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Creating a Realistic Cabin House for Game in Blender

teacher avatar Nexttut, A Specialist in CG Tutorials

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.

      Cabin course Promo for Skillshare

      2:07

    • 2.

      02 installing Our Plugins And Keymaps

      11:56

    • 3.

      03 creating Our Blockout Part1

      19:38

    • 4.

      04 creating Our Blockout Part2

      18:47

    • 5.

      05 creating Our Final House Part1

      19:57

    • 6.

      06 creating Our Final House Part2

      19:55

    • 7.

      07 creating Our Final House Part3

      19:49

    • 8.

      08 creating Our Final House Part4

      19:16

    • 9.

      09 creating Our Final House Part5

      19:26

    • 10.

      10 creating Our Final House Part6

      19:35

    • 11.

      11 creating Our Final House Part7

      20:00

    • 12.

      12 creating Our Final House Part8

      19:00

    • 13.

      13 creating Our Final House Part9

      19:52

    • 14.

      14 creating Our Final House Part10

      19:35

    • 15.

      15 creating Our Final House Part11

      4:04

    • 16.

      16 creating Our Plaster Material Part1

      18:33

    • 17.

      17 creating Our Plaster Material Part2

      15:09

    • 18.

      18 creating Our Plaster Material Part3

      19:53

    • 19.

      19 creating Our Wood Material Part1

      19:57

    • 20.

      20 creating Our Wood Material Part2

      16:16

    • 21.

      21 creating Our Wood Material Part3

      19:07

    • 22.

      22 creating Our Wood Material Part4

      19:26

    • 23.

      23 creating Our Roof Material Part1

      19:38

    • 24.

      24 creating Our Roof Material Part2

      18:22

    • 25.

      25 creating Our Roof Material Part3

      18:13

    • 26.

      26 creating Our Roof Material Part4

      19:57

    • 27.

      27 creating Our Roof Material Part5

      15:49

    • 28.

      28 creating Our Grass Material Part1

      19:34

    • 29.

      29 creating Our Grass Material Part2

      19:05

    • 30.

      30 creating Our Grass Material Part3

      17:53

    • 31.

      31 creating Our Moss Material Part1

      16:44

    • 32.

      32 creating Our Moss Material Part2

      19:01

    • 33.

      33 creating Our Rock Material Part1

      19:48

    • 34.

      34 creating Our Rock Material Part2

      18:06

    • 35.

      35 uv Unwrapping Our Scene Part1

      19:30

    • 36.

      36 uv Unwrapping Our Scene Part2

      19:11

    • 37.

      37 uv Unwrapping Our Scene Part3

      13:49

    • 38.

      38 exporting Our Assets To Unreal Engine 4

      8:37

    • 39.

      39 setting Up Our Unreal Engine 4 Project

      12:35

    • 40.

      40 creating Our Master Material Part1

      19:59

    • 41.

      41 creating Our Master Material Part2

      15:54

    • 42.

      42 setting Up All Of Our Materials

      19:19

    • 43.

      43 placing Our Models Part1

      19:44

    • 44.

      44 doing Our First Lighting Pass

      19:15

    • 45.

      45 polishing Our Materials Part1

      19:22

    • 46.

      46 painting Our Vertex Colors Part1

      19:21

    • 47.

      47 painting Our Vertex Colors Part2

      19:33

    • 48.

      48 remaking Our Stair Part1

      18:49

    • 49.

      49 remaking Our Stair Part2

      19:39

    • 50.

      50 creating Our Dirt Texture And Small Rocks

      19:43

    • 51.

      51 creating Our Grass Edge Part1

      19:49

    • 52.

      52 creating Our Grass Edge Part2

      19:07

    • 53.

      53 improving Our Grass And Stairs

      19:13

    • 54.

      54 improving Our Plaster And Wood Part1

      19:55

    • 55.

      55 improving Our Wood Part2

      19:56

    • 56.

      56 improving Our Roof Part1

      19:50

    • 57.

      57 improving Our Roof Part2

      19:35

    • 58.

      58 improving Our Roof Part3

      19:53

    • 59.

      59 general Polishing Part1

      15:17

    • 60.

      60 creating Our Barrel Part1

      19:59

    • 61.

      61 creating Our Barrel Part2 And Creating Our Wheel Part1

      18:41

    • 62.

      62 creating Our Wheel Part2

      18:06

    • 63.

      63 creating Our Crate

      19:01

    • 64.

      64 uv Unwrapping Our Assets

      18:55

    • 65.

      65 texturing Our Assets Part1

      18:50

    • 66.

      66 texturing Our Assets Part2

      19:37

    • 67.

      67 texturing Our Assets Part3

      14:08

    • 68.

      68 outro

      3:19

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About This Class

DO YOU HAVE ANY OF THESE PROBLEMS : Are you heaving trouble finding the right course that will teach you all the skills needed to create a game environment from start to finish using blender and unreal engine 4? Then look no further because this course is for you!

I welcome you to Nexttut education's "Creating a Realistic Cabin House for Game in Blender" course.

INSTRUCTOR : My name is Emiel sleegers, I am a 3d environment artist working in the AAA game industry for around 7 years now. I am currently working for Ubisoft entertainment and I have worked on games like the division 2 and forza horizon 3

By the end of this course, you'll be able to Create realistic looking environments for your 3d project.

TOPICS COVERED :

  • Environment modeling

  • Making textures and Materials

  • Setting up in the UE4

In this intermediate course you will learn how to create and uv unwrap models in blender3d, how to create tileable material and unique textures using substance designer and substance painter and how-to setup your entire scene inside unreal engine 4.

To go in more detail, we will be covering many topics in this course, We will start by diving straight into blender3d where we will be creating a blockout of our scene to define the shape and scale. We will then start with modeling our final scene using the weighted normal modeling technique and we will also unwrap all out models in the main time. Once that is done, we will take a break from modelling and start by creating all the tileable textures needed inside substance designer.

Finally, we will apply those textures to our scene and export everything to unreal engine 4 where we will be setting up our scene, doing our lighting and post effects and creating our custom materials. Finally, to finish things off we will be creating some extra additional models to give the scene more life and volume, we will also be creating unique textures for these models inside substance painter.

IDEAL STUDENTS : I have designed this course for students who already have a basic understanding of the programs we are going to use. However as always, I will explain to you every step I take to get to the final result.

Enroll now, and take your skills to the next level.

Meet Your Teacher

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Nexttut

A Specialist in CG Tutorials

Teacher

Welcome to Nexttut Education, We only create courses with highly talented professionals who has at least 5+ years off experience working in the film and game industry.

The single goal of Nexttut Education is to help students to become a production ready artist and get jobs wherever they want. We are committed to create high quality professional courses for 3d students. If you are a student learning from any local institution or a 3d artist who has just started working in the industry or an artist who has some years of experience, you have come to the right place.

We love you and your feedback. Please give us feedback on how we can make better courses for you and how we can help you in any ways.

