Transcripts
1. Introduction Trailer: My name is Emil Sigues. I'm a senior Tri vim dartist and I will be your
instructor in this course. In this course, we will go over various ways to create
decals for our game levels. At the end of this course,
you will be able to create almost any type of decal and
set them up in UnleegendFV. Now we will be covering a bunch of topics in the course,
including the following. Creating procedural leak decals
using substance designer, creating hand painted leak decals using substance painter, creating edge damage and welding decals using
sebush and marmoset, creating road cracks and pothole decals using
substance designer, creating pum decals
in nuleEengine, which stands for parallax
occlusion mapping. And it is basically a technique where you use
height maps to make the decals feel like they
are made out of geometry, creating image based decals, creating normal map only decals
that can be used also on tmains setting up
various decal materials in In reel legend five, using atlases to
optimize our decals for our scene and showcasing how
we use decals in our level. And of course, there's
a bunch more stuff scattered around within
this tutorial course. The general takeaway of this
course is that at the end, you will have the
knowledge on how to create a wide variety of decals to use in your games so that you no longer feel limited with
your decal creation. This course comes with
all of the source files. However, the showcase
environment used in this course is from the
unreal marketplace, so it will not be included
in the actual source files. With a total of over five
plus hours of video content, I feel confident that at
the end of this course, you will have to know
how on how to create various types of decals and
use them in your game engine. This course also comes with out generated
subtitles in English, Chinese, Russian, and Spanish. I hope that you will
enjoy this course, and I hope that it will have a positive impact on your life.
2. 01 Creating Our Procedural Leaks Part1: Hey, welcome to the
very first chapter. So as you might have
guessed, in this tutorial, what we will be doing
is we will just be creating various different
types of decals, various different
ways to give you a very nice and
large understanding on how to create well, various types of decals. And we are going to get
started with a classic, which are some leaks. So yeah, let's get started
with our, do some Russ leaks, some dirt leaks
dirt sorry I mean, some of those dark
leaks, stuff like that. And I will be showing
you two techniques. One of them is procedurally
inside of substance designer, and the other one is how to do it inside of
substance better. Now, for this, we first
need some reference. And if we just go ahead and
go to textis.com over here, we can find some reference. And ironically, this
is not only reference, if you want to very
quickly have decals, you can actually literally
use these decals over here. But we are going to make them by hand because I wanted to show you not like the
basic way, which is, for example, if
the basic way is, let's say that we go over
here to Leaks and dark, you would literally just
download it structure. You would throw it
to the Photoshop, generate a mask from it, which literally
just means making the background black and
making the leaks white, and then you would already
get it into unreal, the same way that we
will be doing later on. However, because, of
course, it's text.com, you are quite limited
with what you have to choose and you don't have
any control over it. That's why I wanted to show you custom ways on how to
create these leaks. But what are we looking for? We are looking for something, I guess in the
direction of this, if you want, I can 1 second, create a reference folder
in the source files. I'm just going to middle click this one. Yeah, and this one. So something in those directions,
I think I want to get. And once we've done these, we can very easily also generate
any other type of leaks. So here, and this basically the mask that you need to get. That's fine. So I'm
just going to download this so that I can Here we go. Okay, so there we
have our reference. And yeah, also we are just going to turn them
into like ras leaks. But, technically, raus leaks, they do look always a
little bit different. So you can, like, change some of the values if you
want, stuff like that. But it's going to
be something basic. So knowing that, let's
get started with the first technique which
is going to be procedural. Now the procedural way of doing it is we can just go
into substance designer. We can create a new
substance graph, and you can just leave it empty. Like we do not yet need metallic roughness
because decals often don't have a norm map. They often don't even
have a roughness map, you can generate it, but okay. Proceed draw leaks. Let's do something like that. Well, we can leave
it nice and high at four K if we want to.
