, Now let's add roughness iodide. Let's add another layer. So as you can see right now, we have kilohm Bechtel, roughness, normal and height, all the channels enabled. We don't want all of these channels, we only want the roughness channel. You can disable all of them. And if you see if I increase or decrease, disrupt many guinea leasing, how we are manipulating the roughneck of the complete model. But it said that beautifying one for now. And what I will do it again, I will add a black moth. First, let's name this roughness mediation. And now let's add a fill layer to this and emits fill layer type in brunch. You grunge maps are all these texture map like dirt texture map, which can give a lot of variation to your model. This one. And now if you click here and increase or decrease that off, Let's put it here. And first we can select the range map and let's change your settings a little bit. But I don't know if you can see this has clearly affected our model a lot. Earlier. Soap is when looking very smooth, but now with the dotnet, I didn't looking like there is enough next variation. We can also collect tribesmen, a prediction from here. And let's increase or decrease the scale. To see what fits us. I will public I've been only increase the value of this modifying. I think. You can see how much elastic this already looks. If I disable all these layer against the how, this is looking very flat and looking very unrealistic. But if I enable both of the layer, it already looks so much better. So now what I will do is I will add some height information. So let's add another layer. Let's name it. We will only live in the height channel for this. And let's add again a black mask, a fill. And this fill layer, we will add them scratches. You see no scratches. And the reason I'm dizzy, the height invoice the leg. If I increase the degree of you can even if we scratch it but we don't want it to be the strong negative or 0 of view. You want it to be really subtle and not very harsh. Okay? Also I want all of this height information to just appear on this gold gold part and not on this marble back. So I will just do it this way so that I can easily see the now can do that to isolate this onto the only the gold part, what I will do is I will add another folder. Let's put this in the folder. Let's name this folder gold height info. And now again select the geometry might exclude everything. And you see all the height information has gone like this. And now select the gold part. And now the only appear, appears under the, again not heard this two negative 10101 or maybe a little bit more negative or 0.02. And this is what I get. Now again, Glenn, and lets you can increase or decrease the balance. And the lake looks much, much better now, when done. Scratchy than the height information. Legs increase with Scratch painting so that they become a little bit smaller. Okay, one more thing that we can do it if you want to add some more height effects, we can add another fill layer. And fill layer. Let's type in 0 and we will add the branch manager 0 15. You can see it has given a bumpy, bumpy texture all over this gold material, but now all of our scratches have disappeared. So now to make our scratches work again, you just need to go in then in this portion. And from normal, select Linear Dodge, Add not-too-distant, sorry, this one, we need to add Linear Dodge. And now you can see all of her scratches or appeared. But again, we don't want the effect to be the strong. Though you can from here and go to base color, from base color to go to height. Decrease. This a 100 to something like 50. This is like the opacity of every layer because we are only working in the height channel for this conductor, I needed to change it to. If I, for example, want to change them, reduce the opacity of the base color, then I need to go to the base color in if I reduce your ANP the base color and disappear. So I will end base color only. I think this is fine. All right, let's go to the textbook. And what I can do is let's add another layer of dead white color only, name it. Let's add a black mask. And in the smart mass section, Let's edges blur mark. With this had made this completely right. I do not motivate. I just wanted to be like the second whatever, decrease the opacity from here. Just enabled roughness. If you want to select only one channel, you can hold Alt and then click on that single channel and all of them would disappear and that channel will remain. Let's add firstname into roughness. I had a black mask, the philia. And let you use one of the integrand map only lets you this one. So it is really not reliable, I know. But still we did this because for the sake of it already, if you weren't all these smart mass, they already have these dirt edge damage the surface detail. Like for example, if I turn these off from here, you can clearly see that's why they are called smart materials because they have been already aggregate all these layer if you want, they're basically the same thing that we did earlier. The dirt is again that one on the dirt mosque. The sulfate details. I went over these again, these mass and it is also one of these edges mosque. This is really similar. If you want, you can delete. The layer, can try to do this again. But I think for this insight pieces texture, I won't add any PR now. I think this is looking really nice. What I want to tell you one more thing is, let's go back to the main piece. And if you want, you can leave the quality of your texture from here. And right now we're currently working at one key only if I increase this. You can clearly see how much accurate at scratches are now. Okay, now that I look at it, our scratches are looking too much. So I will go back to the layer, collect height and let's decrease the scratches also. Use something like 15. Okay? So now another thing that you guys can do it if you want to remove just one of these scratching. For