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Level: Intermediate

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Transcripts

1. Cabin course Promo for Skillshare: alot of one a welcome to next to education. My name is immune sleek. It's im. It's worthy of iron. Dot is currently working in the Triple A gaming street, and I have around seven years of experience within that industry. I'm currently working for Ubisoft Entertainment, and I've worked on games like Division two and force our highs and tree. Are you having trouble finding the white course that will teach you the skills you need to create a game a violent from start to finish using blender three D Unreal engine For that, look no further because discourses for you In this intermediates course, you will learn how to create and UV unwrap models in Blender Treaty, how to create available materials, a unique Texas using substances aina and substance painter, and how to set up your entire scene inside in religion for along with lighting. Most effects final renders to go in more detail. We will be covering many topics in this course. We will start by diving straight into Blender three D, where we will be creating a block out off a scene to define the shape escape. You will then start with mulling our final scene using the weight of normal modelling technique, which is basically a technique that will make your models feel I boldly, even though they are low poli and we will then also off course, UV unwrap our models. In the meantime, once that is done, we will take a break from modeling, and we'll start by creating a valuable textures inside substance design of. Finally, we will apply their structures to our scene and export everything to in relation for where we will be setting up a scene, doing a lighting, opposed effects and creating our custom materials. Then, to finish things off, we will create some additional models to give us more life and volume. We will also be creating unique Texas for these models inside substance pains of I have designed discourse for students who already have a basic understanding off the programs were talking about. However, as always, I will explain you every step to take you to the final results. Feel free to have a look at a free preview. I'm sure you will love it. I hope you will enjoy discourse and learn the last permits. My name is immune leaders and thanks for watching next to education 2. 02 installing Our Plugins And Keymaps: Okay, so here we are in blender. Now, this is a fresh new blender seen. So what I do expect you to know is I do expect you to know a basic understanding of blender . So this tutorial is more Flike beginner to intermediate. But I do expect you to, for example, know how to move around, Know what some off the terms are like, What a virtually is what a face is. What exclusions are stuff like that. So it's pretty basic. I will explain every single thing that I'm doing along the way. It just makes it easier if you already know off course a little bit, because I'm not going to explain to you how to move around and where all the bomblets are. So knowing that first thing I'm going to do is I always like to just select everything, click and work, and then just press delete. I just like my seems to be completely clean. And now there's a few things that we need to do. So if we go into our source fights over here, I have a full the called blender. And in here I placed a few fights. Basically D's up against that I am using. And they just make my life easier. I will go over them once we are in blender. So we have B s Max, which is basically it is a plug in and this plug in will, actually. Yeah. I'm gonna show you in Blender. It makes it so much easier. In order to install this plug ins. You can just keep them as sip fights over here. So I have to screen. So I will try. Get over once in a while And if you go to edit preferences And in here we have Adams. And in here you can actually install your album. Now. I already have them installed. So if you press installing select your ship file, for example, we type in BS, Max. Now, what is this one? This one? It is technically not needed, but I really prefer it. And what? This does it. It allows me to switch my navigation and switch Mikey maps between different programs, for example, blender Meyer or three years Max. The reason I do this is because in my fill time job, I am using two years Max. Now, many artists here know the feeling when they need to switch between similar programs that just have, like slightly different workings. It is very annoying if you need to keep switching back afford because you will just keep forgetting your shortcuts in everything in which poker. So how exactly? This one all Industri? It's the navigation. I set this to treatise Max, and I said the key map. Patraeus Max. The due respect doesn't really dont do much, but basically that just means that I cannot use all middle mouse button to vote eight an old middle mouse button to Penn amount. So it's basically just me moving around. That's pretty much it. Now, on top of this, I have also. So this one you can, if you are completely comes from comfortable with blender with the base blender, you don't need us, but for me, I prefer to use this for us. It doesn't change much. I have my key map. Basically, these are my shortcuts and I don't I don't use a lot of shortcuts in here. You can just go to your key map impress important. Select the key map That be why, and the only reason I am I have included this is because I set my e t o oh, my extra to e. And I already forgot which one? Waas So I do this by muscle memory. So, um so shifty, I said to extrude. And I said, W E and are to move, rotate and scale on because no, in the base blender e is extrude and for guess I also have I to inset, but I think that's the same in baseball. So that's the only reason why I include that. Just to make sure. If you want to have the exact same key members me, I better be safe than sorry and just included for you. Now the next one is Teoh Mexicans tools so that Mexico's duels is again. It's just Ah, one of these albums that you can just installed here on. You don't really need to do anything. You just need to install it. Mexican stools here I need to do is just insulate that you don't need to anything else and these are super used useful. So if you go to your view pot and studious little ever here on the right side and then scold out to Mexico stools, the This is basically what they are. They allow me to do some stuff that I'm used to doing interest. Next. It I feel like it's lacking inside blender. We will most in use this for stuff like I want to do an edit if it to quickly move my paper round. And this way I can move my favorite. The quick perfect, for example, will just snapped spiff to center instead of me using shortcuts, I could just press a button, and the next one that I often use in. This is to target well, Togo, which again is just basically setting. So instead of me needing to go, it's been a while since I've done this down here. There's like an outer wells that you can dio. I'm not sure rare. You are again basic, basically, in order for this to do this, you need to set the snapping to increments, do Vertex to closest, and then you need to go down here and there. It's like I just like an outdoor Wells option that you don't need to dick. I know it's here just being it's been months since I last tried to find, so it is definitely in here but basically, yeah, hand. It's annoying. Our here a new it was here. Yeah, I went off it. So in the top option stairs like out of merch. And basically this will just total all those settings at the same time. And it allows us to, like Big Avert, see, move it to a different one and didn't it will merge together. So that's a general idea for the Mexican stools. I will be using it quite a bit, but that's about it and assure you ve I'm not going to explain right now because we probably do not need it. Basically, what that does is it's a plug in to make to make a Texas perfectly tile herbal. But I don't actually think that we need that for this specific scene. The only reason I included this because it's one that I sometimes use. So I'm just used to dragging it into this four before you guys. So that's the general idea now, next to distance one wanting that I artist and that's my quick favorites. Now, if a first step to go into edit moat what I did this. If I press. Q. I have my quick favorites Normally you, you have a different shortcut. So this is another one. I just went to preferences key map and then type in quick favorites and in here window quick favorites. I set this to queue. So just to have quick access now what? Q is like a sense, exactly quick favorites. It allows me to art a bunch of stuff in here that I very often use and all this stuff you can find by going, for example, to face. So, for example, we have Bridgette sloops. If we go to Etch Bridge kept edge loops and all I did was high click and I as you and I all it is too quick favorites so he could see like art too quick favorites. That's all I did. And I did that for the extrude faces along normals, which is in face extrude face along normals, hide, click and then spread our to create favorites so I'll just go over. This shades smoothed and shaped flat is in here. Face shades, moods shed flat so you can. Artie's if you want. It just makes it a little bit quicker. Forced to use them at center basically means going to Vertex merch foresees. At center, we have by distance, which is for tax merch, verses by distance. And I will go over if we need to use them. How I use them selection is separate selection. Basically what? That is if we go to mesh separate selection whenever we have, like some face selected, it will allow us to go que separate selection. And this way it becomes two different models and you can see over here. Oh, sorry. I still have to be darker. 12 total. Turn on. What else do we have? Let's see. Q Height selected is just in mish show heights. Hide, selective reveal. Hidden is mesh show heights. Um, and I think it this, like height on selected or something like that reveal Hidden is it should be here somewhere . So I will have to have a check off camera where I found this one. I'll to you. Oh, yeah, I'll do it. It's just a shot. Guts. Basically, it will Just unhygienic. So all to you is to shortcut. Phil is if we go into that, she's your face is your face and then filled And this whole jet basically just create like a face and new face from matches his face. Oh, it's just, let's see, they're dead sitting When you use a lot off the quick favorite, you forget where you actually found them. Ah versus mesh. But the nice thing, my disease. I can also just look up. So this is present. This is a shortcut f so you can go preferences Key map press F key Bias said this to keep biding f and then it should be here somewhere. New sexual faces. What's what was its cult new face for matches? Sorry. New face for matches is what it's called. Let me just like that in that makes it easier. Okay, I will need to have a look and see where I found this one because I want to make sure that you guys know where to find. Also in Vertex New A new edge face for overseas. That's the one. So sometimes the names are slightly different. I don't know why Blender does that. It's I always find that the menus and year are sometimes confusing because if I would think about Borders or Phil, I would think off, which is not a faces, but it just the way you look at it, so that's pretty much set up. The only thing that we have inside the object motor now I'm not in edit mode button object moat. Your quick favorites menu in object mode is slightly different, and all I have this height selected show hidden objects in all transforms, and only one that's important here is the all transforms because the all transforms is an object clear and then set this to be, so I apply. And that all transforms. I basically disagree, sets all off your movement and everything, and this can help fixing some bucks. So I think that is it. We have done a plug ins. I've showed you my key maps. Eso Now that the boring stuff is out of the way, we can actually get started without block out. 3. 03 creating Our Blockout Part1: Okay, So what we will be working on now is we will be starting with a block out. Now, the reason we want to make a block out and for people that don't know a block out is a very basic version off our environment off objects. So the reason we want to have block out is because we need to get a good sense of, like, the scale and the shape of our environment. Now the block out will have almost no details in there. It will be super basic, but it gives us a chance to really, ever could look how are count and how our house, for example, is going to look and feel. So that's basically the general idea is to make sure that everything feels like the skating like that. The door is not smaller than the player, for example, and stuff like that, which in treaty, it's stuff that you can forget quite easily. But the block out will just help us that we don't need to worry about this along the way. Now I'm going to move to go over to my on screen. By the way, blackouts also had me for the pieces that we cannot see on the other sides to make sure that there's something interesting going on there. So here we are. Blend. I just created a brand new clean scene over here just to get started. Now we left off with all the insulting of all a plug ins and everything, so that should all be good. So the first thing I always like to do is so my mouth just being a little bit strange. I will keep an eye out on that because my mouth does not, for some reason doesn't respond. Hours also need to switch over to a different mouth, which isn't really palm, but that you might hear the clicking a little bit louder. So we'll see anyway. First thing that you want to do is you want a GIF create like a little cubes if a shift a mesh and create a cube. And the reason want to do this is because if we go here to like the little ever, we want to make a skate off softly. How bigger players now, Normally I would. Just What you can also do is just crap like an human model online for free and use that to get, like, a better sense. But because it's do toil and copyright and everything, I can't really do that. So basically the idea. So we have this cube over here, I'm going to go ahead and I'm going to set the X and Y two maybe, like point to just to make it a bit, you know, so we can just go ahead and in our transforms type in 0.2. Oh, sorry. Let's make this 0.4. And I looked I said, this 1 to 1. I'm meant to set the Y two point for very goes. Now we just everything Cube and now in year for the see. Basically, what I want do is we want said this to 1.8, which is 1 180 centimeters, or Mommy's 80. And the reason I picked it is because that's often the average height off just a person. Now. It doesn't need to be perfect because people are also not perfect. So does always slight difference, but that you do the trick. So the next thing I want to do is I'm just going to move this over here to the top, just leave it like this. Now I know I'm confident that the heads off your off the player will probably be out in this area. And this gets me good sense of scale. So let's get started now. What I want to do first is I actually want to get started with the house. Just have, like, a very basic version of the house. And this way I can kind, like, make the ground around it. And I think that's like the easiest way to go about this. So we have a cube, my dad's home. I'm going to shift a mesh and create another cube, and I will try and just switch this image over back and forth a few times. But often I will need to some my other scream, because else is very difficult for me to properly see what I'm doing. So, seeing this, we basically first want to get started by just making, like this bottom peace over here so that we have good sense for death. So what I'm going to do is I'm going to move this over here, and by the way, I'm go to create another shift. A measure of plane just cooked to scale this and I'm Skilling's on the blue doctors to make it only scale on the Y in the X. And this just gets me instead of meaning to snap everything through the gardens constantly because for a block out to just want to do this correctly, this makes it easier. So, seeing this, I would say, If we go to our transform well, yeah, let's go to transform. Let's keep these scaling Even so, if we go to the access that it should be like five meters, yes, you can see if that's the door. So door will be around one meter over here. So I would say that five works, maybe a little bit less. Let's twi for I'm going to go for 4.5. There we go. And that will give us a decent with Now. The next thing we want to do is I'm just going to move this over here and I'm going to go into my object, Mo, just by selecting step, select the top for the top piece. What you can do is next to your one. You have the little wavy I gone and you can actually, if you press that you can switch between your views, so I'm going to go ahead and set. Is too, um to my closet left you. I'm so fun to you. I'm so forgetful. Eso Let's say that this is going to be way the door so the door will always be slightly higher than the playoffs. So this is a small cabin or a smaller yeah cabin. So I would say that the door it's not going to be a condor, Tony. It's going to be just big enough so that it fits. So I'm going do that. And then what I like to do is I just like a shifty and I like to extrude this to the point where I say, Let's extruded a little bit more and I'm just following these lines and the reason why I like to extra. This is because just this creates a line and this line we can actually use his reference. So let's forget will say that I have door stops here. We have a little piece which we can probably do, like half way like half a meter, so there will be like a blank over here, and then we want to do another shifty, and this time we are going to make this a quite a bit bigger and it's going to be a roof. So four who far we need to do is go to scale and skilled. It's in, like, over here. See? Okay, so we scaled it. So we have this out to the skill is in. It might look a bit silly right now, but that's something that we will work on. I'm just gonna go into my perspective moat, So I just take your time and this is the most this one off the most important parts, even though there it's not the most fun one. But take your time. So I'm going to move his back and just get like, a good sense of like to scaling. So let's see. So if we do this and I try to keep looking at it for, like, save angle as a concept art so skilled in, see, we have this I feel like maybe we want to make this a little bit larger. Yeah, that's her. Let's have a think about that. How we're going to do so Let's say so. Okay, so we have these pieces. I will also display some very basic wood planks later on, just so that we can get a better sense of the scale. Now, the next thing I want to do is probably make the site piece over here, which looks very easy. So we need to select these two faces over here, and I'm just going go at an extra dose. And I tried to get stay close to over here the great lines, but for this specific environment, it's not too important. So I just go to move this down and I'm going to them move this in because it looks like from our reference, that feels a little bit closer. It's like the stop face again. She knew months of, um, agents angle a little bit more. So we have, like, this little angle. Okay, so we can then just place like a roof on top of that Now, before we do the roof. By the way, what you can do is shooting. If you want to see your wife framing here, you can drop down here in the little. I don't even know how to describe the item, but you can go up down here and just turn on y flame, and that just makes it easier for faster. See the wife. So I'm just going to very basic key. Eight A cube and which much to go off this cube is to just move it around, scale it on our and stuff like that. Andi, this will just give us a sense off like that off the wood blanks over here. So let's say we go for something like this over here. Okay, so this one is going to be unlike the corner appear screwed animals. Another shortcut that I use is I use all ex, and I said this short cut myself and this will give us the X ray mode and the actually more . It is very useful because if we do not use that there were tried selected, It does not select the backsides because Galaxies are all ex. You will see me switch to this a lot out excess, basically just x ray to set it. And, of course, edit preferences, key map and total X ray. You can, if you type in X, are you can set it to whatever you want, but I'm using all decks, so I'm going to move this one over here. I'm gonna go ahead. And so, like this face she's going to hike might transform. I don't like to have, in my view, to upskirt over here, and it's just going to be like general thickness. So see if that's going to be the door height. I need this one to be moved to a little bit higher. And this is why we do the block out. Because Mary moved at higher. It means that we also need to select all of these pieces. We just want to move these. Oh, sorry. I didn't mean to select the's over here. It's movies a bit higher. Okay, there we go. So we have this one, and for some reason, it doesn't go around here. But that would be stuck stuck to Hurley about It's tricky with, ah, a little bit of logic. So I will change that later on. Also, what I'm going to do now is I'm just gonna go ahead and I'm going to duplicate this ho Tatis 90 degrees, scale this out. And this is just going to be like a site bill of So yeah, I think it's good if We also just place a bunch of the wood just to get a good idea of how everything will look. So just moving these in and I need to make sure that this is hopefully is same, we'll make it more precise later on. But right now I'm not too worried about that's why. Now I just I want to get like, the General Luke. There goes something like that. So we have this one. We can duplicate debts. If your control on the vote age, it will snap in. I think it's like a 10 degree marks, so we can use that to just do some quick snapping Select is to decide. There we go. Duplicate this one of it. See, I am staying away from the concept that a little bit because I want to make sure that it makes structural sense when making it and having it had the beams missing. Just that that doesn't feel right to me. So we have this one now down here. We would do the same thing where we just have this and then it would go downwards. Okay, so we can duplicate this one and we can use this for the door. So if you have to do over here, moved his down, there we go. So this could be the door. That's fine. Let's see. So we do need to work on the hoof soon. Um, I just want to make sure that the angles are correct before doing that. And that's why I'm now first doing this. She couldn't go out in a place like one didn't beam in the center here and seeing this. So now that a place in center, what I notice is that our house is a little bit too long, so I feel like our house is supposed to be. Well, these are perfect squares, actually. Now I look at it, so if you want what you can do it. You can shift a in creating new Cube and used to scoop us like a reference scale. So if we say like, okay, we want things to be perfect scraps from the point that we hit this piece over here. Oh, so I'm not waste. We do. We re actually to go even bigger because we want to hit it. So let's say we have this so moved to Cuba down here next to this bill off. Then we select this little piece moved is against here. Then we duplicate Oh, Cube and every place this piece here and using that, that's another method for us to just figure out the correct scale. So now we need to do is when you just select on a dire house, move this back. There we go. So now when you delete this very good. So they had it feels a lot better, So we were quite a bit too long. So we got a little door over here and I feel like with our door Ah, seeing just like I feel like that we have too much space. I would almost feel like the door space would be armed here. And we will need to move the top after this, which is a bit of a baby, but Okay, so the door space over here and then we want to have a roughly equal amount of space on this side like that. And don't worry about stop. Just have a look at the bottom and only look at that's going to move this one bit further back. And, of course, just for the top. Yeah, you want to make sure that that is correct and the way that I'm going to make sure that that is correct, is I? The way that I work is I very often just use help objects. So let's say that I want to know the exact center off this many ways that you can calculate possible iPhone. The quickest one is to just simply grab a cube like over here. And if we don't go to edit moat, select all these at Chauvet and go Q and go to Oh, sorry, not que. There's shortcut called contra off, and that will allow you to place a H over here. This thing is actually only short cut mode, so you also have, even if you should place based blender, it's Contra are, and it's a bit the same. Us, like over a You have for your loop cut, which will allow you to play Scots like this. So it's book place in new edges. The only difference with this one if we passed Contra half is weakened. Then after placing it, move it around or you can hide, click, and then it will just snap it into the center so That's why I used this and knowing that's all we need to do now to make sure that it's incentive it's moved this piece in here such concede, That's in the center. And now the first thing I notice is that in my that's we need to get rid of this is that we need to probably make it like a little bit higher. So let's go for something like deaths. OK, so yeah, anything that that come work. So what I would like to do now is I just like to go ahead and select these faces and I can it, Yeah, let's ignore the top because we're going to have a wood beam on the anyway. So let's like these three feet dese three face over here if I can speak and now you want to extract this. But if you press just shifty to exclude, what will happen is you cannot actually extra them properly because they will just it enemy go into the normal direction, which go into one direction. Now, another thing that you can do. It's a different type of extrude, and it is if you go que extrude faces along normal, so it's a face extrude face along normal. What this does is it will extruded, but it will exclude is based upon the face. Normals and face normals are you can see that's the face dive action now. Another thing that might happen sometimes is over here because these are aligned. We have just witnessed going on, which I do not really like two ways that you can fix it. One is going to object. Moat Rescue and Ault reset all the transforms, just like we set up in the first chapter. And that often does a Twix. So if you selected now, Q. Extrude face long normals Diego Caesar that often fixes to tweak. And the other method was to simply just moving by hands afterwards. So we want to just have, like, basically so just like something like this, and then you just want to go ahead. It's like these three pieces and shifty and these we can extort normally. So x Trudy's over here extra duties over here, making sure that this coffee, even we will make it more even later on. Okay, there, of course, what we can do is we can simply, for example, club. This would okay. Don't know why I did that crap. This would be movie here. Scale it. Okay, there we go. And I'm just going to nicely. So you don't there for No. Here we go. And at this point, we are at the time limit for this chapter. So in the next chapter, we will continue with our block out. 4. 04 creating Our Blockout Part2: Okay, so let's continue with a block out. Now. We left off over here. So pretty basic moved is a bit more in center. There we go. So, yeah, it will not look good. Just remember that what I'm going to do now is I'm just going to select these few faces over here and do another extrude and just have dislike extrude out a little bit more and same over here. Extrude out a little bit more. There we go, Putin. It's a bit too much. There we go. OK, so we have a little hoof. We have a little house going on. What do I think? Off it? I think that's see. So, yeah, that angle that seems correct. I feel like it's just a tiny bit higher. I feel like if we selected Stop foresees. We need to make this a little bit higher. It's moved his accordingly. Sorry to Hi, I'm will. Well, you need to be really picky at this stage and gets good because it's the one stage where it's quick and easy to just figure all these things out, making sure everything is in center. Okay. Yeah, I think I like this height to this height. Looks good. So we have these pieces over here, which is fine if you just go out and duplicate this cube rotate over here. And this is what Maximus stools comes in. So she can see Because we scale this inside the edit moat. The pivot is no longer in central. So you just want to go to your Mexican stools here and just do a quick dip it and that allows a student places in the center and I was just a matter off Skilling is down too quickly and represent a window for us like we have over here and over here. OK, good. So we have those species, we have those speeches. Now, over here, we need to kind, like, figure out what to do with this. So I was thinking off, maybe making it like a little storage space, or we can make a part off the puffed off the actual building. So basically, what I'm thinking about is, first of all, we would have some support beams going down here, although these beams would probably go and would probably be, like, a little bit dinner, something like that. So we have this that's there. We go. Place is also on this side. Okay, So basically, what I'm thinking is there's two ways that you can do to speak, and I'll make it part off the building. Or we can go ahead and, for example, select. If we just moved this face up, we could select this and gas I two inside it and then skated down. And this is just to make sure that it's behind the beam and then we can go ahead and just push shifty and like Extrude is in. So there's basically just quickly did it just this basic about other minds. All we can do something like this stuff like a little storage or we can never bought off off building. You know what? I think I'm going to leave that part of our building just because it makes a bit more sense so you can do the storage thing if you want my beagle. But I think in this case, because the building so small they will probably just want to have that space insight, the building. And that's why they probably made it just like a little tiny extension. So yeah. Okay, I'm going to leave that part of the building. But that's fine. So we can still use this. We will not have any windows or anything in there that should not be needed. Um, what happened to the beam that we created? So we have this beam down a year, which we might want to now lower quite a bit and have another one down here and scale this correctly. Okay, so you have low beam here for lower beam. Dare we have all this stuff? I'm not going to bother placing the beams down in here because it's just not needed. So I think this is like a decent Oh, sorry. I forgot about a little, uh, and the chimney. And like the little window here on the hoof. So for the little window, quite basic mesh school hasn't clears a cube. It's moved this cube awfully out here and see So first of all that skill this out. Let's make this a little bit thicker. It looks like this one is exactly in the center, which makes sense because their spots below it So its able to support the roof, and it looks like it goes inwards, which also makes sense so it kind like, goes flush with the building and for the vest, so that should be fine. I'm going to go into edit mode. Wisconsin are and just plays one edge here. And I'm just going to go ahead and moved his up to roughly around here. Looks fine. Go to select the back. And I'm just going to move. It is in what's a little bit more. And now I'm going to press K. And what gay does is it will give us our cuts to and with that you can click from one foot sea to the other. And then if you press space, what it will do is it will place a edge for you. You do need to per space. It's also in here somewhere. Like you can find it on site. But I just use Got so I'm sure to you knife knife Day called knife. I called cut. Sorry by death. So the reason we do that is that we get selectees to face over here. We compress. I'd to inset them and then just move your mouse and then we can exclude them in what's like this. Okay, good. So we got an extra that in we can select the top pieces and Q and we're extrude along normals and do the exact same thing is that we've done before where we now I just want to select these faces que extort along normals And there you go. And when that is their nominee to is now which we need to select our roof. We need to press control on This is where the power comes in, where we want to click. I want to just move this. And that's why I like going to our because it gives me a lot more flexibility. So I could just gone are just move from my edges over here and doing that. I can now select his face and I can Then extrude is in to a point where we will no longer see it, and we don't care outlooks inside because you cannot see it. So this will give us, like this little how stinging over here. Now, seeing this first thing first, I want to move this down just like a little bit just because over here it looks quite square, as you can see rather than long, So I'm gonna move it down up until there. I'm quite happy with that. I can leave the hoof. That should be fine. So yeah, I'm okay with that Now for the chimney. What we are going to do is we're going to go ahead and create a cube. So it's interesting how? Yeah, I think that's just bottled. The concert act just gots to everything. But in our case, that would not be to logic. So I just need to moved his back a little bit, creates a cube. And if we just have, like, Okay, so this one we actually don't care about because we can just move back as far as we want. So, having this, um, let's go to scale. And just using your blue slide that skilled is down and up just until we get to like a point where it has to fight sickness. So skilled. Don't Liz a bit more something like deaths. OK? Yeah. Let's just work. Now. If you go down here, we can move this on here. And what you often see in this chimneys is you can see that they turn into a fireplace so you basically want to extrude is out and then skilled is out and then give it, like a little bit more flak and extra this again a little bit more like a wider area on. Then imagine that indoor this will turn into will Nice fireplace. So if we go, something like that looks fine. And for these pieces, if you want, you can click all share all shift, double click to select them and then press control B, which is bevel. And then you just call wheel You can like you just call wheels out a few more segments and you can nicely bear for this out. So let's say we go for something like this. I'm going to go to the top. I'm going to make the top a little bit longer. And at that point, I'm just going to extrude Tous and I'm going to select these faces and I'm going to go que extrude along normals and just give it that little exclusion like you see your efforts and then, of course, moved his back. There you go. So yeah, okay. I think it's looking pretty good. Um, maybe we can make it like a just a tiny bit dinner. If this back again There you go. Don't make it like a tiny bit dinner on, and I'm quite happy with that. So that's looking good. So let's see. We have Ah, that's all. How spit much done for the block out. So we have some sensible skate. Yeah, I'm everywhere. That a tous point. I'm going to just delete my floor and we're going to continue with creating the actual final floor over here. So for our final floor, it doesn't look too difficult thing. The easiest thing for us to do is to actually use a cube for this. So if we go shift a mash increase cube and we just want to scale this down to the thickness roughly of a floor she had. The floor is just decorative. It's just for like to create the slice. So I'm going to scale this up quite large over here, and at this point, what I want to do is so let's see, um, I say it's not too difficult, but the sexy It's quite a annoying beast, I would say so I'm going to go into my Adam Haute and I'm going to go ahead, and I think it's easier if we first also create off staffs that we have a starting point. So I'm going to actually create a fairly quick staff. But I am going to move this. Yes, it's moved us down here. Okay, so we have our little stairs say, down here, skill is in little bit. There we go. And then what will happen is we will duplicate this and formula Real needs. Oko takes a little bit. And in our escape, mummy of scaler here at the top go from global and said to local. And what this will do is it will rotate your vote that your papers in the direction off the in the direction off your model, which means that we can easily, just like scale it. Oh, take a like debts. So I'm now going to go ahead and skill this in little bit. So this woman is going to be slightly larger, skill out a little bit. It's a bit more. In this time, we can just like squeezed in here, moved this up a little bit and one more to go. And this one it's going to be quite a bit tika four wide. Oh, and there goes. That's just going to be something like this and that for this one here at the top Just moved his all the way down because we're gonna like one too. Have this Go down just like over here. And at this point, if you want, you can go ahead and pressed so you can press ships are contra If I comme, place my hands quickly and just give it like a little account nous like this. And I guess now we I'm going to vote that bit more. So now that we have, like this half stare going on over here, this will give us a very good sense off what we need to do next. So if I have looked at this, I know that the angle is not completely connect so but they just want to make sure that everything first feels okay. I feel like this could all be a little bit longer. So I feel like that's we need to move these back a bit like this. And now we have a Cuba via and this is the point where we now have a good starting point. So we now kind no, how the flow needs to be so at this point. But I am going to do is I'm going to use concert are a lot. And I'm just going to, for example, place a segment here, place a segment here, and once that is done, you want to switch diversity. And you're just gonna like one, too. Ah ha. Roughly. But just very hopefully place this in the in the same locations, Esther, that you've done us that you can see no reference. So, for example, we could see like because he does, it goes out and goes in votes of its It has, like, this little dip and it goes out again. Then it s like a little dip again. And at this point, it just It's just like a little bit wobbly on. We don't need to follow this precisely. Just like try and just get, like, 1/2 Luke. So at this point, I forgot to do, um, all ex so and down here, we need to simplify. So, Daniel, I'm just going to make this go inroads a bit after of another one, and then have this, like, go out, out in and in here. We just want to go ahead and again smoothed his outwards. And now we get to the point where we can see everything again. So seeing this plus another contra are here, and I'm going to select it. And I'm going to start by moving these pieces you keep doing. I keep getting to do all checks going to move to species down here. Now we have this one which we move probably up here. And we have this piece which makes it go down this one out, this one here and like deaths, it gives us this half. Look. Now, if you want to finalize it a bit more, you can select it. And you can just press control, be and stood like some quick babbles here and there just to see how it looks when things are, like, a little bit smoother. There we go. So Okay, so let's see. So we go down here, go down here, By the way, when you do the baffles doesn't make everything Elizabeth more destructive. So do be careful. But, of course, is not going to be fine also, but ah oh, yeah. See, another thing that I need to do is I just need to select pretty much like half this and moved us forward a lot more because we want to make sure that let's move this back. I want to make sure that it's ending here, just like in our Stephens. There we go, and then we have enough space for, like, the little fancy and everything. I'm quite happy with this. I'm going to save my scene and I think this is good for block out. So I think we are ready to go for the block out. So in an ex chapter, we will actually turn all of these models into final models. 5. 05 creating Our Final House Part1: Okay, so now that we have over here are little house dumb or block out Down, I should say what we're going to Birkenau is we are going actually work on the final house . So if I have a look at this, what will be easiest for us to do? I think it will be, Yeah. I think Toby issues for us to Kate, like a few different would Billa's. And we can then go ahead to make a use that all over the place because most of these are, you said, because he like these beams really need to make one and them completely much of 12 tree. And also in the other side's the 10 1 will you? We just need to make a long one. I just want to see the construction off the off the roof of a soda hoof. It looks like it has some. So it looks like that it has, like, the would be you see at the bottom, which we can do. That's no problem. And then it has, like, the panels on top. Now, of course, we are not going to mull out every individual woods slate that you can see over here we will be using in texture. And we will probably tone some barrel x ACLU parallax bear Alexe mapping, which basically is like displacement mapping. So we will do that. And what we can do it. We can probably cut out some of our tax shift on here to expose a little bit more like this would over here. But we need to have Look at that. The sea if that even looks good. So okay, knowing that the walls easy. That's no problem. That's just cubes. Same over here. This is just going to be cubes describing with blast stuff, so yeah, yeah, okay. I have a plan. So it's always good to just sit back, have look atyour Afghans and see everything that you want to do. So knowing that I'm going to go ahead and I am going to use my block out on I'm just gonna go out on duplicate one of these. Do brigade, the door one off the windows, um, one off the Okay, That's one of the 10 ones over here. Now we also need to make, like, a tickle wonder tous a lot longer, but we will focus on the late on. So let's say so. Okay, so I'm so I like to just he arrange this and then we get to indecent to finals, and then we can just reuse them. So this is like the tin beam. I'm going to make it a little bit, Tika. There we go. So because we complete, we can reuse most of this now for these ones. I just want to redo to make sure that it's perfectly square. But let's say that we have this one. I'm then going to go out and duplicate this. I'm going to make this dinner and I'm going to make this quite a bit longer. And the nice thing about this is that once once vetoed on the actual house, we can, of course, admit So we will not do the unwrapping just yet because it's probably easier for us. And it will give a more unique feel if we unwrap this custom Lee later on. So I have this one over here. Now, the next one that I want to do is yeah, we can put machinery uses, so let's get started with this. So if we get started, for example, with this beam that we have over here now, a nice thing that you can do it. You can go at the press out. I and what Altai does is it will isolate your model so it will just hide everything else if you because all you you can you can get everything else back. But that just makes it easier, faster, extra. Have a good look at this. So the first thing I want to do is I for this one, just a few ones. Where I'm going to replace is and only reason until he place. It is because I remember that when we did this that we did not have like a perfect square. So I'm just go to any place to send them. Just go to don't know why it's so sensitive. Scaled is down over here on. This is just to make sure that it's a perfect square, and I know it's just like not even a centimetre, but I just like to have it, quite even so, the species they are they're going to be super easy. There are two stages that I want to do to Woods, especially old woods. The first stage is that I want to give it like some imperfections because in real life, pretty much nothing is perfectly straight. Now. A lot of things are straight enough that you cannot actually see with the naked eye, the death that there is some unevenness. But for old would like this, you always want to just, like change things up and even game fight a little bit. So that's what we are going to work on first. And then we go to make sure that it feels hype only even though we have a low boiling mesh and I will show you show you how to debt. So first of all, let's go into our Mexico stools and turn on our quick pivot to have that nice in the center . And if we go to Adam Oates quite easy just to console our and the way that I tend to change things up is I just are like a few segments don't go too many, but we need to segments anyway for some first X painting. So I'm going to out another one down here just that weaken our paint in like some moss, and then it's super basic. Just do this just like Big one of them. One virtue over here and going like, don't go too far, That's a little bit too far. And then just like moving the house a little bit. No, it isn't. What you get is very quickly. You get like, this slight imperfections, and it might feel like very subtle. But it will. It will actually art a lot of your scene. And it is something that if you are applying for a job as an environment, Artis is from one of the things that I hear most time. Where b, where the view is to say like, Yeah, it's a cool environment. But everything is straight, which is a bit of a shame. So that's the 1st 1 The next one is going to be using waited normals Now wait, enormous. We will be using a lot in this scene. Basically what we can do it waited normals is we can make a low boil, your checked feel high poli without the extra gentry, and I am going to show you how to do it. And then I'm going to try and explain it. But I'm not a technical artists. So first of all, you just want to select the outer anxious. And this is because we need to bethel the outer edges. So if we just slacked off these and these ones, we don't need to select, you know, just because we do not need to bevel them basically, the reason why we need to bear for them. If you go ahead and select press control, be Oh, sometimes this happens. If this happens that the Bethel looks really bad, you know it's going to object moat rescue and then reset. All transforms because again, it just sometimes needs that reset. And now, if you because control be, you can see that this is fine. So let's say that we beveled. It's quite smooth. So we want to start with something like this. We might later on our like some really strong cuts like you see here. But for now, this should be fine. So what are weighted normals as she know? Or as you might not know, actually, every virtuous E has its own direction. That's a normal Now it's in here, but I do not actually know how to preview it inside off blender. I do know how to do it in Mex, but I honestly I just don't don't know how to previewed here, but it's not really important. Basically, every direction is normal. Everybody has a direction for normal thes directions also controlled smoothing groups. Smoothing groups are, If you is, select everything go to Q and shape this smooth. Over here you can you can set the smoothing over face in this way, you can make stuff feel very smooth. This is off course, very good if you have like, for example, organic material and everything, like a hat or character. But not so much for hard surface. However, when we smooth this and we are a baffling between you basically with this note that we have . So if we go in here in a modified step, Arthur mollify and if we are a waited normal over here Oh, and it says enable out a smooth option in the mesh, which you can do by going down here normals and turn out to smooth. So the anger from 90 and now if we go back in here so we want to just go ahead and see. I always like to play around with the weight a little bit so as she gets here with the weight, you can control the smoothing. So if I said this to 100 I'm just going to turn off wire frame for now, he can see that now the edges feel very soft. This is because basically what we are doing is for this For Tse were pointing this first see upwards. When we do that for all four, this face will become harsh again because everything is pointed exactly upwards. I know I'm not checkouts. I'm not the best to explain this, but the same with this one. These ones we want to point into the left because we want to make this face harsh. But what happens with the weight of normal? If you point this one up and this one left, the bevel will create like this little buffer where it is trying to blend between this face and this face, which results in a smooth blend, which makes it look like it's hound just because the smoothing is in there, even though it's still completely flat. And that's the general idea. It is a very powerful to make low polio objects that you can see feel high poli without needing to do any normal baking or sculpting or anything strange like that. And if you eso now, you can see difference. So death is the general idea off weight in normals. I hope you send a little bit with this. If not, I would really recommend there's, like, entire papers off it on Fox and poorly counts. Or you can just type into Google way to normals and you will get plenty of explanations. But basically that's general idea office. So now that you know how to do all of this, I'm heavy with that's now. Basically, what we're going to do is we are going to now complete the best. So for this one again, this one is not perfectly square. So what I'm going to do is I'm just go to duplicate this and because we already have a weight normal on here, all we really need to do is we need to move this one up and this one down, two matches scale and now what? I'm just going to do it. I'm just going to displace our imperfections a little bit more just to make sure that it's a bit more. Even so when we do that, we can save some time. And for the rest. Now, in this case, because you are the battles you do not want to scale is down like this. Because what will happen is the devil's will become smaller. No, actually, you know what? No. For this one, we want to do it. If you do not want to have to bear full, smaller, you can, of course, you select this and moved is in and stuff like that. Excuse me, but in this case, I am going to scale down because I just realized that of course, this isn't in a beam, so it would make sense to just skated down a bit more. So it doesn't need to be perfect scaling. And there we go. So we've done that one. There we go. So that's number two. So and like, that's we can slowly start building up a house. So that's the general idea off this. Now for this one. I'm quite happy weather with. I'm going to do a quick if it Q recently transforms just I just learned to do that automatically after a while, so you were probably too. Now I'm going to art. Maybe like one here, one here, one here and one here and I do not like after even I often like to just have them a little bit messy. Here we go. And it's just nice to create some more unevenness and also here near the ends, because these planks are pretty much on their own. Don't you don't need Teoh. Have them perfectly straight. You can just do them here. The only reason I don't do this for these beams just because these beams probably to be a little bit more precise. But we can always wants replace them. We can change that up. It's moved us in. Let's move this one in. There we go, OK, and now it's just a matter off selecting the ends, I'll shift double click and select these sites. It's too quick. Bethel on this bevel is going to be little bit dinner because this is quite a 10 piece of food. So gonna go for something like this. I can give you exact now numbers if you want. See open Sierra 106 but go by feel you need to learn it anyway to just go by feel for most of these things unless you make something that this very quit. So I just had this shading to smooth go in here and the your normal. She's still out of smooth and going on. Modify us till on the way to normals set the way to 100. Just make it a bit sharper. And there we go. So that's that one. Done. Now we have our door over here and we have our window. It looks like a door, the construction of a door. It's a bit hard to see, but we all know but how Door looks like. So we will just be creating a frame with door in its and I know that we have like, this little thing over here. We can probably do like something very basic on it, but I'm not even sure. Yeah, let's just all make something very basic of death. I just did not seem too lazy to you guys, so I'm going to go ahead and I'm going to duplicate. Don't forget, if you were twice movies and it's set to local doesn't work so sinister, global movies over here just delete the door and I'm already going to reuse this piece on here, and I'm going to probably move this like a zoo halfway down. Death. There we go. So if one of these one of thes over year that actually, actually what I want to do is we need to go ahead on so this will be so this might look very take, but we are, of course, going to sink this inside the house. So what I'm going to do now is I'm going to have this one halfway up here already. And this way I can just measure out dispute Over here it's moved, is up a little bit. And now we can just go to this. Make sure the tunnel quick favor to make sure that it's in the center. And once you've done that, all we need to do is we just need to vote it This, for example, 1 80 degrees. And this way it will not look like we just duplicated the exact same biller. But together that it just has, like, this ex hippies. So excuse Here. Now we have is Bill a basis. Sometimes if you feel like it needs to be too small, you can go at it. You can just double click on a natch and press control backspace on what that does is it will cleanly removed the edge without If you press delete, you will lose bother for model. If you double clicking because controlled backspace, what it will do is it will just cleanly removed a few of those anxious. There we go. And I'm not going to make this too perfect. So I'm going to like, kind of moved is down here. There we go. So we have this little bitch down here. Next stop is going to be some basic planks. And for the basic blanks, what we can do is I'm I'm going to buy this point. Moved it over there. I'm going to pick like, one of our long pieces over here on Ho. Take those 90. A case like that simply moved him in here. Sink it down a bit. There we go, Andi, Each once I want to avoid clipping them to too much just because it will look a bit nicer. Going to get rich. Consul Backspace off this one edge because I don't need it and a moved is over. You up? No. Okay, so distribute. Do quick pivots. I'm just gonna go ahead and move. Duplicate this a few times if you feel like Oh, no, it doesn't fit like that and it just doesn't feel the best. What you can do is in this case, we can cheat, and we can just like all of them and then just secretly scale this up just like a little bit like that. And now that we've done that once again, I'm going to do a quick gave it and I'm going to select, like one vote aided 1 80 It's like another one. Groups rotated 1 80 and for arrest. It's just a metaphor. For example, a few of these pieces. And I I don't mind if there's like, a little bit off like a gap here, because what we'll do is we'll just place like a black playing behind its that so to make sure that you cannot looked through it on this way, we can just give it like a few more interesting gaps in between without a breaking the illusion that there that there is actually something going on inside the cabin, it's just dark. That's just what our justification. So we have something like this. I'm going to duplicate this one once more and I'm going to hold a this 90. Cui's like this. So yet this stuff is pretty basic. The modeling, the modeling off this entire scene is going to be quite easy to do, so we don't need to worry about that. We need to mostly focus on materials, so I'm just double clicking and getting rid off some of these edges Over here. Moved is in here. This one in here. There we go. And I'm going to move this against this wall or yeah, against this thief. You blanks. Here we go. Maybe it would be cool if we also do another one here, but we will continue this in the next chapter. 6. 06 creating Our Final House Part2: Okay, so let's continue. So let's have a look. So we've done this one. I'm not sure if Yeah, I think it would be cool if we actually gets with off the top one. But then what? I'm going on about it. It might feel better if we give it like something like this, because right now it feels a little bit too perfect. So if we give it like a little gap like you get, see over here, I think that over better. And after this, we will just boarded up. See, that looks off a little bit better. So I'm now we are going to board up, and what I will do is later on, I will just make like a school decal, which we can just place all over the place to kind like may give it a little bit more sense that they are bought sitting here now before we do that, if my mouse allows me to move wanting our three, so I just want to move this forward a little bit, let's say up into up until here. There we go. So we could just nice to sink is into account, and that should be fine. I am going to probably just used one of these swords do quick pivot. So it's used one of these. Go ahead and move this up a deal here and say here. And it's make this also a little bit ticket. There we go. And this is just for these planks over here and the will it take groups that you see. We will do that in our texture. We'll try to the very least, So I don't need to really worried about this It Whoa! Don't wear went off. Hello. Thank you. So I don't know why did the CIA We will do that in texture and for rest. It should be fine. Else we'll find a different solution. So right now everything will feel very plain and very weird and perfect. But honestly, that's just temporarily so. Another one here. And I'm going to improved these after this. So I'm going t one more up here and now let's say, for example, start by moving some stuff so forcible you don't want to have all of them the exact same length and everything because that will feel a bit boring and a bit unrealistic. So let's use. Do something like that. Maybe you have this one, like, sink down a little bit more. Maybe if this entire one, you know? Yeah, we go. Does it work? I feel like they could be a little ticker, so I'm just going to select, and I'm just going to scale them up on the Y axis, like tiny bit. There we go. Okay, so for now, that should be fine. So let's save a scene. We can get rid of this, and the next one would be yes. So we might not need to out like Dita parts. I would do that along with the school. Like have, like, small d Just like that. So, first of all, the window freed, let's have a look. Window will. Looks a little bit like the same concept us that we have on that door. But then it's just boarded up, so yeah, it should be fine. So I'm going to go ahead and I'm going to crap, probably like, dinner version over here. Andi moved is down here and in the center. Ah, yeah. I'm going to leave it like this for now. I'm just going to go out and get with because we don't have enough space for among these details. Some schools gets rid off all of them. And now I just want to go ahead and move this a little bit better location. Make this a little bit enough. Something like this. And now it's just a matter off. Say, moving another one down here. By this point, we can just move this out of the way. So for this one to go out of rotated 90 degrees and this time we are just going to have it , like, boarded against it. As if that they put the schools on this side. Of course, I don't know how old this would be so but they would have nailed to build something like this. They would have at least got, like, some basic nails and stuff like that. So very simple window gonna breast cancer on. I'm just going to place one edge, which I will them move down a little bit. There we go just to make that a bit more and even and I'm going to probably do the same where I'm going to bought this up in this direction and then have not a few boards in, like Chris cost direction just on top of it. So we're going to go for four because I don't really have enough space for my chills. Here we go. And nice thing about this is you can actually select all of them at the same time and go to edit moat. This used to be not be the case, but in the new blenders. We can do that so and then we could just add it all of these at the same time, so that makes it a bit quicker. So let's do a console backspace. Let's move one here and it's moved. He's down over here. There we go. It's moved his back. Okay, so we've done that on day. It's just like it's It's all boarded up because this is a very old one anyway, So that's kind of like my reasoning for having it here. Instead of having like an open window, which would technically make more sense going to move or duplicate this one. It's straighten things. I was a little bit better again. There we go and foot dish one. I'm going to go ahead and salute. Dese are quite tin. So what I want to do is I want to just make this one quite a bit enough vote sites. There we go. Quick pivots rotate this 90 degrees to move this Ghencea. Would it still way to take? I want to go a lot. Enough. So there we go. So will you like a tin blank? And I'm going to get started with just having this one, uh, exits, move it up here and then just stretch it out like that, do quick David again. And now we can just stop by moving this. So I'm going to board us up quite closely. Some go, jack see? Not have This s messy. So and maybe if, like, one missing and then with the other witness, we can, of course, changed this up. So let's say something like this. Go to the whole process off changing them up a little bit to make sure that they do not looked to much the same. They're your basic window. Should do the trick for now. So Okay, we have all we know. We have a door we have are playing. So what we can do now is we can just slowly start putting it all together, and, yeah, that's about it. So at this point, let's just move our player character over here, and I'm just gonna go ahead and in the beginning might be a little bit annoying moving things on top of each other, but should be fine. So let's go ahead and start by just doing like the corners. So this is what I mean. Like that. It's that's might be a little bit annoying, so I'm just going to slightly Vanik moved this on top of here, and this time you do want to double check. So don't respect your block out too much because, of course, we did it quickly, So we just want to make sure everything's like, nicely alliance, for example, like over here, we want to make sure that this is not touching the group and everything, and by this point, I'm going to Let's go ahead and two brigade. This probably over here also, and I am going to use to block out balls just because I need some kind of Athens. So let's do this. So Tatis, 90 degrees. Here we go. OK, so we've done does. That's what I'm missing. Needs done on wife I'm again to properly see what I'm doing. So we have these two. Let's go ahead and just duplicate keys over here, and I'm going to move them up until this point, probably. There we go and look at the reference. So this one is sitting on top and then hear this. It's a bit off that it's sitting on top here, and then it's kind, like just going there. So that's something I need to have a quick look at. Yeah, I know. I know what I'm going to do. So what I'm going to do is I'm going to go ahead and duplicate one of these over here, and I am going to move this, she showing moving up here and then sit there or shall we just move it down here? Uh, I'm gonna go ahead and I'm going to move down here, So I'm still looking and thinking at the best way to do this. So I'm going to move this down here, and probably just also and it's on this side over here and beginning. I was thinking like maybe we can move it appear than but I think this might be easier for us to do so we have this one. I'm going to still Etess, Let's go ahead and then duplicate this. I voted this 90 degrees in half. This one go here. On this point, we could just simply scale this de select a ho scaled is a bit more de select ago and just keep skating is a bit more. There we go to evenly distribute those species. We have this speech which I'm going to duplicate to move down here and then we can just select the old one gets rid of debt and for this one, I'm just going to rotate this 90 degrees like this just to again change the angle. So we have That's one. We have debts. One goes nicely armed here. That is fine. We want to probably go out and grab this one and move another piece down a year. There we go. And for this piece I'm just going to go ahead and get rid of one off these lines because I don't have space for them. I'm going to move to Stony Year and this is where it becomes a little bit annoying with, like, our angles. So what? I'm going to do this. We are going toe have, like, wood planks around here on top. So we will use those two gun like fill in those extra gaps. So for now, that should be fine. She? Yeah, Yeah, it should be fine. So I'm going to duplicate this one. It's got rid of the old one. There we go. So we have this one over here, and once we get to like the base shapes, denim becomes a lot easier. Because then we don't need to worry too much about the shape anymore. So this one which I want to just keep it the same height and everything because houses off often haven't evenness to them should at its median. And then we've also just burger like support and everything later. One. So the only thing I would say don't know if you just like height selection on this. Actually, no, we don't need to hide selection. I want to Here on the side. I want to see the best way for us to place this and what I'm talking about this if we want to place this on top or if we want to go out in places like in the center here. I think we might need to go foreign center here. So what I'm going to do is I'm going to go ahead and get rid of these. Actually obvious that we have a little bit more control off a placement for these ones. They just like sawed. It's, of course here, and I'm going, like, moved it a long here. And we're still in that shoot Consul backspace. So I want to just go ahead and here on going to leave like that. Okay? Yeah. Then, of course, don't get mistaken by the angle. So we will need to change the angle off the roof, like a little bit. But for now, let's just leave it like that. Place another one down here. And also, that's quite this one. And for this one, I don't I think we will need to make some edits off course to in order to a complete to accompany the chimney over here. But we will do that afterwards. So we've done this one. We have done those going out. I'm just going to do actually, I'm going to First of all have doors and our windows replaced. So here's a door by the way, what you can do for door just making speedy Jeffrey Press all I We just want to go out everyone to apply. I'll wait normals on here. I know fast way of doing it, but I'm already too far along right now. I'll show that the next one There we go. And then basically, just go ahead and select anything cause control J and that's will join everything together , so it'll make its one object now. You could do quick lived in this way because aren't you? Now it just makes it easier. Faster Just quickly select our door and by this point, we can delete all toe. We can move this in here and basically that's we can see, for example, that we need to go still makes some changes. For example, the top is stewed big, so we kind like, want to scale that down, Be fine. I would say that the door is also a little bit like these beams stay end up being a little bit to take for my liking. So I'm just going to go ahead and do debts and then off course. What will happen is for these pieces you want Select one face and what I did is I. If you press four, you select all the these like linked now this is shortcut. I set again in preferences, but you cannot go to select, select linked in a linked and basically this will select every face. That's a textures. And this way we can just quickly select like these leaves. So because select 14 and then we can just go. Q. And we can separate the selection, this one for Q separate selection. So, yeah, that's, Ah, I didn't realise that we needed to added this much. But once that's done, I'm just going to select like all of them and then just do a quick pivot. And this way I can. Now skilled. He's done. But before I want to, Scully's down. I just want to moved him out of the way and then Jeff, like an unobstructed few. I want to just go ahead and moved. Each piece is down and make them a little bit more even. Okay, like that. That the checkbook? Fine. So now we can just simply select these again and by the Spartan, by this point, it might be easier faster, just simply using a normal scaling to scale this down. Instead of us needing to, like, move for cheese around all the time and everything there we go and we will do another Polish face later on. We will improve upon this, but for now it's just important to get like the main shaped in. So let's start with that. And in next chapter, we will continue placing our windows and then we can. We'll just start by properly creating our walls and everything. 7. 07 creating Our Final House Part3: Okay, so let's continue. So let's have look. So where did you leave off? Because I took a little Blake. Oh, yeah. Windows, of course. So let's go up one off you. And I guess, but this point, I'm just going to leave them. Este are just started just to again avoid, like, the whole thing where we need to separate them and stuff like that. So we have this one over here and want to duplicate it over here. Also, just going to plus age to hide it. And then so, like this one. And now we can dispose all of you to a new high def eating. Okay, so we got our window stare, which is fine for now. They are. I'm going to just select them on de Select. Thinks I do not want select. There we go. And I'm just going to see if I can push them a bit further back. I do want to push him, like, a bit further back, something like this. But that's Bill mean, if we now go old, I it will mean that we need to just like these objects and movies forwards again. It was all to you there we go to compensate for the fact that we push them this fine because it doesn't really make sense. Having them pushed our debt far for the door. It makes sense because it's frames. But over here. Yeah, that doesn't we look too good. So we've got this form. We've got this. We got a tracing around here, here and here. And at this point, what we can do now is weaken. Probably start by working on just having, like, a basic roof frame over here. And once that's done, we can get rid off the walls. And we can actually just play some papa walls in here. So for who frames, I'm going to rotate. This move is up here, and I'm just going to go ahead and I'm going to get rid off these because I need a little bit more flexibility. So constant backspace. And go ahead and move one here. Onda nicely moved us down here. Same over here. Just like do this. There we go. So we have three number one, and then if you just go ahead and select, it's and we can just do a quick pivot and just go. Tatis 90 on 1 80 Sorry, 1 80 degrees Places over here and then down here. So we have a little bit off, like an overlap, which I do not where you like, but I'm not sure Think about the issues way fast. It's just moved is. And I don't think we will really notice that slight movement. Actually, I need to move this one a bit more to the left. And this one bit wanted to hide to kind, like even things out. There we go. So we will not really notice that too much. So we have some frames over here, so we can I just go ahead and duplicate them over to this side. And of course, we do need to add it back later on, because we are not just going to have everything clipping in here. But the reason I want to get this done this because now if we hide this, we have, like, a basic frame, and that's really good, because we can just go ahead and stop it properly, making our walls so I'm going to do is I'm going to go ahead and high Tous and yeah, we probably want to later on didn't like the needed. But let's just shift a and let's go ahead and create some planes. So we will be creating our walls out of planes by this point. So I'm going to vote. 80 is 90 degrees moved is in here. Moved is down, and this would just sink into the account. So I like to just have it sunk into recounts a little bit. And it's get started with, like, this one. Oh, God. It's moved his backwards because this one is going to be quite a tick one. I believe she that might be a little bit too texture. Maybe want to just moved this for, like, a little bit. Okay? And I'm going to duplicate this. Moved is over here. Whenever you duplicated it, density use like boat off the objects. Or sometimes you just need to go back and re selected. So we have this one over here. There we go. We cannot go out and duplicates over here and for this one. So a plane, because planes only one sided and you can see it by going down here into face orientation because of planes. One side you will see that we need Whatever we are looking at, we need to have blue because if we have a threat, you we can see through it very easy. Just basically want to do it. Class shift in. It was council and Oh, wait. I'm, uh, not invited. She needs going at it moat, and then shift in So edit mode. Select everything. Shift in. There we go. And then lots of people do is to open up a window. Say we calculate normals. Normally, it will just make it blue. If it still doesn't make it blue, then just pressing inside. So, like you see over here so you can see Click here on inside or not. There you go. So just keep an eye out for that. And then you can go down here on the wife flame Just turn it off again. So that's does false. That's fine. We're going to do a quick pivot on our plane over here and its vote status. 92. Cui's on Decide how tick or how far we want everything to be away from the wall. There we go. So you've done That's one. Let's go down here Should be an easy one. Discord and a shift end. I keep forgetting to select the selected shift, and it's just make sure that it's blue and it is okay, Great. You can also, if you want way to it is until, like the very last and then just to all of them at the same time. Exactly. Have some leftovers here, which I forgot to delete their egos. Now we have, like, some clean papa base walls. We will need to out some segments later on just to do some most painting like you can see over here. But this is a good start. So having d species, I am not going to go ahead and duplicated. Sorry. I think I accidentally duplicated. Yeah, I accidentally duplicated one of those walls. Anyway, I'm going to duplicate this, Moved his up and in looks like we still needs you. It's good. Ault X. So we need to move this one in here. And this one in here. Okay, this one, I want to actually move further back a little bit, a little bit more further back just to give us some more space for, like, the species that we have over here. But that should do the trick. So for now, let's scratch and duplicate. This moved is over here journal Fish orientations Shift selected shifts and and make sure that it's blue on the heights on the correct angle. There we go. OK, so we have done those now. Basically, what I'm going to do now is I'm now going to start by placing all of the's base would blanks. I think that's what I want to focus on first, and then we can move off to the top. And then the roof is its own thing. So I don't need to worry about that's right now. So what? I'm going to do this pretty much. I'm just going to follow these pieces. So let's have a look and see. We want to have a tin bar. So we first of all need to probably create one by just selecting one of these. Although which one that we use for that this one lets duplicate this. So this is the one that actually cared to beat in. So if we have this one, I want to go ahead and scale it down because I want to have even dinner. There we go. And this one is going to be awfully like in the center. Let's go ahead and get rid of one of these segments on then for the top weaken sky. The move this down there we go and moved this in to make sure that it's like supporting the top teams because that's what they're here for, most likely to support the top teams. So one nice teen center here, another one nicely incentive over here. Then we have another one, which is a rotated 90 degrees, and that's one. We want to go ahead and put all that I said. I can see what I'm doing. We want to go ahead and get rid off these lines, select it and select one side and just moved this because for some reason it stops here like it has a diagonal piece here. And I think the concept lattice that made this just did it out of interest. Just make local but a That's what we're going for. We want we want to make a local. But of course, we do want to still keep some, make it structurally Sainz. That didn't make sense where everything is now. This is quite nice, so because we know that this is and like is even spacing. All we need to do here is because we just want to move his in here. Just make sure that we have this even spacing also over here. So we have this one? No, this'll line. It feels like a little tin enough. And I'm I feel like because yeah, we don't have a lot of space or what? I'm going through it. I'm also going to do that. I'm going to make this beam slightly dinner. I'm going to Ako Tatis over here. She You know what? I want to rotate it until these out of tips are just touching like the border. So if you're free to, like, move it and if you want you click voted a few old shift, you cannot rotate it even more precise. And that's way should be able to like nicely, like over here like nicely placed into position while still having it look logical. So we got this one that's duplicated. Let's do a quick give it and it's ho Tatis 1 80 degrees and it's like nicely moved us down here and that should all now even you come. So that's good. So we've done. That's one. This one looks like that. We then have another one here. Incentive. Oh, it's, uh I'm just going to Well, I'm not going to move out of a One thing that you can do is I should have done that earlier , so if we just select our block out over here, So just like like, I'm main block out pieces. But you can do it. You can, right click. Move to collection are the new collection that you got Block out. And what this will do is in your scene collection. Over here. It will give your new collection. You can just very simply turn off the block out. And this way you Yeah, you could very quickly just turn on and off the block out. So I should have done that earlier. Sorry about that. I just didn't think of it going to apply my weight, normals and this and I'm going to go ahead and get with off. I should not have a plight. My rating knows you want You do not want to apply your weight in almost because what will happened then is when we added are seen the weight enormous replay coif when we added our object. So I'm just going to go ahead and gets rid of that one, and I'm going to move this down and in there we go, and we will copy these over to the other side later on. I just need to figure out how we are going to do the chimney. Like how we are going to split it up. So we got this one. Now I have this one over here, which we just want a nice tea. Select one piece on this side, one piece of this and tried to keep it even. So try to keep the height for these the same. And as soon as I said that, I realized that this height might not be perfectly in central, so it might actually want to move it down a little bit, but try to keep the try to keep it all the same because it would not be logical to, for example, have something like this that wouldn't really look very good. So we got these ones are money to now is we just need to have, like, these diagonal pieces and for does, we might just be able to if you use this and if we don't go out and get rid off these center lines for Contra backspace, it's moved is known here, and this one goes into the account. So selected quick pivots duplicated, rotated 1 80 Every girl wants moved us down here and that was like the tiniest bit often offset. But I'm not too worried about that centimeter. We can just do this. And now down here, it's a bit. Oh, wait. Technically, we didn't the other way around, so I'm guessing weekend still fix that. We can simply stop these around. So let's just stay true to Yukon Spat. So let's stop these around, because I think that will make its issue here at top. So, having these pieces, let's rotate them or duplicate them and voted them 1 80 upwards. Let's see. So we have one here, and this one will kind of just, like move down here and do death. This one will. Hey, um, this one is a bit messy, so I guess we can move this down here, but then we will. We'll need to moved this out a little bit more to kind of compensate forward because else it looks very squashed. And I do not spawn Tet. So that's just something like this. I quite like that. It looks like a little bit messy. I am going to now for some of these, like, very slightly dent and dental mean. And this is once again just Teoh give, like, a little bit more off, like a messy feeling to it, because this is quite altar, and it's not too perfect. So I just like to go and, like, not have all of them on the exact same space just on the same lines, but not on the same. Not like how far they have been pushed in, if that makes sense. So we got something like this. Yeah, I'm quite happy with that. Fine with that. So, on this site on our window site, all we have is we have these pieces down here which put much look like this one. So we'll see if we duplicate this Ho Tatis. You can always edit the rotation if you messed up reputation First times. That's no palm. So So, Tatis. And for this one I just wanted before fixing this. I just want to see how far we can, like, push it. Okay, so it's moved is down here. Move this one up here. And I know that this will be sitting into the guns Are we need to focus on this to make sure that the wit stays roughly the same. So we've got this one over here That looks fine. It's too quick pivots the older. You may want to move this up a little bit more. I'm going to have this in the center off our window over here just to keep it nice. And even so, another thing is, it's messed up. Our bevel you can simply select is and just quickly of otitis. And that's where often fix the way it baffling she can see. So not a big bomb. There we go and let's go ahead. And so I don't know what did that. Let's duplicate this. My hands are all over the place on my keyboards. For some reason, I just keep pressing the one keys. I don't know why. Maybe because it's really warm in my room right now, because it's some of at the time of making this. So, um, let's go ahead and duplicate is over here. Yikes. So in here it works. This window is just not in central, so we just want to select the window. There we go. Incentive. Yeah, it's looking fine. So we've got those. I just want to double check and see how it would look if we rotated this again. And also if, like, some over here, that does look quite cool. So we might actually want to do that. So we will stay away a little bit from our reference. But we might just want to moved this halfway in here. And the reason I do that, it's that we can even be changes. So if we know, select these and move these half it down. Yeah, There we go. Let's do that. I think that looks a little bit more interesting. So let's go out and duplicate that over here. There we go. Okay. I think this is a good closing point. So in next chapter, we will focus on our roof and, of course, on all these sites, and then we'll see what we're going to do with the back. So let's continue 8. 08 creating Our Final House Part4: Okay, so let's continue. So we are slowly getting there. So we got these pieces down. This piece is done. We will ignore the back for now, I think. Yeah, I think what you just quickly focus on off hoof over here, which looks pretty basic. Looks like just straight one with the bent. And then just to flip that bends. So if we go for probably, like, distinctness or this one, Uh, no, let's go for this Stinking is over here because that's what it looks like in the reference and like not to take. And I'm just going to have this sitting in the other. And in this case, we will just going like merger together because everything will be overlapping here at the top. Where with the structures. So we still need to figure out exactly what to do there. But for now, move this over here and yeah, let's have this nice and far out like that. And now we can just go in and emote on just softly, just like we've done many times before. By now, moved is down. OK, so we have this beast that this sitting nicely dare that's fine de species are today the same thickness. You would expect them to be published slightly dinner, But we can still use this Be. So if we use this bees over here. And if we don't go ahead and moved to start? Actually, you know what I'm going to do is I'm going to select this faces over here. What face? H is and I'm going to now move this down. I'm going to slightly move this in worths like this. Do a quick pivot on here on actually pregnant. And now what? You want to press contra off and then you want to use your school Real art A bunch of segments like this and the reason we do that this that's if we don't are they modify it. And if we go ahead in art, a bench spends bent bends. Where are you? Oh, it's not bad to come mesh the form and Mesta for modify. By the way, let's get rid of our way to normals. Just for now. So we have a bent? No, not met. What am I talking about? Well, you so I'm having a little brain freeze. What was I looking for? I was looking for bed. Um, I think this one simple. Yeah, here we go. Simple deform instead, off Mesta form So simple deform. And what this says is that as a bench modify over here and now you can already see it happening a little bit. It's just that we need to set the access to be on the y axis legacy like this with the angle, we can very simply bend this now what you want to do now, If you want to use your Mexico stools and you want to edit to pivot and you want to set the pivot to be at the bottom off, your object and ensuing should press, enter, pivot off again. You can see that now depending will happen at, like the bottom. So at this point, we can't just want to bend like this. And then we realized that it is not long enough. So knowing deaths, I'm just going to go ahead and I'm going to turn this off. You could turned off down here going on and it moat. And I think the easiest thing for us to do is XY to scale this up a little bit. Do it on. Yikes. That does not look very good. So we do need to scaled up. But then what we need to do now is exceeded Its gets weight off are simple deform and once per sq and he set all transforms and sometimes your favorite kind like goes away. So you want to resettle a transforms now that we've scaled it up so that will help and then go to add a pivot and move to pivot down again And once you've done not if we go to simple deform bent on the Y axis And now if we go and nicely bent this up until here or never get got the rest away There we go. Think that looks yeah, Looks about the right. It looks logical to be okay. Perfect. So we've done that so we can power supply. And now basically, what you do if you just go ahead and pass all I we want to go into our face, select and just delete those faces. And now what you have left issue have this little piece left over here while I go to is I'm going to double click to select everything that I'm going to dislike These two pieces. And then, if you prosecute and breach edge loops, remember how we are the dose, That's where are the bridge between these three loops and a blade should basically just cleared two new face. And of course, we do need to bethel it. But we do that by moving geese to back, and that will create a bevel on its own. And these do we just want to select and press council beyond. And that's what today's. Another baffled, like that's all to you. And there you go. Easy does it. So I found that that was, like, the easiest way to just quickly do this. It's moved a little bit and at the very end are you will you want to do is go to art modifier waited normals. I said this to 100. Now go. So now that is all nicely done. And just make sure that you haven't offered a solution, that you have enough segments that it looks nice and I address, but this should be fine, So pretty much, but I'm going to do now is I'm just going to duplicate this. I'm gonna go ahead and vote status by all the control to snap it about a this 1 80 Let's move this back here. I will push it against that one. Oh, it looks like that we have just the tiniest bit off, like an offset going on which we can simply fix by doing this. And I'm going to them Move this together, and I just want to go out and go in here. I just cheated a little bit by moving. This one sent me on the on the scale. This ice? Yes, you can go super precise. But in our case also because it's it is oil doing that half a centimetre. No one will ever notice where you look at it from this angle. Unless you really start to calculate everything. So I'm happy with that. So we have this one with this one. We have to cite panels. That's all looking good. Looks like don't agree. Forgot ending. No, I don't think we did. So we've done does. What I'm going to do now is I'm going to go ahead and quickly aren't like some more segments down here. And we can do that by probably say, Let's crap. Let's quite this one over here. Stew placate us. Rotate. It's minus 90 degrees. Sometimes, if your view is a bit wages, procedures, you mean, although I kind already expect you to know that what soon is if not sorry about that that I've got to tell you. So we have to bother me. If so, we can just go ahead and move just down. There we go. It's like this piece with debt down there we go. And pretty much what I want to do now is I'm just going to I am going toe eyeball it just because I'm lazy. So I'm going to move his in center, duplicated and then moved ocean to dissent. Also, like death on a my happy witness. Or do we want to have, like, some diagonal? Lyons, 19. I'm happy with this. I think I want to stay true to decide. So, man, maybe we can do, actually, we can do that one off those sites. Bass. If we pick one of these, I think that might look cool if you just go ahead and okay, this minus 90. Let's see if we move one of these here and then we do off course need to get rid off those extra segments that we do not need and it's moved, is down here. Yeah, dignity looks cool. House to wits. Yeah, I think, actually, the weight is also fine. So let's do this. Let's do a quick pivots and what I'm going to do is I'm going to go ahead and duplicate this and I'm going to go. Tatis, 1 80 Moved is down here. Okay, so devils quite a big difference. Let's duplicate this again. So that looks like that. We do have a little bit off a difference in the with. So if we go for something like this that we goes now, that's in center. That's in the center for this one. It's just because the weight over it's a little bit uneven, but are we really need to do is we could just go ahead and move this down here should number. You problem. So let's move this one here and this one here. There we go. Basic but effective. So we've got that's one goes down there. We can go ahead every gun, exceed, duplicates all of the's over here and moved us to the other side. But I don't see how far they stick out and not too far. It's more like dese. Billers are sticking out way too fast. That's something we also need to work on. So these funds, you guys can go in what's a little bit more same over here. You guys could go. Are you guys already? I know you guys saw about fine. Maybe like a tiny bit in like that on. That should be fine. So which means that for this one, we also need to compensate. Although this one, we're going to add it anyway. So OK, so that's now in place. Which means that this nicely fits. I feel like I'm forgetting something, but I honestly cannot remember. So we will probably I will probably find something out that I forgot later on. But for now. OK, so for now, that should be pretty much fine. What I'm going to do now is I'm going to probably work on the chimney just because else it's very hard. Foster know what we actually want to do on this site? So let's save us in And don't know why it's taking so long. Just a safe. There we go. Okay, So we have no speeches. Sorry, I'm just double checking, if done does could This bill of these site Billa's a nice side few over here, that's all looking good. Okay. Yeah, let's circle to you with this. So if we turn on our block out, we can just quickly duplicate this, and I'm just going to hide, click, move to collection and just set this to seem collection. And this way, if we turn off the block out, we will keep a duplication off. This and pretty much only reason I want to do is just because I want to have a papa block out for this on. You know what? I want to have a fresh start, so I'm going to go mesh Cube. And I'm just going to create a fresh new cube for this. I do want to make it perfectly square. I don't know why this one agents perfectly square. Is it? Ano ticketus? There we go. Ok, so fresh New cube. That's all looking good. Go to move this up ongoing edit moats and just moved this all the way down for now. There we go. And this one, I can just hire I could just leave to decide so first things first, let's go to the top here, and that's extra juice out. This is for, uh, a little lip over here, so I'm just having a look at my reference. So this lip looks like that we want to extrude tous que a long faces. Okay, so what extra? It's like this. Now we want to double click and now in the stop HIV, or you just want to click on the blue scale and then hold shift and very softly like scale this out used to give it like this little bit off like an angle. And once you've done that, we can already used face that this located here, scale that in and just for good measure, I'm just going to extrude it in just a little bit just to make sure engaged. You ever want to have, like, an angle like this? You can still see you like something going in with us. So it goes down here. We will need to stop. Ah, blanks over here and over here. And I think this is a good moment around which Prescott are around. This point will be a good moment for us to increase the size for this. So if we do that and have another one here just by pressing control on days like these two face off here, we can then use a scale to scale this out like debts. Okay, so that's all work. So once you've done that, we want to go out and we still want to do the same thing at its we've done before, where we just go and pass control, be on and see. Let's go for something like this. Yeah, I think that's a nice girl. So let's go for something, I guess. And now put much all you want to do it. You just want to double click on, by the way it's get rid off this bottom face because it's going to get in the way when we want to do our baffles and we don't see it anyway. So double click on these pieces now, these ones I want to be quite soft. So I feel like that. I just want just to be sure, go to object mode and press Q and all times forms just to make sure that we do not have any problems. So there we go shouldn't quite nice and soft. And then we want to select these pieces because we want these pebbles to be slightly smaller. Here we go. There we go, and I'm going to show you a trick. So basically, what will happen is because we don't have a bevel here. If we turn on out of smooth and right not right. Click select hefting que shades moves everything. Now do quickly. Now if we aren't are waiting normals on the air. So we have our way to normals and we set this to be 100. You will see that everything is working totally fine. But then in here because we did not create a bevel. The smoothing doesn't know what to do. And it gets like this really messy problem. Um, now basically, what I'm going to do And I found that that's just the quickest way. Or you can alter bevel here or what you can do. She could just select us because que impress separate selection, and that will just make it shop. Now I know. I don't know. I think if you then passed control J, you can join it back together, and that will keep it sharp and the reason why it stays sharp. It's because when you join it back together, you do not actually merge. These foresees together. So these so this now is still its own face. And this way I can just very quickly keep it shop without paying for too much extra, Um, extra jointly. Although now I think of it, it does. It doesn't make that big of a difference, but well, doesn't really matter too much. So we got something like this working. I'm quite happy with that. So let's wrap the scores up just by going in here, and we just want to go ahead and go to enter selector. We probably want to move this down. It's like this one moved this down here, this one down here, we just kind of like one, too, and dese Bethel's over NT baffles and peace wood planks over there, and I just want to be careful that I'm keeping the same angle. There we go rotate this and this and let's go ahead and movies against here. There we go. So that now Yikes, that does not look good. Let's create a cube and is going to be just like another measurement tool. So I just want to create the cube, and just to make sure that's they ended at the same angle. So I see. So I was way off, so I just want to move this up. There we go. That looks a lot more logical. And now we can just get rid of this in here. Shall we have another plank down here? I guess we can do that. So just for, like, some of the enforcement, let's go out and just have a blank here. Like, go in, What's a little bit more. And I'm going to make it a little bit dinner. There we go. Maybe get rid off like this. One line of vehicles for backspace. Okay, so he gets one here on. Let's move this nicely down here. Did this just a little bit. There we go. So quick, give it duplicates. Go take this 1 80 and movies down. There we go. So we will continue with this in the next chapter. We will probably just have, like, something interesting going on here. And then we can start with the roof 9. 09 creating Our Final House Part5: Okay, so let's continue now. We are just going to go ahead and do some improvising just to see how it looks. So if we would duplicate this and place it along this part over here because I just want to see if it makes sense for us to have, like, a wood beam from here and down here. But then, of course, you know, we have to bed, so we might just want to go ahead and have it only go. It's just like this. So you all decks. I actually get along one selected. There we go. OK, so let's see if we do something like that. I don't think that Alexey benefit. I don't think that will look very nice because I think that's why don't you look nice if we have another one here, But you would not normally with the Bent like this, try and place entire would piece like this because she just cannot match it up correctly. So I am. I think I'm going to leave that one. Yeah, I'm going to leave that one now. I just want to see if we can maybe use one of these just for the fun of it. See what happens when we like, place this one down here. And if we didn't go ahead and now just I know it's a bit annoying that it just that it often keeps the other pieces that we have just duplicated, selected. And but at least for me it's knowing because I keep forgetting that, you know, honestly, I also don't like that. I think I think we were just going to keep the back simplistic. I think it works for the funds, but not so much for the back. So having that said, we are not going to work on our roof and for our roof. Let's have look, what do we want here, huh? Okay, so we have, like, we're probably just going to make like the top and then the site panels like that. That's fine. Then we'll go ahead and create these pieces. Well, duplicate is over to the other side, and then we will just great, like a go off planks along here, just to like, kind of filled up and should be fine. So let's twi that. So if we have a look at the top, is the top pieces actually slightly different. So what I'm going to do is I'm going to crap. I think we do need to crap like one of our bigger Billa's over here. So let's go ahead and grab this one and let's rotate this 90 degrees. It's moved its nicely up here for now because I think I don't think I want to make this much bigger than a dis right now. So I'm going to move this back in and I'm going to go into edit mode. Chris Consular on. I'm going to just place one edge down here. And with this we can hopefully get, like, this shape a little bit more so envious. So we will need to go back and forth between things a little bit more. For now, this is just like, almost like a twi out just to see again. Outings look, So I'm not just doing the same technique when we make everything a bit longer by moving it like that. Okay, so we have this, so I just want to go ahead and I want to fit everything in your so so I am just looking at If you hear me pass its most off the time that I'm simply looking at my reference to see the next thing that we can do. I'm going to grab probably this one. Let's go for this one. But let's make it a little bit thinner. So let's go up. This one. Let's go to a top few and I'm just gonna go into edit mode and she could make this slightly dinner like that. Okay, so we have got that's one. Now, it might be handy if we first place one year at the bottom so that we actually know work where to fit it, and pretty much the only the way that I'm going to do that. This I'm going to move this to the top. And I do this so that I can measure out that the distance is exactly the same form like top over here. And now it's just a metal moving this down to the bottom. And it looks like that in a reference, this one is rotated a little bit, which makes sense. So at this point, begin moved is where do we want to move this? We want to move this one up here and then there will be another one. That is like lower like over here later on. But for now, let's move this one up here and we do, of course, need to move it on the other side. For that, I'm just going to select it and I'm just gonna go. It's moving out. The select one line moved out. It's like online. Moved out to select one for the back. I'm not going to make the back as far because we of course, after Jimmy and everything. So we need to have a look and see the best way to do that. So we got this one. I want to You know what? I want to properly a line. Do your rotation with the rest of the hoof. So just give me a second to do that. There we go that you do it. Duplicate this on. Let's have another one over here. Oh, so I want to make sure that the alignment is exactly the same. So I want to only use my head over the X axis to move else. We get some problems with the alignment because we need to, like now Belen, some woods in between these and that's why I want to make sure that this all looks correct . And I'm going to make another one that it's just going to be here. And this one can be flats and movies on top here. She, of course, the block out Who? False? Very basics. And now we just need to make sure that we have something a bit more logical. So we got this one. Would it maybe be nice for us to also have another one over here and then have, like, the roof and stuff have to follow? Maybe if, like, a straight piece off the roof? So if we do this Ah, it doesn't really feel like we have to space for that. I'm going phenomena just going to get rid of it. And I first I want to focus on D speak pieces. So we are going to just balance another few off these off top of debt, and I want to make the angle in a way. That's the angle, like I'm like, aligns with here so that we can properly balance and some of it, although actually looking at this, it actually looks like it balances on top of this, and then it goes below it which is not, which is a bit often interesting design. But it is a design that would happen in the real life, I would say so going to duplicate this and go toe otitis 90 decrease by this point, we do get a few more a quotes angles, I would say So I'm just going to have a look and see. I want after it in front of it because we remember we need some space for, like, off boot Blacks never thing, but basically what I'm on about this. If we want to have this angle, we are way over shooting our center, and that's a bit strange that we are doing that. So I need you try find like a balance where we can do like we can make yourself, like a little bit of like clipping in there. But we need to be careful that we do not go too far. Let's say, Well, if we do something like this with that work, it's moving Beck a little bit. Um yes, sir. Then we cannot have the roof the way I wanted to. That is Twiki, that is Twiki. So if I want after Cy, I did this. Just take some thinking. So I like to do that on camera because it's just that process I'm going through. So let's see. So if we have this angle, we need to have a flush against this one. So I would almost say that maybe if we just temporarily moved is out of the way and just try to get this close as possible to the center. So if we do one here and if we don't go to edit mode and just get rid of, like peace to be Sylvia and if we just select the base an extent that slightly foot out and it's true Consul off over here because would get bent a little bit so they might have just done something like that I'm just going to selected on Just compensate for its OK, so let's say we have this piece still Creek. If it and let's say we duplicate this hotel a tous not 1 90 I meant to say, minus 1 80 Oh, day this 1 80 degrees places over here. Okay, so Google Foods be there, and then we would have this piece and for this speech, what I'm going to do is, I'm going to make it a little bit bigger so that it's kind, like fits both basis. Make it a little bit smaller, like I just wanted to fit both pieces. And then if I just go ahead and go to FedEx mode and move this down up until it gets to this point, OK, now Free crab one of these. And if we don't moved us down here to make it not clip in there but actually make it feel like the roots sitting on top of it and that they, like, use nails or something to kind like attach it. So keep thinking that is very important in something you're definitely learn. Also, keep thinking about how stuff is constructed to make it look logical, because everyone can learn a program that's not really difficult, but difficult parties to actually understand how things are constructed, how you would want to make things like the best ways to construct certain things and stuff like that. So let's say we have something like this now. We are straying away a little bit from like our reference over here, but I think for now the shoot be pretty decent now Of course, about here we will probably go ahead and the glue Philby cuts out over here. So if we ments like both of them and duplicate them if we place those around here, Okay, so it's moved him out of a bit further and then just go at him, move these out a little bit further, and then if we just if they used us by moving it down and have this one tried to make it nicely lineup, but again because it's boot. I'm not too worried about, like the straightness because said Well, actually, my mistakes in the straightness by doing stuff like this, it will actually be beneficial in this case because it will make everything feel a little bit more organic. So there we go. So we have those online to dance with the Bluefield weapon rounds here. It will kind of like, close off over there, go down and I'll do all that fancy stuff. Okay, so that is looking good. Now we have some wood beams over here, and I think we just want to the use these and just completely like, go to the top. But then again, we also have to palm that over here. So you got nobody to see. Like they are going in the neck in the rest of the wood, which makes sense, because when we go here, you can see that it will slowly move into the woods. So what I'm going to do is I'm going to go ahead and in the first place one that top of here. So this one's we will to We will just go ahead and accept that they go inside the wood for now. That should be fine. Although I might want to just move it. Yeah, that's a big So I'm going to accept it because I know that you will be able to see part of it, go below it, and that's the problem. So I'm going to have one here, one he ever not just have, like, one in the center. And I don't need used to be to even so as in, like, the distance from each other. Like like try an eyeball it because in this case that will actually make give us, like, a bit more like that. Messi feel so one more over here, down a little bit more and one more down here. Okay. So what I'm going to do is I just want to select each piece, and I just want to get rid of them on. I just want to see if we can. Maybe Bush is out a bit further to get, like, a bit more off, like an evenness bottom. Okay, so I can't do that because I want to keep the thickness. It's very important to keep that. So the first we can push it out is around here, isn't it? Yeah, I would say that That is the first recon postings out. So let's just go out in the same over here. Just push this up like this, and just for now, get rid of these two lines and then basically adjust the species first. There we go. That's the reason I do. This is to give it a little bit more space over here so that you can see a bit more off the woods down there. So just adjusting these lines, okay? And now deny sting or the Eastern by this is already to do is over here. We moved east to anxious, select the top one, and in order to make the angle. Executive sames simply moved us up until it properly gets these lines. Oh, and this one over here, we off course want to go ahead and just and this over here just because off the Jimmy again . So we've gotten those species ready, so I'm going to select them. Do quick, live it, duplicate them. Ho Tatum. Exactly. 1 80 And then, just, like, moved his down here. And it should line up pretty well except for this one. Because this one, we need to move forward because the distance is slightly different. She's speaking about distance for some reason. Diesel Also not good exports. We can just create a very quick cube placed over here. We know that this distance overhears Kovacs. All we need to do is now select. Destry moved him in, and there we go. So now that it's nicely aligned. Okay, so we got those speeches done that it's looking good. That's fine for the planks. I'm just going to go ahead and place blanks in between here, and one step is done. We can just have like, a plane for the roof for now. Andi, for the plane. We cannot really do much because we need to actually wait until we have detection before we can edit everything based upon the texture. So that's something we will need to work on to. So but for the blanks, it's pretty much just a matter off picking one of these. And if we don't go ahead and go to like our form, few make this a lot. Dinner like that. Let's do a quick pivots. I voted that, and there we go said that that's where we could have blank and are we really need to do for this. Blank is I'm going to go ahead and move this back and have its end halfway true on both sides. And then they would have needed it to the sites over here, so they would. So that would be nails like in here and here and there. Okay, we are running out of time. So in the next chapter, we will continue with our roof and just like places, planks and place the actual roof. But it's notice something to get there 10. 10 creating Our Final House Part6: Okay, so let's continue by placing our planks. So we've got the's. Once I'm going to go to my front. If you for this, I think that will be a lot easier. And I'm just gonna go ads and place these planks, and then later on, we will makes a minute. Now, it might be easiest for us to just moved the bigger pill us slightly. If, like the distances off, I just want to make sure that that does not mean that we have, like, a very big gap at the very end so that we need to have another tie, a pillow so way we might end up needing, like, entire new pillars. So let's just see. Oops. Do me to do that. Now you see how that will look. 12 tree? Yeah, I'm going to make the last one. Probably like four. Yeah, I will do debts. And then, actually, no, You know what? I will move this one down. I will do that. So, first of all, let's just go ahead and make sure that these are nicely aligned Now it's starting to become really tight squeeze, but should be fine. So and then just like, moved this one down instead. And then over here by this point, you know, what I'm going to do is I'm just going to make this, like, a longer version like, over here and see how that looks. Okay? Yeah, that's a competitive. It, of course, it's very, um even which is something that you want to work on. But I think that's looking pretty good. So that's like a really good starting point. So basically, what I'm going to do now is I'm just going to go ahead and work a little bit on that evenness by moving some of these up and down and you know it, Israel just again breaking up this surface, especially for something like this. There we go. And now all too real do Israel selectees. And let's go ahead and duplicate them. Do a quick benefit, rotate em 1 80 I just want to make sure that yes, OK, so the angles are still say, and now it's just a matter of off. We will use the bottom on only two measured is. And the reason for this is again just because off the top, so that get that we have over here. I'm not sure If do we actually want that camp? I'm now that I look at it because that would be an logical to have kept like that. Three also cannot have two blanks. I get, hon, that's tricky. That's a tricky one. I'm going to. I will have a think about that. I'm just going to go ahead and go to my funds for you and just quickly fixed is and then we can have look at that because it might mean that we just want to move off, would sports. But we cannot really do that because off the way that things are constructed. So it's definitely something worth having a think about. Here we go. So okay, so that's would know be fine. So everything. So we have this piece, so the gap seems underweight. It it's like a little bit of an illusion is really hard to actually see the gap, and I would say that's in our case. Maybe the easiest way fast to fix this is to just cheated and the way that we can achieve this by duplicating one of these and going to ah, fun few. So I just need to It's been Come on, let me select it. There we go. Got to selected Go to our front few. And if we didn't, it's goingto edit mode and simply moved us out. And I will probably do this up until, like this point. So it would be like a plank that's sitting from here to to have few, like over here and now it might. It might not look. And so it will look fine from these angles. So you will. But of course, inside it would look on logical. But the nice thing about this is you cannot actually look at it inside. So I think that will be fine. Because remember, we have shadows and everything, and that will make everything so much darker. So I think, Oh, wait, only things we need to do is over here. We need to make sure that we do not expect me push it too far. They re going, and she defined now another thing that this bit tricky is I want to do go ahead and get with off some off these blank's and just for like the Muslim, the break up. But again, we can't really do that because then we can look to it. So I think in our version, although over here, some off the planks are missing, We will just have to missing it like these gaps, but not actually on the roof itself. This is just a limitation off us not making the insight and eso we would probably just have to something like debt and maybe half like another one like this. So, like that we can create some gaps over there. And then later on, we will have often Well, we will probably have coughing them up even more so that will be the solution for that. This will be a solution for this one. So if I can select it again, I need to do is duplicated still quick. Pivot Arvo Tatis. 1 18 And I'm just gonna go to my friend's few and carefully moved is in here to respect a few moved his backs that we do not clip against the wrist. Okay, there we go. So that's now all filled up. So we have ah, who fear that's good. Going to make some off these pieces a little bit more even. There we go. And then also on this site because we have rotated this. It has lost that even this Because I've got to do it on the other side. So I'm just going to go ahead and do that here, and then we probably also need to do it on the other side. Although I the backside is not as important because I will probably not make and screenshots off the back side. I'm just doing it for the sake of this tutorial. Okay? In case you want to do it, like for games, something. So I'm just gonna let's say to move this one and maybe also like another one year top. There we go. Just did you show some gaps on this side? You have that? That's fine. Yeah, I just want to just for the sake, off consistency. So sorry. If you hear a lot of clicking, it's just because I'm making a lot of clicks in a very short time right now just to get this done quite quickly. Okay, So you've gotten. Does species done? I'm a Beaudet. I don't need to have, like, missing gaps. It like the back because we don't have a lot of space for them, so I am quite happy with that. Maybe have another one just here. There we go. Ok, so good. I'm going to save my scene. And we cannot start by placing our roof, which is going to be I am so forgetful. Uh, it might be ex easy if if we do this one also. So Yeah, it's just my forgetfulness. I am going to go ahead. And, sir, how are we going to place this one? So we probably need a very least one in the center. They're taking it technically like tree. But I feel like we just need one. There we go. OK, so one incentive, which from site looks fine. Maybe it would be nice if we just, like, changed scaling a little bit. There we go. And basically, all I'm thinking about this, Like how? Like the overlapping off the route down here that's going to be a little bit more tricky. So that scores and grew up This one two quick, defer to send to the pivot. Oh, Tatis, find 90 and have a look. So if we would go ahead and yes, Sorry, Dad, The angle. This really freaking annoying. So it's speak if we would do something like this. We can end it here and we can end. It's there and I guess that would work. So let's try that. Let's go ahead and get rid off these, that she's over here. There we go. And it's so let's have one over here and we are just going to end it on top of fear. So one down here rotates the Bethel's to compensate. There we go. And now if we don't have another one, don't here, up until here. De specials again. Yeah, So we do need to give it, like, some extra thickness, something like this. So it will just, like overshoot. But then we can just cheat by picking this one and making it a lot bigger. There we go. OK, so you've got this piece. Now The question is, do we want to have it informed like this? Or do we want to have it behind like this? If we do behind what we will publicly to do, it's just scaled him because it would make sense for them to stick out this much so we would do something like that. I think we are going to go for behind. So lets you one here and one over here again scaled these pieces in, like death. Okay, so we got those pieces ready to go. Now we want to select one of our planks, go to a fund few, and we want to just go ahead and could start over here by placing them Place one. Here. Let's go at the next lead properly. Move it. So this one is going to probably end on here, and this one is going to and halfway through there, OK? Yeah. We do have quite a big gap, so we do need to fix that. I'm going to have she and just want to see how many we can fit. So But by this point, font you is going to be is bit tricky. So active funds 1212 on debt relief one. So if we instead make up blanks a little bit bigger to compensate for that, I think that will be the best option. So if we make this one bit bigger, this one be bigger. Let's make this one. There we go. Same over here. Just like scale this one up. And it's good to scale this one up. Okay, so debts bill, fixed dose planks. That's fine. So we've got the inside here for the insight. We can probably just do the same trick where we crap one of these. Let's go to our fund. Few on. We could just go ahead and let's move this in a bit. I was a bit make sure that it's not clipping anywhere. There we go. OK, so that's will give moved back a little bit. Okay, so that's will close that off. We need to do now. It's moving over here. Look at it from the inside and again. Just trying. Close that one off. Okay, so does are now closed off. OK, good. So we got that done, we can save it. And now, pretty much for the roof. We we do want to crap a box, probably instead of plain. Just because we have, like, these roof dies here at the site, and I will probably use, like, an exclusion technique later on when we have to talk show on it along with its barrel X. But I need to have a think about that. So for now, shift a mesh cube, and I just I think he just things to do is to go to our site few and to give this deacon backed rotation on, make sure you can hold shift to do, like, very precise rotation. There we go. So we want to have one over the if en it moat. Nice. And tin down there. Moving up until here on. Now, if you just select his face you want to do is shifty to extrude this and then carefully moved his down here. Okay, Two great benefits. So this one we want to end at the tip off our woods like this after us. I just want to make sure that it nicely airlines, which it does. And now it's just a metal off going and selecting the other side, moving this appear until this tip, and then I can see that I need to moved this one down. Just it is a bit. There you go. Just to make sure that everything fits and disk EP. I'm not too worried about that gap. How does it look over here? So we used this one this gap. It's being covered by this, so I'm not too worried about that guy. So anyway, So we got dispute over here, which I'm happy with. I think for now we can just leave it clipping in here until we know what our hoof is going to look like. So we got this one. What's duplicated too quickly. If it rotate, it's 1 80 moved here, and it looks correct. And in this case, we are running out of time, which is a bit of pain. But in this case, you want to go ahead and just move this one up until here. So nice and nice and down here and moved this one in the corner over here and then do another concert off down here and just carefully a lightness. Okay, so that we go down. So So let's say everything. And in next chapter, we will continue with the little house inside of I mean window, of course. 11. 11 creating Our Final House Part7: Okay, so let's continue. So we've done our roof. I just always like to do it double check before I start. Next thing. Now that that's looking fine. So I'm quite approved that So what I'm going to do is what we are going to do is we're going to make our little window over here. And I think after death, the basis pretty much done, we will do a double check, of course. But for us, it seems about done so Okay, what do we know if we go out and turn on our block out and we have this one checking how much of this we can actually use. So the window goes in sight off here, which might be a bit squeaky so we can leave it open and hope that the occlusion will make everything feel very dark. But there's also a chance that that will not look good. And in which case, we can just go ahead and later on the board it all up again. Now the top off the window looks like they are intended to be like planks that are sitting on top of it and for custom, basic. So that's ever So here we go with our window, I'm going to go ahead and I'm going to duplicated right Click moved us to a to a scene collection show that we can turn off the block out. And now we have distinct left. So I am by this point, I'm going to move this. See, I'm going to move this up a little bit. So I would say, you know, we want to half this go in here, and then we will use some wood planks to, like, fielding's up a little bit more. So let's go ahead. And we might be able to still use actual block out. So if we just move this and Caesar, we have this piece over here, which is fine. I'm going. Yeah, I'm going to use this pretty much now for the top pieces. I probably want to get rid of it. So that's dude a all I to isolate this. So you stop faces over here. Let's get rid of those because I would have, like, a bit of clean stocked. There we go. So we don't need those. We do not need to back eso. We do not need the base also So let's just go ahead and get rid of all of death. Let's now select these base foresees. And just what you can do is you, can you? Sure, Scaling. And if you use your blue scape and just skill down a little bit and then go down here before clicking anywhere else and just set this 30 and what that will do is it will perfectly scale everything flat. So now we can do all that I and we can just make sure that it is exactly going inside the roof, something like this. So yeah, that's good. Now the next thing I'm going to do is I'm probably first going to place the planks here, and then we can go ahead and, like, edit our actual roof. So for the planks here, which wants Carrie Steele, I think we I think we can steal one off these over here. So if we just grab one of those, let's go ahead and select one side and make these lot enough. So these are going to be like 10 planks a bit like this. Do a quick pivot and let's go ahead and rotate this 90 degrees places in year. Let's move this. Let's move to slightly over the top. There we go. And it's moved us out here. Something like that should work. Anything else? Yeah. Probably want to go ahead and just make it's a bit wide of something like this to duplicate that place. One over here, one here, here on Does it fits so close. So close. So if we just go ahead and select all of these, maybe we get set are scaling to local. And that seems to do the trick to just kind and cheat and scale and moved this so that it fits a little bit better like that. And now we can set respect to Global. Here at the top, we can duplicate this. We can go. Tatis minus 90. It looks like that we need to rotate it a bit more. Yeah, I think we need to do some customer validation if you want us to work properly. There we go. I want to be one. Something like this. Um, no, I think that would be like a little gap. So I feel like this would make more sense if we have, like, something like this now, in year I just want to Probably. That's why I'm move the Stopford, see down a little bit. It's moved in so that we can see that we got that. You do the trick. So it's Bill. I want this to be quite basic now. Same thing as before. Just, like change things up a little bit like the scaling and just three angles and all that stuff. Here we go. OK, so that's changed up a little bit. That's fine. So we have this now in this little window. What we want to do is you want to go ahead and soon old eyes that we can isolate it. I'm going to go ahead and art of Bethel around here on on these pieces so that we have, like, a smooth core enough over here. So let's go ahead and do Consul be. And oh, I expect that that I need to do it, he said, transform. But looks like we do not need that. And now we just wants, like this and these two back faces que separate the selection and let's go ahead and in the top one. If we go down here to outer smooch, turn on our way to normals and sentenced to 100. It's place apply. Select both of these pieces of press council J Hello, just wide of the gun out of Smoot. Waited normals. 