Doesn't really matter. Like, we can always downscal
it into the engine. I'm just going to
close my tree if you. I don't need it. Here we go. Okay, so empty graph,
just like that. I'm going to save
my scene already. So right click Save There we go. Okay. Now, what we
are going to do is, as I said before, this is
going to be procedural. We are going to use
a technique which is called the uh Oh, what is called non directional
I forgot non uniform blur. Yeah, non uniform
blur technique, at least that's what I call it. And I will basically show you. Basically, it allows
us to manipulate specific pixels and
push them downwards. And based upon that,
we can, of course, create various different
types of leaks. The first thing that
we need to do is we need to create the
base of the leaks. For this, we are going to
get started with just, like, a simple shape. We just need to
get like 1 second. Let me get my
reference. Here we go. This one is a good one. So basically, as you
can see over here, these leaks, they always
have a little bit of, like, a shape going to them like that, and that's what we are first
going to create as a base. By the way, I do apologize if I sound a little
bit different. Is because I'm
recovering from COVID. So speaking is still
a little bit iffy. But okay, so
creating this shape, what we're going to do
is we have our shape, and I'm just going to
make this bit bigger, set my Y scale
down a little bit, so that we just leave with
like this bar over here. Next, I'm going to
press space and add a transform to D to this. Hey, I do expect that
you know the basics of substance designer if you follow this titoyle but I'm sure that's fine because decals are such a specific thing. Most people would
only follow them after they already
know the basics. You want to go to tiling mode and just had to know tiling, which means that
whenever we move it, it does not try
to repeat itself. And I'm going to move this up up until here because I like to just have my
decos at the top. It makes it a little bit
easier to work with them. Next, what we need to
do is now we are going to basically create
that pattern. And for this, we can use a very simple directional
warp, for example. And if you set the warp
angle all the way up to like 90 degrees over here, then we can grab probably like a simple
purlin noise for my noises, probably like a bit bigger. And then when you set
this into the intensity, you can already see
what's happening, see? So you have this. But now if I go to my directional warp and set
the intensity very large, you can see that we
can slowly start getting and if I play
around to it by scale, these random bumps over here. So what I'm going to
do is I'm going to set my directional warp
even stronger. Yeah, I think
something like this, it's fine if it hits
the roof over here. Like, that should not matter too much as far as I
think as far as I know. So I'm going to go
something to go there. I do not like this
where we have, like, a little piece sitting here. If you ever have
that, you can play around or with your scale, which I can also do over here. What you can do is you can play around with your
random seat over here, which you also like
art some changes. I think something like
this looks quite fine. So we just have some
randomness going on in here. And once we've done that, what I'm going to do is I think I can already just
like art and Edge detect. And the edge detect basically
allows us if we just set the edge roundness down
and the edge width down. This is those pixels that I
was talking about that I'm going to well, turn into leaks. Yes. Sorry. Brain freeze. So we got this pretty much. And I will now just go
ahead and I will show you the technique so that you can understand what
we're going to do. And then it's just a matter
of adding variation. So if we add something called a non uniform blur
gray scale over here, what you want to do is you
want to have your white mask, which is this one plugged
into your gray scale. And then for your blur map, you basically want to once
again, drag in your mask. But this time just
select the line, press space and add
invert gray scale so that it is inverted. And when you do
that, now you can see that you just get
this blur over here. If you would set your
samples all the way up, you can see that it just becomes a standard blur and your blades, you can also set all the way up. The one that I want to
do is I want to set my anastrophe and asymmetry, I believe, also on
all the way to one, and then I'm going
to set my angle. Now you can see that
if I set my angle to around minus 270 I yeah, 270. You can see that
now what it does is it drags along all
of these lines. Now, at this point, you
can use your intensity to basically control how
strong you want them. But there is, of course,
a breaking point, as you can see over here
where it's too strong. However, I have a
way that we can also fix that kind of stuff.