example, I remove I want to remove this huge crack, but I don't want to remove the rest of them. So what I will do is I will select this height layer. Go ahead, add effect and add a paint layer to this only. Now if I go back to my brush and I start painting, you can easily see I have the move that one particular scratch. But I actually don't want to do this. I just wanted to show it. Make sure you are painting invite or even in black. A does not matter. Either way, it would remove it. So what I want to show, another thing that I want to show you, let's add out outside of this folder, Let's add another paint layer. So the paint layer of paint layer work different from tree layer. Right now. We have been only adding two layers. So the difference between a paint layer and a fill layer. Let me show you. For example, this is a fill layer. If I change the color of this cilia right now you can easily see the effect appearing here. And at any point of time, if I change the color at any of the or any of the properties of the fill layer. And they will show up in the model. But a paint layer that's different. For example, if I select this paint layer right now, is that white color? Let's paint something too just to show. First painted white over here. And now I will go here and change the white color to red. You see the white color as the main light and it does not change to red. And now ocher paint red, you can see red color disappearing. So this is the difference between a paint layer and fill it. The paint layer does not retain information. You can create any number of paint strokes with all with different properties, but you cannot do this with Philip fill. Fill layer has one same property for all of it. If you change those properties like the color or roughness or metallic anything, they will show up that a clean the module. Okay, and now let's undo the paint layer. And now I worked, I wanted to show you is, let's name this extra scratches or something. I want to paint some more strategies. But example, I will disable everything except the height channel. Again, let's take it to negative or 0.01. And now if you go here in the, yeah, you can maybe go into brushes. These are all of these custom brushes. So for example, I said I've got some brushes and I start painting. You can easily see, or maybe you can not. I will just increase the high defect. You see, again, paint a height info easily with the paint layer. You can create them very good custom fields. So this is what we will do. Let's set this to again, negative or 0.2 maybe for now. Let's see. You can add some of this hair, maybe add some of this here. To give it a little bit of more effective. Let's search for some more brushes. In the Alpha section. The Alpha section you can, there are also lots of cool alphas you can use to create this righteous and search for a burn. Did not there I guess. This one only rash much would work fine. I guess. Not really that good. I remember having my alpha with the bond market hunting, but I guess I don't have it. Selects work with brushes only. Had dirty brush to create some high detail. This way you can create like a very custom looping detail. You don't have to rely completely on Mars. Also, if you want, you can Lake the Alpha. Let me show you. Let's select this Alpha. And instead of height, I will select color also. Now I can paint in this vein, come stickers or something. It is not good for this model, might look for some other model. Now also you might add that if I'm painting it exactly here by a digit operating income different position. Two, the reason for this is these Eutelsat on the GTR, what did they add? A bit of randomness to do your stroke. If I decrease all of them to 0. All of these position angle fluent side. If I painted here, be it exactly neck tamed eduction. Alright. What I would do is I will hide info. I will decrease the height input to name it. I'll maybe 35. And for this also extra stretch it to let go to the height section and degrees to 15. I distribute to show you well, I really don't want it so much strong in my model. So now I think everything is done. So I think this is it for this chapter. In the next chapter, what we do is we will export all our textures. And then we will take our model to blend it. And we will learn that it will add HDRI and ultimately the great creator glass material. To thank you for watching, I'll see you in the next one. Also, make sure to save your project. Let's hit Control S and David, I've already created, I will distribute glaze, this one. Okay. So thank you for watching. I'll see you next time. 11. Exporting and Rendering in Blender: Hello and welcome to our last chapter. So in this chapter we will export our textures and then we will render them out in Blender. Everything our modelling texture though, let's start. First thing that I want to do is let's select this main piece. And for this gold color, I want to decrease its saturation of it. So this is the saturation line. So I will decrease it to maybe 56. I think. This looks fine doing but, but this totally a preference thing. Because we want you can turn this down or you can maybe live with their only. So now everything is done in texturing part. So now I will export all these textures. So to export them less control shift and E. Now let's tackle all these properties. First, the output directory. I will select this and let's export this to my tutorial files. I will create a new texture folder. These textured would also be provided to you in the resources file. So let's export them here you can choose any place you want. Now, the thing is output template. The next thing is output Template. This is the most important one. Substance for wide lake. Various different output template for different programs. For example, Lake for Unreal unity. But it does not have a one-foot link that I have created one on my own for blended in cycle. But if you're using it for the first