1/100. Oh, that's that's what's wrong. Um, we forgot to do an actual bevel in the corner, which is very important guests. Without it, it just doesn't have any. Have enough spot. So let's do accountable. Be bevel in the corner over here. Let's try it again. Waited normals one under. There we go. That looks better. So why do not you? So there we go. So debts now nice is soft. Oh, nice and smooth. And now what you're going to do. So we are going to cut this into our roof, which is a little bit annoying but should be fine. And then we are going to just place like to wood and planks just behind it, and kind like, fake the fact that it's not not actually going indoors anywhere. So what I'm going to do is pick our roof. Did you go to our stew? One here and it's moved a little bit more. Another one here, another one down here, and another one Okay, So in this case, I think it's easier if we just delete these two faces instead of trying to, like, extraordinary, and we will fix that later on. So we've got we've gotten those pieces done. We real later on also, like, got to this away. So for now, when I'm going to say I'm going to hide my hoof just because I want to see what I'm actually doing, So over here, I'm going to go ahead. And I think he just wants purse Contra off. Don't here and down here and do you fall off? That's for all off them. We are just going to cut it out. So we're not actually going to bevel it just for now to save some time, because I don't think you'll really see it evidence so that we can very clearly see it after we've broken up the roof. Then we can, of course, always just aren't those. That's no problem. But for now, let's keep it easy by just placing. The goingto are just very close to the end over here, and at this point, I think it's time to stop. I think that's about it. So if we now Go ahead. And so our thanks and just start by deleting the's faces and I guess what you what, You can do it. You can select all of these at the same time. So, like, then delete. Okay, so now that we've gotten, does species done assume all to you? Okay, so that's looking good. So we've gotten that done Now, over here, So yeah, well, looks like that we do need a count. Definitely. But what I'm going to do first is I'm going to go ahead, and I kind of want to quit one of these. Although the rotation might be a little bit annoying by this point. So I'm just going to cut one of these again just because of the rotation and select it Hotel Aidid's 90 degrees. Just move this on further back and just kind like, moved us in here. And you know what? Just because I'm lazy, I'm just going to move this all the way back and just make this into the columns wide away . So we've got, like, this one over here. I'm going to do for this for these pieces, and I'm going Just move this in a little bit and it should not be too noticeable. There we go. So we've got this one over here. We want to duplicate it. Have another one up here. If we don't go to verdict smote, let's go ahead and just this one is going to be quite a bit dinner. So it is just going to be like a 10 blank. There we go and that it's like this little door going on, which I guess we could also do. And for the door, it looks like pretty much all that we need is we need a blank two quick pivot over. Rotate this 90 degrees. So let's make blank that it nicely fits. Actually, you know what you want. I want this to fit in front of it. So let's go form up here to Dani. I think it would make more sense if we do that. So, first of all, what we are going to do is we ago to fill this up, I think black me to be a little bit tickle. So let's go ahead to just select one side, make this a little bit, take a blank. Perfect. Okay, so that now fits on the next thing is going to be selecting one of these. The rotating them 1 80 Moving is in front of it. So this is going to be like those little beasts that you see down there. So forties. All we want to do is we want to go ahead and just, uh, and for over here to over here. Yeah, You took quick visits. There we go. And now just on the inside, just go ahead and select all of this because, Altaie, I just want places on the inside. And now it's just a matter off again, making things a little bit less perfect. Don't forget that. You know you want to go, um, upwards or downwards over here because you do not want to have this clipping with the rest . Have you got that? Should do it like maybe just like one over here. Just There we go. OK, so I'm going to select all of this. I'm going to First Consul J to join them. Now I'm going to pass also you. And basically what you want to do is you want to edit your favorite anyone. You move your pivot to like the ends over here And when it's moved to those ends, basically we can just rotate this a Rincon gift. It's like a little opening. Maybe moved is a little bit more, but there we go. So now we have, like, this little opening going on, so I'm not sure which angle I want to do you want to go for yet? Maybe have it close a little bit further, but for us, it's just once we see after in contact with protection everything, that's the important. But that's then it will look a little bit better than more logical. So we've got no species done. I'm going to go ahead and just half this go all the way in site of our model like that just to keep it consistent instead of us needing to Yeah, because I don't think this real look very good. I'm just double checking. You know what? Actually, that looks better, So I'm actually going to do that. I'm just gonna fairly quickly after his battles. And the only thing that basically what I'm thinking about, what I'm worried about is that when we start adding displacement on the mole, that that might impact the look. But I guess that begin always in the way that I work is I always work very no instructive, and by working its way, we can very easily. Even after we made quite a few changes, we can just go back. And if we don't like something, we can change it up without needing to do too much free work. And basically, the way that we are going to do that is by using weight enormous instead of baking everything them by using title taxes instead off uniquely tax, chewing everything in unwrapping everything, which is often which most of the time done for most of I'm docked in games nowadays. So when I worked on the division, I barely had to make unique textures, especially for big assets like this. It's almost always based upon Shea does and title Texas so that we go. There's one more and the way that you do to like, okay, so we've gotten those done. We can get rid of this one, which we do not need anymore. Let's see, we've gotten so we've got under roof done. We've gotten all of our planks here done. Bottom off, the hoof is fine. We have to talk with the chimney with off that. So I think we are ready to start with our like a corn kids wall Cray over here. And then we will do the floor, still unsure what I'm going to do with floor, but we'll figure it out. So for the concrete wall walkway, I think the easiest thing for us in this case is to just make these shapes in geometry instead of us needing to Macon unique texture and everybody could do it. We can pretty much edit are placid texture to look a little bit more like stone and reuse that and use it that way now cost the top over here. We will address that when we are actually inside off real, so we will not worry about that right now. And for the rest is just a metal getting like the basic shape done. And then we'll just create like some of Handem roots panels and everything which we will do as separate objects. I don't think I think it's easier if we just go out and blazers in real instead of placing them inside our environment just for flexibility. Hey, I know that we have like this. Actually, we do have our decide. It's just slightly different with having like this bar over here, which, which it's not the most logical bar would say. I'm not sure if you want something like that. I guess what? You can do it. You can move something a little bit like this. So we get. So we have we have a minute left for this chapter so we can try, for example, to move it, sort off, like over here. And then if we just add it up if it and place a pivot down the line here and then go ahead And, like, maybe Oh, date this down just to see how that looks. Come on, you can do it. There we go. And then you also just, like move it. Let's see. Yeah, I guess I guess we could do something like that. I think that a look fine. And then maybe to show a little bit more off the weight, you can select this pieces, go down, select one, have this one de select one, and then have this one to kind like show it some off. That old weights that's already going on and then up here we can sort of like, have it compensated that it got nailed to deal hoof a little bit more and that is causing it to steal half like that. It that it is still attached over here. Yeah, they're super good. Save a scene and let's continue. 12. 12 creating Our Final House Part8: Okay, So what we are going to work on now is I first want to go ahead and work on our over here like stone staff pieces, I guess today and that's what they are. And after that, we will go ahead and do the floor. So for our stone stair pieces, what I'm going to do is from the gentleman block out. I'm going to crap this one right click move to collection. Seeing collection. There we go. In. Turn off. Block out. Okay, so let's just use this one is like a prototype. So having this one, the first thing is she doesn't like, I want to move this down, and I am going to edits my mood piece is a little bit because I do want afterward kind like resting on top of it. But for now, let's get started with Just moving is down, and now we can just quickly go in here. It's like the bottom side of our door and just there we go. OK, so this, like, it's a decent piece. Now what I am going to do is so extra, Cassie. So we have this little shapes over here, and we can't going to mimic those shapes. That shouldn't really be a problem. The first thing I want to do is have probably want to go ahead and select everything and press away lets you first will go in object mode. Q. And now, he said, all of our transforms and I select everything. And if we don't go out, press control be we want to make this quite nice and smooth. Now, at this point, I'm going to just duplicate this and I'm going to use a Twix. So if we do quick pivot, But I will probably stop mentioning the quick diverting because it's just yet. I often just do it out of habit. But anyway, so having the speech, there is something. So if you go or there is a tool inside blender, if you go to edit and preferences and if you didn't go to Adams, she could see I already enabled it and type in fr for fracture. There is an ardent already installed inside of blender, which is called object self fracture. So you just want to take that on. That's pretty much it s so that's the name on one stick that on what you can do it. She can go toe object, you can go to quick effects and they can go to sell factual. And they get this window. Now. This window is a little bit overwhelming at times. By the way, don't move your viewpoint, because then you lose the window. So this window is a little bit quick effects self a little bit overwhelming, but are we will need to care about is we need what we want, said a point source to be its own. Vergis is We wants it annoys to one and for the rest in here. And we have our scatter tools and this capitals mean how many fractures you want so we can agree creators fractious. This will all make sense once I do this. So first, all we want to have only big fractures we want, said the source limit to like something like to. And it's a TV Kirsch in which I'm not exactly sure what it does, but it tends to make things look better. Let's at this to 20. That's all I want to do. So I want to express Okay, Yikes, that's way too high. So we definitely need to lower that so I can see now it's Kate's. The school fractious. But of course this is Wait, I so Karam Blender. Do not cash on me. I know these were lots, but not that many. I think it's crushing. Yeah, I will pass the video until it's done. Yeah, it's there we go. So way. Too many, as you can see. So let's just delete to them. It will select all your fractions as soon as you've done that. So you get very simply, delete them quick effects. Self lecture. Okay, let's set our the Gorshin to maybe like, six and Spurs. OK, really off. I know what you are. Going down too many. Still, it's a bit off trial now, so let's go. Has said this to like to come on one less really one that's fairly low. But again one. Can we live with this? Yeah. Yeah, I can. If I can live with this, I don't think we can go much. No, I think everything's Clem's t to receive a one. Yes, So 01 and I don't know if the source limit does anything. Yeah, he had a source liver. Just place it. If we go lower. So source Lee with one. The clamp regression. If we set this to 100 I just want to see what it does if you present day. Oh, there we go. So that that keeps some off, like the bigger shapes in the year. Okay, I am quite happy with that. So let's say we grab something like this. So if we don't delete your original now, basically what I want to do is I want to simply select all of these. Go to our modifiers and art of bevel, modify it to this. And if we now go ahead and go, let's turn off the clamp. Overlap. Maybe not. Let's set a matter to be angle. I don't don't he had the so basically jumped is quite poking right now on. That's what is causing these problems. Now what we can try to do is if we just select everything and if we just do it once will be , Yeah, he'll see. So basically, what it's doing is I assumed that over here it does not actually have differed. She's combined now. Another thing that we can do is we can try and select everything. So if we go in edit mode, select everything, go to Q and then by distance, which is merged by distance. And if we just said there's a little bit higher, you can see that it is starting to remove Forsee. So I want to set this to around 0.4 and then I'm going to hide this piece. So, like this one cube by distance and height, this one selective thank you. By distance, hide like that was in Cuba by distance height que by distance hides Cuba listens height and this bottom one you cannot actually see. So I'm going to get rid of it. I'm going to get rid of this one, this one. So just get rid off like the really small pieces unless they break the flow off the geometry. But let's for now, que by distance hide To get rid of this, this cube by distance hides que by distance, height and last one Q by distance, height and are less plus all you. So now we have this one. So let's have a Lucas, See if we can now sort off like are some bevel zone here? I don't know what the blue lines why we get those. That is quite interesting. So it is still one virtual You can check of its one Versi by going all the way down here. You can see your Vertex count, so sometimes I just use that to double check. So if I would select those pieces that maybe like de select these ones that I do not need, basically what I'm on about this. I want to see here. That's what I'm trying to, like, get and trying to get like a bevel on top of these edges on by having that baffle, what will happen is it will just give like that, Lucas, If that swing to direct is over, as if that the stones are falling apart now, first of all, what? I want to see him go sector often Q. And then reset all the transforms and then do a quick profit dairy go. So does. And now Ogden. Next thing, if we just do multi and inspectors So what will happen is if we select. I'm just trying to think off the fastest way faster duties. I guess if we select this the fastest way for our sister done, just de select these few edges that we do not actually need to have anything. But it's tricky to think off like everything that degree do need. So So we have these edges now selected. So if we do control, be okay, so that gives us a decent bevel. So if we do the same over here, So basically what I'm just going to only de select the edges that I can clearly see I do not need. So let's say something like this. Does that still work? Okay, so that okay, that's working, putting decent. This is always a bit messy. So to stake a slow, have a think about it, the best way to do this. So, like we don't need all off those all I care about to see out matches. So if we do control be this one is giving me some problems. So first of all, de select those and see if there was another problem down here. But I think that problem it's more because these species are very close together. So if we do control, be, then do it. Also, I hopefully we get the Eustis that we don't need to do this. So for these Q and merch at center. And that's well fixed upon because we are just nicely merging dose all to you again. Yeah, hopefully we can reuse the species on here. I just, like, kind of slightly bent them Or maybe make like a longer version. I will have to think about that first. I just want to do this almost like a prototype. So this one already has everything that we want selected from last time. So let's go ahead to do that. This one lets go ahead, select everything in Indy select uh, sti slash D species and hoops. Immediate threat. Yes. Come on, don't move for a name trying to select. Okay, so we have those there we go. Gives us a pretty nasty little virtually down here which we can fix by just moving it by hands. A barony Devery luxury that would work. But again, it's a fun of three D. Often things just fall into place. So Zukang Toby down here, which is giving me problems here. But I honestly I do not care about the base. Too much show. If you really want you get even. Just get rid off these. Don't you think I care about is that also the corners over here are working, so we've got that one. I just hope that beyond doing all of this and then end up that I change my mind and I need to do differently. So this one's again giving us some problems. So if we do out I because the bombs are simply in here because I'm fine, just like those species on do you stare ego guns will be Yeah, it's burke salt you so like this The selectee species over here Prince will be okay. That's pretty decent. I do. It's like this one over here. I think we need to do also I again and see. So let's go ahead and not use all of these faces. You know what? Let's also not use that one on. Let's not use that, but it also and these dinged a duster. Tweak. Yeah, Okay, so it doesn't need to be perfectly spot on, but just try and get it to a point where it does look sensible in this one selected. But then, of course, just de select. Yeah, it's just disliked all of these. There we go. Control be okay. So if we just go out and turn off our wire frame. This is what we get now, so that's pretty decent. I think that'll work. So the only thing that I want to do is I want to try really use it. So let's hope that we can find a way because needing to do this for every single piece, that because of you tonight, although for those pieces, I guess what we can do is we can keep playing with settings and do we have even less so This one is like most permanent peace because this is what your well, it's mostly like this, this one and this one on the most formative pieces because you are distracted by the big building. So that's why I divorced, too, and this one just because it's in the front and to the left. So it's also something that I will guide through, by the way. Actually, when you look at it, so you're I will kind of like guide this part and then you will see the house. Of course, it all happens in a split second, but that's going like how it flows. So we have this piece down over here. I'm going to go ahead as and I'm going to go and turn on my block out. And I just want to grab this backup piece that we have over here, and I want to just kind of like I used this one and move it into position. So basically, what I'm going to twi first is just because it will give us the motion. Nick, Look, um, if we all die, I used to go ahead and, for example, just create bigger pieces. So first of all, what I want to do is I want to go ahead and I want to kind like, shape this. Let's do all to you, actually. Sorry all. Do you still lead the original? So I kind of want to shape this too. Look a little bit more interesting. Now I can see that over here everything is like bent, but it feels a bit strange way we can bend it a little bit by doing this, but basically what among about? It's just for the species that's tried not to go to square on them and actually have them give them, like, some imperfections, like That's okay. Now, the next thing that I would want to do is I probably want to go ahead and duplicate this. I lost my selection. There we go, and I just want to go on like moved is in here. And I just want to see when we re use this. If we can, like, use some scaling or depending on how fast it is, we can make this unique. But if not, we can just twice my skating. So let's just leave that one just sitting there. It's delete this, and now I first just want to focus on this. By this point, I am going to save my scene. And for some reason, whenever life saving Blender takes a second now, I'm going to move this forwards to avoid the clipping, and I'm going to do it on my wife for him again and I'll for go to object on quick fact. So the trick eating with this is those lines that you placed here. They will actually limit our affection, our fractures. But if we go out and like such a claim to maybe like 50 and it should still have everything else in here, so it's twice that come on you can do better off Glenda. Sell. Fractious. I don't know. I always forget if we need to go upwards and downwards. So let's set this to two or to 10 so it doesn't feels like it makes it bigger. So if we set these, even I didn't mean to press that. Quick effects. Self fracture. If we said to still like one just for the sake of it, it feels like it's like at some kind off like a limit. Um, so I just basically wanted TWI. I don't think anything will happen when I said this to zero. Yes, see, so that no longer metal. So we just need to figure out which effects. I wonder if source limit does something. If we set this to dirty, did they do anything or is it just anim izing? I know it's It's always maybe if we said scale to bigger If we said Scott of five that said the source them back to 100. Oh, I cannot cannot not go higher, Okay? I cannot, in that case 00.5. So maybe in this case, the lower means the bigger scale. Much your but we'll try it out. Nothing is changing, is it? So what I'm going to do is I'm just going to off camera. Just have a quick look and see which one over here we can use best to get, like, the results that we want. But actually, we are running out of time. Is this chapter so we will continue with this in the next chapter anyway. 13. 13 creating Our Final House Part9: Okay, so let's continue now before we move on with those species. That two things I want to do. First of all, I forgot to outwait a normal studies, which I think, I don't know if in this case we might actually not do it because of the sharpness, she has a no. So I actually think I'm going to wait with it for now just because when we are in an unreal , that sharpness might actually look quite nice. Another thing that I do want to do is I just want to make some of these slightly higher than other ones I used to give it, like maybe even like some very smoke. Soft rotations never go just to give it, like some more unevenness like you can see over here. Okay, so we have this one now. What I'm going to do here is I'm this Bavel over here. It's a bit too strong, so I don't know if it's easy for us to just fix it by. It's like in the top face and neck scaling it. I'm not too happy about that. That doesn't really look very good. So what I instead might want to do is. I might want to just create a quick new cube over here because I want added some other stuff anyway. So let's go ahead and create a new one. It's place it over here, scale it up and in. Okay, So let's say we have this one over here, and the reason why I'm just going to do a new one is because it's amount on these sides over here, and I kind of want to just try and capture that. So I'm going to go ahead and go to edit mode, and that's do a console off to place one in center here. And I'm just kind of like going to bed. That and if we just select thes two corners and press cons will be, and then you just called real to just out a few more extra segments. There we go should know we got something like that. I'm going to go ahead and put old I because I want to get rid off thes bottom faces. Actually, if we if we get get off the bottom faces now, what might happen is that the fraction note might actually break. So instead what I'm going to do is I'm just going to out the Bethel's and it might be a little bit wasteful, but I'm just going to go ahead and art. The Bethel's also aren't here. Now it's first of all selected center one You can Toby and just give that not too many segments, but just give it like a few more battles just to make it nice and soft. And now we can double click select Oh species. It's like these once we don't need these ones because they are so they are pretty much beveling in themselves, and that's like the species. And and each piece might be a little bit wasteful for now. But off. So seeing this, I can see that we need to do it, he said. Act form. So let's go to object. Moat que all transforms And no, there we go. We've done that. So there we go. So that looks a little looks a bit better. I'm going to do a quick profit and I'm going to go ahead and duplicate is over here for this one because I found like I found some better settings, so we will include the settings in like deflection note and Witty's better said things. It means that we can do all of these pretty much separate. So I just want to go ahead and to this one, moved his downs. That's that's one over there. So it will just have, like, a cut in between Dare and it's fine. And then we will have to last one, which weaken again. Eustis selected and just make this one slightly bigger. Not too much, because I don't want to go over the top with, like, the size. There we go and I'm going to go ahead and she lets make this one. Until here, I just kind of like moved. He's a violent until they sort off match with the floor. But of course, floors block out. So I'm not too picky about this. I just want to have it like a little bit uneven like that. Okay, so let's go ahead and make this one a bit bigger. Selected base, and that's moved it down. I mean, we move it up a little bit more. Okay, so we have that. Let's see, what else? So we got those pieces. Looks like that this one needs to go all the way down up until here. So I'm just looking right now. I'm just looking at our efforts. I'm going to kind, like, moved these front pieces in because God feels like that's what happening in the reference and save over here, it feels like it's kinda is all as an angle. So let's move these form pieces in for this peace. Let's make this a little bit dinner over here to give that a little bit more space in between part. So that's one. This one. This one maybe. Do you like some more variation in, like the bending? There we go. But for the rest, it should be fine. Okay, So for the settings for, like, deflection note. Yeah, I'm I'm happy with that. So the settings that I found out if we go ahead and go to objects quick effects self lecture. Okay, so let's have look so 10 is fine Noise. Oneness. Fine. 100.5 is fine. And then down here we have Savo two and one. Oh, I think it actually saved the settings for my trying out. Sorry s o. You might have slightly different settings about Just copy the settings because what I found this would be setting specifically if I don't place. Okay, He could see, like the stones get nice and big, so oh, actually need Indo tits against herself. Picture. Okay, there we go. And once that is done, we need to do, really? It's just select the whole piece over here. And for now, what? What we can do is we can just, like, move it, going to the site and leave it like that. So we got this one. I'm going to get rid off, like some of these really small pieces that we do not need. So yes, because he liked the pieces are nice and big, and that's what I wanted. So I'm going to do the same over here. Objects quick, fix self picture. Make sure that all the settings are still correct, which they are. So that's best. Okay. And now select the base shape and basically the way I selected this, I just click a few times and it's building cycle to all the overlapping objects until you get this one over here. So it's moved at and last one object. Quick effects, self flexion, its present day. And yeah, I'm just going to keep them quite large like that. I think that that makes it look a little bit more interesting for shape, that it's not too interesting. So having the species down, which my job we need to do now is we need to again go to like the process off, selecting everything. Do a Q and A by distance. Just make sure that everything is merge together. So select everything Q by distance. So I will just go over that quickly because it's the same thing every time. So I don't want to waste your time too much. There we go. So we've got a dose. We can just well do the same over here. Yeah, there we go. So if you hear a very loud clicking, it is because I'm doing his fair cookie gun. The guys right off that really small one. It's not where you need it on. We'll know soon enough. If I'm going to regret that decision item and I probably vote, it's not it's not that special. Okay, so we've got to know species done. Now all we need to do here is we just need to go ahead and give the bevel I'm going to go ahead and select all of these. And I'm just going to a Q and I'm going to do it. He set all the tax forms, Then I'm going to bust out I to isolate them on. Let's just go out and do a quick benefit on them. So now we have, like, a fresh start. So selecting all of these, I'm just going to Wisconsin A and I'm just going to de Select de Species. Okay. Should do not meet, Okay. And it should do direction. Now if First Consul be, it gives us a Bethel. Yeah, does angle is maybe a tiny bit weight, but it does give us good enough. Baffled? I'm not too picky with these. And actually, what I'm going to do is I'm just going to do this on second. I'm going to do this birth object isolating thing that makes it just a little bit easier. Here we go. So thanks does not like that. There we go. I called you also. I selectively. I just wonder if so we can do a double click on this. That's the problem, because it just won't work as well. But maybe it is still faster if we actually select them like this. I see. So because all I would need to do is I just need some very specific I just Yeah. So I guess it's still faster if we just selected by hand. So I guess we don't even need to do an isolate. Things might be even easier to just previewed this without, So that's a we have these. Now we are. We will not be able to properly do wait in normals using it this way because we are only focusing on some very specific areas. But here we go. We can just do that on. Actually, for this one, we can probably just select the top Do control be. It's just a de Select that one over there. Here we go. For this one year for this one, we cannot release like the top. So I'm gonna go ahead and select the's species and also after go down here. There we go for it will be, Yeah, that works. Confinement. That's of course, Do you whole a little movement changes and everything Here we go. Just make everything slightly more interesting and we'll have to see how if we could make it more interesting, just like on just on the model later on and using protection and everything. So let's just continue with these and it will go faster. The bigger pieces become so it just might feel a little bit annoying at times. But she's fine. I'm going to do an Altai on this just because it's been difficult for me to see. But the nice thing is that dead, that the blue line does show us where the fractures off. So if you want, you can just follow the blue line like that. And that should give you a reflection like their height location. Thats one is a bit off arrears one. Um, I only need it for the top. I believe so. I'm going to do is select de species you and I think that s somewhere. So I only need for top. I don't really need to do this one. You can if you want. You can do like some of these cornice over here, but that's about it. So this one, I'm also going Excuse one. It does not look very handy to Bethel like their student. Too many guts and BCE's and everything going on try and give this, like, very soft bevel. There we go. Same over here. But for this one, I think we can get away with just doing it without needing to isolate object that we go. And this one. There we go. OK, no, let's go ahead and move this down. Um, let's move these two pieces maybe like up a little bit. And that's moved this one down a little bit. And maybe also, we will give all of these pieces a few more interesting rotations later on. For now, let's just keep it to like something. Not too over the top. So office up a little bit. I'm just going to just give this like a slight quotation. Don't forget that you can hold shift to, like, soft in out your inputs a lot. There we go. OK, so we've got no species done. Just a few more left. So for these guests, we just need to go to insane process. Let me just have a check as he everything looks Yeah, looks like that You just need to go to the same process. So isolate this in this one. I can probably just select these faces on de select is said the faces, and I guess that will be faster. So you just learn different ways to just do the same thing slightly faster. So over here, I guess I didn't really think over that. But we can select these faces, then go to Etch Mode and that de select the center edges, which do not actually need anything, and you can do like a beveled. Then I should have thought of that earlier. But I know it's more. It's morning here, so I'm not completely fresh yet. Still, at least not thinking right but we'll see in the end is will be fine. And on C. It's just about you knowing how to do it. So here we have some ever so d stood askew, merge by center, these two murderous center just to clean it up. So I slide this. Let's go to edge mode and dislike this one, and it's like these, okay? And we've already done this once. Her last one that's left is this one which has an interesting shape. So least I think we only need to do, uh, maybe re else in to do the sights and this, like dissident But I think that's everything that we need to do for this one. It Oh, and I guess this one is too visible for us to ignore. So go ahead and us like this. There we go. Until be Okay. So we've gotten dose pieces done. Yeah, and we perfect timing on I'm going to do now is and just go to slightly changed positions off these. Just make them, but more interesting. There we go. OK, so we can hide or we go hide. Click, move to collection. Block out dish wants just that. We can ignore them and there we go. So in the next chapter, we will continue which creating the actual gowns and we'll see em the best way to do that. And after debt Lukic Border face. Just make sure that we've got it averaging. 14. 14 creating Our Final House Part10: Okay, so we left off with the stones. So now we want to go ahead, and we want to start working on our come over here. And there was something I wanted Twi. I'm not sure if it's going to work, but basically what we ago Jewish. We're going to retrace our account just with simple Cube, and then we're going to smooth it out. And hopefully, by doing that, we can get a little bit more off, like in there, soft in effect. So let's just go ahead and edit mode and just make this Cube Simmons before they would go. Now, if we go ahead and start moving this so we want to move it from over here, I guess. Yeah. Mom, Tear on. Let's move it down here on. I'm already going to move these all the way to decide to let off one. Here, one here. There we go. Okay. So let's go ahead. Console are Let's go out and play second here. Another one here. No one here doesn't need to be do precise because we're going to cheat a little bit with this. So let's have another one here and then this one I do want to go ahead and dip in quite a bit. Here we go. Okay. So let's one site now for the other side. I think it might be easier for us to do is to just extruded instead of trying to move it. So if we just go ahead and select this Onda sushi fee and I'm just going to extrude it into place so that I can now do all to you, I can select it. And I'm just using my ex remotes that I can see. It's a bit better what I'm doing. So I'm going to place this up until this point. Probably on. You know what? I'm going to just place all the way over here. There we go on. If you know, go ahead to go to verdict smote. That's first of all, focus on this side. So let's create a new line here. Gonna have one over here, one down here and just kind like moved this morning's place. Yeah, let's just go for something like this, OK, so we have something like this so we can turn off a block out. Basically, what I want to do is we have a modifier over here That's called Milt the resolution. And basically, when you do that, it will smooth everything out a lot. Now, of course, this looks put. This looks really bad. That's not what we want. But what we can do is we get first of all, go ahead and just get rid off the base. Come because that one is too emotionally. So there is a wasn't shifty. Yeah, So there is a selection mode that if you select one, get cross shifty and it gives you different selection Slight similares. So we want to slight co plain on, which basically means select everything that's on the same angle that is attached to each other. And then we can just press delete. Now, another thing that we need to do is in order for these over here. If you do like multi resolution in order for these hatches not to completely break you want to play some supporting loops and basically supporting loops stopped smoothing. So if I place one at here, you can see that now it gives us a bit more of like a strong urge. And honestly, I think we only need one edge. I'm also going to go ahead and I This is just going to be like I only said preview to like one. Because you know what? I'm going to do a new military position just certified once because we want to keep this quite low. Police still, but basically doing this, it will give us some smoothing. So now all I need to do is just, like, moved his back and then keeps switching between Depp on day just to compensate for like, that's moving. And this way you get like, this bit of like a smooth look. And I would say that now all we need to do is wherever we want to have, like, a bit stronger matches. He just wants going like place the support loop like that that will give us, like, a slightly stronger edge. So for example, over here, I would probably want now for this one because we cannot replace naturally want to press K for the cut to, and we just want present got like, this and this way. Now, if we want to go out of SK, just select in your line and just place another cut and just have it like and somewhere it doesn't really matter where the point is to keep like a sharp. It's like that. So we got the shop edge here. We got some smoothing going on, which I am. I'm fine with it. That's fine. Maybe what's going to do it now? It's just moved his back quite a bit that were in the smoothing. It like, gives us a bit more like an interesting look. We got this one over here, which I'm also find. Maybe over here we can do one more going toe off on these sites just to give it like a strong edged there. And it looks like that that doesn't affect the forms, which is good. And now down there, we want to go ahead. And also it's actually moved these out a bit more, and I want to press K cut and then just go ahead and that's got. But this time I'm just gonna go out because it does the same as a sport. Look, we're just kind, like keeps that h intact, so I want to do that for Dese two. Sorry, that's when I mis clicked. So let's try it again. You may need to make sure that your actions highlighters else. You're miss clicking. So, Debbie go. So we got that's one soft, maybe half like one here just to arrive, give it slightly stronger, got And maybe have this one like you go in, What's a bit more? There we go. So that now gives us a pretty decent smoothing. Now, another reason why I want to do why I want to just keep the segments and I'm not going to optimize it is at this point I'm going to let's go ahead, the first of all selected and I'm just going to duplicate it over here and then hide it. This is just as like, a backup, but we want space supply. And the nice thing about this is what we can do it. So because these are gowns and we might want need to do some first X painting, but also because this is count having a few extra segments gay gives us to you built to do like some, some softening. Now, first of all, what I'm going to say, I'm actually going to double click and select this entire etched around here, and I'm going to go ahead and move this up and the reason for this because we are going to make this nice and smooth. So if you go to object, motive, your height, click and shade smooth. And now all we need to do if my mouse allows me to is go down here, turn on the outer smooth, smooth ning in the normals. And then if we just told my weight normals and plays apply There we go. So now that's moot. Now next stop is going to be Go to verdict, Moz. Select like one Versi, and we're going to keep it quite basic, so you can do sculpting and everything in a blender. But we don't really need it. If you go up here, you can rest the proportional editing moat and give it like a smooth government. Basically, what that does is if you move it, you can see that now you ever hang around? If you use your school, will, you can make deserving bigger, smaller and basically it will give you, like smooth selection results or like a smooth selection itself, just like having stuff only editing that one virtue, you will add it multiple. And that's basically the idea. Foster, just kind like dance and stuff in change, some stuff around. Maybe if, like some heights going on just to make once again the entire thing a little bit more uneven. And that's basically what I want to do. So I'm just randomly selecting a few votes. Easy on there. Now we need the house. I don't want to go too low because then exposing the house and means that it will be floating like over here. It's already doing that a little bit. So instead, let's just go to like outside. I like that. Just just give it like some gender variation just to make it feel little bit more interesting. And there we go. So I'm going to now turn off my wifely and lets you another waited normals on this. But this tops it away to 100. They go just to make it a little bit smoother. Split a shop. I mean, so let's have a look. What do we have here? Um, that this looking pretty good. So I'm just comparing it by way. I'm just comparing is with my efforts. So even though you cannot see my reference, I'm just trying to, like, get e and gold right over here and just have a look. So can I. This wire, you need to use two screens because it's really annoying, too. So OK, so we got our breaks over here, although they don't look too good yet, but that's something we will work on. We got our cars over here, which will later on once a texture on their we can have, like some spilling over and to look a lot better. We could do probably we could do one thing and that this if we just do a consul off up here , And if we didn't go ahead and like this face and then holds, um, control. So you select one face, go like down here control shift. Yeah, it doesn't like to. The looping is is sometimes for me. It's a bit buggy sometimes, but basically select this now. The next thing that you want to do issue want to go out. And if you're old control and on your number, it's Presti plus sign. It will go your selection a little bit. Eso like this. You can easily go and make your selection smaller. So just to get like a bit off that overlapping what we can twice already. It's just very softly click old shift. Now turn off the smooth slacks, click, hold, shift and just give it like that. It's that's already too much give, like the tiniest bit off, like a scaling to already gift. Like that effect who do much click hardships. It's very sensitive to you already give, like that effect, like it's starting to overlap. And then on top of this week, a use details later on, Inside off, unreal to William. Force that, and I'm just going I'm just going to use a weight enormous. But I'm going to just leave it here. Because else, for every edit that we make, we need to, um, make changes again. So we've got we got that. It's good. What else? So door Fine. Yeah, God told Oh, species, there we go. Got the proof and looking good. Kind like feels with the Afghans. Of course, our roof is a little bit thicker over here, but that should be fine. Maybe make the top like a little bit larger, like deaths. And maybe just let's just see how it looks. If we do like something like this, I actually quite like that. Just makes it a bit in on Actually fits better. So let's leave that. Yeah, that's basically just a flow where we just have a look at different things and see how we can improve. We can not yet removed the roof before we actually have our roof panels. So we just want to leave the whole for now. Same over here. We have chimney. That's fine with the site windows and made it a bit more interesting. Got some hanging? Um, well, pieces. And over here we are improvising. But way kept it nice and basic. So just like a little back be so that should be That should be good. Yeah, I'm quite happy with that. So what we're going to do next is we are just going to create, like, some generic planks and we are going to create probably like some generic over here like these fences. So and then we will exit place those inside and real, so we will not place them here, But I want to have a bit more control. So it's easier to do that in real. So let's see if we just go for, like, white then we might mostly spanked. You already have on. Yeah, let's just go for, like, three or four variations. And therefore Woods, we want to have, like, one hold one and then another one that it's like a little bit collapsed like that on bills . Yeah, renting two or three different fences that should. That should do good. That should be fine. So we kind already have, like, the basis here, so we can great too much away to use one of these. So let's go for 123 and four. So this one we can go out and let's make this one like a like 10 would be. But make it like, fairly square, this one. It's going to be like a woods plank, I would say Make it like family tin, maybe anger and give it like a little angle, changed the damage up a little bit so that it doesn't look the same as the rest. And then we can later on improve. Once we have a texture that you're attributing, we can only will make the basis because I often in a texture so you can see like this really strong pieces. We will have those pieces in the texture. But then we might also just go ahead. And insides are German tree actually change things up a bit. We need to see how heavy does needs to be. Who knows? Maybe I decided that I wanted that I want to sculpt these pieces inside t brush, but I don't think we will. You have time for that because that's a very time consuming thing to do. So basically, I'm going to just make this one smaller. So this one is going to be like, Ah, actually, let's keep it like a wood beam like that. Of course, inside a real we can do some scaling, so we don't need to worry too much about it. This one. I'm just gonna go ahead, then make this like, I don't know, another plank, I would say and think that's that's good. If we do that, maybe has displayed, like, slightly ticker. There we go. And, of course, just change up you, Flo, off like the damage. Okay, so we have four planks, does fine. And now for the species. Yeah, let's This one is put to You spoke. So that's one that we I want to make anyway, and I'm going to go ahead and going to quit this one. She's going to move this out of the way. So let's crack this one. And it's first of all, let's get rid off one of thes lines so that we can No moved is down to make us quite a bit lower. Moved it in to make this. Do you know, there we go also over here. Let's move this in up a deal. I'm just eyeballing it. Why now? Baseball now happens. It's moved us up. So something like, Yes, something like that should do the trick. So I'm just going to go ahead and maybe like, make this go in. But so the data bit more. Debbie, go. Okay, so I'm gonna go Mexico stools, bib it. So we have one of these pieces, and then we can just use, like, a blanks over a year for some more existing stuff. So, having this, if we just go ahead and cannot migrate, there's my great If we just place this one on the great 12 tree for let's do five meters apart, double check with your environment. That's five meters is not too far, I think I might want to go it like four meters apart. Yeah, I think for me, it's about will work. Fine. So we do for Mitt Spot that this one is going to be the clean version. So I'm gonna just go at a hotel. This moved is over here, moved out. We will later on our details for, like, nails and everything, all that fancy stuff. So don't worry about that. So just to really finalize look for non she's going to go ahead and I'm going to It's let's actually, because they are fences. So we probably want to just have he's not extends over. Actually, yeah, we can just do keep it with a construct. Let's extend them over in real life. You probably wouldn't do that because you want to interconnect them. But in this case, I just want to extend them over. So I'm gonna do one and another one down here, and I'm just going to rotate this 1 80 and there we go. OK, so that's a basic one. In the next chapter, we will create some more variations, improve upon everything, and then it's time to start with the Texas 15. 15 creating Our Final House Part11: Okay, so we left off with this little fence. So what I'm going to do now is I'm going to let set this from local to global so that we could actually move these pieces. So we got this one. I'm just going to make, like, one or two variations. Probably we can do these separately and do the variations in sight off. Unreal. Now let's let's you damn England, I think easier if we just do this inland. So let's just go out and duplicates one of these for this one. I'm going to slate like this, the outside, and I'm just going to edit my paper that I'm going to my pivot at the bottom, and this is simply to make it easier to rotate. So once you've done that, he could see you can very easily like a goat ate them. So we got this one, and we kind of want to have this one rotated along with it. And this one, I kind of want to just like as if that it sank like, fell down and it's kind just hanging hanging on one little screw over here. There we go. So we've got that one that's fine. What else are we going to do? That. See? So we got, like, one of thes Got a lot of these. Yeah, So you can see that they did not really want for realism the way that defense some placed because this over here would not make much sense, but should be fine. So we've got a does. Yeah, let's just do one more and then for now is fine. And we can always up more later. So let's just go at the movies. It's a way it's duplicate this. And for this one, let's set up if it down here and then use a vote A to God like go that this one is If that it's sitting on the floor, maybe if rotated out of just a little bit just to make sure that it doesn't feel like it's Yeah, like that it's looking with. And then this one that soon Edip. If it down here and it's just signet in and I'm just going to rotate in and hold shift, do, like voted only like a little bit and also maybe, like rotated. Oh, common two bit like that. There we go. OK, so we got our three fences over here, which is fine. We got some planks away, which we get used on. Honestly, In the end, we just need to see how this will actually work out and look inside a real off course. I have a pretty good idea of how it's going to look. But it's all twilight now again, because this is also the first time that I'm making this environment. So there's always, like, some things that you need to figure out. But I think for now I think this is a good point for us to say, like Okay, we are pretty much done over here maybe, like only do one excellent sorry. I you will notice that I jumped back and forth a lot. It's just something that I don't do because I don't to forget stuff. But basically I think we now have, like a solar base for us to staffed, and what we can do now is we can focus on our materials, and once we've done our materials, then we can go ahead and do all the unwrapping and everything, and I think that should look a lot better, so we will probably start with the blast material. First, I'm now just quickly double checking everything. Let's have to play a model here just to make sure. Yeah, that's a good height for the player model. So I am pretty much happy with all of this. So I'm going to save my scene and in the next chapter. So this was a very short chapter, but then the next one, we will just go ahead and we will start with our plaster material. 16. 16 creating Our Plaster Material Part1: Okay, so we are not going to get started with our materials. And I want to start without plaster material and it's basically just because I want to start easy. So let's start off easy and then you can go up. We'd like more difficult materials like the wood. So here I got some have consist for plaster. Now we're not going to make it this dirty. And the reason for that speakers We need to have a material to be tight herbal, so it will be repeating a lot. And if you have very specific dirt on a material that will be repeating a lot, you will. Of course, she does shapes over and over again. So we arm or going to a target at, like, this stop part over here. So I got a few images said that go closer and closer so you can see there some nice micro detail here. We will not really too much about the scratches also, but the rest should be easy material and also like an interesting material to make. So we will be doing all of this inside substance designer in discounts for all of our materials. And I think it's best if you just jump. I did so in substance over here. We want to go ahead and we want to create a new substance. And I'm going to call this one plaster Easy does it. Let's keep it to K by two k sizing mode. Absolute. And we are gonna work in the metallic softness method. And this is mostly because in real engine uses metallic softness. So down men, different methods here that you can use. You have to speculate gloss over here and teleconference in, like, a fume or different once. But in our case, we'll just focus on this. So that's press, OK, And this is what you open up. And now you're you. Why might be slightly different than mine? This is simply because you are able to change your your wife. So I see you congrats every window and you can drag it wherever you want, which is really nice for off substance. So the one that I always have is I always like to just get rid of my treaty view because I always use Mom set for my previewing, and we will go over that later. And for us, I like to have my library on the left side just to have easy access, My two d view over here on the right side and then my explorer here at the top and the parameters and the parameters are simply like all your settings down here and for us. Of course, you have your actual gaffe here in the center just to give us a nice pick you. So that's the general layout I like to use. Excuse me. So once again, I do expect you to know a little bit off the basics off substance, but for arrest substances a lot easier to follow, a long compared to, for example, modeling. So what I'm going to I'm going to guess weight off my height. This biggest. We do not really need the height for a plus because our plaster it's very plain. So the heights more for, like, pretty much all the other ones amine inclusion we can keep. I'm going to get rid of my metallic once again. Velocities not metallic. So we do not need to metallic map. We want to keep our toughness normal and basic law. So there we go. So that's nice and organized and the way that I work is in this case when I do not need a height map and I find no reason to we make it. I start with the norm map. Then I move over to the base color map and then to the softness map and the ao off course. In this case, what we're going to do is we are basically going to create a norm map, and we're going to use different conscious to kind of mimic this look that we have over here. So there are different styles to this. Now you can ignore those lines that we have over here because there was actually the stone behind it. But for the rest, you can see that we have some different often is going on. If we go closer, this confidence heh presents in like little dots. And then it's also it's like some bloating and everything over here. So we are going to get started with debt, and I want to start from bigger details to smaller details. So let's just jump. I did So I'm just going to move my view someone over here, and if we have to look over this, I'm going to get south. We'd like some of these bigger details that we have over here now. A few ways that we can do this very easy. If we go to generators and noises, we can grab up Berlin noise and the Berlin noises basically just like a very blurry noise. So grabbing this if we just played out with the scale is that scale like a little bit higher. And if you depress space, this is how I will be using my notes. Space basically shows you all the notes that you can also find in your library. But it's quicker. So if you put a space and you type in Noor for normal, you get a normal note. Now, in normal note, we will be working open. G also always set everything to open GL And, for example, if I said the DNC stronger, you can kind of see it if I said it very strong, Diego. So it's a lot easier to see and so that will give us, like if we set off scale a bit higher. And of course, that are intensity, not estan, that will just give us some very light do for so very light over warping over here, So I want to get salt with that. Now. The next one is going to be yes. So, like we have thes random shapes over here. And the way that we can do this probably is if we go to noises. And if we go out and grab for simple like, um, let's quipped, Maybe like a cells over here. So we have, like, a cells and we're going to make it a bit smaller like that. And what I want to do then, is I want start a levels note and using this levels note, I can kind like clamp the tops and the bottoms industrial give me like some flat here she gets easier. That will give me, like, some flat pieces. Now, seeing this, I feel like we do not have enough control. So I'm actually going to do something different, which is it's pretty easy. So if you go to patrons and if he goes, let's called out to, for example, are title simpler over here? Let's take one of these in so this way we can have a lot more control over the actual shapes that we split around on this few. So in here dives. Apple is very large noted she could see, but we only need a few pieces for it. And the 1st 1 is I want to go to my pets, win over here and I just want to use my school wheel to scroll down until we find something like a pebbled boiled. I don't even know how to put out it, but let's basically use that one. And once you've done that, but we can do is we could first of all school down here to the size. And I would say that actually, let's go up here said the amount a bit lower. Let's set the amount of, like 10 now fiscal down here. We want to just give it some random side is over here, and this will just randomly changed the sizes off. Our shapes, which is pretty good, lets you also like a little scale and them just in case. And then if you scroll down even further to position just boost of like the position around them and that will give us these dots scattered all over and it gets you, we can easily turn it into something like that's once we clamp everything down and make it look more interesting. You can pick the rotation attending, but of course these are around. So doesn't do much. And later on, if you want, you can use your masculine them to reduce or increase the amount. So for now, let's say OK, so this is what we want. The next thing is we need to flatten the tops once again. We can do that by using a levels and just like that flat in the tops a little bit. Now, the next thing is, we need to play this up. This looks way too clean and nice and everything. Now, actually, just wanting. I do want to try out first, and that is often edge detect. So don't just ignore me. Okay, so that is interest. So basically what I'm on about is over here now. These shapes are still fairly spoke because they are not really overlaying as well, but what you can do. There's a note called edge detect, and it's build detector action if you press invert. But it will also like soft and everything out quite a bit, so it will give us is really like wobbly looks, which I think looks quite cool. But then you would want to go into a tile simpler school down and just said the mosque on them a bit higher. Very good, just like produced amount. This is going to be very subtle detail, so you don't need to spend too much time on it, but basically know that we have this and protect will always clamp everything to, like Phil White or Black. So what you can do then issue Conard a bevel note. And basically what the bevel no does is if you produce the distance, it will give back that little baffled that we have so you can choose in which that actually you want to baffle. I think I want to go in the minus direction just because it will give me, like, a bit off the software sold and now that kind like makes it feel a bit more like it's melted together. And I think maybe for just said it like the bevel a little bit lower to maybe, like minus 0.2 I think that will give us a cool effect Now. Lastly, are we we need to do is, readings are something. Got a directional warp? What a direction! What does is he is. You can input a noise, for example, a pearly noise. And it's the warp, your shapes about using that noise in the direction, of course. So here we have a burly noise, and, as you can see when we set a warp angle, when we play around to that, you can see that it starts to walk quite a bit so we can walk this quite strongly. Play out in our Perlin noise would like to scale again to see if you can find like a scale that you like, who very ghosts. And now they do not look as hound and then play around a little bit more would like you intensity until you get something interesting like this. And once you get to this point, all you will need to do. Is there stupid things that we could do? We can already art a normal to this opened yell, and he could see. So here's a normal It's a bit shop, but for the rest it's fine. However, there is something else that we can do it. We can give the shapes a different different depths like a different height and the way that you can do that, that she get out something called a flood feel. And now this seems like a lot of notes. But once you get used to it, what I'm placing here normally when when I work without talking about it, it takes me like a minute or two, the second to place all of the So you go to it fairly quickly when she get used it. So directional warp ones are the flood feel and then a flat field to hand and gray scale. And what this does, is it Basically it will basically big each shape that is not connected to a different shape turned into position data. And then based upon that position data, you can set this to have different luminous cities. And remember, in normal Zoran heights, dark means low white means high. So it, like, stands out when something is right. So you can imagine if we are a blend note and I blend notice very much like, you know, a photo shop. You want to blend the base and they want to blend our flood feel on top of it. And if we said Teoh this term, multiply over here you can play around with your past, but you can see that it will like I know Blondie's out, and in the normal map, you can see that it will like softly overlay that so few things that I need to do 1st 1st of all, we need to blow the hell out of this. So let's go ahead and, you know, feel note. Let's art a bluff, high quality grayscale and that's the one you want to use. And what that does is it basically just blows. It just doesn't gassy and blow on it. But you can change the density. So right now we have to really sharp shapes. So we just want to blow this until these shapes are quite a bit lower now. I also want art, a blue, high quality grayscale on our base shape, and I want to do this after we are a distant flat fields. It is like going into four count, and this is simply now looking at a normal so you can see that now it's very soft. Averages wants playgrounds with our blue, while look at normal, you can do that by double clicking on your normal and then clicking ones when your bluff it is again. It's very basic stuff which kind expect you to you All right now a little bit, but that she can't see like this. We can control. Does intensities also and then weaken artist to a list? So here we have a normal so we have our heart shapes. We have a normals, which we can just sit like very low. So that will take care off like thes two big shapes that we have over here now, on top of this, let's go a little bit closer. Let's several look so we have very small dots and we have very strong dots and they are kind, like blending together so you don't have It's all over the place. Now, looking at these dots, they look familiar to me from a different noise that you have. So if you go in here, let's just work and being w spots 12 and three and just aren't a normal and just to have a look, let's set the normal intensity. Did like five, and it's plugging 1st 1 So this one, Yeah, it has small dots. This one has more like big adults, and this one is just complete noise. So let's see this versus this. I think we're going to go with BMW Spots tree because that one gives us like this little dots that we have over here Now. Another thing that you can do is so are plastered. The dots are very small, so we can go into our BMW spots tree and just set to scale one. No off. And, of course, remember that these normals now very intense. So if we would set this to like, one is will become less. Another thing that we can do is we can play. We cannot levels and looking at a normal, we can use our levels to kind like bring out mostly did adults a bit more, although it doesn't seem to work. Oh, here. So if we do this center slider weaken, give it like some very we can give it like some variations you can see over here, which actually perfect. That's actually exactly what I need. So let's do that. Let's play around to the center slider and then we get like some strong off pieces and some soft of pieces. So let's say that we have this one. And again this is going to be like super soft detail. Now another one is going to be We just need some very, very tiny dots and it becomes a little bit tricky because of resolutions, so but that point, our resolution is starting to break down a bit. So the best way for us to do this is probably to go and grab a white noise. And just so you know, I'm this is the first time I'm making I'm making this material. So I might just need to play home to it is a little bit here and there. But most of these concepts they come back in different eras. So you're gonna get used to it. Just a metal off experience, I would say so. White noise. Let's are the levels. And with the levels we can push out most of the black pieces by using our black slider, and it will leave for us some very small dots and they're just one pixel dots. But that's enough us. So we need to do now is Arthur Normals. Open jail. Make this very soft and places here which you can twice we can't quite a blow High quality classical and set quality to one and the intensity to zero. And if you don't go to a normal, let's see what happens is will probably completely break it 0.1. Yeah, So I think it's just see when she have a five. I think it just breaks it. Yes, he here So it doesn't do anything. So it's not our resolutions too low, but former distance it will look. Finance will look like they're just found little dots. So basically, when you think OK, so you think like I know I have a solid base ready to go now you want to start combining these and you can do that using a normal combined note and using this note always said the technique to high quality. At least that's what I recommend. And just go ahead to start by dragging in these normals. And now you can see that they started get over late over here. Now if you didn't go at it out, another normal combined, you can flagging the next normal equality. Now you could see that those are also over late and another normal combined and you can drag in the next one. And I equality. And like this you cannot see like this normal. We need to go lower socio point sailor, too. But you can see that now. Everything is starting to come together because we are just combining it. And if you have looked like this normal, you can kind of see the characteristics back in this church thing. So of course, we still need to balance it out. We need to work with it and just make everything look a bit more interesting. But for now, this is like a solar base for us to start with. So all I want to do is I'm going to delete this normal note and is Dwight this straight into our normal input, and at this point I'm going to save my scene. And in the next chapter, what we will do is we will dive into Mom's. That's where we will be setting up a basic handle, seen to hand out a texture. And then we can just start by balancing it, create a base cool off and all that stuff. It is an easy one, and we'll go quite quickly, so let's continue with the next chapter 17. 17 creating Our Plaster Material Part2: Okay, so we left off with our normal Bova. So what we are going to do now is we are going to just quickly set up a senior mama set, and then we will continue with the texture, So yeah, I am in Madison now, Off course. You can just use the treaty view in substance if you want. But the reason I prefer mom sets because I have more control over my materials, my lighting and just in general hander. And it will instantly also be good for, like, portfolio and nose. And that's why I always use mama set plus substance s. It's really nice tool. So if we go for go to black plaster and then one down, if I click an export, the bit maps as outputs. Now, in here, you can turn on automatic export when outputs change. This very nice, because this means whenever we make a change, it will just automatically export. So as soon as I switch back to mom set, it will just out met the update. And that's why it's so good. Now, in here, you can just set your folder. So, in our textures and plaster folder, I'm just going to make a folder that I was called Final and select this folder. You do for this to safe, you do need to export once which started to find and ego. It's now that is exported. So I believe that we can now go in here Texas plaster final. There you go. So I'm just trying yourself to me on the screen now in Mom said the first thing that we need to do is we want to go ahead and import a model. You can do that by pressing this little button over here, and when you do that, it will open up a window waken selection model. Now, the nice thing with this is substance already comes with models, so it comes with, like, spheres and everything that we can already use. So what we want to do is we want to go to local disc C program files or quit Mick and then substance designer. And in here you can go to Resource is if you treaty shapes and in here you have, like, a few. So you have your spheres, you have your garments illness and they are the same shape that you can see in your tree view inside substance. So we are going to go for us. Fear two tiles and that's the one that I often use. So if you please open here we go. We have a sphere. And Mom said again, just also left mouse button to hold A that I would help Middle most Ben All right mouse to zoom. So it's pretty basic. Now there's a few quick symptoms that I want to. I don't want to spend too much time on this because it's just a preview. But first of all, if we go to agenda, one thing that I always do is a term high. Dp I This gives us a bit more off like a sharper result. Then I like to turn on my Ambon inclusion and said It's trying to on five now. This won't really do much when we do not have any height on us sphere. But this is good for like later on. Now, if we go down to the 2nd 1 over here, which is our main camera set, the sharpening to homes halfway the bloom, two of our unsealed 1004 and of igniting to around half way. It's just muscle memory after white, where the sliders need to be so, but they're going to be too precise. Now Describe. This is a very important absolute in here. If you go to presets, you can actually choose which guy you want to use inside marmoset. And this real this will slightly change the lighting. So that's the thing with PBR. So if we select different skies, you can see that the lighting changed because it's a response based on our scene. Now we are making a medieval kind of thing, so we want to have something that's a bit outdoor. So you want trying kind. I'm kind of match it up so I don't want to go to Orange now. There are a bunch of skies near that you guys do not have. It's because their customs guys that I downloaded, but I think Castells Castle Sunset Well, actually, we're quite nicely, so we can try that, or you can try Landsend's. But, uh, yes, sir, this is a little bit orange, but I think that's fine. So let's go for Castle Sunset, because I'm sure that you guys have that one and then just press done So now we have a sky that's another one done. Now the next thing is so where you press space, you can see we have a lot off space off empty space, which I do not really like. So what we can do is we can actually go to capture and two settings and in here we can set the resolution off this window. So if we set this to Teoh 22 5 60 copy this and set this 2 to 5 60 also and this way, and by the way, you can set to surge a back. And this way this becomes a square view when we take a picture. But the thing with Mom said is that now you can actually go to your main cama. You can tell in safety flames and just set your bestie to one. And as you can see, what that will do is it will actually take those dimensions, and it will give us a square. So this is what you often see when you see like it and no zones on the Alsatian, for example, you see these really cool, nice square handlers most of time. They just take the picture like this insight off, Mom set and they do not actually going for shipping, like got stuff out and things like that. So once it's done just nice, like lineup your sphere, that's good. And we will go out and we will use this for all off materials. So there's one more thing I want to do, actually, two more things, But we will first go over here to the topping out a new light, and this will just be official out of voted. This will just be a simple light. Now you want to turn on contact refinement. What this does is it will make the shadows little bit sharper and look more softer. Then in the type you want two sets to directional and basically directional just means acting like a son. And you, we don't want to use your vote eight to ho Tate it and give it like a little bit of an angle. I always like to give it a slight angle that the shadows are starting around halfway with our cylinder over here and in here. You can choose your partners if you want, so identity just leaves that do two or let's say 1.8 and then next that you can just to show cola. And in here we can just, like, move a column. We can make this like tiny bit orange just to give it like a little bit off, like the sun feeling. And there we go. Now there's so this will be our fuel Roughly. There's one more thing I want to do, and that's a backlight. So if we duplicate this by pressing control D and then moved his down what you can get and let's say let's make this color like a bit more flag called the Color. Now you will not be able to see it a lot on a white sphere. But when we have a dark attacks on this, it will actually give us a very storm like very strong lighting line. Here. You can already see it, and this will just autumn extra interested lighting. So I want you for now, our debt, and that marks the end of our lights. Now, one last thing I want to do is I want to be able to control the back count. Now you can control the background technically, by going into sky and in he can like Cetus to cool off, and that's where you can change the color. However, I quite like having an ambience guy. So instead it's rigged islands. And I learned this from Java process. He's a really good artists. So if you go and art a fork volume over here and if you don't go ahead to set the distance like super high, so like 5000 or something like that, maybe even more, maybe even nine thousands. Basically, the goal is to have tea folk far enough a waste that you do not actually affect the sphere . But now what you can do is you can simply go into call off, and you can actually affect the actual color off your environment So we can set this to like, a bit of a dark color, and that now marks the ends off like our base set up for insight, Mom said. And we've done it under eight minutes, so very basic play out with it a little bit. It's not do special. It's also not exactly needed if you don't want to. But I quite like this. So let's go file and save us in and in our folder in Let's Go to Texas and just in the base off a Texas. I'm just going to call this the end a score scene, de Rigo. And that will mean that we can always just used to seem for all of our textures, so we don't need toe set everything up every single time. Now all you really need to do now is let's go ahead and go to the plus sign over here to create a new material. Every bill. Name it, plaster by clicking on the name and directed on the Now in here you can see it's pretty. It's really straightforward. Actually, we have a normal good. We have a roughness albedo, which is our diffuse or base color metal nous map, which we do not need. But we still need to have it aside so he could make self metallic. And in down here in occlusion, you just want to click and dropped down to occlusion and this will give your you a occlusion map. So all you will need to do what you need to grab for simple your normal try. Get in there and they can see it instantly gives us like some gives us our normal basically . So this will give us, like a nice surface. Look, now what I'm going to do is I'm already go to just drag in all of these sections because I know that we are going to use them later on anyway. So decent architects that we have and pretty much should make sure that my color, said White, pretty much I'm looking at it from a slightly wrong angle you can see by ready antiques. That's where things like started, merge together. So make sure that you are looking at it nicely for the forms. So as I was saying, I'm just going to go very quickly into substance, and I'm just going to go in my basic alone and just set this goal off slightly whiter, and I want to go in my toughness and this one I want to set very right and the reason for this because a softness white means that it looks dull and black means that it looks shiny pretty much, Diego said. Now it looks a lot dollar. Now I'm going to go and make it a bit and excuse year. That automatically updates so when I change my softness. Bago. So it starts out there. So I just want to get close. Like here, like this. Plastic will like it has some shine did, but not too much. And the reason for this just that I can properly have. Look at everything now if you feel like things are not sharp enough, you can always go into your into your shopping and don't push it too much. But you can, like, boosted up a little bit. But I think this looks pretty good, I think are no Memphis British bottom, which I'm quite surprised about that we do not need to make almost not only changed. All I want to do is boost up the big details a little bit, so I like, want to go in here and without early noise. Let's go ahead and just set us to like maybe like six. It's subtle, but you can see the days like some defamation going on and thinking that it's important to remember that this is a sphere. This will be a lot more visible. If you press space in your two d view, you can see it. This will be a lot more visible when we are timing it. And that's something that we do need to keep in mind also. By the way, if you want to tell your sexual your material, you can go down here to texture. You can actually set the Thailand so in here. See, that starts to warp quite quickly. When we tile, it's a lot more times, so we want to set the styling one. I think I'm going to set us to like 1.5. I know that it's uneven, so you can set it to if you want. But often I find myself always using 1.5 because the U. V's on this fear already titled twice but anyway keep diverting from away from the topic. So basically, I'm just comes out also over here with our bigger details. Now I will feels go ahead and just push them a little bit too much, and there we go. So now we can see them, and now we just told him down a little bit more and just keep switching back and Mom said, without medical update, Scary ghost. Now we got like, these soft details and now we can go in here and our bluff and maybe, like, lower down the block. Maybe low is a bit more I'll get. It's too much. Okay? And now if we go back to a normal and low that so it's just balancing everything out. There we go. So now we get, like maybe just a tiny bit less. Let's go for C 0.28 There we go. So that just gives us like this very soft. Edo. So now we have our bigger details. We have a micro noise here, And by the way, another thing that you can do to close off this chapter and then in the next chapter real actually start with the rest. So a 19 icing. This is mostly for final vendors, but because it will take up, a lot of resource is on your computer. But if you go to agenda, you can go to resolution and you can double the resolution. Now, in here, you will not see it a lot, but it will actually make things double. That's not sure. Now, if you move around, you can see that we are moving it on a lot slower, which is fine, but basically run I'm on about is if you don't go to your main gamma and boost up the sharpening, their sharpening will also hold up quite a lot better. And now you can see that now we have, like, the texture looks a lot better. So that's just the general tip for you. But we will. Did he visit this dip later on? Also when we are actually making some final vendors. So for now, I'm going to sit my resolution back to one. Don't down my shopping, and the only thing I want to do is I just want to play around with the brightness off my light off. My son lies over here. Where are you? They are and rotate it a bit more like debts. And then we have our second light, which we just want to have over here. And now you can see now that we have some stronger lighting on here, it's a lot better to see everything and based upon that, because I know that we're going to have strong sunlight on the actual cabin. What I want to do is I just want to go in substance and toned down those extra shapes. A bit more on a spit too much. That said, these two are 20.2. So there we go. So now we have those shapes. We have everything going on, looking goods. And in the next chapter, we will just go ahead and start without base color, which we will. We will incorporate some greens and you can see, like, these different color differences. So we broke up to you with that in the next chapter. 18. 18 creating Our Plaster Material Part3: Okay, so let's quickly continue with our basic all. So basically, for this one is it's going to be quite basic. I would say so. Not too difficult. So let's just slap a few colors in here and see where we get So first of all, we want to just kind of get, like the colors, that one. So we have some wide, some green, some more darker and stuff like that now down multiple ways that you can do to call us in this case because it is very white. I'm not sure if we want to do too much in the color department, but basically I will show you both ways. We will the use both ways in other materials. But first of all, if we go ahead and read Wagen, that's right. A. Like A clouds won their two way, so you have a uniform kalak uniform. Color is simply color, so you can go and pick whatever you want, or you can use this little bottle over here, and I cannot show you this because it's on my other screen. But you can click on your image and like that, you can kind of capture the color from it. The 2nd 1 is called a Grady map. Now what you could do with the great Memphis, you can plug in a noise and then in here if you turn. If you go to dig radiant editor, over here you can prospect that you think you can drag along your image. And as you can see, that will try to pick the colors that it sees. But this is where we come in with. We do know this is a fair in plain surface, so we do not actually have to call us. So we are not going to do this. We are just going to use this one. So basically, what I'm going to do is I'm going to duplicate this like, three or four times, the only one where I will use agrarians. One is for the green because the green just has, like, a bunch of different stuff in here. So, basically having geese, we have this base cool off. I want to pick again and you speaking like slightly different area so you can see like it's very subtle, but for Blaster salty ski and yeah, OK, so this one, we do need to go a little bit darker. There we go. And now we can go in into our coal our first of all, I just want to go ahead and turn this morning to like the orange. So because off the sky in the image, everything always gets turned to blue. So But I can see with my own eyes that this is more than, like, a bit more like an orange defection like you have over here and the next one. So say this is our main. We have this one and then I want this one to be even darker. So I'm just going to go ahead and click that down a little bit. So now we have these three Koloss ready to go. So now basically, what you want to do is you want to start by blending these scholars in this case, the blending. It's going to be very subtle. So what we'll do is we will simply out a blend note, Blufgan art call us into the top and the bottom. And then we want to grab a mosque, which we will use for the blending. So I'm gonna go for something like maybe like, concepts seals. You have a one over here now. I always like to go ahead and just change the tendency to change it up a bit. This is because these countries, they're used so many times everywhere that if you have very specific Carlos, you can actually people that no substance can make out the contracts. So instead, just Teoh haven't seat always and then in the balance. Let's say the stone is down and blocked it into our opacity General, and basically it will try and blend here. It's very subtle. You can see it from a distance. I don't even know if you could seize for me. But it's a very subtle blend between the white and the blacks. So now we can just go out and bled this once more, and this time we picked like there are darker call off. And for this one, if we, for example, duplicates are going to change the seats at this time, I just want to go ahead and make this even small. Also, we do need to be careful, because what we do not want to do, it's Mont. Make it fair. Look very tight, herbal. So this is where it's diable, as you can see. So you just want to play outside your contrast Theo ballons and just find, like a location where the tiling is not too bad. Now, of course, this might feel very terrible, but remember, we are going to art a bunch of other stuff on it, and one thing I do. What I do is I want to go in my blend. You can actually change your bestie to tone down the amount or the strength off your top layer, which in this case, it's like these pieces. So there we go, so we have a little bit of dirt like death. Next stop will probably be Let's go ahead and out another blend and lets out a Let's just duplicates uniform color. So this uniform color I want to sit like a brownish one, something like this blood it in. And the reason I want to do that, this because when we go closer, you can see that they are like is really small bound dots going on on. Basically, I don't want to try and capture that. So what I'm going to do is I'm simply going to crap over here This levels off the white noise and blood is in here and then toned this down so that it's just go to be like these very suburb pound dots a little bit all over the place, so that might create some nice Michael noise. So we've done that one. That's fine on. Now. Let's go ahead to start with our did you ducked. So what I'm going to do is on my image. I'm going to kind like, go in this area. And now we want to go ahead and do the Gedeon technique. We're recreating radiant map and the deft the green that it's feels fairy Dottie. So I'm going to go from maybe, like, effectual, some we can just plug in later when we get blood in different mass to see what works best. But then go to get in dental, pick grains and just go over your green part like death. Now that's a bit too much. I'm just going to go over a small area, and I'm going to get rid off like the rights because the white is simply some unfortunate leftovers where we extend captured stuff behind it, and then you can drag your sliders around to even things out. Get like this Interesting look over here. And maybe you want to go ahead and like, play, I admit more. Now, what I often like to do is, well, two things I'd like to do. Actually, First of all, I like to just go ahead to, like, try getting a few different noises just to make sure that we have what we want. So let's do the street. So we got this. This one which looks a little bit more moldy and this one Ah, I think I'm gonna go for BMW spots to just because it's a bit stronger. And I always like to then Arthur Nature Cell no, behind its because with this, I get very easily change. Some very basic parameters, like the separation and the lightness and issues makes our lives easier. So let's say that we now have, like, the green stuff going on. Now we have a blend, lets out another blends, and that's bland dish, which are There we go and now we just need to see so we want. After super genetic and super soft. I think the best thing to do it is once again just use a gun church, but I really like using contract 0 13 in here. Know anything with that one is. Sometimes it looks a little bit directional, so should just be a bit careful with it. But I don't know, like to contrast and the balance and that's just plugged is in here. It doesn't even give, like the streaks, but it's a bit intense, I would say the streaks. So what we might want to do is remind on the blandest with another one blended with something that it's like It's like a bit softer. So maybe like Well, let's try structural someone. And if we blend this using maybe like a mil to play, let's just go in here and Megan play around ship plan. So if we say multiply and if we don't play out now here day we go. So now we get like, some off the streets, but it's not too strong, and by this point, just go into a Giselle and set the situation up so that this becomes like a lot more greenish. You can play hard with the U. N. Situation a little bit de rig ocean out loose like that and then in the year, we just want to tone down the intensity until we know what it's going to look like. Now. Excuse year. So ineffectual someone. Oh, no, wait. We did not use that one before. If you that you can see here, you can see the meaty seconds. If you do not see those, you could go where Wasit there. It's like over here information. You can go and turn on display timings. So the larger this is the slow your cough will become when you when your car gets really big. So for this it's almost nothing. But as you can see, if you have to accept this must take a lot off. Take up a lot off milliseconds. So if you have the exact same mosque, I would recommend to just go ahead and reuse it. And I will show you another tweak at the end so I can show you that now. So if we have done this one, I'm going to out of one more blend and this plant is just going to be quick curvature. So if you are a girl for you on a curve, if you set this to open yell So this one can just pick your normal map over here and it can pick up your like all the little dots in the highlights and everything. Now a curve. Jonas Gray scale. If you try to input a grayscale into a color, which you can see from the dots, you can see that nothing happens because it's broken. However, the radiance met note actually also is able to just turn a grayscale into color whenever you do not change anything. And this way it has now become a color. And now all you need to do is set the blending motor art, subtract. And now you can see that Now you get like these soft colors, so feed and play 100. Your bestie just get like some of those little highlights in there. So blood in you and now I will show you another very easy technique for, like the cleaning, for example, stuff like over here. So here we have, like two K for playing call off. That's way too much show that's just not needed because they're playing. Color can be 16 by 16 bits, except for this one, because the back out always needs to be the resolution of your documents so that one always needs to be OK. But the four counts in the mosques they can lower now. A very nice thing about new versions off substance is if you go down here to clean Hello, it's supposed to putting up the window. Let me just see windows optimize notes that things that we go. So go to windows on my snow settings and then you get this window, and in this right now you can see that it says output size to 16 by 16. That's what I was talking about. Two color Remove duplicates. If you have the exact same noises or other different colors, it will remove it. And for the faster it does just some quick cleanup. So do call to me about this. She could press, optimize, and it will automatically go to your mop to you, to your mosque or map. Otherwise, that mask There we go, and it will now have nicely changed all those things for you, so you don't need to worry about them yourselves, and it's very quick. You can close the window and I like it. It's very nice to have that there we go very basic base color, but should do the trick. So I'm immediately going to go ahead and start with my a O. And my coffin is already just because previewing the basically mom said without the rest doesn't often bet out. Well, so for our ambient occlusion, I'm not sure. I think all we want to do it. We just want to art an ambient occlusion note and just blood in this noise and just have, like, something very self that one. See, now I think about you probably don't even need a Oh, but we can have just in case. So let's set us to like 0.0 c 05 And that will generate a nao from the height map in this case and mosque and just plug it into your ao just that we have something there now for our toughness. It's moved is up here. What I am going to do for this one often is I often are a grayscale conversion note and then I want to plug in. It stood this one over here so before we aren't any specific details, blood is in here. So that's how good a scholar because often its needs to well, doesn't need to be. But it's just easier to make think gray scale and let's Arthur Levels and this is simply so that we can edit it later on. Now I want the other blend at another levels. But just have this levels like sitting here in the emptiness and this levels is going to be for these little dots on. Oh, wait. Actually, these little dots can go directly into the blend. It's out Another blend. I'm talking about every Adi's wants. These can go into a levels galactus into the top. She's anything else that we need. I think that is about it for like, it's all. It's one more blend and just plug in like a mosque that we have over here into here. OK, so now what we all we need to do is we have our levels of here. Remember, White means the cubs dull. So what I'm gonna do is which I didn't delete my basic all about to be consistently balances usual white sliders. So let's make this nice and white. Then we have this one. Now I'm going to set these to be subtracts that they become black today has become slightly shiny. O meter knows on There you go. So they give, like a little bit off, like a sparkle when they turn on. Now we have this one. I want to set the blending mode to probably like subjects that the most is slightly shiny And also and you can just go ahead and, like, play out with it that it only shows up in, like, the stronger areas. And then I, like, flows back into, like, our normal office. And we want Cynthia press again. We low often is is often quite sensitive. So do be a little bit careful about it. And then we have this one which we want to go ahead. And I wanted to art. And this one I just want to set to gift, like even more darkness, and it's plugged it into our toughness. So Oh, yeah, there's just just a very basic material. If you if I would not be docking, this would be something that you do in, like 10 20 minutes. So let's save a scene and it will have automatically exported. So if you go in here, there we go. OK, so first of all our A always right too strong so we can actually go in here and in occlusion meant we can actually edit that. And just during its way down, let's see, what else do we have for arrest? Um, the shop ning display onto the main camera. So let's just keep this nice and soft, so I don't I do not yet. We can have a quick look and set the handling to double, but this is most of time here. So if you can see this is most of dying for the portfolio. The reason I'm not doing it right now so I kinda look past it is because if I'm silent, you might hear my computer in the back count because it's really started. Take off. So I need to, like, work within my means. Do not inconvenience you guys. So let's go for this. Um, let's see what else So off course, the green Over here, it's a lot stronger, and I would say that the main color is just a tiny bit too yellowish. So if we go to discolor, have it. I don't want to make them that yellow. What I'm going to do is I'm going to out NHS l note after this, just do so you can add it. All of them at the same time. And if we didn't go out to set the situation down just a little bit, There you go. Step becomes a bit whites. And now Okay, so we've done. That's one. Then we have a brownish dots. I want start another blend. Just pick the same pound. And I just want to give it, like, give our half a noise that Chinese bit off like a boost a bit more. Here you go. So that just gives, like, a little bit of darkness. That's might even be a bit too much. There we go. And now we have our blends over here, and if we just use it all the way up, But just once, she okay, so that gives us a very generic looking blends if you don't play onto the balance. Okay. So the balance is not too bad. Debts. We need to see how the tiling work. Show off course. This is also a matter of off going insight on Real later on. That playing out to that. But I quite like this signing. So I'm just going to tone down intense, see a bit more. There we go. That should work. And for arrest, I'm going to play out a little bit more my softness in here with the level. So if we just tone it down, let's make it even darker. Stuart, Doc here. I just want to look at the shine, get like also get like that little bit off like a shine going on. And I'm quite happy with debt in the rotated about C like two different often this response between all those be sis, so I'm quite happy with that. Let's see, we have our dots just fine. Most and then Daesh wants. Let's make these a bit more bit stronger. No, go, stay, become very dull. And I think this is like a good starting point for our blaster. Yeah, I think that's fluid that's looking good for plaster. So for now we are going to call it done until we get into until we get into unreal. So one last thing that you can do it, you can select. It's a high click and art if a I need to do it quickly because we're running out of time. Call it Bay School off. Select. This are the fame normal map, and it's select this and that just makes it nice and organized. Are the flame toughness Okay? Save a scene and we will continue with the next material. 19. 19 creating Our Wood Material Part1: Okay, so now that are plaster is done, we're going to get ready to start probably our most important material, which is the root. So I'm going to jump into substance Aina and as a show to before, Like, I have some references over here. These are would blanks, but we will actually be making plane would because we cannot use the blanks forms. Mother. It's easy to just make blanks after we're done with this if you want. Yeah, I just got some again Democratic friends in here. You're just kind, like combine everything. The nice thing about would is because it's organic on the looks can very, quite a bit, so we have quite a bit of flexibility. For example, in our version, we probably do not want to have a really strong warping like this, but rather something that's a bit must wait, which gives us a bit more flexibility in like those really declines that we have in our concept. I will bring up my concert concept art soon, but for now let's just die for it in and let's create a new substance. It's called this plane Woods on 2048 between 48 metallic softness. Just keep all the settings the same and its present day. And in here, all I will need to do is I just need to get rid of my metallic method just because we don't need it. And we are going to get started with the height MEP in this case, because these shapes are simply there to complicated to me do directly the norm weapon the height meant just gives you a lot more control. And then later on from height, you just comforted to normal because that's all this No meant no dust. It's inputs hides on converts to normal. So first of all, I'm going to save machine. So it's great new full again, our source very scald route. And in here we can just save this plane wouldn't for safe Good, so that's ready to go. OK, so let's just jump right in. So we first want to get started with creating like this would cranes over here now, the technique that I developed for this it's like a combination off different techniques from different people on I found desisted For me, it's like easiest and best way to do it. However, of course, for Woods. There are so many techniques that you can use to actually do it inside of substance. Mine is just that. It's quite custom, so let's just dive right in. So the first thing that we need to do is we need to create, like some really blurry offs tweaks and the way that I like to do is I like to go to noises and grab something that's like a little bit directional. And I always stand to go to see God's Pepsico 02 or zero show a tree. I think she Ozio to wish the best. So what you can do with this is just moved us up. We get set the balance so dese will give us some very like storm noise over here. So if you play out to the contrast in everything now, this one particularly is not enough. So what I want to do is I want to just go ahead and show I'm going to load on my balance a bit, and then if you aren't a transform notes, what you can do with this is she can block this into top. If you don't out of blend, you can actually blend the base with the transform and set this to art. And this will just art the shapes on top of each other because they're white. Wait, we've already done that before. So basically, in a transformers soon cyclical it, you can actually move one of them. And this way we could actually moved us to give it like a few more shapes. Now the shapes, they're not specific dead. I don't really care about them because what I get about mostly is to know. Well, let's first of all heart attacks from because we want to go ahead and hold a Tous because we can do that in here. Can we now? Some of them ever rotation in the Grange map. But we need to just go ahead and rotated 90 degrees because I like to always have my woods going horizontal instead of Franco. Now, one sets done. We want to go out, even want to blow the hell out of this. And we'll go to do that using a directional blue and with the direction of Bloods, Samos, a photo shop. But basically, if we said it's very, very high, even high, if even higher, three on what you will get, that you will get the streaks. And that's more what I'm looking for. And now we can very easily we can play out over here, for example, to see. But I want to do so right now. The streaks they are. I need to have a bit more black spaces in here so I can play. How did my test form and like See if I got something All what I can do is I can just quickly try, for example, catchment shade of a tree and played out with this balance. And let's see if we plug this one in. Here we go. How does that look? Basically play out of it until you get like you were getting close till we get like some more stronger speaks like over there 12 three now. So let's do a balance between 00 to 00 tree. So we got these streaks for now, that's fine. We just need to first of all, see the actual result before we can bells it out because the thing went to the notice. In the beginning, it will not look like wood at all, So basically, let's go out and blow the hell out of this. So about the hell. Like I said, the deflect Fife just to make these not these tweets nice and blowing, like every year. And the next one is going to be levels and the levels is just for us to probably balance out. Yeah, here. So let's actually what you can do. So, as you can see, when the artist levels, all the levels are in this area and I'm not a big fan of that. So I don't too often just using outer levels which will clamp everything within the correct area and then Arthur Levels and that she could see now the outer levels just clamped everything nicely together, which gives us more control over doing this. And there we go. So now we get these interesting streaks on The cool thing about this is if we do not like them, you can go. Your contracting can simply chase that hand them seat. Based upon that, you can just change everything. So we've gotten that one done, and that's like a bass. Now what's we're going to do is we are going to break this up, and we will do that using a directional walk and the breaking is going to be Just get just to gift. This piece is some warping. Now you can do this with, like, a Perlin noise so you can drop like a paranoids. But the pearl noises very even. So, if he does it, the direction walked down. It is very, very even. So instead, what I like to do is I like to just go into probably my patterns and it's go. As for a strike tile, Simpler, let's set the best one to like something soft like by her body still can pronounce it. Sorry, bar boys of something, and it said the amount lower. So they've gotten bigger. Yeah, okay, that's a good size and outrage much. Just go ahead. Like do some hand rotation scaling, scale them up a little bit, but mostly just boost up the your hand in position and of animal rotate Malabanan Validation doesn't matter, actually, but basically just give it like some randomness to it. And once we have gotten this, I'm just going to go ahead that I'm going to a lot of blood because I know what's going to happen. They will look to shop. So we want out of bluff soft on them even more and just told that into your direction of war. And if we don't play, how did that see? You can see the difference between having a very generic noise and just having death so dis compared to this quite a bit more interest to it. So that's what I wanted it to do. So now we have thes shapes over here that's looking good. Let's go with save our scene and yeah, okay, so we got some nice break up. That's good. Now, the next thing will probably be so I just need to open up my considered over here, So I am guessing so you cannot really see it, but I am sure that there are like, like, little knobs and everything in here, don't you think? Or maybe not. Maybe, Maybe in this case, we will just do some discoloration. So what, you can do it? You can like art and I and mops and everything. And but yeah, I think that in this case, it might not actually look fairly good if we do that just for the specific would. So for now, I'm going to leave out in ops, We will still have, like, warping and everything it out. But for now, and and with a Nope. Sorry, what I mean are these things. So the little in little and pieces that we have here, you can see like a lot. But I feel like that this would I know that it might like. It's, like, very soft. And there is a point where the softness becomes so soft that it's no points doing it in the height. And it's more something that really aren't in the color later on May as like a discoloration or something like that. So instead of when I'm going to do, I'm going to start with the warping. So for the warping, what we want to do is we're gonna go to convert the shapes and, like, very fine lines. And we're going to do that in two stages. The 1st 1 is starting a radiant map over here and in this case, a map. So she gets year. We have now a lot of Canadians going on here so white and just a bunch of stuff going on here so we can actually use it to our advantage. So what I'm going to do is I'm gonna go in my graded editor, and now this might be a bit of a pain. So make this nice and big, because basically what you want to do is so I tried to find, like, a high position issue. Want to go ahead and click on here and that will create a shape and then you want to click very close and it's annoying that I can't find an angle work and show you boat so you want to click very close. But this one you want set the white like that. They want to collect very close again, said the black. Fairly close again, said the white. Very close again, said the black hair. You can see that it's slowly starts filling in the shapes, and these ones are going to be a fine place. We will also create one that it's like not so fine. It's like offer grains. But in this case this is basically what we want to do over and over again, and now we can see it start seeing like the grain slowly emerging, and because it goes from black to white, it will just simply fill in until we reach well. In this case, we will probably reach on this point. That's where we call it quits to leave, like they're very dark areas open and in a very dark areas. But we will end up doing It's like very big, like very big lines. We will blend everything nicely together. But for now I will just quickly and don't be. They don't need to be too precise, apart. It's actually good to just have, like, a little bit of anonymized, because it will give some more organic variation. So it's one of those things where our ability to not click as precise as a computer extra helps in this case. But there we go. So here we start to get like these cranes, especially like the bigger grains. We really to push those because this would is going to be very also Moldea, hefting and like fairy over the top. So it's not going to be like a clean woods, something we're getting there. We are getting there, so and you fight myself. Also, the closer I got to this point theme or like space, I'm going to leave behind it just to once again out some more variation. All three are getting close. And then you can always out more later on, so you can always start. Morning. So let's see. Okay, so we have this these black pieces, So let's go ahead. And art. None of one. There we go. I think this very last one must be right. Yeah. So the old, very first when I should say, Let's make that one white. And by this point, you can probably see that almost nothing changes anymore. Yeah, we have, like, some very soft changes, but we can try, like, one more here and there, so Yeah. Okay, let's just keep going until the changes are, like, barely visible able. So I'm just going to go out and do this and one more there goes all over place. Okay, so now I guess he like we start to get, like, some off the war been going on, and he can also see, like, the bending that we have done. It's starting to come in also, so everything, like slowly come scattered. Now we have these white areas over here. I just want to see if I can Maybe Bush is a little bit more. Yeah. You know what? This should This should be fine. So I'm going to go ahead and leave it like this now when I want to do some without another great map and this one is going to be a mask. So for this credit map, all we really need to do is we do click ones, click another time and that's what kind like give us control over like a mask so we can move these around to get like, the mastodons and rebuild focus on that later on. But for now, first of all, let's set this to gray scale because we want to keep these grayscale for now. What we're going to do is we are actually going to get started with our ding are fair, like some very big Warby thinks. But while I'm going to use, I'm just going to play around with my blood. So if you now play out of your blow here, you can see that we get soft and everything out. You might see like a lot of desolation going on when you zoom out, but that's just something that that's just a limit off your screen so don't worry. That will go away now. What I'm going to do is I'm going to go into my noises and I'm going to go into my patrons and I'm going to pick Grady into linear one over here, and I'm just going to time the hell out of this. I said, Have a lot today. Shouldn't shaded too much. Let's have like 1 to 8. Well, maybe 256 even. Let's go for tried to, like match it let's say 200 what we can change later on. So let's just start with something like this. I want to go out and out a levels and just give it like, a little bit more off, like the black areas. And now what I'm going to do is I'm going to First of all, go ahead and start with a directional warp and I am going to go ahead and warp this using a very large Perlin noise and what they should do should just break up the surface. There we go. So that's what just and just that they don't see a bit lower, so this will just give us, like some very large break up and now the most important one is I'm going to warp this. I'm going to walk this using this one using our original shape. So when we walked this because she already like quite to be changed. Let's go ahead. And are they blue? Because it's currently dairy goats? Now you can see like that's giving us some will start ups. If we just play outside the bluff, What am I? Which one I'm Oh, so I'm editing the actual warping. I first of all, want to go out to play with the bluff so you can see like the blue actually changes things . Lots of I'm going to set the blue, too. Go full out in the school for, like, five. And then if we go into a warping, let's play onto the dead Sea until we get something. So we didn't want to go to in dense with a warping. But I think reaction. You said this intentions for the sake off, actually, because else the shapes of too big. So let's say we got something like this. Yeah, yeah, Okay, that should work. So let's go out and blend these two. So if we now go ahead and blend this one along with this one using a mosque. Maybe we need to invert the mask. Even you said this one. The white, this one's black and scratched and accept that the bid sharper and I can see so we can play out with a mass to get like this, many different. So I'm just playing hard to get a deal. Get something that I like. There we go so that we get like this very different would surface that's all over the place like you see over here. So there's some strong warping, but it still has yet still keeps, like some fine grains in there, which is what I want it. I'm just making sure that it feels like I'm it's not giving me enough off like to find Graves. Maybe this one needs to be set the black Okay, so when we said this one to black, it does not something. But it leaves like this right line, which I do not get. Why that's when just gets ignored. That's interesting. Okay, so you want to keep peace? That's fine. The media do that. If you want to get rid of one, you can press the lead on it. But what I meant to do us several, sir, if we Yeah, I think we just want to go ahead and set this to White. And I want to just clamp this together even more. So it really doesn't like to make. Maybe it's this one is always, like, a bit off playing on. So don't really if doesn't look good, it first time. 20. 20 creating Our Wood Material Part2: Let's get started with this and we can edit it later on if it looks bad. So basically what we're going to do now is so we have our playing with of a lot safer scene and we know it start to get some warping. So we want to go ahead and start by breaking up the surface and we can do that. Let's start with the direction of walk and after direction weapons like Berlin noise again , this time since Burl noise like Will you smile towed on the and just said it downwards and just give it like Dinos? Bit of like he'll do have, like a guy like sinking in like slacking down a little bit. So let's start with that one now. The next one is going to be We're going to break up these actions a little bit, and for that, we're going to use noted to sculpt a slope blue gray scale and is one of my favorite notes . So having this note always said simple studio to do unless you one something specific and intensity 20 to Sandra because there's notice supersensitive and said the motor minimum, which means that it's only a text. The white spots. Now what you can do with his notes. You can plug in a mosque, and I I often go for the most noise a mask. So I mean crunch. And when you plug it in there and you can set in DNC, it's work. I, like, take out chips based upon that mass now, as you can see this very, very strong. So as I said, it's real sensitive. But if we said this to, like, see open Ciro one, even you can see that like it's out. Some Michael detail. So 0.15 let's go from 15 and he could see like it will just out like some small chips and some micro detail. And you if you said the blood will do it everywhere, but I just want to have it unlike the white spots and that, like, kind of breaks things up a little bit. And yeah, I I quite like that. So we have gotten this one. Now it's good. So let's have a think. So what else do we want to do? Um, we want to go out. And if we just have a look at our reference. So one thing I often sees over here, you can see that on top of this Michael noise it has, like, these little chips over here. And I think that's something that would be beneficial because even in here, even though it's very subtle, it has stopped little chips. So we're going to work on those after we've done debts. We need to go ahead and we need are some dinner scratches and correction everything like I saw over here like some of these. And we need awesome, really, really happy once that's a little like become those so like some really heavy squeaks. So those are the two things that will go treating that we're going to do now. So for the chips, it's going to be quite basic. So let's go ahead and go into veterans. And let's crap, I don't know, simpler over here and now, basically these, because these are going to become very, very small. I'm not too picky about it. I'm going to just go ahead and I'm going to make them a little bit longer. So let's go 64 to dirty to their ghosts now. There a bit longer. Let's keep them square. Let's go ahead and set the scale. But I'll sit like that. Had them scary. There we go. So high help to scale or no, wait. I'm actually lowering skill. Let's leave to scale to one and just said like I had a scale on. And basically we want to go ahead and start would like to position. So just don't go like Phil on. Maybe give it like a slight position change like Seo 0.44 for example. Now the next thing we you can try rotation but said like Super super low. So like Copco Zero, why? Just to give, like that Dyne bit extra off variation on the year. So one more thing I want to do now is I want to go down here and all the way down in column . You can actually change the Colorado, which will give it like some different capacities, and that will help us with the overlaying so that overlaying is not a storm. Now, seeing this, I think what I want to do is I probably want to go ahead and change this from a square. Let's go ahead and big ingredient because we gotta want to have them like coming out of nowhere. So if we have a great agent in heights, we can go from black to white and it still kind like give it like the effect like it's going inside to root. So if we just pick like a linear radiance and blood that into our patron input army to now is in here. Cetus to Petron. Input on invert. So if you go to the great interest set of rotation to 1 80 there we go. So that inverted. So now we get, like something like this, and it's better. Okay, now the next thing would be probably let's go ahead and blend this together with a transform just up more off them. So let's are to transform and industries from, like, move it a little bit and set is to be like Nomex Lighten makes light enough that works well for this stuff. It's because it's not overly and just kind of move it a bit until we get like some very dense chips like we have over here. Okay, so we've gotten dose. It's your head tense form to ago Davis to hold its 90 creature, the black on left side, white on the other side. So we've gotten those. Now we probably need to go ahead and we need a war Diesel little bit using our lines over here. Let's see if we just walk them using. Maybe we cannot like a blue. Basically, I just need to like, have it flow with the wood. So I got like, the blue over here. I don't think this one will work very well. I think we need to sign, have something stronger. So actually, this one is already stronger. So let's try this one. Yanks. Yeah, it's warping is very sensitive. I want to probably let's go ahead and start with this one because this one is using the shapes anyway, so it shoots sort off wolf together. Now. I don't know why the blue is so sensitive for the species, but hopefully did you set the quality to one. It's often gives us like, a better self. Um, okay, so what if we set this like, quite high? But of course we need said are warping to be very no. Now this isn't working. Let's go even further back. Let's warp it like this one and have look, So So this is how the warps how happening. I just want to try out a directional war to see if that's one. Gives us a better result. If we set this down and it's also that's tricky, I want I want to leave it even metals, Too much show. Let's just stick with this warp and which play out it like blue. But for now, let's leave this and because what I think it will happen, it's once we actually start to apply this, it becomes so small that you will not really be able to see them. Oh, so if we are the blend to do this and if we go out and we need Well, actually, I'm just going to get rid of my walk for now because I want to use this safety or the styles from over here and I want to just minus scale this using the minus two up until it becomes super super Smile. Art is on top of this, and I'm just going to see which blending motor works best. So we probably want to go from maybe, like we like a melts play. So it looks like the three needs to go even sponsor. That's what I was talking about. Like it's it becomes very, very small up until the point way getting out where you see it anymore. Because it's like the balance between Resolution and XY seeing the detail and that it does not become noise, and it's like a bunch of stuff going on. So having this one, all I'm going to do now is I'm just because I don't want to have thes all over the place. I want toe them to blend out a little bit more. I'm going to go ahead and grew up something like a lunch mare, CEO to 13 for example, and play out your balance. Change your seat. There we go. So it feel just like softly blend in and out. And we, of course, need to go at altitudes for my next year ago. Tatis 90 degrees to let go with Wood Who? XY Know what I'm going to pick? I'm going to pick a countryman Shero. She have a tree for this just because it's been so Jason seat case balance that will be rotated. And now what should happen is it shoots. So it's shoot show does basis, but not everywhere like that. Okay. And by this point, we get to the point where it's just better to actually have look at it inside off. Mom said to see how it is looking. So what I'm going to say I'm going to plug it into our normal And what will happen is if we said stay open jail. It will be super, super strong. So let's just set the intensity, like, very low. And they just become like Easton would claims that you have over here. So if we just said Thies do like Cedar 0.1 because this is still all towards, So we still want to have this quite strong. Now you can see like we get this interesting change going on. So I'm going to save my seat. I'm going to export the output cesspit map and in boots. Let's go out to make another full lookout final. Select this folder and in here turn on automatic export when outputs changed by this point export them. It's going here and in here. If we just go ahead and duplicate a plaster and call this boot phenoms, you're going to go ahead and get rid of all the occlusion and all the stuff that all that's left to see normal over here. And I just want to go ahead and I want to. Protectionists Route final It's plugging is normal. There we go. OK, looking pretty good, pretty good. Some things that they don't like is that over these areas, they are too flat, and I just want to identify where they also thesis areas. For some reason, it doesn't pick up on that darkness too much on this is probably yes, it's gets traced back over here. So I would say maybe by setting to clean the Ukrainians bit low, orbit higher. So that sets to like 300 and mice. Yeah, there we go. So that gives us like it's bit too high. Let's go for to honor 50. Well, let's send just 2 to 56 which is an even number, at least in texture language. It's an even number sotu 56 So we have done those Okay, now what we're going to do is we're going to work on like I will in this chapter. I will do like soft scratches and then later we can just go ahead and work, unlike the strong one. So a few ways that we can easily do this one of them is probably the most basic one, and that's just by our thing and blend. And if we don't grab, see, let's scrap the one before we out all of our damage, this one and it's all the levels. So in this direction warp before we starting our chips and everything basically just want to go out and clamp and only keep, like, some very storm right lines like, yeah, over here. Then what you want to do is you want to go out and planted along with, like some handem guns like this one. So going to Tony's down after another, terms form toe rotated 90 degrees police substance. Just art transforms in all your conscious would be very nice, especially the direction once but anyway, so are too stupid. Blend and sets to subject which your cut out some of these pieces, and you can go ahead and, like rt's engine, set this to be subtract because black means that it becomes stronger. So at this point, I do looks like maybe in here I could just, like, boosts up Yeah, except do not like that. It's I want maybe free. Oh, you pick this one and gives us so basically what I'm talking about dese areas over here. I do not really like those because they are a bit too strong and even after blending, But I'm not sure if we can specifically masked those out because I don't think we actually have a mask for them. Basically, I'm just switching between this mask and Esma. Yeah, so we don't have a specific mask. We can see how bad this. So if we just go ahead and increased this, this should give us, like, some denser areas. So I think for now they should be fine. We want to go ahead and all, like some more softer edges and everything. And for those, we are just going to fake it. We're going to outer blends, and we're just going to go ahead and go into ah, go into our veterans. Now we have a scratch generator. I wonder if I can actually set who? That's nice, actually, never done this way before. Normally, I just like art some lines in using a soil sampler, and Adam Ward does, but we have a Scotch generates. So maybe what we could do. It's weekend used. This one set the quotation office that it's all directional. Play hard to this and I just want this low down the supply distortion a little bit. I do want to hire the frequency step becomes, like a lot. It is not. I'm going to use this technique from now on. Yeah, definitely. Luminant scanned them. I'm fine with that. I just want to set the fate legs to be and that's it. The fate due to start in the end. So it kind like blends in and out. Oh, it definitely is nice today. Why didn't I really didn't I never think of this, but that's nice. And you and you keep learning in substance. That's I love that. So I'm going to the scaling a bit lower and let's just go ahead and drop this in here as a subject. We probably want to go ahead and set of weights higher because because very difficulty and we could probably also even use this one to aren't like some very text weeks later on. So if we just save us in going here, so it might be subtle, but once reality baseball or you will be seats. So I'm going to call this done for this chapter in next chapter. We will continue our like very strong streaks, arming small details, and then we can move on to the base cooler. 21. 