So that's no problem. So now you can see that
you get like this effect. Now, you can often
use your anastrope over here to give it a little
bit of smoothing, see? So if I tone this down, you can see that it just gives
a more smooth effect, and now like this, it gives
the really lining effect. So I'm just going
to set this to like 0.98, something like that. Okay, perfect. So
we got this one. Now, as I said
before, variation, how are we going
to do variation? That is actually quite simple. You just want to go ahead
and add a blend in between, and you can just
go ahead and hold Shift and then drag
this into your blend. And now what you want to
do is you want to plug in your Etche detect down here. And then in the top, you
just want to grab a noise that will break up this line. I'm going to go let's do
like Cloud two over here. Set the scale like a
little bit smaller. And then if we are
like a histogram scan, we can use our contrast by
setting a contrast all the way up and then playing around
with that position. If you throw this into
the top of your plant and set this to be subtract, here you can see that
now and also based on the scale, we get
at these lines. So what we want to
do with these is, let's say that these are
going to be big leaks, so we want to have
only very few lines. Now, what happens is
that simply translates, and now we only have a
few big leaks over here. And you can imagine that what we are going to do is we are just going to keep layering
these different leaks, and then you get big leaks, with smaller leaks, with
even smaller leaks, with the actual base, something like that is what we are going to get out of it. So let's say we have this. I'm going to maybe nicely organize this also.
So we have this one. Let's call this base, shape, sorry, I'm
just right clicking. I'm selecting my stuff. Did I forget anything? Yeah, technically, you want
to also I like a histigram. I will just do that because we are going to
duplicate this one. You might set a Hogram
scan and set this 2.5, and it's just that
you can control the intensity of your
leaks a little bit. So for now, this is
going to be a structure. We can right click, frame, and call this one
leaks score large. And once we've done
that, what we can do is we can pretty
much just go ahead and duplicate this entire thing. Call this one leaks underscore. Medium, and for my leaks medium, what I'm going to do is
I'm going to let's see. Let's set my position down. Let's go to clouds two
and set a random see to make it different and
then also set the scale. So for this one,
my goal is to just have a bunch of smaller
leaks over here. And now this non uniform blur, we have a really
strong intensity, as you can see over here.
This nonuniform blur. We just want to tone down
the amount of the intensity, and we will also break up
all of these lines later on. So see we have this. Let's go back into our position
of our histogram scan. Sets a little bit less. Something like this
should be fine. Once we've done that,
begin, once again, duplicate this one and call this one Leaks underscore smile. And for our leaks small, this is going to be like
the very base over here. I do not need to have breakup. I kind of like what to
have them always present. So what I will do is I will
just press backspace on my blend and delete
everything else. There we go. So now we
get something like this. Now, this is, of course, way too strong over here. I can set my position
down a little bit. So to break this up,
let's add a blend, and we are going to actually add the breakup after
we've done the leaks. And for this, we are
going to use probably just like anastrophic
noise over here. And if you turn on rotate, you can pretty much play
around with the Y amount. Now, this way too sharp, so we need like a blur
high quality gray scale behind it over here. And then when you plug this
in here in your blend, you can set this to be
subtract, I believe. Yes, subtract, but I probably need to play
around with my opacity. Yeah, I see. And that
breaks it up a little bit. I'm just going to play around a little bit more
with my settings over here. So, one, one, let's go to the Y amount settings.
Okay, that's fine. And my blur is, here, let's set my blur
a little bit stronger. I think that's the
one, here, see. So then you get
these kind of leaks. And then, of course, when we are combining all
of this stuff together, that's when you start to get
really interesting effect. The only thing is
that it does not feel strong enough right now. Stone down my blur and
tense a little bit. And let's just go
ahead and probably use my Hcam scan of my leaks to increase the position and make them a
little bit stronger. Yeah, okay, let's
try this for now. So we got this one over here. Now, let's go ahead and start
with our first combining. So what I'm going to do is
start off with a simple blend, and we are going to
start by blending our directional war before we actually add the edge texts. This is going to be like the
solid part of our leaks, and we are going to plant
this into the background. And then what we can do is
we can blend our leaks large into the foreground
and set this to be, for example, maxlten often
or you can just do art. Yeah, it often does
not matter too much, but I like to do Max Lighten. And then I can use my
HcaM scan now to kind of, like, roughly match the
intensity a little bit. You can see her here, and now it's just a
matter of stacking. So we are blending again, the medium ones, Max Lighten. And for the medium ones,
we can once again, play around a little bit
more with my intensity, and you can later on also
just play around with your position to get more or
less of these medium leaks. Then we are going to
blend it again using our small leaks over here. Max ten, there you get a C
now we have our small leaks, and I feel like something
is still missing. Yeah, I feel like
something is missing. Let's go ahead and split
this one up into two. So the first one is
going to be quite soft. See, I'm just playing out
with my passe. There we go. And then if I just
duplicate this one, what do I want to have
a multiply, maybe? That's also interesting.