time, you must not have it. Let me teach you how to create them. Go over to output templates. The leg, this one, PBR, metallic roughness and right-click and duplicate this. And let's rename this to you can rename it to blend that. I already have a blender and a blender. Maybe I will delete them. Move. There I have now this one. Let's delete this. And also I will duplicate this one, PBL, metallic roughness, and now I will name it Blender. Ok. Now the only thing, one thing that we need to do is then that uses there are two type of normal, normal DirectX and normal OpenGL. So blender uses normal though OpenGL height. So we do not want to use the buret text type. We just want to brag OpenGL. From here on to this normal section. Make sure this is a normal texture and drag it over on this RGB bytes and select from RGB channels. And that, this is all that we need to do. Now you can go into your settings again. Let's put template and I'm going go at the bottom and select blender. Now for file type, I will select PNG 16 bits. And for size, I will with forgive me because it provides a great quality. If your computed is low end, again, you can go for 2k. I suggest you go her for k. It would take a little bit longer in their injury, but those would be great. And here you can select or deselect. For example, if I only want to export the main piece, I will disable it, both of them, but I want all of all three texture sec, but will enable all of them. And now let's hit Export. And they will be exported. A few things. Now it's done. And open a blender. I will open the pocket watch file and let I will create a new file. I will say that and name it as render, so that we handle all our rendering properties and things in a completely different file. We will not mess up the modelling one, the chapter one, chapter two files. So I will create an another one named rendered. So now let's go over to the first let me down on Screencast. And let's go over to the shading tab. Okay, So now, now you cannot see my green costs for some reason. I don't know Davis labor issue. So let's work in this tab only. What I will do is I will, again bringing this done on spin cost. And let's change this to action or the editor. No, sorry, not detection on data like the shader editor. So we want the shader editor. Now let's select this. And this is that main piece. In a minute. This is the main piece, this is the inside. And this is the new material that we created. Let's select the main piece. And now I will tell you a shortcut to bring all of your textures at once. But before that, for this texture to r3, for this shortcut to work properly, go into preferences and make sure you have the node nor drank, let add on activity. So if you have not enabled it, just enable it. And now we need to click on our PBS df, this main big and hit Control Shift. And you can see here Control Shift, select this and hit Control Shift T. And this would appear so now to where we save that texture. So here they are. So we wanted the main piece land. So these are all three texture sex. We want only the main piece one to just search here. And these five textures appear. So now select all of them. I can hold Shift and select all of them and just hit principal texture setup. Now all of them have appeared. So now to see them, because this is the lake. We call the viewport shading. We share. We cannot see our shaders here. We need to go in this tab. Click here, and this, wait a minute, and you can see textures have appeared. So similar, we select any of one of the inside piece. Now let's hit Control Shift D again while selecting this will be a VLDL and tool Shift D. And now let's search for inside. And now select all of them and interpret texture setup week for a few seconds. And they are here. And now let's select any one of the extra parts. And again, Control Shift T, search for text, and let's bring all of them. Okay, Now, all of our textures are here. Now let's start with the rendering professor. We will hit this. This is the, I mean, the head we can use. This one is for just to work with us shaders, but this is our render view. Here we can render a very realistic renders. So right now it is set on TV. So I will change this to Cycles. Cycles is much more realistic, but it takes a little bit longer and not a little bit, a much longer time than to render stuff. If you have a GPU, you can set from CPU to GPU a lot faster than your CPU. So it will be much quicker. It also enables adaptive sampling and in de-noising section, enabled denoising for both rendered and viewport. And for Render tab I will select optics. If you have optics, you select optic, otherwise select Open Image denied. And now we have everything just, we need a little bit of lighting for rendered to show up properly. So let's go to the shading tab. From object. Here. Object is selected, hit Object and select a void and press Shift a search for environment texture. So these HDRI, this light up our scene properly. So the HDRI that I'm going to use, this one, this old industrial Khalid direct. If you want to use this exact same idea I have provided with the download link. You can just go on this link, search it on Google Chrome and you can download this easily. And then you then it would be easy to just extract that zip file and all these files would be there. And we will use this file as our HDRI. Okay, So we will not use it from here, this row here, connect this and click Open. And again go to that old industrial whole folder. And this one, fin for underscore REF dot. Make sure you do the exact file and not the edge DFA. These both provide lighting, but this is like very low-quality. We will use this LaTeX hard pile. And now if I go back to my layout tab, where you can see everything is back. And this looks now very good lighting and everything is nice. And now the last thing to do is let's bring that, that gives us peace. And let's create a glass shader. Instead of going