21 creating Our Wood Material Part3: Okay, so let's come to you. So we now have a very solar base. I'm really going to do now is I'm just going to out, like, the very, very strong lines which you can see over here. So we are just going out a few of those and see how that looks. And once that is done, then we will start by moving to the base color. Because it's easier when you have a color to Deng. Go back and forth between everything because it's not too difficult so far. So this coffee when? Because I've made quite a few woods by now. This used to be so much bigger like, But I found some quick away. So do tings. So, for the very declines this is however the first time that I'm really are doing lines distinct. So what? I'm going to twice a few ticks. First of all, I just want to see how much of this I can only use. So if I would say the sketch generator, if I would go in said scale like the bigger But that mostly said the wit very tick. Can I set this even more like Fife? Okay, so I can do that. I just want to my distortion hand them off for now because I just want to have a quick and look. Oh, that's interesting that it doesn't like that. Okay, so position it and them is fine with random. Let's have that on a little bit. Yeah, I still want to have them going in and out, like on the end, so that's good. I'm probably going to go ahead and just said the supply number down a bit because thes months regional have as many off them. So we've gotten does. Now if we just play hunted scale a little bit more just to make them a little bit longer. And if we know distort, I don't know what these are probably like air Hostess, but it's quite annoying. I'm just going to play out of my spine distortion, hand them and because you know what? I don't like those Air Force. So what I'm instead going to do is instead going to do by hands By are doing just like a direction of walk and with this direction warp, if we just go out and go to noises and let's pick a clouds to for now and see how that looks. So if you pickle outs to go down to the Cloud Stooges gives us, like a bit more like 1/2 for look compared to, like the pearly noise burn noise Very smooth. So I'm going to do that and I'm going, said Skelton, Like to in our cloud Stooges to tile it twice. And this will give us It's like a better look. Okay, so we've gotten does. And if we know also out like a slow player grayscale. And if we just steal this moisture noise, we can probably it's it's samples, all of it up, moat minimum. We can also like, got out some off the species. So if you said to still like see open 71 there we go should be kind, like, got it out. That's good. So we've gotten does Let's see if we know arts, these two are blend and see how that looks. So blood is in here. Set this to be subject. It's a bit hard to see. One way that we can fix that is by arming and Ambien inclusion. So if we just aren't I mean inclusion knows here, and if we just go ahead and let square this one stoned is down to, like, so pitiful one. We can always started down in certain Mama Seth. So that's our a o. Over here. We have a normal And then if we just blocked his else into our height, General, over here just to see, sir fees save a scene. It's going here. Okay, so first of all, I just want to go ahead and dragon my em inclusion said like, Yeah, that's said it quite low off here. And what you can do is we can go ahead and we can probably use, like, a parallax map. You can do a real displacement, but that might be but over gales to just plug in your height. Yeah, it just creates a lot of noise. So technically, I guess we shouldn't use our height. I will show you how to do it. So what you can take you do it. You can added height, and this subdivision said this to be anti angles and just hire that And then if you throwing your displacement map your height map, you can see it's very slow, but you can actually get some height But I feel like this route is too plain for this, and we will not actually use this height inside off Unreal. So maybe it's better to just not do that. Maybe instead, it's better for us to actually work mostly on our on our base school and bay and do do it through that way. Only thing I would say it's we cannot a normal combined and just the boost ings after we've done the height. So normal combined. If we don't art another normal note and this time crap are scratched again and just pluck these on top, you can see that that will give us because they day of very odd to even show up. So sometimes it's good to just do this afterwards. And Diego said will give us that look. That's good. That's what I want it on. See, we have You know what? I'm going to the art of blends in between. Yeah, I'm also going to grab the Stiner scratches others here. And you said this to art. There we go. Oh, and now I think of it. Let's go to your scratch. Generate on. Just change this seat. Just make sure that there's as little overlapping as possible. There we go. So now we get like this. Now we get like some serious strong scratches, richest one of ones. So I would say that that is good. I'm going to now just work on the base school also. First of all, let's just go out and do like a little bit of cleanup. Selectees, hide, click are the frame and it's going to be gains on the score height and let's go ahead and, like, have all the outputs in one location like this. By the way, if you pressed D, you can dock something, and that's very anti, so it will just minimize note. But you can still added to know just by double clicking on it and just to keep things a bit more clean. So we have this. I will also other flame here, normal combined. There we go. OK, so for the base cool off. It's always tricky to start the base color, but what we are go to do is we are probably first of all, maybe it's best if we have look at the reference. So seeing this so we got a month ago in destruction but we cannot. I don't think it will be smart, actually big colors from this area just because they are fake. So instead I just want to go ahead and I feel like maybe there's to better tourism glare on it, but basically we are just going to choose where we are going to make a call us form. So definitely not clean. I always feel like maybe we pick it from this one. But then we just go ahead and make everything slightly dark and that way we will get like, good results. Let's try debt out now. The great map. It's an amazing notes, so you can use it for so many things on one of things. You can also use it for just like we did a grayscale. We can use it for color so we can actually go as every king crap over here. This, uh, blends over here and plugged it into okay, it map. So, like I said, getting the base school or here it's always a bit tricky. What's wrong to do it? You want to go to a grating that we want to just start by dragging over are radiant speculations and Let's try to get around this area over here so big, radiant. And that will give us, like a base start. So drag it on here at this very moment on. Let's like it. A little bit more headache. Come on, give me a little bit more colors. Yes, Sometimes the Canadians is not able to properly. There we go. Okay, that's better. So sometimes to Caliente is not able to properly crap everything we want. So once that is done, first of all, we just want to go ahead to start pressing delete on a few off these that are very close to get it, because we do not want to get the same noises that we have been like a height. We just want to get quite like some hand them pieces. So let's say we have this. And now it's just a matter off. First of all, figuring out which ones actually do something. Yes, So we can see, like these do something over here and then based upon that, let's strike some stuff so off the night, just select one and I pressed delete. Okay, so days ago to be a dark line. So if we make this one dark. Very ghost that becomes school has been more like orange. So does become the Wittig proofs. Then we have this one. Then we have still eat that one. This one could with this idea. I'm just It's clamping. So there is somewhere in this area. It's causing, like all that noise. And that's what I'm trying to figure out and where that here we go, think it's this one that's get rid of the There we go. So I'm just trying to figure out where all of them are, and based upon that, we can change some stuff. So our preference is a little bit limited in this case because, of course, yeah, I guess that I can look at this one mostly, but it's just like low resolution. So I am go to kind, like make things up as I go along. So let's see, what do we want? We want to get most of this to be dark, so I'm just going over every single note, and this is a bit time consuming. But it's a very important step because it will determine D column for the entire model, pretty much so. I did I'm just going to make all of these and slightly darker to bring out like those dark goofs. Now let's see, we have this K, which is a bit too far long from what I want. So thes goes over here where you move to mount a C. No changes. That means that they most likely fall outside off like the Clemson's. Or here the zone is starting to kick in. And this one probably and I just want to steal self. There goes this one here, starting to really kick in. So yeah, this is definitely the most sensitive one since the most sensitive on. I'm just going to make keep this one fairly monotone. Let's make it slightly darker, but not too much. Then we have this one, this one I just want to make, like, a little bit scoreless with more like direction off, like brownish carefully moving around this one. See, maybe we can I think, what is causing some problems. It's like cutting that we have a wear, so I just want to quickly see how it looks like when we go before the cutting first after. Okay, I guess the cutting actually improves things So let's just leave that basically. And I'm just trying to figure out like I'm trying to just get those areas to be a little bit softer so that they become a little bit more moment zone. So let's say we want something like this. I'm going to just make this a little bit less dark because most of this darkness, yeah, it will be very sensitive in the Enso might be first. All So what I like to do is I would like to have, like, a base like this, and then I want to go ahead and just start building upon it and then later on, go back and balance things out based upon death. So what I mean with this is we have this base now some very basic ones that we can already art is in this case, we need to our two. We need to, first of all, out like some more for, like, that gruesome death. So if we do a uniform color, that is probably going to be like a very dark brownish color and told it in here and now for this dirt because these grains, they cannot hold a lot of death. But we do have, like this deeper goofs. I feel like the best thing that we can do is there is a note that's Exley cult death down here in slick sphere. And it's like a mass generated a bit like you have inside know exactly like you have inside substance painter. And it asks us for ambient occlusion so we can just drop in our a O. It asks us for curvature so we could just create the curvature, throwing our normal in the curvature because that's what it needs. Said this to open GL and told it in the curve. John, that's the only ones I really need. And then you get this. Now it looks way too much. But if we toned this down, you can see that it will try to, like, get some dirt in the inside the coach. So if we set like the con Twist and the gods quite a bit lower, Terry going just like play onto it like that. So let's go ahead. And I got this in year, okay? And then we can just play around with, like, our capacity to make this a bit dancer. Now, the next one is going to be a Canadian map, and we're just going to go ahead and steal our coverage over here. 13 year because of boot often can really use a very soft curvature. So if we set this to our subtract storing down years, we'll just create like that extra bit off Claussen is going on. Okay, now I would say Let's start another one that is quite basic And then later, when we can improve upon everything and that's that's duplicate our uniform color, make this like a compound nish. Something like that. It's making a bit piped up. There we go, and it's just going to be like some genetic dote on there, and we can do this by going into Yeah, let's go into noises and crap like kind Schnapps. 002 changed them seat and said, a transform on top rotated. So that's all pretty basic. And if you plugged it in, we get something like this. So, first of all, player onto the balance a little bit, and I contrast, So nice to see. Of course, we need to still do a lot of ending, so the first thing I would say is Let's make this a bit darker is that becomes a bit like dark wood? I would say in our transform what we want to do it. You probably want to go ahead and hold console and stretch this out like that to make it like a bit longer sticks. But then what will happen is if you per space, you can see that it's no longer title, and that will be very visible. However, there is a notes that is called Make It Tile photo grayscale. And in this note, if you just go ahead and play onto its a warping and then a space, you can see that now it's terrible again, or at least style wars can be. And by this point, all you really need to do is let's duplicate our uniform color and make this slightly darker like that. And we just need to blend between two colors. So if you just throw these two together and if we just go ahead and like, you know, let's quip, maybe you can. He used something here. Yeah, maybe. Can you use this one over here just to, like, blend it? And I'm just going to make this it is a bit less dark. There we go. Go for something like that that we go. So now that's slightly different and it will give us like a better results. Now if we just play around with opacity, they're going. I think that's a solid base. So it's like something that we can work form. So having the species, I'm just going to go ahead and moved it up. Saver scene and its bill have automatically exported. So if we now go into our woot, we can see how it looks. It'll look shit for now, but yes, she s legacy. So it definitely does not look good. But it's a start, and that's the important thing is like a good base. Now. I would also say that like not having a softness isn't helping. So I'm just going to create a fairy quick softness which will make it easier for us to preview all of this. And after that we will close down this chapter and continue with the next one. So foot of toughness lets off a K scale gone version note. I just told this one in, and it's all levels and just said this bit more white, so this becomes, like, not too rough. Then we want out of blend and Indus Plains. I'm just going to crap over here. My scratches set this to subtract on a wage. Actually, I want to set us to out so Dish will become even more dollars, and I probably want to set one more blend and then go ahead and let's grab a noise for Are Dirt. And this one will also wanted to sit like a little bit wider so that in here safe and now if we go ahead and go down here, what I'm going to do is I'm going to go ahead and developing my toughness. There goes. That gives us like a little bit off coughing. It's already to look at. So in the next chapter, we'll just continue improve, improving upon this, which we definitely need to do. So let's continue with that in the next chapter. 22. 22 creating Our Wood Material Part4: Okay, so we want to continue with our base goal over here. So definitely what we have now. It's just simply not good enough. So we definitely need to work on that. And let's have a look over here. So I would say I'm just going to make a duplicate of this because it's quite a bit off, like fiddling around to get within one. But I would say we want Start with just moving the styles around to collect them bit, close together and see where exactly, Um, I p fume divide one I am and to see exactly where everything is. So if we go, it's you Where was like the biggest area? Oh, yeah, over here. So if you would here so try and like start by clamping together some of these pieces. This one is a big one. Maybe we were just want to You can also milty select. Or maybe you just want to, like, multi select the meeting place Those Not much, I can say, except for that it's Bill yet will not be the most funding, but it's important to just get this white because this is like the biggest areas. So I'm going to, like, move this bit close together and thesis ones maybe create like a new one and just have Lucas e. Okay, so this one, I'm going to get rid of this one Just because I feel like right now everything feels a little bit too noisy, I would say I wonder if we can maybe, like, reduce that noise. So we have this one. What if we do like the tiniest bit off a bluff? High quality Kaliska just to produce a little bit off like that? Re harsh noise. So furious? No, it's way too sensitive, isn't it? Cisco CEO, 0.1 maybe. Now let's try before after. Okay, so we can maybe go to life 0.1. She'll 0.12 Just a minute, like kind of makeup thing? A little bit softer. So we've gotten that. Now what I'm also going to do is I'm going to now just keep described funds open, and I'm going to kind like twine, balance everything based upon that. So if we have this, what I see when I look at this is yeah, I want to go ahead and r a h. Giselle note. And I'm just going to play around a little bit more with calls to get a bit more actually. But you a different one. Let's do a polo. He place. We pay school of Anchovy and let's crap like for the source, like something like that. And let's have two targets. Call are the same and then with dark color, we can kind like doing over color change, and it is very hand if you just want to, like, are changes quickly. So, like this, we can play hunted to call them. We can get like this darker, which which is what I want and split onto source range to make sure that you captured most of it. So let's say we have, like this darker wood here. I'm going off the nature's held just because I'm I think that we need to like lighting is up just a little bit should make sure that it's not that not the only thing that we're doing is just making this darker. So just trying to also make sure that's like more Boenisch be other colors are quite sensitive. Let's student debts. Okay, so we lighting up a little bit. It's plugged is in year this one is some dirt and everything. We are the curvature. We are a bit off this and whether we can also adjust. You can see, like some this probably like sunlight. But it does give me an idea to just out, like a splash of color in there, and we completed much do at the same way as with this one, where we folks about the tense form and plug in our over here, this existing noise and just, like, move it around, targeted you the opacity and then go ahead and let's start with the uniform color that's going to be more like an open skull off, told it in the top. And then just go ahead and just toned this down until, like, 20 depressed. It's like two birds, 0.2%. I mean off 20%. Doesn't matter how you look at it just to give it like the extra splash off color in there . Now you can see that that already is quite a big difference compared to this. So we're definitely getting there, so yeah, it's very powerful to have these things now. Another thing is, there's a lot off most going on What I would expect is if there is so much most it will also be kind like in the root like you can see over here like there some more white ish stuff going on and some more greenish stuff going on. So I'm going to try and capture that a little bit more, and I will do that starting another Come on, another blend. And this one is going to be for, like, the uniform color white. So just give it, like just a tiny bit of like a yellowish white call off, and I'm going to probably so we. Because, of course, these are plagues, so the legs have, like some more direction to it. In our case, we need to kind like fake it. So I would go for I think I'm gonna go for, like, a different mask. Let's try see direction. Noise to is too strong. Dash and noise four is too soft tree one that lets go for one direction. Noise one, and unfortunately, it does not actually allow us to go toward the level so we can just are the levels on top of that play out with these levels to only give it like some very soft areas over here, and nothing is can be. I don't think we can control the actual sharp ning, but you can technically do that by simply adding a sharp note to make everything Elizabeth sharpen and said the agency or for sharpening to like 0.5. And then we just want going out plant. And we just want to kind of tone this down. So desire go to be like some subtle, white ish variations, and we are going to do the same with, like, some greenish in there. That's toward some greens I meant to type and blend. So he is a blend to go ahead and grab this and its toe in some more. Flike must see green color on. I'm pretty much just going to go at you know what? I go to duplicate this in this case so that I can just do a venom seats to completely changed up display how to dive and see it a bit more Deb ago. So we got some green going on stone down. D a busty off that. There we go. OK, so we've gotten dose to exist. Are anything between two updates on our toughness. So you call. We got a base toughness, which is still using that one. So let's go ahead and swapped it out for a new one. We do not. This we are the streaks. We are at our most lets out the greenish stuff that we have. Let's just go ahead and set out to subtract this time just to bring in a bit more off like that close in. It's just you want to get quite a bit of variation that often it's used to make it look explains resting. So we have this one we have over here. We have our boot, and I'm not sure if you want to, maybe like in key steps. So let's have a look. There we go some way. We're definitely getting a first things. First half nous is way too strong, so we need to go in our levels and it should go ahead and, like, boost it up. There we go. I just want to make it feel a little bit more matter that it doesn't Lucas. Are you saying I don't know? It just It just feels fake now. The which is definitely getting It's getting it's starting to look a lot better. I'm going to make my normal Met bit stronger. Yeah, let's make a no Met to, like points 15 and let's make the extra Joe via that's at the stoop 150.3. There we go just to make it, like, a bit stronger. Let's see how that looks. Okay, so those now are looking a lot stronger, which is good because that's kind, like, starts to get into distraction. I would say that they can be quite a bit dark. So where do we aren't those? I don't I don't think we are them on top a tick. We only Adam here. So what we can do is weakened heart. Another plans blood in the same dark color that we used for our daughter over here. And let's go ahead and just use dese once over here and just used this as an oh bestie slider so that we ghost that arts like some dark ning. If you want to get out of levels and then just birth D to Dr Levels and now you can just select the levels and just increase the intensity. There we go. It's looking good. Um At the very end, I would say somewhere we are losing the sharpness, so we definitely have to sharpness in all of these bits. Maybe we are losing it over here. So maybe we want to go ahead and art a sharpened note that I know it's been cheating. But it's something that sometimes like to do it. Just give it like a very soft boost, sets to point to And, of course, don't forget it thinks will look very different in real. So what we can do in here is let's see, That's first of all, have this light shining a bit better, and it's have this light a bit stronger. There we go. Okay, so we now get something like this and to really get like a good look, I'm going to set my resolution to To because that makes quite a big difference. And I just play hard to get your sharpening. So the first thing I see, especially when I'm doing my sharpening, is it might be the anti analyzing. So I'm just trying to, like, go to settings into an off to MIT maps because I'm trying to find out where this noise is coming from. So this is looking quite a bit better already. I would say, um so we got the storm pieces. That's fine. I think that the noise is coming from our little normal details. So they are probably coming from the chips. I see. So we have over here. Let's first of all, go to a slope. Look on a scale, you know, the one where we break up the edges. And let's set this to zero point, even though is that sets to 0.5 just to make this a little bit softer because not so grainy . And then we have a chips which yeah, have a go see that works a little bit better. Okay, so the next thing would be to probably go in and let's bring out our orange a little bit more. I feel like we could. It's a bit too much. It's turned out just a little bit. There you go. So we're bringing out orange a bit more. We're going to bring out our bringing. The white doesn't really work that well, I would say, and I feel like it has to do with just our mass getting this mild this specific masters doesn't really work for White for them go. Just turn off the right and I first want to boost up the green. Yes, sir. The mosque books find for the green. What I'm going to do is I'm just gonna go ahead and grab something different for the white ish. Let's try directional noise direction noise for Sorry, it great trees. Okay, sir. Debt. I still like that. Let's try and get rid of this. Let's try just a classic grunge map. CEO geometry with time seat and transform to rotated 90 degrees and play around with our balance and what I'm going to do them also going to go ahead and I'm going to steal Well, you I'm going to steal these two pieces over here way we can get rid of this one. So I'm going to big this one, play out with my walking a little bit better just to make sure that it looks a bit better. So just work at work, which are There we go. There you go and hoops plugged it into the masks. And now it's nice and title. Okay, Now we want to just go ahead and probably blend Tous along with a slightly darker version. So it's Tony. Quick blends Mr Anything that we can use. We can go ahead and just reuse this one again. Told that in here and now I want to go ahead and just tone down the intensity. Okay, so we are getting a little bit more bit better off like that white stuff in there. That's good. I would say now that so we have are these pieces I'm going to really boost up the of often is difference for, you hear? So I'm going to make my sorry if I'm swapping back, afford I'm doing a lot of thinking right now. So first of all in our levels, I'm going to make this a little bit, like off a dark of woot. Then I'm going to go ahead and art like the like, quite a storm white collar for scratches. Quite a strong right color for our whatever they are. Yes, just some color variation. That's what was. And now I'm goto our two more blends. Oh, actually, you know what? One glance should be enough. And in this plant, I'm going to blend. Yeah, it's actually one blood is literally enough. So I'm going to now split like the white pieces and also set those the art. And the goal for this is that now, even though our base is quite is quite a cough with all the dust that gets all it on top of it, we can hopefully get it to a point where where there is, like a lot of variation here, see where there is a lot of variation going on. But it's still logical variations now, if you like. How did around, bitch you, Cassie like it has a bit more like a nicer roughness response. So having death, let's go ahead. Maybe, like increase. You know what? What I don't like is that I'm I am increasing it here, but these ones are still very dull. So I'm actually going to out of levels or not big scratches. So that's when we, instead of increasing on our map, we can increase the intensity off our biggest scratches like debts. Good. And now we just need to go in here. Tone down are just trying to a little bit more, just a bit more. There we go, and I would say it's like a nice finishing touch in our HL over here. I just want to go ahead and set separation up a little bit to bring out the color of a little bit more. Because this scene is quite colorful, so way are going to go for very well off. Very realistic if I condone out speak, but it will be like a nice balance. So I think that it's looking pretty good. I would only say that the pieces over here they are still a little bit too flat. So I think I'm going to finish off with that. And then we have, like, a solid base. And then later what? We can do it once we are in. Really? And we see how it looks. We can balance it. Baseball debt. So these beaches come from over here. So let's see. So I'm warping this now if I just Yeah, so that's the thing we are losing. Someone died effects who may be. What if we set a warping higher If we said the warping to like X five is a bit too high, but maybe we can kind like fake it. Okay, so the war setting the warping higher dust work, but it is creating some very strong effects. So if we said Mr To and we have thes species, basically what I'm going to do is because, of course, remember, it's our procedural, so it will change in here also. And I wonder if it's Maurin the color that we see it. So if we turn this off, But I think it's a bit off boats. So if we go into on normal now, set us back 2.1 two tone dead down a little bit. Now What we need to do is we just need to find out in the call off. There we go. If we can just turn that down a bit more. There we go. Ok, um we are hunting out of time. I'm going to call this done for now. We will in the next ship, just improve like some tiny things on it, and then we will directly move on to the roof. I would say so. Let's continue with that 23. 23 creating Our Roof Material Part1: Okay, so we left off with the woods. Now there's just one tiny thing that I quickly want to change. And that s the, like, the ticket lines over here, so I just want to break them up a little bit more. Now, I have an idea of how to do that. So what we can swipe is another directional walk. But this time we pick a Where are you crystals? Over here crystals. One which is like a sharp election war, and that will hopefully give us your Caesar. That can give you a bit more sharp angle. So if you don't play around with scale off the crystals And of course, Tony Density, quite a bit, yes, that will give us some sharp cuts. There you go. So that will give us some shop. God's this good. What else? What else? I would say maybe if we just give it a bit more variation. So that's what I mean is if you just scale this book up right now, everything is very even. Yes, we have, like differences in intensity, but it would be cool to also just have a blend and just blend like Berlin noise and top. And what this will do is if we said Billy Noise a bit bigger. It will also give, like, differently densities on the same lines. If we set this to like, for example, subject and just load on your busty on, I'm going to burn most bit smaller. There we go. You can see that this will now just give us like some handem intensity, so looks quite sensitive. So let's go for the best CLC opened shows. Seven. There we go, just like a subtle intensity changes. I would say this direction of Warp or the crystals one that's lo had just a little bit more . Yeah, okay, so we've got debts. That's fine. And maybe I just want to see what happens if we do a normal warp. And if we go up like our original shape over you, slowdown in density to see if we can like very softly kind like like have it flow a little bit more with our actual route. So let's say that this is fine for now. We need to kind of see it in context inside and real first. But let's say that is fine, so I'm going to save my scene and I'm going to save my would blanks over here. And for now I'm going to call is done. So I'm going to select this, create a flame which will call they school off another one over here, which will just be softness. And there we go and, yeah, I guess we can just have outputs over here and just like it's moved just down here and it's clear the flame that we will just go. Okay, let's there we go. OK, so that coffee is looking a lot smaller than I expected, but we have results, so that's good. Well oh, and it's nice to just keep things simple in invite into toil. So I'm going to now work probably on the So we've done the roots. We've done a plus. So let's do the roof. And after that, we can focus on the most in the car. So for the roof, several look so yeah, they are pretty straight forward. We are going to go for, like, a little bit of, like, a messy. And as you can see over here, we can use our Rachel would on. We just need to are like some edits to it, and that will give us, like, a lot more control of this. So what I'm going to do is in order for us to properly use this route on there, you kind of want to expose some planets or space sickly. What we're going to do is Kate A s PSR file, and it's like, over here dot s b s er file and what you can do it. That file is you can actually expose different sliders. So just like we have our sliders in here, we can actually expose those. And in different substances or even in engines, you are able to den edit those exposed values. So what I mean with this is if we have a look over here, I want to. For example, let's say I want to control the strength of our base Normal. So in our density, weaken, go down your arm compress expose. Now in the import name, you can leave it, but I like to just give it the specific names. So I call this based on the score normal into unschooling density and press. OK, Once you've done that, you can no longer added it in. You can no longer edit everything in here. But if you could complain would school down here, Jeff. Now, if you drag down here if you're based normal intensity. And this is where you can actually added, so he could see that now we can just increase or decrease it. One thing that I always want to do it on the job. I do wish you want to copy the identifier. Just also toilet in the label. And this way it will look correct. The naming will look cracks when you actually create your that s PSR file. So I'm going to do the same over here. Expose new and storm underscore guts on school, normal on the school density. And okay. And I will do all the cleanup later on. So we've done those two. That is fine. That will create. But that will give us enough. Yeah, that's what give us enough control over there. We have our toughness. And over here also like our base cool off. We can also add that later also. For now, this is fine if I just wanted to easily control those things. So once you've done that, you can say for seen we could do the cleanup, which means strong cuts, normals. Let's just copied it into a label. There we go. And one last thing that I want to do just to make sure everything isn't nice and optimized because editing in that s PSR file, it's It will look at your milliseconds. So for every energy make it needs to go to this entire process which good slowed things down. So I just want to goto windows optimized. No testing Samos before safe your scene because sometimes it breaks this, but not they rarely happens. But then just press optimize just to give it like that extra bit of optimization. And that did not do a thing, did it. And that's interesting. Gather does not do anything. Let's try clean. No. Okay, fair enough did work, but well, the optimization is minimal. So if it's really bad, I will check. But this is such a small calf we probably won't even notice. So I'm just gonna go ahead and publish the SPS HR file. Go and then in our route, we just want to go out and just press safe and just present a and that's all we need to do so not because save a scene. And now we can go ads and we can create a new deck. Schervish will call. Let's call it Slate Special K. We get close to 20 view, get rid off the metallic. And now if you go ahead and go to your folder where we just saved, it's we can speak t dot sp scr file Let's we just create it, plug it in here and there you go. So there's a root. And now, if you, for example, double click on the normal, you can see that now we have full control over the sliders that to expose so we can make. We can change that cuts if you want and bunch of other stuff like that. So perfect. So that's our base. So we have a would. Now what we want to focus on first is re, of course. Firstly, just create these messy shapes and yeah, so let's get started with that. I am going to actually safe my seen first anxious proof on just put safe. Okay, so for the tiles, I think the best way that we want to do this by grabbing a let's go for tile generated this time because it gives us some mask options. So let's grab it. I generator now. I want to go ahead and I want to. I need to go ads and quaver Gedeon, because of course, the's styles they like, kind of overlap on top of each other and they going to go inwards. Which makes it a bit more tricky to do this. But if we go out and just hold it, just 1 80 plug this into a patron input. Same is that we've done before. I go to pet one image input. There we go. So now the next thing is well, first of all, let's call down and just set the scale a bit lower just so that I can see what I'm doing. And once that's done, you want to go ahead and just have, like, look and see how we want this to look. So we want to go for, like, a little bit long now, all these shapes, they are very similar. That's something that we also need to work on to like and, poof, I would say I'm going to go ahead and see, so I'm just playing around with my settings. That's pretty much all I'm doing. I'm just moving things. I don't see what we can do. So I would say definitely. So we can use a scale. Hand them to already out like some handedness. Now we're not things we need to get, like that overlaying effect. And to do that, we need to have actually, multiple times generates speakers. Di generator. It really does not like the overlaying when we do it inside one. So I'm going to go all the way down to cool off and I want to pick probably like my horse on the mosque. And this way we can now if he used this over and over again to, like, dude overlay now next. Yet I'm going to just have a slight loom. It's randomness, and I'm going to go ahead and I keep looking at my headphones. She had definitely we need to do quite a bit off a quotation. I need to go ahead and do like a She may be like Zu Why position random alleles like a little bit on like the exposition of random? There we go and off. Yeah, we also need to like it a background later on. But for now, I just want going like, see if we can do something there. So basically, when we change to skate up, I don't think the overlaying will exclude quite bad. There is an option in here to set the blending mode from arts to maximum, which showed up does work. But what it will probably do is if we are to know map to see better. And I would like a bluff while I assume it will do Is it will look like it's cutting in, which is not what I want. So go to, you know, map out like a book. Yeah, he s skc it is discussing it in which simply would not happen. They are all apart, so we want to just make sure that there's no overlapping going on. So I'm just gonna go back in here, play on my scale until they can be like a tiny bit of overlapping. But just don't go overboard because then becomes very noticeable. So we have That's one. That's all fine. I wish that it that we had, like, a little bit more options that like the scaling. But I guess you can't have everything we might mean. We might be able to art like some custom ones. But for now, let's just have a think and see yes, so with the skinny. Okay, so So for now, let's not really about the scaling. Basically, what I want to do is we have a tidal generator. I want to go ahead and duplicate that. And for this one, if we go to position, there is like a global offset over here. Extra dining is not very gut's when you look at it like that, but we'll see how it works out. You might be able to just fix the dining by simply changing the why amount to like six or seven. Let's let's go or let's go for eight And that should fix dialing. So in here we need to do is say me to just keep all of these the same. So set those 28 that will fix the tiling and now for offset. What I want to do is I want out of blends. I want to plant this in the plant is in the top, and this one in the bottom doesn't bring Meta technically, and in order for us to blend this because what we what will happen now is it will just do like an art. But we can already use this are just to have look at our offset. So if we big, the bottom one and go toe are offset over here. So let's say we have, like, an offset like this, okay? And then we can also have, like, very slight offset going on like this. Just make things look a lot more uneven. And now what we need to do is we need to ask, probably a I'm just going to out in history, Graham Select instead of a levels just because it's a bit easier to just use your position and your change to kind, like selected or not. Apparently, this one in this one case that I want to use it doesn't work. So let's just go ahead and go back to trustee levels. A lot of people used a stick on notes. I tend to use them also, especially when I want to make sophomore to my spot. It doesn't always work the way I want. So in the levels, I'm just going to use my white slider, and I'm just going to moved all the way up. And this way we concave the mosque and looks like we need to invert this. Now you can introduced away or two ways, or you cannot an invert note. But that's again. Another note, but you can also do is just simply your levels swap on the black and white slider. Okay, so we've gotten that's searches to copy. Oh, wait. Sorry. It was already correct. The reason why it looked seat with us because we had this set to art. But anyway, now you can see now that we've done that, it looks like that that works correctly. So if we now go and art one more ties and I was another common parts, another blends and this plant will be a duplicate off this levels and then actually have d stew over here. Blood is in here. Block this one into the top. And now all I want to do is I just want to go in even in the turrets one and then in offset . Let's Okay, So this time we do need to invert it. So let's invert these. There we go. And now let's play 100 off offset over here. Okay, so we got this one, and it's more like a background one and should be after just, like four count. I kind of want this to overlay. It's this one I wanted to overlay. So I'm just thinking out loud. So in order to do that, we probably need to have a ma Oh, that's so that's a twiki one. So we want to have dese turned into a mask. That is correct. We don't use dish funds overlay, but we do not want to have thes on top off there, do we? Why is this so difficult? So if we big this one and turn off the invert, we're not big this for Mary, Okay? That's ever not look. So we have these two. That's fine. We want this one's. We want them to ignore those species, but go over those pieces. You know what? I'm going to just have a look. Quick. Look off camera with hideaway for the masking. I always get mistaken by this stuff. Okay, so I figured it out. It was actually not difficult. If you just go ahead and out of blend before we artists Basically what? We are just going to do is we are just going to in this one. Got out whatever. It's touching this. So what I mean with that is if we arts like two levels, so we want to go ahead and quit this one. So this inverted this. So you wanted, for example, are artist on top and Cetus to subtract, or what that will do is it will cut these out, and then we just need to cut those back in. So if we now aren't a blend and another levels in this time Blufgan, this one and just go ahead to set this to subtract What that will do is it will got those out. Aren't those on top? Did, uh, Debbie go? So now that we've done dose, the only thing I would say is, um, like the scaling, we can have thes a little bit longer because I don't think Yeah, yes. So we can, like, move these little bits. But maybe it's best if we even cheat a little bit by just playing out with our horizontal skate a bit more. And we can also play around a little bit more with like are vertical and horizontal scale to give it even more variations. Now it's just a metal off our dingus and there we go. So I think that's a good point to stop. So in the next chapter we will find this and be we'll just continue, which is entire material. 24. 24 creating Our Roof Material Part2: Okay, so we left off with our roof like this. Now there's a bunch of stuff that we still need to do on this. So let's have look now. The first thing would be to have, like, some kind of a bad count. I would say before we really continue with our actual ties, so I'm not sure footed back. And I think we will actually just make the back count plane and just have to have, like, a lot darker. I think that's best because yes, you can try like Getty's. We have little with Nikola planks and everything, but we already have those technically. So I'm not sure it's the best case for us to do that. So let's say that we have these pieces now. Of course, right now it's way too sharp. If you would on a normal map to this, you can see not much would happen. So instead, what we want to do is we probably want to go ahead that two ways that we can really do this off. We can try and auto bevel, but that often does not look very good. When we already applied, it's here, so Bevel gives you just like, says Bevel. But because these are today, Scales had expected that did not work because of Bevel worked really well. When it's just like a storm shaped like doesn't have an ingredient now the next one would be quite basic, which is simply a bluff high quality. Can I scale donating? So basically what I'm on about is the species. They look very nice and sharp, and I'm a bit worried that it will look like this, that it becomes justice. Yeah, you can see what it like like too soft or too smooth. So I need to have a quick think about. That's the best way So we could Ed. It's it's on this shape and God like fake it. And the way that we would go about death most likely would be, for example, let's say that we have this one we would are to blend and they would pick one of our linear ingredients on. We would aren't a tense one to that, then, by the way, let's ho take this 20 decrease that the white is at top now, once that is done, the linear great over the transform off the linear Grady int. You want to go at this at the tiling mode to absolute and turning off this way when you change it, it does not actually try to Tyler. And then the general idea is are doing this to it, Adding this to our blends setting it is to be for simple subtract. No. So you're not subtract well, are you? Which one it might be might actually to use a mask for this. But basically the ideas that we push this start all the way until we get, like, this little lip over here. And then we would blend this together. So I'm just But if one of thes plans do not work the way once, which I think they do not just because this is already pure white over here in that case super simple art a levels Blufgan art tents from in here and just boost this up Phil and told his India. And now you get something. I guess now it looks like in a transform that we also need the old console and actually stretch this out and I just want to go ahead and we need to make sure that this is like very close like the H. And basically what that will do is its bill apply debts to here. So if we now look at our non map and get rid of our bevel, you can see that now we have this little cut, so that could definitely work. Now it is a technique I use often. However, I do not actually use it for the sites and then he attacks you some off the sides are completely straight, but we will just need to fake it in order to get the best quality out of this. So seeing this from the site, I'm the thing with decided. So over here we just go from white to black, which is easy. That's no problem. However, when we go from the site, we need to overlay this on top of it so we can give the step. We can give the go so we can just go like, Okay, so we have this transform, Let's duplicated and let's hold a tous 90 degrees like that. So that's no nicely in the corner now if we blocked is in here, pluck a levels, a new levels in here we get this. But then of course, we do need to overlay. So if we grab this one and if we are, they blend and we want to blend that with our original Grady int, and hopefully we can manage to get, like, some kind of light. Oh, okay. Perfect. Didn't expect it to be that easy If we said this to multiply. Basically, what we do is for your rotates. Argh, Radiance with them. Multiply that using our original Canadian to make sure that it does not cut out. But it did, like follows to flow. And that's where we are able to go and, like, create discussed over here. And that's why we because we do not want to have a cut at the top. So seeing this, I want to do this once more. So lets out a blend. Let's go ahead and duplicates the species and just grab disc radiant And all I want to do here is 1 80 It started in here duplicate our levels so that in here There we go. OK, quite that's worked very better than expected. As I said, first time for me also making this. So I'm also learning. Okay. Nice. So the only thing I would argue now is that those black lines, they are kind of like cutting away from the rest, and that's not something I want. I think that we can fixed black lines by just starting a levels on the year and just like for the time, use bits, boost the black slider up until we get to, like point where the black lines are no longer interfering. Let's play out of this levels. Okay, so that might not be the best solution, actually, because it looks like that looks like that the cutting comes from here. So let's get rid off the levels on. Let's see. So we have the Scots, which means we probably want to go ahead. And in this levels, if you aren't a quick blow, high quality Crisco and a levels wide after, Now what? We can see why I just want to try something out this week and try and blow it like the Chinese bit go in here and once you've brought us, pick your levels in the black slider and push it to divide and because she that will cut away the black box like that and that might work better. I know, you can see that the corners are not perfect. Yes, So we can try and blue that just a little bit more. Okay, let's try that. So we have the stupid so we can just copy this. And here we have another mosque. So we can plucked this in here, but this one, we probably need to go ahead. And that c three of this one, we cut this out. We have this one and we needed and also our A levels. Um, I believe on only both of these are one of thes, I think only on this one. Only on top one, we need to Arthur levels like that. Let's see. So now it looks like it to be Well, um, I going in the wrong direction here, let me just try. I think in one of these I'm going in the wrong direction. Yeah, here. Over here. This slight I reaction to Well, we need to work on that. But first, I think we need to also have to blow on the high quality, basically, on every single mask. I know it gets a bit confusing fast, but let's have it. Or every single mask that guts it out. So now if we play with our levels, that would cut out these levels over here. But then we, of course, also need to play out with these levels. Come on, you can do it. Just give me something that doesn't cut as strongly. It's books. Over here, we cut this out and every over ladies in tow. But because we cut this out, it will not actually properly overlay. And that's my issue. But wait, we do not even need this. Why am I runaways? Of course, we do need this because I'm using it for the levels I was writing. So technically, we do not need it in here. But we do need it in here. So if we just focus on these, I just need to figure out There we go. OK, so when we uncouple this one over here, that seems to do the trick. And now it seems to not have, like, there's like a tiny bit off warping here and there, but it does not look as bad. So especially like when we increased the strength. So I am quite happy with this. So what I'm going to do is let's see, we have thes pieces that's now just messed him up a little bit on. We can do this in multiple ways. So what is a directional warp? And let's walk this just using a basic Berlin noise and said The warping lets it Billy noise a bit. That's the one of a very large one, a large building noise and just said it to like a little bit to decide. Play out with your intensity, so let's set it down a little bit. So this is like it's a sinking a little bit. That's kind of like the idea. And now if we have another directional walk and for this one we duplicate this Birla noise . But this time the bill noise becomes a lot smaller goes down Teoh, just to have, like, over here like some imperfection. So let's go ahead and X'd increase the scale to were wrong. To say on 30 have to go down the bits. There we go. OK, so that now is giving us some warping over there. That's good. Now, if we aren't a slow player grayscale just to beat up those actions a little bit more and use I'm trustee moisture noise for this, we can set them and tea samples. All of help. Moz to minimum gift. It's like a little stronger now. Thes details. There are bits too small. They're all over the place. A few ways that you can fix this one are the tense form and just set this to 90 degree. Sorry, said Stuart, Times two in scale. And this will make the details a little bit stronger. The 2nd 1 would be to now, um, let's go ahead and moved is up here and that's Arthur planned. You can just want to blend this together with your top peas and we just want to detect the edges. Now we can twine, edge, detect, which often works, but I'm not sure if it will work on radiance. So the architect might work If you just said the edge wits to one and then play 100 th eyewitness and inverted Plugged is in here just to see. So that seems to work. Now, of course, desist whose heart? She lets out a block on top of that go to our blends and then just like bloody h that they actually become a bit more softer like that now, another thing that's we can do is on. I checked before we blow it. That's Arthur Blend and lets you start a gun show on top of this to kind, like, break things up a bit more. I think that's like the golden rule in substances keep breaking things up on top of each other in order to get, like, a more unique look. So if we, for example, at this country perhaps 001 subtract it, play out with the balance until it's not all over the place, then we blow it and every going. Now we have some edge damages here and there. On looking at this, we can even out some more extreme. Virginia, There you go. See? So we have something. Is some broken up stuff going on now? Do we have a height? May be near. We do have I remember. Good. So what we want to do now is we have a blend. Now, what I'm going to do is I'm going to go ahead and I'm going to blend Tous. But the thing with this route is actually in this case, we actually need to JC rotation to 90 degrees again So just to follow the would claim, as you can see over here. So the thing with this would just because it this one texture, if we would just art this and I think we probably won't set us to like and multiply yes, so we can learn like the little bits off would crane. But then what we get is the root is it's just flowing over as if it's one material, and I do not want that now. What I think I'm going to do is I'm exceeding at exiting. I'm not going to prison the height, but instead we're going to do this in normal and then shuffle things around, so I will show you what I mean. So let's say we have this normal over here. We can already plug in our height down here and for our normal. Let's say that's yes, we have is normal and we want to do a normal combine to combine multiple normals. Now, if we block this one in, I'm going to advertise form. And I'm sorry this is we are just going to use the normal when we use normal, we need to art a normal transform and also a normal vector rotation. And the reason for this because normal maps. Actually, when you voted them, they become inadequate. So you want to set the normal effective rotation? Said to opened Yell. And just Ho tae did. Uh, of course, it's sorry. Normal. I think it is normal times from the normal. Effective rotation changes the normal rotation. But we just want to do debts, and it looks like it's still flipped. And if it is flipped, so as you can see over here, it might. It's really hard to see within normal. It might be an optical illusion, but if it happens to be flipped, there is a normal invert note, which can conflict it because all you need to do is really flip the Green Channel. Now, in my case, I cannot really see properly what it is doing just because it's tricky to see. But anyway, the whole goal of this is to grab some of these mosques. So, for example, we have three different type types of wood over here. Quite this one moved a bit quiet. This one moved a bit, so now we have three different locations off our would. Now, if we blend between those two locations and we blend. It's using one of our masks. So, for example, we blend is using, Let's say this one, then we have now we have, like, some shuffling going on. Now, if we blend Tous again using the Turk mask on once again quipped, like for simple Grab this one over here What we get this? We now have like some different route cranes on different locations. And when you plug that in here along with the rest, this is what you get. So what, you will get this like the grains? No, the flow, The flow is not correct. We want to probably blend this one over here. Just try and get like a correct flow, which I'm also trying to figure out. So that is the deafening looks a bit more correct. So let's see. Basically, what I'm on about is we must make sure, Yeah, we kind of want to, like, select different ones. But it's tricky because it's overlaying so that's something that we need to work on. And we are slowly running out of time now what we can do, So yeah, Okay, so this is not correct because it does not look good. So what? I'm going to his temporal m goes. You just pick my original normal, and I am going to just finish off this chapter in and in the next chapter, we will properly focus on this and the way that we're going to finish his office to simply else ours and ambient occlusion map. Just plug in your blood in your height and you said the high data like not too strong. But this this one's immune inclusion. It's very important and also looks very satisfying. So it's told that we need so we have our height, a O and a normal over here Now. In the next chapter, we will focus on shuffling knows normals, amount, breaking up the ECI from or and just adding general intestine and will move over to the base color 25. 25 creating Our Roof Material Part3: Okay, so let's continue. So basically, we left off that he wanted to just shuffled around to it. And then we will preview everything in sight. Marmoset. Now for this would I think what I want to do is so we want to grab one and then got out everything else. So if we it's a 21 into Twiki one. So I would say I'm going to duplicate my levels because this is one once again, like one of those spare. We need to figure out where to cut things out. So, for example, let's say that we want this one. What we can do is we can come on, twig in levels. We can go ahead and art a blend to dish and set the levels to the top and then have this one to the bottom and then set is to subtract. There we go. And now if we just look, that should sort off work. I guess I could see that there was, like, a slight offset because we do all our warping. But for now, I just want to focus on this. So now that you have this one, I want out another. I'm a little bit lucky my PC. I don't know why, but I want out another level shoes to make it white again. And let's see. So now we have the Scots. If we just already combined those. Okay, so now we are getting somewhere. I know that it does. It still looks form, but that's just a warping. So we have got those out and we have cuts those out. So now we have peace ones over here and probably want to go ahead and do the same thing where we want to duplicate this. We want to Blufgan, this s a base, and we want to plug in dese two on here. So this got white Unplugged is in here and see if that works. So I don't think that's when we'll work, because so this one is cutting out. Fine. If this is taking me to a long I'm just going to go with one. I'm not going to bother too much, because the details are simply not enough to really bother. So it's probably because we are overlaying the sparkly on the rest. Yeah, so we need to go ahead as and actually become publicly weaken. Might we might even be able to use this one. Is that the same thing? No, it's not. So we might be able to use this mosque. Plugged is in here. Okay, so that looks sort off white. So now what? We need to do it. So we need to kind of mimic the warping. And the easiest way is to is to just grab these two directional warps up here and then just go ahead and blocked, engineer, but keep the mosque. So when we give the mosques, at least we do not need to keep going back and forth with any changes that you make. So we do some warping here and then the same over here where we just got this one, warp it and plug it in here. So debt should create a warping. There we go. Ok, good. So we've gotten that one speaking about warping. I think that this one is a little bit like the big walking is a bit too strong. So I'm going to set that back to tree, which ironically means that over here, we also need to set the specter tree on all of these. There we go. Ok, so we've done that. Cutting out That's good. So now that we've done that, I think it's good. It's a nice time for us to stop previewing. Yes, So if we go into Mom set, we can duplicate a wood and we can just call these goof tights and dragged on here. So I'm just going go ahead and turn everything off except for our normal and our occlusion . And then I'm going to go into my displacements are the height and into my subdivisions and set this to be entire angles and just hire it a little bit Goal for change that up later on . So now all we really need to do is we need to go ahead and go into our roof. Oh, of course, Would be nice for 60. Export This So export. Okay, default God final and in here select doing on automatic export and let's go. So same thing is that we've done a few times before, so we have a roof. Good. Now I'm going to go into my folder and I'm going to just wagon are no map. There we go. I'm going to drag in our occlusion map show. I'm going to make a bit storm. Good. There we go. And I'm going to for now and go just turn down the Kolobov and next to the base color. You can actually control the Ecologist that we could see everything the better. And you can also, like, play out with the office a little bit. But basically now this one is ideal for like the height. So if we are to height, map and just tone down the scale of death here, that's a massive difference. So Harding, the height mapping like the scaling like this So we can have like this really cool strong height map and for us, such a desolation up to the point where we don't need to be perfect. We just needed to be, like, a little bit something like this. Now I am curious. We might I don't know. We can push the quality Ah, lots by actually later on having the displacement as actual geometry on our in blender. Or we can use Parallax. So we need to have a quick look at that. But for now, let's say that this looks good. First thing first are nor maps are inverted. So we actually do need to. So that's what I was thinking about. So I do need to go ahead and I see So we rotate this and then if we just do it normal invert on these now I just want to check. I think we actually, in this case because we have rotated it reacts need to inverter channel instead off the Green Channel. Normally, it's always to get in general. This is one of the rare cases where reaction you do used a that now another nice thing. If you have to say you cannot properly see where the lines going to. Of course we can. But you can just hold concert, not control. Sorry, you can hold shift and that's where you can, like, replace the line and that's way to automatically connect up like that. And now that that's done, that we go. OK, so we have a storm pieces quite so having no species. Now we are going to work a little bit more on like some harsher cuts. Unlike the actions over here and the way that I want to do that is actually quite simple. Let's go ahead and just moved it over here. So we are going to do that? Probably in our height map. Now I think of it. So over here, let's go ahead and out of blend. And for the mosque we already created a mosque recreated this edge detect. So if we just duplicates are blue and it's orphanage. And actually, you know what? I'm going to duplicate thes two pieces because I do want to have some breaker, but I do not want to have to break up to be exactly the same. So I can just go in my gosh map, James deceit playing out with the balance, their egos plugged it in here. And now what I want to do is I'm just going to save this. I'm going fairly quickly to our plane would because nice thing is, you can just copy base knows from one to the other. So in our plane would I'm just going to quickly grab uh, Let's crab dese once over here, go back to a slate roof by double clicking on it on Drop does here. So let's have a look in this generator. I'm going to go ahead and set this to 90. The grease. So that it this vertical now I want to set my split number to be quite a bit more and I want to set display in scale quite a bit less So the cutting is going to be like, a bit of a little bit less and see you splitting skated in them distortion. I want to go ahead and not do that because it just breaks. Thinks again. Such a shame, because this distortion is actually really nice. You know what? In this, in this rare instance, I am actually going to keep it. I'm going to set my weight down. And the way that we can fix this is to instead, um, out a blue, high quality Crisco two blood. It's like a little bit like that. Groups like debt and then out like a levels and then clamp these things together to get, like, a bit off like the stronger lines. Now, having these, we can just go ahead and weaken, plugged it into the top, set this to be subject, and I could see like we start to get like, some of these actions over here, and that's the general idea. So if we go into our blends and Arthur levels just to boost up the masks a bit. Most that we know where that shall go to be for the rest, maybe multiply Works on Yanks. Let's not do that. Let's keep it subject but lets you stone down the intensity. And then in a squats generator, let's play out a bit more with a scale and with off spline number just to have, like those edges a bit more. And seeing this, I feel like the edges there are not yet. They're not like they're doing this, which I do not like. I just want this to be on, like the very tips. It's a Twinkie one, actually. How are we going to generate that on the very tips? Or should I say, is it even worth doing that it's going to a normal? Just see how it looks like if we yes, if we cut it like debts, that will not look very nice. However, we got we got these pieces over here too. Don't think my Petron Okay, so we can actually change the pattern. So I guess what we can do is we have this one. I guess we can do like, a little blend on. If we blend this and instead of doing this so you can just press backspace, and that will keep the connection a little bit like in blender, we remove light. So let's say that we have thes that she's over here, Splunk them in here. And then let's go ahead and grab a I'm going. I'm going to use a mean tweak over here just to very quickly get something. If you pick like a guide map and turn on the posh Bettman, it will actually create like a soft flow. And if I don't just play around with my balance and everything, I can actually then blow this and it's a bit expensive, as you could see what, 77 um, 75 meters seconds. But well, it's just it's fairly quick. So let's say that we have something like this. Now I do need to invert grayscale. This so lets you inferred grayscale. Okay, and now if we go at a set tissue subtract, we get some of these lights. So let's go in a split number. Let's go and set the scale quite a bit higher. And let's set the wit quite a bit ticker. So we get like these little cuts. I'm going to set a wits to 15. Maybe There we go. So we got some nice guts over here. Now we have this. All I want to do now is I just want to go ahead and are a blend. And I want to go to my patrons and just, like, cut away the top. And the way that I'm going to do that is by going and adding his shape and in the shape, let's just keep the square just like this. Actually, we want to do this before our blood so lets out the blood before and we just want kind, like, got the shape set this to be subject. And then in our shape, all you need to do is just all the times form. And that's why there we go. We could, like, got it off. And something is wrong. You know what? You know what it is. I think what this is if we just out turns from here, I know we're doing a bit of work on, but they're far storage do. But if you just are the times from here, I guess what you can do is we can just do something like this and just get rid off this shape. And that would in fact we're better. Probably. So we got those on. We got the guts perfect. The cuts do show up like a tiny bed over here, and this is because of our bluff that is going on now. I'm not sure you can Swine fix it on the way to begin because we haven't uneven Etch, I would say Dole, if you want to fix it, we can see how it looks. But I don't think that it's really work because it's in the black so we can just see outlooks and then fix it later on. But anyway, let's say we have thes cuts. Let's say now we go to like a tiles over here and we said The batsman input number 22 and then plug in this one individual jet and damage will randomly go up another one. Now if we do that for two off them not for all of them, but for two off them, like some cuts. And once we are life over here, the cuts are in here. Now, I would say that yes, we do need to make some changes. So the first change, I would say, is going to a sketch generators producing the number us, but make them even ticket, so make them like something like this. The next change would be to duplicate this and describe generator. Change the amount, and if we don't just start another better in input number two desu, you can start more and more better numbers until it starts to look a little bit more unique . Like that off course at this point, go in your blend and then just don't only subtract until it looks a bit more logical. So here's sedated like that. It's not too strong. So see 1.1. Copy that value in order to the other blends. Also, here we go. So she opened ones open one. And now if we go into our There you go. So now we start to get like some, like some nice edges. I would say we can even push them just a little bit. So if we go in here, let's set display number two maybe like 20 higher or 30 higher like debts. Okay, Very cool. And the woods kind like makes everything blends together even better. Greats. Perfect. It might feel a bit storm, but remember, once we actually go ahead and how you say it's out the base cooler, that's when the string goes away. So I'm just checking. So these pieces, they are actually quite straight. So I felt like they felt very straight here. But looking at it, they actually are. The only thing I would say now is and it's bit that's capable of these. It's a bit tricky. I kind of want to give it like some hide valuation in here. Now we can do that easily. Don't thing I'm worried about. Strategy will mess up with the masks so we can just go into our style generator and play around with the luminous, random more and thats what kind like plant them. I'm just I want to double check and make sure that our mosques do not like break, so I don't think they did, so we can try it out. Yes, it's look better, so I should get See now what we get this we get like some more, some different variation in the height. All I would say is that it's just a little bit too much show. Let's go for something like Boyne. 55 GOP debts. Face it in here. And by the way, if you want to change these values all at the same time, you can just expose them and do it that way. In my case, I don't like doing that until the end just because I want to have a little bit more control , just engaged in case I change my mind. So that's looking pretty good, actually, yeah, I'm quite happy with that. Let's just move on to our base school and office after this, which should be quite basic because we already have, like a very large area part of it, thanks to dese values over here. So I'm quite happy, That saver scene and let's continue with this in the next chapter. 26. 26 creating Our Roof Material Part4: Okay, so we left off with our normal benefiting. So that's all looking good. What I'm going to do now is I do like what? You can do it. I'm just going to cheese a little bit and just change the office of the bits that I have a bit of a better angle like that. Um, you can do that. You see your texture. So anyway, let's start with our baseball, which should sorry about that high knocked over a glass. Anyway, it should be quite straightforward. Don't think it's because we, of course, did like the normal transforms here. The anointing with that is the way that we did positioning. So because I cannot always here it should be said this offset. Okay, so we can just copy over the offset. For some reason, I was only looking at this one anyway, so we've gotten Does done. Now we need normal transforms scratching, Crabtree. And if we can go ahead and grab de stew, we basically want to just hold control and then plug in these three normal ties forms here , and we need to go for I think those 90 c w stubble check by. Yeah, OK, 90 c w so rotate counterclockwise. I believe I might be wrong. I'm not good with this kind stuff. And then we just want to go ahead. And so this one needs to go in the top. This one used to go in the bottom, and then this one used to go and just stop. Okay, so we've gotten those shuffling around, and all we really need to do is we need to just go ahead and copy over the exact same offset to make sure that the locations are exactly the same in here. So you've got that's one and the last one. Okay, so you also correct The cutting is now correct. That's all looking good. So that should do it for the basic all over here. And what I'm going to do is wide away. I'm just going to also do this for the softness. Well, of course, with the softness way, do not really need to change anything. We can just do a copy paste. I'm going to move this down here. We have ah, softness. Which is this one? This is the basic all also, let's move this on. Appear on. This is the toughness so we can move this one up here. And so what? You plugged it in, and I think that's all we need. So we don't really need a NAO for in this case, just because from mostly focused with Yayo on the actual times. So having those pieces done to get started with now we just want to go ahead and do some attend them bouncing. So first of all, let's art one that's are too. Now let's out even tree blends. So the first plant is going to become like the dirt in the cavities. So for their blend, I'm going to go ahead and I'm going to pick like a radiant map. I'm going to tow in a noisy, pretty, pretty noisy noise maybe like clouds one, for example, And then in here, just click on there once and let's make this brown all of these like bomb, but like slightly different. Oh, sorry. I didn't mean to say place double. There we go. So it just becomes like someone random dot It started in here and this one is perfect situation for our dot over here. So the ao we can go ahead and just groups quipped ISS into the M inclusion for the curvature. Let's set a curvature note. And in this case for discovered, I'm just going to pick this one. I'm not going to pick after we are, That annoys because that will just create more surface noise, which we do not want for our dirt. So make sure to set the normal format to open GL and scored it in here. There we go. OK, And, uh, actually, you know what? With the position, we can actually even do the position. So this one also access a position pretty much because it has Grady ins in it. So we might be able to just blood is in the opposition and select the line and then space and typing Grady map. And then you can just docked us and it's your seat. Whoa, I didn't mean to do that. There we go. And let's just see how that's about. So Okay, what do we have here? We have our debt levels. Hail Caesar, that's nice. And now, with the position, it's kind of like builds up mostly it like the bottom and not so much at the top. And that's perfect for the for what you want so you could play onto the crunch amount. If you want, I'm going to start with this and I'm going to. Blood is in here. There we go. So we start to get some dirt now. On top of that, what I'm going to do is I'm going to have a very simple Gedi map, and I'm just going to grab our curvature throat is in year and in this blend, let's at this plan to be in art, subtract and then just play onto your capacity to give it like some highlights. There we go. So now it's starting to look a lot more or a lot better on DNA extinct up that I'm going to say, I'm probably going to go in my original wood and in our no map. And I'm just constantly based normal intensity to 0.5 just to tone it down like a little bit Now the grains will publish. Yes, So the grains will stay this strong, so we only to see if this looks too strong. Because, of course. And she could see over here like declaims the gonna get washed out by all the wind and the rain and the wedding and everything. So we want to try and like going to capture that. That's for now. So we have these ones. We have some deft in there. I'm just having a creek. Check out. What we can do is we get out one more uniform. Gola. That's just going to be black. And oh, no, wait. Never mind. I want I want to out like some damage in here. But I don't think that will be useful. Can we can make it like what if we make it like Green Nation just out some more, most on here, and it's going to be like a generic noise. So let's make this a bit more in the green direction, like dish. And if we don't go ahead and on the nose. Three. If he used to dote, I don't think so, because it really used to doubt it will just overlay on top of it. I think we just want to find a nice contract for this, so I'm going to go for That's like 0 13 It started in you and it's play around a little bit . First with seed and play on, Bitch would like your balance and your contrast. So it's just going to be like some overall mosque Penis. Then, of course, you can play 100 capacity to like, turned it down and turned it into the base. Cool off. Now, of course, we have. Often it's so enough. Toughness. What we just want to do is we want to go ahead and art, say, to blends. One blend is going to be our dirt mosque, and the other one is going to be our most mosque so far. Don't mask. Let's go ahead, said Mr Art. So there's going to be extra dull and then our most mask you want to set to subtract, which brings in a little bit more off like that wet color in there and there we go. OK, so I think that there's a solid base to get started for it. So let's save us in and let's go ahead and go in marmoset. And if we just dragon off, you hear that striking our toughness and it's striking our base goal and make sure to set to call all about. There we go. OK, so that's getting there. Scoot. You might hear my machine backgrounds taking off, but so far. Okay, I would say that everything does feel a little bit to dull overall. So this is a bit too strong, but and everything else feels quite dull. So what I want to do. Load. Then again, I don't know what I did, but then again, this also dust look all very dull. Now I think of it. Hmm. That's a tricky one. Let's play out a little bit. But our office You can also try and, like, work with your toughness. 011 work which offer slider down here to see what it would look like if everything is a bit shiny. And but, of course, this one this you want to keep in the So I actually think the darkness. It might actually be good. I think this shyness just throwing it off. So if we go in here and, like, toned down that capacity and for our darts just said it all the way up. Now, if we go in here, I just want to make sure that the doctors extra strong Simon coked out of levels before we are this to our mask on the blend and just set the white side up, which will increase deduct amount quite a bit. There we go. And now maybe it's good if we just make the call loss a little bit more visible. So if we make to call us, I don't know if you want to go visible in the direction of dark. It's tried it out. Or if you want to go, we like the direction off now. Definitely dark. So let's make this quite a bit dark of over death and that will meet the also like give a fake feeling of height, I would say so. I'm just going to look, of course, these. They look quite different. So there's quite a bit off color difference going on which we can also implant the's dude. Yeah, so it's like I don't even know if these are would. It's a bit difficult to see, but we went for wood, so we will abide by that. So I would say that's and like the grains, they might look a little bit too strong. But instead of us going into our actual root and changing it, what we can try to do is fake it a little bit by our ding a blend on top of all of this and setting like a uniform call off. And if you double click on your glands, click once on your uniform color and just picked a color picker. We want to go for, like, a pretty basic root and then just told it on top and then just play around with your overseas slide on. This will kind of like a t very end. If you can see it will kind like limits. Do you would clean. So it will just Stone goes down a little bit like death. Good. Okay, so we've gotten does now. The next thing would be that it would be nice to just putting in some different Kulov's based upon these times. Now, the trick eating for this is mostly the way that we set this up. It's hard, fast, actually. Select the different tiles so well, these one D sons are easy. It's just mum when we are these, then things become a little bit more tricky. Mm, we might be a know it we are not able to use. So I'm just thinking out like so Basically something is like we might be able to use the difference in luminosity that we have for my time generator. But we cannot do that because we used ingredient. Because if we would try to do that, for example, what will probably happen is, yeah, it's all or nothing because of the great in. So you cannot actually select just like one piece, as you can see, which is interesting. So we can do we can do some masking work. I think we actually did that entry. Think over here. Yes, over here. We actually did select something. So what? Begin twice weakens Wyatt hip these off. So having dese, that's twi. First of all, it's wife flat ville toe in your mosque and then set this to flat field to random grayscale just for the sake off. Testing out. Okay, so that that doesn't work That thus work duplicated, flood fill of and in place going quite this one. Will this one also work? Or will this one This one breaks? Of course. So it's because they had a flat feel It doesn't work when it's just one shape like this. And that's basically what I'm on about trick eating. So if we first of all, just let's say that we cracked this one and it saved that. We want out like a blend and actually turned it into Grady map and just told is in the top and said this to be like a multiply. So you're not multiply well, I yes, multiply. But because the other one is black, we get out X'd do debts. So we need to replace a black with white. And I guess we couldn't try. Maybe we can do that. Integrated map now Never mind. You can do that in there. So it's a bit annoying s over here. We do the flat fields of any case coupled, of course, because this is all black, they need to be writer. If we now go ahead without a blend on top of this and just crap, I think it is this one this mask over here and told us on top studies. Let's get rid of Arcady met for now. So authorities on top It's not the height mask, is it? I do not think it is. I think what you want to do instead is that square. But invert so I mean inferred que scale quipped this mosque before we are due to the flood field and it's told debt on top, set it to out and now told this in here the great map and Mills play. There we go. And I guess that we could have just used to call. And I already know that there was an easier way to do this. But anyway, in in any case, we now have, like some control off some off the colors. The tricky thing is, now that I want to have also control over se de school over the bigger majority, it's probably going to be this one. So if we just grab a quick levels, it's told this one in there are levels. And if we didn't go at and levels inverted to think of this, yeah, our levels is inverted. So we just need to stop these two pieces around. Okay, so we have this one, not its studio flat fields of it in case skill. But the thing is for this one, we now need to go ahead and we need to blend and we need to cut out. Now let's see which ones do we need to cut out? We need to cut out this one which is this centre one. We need to cut out a center one. And if we go ahead and just require new levels I like I know that we can Probably due to a lot of free use. But right now, the way that I'm thinking, I need to just take it one step at a time. So big this one set to stew. Subtract. So we cut it out. Flood feel venom, Gay scale. And if we don't just go ahead. And of course, we need to turn it into a white. So let's go ahead and art a blend here, plugged is in and then pluck this. No, not that one. Yes. XY plug in this one with an invert. I know I'm trying to go slow, but even I'm having good having a think about the best way to do this. So we have this. Why are you four still so dark? That's the question. What do we need? This? Oh, yeah. Wait. We need this one that we go. OK, so we got that. We can We don't need it blends. We can just are that here. So if we go ahead and art another blend on here. We might be able to others here. Never mind. That looks a little bit messy. Archaeologist Arthur Nella blend. So this one top of there and said this to articulate maps that we accepted Multiply point trees. So this one that's the same melts Bly point tree. And did it even work? Yeah. Okay. Okay, let's work. So now if we just look at it like variant, you basically just want to go ahead and play around with colors and we will first white this And if this does not look the way I wanted to so it looks Lisbie duck on. Then we can always just sort of like a splash of color using the same mosques. Which means, for example, if would say like, um free root, for example, grab this one and out like a uniform color. We should be able to, for example, just get, like, a head call off. Set this to be a copy the students before, because his mom And that's why we could like, out of splash of color I'm going to For now, I'm going to leave that, so I'm going to just indo debt. And this is mostly because I just first want to focus on some other stuff 27. 27 creating Our Roof Material Part5: So right now what I feel like everything feels fairy plane and I do not really like. That's like it looks quite boring. I'm just having you think it like the best way that we can probably fix this. So I would say that would first just want to have a quick look at our toughness. So our office is actually not that bad. It's just that I think it's the thundering that makes everything feel very plain. So I just want to quickly play hunt with my lighting just to get, like, a slightly better result here. So because lighting May makes a big difference, and the reason I do this is because I just want to make sure that it is not There we go. So I want to make sure that it is not the material, but they had to delighting and I just want to find that balance. So I still feel like what we have right now. It just doesn't feel a the call us feel to plane. So what we might want to do is we might want to go ahead. And what if we like, makes a very minor changes to our color and the way that we could do this is we cannot A that he plays colon change. Grab our route, grab the main Coehlo forwards over here and then in talks goal against select a sore school and then just go ahead And like, make this for example, this one a bit more orange, for example. And if we don't do another one and this one, we want to, for example, make a little bit more off like a darker brownish color, so we might be able to go about it this way. So if we have, for example, if we have peace and people delete the species is and you said Inspector Copy on Phil. Now, we need to be careful with the mouse, but basically, we could just use dese mosques over here, plugged in here, block these in the top. And now all we need to do is we just need to figure out if we go here Which pieces belong to which Oh, wait. Actually, no, we do not need to because because, of course, we are already using the cut marks. So what I did now is I just replaced the dark close with like the scholar replacements and that are, you know, quite a bit more color in here, which is you get See over here works quite a lot better. So I think this is a way to go for us. Sorry for the policies. I'm Sam. Still thinking about how to do so I want to. Probably Bush is just, like, a little bit, but not too much. And the reason for this, because I know that in in real, the course will look slightly different and they will look stronger. So we will need to go in later on and balance that out anyway. But you can see now this diffuse also be gaffe with colors, because else the tiling becomes fairly obvious but that you could see now. So this diffuse looks a lot more satisfying. I would say that we want to boost up the green a bit more. I'm just going to set subject, Phil. Okay, so that doesn't look good. What if we set us to art now? We just We want to keep this to subtract. Just let's leave it low. But basically having this green, I'm going toe out a No. I'm just going to change the colors, and I'm going to make the call us slightly more vibrant, like death. Okay, so it is subtle, but it is there. Um, let's go ahead. And it's boost up the contrast a bit and the balance a little bit. Just do going like twine. Increase that. Okay. And I want to make my greens a little bit more in the direction off, like yellowish. There we go. So just to blended in a little bit better. Okay? This saldo, but its staff So Okay, so we got those species. We've got the color difference. We've got the dirt in here. Although the deft could be slightly more obvious by changing the look off it like this that it becomes like a very cloudy dots. Never go slightly more obvious. So we Africa. That's one. I would say that we probably want out, like, a bit more damages. So I'm I am actually going to sent my normal up again two points one just because we already like we lowered it down here, so I just want to bury, go. I want to get my normal slightly stronger and having a long normal, slightly stronger We now want to just go ahead and maybe out like a few more damage that, like the very end. So we're now we not have now, Ah, hives that, like the publishing face. So what I'm going to do in this tidal generator is I'm going to somebody. That's when input number two tree and I'm just going told Cantwell and then copied these over she does. It felt a bit strange, Chef. One devoted his perfect. Now dairy goes now we have, like, some more damages over there, so that's also good. Nice. We're getting there. So let's see. So we have gotten those damages and dose. That's fine. Um, is there anything else that we need to do? Look at our effort. So Okay, so we've gotten all these, of course. This half look, it happens, looks very different, but we are going to go for more like a colorful style. I would say that maybe we should just, like light and everything up like a tiny bit. Oh, it may be out like some more. Yes, more stronger Carlos on just the tires themselves. If we just go ahead and let's go all the way over here and that's often a chisel note and just give it like, the tiniest bit of like lightning. There we go. Okay, so that's not a bit lighter. And now we just want to go ahead and we would probably want to go and art a bit more like white ish stuff and everything. Omar, Let's go to our moot. So the 1st 1 would be white. Now, I wonder if this will look wrong if we pick a sore school. And if we just make this like very white, it will probably make it will probably end up mismatching, but like the colors on a weight, it doesn't have to mismatch because what we can do is we can grab this one. There we go and use debt. So after we've already done it or we can even yeah, we can even quite this one. No, that's not do that. Just because it doesn't go. So okay, so this will just give us, like, a bit more pro fights. Now all we need to do is reach acquire begun, and let's crap something that's like a little bit more like streaky. So I would go for probably 002 we'd like a low balance so that it becomes like, streaky like this. Now, another thing that you can do is if you want to just shuffle things around based upon your baseball ties, you can art a directional war, and in this case and destruction a war. If you set, it's over here. Lets out a blend. And if you like big, different grace cows like there's not radiance but the case house, By the way, I'm just going to get rid off the species. What will happen is it will just It will pick each school of its like its own warp. So if we set us to I think it needs to be like Mex lighten. Toad is on here. You can already see it like a little bit. But if you, for example set this down and he said this to like 200 it will just shuffle around arg radiance, which can look quite nice in this case. There we go. So that it like, of course, when you do this here, so it feels more unique Now, I would say that at this point, the only thing I want to do is I want to pick my contract. I want to transform it. And I just want to go ahead and skill this more flat. Now, this will on. The timing is not too bad. If if you scale the tiling perfectly, you probably will not notice. So we have this 1 90 Very end. You can see this now. If we of course, then produce reduce the amount we get. Like, these small white streaks like debt. Okay, so we've gotten the white streaks. Um, let's just go ahead and go into our how this messy. I need to clean this up off this. So let's go into our call over here. Lets out a blend. Let's just fairly quickly touring these streaks as a not There we go. Okay, So we got the white streaks. The next one would be to just get, like, maybe like some more darker streaks in here. So if you just quite this one again to call avenge this time Said to be like fairly dark. Told it in here and put much. All I want to do now, I guess, is to duplicate thes three pieces and just chased a tandem seat. I'm told that in here like that. And then, of course, once again toned down dark is bit harder to see such spruced it up. Okay, so that gives us, like, some off the dark splotches and streaks and everything. So that's all looking good. I'm going to boost my whites just a little bit more. Just a bit. There we go. OK, so we got like, a whites leaks. We got some dark streaks going on in there. That's actually going pretty good. We got some nice of toughness for me, especially on like an angle. So I think this is actually a good moment to say that for now this is fine. And then once we get in, really weakened balance it based upon that. Now what I am going to do to finish off this chapter is I'm going Just clean this up yourselves. I forget. So that's are the flame. And let's call this. I cannot spell white method. There we go. Let's out dese, And that's called these normal map. It's quite the swan than face school. Oh, toughness. Okay, so that's some basic ones now, of course, street outputs. I'm going to show you a few quick cleanup techniques one I have already shown you, but there are a few more that are just some handy buttons to know. So if you just go at the 1st 1 is if we, for example, say OK, we are to flame and this is important that you keep your class me, especially if you work in the studio environment. And the reason for this because industry or find other artists might need to open up your calf. And if they see this, it just looks a bit messy. But basically, if you, for example, selectees here to talk, you have these buttons and what they do is they will align or they can align your notes vertically. Oh, horizontally. And that just makes it a lot cleaner to just have this now on top of this and after is named Ben Wilson also has, like, created a very cool Blufgan. I used to work with him in the past, and it basically deployed in. Whether does it? It will just clean up your scene. I haven't white it out yet because he just released it. But I would say I am going to try that one out. But for now, Oh, Yeah, If you miss click, you can unfortunately not window it. So you will need to if you do this. Also, I've looked like the docking. So you can quit much, Doc. The things that you will that you really do not need to touch that many that men times, for example, Flood feel you do not flat fields. One of the few knows you cannot talk, but like these noises, if you do not need to dr me you can only do this moment has one output by way. So, like this one, we can all Doc, if you do not need us now sketch generated. I want to keep it. For example, these levels I do not need to keep those linear Grady inside. Don't don't really. Over here, the mosques and everything, stuff like that. So you don't really need them. So what? You can do it. You can just go ahead and, Doc all these things I will keep them quite open for you guys. I'm just showing you and the reason for this because, of course, in case you are not familiar with docking and you open up this file, you won't be able to see it. So I would say by this point, let's save us in. It's going to save this on and I'm just gonna go ahead and down. You go to clean window, autumn eyes, notes, settings and just press Ulta, Mayes and every ghost. That gift that second and that feel like that should have optimized some things. For some reason, it's not working as well as normal. Maybe when we select our yeah, that that's it. We have to select everything. I forgot about that. Now you can see it doing its thing. It's just optimizing and removing duplicates. And if you do sing is playing. Call us to like De Rigo introducing plain clothes, too. 60 My 16 for example. So once you've done that, do double check to make sure that everything still looks Codex. But that should clean things up nicely. She everything looks exactly the same. Okay, so I think that's ah about it for this. That's basically my very basic techniques on how to just optimize things a little bit better. Same over here, like the normally inverts weaken just docked them. There we go. So I will leave it at this just because I don't want to waste your time with this. I might go in later on and just optimize things on my own. Frankel's Freaking Like I But for the rest, this'll looks quite cleaner, readable. So let's save a scene and we will continue probably with the grass, and after that we will do the most. 28. 28 creating Our Grass Material Part1: Okay, So what we are going to work on now is we're going to work on that, CASS. So as a show before, I have, like, a few references and we want to go for, like, a gas. It's like a blend between green and dead ish now creating gas in any way, even if it's photo graham a tree. Or if it's or if it's substance, it's a very tricky material to do. So I will try to keep it quite basic and just straightforward on. We'll see what comes out of it. Yeah, I just got a few, but this is probably like our main F. Instead, we have over here and yeah, it's nice if we just get like a base count that that's going to be like this brownish strings and then just have, like, the cars on top. So I will moved his over to mount a scream, and I will go as and creates new substance that we will call cause that suit cars on score count and it's just OK. Okay, so we do not needs our metallic. That's fine. We could use our heights. Maybe so we'll have a look at that Now what I am going to do first is I will first go ahead and create like the base. So if we just zoom in on that so the base just going to be like this stringy look and I have a good a day off how to do that? Because I get remember that there's like a very stringing is it? Like, for there's like a very stringing noise. For one, those are not the ones that I was hoping for. Yeah, that's not the one I was. Oh, it's here it it might be messy. There we go. I think it's in like Messi. So we have Massey fiber stream messy fibers to, um, Escriba's one. I would say that we probably need to go for tree, and now I am hoping that we can play around with the angle of and, um, the cola random. Did you do immediately like give it some different depths and for a dress you just want to kind play with a player on to escape, and that's a very quick way for us to get like this look, which works pretty well. So let's say that we have that's one and I will go ahead and I will our A levels in between here because there's going to be account. So what you want to do is you're gonna want, like, clamped is down to become not as obvious. So you do that by using your bottom black and white slider to kind like that's quite a low value. Just here, Tony down quite a bit. So we have got that one. Now we are going to work on the cars and cars is a little bit trickier, I would say So the first thing we want to do is create our cast strains on. We can do that by going to Patron, and we are going to just keep quite easy. So let's go to pet one and let's grab where are you Shape? Here we go. Describe the shape on, basically, just go ahead to set the shape to be like a disk. So this is one way that you can do it. There's another way on that. I just quickly want trial. So if you go to noises and duty, way form, you can actually said the wave number C move shouldn't see if we can do it using this once I did. It will make sense when I get his wife. So you can like this train like this. But like I can remember, it's that we should be able to. There we go. So this is another way, and I just want to see if we can like here. So this is another way for us to actually create some cast swing. So I makes you going to use this technique so I know that I'm going back afford. But it's been a while since I've made car, so I think this is like the better one. So let's that samples all the way up the minimum size weekend set to Yeah, let's set that to zero the maximum size it's up to you. How tick you want to cast to be. We are going to go for maybe let's say that we go for, like, a few different thicknesses. Wave number, said one. And the noise in the bedroom set to zero And, well, the pets when you said to two. But that's alot she can get. So let's say we go for this. I want to go ahead another transform to this, and I want Toho. Take this 90 quiche and I won't offset this down up until here to minus C open 37 Just try and get to like a point where actually, let's do this where the Kearse's just sitting here on center and then you kind of want to just scale this up to make sure that this is like one strain. And now we can go back into our away form and just play around a little bit more with a glass. Let's say we go for something like this. Yeah, that looks good. We will need to fix, but we will do that later, like the Jack Guiness that we have over here. But let's say we have one of these. Let's go ahead and duplicate it. And for this one, we're going to make it like a bit off, like a ticker piece of costs if you out of the way. So we have a tin cost. Wayne. Take one. Let's duplicate this one's more for very 10 1 so this one weaken go even less. And for the rest, I would say that we do want to go ahead and bent this a little bit now doing the bending. It's always a bit off a bane, So basically what I'm going to try and do IHS using a Let's go for direction. War. So basically, what we can do is we can, for example, grab our costs and we can go ahead and, like, set this to be a direction warp. And if we in our direction world crap, like a shape that is just very soft, bad boy, so shape, I still can't pronounce it getting At least if you don't other quick transform to this and make sure that the transform set in the tiling motor absolute and set it to know tiling. Once that's done, we can double click. And now you can see we can actually move this ever again. Give it like some bending going on. So let's go for something like this. So just give, like some very slight bending, and I am for now, I'm going to leave this because I want to first see how this looks and what we need to go after this. Basically, what we want to do at this point is let's go ahead and art a blend, and on this plans we just want to throw in a quick, radiant, So let's go up like radiant linear one. It started in here because it's still a height and that said this to be multiply. So now, at least nicely goes from the top to the bottom. And once that is done, let's just work with only this one. This one's real out later on because we're going to do, like, a shape splatter for this. So we got this one. All I would say now is start a quick blow, high quality grayscale just to make everything a little bit softer like that. Oh, and I'm going to go in my direction warp and see my shape changed up a little bit. Debbie, go. Okay, so we have, like, this cast twin. That's right. Now I'm going to quickly safe my scene, and Texas is making you full of gold costs in here. I'm just going to save this. There we go. Now. If we go Teoh tied. Simpler. Where you simply over here and blogging? Agus in the patron Input one. Now, if you go at this, just set this to, like between inputs and we need said the amount quite a bit higher. So let's set the amount of, like, dirty. Let's start with 35 just so that we can see what we're doing. Yeah, becomes a little bit hard to actually see what we're doing, but it will become more clear. So that's set scaling up a bit, played onto the scale of and them for now and just boost up the position again them and the your rotation on them. Now, of course, this does not look like costs at all. But what we're going to do is we're going to use effect a map to kind like warp because accounting to get like, some better patches, everything and basically the general gist of vector map is the way that we're going to use is we are going to sort off like fake it, I would say So let's say we picked, like, bless my and what you can do is you could set the scale of it haIf and if you converted to a normal, you can actually introduce normal as effective map. So if we said this to normal and said this like, quite high to like dirty and told us into effect on map now, if we go down here, where is this setting? So you have to scale factor map multiplier, But we want to have the position vector map, displacement and that should do it quick and effective map multiply for the rotation and it might be a bit difficult to see. I think we just need to go and city Y amount and the X amount like 64 and then just, like, set to scale up and then you can hopefully you can start, see, like clustering. It still bits wiki to see. So I'm going to just play onto this a bit more. So we have a scale and, um, that's fine. Let's play hunt with the scale just a little bit more because you later on also want to just create like, some of these clusters over here. So we got that's one. Ah, who they should Random. Yeah, that's fine. Let's go for quick Gola animosity. Just give, like, some different densities in here. Basically, once we've done this, we just need to start by merging things together. Now we get why a few different noises for the vector map. For example, if you crap a Perlin noise you can see that. Like, slight change. I honestly didn't expect it to be a little bit stronger. Maybe if we try something like this, huh? Now, good thing to bless my works. Well, so let's say that we have something like this that looks fine for now. Well, really, we will. Will you have to see it in contacts to properly? No. So if we go head to city batsman input number two Tree Yes. To tree on. If we don't go ahead and just duplicate, let's just for now, duplicate these parts over here next year. We can just used the same radiant. There we go. Plug in. Ah, different costs pieces in here. And now we need to do is just go in here and then in boots Dispense ones number two and number three. Okay. And that's what gave us, like, some different caspit. And so now we have some thick bonds. We have some smaller ones, So debts, like based number two and now another one is going to be fast. You have, like, some off these cars. Petals, Dadullah. Kinda in in like a little circle, I would say. And the way that we can do this easily is to go into our veterans once again. And if we go ahead and I don't think it's supposed to starburst now it's the circular splatter over here with the circle of special. Or what you can do is you can put much shut the pets one to an image in boot and toe in tree images. So bit same is like a tide simpler. We can just go ahead and we can hop in our cost basis. We can set the amounts, but most off the time. Mostly, we just need to play hunted like that radius, give it some of Katie's hand them and display on spread anger over. And basically, we just don't need to change this up a little bit. It's work a little bit more with set with the scale. Yikes, Let's not change that skill. We need to be guns Balance between the radius and the here we go to, like with the ladies and the rest to kind of get this to work correctly. But if we go for something like this, skill venom a little bit more over. Maybe, like tiny bits off rotation random on a tiny bit off limits. And there we go. So now let's say we have this one. What we want to do now is we just want to go ahead and let's say, duplicate this. And for the duplicated version, let's go all the way to the top. Change seat, JC bets one amount and James D change. The radio is a little bit but mostly changed scale and just tone down the scale little bit and then play it onto the radius again. It's a lot of back and forth. There we go, and then we can kind, like, blended together. So if we have thes, we can blend. He's on top of each other and said it would be like Max lighten, maybe the other way of talents. I think. Oh yeah, I know. So it's placed the other way around again. So Max lighten. That's fine. And then just go ahead and are too quick levels and told your first the bigger one into your levels and just boost is up so that it becomes a mosque towed it in here. I think we do need to flip. These aren't No, we don't need to flip. These aren't is it because Yikes, that does not look the way on. Basically while I was hoping for is that we can have this like behind it, which we should still be able to do. I just need to figure out Deco effect I think we need to do. The same technique is that we had on the roof where we set this to Max lighten and we want to go ahead and in this one probably wants go and have a blend and just like select is and and set this to be subject. So there we go. Don't and don't think I do not like it's this harsh line over here. So what I might want to do is I might several Look, if we just play onto the levels of it more, we can sort of get rid off the harsh line. But we need to be careful. I'm going to just see how this looks for now, because remember, it's going to be very small, so what will happen is it will be a lot more difficult to see. So let's say we have this one. Let's now aren't a quick, just blue high quality can I scale just to, like, soften things out a little bit. There we go. And basically now are we really need to do is let square off shape splatter over here, select only this one and share tile samples. So, I mean, tired, simpler. And you said the pattern input to one said the amount lowest that it becomes bigger. So let's go for 22 by 22. And then if you go all the way down over here, we can city mosque and them up to make sure that this is not all over the place, but only in a few small places. So now we have this one. We can go ahead and blend our base cars along with off talk once. And if we said this Timex lighten, wonder if we might want to blend later on. But for now, hitting the classes actually work. So let's start with debt. We might want to go ahead and just scale these up a little bit more. So if we pick the like the flower, I'd like the circular ones and just said the scale a bit larger. Basically, what it will do is it will create some off these little strange said that looks circular and the nice thing about this because because the cars is so messy, it just makes it a lot easier now for the background in. But I just wonder if we can input the background in here and if that will Okay, so that should be doable. So we can actually input the back count in both of these Over here on. All we need to do now is we just need to be careful with the back count and actually maybe , like, tone it down a bit more just to make sure that it's not too strong. And then we get slowly. We get something like this. So and this is something that we can keep building upon. So if we, for example, by this point, start by throwing this into our normal just to see how it looks sets to open GL and here we can see like, yes, definitely it's very flat, so that's definitely something that we need to work on. But we could really use some half nous in this case, and we really need to fake the hell out of the base color just to get it to look a bit decent, but let's say that for now dislike a solar base. So I'm going to also told his in my height map, and I'm going to actually already create an Ambien conclusion, which might help on the here. There we go. See the image seclusion. You can see that it starts to bring out those depth a little bit more. So we have our air, we have a normal and we have a height map. Let's go out and save this and let's go ahead and export automatic exports when outputs change and its Creator folder that's recall Final and in here select it exports. If we go to Mom said, Let's go out and you know who've types duplicate that call it grass and for the cost. We can turn off the roughness weaken, turn off the albedo for now. And all we want to do is we just want to quickly because we are running out of time. Dragon and me in seclusion, normal and heights. There we go. And now in next chapter, we will continue working on this to make it actually look a bit more decent compared to this 29. 29 creating Our Grass Material Part2: Okay, so I want to continue with my car structure now, one off the most obvious things. They is that still things feel a bit too straight. So we did out, like, some direction warp here, which seems to work. But yeah, we do need to Arthur to the other ones. So if we just let's go ahead and just undock this once that we get a copy our direction walk and see if we can just plug it in here and see how this looks. Yeah, let's do that. And it's also plug it in here, and then we will just, like, change the intensity. So this is like, very take one, So it would have, like, a little bit less off bent. And this one is still in one which should think about this Fine. So if we do something like this, there we go. So that'll Ben takes a bit more. Now, let's just have a look and go to before we. Before we continue editing these pieces, I just want to have a look and go toe a settings a bit more deceived. Astra's ending, as we can use, so we have a size are size economies. Yeah. Okay, So size kind of missing what he had to limit that would probably want to do it. You can also scale based on the fact of matter. But in this case, we didn't really make it for that. So we have to affect him at displacements, which is fine on it's actually all we need And the effect? A map quotation, which is also fine S o I. So I guess we are on the white track now. We need to have a lot more strange and everything going on and also what you have to see with cars. I don't know if we can actually see it in our reference, like a little bit like there are some streaks in, like some very small detail going on, which shouldn't be too difficult out because we could just started before we do any bending . So if we have this one, for example, now that two ways that we can do it or we can go for likes tweaks, which we can do by using a and it's more camp, announce it. This noise over here and it's Elphick any topic, stuff like I don't know, I don't know why they choose names? Well, I'm sure that I understand why the Jews these names because this published wanted sculpt. Anyway, I'm talking nonsense. Let's continue. So basically, grab this noise. Go as a rotated 90 degrees on here You can set the heh solution so we can choose the resolution. And then if we just told it in here and by the way, that said the X amount to be once that it's completely like straight lines and then just said this to multiply on, lowered out and that will give us these effects. And now, if we just go into our noise and chased away amount to give it like some streaks, there you go. And that shoot in the end, slightly sharp or not, it's our resolution too low for this. That's could be a That would be a shame if that's the case, but that's could be the case. Let's just Arthur to these are such that we have, like, more like a better look over it. So if we are to blend here and a blend here and just holds Constable and Artie so lets you multiply on here, most playing here, you know, that you said the oppressive, paltry of them Phil. So that once react, arrive here, then they still show up on DNA. Now there's should be some streaks going on, De Rigo said. Now there are some streaks going on which will make everything feel better off. I would say that maybe won't settle Busey like se point aids Let's go for 0.8 socio 0.8, this one see open eight and this one c of 18 Okay, so that's will likely deuce toast weeks. That's good Now. The next thing would be that we need to increase the amounts and four days I'm going to temporarily unhooked the the back counts that I could see everything a little bit better. So, seeing this, I'm going to set us to like, what if we go crazy for like, 1 to 8 by 1 to 8? But then, of course, we need to compensate with escape, said the skate a bit bigger. So now we get something like this. If you're plugging up basic n okay, so that's well creates quite a bit off cars over here, which is good. But remember, over here it's the cast, not everywhere so it's like a little bit of batches. Now. We need to be very careful because it's very easy to have to have the tiling off this show up. So what I'm going to is I'm going to crap on the mosque. Let's go for, like, Koch Maps 001 total in the balance quite a bit. And twice. If you press space, you can have looked twice if I the seat like seat number two, where the tiling is not as bad. So I know it looks pretty bad. By the time that we're done with it, it it will be less now. I said to contrast all the way up to one and for us, you can just play onto the balance. But what? We're going through this. We'll go to import this into our mask map input. This one is just a big just a bigger one. And with the mosque map in boot, the cool thing about that is if we don't call all the way down here, we can control using the marsh map, and that will actually give us control over where that we want our little gas plates. Now we need to invert this. So if you just do a quick invert grayscale plus de to doctors, you can see that now. Those cars plates are kind of missing at certain areas, and you can now just pick your gun shop and you can, You said, to increase or decrease the amount of cars plates that we want. That way we get like some blades where there's not much going on and other ones red. It's a lot going on next. One would be that this over here, I find that it is not visible enough, and I'm not sure I don't think it's because off you know what it might actually be because off the back home. So basically what happens is everything that's below our background call off, because this is set to Max Lights and it will kind like fade out, which is normally good. But in this case, we might want to outer levels, go to our blends and trying, like, push these levels up a little bit. That's we can see everything a bit better so that now we can go on like see those species come out. And now that we've done that, we do need to know. Go at it in our scale Off a tile. Semper you need to go and, like, tone it down a bit more. And if you want, you can also gift that control over here So we can go in here and then we care, for example, Just push it out a little bit here. Yeah, so about that, the car alarm went off outside. So at the past, the video anyway, So we've gotten that now. It might still be a bit difficult to see, but once we get to it off so you can see that like, the depth really takes hold and also in the heights and everything. And if you of course, going here, we can now go and have look, play out to their displacement. You can see that now. The cars, it's starting to show up a bit better. I would say so. We've gotten those species done. I'm not going to Artemis flowers just because I want to keep this basic. And if we need you out like clovers and everything and have them blending properly, this becomes very length eating. Probably. So we might do this like polish. If we have time left, I could do Desert Portage so and we're making good time, so I might have more than enough time for that. But for now, let's just leave it like that. So let's have look at sharpness. Well, they are blades, so I think the sharpness should be fine. I'm not too worried about that now. Another thing that I just want to do in this and I rarely used his note, but I want to add a normal strength note. Where are you intensity? Surely normal intensity. Note. Which gang? If you very quickly towards just in case the intensity of your normal as you can see. But I just want to do that so that we have a bit more control because some because Kearse well, you just need to fake a lot with cars in order to make it look good. Even with fourth Graham a tree, it's just a very difficult thing to make looking good in games. That's why they often have, like, cast matches on top of it just to blend out. But we will most likely not do those cast message, but anyway, so what I'm gonna do is I'm going to fight dick and are deferring to this. Carts plates. There we go. And no, we pretty much want to go ahead and get started with our base color. So for our basic along, let's have a look at this. Let's get started with our actual back count over here. I think that's an important one. So for our bet count, I'm just having a look at my reference. She just, um it's quite straightforward. Let's are great map. And the nice thing about this is because every gas plate has, like, a slight bit of radiance, a radiant in there. We can just plug this in. And if we just, for example, gets rid off, the centerpiece said for this one, this is going to be like the dark brown, and this one is going to be like the light pound. I'm just trying to, like, find Hello. I'm just trying to move it that I could find, like the clamping going on maybe, like art. Another one Just case. But you just need to find, like the area where the clamping is happening. Also in here we can give it like maybe a slight more variation by up placing another one in the center here there goes now dead back count is going to be like, darker. And then we have these little pieces on the four gallons. Now, once we've done debts, shall I already are, I think maybe screwed every already, Arthur Curve, just because A something like this just needs a girl. Fisher. So that's our girl. Virgin note, along with a great meme, notes that we can actually use it, and we want to. In this case, duplicates are normal and just Dwight that in years that we only have this one as a curvature. So I told it in a curfew, set this to open GL and told us into our blend and said, Our blend to our subtracts saving is that reform intention for and just give it, like, very low, passive, like watching or two, because that will give us a bit more like a star effects like like there's someone out. Let's do it instead of just perfectly flat. And once that is done, we probably want to go ahead and now start blending. Are actual cars on top of it? Four deaths if we just go ahead and it's another great man. So this is where things do actually become tricky because we are using our back out here, huh? I didn't even I understand. Didn't even think of that. We might want to just because tobacco does no real difference. All we really do is react to blend and then have another plant and then ask Distant, open the bad count at the bottom and said this to Mex lighten. They go So there is no different. So I think it's easier for us to do this waste that we can now rip off this little piece here. Now you can see like that's quite good that we have, like, the specials and everything going on and the tiling is not do bad, so that's quite nice. But anyway, seeing these, it's toadies in and get a heat map and skc Over here, it's more like darker green to yellowish, so in. Okay, idiots just go ahead to start. It's too. We have a let's go for, like, a starker clean something like this, and it will them move to more like a yellowish cool or something like that should do the trick. I guess I shoot some more confident, but will It is like I almost always used for the carpentry for cars. So doing it, this substance, the techniques that are using now I actually used for most. So you might see, like my t cheat up here, which is just the most material that I once made for a different project. But honestly, I was only able to, like, cheat, cheat my way out off like how to do the blades and the rest. I I have to kind of make up as I go along, So please bear with me. Let's throw does it up. Let's go ahead and art a mosque, which we can do using our levels. And that's quite this one. And turn it into a mosque by just moving on. Lights light up to round. Yeah, around here should be fine told that in here. So now we get this effect Now this might look very strong, but and actually does. We probably need to go in out N. H. Shell to a Grady INTs that when we look at our blend, we can go out and boost up lightness a little bit more. No, it's maybe a situation a bit but also honestly, we probably also you can use a Grady int off on a chisel note on that basis, because the basis can also use a split more splash of color. Maybe like some more white. There we go, so that now it starts to look a little bit more like this. I just can be so lets out another blends. Let's go ahead and are a curvature since two open gl stool grade it maps hold same processors before again. We just need to have a separate normal. So we just are going to club this normal over here. Toadies in here and here's a curvature. You can go ahead and you can like Doc some of the species that we do not need, and it's going to set our subject. There we go, so that gives us like a little bit of curvature. Now I'm going to now do something that many people will not like. But in this hair case, I do often uses technique, and that is that I am going to our my ambient occlusion map softly on top off my blend. Now you will learn for PBR that you should never have your MBA inclusion in your base color because that's the old method. But in this in this specific case, I need to bring in some off that depth and we are not going to go feel string. But we are going to multiply this and then just give it like a very soft like Braintree, like a just after it, like give it a little bit more depth like you can see over here Now, the next debt. I'm going to add another blend. I'm going to clap. The same mask is that we have over here. I'm just going to the art of creating weapon. This is just going to be some generic looking, for example, here, some generic looking call. Also, let's just go ahead and sets like seats six, for example, cozy in here, and this is just going to be like some yellowish call us. So if you just go ahead and go in here and it's got this one, you go bit darker, yellow bit lighter, yellow. Something like that. Target on here and now. Already we need to do is actually we need to break this up. We need to correct this mosque blended before it and let's go up something like I like country show duties, one of my favorites. So let's out that. And you said it would be like subtracting and play out of balance and you contrast a bit more. There we go and Justin are blend now. It will give us some very soft like highlights in the cast that I'm just going to give it, like, not just add a few places so that we go. So just a mask like this that there was like some overall yellowish going on here and there . So does some dollar areas and some less dull areas. So now that we've done that, it's looking good. Um, maybe we just want to go ahead and art another plant after we are. Those are green bits, and this plants just go to be the same green bits, but let's make them a little bit darker. And for this one, let's go ahead and grab the mosque. But this time, grab this mask over here, where with our account basis, just going like make them stand out a little bit more, something like it's a bit too much, just like, very subtle. And once that is done, we can for now, totals into our base. Cool off and save a scene. We can't. We can have a quick look at sea what this looks like. And if we are way off or not toadies on the set this up. Don't forget. Of course, we don't have a softness. So that will make it feel that, though, Um, yeah, we still have a ways to go, especially because it just feels very boring right now and delighting. Still correct. So that's something that will focus on in the next chapter of your folks on creating our toughness and doing the general balancing. 30. 30 creating Our Grass Material Part3: Okay, so let's continue shall be now. Biggest thing is the color. It's It's really bad right now. And I'm actually surprised how bad this because our color is fine year so and it's not our lighting. So we just need to go ahead and work on that. I am going to start with. Just moving is up here, so, yeah, let's get started with the color. Probably, and then we will just quickly move on to the roughness. So for our cool off, if we go ahead and just use the situation slightest, will knock a chisel notes to see if we can kind like pushes into divide direction. Let's do that, and I do now need to just quickly art a blend. And using this plant I want are two levels. So 12 and just go ahead and go app. You'll background for one. Your costs bits for two totals on the air and first of all, so the background levels when you want to make this very white by moving a slightest out, I'm not going to tell you which, slightest by this point, usually because we've been over this quite often, and the next thing is that's just steal this mosque that we have over here. There we go. And for these spits, we also want them very white. But begin like make them slightly less. So let's do something like this. There we go. So now, actually, you know what I kind of want to. Maybe that's wine. Inverse them. You can actually also just invert these Carlos on basically the reason why I want to invert damage because I want to have to tips to be like and what steps to be slightly darker than the vest. So maybe hopefully they will stand out a bit more when we do that. So play around with debts. I was our basic award doing. Let's make that even whiter. Terry goes now we just have, like, some off the tips standing out now wonder that might look critical for us. That's out for more bland, and it's just used this mass that we have over here and just set this to subtract, and it will just give us like some agenda. Claussen is on there. There we go. So let's go in here, Okay, so that's already started to become a little bit better with the color. Now we need to go down and just wagging our toughness. Now we go on, Let's see. That's a lot of stuff that we need to fix with this c Can we do something with? So it think the thing is that as soon as we are like some off the displacement, it's, um yeah, it becomes dark, which is make sense just because of the shadows. So we want to kind like, not have to displacement too strong in this case. So I'm just playing it hard to like height values. Let's go for something like this. Now, if we have a look at off image, I'm just try. Just need to have look at its on my other screen. So, first of all the cars, it's a lot. It's more glossy, but it's also more fiber hunting green. So what I'm going to do is I'm just gonna go ahead to make my car's Over here. There we go, slightly less glossy. There we go and now discolor it. ISS more vibrant and green, but it's more in the direction of dark yellow with screen like debt. And for a guess, I would also say on its Twiki, Let's say Don't down or mapping density and see if debts helps. Okay, so I know method that she was just a little bit too strong. So that's nice and normal evidence. You can also go into minus so, like that's we can kind, like, toned that down a little bit, that scoot that reduces that extra strength. Now I want to see the effects of our curvature. So if we turn it off first this turning it on. Okay, so you do want to keep it on, but let's keep it very low. I think in this case we need to go for, like, something a little bit more softer. There we go. And now all I would say is also in here. Let's go to a great method. That's just make to call us Elizabeth. More moment own there. We go by selecting them, and I would say that I almost want tough, like more little swing. So we got this amount. I don't think we can actually aren't more, but what we can do is we can just fake it by duplicating. So you're not duplicating by adding a tense form like that and then you start to blend and have to transform in top. I just said this to be a Max. Lighten and then move it out. There we go. And I would get, like, a lot more just by moving is a violent slightly. There we go. And how does that translate? That translates. Still pretty good. So we keep all those little bits in here. Yeah, that looks pretty good. Yeah. Okay. Maybe make its bit darker. Maybe not dark. Maybe just told now, in this situation, that's actually make a slightly lighter. Just don't known situation to make a little bit more dollar to make it a little bit more die. Let's go for situation off 0.52 Yeah. Okay, so we're getting there. Okay, so we got, like, a little bit of debts going on. We have a cast. It's fine. I want to just increase the yellowish a little bit more dairy. Go on. See? First I would say that my car's it's still very much the same. Cool off, which I do not really like, So I probably want to go ahead and well, it's why I'm push these, Carlos. Maybe if likens in between Cola. Let's just try find debts. I'm just trying to find, like, d balance over the balance. I'm trying to fight like the clamp, the clamping points. That's out Another one. We're going to keep playing onto the twine out like some more. Call us. Yeah, And then maybe, like, Okay, s. So at this point, they don't do much anymore. But through pickle, if we can make like the tips, here we go. If we now make the tips, like slightly more yellow base, like over there, then we have this one. So let's see out. Is that look here? That makes a very large difference. So we are definitely going in the right direction. It's open is up again. How's the darkness? And the darkness can be a little bit less like debts. And I'm just going to tone down our circular color differences. So now we have, like, now the tips come out a lot better, which is what I like. Okay, What else? What states? There's a There's something going wrong here. Like the offset in the office. It is too much. And I already know what did this. So basically, what we're doing, So we are blending this together, but our colors are not actually taking into account the strength of the blending. So if we have this one, basically, what we need to do is we just need to toned this down. That's completely gets rid of it. Okay, I'm just trying to find the height amount, but if we used his amount, it feels like that's almost nothing in here. So here it feels like we are losing a lot. But I guess we are not that this interesting. That means that you might actually need to increase the amount if we want to have this to look a bit more dancer. So we actually might want to see what if we just grab this and let's just just come on. Why can't I selected stereo if we moved his up and we crab this? Okay, what if we know duplicated tight exemplar are a blend. Blend two of them together using a max lighten. And then, in this style, simpler, simply, Jason. Random seat like that. And now I just want to see what's left over once we do that. Okay, so that's us. Ah, lot more. Okay, So now becomes a lot dancer. That's good. That's what I wanted. But now we just need to kind like scale things down a little bit. Every can do that using our mask handem. So if you just use a mask and them at, like point Tree probably and also over here point treat by the time that by the time that it gets art it, it becomes a lot less. And now, on top of that, if we just also you know what I think, I think actually level. This must go to say, Let's also change our actual gun shop. But I think we are already starting to, like, lose a bit off these extra bath. So you know what I Mexican except my A mask random lower to probably like point to Are you over here? It says 2.2. Same for this 1.2. There we go. So that's not a bit. That's okay. That's looking pretty good. So we've gotten That's, um It's a bit difficult, of course, again not seeing it in context, but I think this is a really good soft. So let's see. I am going to just make my officers a little bits Darko debate the background toughness. There you go. Just to, like, gets a bit more off this course, and I just want to out a little bit more off, like some splashes off yellow in our based scholar. So if we have rhe cell, what are the blends? And let's just crab dish yellow that we have here at the top told us in here and then clapped like a lunch. Um, let's go for yeah, okay, let's just go for number 13 again. There we go toward it in here. See how that looks at the final when we so some color and then just play around with your bestie until it is not too obvious. Derek goes Now we throwing some color over there. That's good. So give displeasure of debt. Let's see what else? What else? So we've gotten debts. I think we think this is a pretty solid base looking at it. So, yeah, Dexia's Dexia's put solar base Maybe. Well, let's reproduce, weaken. Just scale these up. Just like a little bit. Yeah, I think the amount is actually the amount of fine, but I would also say is I would also crab this mosque over here set us to a mosque map input here so that we do not extend me artists on our flat pieces. So journal Masked Threshold, and that's what gets rid of a few. There goes now, day do show up a lot better and I'm just going to go in here and I am going to crab feast, but instead off having them darker. Let's just try and also make them like, slightly more saturated so that next It's not the way I want to see how far Khor ambushed boost its on, maybe even playing hard to the color so that they become like a little bit more yellowish. There go. I don't want to boost it too much, but, um, I think I think this is a very solid stocked for some cast now imagine. Also. We are going to see it like a bit of a distance, So that's quite important to, I would say, for the final render. What we can do is we can see, if suggested to Yeah, he had somebody. If we increase the tiling, it starts look quite a bit better. So 2.5 maybe. And if we don't said the separation or the desolation quite high this place from down their egos that is starting to look quite good. I would also say that the displacement is almost non existent on our actual base, which is a bit off a shame. Now I am not sure. Best way. So we might be able to do that by adding a blends before height. It's going in here at the top, are close and I'm describing this mosque. That's a cult, Aum. Oh, let's just go ahead And it's crap this. No, Sorry. Let's quit this one. There we go. So and then if we just play around with off levels after that so that other levels and docket so that we can grab a levels and we can kind like Tony's down and hopefully there we go. So now we get, like, a little bit more height in there. Maybe tone them down Soliz a bit more. There we go. It's subtle, but it's there. And for the best play out a little bit more. Which off? Inclusion Now that you have over. Yes, sir. Just do it all the way up. Now that we have basic along here and I think that's looking pretty good. So all I would say now is maybe. Maybe just give it some of handem nous in off with office departments by adding a blends and just clipped like gunships 0 to 13 and maybe like said, Do something like seven and let's just go out the sentence to multiply X'd. Shall we set it to art? Yeah, let's just go ahead and said Art and then just lower down the belts. That's not all over the place. There we go, just to give it a little bit more interesting office variation. Okay, I am quite happy with that. I'm going to save my scene, and I am go to call this one. Also done for now until we ah, high Veteran Meal and once again it's the material didn't turn out too big, which is good, because if I will be making a very large material, I can spend seven or eight hours on one material, which would not be logical for these environments with these amounts off materials. So I'm just Andi spits. There we go on. I'm sure you noticed, so I'm not going to call for it again. And she's going to leave those there. Okay, The second video. It's nice and compact. I'm quite happy with it for now, and we will continue with our most and also I think, that we will need to go ahead and just create a very basic stone material because we cannot really use the plaster. It's two different now that I made it, so we will also be continually data. Yet for the most, she's going to be stuff that you can see on here should be pretty straightforward, so let's continue with all of that. 31. 31 creating Our Moss Material Part1: Okay, so now that we have finished our cars, we are just going to quickly create some moss. And it's not going to be exactly like this, but it's like a good reference, but we just don't want to have this dense. But Chibi he So let's just jump right in so we can go at the safer cost if you haven't done so already. And let's go educate new substance that will call most just present a Let's get a bit of, ah, treaty view. We don't need it. We don't need to metallic. We don't need the height. Yeah, looks bad, right? So it's just the leaders also. Okay, so for our mosque, what we are going to do, I'm just going to close my cars and this just to make things a bit faster, and I'm already going to just quickly safe over here. Let's make a full account most and to go out to safe your SPS fight. So let's see, What do we have? So I'm more focused on, like this area that you can see over here so they look quit much like dots, some different sizes, different dances in there. Yet it looks fine, and most of this comes in the call off, so shouldn't be too difficult. Now. We can do this using a noise, or we can go out and do this a bit more custom. I know it if we can't really do it custom because we want to just have everything completely filled. So I'm just going to swine and have a look at the BMW spots because they often have, like, this little dots never been going on. So if you just do a quick normal on them, open jail does not look. But I want I think I want to go for being w supposed to. But there's, of course, some things that I need to change, so that is looking fine. If we scale it down, this one is going to be like the base count. I would say so let's have the base count like this. And now let's just incorporate those dots a little bit more in a custom way, and we can do that by going into patterns. And if we grab, let's say let's quite a shapes platter. Maybe I think we want to go for a shapes platter. In this case, Here we go. And now this one doesn't need a patron. So you cannot just select something in years. So let's go out in clubs shape. And let's make this a to make it just about boys. So if I say it's wrong again, so that's one. Okay, now what? You have 40 shapes. Feta is you always need to go down duty heights and just turn it off, because else it's trying to edit your height. But for us, basically, what I'm going at is Oh, I was like, I forgot that the shapes Trettel does not have a randomized on the X and y. So it does have X and y like this, but not an actual hand. My summit, which Okay, fair enough. If that's the case, I'm just going to go ahead and I'm going to just make duplicate my shape and that shape. I'm just gonna go ahead and I'm going to squash down a little bit. There we go. And then if we go into our shape, flatter again, you said the input. That's when input number 22 and now we have a little like two little different pieces. And by this point, we want to get a lot off them. So we're just gonna go ahead to city amounts very small over here. And if we don't go out and just set the scale of and, um, up quite a bit Bush's random. You said it not all the way. Let's had to do around one. I think one real work quotation had them. We could use it all the way. There we go. And let's also go ahead and City heights scale of and them up, which is the same as, like having like the luminosity slider. And I think that anything that looks good to start with now basically what we want to do is we just want to go ahead and Arthur transform. And we are going to blend Easter together. So OK, the blend and just plant this shapes better with our transform like you've done before. Set this to be Mex lighten and then just pick your transform and just moved to transfer amount quite a bit. Every ghost that now it has like a bunch more stuff going on. And the next thing that you want to its regional, the art, another transform and this woman to the minus deuce that dissolved becomes quite a bit smaller, like we have over here. And if we go out and let's duplicate a normal noted that, see how that looks to get started with? Okay, so we now have our little dots. Now, of course, we do need to break them up a little bit because this looks way too perfect and a bit boring, I would say so. Let's get started with just a directional walk. And I want to try in this direction what to actually grab like a clouds, too. So let's grab that. And because these shapes are so small, we probably said the scale of our clouds to also very small, said the war bangle. Do something you like, you know, we need to the clouds to even smaller. So try and go very small. Now he goes, That's what Just Kate. Some stretching and pilling and everything. And now, if we also got a slowpoke, a scale in which we can probably even use the same clouds, too, and said simple all the way up moat to minimum, give it like the slightest like seal 0.2 She looks just to break things up a bit. Okay? So which you're too depraved? Things up a bit. I want to go in my shapes, right? And I just want to tone down the high skilled and the military it so that there are a bit more pieces. And maybe that maybe after all, I just want to play onto my position to locate a position that's yeah, that's a little bit more uneven like that. So OK, so let's say so. We have a way of our base count. Then we have this. I want to break it up with something else. I want to break it up with the blend. And in this plant, if we just picked like something like BMW Spots Tree. And maybe since two like multiply, let's just cycle through a blending motor by looking at a normal art. Subtract works pretty well. Yeah, let's go for out Subtract. You can see here so we can just kind like, messed things up a little bit more just to break things up. And if we don't do a normal combine and said the technique to be high quality, it's toady stew in here. That's not yeah, that's not looking away. I want to do just yet. Like everything feels a little bit too around. I would say it's like it's a bit to perfect. How are we going to break this up? We might be able to just break it up, but like this level. So if we, for example, Captain shape, we do need to scale it down a little bit for this. But if without a on the direction above a slow player grayscale. But in the slow blur gates call when you are a Berlin noise, what we can get is we can get some really harsh cuts like over here. So if we said this to minimum samples all the way up and the intensity quite high, but then in the Berlin noise, if you didn't go ahead and set that quite how you can see that we can create some more like guts, like you like this and maybe we can just try that swine towed it on both of these. It scared some cuts, but it's still nuts. I feel like we need to go even smaller. I feel like we need to go in. Maybe our transform. You know what I'm going to do not transform Indians and the reason up want to do. That's just so that we keep all this distortion on the higher level. So let's say this one smaller. Okay, stone down on normal. A little bit more. There you go. So they're just going to give us softies little bits going to change the opacity of my BMW spots a little bit more. Now we go. Okay, so let's say we have something like this. Maybe it's good if we already just quickly preview it in sight. Mom said. So let's 20 it into a normal and don't do. I don't really think we haven't Ambien inclusion in year. So yeah, we can tell in the M E inclusion, but it's not going to be very good looking, so we probably will just ignore it. But anyway, let's save a scene and let's go ahead and export this still on automatic exports, and it's Kate's another follicles final. Anyway, let's select it export outputs and 1/2 ago in, Mom said, Let's go ahead and duplicate our cars. You know, you know what? I want to duplicate my plaster because that's when Al Berri s settings that we want. Call this most told us in years. So if you can hear my computer in the backgrounds taking off because this is Mom said Andi . So I'm missing something. Are we still recording? Yeah, we're still recording. Um, anyway, let's go. Must and final. I'm just going to go out and drag this on here. Okay, so there we go. Let's go out. And you stone down the call off base colas that you can see what we're doing and get play on your coffin is a little bit just to make it a bit much. Okay, so we got something. I guess now the first thing I would say is that it's way too moment. And so we got need to, like, break this up. Okay, Like some more denser pieces. And I would say the best way for us to do this is to say that we have this piece over here I'm going to date and go ahead and duplicate de stoop pieces. We just want to go ahead and let's see. So we need to make another one where it's just completely filled in. Know anything that's a bit annoying is that means the three Probably too duplicate, most off thes shapes already. So let's just gets weight off everything that we do not need to duplicate twice. So let's say this is what we need to duplicate. We don't need. You have to noises. So I'm just going to leave the noise you see at the top. I'm going to duplicate this. No, No way. Taxi! Not even that. I just need to duplicate dese few. Here we go. And for this one, just go ahead and out another blend and another tense woman just told it in here Mex lighten and then go ahead and fill this up. Let's do one more another blend another times from Basically, we just need to feel this completely up almost completely. Makes lighten. There you go. So by time gets here, becomes very dense. Okay, so now we got these two pieces. Now another thing would be to just create, like we want to bloodies together using a mask. We can do that using the normal blood note and such the back out four count and therefore our mosque. I'm going to go for, like, a little bit Molokai Island style. And I wonder if the tiling will be bad if we big lunch maps 004 because that one often gives like some tiling. But yeah, I have a feeling that it's Bill. Give us some pretty bats tiling because, as you can see, over here, the tiling is like, really strong. And we actually the title is a lot, so yeah, let's not do that. Say that's mental process. I just have a look at it and see what we can do. Um, let's s stats So we can go for crystals to sharp. Maybe if we go for plasma. Uh, said skating bit up. Yeah, I think plus my good work, of course, we do need to do a bit of clamping. So if you go to our levels, we want to go ahead and just do something like this where we kind like Clem things to get us that we get, like, some white box and get some soft parts. Now, what I also want to do is I want to go ahead and art another normal modifier on this and it's out a blue, high quality grayscale here. So did you go do just keep out some extra height on top of everything. So let's say if we blood in this one over here, OK? So that seems to work. Although we might need to if he first isn't it might also be a bit difficult. She, but should become easier to see what we are. The normal combine set to start equality and told him like this mask on top. Okay, so it is now in the correct area and we now have is normal. So let's reduce its normal. And another thing that we probably want to do is I might want to just go ahead and get rid off this transform to make these quite a bit bigger, said. Now you get, like, a bit more off like a bigger effect. And then we do need to tell No normal, quite a bit. See our debt looks. It's very difficult to see, isn't it? It's very difficult to see without Oh, wait, that's why because we haven't actually plugged it in. Okay, so now we get some big apart from smaller pots. I would say it's still a bit too intense, so that's just don't know. It is no map a bit more. There we go. Bigger parts, Smaller parts on variation. In here. It's looking good. Um, yeah. I think most of this is going to be in to cool off because, of course, I do not want to have, like, cars and everything, because it's going to be on the roof, so it needs to be just organic. So no mushrooms, no stones, no cars, stuff like that because it wouldn't be logic against side of a building and all that stuff . So I would say that for now, this normalised fine. So we can just go out and just call this normal, and we will work a lot more on the base score to really get something nice out of this. So that's a few CNN. Let's continue with our basic all of an hour toughness. 32. 32 creating Our Moss Material Part2: Okay, so we're not going to focus on the base cool off. And I quite like having like going it from dark to bright and then have, like, the bass a little bit more called like wet compared to, like, tips and everything, stuff like that. And then, of course, we're going to have some blending like you can see here. Bright green, yellowish green, dark green bike lanes So it just kind, like, flows over. So it's a bit the same. Like we did the cars. I would say I'm going to go ahead and I'm going to art a great and map pitting Gacy jittery for serious. And now we see. So we have these two that we are blending user game masks. So I would say that we probably want to do another blend off that over here, so we probably want to go ahead and do the blends, but they're using the height. So if big this one, and if you think this one, and then if we big mask that should look exactly shave. Always this inverted one of the two. It's inverted. So if it's Infinity death case, just go ahead and swap these two out. I know that there's a short got for swapping them around, But to be honest, I forgot which which wanted of us and so many little short got. So there's, like, one that you can just press that you can swap these two around, but I've honestly, I forgot. But I'll look it up soon. So anyway, so we have this toad into our Grady a map. And let's start simple with a weight off the center one so we won't start. Simple, but like a dark like a dark green, Uh, maybe like a bit more in the yellowish off. I'll have to find that re foliage like that more yellowish, clean works a lot better compared to the rest. And then it goes up into, like it's really quite screen. But I don't want to just move the slider to clamp, develop, use a little bit more. There you go so that we get, like something like that. Okay, we can have like another one here in center. That's just a few that are just like slightly different colors, and this will just outside variation. There we go, so that we do kind needs just have a look at this and see which ones work best. So let's say that we start with this as a base, which I know it doesn't look very good, but we'll get to that. Let's go ahead and art a blend probably, too, and for the first time, just want to see what happens if we just after our conclusion. So out that thin, select the line impress spacing Canadian map. So just let's receive that arts like some here the doubts like a tiny bit of depth. If you just want to set this to like, I don't know, 0.38 And another thing is we actually big this one for a Oh, because every change stuff around. So Debbie goes now. Deo results. I quit. Now the next one is going to be a curvature. I always like to just do these because they give me a bit off a better perspective, even though they are technically the last ones to do in the graph. But let's just go for, like the curved Jeff blood in our normal said Opens, yell. Honestly, we've done this so many times, but now I'm it should be starting to become muscle memory and so do your best to you something lower. Like see open 08 Suppose d to dock it and let's just move these over here. So we have this one for good measure. Let's art in h s l note and just leave the death and we get out of blend and we could start by our thing like some yellowish stuff and speaking about yellowish stuff, I think we can just go ahead and quickly open up our costs. And I just want to steal teach Once over here lets you steal that double click or your most again and just suppose comfortable fee. So council seeking to be there we go. So saves us some time to have some more yellowish stuff here. And I think lunch maps eo 13 would be a good one for this. So which player? Onto the seat? I told you. Your mosque. Have a look at the blending motor. Maybe that like an overlay. It works better. I think an overlay actually does work better. But I do think that you want to go into off okay, maybe just Arthur Nature's hell note, and then we can just kind, like play around a little bit more, but like the lightness and situation There we go. So this looks very strong right now. I know, but most often does look very strong again. I'm going to go in my gun shop off my most off the yellow stuff. It just tone it down a bit so that we get, like, a bit more of a difference. And what you could also do is you can just go in Grohl note over here and just give it like Dinos bit off produced situation. And then when overlay comes, it will kind, like push the situation back into, like, the intense areas. And once that's done, that's our one last HCL note Over here. That's it will be for some balancing later on and that you do to tweak. So I'm now first gonna go ahead and just quickly to my office and my office is pretty much just going to be this great map. But instead we are going to make this. Let's make it like it's First of all, let's get rid off all dese. Yeah, let's go ahead and just make it. Come on, get rid of it have it like darker in the bottom and in in the tips Pitre like we've discussed, we get all too quick blends to own a yellow, by the way, after you. OK, Memphis, go ahead. And I know it's actually select your plate map and just turns to gray scale because we do not actually need anything else. Fifth, So damn IATA yellow stuff on here. Let's make that white on. Let's just overlay that and toilet into our toughness. And for now, that should be good. So I think at this point is good for us to just have a quick look at everything. So, first of all your basic alert status to fill White and then we can go outside again, Dragon albedo and our toughness. Okay, Yikes, that does not look good, but that's what we're here for. So because they're they're also featured it. Let's first of all, don't our office way down. So, Alexey, way up, I should say my debts even more. I didn't realize it was the sensitive. I am surprised. Sensitivities. I am also surprised eso We need to have a lot more green in here because there's just not not nearly enough. But that's Ah, that's needs You want to do first use focusing that officer. That's keep this going up. And it's also just play out like this. Slide over here, too. Give it a bit more, Dunn's Debbie goes. That's getting closer. That's good. Now we got over here some off the yellowish. Let's not to have too intense. So let's have a capacity down to, like, see a 0.15 something like that, because you can see it here a little. And now we just want to go at him. What? Bush are green in here. We just want to go out and carefully push all of the's slide us. You can select notes about the same time towards divide site, which should hopefully give us they're ago. It gives us a lot more like the greenish stuff, and I would say that this green over here slightly to Doc's let's move that up a little bit . Where's the darkness coming from? She really that dark? Do we need to move it up even more? And that may be removed? This one up? Actually, no. What? I'm going to get rid off this one over here. Okay? So Now we are getting closer to point now. The next thing would be yes. So all these dots stay are still too unique. So we need to keep adding mortar, mortar debts until day up, which much completely cough it and you can see it. So yeah, it's just simply over here. Now what? We can try for this. You just duplicate this tile simpler. And if we just hold control and just art that one everywhere like this and then have looked like a final And then why looking at our final blending? If we go to a shapes better and if we don't just play on to scale a little bit more, I want to see Oh, yeah, of course. We don't have control over. Lovely. I didn't know what I just said. I don't see that to make sure that this set a max lighten, but there we go. And that should make its okay. So that makes is a lot more dancer, but also way too intense. However, I assume if we push this one also to that intensity, it's real. Luke Kovacs again? I hope so. Let's try that. So lets out another bland and It's just duplicated. Transform an artist to a blend Set us to be Max lighten Moved his owns. So that should give us a bit more flak and even this Derrick. Okay, so now we got, like that even is going on. Good. Now we just want to go into this ages, I'll note, but you're stoned on situation a bit. Maybe. Don't know in the darkness a bit. Okay. And now I want to go all the way up here. You know what I think the AO is actually giving us? No, it's not there. Basically, it's interesting how dark this point over here are. So let's scratch. Make this even lighter. Come on. Like, do you stay so dark? Oh, is it this one? Maybe. Is this one? That's why you stay too dark. It was I didn't like. There we go. So that's a lot less now. Okay, good. Now, the next thing I would say is that the big and smaller pieces, they are two different right now. I like them bigger, but not this much show. We do this using our tents from here. Right? So if we set this one smaller, hear that becomes we can still see it. So that's good. So we could still see. That's good Now, techie. So we don't yet We don't need the height member in this case. I know that this fear now looks fair. He soft So what you can do if you want it, you get art another output that we will call height. And this is just for presentation purposes. So this is not actually go to do anything insight and real But it's just for our pleasure our presentation. If you go ahead and out like a Berlin noise that is quite large over here and maybe then our face, I don't know, slow blue gray scale that has another Berlin noise in it samples all of help Moe to minimum . There we go to break things up. And if you told it into your height map, you do know need to go into exports and you just need to make sure that height is turned on . Oh, by the way, if you want these all in the same folder, you can just copy over the coop name told the group name into your height, and now they will all fall on the material so you can export that Going here at, for example, if you would go to like your height bien triangles throwing your height map said Desolation bit higher. And then here you can like it's make off Berlin noise even bigger. But this way you can just give it like some more of an interesting shape. And if you feel really adventurous, you can even at another blends and then you can blend your a mask on top of this at, like a very low level. So if you said this to, like, multiply very low level here, you can give it, like, a bit more off that mostly feeling like that. So just to make it stand out a bit more see? So that's just a quick, interesting thing. Just engage. You wanted to know it, so okay, having a look at this, I would say that we want to tone down our yellow a little bit. It's a bit overwhelming right now, and I just want to see what it looks like if we set our yellow to copy. Actually, to copy actually seems to work better now I look at it, we do need to tone down, Keep it's quite soft, but I think what I want to do is I won't set this to copy. They want to go ahead and bluntest, and I don't know if we can get away with an H cell for this. So let's do NHS l or Let's duplicated and twine like change to color to something that's like William Bride clean something like this and then just duplicate your God Schnapp and changed the seat on it. Towed it only again And this one. Okay, so it is a cell. Let's have a look. So green might not be rest one, but if you just don't know in this situation. So as you can see, what I'm doing is dull about some cool off at some local off, and that should hopefully here that should hopefully balanced things out a little bit more . And that's good. That's for three months now. If we go into our toughness, let's have play with are often slider. I guess we get Bush often. It's just like the tips off are often. It's just a tiny bit, so if we go in here, it's like these tips. I turned them down and maybe also that counter stoning down like a tiny bits. Just make it like the sort Marla's bit of extra are off a little bit tougher. Yeah, because you can set your a O. It doesn't really matter too much, so that's quite good. Now what I'm also going to do is we have our normal map over here, and we are many are being like this really strong shapes. We might want to xy are there to our heights. So if we just aren't another blend and over here are the shapes to this and set them to art quite soft. There we go. So that brings out those shapes a little bit, just foot height. And I think that is pretty good. So let's see, what else do you want? I know it looks dull, but remember, we are going a 11 We are go to blend this all together with the rest, and that's where the dollar this kind like fates away. So this is one off those materials where you really needs context in order to properly see it. Now, having a look at this, I would argue that the ones they are still quite a bit more saturated. So I think we do want to go back in here in this HCL note and just Bush is back up a little bit like that just to blow it out. And then we just need to balance it inside, mark off inside and real, So yeah. Okay, so that's looking good. I'm quite happy with that. Um, yeah. I think we want to keep it nice and plane like you have over here, so I am fine with that. So I am just looking at my reference over here. But it's easier for me to Luca late on my other screen so that I can keep looking back and forth. I think this would be a nice point. Faster closed off for now, So I'm quite a British. So we have some decent casts going on. We have some, most richest. It feels very bite, but we'll work on that. We have a plaster route over here. Okay, So in the next chapter, as except before, we are going to make just like a very basic stone because I feel like, yeah, we cannot really use this blast about the stone. I'm going to find some reference. It should be very simple once that is done also over here, like we are just going to fake the edge. So we are not going to make an entire duct material. Or maybe we can just pick the dirt from the cars and use that. But yeah, let's not go over top of debt. So yeah, we will create a stone and then we'll go to the task off UV unwrapping, which isn't the most fun thing to do but should be fine. So let's continue with all of that. 33. 33 creating Our Rock Material Part1: Okay, so we finished our most. So it's time for our last material, I belief. And I find something that's so It's just going to be some very basic hawk like you can see over here. So we are going to keep it quite clean ish you can see over here. But just to get like, I got, like, a about the Stewart O'Nan once it up, quitting the big decent you can see it's just like this half surface I didn't want to go for like concrete because I wouldn't imagine that's concrete even already exists in the way that it does now that you can see over here. So instead, I want to go for something a bit more natural like this. Now we might not make it a scream, but they should give us, like, 1/2 idea off what we are looking for. I got someone had them images in here, but I don't think these are actually very useful. Maybe just for some off the micro noise, but that's about it. So it's moved to self throughout the screen, and let's just jump right in shall be so let's get started with creating a new substance on . We are going to call this plane. Oh, look, There you go. Okay. We can close our most. You don't need it. Let's close a preview, gets rid of our metallic, and it's quickly safe seen, and just make another one that took our talk. There you go. Safe and we are set. Okay, So for this one, um, let's start with big details and then just continue it like the smaller ones. So what do we see over here? Actually, the big details there. There are almost no big deals you can see, like some flaring up, that you can often see a box red arrows like some chips like you can see over here a little bit, stuff like this. And that is something that we can definitely capture. For the rest, we have some generic just noise going on. That is just a general shape. And we will also just cleared some big details. So let's just get started with Let's see, let's get started. First of all, let's get started with time off to, like, more generic noise. Just that we got something do you work with? So if I'm just having a look at my efforts to see sort of what this looks like. Um, what shall we make this? Let's wagen clouds one crystal. I'm just going to twice a few things out. Crystals one we might be able to use effectual some No tree, no. Never might live sexual. Some base we might be able to use. See, what else do we have? Berlin noise we might be able to use. Okay, so that's everything. So clouds one is always a good one, because when you look at it in a normal format, it gives us quite 1/2 exterior. So what I want to try and do is exceeded. Its re are, that is I try. I want to try and time in, like, clamp the values off this clouds one and pretty much a way to do that is to other levels. And we want to make the tops a bit more flat. So if you didn't art levels, it just mostly use our white slider. I'm trying to like Okay, so it's too sensitive, which is bit of him, so we can get it like a little bit. So we can We can still use this. No, on top off this if we just out of blend. And maybe if we don't just go ahead and throw in our crystals, let's see if we can do something with this. If we said to subtract, I like to just always call to everything. So maybe like a multiply. Uh, so I'm just going to sit up. I see Phil again. I just want to school tall my blending modes just to see which one would be the most interesting one. Yeah. Okay, I guess we are going to go from multiply Just, like, got it in a little bit over there. Okay, So another thing that's begins why is if we go and grab our clout over here? Now there is note called height blend and we just note if you plug in your clouds at the top and at the bottom just like a uniform color, there's a grayscale that said Teoh, CEO 0.5 searches playing Gray Jordania. This is very easy, because it here you can using high tops that you can very softly blend in and out. In this case of playing color, you can do this with whatever noise you want. But in this case. If we blend out with the plane color, we should get something like this where we can use our heights offset to kind of like make everything a little bit softer. Now, I wonder if our levels are still useful by this point, I don't think they actually are. So we might will just get rid of it in Nevada. Play 100 isn't just try and get, like, soft like a softening. And let's see once we've done that. So I just need to get rid of like that these little bits that we have over here and I'm just having a think it like the best way to do this. Now Agnes Blood lets out another blends on top of it for factual, some base. And let's set this to be like multiplies. It is just going to be some overall noise like you can see over here. There we go. So we just get like, some over noise? No, I'm still not happy with this high plant. I need to Maybe clouds one is not the best one after all. Maybe it's twilight Cloud street and clouds to just see Go to a normal. Just see what happens when really placed him. Oh, no, definitely not Cloud three and in close to actually work better just because it's probably because it's so There we go. So it's like a bit more subtle and with clothes, so we can also just tone down off overall noise. Dairy goes now we get, like something a bit more in that direction. So let's say that this is like a solid base for us to start with. Now, On top of this, we can just do a very quick, very large, burly noise so normal on that. What shall we do all of this? And you know what? I'm going to do all of this in our height. Actually think that will be easier. So let's actually just blend this burly noise, and it's just going to be like some overall details. So I'm going to set this to Upali again. Multiply Then if you just go ahead and go to our on a milk supplies. Actually, Um oh, never mind multiplies. Getting rid of the The Berlin noise tends to do that, so that's why I often just are this later on also gets me bit. Malcolm's. Also let's just do a normal combined Let's just combined Ah, base with a Berlin noise on high quality. They're going. That's what just give us, like some awful way venous going on just too perfect. Example It a bit. Okay, so we have this now let's go ahead and get started just creating like some random chips like we discussed before. And for that, I think what I want to do is I'm going to clap a just having think how we can do this probably go out of shape, I would say so. Let's grab shape low down the scale. We can keep its cube now We want to break this up and we can break this up. First of all, the Harding a slowpoke, a scale and grabbing a burly noise target in here set Burnley noise to be quite large, and it's the same thing I guess we've done before. So samples all the way up moat to minimum, got it like this and play on such a pearl noise until he got something that you like. And once that is done, Arthur levels and just move your black slide all the way to the fight to cut away and we just need to play on with skate off a Berlin noise bit more. Just that here, so that we get like something that's just like some of you and the guards here and there. And let's get started with this. So we have this one that's duplicates. I know what I need to probably duplicate. You know what? Let's duplicate all of them. That's duplicate all of them. Because then for this one, we get, for example, like Blair hunted scale and make the scale like a bit longer and then said that Handem seat on the Perlin noise. Maybe for this bone noise, we just set the scale of it up. So there we go, so we clear, like these random cuts that we can place later on. So, let's say, two. Let's first of all, testes theory out before we aren't anymore. So if we go to veterans and let's go up just like a shape, shape tile, simpler. And once it's done, let's go ahead and set the best one to pattern input sets to to now we could plug in these two pets. One story goes that daddy off. Now I'm going to set the amounts probably to like, seven or something, and we are going to scare the hell out of this. So we are going to scale this up quite large, given the scale of and them also give to scale of and, um, on dese on the x and y axis give the position of random rotation. And, um, I think we need to scale this up even more so that they're really going to be, like, some harsh cuts and may make mosque. And we need to see how I need to see how it looks basically. So let's say that we start with something like this, okay? No, this is all way to shop. So what I don't want to do is he know what I think I think. But I want to do first is we have this piece. I think we need to outer blend, and we need to just aren't ingredients that it actually blends in, because else it will just look like a beast that it's sitting on top. So lets out a Grady into this. You can choose which one you mind like for this specific piece. I'm just going to have my sets to multiply, going to have my Canadians over here. So Grady in that's out the turns form to death and said tiling mode to no tiling is that we can now blends and then just bring the Grady into close to our shape over here, that's to another war blends over here, and I'm just only going to quit by transforming. Take it easier if we do that towed on here, multiply. That's voted this 11 80 just to change things up a bit. There we go. Okay, so we got, like, this blend scoot school all the way down and set a blending mode to Oh, it's already set a Max. In that case, the overlaying might look a little bit strange show. We need to keep an eye out on that. Let's are high quality grayscale, and this is mostly just to soften things out. And I just want to see how this looks when we are to student Open jail. Normal. Okay, so we got something like this. So yet those guts, they are not looking very good when we do that way. So play out with your position and them and try and get to like a point where they are not as obvious, not as game that they don't break or they don't look as bad. Yes, that's what I mean. So now we just need breaks up. That's art a directional warp and behind that a slowpoke, grayscale and direction won't be are just going to take this up? Probably using crystals, said crystals. Maybe a bit bigger on Justin Directional walk, Just like I know. There we go, shopping it up, break it up at a moisture noise and are the tense form on top of that, too. Turns to set issued two times bigger down here toward that in here, samples all the way up, most to minimum. There we go. So we have some cuts. We have some stuff going on. There's quite a bit of cards in there, but don't forget it. By the time that we if we're a normal combined this, everything blends to get a lot better. So if we do a normal combine, so in this normal here at the top, and if we don't set this like very low here, you can see that that blends in a lot better. So now we get like these random cuts. So seeing this, what I'm going to do, so I'm just going to set the amount a little bit less major, like five by five. I do need to know again, Play out my position of random and feel free to play out with your random seats until you get something that looks a bit more interesting. There you go. Here, this I quite like So you could see that this would just create like some random smart cuts and everything we can if we want, break this up even more by just starting another directional war and this time picking like a Berlin noise, which is like a bit more softer. I said this quite large and then just changed a warp angle again. There we go. It just do suddenly break that up. And like that, we're getting and fairly quickly get something that is quite interesting. So let's use we have those guts done. We have to micro noises itself sitting there. That's all fine. Do we maybe want to get like some another normal combined and maybe like some very last got using like crystals. And maybe if we blend crystals along with something else. I haven't done this before, but just ahead in my dear. So what if we blend this with, like, I don't know, plasma? Maybe she said the blending mode to multiply. Well, what does that look like? A normal format. Okay, so that gives us some interesting cuts If we don't set the scaling a bit bigger, Andi Now bless my financial go ahead and said the levels on our place for us that we can control blending amount is just some of them cuts on the okay. Yeah, I'm quite happy with this. I think this is a good base, So quite nice. So let's go ahead and out of flame normal map. And once again, what we could do is for height over here going to get rid of all of these for our height. If we just aren't blend and just combined, like a very quick height where we combine our base along with these cuts set them to like, I don't know, makes light. And I just told them down quite a bit. And that's art. Come on, it's out. Another blend. And just clap your Perlin noise over here just to change the shape of our sphere just for again for presentation purposes. I'm starting to lose my speech. I think I'm going to take a break after this chapter because, well, at least I'm starting to lose my train of South. So something like that that's aren't a quick ambient occlusion. We can probably go out. That's one There we go told it in the AO. So that's looking good height. We have a strong AO. We have, ah, normal map over here, So let's just do a quick safe export upwards as bit maps turn on automatic export. Let's go ahead and get for the final. And in here, let's select this folder and export. Okay, cool. So let's have a look and let's go ahead and duplicate are roof tiles because that's one that has all the settings God, this book until we don't need. Now let's turn off off albedo and huff this map and just the basic a lot down a bit. And now it's just a matter of off going into ah Textures folder, which I am doing on my other screen final and let's see, so we have our highs normal and say, Oh, there we go if we just go ahead, said tiling to maybe like two school down that's at the AO quite a bit lower. Never go. OK, so seeing this first things first is that the noise is a little bit too strong. And I wonder if where this one is coming for me. It's probably this one over here, the fractional, some base. What if we turn it off? How does that look? Okay, so if we turn it off a text e, yeah, it's got really used some off that noise. There we go, the anything that's better. And if we don't also go ahead and just are too quick levels before our clouds and just see if we can maybe do some kind of clamping, I'm not not never mind. I'm not going to do touch does because we have them pretty much where we want them to be. See? Okay, so that's one. We need to stick you quite low. I think. Let's wait for the base color. That's right, until we have two basic a lot because that often makes a big difference. So let's call it headed for now, and that's continue next chapter where we will be doing the basic all of our toughness 34. 34 creating Our Rock Material Part2: Okay, so now that we finish with a known map and everything else, we are going to get started with our base color. And let's get started with the radiant map. And we did the combo here, right? Yeah. So we have this combos. Let's just go out and steal that. And now in this case for this credit, I think what I want to do is I'm sorry. I just go to my other screen. So we put So we do not want to go for, like, something that is this greenish. So instead what? I'm going to results quantified very quick reference where we can grab some callers from. Okay, so I found one over here. So there's, like, a good American Just simply grab some clothes from. So what I'm going to do is I'm going to use my color picker, and I'm going to just drag along this area and that will give us some nice call us. Hopefully. So let's grab vehicle a pickup, drag along it. Okay, so that is good. It's just a bit too much. I'm just going to make my twitter. We are a little bit less. And now that you've made it a little bit less. Now it's just met off cherry picking, so we're just going to go ahead and he moved some of these to give it a bit more. Let's not do that to give a bit. Actually, I'm going to, you know, both fees. So did how the center is where the clamp areas. So keep us away. Never. He deletes one. Just keep a lookout. So are these areas we can see that they don't really do anything. So I had to just get rid of them so that I do not get confused by them and try to added them later on. Okay, So don, this area is spread. A clamping is have a look. So it's get rid of this. This one, This one, this one. Okay, so this is where we eso that's just play around with each piece. Let's say let's start with something with this, like this. I mean, that started something like this. Now Iraq has a lot off micro noise, and that's the second thing that we need to do. And the way that we are going to do that is we are going to grow up something like concepts 0 13 And this has, like, a lot of very small noise near. So if we aren't a graveyard map to this and use a great better And this time we are really what you want, What you want do is just go like this with your mouth. So just like Chris costs to get a lot off sample. So we want to get this entire area filled with, like, a bunch samples and I will show you. So click on direct, like electric track track track there. So you get this so you get so many samples that in the end it will become noise. And that's good, because this is like Kolat noise, and that's what I want. So now all we need to do is we need to blend these two together, and I believe we just want to blend it using year past the slider. But I am going to just play out of blending modes because sometimes things like milk supply actually work quite well. Overlay. Yeah, I think I'm going to go for overlay, so I'm just going to overlay that. And now we got something like this. Okay, so once we have this. There's one more thing I want to do is I want a out, one more blends and for this plant, I just want to sum up around some colors, so we blend around some color. So if we just grab like three uniform Carlos, that folks ever one is going to be like a bit like yellow y dish, the other one is going to be Let's have a look. Let's go for something that's like a little bit more like mostly green, and another one is going to be, I don't know, Let's go for, like, Super Super Blue. I know it looks strange, but basically the idea is to blend these together. Here we go on and let's quip guns Pepsico 13 again and just change the seat. That's important that we do not have the exact same seed. Blend these together, blend it once more with now the blue and just duplicate your gunsmith. Change the seats, throw in the blue and maybe like for the blue. Let's have a lot less and let's tone down like the intensity and you get this this really nasty looking map. But the nice thing about this is If you out this map on top of this, we can and load on the best you can get, like some random goal offs like some uneven is in the colors in there, and that's kind of what I want to do now. Another thing is in here, I find that D cloudiness. It's not fairly good, so I want to kind like as well off that cloudiness and looks like that is this one. So I'm just going to hired aesthetic loudness is a lot less, and I think that should actually make quite a big difference. So we have that. We are a bunch of like this Michael noise. We have some clothes on there. That's good. Then we will out some Let's do some genetic dirt. So let's do a uniform call or that it's going to be like like brownish so debt on here. And that's quite country F zero one. Play out your contrast and balance to lower her down a bit. There we go and then play out a little bit more with your bestie slider art another blend, and this one is going to be green, so like the most to bring the back a little bit. There we go. So, yeah, by this point, we can do this quite quickly because it's exactly almost if it is. The same is that we've done before. So and this material is a bit of like an extra. But this number 14 look like now. Sometimes I just want to see if here, let's go for God's MEB 09 on. Let's just told that in here, so no to contrast all the way down. Play around a lot more with the balance, and let's just go ahead and just toned this down. Also. There we go. So we talked in green, and you can see that that slowly starts look a bit more like Hawk. So another blend for our curvature. So curvature on. Grady met behind it, plugged it in and said, the blending Moto art subtract and it's going to be this one. So Toad is in Open GL and might be a little bit too noisy. We will see. No, it's not. It's did just fine, like it's not too noisy. Okay, so let's say that this is a solar base for us to have a look at that. See how this is looking. So let's start with debt, and our toughness for rock is going to be very straightforward. It's just going to be a blend, and I just want out a grayscale conversion note and grab. Like the scholars over here are the quick levels and make this quite a lot whiter and blood that in here it's plug in adult set this to art. Just give that like a bit more rightness. Do another blends plug in our most I said this to subtract to Just bring Ju just changed the darkness a little bit that we go So so if I go quick. But it's very straightforward by this point. Most of this is just using the exact same technique is death we've done before so we can go ahead and have a look. And I'm quite excited to see what it looks like. So said the call off to all the way white in our base color. And I'm just going to navigate to my look and still up in hock end up in our roughness. Over here. Okay, there. Here we are. So first things first is its way to fight. I would say so. to call us there. They are definitely interesting, and that's quite cool. But we just need to go in, and probably after we've done this blend lets out of HCL note to just do the basic like balancing. So let's make it darker. Maybe make it like a little bit more loud ish, maybe even doctors. And I feel like this dark name is Exley not going the way I the way I attended. So let's instead just make all of these big DACA so that we actually make the base school a Dhaka. But just for every single one that we click on moving donna bits, it doesn't need to be too precise. There you go. So that day started darkening. Then over here we have from top of that, another darkening. We have the scholars. Maybe the scholars work with different blending mode. Better divide. Look 60 radical. Just out of curiosity, I never might. So let's let's set this overlay So we just have some of the scholars in year and of course , we do need to add it off of toughness. There we go. OK, so debts looking political. So we have no some nice office response going on. I quite like that. I'm going to make peace slaps over here. I We already have them darker, but I want them even darker. So after my h ezell underweight. Actually, we do not have them darker, do we? Let's have look No. So they are set, Pitre. So we want actually turn those dark instead of Pitre. I'm just going to get it off this central one. There we go. So that's a bit dark now, see? How does that look? Okay, so definitely now, lightness might be a little bit too over the top, but we will see. So we are tomorrow on your staff. We have some greenish stuff. We are the curvature. Okay, so that's to dock, which I kind already guessed. So I just want to bring this back up just a little bit. Okay? So that's good. So now debts like a little that's, like a little bit of dark into it. The next one is going to be, um that's boost up on noise on this very ghost. That looks also a bit better. Maybe just said a little bit low to, like, 7.9, okay? And then we have to softening and softening kind of feels like it's part of our toughness. I almost feel like if we would are the shot a sharpened I said a shop And there we go to our softness. It almost feels like that would here that would make everything feel like a little bit more crisp when you go over it, okay? And for the rest, I would also say that our normal can use some sharpening around this area. So this area, it feels quite blurry. So let's just cheat it a little bit. And just heart on sharpened. No to it. Okay, there a ghost that looks better. So let's are to sharpen and then go into our factual, some base blend and just toned it down a bit. There we go, and I think that's actually that works quite well. Good. So let's go out and just see what happens if we just increase the green a little bit more like deaths. That is pretty good. Let's increase the guts a little bit more by going in here, just setting the intensity of a normal to maybe like 0.7. There we go. 0.65 Yes, because he This is this is always a very important stage off your material to just go back and forth, play around with values and just make sure that everything looks quite so we got that. Now we have to scholars over here, which for just increased, does just to see. Okay, so that's a bit mocha. Like I always like to start a special, like colors in there just to give it more off like that. A perfect feel. So let's go for a 0.35 Okay, there we go. So we got not that nice little Claire off a sharpening going on that it's looking pretty koot, I would say, Um, let's see what happens if we just make it a bit darker. Now, you know what? I think I'm going to keep it this area. So let's have a look over here. What else on? Like some off the highlights. There is some different callers going on so we can try and capture that from all the way from thesis ones. If we like other levels here and, you know, high blood said the levels and see if we can like here, that's what I want that we can catch like some of these top areas. And it would be cool if we are then able to just art another studious. Let's do this here in the in between Our blends and are daft It's out another blend totus on the air and just crap like a uniform call off on. Let's make this a little bit more off like an orphan should call off like a bite orange on by Don't you will look really bad, but if we can find a good blend moat maybe like overlay, that's twice soft light and then, just like tone it down a bit. Here we go. So that gives us, like the tie years, bit of extra color. I'm going to reduce it even more. There we go, and I think that this is actually a good point for us to say we're ready. Maybe maybe I just want to improve the Ed Scott's that we have over here, and we can very simply do that by just starting a bluff. And after that, it's better probably for us to preview it, so to preview it inside off Unreal. So let's blow this like a tiny bit Terry goes, That's not bloated, like a little bit. Okay, there we go to split. Good. So let's see. So I think that we but much have everything ready to go to preview it. We can also just create, like some of these small stones and enemy later on assed like a police task. But I would say that for now it is quite happy. So we have a cost good, most very bites. But we will balance it, Blaster. Okay. Mohawk goot. Maybe in our talk, we can just fairly quickly going like the heights and just out, like a very quick something like crystals that, like a very large scale just to gift the sphere some more interest. So let's do that. We have some time left anyway. So here we have, like, sphere a bit more. There we go. Now. It's like, I know it looks a bit strange in here, but Yeah, there you go that you do that like so now it just It just has, like, some more imperfections. We have ah, hoof dies. We just fine. And we have our roots which extraditing What if we set this to three? Let's go to 0.5. Fair enough. Let's just stay with you, OK? Good. So, having all of these species done, I'm quite happy now to move on into the unwrapping stage off our to toil. So I would say that all we need to just out this quick fame and then we can continue with that. So basically, because remember, keep your scenes clean. I will clean it up more off camera because I don't want Yeah, I don't with the body with that. And for these once there we go. Just quickly. Okay. Good. Um, yeah, that's about it. So let's continue now with UV unwrapping. 35. 35 uv Unwrapping Our Scene Part1: Okay, so here we are, back in Blender and what we are going to focus on the next probably two chapters ticket will take one or two chapters is to apply Allah you fees and make any necessary at it's based upon that. So footage we are going to go ahead and import off textures, but only the importer based action and I'm going to use use. For example, one of these is like a nice example. Oh, by the way, what I'm first going to do is I'm going to select everything just by pressing contrary Goldman Maximus stores and just a quick pivot on every single once that everything is like sent. That just makes your life easier anyway, so we're not going to work on TV's Onda material hadn't language. I'm not a big fan off doing in blender, so this is where I prefer to use makes, but it's still definitely doable. So what you want to do, it feels, is so We want to go ahead in a sign our wood material to this one specific. So if you go down here in your material property step, you can go ahead, and we can just create a new material by passing new, and we can now school down here and here on the base color. You can press next recall on the little dots and grab a image section. Now all you want to do space open. And then if you go back and navigate to Texas root, final based scholar and open And now, in order to preview dish, you just need to go ahead in here at the top, set a few parts shading to a church. One which is, um what sickle material Preview moat. And this is what you get now, of course, to you, these are completely wrong. But at least you can see your texture. Now, I just want to quickly see if this is useful. So I have this plug in that are good for you guys. It's called the sure You ve Album. So it is just in here. Sure, you ve and you just need to insulate the exact same way File preferences, photo albums insult. So I'm not going to go over the phone that you don't need to change ending the reason I want to test this out just because it can actually speed up our workflow quite a bit because it's gonna do like papa box mapping. So if we press UV box map, there goes Now, you can see that it's fairly quickly is able to unwrap. Now what we want to do is we actually want to go ahead and hold a this 90 degrees on. I think we need to do that on the Z axis. So if we said this to 90 networked and we probably set is also on 90 year there we go. So 90 by 90 and what that's gonna do it so that were voted. Now we will have a seam here, but that seems should not be super visible. It's just something that we will live. We might even be able to just paint it out, using some most and everything. So once you've done, that's you have to test your size over here. So if we want to set this bigger, which I think is good, if we that's bigger, if we set to soar like point six, that will scale Oh, so you know that makes it smaller, too. I mean, that's registered to There we go. And the reason I want to make the biggest. Just that we get, like those stronger lines in here. So it's to do right, one to go, for we can actually test it out. So if you go file and export, this is no BJ and if we just fairly quickly I'm just gonna do it is in the base folder. I'm just going to type in test selection only in just pass export and only reason what do this is so that we can quickly open up marmoset. Here we go on dates, turn off a sphere. And just to get a sense off the scale, we can go ahead and we can go to test an important press control f to zoom in and then just like your would on There we go. Now we're going to see the wood. So now we can just have a good look for scale and weight. This would set to let's set this to one so we can always do in Titan. Yeah, okay. So too is good. And the reason why it's so important to just check the scales because we will now go ahead and do this on all of them so we can get rid off the destined one. It's gonna go. Go ahead. And just quickly, this was the rotation. Might Yes. So are you going to actually, You know what? I'm just going to go ahead and pass close without saving and does the exact same thing. Okay, so two. Let's keep that in mind now for the species. What your words. Although for me it's always buggies. If you go down here and we pass copy material, we can go down here and pressed based material. All right to copy video. Sorry, Click, Click. One way. It's always so. So you want the first Select the object without material, and that's like the one with the material I know. I don't know why it and copy material to select it. I don't know why. It's not just the other way around. I don't care. Let's just go out. It's like these dance like this one received that also works OK, so that seems to work. And once you've done that, we can do books map, and it's still he members all the settings de three F, which makes it even quicker So box map and books met. There we go fairly quick and easy and just double check your work. But for us, that should be fine. Now I'm going to go ahead as and going just like all of these selecting one of these could be material to select it. Now this one could be a box map. This one could be a box map. Only the other ones. We need to change the setting. So for the other ones, I'm not going to do that just yet. Books, Books. Okay, Yeah. Scoot, thesis ones. We want to go ahead and do a box map and Oh, hey, that's nice. It's a respects d angle that we have on it. So it will still even on here, that that's made. That's actually quite surprising. That respects angle else. What we would need to do is we need to go into the UV and rotated in everything. But that's just pain. So for now, if it respects the angle, which it does, I'm interested. Why does it Actually, that's interesting. I didn't expect it to do that, but anyway, let's go ahead and go in here so these are little bit more difficult to see. Uh, let's just get started with like our cars. Something that's a good one start. So let's pass new base Cool off image texture. I opened it up. Texas costs final based cooler. Let's open that. Amazing. That's press box map And this one we want to probably set back to 10 even bigger. I mean, three full. Let's go for three. We can always tile it back inside off inside of a real and then for the base over here. We actually want to go ahead and go for a different material. So I'm going to be lazy, and I'm just going to go ahead and go in my funf you Oh, that's annoying. Never minds groups. Let's go back to persuade we got because we chased the rotation. Of course, we are not able to do it. Just click all shift control. Click. I was afraid of that. There we go. All shift. One more click control. All chief double. No, it sometimes dust debt. I'm just gonna press salt. I said that I could actually see what I'm doing. Yeah, So for some reason, the selection is poking. I'm trying to loop around selection, which you can twice can try and go into your Mexican stools and creates Ah, do a small loop. Did that crash? I think a cash plan. By doing that, I'm gonna pass a video. Didn't get will take over. I just think that's for some reasons. Questions somehow. OK, I'm back. It's completely cashed Blender. So I just went ahead and off camera Wien Darden likely started Blend down the selection. Basically, I just selected the top part by hand. So basically, once you have this selection, you would just want to ask you and I'm just going to separate the selection. I found that there's just the easiest thing to do for now. Now I'm going to go back in my texture moat gonna press all do. And for this 10 I just need to reapply because I literally lost everything we did in the last 10 minutes. So I just need to quickly reapplied it. Class s scored books map this at tree. And for this bottom one, you just want to start a new material. And I'm just going to go ahead and call this dirt. And for now, I am just going to box map it. But that's all I'm going to do because we are actually going to fake this insight off, Mom said. So for now, if you want, you can just set us to be like the dog pound call or just for the sake off knowing what it is. But that's about it. So once that is done, spit annoying. That's difficult to see everything else. I think we want to go ahead and get started with our walls. So let's go ahead and select one of our walls, creating new material and let's go ahead and just basic ALOF image texture opened his up and is going to be, ah, Blaster apply. And for these, let's have a look. So if we do a box map all right, think tree actually is street too much, maybe four. Let's go for four in the size department. And now let's just go ahead and select all these extra vault be sisters. Three of over here. There we go and then go ahead and select the final one Click copy material selection de Select the final one and into a box mapping. You should be able on our looks like that. It does not allow us to do a box map on all of them at the same time, which is a bit off. The shame bit off a shame. I should say they're one of the things why I don't really prefer blender for unwrapping its compared to three is Max. I would say it's very slow and limited about touches My opinion, of course. So OK, so we got those. And now that we have our balls, we are able to properly see what we're actually doing. So I'm just going to clap one off. Oh, no, wait, I'm not going to do with. Maybe it's easier if we just art all of it at the same time. Yeah, let's do that. Let's start by passing H when we are done with unwrapping on model just to hide it. And then at the very end, tables we should be able to do is, by the way, I'm just going to select the chimney and then select one of these blasts beaches and then copy materials selected. Here we go. So then anti variants we should be able to just select only our wood and just apply the material to all of them at the same time, so this one. Just do a pope of books map. There we go. Easy does it. And let's see. So I'm probably going to now work on this. So if you start a new material and basic ALOF image structure, open it up. Anxious. Look, final based school or day we go. Now if you just go ahead and select everything except for this one and then just go ahead to select this one and copy material, OK, Oh, it's Do all of these select one Gopi material to select it? There we go. Does this mean that we actually need to go in for every single piece for this? Or what we could do is because we can cheat a bit and just select. Yeah, let's just select all of them First Consul J so that it becomes for middle on school. Mexico stools do a quick pivot just to make sure it's center, because I think the box actually looks at the center off your pivot. So do a box map. 46 Still five. Let's do size of five. There we go. Same over here and compressed control Control J Sense of My Pivot and to a book's map. There we go. Quick and easy. Let's go ahead and high dose pieces. Now, next one, let's do this one over here. This one is supposed to be plaster. She's going to very quickly. Just crazy new material because we have already hidden that asked, you actually copied over form. But I do. I do not really care about my material structure in here, because I know it's a bit of pain to manage, and it will be turned away inside of in real anyway. So all we need to care about is that the height material is assigned to the height objects over here. And the rest we can just wagon to help them inside on real. So this one box map, this Wallace three white? Yeah, I think it was. Tree experts hides on. That's after we've done that. And let's go ahead for the roof. Okay, The roof is going to be interesting. So the roof we need to see how it will look because reaction that you will look very go act in order to properly, like, got out some pieces on there. So if we go for the hoof final base color, Okay, Why are you not sentenced? Quick, Give it. Oh, you're not center because I cashed, so I actually just like everything into a creek bed with Sorry, but I forgot that I cashed. So sure you ve do a book, Smith. Let's go at them. Set this back to zero. Let's set this to five. Ah, yeah. I think Fife five will work. So let's set this to five. And now Yeah, that's cricketing for this one is Yeah, it's going to be 22 like, dude like the ending. I have an idea of how we're going to do that. But for now, let's go to box map. I am, because we can now just go ahead and see. Not that's one that set that back to show. No, it's the last one we just want going like moved is up and twi and close. This ends off disclosure she can to like the tips because then what we are going to do is we're just going to go out and got this out. So let's see. So if we but yeah, it's available texture. So we need to be with Let's do this. And then here at the top we are just going to use some most and everything to, like go for up that it's sort of and stare. But for us, the ending it isn't too bad. So what I'm going to use, I'm going to leave it like this. I'm going to like this piece, select this again and then copy material selectors. And over here hopefully it remembers. And let's see how much it remembers. Not enough. So for this woman, just need to take it down once, and then what we will do most likely issue. We will go ahead and we will cut out the shapes to kind like improve the quality a little bit more of a hoof and to have, like, a pop off ending on our roof. But I need to everything correcting about how we're going to do that. Anyhow, we are also going to do like the displacement because basically what I think about this when ever you do a displacement or something that has, like, heights like this bear Alexe displacement often breaks, but it's going to pence how much it will play. So I'm I'm talking too much. I'm going to go ahead and tell you guys that later on. So for now, let's hide it. This is all Woods, isn't it? It's a lot. So let's go ahead to select all of this. Select one of these GOP material to select us. And now it's just a metal off going in here. Let's set us back to two and said The rotation inspecting 90 by 90 x y Z off set back to zero. And basically all we really need to do now is just art its height, box map, height, box map, height and hopefully the rotations, all the rotation of still remembered from last time. This one does not remember it, So we will get back to that. This word is works great for, like, single pieces. But of course, if we merge things together, we might need to just go in my hands. And that's another one that we needed. Just if the U visa not correct, ignore it, we will get back to death. For now, we just want to go out of focus on here like this one. It's not good, so I'm also going to ignore that's one, this one I need to rotate, so I'm going to ignore that for now and just only do the ones that I know look correct. That's one supplies any works. That's when it's fine. That's one. That's one. Yeah, you know the drill. That's one. Does not. I wonder if these state they probably don't work, do they? Now they do not. All right, the windows are still separate. Of course, because we kept it simple. I should have done that. I was just too lazy. You doing the placement, Teoh? Keep them separate. But now it's coming back to bite me. So yeah, all of the's on nuts go fax anymore. This one should be. Don't there we go. Not the most fun thing to do, But you will probably learned that doing U V's and generalised. Some people like it, but I'm not one of those people. So I always try to find, like, the fastest way to do it and still have, like, a good results. Except if I'm making a very unique he like a hero pop. In that case, I am doing everything by ends, but in these big pieces, I really do stuff by and anyway, we are running out of time for this Jefferson next chapter. We will continue with the unwrapping 36. 36 uv Unwrapping Our Scene Part2: Okay, so we are just going to continue where we left off. Try find the ones that are already correct and for the other ones Army. When you need to do it, we just need to go all we need to for some of them. Just rotate our you've East and father. Once we like this once traditional too quickly or jump into you. If he's all, we can probably even still get away with just rotating them in a slightly different angle. Ah, that's good. The planks are correct. That's nice. No sure, its members how we have rotated it for me, a former transforms and most likely remembers disc rotation because it remembers that its nose like that's because we cared this in the strait fashion, it knows. Oh, hey, this thing is supposed to still be straight, so I'm just among one. So I'm just going to go ahead and have TV's correct right away. But with the other ones, we changed our you. We change the model using foresees, and that's where he just forgets about the rotation. And that's where we get our problems, just in case you were wondering Nice. That one is good I also need to see if we can make our world a little bit more interesting , but we will do that. It's like a publishing face after we arrived in Unreal to see how it looks. And if we need to improve our route in any way case you got that one that's one is fine because you cannot actually see those size. This one is exactly the opposite, but oh, no, wait. I will first twi these. Yeah, because thes are working correct, And then we can just go out and do another pass. But in that bus, we will actually have all a U visa rotated 90 degrees, and that should do it like and after that, I also and see, we might need to shuffle some U V's around just to have the grains in like, different locations. But we'll get to that. So let's do a box map, and that's this Times at the Rotation 200 which works for the back ones. It does not work for the phones ones, but I guess what we can do so again, just go in tech moat, Select the student plus four Q and just separates like something that is the quickest rate for singers do this to just hiatus. So, like this one set respect to 90 by 90 and then just high death. Yeah, I think that's the quickest way over here. This is a bit more interesting. So you can see we have a little trouble with How do you teach flow? So if you just go to our box map and let's see if we set this back to see a ho No, that's already dust the Twix. So we want one off them to be 90 the other 10 We can hide this and this shoot, then work for all of these, which it does. Here we go. Okay, so we've done those for these pieces. I'll get back to those I'm not reading. Move for us right now. So what the D's actually looking lot like Yikes. Okay, that's going to be pain. Anyway, let's start with this one. So if we do a box map here, Okay, that's actually works. Um, the way that we have a set things right now. So with 1 19 the rest off the rotations just set to default equates. So that saves us a bit of time. There we go. Are these ones also working like that? The's once seemed to also be working correctly. This one too much, Tosco. But this one should work. No, not that's one dese. Once there we go. There we go. And these once Ah, I think these ones need, like, a very specific rotation, which we can do. So let's have a look where East is a rotation coming from. Okay, so it's coming from here. So we just want to go out and actually said this 1 to 90. No, we want to Just using your slider. Just rotate it until it's straight like that. So 1 16 on death and that seems is actually work. So Ah, that's too bad. We also need to do a dope there. But this one also seems them work just for dese. We need to set this back. There we go. So we actually avoiding to use the That's quite a bit, which is good, because saves a lot of time. Don't worry, we will jump into the meteorite itself, so we will still cough off a part of that. But this tutorial is not so much about the U V's and everything is just about creating a good looking seen in quite a fast base. So box up here. Okay, what else do we have? We have t species. So d spec once Are they correct? No, they they are not yet unwrapped. So let's let our fourth dose that said the rotation big. Oh, wait. We can only do one at same time. So high this click height. This box I this box high debt. There we go. Ok, so this one is while you Perfect. Okay, fine. I'm not complaining, but basically it's something that we need to fix later on is also over. You could see the exact same line is on every single one. And that's something we later up need to break up because else we make this and we make the school Tyler protection. But we are only using one tiny piece of it and we do not want that. So we just later on maybe unhurried, hefting. We will go to everything and we will go ahead and fix all those things. So we've gotten dose. Let's just focus now on He swears when No. So you guys are straight is fine. I just need to go ahead and go take you to one. Let's go for, like, one duty. Okay? Height. I assume this doesn't work? No, it does not. But this 1 may be. Does this one does? This one does. And this one does any Jen's. You guys still work? No, they don't. This one's I forgot to do. They should just be normal. So if he said to stew 90 by 90 here the shoot book, go back So high debts and that's there We go. Okay, so forties once do a box map, Play around with your TV's. And I think for these for you we just want to go out a little bit custom. And just every time we get to one, just a vote eight. The second, which is Dewie y values over here. Just hold a them until the wood is the lines tweet. Yeah, that's that's sitting with something that has directionality in your would. You will need to their actual attention to that are directional Tina texture. You will need to pay extra attention to that just to make sure that it looks logical because woods grains flow in a very specific way. Not a difficult way, but still specific enough to keep an eye out. Here we go once we can all do same. Nice. Okay, so we have a life here. I will. First of all, focus on these, which seems to ships to 90. Now, we need to do some customer rotation for this one. This one can be 90 dough, This one? Yeah, I'm also fine with 90 over here. We just need to rotate is again. It's because we merges together. They lost our orientation. And because of that, yeah, we just lost. Look for that. So for these, I'm going to go in my edit mode, and I'm just going to go ahead and select everything that is, first of all, everything that Ah, it's vertical. So these ones select them. Plus four on cue, separate selection. And now we can just go out and go in here. First of all, do a box met footholds on the ones and in height, and then do a box map. Said mr back to zero for the vertical once and plus height, and we are left with dese. Okay, So forties, they are going to be a little bit more tricky. So it looks like that which is fine over there. But because, of course, we bend, We bend it This, Yeah, We kind of want to, like, try and find out the correct quotation. Now, there is something that you can try, but it's it's rarely gives me good results. And that is, if we now go to edit moat. And if we can go ahead and go here to the top to UV editing, we can actually see. Are you V's over here? Do make sure to turn on this little arrow button that will just make sure that everything is life updated. Now, the idea for this is to select one piece over here. That's four on a waiting for press control l to live in, which is, sir Control Link. And that will just select everything. Now, if you just go to move too early, you can actually moved SUV now D general idea. And as I said before, this is going to be quite buggy. Probably is to try and stern on over to concede it is to try and, like selectees pieces moved them. Oh, sorry. I'm I have more selected, and I wanted to. I do not know why I have that. It's not supposed to select those links. Never ending on here. No. Um, anyway, we can. So I have a brain freeze. So let me just quickly check why that is because I've never had that before. I don't know why it exit. The select does be seltzer. So just give me one second. Okay? Find out. For some reason, it tends suggest Teoh connected selections when we have this turned on the you ve sink selection. So just turn it off. Make sure that you have everything in here selected, but I'm not even sure Well, that if I'm going to do this So basically the idea is to select a piece, go to your move tool, and it's also a bit time consuming and then move its weight. Or half least wait. I would say we can just give this It's why, But I think I've been sexually too bad that it's smart faster actually not do this, but rather just ah, deal with the rotation. But anyway, if you would go ahead and like, straight in these things out, definitely the would shoot sometimes I'd like to just quickly do a quotation, but technically, the would should also become or look straight. But let's let's have a look. See what it does, Diego. So Okay, so that works pretty well. So now you can see that the woods kind like flow straight over here. Now, I'm not going to bother with the other side. And this is simply because you cannot see the other side. So I'm not going to do that. You can. You can go at this like this and press control l and link it. And then just quickly a vote aided. Just engage like that. But first, I'm going to leave like this. And what I'm also going to do is I'm just gonna go ahead and no, wait. I want to do this one separately. Sorry. Ignore me. Thinking out loud. So I'm going to do a box met for this one, which is still correct. And I just want to ho take this sideways. I want to do, like, duplicate this one over here. But then, of course, we would need to do the back so we can just a spell do this. So when we voted this Let's go ahead to select everything, and we just want to go and select, right? I'm just going to turn on link so that I know which one I'm selecting. So council L No, wait. I'm select. I need just like this one. There we go. Go to hell and it's moved this one out of the way. Okay? And now we can just turn on select fundings, select everything. And now we just need to go to the pluses again, off moving these faces over here and think this is a good point. Faster. Just select all of these. And they do quick rotation. Just just waiting things out. There we go. Yeah, the dust it quick. So we can now go back into our modeling layout. Turn on. Are you V's again? Yeah, There we go. OK, so that's a very quick part of how to the U Stevie's. Now, if you plus all of you, look at that, we have a little house. How fun. Let's actually save my scene. I should have done that. Wait longer before she had might not look very interesting, but it's a very solid start. So now that we have these pieces over here. What's wrong to do is believe that this is all looking correct. We probably want to enter Step the shuffling this around 10 and next chapter, we will focus on the roof. So, for example, if you have d Species pretty much ideas to go into UV editing, and if you don't go in edit mode, just select everything. At this time. I am going to Donald Sink and you just want to, like, move it around so very quickly, going at about plus h, select everything and move it around a little bit. And that's way things will look slightly different when every on every single piece like that I said, That's that's that's it. So just selected. Move it to a random location seat as if that we are as if we are adding, like geometry changes. It's a bit like that and doesn't really matter where you move it. It's just for the sake, off changing things up. There we go. OK, so we've gotten those pieces. The species are fine because they were part of one object de species. We definitely need to move around a bit. There we go. So we've gotten those. Maybe know that when it's fine, this one is fine. Maybe select like this one. Just move it up a little bit. And this one is just that you do not see the repeating patterns over and over and over again. And that's the importing. But it will still stay title because this texture excitable. So we are not actually changing, ending off the dining. Okay, good. Oh, and it's also actually do this one. Okay, so we've gotten those Beeston now, at the species. You can do this one, but for arrested will. Honestly, it will be a bit difficult anyway to see. So it's not worth too much over time. Maybe over here, just like the one. And here's another one. There we go. Maybe this one. Okay, there we go. So I'm quite approved yet? I think that's looking pretty good. So I'm going to save machine again. And in next chapter, we will focus solely on our roof over here and just make sure that looks correct. And yeah, that should be fine. Also, if if the softness and everything gets annoying, just said this to one. And speculative zero Diego third. That makes the bit easier to see everything. Okay, I'm going to save my scene and let's continue with this in the next chapter. 37. 37 uv Unwrapping Our Scene Part3: Okay, So what we're going to do now is we're going to focus on our roof over here to got out the hoof properly or roughly around the edge. Jovian Now, we don't need to be to perfect, but we do want you scout around here. So knowing this the first thing that I want to do is I think it's easier, faster work with this if we first only select one face over here. And if we don't go at best Contra I and then delete the rest and we will later on just extra days out. But this way, at least we can probably cut without needing to worry about whatever is behind it. So I will first go ahead and do this site, and then we will go ahead and do the other side. Now, looking at this, what might we might extra just want to use one plain and that's route help us with our displacement. So if we just do a plane over here like this, I think that might actually be better now that I think of it, just just because the way that the displacement direction in real it's really hates of harsh lines like over here, however, where you can just create a shader that even when you look at it from this site, you will still be able to see it even though it's a plane. So it's called Beck Fish going so we could try this. So let's say we have this and we can always later on we can always sharp more jumpy, so it's easier to out them to later on. We move after we've already done everything. So what? I'm going to do this pretty much so. We have these pieces over here. Let's go ahead and just press K. And I first want to see if we can do it this way if we get like cut along. But the thing with this is it will create versus that are non existent. So if we for example, move this down here, we wouldn't need to, of course, cut along here also. And I just want to see how that if that works, if that works away, we want to do so. Let's say that we have this and then basically that is to go to face liked and like delete this on a ghost. That's kind of like the idea of how we're going to cut it out. Sure, you have, like, these empty faces, but we will be looking at this former distance, so you will not really noted. Even now you're when you don't notes it. So I think that's the way to go. I'm just going to which my students now don't really. If you cut off some of these pieces like a little bit, it's not too bad, I would say, But just try to, like, sort of stay in front of it, at least at least a little bit. So just go out and do this and the way that we are placing our for its each. We can also, if we want delete, like these pieces that we have over here. But that's something for later, if we really needed to. And when I say later, I mean, like, if we are ready and real that I will, you don't like the result when we look at it in and real, then we could just go ahead and do that. But for now, it's not needed. So for now, let's just do this and we can already if you want to delete this entire face enough. We just go to physics moat. We just want to connect these just to make sure that they look or that they were correctly . Because if we exported like this to a meal, um, it's good guards ever worse in real dust y to fix. He sticks by triangulating your mesh, but sometimes it just doesn't like floating verses like this. So I recommend always doesn't matter in what 20 program you are, what program? Useful rendering. I would just recommend making sure you don't have and guns or any on gun this like face with five C's instead of four. Or just like any open pieces like over here. Looks like we need to get rid off this face down here. But first, let's just finish this, okay? Something that this will look quite nice now, of course, after we've done this, we cannot really change the actual look off or the actual shape of our roof tiles without needing to completely re added things. So just keep that in mind, but we shouldn't need to. There we go so that you can see here. That looks a lot more interesting. Don't you think so. We got those pieces I'm fine with over here that we like got it off. However, down here. Oh, by the way, let's go ahead and just select. It's like this firstly in, just, like move it up a little bit. There we go. So just make sure that there's no clipping going on. But anyway, as I was saying down here, I think this cut it's not very nice and we are just they're simply going to fix that by grabbing one of these wooden be sis and just like I know placing them on top of here. So if you just quite this we have some mayo going on here. Okay, Let's go ahead and just move this up here and now We could just held all tax and just moved is around here. There we go. And we kind of want to just duplicate this. Go take this 90. Cui's And she scolded this up. Here we go. So we just want to go and like, nicely aligned just so just give me second to probably look, let's see. So if we just align it like this and over here, I think that should do the trick. So let's move this down a bit and it's now go ahead and it's like this one. It's moved, is against here. And it's like the top one, just like scaled top on down with. I think I think that you do the trick. So from distance here, that doesn't look too bad. So I'm going to go ahead and duplicate this. We put much want to do the same on this site, so I'm just going to move this down. Places here to undead. Looks fine. Let's go at a hotel. This 1 80 yet 1 80 moved this one also down to line it up properly to decide. There we go and move up. OK, good. So we got those pieces. I'm not sure if we maybe want to move this all the way up, like over here, and then do something like this. Or maybe we just want to go out and not like another one off these pieces and do it that way that we like. I hope that this there we go and like, let's say, let's move one here, this one here and then this one down here and then just go ahead and give me second. Here we go. Now, if you just go out, the press Contra are in center going like, moved us up That there we go. And don't think we even need to change the u visa. Think this should work fine there ago, So that now looks even cleaner. Okay, good. So we got, like, a nice border around there. We got this one over here. I'm fine with this board off. And this shouldn't This shouldn't be too bad that we see over here, so I'm not too worried about it. I'm not just gonna go ahead and I'm going to assault I and I'm just going to hold, okay? And I'm just going to start by cutting d shapes out on the other sides. They're not much Stelea, That's where almost there we go, OK, and I'm going to just hold our weight. I can do this. Let's go ahead and press K. Hello. There we go. It's press K, and we just need to place quick cut from one side to the other side. And this is just that we have the space to properly like aligned this and you might know like Yeah, but now then this one is also open. But by that points because this is on eye on another line, what will happen is the violation. When we expert is doing real well, take care off. Those extroverts is so I'm not too worried about. Those are more worried about these ones because they are technically just a random floating at show. You cannot really see what's going on. We did. Okay, here we go. She might be a little bit time consuming, but honestly takes Just put on some music and it takes like 5 10 minutes, I would say so. It's not that much, at least not compared to this tutorial, which we are that we have we already over 10 hours, so we should be. So it's a fairly decent thanks to toil, I would say, but of course not for what we're actually making. So there we go, because there's so much more that we need to do. But this is also quite a big little team. Well, it's not that big, but for tutorial, it's quite a big environment. So I'm happy with that. It's looking good to have, like a nice closure going on over there, so I'm not too worried about that. And I think that's well, yeah, I think that there's actually a good starting point for us for exported years to in real. So I'm just double checking. My UV is over here just to make sure we did not forget anything. Also, if you maybe want to have, like, a nicer and not just insight off blender what you can do it, She can per shift a, create a light and create a son. And if you don't go up here and Cetus Teoh in the moat, you can like I give it like a little light over here. Just make it a bit more interesting. And for the rest, yeah, there's like a bunch of animals. I don't know too much about this, but you can set like a oh, you can say Bloom, you can sit all these things over here in our rendering in sampling. So right now it's set TV, which is the real time under, but you can even go to like cycles, which is offline rendering. But anyway, so that's ah, the general idea. Also hearing your lights, you can you should be able to like here, control things like to strengthen Nicola. So I'm just going to do that just to have, like, something interesting. There you go. So here we go. So that we can only see. Of course, we have nothing assigned to our materials. But it's just a fun thing to have. So having this, I can get rid of this one of it. I think it is time for us to start by exporting all of this doing real. So we will do that in the next chapter and we will export it to really? We will imported, of course, in real and just start by setting up our scene. 38. 38 exporting Our Assets To Unreal Engine 4: Okay, so here we are again. Now what? We're going to focus. Only this chapter is we are going to suffer exporting all of this to and real now, as you might know my way, we can get rid of these, as she might know in. And really you do need Lightman Peevey's most of time, But we are actually going to go for a hell time lighting, so we will not go ahead and generate them inside blender. But even so, you can generate them inside your meal so we will generate them inside and real Just engage some off. You want it, But we will go for the guilt. I'm lighting because for a small scene like this, and it's an outdoor seating, that just seems like the easiest method. So what I'm going to do is first of all, just call all the way down because we need to go and organize things. And if we go ahead and just go to the block out, I'm just going to get rid off the block out pressing delete. I do not know why it doesn't allow me to just like more often, but okay, it doesn't matter. I just want to get rid of these. And that's also get rid off the block out hides click. And if you don't go, I d data and then go ahead and press delete. You can get it off your actual block outs. Peace Now the next thing is unreal requires everything to be on 000 This just because when you put something doing real, that's where the perfect points will be now for this scene over here. That's no problem. All we really need to do is maybe, like, moved a little bit to decide. But for us, it's pretty much on 000 anyway. So with this piece selected and properly placed on 00 and by, by the way, the way that I see that just followed the green and that had lining, you know where the Sierra Point is. So once you have that right click, it's moved to stool collection, new collection and let's call this house and just present Kate. And once that is done, if we just in our hierarchies call up, we can turn it off now for the species. We again, we need to place them 2000 So I'm going to go ahead and place them here actually know what for these species, but I want to do is probably want to go ahead and rotate them 90 degrees to make placements a bit easier inside and real, because if we have to be appointed like the very tips on that could make it a little bit annoying. But anyway, you just want to start by moving one hide click moved to collection. New collection Blank and the region that I places in new collections is, of course, because else everything is overlapping and that makes it very annoying faster later on, if we need to re export something. So this one move to collection new collection, let be and turn it off next. One collection like See turned off and next one off the collection Langue de and It's Great and turn it off also. Okay, this one's very easy. Let's just go ahead to move toes roughly in the center here, right click off to collection fence. Hey yeah, let's go just for Spence A. We do not need to combine them. Weaken. Combine all of these models inside and real doing import and I think that will be better than compared to combine them here. Because if we combine them, you don't want to change it later on. It's just the pain. So I like to always one second fence be. I like to always just keep everything separated. Some artists like to really work with just having everything combined, but the my in case, I'd like to keep it nondestructive, moving this one slightly further on the line and the last one over here Just go group. There we go. Quite click. Move to collection Fence, ABC and that does it. Okay, good. And of course, this You stop playing height, which I guess, let's just keep it. So now that you have everything nicely organized also looks a lot better there next year ago to is, First of all, let's savor scene, and we are going to go ahead and select for example, house and all the materials and everything are here. Only thing is, it's moved to son out of the way along with our block out, so that we can easily select everything. So how's all the materials are there? Are we need to do in realist trying it on here. I know it feels we're playing, but remember, we have all those planks and everything. So let's select this and then just select one piece. Just make sure that you have everything selected because for some reason in blender two X like doesn't mean that you have evidence like unless you didn't hold console and select a la Mela piece. I know. I don't know. I just say sometimes works sometimes it doesn't but anyway, file export that you want to go to export O b J. And then we want to go down and i k it's an expert folder for you. So in this exports follow you just want tonal selection only in geometry. Make sure that apply. Modifies just turned on this just stuff all those waited normal modifiers and we're going to call this house and export. There we go. And now we just need to do the same fall of these exports of J Blank, a blinky see and D, And then we offense e fence be and fancy goods. So those are all exports defense. See, There we go. Okay, So not at all of that is exported. I think it's time for us to actually leave blender for probably maybe forever. Valenti's for this to toil, and we can go at him. Get start by loading up on real. So let me just quickly load it up and we can just die for it in. Okay, so here's in real. So this is what you get when you want to create new project. So I just load up in real, and I just select a new project. And Alex assume again that you know, the basics of this. So you shouldn't really need to No, this so for off far Project. We want to go out and we want to Percy Blank option. So because we just want to preview our see, we do not need first person controllers for personal or anything like that. So just go out the press blank, and then go ahead and press next, and then you will arrive at the scene. So pretty much all Ewing the base, that things are good. So we just want maximum quality. That's fine. I do not have to graphics card for heels. I'm a great facing, so I'm just going to disable it. So for God's desktop, AGonzalez what we're talking and I do not really needs started content, I would say, but just engaged. I am going to art it just because it's easier to just target now on delete it later because we might be We might be missing a material and might be able to just quickly use this now for the rest. Let's go ahead and pick your folder. So I made it for the cult in real in our source files. And then you want to select a project, which will be Kevin Doyle. Yeah, that should be fine. And once that's done, you can go ahead and press, create project and give that a second too good to generate anti project. And once that's done, we actually let's let's ante chapel here and next chapter. We'll go ahead and we will set everything up 39. 39 setting Up Our Unreal Engine 4 Project: Okay, so we have cleared the project. It's finished loading once again. I am assuming you have a basic understanding off in real so that you know how to move around. Look around stuff like that, and it's just a clean project. I don't know if your layout is different. I believe I kept it pretty much the same. But if not, it's the same a substance where you can just go ahead and directing. Zoned. Okay, so I don't You guys don't have a sequence of that. So what we are going to do, we are just going to use to seeing this is a good seem to just start with, but first I want to just do some folder structuring. So I always like to personally the button here, which showed height, source battle, and I like this few more. So in this few, I always tend to make the same for a structure, and it's good to just keep like consistency along with all your projects, just to avoid any confusion. So let's get the father that we call the same as a project given to oil. They want one folder that Scott assets for LBJ files Oh, yeah, we expert in O b j. Not that reacts shouldn't shouldn't make a difference. I actually intend to go for FB experts that I must have forgotten anyway, another one that will call Safe's in here. You can see if you're seeing and anything else another one that will call Texas another one that's real called materials, which in real you can consider a bit like shade us. And I believe for now that is fine. So basically, once that's done here in a scene, there's a few things that we do not need. First of all, we can just go in the ecstatic message and just like all of that, delete it. We don't need it. We do not need to play a start because we are not going to explain that we do not yet needs flexing spheres because we are not going to use those until later. And I don't need like, a background audio. So just delete debts and lead are the empty photos if you want, of course, but in our case, we don't need all that stuff. We just want a simple skylight, some atmosphere ferric fork, which is viewed deleted. You can see just changes to back out a little bit on the skylight and sun, so that's pretty much it. Now, Yeah, we have had it start. So we will start first by importing one asset and the reason we wanted the oneness that we can figure out to correct scaling. Now, in our case, I think it's best if we just go ahead and import actual house over here, and then we'll see if the O. B. J is giving me any trouble. But that shooted it should be exactly safer O. J or Fbx. So we are going to start with the uniform scale of one that's fine. And for unless you want to drop down here in this drop down, you get some more settings. So first of all, make sure generate Lightman Pew visas. Turn on. This is again because even though we don't use like movies, I want to give you guys the option, just in case from Western combined measures. If you do not do this, it will import every every single item as a separate mesh there. We really don't want that because we do not want to end up with 2 to 300 meshes and for us , all these settings. Okay, all the genetic set thinks one that's fine and materials is fine. You can just turn off in protections because we do not need the actual Texas to be important. And then just one to go out and president bots now, because it is just the house, it's the biggest ones who gift at the second, the other ones will import a lot quicker. Teoh Hey, I guess I will just go ads and possibly Oh, I didn't expect Oh, there we go. So there we go. So here's our house. Now it looks like that Think this is something with O B. J that it tends to, like, rotate it in the long access. Now what I can do Issue what? I think I'm going to strictly expertise as Fbx. So it's going to slack them and just quickly crest elite on them. And I basically am going to go in here for every single one. So, like the house, I'm I'm just gonna go ahead and I'm going to delete all of our oh BJ fights because we no longer need them exports, selection, and this time, disperse Fbx. I'm I must have just had muscle memory kicking in and actually using accidentally using O. B. J so house selected objects. But for a guest, everything is exactly the same. Apply modifier so you can just press export and I will pass video because we went through this before. I'm simply going to turn on, turn off one, select the other one fbx and just do that. So I will plaster video until that is done and we are done. So let's try it again. It's going here and now we have The X Files. So let's create an important house and that you make quite a big difference. And it will also immediately just popularly rotated. Sure, you can set up through the important rotation here, but I prefer recommit fbx because that's what I use foreign real, although for moms that I often just use O B. J. So import and I will go ahead and once again pastor video until that's done. Here we go. So the input is now completed. Now you can also see already in the time Neil that it is d correct orientation and you can see that it's a lot bigger. So you just want to go out and drag in your house. And if you go to location and persons little yellow button, you can he set the location 2000 which is what we want. Now. The first things first things first that we want to do is we just want to go down here in the moats. Two basic, and I'm just going to go ahead and grab an empty character. And the reason for this is because this way, I can hopefully measure if the skating is great, because now you can see that this skating it's way too big for house. So But we have a door, so we can't awfully scale that. So if we just go ahead and DoubleClick which will open up this window over here and if you didn't score all the way down So it is just a window with all the settings for your three Melo to risk all the way down to import settings transform. And you want to set this to probably like something like that started Boyens five. Pastor, you both okay? 0.5 is a little bit too small. Come on, let me select my player. Yeah, Bit too small. So let's go, Boyne. 65 maybe 0.6. I basically just want to make make sure that the door slightly bigger than a player. There we go. That seems about wise. So just a small cabin. So we don't want to have, like, a big car door. But I think this just like good scale. So now that we know, that's now that we know. OK, so this is 0.6 we can safe and are we we need to do now is I'm going to just leave my materials. And yes, I understand that I forgot to turn off the in protectionists, but well, so I'm not just going to go ahead to select all of my fbx. Fine said in bottom set all of this 2.6 and I'm going to just quickly turn off the whole Oh , in protection sister enough. Then why are you importing? It's probably just goes along with materials. We are going to get rid of all of those anyway, so it's not really that big of a deal. So let's just go ahead and press import all and there we go. So now all the skating should be correct if you grab offense, offense to pick. But that's partly our fault. I probably made defense to bake in general. No, it's actually yeah, offense. Slightly too big. Let's go ahead and quickly go near said to shoot like 0.5. So that's a nice thing about Andrea. We can just quickly scale it. Yeah, 18.5 for work find. So that's just a mismatch in the scale that we did in Blender. So that's my fault. But it's honestly not a big deal because we can just do deaths. Okay, so now we go ahead. Now we have, like, defense senior, ready to go now, knowing that we have to expense those fence done. And we have two planks, never eating. She can like to meet and see them. The next thing that we're going to do. First of all, let's get rid over empty character. We don't need it, but something very important this we now want to go ahead and we want to stop by creating our master material. This material will give us the options. We will use this material for every single item, and it's like a shade or so it will give us all the options to import on maps and everything like that. Now for this, in order to properly testes, I just already want to import one of a Texas Or you know what? Let's import all of them. Let's just import all of them. Close off this chapter and in fresh new chapter, we will continue with our material. So let's get to fold up for every day actually made because organization, we just want to make sure that everything looks neat. So we have plaster because most look proof and root. Yet it's the ones and loot. And now, basically, just if you click on your cast further, we just want to navigate to a final folder and we can imports well for this cost. We do not need a height, so I'm just going to go ahead and import these four, and you just want to get a contract. These materials are these Texas in here and there we go. You will always get like a message, saying that's one is important. There's no map, which is fine. That's what we did. Now let's go ahead and do the same for the other ones. So we have almost and for most we also do not need a height. So in about everything but the height we have a blaster. So I'm just going to drag in the blast said There we go because remember, those heights were just for like some presentation inside. Mamma said we have ah talk which we can impart e height for now just to give it to twice We will need to edit it later on to actually make it work with in real But now that should be fine. Same with the roof like we can import all of them. But we will need to edit the heights later home to work with our Shader And we have a route which again does not need a height selecting that come on and in bought Okay, perfect now one last thing that we want to do before we stop this chapter and that this in your normal you want to double click on it you need to go down to texture and then if you just personally ever down you want to flip the green General, The leader for this is because in real looks at your normals in Direct X while we work in Open GL. But I prefer to work in Open GL because I can properly read my normal like that. At least I can hear the better. That's how I learned it. But the only different is that I just need to quickly go in and really just quickly flipped the Green Channel and that fix it. So we just want to select everyone, every single one and just flip the Green Channel. If we do not do that, then you're normals. We'll look inverted, which you might not always notice, but for like for class and everything you will not really notice. But for other things, it's quite important now. I think that's about it. If you want to get with already off, this lighting needs to be rebuilt. Just go into your son, set this to movable and go into your skylight and sky. Let's get stage stationary, and then that preview will go away, and now you can see Samos like blender. If you rotate your your son, we want to get some shadows, but we do not really care about presentation for now. What we are going to now Israel go to start by creating our material 40. 40 creating Our Master Material Part1: Okay, so we are ready to get started by creating our material. So in our materials, Father basically was regard are going to do is we're going to create a master material and this material we can use on Allah Texas, because the way that stuff works inside Andrea Whip Materials is that you can instance materials, and in those instances, you could have settings almost like in substance, Zeina. But I'll go over that. So first of all the materials, right, click and just create a material. And we will just call this cabin on the score Master, for example, and it's just double click on it. Double click, and it's open it up on the one screen. There we go. So you get this few, which must, I must say, it reminds me a lot of substance. Always. Now this material is going to have a few tings. It's going to be able to end our Texas. It's going to be able to attend the parallax seclusion mapping for our heights. It is going to, um, enable Vertex painting, which, by the way, it means that we probably tart a lot more segments to our roof. I just realized that So we will enable first ex painting and I believe that that this about it, Yeah, I think that's about it. So we want to keep it quite nice and basic, partly also for this story, but also because I'm not the biggest expert in creating actual materials. I'm mostly the guy that creates the visuals for materials. So anyway, what I'm going to do is I'm going to start by just creating, like, having like our base materials in. And I think it's good for us to start with. Let's do our roof and the reason I choose our movies because it has every single map that we have in this one material. So let's start basic, slack everything and then click and drag it in here and just dragged on there. There we go, very easy. Now. If we just go ahead and move all of these, let's move the height out of the way we have. Ah, I o of toughness Normal. Debbie, go. So basic ALOF toughness normal and a Oh, great. Now the first thing that you were going to do is we're going to set up our parallax for this. We need to go in that tax example. I mean, it's a hide click and converted to a texture object. And what this will do is basically that this system that we are going to use it simply need to texture object. Now for the parallax stuff, I will go to the system and how to send up. However, even even I personally don't know what everything does. I just know how to send up. But anyway, before we move on with that, now that you have texture objects like digital to right click, able to convert it to parameter and Golan Heights, let's your height map. Basically, what the parameter is inside the materials is that it will expose this map insight off our instance, and I will show you that later on, and when you expose it like this, it's very nice because it means that we get then inside the engine inside the actual engineer. We can just drag in different action maps and like that, we can change around a Texas so we want to do it's on all of them fights Click base Coehlo map and do that for all of them. So this hide click cough this map, Right click comforted parameter. Normal map and hides. Click converted parameter ao map. There we go. OK, so that's the easy one. Now to get started with setting up our actual parallax, it's quite easy. Actually, there is a note which is literally called parallel. If I could type, I cannot type. There were Lex occlusion mapping It is quite a difficult worth. So this the note now it looks quite overwhelming in the beginning, but it's really not. Basically, I'm going to just spit out a bunch of settings. I will try and explain the settings, but once again I don't know what all of them do. I just know that if we don't do it, it won't work. So I know it's bad for a to toil, are told to not know exactly what this. But that's just a waiting car. It's just a way we flow. So, first of all the height MEP we want input ingenuity, Hicham. Objection. I shouldn't need to explain that one. Next one is the height ratio and for dish, if you press s and click ones, you will get a scale apartment over parameters. And if you don't type or if you call this height, basically, this is a shortcut. You can also right click and type in parameter. Well, are you? It should be in here somewhere. Things just a a scale apartment. That's the debt was name. Sorry, I'm used to shut her, but basically what this does is it Bill? Just It's a parameter like over here so it will be exposed that we can change it in our instance. And it's just a number. So in our case here, it's just like this number, the default value. And we are going to set this very low to 0.1 and it's just to give it some high. So desist E height amount. Now the minimum steps in the maximum steps. We want to go ahead and scale parameter men. Actually, that's do a bit bit more. I mean, on the school steps and you want to duplicate that and this one is going to be Max steps and basically the way that you can see this. The way the barrel exclusion works is almost like Imagine having like a lot off planes stacked on top of each other really, really close and because they are really, really closing their stacked on top of each other. It gives the illusion that there's height, even though there isn't actual geometry there and the minimum and maximum steps. The only thing that they will do is they give us control over how many off those planes that were awfully want at least a dignity. That's what it does, I think, Yeah, that should be What? On Dwight? So off course, if I make a mistake, Sorry about that. But in yet it will work. So that's the most of wanting. So minimum steps. Again, let's oh no, not sealed with one. Let's go low to, like 20. And for the maximum steps, there's actually another thing that we need to do and before we plug it in and that this auto noted skull deter simple A and I'm not exactly sure what is no, does it? Basically, it's soft ins, things I would say so that just the result is like a bit softer than it looks a bit nicer. Now we want to have another scale parameter, which your girl A A uh, I have something with my typing today. Step on the school, multiply and this is a note that we set to one, but honestly, we do not touch it. So it's just one of those things that we need. And then we want our to note that's called Look and Love. Just switches between different things using an Alfa almost like a blend sword off. And you just want to plug in your a a step Milt buy into the B Channel and the Deter Temple A into the offer channel. They do not need to do anything in the A channel, so you know, once and multiply this and multiply. We all know what that does. It just overlays stuff in disk volume. In Real Skase, it's overlay stuff, which much over its arts stuff together. Yeah, so in the Mills plan notes, you want to have to look into be and the next steps into the A, and then you want to go ahead and plug it into a max steps and for tarmac steps, let's go ahead and keep the to Seattle. We don't need anything for that right now, so let's go ahead and keep that zero, and that's basically it for the Mac steps. Now the next one is going to be these UV the U V's very easy. So there is a note that's called a texture coordinates and this gives you control over your TV. So vacancy, you tiling and v Tieling. Now the waiting with this is that you cannot actually exposed texture coordinates that you can change it, however, were Countess start a scale of parameter that you go tiling And if you said make sure to set up the one because else you will have no tiling. And you just want to multiply that and you want to multiply that using a text records. So basically what this will do is it will grab a taxi cornet multiply by tiling. So one by one is of course, one. But if we set this to to it's your multiplied this number by two and then the timing will become too. And you can plug that into your you fees. And so then this way we can control the tiling. Now, now? Yeah, now we get to like a bit of a were point where we have a bunch of stuff that's yeah, that we do not really use that we will art, but we do not actually touch. So the 1st 1 is going to be a effect toe program itself. And effective prevention is used to cool off. And we once said, It's the height on the score, General, I feel like I typed. That's one. No, and I didn't Sorry, I'm Dutch. Only engage. She didn't know. So it's not my first language English anyway, So we want to set this to play that Don't ask me why. It's just something that you and we want to set the offer to one so that this looks like 1001 There we go. Now we want to go ahead and arts and a bent note and sculptor bed factor, actually, and you want to plugging in the top one, your whites, general, over or you're witches, the RGB, and in the bottom one you want to plug in your off. General, I believe that this sort of like combines things, but I'm not sure. And blood is into your heights map channel over here. Now, next one is a aesthetic boo. They want to set this static bull to true, and you want to plug this into your specify manual to exercise. That's all you need to do. I honestly can't tell you why. Sorry about that. And you also want typing constant A wants. Just have a constant and a constant. It's basically like parameter, but only difference is that it's not exposed, so you will not be able to see it in our instance. But it will still work is like a number and just type it into the manual exercise. And that's all you really need to do. So, yeah, pretty much. There's one more thing that we need to do. So this is to set up so far. Now are normal map in order to improve the look off a normal. There's one small thing we need to, and that is we need to out a D d X de de x note and a d d. Why note which are Gordon? It's they want to plug in the multiply from your text, recording it into these. Now if you go in, come on. If you go in here now, in normal shoot right now, you don't see any values. But if you go down here and Sethi what was it? Ah, the MIP value, Moz too derivative. It will expose these notes over here that you cannot plug in. And this improves the mapping of the meeting off your parallax mapping. At least. Yeah, that's pretty much what it does on the only thing that will need you. Now you have your parallel SUV's and it's very important to just plug these into your movies, and this will all be tense later. So if you set your tiling in here, the tiling will be translated into your U. V's and SUV's are just here to make sure that everything is nicely aligned. There we go. So that is quite simple. Shouldn't be too difficult. Now we can go ahead that we can already plugged it in. And we can already have look at it before we starting our Vertex painting because forward expending, I just want out some more segments later on. So yeah, she gets here. I just have basic All the basic aloha finest of often is normal, the normal koto and then and there is one more that I want to do. And that is the big so adept offset you have over here. Picture that offset. You just want blood energy or picture depth offset slot, and I believe that that is about it. So quite basic for now. Let's go ahead and press safe. Here we go. Give that a second. There we go. And now there's one last thing that we want to do. Israel to go in off, fall over here and we have our slate roof height. Now what I'm going to do is I'm actually going to open up substance. Here we go. And here we have our hoof and the only thing I want to do is in our height map. So we need an awful map which currently is not here, and it's very easy to set up the stairs. Note that's called RGB offer merch if you type in RGB and basically you can just go ahead and blood. These two in here quickly converted to a great mapping the top and that's Bill out and offer. Which of course, is the exact same as our base and and with the RGB. So now she could see you in the preview conceded. Now it has an Alfa. So all released do now is we need to go at it. Expert is again and because we are still using the same folder I need to do is you know, if you should be able to just pass a light clicking reimport if you double click on it. Okay, so that did not import it. That's interesting. Let's see, is to set to rgb a heights that is fine base color who final it should be. It's going on heights. Yeah, that should be It should be good, but we get enough like and quick look, so Oh, it's probably in here. So we probably want to go from grayscale to default. There we go. Set this from gate sale to defaults. Off course is sometimes because it was a great scale before it imported it as a grayscale on grey scales. Just nuke out the offer. So let's have just a default. And I believe those are the settings we want. Yes, So let's save this and you can clearly see the dams and offer here, So we've gotten that done now, one last thing before we start applying, this is I just want to go ahead and I want todo wages are some extra john tree to our house over here. So if you go to Blender, we have our house. And if we just go out and go down here, actually, we do not needs to see Texas way. Do want to see Jonathan. So we got these pieces over here. Now, in these cases, I think it's easiest if we just simply art a Milty resolution on this. Although what I do think is that the multi resolution, probably on a wait here from smooth, Let's status to shop and if you know, press preview and said this subdivide, Hi, it was supposed to. There we go. So make sure said to simple, That's it. If you press subdivide, it's what start Arctic some matches and especially good around here. So now we have I know that it feels wrong to have, like, this many X axis, but at least now we just have enough. Yeah, we have enough that used to do build something. Now I'm also aware that I actually forgot that we wanted to, like, break up our hoof over here. Now I am not sure we can. For now, let's get rid of a multi fresh and I can give like a very Quix y if I just go ahead and goes edit moat, Chris Que and just start by very quickly because this was not really part of this chapter. But no, we have some time left so we could justice. Well, twice that. And that's what this one is too big for us to overshoot. Yeah, Let's say we have something like this and then just have its end. Any very aunt over here and now down here for just press Kate Dairy Go. And if we don't also go ahead and pass k down here, I guess that we are able to know Select de Species. Who? That's refloating. Yeah, you know what? I'm not good. I'm not going to do it. There might be nice Polish task for later on, but right now, I don't think this will work fairly nicely because of the way that we build it. So I'm actually just going to go ahead and indo this and OK, so we are here, so subdivide this three times and we'll cycle back to that later on. I'm really not worried about that right now. Let's go to the other site said this. A simple shop subdivide this three times, maybe four on the to treat because this side is less important than decide because of the angles. And now we only also want to go ahead and in our, um, on the walls, I think we just want to go out and do one more resolution and simple subdivide this three times here, three here should set this too simple. It's a quick way. Feels sometimes might feel a bit like cheating, but, er well, it's ah in this case in this tutorial Quickest routes. So Milton resolution subdivide. There we go. Enough for this one. I'm just going to go ahead and close contact our goto and emote going to our because we really only need some most at, like the base Go ahead and like out a few segments like that and that should do the trick on I don't really need something a top because we are not going to place most air. So once at the sudden you could go ahead to select everything, export it, selected objects, house. There we go. And in next chapter we will he importance, though we have time so we can just go assets, guys, click the import and we will continue with our material in the next chapter. 