into the shading tab, I will do the same thing again, bring the leg shader editor. Let's delete this PBS df. And instead of this press Shift a and bring in glass via ZF. Plug this in. And you see a glass material isn't only this much. But one thing is, if you don't know RUF for glass is 1.33. This is a scientific properties and just put 1.33 for equity deflections and everything. So now everything is done. Let's move this back into one window. And the last thing is to bring in a camera. So Press Shifting ringer, camera. And now to align the camera port properly with this, I will press seven to go into the top view and then hit Control Alt and 0. So what control all 1000 does this for example, if I am viewing it from this direction and I want the camera to be exactly here. So I will hit Control or 0, and this will appear here. So I want a top view of this model. So I will look from the top view after pressing Control Alt and view. And now let's hit N. And in the view tab enable loved camera to view. What this will do is I can now easily move my camera according to my view. And let's just place it according to like this. There you go to the interview. And the first letter in this enabled render region. So we can only see the render region. So one more thing that I want to do is we don't want this this HDRI background. This is actually the SDI backgrounds that you, again, you don't want to actually see this. If you want to, again, go to the camera view, hit 0, you will go to the camera view. So I will apply depth of field so that this becomes bloody. It will give a nice effect to go into your camera property here, enable depth of field. Set. The first I will select the focus object, lauren, the focus to be at this glass, hovered over this block of Jeb glasses peering to connect. And this has become our focus object. Now if you said the f-stop to 0.2 and you will see everything at the background becomes blurry. And now this pocket watch is that focus. For now. I will increase that angle samples to maybe 250. And now I will hit render. The shortcut for this is F2 L. We just hit F2 and wait for it to render. If it takes longer on your system, you can decrease the number of samples. So till then, they can see pocket watch looks very nice, all the details and everything looks, it looks very realistic. So one more thing that I want to tell it, if you like the finger, for example, you can just go into image and then save this. And let's create a new folder that you can create a new folder for this. So open the index. Let's save it as 1. First, I will delete this one. M81 also select the file format LGBT and quality to a 100 percent and then table. And now if you go here, that endless, you can really see this hasn't been saved. Also, if you want to increase the quality, you can increase the resolution of the image like you can also render the SEC to k or k. Okay, so one thing that I want to mention it, if you press F11, you can clearly see all these details. But if you want, like, if you feel like these scratches are getting too much, what we can do is we can go back to substance painter. In our statutes section, this is a scratchy and go to the height, and let's decrease this to AB 20. And again, we can export press Control Shift E after doing this chain and just hit Export. And now open, bring it. We don't need to do anything. All the changes would update on their own. Will now open this. Let's close this for now. And let's render our scene again to see if those changes appeared. We can now we can already see that we do not see your scratches a lot. We see a few here and there. But they're very turtle now, light pink. It looks much better if you want it this way you can reduce, describe it like this and like you can make changes and Substance Painter and directly exported and all the changes would we then do blame them for now if you want, you can again enable this and then direct from Lake a completely different view. From here or somewhere here. Again, create a lot of angled and create your lender and then maybe posted on your portfolio. One more thing that we can do is we can open Photoshop, and this is like an optional step. If you have Photoshop, I will tell you a few little wit when trick to enhance your render even further. So let's wait for it to open and hit open and let bring our render that we just rendered. Okay, this is that when with all the scratches, let's save this one that we just rendered. Rendered will say written as 2. Again, 100 percent quality. Let's now bring this one. Now you can clearly see the difference between these two here described to you that a lot more. But you can hit prominent. And here they are very, very subtle. So I think this one looks better. So now I will tell you when you drink that I usually always do to enhance my renders even further. You can go into the filter section in the sharpen and hit sharp and more. As soon as you return, you will immediately see the difference. All your edges would be a lot more sharp and add it will give a much more, much more better look to your render. It will make everything look a lot more shot, which looks very nice. I think if you think the sharpness is too much, you can go to Filter Sharpen and deselect sharpen edges. It is the same, but this is like less sharpening and more sharpening. So I usually go with sharpened more. I used to do use it in each one of my finger. So this was a trick that I usually do. It makes your render looks very nice. I mean, it notches up to three steps. You can also hit Auto Tone and Auto Contrast. But I will not do this. I will maybe Luby Adjustment Color Balance and give it like a tint of red, little yellow. But this is like totally up to you. So further what you can do with this project is totally up to you how you edit it to agitate for everything from my segue. And you are watching this course. Thank you for buying it. I hope you like the goals. So thank you.