41. 41 creating Our Master Material Part2: Okay, so let's continue now. So you finished offically importing this. So if we just quickly go toe wire frame, it's a bit difficult to see, but you can see it on if you go back to lit moat. That's all good. Oh, yeah, One more thing. So as you can see over here because this is a plane, we can actually look through the roof. This very easy. First effects are we need to do is go into a cabin master, go in here into the final note and just turn on two sided and then go out someplace safe. And I hope that that shouldn't give us any poems with the Parallax. But now, when we actually apply arm to Hewlett will be on here. So if we go to our materials, we have a cabin master. Now, if you're right, click And if you go ahead and press create material instance and call this roof Now, you can see that if we double click on this, we can expose. As I said before we can expose all of our maps, we can change our heights and we can change all this fancy stuff so I always like to just, like, move to student side. Now, of course, we don't have need to do a lot on this one because we don't have a lot of settings, but it's just to show you. So first of all in our house, what you can do is you can go out and just wag on your material like this, and they concede like it is working. However, what I'd like to do and what is good practices to actually press the little search button if you want, and then double click on this house. I'm just going to close for now and then in here, you can go ahead and you can actually drag on your material. Only I know that we have some ways to materials over here. I'm again. Not too worried about that. It's probably somewhere along. The copying went a bit funky, but basically eso basically it will not used each materials if they are exactly the same anyway. So now having this is because highlight, we now Auditor roof and the region want to do it in here. It's because this way it will be on your actual s it meaning that if you drank it in. It will already be only compared to. If we just work it on here, it will actually not already be on there. You would need to really drag it in every time you drag in your house. Now, of course, we are not striking in our house, but you get the point. It's Ah, it's good practice. So one says, Done going to your hoof and all we really want to do in this case is make sure that the height is working. So if you go to your height and said this to, like, see open your five, you want to make sure that it just gives us bits off like ah, height, feel to it and see so 0.5 it's It's quite subtle. I I expected it to be a little bit. Let's go ahead and play a mounted on max steps. What if we shut the Mex steps to, like 50? There we go. There we go. So make steps were in the wrong direction. So let's at the max steps to maybe, like 25. Let's play 100 armed men steps to 20. This blurriness that we have over here I think it's ta a step melt life. We just sent this to 0.5. I know that's not the one. So there is always, like, a little bit of, like, a blurriness that can happen. But in this case, this does not seem to be the issue here. So I'm just going to have a look. If we go in here, What is our heights? Said to linear grayscale That is good for us. All of the settings are fine. So we have autumn on these tiling on the high General is a papa parameter, which is which should be correct. Yeah, that should be correct. 50 species. That's interesting. So this should put much be correct. Now, I don't know if it's maybe that's our hided dancing needs to be lower soup with 07 She was your cassio Fife, But I did expect it to give us a bit off like a better effect. So that is something that I do want to just figure out now just quickly. Wanted to test the tiling before we move on. Your dining is working. Perfect. Great. Okay. So that this seems to be the only problem. That's ah our height is not correctly working. I have feeling it's simply something to do with the actual height map over here. So what I'm going to do is I'm just gonna go ahead and off camera. I'm going to have a quick look and see what the problem is. So if we can manage to fix this, so just give him one second. OK? So I figured it out. It's the most amazing mistake ever. I bludgeon the one math. Sorry about that. So? So you probably didn't make this mistake, but simply goatee off, select your roof height and just press this little button here to turn it into the height map. I honestly have no idea how I didn't see that based scholar is, well, my channels and now my generals are gone. I waited there So basic ALOF roughness. How did we get to Huff? Nous maps in the same and it's so strange. But let's save that. You can already see that it's working. So now if we just go ahead and go in here, There we go. See, that's what I meant to get. It's a bit too intense, but for us, that's exactly what I want it so groups accidentally closer wanting. So if we now go ahead and just open up our settings, we can play around with them. So let's see in a settings let's go to see open 01 for the height because we want to have this quite subtle now for our Max steps. Let's keep that at zero minimum steps to do that like yes, no, no much difference. So I'm fine with that. The only thing that's a little bit annoying is that for some reason, it actually pushed the plane in which a bit unusual. Oh, and I want to just go into my master and recheck two sided. I don't know if I did this off camera or not, but I just wanted to see if that maybe made a difference. But the shooting note should still look. It should still work, so don't anything is. But no, that's not the barrel X. So I must have some level on a long line, made a mistake and extent he pushed my plane further back in. So I just need to quickly open up blender again. Here we go and it must have just seen and It's strange. I must have not seen it. I'm just gonna go ahead and I'm going to like, very carefully pushed out like a tiny bit more on that you do to tweak, so you shouldn't see much difference. So fbx exports turn on selected objects and expertise is our house. Now? If you go ahead and go in here, we can go Assets House, Avian Boat. Really? Are you that far in? And it's interesting because it's interesting because it doesn't happen here. So and there's also some messages going on. Don't know if it's like the U. V s or something. Or maybe something got messed up in our grew for just three important heights. No, that makes narrative. I think I think I u visas simply messed up. So, honestly, it is a bit strange, but for the rest Oh, I know what it is. I know what this reaction need to keep this to smooth. That's the problem. Just to make sure that the U. V's do not extend me get messed up, it's because I was mistaken. We decide things. So once that said the Smoot and this one, I guess we will just move out a little bit more. Now we can expert is one last time, and hopefully that should do to tweak. So right, click every import. Really? Okay. Something is something is definitely Oh, it's because I'm import of the importing. But actually, I don't know what I have today. For some reason. There we go that we go. There we go. And there we go. We have paradox Good. And I don't know how many times have said There we go anyway. So we have up our legs down now. Perfect. So that's all working. Sorry for the trouble. Now the next thing is going to be very basic. We want to have a most. So we want to give the ability to paint most directly in the engine or now hoof. So first of all, let's just get started by actually grabbing our moss over here, and I'm only going to exceed we don't need Ohio. I'm only going to grab the basic alone, normal a roughness and direct that in here and because the most is pretty much the only one that we really wants Paint. I'm not going to expose anything I'm not going to worry about that, and it's very easy. So there is something called Vertex Carlos Overtake Scholar note. And in here, pretty much. The only thing you will need to do is, for example, if you want to, to keep it very basic. If you over A If your basic Ola. If you look up this space, call also linear interpolated and number B for the base color number. AI. Belief for the top. And then if you pick for simple there that channel off your verdict scholars into the Alfa and Toadies into your base color. Now I will show you what that does. So if we don't go ahead and plus safe, give that a second so basically unrealized function up here to paint the real time verdict scholars, and I assume that you do know what Felix scholars are. They are basically just every Vertex can have its own call off, and you can direct that goal of away. So if you go down here, said the channel, still hats and just keep the paint color to white. Maybe said your head used to like 50. You can see now that we can actually paint on there. So what we can do is we can paint their hat cola directly on a model. The US Shader. We'll see. OK, so it has for tech scholars. It has to call log at everything that's tickle ergot, turn it into a mask and make it most meaning. If you know pains. Nothing happens, of course, because I have probably made a mistake. Let's status to Black Deb ago. I I think we actually dio invert those and then white means most. But it doesn't really matter that much term. Actually, no, this doesn't matter at all. It's just black means. Oh, there we go. So now we can every inverted. Now if you just go out to white and then persist Little pain bucket at the top. Sorry, I'm in black. That's will just feel everything in. And now if we go toe white, you can see that now we can actually paint this in now. This will look very bad, but But of course, imagine we have some balancing. We are setting the strength very low, like that's and then along with some tiling, we are able to care something pretty nice, so I'll set the black and paint it again just who he set that. And there's now a few things that I'm going to do. First of all, I need to go ahead and in our toughness and supply this. So doesn't a are most roughness in? No, I didn't mean to do that. You can right click and break the link I catch, didn't I? My question is enough. There we go. It's Ah, back up again. Well, that's going nicely. Yeah, here and just completely reset everything. Let's go ahead and again duplicate. It's lit up. So we have number a original and in number B, we want to have our roughness off our most todas your softness and once again, quite your head. You know, plug it in here and our last one is a normal map. So one more linear Interpol eight a. Be it had, General and throw this into the normal. Also, I'm actually going to keep those close together. Now, one last thing that you want to do issue just runs, go ahead and duplicate the texture, cornets and the tiling stuff based ocean year and just call this most I'm a Scot tiling, and this way we can control the tiling of almost, and we just want to plug this into our TVs. We don't need parallax on almost. We just want this. There we go. And because our most it's laying on top of everything. We actually want to keep the Parallax nothing in here and normal so that it will kind of feel like it's on top now. Right now. It does not do that because right now it's just replacing the normal former actual over here for my actual piece and it just kind like so sit on top. However, if we go ahead and art A it was that was got normal. I keep forgetting the name blends angle corrected normals That's the one. And in the blend actor act blend angle corrected normals. Basically, what you want to do is you want to go ahead and in your moss over here, plucked is into the base normal and then plugging your original normal into the additional normal and what this will do. It's like a normal combined notes that we have insight off inside of substance, so it kind like combines de stew and then swoops it right back into the normal, and this way it will make it. It should make it feel like there is some actual normal stare, a ghost that enormous like, all shining, too now the last few things that I need to do is I just need to go ahead and go into my materials and into my hoof and down here and set things. If you have a most styling that sets to like three or something or maybe two. And now that we know that we can also see like there's a lot of balancing that we need to do. But for now, at least we know that it works. So we got almost and we are now able to just change all of our settings. So I think I don't think we missed anything. So it's quite a basic one, and now we can go out in the next ship that we can start by creating all of our materials. So reset specked black and then we can bell on some deals. And once we are balancing it that we can properly do deferred experiencing, so let's go ahead and continue with that 42. 42 setting Up All Of Our Materials: Okay, So what we want to work on now, Ace? Basically, we want to go ahead and just set up all of our materials a bit like we've done with the goof. And pretty much for this, what I would say is all we will need to do is let's duplicate our roof material. Oh, wait. Yeah, yeah. And there's one more thing so enough might never mind. I know. So basically sorry, I should really explain what I'm thinking about. Basically, what I was worried about is because we have a height map here. But not all of our materials have a height map. It might cause problems. But then I realized we can just had the height to CFO. So it actually doesn't matter another way that I waas thinking off do gets, wants to simply go ahead and and do import like a black, like a black and white, just plain black and plain white structure. But that would just be wasteful. So let's go out and duplicate our roof and let's just jump right in with the route. So once we've others are woods, we can double click on it, go to the woods, and this time. You just want to go ahead and take all of the's own. And we have ah, base cool off ao map. No map have often, Smith. And then for this one, we want to go ahead and set the heights 20 to make sure that that this correct and that you do this week. Now, I'm just going to test this one out because we do not have a height on here, and then we can just continue with the test. So if we just double click on the house on its twig it over years that we haven't easier way to see it. If you go into materials, just go ahead and Okay, fair enough. You know what? I'm going to flip around the lips. I will first finish this, but I'm going to flip around the for tax blending. So let's go ahead and Artie's for safe, and we will need to go out. And it reads like everything in later on. So off Assign it here anyway. But in this case, what? I'm first going to his cabin master, and I'm just going to go ahead and let's go and pluck. Invert these colors here we go lets you do the trick. So let's go ahead and save that gift. That a second. Okay? And if we now go ahead and just set everything to black, and if we don't select away two months said Mr White, and then just use your pain bucket to just make your entire middle white like this. Okay, so we've got that done. This wood is not a is our final literally. Oh, yeah, This is a final word. So it is already on the which instantly makes me think that we need to make those lines way stronger if we want to make this look a bit more interesting. But that's something for later. First, let's duplicate. I wouldn't call this lost on. Let's go ahead and go to blast it. And we have our ale based below normal and toughness and safe debts. One. Let's see, uh, we are going to go forward costs. So because double click debts ao bay school Oh, normal roughness s so pretty much. Let's just create on materials first, and then we'll do that. So let's duplicate. This is going to be we don't need most because most is inside the shade of a walk we need. So let's go out for a walk. Oh, Hook has, ah, height map, which means that we probably want to just like that one in. I don't know if we are going to use it because parallax on a model Like I said, with the plane, it's doable. But on a model like this is you're probably look very bad. So for now, I'm just going to leave the height off and we will play around with that. But that looks like that's oh, quite so if we go in assets, double click on the house and now we can just going materials. We have plaster look costs because she starting to change dirt. Um, you know what? I'm going to just make a very quick doc texture for that. But we are going to keep it super, super basic just because it's just as fast to do it in substances anywhere else, so that will just be for the end. But for these ones, that looks pretty cool. Now, another thing that I actually want to do is let's go into our master and in our norm map. There is a note that the Scot flatten normal and it's like a little bit of Samos intensity as normal intensity as you have insight off substance. So if you plug in your normal in here and the result out, you cannot escape the parameter that you will go normal on the school swings. And for now we're going sets to one I belief, which was one of the car I will have C. But basically the idea is that we can actually make a normal stronger with this engaged you want to do some quick balancing just for real. So let's go ahead and just there we go do debts and you will not be able or you will not where you see it here. But let's say we have our cars and we want to make a gas normal, stronger. We can just go out, double click on here normal strength. And then where we increased this, he had normal will increase quite a bit. So we get set Aslan one to like tree just like boost that cast look. But for us, it's looking pretty good over here. I'm not sure if I like the strong cuts. I'm not sure ever like this in general, so we will need to have looked. But we can also play out here with our height, and I could show you what will probably happen instead to a break here. So, as you can see, because it's on the model, if you get close, it's gets very buggy. And that's what I do not want. So I'm just going to keep this u zero for now. Not for the past. It's looking pretty good. Of course, it still feels quite blame, but that's because we do not have any lighting. But yeah, I'm quite happy with this. So our materials are pretty much done now. The next thing would be for me. I do need I do want to do something with our hoof over here, so I need to have a good think about that. Maybe we can, like, pick one of these bars and place one over there we could like, Yeah, we just need to kind of like, figure out the floating and then have, like, another bar going along it. Yeah, let's do that. That's where we can at least, like, show a little bit off because we have these bars here so we can actually use that one and just got along there. And that may be now let's let you have it all the way to the answer. We just have, like, a little gap going out form. Let's say you over here and then it just kind, like, flows off like debts. That's the plan. So let's save a seniors open up blender. Here we are. And for now, I'm just going to get rid of my multi resolution. And I just want to go ahead and its press Gay. I always forget to go into edit mode and emote. Okay, And let's start along this B movie. I think that's where we made a mistake yesterday. Yesterday, um, last time. So I'm just going to go adding cut is along here on. That should be fine. Seems like over here, like you won't really notice those in corrections. And if they if we do, then off course, we will just go out to fix them. And now we will just kind like flow down, down, click and okay, describe to connect this one. So now that you have done debts one, we do need to go ahead and go to for ticks most that we can actually do some connecting and it looks like that we can connect them over here on the top. So that's just very quickly connected. And then we can get rid off the bottom pieces. Now. We needed to Dennis like out some wood beams, and that should be a nice and quick solution. And I can also play around with my would normal strength. Actually, now I think of it to see if I can maybe bring out those strong lights through their first just because there is belts like if we want to also make our grand disease. And Mom set, there is this balance where it might look good in a real, but then it won't look good and Mom said, and vice versa. Okay, that should be fine. So let's go ahead and get with Off de Species and these ones over here. There we go. He had a shoot work just fine. If we now go ahead like duplicate this one, it's place it like somewhere over here, and for this one, I'm just gonna go in my edit mode and just to make sure that there's no clipping. I know that's a bit of cheating, but just like I move this back a little bit and now the next one would be like this one. It's below it. However, we get justice well, sake it by having like one also above it, and then go to Vertex Motor like moved his back. I'm not too worried about U V's for stretching that is this small. So I would say that this one, I just want to go out and goat into my face selection moat. That's four to actually get rid of it. And now, if you just go ahead and select this last piece over here, I don't think you will really notice. But just in case you can go and, like, move different of it like that, here we go. I think that will work just fine. Oh, let's not forget to do a quick Milty resolution on it again. Keep it simple, subdivide three times. Yikes! That's let's go do times just because I don't need that much on there, although we do want to have, like, lots off most here, so it is actually good at it. It's a bit of extra German tree there, and now we can just go out. The next put is again as experts. How dammit, I forgot to check something. Export this selected objects only and then house and save a scene. Go back into a real said. This gets quite competitive at times, but so you will get and get to know this, and it's complaining about our materials. We could just press reset the fbx, and it just means that we need to reassign on tails. It's because of those two pieces. So all we need to do is go in here and fairly quickly. I'd rather he said, the FBI speak us. I find that it gives me a few. A few less evokes. Compare Teoh. Just pressing. Done. Because when you press done it, sometimes just throw it away or materials, and you cannot not actually apply them again. Properly. Doesn't happen always about. It's like one of those things where I had to just avoid it, just in case. So he and now we have de stew. I know it looks a bit messy, but it should not met, especially for such a small environment. It shouldn't matter, but that she does not mentally like the expense off a few paying from deals because it is the same material and just paying to fix it. Blood. Nancy. I'm going to go in my woods, first of all, what to go ahead to see if we get sets to 0.5 to make it bigger and then in my normal swings, I want to see what happens if we, like, set this to maybe like, 10. Okay, so let's go five. I think it's Ah, it's emitting emitting from a distances, causing everything to like I know bled out. Hopefully when we have some proper lighting in here, that's what kind of catch up. But for now, this should be fine. So let's have look at like the ending. So the ending is fine here. I just wonder if in here it might feel a little bit. It's not too bad, I would say. I think for now, especially when we get the Muslim here, it should be fine. So speaking about its most actually, yeah, let's do it now. We have some time left. So if we just go to vert explains, set, store get and set to sue like black over here. So just trying to like 0.1. And I basically just want to, um let me get my reference. Okay, so it's going, like, flowing over around here. So if we just go ahead and like, make this quite strong, make it like, a bit soft And over here, it's just starting to come back in, right? So there's something going on with the normal strength when we have Oh, I know. I know what this. It's because we are in putting, like the Willy strong Normal in here, which is causing things to just looked black pretty much. But that's an easy fix, sir, if we just go for something like this, So just have, like, some most already in here and I'm just basically just clicking, like, a few times, I'm not ah, literally holding my mouth. I'm just clicking like, a few small times. We get why here already, But I'm just I'm going to actually leave that for later. So let's say we have something like this now. First of all, we need to fix this normal and fairly easy. Um, we want to fix that by having the ERP after so big this flatter normal dropped it in here and drop this into the be off the syrup and then dropped the Europe into the normal so that we have to do that. You have a normal strength for our base normal and then the normal striped bow the most normal strength. After there we go. I know in normal, yes. You keep saying that's worth a lot. So Debbie goes that fixes that, uh, diving is a bit funky toe. I don't know why decide to do that, but we can probably just go into route and said the most styling to, like, one to kind, like a balance things out. So now we just want to go out and we want to properly, like balance. This most that we have. So for that, we need to open up substance. Here we go on, Let's see. So we need to make this darker green mostly. So we got this one and we have to say Giselle, so we can probably use that. So we want to first of all, produce the situation, produce the lightness, maybe tone down the you a little bit on. Let's see if that works. Do we self automatic. Yeah, automatic exports turn on. Which means that way do not need to go into the expert. We know we can just go in here. Basic law. Reinboldt. Okay, so that's actually that it's fine, but it makes it looks like that we didn't need to go and said our rush trying to a little bit higher and actually, like, paint in everything a little bit stronger in order to properly see what we're doing. Like over here. And then later on, we can also go a little bit more precise because we, for example, do not want to have most of those species. So you in death case, you can go to like, 10 Radius and just swap out to Carlos here and you go like paint deaths out against that. That becomes a little bit less, and we need to add some more segments here. But although that's all that stuff is like stuff that that happens later. Like over here. We just need you out some segments. But for now, I want to focus on actually making this look good. So first of all, let's go back in tow Materials and woot. I think we need to set the most styling even lower to like SharePoint five in order to make it look a bit decent. The next one is that the difference in Carlos are little bit intense, so we do that in the R. Grady a map. So if you just double click and just see, I think it's the 1st 1 If you just go out and, like, make that a little bit more moaning tone instead. By the time it gets here, it is reduced. So it's going to almost and hide click reimport because that is a little bit produce a little bit lower. Now it looks like that are you? Fees are exactly the same on here, and that's just a matter of off us going in Blender and in our UV edit, We've example, just want to go ahead to select one of these, move them out just to fix TV. So because the V's, of course, also effect the most. And we do not want to have fair here competitive Petron's because there was a dose. You'll look very bad as you have seen, so I'm just going to go ahead and there we go. And there we go. OK, so debts will fix groups. Dental fix. That's one. Anything else? I think our normal strength is actually bit too much show. Let's go into our woods said our normal swing to maybe like tree saved that going blender export this last one as in Fbx house. And this time because we did not actually aren't any models. It should just import just fine. Debbie, Go. And that should fix. You've east. There we go. Okay, um still lots to do about the most. But we are handing out time for this chapter, so we will continue that in next chapter. And after that, what? You will also do it. We will go ahead and start doing some basic lighting just so that we can see are seen a little bit better. And if you want you going later on, we are to go to clean this up and place all of our fences 43. 43 placing Our Models Part1: Okay, So what I want to do is before we do anything that has to do with lighting or more polishing, I first want to focus on actually placing our assets. So we have a bunch of, like, thes blanks, never thing. And these fences. So we just want to go ahead and start replacing those now, Pretty much to do yet, First of all, we want to double click on Hello. They're ago months. Double click on your fences so that we can assign the correct material. So we have these and we have our blanks over here. Let's just double click on all of them. And if we don't go in materials, we just want to go ahead and start by dragging on the wood. Here we go. And you do not actually depress safe because out medically safe. So I need to do is just get on here. You can close is and then to save all of them, just down here. Pass a ball and it'll instantly save all of those. Okay, so let's see. What do we have? So I still feel like these fences on a height size Or are they too big? Let's place like two or tree sheriff Replaced, Like a bit like in the reference that I I'm just looking at this and trying to follow it a bit if we like, place one of their. By the way, if you want to get rid of snapping use, turn off this little great icon over here and that will make sure it's snapping. Doesn't. Oh, so you and also for rotation that will make sure that snapping does not do anything strange . So we got this. What if we don't place like another one over here? Maybe like a whole body down here, another broken one to poke on around here. So let's see if that is. They think they can be just like a tiny bit smaller. So if you just go into own your offenses, let's go ahead and school down to transform the saddest 0.45 simples V in boats. Same over here. She'll Boyd for five. The imports, maybe Boyd four for tree. So I'm quite picky about this. Let's do 0.43 just because on that picky celebrate for three reimport 43 import okay? And now we put too much want to get started by just properly placing these. So I'm going to place this one around here. This one that's a bit messy. Let's place it down here, then. We have to hold one over here. Now, over here. What I want to do is Oh, wait, we didn't. We never expects with death. So if we just fairly quickly go in here over house internal like so these two pieces, you can select them. And if your highest click moved to collections Cetus, the house, there we go. So if we have fence A another thing that I want to do is I just want to say this oneness. This one is unique, isn't it? So I'm just gonna go ahead and select east to council, see Contrave to duplicate them. Move to collection fence fans. D is what I'm going to do if we turn offense. A Basically, these are just going to be like single pieces. So if we have this one and this one, I could just select this exports Fbx defense D on the score boast in this case and this one exports fbx fence D on the score plank. There we go on. Now in hell. I would use the tradition. It's quickly import that so school thing. You just quit them and I'm doing get a mile the screen in books 0.43 and all of them generate Lightman. Peevey's come by measures. That's all finds. Let's pass imports on those. And if you don't double click on it and applied the correct route material, Here we go. Good. So this way we cannot do like some custom wants just Teoh art a little bit more fidelity. So if we just go into assets, regret, for example, The Post, we can say, OK, whatever post around here and then I want to just have, like, a blank. Let's say that the plank, it's like one down here something like that. Here we go, and then maybe it's like another plank that is simply laying on the ground. So if you just big this one, it's not completely incentive. But not too worried about death just depends on your rotation that it's in sentinel. So endeavor. Go see. We have like one over here that makes just look a little bit more interesting to have, like another unique one and the makes feel like we are beating less. That is a very angry because day, of course, is save us quite a bit of time. And this area, I'm also not too worried. So this area, we can just place normal ones because the back area is the least importance. So here, if this go to be a angle, we're going to have, like maybe another angle like this, maybe another one like this? Yes. The back is not something that we would do now anomaly to think that you can do it. If you just duplicate this fence and you have rotated, they show. Okay, Now I want to actually have something different here. You can simply go up one of these models and drag them on here. And that's obviously place that fence with the other mole, which in this case, is simply another fence in almost the same footprint. So it will not make much of difference and shapes again a little bit of time. So it's all about just saving some time now. At this point, I think I'm going to go ahead and just do one more custom one. So if you just grab off plank over here. I'm going to have this plank. I guess a testing on top of the other one, like, over here and then required by post rotated and have a post fits like that's on for this one will say movie. You can go ahead to set these two objects instead off global, which gives us the ability to just do like some rotations here. So we can just go ahead and maybe like, ho, take this up a bit. Something like this. Nice. Okay, so we got that one. Now I'm going to go ahead and grab, maybe like this one over here. Here we go. And from this point on, things start to become a little bit more intact. So if we just replace this with defense A like I try to, like, clamp them together a bit more like this, as if that's because it looks in the reference. It looks like a very Schlopy job. But at least it is still a sort of offense. Also give her, like, some of rotation just to make things a bit more interesting. And this one I'm going to have up until probably like this point. I know what I'm going to half this one in the hunt here. Shall we just go for something? I'm just checking. So if we go for something a bit more interesting in a way that will look exactly the same. However, if we grab this one there we go just to make it feel a little bit more interesting. Let's go for this version. There we go. Yeah, OK, go now. The next thing would be for us to start by placing just some off these planks here just to again make things a little bit more interesting. I still think like hefting is your bit to clean, but I want to wait until lighting before we start polishing all those things. So for the planks, Not sure if they're too big the dick any feel too big? Let's see. Serpent six. Maybe we want to have peace ones to zero point Fife. Yeah, let's have these plagues to stay open. Five. Just to fit everything a bit better. So in transform 0.5 and again. Okay, so let's have a look. What's I do want to do? So we have this one She couldn't just like one too rotates, and she kind of pop up against here. We can just go out to duplicate this and corrupt, like one of these planks Move to down and country axis. Actually, let's turn off the snapping off the scaling. Go. Just go head to scale this down. Like over here on. I'm going to have this one Probably doesn't need you exactly Be like the reference about the need to go very to say message once a my dear. And then we have, like, this long blank which I can just want to have in front off our stone over here rotated to bits that we go So that's right enough there. Now let's just go ahead and also grab this one and rotate it a bit more and then have it like bits here in the corner off and its duplicate that and crap maybe Like quite a big wooden beam in this case. And I'm going to just have debts. One rotated bids like deaths Lego and sinking it a little bit in cards. Not too bad, especially because his cost so another one of dead. It's fine. I'm just going to go in front of my fence posts posts because Why not going to have that's one over here also, by the way, this light that you feel that Mommy Subin it is quite annoying now two ways that we could fix it or we can welcome unlit mo temporarily. But that makes it even more difficult to see how we are placing it. Or you can temporarily we will go over all of this. But for now you can go ahead and go into volumes global post process volume And if you go to exposure, it asked you for the minimum and maximum brightness. And that's the minimum First, just the maximum like let's see over here when you look at it closer. So, in order to fix that, this re ago sets to probably like Syria by zero. Unless that's too dark, Mr White minus one by minus one one by one, I never There we go One way one that's the one. So one by one. And now it doesn't matter if we go close or not, it will stay to say so just a quick one. But we will go over that later on also. So we got like this little post here focused boast. I should say so we got the bow stare. Let's go ahead and just grab you have this one o. J debts. Skated down a bit to make. It's different from the best going to have. This were kind, like leaning against respect, Post duplicated. Let's scrap our groups have a blank and what I'm going to use. I'm going to have this plank and here, but I'm going to just go out and duplicate them. Maybe a voted them a little bit, duplicates one again, rotated again and then have, like, over there. And maybe it's quite a hole. Did this change? The rotation bits that it off course becomes a slightly different angle so we can have one here. Duplicated skin, scrub blank, a use plank A and voted up a little bit more. There we go. So we got that's one good place like beam here, as if they are still working on it slightly gives some slight rotation. It goes, we got some blanks off there. That is good. Makes sense for these plans to be the same length because you would think that they would cut them in the same length, even in those times. But Of course, we do want to change the lengths a little bit. I don't know why I'm customary placing a rotating gives. It could have just duplicated one butter. Well, so for this one moved here up. Okay, Duplicates on. Let's go for playing a maybe. Give it some rotation. Actually, let's have rotated two bit more and Nike angle like over here. Okay, that is Oh, it's floating. So let's fix it. There we go. I'm gonna go ahead and duplicate this one. Go Dated. Zoned 1 80 She looked a little bit less of that. It is a bit more angled. You know what? I'm going to scale this one day. I would just do again, make things a bit more different. Sorry. If you can hear my computer in the background, is this, um you will probably have to saving When you have unreal open, that's it. Just boosts defends up in Phil speed for some reason. Even when there's not much going on anyway, I'm going to go for, like, a beam over here, and maybe if we just have, like, a beam that's kinda sitting along here, then have another one over here. That's kind like supporting the demand, that standing up like that. So we got another one. Death square, Two of these blanks. Now the vote 81 of them so that it's kind, like leads against the beam. Do we have to space for that? Yes, we do. Move down a bit. So there we go. So just make it a bit more messy. This one we go rotates further backs that it's actually against the wall. And I'm going to break this up with one last one. Probably like one of these to be against the actual window, which will just break up. That's clean. Look off the window like that's okay. Split school. Um, describe this one our post and just going like, move another one down here, scrap one of these planks. Place them around two year just to like not everything is perfect. Some things have fallen over. Maybe have another one. But this one is kind, like leaning on top off the blank, so it's slightly rotated like that's okay. And along here and along here, So if we do want to have these angles, we probably really need to just do a few things on here. So what I'm going to do is, um, go to probably crab these. Make sure that you do not accidentally moved him. Oh, wait. Actually, we are running out of time. So in the next chapter, we will just do like a few more planks here and there. It spread around back and everything, just to clean up the scene a bit more. But for now, good progress. So let's say for seen and we shall starting to get some more models in here. 44. 44 doing Our First Lighting Pass: Okay, so we left off with already placing, like some wood planks here there, and I just want to go ahead and continue by placing a few more. Not too many around decides, maybe like a little bit in the corner over here. So let's you get solved by duplicating for example, this one. And if we just scale it down, I just want to have, like, one, because it feels a little bit empty. I just have one around here, skilled down just a little bit more. There we go, just like a little idle one. Now we had thesis planks over here, which which can come in use. So if we just grab these planks and if we move, does like in this corner, I'm not going to do too much. You're behind the back because I'm bursting. Not going to take any screen shows off its, but it's definitely important. If you want to take screenshots of this area or especially if it's like a game play area for your game or anything like that, then go ads and like the best it's. But in our case, because this is a did oil and time is precious I just want to go ahead and not do that. I'm going to go and it's just copy like one of these big ones place the mere maybe then duplicate, like Theseus. So by this point, we can just go out and start by re using quite a bit so and nothing like, of course, in this case, we are following concept act. So the cause of that is not really logic for everything, but you can think of like, OK, so they are just constructing, and they just they're a bit sloppy. So they just kind of like lay everything here and then the construction kind like left and over time and just became like a mess. So the things in that direction, which is always good to think about So I'm only going to have like, maybe like tree. There you go. I'm only going to have, like, tree here and just like a few in the corner should be fine. Maybe if, like one last one in this corner over here, hotel it It's okay. There we go. So now that we've done debts, I think the best thing faster do. First of all, let's clean up our asset fall over here. So now that we have replaced all those materials, we can actually just go ahead, click, hold, shift and then just get rid of all of these pieces that we do not need and you can just delete them. So if it gets you in a road, that's means that you did not replace all the materials yet like this. So here it says, like, gives us an animal for the ducts, which makes sense because we have not. And he placed the dirt. Yes, we will do that later. So but these ones can go. So the idea for this is to now do some basic lighting, just a quick lighting pass, and that will be dis chapter. And at least then we have something to look at. And by that point, we can start by balancing. For example, we need to we will need to work on our stone. We need to work on our route a little bit and like the transition and I'm most so That's quite a bit of stuff that we need to work on. So basically what I want to do is I just want to go ahead and start by doing some basic lighting. Now for this. I like to keep my seat organized, so I'm going to actually select every model. You can simply see that by the house or by the name or by the type, which is a static mess actor. So select all of this and just go and art a new folder. And that's what place, everything in that folder and we can call the folder assets and they could, like, minimize its. And now that's not cluttering everything. So let's get started to it. Let's get started with the most basic one. We have our son over here, which we still have from the original. So in here we were kind of just choose our son direction. Now it looks like that are some direction is coming from the left side and go into the hide sites near the forms. So let's just white guy like mimic death. So if we have a son here, it doesn't matter where you move it. It's like in marmosets, but all the medicine see a quotation. So I want to just go ahead and several look, of course, it does need to be too precise but just play out. But it until you get something that's a quite a bit more logical, something like this. Now the next thing would be the color. So the scholars are quite a bit more or unsure. I want to just go make my colors a little bit more orange. Something like this search. Play around with your call us. You can just click. You can just work and select it. Do expect you to know what you how to do that. And for us, you can see the intensities of four or five. Let's go for four, and that's it for our light source. Now make sure that it is setting movable because we do not want to actually build any lighting. This is going to be a hell time thing, so make sure that it sets a movable and that if you scald down, you have here something called distant field shadow. So that's something we need to turn on. And that's bill costs. This seemed to actually turns from quite a bit, so it will look very good. Before we do that. Go to your skylight, make sure that set the stationary and for the rest. Yeah, I think we just now need to turn on our distance field shadows. You can do this first of all by saving your scene. Then if you go to a doctor settings, project settings, gift, that secondary loading. Here we go. And now you just want to call down all the way to rendering over here and in this Seo in his full over here. What you could do is you can scroll down, and that is a option for generate mash distant field. So you just want to take that on and it will say, Do you want to restart? Yes, but before we also have to turn on skin space global information I also Internet on because that actually makes a big difference, which is just a g I. And it's already excuses already blinks like some off the g I out. But we will work on that more now before we go ahead and he start off engine. I just want to go to file and I just want to save the currency. And if we go to cabin tutorial saves in here, I want to save This s Kevin and Israel becoming Nixon now a pro tip if you quickly go to settings and back to partake settings. If you go to the maps and moats, you can go at, any can drag in your cabin in here. And what that will do is it will automatically start up this scene whenever we restart our engine or start up engine. So I'm going to now pass the video and I'm going to plus restart and we'll take it from there. So here we are, so really started the engine you could see like a quick little bar saying, Generating medicines, Fields. And now we have this which, as you can see, already looks quite a bit different. Now, of course, things are very dark over here, but that's just the metal balancing. So we have a sky light, are some might. I'm going to actually set that to probably like five, and I'm now go. Just don't make it slightly right, just like a tiny bit. And most of this going to be in the skylight. I just want to go into my light or in my son and just down here, distant field shadows Eastern. It'll that's it for us, so you don't really need to change anything. What you want to do now is you want to go to a skylight and in here we have a skylight actually becomes quite important in these areas. So here we have our distant fields. Shadow occlusion, now in the occlusion combined what centers to multiply. This will work well later, way with a post effects. We will go over that. But for us, so you can set your exponent, which doesn't seem to do much, actually do some things. Maybe if we set this to aesthetic, No movable. There we go. Eso he said that removable. And now we have our settings and witty Something's now an obvious one. If this is very dark over here, which it definitely is, you can go into your collusion tint on def. You just set up a little bit lighter. You can tone down the darkness next to this. You can also go into your intensity scale off your skylight and set the to like to, and that's what I like. Make it be dark. Now I don't delighting here is quite interesting because even it's still everything's really bright. There might be just because off the global information that's going on. So but of course also because it's consider so technically when real should be slightly more, eh? Quit. But basically, first of all, I'm just going to go in my son again, and I'm just going to rotated to see if we can get like something. That's yeah, if you like, slightly halted it. If it could maybe look a bit more interesting or if we just want to stay with this, let's only rotated upwards to create a little bit more like direction off like a low hanging sun. And I think I'm happy with that. So, having that done, let's see. So we have our skylight. That's a light source. We have, Ah, skylight over here, the distance field. So I did it. Expected to look a little bit sharper. Yeah, it doesn't do much, does it? It does a little bit over here so you can see like some slight shadows. It's almost like an occlusion. I think. What thing? Best thing to do fast is to actually go in our post effects and balance it out over there. Now, before we do that, first, we're going to put G to get rid of my to go into gay moat and game mode basically just means in the way that it would look in game now the post effective something for later. So we have our atmospheric fork. If I pronounce that correctly and we can pretty much just keep this the same we have a sky over here if you select the sky and you can actually chew. So if you double click on the color is determined by the sun because we set our lights quite low, what happens is everything because fair orange, because it thinks it's sunset. I do not actually want that. I want to have more control, so I'm actually going to turn it off. And then what I'm going to do is down here. You have your over color, you can just play out with you're over color. You can play around with your cloud scholar. And by the way, we also have, like, a cloud capacity right here, so we can actually make a clouds a little bit darker. But basically, I don't know, maybe we want to actually create like, a silence back contact. I honestly did not even think about debt like what direction we're going to go. But like Witty, what's it called? The whole eyes in color. We can actually like, play out with quite a few ting. So we can, for example, make this completely black if we want, I'm going to go ahead and just majors like quite a light yellowish. We will go over this a bit more, so we will play around who did? But for now, let's do that and they set equalize like here. It's at the top. So if you just move that we get like make our sky a little bit more light blue like that There we go that that looks quite interesting. So we got like a nice blue sky. Maybe I'm not sure what to do with D background color for now. Let's just keep it like almost white, like a very light, just like a very light yellow color, and we will cycle back to that. But first I want to just focus on this, so having these things now a very important one is to go into are not volumes into our visual effects, and in here you have a sphere reflection, capture, and it's very important to capture the correct reflections. So where you import that you can immediately see like something changes. I am going to just press JIA. You must make sure that the yellow circle is surrounding the entire environment. And because with such a small, if I like this, we only need one. And basically this will just make sure that our reflections are correct. It will work even better if we had fairly reflective stuff. But you can already see like because he like the roughness response is starting to kick in in here. It could play out of your brightness, but I don't think for this one specific one, it doesn't really do much. So I'm going to go back to Game Haute. And I just need to make this a bit light or so if we go into our skylights school down, make this a little bit lighter. And now we have arrived at our post effects. So, uh, post effects. First of all, we want to double check that if you go down that it's set to see where are you over here to infinite extent, which basically means that no matter where we are the post effective active. If you turn it off, you can actually set like a radius off wet where you want to post fact to be so just on its own infinite extent. You can see that else already thinks that change, and we are just going to hunt through some off the settings. Just looks like a stocked. First of all, what we have is we have a bloom. Now I'm sure that we all know what Bloom is. So basically just like the glow from our son seeing that there's just, like a bit of like in, ah, medieval style, I actually want to boost it up a bit more than I would do normally. Just because it gives it gives us like that, that feeling that, ah, medieval feeling that you have to see in games and cartoons and everything now our exposure , exposure. You can play how to do it, but I tend to just keep it to one. Yeah, let's just keep it to one. And because she wanted just make these values same. But however very important, do not Swire balance your senpai tightness based upon this because that makes it everything very inadequate. So try to actually go as close to zero as you can. So I Mexican and go to see her 00.5. Then go back into my son and I'm going to just reduce that to, like, tree, maybe even two. Let's let's go tree And then I just want to go back in my post fixing in my bloom. I want to go ahead and set this back to maybe like one. So as you can see, that's right. Things become very inequity. If we all of a sudden change things and we need to like it, he balance it. So let's start with debts now. Chromatic aberration is basically these distortion that you get around the outside areas, and this is something that you get in like cameras. You have to see if you have a lens you can see deserve the very out areas. That's basically what this is, so it's in effect. I'm going to just keep this to like 0.5 just in case you ever have, like this very sharp angle. And then over here you can just see it like a tiny bit. Just make things a bit more interesting. Let's see, we don't need to Don't mask. We don't denting with a camera. We have our image infection and Vic? Nothing. I'm sure. I already showed you in. Um, Mom said so basically just like the round corners. So we want actually said this quite high, because again, it gives us that medieval effect if we said it's quite high. Now let's see what else we have. We have our kola grading here, which we will actually not touch yet. But basically, you can change everything. So, for example, if our shadows were still like two dark, we can actually just change the shadow Carlos and everything. And we can actually we can go in our shadow. And if we go to a gamma, we can give off shadow just like the tiniest bit off, like a blue tint, which you often see that they do in movies, Never thing, and it just gives like that just makes everything feel a little bit more satisfying to look at. So I'm going to do that in the shadows, and that's about it. For unless you have a way. If you're seemed in scholar, if we want to change the color of our dial scene very quickly. We can do that so we can help make this a little bit more Bunge like That's a stiff that the sun is really setting. It's like, quite nice and bite and the color look up table. We might play 100 later on, but for now, let's not do that. We can't ignore the film. The tome, Epper, and basically down here are the same things that real mostly used. So the 1st 1 is the ambient inclusion setting in here. You can see that if we increase this. Oh, of course I messed it. So basically, the MBA inclusion would give us like shadows around these areas. However, I forgot that the mesh distant fields actually overwrite this. So I don't think we can Yeah, so you can see, like a little bit. So knowing that we do need to, I will be real cycle back to that. It's not words it doing it for the quick first parts. It's more like for the final pass. So for now, let's just leave. I'm inclusion like this. We have a global information which is also in imports. Once that's you can see here, that's a clear time Global information that we have, so we can set this. Ah, that sets to 2.5, and you can even set to follow if you want, so we can give, like a very light, yellowish color again just to give give off. That didn't. Now I don't have great racing turned on reflections. I don't care about screen space. Reflections are just like the opposite. My quality to one Go to 100 my Mexico office to one and fought against it. Most of this is all hate racing, so we do not actually need this. So let's say that this is like a good start starting point, faster work form so we can properly, like, see everything and it's looking quite school. What we are going to do in the next chapter is really go to stop by balancing on materials , and we will make a scene a little bit more interesting. Ends probably also work a bit more on that geometry and then, of course, do some Vertex painting, and I think that's a good starting point for us to start with. So let's go ahead and oh, by the way, if you want to get rid of the stop one go to build built reflection captures and that's it . So let's continue with all of those other things later on. 45. 45 polishing Our Materials Part1: Okay, so let's continue now. From this point on, what might happen Issue might need to jump back and forth quite a bit between different things for materials and to lighting and everything like that. So the first thing I want to go ahead and have a look at is, for example, if we go to our skylight school down, I just want to see what a collision conclusion tend us where we tone it down a bit. So we've now once just balance it out, make it a bit darker just to get a bit or collusion around these areas, and also especially around over here. So over here we still need to have a think about if we are okay with seeing that or if we just want to make this black in order to fake a Ziff, that there's nothing going in there now. The next thing is, we are now going to go back and forth quite a bit, balancing out on material. So she because, as you can see over here, let me just have cyber sites that I can have a quick run down with you. So I'm going to very quickly the first extent. Notice the stone this way off. I need to fix that. The glass eyes. For us, it's a bit too green. So we want to go ahead and balance that our roots can, which is actually pretty good. Maybe if we just have a few more stronger colors in there, and we want to go ahead and make a D actual normal Smith stronger, who can be a little bit more saturated and bring out the colors of the bit. Nor are most is just way off. So we just need to go out and keep working on that and for the best. After we've done that, we want to First of all, start by adding enough geometry to do some most painting and stuff like that and also work more on the Etch over here. And, of course, a bunch more stuff. But for now, this should do the trick to get started. So if we go ahead and let's dive right in and let's just start with Stone so excuse you over here. Yeah, we were way off with color, so I'm just going to open up our stone. Here we go. And Billy, I think this is because we looked more attack Afghans ahead and then at the actual concept that for this so we really need to do is we just need to go down. Let's go here in rhe cell and I feel like that if we settle a desert, make this a bit lighter, don't separated all the way because then becomes a bit boring. So a bit lighter. And then by the time it gets here, it still has, like that mushiness feel to it. Now just go inject it. Okay, I was medical expert to stand on its If we now go in here, goto our talk and it's go ahead and every import this. Okay, So seeing this, I would say that it's still like the colors are still off, So maybe if we go in here, that's a little bit annoying. So I would say that first of all the school lost they are. We need to make everything a little bit more moment owned, So let's balance things out that they are a little bit close together and let's go ahead and move all of these colors slightly to left, which will cause it to become more like a gray scale color like that. And then we have this one. So I'm going to know play hunted by lightness to make it. Actually, I quite a pipe color, and it's quite noisy. So if you just go into our blend and just toned that down a little bit now let's move on. So over here we have had them closer. Let's tone that down because we basically just want to make everything feel little bit more off like a neutral color stone down almost a little bit. And why, Isis Girls, you look so weird. Let's start. Let's make a curfew also quite a bit less, and let's see how that looks so me and bought. Okay, so we are getting there. We're getting there now. There is some strange directionality to dis that's interesting. That's something we need to keep an eye on. I would say that's still like It's too blue. So over here, this is completely white. So maybe even though I didn't really want to, we should just go ahead and go in our HCL note set of separation. Even more downs that pretty much is just saturated and insert the lightness up. Okay, So we are getting there. I would say now we still want to get the most. But we just want to tone down those extra calls even more over here, Sweet and put us There you go. So that gives us already like this feeling now I'm also not too happy about just a stone shape and just wait That looks so we might actually need to do it. Make some drastic changes to that. But I will make it like a geometry path for this. The next thing I want to do is I just want to look at that cast. So here we go. I opened up my gas, So if we have a look, I would say that just over just a normal car scholars which are mostly over here it looks like they're saturation is down quite a bit. So if you just look at like the final and play around with each other, So that's this is why I love the HCL notes. They're very had need to just do somewhere fairly quick adjustments to make things look like more divine. This case are very you in point to space color. There we go. So that's already starts to feel quite a bit better. Um, I would say maybe even a little bit more, but then make our lightness a little bit higher to kind like ballots. Postings out. So situation down a bit. Lightness up a bit. There we go. That's somebody is starting to look a lot better. I quite like that on See what else? What else? So the tiling is the timing is pretty much good. It's just that we can see, like those little gaps, which I was already worried about, their most like this one's. So if we have a look and see where that the it all comes from this mosque, doesn't it? Yeah, it does. Who? That's a tricky one. We might want to just play out with a few different mosques to see if we can find some. Let's just like Seymour generic looking. We get first. I'll start by just playing hard with seats here, like a seat number five, for example, looks quite decent. So if we tried that out, we now need to put everything Oh, no, never Minds five actually makes things a lot worse on. I do want to have those skips in there. I assume that this will just look even worse. We conspired, but yes, see, so did tightening is fairly bad. Now, another thing that we can do in order to fixes is if if we we cannot find something that we like, we could blends between two materials which is often done to, like, break up the blending. And pretty much the way that it is done here is if we just, For example, he said this Yes, and for example, we have this one. Basically, the way that this is done is we have this texture over here. We can save it. And if we don't go ahead and go to our caste count and just turn off the automatic export and press expert outputs. And now if you go in here final, I could just make a full adult variation, be select this folder and exports once more. And this time now we just want to go ahead and and change d over your chase like deceit. And the reason I'm not expert once more so that it's every members this folder that now I can just go ahead and present export. Now, if we go over here inside off, Unreal. What will probably happen is that the objects, the naming will be exactly seven. That's a bit of an annoying thing, so I don't know. Yeah, here, sort of naming will be exactly saying, I'm just going to cheat and I'm going to fairly quickly do it this way and very quickly. Just come to go ahead and duplicate are based. Call us and then it called a basic along the school variation Eighth or sorry variation be , for example, Gopi debts and just based it on all of them. And now it's a cheap way. But it's a quick way because I do. Of course, you can change the name me off the Jason name in this folder about what will most likely happen is that we want to make another change later on, and then, of course, we can do it. So now I'm just going to turn off on my normal ones and only after wants with variation be behind it. An expert is one small, and this way we have variation be So now we can go in here that we can just properly see what do we need to use our toughness are normal. A basic all of an Ohio. Now, we can just quickly tracked this in press, OK? And having this, we do not need to make a quick edit And that this in our master material, we need to go ahead and actually exposed these after all. So if we just do this is the normal. Okay, So if we comfort you parameter and call this map to underscore normal, there's going to be comforted. Met to a Moscow toughness ankle for its habits off. Have to on the skull base skull off. Now, I am aware that our A o mice not work Sorry. Might not work correctly here, so we might also need to do something with that. So if we have our way over here, um, I am going to go ahead and art one more arts de ao from our Yeah, that's audio for most in here. Just do it like this. So we have this one go for it for himself, Met to on the score a Oh, and if we don't just go out and duplicate our look in the A, we want to go out and have ta Oh, in to be We want to go as NFR normal ao map and that plug in our hat in here that should already do the trick. So just having this, we just out of a ao maps. And now if we go ahead and save this, hopefully that should work in our favor. So now if we go and go to materials and we have on costs, yes. So now we are able to expose these, we can expose them, going to a grass and just grab the should have done this in different former Let's grab the map to But where are you? I am married to a oh mep to base color map to normal and map to huff, nous and safeties and off we select our actual cars off here We can set the color to white the radios to maybe like, 30 ish And if we just had strains Quiet too high up. Oh, sorry. I think we need set us to black after all. We don't We do not have a lot off geometry, so I can already just start like a little bit. First thing first, go into your cars and make sure that the tightening is exactly the same for the most as it is for the rest. There we go and I can see here. So that breaks up the tightening. Now, of course, we do not have a lot of geometry here, but technically, we do not need that much. We just want to go ahead and over here. Now you can see that the dining gets broken up. I'm just going to hold X too quickly. Get rid of dialing on those pieces off their Yeah, here we go. So just do, like, have had any pain, like a little bit in here. I know that we will probably get a few problems later on if we want to. Baines on building because everything's one object, but shouldn't be too. Beth. But now, if you could see this actually, dessert this actually looks looks quite good. So now way have broken up the tiling quite a bit. And that's basically the goal of this. So we can save our scene and we can move on to the next one, which is our most and for most it looks cool. Insight off marmoset. But we are actually way off, so I'm just going to save my count on my rock and I'm going to close us down just to save some memory on my computer and let's open up the most. Here we go. So here's our most. Now I feel like so we ended it. It's using the HCL here, but I feel like we cannot really get away with that anymore. So what I'm going to do is I'm gonna go in my gravy map here, open it up, and I'm actually gonna select a color and hopefully try and pick the call off our directly from a cold spot and that should hopefully improving. So, of course, keep in mind that Teoh keep the colors softly. It's the same darkness I would say is that they were before we can ended it later on. But for now, I'm just trying to keep it, and it looks like that it is picking up like Willy Brown Carlos in here. So that's something that we really just need to go ahead and fix also data home here. So let's say this and then we have to sparkle. If we now go ahead and just turn those Maurin a direction of clean collars. We get something like this and another one is So this one is a little bit No, this is not the one that's too strong. One of these is too strong. We need to be super careful with, like the tiding because we are typing is a lot, so it might feel a bit monotone. But at least, well, you think this is the one thing, this oneness. Yeah, there we go. That's causing the tiling. It might feel a little bit Mona tone, but in the end it will actually help us. So now the yellow is way. Just talk. So that's just don't known yellow quite a bit more are green over here. I just don't like so we can keep it in, like the tiniest bit that serial 0.5 but do almost nothing Over here we have our a O in here. I'm going to gets rid of that by pressing backspace because I don't You guys do Montet and then this one to hate yourself. But now we can get rid off the ages l and are the new one just to get like a fresh stuffed . So let's say we have something like this. Okay, I was medical expert. This turned on. Now, if you go to our most let's retrying import that. Okay, so it is more monotone, which is what I was looking for. That's good. Now, off course, we want to play around a bit more off here and let's see and try if we get rid of our lightness in here. So we need to make a darker and we need to make it a bit more dollars. So lets us play with our situation. And now I will only do this on the base color because there's only one that's really getting editors. Okay, so we got this. Wow, it's tricky to get this one. All right, let's move to slides up a little bit. That is really tricky to get summer away, of course. Yeah, this most it's and way more defined that you can see over here. But for us, that's a little bit tricky to properly get that right. So, um, there is something that we can that we should be able to do. I'm going to make my situation, but less again. First of all, we just need to get like the basic ALOF Kovacs. It's probably most important one, So we let's make that situation and then make it a little bit lighter. It is really sensitive with a slider so on is getting somewhat close. I think we need to improvise. So we cannot really get go for this collar and is simply because our scene will not allow it the way that we make our seen. It would not be a logical color. So what I'm actually going to do is I'm going to stray away from our concert, and I'm going to use to us my experience on my instincts on the way that about this looks I'm going to make this slightly more yellowish over here. Yeah, let's do that. Okay, so that's working better now. I want to just quickly go in my foot, expended twice and stuff out. If we set this to black, Um, let's go ahead. Set the swings quite low. I just want to see if we look like, yeah, we definitely We need a lot more geometry on the beach state about the pain. So but basically what I'm thinking off is to reducing the amount off most. But to have the most in more places, so we reduced, like the strength of the mosque. But we have to most buildup in, like a lot of places, as if that this is just like more of an old cabin like that's. I like the toughness response. I want to try and see if we can capture that a bit more, even if it means that we need to, like, rotate the sky. Because if I find it important fast, too, get a bit more. So here we go. So, like I'm just clicking, you can probably hear it. I'm just carefully clicking, but I'm not actually are doing, like loads off moss pieces on the year That's already too much. Let's hold X and X to get rid of that. There we go so that it gives us a little bit more. Most now, in the next chapter, we will go ahead and we will start by adding a lot more geometry so that you can do some proper painting and I want to see if we can, like, play around without toughness. A bit more, which you're most likely also includes a roughness slider inside off our Gabin. If I remember, I hope I will remember, but should be fine. So let's continue with that in the next chapter 46. 46 painting Our Vertex Colors Part1: okay, so as discussed, we're now going to work on getting like some more jobs. Kenya's that we can do some proper first X painting. So for this, we pretty much just want to go in our blend off scene. And if we just turn on the house over here So the painting is going to happen mostly near the bottom pieces, because we want to just have, like, some most creeping up at the bottom. Maybe if, like, a tiny bit off really learned to open my Africans before starting their recording. Dairy go. So let's see. So we want most, like a little bit at the bottom, maybe like a little bit at the top. Especially the roof is a little bit on some off, like the wood planks to get, like some most laying on top. You just want to focus are also mostly around this area over here, maybe a bit on top. So this what we're doing, it's quite basic. So what we can do is begin because we have our multi resolution. We can actually just hope control, go to tap holds contra off an extra place. Another seem I'm just going to set this to UNTAES Because Because this is I would like a military resolution. If we do that like twice, it will actually just out more job between those areas, we can do like another one. Where are you? So he went doing this. You can no longer just move after you place. You can no longer just move it because then it will mess up the peace. So stuff like that for this one, we do not have a multi resolution. But we can just go. And I'd like a few. We don't need a lot. I don't want to go too crazy with probably counts here. So we just want to go here, here and here. And they go sit at us enough now, maybe have, like, one in the center, just two out, like a few more segments death and also both for here. And it's mostly on the college because college is just the most important one. These ones I'm not going to go too much. Just like to should be enough. And just, like, placed imbedded randomly. Don't go to precise looks like it over here. We need to redo our Yeah, once replacing we need to redo our weight normals. Just 2 1/100 There we go. And that's why I like to keep the modify a plight so that I don't actually to do that need to redo death. This one. We can have, like, one here, maybe like one to each side. And that should really be enough. Wait. Normals, sharpness. 100 for dese to I'm doing this quite quickly because I don't want spend too much time on something as basic as placing lines. There we go. Okay, so we mostly like because this is off. This is our biggest focus down here. Let's have one extra line down here. But the biggest focuses, of course, these angles over here. So we have those now we have these ones, and over here we can kind, like, relax a little bit. So most, like, have one line, one or two lights over here, which will just kind of, like, break up the surface and make sure that the most does not fade out all the way to the top. So just like here and there, like one line that should be more than enough because for the last, we are just going to make this quite soft. Especially like our in the back over here. I'm not going to waste so much jumped three or something that I'm barely going to do, ending with its just for this, Doyle, If this was in game environments where you can walk out isn't everything. Then off course, I would properly placed, like the painting everywhere in the John tree everywhere. But seeing that this is mostly dangles are mostly focused at one area. I do not really want to do that. So I'm going to Let's go over here place like few dare few dared. It's fine, so that cannot keep up nicely. Now, over here, we want to just go out and maybe like, especially on this area, because this is where the most of the Mosses just like place a few segments, maybe also place like one in the center around here. I think that's one is fine. This one is fine. This one you can maybe like, place a few more. And these ones, we also just want a place like one Incentive. Um, I Cushing. No, I'm not cashing. I am. No, no, no, wait. It's just sorry it's a way to file. So just I mostly just focusing on these areas over here, and it's fine. So we have this going on going over here for peace ones, I think, because even over here there's no most because it's s o far out. I'm not going to worry about that. I do want to go go ahead and just place like, three inches here. Oh, and this one is going to be tricky one because of the way that we build it. So for this one, I am Goto Wait until we've done these pieces. So for dese, we just want to kind like place one. Yeah, let's just place like most, most of these segments can actually just be over here just to give us some control over how far the most real blends. I'm not two words in making this very mossy forests and get C. I also place not all my sex on my segments exactly on top of each other, this real again. Give us some more variation if we just place them a little bit more to the site and not as even like death. OK, so this one, Ault, I I am quite surprised that it breaks over here. But basically, actually, you know what? I'm going to alter you again. Sorry, because I need to actually see I'm going to this place and I cheated on them ago. Fix this later on. So mostly batches are down the bottom. Then like, kinda creeps up like that through same over a just moat, just most them at the bottom. And then it's like trying to go up there. And now we can go as best Altaie. And first thing is to pass K and to stop, are placing some of these segments over here. Here we go. And now, if we just do a concert off three times down here and three times, it's really broken, I'm surprised, but I think I know a way that we can fix it. But for now, let's just first of all, complete dese by again pressing K. There we go. Ah, maybe do like one. Okay. From here to here and from here to here. So Miss clicked. It's here. Okay, So, first of all, what I want to do just to make sure that everything is correct is someone select everything , go to Q and then merge by distance and just said like super low distance like she opened 0001 and you can see that we had tree duplicate first she's now. Once that is done, we should be able to just go to out of modifier waited normals and as head perspective one under and 1/2 ago old you that should have done to it. Let's just double check that are U V's are still correct everywhere. Yeah, looks like it. So now we have enough John three over there to do some stuff. We probably want to just art like a few segments down here just to paint a little bit in there. And for the rest, our roof has enough geometry to do some small painting. That should be problem. Maybe. Maybe over here you just want to, like, place a few more segments here and there just so that we have a bit more control. But that's about it. Like down here, like we can like maybe one segment here just to give it, like, some more, most painting down here. But that should be about it on. There's no most painting really going on here, so that looks pretty good. Also, you know, when you will use improved the normal off. Well, we need to do a bunch of stuff on the Texas, but I think that's actually that's a loose, quite soul it on. We will need to remake this. Sorry about that. But I'm I just do not like what we have right now, so we will need to go ahead and just find a better way for death. For now, however, let's just select everything export Fbx. Let's go to exports. Turn on selected objects house going here and now when you import it, it's real. Break our government painting, but that shouldn't really be upon. So if we go in here in the assets house provides glittery imports, Give that a second. I didn't but did not break it too much. But I'm still go to just redo this completely. So I'm gonna now go in my 1st 6 painting. And if we set this to black on the Red Channel, we just want class pain. Sorry, that looks musty. I mean, white and press Phil. And now if we go to black, we can start with a bathing. So I'm going to keep my reference up. But of course, way might go ahead and just shy away from it a little bit. First of all, however, it's just focus on food. It's bit too big. Let's set that size to 21st of all. Oh, and now strength to maybe like 0.1 time. First of all, let's focus on just getting like, some off this most we can temporarily, if you just Do you know what I did there? No, I don't meet students, that's all. Sorry, that's always annoying. There we go. So what, you can do it if you're Holtz. If you click and holds, you can actually actually height multiple at the same time Over here. I did it again. Well, I don't care. The Thai extent made something a za child's object, which happens very extended to like them on there. But let's just on hiatus. And this is mostly said that I could not properly see what I'm doing, and I could just go in here and over here might look very dark. But remember, this is just because off, because off the shadows that we have, we should not really worried about that, especially because their stuff going behind it over going in front of it. But for now, we could just go like for here and special, like in the corners. We connect wine. There we go, paid to corn us. And that just gives everything feel that just makes everything feel a little bit more. Count it, I would say, Looks like that. We, of course, need to fix the tiling on material on some of these, but for us, you get, you get the idea. It's about just having this most look look like like here. She gets here from distance. It's going to make you feel like stuff like the aging like stuff went against it like moss and dirt and everything over time. And it's going like cost the's dirty areas and it makes you feel less like, Oh, it's just stuck into the counts like that. And it's the small details like this, that metal so, like over here. Oh, we still needed to probably do like a bunch more on our route. I'm not sure we can try. If we set to their radios to like 10 you can try and see if we can. Okay, so I think we have just enough in this case, too. Baines Divergence. Yeah, we need to just fix dialing, which which we will do wides about now. I'm just going to hold X and paint it out a little bit more on those that she's over there . There you go. So just looks a bit dirty. Maybe also here, like on top. Just go and something like that. So basically for the tiling, if we just have a look, say, Have look over here we just want to go ahead, go to our materials and let's go to our Blaster. It's exceed speak at our roof over here. And most styling is said to to show if we go to a plaster most times, all set to do, maybe we want to go for, like, four in this case for the most or tree. Let's go for tree for the most and for the woods for the would you want to go now, go higher. We want to go to maybe like 1.5. I think I think the reason is because Are you visa slightly different up here, which made it feel like Dona that it's way too big, But that means that we will just need to kind of like changed the UV Seattle then j styling . This is more like what I'm looking for. C. So it's gets, like, a little bit mossy and everything. Now I'm going to go ahead and also out like a strength slider inside our cabin master, which we can do now. So if we go to our cabin master, we have over here, let's see here we have our gets cooler. Now if we go ahead and out a multiply and are they scale a parameter that we'll call for decks on the score paint on the start score strength groups kept. Look for text on the scope. Baines score strength over here and set it to one. We can plug this into a We can go ahead and we can hold control and actually blood this into the forms. And then blogger had channeling to be in that shoot. Give us going tall over the strength, so let's give that a go and see what it does. So if we now go to our plaster, let's hope this works first. Explain strength does not work the way I the way I was hoping to first. It looks like it's inverted. For some reason, it is interesting, so it does not actually do it on the white one. So let's have look, every inverted is, um, so we do multiply on these channels, but they're inverted. So there is what? There is a note. I just don't know exactly where to place. It is called on one minus note, and I don't know if you want to place it in front or after the vote supply, but that might fix it. And if not all, have a quick look. It's just because I don't do okay, so that lets the inverter mosque, which is not what I want. So that's actually Internet. That's interesting. Hello. Did up like energy. Say that again because it feels like it's not. There we go. Nice, me. So that is quite interesting, because it's not supposed, I guess, I guess there what's happening here is that Divert explained. It's already like too strong, so we can we can control the strings like this. But what I think is happening is that we just need to go into our first expecting and I don't know if you want to like there is, like previewed on RGB gel. Yeah, I feel like it's maybe a way too strong. Now we can stop out into the white color and going twice like very carefully, maybe even less if we said slight to see open. So five, for example, just set the bar size to 20. Let's go toe off. We can like, made it out. I think that's I think this is the only way for us to properly, like control the strength at least the quickest way. So I guess that we had just painted it a little bit. Deuce Long, which is OK. It's not like it takes that long to just click a few times on the year and like a very loose trying to kind, like fix that. There we go. That's easier, and we still have. We still have that slight also, which is nice because it still gives us a little bit more control if we want over. Like if we want to make the overall ting look a little bit more Masi or not, I'm going to accept 2.9 just to make it like Diabetes Pharmacy and also by the way, let's see what happens if we said a normal swing tire Looks like that we need to do that. Incite the actual inside designer. But anyway, um, so that's a good start. We now have a nice basis. So in the next chapter, what we'll do is we'll just go ahead and continue with all the painting and then go work on our toughness. 47. 47 painting Our Vertex Colors Part2: Okay, so let's continue with painting operatic schools now, as you can see all the planks back. This is simply because whenever he starts the engine, it will not remember that you've hidden stuff and that's when this happens. So over here, I just want the house outside of my S s father. Sorry, I forgot to actually show you that it was like a second after recording. So now it's easy for me to just turn off the assets, but still have the house here. And are we going to go ahead and go into our verdict? Scholars on We want cities to black and let's get started. So we probably want to go ahead and focus first on the roof and then we can take it from there. So only here on the roof, I'm going to just carefully click. Yeah, here. And I'd quite like destroying Copco five. You know, it's very subtle, but at least it gives me, like, a lot of control. Maybe Copco 07 just to make it a bit more even now it's like here, especially like with white back written, White backed up. It's actually quite strong, so we want to be obits. Careful that we go just like we can have. Like like a strong point over here where it gets quite a bit. But first, Bebe Kathlyn from Estill, CEO like this woods don't paint it everywhere like keep some small pieces over. This just makes things a bit more interesting. Same on this one over here, like we are painting. It's a little bit to decide and like, kind of it had only flows over into, like, a nice area. There we go. Okay, so we have these species, which I'm just randomly going to give. Like So, for example, this one is going to be, like, all the way most see and then it has, like just it still shows a little bit of woods. Good. That's nice. When the lighting is this strong, it's probably day. Oh, actually, that's doing that. But it's good. Yeah, we need to offer a miracle naff lighting just to make things a bit more interesting. But for now, I just want to I always like to get, like, the basis off the scenes in before we really start to spend any time on lighting and everything, and I feel like that often works a lot better, so that's what we will be doing. So over here, I'm not going to do too much. Most we will go ahead and, like, have it like keep up in the sights over here a bit like that's and we also want to maybe like efforts a bit in corners because the gusta most, it would not just stop it guy like flow out. And it was kind like and a little bit more softly. Now how did Here It's also like a nice area for us to just make a bit more Mussi like the roots and everything. And there we go so you can see, like maybe it's like a tiny bit off greenish nous here at the top. There we go. So you got something I did? Let's go ahead and display on two days. I'm going to set my size to public wound dirty just to cover a bit more gowns on like these bigger pieces. And of course, with such a low strength, we do need to go over things a couple more times. But still, I prefer that over the fact that we that would be like have more control over things. So I like to do something like this where we have, like the most, and it's almost like a network. And it's kind of like Links over here links to our house, where it flows over into our woods and stuff like that and for the guys to just nice like it has some openings. And of course, over here we just want to make this, like, quite green nation dirt dirty and everything. Maybe also yelling like the score knows a bit more. There we go. So we got this site and it's got started here to talk, to continue that and also like, especially at the top, because at the top the route is connecting to your hoof, and that's like a good moment for dirty and most in everything to build up and then to spill out a little bit more like that. So you can I want to make sense of how things would look and how they would behave a little bit more Now. Of course, this is not the scene where we go to realistic with behavior else would. Now they have made the scene like this. So we are following because about, but it's still good to at least try and make it a little bit more logical. So also in here, like in these cavities over here, that's where most would probably build up a bit more. And most you can have, like a little bit, unlike the flat pieces off the wood. But it would be fair. It would be difficult for most, actually hit that. By the way, let's press exit. That's actually introduce the most a little bit over here, because I feel like that's a little bit to song. There we go. Maybe, if, like, a bit more here and then produce it a little bit more. Counties, areas. Here we go. Such like I least like kind flowing off like that. It's sketching the devotees over here, and then over here it's going just Here we go. So it's just nice and multi goods Now over here we all set like a little bit more. So let's set our size or radius back to, like 20. Maybe just like paint a little bit around here just to out like that extra bits off green like that's just to make a bit more messy we can do the same over here, just like mostly, like the root and everything, just like bathed in a bit more green and over here also, and sometimes nicer, just like go down in. That's not like a perfectly straight line, but especially right, like over here the most had so much base here to build up because there's all these cavities and all these small little pieces, so that would be like a perfect breeding count for these kind of things. I'm just going to hold X because that feels a little bit too much. So just to reduce that, like a little bit here and there, it's also reduced the bit over here. There you go. That's critical through the same on these sites. And sometimes I just press X to, like reduce it further back in case I made everything a little bit too dense. There we go and do some back a little bit more. It looks a bit too cloudy, so I'm just going to reduce. There's a bit more. There you go and for the windows, in this case, because they are quite covered up by other pieces of food. I'm just going to do like some genetic painting over just to make it, like, feel a little bit more mossy. Of course, it's also quite a bit quite a bit darker here, although it might change that. But for now, that should do the trick. And down here, maybe we can just start carefully Baines in, just like a little bit off. Most like that just to make it like a little bit dirtier. Maybe. Old accent like produce it a little bit. There we go. That should trying to do the trick. Okay, that's looking pretty good. Maybe over here, we just want to down here than, like, have to go up a little bit more like deaths and an old exit. Like, move it down a bit more again. Yeah, There we go. I think that does well, look nice. So if you know RTs, it's of course, because say that, like all the really big patches that gets going to cough it up, and it just Kate a nice total baggage. You can go ahead and you can try by the way, by this point, you need to like selecting asset. But we can try and slightly acid and like, especially for these ones do like some painting on the ground just to make them quite a bit more musicians. They are laying on the ground over here, and depending if they've been here for quite a long time, it would be logical for these. The ones that are standing just like click on them once and then like paint a little bit on the ground doesn't need to be to much in this case. But I'm just going to quickly go over it and just try and hit those bottom. Virgie's there you go to create, like, some off that most I know. It's a bit dark over here. We will focus on that later on. It's a bunch of stuff that I still want to do. But for now I just want to blend whatever we have, or I just want to make what we have here now work. And then later, when we get focused on improving it more. Yeah, we definitely use you also work on the staff on there. C U S O. Uh, that's annoying. I think what we are going to do it instead of just doing like the break up we are going to make it out off some different Blix, and you have to breaks like very close together and do it debt rating that will look a bit better compared to what we have here because this just yeah, does it look it just doesn't look the same, doesn't look as good, So it's definitely something about to fix. So for now we are slowly getting there, so that's quite nice. See how it's a lighting? Do we want to change it in any way? Because I quite like like I want to try and get like some half this response here? But let's do something like That's just something like this. Like we move it a little bit Mortar left that the shadows over here, unless But we at least capture some off the sun on this piece over here. Now, now that you've done, that's what I want to do is I want to finish off this chapter with just focusing on our plaster and also focusing on like a cricket, often a slider to give out smoke control of our toughness, and then the next chapter we will focus on the staff. So for this, let's go ahead to start by opening up our cabin master. And often it's like slighter, super simple, just are they Quick, multiply and just multiply the learn from your that goes into your toughness with the scale . It's a permit, er scale apartment of that girl gruffness on the score. Strength said this trying Do it believe it's one or zero I always forget. Ah, I think it's zero. No, no, it was one. So Okay, so what means just default like we don't change ending to it. Because, of course, I do not want toe make everything else some very shiny. But doing this, it will give us control to go into our who, for example, school down to our office strength and play around with it a little bit. So here. So it looks like that if we said it lower, we get, like, a bit off like a shine. So if we can just wine just set it to maybe like 0.9 for the roof just to make a tiny bit more shiny. But mostly I just want to look at our route over here, play with the softness, and you said the route softness made you like Boyne seven. She just liked up share a little bit more that shining there just to make things feel a bit more interesting for Hook. We can go and yeah, that's maybe also go for, like, 0.74 book. There we go. So we get something. My shine there, our gas we want to go, and it causes a tricky one. So we don't want to mess around to do much, because causes often not shiny. So I'm just you know what? I think I'm gonna leave it to one. I don't think the guards will really benefit from it. And lastly, we have a plaster which I believe we can make, like a little bit of Cetus 2.8 or something just to make it a little bit more shiny. And not of that is done. I just want to focus on mostly Yes, you can see over here like the Plaza. It looks really nice and coffin gritty, and I kind of want to try and capture that a little bit more. So if we go ahead and we will open up, um, substance. Here we go. So first things first, we have our normal over here, which is very plane. So we have this one with this one squared and just boost up the intensity of this quite a bit. And then we also have this once. Let's also boost up the intensity. It's a bit too much that's turned it down with their ego to get, like, a bit more flak, that gritty look and do we have automatic? Okay, I was magic exports turned on. So first of all, I also want to go in here and I just want to see if we said styling to, like 0.5. And if we don't go into a Texas blaster and very important, the normal. Actually, it's also reimport the base color. Okay, so it's starting to look a little bit of off. We have a normal strength over here, which oh, enormous textiles inverted. I believe so. If we set this to zero, that will make enormous thanked a bit stronger. So here. Now we get that toughness now, Now, with new other too often so I can see that are so you with a new other normal. I can see that our toughness was a bit too strong, so I'm just setting them back to one. So we get, like this, bitten off like a stronger, gritty effect. Now, if we go in here and first of all, I just want to tone down the curvature because, of course, that's now a little bit out of balance. Next to this, I just want art a blend, and I'm going to see if we can maybe are our a o at, like a very soft values for Plug it in here, select Leinart, agree radiant meth and hopefully that can like kind of fake things a little bit. So if we just artists. But it might also look very tile, that dialing because very obvious. So it's it's going to be, Ah, good time outing. So let's increase it even more reimport. Okay, so that does make it look a bit quite 1/2. Maybe tone it down just like a little bit now just for presentation purposes. One thing I just want to try out is if you go to settings and project settings, I sometimes do this if I need to see my normals from a very long distance, just but it's really bad for performance, and that's to by turning off texture streaming and Texas streaming. Basically, what text streaming does is former distance. It will make your Texas low resolution compared to when you are up close. However, in this only days instance I'm going to turned off because I feel like it's good. Give us like some more stronger effects. Now, this route Sorry, I'm might be distracted, but this would feels like maybe we are here here. So we're going in the wrong direction with Let's at the root 20 with the normal strength so that it goes inwards. And I believe that we've done that with more pieces, so he and normal strength is fine. The look enormous thing. Just still find Blaster. We've done our gas. Normal strength is now set to tree, which might mean that it's inverted. We might actually want to set this to, like, zero, or maybe even lower, minus silver and five just to make that, like, extra strong save debt. Okay, Suppose G Okay, we're slowly getting there. I was slowly getting there, so I would say so. We have no got painting. We have, like a much off of much of off of Look over here with our plaster. I believe what I want to do is I might want to just quickly create some cameras so that we have, like, some new angle. So if we just make a few a little bit bigger over here now, this quite nice. So what you can do is you can choose your few. So first of all we put, we probably just need to go for, like, a few. That's is a very close to our const art, which is about here. There we go. And then nice thing. What you can do is you can go up here to the little drop down and you can create a camera and create camp cracks, and that will create a camera in this place. Now we can then also go like for close angle like this camera Kate Chemical camera activating. Create another one. Maybe it's like another one. Maybe like this. Or like it's of another one like this Over here, we cannot We can always change them later on. So don't worry about death. I'm just trying to find, like, some nice angles. I think for now we are going to keep it to tree because mostly really running out of time. But basically now in perspective, you can go down and it will show you that one camp back so that we have over here. So in next chapter, we will find this and we will start working on our stairs. 48. 48 remaking Our Stair Part1: Okay, So what I want to do now is I want to go ahead and work more on the stone. On what? Actually, I'm just going to remake them and instead this time off, cutting it up, which was like it was a cool idea, but it just doesn't really work as well. Instead what I want to do it, I just want to create, like, a few different stones. And then for those stones we can just go out that we could like, place them in order in order to build up this structure. So what I'm going to do is I'm going to just I will keep this short because it's a bit competitive. So I will go out and create a cube. By the way, we can get rid off like detection protection most. We don't need that right now. And for this cube, let's go ahead and just big, like a sickness. Something like this. Oh, let's scale it down quite a bit because we don't need something as big. So let's say we have one cube like this one that is slightly wider and another one that this may be like slightly ticker and off course, weaken later on. Just edit. Do use a little bit more. So that's like a particular like a more for square, this one that squashes one down a little bit. There we go now. So this one is between the Yes, we can just bevel it, but I feel like if we just bevel it, it's Well, we're it'll work okay around these edges. But it might still look a little bit boring at some places. So normally, what I would do is I would just go into C Boy's, and I was I would sculpt this. However, in this case for this tutorial, I don't want to introduce an entire new program for something this small, so inset. What I am going to do is, first of all, I'm going to just press concert off, and I'm going to press our place like a few lines. And this is mostly so that we can give this some imperfections over here. Also give it to say we at the bottom, because remember, we can just go out and rotate is a violent to give it like a different look. So let's say that we have something like this now The next thing that I want to do is I'm going to go ahead. And first of all, I just want to try something out. If we slept, for example, these edges over here and we say we want to have close if you press control be and like school that we are actually able to create, like some more smooth lights. However we do these going to object moat rescue and reset all the transforms. And then he had so bay. So I just want twice something. So that way we are technically able to do that. And then if What if we don't say like okay, but now I want to have the search is to be normal. Kerry den. Just go ahead and, like school this down and make these got to select one school these down and make peace like normal. Anxious, I think. I think that's good work. And then we do have, like, this little over here, like this little messiness going on, but yeah, let's just continue with this. Let's just white is out. So let's delete like that face that this sticking up there, Select this, and if you go to your Maximus stools over here, we can go ahead and turn on Target. Well, to Tuggle and just well, to these two like one off the edges and that shoot make things correct. Now there's another tweet that I can do after this, which is that we can actually paint on that measure to make it smoother. Like we can smooth the John tree using painting, which might be useful to on off toggle toggle. I first want to go ahead and see if I could just Yeah, I think I think we can also just do it like a little bit in destruction. Actually, I think I want to do it by hand. If I'm allowed to select an edge there we go just because by and I have a little bit more control. So let's say we have something like this and down here, And if this really does not work, I will have to think about maybe we can do some sculpting inside a blender instead off Z bushel drive I have not done that's very often because I simply don't use. I just you see Bush for this. Um, I'm just going to go out and go to my vertex moat. I'm going to select over cheese and I'm just going to Mercedes by distance because oh, because it felt like that there was some weird selection going on. It looks like that the selection is just a little bit broken, In which case we just need to go in and do a little bit more by hands with selecting So But I guess I'm too lazy for that. But fair enough. Let's just do that. So we have this one and we have this corner over here. Go ahead. Past console being just make this, like, quite a tin corner like this. And now if we go down here to the little cream triangle, go to normals and turned out to smooth in Africa adjusted material properties and let's go ahead, go to waited normals. And if we set this to, like, 100 and turn off wife frame down here conceived that how that looks so yeah, that might that might look quite interesting. That might work to just give, like, some more interest. And if we don't have like, the bottom pieces are going to be, they're going to be like harsh lines and doc pieces are going to be soft lights in this way , we can have, like, a little bit more variation in it. So I'm going just going to go ahead and I'm going to do the same for this one. Although for this one Yeah, let's go ahead. The first count are we do not want to make the effects s strong, so over here because it's like a bigger one. Also select like thes two pieces over here. Let's move these down. It's like this one and select this one. Maybe also this one little bit. There we go. Okay, So for this, I'm going to keep this nice and simple, and I'm only going to do, like, one Etch May or let's just do like a corner. We need to again go to object mode. Que resettle transforms. There we go. So let's make that like a hound corner a bit like that. And then we will later. We might need to, like, messed things up a little bit more in like, as in, um, moving things out. But for now, I'm just going to select these actions and that just save me some time selecting all the out. I just by just doing that now. Old shift and go ahead and click that one all shift click. That's one. We have that one. We have that one. Yeah, and she's going to give it some battles. Okay, do the same thing where we go down here to the green triangle, out to smooth waited normals with a weight off 100 just press apply. There we go. So now we have number two and I think I think, where's my pivot? Let's do a quick pivot. There it is. Yeah, I think this could work nicely for us to just have, Like, see, let's let's say that we have a quick gave it again. So we, for some reason it just reset on my pivots. Let's say we have, like, these two pieces and then we have another one That this over here on this piece? Yeah, we want to have, like, a little bit longer. But before we know how long that we want to have its we first once place like another one like this, maybe I'm just going to give it a quick high. Because better to just check it out now and see if this works the way that we wanted to, rather than spending all this time doing these breaks and everything when it turns out that we that I still do not like the effect. So for now, I'm just going to use this one. We might want to replace it later on. Let's say we have this one that I'm going to rotate it 90 degrees, going to Adsit, going to edit mode just like moved his back, moved us out, select all of them. Do quick pivot so that now we can just go in here, maybe give it like, some slight rotation. Here we go. And I just want to very quickly hotel duplicated Ho Tatis 1 80 I know that it will clip a little bit, but we are in the game now for seeing if this works. So I do not know just like copies. So I do not really care about if it looks. If it doesn't look, escort. I just want to go ahead and select this and I'm just going to places here for now. Oh, actually, you know what? It doesn't really matter if we place this in the center. We can just go out and fight. Click move to collection. New collection. Stare for now, we can just do that so that we can turn off our house on the stairs with If we just go ahead as select one of them go to material. And that's quickly create a new material. Let's go down basic alot image texture gifted a second. I know we could have just selected stare, but yeah, we're too far along, Aiken Justice will do it here. I could have, of course, just on on heist the house elected stare and do it that way. But honestly, doesn't really matter. This is just deaths. I want to just get this in quickly, so we have debts now. All I want to do is I just want to go ahead and select everything. I don't know what I said. Select everything they're going did select your brick again and then go down here copy material to select it. And I would just go into every Blake and just do a fairly fairly QuickBooks map. I said this is what I often do. Ofcourse. Often I do this even and I do this like Double s Quakers now because right now I'm talking over it. But normally I'm just doing this fairly quickly just to give it, like, a good sense. It doesn't need to be perfect yet. It just needs to give me an idea if this is going to work or if it will just look really bats again. So I'm going to expert this once more exports students like top checks stair on the score, test and exports, and now we can quickly just jump in and real, you know, SS folder. We can just go ahead and we can about It's a big window, Very girl. We can go source files, exports and just wag in your stare on score test Seattle point for tree. Yeah, yeah, sure. I think that's about a wife so import that's double click on it and just quickly assigned your hawk material on Dragon. Okay, so now we get something that's like this, which I would argue, does look quite a bit better. We still we do need toe like give it some nice violent edges and deformities a little bit more, but I would say that this already gives us like, a better result. Like Moorman mates was all but a better one compared to the rest like this could even be like a little ordinating to have, like, here in the corner, just like out something. And let's go. We might actually do that because it just arts like this little break up in our scene. So what I'm going to do is I'm going to save my scene and yeah, we will go ahead and use this technique. The fighting is a lot more so we can just jump into blender again. We can't for now move this to decides and turn on our house. And first of all, I want to go ahead and just move off original to politics. Here, delete this because we will need to redo this and we now I just want to go ahead and work on display. Mostly, although it feels like we can just this Well oh, sorry. Delete this one. Duplicate this break and that's turn off a Texas and we can actually work from this break. So we can, for example, move this down and just take it from here to go ahead and make everything look a little bit nicer. Let's do this in a way off. You know what's X'd? I changed my mind because it's really annoying with despair. Fels, if we want to do this, so I'm just going to quickly indoor this. So let's say we do have this one. We are just going to go ahead and we're going to Bethel like a big part of this one. So this this isn't this. Maybe so. Just give it like someone had an invitation. Also, Handem Bethel's like That's now we can go at every can select this face and this face, Then go ahead and go to Etch Moat. I dislike this edge, which we do not need. I want to go ahead and select descent. I edge descent. I retch. I think that's about it. So let's card plus Consul be and give this like a small bevel like that. And now let's go ahead and press concert off. And I was really hoping that it wouldn't do this because we didn't do this in the beginning . But it looks like it does. In that case, if the line does not flow correctly, you could just use a cut. It's not that big of a deal, she can put salt. I stepped like a next e CD enzyme model without interruptions. Here we go. Just down. Maybe just one in a little bit. Go ahead To move this one in a little bit. I just don't like those little imperfections. Okay? I think that should do the trick for now. So go to your little triangle and we want to go out to go out to smooth. Let's go in here at out modifier waited normals. It's going to set it to 100. Okay, so we now have thes three picks. I would say that, of course. Well, actually, we do have corner here, so I'm a bit worried about, like, a nice corner here. But I would say that this is like a good start for us to start with and to just build it up . So let's just go out and do that. And I think the easiest way for us to do that is to for now, duplicates this piece and then we can kind of like used is just like a reference sort off so that we can built the species along it. So let's say we have dispute over here. I think this would be like a nice piece to place up here and just in order to make it fit, I'm going to make this a bit longer, and I'm just going to go ahead and give it, like, a little bit off like a bent. Now, this piece seems to be like, Ah, handy piece to have down here. There we go. OK, And then this piece, we can just go ahead and half down here. Maybe if, like this little lip going on that we have over here and I'm not sure yet, we'll have a look and stretch this one out a little bit more. Maybe, like, moved this down a bit ago. It might sometimes be a bit hard seek and then just go out and maybe, like, moving down temporarily. Just have a great look for now. I'm not a word because we are more focused on just getting like, the footprint, and then we can just hide it and take it from there. So what I'm going to do is I'm going to probably, uh shall we make just like a big one? No, I didn't. I want to just actually moved even further. back, maybe, like duplicated. And for this piece, if we just go to our Mexican stools and do quick if it we can probably like a ho, take this 90 degrees. Of course, we do need to make the shape not exactly same size. So let's push the size a little bit down a bit like this. There you go. So we got this size. And if we don't maybe like one of the species, which we can rotate 90 decrease and let's go ahead for this one. Move, dis spec. Here we go. And I don't mind having like this little gap here because the Stones get not always perfect . So I would say that's if we hiatus. I would say that that's like a pretty good shape to start with. And then it's just a metal off, of course, moving D species to make sure that they are not actually clipping because that would be big bad, because stones cannot really clip like that and we can just define the shape more, but we will continue. It is in next chapter and do all those things 49. 49 remaking Our Stair Part2: Okay, so let's continue. So, first of all, in the species, what I want to do is I'm just going to kind, like, move them around to minimise any clipping. Just because it doesn't look very good if we have clipping on something that's literally solid. So for these pieces, I'm just going to move this out a little bit just because I think it might look interesting . And then we have, like, these sites over here, which for some reason, if I double click them, no way to make sense that goes all the way around. That's just select, like only decide. Like make it Elizabeth bigger and listen scored Old X. It's like this side last, make a bit bigger just to create, like place for another. Seems that we can make this a little bit founder like a bigger rounder piece. Now I'm going to go ahead and I'm going to move this one down here. So let's say OK, so they have these blocks. They can like to throw them down, not a care in the world they don't really care about. If it looks messy or nuts, then let's see, they would go down here and they would going to just like fielding's up. So if we say that this is going to be our guns level, just should we go? One more. I think we need to go one lower, which actually is fine because it means that we have some space over here. So let's say that we grabbed one of these and we tow it down here, and then we just go ahead and, like, move this and this stone here. Okay, I'm going to make this a little bit longer. I maybe I'm going to just go ahead and extend this all the way out like this, a bit like over here and here. That's between I'm going to China, like, produced it. So this is honestly, it's not the most exciting thing. It's just placement, but it is necessary. And that's what this. So let's go ahead and like, duplicate this one over here and then have like, this is going to be in the county level. That's why I kind of like what places? Once that I know level to be on. I'm just going to go at the first control backspace on those species because I do not really want too much variation for this small piece Over here. It's moved is down. Andi, that is got off over there. That is fine. What if we didn't grab this piece that we have over here on X logistic? Rotated groups rotated 90 degrees and that should fit. Come on, you can do blender. Just let me select what I mean to select. There you go. Vote ate it if this down a bit. And then if we just go ahead and moved is out. There we go. Yeah, that should do the trick. Then this one can also be moved out. Maybe even extend a little bit to get to give it like that brick layering field that it's not just all perfect. And this piece that we rotated, all we really want to do here is we just want to push this one back in a little bit so that we know that it's not like over shooting. And when we get to this point, I don't think you can actually see the difference anymore. So it would be more like we want to close this off over here, and then we can just ignore whatever is inside here because you cannot see it anyway once we're done with this. So let's say that we like no, don't know White. Oh, wait. I do know why it's called a like that because that's what we did. So we grabbed this piece and we like, so it it's extended out. It'll be a bit when we get, like to the base. I gotta have it extending out than in words because it makes more sense for the support to have it like that. But anyway, if we just go ahead and push this way out, and by this point it will be in the count. So I'm not too worried about that anymore. And if we don't go ahead and maybe like, just grab this piece, rotate, it's 1 80 over here and it's just kind, like move this, do not you? We can just have, like, a look. So yes, so this will. At this point, it's will be heart like it will. Everything will be like inside the counter. You want to really be able to see it anyway, so let's say that's that's looking good on high. Yeah, that's looking fine. So I am fine with that now for the species. I'm just going to quickly re out my way to normal smother fire. Same reason as before, because we change some of our geometry. It is better to just to this and I just keep setting the way to 100 because that's the one I want this one. This one is fine. It's more this on an mg. I'm not going to collapse them. I'm just going to keep them like this, just that when we duplicate them and change them up, I don't need to worry. About three are doing this again. I quite like that. We also, like, have a little cut going on like there and then kind like, just gives us like a little sport. So let's say we have, like, these breaks over here that's looking good now for the next one. Pretty much what we can do is we can select these centerpieces, and if we just go out and duplicate it and then pass all to you decent, I don't know why it selected that one, but let's go ahead and, like, move this like in place, something like this, and then we can just put height again. Okay, so let's see what we have here if we moved is in place. We want to go ahead of Iraq's You want to move this one voted it a little bit, and I want to go in and probably, like, push this back a little bit more. Then we have, like, this little piece sitting behind it, which I'm going to do quick pivot. And I'm just gonna go ahead and rotate a little bit and then we will have another piece sitting against here. But before we do that, let's just also which this one back on bliss, which this one like a little bit to the side, like we don't want to have it confirmed too much with the rest, because else it looks more like like an intentional liquid, or rather than or intentional graphing heather than just slapping a bunch of bricks on top of each other. So let's try something like that. Another thing that we need to pay attention to is I do not want to make it two square, so that's a That's a tricky one, because these are just scrambling. So we need to go and, like, find the balance where it looks good, but I mean, doesn't look too square ish. I'm going to go ahead and I'm going to x t crap this big one. And I'm just going to do a quick pivot rotated 1 80 And if we just go out and, like moved is over here and play around with scaling, yeah, it doesn't look too good, but don't worry. We will go ahead and fix that. So we have to skating here. Let's move this in its got rid off this center line over here and just like bushes in here , that's fine. So we got that piece. Two quick pivot and let's go ahead and crab, this one. And for this one, let's just rotate. It's 1 82 kind, like, change things up a little bit and then go ahead and get rid off the center line and let's go ahead and move this here. There we go. So we got that little piece and that for this one, honestly, if we just moved us up, I don't even know if you are going to see the bottom you might be able to see, just so we might want to just go ahead and like, duplicate this one rotated 1 80 just like gold today, like death, maybe, like change the scale a little bit, Of course, just to make things feel a little bit more interesting, There we go. And, of course, another thing that we want to do with all these pieces ISS We just want to carefully do, like, quick defeats and then, like, carefully do some rotation here and there just to change things up a little bit more. And you can also go ahead and, like, twine do like a little bit of elevation. Although they probably wouldn't have too much because else they would be really bad at making staffs. Let's say something like that should do the trick. Still worried that it looks little bit to square, But maybe we can work with that. Maybe we can actually go for, like, a squarish style. So if we press all to you, I want to go ahead and just quit like one of thes stones moved them down. Look, how far is this sunk in? Oh, yeah. It's something quite far into the count, so I don't I'm not too worried about debt, so Let's kind like move this down. Have this one sitting over here and now we can just pass. No, wait. We do not once plus hide yet because we just want to have another one. Maybe like one of these over here. No, we go measurements. So heights and let's go ahead and move this forward crap, the species. And that's kind, like move does. In this one. It's a bit tricky. So in this one, I'm going to probably move this forward and then have, like, this piece and the like gun, like, have have, like, a gap in there. I'm not too worried about that gap. And then dissenter would be nice. 12 maybe quip one of these pieces and just have them like I'm chucked in there. Yeah, we go just down a little bit. Maybe. Let's see if that this if that looks good novel wave, it's way off. So let's for now, Crab, these pieces, It's right click move to collection staff and let's go out and actually developed easy in here. Voted it a little bit. There we go and height or you know what? I'm interested in doing it. Something even different you know what I'm going to do is I'm going to just have this one at 000 and then we are going to places as a separate pop just because I feel like it's honestly on because it just gives us a little bit more control over how we are going to place. Never thing. So, having this piece, I'm just going to move it, like, out of the way, because I do not yet want to delete it until I'm sure that it looks good. Now I'm going to turn off my house. 40 species over here. I am going to Yeah, I'm just going to create a new material because I don't think Oh, wait, we already have one. Good. So if we go in few porch eating, most of these were already have. So all we need to do is just select the ones that do not have detection. I do not know why they don't have it, probably because we made it later. Select then finally the one with the texture and down here copy material to select it. Good. Now we do need to go ahead and just do a box map for all of them, which I will try to do very quickly just because might take a mine. The reason I left is in this and it's continued. Continued unity, how I can pronounce that. But it's also because this just happens. Sometimes You think something will work in the interns are that it actually doesn't on. You will just need to change things up. So there's nothing wrong with that. It happens all the time. There we go. So and she should be taught. Shouldn't be prom. So I'm going to export This s Fbx. I know that we call this step test. I should have just called it stare. So just because I do not want to confuse anyone I am going to call this stair and export this fbx. Now I'm going to go in here and just get rid of my stair test going here, and I want to go ahead and elite. Shall we just keep this? Now let's delete it and do like a Papuan Delete that one safe. You seem because you else you cannot properly the lead this piece and then the step is just deleted. There we go and then we can of course. Import on normal stare. Same setting. She'll point for tree. Although I think it was 0.45 But honestly, we can just scaled up later, so let's just go out and give their the second to import. Okay? That's taking surprisingly long. Are you going to import off? I do actually need to pass the video. Okay, fine. Oh, there we go. Huh? Those are a lot of materials. Why do we have so many materials? All of some. Um, what we can try to do is in the material slots. We can actually just go ahead and get rid off like some of these materials. I'm trying to I didn't mean to do it. So if you select material and just I know where is the button? So it used to be and my blind data used to be, but it actually get rid of them deals. But I must not be looking correctly. That is strange. Give me one seconds. So I don't know what happened with the bottom, but I guess that we should be able to fix it in blender. If we select everything except for one. I said everything except for one. And if we don't go ahead and select this one and then do another copy material to select it , that should not give the same material to every single piece. So it's probably because we later on aren't like those extra material. So let's wide it out. Let's go in here and that Let's delete this piece and just also get rid of all these materials. Just do not create any conflicts. There we go. And that's really important. Stare combined meshes. That's fine. Create new materials. Yes, I guess that's fine. Now there we go. OK, that's what's a bit strange, but anyway, one material going to your materials and just told in your talk in here safety's and let's give this a go. So if we now place this looks like that we that I was white would like to scaling, so we probably to go. What's the skate off the house? The scale off the house is 0.6 while we are way off. So let's go into our stare school all the way down, and that set this also 2.6. And that's very important safe. There we go now, probably just by this 0.1 to go back into blender, go in the house. Just expert that without our actual a walk. And I hope that this does not reset our painting. Our first expanding sometimes has density to do that when we change the public garments. But it shouldn't. It shouldn't do it because we do not actually change any geometry on our house. So if we import that, please do not remove my painting. Yes, these books. Okay, good. So nothing has changed. Except for now that we have this stare over here, which you can just, like, place around a little bit. There we go. And we can also know very easily, like play 100 skating, maybe want to go, like, a bit bigger or smaller. I think I want to go for, like, a little bit bigger. Something like this. Okay, Um, yeah, I think that this looking quite good. Now we have this piece over here, which Oh, I don't know what happened to my camera. We have to speak over here, which I don't I don't think I'm actually that's bothered by anything that's actually looking quite OK. So what I'm going to do is I'm going to finally leave the piece. We might need to change that later on. If I decide to change minds. What I want to focus on the next chapters I want to focus on are being these daft. I want to focus on maybe getting like some kind of an effect where the cars is overlaying a little bit. Let's see, what else do I want to focus on? So we have our costs. Maybe I'm going to break up these surfaces by, like, holding some small stones here and there. Um, I want to fit. I want to work a little bit on the background. Maybe we can make, like a slightly more interesting background, but I'm not sure yet. You might even just do that a photo shop. Make this area darker. I'm just looking at my reference while named these things. Looking at this, maybe we want to just do something which job between our woods, but I'm not sure because we do 1/2 the species. It is just a bit annoying that former distance normal details are simply harder to see compared to up close. It's just something that happens, so that's something we need to work on and for the rest. I think for the rest, that's pretty much fine. We might want to just make this area a little bit more interesting. We might want to just quickly go in here, set up Rochester like 10 and maybe, like Gary Bangs on the There we go paint a little bit. Okay, so let's save a scene. And by this point, you can get rid of these materials to clean it up and let's continue with the rest. 50. 50 creating Our Dirt Texture And Small Rocks: Okay, welcome back again. So what I want to do in this chapter is, first of all, let's get solved by just creating the dirt that we have over here. Now we are going to There is the substance. I decide. But we are go to keep its super basic, so it should be really easy. So if you just go to find, let's just create a new substance and well, I'm just gonna go adult if you have bigger projects, give it like specific names. But for something as small assists, I'd like to keep it easy, so we do not need to. Metallic. We do not need a height, so that's fine. Just having these freebies. And as I said, because this is so difficult to see year like, it's like such a small area. I am going to keep this really basic, and I'm talking about like, let's kept something like not being w spots to maybe and until in some other noise, I don't know crunch Pepsico 01 maybe. And if you didn't go ahead and just do like a normal Oh, and it would be nice if you actually plenty stew. So plenty stood together using maybe like a melts play. See if that's gives us like, yeah, that gives us some flat areas, said Ethiopia. So it gets also flat areas. It gives us from some half areas, maybe like play out a little bit more, with the contrast to make sure that that that the flat areas are not too strong but basically just like a noisy normal. That's all I really care for now. On top of this, what I'm going to do is I'm going to go ahead and are a Canadians. Map sodas in here and let's go ahead and see. Maybe we can. We can probably like, even even from the concert, that we can just rip off some color. So if we have a great map, let's your Olympic ingredient and just run it along. Carlos, that we get something like this pretty good. Actually, yeah, I liked it. You know what? I actually really like that. I was planning to do another one, but we might just do something like this like we have this one and then we pick like guns, maps, the order in which you might have noticed it's my favorite kinship. So so that in you and in a uniform cool off there's just, like a little bit power dish. There we go just to, like, overlay a little bit more off like brownish dot There we go and scratch And just not like a blend, which will be, I don't know, like a curvature. Maybe it's all the curvature coat is in here said to still opened Yell out a great map and plug it in here. So our subtract said this like she below. There we go. Just give it like a few more off the sharper highlights for the rest. Here we have a normal I just I'm just gonna go ahead and do a quick normal combined on. I'm gonna plug this in, set this to high quality, And I'm just going to give it, like, a really big Perlin noise just for like that, you know? You know what I'm talking about? Just like some general variation. So it sets to like tree. There we go. General variation, normal, simple, basic color. Done. And in conclusion, uh, I will argue just because we probably needs one, but honestly, it's probably won't make that big of a difference. but began to go out and grab lunch since, like very Low taught it in there and for our toughness. Let's go ahead and art in grayscale conversion to go in baseball, low in here, give it a quick levels and just make this quiet, white ish like that. And there's our toughness as I set very quick, very easy. So let's go ahead and say it. Go to Texas. It's making you full occult dirt. Save it in here and it's then go ahead and go down here and export this if you just go to dirt, Okay, Another full occult final. Select this folder and we can do outmatched export just in case. And it s export that and let's see what that looks like. I will set it up later on in, Mama said. But I will just do that for like, for like screenshots. But that might be done off camera because not really needed. In this case, we are just going to go ahead and go straight into over here and Kevin soil textures. And that's Cajun new one called death. And if we just go out and import our export textures in here, Dick it's that easy. It's going to deft. And don't forget to flip the green General because we work in open GL and this direct X Let's go to materials. It's big blast because plastics most plain one duplicate dirt and it's going on dragon off a oh Bay school off normal roughness. And it said our toughness strength to 1.5 because I could already see that it was like, Let's do 1.3. Could I see that was, like, a little bit too strong. Okay, so we have that we have that done. Double click on the house and just drag in your dirt over here safe. Okay, so it is a dirt. Um, let's have a look. We are pretty close. Let's make it a little bit darker. We can just do that using an H S l note in between me and just, like so known lightness a little bit. Maybe also just boost up the situation and just a little bit just to give it like a tiny bit more color. I'm also going to have, like, over here are brownish Be just a little bit more and let's go ahead and go into drift. Three Import that space. The space color. Okay, that looks pretty good. I'm going to have my dirt fell on, and I'm going to make a bit lighter. And the reason for this is to trying create some break up in between our surfaces So we can also like going here maybe, like tone or food up to contrast in tone, on the balance to make it even stronger. And hopefully business if we now just select often is in our base cooler. Here's to create, like some off these small pieces like you can see over here. So now we're listed like plus G, it breaks up a little bit better. So instead of what I want, Yeah, it's pretty. It's pretty closure should say, um may just like a tiny bits darker, Just like a little bit. I think that you do the trick for him, Portis. Yeah, um, I can see, like, tiny seem here, which I'm not too big of a fan off. So in this case, because this evening the seam will simply be there. So I didn't mean to go to the scene, will be there. So what I can try to do It's just too like, toned down a dirt a little bit and play around with theses and hopefully that shoot he had sees. Now it's hidden little better, So just pencil like the angle off everything. Now, now that we have this, the next thing that you want to do is we probably want to work on the class. But I'm not sure I need to find a way like that. We can make this look good, which might be a little bit tricky. Basically, what I'm on about is what I want to do is I want to go ahead and try and create, like an offer that's kind, like goes over this. However, I am not sure how nice that that's well, look, if that makes sense, because it might just look completely look quite bad and we might actually be better off just not doing it. But in this case, I do want to give to go, seeing as that this is what is going to be a bit longer, bit trickier. First of all, what I want to do is I just want to see if I can work a little bit more on my sky just to give, like, a better presentation. So excuse me over here. And I know that this is just completely fake what we have behind here, and we can actually do that. If you want to do something like that inside photo shop, you can just set everything in your baby sky sphere to black. And that's real, actually. Give us if we just like to over call us. See two black. Oh, and turn off your That's Morris it. That's I Willie. I can't pronounce it this one. Sorry, I'm not even going to try, but this can give us like this. Look, now, if we turn it off, what's we can try and do is if we, for example, that city over color back to like which white ish I want to trying make, like a dark story all the way out. I want to try make like a dark yellow that then goes over into, like, a lighter yellow Just received. That's looks better. And the Cloud scholar I'm going to just remove to close in this case. So clouds no pasties. Ciro, There we go. And now I just want to play hard to descend. We might know. We might need to go back to our fork over here to try and blend it. But for now, let's just see if we can, like, get something close to what I had in mind. Like I'm think of like something like this. Play out your whole rise and fall off to see if we can get here so that you get, like, just like a basic presentation like you have over here. I think that would be quite nice, and especially when we have like, for example, let's go to your camera actor one. And if you actually select on the camera actor, you get over here, play out to the aspect ratio and give it like some of these pieces. And now, although you cannot really directly do this inside and really, if we just also give it a bar on each side over here so that we are only really shows environment, I think that could look quite interesting. Another thing that you can do it if you zoom out its camera. I said the feet field a few a bit higher, so if we said to still like 70 it's good gift. You like um, off, like a film effects like this. So seeing that we have this one, what I'm going to do first is I first go to just quickly art some very basic stones in year because I wanted to do that to break up the surface a little bit more. And after that, we will focus on the grass. How for the cost. I just want to do some tests out off camera because I've never really done it the way that I'm thinking off. So I just want to double check before showing you. But anyway, so for the stones weaken next e. Go ahead and open up a blender. Here we go, and I'm going to go ahead as and pretty much the easiest, very fosters do. This is to you, Kate, for example. A cube, you might think. Yeah, but it's a cube that doesn't look like a stone. And you are very fight. It does not. But if we just go into a modify us told the military resolution is subdivided, it becomes like a little bit off, more like a roundish peace. So if you would do something like death, let's get rid off. I don't like looking at detection. Few for this. Now there's not a modifier. And for that one, if we go and scale this in a little bit so that this one becomes like a little squash, let's duplicate. That's for later use. So, having this one, yeah, not too difficult. I'm just gonna go at high click and shade smooth because the rock can benefit from being smooth. And then we compare supply on the military resolution. And if we didn't go to that modifiers and it's called this place, we can go out and we can quipped, This display displaced texture. Now, if you go out and just person knew and Texas Sheriff Joe to. If you go in here in the very bottom step, which is a texture, pop tissue can see Texas 002 and you can actually open it. And we we just want to open our lock height so it comes in use anyway, So open it and that she could see if you know, go back to modifies. It will displace your shape. If skilled fled a little bit, you can see that now it looks a lot less perfect and just looks like a weird little rock piece. So what we can do is we can we can probably even use this. And we can like Kate a few variations, and for this one might want just go to show you ve just I know it's so you re in here and the texture coordinates to set it to UV. I'm still editing the 11 select is sure you ve okay. Text Gordon SUV for this one. You can all split onto your mid level, which basically is like the clamping. And I'm just going to, like, have this one go a bit outward. So this one's going to be, like, a bit off, like a bigger piece. Something like this. Um, Now we can quipped this one over here. And if we just go to edit mode and just clear it like to have them lines like this, what will happen is it will slightly change the shape We don't scale this down. So we changed his shape and once again duplicated because I want to keep back up. You do need to press, apply unfortunately, and then you can go out and displace it. You can go to the textures over here. Crap texture, JoJo To which is surprising. The I don't know why it's so strong all of sudden, said the Texas to UV. And if we got sure, you've in just doing unripened. That's all right. It's just home because I did not set it to smooth. That's it. So do we go? So we get, like, another one of these, this one. I'm not too big off enough. But another cool thing that you can do now if you can apply it, you can, like, select one of these actually amendment that we do like to soft select over here. So now if we do a soft, select, every just selected, use a score, well, we can like I know wiggle things around, make them a bit more interesting. Extra of quite a bit of geometry here that we probably me Oh, we need to press apply. That's republic me to work on. So for now, I just want to see if it looks good, and then we can worry about geometry later on by just optimizing it. There we go. So let's say we have thes three pieces. Um, I'm going to do one more one last one, and that's one is just going to have just get rid off these edges. It's just going to have, like, another one down here on maybe like, one more here, almost the exactly shame s that we had before. Maybe like another one here in the corner on one year. And then if you select is actually just, like, turn off smooch liked, she moved in a sentence that we get like a little pinch going on. I felt like that Might might look. It's pretty cool. So she added, Quite basic again. If you want to do this in Z brush or even to sculpting blender, I highly recommend Oh, just like meant that you do that. It can give us better results. But in this case for this soil, I want to stick to like those pure basics. Which is this So Debbie go Hi. Click shades moot. Going to a modifier. I'm just like, don't down with okay, so awaits. Let's 60 sets strict outwits and then just scale up model down a bit. Here we go. So we can just quickly press apply for these pieces and I think for the speech is what we want to do it. We just want to export them separately. I feel like that gives us more control inside on real, especially because we did the same with stare. So I'm just going to move these on top of each other and then just select every everything one than the height. Click moved to collection. New collection are one for like look one and then plus height Next one moved to collect, moved to collection. New collection are too Next form of collection. New collection are three and last one are four. Good. So we have those four now all we really need to do is we need to go ahead and go also you select our one file Let's save a scene XY and its export This one so fbx you know extras fold off selected objects. Ah one exports file export fbx to fire expert Fbx part tree And if the X full Okay. So now that we have those books, what we can do in next chapter is we can start by placing them in our C 51. 51 creating Our Grass Edge Part1: Okay, so we finished off without bricks. So what we're going to do now is we're just gonna go ahead to import them. So I just have my experts follow here, and just import are 1 to 4. Thanks. 0.43 shoes. Still, we find sledges plus in bottle. We can change it soon enough on I believe the UV should also be fairly correct. So let's just have look, if we just drag in our hook and that's just to get in on all of them. 12 34 Okay, should that seems about right, so we can close it. And I'm just going to save all just so that we saved this. Now, if we go and go to our one, let's have look, So let's say that's replace one over here. Skill this one down of rotated up. And that's like another one down here. And maybe like one more down here squared and crap like another one that we can maybe like . It's going on the one here. Maybe have another cool one duck bid to decides. Over here. Debts do feel like this can be a little bit darker, so we might just want to go ahead and work on debt later on. First, I'm just gonna go ahead and, like, plays a few small ones down here to just break up the surface a bit more. And actually, don't forget, you can also just rotate them, too. Rt in Baltimore Variation to them. So let's see, we got this. So we got these pieces. Maybe this one looks a little bit too big. So let's scale this down a bit more and just move it down. It's moved a bit closer. Okay, so we got those species. Now let's go down here and I'm going to have another one sitting here. Had another one maybe like close by, not sink the sink them in a little bit more. Let's go about my PC is really going crazy right now. Just because it's a rendering on Riel don't know why it always does that. It's not like this seems very heavy or anything like that, But But I heard that everyone has is just like one of those things. In real. Thus adjust. Set your fence up insanely. I so. But anyway, I'm just which much placing some of and, um, of all cacia. Okay, so we got those we got. Does maybe do like another one down there. Yeah, okay. That's good book. Maybe, if, like, a nice, small one in these areas. Another one around here? Yeah, It's like because it's not very important. But I'm not. I'm simply going to copy over dese few just to save some time. And just like, toda moment here, it's moved this one up a bit more and this one also there you go. Just like something there. But again, that's looking pretty cool. So yeah, that looks quite nice. Quite nicely, I should say. Now, one more thing I want to do is I want to go in here and remember how I said that I wanted to go into my stare over here, and I quite liked to have the effect just have, like, one block handedly sitting there. So I'm actually going to select this block and I'm going to file export and I'm going to use expert. I see FB excesses and I will call this stone block pile. Let's do death impress. Okay on. So it takes almost no effort. So all we need to do now wish we need to import that. And this one is going to be like 10.6. But I'm not too worried about skating for this. There we go. And if we done double click on it and just a sign our hook, We cannot grab this and we're gonna have just like, here in the corner. So just to make it a bit more interesting, So grab placed in the corner off, scale it down a little bit. And it's just going to be like succeed. That's rotate is to make it more interesting, formed from a few smoothed out, but more so that just ads like this a little bit off, like an interesting look to it. Merry go see So that just gives us like it just gives us something. And I quite like that. I don't know if we baby also want to have, like, journal snap quotation. If we have another one like over here and then scale this one down, maybe just have, like, sticking out like a tiny bit, but not too much, because wouldn't be too logical to have a lot of these, but you just have, like a corner. There you go. Just asked like this a little bit extra without asking, will you needing to do much to it? So we got those pieces done. Now the next thing would be for our gas. So a glass. It's a little bit tricky. And I think it's one of the few times that I am going to use photo shop. And the only reason I'm going to do that this to say sometimes. So I will show you why. So what I'm not doing instead of us going in and creating an entire, like cast action, everything. If you go, just go to go images and typing like gas side few or something like that. What you get you get like a lot off very handy images we're gonna You can also try and go to, like tex dot com. Basically, all we were you need this. We just need, like, an image like this to quickly grab it and turn it into an offer, and that's pretty much what we will be doing. So I will just go ahead. Let's say now let's say that I'm going to crap this one, for example, So I will down notice. Give me a second and I will just go in my gas folder and I will just type in other. And I would just die, make this site few and just plays. Okay, there we go. And now I do want to go out and I want to open up photo shop. Probably. Oh, yeah. You know what? No. Let's not do that. Let's just do this in substance, because we can do it The substance And this is more for the sake off. I do not want to introduce another another poke up to you guys when we've been able to do everything using just one. So in substance, we will call this cost mosque. I'm going to go at this had 10. 24 because it doesn't really doesn't need to be this high. And I'm just going to get the weight off everything except for maybe, like a base color and just replaced name basic alot to mosque. And if you want, you can also go in the usage over here. Just set this the mosque. Now if we go ahead and import a PNG file that we had there we go here this now what we can do First status to gray scale. So becomes a grayscale image. The next thing is going to be toe out of blend, and we want to out a uniform goal off. It's also grayscale and plug the cooler in the back counts. And I just want to make sure this is an actual PNG or is it? You know what I think? I think this I think this one is, um yeah, I feel like there's something wrong with Carlos. Let's are the levels and actually tried out. So if we would go ahead and make this black and this white, there we go. So this is basically what it wants. But then, of course you want to invert it. So what we can do is we can just swap out d scholars. Hey, we don't We do not even need to blend. That's handy. So we gang, we just got this. It doesn't need to be duper size. It just can't be. I just need to be like this sloppy mosque. Get out very quick blue high quality grayscale after it just yeah, to like like a little bit off like a bluff. And another thing that I probably want to do is, um probably want to go ahead and blow out this edge even more so that it becomes like Willie softer if we do another. If we duplicate, are blow high quality preschool and said this edge to be like very high freedom and go out and blends between these two, you know what I know? Fast away. I know faster. I just get rid of that one. Because if we just go to veterans, technically, if we just grab a shape and we said the X scale very low, we know not a blow high quality clay sculpture, this one to make it soft and then a transform. I told it in here. I said this to subtract. I think that should give us, like, here we go. That's what That's what I was looking for. So I just played onto your blood amount and what you will get issue will go ahead and give us like this Nice, quick edge. Now, seeing this one last thing I want to do is I just want to go in the very beginning and out to transform and just look at the end. And then in that transform, we just want to go in it and hold control and scale this like the tiny Spitzer that its aesthetic style herbal like that So super basic, super quick. Because all we really need to do is we only need the mosque. We have everything else. All we want is the mosque. For now, Onda, we will twine that he used a text that about what you have, So I can safeties and I could go to a Texas costs and just call this cost of the school mosque and safe. And if we don't also go out and export this gas final and select is and just it will be called mask so we can just export and that you do the tricks. And now if we go in Ladner doing over staff, turn on our house And if we go out and we first want to just give this a twice so shift A and created playing over here. Now if we go to text a moat basically for this plane, what we want to do is we want to go to materials, create a new one, you know, basic alone. Let's select an image texture and we just want to go ahead and select that mosque that we just had. So Texas costs final mosque, and then we get something like this, so I'm going to test it out. Almost weight area like this is Yeah, this seems like a very sweet area. So we just go ahead and grab this hotel Otis 1 80 Now, another thing that I want to do is you just want to go into edit mode, holds Consul off and just, like, select two lines over here so that we can now get rid off the species. You do not want to actually move TV's, because what often happens is it will actually look quite like it breaks a little bit. So we want to do something like this. We want to. Then go ahead and maybe like, going to control are like, move this down. And of course, I'm still I still try out and see what works. If we moved us down and this one, you need to move like up a little bit, strong arm, place, like another one down here and just we go. And I'm not sure if we want to do something like this on. That might be better we will. We will need to have a look. So another thing that we want to do is we just want to go out in place and that's here on the move this down over here and just have just, like, slightly over laying on top of it. And hopefully this mosque will fade out enough for us to gift like a pop off. Etch over here. So let's say we grab something like this. I'm just going to live in this location because it will. It will be very specific later on. But for now, we can already export this. And we can just call this Carson score edge an export. And now, if we go into unreal, an import that costs Etch on. Here we go 0.6. So say, Mr House and press import and all you really want to do it? She wants just like it in here. And you want to go into your house and how status 000 Which means that we also want to set this 2000 And now we have displaying here. So what displayed? We do need to probably change off, create another variation over here off a cabin master. So if we just duplicate Kevin master on the mosque and the reason I not just going to create a simple of materials because we did all the roughness changes and normal changes, So I want to be a bit more careful with that. So this one is called Kevin Master Mosque. If we go into our cabin master, we just want to go in a blood mode and said this to be translucent. Now, if we go into our costs, we just need to import outcast mask over here, which I will be doing now. It started in here and for good measure, let's exposes and just call this mosque and told it into the opacity of here. Oh, wait. Resolutions does not alike softness and normals in debt case, um, let's go shading model. That's fine, that it's one. Can I make the speaker? Yeah, of course. I could make speaker eso there is actually another one that is called in the default lit. If we set is to be, I think it was two sided foliage. No, just get like seven. I know that this one, but I don't find so that It's like must. That's a sports everything. So we can twilight mosques first. There is now. I kind of want to do avoid it just because it makes the Etch is very harsh. And the thing with that, it's like we can do this just like a Deco that that's where in a Deco you can have two normal nothing. However, I'm not sure if we want to do that, so I need to have, like a think about that because a Deco it's not. It does not actually like follow geometry show. It will just kind like stick to this geometry and that's not what you want, so we need to improvise a little bit. But let's say we have this cabin master mask over here. Make sure to actually after is in the capacity mask down here. Express safe once more. Now what we can do is we can just duplicate across and call this guards on the school. And if we didn't double click on this, speak to smaller, we can school down here and in the cabin monster. We can just place it to Kevin Master Mosque and save death. And now, in a Gaza, each for double click on it and apply on material. Here we get something like this, which this is what I was a little bit worried about that the transition. You can see how ashamed. So that's something that we need to work. So what I would say is we probably want to go ahead and more likely, like, move this in instead off having it somewhere else. So let's try moving is in and exporting debt. Okay, so where removed is in and we if we stay very close to yet that will be better now. Another thing is that it is a little bit Teoh far out. So if we just go to scaling and said this to local, we just wants going like, squashed it together a little bit. Now, of course, this Echavarria doesn't matter anymore because that's what's intended to be for like the translucent one. But let's move this like in a little bit. It's twine. Export this. There we go. We probably want to go ahead and just move it in a little bit more because we just want this to be like a small detail doesn't need to be like very big and obvious just like this exile. Little bits of cost sticking out like over here. So, export, this one's more cost. Etch, There we go said that former distance that will look quite a bit better now. Last things last is to select these three inches over here and move does down more strutted like kinda sinks down a bit like this. And I think after deaths is done, we can start by popular, like placing this all over. There we go so that now it gone. It feels like it's falling off. So, yeah, we are at the end of this chapter. In the next chapter, we will go head to reveal Stop, But placing this cars all around and that will just give us, like this nice little break up over here. 52. 52 creating Our Grass Edge Part2: Okay, so let's just go ahead and sell by actually placing his edge now we could go as like, extruded around. But honestly, I think it's faster for us to just duplicated because that's where we can avoid needing to do ending with, like, the movies. And you might have realized that I do not really like working with TV's if if we can avoid it. So you're gonna get rid of visual Studio Council are here. I just have, like, one down here and just which must place, maybe like contour are here just to try and keep their edge. Quite even now down here because remember, this is a mosque, so you probably will not really notice that it is being got off over here, so that should be fine. Good. Hotel this for this one. I'm going to probably move it like back fruited species moved to Monte had, According to Gordon Sarb, it's annoying and it's you Conta are over here so that we can also move this one bit back. But there we go. So we've got this one. I know that's we have like, um I noticed we have, like, the stairs over here but that shouldn't be too big of a problem. Gonna get through it off. That's one again on, just like I like. I like to just leave it here and then instead start by just ardent Coinstar etches and kind , like edit things along that now this one I'm not too worried about, because remember, it's a it's in front, off off staffs, so shouldn't be too big of a deal. I want another one over here, and I'm just going to go ahead and rotate this around this area. Probably. I'm not too picky. I don't take it over. I don't think it will be to Bath only in this area because it's fairly close to the camera . Just like double check your work just to make sure. Definitely, Scaife. And by the way, let's go ahead and do a shade smoothed on all of deci X'd. I forgot to do that. You will. You will, especially that are the corner. So I got that one. I'm just going to grab a straight piece. Just make it easier us to place this. Go ahead. She is CO Tatis good. And once we actually previewed this insight off in real then we can always just make changes if needed. Let's for No, it's moved. This one aren't here to keep an eye out for, like, the heights. And then for the species we can just other natch moved this one back out another edge and moved this one more like fourth. Maybe another one here and another one. You I'm just gonna select this one in. Move it to here, then one. Let's just go ahead and finish off this site. And then I just want to have a quick look and see how everything is looking so well that exported to unreal. Just to make sure that we are still in the whites work or if we are going like one. Okay, it's Bebitch carefully which elevation control are to another one down here, Maybe another one here. And this one maybe, like a little bit forward. There we go to shoot, do the trick. I'm I think we can just go out and duplicate this one and just used the existing virtues that really what you have on X er quite perfect, because we have this little Bumbo via so that's equates way to what you have. Foot to Would you fetch, Stare, Maybe if, like one more over here just to kind like go around it. I know it's a bit time consuming, but it's it's at least it's not like a very difficult thing to do. So, although this tutorial I I like to take, I've kept this tutorial very basic, but in a good way like that. It's bean quite easy to understand, so it's great for for intermediates and even beginnings. Of course, if you're already near expert level, then yeah, this tutorial might be a little bit too basic for you, but he had so many to toys out there for different levels. I personally also have made quite a few tutorials that are more for, like, expert levels. But in these cases, I just try my best to explain every single thing that I'm doing for you just to, like, call for every single skill level. Let me say it like that. I am going to 11 last one, and then we will just checked it out and see how it executes. Quite interested to see that So could this one moved us out, and I'm going to just do a concert are over here and like this one, just like a rotate its amount. There we go. Okay, so we got those pieces for just turn off house. They should be all on our way to it. We want just out them to a new collection. So move to collection New collection. Garzon, score Etch that we go. And it's just go out the next word this as a fbx cause each. Now, if we go in a year, we import that just pressed, Done. And if we go dio off course it dust it. So that's all did duplicates interiors again. In that case, just go ahead and select everything. Then click once or using control on one of these edges, goto our materials and just press copy material to select it. And now it should be one against. And now we can go cause such put it again. Now the button is there to actually removed him deals so we can get rid off all dese materials and should only be one left, and it should still work. So if we and else we just need to reimport So if we have two cars such there we go so that still works just fine. So let's have a look. So this is now our cause. That's now. I think, what? We want to do it. We just want to move out off, stare a little bit more. I don't know if I don't think that's what work s well, maybe we just want to go ahead and get rid of it. Yeah, I think that's all better. That's well, that's why you staff of all work on this. That's just the straight. I think that is something which, but I think for the rest it is working quite well, So it just gives us, like that's soft, furry edge. So I would say that it's probably this one that you want to get rid off, and I will just go ahead and do Dad's right now and just like balance it out cause it where are you Here, off a bus? And I just have, like, a close look at this one is fine on this one. We might want to just go in and select his first season, just, like moved them slightly further away, and that you did trick for now. That's fine. I just want to first continue with the rest, and then we can focus on that. So if we go out and duplicate this, we now want to start working on this site and we will do the back, so it doesn't really matter which order you do this in. So let's get rid of this line. Let's go ahead, and I'm just going to have this one, like on this corner. I know that I'm stretching it out a little bit, but I think it will be nice if we just haven't done that. It's a corner there. Let's move this out. Are Let's move this one out of this one. I was a bit more. Another concert are Let's move this one in. There we go. And now if you just go ahead and same over here, so expect that you have some elevation year. So just abducted in, uh, 20 species in Derek O. Okay, you know what? I'm just going to use this. I think they used geometry that's already here to create his bends anyway, So yeah, this point, Let's go at him. Actually, move this up a little bit, make sure that we do not really fall under that Etch. So let's move this up a little bit. Make sure that the distance is still feeling Kovac Soviet. We want to move it out of it up a bit about It's quite a strong difference as to here. Let's you quick Goto are in the center here. Just moved his back in and let's go ahead and do this. Okay, so you've got some debts. One now, he got this annoying little edge built a guest that we can just use this one from the form Zetsche and see if we could just use that. Yeah, we might get, like, a little bit off stretching. Um, so it's why not go to over the top with that? I'm going to go ahead and hold eighties and instead of me just having this edge on like the corner because I'm not I do not want to do the stretching. Sure, you can change that in the UV editor like we've done before. But honestly, right, Which we do that when we can just a swell the cage and not the actual over here to move it further and then select this Etch. And here we go. Rotate that in here. Guns are another one ever go. So just to create that little wretch, another concern over here and then this one in again. Okay, there we go. Now I'm going to quit a pretty straight one like this one, and we can finish this thing off with the back. You said before. It's not too interesting. I'm trying to do this quickly. Do not waste too much of your time, but it's like it's one of those things where it's too short for time lapse. And I also just don't want, like many people make it clear like they do not like the time lapse. So I try to avoid them as much as again. So let's go out to move this down. Maybe do one more here, just like try and rotate that back a little bit. Okay, So did spend. Let's scrap one of these, which are also in event. Here we go. And you know what? Let's just go out and duplicate the exact same one again. Place the volunteer on a school. Oh, I want to move it out a little bit more and there we go. Ok, Still quick onto our here and then we can close off and finally called his dumb like this. Maybe do another one here and here, just like bushes out a bit more. But there we go that you do this week so we can turn off our house. I'm going to select everything and then once again, like select one and do a quick go be material to selected just to avoid deal, having like 10 materials or something. And then I'm going to go at an expert historian, fbx and school this car's Etch. And if we go out to go in here, that's re importance on looks like a jittery uses the crosshatch of where it does so that will give us, like a nice little ending point over here. I would say that over here we went way too low. That's wow. How did I miss that? So, you know, idea how I mention over shooted this much so it's correct and actually push that all up quite a bit more and over here. Okay, so by this point, it's fine. It's fine. That's fine. Ah, that's corners can maybe be pushed up just like a little bit over here just to minimize that Etch a bit more and I think that the US to trick maybe just over here we can push it up. Like just because this one is so close to Kim, I want to make sure that it's looks correct. So it's pushes up just like a little bit more on these areas. There we go. OK, that's turn off house and let's go ahead and export this as Nephew X again cause each going here so quick, every imports. There we go. There we go. OK, go. It's looking pretty good. So what I'm going to do is I'm going to save my scene. Oh, hello. I didn't mean to present both safe we can get rid off these old materials that we no longer needs Same over here for this one. So that now we have, like a clean assets for the and I guess in the next we are now slowly going to start into, like, the punishing face. So in the next chapter, what we will and it's interesting in next chapter. What we'll probably do is we will just go to a scene polish some small things like make this darker play around a little bit with our lighting and stuff like that. So And like our cameras, Nothing. So that will be it for next chapter. 53. 53 improving Our Grass And Stairs: Okay, so let's continue now what I have. So what I always do is when I got to like this point because we are still we're still not quite done. So it's starting to look like something, but they're still quite a bit to do. What I always like to do at this point is I like to sit back and I like to compare my concept act with, Of course, over here, my actual art And what I found is here. So I'm still not nearly happy with what we have there. So many things in here that will stand out. That's we are just not capturing, and I will. I Ford and down I've written down. So I have written down a few off them and basically some off the most obvious one is the root. The word is very clear and strong on here, and I do want to try and capture that because what? Here? It just feels very soft. Along with this would comes lighting. So we need to do another lighting pastor makeup thing, feel a lot more realistic. Same it of often is that often need to be a lot of offer and hopefully, along with the lighting past that will stand out more blast or sorry, the plaster. We need to awesome darkness to this window. Over here we need are some moss and everything to the stairs. Make our gas a little bit dollar to get capture a little bit more like in this direction and probably one off the most important ones is yeah, we need to definitely, like work on the roof, make the roof more interesting and just trying, like, gets a little bit more like an interesting look on there. So yet they're still Oh, and we want to probably also make the hoof Koloss quite a bit different, so there's still quite a bit of stuff to do now. What I want to do is I'm I think it's nice to do's first start with some off, the more easier. Once, for example, we can start with our gas. So for God's if we just go out and open up substance, here we go and t or you desire just like variation things. So for this costs, what I'm going to do is let's have a look, so we want to make it slightly more saturated overall, which I guess we can do here now what? We can try just like us. Like a little bit of like a test If you can actually go in your seat. And if you go to Texas and to cause you get select, for example podcast basic all over you And if we then would set the situation lower if you scroll down, you can hear change situation 2.5. Now, we do not actually have to do it in here, but it's good to give, like, a slightly Okay, So if we do situation lower so if we would say in substance, reset it to, like 0.8, that would work. And if we don't go ahead and also like, play out with the greenness, I think that should work. So if we go in here first of all, we have this one. So in here, I just wanted in my base can make the situation lower and also make it like, slightly darker. I see. Then we go ahead and we start adding our gas over here, for which we can once again go in our hln. Looks like that you already even set situation, though so we probably want to go ahead and do that on both of them, just like lowering down situation. Do we still have automatic export? I know we do not. Um so for this one, I'm just going to go ahead and select, just like the base that's we can just focus on that because most of this is just like changing the Yeah, it's changing the example. So are we really need to do is fight now we just need to focus on these pieces, select them the import and actually good, because now it variation 100 does nothing. Oh, wait. Of course it does nothing. It does nothing because I accidentally set the studio one folder, So we need to actually go into default before Variation B and export it. And now, if we re import until change and to also give us, like a look a like the difference. So Okay, So, seeing this, I think what you want to do it now Israel, but just want to go as for like, a bit more of an overall situation at the Valiant. I know that's well look quite dull here, but I want mostly focused on just getting this working well inside of I enjoy. Now, I don't want to go too much because we still need to handle this out. And Mom set. So let's just try something like this. I think this looks like like a nice basic all look this way. Hi, cyclically import. There we go. I think we want to go for something like this. And now for the variation be Are we need to do is we need to go into a cast count and Oh, no, wait. Not so you. We need to go into a gun shop. And if we just go ahead and set this I quite like actually very having Variation B s a dominant one because it creates less gaps. So if we now go and changed at random seat on this export is But this time, select your variation bees And in the folder let's go to various and be folder and export this And now we can just go out in the year and select does being bought. There we go. So that now balances out. And this is where I want to stop with the substance stuff so that it's Bill still Look good insight, Mom set. And then if we want to change some stuff in here, we can always just double click on it. And that say that you want to just own own situation. Even Mawr here it's like maybe 0.7. Let's 2.8. Maybe we can do that. Let's go 4.8 and I feel like that looks a little bit closer. Safe death? Well, actually, we can just put save all Okay, so that already works quite well on our cars over here. Now, I would say that far gowns I'm just going to make it a little bit more like off a purplish color off so we can save a cost. And here in our dart, basically what we can do is regain disgrace and art another blends. And for this plans, we can just sit like a really strong purple color. So if we go to purple and, like, make it quite a song called Are now, of course, we'll just don't now in the capacity of it. Now, if you go to noises and grew up like I don't know much, Pepsico 01 play out with the balance over here and the contrast. I just told it in here. I just like, give it like this. Hint off purple. Make sure automatic exports is still known which it is. So now if we go to our dot hopefully, actually, we only need this one. Hopefully, this will give us. Here we go. So that's what I want it. So now it just gives us like it's kind of bits off purple. It might be a little bit too strong a time, so we can just make the actual purple call a slightly dollar. Let's go bit like this because an export death There we go see, so small adjustments make a big difference. So I quite like that. So we can cross that one off our list. I have a little list here. So on my other screen, So the next one would be that we probably want to also work a lot more on, like our ties over here right now. Few things. One. I find that they even though in here they look smooth, I find that they are too smooth, and that often is It's just not interesting enough. So we are going to just work a little bit more than normal, The half nous. And then we're going to just do some painting in here for, like, almost so here in our plane hook. So this is a normal. I'm surprised how this normal just doesn't really show up. That's told me. Yeah, I'm actually quite surprised by that. Is it here? Because there's almost There's just no normal here, So I'm interest? No. If you open up a hawk. Okay, so it has to play normal, normal strength. Oh, so you just have often instinct. It's try normal strength. Oh, there we go. So when we said the normal strength quite a bit lower, it actually does show up. So if we set this to maybe, like minus, that's white like start with something strong, like minus one. And now let's go minus 0.7. Yet IQ minus 0.7. And for the tiling, we can actually sit dining to board five to make it like a bit bigger, which should give us, like, bit off, like a stronger effect that's already quite nice now of toughness. How does 1/2 miss look off, Mrs. Quite plain in uniform. So what? I want to twi is Let's see, we have our levels here, which is just completely let's tone down our level so that we have, like, a little bit more off, like this different half nous going on. And if we now go into our work crab roughness and vital agrarian Portis, do we have automatic exports turned on? Yeah. Okay, so, seeing this, I want to go ahead and still make this, like, a little bit lighter, but also, like, play out your black slider to make sure that we still keep some of the darkness in. Okay, so here we have, like, this pipe pieces, which should be fine. So let's try this. Yeah, I think that's starting to look quite a bit better. Okay, that's looking a bit better. Now. We just want to go into our actual texture over here and just see what happens if we set the brightness, Maybe to like 1.5. Okay, so if we would set, the biting is higher than mood. Said situations like 0.7 main Buyten's of one point do. I'm just trying to balance the color to the scene. Yeah. You know what? I quite like this. I'm actually going to leave this because in this case, thes balances there. They're so small adjustments that we can easily just leave them in the engine. And I feel like that just fits everything a little bit better. Okay, so let's go ahead and just start by painting some muscle. Me. So if we go to Harvard, explain because is this the same shader? It should still work just fine. See, there we go. We probably just wants that the strength to like SharePoint one maybe said the blast Size two on 20 And the most logical place for us to place it is especially like here at the bottom. I might also actually work on the half the strength of the most. But for now, let's just try and especially like around here, make sure to keep an eye out on your seems that it does not look like they're, like, really harsh seems going on together. We're definitely eyes, something I want to work on this the two things I want to work on, the roughness strength of Almost and the call off strength of almost so that we can change it because it is of course, very light object, so I would probably want to have my most slightly lighter. But that's a bit difficult to do when we do not have control over it. But anyway, I'm placing the most most like in between the's cavities and everything, just dirty them up. Sometimes it's better to just because, of course, we do not have segments everywhere. It's better to just avoid certain locations. But let's say we have something like this. Maybe also going to go ads and just like from here, There we go. So okay, so let's say we have something like this now. What I'm going to do is I'm going to go in my materials and open up my substance by substance, my cabin master material and in here if we have off map to with over here. So if we do ads and go out into a multiply and we want to multiply off of toughness with a most on the score. Roughness on the score swings set this one to Wasit one. No, Savo. One said this 1 to 1. Blood is in here and I always just like to select this lines that I can actually see what I'm following there. We go at blood in a year, so that should take care of our Muslim off our most roughness twins. Now, we also over here have a basic ALOF groups immediately that so if we go ahead and art a dick, it's just the normal multiply. Or maybe it's an art note. We'll see. So if we go ahead and Arthur basic Allah and against it like a scale a primetime because this can just work as a number, gold is base. Oh, sorry. Most on the school bay school, on the skull. Ah, brightness. Maybe. I said this to one. Plugged is in here and blood is in here. And that should give us control over both the bite nous and our softness. So let's save that. Okay, make sure that nothing has changed, which they did not. And I we can go in here in our talk, search it. And if we don't school down, we can have look, so we have our softness strength and see office things. Okay, so we can make that like Elizabeth dollar and we have a bite nous which if we Tony's up, we can make our call off slightly brighter like that. See? How is that looking? Let's go for let's go for two. And I've often strength for 1.2. And I think this works quite well. Yeah, she maybe make it like, slightly darker. 1.5, maybe 1.7 one boy dates. Sorry, I'm thinking. Yeah, 1.8 did thus to tweak. Okay, so we under some little Moshe now before we move on because now we are going to go into the area off like the more trick here once, although we still need your plus. But there's one thing I want to do before we do that. And that is if we go to materials, I have a boast effect material, and I will show you one second. Here we go. So other this material for you, it's called sharpening. And this is a post effective. And now the reason I'm not showing you how to make it is because this is a very different form, an actual shader, and in my case, I simply do not know how to do it. This you can get for free online, but I are there for you guys. And basically what this does is it allows us to out a little bit more sharpening to our scene and the way that you want to use it. Is this happened? This is the way you use all post effective jewels. Is she go into the global post processing volume? And if you scroll down, there is a post process material tap here, and you just want first plus button. Now it asked you to choose, and you want to go ahead and choose an asset reference and as references, just something you constant Bowser. And they can just click and jack this material on there. You will instantly see, like a slight sharpening going on. You can see now we can control this shopping. This slider for some is never works. But we can actually controlled over here with the strength sharpen. And I believe we can even just create material instance from this you hear that gives us also to control. I forgot that I did that because I ordered that control myself. So we cannot this instance and we should be able to control. We go here, the amount so he can see like you could make it fairly sharp. If you want But let's say that we start with one and just ah, you know what I actually think Oneness. Scoot. So if we go to zero and one here, see the difference. So we are going to go for one for now on. That's a bit. Then realizing is a little bit Bucky. Let's go for 7.8 save debt. There we go. We just need to be careful. That former distance it sometimes like, mess with and realizing but for arrested should be totally fine. So that will just aren't some sharpening to our scene, which I think will look quite nice. Of course, I am recording in 10 80 p right now. If you are working on a four k monitored, this will look so much better. But for now, yeah, that looks quite interesting. Now what I'm going to do is I'm just gonna quickly go in here. I just are some most painting on these also, especially these ones can actually have quite a bit more because, of course, they are just way close to the ground and just kind like sitting there. So let's do That's one. Let's do this one. Very good just to make them a little bit more messy. Okay, I think this is a good point for us to and this chapter. In the next chapter, we will work on our plaster Onda. We will work on our routes, which are two very important ones, but also quite Tiki wants to get right because the thing with that it's just when you go where you used to call out the the wood kind of loses its definition, so we need to find a good solution for that. But let's continue with that. 54. 54 improving Our Plaster And Wood Part1: Okay, so we're back now. So in this chapter, I want to focus on the plaster. And they would now getting with glasses over here, you can just see like it has a lot more grittiness to it. I know that you already, like, did a pass on this, but I'm still not happy with it. I think What? I was worried about this noise, but I feel like that. We just need this in order to kind of catch the light and everything. So if we go in here, we can go out to save our talk, and we can close this, and I will go ahead and open up the blaster. Here we go. So with up lost or what I'm going to do is I'm going to make this a bit bigger and I'm going to grab See, Let's go in before this. Over here before each cell. We want to go out another blend. Now, witness blend. What I am planning is to Arte Grady in map, and I'm going to make this Grady map give something very gritty, like, ah, let's give it a fractional someone, for example. So quite a gritty texture. If you go into your great map. I'm just going to, first of all, twine, like just trying Capture some Koloss India in there. Just see if that makes things bit more visible like that. Okay, so we got some Call us now, and basically that's what I want. I want to have, like, this really noisy effect. What I'm going to do then, is I'm going to other nature's l know, because I do not want to have this pounds. I'm going to play with my situation. I'm cooked, actually, else placement with my you to make it like a little bit more like bluish color. And I'm going toe artist. Yes, I am. So now that we've ordered this, we just want to go out to fight like a goods maybe, like art split like a good value that's gone over leitess a minimum darkening or soft lights. Let's see. I think soft light actually works the best, like it is quite subtle, But what will also happen is it issued also translate into our toughness, although it doesn't do it as much as I wanted. But we can always just go out and out like a blend and in this blend. If we go out and crap this factual, some toad in here and let's set this to like something Ah said just art. There you go. Just to give it, like some really strong, often its effects. And do we have still automatic exports? Yeah, we still have to turn on. Which means that now, if you go to a Texas, go to a plus and we can just go out and fight, Click reimport this. Okay, so that is getting better. But it's still not nearly as strong as I wanted to be. So let's see, How can we free play onto the ice shell note and actually make this? I feel like, yeah, we can't because off are soft light. We cannot actually make a dog. Let's go for something crazy like arts attract and just told that down. And I know that it's really strong, but maybe that's just what we need. Okay, so we are starting to get like this grittiness now, which needs a trying combined into it like, is some more cool off. So if we're not going in our each cell and make this a bit lighter, hopefully we can end up with, like, something That's just a very gritty go. Let's try that. Okay, We're getting close. We are getting close. I think on the grating is actually you know what? I think that's actually pretty good. Of course, from distance, we will just get this effect. Although I am surprised how strong it is, because normally when we turn off our MIP ing texture streaming, it tends to not be this bat. And that's interesting. So I'm just seven. Quick, look, See if we did not extent, we forget anything. Now. These settings look quite all right. Yeah, Dale look fine. Like we don't really need to do ending in ist window. We just need to make it work with what we have. Let's put much it so, but that's actually quite nice. So we now have a bit more off like a gritty look. Ah, long Wait. Just look. We do need to, like, play around with our lighting a little bit, which I think it's like a good thing to also do before we do our would just because dis lighting it feels a little bit colder and the sun feels a bit brighter. So if we for example, go to our son and set the strings like six, but then set the light to like being a little bit more yellowish and set it to Fife. Now for just go two gay mode By pressing G, we probably want to go ahead and just let's turn off our snapping. There you go. We want to just play around with this lies Elizabeth more just to get it a little bit stronger like that. I'm just trying. I'm just, I think safe for me. If I just go a little bit closer to our Afghans again and I'm just going to make this now a little bit more yellow is like this. And then if we going outpost effects, actually go to the G I. We can tone down the Kola nrg I over the years and make that more like a bluish, which in turn should give us, like a very slight effect. Not as much as I want, but it's starting to get there. OK, so disabled give us, like a slight effect. Now if we go in our global post processing again, I believe that we also in miss care. We set our scene did that. I think that's the one. So if we play onto debt and just make that here we go make it, like, slightly more like a bluish color, like this. Very ghost that will kind, like bounce. Tether. Now, another thing is we need to go into a skylight and just need to make these shadow. He'll veer slightly less so if we go down two cola tins just turned it down, like a little bit. Okay. Okay. Goods. Yes. That's looking good. So, having no things? The reason that I did lighting first before doing the rest is because I just wanted to Belen Ciccolo of our wood a little bit better. Now, another thing that I do notice now is that with the witness, new lighting our cars is actually just the tiniest bit to de saturated. So we just want to go into our textures over here and set the set today. She may be back to one even. Okay, not 1.9. I said it's 0.9. There we go. So let's set those 2.9. So, seo 0.9, there we go. And that should give us, like, a better representation. If we just savor. Seen if we're going like one of our cameras. Yeah. Okay, so that's starting to get somewhere. Um, that's pretty cool. We got that often is going on. That's nice. And she's going to take that off my list now. Another one is we just want to go ahead and start adding some darkness here, which I'm actually surprised how lights this is staying even with all of our shadows. However, what you can do is it's quite cheap. But if we just go ahead and out like a cube, which you can just find in your moat, if you just scale this down and places here and then go ahead and, like, try and fill the space a little bit more, I'm guessing you all know what I'm going at because we're just going to make this Q black and see if that looks a little bit better just to cheat a little bit. And if that really does not look better than we can simply just use for it, explained Teoh, paint with it. But let's say we have to use Dio on all we needed, will you to do is go into our materials que two quick new material that will call black and supply. That's one. We don't need instances of ending because it's just one value going here and simply set a constant tree vector note. Which means black polo R G B that's writes a tree toted your basic color and Arctic quick constant notes itself for toughness, which just makes it completely dulce. Or said that the one completely rough safe that's and there you go. So and seeing this, I think we can even just make this collar like slightly less dark. So if we just go like slightly less safe okay, that's a little bit too bright. It's quite sensitive. So let's scroll down just like a tiny bits. There we go. Let's white at I know I'm really picky. Let's move it up like just a big So there we go and it shoots. There we go. OK, so that gives us like the darkness in just that You cannot actually probably looking at sure if you go very close. But if you really want you can just up more cubes here too. Break up the darkness even more so we've done that one now, another one So our woods. Okay, here we go. Which is probably the most annoying one off this because so the thing is, do it it looks to basically now. But keeping those strengthen its extricating Now there's two ways that we can do this. I'm going to twi a first fix it with the texture. Three ways. I'm going to try and fixed with texture, and hopefully it works. If that doesn't work, we might go even way more domestic and just simply sculpt the roots like only sculptor. Really big details, which means that you really need to introduce See Bush because that's the program I use for sculpting. And so and what we then are going to do is we're simply going to have, like, a second, nor map which overlays on top of your 1st 1 and that Norm Apple just show like the really strong sculpted route and we can try something like that. But for now, let's just have a quick look and see if we can maybe avoid that. But I have feeling that that's that that actually need to go. So if we just open up, our would basically want before we go do sculpting it out. All I want to do is in here. I want to work on like a line. So a few things that I want to do is I want to make them bigger. So if we maybe go like the sketch generator over here, we might be able to like tone down the amounts. But maybe set like the wits is a lot higher. I received. That does ending. And if we don't go into the plane would over here, because remember, we exposed is and go to our base. No soy or stone cuts. Normal intensity strengthened it up. It might not look fairly good right now, but don't worry, it's just for testing first. So if we export this Oh, it's still said the automatic export just fine So we can go in here, go to our wood, and if we would go for, like, a bit off a distance, we want to try this out, going to our normal and base color and just three importance. Okay, so it started. So it's is bringing like a few off the species in if we go even crazier with our normal strength. And you said that you like to. And if we don't go ahead to next to increase the amount again, let's see if we make something like like, super strong. And yes, I know that's yeah. We definitely need to work on this break up, but I'm not, too. I'm not going to worry about it. Now Let's try this. Let's reimport this, okay, so that it's actually adding now it doesn't look very good over here because it is giving us, like this cut off, which I'm not too happy about. Um, she is this something that Oh, yes, over here. It actually works quite well. Also. Often this is way too strong. I'm going to tone that down. It's going to our route school down and said, You just keep playing around with it. So let's set our softness to maybe like point ninth. There we go. So you keep playing around it built. Let's see, let's say that something like this could actually work. It's just at our U. V's. We need to go and look flow over on some very base points. But ah, I think this could actually improve things quite a bit now. What I want to do in this case is, let's have a look. So as I look at my reference, first of all, let's work on these lines like start by improving them. So in here, let's go in our spline with fandom and just give it like, a little bit more off like a randomness. Now I'm going to display numbers like down a little bit, and now we want to start to the break up. So first we have a direction warp with clouds, which you could. We can just go ahead and we can actually set that a bit stronger because now that we have to stick of pieces, they are less sensitive. So we might. So we just need to break them up a bit more. Let's set, then are slow blow to 0.5 But if we go in our motion noise and just start a transform to this, there we go. We can actually scale this up by two, which will make those play cups a bit stronger. Now we have a direction walk to Kate guts. That's fine. We have a normal walk which uses our base so that your kind just like the forms it to our wood, which I guess is also fine. And then we just have, like, a Perlin noise which will just blend in and out a bit more off like the intensities off these lines. So that's pretty good. So we have something like this. We have time quite strong, but for arrest, that should be fine. Now, on top of this, we have Tina lines, don't we? Yeah, we do in this normal for that in line. So I'm just gonna go ahead and don't only your pastie little bit because we do not want those to be as strong. But let's say that we get something like this now it might look way too over the top, but it's what we're going for and even in here in a basic all, or we just want to increase the amount. So we are doing that mostly using discolor. So if we said this color like white strong and by the time everything is over late on it, the color will have produced quite a bit again. So if we go for something like that and go in our route, all of this effort and every important there you go. So We're starting to get our wood and we started to get a stick. Storm cuts, which is what I wanted. Now another thing is so yet we need to fix our U. V's, which we'll do in the next chapter. I'm going to say that's right now, yeah, I just got So we want them enough but strong. So right now we went for wit, but I don't think that actually works as well. But we are something to be able to actually see them from distance, which is fairly good, especially in these areas. So to make them dinner about stronger. I think it's just a matter off going in our scratches, setting the spline wits down a bit. But then going in here and just still keeping that strengthen. So let's see how that looks. See, I don't think I don't think it sucks. It's a little bit. Is that former distance? It's starting to fade away again. We can probably fake that. Actually, we can go out and just fake that in our base color. I think we just need to in order to get the presentation that we want, so we already kinda like doing it over here. But if we don't ask another blend behind this dark cola for this plant, it's just going to be an ambient occlusion and a good idea. Toto's India and then in Ohio, we just saw the Cubs and we often do is also in, like other games. And in other games they got like a vista texture. And basically, if it faced a texture has, like the lighting faked in, which gives you, um, which gives you the effect is if that, like everything, is already looking as if there's like a bunch of lighting other to it. So let's say we have something like this now. Another thing that might be nice do. So we have this A Let's first we'll see how that looks really import. This there goes that it started to get a bit stronger. Another nice thing that you want to do is what's going to off blend over here, and I'm assuming that we are adding here. 00 sure, we already are things like the dullness to it. That's good. Now, in that case, after our AO, we want our another blend. We can just talk a Iot toe in this dark hole. And for this color, we just want to have, like, this mosque that we have over here and we want to blow of it. And what that will do is when we artists don't blow this much, it will give us, like this faint outline. So when we want after we blow, that's runs out. Another blend used a mosque again, but this time subtract it, which will give us this glow and this glow we can use very easily now with a blood side of to play around with, like the overlay. Now, over here, it's not a strong. So if you wanted stronger, which I do, go ahead and go out of levels, then go to your base and they're just boost these levels up a bit to get like this stronger glow. Just keep playing onto a job blood until you get something like quite strong like this. To give it like that effect is if that there's a glow coming form A that it's making everything darker like that. Now we still need. We still need to work on describe it right now. It's still a bit too strong and stuff like that, but it's ah good starting point. So I'm going to save my scene and we will continue with our would. In the next chapter, we will fix our U. V S and especially on desirous that they flow over correctly and douche is a bunch of stuff like that. 55. 55 improving Our Wood Part2: Okay, so let's continue with our woods now. What I want to do is I'm just going go to use this plank over here as, like, a little bit off like a base, because there's still some improvements that we need to make. So first interested, I still feel like some of them are, Let's pathetic. And I think the reason for this is mostly are with random is in this case not just scaling down with also scaling up. So I just want to lower that a little bit. There we go. So now we have to like disability. And sure, we have, like one of thes quite strong pieces over here, which you can maybe like, toned down just a little bit, using our intensity. But for the rest now, we have ceased in stripes. That's good. Now in here. Oh, hey, what's happening here? We are losing a lot off. Oh, it's because of the overlay, of course, So because we are overlaying dirt and everything, we are losing some off that. Did you? Actually, we're losing a lot of detail. In that case, I'm going to place this dirt. Let's say just before we are they are white spots over here, so let's go ahead and crap. Let's say that's quite form this one to this one. So we can just, like, pick the blood before and plug it in so that these two are being got over and then in here , we can simply just tick antic, replace those. There we go. So now we will keep that in deaf. Quite obits. Now, if you just go ahead and the importance, let's give that a go. There we go. So now we can see it quite a bit better. Okay, so that's starting to look pretty good. Another one is So we have our softness here. That is fine. How is our r i o Does not seem to William reflect those strong actions. So what I want to do is probably just want to go ahead and out another blends over here and see You know what? I'm Yeah, I'm just going to use this one. And I remember that we created an a o over here, so we can just go ahead and yeah, we can go ahead. And he used that and just told it into the blend Joyo. And you said this to multiply. That would just give us, like, the tiniest bit of extra darkness. So we have done that. We've done that. Let's have look at the visibility for Woods yet when we sue out like, it might look quite strong here, but I'm more focused on how it will look from, like, a distance like this. So over here? Yes. So here we can will, you see, like the strength coming out when there is shadow here. So we need to find a balance. Like I want to have the wood looking strong. But I do not want to have it looking like a silly just like a mistake. So it so to speak. So let's see if we have this. So we have to darkness over here, and then we have to glow. What if we make a oh like a little bit less and make our glow more like a brown glow rather than a black one? And then we can go in here and where's on levels? We have this levels over here s so we can now that is proud. We will need to push the levels a little bit more. You could see like this Bit of like a brownish glow coming out. So let's see if that's there We go. So that's not Don't know. And another thing is all these planks, they are exactly the same. So we just need to underweight off course. They are exactly same because we are duplicating them. But I don't know that there's another tweet that we can use for that, that I will show you. You know what I can show you now? Why not? So if we go ahead and go into our cabin master over here, go all the way down to a text. Accordance. I know it. Sorry, not a text record. It's basically we want to control the bedding off our material. We want to go out and let's see. So if we pick out extra coordinate, I think we can do before it's our It's 1/2 a texture Cornett, and then have an art note. And in here, if you MB plug in, so does said artists, um, more flight depending and then what we can do is we can give Gordon it. So if you plug this into to be and there are a constant to effect off over here and this, well, give us like some planning, so I just want to test it out. So if we set this to 0.5 by 0.5 because it's been a while since I've actually done planning on padding, betting offset on a texture. So I'm just curious looking at this. If we saved this, of course, we need to make sure to actually reverted back, because now we need to turn us into a skater parameter. Don't really think that. Let's just immediately let's keep this at 00 And that's just already converted to weigh what happened? So we could just will do that. Oh, hello, Not what I meant to do. Let's try it again. So if we go as and constant to effective, yeah, constitute vector converted parameter and we will call this picture on the scope offset because what I was mistaken with So this is actually correct, this one. The only thing that we really want to do is we want to go ahead and at a component mask, which will turn this into cornets and plugged that into the art. So it's been like a year since I've done this. But basically, now that you have done this, what you can do is you can, you can later on actually change the are and the G values. And based upon that, you can move things. I know it's a bit strange, but this shoot work, so if we pass safe, we can go out and just test is out. So let's say that we have our route over here. We can just try it out on here. We have a tax offset. If you click on it, you should be able to use the law and the G channels to move around your offset like you can see over here. Now the goal for this is to actually have the roots and duplicate the roots. Instance in this case and call it Woods on the score shift A. Just in case we need more shifts. And in this route shift A. If we go out and applied is to this plank over here. We can now school down, and we can actually use this to change offset, which is very nice, because it means that we can now have, like, two different offsets fairly quickly, and we can for example, just direct like a few of these, like one on here, Maybe like one on here. And it will just kind like swap around the offices whenever we have, like the exact same planks going on. Like over here. We can have, like another one, and that's, well, very quickly. Change things up like debts. And those are ready cheese upside, lexical. So just to create a very quick and easy offsets, maybe if, like another one, here's your stuff like a nice, clean one. And if you want, you can also do that over here because I assume in a way, these off these look a bit more you need. There's one here, but you can still change the officer now, of course, in this case, because one material, you will change the entire thing, but it's gonna add a little bit more interest. Also, your would. Now I think of it so we can. Justice will do that for like if if we have, like, the exact same one multiple times after each other, we can just do this and that's that's the general idea. So we've done that. We can save this, um, have a look at our most, so I'm not too happy yet. We like the most roughness, so we can go down here and play out of the office, trying to see if we can, like, make it just 1.4, maybe to make it like a little bit dollar. I'm fine with the darkness off the most. And I would say that this is actually good point for us to start by fixing our U. V's. I think, yeah, because we now have, like in, like, former distance we are. We can also see it, but like on these kind of pieces, that's just plain ugly. So we definitely to fix those things. And after that's what we'll do is we will probably start by focusing on the color off our roof and on the damage of way will spend most of our focus then on just a roof, because that's quite that's Wiki one to get white. So yeah, it's open a blender. Here we go. Final scene. Now let's start with an easy one, just like a warm up. So we have to explains, by the way, I'm just gonna go ahead, slick them, right click move to collection cars etch and we are more focused on the Fed's over here. So we have this fence and this one is red upon miss. Yeah, I'm surprised he doesn't flow over. This is a straight friends, right? I just want to see because it's probably just like one defense. So does it. Here. So he had flows over. No, no, no, it does not await. This is not a vice one. Okay, so it that's tweeted. It's a bit difficult, senior. Okay, so it doesn't flow over, um, what we can do. So if we know that for us, the most important thing is to float a move like this, we can go into a UV editor. We get just we only we need to do this one, and then we can just duplicate it and shift around the U. V's. So if we just go ahead and turn on this out like this, you re sync Sorry, huh? Wow. I just completely forgot how to speak. But anyway, if we have thes pieces down here, what you can do is we can do this by hands in order to kind of give like a benefactor. If it's like this around. And if you go out and then pass you and press unwrap. What that will do is it will just unwrap this around like we have over here Now. I was hoping that it wouldn't actually do dis specific thing. If it does like the wit angle what? You can do it. You can select like one side. We can go ahead and move this site because nothing is in blender. You These are not actually attached sword off, so you can just move these things out. And then we can go ahead and get select this site, Move this around. And for this one we want also. Ho Tatis. Here we go. And then we have this one on basically what I'm hoping to get Z. That's a bit tricky to get like an angled that looks, go act You know what If we go ahead and, like, select, Let's go to verdict Select. No, I need to turn off the sinking because Els again not do this. So first select over here. If we move this forward, I hope that that will not cost too much stretching. And now same over here. If we just go at the movies, Vex. And then he's over here. Okay. And then select the stop fishes and kind like moved toast out. And hopefully that should give us a better flow. Just checking if that's actually because so we get off course, go ahead and merges together. So if we select, for example, these two pieces you can hide, click, and you can snap and selected to pixel shoot. Oh, no. Come on, snap. Well, I welt So you I mean well, I get confused between programs. So press welt and well, to be Alexey wealth these together like this and technically, that should flow over correctly. But I first want to give it a try before we start adding this technique to all of them. So if we have this piece, sure, we will not have like so we will have, like, a little cut here. But in order to keep like, the pop of flow, it's just something that we will have to bear with. So I'm going to, for example, place one here the lead city or the or the other one, which I did not do. I accidentally deleted to go act one something steel feels I know waited just for it's It's tricky to see in here, but basically so this is to correct. There's just not to correct what, no dishes to correct one. Yes, although then makes me worried why that is a cut here. But we will have to see. So basically, I'm just gonna go ahead and expertise because I just want to do some tests first. And it's good to just twice, um, stuff out some things. They should be quite straightforward. I just want to see how does actually look. So if we just go out and just working like a clean fence a over here, if we don't go out on the importance, uh, does the whole Yeah, we can. Let's just best done for now. And we will fix the UV Slater home for now. Just go on like would A and that this interesting. So that looks still completely wrong. Okay, okay. Said enough. So that still looks completely warm, which means that's somehow this technique, which normally always works, does not work here. Let's let's go ahead and try. Let's try another clean like break over here because I'm just one going to twice and stuff out. So we have this one. You on. Let's go ahead and do Unwrap over here now straighten. It rarely works, but yeah, here. But what? We can hope that What? We might be able to do it if we go toe edge most and like, hold alls and double click on the match. And then if you hold scale, everything is going wrong here, isn't it? There we go. The visit in one moment. So basically, if you select these anxious, you don't go to the bottom one. You scale these flat really doesn't even allow me to do that. I sorry, I don't like unwrapping in blender. I know, I know it looks a little bit am interested, but for some reason, normally I don't have problems with this. I'm going to go ahead and then just go old school. Which means moving it like this, going to verdict smote, holding shift and selecting the species, rotating these, moving them here, making sure that justice touching its tool bad. So we just need to go ahead and go in here and selected species to fix the stretching like death. Okay, If this doesn't work, then I would be quite amazed. Let's go ahead and duplicate this. I'm just going to get rid off this one. There we go. Selected as an fbx fence A. I've got eternal select objects. Fence a on no need just going here. Assets fence A we import preset the fbx. There we go. So now when we without our proper materials, you can see that like correctly flows over, which is good. Is it one material by notes to But that's no bombs. So now you can see that this is flowing over. That's what I was looking for. And all you want to do then is you want to go ahead, select everything and then select like one off them, then go in your materials and just did a typical copy material to select it so that everything becomes one material and under the expert is so that now, if we re import this way, we should be able to just get weight off this material and put a safe. And there we go. And don't forget it. We'll have just updated here. So on these ones, this will have updated. So I'm all happy with debts and all. I'm going to do now is ever going to duplicate this post, do on offense and go to fence. Be so it I meant to. First art disposed. Move to collection fence A and now we can turn it off. Fence be and Justin fence be. Let's go ahead and just replace these fences. So if you just post height, delete all you toe on height, that's a quick way for us to just do this and for these ones just going to rotate it. Same angle height, delete on height, fixed clipping. There we go and for the species once again, select hefting. Select one copy material selected right click moved to collection fence be and then you can go as an expert. This this fence be going, hear Fed's B and reimport. You set the fbx and just make sure that you still have to collect material on here. There we go. Okay, and that is fence number. Be done. Good. Okay, Now let's go ahead and continue with the rest in the next chapter 56. 56 improving Our Roof Part1: Okay, so we have done the students fine. So let's just go in blender again. Let's go. Adding duplicate one of these that we have already done. And now we can go to fence, see Big One of these gun and then just places back into place, construct the other one and just delete it the same over here. Just have this one here that should do the trick for fancy. It's great to select everything, moved to collection. Fancy to make sure it's all there. And it's expert this as fence See? Yeah, let's go to assets. Grab it. I don't know why I'm legging so much. That's strange. I keep getting to do that. I keep getting do that, go out and select everything. Select one gopi material to selected in this way. Here we go. That should fix that and our free double click on it. We should be able to get rid off those two materials. Yeah, there we go. So it's got a way of those that there's one left and just go out, and Arthur would now I don't know why I'm liking, so I think it's safe for me if I just quickly restart. So first of all, let's get rid of substance and just going to save my scene. I'm going to just quickly duplicate this one last post artists to fence de and after that just want to restart some programs because I feel like something is going wrong here. So anyway, just make sure that this one is exactly in the same location, the lead, the other one. Then press all you again and this is going to be export awaits. Let's hide, click move to collection Fence D and an export Fbx. And this will go to be defense t boast going here? Yeah, I definitely think I just need to restart in real it sometimes justice so we can reimport reset the fbx double click and make sure that the contract which is assigned which it iss And let's just go ahead and save this and I will pass to the urine just quickly if he start , Everything okay? Yeah, Looks like that. That's fixed it. So we've done the posts. That's good. Um, the only thing I would say is that I just want to quickly go in here, go back in like my fancy, and then Richie, UV editor open. We probably just want to go ahead and shift some stuff around, so just select, like, one, and I just move it that I want, and that should be Well, actually, let's just do that also for this one, because I know that all of these posts have the exact same. You ve said that will not look very good. So doesn't need to be a big shift, just like Dick. There we go. And then for this one, we all need to do one. Because, of course, that the other one is over the unique. So we could just very quickly export this s fence A be see and deep post. Okay, there we go. So that's also done. So you put this. They said that she changed things up quite a bit and gives us, like some nice lines here. So let's have a look. What else? This one we need to change. And for the rest, we also need to change this one, which is fairly, and this one which is fairly obvious. The other ones are not too obvious. So maybe we just want to go out and do this one, but then duplicated over again and do it that way. Because these are just if you just want to go for, like, the very obvious ones like these are all covered up. So I'm not too worried about that for these ones. Yeah, we can. We not kind need to pick a a position and then hotels accordingly to that. The thing that's about it, like this planks, They might have, like, a slight off set. But honestly, you will not really notice that. So I'm not too worried about that. So if we start with death one which is going to be playing, see, Yeah, Plexi over here. So for this one, let's take our pick. I guess that we'll just have to pick one side. So let's go ahead to start with this side and there will be a seem because way simply we need to seem somewhere. So if we go ahead and do this and go a quick do a quick you unwrapped and I'm just going to go ahead and select this, I'm going to rotate this and then hold control to snap your rotation. Okay, so that's 100 then we just need to figure out the rotation later on so that we have this one, which I'm also going to do you and unwrap. And the reason for dishes to make sure that the texts are textile density is the same. So that's moved this on the select everything. And basically, if we go ahead and just select this scaled up a little bit more and then place it, what's writes places against the other one that could at least give, like, make the flow a little bit better. So just scaled up again. Okay, there we go. So that should do the trick for that one. So does this plank number C. So if we export this to plank see, it's going here on the import it perfect. So that's one flows over. This one flows over. This one flows over. So luckily, the rotation is correct wide away, so I'm quite happy about that. So that's that one. Now let's go and do the house. So house look, So this one we don't so we need this one and this one mostly on these looks like that. We can all just, like duplicate dose, but we'll see. Let's just start with this one. So if we don't quick out, I we can just have a look and, yeah, let's go up until that point And then we can just merge them together later on. So let's say we have this. Hopefully that will give us a nice straight piece, which it does almost almost weight, but should be fine. So voted at 90 degrees and we will scaled it up later on. First of all, we just want to go ahead and also doing unwrapped on this. So you unwrap so like this one have rotated. And let's move this up now for just select everything. Oh, what are the chance that I exactly move it in the same location? But anyway, now select everything and then we can just select like one side. And I'm just going to go ahead and place it like over here, and I'm going to go ahead and just select these first season kind like, moved them closer together. There we go, and now it's just a matter. Off. Selecting is a dieting and skating it up so that it's hopefully the same scale Lester vest . That should do the trick. So if we know go all to you. And it should also be correct on this side right away, which is good. So technically, for now, go out and just duplicate this over here. The only thing that would really need to change is that those imperfections that we gave, but for the rest, it should be pretty, eh? Quit. So what I'm going to do is I'm going to make this bit bigger. I'm going to duplicate those in the exact same location. Then I'm going to reapply those imperfections because that is still faster than doing your own nothing on every single piece. It might also be a bit more boring, but first and yes, you can see so the movement is a little bit sensitive just because it's such a it's such a large long beam that's we should be able to move an object by now. Okay, so we got like, those four done, and if we have the example, go to verdict smote and just do like some small movements, just not not not too much, because else we will need to change the U. V's once again. There we go. Oh, hello. I had always been the case No, no way to think over here. We just want to select for Goto and emotes. Let's go out and select one side pass for hundreds. Delete. No, wait. It's going all the way along. Oh, it's because we didn't cut. I know, I know. So for this one, we want to go ahead. And if we just select everything and then go to face select de select like half of this, and then just delete it because we do not want the one over there and we still have these ones over here, which we also just want to slag this side delete it and this one select this and deleted. There we go. So that should fix it now in the sights. I'm just going to go ahead and select some pieces and just give it again some imperfections by moving things around a little bit. There we go. That's just quickly double check, because sometimes the rotation is a little bit messed up. Okay, so that's looking good. So we have gotten those species done. This one we'll do uniquely because we add that quite a bit now having these pieces if we set off movement back to global duplicate this. And if we don't go ahead, and maybe it would be nice if we actually just voted is in the reason what the otitis is because it got again, like if this little Blais off variation and once it's voted, I'm going to go in and just move each of them a little bit closer like the lady ought one. So if this one a bit closer, delete the old one and then we will move to properly After this. Here we go should know if we just go out and like it's really sensitive to moving. But carefully, Hotel desire moved him into place, and then we can go out and also variation Student up a little bit. There we go. Okay, so we've gotten those pieces and actually those imperfections that we have there pretty good. I'm just going to move this one a bit further out, but for the rest, that's it's critical to already have those imperfections. So maybe this one, because it's a very it's like this point that you can very obviously see. Let's move this one a little bit and we also need to go ahead and do the same. We'd like Ian Weapon on here. Um, but for dose, I guess what we could do just to very quickly do this is to simply select the's a few pieces of out here and just do a quick unwrap on those selecting it in and the rotating it . And there we go. I know it's like a little bit cheating, but for arrest, that should be fine. This'll one, we will cycle back to you because I first want to do this one and then see how it actually looks to make sure that we are going into high direction. So for this, if you just do it all I on this, we probably want to go in this direction. So if we go ahead and select it like this, go here. Control old? Yeah. I figured that it doesn't like the selection next to it. Miss, you did not accept me. Move it. Just make sure the dishes select its up until this end. Oh, groups selected way too much. Going to quickly de select those species. Here we go. You unwrap, select everything, rotate 90 degrees. It's moved is over here. Just go ahead and then click this bevel from I'll shift. Click out. She couldn't do by hand because all shift, um, of course loops completely around it. It's not there. There are other ways to selecting. But for something this small, I'm not really going to bother with them because I can just will do this. You unwrap, select rotates 1 80 There we go. And if you just select everything we all we want to do is we want to go ahead and select one of these pieces moved them over here. Should be fine. Then go out and select all of these and scale them to a point where they become around us. Largest a vest. There we go. So let's just go ahead and select all of this and export it now. Oh, wait. We might get some problems with the materials. Now I think of it. Yeah, we will definitely get some poems with materials since death is to case and it's a noticeable get pumps. I will do this one first before looking at it because in the biggest reason for this is just because, yeah, these problems are a bit of pain and I do not want to den Applied Materials again engaged that something is one. So that's too bad. So it looks like that we need to do the entire thing just because it's it's partly exposed . It's not too big of a deal. Just go out and de select dose pieces and let's go and select one side. Over here you unwrap selected rotate, move and this wouldn't you unwrap selected Oh, Tate. And now select everything and go ahead and select only one area over here. Move it against the other One may be scaled down like a little bit just to make it fit a little bit better. And now let's go ahead and scaled is up. There we go. Okay, so we got those pieces done. We got those this'll one we still need to probably do just like that's one and then duplicated on a thing that is about it. Um, yeah, maybe we can do something over here, but OK, so only that's one left. But while these two actually let's go ahead and do an Altai and forties, I'm just going to go up until that point and just looped is around until the very end transform. Oh, date 90 degrees and, you know, to drill, select decides, also unwrap, select, rotates, select everything and just go out. And I would just like like one of these moved them next to each other like all of them, and scaled up. There we go all to you. I think for this one, it's just easier if we just do this by hands again for these Does it take to along with selecting So we can just go ahead and select this site? And I'm just going to leave the buffalo for Just makes these here for me. So you unwrap. It's like I know it's not the most fun thing to do. About it is necessary. Select the bottom side if you unwrap, rotate, select. Oh, except that we need to move these a bit for out. Select everything. Grab one off the sites, place them next to the other one. Let's go have to just select this and scale it up until it looks more logical. Okay, so finally we got those two pieces already. Let's go ahead and duplicate them like that and then just puts height and then delete the original ones and impress all due to on height again. There we go. So we have those pieces 57. 57 improving Our Roof Part2: and now pretty much the thing that we need to do it. So for all our route, we just want to make it one material, because else we are going to get trouble with this. So I'm just going to go ahead and I'm going to hide everything that is not would just makes it easier for me sect. Oh, and I need to do that one also. But for now, let's start with just selecting everything that is not would like That's. And for this one, this one might be a little bit trickier to actually unwrap. So I'm just gonna go in up until this point because I know that that's where the hoof guy like ends and I'm going to do a very quick you unwrap on selected ho. Take that. If we don't just quickly select everything just to make sure that scale is about right and it is so okay, so we have all these pieces, you want to select everything, select only like one beam, and once again going here, material developed down copy material to select it. And that should do the Twix. Enough reports all to you. We should be able to just export this entire house. I would save a scene first, expert the entire house over here. And after going here, let's go ahead and see how this behaves. So let's reimport that it might give us in material ever or not. Looks like that we do not have material. Okay, that's quite so. That's no, All fits. Now, all we need to do is off course. Shuffle those u V's on the most obvious ones around. But at least now it flows a lot better, which Yeah, with our stronger lines, it's just a must if we want to have just looking good. So I'm not just going to go in here and I'm just going to randomly do the same is that we've done many times before. That is, just move your things around a little bit. There we go, and those should be fine. Okay, so we have done debts. Also, we're making good progress here. Let's go ahead to set that the house is going here. Three importantes. Okay, so that looks about our rights. Yes. Yeah, Okay. That looks good. Now, the next thing that I want to focus on is I just want to make our hoof a little bit more vibrant like we have over here. And I think that we'll look quite nice. So for this, we need to go ahead that we need to open up substance and here we go. So let's see, How are we? What would be nice way to make this call? So of course, we first went ahead and we went like, on our reference. However, now we are going to go away from our actual real life reference and twine like capture a little bit more off like that fiber vibrant Snus that makes sense. And seeing this, I think something cool that we can try. Oh, wait, We already doing it here like there he play scholar. What if we do to replace cool off also on our actual so source colorize around this and a target school largest make it the same. So what if we do it all? No actual pieces over here, and I just make it like a slightly more in the direction off do we want? We will probably want to go for, like, something a bit more like over ensure radish. So what if we do want that one that is slightly more orange and another one that is having a look at the at our reference more like a brownish threat. So if you just go for, like, something like that, does that break things up a bit more? Looks like it does. So we are some darker colors, which we can just go out and toned down a little bit. We are some lighter colors, which we might actually be able to boost up a little bit. There we go, out, all that stuff. That's fine. Okay, so that's starting to already look a little bit more interesting on Looks like that we have automatic expert turn on, which means that we can directly go in here. I love automatic export. So hand me, but we can go directly in here. And just he and Portis Si. OK, so that makes are quite a bit more vitamins. Now I feel like it can use a little bit of like lightness. Like just a overall hs l note that just has to lightness boost it up a little bit more. Keep going back to the export if we just goingto base color. Okay, So dead looks a little bit too much. So let's just go ahead and turn down lightness a little bit and start to play around with. Our situation may be even with you a bit more. Let's set our you to see open for nine, which gives us like that the satisfied just to see what it looks like. Okay, I think that had actually doesn't. Yeah, that does not look very nice. Set this back, said the saturation back. And let's just say the lightness to maybe see a 0.52 Yeah, I think that I think that looks because I do not want to like this These roof times also very different and by the way, it's literally just a blur. So of course, when you start on in detail, you need to kind like keep the realism in. So I'm trying to, like, captured it a bit more now, now that we have done those species, see, let's have look at our list. I would say that house off the color off our woods actually looking, you know, what's one thing that we can do to just quickly are a little bit more so? Remember that we did the route shift. What we can do is in our base color. We can actually multiply the love that goes into our base color with a constant tree vector . And this goes three factor. If you just convert this to a parameter and call this, um, gold on school overlay and make its white, we can actually control the color of our off our actual over actual material. Whatever materials on here, the cool thing about this is basically, that's we can make the variation slightly darker, which will again give us, like a little bit off variation. So, for example, we have now control over color. So if we double click on mood shift A and school down here to the color overlay, you could see that we can actually set and make this a little bit darker. And I feel like that mites again are some more variation. If we didn't fortune Paul started, like, over here, we could see like we have some slightly different darkness in there. Now we can do it on the actual house because it would just replace every single thing. Although not on your house, we can actually go in, and just with this would you can if you want, play around with it a little bit and let's see. Maybe, like we want to go ahead and make our roots a little bit more, I see. Ah, the Kaddish. No bluish. So if we go slightly in the direction of blue, But that will do is it will take away a little bit off like the yellow, because just it's an opposite, which in this case makes you would feel a little bit more natural. And I'm going to do debts. And now what I want to do here is I want to start focusing on like the broken hoof. I think that's a very important one that we just need to work on more. So I will go ahead and we will start with the planks. Now the way that we constructed this, if we go out and go to Blender actually looking, it's close substance just for me to save some memory on my PC. So here, if we go out and like go in your weekend, it's gentleman here we could see yes. So the way that Rico stock to this here the planks are just like they're sitting on top, and the woods is sitting on top of that. In our case, the planks are sitting at the bottom, which made sense when, when when we were doing this, it still makes sense. But in our case, we might need just cheese a little bit and actually play around to this a bit more. So the first things I want to do is I'm probably going to cut out more pieces off our roof , and then we are going to sort of like fill those pieces in later on. So I'm putting much is going to go ahead and I'm going to start by cutting simple as that. So let's go and take out a car, too. So I'm going to start by actually cutting from here. You know what? See, let's go from down here. One up, go a long Norway's Let's go down here. One up, go along, one off off And that's completely gone down here. We want to go ahead and just have this gun over here. And then here we want to cut it along. Let's cut it down and let's then started. Kind like keep it up again. Yeah, that's plan and I already forgot the plan instantly, but basically so we are going to get stewed, just like a nice cut here just to since we are here anyway. So it's going to go over here EC, like, got along here up once more on Let's try and see how it looks if we are. If we like, got those extra pieces out of there, only if it's like makes sense. So at this point, I'm going to just completely move it all the way along here. And then I'm going to go ahead and, like, got it along here. Keep that going and let's go ahead to move it up, and it's just starting to move it up a little bit more. Here we go, and it's just starting to, like, break off and space. Okay, see how that looks? So if we with actually scary the leads, all of this, you know what? Before we delete that duplicated and height just engaged because we want to back up. So let's delete. Oh, these pieces, of course, they all smaller chunks. So that's delete all these species up until this point. Here we go. So, Derek, about okay, that's quite a bit more, but that should be should be fine. So we now got these pieces over here and I wonder I wonder if we can simply cheat a little bit and just say, like, I know there are blanks under there. You just cannot see them if we make this planks a bit enough and if we go to face select accent like delete one side and stooped quick in the Mexican stools, let's go and do a quick pivot. So basically what I'm on about is what if we move this forward and re artist? There we go. And if we don't go ahead and, like extent this out up until here. Oh, so I'm I'm not in a It's a bit difficult to see if we are in X ray Motor that. So let's say that we extend it up until here, and it's just going to be like a normal plank, just like any other plank. And then basically, if we just make this a bit dinner, hopefully actually, we can. We can cheat it even more if we do. If we places around here and if we don't go head to make it a little bit dinner, which might be easier for Marfan. Few select this. Scale this down a little bit. And if we don't grab our roof over here and just grab these foresees that you have known here, it's carefully moved them forward a little bit like this. And hopefully that will not just gas bombs. Because, of course, we have not close him off seditious like Oh, wait and milk it. No, wait. Never mind this multi graphs because we have ordered the militarism here it does. It really doesn't like that. But anyway, let's try. Let's again. So let's move it forward like that. I know that we will completely use offered expending butter well, and then this one over here, let's move this back a little bit to give it like a little slope off. Do not to make sure that you cannot see that it's a plane. So now we have laid down a basis what we can do with this basis we can later on, we can score it like place another one in the place, another one and then, like delete this one because, oh, it's missing stuff, stuff like that, and for this one, you can have, like, some imperfections. Maybe you want to like half another one below it. That is just broken off. Health way. So, for example, we have another one here We like moved is down. We will. We will fix the U visa later on. There we go. So it has, like, something that's like a build up like this, and I think this could look quite interesting. Now what? I also want to do it. So I want to keep seeing this inside and real. So for this one, I'm going to You know what? I'm going to move this one down so that we, like, have support being below it and having a supportively blow. It's kind against us. Like the option to just pinched Easter together. And what you can twice you can actually try and get rid of a way to normals. And first art a symmetry or mirror option over here. I think we need to go for the easy access Yea on the Z axis and then also eternal bisect. Oh, no, sorry, not bisect. Oh, I know, I know why. Basically, if you see this, make sure that if you turn this off and you have this piece. What you want to do is let's say you want to first cut it in half like this, and then you want to make sure that your paper point if you press at a pivot, that you pay for points like on this little board over here and turn off the pivot and now you can turn it on again and that's well, kind like merge together and you should have this merch limits, which if you said it's a bit higher, it will just merge thirsty pieces together and you're gonna play supply. And, he argue, awaited normals. And then you can just treat it like a normal object. And you can like, got this. Ah, Long. And that's where we just have like Quick Bank. And that's where we can also now go heads and just quit like another one Down here. It's having like sitting there, maybe another one, but this one. Let's say if we go toe rotation and Cetus to local, we can like rotate, is down and just move down a bit. So this one's like shifted and then require one off the normal ones again and moved dose down here all the way long. Yes. I think we want to have this one year and move back a little bit and this and go ahead and just, like, move it all the way to decide. Oh, by this point, we got to do the mirror trick. So if you just go and edit pivot on the variant are very quick Middle on the Z axis. Make sure to ft merch limits a bit higher so that it's merging together applied. And our yard, You're waiting normals again. And now at least we haven't entering both sides. So let's say that we have something like this. I think that will work quite well. Now we have this got over, or this beam over here. I'm going to places. Beam also revere because normally you would not be able to see this. But of course, now you will. So when we place a beam over there, we could simply select one of these planks over here. You know what that's like? This one because this one already is mirrored. Move it in this location down here. I wonder why the hoof is floating so much. We'll figure that out also and its scale this up. It's just that the beam is not in the correct location. So we actually want to move this up like death skilled Donna Beth, and we want to just move on. Beam up. It's because we moved in doing while we are on local and now in these pieces, simply Let's go out and just select like everything except for like this out of edge. Just carefully move it up a little bit more with shoot. It's also over here. There we go. Move it up a little bit more. And that should give us, like a nice spoken point like debt. Okay, by this point, let's just very quickly ever Look Now it will probably completely break are seen. But that's no problem, because we need to he do the verdict painting anyway. For now, we just want to export this very important will complain about materials. Yeah, Yeah. Uh, he said to Fbx because all I care about is seeing what it looks like. Just these beams, if you want to have a better couple said they show you getting very quickly. So on the route again like that. Okay, so that's what is starting to look a lot more interesting. In the next chapter, we will just go ahead and we will continue with this. 58. 58 improving Our Roof Part3: Okay, so let's continue with the roof. So this is what we got right now. Now I got to say that I think it's better if we just for now get rid of our Vertex colors just because it's could see. Yes, the Vertex colors stay wherever he stays. Stay the same, but for the rest, it's a bit all over the place, and it makes it difficult for me to actually see what I'm doing. So what I instead what to do is I just want to go ahead and set us to write a belief. And just, firstly, Phil, there we go. So we will need to redo that. But we now know where to place them, so that's going to be very fast now. Another thing I would say it's that's I'm still not too happy about, like the darkness that's going on. Actually, the darkness off the woods in general, I feel like it's a bit too dark. So just before we continue with our roof, let's go into our Where are you Skylight? Over here. If you just called down, Okay, so over here we Yeah, that's a bit tricky. So what if we shed light colored density to like tree and then just keep their collusion seems quite low just to keep that occlusion in there and not have a look like very plain. Because I, of course, still would have, like some darkness, India. So something like this That's not do dark now, of course, depending on what the brightness and contrast of your screen is, it might offset a little bit from this. But what I'm thinking off is doing something like this. And if we then and it's the route which we could do after we've done some more placements, then we can just like edited Woods and make it a little bit lighter, because I do not believe we have a call over there. But I believe this color over is already set of White quit my chair, which means that we could send the slightly writer, but that just means that we cannot really go any biter, and I guess what begins twice began. Try and go to a Texas and to our roots and then in our plane woods. We can set the brightness to like 1.3 1.5. Maybe let's do 1.5 and that sets said the situation to 0.8 to like I would not be Here we go just It's a quick one, but it's just too like Ana Compensate. Two situations. 0.95 It's a bit more sensitive, as I expected. There we go just to make it like this little bit lighter, and I think that we work a lot better. Okay, so looking at our route. So if we have keep a look at these plagues now, of course it's annoying For the most, what I recommend is to just have, like, foliage on here, but to, like, go for it up. But in our case, I do not think we do not think we have to time to actually make forage. Plus, I'm not afforded shot, so it's not like I'm the very best candidate for that. But anyway, let's just continue in this area. So it looks like that some of these species we need to move up, and then we also like, nicely clean everything later on. But that's just for like, the clipping. And if we didn't go ahead and just crab another one of these, it's placed over here and then just like it's moved, is unlike the Etch. And then maybe if, like this site like going here we go. We like going your fault of it so that you get, like, this little gap over here. And another cool thing that we can do is we can actually make the back count a darker call off from the four guards and, yeah, I cannot show it here, but that will actually make these stand up more so because we have a shift and we have, like, a darker Coehlo, so that should be able to do that. We should be able to do that. Look, if I go here, um, I feel like another thing is over here, everything is still, like, completely solid. And I feel that we might want to just like movies forward. So, of course, don't go too far because we still want to go ahead and keep. Not that you cannot see to it, but I feel like if we do make them less soul, it it will look more broken. So we got this one and here we have, like, another plank. Now you can see like if we are looking at it. It feels more broken quite quickly, like that's and I kind of want to do the same over here and see how far. So we could not go too far with this unfortunate, but trying just like the one below it say that we have this one. Let's move this also further out, and it's moved this one foot out. That's when Melanie can maybe see it. So there we go, so that makes it a little bit more broken. But you're quite like now I feel like these pieces whenever lets you quickly. But whenever we have a piece that is already like, broken off, I feel like it should have shifted a little bit. And so even if it's like maybe not the most realistic thing, because, of course, if there would be nails still on both sides than the shifting would not where you happened that much. But I feel in this case it can benefit from the look. So it's like a balance between realism and just how it takes. Look, So here we have to fill plank, which I guess is fine. Yeah, let's just keep that one. So that's like a nice clothes often that we have this one that's going, like hanging out, maybe have to wanted to see you hanging out selected and moved like a little bit more to the site. There we go. And another thing. So Okay, so we have enough, John. Three year for the third. Expecting. So how is the house? The rest off the roof looking okay. I quite like that. We have, like, some piece that I think I'm going to push the roof displacement a little bit. So hide, seal. Whichever one. Fife, Let's do that. Which I'm guessing. Yes, So it does got in over here. So that's I guess that we just to be on the safe side. Let's just scrap this entire move it forward a little bit. Except for this last one. It's moved it back. We got said the displacement, of course, pushes it back in again. So we've gotten those pieces over there. We've got, like, the cut outs, which I quite like now I decided, I think I'll decide to fight to just keep the roof open. Or shall we see? Yeah, let's just keep it solid, just like we have over here. Like you can see that this fit like just a solid roof. So I think I'm going to keep gonna do the same need to learn out speak. So I think that's starting to get their, um that's do, like a proper export for this, just to make sure that everything is correct. So for the pope exports, what I mean is, let's go ahead and for this one Soon Altai. And let's start by just selecting these Now, I'm still gonna do this by hand. You can do like the you could do like, a tired light on it or lunch, and we'll do it. But in my case, I feel more comfortable If I do this by hand. Might take a while doing this. My hands. You know what? I'm going to do this by hand, but I'm going to do this off camera just because you know what it's like. Like I don't think I need to show you literally doing this for 20 minutes or something. Then So much. I'm just going to do this on the entire roof, so I will get back to you in a second. There we go. Okay. So all to you little steps. Something here is going wrong is published something with modifies. Let's hide that. Oh, is this one? So this is like the old roof. So if proposal to you that I go to the altar, if we can just get rid off So having the species now we need to go ads and do a milty. Well, let's turn on wife that you can actually see what we're doing. So we just need to do a quick multi resolution because this is still going to be. Something was going to have also for decorating. So simple. Subdivide subdivided twice. That's especially on D C areas. It's nice and high. Andi should be fine for now, and I always just, like, did not a play supply but do that on export. And once that's done, that's over wire frame that start by hiding all the pieces that are not would, and in this case, we're going to actually do to materials. Here we go. So I would argue that the first material that we are going to do is we're going to select, see select all of the's planks over here. It's easier if we look at it from this side. So there's going to be like would one on which one is going to be a little bit darker, then the rest on last one. Okay, so there's going to be material hoping to respect it and press height. Yes. And all of these click, click and copy material to select it. So number two and hopefully that should do the trick. I'm going to save my scene fault. You select hefting. Let's see what that does. So if we export this as a house three important and let's see what kind of materials that will give us. Okay, so we have now these boots materials as soon as she can pass the X, that means that we can get rid of them. I don't know why it would ask us to get rid of the blast. Well, I trust it. So let's get rid of the plaster. Okay. Still, so we have to woods. Great, hopefully mean steps. If we highlight it, this one is the overall would. So that's route. And if we highlight this one, this one is going to be the darker woods. There we go. And for this Dr Woods, we already making like like darker. Let's try and make it just like tiny bit darker, breast safe. You know what? I'm going to make this light again. Here we go. But that I'm just going to duplicate it and call this would on the score dark. The house is set and use this one instead just to give us because I do not want to add it. Also, my planks. So we're now with food dark. We can go ahead so we can make it, like, quite a bit darker. There we go. And it will give us, like, some darkness in death, which gives us also, even in sort of like a no collusion effect. Now, it looks like a three off, like some really small evals over here. And it looks like that's we can but, uh, why do you keep coming back? Go away. You I just want to give you I'm just going to moved to collection. New collection. There we go. And I just stay away. Um, anyway, so for this one, what I would say is, I think the east way faster just fixes is by selecting the forms. Moving is slightly forward, selecting the sites moving a slightly out. There we go. That should fix the clipping problem. Andi. Yeah, We just need to be a little bit care for that over here. Like there is, like, the tiniest bit of clipping, But it shouldn't be too bad if we just moved this for the little bit. Here, no one will notice that centimeter. So let's go ahead and export debt again. And since we did not actually aren't any models that you just I have no changes. Herman, There we go. Okay, so we now have quite a bit off more blake up over here, which looking quite good. I like that. What I'm going to do now is I'm going to first of all, do some organization. So and then we are going to really apply a Vertex painting. We might need to change things later on even more so it might again be, like, useless of force to do this. But it's all about getting a good sense of like the presentation. So you see me here just dragging everything to assets that this is against that I could turn it off and can only ever look at the house. Now if you go to further experiencing its first of all, go for the car. So if we said this to 30 set the strength filled set to stoop black, there we go. So that gives us some control over the cause, even though it's like subtle. But I sell a T ski, although it's really subtle, so we might need to just have investigated why it is. Oh, here it looks better, but there we go. So just like it was a little bit less e. Let's go with that for now. Now what sets trying to 0.1 to see if anyone and even low off Let's go for 0.5 and I'm going to get started by painting in this most over here. And if it's true story, we can always just go out and paint it out again. Let's for now. She's do this quickly so that we have a proper presentation off everything. Most of what most painting is focused near the hoof anyway, So it's just like little exile because we can Yeah, it's also just do like some more spending on stone Over here. Over here. There we go. And don't forget, also around these areas. It's a bit of a shame that we lost it because we did a pretty good job but shouldn't take too long to get it back. Said that processed like 10 just like a DJ. Areas like on the top of our roots just white hit those first season and should go quite quickly. Here we go. That's expected, like 25 in this case. And let's go ahead and over here and these areas, it's not do too much. Just give it like a very quick Maybe I'm going to set us to 0.7 just to speed things up a little bit. But there you go. So it's just going to be like maybe you have also on the sights a little bit more eso it just looks like like a dirty wall a little bit decides we can also do it like a little bit if that this has been abandoned and not maintained for quite a while. So just going left here that we go, you get swine like in a way, because we did not actual job to be here, so there isn't much that we can do, but that should be fine. So if we now go here, Um let's see. So first of all, this is an easy one. We just want to go ahead and make these areas quite dirty, like debts. And here these ones also quite straightforward. Just give it like some most Beijing on it. And he had also especially, like near the bottom and then just kind like tapes through droplets set this 20 But one by now is that we have, like, a little bit more control. Mariel's like, just have it. Like leaking a little bit from the top. OK, and now in these areas this is where, like, it's a bit tricky, So I'm not sure how mostly we want to make it so we can just play out with it and started like, something quite mostly never going No paint away Also like the back into the back you can swine like, makes quite musty But of course I still want to get like, keep like some off the route. Let's not do it there. I want to still try and keep like some off the route coming to so we can do like a tiny bit of most on these sites, but for us it's nice if we get if we get, like, some color. So if you don't hold exit like try and paint out some color here and there just to bring out a little bit more death, same over here Now we are running out of time for this chapter. So in next chapter we'll go ahead and you'll continue with the painting, and then we will do else, like a bit off, like a better presentation and just see if we can really get this looking good and then we can do another sitting back and trying to look at our publishing. 59. 59 general Polishing Part1: Okay, so we left off over here so we can just go ahead and continue, and mostly around easy areas. We just want to on the other side, I'll start to do it. Bring in some most painting, especially detaches, she noted. Real. We've done it before. It's funny. Our office on Novia divert. She's become so dense, but it's nice because it gives you a lot of control over the paint. Smile over here are we can get away, which, like some general painting, but that's pretty much all we need. So Scone sent my size a bit. Groups way too big sizably bigger than just wind like maybe like one air we are have, like a lot. Yikes! I don't know what that was one I really like a lot off, most like I tapers off, maybe to like something like that. So OK, so that's looking political. I'm going to now go in here. Let's set this back to like dirty. And while holding X, I'm just going to carefully in the very dark areas. Try like click a few times just to reduce that, because we do not want to have, like, pitch black moss. That's a bolt. Um, we still want to get, like, some green out of that said that, dear. That's pretty good. So just try like, yeah, just play out of it. Let's say something like death. So that's looking pretty dirty. Um, yeah. How do you Let's go ahead and do it all to you? I'll to you. So I mean, also h no, they wait for them. I doing? I'm not in blender, Just total mess. It's sorry. Ah, that's Yeah, sorry. That's what you get when switching between programs nonstop. So that's that's to 10 on. I'm just gonna go back to my house and just here on the windows. It feel like it's good. Still use a little bit more. And all those other pieces, they should still have the most painting, as you can see, because they are separate just at this house, we decided to go fill on like one model for the entire house. I decided, Should I say yeah, that's over. He also, like, set us to 15. Maybe we go but more Dr over there and maybe also like especially chimney would not be disclaimed Now, of course, engineered to more be like ash that comes out of it. But in this case, we could just make the most a little bit darker, which will make it feel like it's a bit more actually. So did we go? Okay, um, now what I want to do is I'm just going to go ahead to safe and I'm going to try and do another. If we just speak like a camera actor, one that's twice and see if we can now balance alighting even more so that we can maybe get like a bit closer to this on have thanks to collect a bit more interesting. So let's make a window a bit bigger. Also, our sky way will need to change back. So let's say that we go for something like see a position like this. I'm just trying to, like, find the angle that we'll work that soon angle like this. And OK, so let's get started to be just a bunch of First of all, we have a sky sphere which two inside to be now. All of a sudden I thought it was not affected. Let's be fresher material. I expected it to not be affected by anything but and It's interesting. Do we have? Oh, it's because let's get rid off the at move That's that's most ferric folk. I think I finally said, Dwight, let's get rid of it because that is actually causing us problems. Because, of course, whenever you restart your engine, it will just turn it on. So it doesn't matter if we like, turn it off that set back up a little bit. There we go. OK, so now we have, like, this orange color orange yellowish color. Okay, so let's have a look. First of all, I feel like our gas can be just a tiniest bit more green. So if we go in here, let's a dissertation to 0.95 show 0.95 Okay, so that's not a tiny bit modeling. Let's have a look. What else? I feel like our hoof can be like a tiny bit Pitre, so we can just these tiny balances. I have no problem doing that inside off, really, just for really small stuff. There we go, So 1.3 make it slightly biter. Let's see. So are most are most can probably also be like just a little bit more brighter so if we said this to 1.3 to 1.3, so it's a bit more visible. Our route is pretty good. Actually, yeah, I was pretty good. Our blast of I feel like a plastic can be like a bit more like in the yellow. Which direction, actually, So if we go to our materials because we are this one also as like to call overlay if we just go in and just make this like a little bit more in the direction off, let's go for, like, a yellow Ah, playing onto here so more like an orange yellow and I'm going for you can just have a look at like T S r Q B f f e d d ff. And that's why if you want to exactly copy Michaela's, But I recommend you just doing it yourself just to give it, like, just twice things out. So we've got in debt. It's good. Are lighting direction is correct. I feel like over here, this is despair. He bites so and I'm quite surprised by that that's we still have that. What we might be able to actually do is what if we set this completely black like this and see it. Let's just play. Are the exponent Yeah, let's just keep that to one. I think that's fine and you'll see where I'm going in going out with this first of all, shouldn't go in my global post processing volume. And she's our global information. Is also said it's set to 2.5. That's fine. Oh, every new occlusion doesn't do a thing, does it? Now, even if you go in that fence and just boost up the power, yeah, just gets completely over with, and that's fine. What I want to do now is I'm going to, like, faked lighting. So having this, what if we now fake delighting by Harding a se a rectangle light and this rectangle lighter If you passed G that set this to be moveable Ho Tate. It's how insulated like shows off cabin. And if we don't set the color like slightly yellowish should. Actually it's twice that same call of herself, son. So we are pretty much faking it just because this is a fair specific. So if you just go to your son and copy the S RGB, go to your rectangle lighting you, Nicola Space. That's now if you just want to go. Oh, that's a little bit too yellow. Let's go and tone it down with now in here, I'm just going to play out like radio off our intensity. You can set the source width and height a bit higher, although it doesn't matter too much. Mostly, what I want to do is I want to Now go and see if we go down distant field shadows. Let's turn it on. And if we go all the way up again, we have our radius, which I'm just going to set a bit higher. And I'm just wanted swine like it's tunnel snapped rotation. Let's see if we can go like, get this to look a bit better. Here we go. So now we've got in this one. I think all we need to do now is so This is good. If we now go into a sky and just set the occlusion like the tiniest bit up, There we go. So, yeah, I think something like this that because still like she a little bit. Basically, while I was worried about that over here to colonize, like slightly too dark it feels like now I'm not sure what is affecting the light if we actually want to cast shadows. If you do not off, it's more like, Yes, it's a tricky one. So in this case, the shadows wouldn't technically make too much sense. But on the other end, they do art a lot, as she can see. So although it might be a little bit inadequate, I'm just going to keep the shadows on now just because it looks a bit more interesting. And that's more what I'm going for here. Now have Lou having a look. I think we want to set our sun lights like the writer just like a tiny bit, and it's play heart. Which intensity? Yeah, OK, let's go for an intense your five, just like we had before. Okay, so we've gotten those species done. Now I feel like let's make our cars lit, so I'm I'm just constantly looking at this, by the way. That's why you hear me, like waiting for a second every every so often. So I feel like the cost could be like a tiny bit darker. So if we're just going to our cause, and then I call overlay. We can just go ahead and like, set this just a little bit darker. And actually, if you want you can even play out here. Would like the coal also. Actually, I'm going to make a slightly more greener and slightly more darker. And then I'm just going to copy DS RGB Here we go and safe. And we have this cost at you over you and on the Gaza each. Oh, of course, we have not actually applied that yet. It's double click on a cabin master double click on Kevin Master mask that sitting when we start copying things over. Let's just copy Arkle overlay and our milk supply and just told in here There we go and safe. Okay, So now if we go in ah, car such re probably to go at and early, copy their scholar value on our actual glass material, Then go to our costs, Etch. And now we can just expose this evasive did. And this is to make sure that these off even. Okay, so we've gotten that. It's looking critical Stones over here might be a little bit too bright. Maybe maybe everything is a little bit to bite. Let's just go out and play around with dark color intensity on our walk over here. See if we just set up here. If we set that a little bit lower, I feel like that gives us a bit of effect. And maybe what you can also do is weaken. Grab these stones. And what if we could be like paint on it? Yeah, we can. So we can kind, like, grab them and just make them. But mostly because it would be no sense. Or it would make no sense for them to be perfectly clean when they are here on the grounds . Sometimes selected, I select the actual house. It's quite annoying when you have such a big model selected, then foreign real to register that you want to select the tiny model. That's just on top of it. But let's say something like that. So few more here. So not all over the place, just like at some places. It would be nice if you just pains in like a little bit off like most. There we go. Okay, so we've got in debt. Yeah, that's already looking a lot nicer compared to what we had before. So what I'm going to do now is so if one lawsuit. So we have this camera actor. Let's go to Kim Actor one over here and for Kim Actor one. If we just select it, he can factor one. Let's say Free City field a few to 70. The aspect of a show down a bit and then zoomed is out of it's there we go. So we get like, it's more like Sumed, in effect, you have over here and come back to two is over here, which we already set to field a few. Oh, so I am in the 11 I know we did not set the field of you, that's that. There's also to 70 once again play around with debt and see, um tried to get, like, an interesting angle. Yeah, of course. These young girls are a little bit there, like okay for, like, a game, But they're not like your main angles, Which makes it Although you get you get to capture a bit off this. But the thing with this is that, of course, because the sandwiches beer ing on it, it's not the most interesting ones. So maybe we can do like a spit off site. Few. Something like that. And if Presti you get like this and then you would just therefore ship like I got out paths off this. So let's say that's like and dislike a good angle fast start. So I'm going to go ahead and save my scene, and I think I now want to just off camera time. Just go to give it like an extra look at, because there's probably a bunch more polishing that you want to do that. I'm not sure. So I'm just going to off camera cars, sit back, have a closer look at everything, and I'll get back to you. If they're sending, I find it's weekend improve Republican. 60. 60 creating Our Barrel Part1: Okay, so I find that we have a pretty damn solar team right now. So what I want to do is I want to spend just a little bit more time on creating some extra pops just to, like, populated, seeing a bit more and think after that we are pretty much done with the red discourse. So forties pops, I do actually want to go ahead and just introduce substance painted to you guys just is, like, a little bonus. Just we will keep it quite simple, But we'll see. I think we are going to go for maybe like the barrel and let's go for, like, a wheel. Kate should be fine. We can do like also a bucket. I don't know if we really want to do to stare. If that's really useful, we might be able. They'll see how long it will take us from time for that. So pretty much. What I'm going to do is I'm just going to get us some very basic happens on these pieces. It should be quite easy, and after that we can go out and we can jump right into blender. And I think if we just hide Let's hide our house and actually select these pieces of I click moved to collection house. There we go and we can just go out. Then we can use this scene. Do also creates are Popes. Okay, so I got a song reference. Now I want to start with three most important ones. One of them is just like wheel. Like you can see over here. Another one is just a barrel a bit like this That's the object on another one's like a nice create like this And I also have, like, another reference for the wheel just to like, see how it looks. What we basically will be doing is we will be using for this still, the the technique where we create it's as a low poli object about make but wait, wait enormous. However we are going to create unique section is just to give it a little bit more flexibility and yeah, also, you're out like the metal without us needing to create an entire metal texture and are the bolts and stuff like that. So that's the general idea, and I think it's good for us if we just started the barrel just because It's a nice basic one. So for the barrel, put too much. But we want to do is so we probably I don't need to. Let's get rid of that one. I know you know what? Actually, no. I don't want to keep this one. We can use it. No. So for the barrel, as I will say, we want to go ahead and I'm first going to define the diameter. I'm going to do that by simply going in, shift a mesh and create a cylinder. By the way, let's get rid of our textured fueled by this point. Here we go. And I just want to scale this down and do something like debts. Several players. So I would imagine that the barrel would certainly have a diameter off the bottom and the top are pretty much the same. And I would imagine that the barrel, Yes, it's a big one, but it's not as big debt. It would like be bigger than person. So I'm gonna go for something like, I think something that offer you like this thing that should work fine. So now that we kind like noted Iams of C, yeah, I think that's what book? Another thing that we're going to use. We are just going to use these to meet Lee, create like this metal around. I think that's what the thing, that's where they can come in handy. So I need to learn out speak. So I'm going to just move this bottom on up a little bit. So there's going to be like the metal that's sticking around it, and we will later on also need to give, like a tiny bit of scaling. But for now, we can go ahead and duplicate this, moved here and just get a bit of like the old one on. It's just moved his backup like that. You know what? I'm going to scale down like a little bit to Seattle 0.777 and say movie you can like scaled down and just copy dizzy excess on base in the same value. So once we have done that, what I'm going to do is I'm gonna go ahead and actually we should not have copied over just yet because first, with the world's do, if you want to select the top and bottom faces, plus I for inset and we want to kind like insect this. And by this point, you can just press delete, because if we don't go to that select, you can select D stretches, go and rescue and cash bridge at sloops. And that will just create a nice bridge. There you go. So I will once again, yeah. Once again, let's copied is over. There we go. Okay. Now for the planks, We are going to make up links. Unique. I think we just want to make them individual. I think that will give us, like that extra bit of quality. And we will just remove like the back so you will not actually see too much for it. And this is good for saving. Probably count. So if we go shift a mesh gazelles, of course, we would need to create an entire texture. Just tests blanks in it just for this one object. So I'm going to go for Cube. I'm going to scale the cube down, place it here. That's make a bit enough on. I think what I want to do is I'm just gonna go ahead and see. Do we want to make it s dick as one side Or maybe two, they are quite in. Yeah, in the reference here they are quite in. So I might just gonna go. It's one side. So I would like to just measure this out by seeing the stiffness over here. It's pretty good and skill this down a bit more. It's movies in and it's just go ahead and moved it up until he s so that it's hidden behind . And by that point, you can go into for tech, select select copies, moved it up until here, and then we can go ahead and get rid off three back face over here and get just press delete and therefore these two form faces we want to get started by just first going up the remote past, que hay said all the times forms so that we can now do a proper bevel like debt. And now put much own thing that you really need to do is we need to go ahead and press concert off art One segment in the center and we used a segment guy like and I still Okay, so we are local. Make sure that you are local Ailes. This will not look very good. We want to push this out quite far. And once you've pushed it out quite for you want press control be and then using your skull bill, you kind of want to give it like some segments and see if that's like too far. Not in my case. I don't think it's too far. I just think I need a few more segments. So I'm just going to use my school. We until I like a decent amount and that will give us, like this bent coming out of it. Now I know now that we know about Bent the next thing that you probably want to do it, we just want to go ahead and select the top side over here. And now we want to go in and using just your blue, which is your AGI access. He wants his click it hold shift and I'm just carefully scaled scale this that it has, ah, bigotry mounded. And maybe what I want to do is I just want to go ahead and it allows me to, and it's strange for some reason it doesn't. There we go. Don't don't know why it was rejecting my selection, but basically now we also what discovers in Because I'm going to make this a little bit dinner. And I know, I know it means that we need to once again duplicated. That's my fault. I'm just gonna do quick benefit. Duplicate is. But this time I'm just goto rotated 1 18 because we want to keep in that same. There we go. We want to keep in that same angle. And it means that we also don't need to do the angle here. So that's the general idea. Because now what we can do is oh, that's perfect. So this, um, blank is already in the center over here. So what we should be able to do now is I see. So yes, how we exactly in the center think we are. Okay, So if we let's go and it's do a bit more, Okay. So if we you know, basically to get, like, a good look for it and having this piece if we go out on our first stone on our out of normals and go in here and just Arthur waited normals to this sets to 100 just go out and play supply now the Maxima store says very nice to which is called the radio symmetry. And soon she clicked that you can use your mouse and you can do like this radial symmetry which, because we are exactly in 000 here, that should be correct. Now, of course, these are not enough pieces. But what you can do is after you placed it, you can go to Hotel eight. You can carefully vote at this that they are connecting like that. And now it's just a metal going here in a modified that it has art it and using that modifier to too much Teoh over here. Now, if you use your hotel, basically we just wanted very carefully trying like mad Schefty together. I'm just holding. I'm just holding shift to make sure And there we go. So now you can you might see like that You can look to it a tiny bit, but we will just have, like, something inside that will afford you look into it. But this way we have, like, this barrel over here. Now, before I want to press, OK? Actually, yeah, I want a president, but right now, my barrel it looks to take so I want to go ahead and press apply. Select all of this and I'm just in awe. Naazy excess. See if we can, like, scale this down a little bit. It's too much. Ah, I feel that it's corrects. But then it feels like the bends over here is not as nice. We should be able to just, like fix it after by going out and selecting like the center. And if we don't just turn on our smooth select over here and then click using off school, well, we should be able to like either. And it is out until we get to like a point of it that we like. So I think something like this something like this should work. Let's go ahead and do another waited normals on this, the way to 100 just to avoid, because we've made some changes. Now we have these pieces over here. What I'm going to do is I'm going to go ahead, and once again it does not allow me, and I don't know there's something wrong with my selection things, my mouth or something that it does not allow me to just do like a film loop But let's just go out and basically delete that back face. I want to keep that bottom face over. Oh, wait. We cannot delete the back face because we need to have this go inwards. Ah, that's annoying, Mel, It's not really annoying. Just means that we will probably want to just pass Contra are instead we can actually we can delete these faces over here. She can do smart loop Derrida so we can delete these faces over here. But that these ones for Jewish model up here, I'm going to No, you know what? I'm going to pick this etch over here and for this that shifty, extruded in oh, don't have smooth the selection and then you get, like, skeletons in and I pretty much with this all we want to produce, but Q and at Centre and that will just merge it down. So we got, like, this step over here. Now it looks like that's we also now with the new bending I need to go in here and just like, skills out a little bit more over there. Okay, Now, let's go ahead. And just like this, h Oh, we need to do a quick go to object mode que all test forms. And now let's like this edge like a small bevel. There another one day over here. Okay, Now we can go in our little triangle and turn on out of smooth, go to our modifiers, waited normals, sets to 100 press apply. Okay, so that's debuting. I'm just gonna go ahead. And because no point in really doing work, let's do quick pivot and let's go at Argo Tatis. 1 80 Move it Here, select the other one just gets rid of it. There we go. So that's number two, which looks year Looks pretty. Yeah, looks fine. So of course, in our heavens it's going down a bit more. But in our case, I think I'm just going to because it's such it's a bit of a distance pop. I think I just want to keep it like this. So, no, I just want to go ahead and get started by just duplicating one of thes. And I think we are able to reuse thes. So if we have this piece and this one, that means that we probably want to go ahead and select on face. Let's press shift e. And it's like Go play not to just get rid of that. So, like this smart, let's get rid of this. And I went like music and just plus four because it's not connected to anything. It's just one loop and same over here. We just got smart loop. And now if we select this edge, we want to scale that in over here. She'd let scale didn't even more. And I want to do the same over here. And the reason I'm just going and Maurice because it think it will actually better. Same over here, Arctic. It'll look better if we just select them and make sure that they are like merging into the wood as to not ast to avoid any potential Errol's. There we go. So now that you have deserving, we should be able to just like wherever we want to place it Fucks up over here, wants placing. She really just scale this up place This okay, Duplicated Voted. It's 1 80 over here. Got to move this up and this one is going to be on. She awfully aren't here. Should make sure that the distances but go backs. Okay, And now if we have to space still one more for this one Because, of course, the bend angles different. You just want to go out selected select copies, old shifter like produce that bend a little bit. Now, don't thing. I'm now thinking off the set. I don't know. Maybe if we move these down we have more space because else our barrel, it's like slightly shorter. So we just need to kind, like, figure out he spacing like death to make everything feel like it fits, even mis clicked. There we go, and I was selecting. This one we have is over here, So let's go for this. Scored and duplicate that. Oh, data. It's 1 80 There we go and we should be able to just place another one amount here. I would say, Yeah, aren't you? Should be fine. Let's just go ads and skeleton. There we go and we have a quick battle. So I think that's looking pretty good. Now what we will do is then, later, when we were like art, some bolts and we can maybe also have like a little strip. But it might be easier if we just do that inside painter. Because doing that in here, I guess what you could do, issue, get for example, go ahead and go to, like, edge Select. We can delete this. I just want white out, lets you shift selected shifty, and it's going to move this out, rotated a bit and then have it, like, overlay a little bit on top. So if we don't do another shifty and going, like stick this so shifty in place so that we can do it a bit more probably stick it like, over here on top of it. Okay. And if you don't close it off by de selecting this face, Q Okay, Chad sloops. So you can close is often move this for I just want to see what it looks like. We might just revert it again. And it's like like these bottom pieces called Toby if and now if we do another waited normals on this, this is how it general look, which I think. Actually, yeah, that looks actually quite nice. Should have done that before, So we will do that over here, and I'm going to see Yeah, I quite like that. It might be faster for us. just now He got me this. I know I'm changing my mind lots, but I tend to do that. Just that's just not That's just always gonna happen with me. So let's say we take this one. And now that we know where to place them, it's It's actually it takes like a minute just to duplicate it over, because now we can just like both of these, duplicate them, rotate em 1 80 baseball. That's we can also see that we actually misplaced de. So I'm just going to go ahead and do this one to select them and maybe like a ho Tatum's that those edges are at the same angles over here, we might remind, just moved the edges around a little bit just to give it like an interesting look over there. And let's just go for this in the next chapter, we will go ahead and we will do decides. Also 61. 61 creating Our Barrel Part2 And Creating Our Wheel Part1: Okay, so we're almost done. You all I will need to do is just for this site down here. That this one is Actually, this one is a bit more annoying, I would say just because the way that it's here, as you can see the way that it's built So we might we might be able to just do it like if we select maybe dese pieces over here on, see if we extrude this. I'm just thinking right now because not even sure if it's really worth going to the effort . But if we do that and then move this back here, that will create a lip and then if we down here. So we are basically going to fake it here just because of the way that things are built. If we turn on target about totally non Mexicans stools and actually just merges back into ah, still off target with local nexus like this, because elsewhere you cannot you go. Let's move these back. Okay, turn it on again. So if we merge into each other, we should be able to just create the exact same effect pretty much. And down here, I would say that for the species. We just want to go ahead. And we started talking still on. There we go. Let's move these back. She had that kind like it flows off here. We can make a move this one down. And that's what just kind, like clear lip like that. Okay, And now we know what the fuss, too. Make this loop correct. We probably want to go ahead and just do like I know it might. It might feel like a bit off a waste of police, but it's such a small piece. If we just select dese two plus, I can see past Consul be and just create, like, a small it like this and do another waited normal so you can see that what that will do is because replaced another bevel here. It will look pretty much a sharpest This, of course, here it's just got off. So this one is a bit softer, but we can easily inside the actual texture, make that look even better. Now the only thing I'm going to is down here. I just want to see what's going on here because it feels like this piece. I'm just going to ask you and I'm going to merchants center on Do Another way to normals. There you go. Guess just something felt one day. I think that would just like some duplicate for Jesus something. So having this score it and duplicate that And a vote. Tatis 1 80 Move it down here. Let's put height delete this one and assault you to on height. And then again, just go, Tatis That that it's close that these lines are close together pretty much so. I'm going to move this one around here like debts. And now what we can try to do is we can try Select his shifty Zuko player. Sorry, if you have a little echo in my voice, I had to close my door and that's always creates, like a little ago. And if we don't go ahead to just press control plus on our Nam Pat, we might be able to just move this down and moved is in just to create, like, a slightly different look. Maybe if we just so like this piece into a small loop and also scaled is in. There we go. So just to give, like, a little bit off a bigger lip and there we go. So I think that looks pretty good right now. Yeah, it's sitting pretty nice, so I think simple barrel, This should do the trick. Now. What I want to do is I'm put much Oh, wait. We still have the species under which we applied them. So this is like a null object. So we should be able to just delete that. And I want actually make all of our models at the same time because we are probably just going to place most of them in the exact same taxi shit. Just a safe on space. So I'm going to save my scene and having the barrel over here. We're going to high school IQ, move to collection and create new collection into real call barrel over here as just moved groups that set out Let's have transformed to global and it's moved is out of the way. So we've got that one. Now let's go ahead and get started with the wheel I got I got a better reference for that. Actually, here we go. So the wheel looks like that's we just want to go out and have a metal cylinder. Then we will go ahead and have another film that it's would, but we will go ahead and split this up into a few pieces to make it look like it's different. P so food. We don't need to make one of these polls and then sent taxes and everything. Just go out and vote eight around it and that should be about it. So what I'm going to do is first going to once again start with diameters. So let's just get started with a sill. Enough on a scale never changes. 32. I'm going to set this Teoh. I don't think I want to go for filling 64. Maybe. Yeah, OK, let's let's go for 64 because this time that this one is going to be quite a bit bigger. So let's go for something like this, and it's decide on the thickness, so it's because these reels are often quite big. So let's just go for like, quite a big wheel like this. OK, so we've gotten those pieces done on this Fine. Now for this centerpiece. That's a weird looking center, but I'm sure that we can make something up that will work with it. So what I'm going to do first is I first come and go ahead and just select these two faces . And I'm going to do a quick insects not to tick. There we go. And Samos before just press delete, select your edges and the selectees to actually on the Q Bridge Chester Bridge at loops. And that should do it for just like the basis. OK, now let's get another mention another cylinder. And this time we're gonna go for their due because this diameter is going to be a lot smaller and for this one that scale it down. And basically what I'm going to do is I'm going to kind of like I think I need a few more reference images, but we're basically just go to like creative space. And now for the metal, we will need to have a think about the best way to do that. So I found a few more images that makes it a little bit easier. Foster C. So we're gonna start with this diameter. We are going to extra this down, out, gives a little bevel, and then we will just extradition and this will be metal so I'm not going to really do anything with that. So first of all decide on our diameter and we can We can change later. One. But let's try to get it white pretty close. So let's go for something like this. And then what I'm going to do is I'm just gonna go ahead and I'm going to my farm. Few and I just want to set the scaling first of all the same. So this distinctness A. I want to go ahead and put Salt X and I want to make it to Samos on metal, and this will give us excellent. At least this will give us like enough space for our mood to be placed in. So the usual kind like sticking here, and we will continue with that later on. What I'm going to now is I'm going to go ahead and go to face selected. Let's start with this site. Let's inset this. Okay, that's press shift E. It's extruded out. Let's go ahead into account. It'll be exact that we need to do once again go to object moat. If he said, Altice forms and now we can press con Toby. So we are going to have a bevel nous like this inside or insert it again and under a shift , eat down. And at this point, metal will come up, which we will do separately. And that should do the trick. Okay, so we've got that he's done, there will be like a metal loving arms here. Now, this piece, we probably want to go close to the same thing. So we probably also want inset this. You know what? I'm going to go to My top fuel imports are X and incidents that I know that it's roughly the same. It's going on all decks again. So we insert this, there will be a metal peace out this Let's go ahead and look. Okay, so that's so well, let's make one site quite a bit bigger. So we have inset inserted. This lets you control be You know what? This movie is down a bit most that we have a bit more space for bevel goingto be. Let's go ahead and extruded out again inside this just for like, fun extruded out once more around here. I'm just I'm just kind of like trying to follow this and I will do the metal. But I think I'm going in this case, I'm going to just do the metal. It's center. So if you want to insert out again while I recommend just holding shift in and just click so that your extra this without actually moving and then just scale this out a little bit like this. And if you press shift e again, that will get rid of all the clipping. And this way we have this peace over here, and then we can insect this shifty in Insert this. Let's go to off from a few old ex shift e out, uh, ex. And then let's do one more insult in and then shift e And then, just like extradition returned by this point, it will just become dark. So we will just make that like, blackish so that you get that's what you look into it, OK, and now up here, if we just go back to our other image, I don't know why switching images is so slow all of a sudden. Okay, so we have these metal rings and we just want to focus on this metal thing which goes, Yeah, pretty much is it goes around and then it has, like, root around death. So actually, you know what? We can probably do that using this anyway. So if we just insult this so this one goes out and I first of all, want to go ahead and go to my funds for you and just, like, make this plain obvious that when I extremists again, I can extract it out again. You know what? I'm going sexy, moved us out a little bit more. Just give it a bit more space. And if we don't put shifty and extruded out up until maybe like he it's go for something like this, and that's extra. And let's scale this in just a little bit because it looks like on our reference that this just skilled in like, a little bit. And now, if we just go out a select deserving, we should be able to do Q. And this time I want to exclude long enormous that it doesn't pop extrusion, so it will extra. It is out. It's already asked his insults. And now free press shift e. We are able to go downwards, do another incest, then go to our fund. Few all ex and and shifty upwards again, which will creates, Of course, there's little actual center and see, by this point, I'm going to go ahead and I'm going to insert this quite far. There we go. And then I'm just going to go at a shift he'd down inside this again. And Dario, I know quite a bit off insists. But at least now we got something more interesting I'm going to do now is I'm just going to select it up. Go just probably move it out a bit and maybe also, like, select the stops and just move it out. Also, just give it a bit more space. And in here we will later on create like actually, probably we could probably do that. Now just let's go for, like, a simplified version and what I'm thinking about it. So if they would just go to, like, kind of fit in here, it gets easier here. It's like I'd emerged together in our version just to make it feel little bit more natural , and we are going to insert this and then we'll go to hold shifty, not shifty Q and extrude face along normal, and we kind of like one, too. Never mind. Never mind. It does not look what we will do it like separately, and we'll go over that soon. First of all, we're just going to out some more. Bevel is here so pretty much at this point, so I will go over that soon. I'm going to go ahead and let's go to object mode Q. Of he said. All of the tax forms and let's get started with the bevel here. We just need to go out to supper battling the So let's like these actress and I'm going to stop here because those that shot will have to bevel to be slightly bigger. So gift is a small bevel. Select these two give this like a bigger bevel because, remember, it's would. So it's quite soft. Wild these over here, these are metal. So these Bev ALS should be like, quite small and harsh. These are words against the strong. This one's gonna be quite soft. Now, this is, I admit, like a tricky one where it's best to just hold all ex and should be able to put much bear Fold this Now do we go? Okay, so we got Let's go and go for this points and we can see again. So now we can select all these pieces. Oh, you know what? I'm going to go up until here. Let's give this a small bevel and then these ones, these are going to be like the wood chunks. So let's make these quite big. And he's quite small again that we go. OK, so we've gotten those species that's looking pretty good. Um, do we maybe want to, like, create, like, a cut in here? And basically the way that you can clear the cut is if we go from here, I don't know if it will look good, so we can try. But basically, if you select like natch like this and odds of bevel here and if you don't go out and inset this, you are now able to, like, pushes down. And if we satisfy local, never mind doesn't seem like there were normal, Normal does it and then hold shifted and, like extruded in you can create like little cuts like this so we could do like maybe two. So if we now do another one over here, just to our like a cut in the wood. Of course. Remember, Once we have, I would normal and everything on the If things will look a lot more buffer so goingto be inset. Move it down scale and it dago. Okay, now, what will probably happen? This We will probably need to go ahead and all to Bevel Here, here, here and here just to comply with. Here we go. Yeah, we just We just simply need to comply with the weight of normals. So if you knew God's will be here, we will have a small little area here which we can fix by just selecting these two overseas and Q merchants center. So just make sure that they are not clipping selects de stew. Come on. Here we go. Que merchant center. And now it disappoints. You can simply go down here in a little triangle. I would too smooth on the normals and then go up here. Waited normals. I said this to 100 and press apply a day ago. So now we have this center core which looking pretty good. I would say Let's just quickly out some way to normals to the bottom one. Control be Looks like that we need to reset the transforms. There we go. So we can do that's and don't make them too big. Toe out a smooth Donald weight. Normals weight 100. Perfect. Okay, so now that you have these two course in the next chapter what we can focus on this weekend , just go out the focus on creating these wooden pieces over here and to create this past that we have a very I think for these wooden pieces. Yeah, I have a good a day of how we can do that. I know something that we can do for that. And once you have these one ambassador will just like I answered them in, like, merged Amenia. I'm quite surprised how this is constructed. That's that's interesting. But so we will focus on that's then the metal, and then this one should also be done and that we can continue with the case 62. 62 creating Our Wheel Part2: Okay, so let's continue with our wheel. So I think we first want to go adding, create the route over here. So for the woods, I think an easy thing for us to do is if we go out and create a cylinder and we want while actually doesn t o cited find because we are going to even remove some side. So first of all that scale this up until it touches the back like this. Yeah, yeah, because it's hotel waiting and it's interesting. So we need to be a bit more careful about the rotation here, but it should be fine. So we are touching back. Now. We are going to make this slightly thinner than our metal. So if we don't go in object mode and just like selective back make these are slightly dinner the nonmetal. Here we go. Now, once again, you just want to go ahead and select the stopping bottom sites inserted up until the techniques that you desire, which is around here and press delete. Now if we go ahead and once again you like the whole selecting 22 edges Bridgette's loops. And now the idea here is to select Let's say two off these pieces and then go ahead. Plus constable Backspace. Now the poem with instead it as you can see over here, it creates a It creates a whole. But for now, we shouldn't be too worried about that. So I'm going to see 12 Oh, wait, It's one. It's one pill beam. So 123456789 Eso you mean 10. So 12 tree for five. Six, seven, eight. It's going to fit nine. 10. Mm. Okay, So we do not have enough sites here? I believe so. If we do this, yeah, we will end up like a small one, which it do not really like. So So I need to know quite a bit. Hopefully out, you know, there we go. OK, so you know, he's already, like, we cannot go back far enough because of our selecting. Ok, that is interesting. So, in death case, I think what we want to do is because I don't think having tree sites might be a little bit too big. Yeah, he should see if if we do treat, it will just look silly. So I'm going to Yeah, I'm going to very quickly go back to decide to display bus. I do not know why the window, like completely ignores part of what we've done. But let's go back to this part and let's go ahead and just do once more again Insect over here and the leaders. But a judge stoops. Here we go. And maybe we just want to go ahead and shift some stuff around. So if we break this up, we might just need to go at a shift. Some of these edges around dig that will be the best way to go about this. And then we will just have 11 steaks instead off 10 council backspace Onda and pretty much just like carefully movies all up a little bit, too, until we get to like a point where you cannot really see the difference anymore. Because this is also like custom wood. I'm not even too worried about If there is slight scale difference, because even in a real life they probably wouldn't get that much about, like the perfection off the scaling. So I'm just doing it like a little bit here, there, There we go. OK, so now what next dignity we want to do is we now need to just, like, fail out of the back and put too much the way that we can do this. What shall we? First arts, um, anxious. Maybe it's better if you first outs matches. So if we first actually select every single etch over here that is on this corner, we can go out and you can bevel it. Then we can place another edge inside off there, and then we get, like, creator effect. So if we traveled this there we go and then we can select those and we cannot scale them down. So just going to are There we go. So now if we select these and just scale them down, that should give us a big enough etch for us to do like, um, breaking would know What I'm going through is I'm immediately just to save some time. I'm going to meet its lengthy stretches and just are too quick bevel here. And by the way, you could just go to Ultimo plus Q. And he said all the times forms and we pretty much want to do that Fall of them so skilled is down and then immediately selected three inches and press Consul be and just give it like a great bevel. No, no one scale it down will be. And that should do the trick to make you would feel like there. There's an actual gap in the woods redoubles needing to split up every single would piece and then, like, do it individually. Feel like this might be a little bit faster, and else we can change it soon enough. But honestly, I don't think we will. You need to. By the time that the wood gets on the real look just fine. It's a bit too big. There we go. Okay. And now which much? My idea wants to go ahead and do come to our and you just call wheel to place two lines over here and then go into your go into your seats remote, and they just basically want to start by just pushing this inside the metal. So we are just going to first place. There's two lines everywhere, but there we go, and then you off course. We, of course, want to keep the phone straight because that's the whole goal of doing this else. We could have just gone with a silver. So do something like this. I don't know why my weights we missed one. Here we go. And then if we just go to all decks, moved the spec and it's also just moved these sites in and then we can probably also just get rid off like the back faces later on, just to save some UV space and time. Oh, time More like saving some geometry that No studies. I think it is. Okay, cool. So if we just go out and do a quick Altaie And if we didn't go ahead and, like, select these faces in the do a quick, smart loop, we can go out and just delete all of that. And now for these four face, we just want to select them. And in this case, I'm doing gonna go with Consul be. But I'm going to actually make use my school wheels art an extra segment in between just to make it extra smooth. So I'm going, Let's go for something like this. So if you do all to you, there we go, so looks extra smooth. And then, of course, you get described in terms on how to smooth Colonel waited normals and just said this to, like, 100 and press apply. There we go. So that arts dose would pieces over here. Now, next this If you want, you can go at it. You can do like some imperfections here and there, because of course, right now they're perfectly straight. So it's always nice to just even with pops out some of those imperfections like that. Here we go. So that always looks a little bit more in perfect, which is good. And now, if you just gonna go in our reference and we will now work on this piece over here, which looks pretty straightforward, looks like just a cube. And then, like, I tape us off near the ends. So I'm going to go for shift a mesh and create a cube. Let's go ahead and just scale this down. And for this one, for now, I'm not going to rotate it just yet. I just want to first of all, make it an annual rotated into position. So if we place this cube and we want to go ahead and just make it a little bit bigger in this case, I'm just going to place the incentive over here. Everyone's go ahead and just scale is done up until the thickness that you want for this. And once that is, I'm pretty much just so you want a guy like bushes out, and as you can see over here, it's kind of like tapers off. So what we are going to do is we are actually, really Actually, it looks like a tapers off quicker. So if we push it out around here, then shifty and then it looks like that it's get has, like, this tape off, bucked, like over here. And then it looks like it just goes straight again, and it kind like ghosts inside to whatever that is over here. Now, seeing this, I can also me to see that we just need to scale this down a bit more like this and that shoot actually do the trick. So if we just do a quick old I and elite de spect face over here like that, Okay, Now, if we have a look at decides, I want to go ahead and just select the suit etches and do a quick one Beverly it which will just make it look slightly smoother even. And then just go ahead. Dislike decides, and we probably want to go out and go to object mode and do a quick release it on all the time it's forms. And then just give it, like one extra segment in our bevel to make it extra smoot and turn your typical outer smoothed. And the weight of normal says said it just the way to 100 inch press apply. There we go. So that should do this week. Now, the nice thing when you reset your art transforms it will immediately reset the paper to see Evo 00 which means that we cannot simply go in. Here we go, Tatis and I just want to see if the thickness feels hide, because right now the dignity feels a little bit tin. Yeah, take this. Actually feels ferret in. So if you look at this Ah, see, we will probably want to go for, like, a sickness. A lot take us. So let's just scale this up. Let's just get rid of these. Yeah, I think that that feels better. White. When when we skilled up quite a bit three Art are weighted normals, said the 100. And now, in this case, I'm going to Dubai hands. We could do the radio symmetry, but as you can see, it's a bit special to be scaled it. Now we can reset the X phones, but honestly, just as easy to just do this by hand. So if we just copy each one and then place it softly in the center over here, which, because blend always just like the tiniest bit off snapping in your rotation it should actually refine. I'm not even holding council down it. Just dust this little snapping thing often unless you use shift to really precisely rotate . But let's say we have something like this, and, as you can see here, that looks that looks actually quite nice. So having the species, my plan wants to den select these faces one by one and like extra two minutes. So I was thinking of like doing an insert, skating it down and then, like, extruding it in. But then, if we scale it down again to give it like this little bevel, and the thing with that is is, I think it actually might not really work because, of course, here it works. But then after a while, he actually started. Like I the shift so we can try. By doing this, we can try to first go ahead and, like, doing insert on all of these and then like, moved things about a bit. So if we do another insult here, skilled is down and out. That's that's the trick. Eating inside here. That's it. Just got just got It starts to shift. Yeah. See, I'm not I'm not happy with that. I'm not going to do that. Actually, it's just not giving me the result that I want instead what? We could also do this. We can also actually do this inside our normal in painter that I feel like that. That this may be the easier methods and basically, what we would do in painters who would simply just like Baines and normal volunteers make it feel like that they have some depths going on. Okay, We have a little guts over here. I was awaited normals. Okay, We just need to the apply awaited normalcy. So if we do this in painter, I think that will save us both time and effort. Now One thing that we still do need to do is we need the altars, metal, those metal rings around it. So I just want to go ahead and to shift a and Kate one more in the circle. A cylinder over here and want to do is fine. I just want to go ahead, then moved is over here and let's move this up. Select the top. Let's actually select the bottom and just moved it up a little bit to give it like some space, right, that you can still see the woods through a little bit. So we got those two pieces. Now, if we go ahead and it's it is instead a in our case, our we will introduce. We just need to go out and select these two bottom pieces and maybe do a quick reset on transforms. And just gift is like a quick bevel. And then we can just insult this because by this point, for you will not where you see it anymore. So we just give it a nice bevel. We turn on the outer smoothing, and then we go into our modifiers and turn on the weight of normals. And that should do the trick fast. Like I'm not too worried about anything else. And I just want to go out and duplicate is down and because I want to keep this even, I'm going to select the bottom pieces and just moved. Isn't icing down until we get hopefully to the same height Between this and the same height ? There we go. Between that. So we have a metal metal now it's will be a bit difficult to see, but for the rest, I think that is actually looking quite good. So I would say that are well over here is also done. So right, click moved to collection New collection wheel. We can move that out the way saver scene. And in the next up, we are going to start working on a simple great over you. So yes, you should buy should be quite basic. Now, of course, these metal pieces around here we need to be a bit more careful. Gas. It is fairly modern, but we'll figure that out. So yeah, let's go ahead and continue with this 63. 63 creating Our Crate: Okay, so we are now go Going to continue with our great over here now, before wanted, right? There was one last thing that I forgot to doing that if we just create a very quick silver , it's like super low, like nine faces just for, like, blocking the inside off the barrel. So we simply want to have this that here on the insight we can make this ill in the black, actually, for the cylinder. If you just isolated, you can get rid off like the top in the bottom pieces because we want to just keep this as low as possible, just like toad in down. And if he doesn't hold all its X and just move this up like that, that's why where you look into it, you cannot actually see anything just because everything so dark in there. So that's just a quick ting Now for articulates, it looks pretty straightforward, actually. Looks like that we are just going to make, like, one or two plank variations, and we can take it from there and the rest we will all do insight off painter, getting all the textures and everything. So it's just like this metal. This method would probably have existed in like medieval times. The screws, however, not the same. So we will work on that. But for the rest should be doughty. Fine. So let's get started with just like a quick cube and let's see, let's make this cube skeleton. Actually, let's just turn on. Wife came over here. Okay, so we just We don't need to make this very ticked, because again, you are only going to see, like, one side of it. So the the wits or the heights is I should say it's the most important one. So let's make this kind of beefy looking planks something like this for the scale. If we, for example, you use a barrel is like a little scale, I'm just going to excel now. You know what? I'm going to keep it like this on probably the reason want to keep like this because right now, so it's two great points apart, so that would make it Ah, pretty good square if we use this. And I would say that at this point we can pretty much just plus Q reset all the transforms , going to edit mode and just like select everything and do a quick control Be Let's go ahead and just do it about this. I so not too big. And then if we just go to our top few, go to face, select and just, like, select the back faces over here on delete them because again we don't need them. And, of course, turning out to smooth. Go in here and go ahead and turn on weight normals and said he's still 100 possibly. Okay, go. So we've done does. Which means that now, if we go out and like, duplicate this three times, there we go. We have a wall of planks just like over here. Now we want to go ahead and just it's duplicate its and this time let's have rotated 90 degrees, and at this point, it's fast to choose. If we want to make this a square, Mike and I moved it, so it's still wow. It's still set the normal. I'm amazed that I was able to move everything, so I don't think we want to go for a square, because in our reference it's like more like a vertical ting. So I'm going to probably places here and Also, the reason I'm not worried about like any clipping is because we want over here like make it nicely a line over here. But for us, we are going to have like metal, which means that we will not exceed notice much of the clipping. But anyway, at this point, we can just select all three of them at the same time. Let's make this a bit bigger, and we probably need to make this create smaller later on. But for now, let's do that and do a quick if it so that we can now duplicate this. Voted. It's 1 80 and smoothed is over here. There we go. So it's nicely airlines as like this one. Groups rotated 1 80 Looks like that we did not send to the buffet, so let's send it to pave it. And now do that. There we go. That's better. And if we just go ahead and move this, let's say up until here. There we go. Simple, quite so. I would say that's first of all, just go. We had to make the metal. So for the metal, it looks pretty straightforward that you want to do Oh, actually, you know what? Maybe it's better to first of the wood planks that we have, like a slight measurement for metal. Honest, it honestly doesn't really matter that much, but okay, let's just And in that case, go forward blanks. However, for these wood planks, in this case, we actually want to go ahead, and we want to double click and select these faces in the press. Q. And we want to pass Phil. I know what it feel does not. So the reason why I feel in this case does not work is because of these edges. But there was another one that we did through, which is new face for matches, and that one's like if you double click it or ticket wasin faces, it is in your summit. I showed you that like the very beginning, where it waas, so I'm sure that you can find it, but basically, that's one new face for matches. Orders press the shortcut f just create a simple polygon, which gives us the ability to then press control, be and actually give this again a bevel. And once you've done that, it's just a Meddoff art in your weight normals again and setting them to 100 and doing it quickly if it's rotating this 90 degrees. And by the way, let's go to our farm field because we want to have these slightly ticket just like, you know, happen. So let's make these planks like a bit more bit ticket that we go and then nicely tick. Align it over here, rotated and let's go ahead and move this nicely aligned from here to here, select the backside and just go ahead them. Move that up. Can't. Plates are very simple. There also like one of the most basic things that you can make in three D. I would say, at least it's like one of those things that you just make for the very first time, very often. Having these three like this, we could see that we are not. We are not able to reach the end, but in our case, we can simply just used to scale function to scale this up a little bit more and just hold shifter do like a more precise skating like that. And now they are nicely skated. Okay, so we got those three looking good. I'm going to go ahead and I'm going to also have them over here. But over here, pretty much. All we need to do is yeah. We need to keep them like this while here at the top piece, we need to create, like, two off this planks on top of it because you need to kind like Bill it off. While that's a bottom piece because it's a floor, they would have just used nails to nail all of this shot. And it would just be one peace. So should be to specific. So yeah, for this piece, duplicate that. And if we go to a form few and just select like the top, we could make that slightly ticket like debts on Let's don't go ahead of O Tatis Ho. Take this 90 degrees. Like decide nicely align it. It's like decided to make it these like Bettina like say like that. And we have one here, one here, maybe move him a little bit close to the end and maybe I'm going to just make them slightly dinner. There we go. So basically eight now, before we do the metal, I just want to go in and just like some pieces, make them a little bit less perfect by simply moving some stuff around like here. And even for those weaken like still moved them around a bit for their And I'm I think over here also. Yeah. Here we can also move them around without actually breaking, ending or seeing, like, exposed faces of anything like death on street. Same over here. Hey, I'm doing this quite quickly just because what we are doing here it's like we've got it all of this many times before by now. So most Indian for these models, most off the new techniques coming to light detection ing because we will be using pains of which we've not used so far. Other beta. It's fair. It's quite simple. Once you really look at it on, do this once. We cannot actually move because then you'll create some problems. I feel that this one is a little bit too much, this one also. So let's go for this. And it's also moved us from back a little bit. There we go. OK, so we have got a great done now this time, By the way, I just realize that we are going to have metal over this we will not even be able to see it . That's it's getting later and she probably take a break. But let's go ads and first finish off this thing. So we have our metal over here so we can just pick this coupon. Let's just always like place. It's gonna properly away from it on. Now Let's just go ahead and, like, manipulates your corners over here. Smooth this up and I'm not going to go all the way down. I'm going kind. Going to place like is that they have time for boats to place balls there se movie I'm not , and I'm going to go like up until here something like that. And once you've done that, you can go at impasse. Concert off too quick preview. So are you can place it just informed off where it meets the woods. And this way we can just create a nice bevel there so soon. Multi. Let's go ahead and select like the species over here and cue break church loops. It's like these Cuba paychecks loops. There we go. Easy does it, and by this point we want to probably go heading Goto animo place one edge here one each year Slug dese four and moved them up. And probably also down here, since we have to geometry anyway. So we have these four. Let's move those down and then moved this entire thing up a little bit. And then the gulf for this is to select D. Stewart. She's over here and do of control be which can give us like a nice little slope. Now I know that over here to slope it's like going down. You can also You can also do that by simply moving this actually down and moving dese two up so we can try that out. See if that looks better. It probably will. So maybe it's better to just stay with reference. But part of this is to just twice, um, stuff out and see how it works. So if we do this yeah, Okay, fair enough said, That looks a bit better now. Right now, we have two sweet little square here which does not look very nice, but what you can do it, She can just turn on the target will toggle and just like movies into a point. And that and then once we bear for that that should look Ah, lot better. So if you move this one also into a point, there we go. Should we have got now, like a piece of metal like this And now it's own. All we need to do is really isolate this. Select the center bits. And if we just do a quick Bethel if we don't go out and just all shift all shift selectee species Oh, don't forget all slept like the scorn us and double click and also select these. And let's not forget these going on over here. Okay, guns will be Give it a very small bevel because remember, this is going to be metal. So but that you do to tweak. So if you know, turn on out of smooth. And if we go ahead and turn on our waiting normals sets to 100 01 I'll note. I said, there we go. That should give us me. And of course, the schools. We will just do those insight off substance. Say we'd like those lines. We can do all of that inside substance. Other lines would probably not make too much sense because you're in substance. We can actually paint in normals. So it's no point for us making that in John Tree right now what I'm going to do. So I'm just going to duplicate this. Turn off my target about taco and turn on a quick if it so that we can rotate this 1 80 It's nicely moved is over here. Select both of these. Ho Tatum. 1 80 Moved him over there. There we go. Let's turn off. WiFi may have a look. Yeah, that looks like a great to me. I'm fine with that weaken. Do the rest inside off substance pains of So having is done. I think we are ready to start with, like the owner now, as you can see, the greatest way to bake right now. So what I'm instead going to do is I am going to just quickly scale this down up until yeah , I think that that looks to hear that looks a lot nicer. So if we just placed is on the count just before I forget, I just wanted to do this. So we have barrel. We have a great we have a wheel. Perfect. I'm going to save my scene. And what we will be doing is we will actually be combining thes three models into one Texas sheet, and I think that, yeah, I think we should have enough resolution now if it was for, like a game, you often don't make all these models. You would do one take shit, but because we need to save some time and also effort. Actually, in our case, it's easier. Faster. Just do all thestreet into one Texas sheets that we can paint them into paint a wide away just in one. Go now for this texture she because we have to Bethel's, which are a little bit annoying in our case. It's easier if we try and use the sure UV map for most of these pieces. Instead of doing like a custom unwrap, we might. We will need to do with custom on worked for some of these pieces, especially this illness. But basically, for these pieces, all you want to do is for now we can do a box map and we can actually look in our UV, and if we just select it and once you've done a box map, you can see that here. That's that's But that's fine. So once you've done the box map, you can just plus height. And I am going to do that for all of these. And the reason for this because we are going to out make most of our TV's. Once again. This is for, like, saving time. And nowadays the automation tools have become so good that it often doesn't really matter if you do too much, not by hands. However, if you are making, like a hero, pop us a very specific of a very complicated pop, that off course do your unwraps by hands. But that's not what this tutorial is about. District oil is about quick results and good results in, like, a short time, pretty much but and it's like balance, so trying to find a balance. So, for example, for the species, we can try and you can see how well they did it on a map. So right now you cannot really see it. But if you go to UV and back Island, I'm sorry, not back islands. First of all, go to UV, an average island scale, and what that will do is it will scale these islands based upon the scale off your mo and then you feedback islands and they could see that's over here. If we go for, like, face select, turn this on. Let's go face like you can see that it kind like it cuts off around this point while normally if we would do normal u V's, we would just select all of these and we would do you. And then we were doing unwraps that it like combined. So that's like the trade off that you have in our case. I'm not too worried about it now. We can always change it later on. So I'm going to a height selection and we know first want to go on and continue with the species. So over here we have a barrel. Let's do a box map and let's actually see if we just do a UV and back islands. Okay, so this one, we really do need to actually do some custom editing on just because because we don't do not have a back. We can just as easily just select one plank doing unwrapping that's well, actually come out correctly. So for that one, we are running out of time. In the next chapter, we will continue with our bare will and what the species are real. Well, don't pack it all together and then we will go ahead and go to subspace, so let's go ahead and continue with that. 64. 64 uv Unwrapping Our Assets: Okay, So let's continue with our unwrapping now if we for let's start with this one. So we have over a off wood planks and this one's going to be very sorry. We already did one, as I showed you before and put much. Which ones do she just want to select one class for you? Unwrap select one for you on weapon. Basically, it's not the most funding, but we need to do that for every single one. And then later on where we pack it all together, it will no longer overlap. And then happy days. It will be fine. Yeah, twice. It is quite quickly. They are unwrapping these models. They're not too difficult. The metal that's around the barrel might be a little bit annoying at times, but for us, that should be fine. It's just that, you know, by now my fuse off the blender on Rapper. But I would say every program has, like, its strengths and everything, So I'm glad I'm now planning to get back into Maya, which I've used many years ago. But my main poke, I'm still Trias Mex so, but I'd like to know all of them just said that's began compared and everything. And I do like her the way that selection works. Barkley in Blender, where it doesn't matter if it's if you're selecting a phase on edge over etc. It will always have. If you select the face, it will also select the first season of all. Select the edges while in trees. Max. They are separate stuff like that bad and things that I will like it treats Max is the modifiers high like, because I feel I feel like I have a lot more control and the unwrapping Stephanie. So basically, we have done one. We can go ahead and plus height. It's also hide this one. So we have this piece. And for this piece, what I would recommend is just like like one etch go to You and Mark seem and that will actually already unwrap ID. So that's that's it. And then it'll just unwrap it around it because this is a cylinder that's often the easiest way now for these ones. It sold us the same. So yeah, for these ones, it's like, let's see, so we have this face over here. There we go, and that's the only one that's kind, like breaking up. So if we select his face and do a you and a mock seem, what that will do is it will actually unwrap it because the rest we did not. Actually, it's not actually attached. So, as you can see, because we over late it it's just that when we do that face, it would have cost stretching. But if we do this and same over here, you Mark seem just on the face. It's will just white unwrap the entire thing except for that one face, and then we can just hide it. So I know this one is a bit. It's not that logical if you really think about it. But it's a bit of a strange one that it works this easy, I would say, but first, that you did tweak now for thesis once the's once we did not actually got it. So basically, what once do over here is let's select a bottom. Actually, you know what? Let's go to Etch Moat and then do a double click around here, and then, in our case, I'm just going to probably do like a double click around here on De Select this edge. So we are going around over here. And if we do a you and Mark seem Hey, Cassie. So we are cutting out the center and then we are just making a cut along the way, which in turn makes this unwrapped again. So if we now have this one should be able to do the same. We just select one piece and then we select another edged like this and we can de select the center money because we do not want to cut that out. But doing this if we now do you own a mark, seem, there we go. So easy does it. So that's one got stepped away. We can hide it now Over here we have this one which looks to me that all we need to do is we need to go ahead and double click on this edge double click on this one, and then somewhere you will have the seem somewhere you just can't get about it. So let's just pick one and then you mark seem and that's fixes. That's one. Now, over here, see exact same model. So we we need to do is just do the same thing you Mark seem I do like the marks. The mark seems inside blender they were quite well, I quite like that. Now this one I'm going to wait with this way. That's one until last first. Just wanted to these just because I'm not in the mood for hiding and unhygienic because then we can hide everything else. So forties we put him. I just want to quit one semen. I believe that that's what he is. Yes, he said that somebody had just because the way that this is set up now, what I am going to do is I'm actually going to go ahead and select another one and also marked a seam here. And the reason for this, because else our route, we'll look very small in here. Like we need this routes to look a little bit more high resolution. And if we only have like a super thin strip, it will not look very good. So let's just go ahead. The new debts now, for this one is pretty much the same where you just want to select one edge mark semen interval unfold. So here, mark seem unfold. You mark See minutes will unfold, So just select one edge. I'd like to go out like me in the bottom. Just because I know that the death site will be targeted at the Gartmore because you will see the seam. All we can do is try and hide it as much as we can, using detections and using the locations. And that's basically the general idea off unwrapping in general like you will often have seems it just depends on where you place the scenes. Those seems if you can actually see them. So if you place them in like small corners and everything and on anxious, they will be have to see on harsh hatches, at least but on smooth, just like over here. Yeah, you will be able to see them get, really get around. It's you can only try and like, minimize it. So we've done that one now down here, same like we have one edge, but we can just select here and then he doesn't select one amount. And if we marks him here, that will create for us one long piece. Now it's up to us to think I think I'm going to just aren't another seem here again. Same ideas with wood just to break it up. High debts. And now we have arrived at this piece. So for this one, we want to go ahead and do a seem over here and then double click, and that should go all the way around so that we'll unwrap correctly. Only thing I'm worried about is down here. This will probably not on web correctly. So if we just double click on the outside, that will make sure that it cuts it out and that it will become its own peace. So if we do this and mark seem close, we are close. So what have we missed? We missed one for to see over here. Oh, wait. We need to, ofcourse. Also here in the center, Marcus seem and every ghost. Now you can see that it's just one massive clump. That's what it has become. But this is going to be wooed. So the defection, I Yeah, that that actually should be fine. So I'm happy when that's yet. Yeah. Okay. So yeah, I just want to dub check. So if we go out to you now, let's say that. Okay? So we have everything unwrapped Now what you can do is very simple. You can just select everything goingto unwrapping. And if you just select everything now having all these pieces because these are different sizes. This is where the power off the average island scale comes in. So where we press this, it will scale. Everything are based upon the scales now sometimes. And I can already see it happening is you can see, like if I can try and, like, select like I don't know where these Why am I not able to Oh, wait, I don't have selections. Turnem. So it looks like that's somewhere along these lines. The skating is off the way that we can fix that. This fairly easy. That's going object. Moat que, he said. Other times forms. That's it. So now if you select everything again and do another F which island scale, you can see that now. Things changed a little bit. Baseball, the scaling because really set our scale. Everything should be a little bit more precise now, and in our case, because we want to do this quick and easy. We are just going to pack the islands, and once they are packed, let's see. Let's set the margin to see Open CEO 01 Yeah, that's finds that it, like close together and the scaling she number, you pretty corrects. Now, at this point, if I would have more time, I would go in and like, because what you want to do is in new V's. You want to try and get rid of as much off this wasted space as you can, because this space, it's like it's shame if you do not use it, However, when you are in a time constraint like we are on, because it's not really that informative because it's literally just selecting something and then moving it around and maybe like scaling it up. That's literally all you would be doing. So in our case, we're not going to do that. But I wouldn't fight you if you want to, like, push the quality. But more especially if you make this for your portfolio, just go ahead and, like twine really back. Everything is close together as possible. But in our case, I'm quite happy with this. So yeah, I'm quite happy with this, So what I'm going to do is I'm going to go ahead and go outside off my UV editor, and I think that's what year were put much done. So we have a barrel. No way to be almost done. So one off these, we have a real we have a barrel and that's right. Click on this center moved to Collection barrel and I'll select this right click moved to collection. And that's Kate. New collection. It's real gold, Great, Derek, just to keep it nice and organized. And now you can go ahead and turn these on and we can export them. So save our scene on it. Looks pretty much fine. Maybe what we want to do is we just want to move these slightly further away from each other. And the reason for this, because when we will be baking off a oh map. What I do not want to happen is that you can see the shadows from one object actually reflecting on a different object. So you want to give them some space. There we go. It makes it also easier, faster paint, so that should be fine. Let's now go ahead and go to file export, and I'm going to expeditious Fbx should be fine now eternal selected objects. Let's go to exports and we will just go ahead and call this, um pops a underscore to B as in two painter So we know that we do not want actually import this insider Unreal engine. All we want to do is just go ahead and export this to painter. So we compress export and one set of stone. We can go out and we can open up substance pains of Here we go. So this is a fresh start. Fresh start up off substance painter. Now, once again, I do expect that you have basic understanding, but it's a lot like substance designers. So we have a shelf with all of our brushes and everything in here. We have our layers over here which, like afford shop, you'll go over it are properties which will have our settings and off you booked. So I will just go tooting to bits slow in beginning. Just Teoh show you So first of all, we just want to go out and create a new substance. And in the template, we want to set this to PBR Metallic off nous Easy does it now fortify. We want to go at him. Want to select our fbx. So if we go in here and select Andi pops A to B documents resolution, we're gonna go for two. Okay? Don't worry. We can change it later on. And no map format, Open jail, just like before. And then we just want to go ahead and press, OK, I forgot. I accidentally exported on second exports. Fbx pope say two p I accidentally exported also Hi trophy which we do not want. And another thing is we just ones going toe off? No, the texture sets one second if you go to window if you say you want to grab your texas at list which shows your material. So we just wanted to make sure that everything as like one material on it which it does and I can see here Does we have a little problem within for which inverting, which is nothing that we need to fix. So this happens when accidentally, our faces are inverted. So these assets look fine. These look fine. Just for some reason, our creators completely inverted and very easy how we can fix that. I don't think I already showed you, but if you go down here, you can turn on face orientation and blue is good. That is bad because that means that we can see to it because the faces or the norms off the face are inverted. However, if you best was its control and no control council shift end, I always forget to show God's one seconds. Oh, actually had it twice. We just need to go in edit mode and dump a shift in and that will. He calculated normals, which is the same. It's just flipping the normals. So go into edit mode. I always forget that number, a shift end and thats way it will just in virtual normals, which in this case makes them blue. And that's what we want. So just keep passing like a to select everything and let's go ahead. Then there we go. One more shifts in a shift in a shift, and there we go now weaken. Just I'm just going to hide our player conference. So now that everything's nice and blue, that's perfect. We can try and expert is once more so File export. Fbx Popes, a honest got to pee and now if we go in pain so we can just create a new scene, become once again just select it and just speak pops a on the score to be same sex exist before two K with open GL and just present a and then we can disregard this seem. And there we go. So moving is to say, mess in Ah, Dinkas in blender, actually, Yeah, or Mama said so. I'm sure you could figure that out. So looks like enormous. So we need to recalculate our normal. So because we invert dose, what happens is Cem basically, we just need to re art. I waited normals again. Now, in this case, what I'm going to do is I'm just going to go ahead and select them because I want to speed this up. So I'm going to take all of these and I'm going to go ahead and then press control J so selective would press control J, which will join them all together. And that's where we can just very quickly art One waited normals set the way to 100 make sure everything is selected. Yeah, it is. Okay. Now, we should be a good idea to go. So one last y expert Fbx Pope's am score to be going year New scene Cops say on Scott to pee that sets to two K and open jail And there we go. OK, so we have a scene in here now. First thing first is we want to stow start by going into a text set list and just calling this pops A Here we go. The reason want to do that is because when we expert attacks, just this is what it will because pops a underscore normal underscored basic all of that kind of stuff. So it's just naming convention. The next thing go to your text set settings. And if you do not have any of these windows, you can find all of them in windows and in window and fuse. So in here, we actually want to bake some maps. So if we go to bake mesh maps, what sets it to K and basically what you want to weigh are mostly focused just on the m E inclusion. But the way that sub spent it works it Is it a lot off? There are generators and mosques actually actually use a lot of thes maps. So what we could do is we can pass use lope only match as high poly mesh, which means that it will just use this match. Also, as in hyperbole, which in this case gives us the ability to still generate, um, inclusions, never eating so we can pass bake, and you can see it in real time happening. As you can see here, that's our Iot. It's appearing, and that's mostly what we are focused on curvature. There we go. So now we now we are able to detect the thickness and everything. So technics map loops a little bit strange, but we will see how bad that it is. But right now, although doesn't seem like a lot of change, whether you should have now a little bit off a O going on right now, we are pretty much ready to go to start with picturing our models so you can go file and save us. And, in else, a shoulder. I'm going to call this corpse on the school paint is your pops a underscore pains safe, And in the next chapter, we will start by actually painting and actually textually in our models 65. 65 texturing Our Assets Part1: Okay, so now that we have our basic scene set up, I think it is time for us to get started with our actual lecturing. So let's get started with decay just because it creates, like, the most basic one. So it's an easy one now, First of all, what I'm going to do is you see a layer one. I'm just going to purse a little bucket to get rid of it, because we don't need that layer. What we first want to do is we want to go to file and want the import resource is and Article Ting, it's remember how we create a T S B s, a r file for plain words. Now, we can actually use that in here. So we get simply directed in here and then set this to be a base material over here and then say important. See, I'm going to impotence in my current session. Going session just means this scene. If you want to go ahead and import it into, like this entire project or into even the shelf, then it will show up forever in your shelf when she important it. But in my case, because I'm not going to use this one very often. Risk owed, plus important. Now you can see that here it has imported the plane mood material, and it's very good because all you will need to do is just click it and drag. It'll delay. And this what you get now? Of course, right now it's way too over the top and everything, but it's a start. So seeing these pieces, the first thing I would do is, for example, I would set the tiling over. You have to UV scale. You can set this to like two or three. So if we set this to, let's start with, let's start with four and then the next thing is to First of all, that's lower down. The strong cuts, intensity and also load on the base normal intensity, which surprisingly, oh, wait, turn off the height. That's it. We do not need height for It's something like this. And now let's boost up our base normal intensity again. It might be a bit slow because we did not particularly optimize this for these specific reasons, but should be fine. So I'm going to set my base normal intensity to probably sail upon tree and it said my storm guts to may like 0.1 or something. There we go, so we start to get like something. Now, as you can see for some of these pieces, it is looking good like the direction is correct for other pieces. The direction is not connected. You can see over here we do also have sometimes like this. Really. Thespians are bit annoying because we did like a quick and wrap. But this is easy to be fixed. Basically, what you want to do is we're going to double click on the name and call this plane Woods on the score. Right now, there isn't really a writer left, but it's just that we can make a difference. So let's call this plane would underscore white and pretty much all I would do is I didn't want to go out and duplicate this and call this plane would underscore left. And in here you can just set the rotation to 90 degrees, which when you do that you can see that it does rotated everything it owned. Now, in this case, great too much. What you want to do is you want to go and turn this one off. They want to go in here in our plane. Would whites want to go down here and art a white mosque? And what that will do is it will just out of my ass, just like a photo shop. But basically, we can now turn off the pieces that are not in the correct direction. And then later we can just pick this mosque, set them on the left and on the left we can turn no species on. So, down here you have your brush. But you have another option which is called Depot. You can feel and this allows you to pretty much like paragons, which is very nice. I love this too. And we want to set this to black, of course, because it's a white mask. And then when you select it, it will just become white, which is what we want right now. The reason that you want to do this is because if we have both of these on, what will happen is it will start. It will try to overlay tings, and I do not. We do not want that. We just want it to be quite unique. So, for example, in the species, what you can do is you also elements select, which allows you just like the entire thing. But because of the way that we unwrapped it, it's easier. Faster. Just select. Oh, that's sensed if selected faces. So basically, I just want to make sure that the directions are fairly equity so that they are all here so you can see like these are not flowing in the in the right direction. But these are flowing in the right direction except for that one. And that's basically the general idea. So down here, it's quieting like this one. This one and this one go to the sights. We could see that this one's also need to be rotated, and these sites they are fine if we just keep, does invite angle. So that's basically how we'll go about this. And I find this, like, the quickest way to just get this to work. So I'm just going to put much in everyone single one, even though small lines, if they are not in high direction, we are just going to go at selects now. Do not worry about like the metal left in the metal is something for later. So for now we just want to focus on the wood pieces and metal we can worry about later. So those are all correct and those are all correct. There we go. So very easy to just select those now. Since we're here, we can just swell, have look at our wood and it looks like the boot over here. It's actually already in the right location in the high directions. That's quite now over here, it becomes I know it's. It does not become trickier because we already did this. So let's go ahead and set this this time to, like the elements like, because it looks like that because there's just one piece we can just go out and elements like that the species down here seem to all be in the height. Direction. Yes, and this piece also seems to be in the heights direction or not, or shall do We want to. I think we actually want to go head to flip this piece, and the reason want to flip it is just because it sounds, it would make more sense if it if the grades go this way instead of the other way and the metal, As I said before, we can ignore. So the nice thing about this is that now we can very Oh, sorry. I forgot one. I forgot this one over here. Just double check that. Oh, yes. See? So I did forget a few. Make sure you go. So the nice thing about this is having the species separated. Now, what we can do is we can go into the plane, would left, turn it into a white mask, and then we can just click on the mosque below it. Right click, copy mosque. Go to the top. Mask guides click based into mass. So now it will be the same mask. And now if we go down here, we can simply go ahead and order filter or well, we cannot also levels. But I believe that there's also feel that that's just called invert. Oh, no, it was here. Basically, just use the levels. You can use the levels and just simply flip around the black and white slider and a goes. Now everything is in divide direction. Easy does it. So, having that done, the next thing is, we are not going to just create our basement based materials for our metal. What I like to do at this point, I'd like to create a new folder and call this fall the route I just told the species in here and is the reason for this so that we can create a white mask again. Goto selected this time just select elements selected. Just click on your metal pieces to make sure that those are not included in the woods, which are the top pieces. And over here and there we go and didn't get it. Yeah, some of these right, I will have a look. Have a look at the reference. So some of these might actually be metal. Yeah. So the top pieces also metal. So for the top piece, because stop is metal, we want to go to face select. And normally you would be able to do this. But in this case, it will also select whatever is behind it. So instead of selection, comes a little bit more tricky. But if you just look at it like from a low angle like this, you should be able to just select these pieces down here. And if you miss any, Just go ahead to selected by hand. There we go. And I'm just going to go ahead and trying, like, select this one. Ach, over here Just to make sure that because our because else it will get Give us like this, bleeding off the textures as she could see because it's such a touch because the resolution we do a stone to have enough resolution so want to get, like, a clear cut like this? Ah, Always leased to also think Yeah, OK, go. So debts metal down here? Is this supposed to be metal? Um I feel like it is Yeah, I feel like there's also supposed to have metal, so I'm just going to go ahead and it's like these Although this is a bit easier to select. Here we go and also done on this bottom side, Let's just go out and select up until, like, the edge. And that should do the trick, especially once we have dirt and averaging covering it, you will not actually be able to see the transition anymore, at least not as well. So we can simply Jerious There we go. OK, so we now have selected are metal pieces. Now comes the very easy butter. We are now going to choose on metal. Now I like to go for this often to smoke deals, and it looks like this This metal, it's often like this old, slightly rusty metal. So if we go in our smart materials and let's see so you have a bunch of, like steel and painted steel navigating you even after you it in case you want to change up the route like this one loss of X crackle. But let's see if we have, like a rusty metal else. We'll just make one if we cannot find it. Steel painted, worn. All right here. So steel cast surface and steal a ruins. I think I'm going to go for, like, steel, rust surface and just click. And like that, a buff are fold of over here. So that looks like something like this, which is a good start now, pretty much for this. What I'm going to do is I'm going to first. Well, Arthur, white mask, grab your would mask and just copy the mosque and then base it into your steel and then off course, are too quick. Levels and flip. These two abounds like that. So now we have this steel on the Now I'm going to just use my barrel in this case because it's a bit of an easier one. So just dropped out this form, or you can see that we have, like, a bunch off pieces here. So the first of all is our metal. What I always like to do is I always like to just first of all, turn everything off. So now I could see Okay, so we have a base metal. That's fine. I mean, I even like the toughness. Then we have a metal scratches and looks like that for the scratches. We want to go ahead and what to set the scale up a little bit. So let's set the scale up to, like six to make them bit smaller. Then we have our actions over here, which does not seem to do much, but we can always just play out with our levels. And once we play out to the levels, we could see that Senderos like some h, is going on. So I quite like those two. I am also going to go in my base metal and I'm just going to make it a bit darker, like over here. And it doesn't mean that now, in our metal scratches, we want to go out and we also make that's one a bit darker. There we go. So it's just going to be like this. Darker metal, maybe even in our base metals. Let's get the toughness. Maybe a little bit, just like a little bit higher, just to make it a little bit more shiny. Now we have our trust. I'm never a big fan off that us that you see that I see on here. So I'm going to just go it and delete it for now. And we're going to make it ourselves. And we have, ah, shopping, which is also fine. So this, like a solid base metal now for our cast, what we can do is weaken. Go at it, just art it ourselves. And I believe so. There's two ways that we could do it off. We have this August course over here, which is in the material step, and I think that's the easiest way to do it. So if we are this, it looks like this, so it looks like typical cost you want probably tile it like three times. And if you don't go out and let's make the color, like a bit more of like a darker dollar call off and we want to go ahead to set our high position. We probably want to turn over height, because I don't Yeah, I don't think our height will actually look very good. So let's start over heights. That's we just have, like, this trust and basically the way that we are going to blend with business. We gonna art a black mask, and now we get used. A smart mosque, which is very about Felice, had substance. So for smart master are a few that you can immediately see that are like it's literally got a cast on. If you drag it on, you get a bit the same. The same effect is that you had with the other last one. However, there are also other ones. So if we, for example, go for like etches dusty and click or your mosque at the terror and play around to the balance you can see like it can make the edges a little bit more interesting to art to have the dust more out the edges and everything, which especially over here, you can see that works quite well. So what I want, but I often like to do is I like to do something like that and play out a little bit. Would like to contrast in everything to get a little bit more off that Boston, who that contrast is a little bit too low, too low. Play out your belts and you can also play out with your texture, one which will, which is your break up picture or texture to, which is like an art texture. So play around to do it until you get something that you like and then you can move on to the next poem, which, for example, if you look over here, this us does not respect our seems as it said, we will always have a senior. However, we can simply pain it out. So if we would go into this mask over here, you cannot a paint layer, which allows you to paint on top off the mosque. Now, if you go to your patches and you hereby she's, you grab something that's quite soft, so let's say first, Soft white over here Now, as soon as you double click on this push, you can change the scale over here and then soon issue Oh, you want to press X to actually paint black? So it's just like a fortune you can kind like paint this out And what will happen is yes, there will be no cast there. But if you softly pay this out, it will also be very difficult to even see the seam. You basically just want to. That's what I basically do with whenever I see like a like a strong seem like this. I just kind like painted out that will reduce the seam like that. And we can also do that over here. So we have these species over here we could just like and down here. We actually do not need to really painted out s o this one we do need. So if we just have size over here But the bottom one, though, seems are actually made by us. So because they are geometry seems so basically what I just want to it I just want to, like, produce d of us a little bit. That's an actual you ve seen that you saw over there, so reduce the hostile little bit. But for us, you could just like, um, workout it. So you just want to double check and it's looking fine and down here, I do not expect any. Seems now because it's more like heart surface metal. Okay, so the next thing is going to be if we go, for example, up here, you can see that we have these nice little bolts. We are running out of time. So in the next chapter we will work on the bolts and basically we will just need to keep publishing and we will work on our material. But you can already see that it's very quickly starts to look a lot better. Yes, that's looking quite cool. So in the next chapter, we will continue with that. So for now, let's save a scene and let's continue 66. 66 texturing Our Assets Part2: Okay, So what we're going to work on now is we're going to start by placing these bolts over here , and it's quite easy, actually. So if we go in our last over here because we only month places on our steel, we want out something got to fill their here at the top, which is pretty much the same as that you often see here and which is filet. If we get extra college bolts, it's very nice because you can actually control which maps you want to effect. If we would only affect the height, it would just not. It would just not affect anything else but the heights and high dis in substance painter also the normal map, meaning that if we set the height a bit higher, it will mean that the normal bump will also come out. Now what a fillet it does needed always needs a mosque. So we need a black mask over here, and once you have the black mask, you can start technically painting on it. So if we would go in a posh is and just pick like a basic heart punch and you can see like you can literally paint on the norm map. Now, of course, this will not look very good, but if we scroll down there here, something got that all fight. If you click on it, you have a bunch of offers that come with substance. And we just want to scald down until we find fun. That is the pair of boys better boys. I still can't pronounce it offer. But if you just it's quite far down, I believe. Let's see, here we go. This one and that one looks a bit like a bolt. So if you now you said the size to something that you like, Um, good to go for something I did you could see. Let's say so. It shows on the half. Gone said it has, like one here, one here, maybe like one here. Now, of course, is way too strong and probably also too big. But it's like a base. So now we can just go in here and in the height we can tone this down and for the best, we can also see that we want to make this model. So I'm going to go in my Moscow V and I'm going to just out of Black Mask, which will mean that it will override it and go to load on my scale and maybe play around a little bit more. Would like the hardness if our Alpha, which will at one point make the dip more flat, see over here. So I'm going to go for Hartness off maybe like 0.15 Let's try it again. So we want to have, like, one here, one here, one here and I see it. I think I want to still go a diamond bigger. So let's go for point for and I'm going just divert away a little bit former from the reference, because I feel like it could use, like for more interest, like a few more pieces. So if we just do like one to tree for 56 we also and make sure that you, like, kind of hit the planks because else it would not really be very logical if we are placing it on a seam over here. We basically just wanted, like, kind of followed this pet one for here. I want one too. 56 There we go and last one like that. So that's what some bolts there now. It's also may be nice if you just like sometimes place A It hadn't and bolts here, and they're just as if it, like it is being held together by a few more bolts instead of just like that one. And I don't need to be very obvious. It's just like this subtle detail that you have. Let's do another one here, so I like to have to use, like, quite Handem. Let's do another one year. There we go. So we got some bolts. Now we put too much can do the same over here and just to have the same one. So for these ones, I would go for 12 12 12 and 12 The again doesn't need to be too precise because just imagine that, like in those times, they do not really care about how far away the nails are, because these are more like neighs for their instead of bolts. I know I got a bolts, but that's just habit. So we just want to make them quite basic and, like, not too precise and not too perfect. So they just have a mean soon and not to look pretty, but just to keep things together. There we go. And now if we just also go out and have a look see up here, is there anything that we want? I feel like I feel like those things. Maybe I think they will look nice if we actually do not. Aren't any bolts on here, so I'm going to actually keep those as they are now. There's one more thing that I want to do. And that is just like we have these metal bolts, which, by the way, we can make a little bit stronger and height. And you know what we can also maybe try is you can turn on the color off on if you just make it like, yeah, let's try make like a white collar. But then, if we go in and make sure that this is at the base color, you can actually change the opacity of just a base color so we can give it like a very soft , overlaying highlights, which will just make them stand out a little bit more. So let's have that not too strong. So maybe, like 20 year old capacity of 20 down here and that you do the trick now. We also go ahead. We also have like that. You want to have some schools in our route, so we can now just height our steel, if we go into our would begin to feel layer here, which will call schools. And in this one, if we go ahead and that's keep the color and it's keep the height, you know what? Actually, no. We want to keep all of them. So we want to make this metallic shiny with like a slight case scholar. It's making not this shiny and let's give them like a little bit of a height. And now, if we go ahead and out of Black Mask, we can go ahead and because select our basic heart again. And we probably want to make this one quite a bit smaller. And if we don't go into our our fuss, that's trying to fight like something that's a bit more interesting. You know what? Maybe we just want to go flight. Let's do just like a basic heart and just set that often it's down a little bit. I think that actually, because me, I need to keep reminding myself to that. We needed to keep this simplified because they do not have exact screws. So if we doom or something like that here, that looks a little bit more logical. So if we just place a few here like that's, I think that, yeah, that will look a little bit better than Mary would try. Like, get some kind of fancy off. Ah, well, we don't even really after resolution for any kind of, like a very specific offer. So let's try this. And then down here, the's species would still also have a normal and just in case, we like what to flip around our Kate, which might want to do. It's good to also have the areas that you cannot really see. Look a bit more interesting. So and doesn't take a lot to just art a few bolts like that. So I'm happy with debts yet. That's fine down here. We do not really need these Rudin's coups on here. We might. Um, yeah, I don't know. I don't think we really again needs something. What we do want over here is we want to have another normal detail, which we can do on top of this. So if we just duplicate are screws and call this dense and go in here and we just want to set this the height because remember that I said that we want to make it look like you can actually go around it. Now if we set this height down going toe are Dent and make sure that this is a clean black masked by adding a new black mask, we can now go ahead and go to a two D view And we can actually preview over here exactly where? Because of our. So we are able to preview exactly where the, um, wooden beams or locate so we can simply click. And if you're old shift, you could actually okay, Like a straight click. You could see her like this little line, and that will make things a little bit more precise. So let's say we do, for example, Andi stew just so that you can see what I mean. So we Baines thes two in. And then if you go to your treaty view again here, you can see that now it makes it feel like it's going inside something. While it's just a normal you could see, like how big of a difference that makes. So it's a small detail, but it's well, it's really worth the time. So we just want to go ahead and go over this. And just like I followed the AO, I recommend going slightly outside the a O's that it's not externally hidden behind to boot . And you saw just click it and hold shift over here and we have There we go. Yes, this next one because we split up into two pieces and now you can also hopefully see why that we split up into two pieces because else we just wouldn't have had the resolution for it look good. And there you go. I think it's it's right. Yeah, Okay, that's one site. Now the other side is a little bit more walked around, but it should still be quite doable to just because it doesn't need to be to put size, I would say so. You can just go ahead and still paid everything in here, and once that is done, I think we are about done with our normal details, and then we can continue by our thing, like some extra dirt and pieces. And then we can call this one done and because stop importing it into a riel, placing it and probably wiping up this tutorial by that point. - Honestly , not much to say. Yeah, it's not the most exciting thing to do, but well, it will make a nice difference. So there we go. Treaty view, double check your work. And as you can see, it now has, like, a nice little gap everywhere. Great, Perfect. Okay, so we've got a normal details done. We've got our base materials done. Next thing would be to add a new folder that we were called dirt. And in this folder, we are just going to, like, overlay someone, getting them some random duct and scratching all that kind of stuff just to art a little bit more interests to are seen. So first of all, let's go ahead and art a fill layer, and we will go ahead and just told this filet into adult for Let's just call this Collins deft. And for this one you want set going to be like like your typical brownish gola metallic off softness Quite low. That's actually go ahead to make this a little bit more like, Yeah, something like that. And turn off your height. We don't need the height. Now you want out of Black Mask and we pretty much I go to the issues. Smart masks for this. So this one does little something called dirt count. And if you told it on here, it should give us, like a nice That's interesting. It's going the wrong way. At least it looks like scoring one way. Let's first of all temporarily just make this like, super Oh, ensure that week it's that you can actually what we're doing so that there are, like, a few ones that you can do if this one does not look the way I want to them, we still have the most from guns. And I got a feeling that for some reason you see, for some reason it goes like in a long way. Now this you can fix this very easily. By its calling down to the world space, not the world space normal. Yeah. Maybe it is to devote space normal on the radiance. Where are you? We're supposed to be here radiant, maybe. No, not radiance. Basically What? We're looking for us. like RD a top down Caliente. So it isn't a guy, didn't I have no idea what's going on here. It's so they're supposed to be may I think because I think it is supposed to be like if we go to the counter in here, you will probably find it's a bit more a bit better. So here you have the world space grades and this one you can actually play out with the bottom and then, like, reduce the top. So that's what I was looking for. But even so, these ones should also have, like Oh, yeah, here. So top dog radiance. But it's ah, it's looking a little bit strange, so if it's so, it it's working. But it's not completely working the way that I want to. So first of all, for this one, this would not work anyway, because it yeah, it's not really based upon that. But what we can do is so we have, like this base over here now. I don't know why it's being a little bit weird, but we can easily fix it by first of all, going into an art in the paint layer. Then if we go to object. Selectors set this to Poland on select. We were first want to just de select the entire wheel. Now, if we go to our brushes and let's go up like a dirt one, make sure that goal is black. You just want to kind, like start, but painting out the top to fix that. I don't know why the mask is made. Maybe something like went to little bit, one with like the baking. But honestly, this is the only one, very, really, what are going to use to mask for So you just want to die like painted out and over here. Same like it's a bit strange that it uses that. But you can just paint out most of these details because we do not really need them on, at least not on this one. And then you can go at and you can press X, and you can actually start by carefully. Oh, if you just said the flow very low, you can start by, like painting in some of these details like that's now. Of course, this looks a bit silly, but when we chased the scholar back to being like a brownish compiling a scholar. God, is this really subtle? Maybe we need to go for, like, a bit more like a white. Yeah, here we go. Let's go from or like off a white collar. There we go. Now the one that I often use that it makes a much bigger impact is if we duplicate this and we will just call this O. C. C on the scott dot as an occlusion doffed. And you could just get rid off like the mosques. Because if we go into a smart mosques there, it's one that's called occlusion. Um, duster clues. You know, something here does seclusion, and that's when she can see it just wherever we have, like this little bit off occlusion. It will just art if you play out with our levels. It was It's a lot like this extra bit of X off little dirt, and that often looks quite nice. Especially like over here you can see like and you couldn't didn't go out and black, play out a little bit more, maybe want to make a call or like a little bit more brownish, so that often looks quite nice now for metal. We already have like the metal scratches, which is quite good. We can everyone just go in here and just like, see if we maybe want to play out with that? She's a bit more like damage intensity. Or maybe, like the lower lowering the contrast and increasing like levels just get, like a little bit more like that old damage look out of it. But this, like the general idea now what I'm going to do is I'm going to do one more thing, and that is in our route under our lay of we want to probably go for Yeah, let's go for wooded heights. And if we above this layer art a fillet er that we're going to make like, slightly more off like an orange color, just call this goal of variation. And if we don't go out and just we can get rid of everything else, just make it like a more logical we are running out of time, so we probably need to do this in the next chapter, and it's twice that's the like overlay on. Now you know what? Let's have stood normal, but just lower down the opacity and then we can go at an art of Black Mask. And, yeah, we need to do it. We need to continue this in next chapter. But of course, with this we can tell unlike something like dirt and baseball that weaken Kate like more variation. But let's continue with that in the next chapter. 67. 67 texturing Our Assets Part3: Okay. So as I was saying, we want to go ahead and just pick something like dirt. And if we don't in a mask editor, play out what you contrast a bit more and a magical, and this will just create like this, Actually, you know what? We probably want to have this also above the left, would There we go. And now, having this Yeah, I quite like this. So it will just create, like, someone. There's some slight color variation. And if we go in here and we just want to see maybe once you go for overlay after all and then like, bushes up, I think that's Yeah, I think that gives, like, a nice orange. And if we don't go into our editor So we have this gun Schmidt old. What you can actually do is you can actually go to your conscious. You can grab something like a different conscious map which will change the pets one so we can use this. You may be like crap. Something experimenters and feel free to, like play hundreds of Belen something like this. I quite like which, coincidentally, is again Kleinschmidt CEO Dirt, in which my favorite That's probably why I liked it. But that's quite cool, because it will just out like that extra bit off variation you can always play around with , like the intensity off your off the collar itself. So let's say that for now, this is looking pretty good. Let's actually see how this will look inside the engine. So if we say this, we can go find an expert anxious and wow, they changed the layout since the last time I updated, but it's pretty much same. So going, your output directory and let's go to Texas and it's making you fool. That's we'll call Pops and the selectors Father. Oh, put templates BB on metallic off. Let's go wit a oh, metallic off with a oh, just to also export our A o map and file type. We're going to set us do taka so T j a size based on text set size, which is 2048 So that's all fine. And then you can just go out the press export and it should be done. So if we go in here, Texas Pops, you cadets, we got a Texas so very easy. Let's go in here and it looks like that the crate is already in the right location so we can turn off the Kate. Now we have a barrel. If you just go at a place that one also in the center, that's a barrel and we have a wheel. If we go ahead and also place, that's one incentive. That's all real. So by this point that save a scene, let's go ahead and select a real first and export this as an fbx and call this, well, really f one. So I'm just going to college wheel. Of course, you can be more diskette descriptive with names if you are planning to make a lot more. But since I know exactly how many pops I'm going to make, I'm just going to make a call. That's wheel. Call this one barrel. Thank all this one created the most basic names you can think off so far. Exports fbx. Great. Okay. And I am going to go ahead to load up on real for you guys. Here we go. Let's first of all, go to our Texas and in here. Let's create new followed us. We're called Pops and just wagging your AO basic law, metallic normal are gruffness its code all in here for for your pops that you just Kate it . Now don't forget to go into your normal just quickly flip the Green Channel like we've done many times before. And that should be It's protectionists now in our materials. Since this is a pops, we don't really need such a big material, so we can just create a new material that's we'll call, um, hopes A. And I'm just going to make it super basic, So I'm just going to double click on it. I don't think, Yeah, I think everything's a little bit slow because I have both painter. So it's going to close painter for now, because else I know that you will probably need to balance things out later on. But else it's a bit slow, so just go ahead to select all these Texas told them into your pops material. And once we are in here, we just want to drag these. So it is like, No, I don't mean to play Klink. I want to direct into my normal my metallic based school off, um, inclusion and our toughness. That's all we will need to do so we can go ahead and save this. And now, for Goto assets we need to do here is we need to go out and import our barrel, Kate. And are I'm just selecting this on my other screen and wheel. So important is 3.6. Yeah, because we made is roughly the same s. And we can always change later on. So just in bottle, here we go. And if we don't go a double click on each of them, just go out movies down here. We cannot go into our materials, pops a safe and just twigged it on every material slot over here. Okay, Excited. Let's see. Let's see how this looks. I'm just gonna go ahead and Evan actual look at out half groans softly where everything is located. You don't need to buy buy it too much. But let's start with Kate and then we'll see if this is way too big or not. It's quite a bit, but it does give us a very, very nice Purcell too, by the way, So for example, we want to be like the vote Tatis 90 degrees. It's moving down a bit. And this case is going to be like our scale efforts. So if we moved is into location, we are going to go probably for the 40 point for tree, which we had before. So let's try that 7.43 and then reimport Yeah, see, that's what's the one that's we need it. It's annoying that it just keeps switching to any one of you SharePoint for tree reimport and the loss one wheel sale point for tree the import. Okay, so we now got the species. So let's say that we have this nice little plate over here. I want to have a nice barrel. Now this looks really black. That's something that will fix later on. I'm actually going to go ahead and a big this piece and I'm go just relocated somewhere along here so that we have space for to place a barrel in dislocation. Now, I know that we have another barrel over here, which we can go ahead. And by the way, things are fairly dark. So I think I actually will go in and yeah, I will probably go in and just change the lighting a little bit. So for now, displace your barrel. And if we just going to go into our let's go into a skylight very quickly, school down. There we go. Let's set The occlusion did like a little bit lower because else is way to dark. So we got like, our barrels here. That's fine. We got this real, which is quite large but makes sense that it's large and it's just go ahead and like, move this and totus like in down here. Maybe a hotel did to bits. There you go. So we have, like, a cool real over there, and maybe we can exceed my Poesia. Ah, I'm just going to scale this one down like a little bit more over here because we made the scale accurate. It's just that for this specific case, I just want to skate it down a bit. There we go. May move a little bit, Debbie. Go on, let's go ahead and duplicate this and, like trying maybe place another one. That's kind of like leaning on top of this route and against the wall. I know that might be clipping a little bit, so maybe it's better if we actually lean. It informed off the would just that we give the root behind some space. You know what? I'm talking about getting over there. So I'm gonna just move this like this and see how that looks. It looks pretty cool. And I'm going to go ahead and maybe, like, have another one. Skated Donna Bits hotel. It's a bit and, like, move this up. Maybe I would like a position that we can only just see it something like that. So you can not going to see it. And why not just throw another little crates down here? Yeah, look, school and maybe have another crate on top of this one that we, like, kind of rotates do do like the typical Gave me stuff where you speak gate your rotated and you have cleared some height. Hear that arts? Actually. Ah, lot to are seen. So I quite like that. I'm glad that we are to some pops. I'm going to just have another crate. Probably aren't here. I know that you probably won't won't be able to see it, but just for peace of mind and maybe have another wheel that it's like, slightly larger because we can use some more space over here. and she's like, I like Toad against this along with maybe like a nice little barrel. There we go. Okay, Cool. So one thing that we of course, no need to fix is we need to fix over here are softness. First of all, I'm just gonna go to build and build my reflection. Captures. Remember the little sphere. And now for our toughness that save a scene at this point, I'm going to close blend off, probably for last time. So let's actually delete I d daytime. That's the lead attempt. So, yeah, this is a blender for last time that we will see it. So let's go to house. And I will just leave this open like this for you guys. So, basically, let's be open Painter And here we go. First of all, what you want to try to make sure that the steel is not too dark is to simply go into our base metal and boosting up the cola bite is now? It might look very part here, but that's because we don't really have good reflections going on in sight. But you could not just go out the press export, and if you then go back in here and go to pops. You can just select these pieces. And just like normal the important Yikes, that does not give a good effect. Let's not do that. Let's Indo. That's and it's interesting. Let's go in. I just want to double check my material. So my material here is fine. What if we just are too quick? Constant. I'm just trying something. Outlets are the constant to a speculum. If we set this to one on doesn't work. OK, so we have our metallic. Yeah, that should be fine. So we might want to just l c Let's go in here. And instead of doing debts, I think we probably want to go out and work. If you press see, you can actually stretch between your channel so we can say like height, softness. So often it sticks fine on metallic. Why is this so white? And our metallic? That's interesting. So voting with Metallica's you want to have it's all or nothing. And if we go ahead to set the stewed CFO nonmetallic, I just don't see how that looks. It might be a little bit more inequity, but and might be getting this case for seen that that actually works better. Okay, so let's set that to zero and let's then go ahead. And I know that I'm kind cheating here, but let's make this a bit darker. Let's but make our toughness a bit Pitre. It's just because for our scene and because there's met this metal is very dull and dusty. The metallic would not really show to anymore. And I just want to go ahead. And here we go. Let's do something like that just to keep it easy. So let's say that something like that, it's looking quite nice. I actually yeah, I quite like that. How is the normal looking? Yeah, I think we have a strong enough normal. We have some, uh, reflections going on that are roughly the same. I would say that for this one that's just moving down. Start that actually fits with our floor a little bit more. There you go. And now, if we save a scene and save all of this, we can go out and we can go to our camera. One describe the post G and there we go. You know, I think this is a really nice point to enter dish it oil. So, Yeah, I Honestly I hope that you learned a lot from it. So this is our enter so far to do all you. I hope things didn't mind too quick. It was like a big, like a balance between time and quality. But I think we got some got some really nice results really quickly. So yeah, I hope you enjoy this tutorial. I hope you learned a lot from it. So my name is Miss Leaguers. And thanks for watching next to its education. 68. 68 outro: okay if one. So we are done without it. Oil and I just want to take this little outward chapter to go over everything we've gone through. So as a quick recap, what we've done is we went first overall, Heflin's, which is very important to go over your reference. And Willie, I understand what you're going to be making. We don't want to add some made a block out inside blender, which also showed some basics off the modeling. But it's also very important for us together, good shape and scale. We don't want that, and we went on to create our final models. Now we kept it quite basic. But we have some valuable information that we learned in its things, like using waited normals, quick tips on how to use quick tools, how to use some plug ins to your advantage, and also just how to construct the overseen. How do you create modular pieces and just make everything come together very easily with a minimal amount of work? We then went at them, took a break for modelling, which is good often just take a little break and go to textures because we needed the Texas to really see our environment and to really see everything come together. So we wanted to substances. Einer runs over multiple textures, from plaster to hoof, the woods to gas and we thought, Try to make quite a bit of reuse. Now we didn't know structures. We read over multiple techniques everything from just basic techniques. How to use conscious out, used up maps, how to construct height maps and how to construct normal maps. How do Kate micro details and just a bunch of stuff that all comes together within the material? And we off course followed our reference to get this material? Then what's all that is done? I went over how to unwrap everything inside blender, how to do it quickly and efficiently and without too many seems and to just make everything look really nice and published, and we don't want to head and prepared everything for exporting export. Digital relented for where we first created off own shader or material. However you want to call it, which we were able to use for Ontario environment. Once we've done that, we went ahead and we set up all of our materials importing a Texas, making sure that everything is correct setting up the height map, evidence that everything will look nice. And then we start applying everything to our scene brought in a scene, started placing our models to really just to start to finalize a scene. And once that's done, we did like the first lighting bass. We did some post effects and then what? We did something very important. This we set back where they look at our environment and I personally found that I was not yet happy with it. So we did multiple things. Everything from like publishing a textures are like some smaller details improving our stairs and in the very ends, also creating completely unique models which unique Texas inside substance pains off just like a little extra bonus and just all came together. We did our first ex painting inside and real engine, for which is also like a new topic, and we just did another final lighting pass to really make everything look as good as we can be. We don't want that and just prepared everything for final handles, and that's where we are right now. So you are now ready to toadies on your part for you. And once again, I really hope that you enjoy this tutorial courses that you learned a lot from it. My name is in use leaders, and thanks for watching next to education.