So the multiply basically, it just overlays it, so
it will break it up. Now, okay, let's do subtract. So yes, the first one subtract, and the second one is like a really strong
subtract like this. And I like to sometimes
do this kind of layering where I use the same stuff
over and over again. And then if I do max
lighting in here or maybe even an art, yeah, you can kind of choose
if you want to do like an art or Max ten and that will just increase some of
these extra pieces over here. Now, it doesn't look too interesting right
now, so we need to, of course, do a bit of
balancing and stuff like that. I'm going to get started
by just clicking on my blend and it's like, play around with my position
and play around with my HGRm scan to see if we can get more or less of these strong leaks
and what do we want? Then we have the second
one, the leaks medium. Now, what you often see is that the larger leaks are
often surrounded by some of these smaller leaks, but they are still larger
than the base line over here. And that's kind of
what I want to get. So over here, I changed
my random seat. Sometimes it might be
interesting to not change your random seat so that
those leaks are really surrounded around these areas
and then play around a bit more with your intensity, although it's not yet
exactly what I want to get. You know, let's play with
my random car after all. It didn't create
what I wanted to. So let's tone down my
hiscum scan again. I think what we can do is we can probably add
our damage to this, and that will break things
up a little bit better. So to add your damage, you basically want
to get started with a simple directional
blur over here, and this direction blur if we
set our angle to like 270. You see, I will just push everything out a
little bit more. And if we just play around
now with our intensity, it will give us a nicer
fade across this area. I cannot see that this fade over here, it's way too strong, so that's something that I'm
also going to work on to reduce the sheer
whiteness of it. But as you can see now
at the direction Bleu, this is already starting to
look a little bit better. The only one that I
really do not like is my leaks medium over here. There it's way too straight
and everything like that. And I guess maybe
I can do, like, a blend and plug in again, like my leak small
and set this to, like, a multiply this time. Or maybe I should just
do a subtract again. Here, like a subtract. Yeah, let's do
subtract. There we go. Just to break up that
very straight shape. Yeah, here, see, that's already working a
little bit better. Normally, the big
leaks do not need it. But what we can do is
we can just give it the functionality just so that if we do want to
play around with it, it's always nice to
try it out instead of just accepting that it will not work or
something like that. So subtract. There we go, see? Because it also gives
some of these lines, which you often see in here because these leak decals,
they are basically over time. It is just slowly leaking
away more and more stuff. I can now also play around
with my position and this blend to get
a decent effect. And I will first
add some damage, and then I'm going to
go ahead and I'm going to balance things out. So for damage, very simple. Just do like a slope
blur gray scale, and we're just
going to basically mess up the lines a little bit. And I'm going to get galvanized. I want to get something quite
noisy, maybe Grinlik paint. Yeah, you could probably
use this one over here. And then if we go ahead and add a blur high quality gray scale because this is way too sharp. So blur high quality
grayscale and just give it a little bit of a blurring on
those sharp edges. Throw this into your slope blur. And what you want to do
is boost up your samples, set your mode to minimum, and then tone down all
the way your intensity. And then when looking up close, just carefully move your
intensity back up a little bit, maybe like 0.05,
something like that. And as you can see over here, that will like these small
bits. Which is looking fine. And then what we're going to
do is we are going to add a second slope gray
scale for micronise. And for this one, I'm going to use one that I often
use for micronise. Where are you? It's
like a fractual sun. Where are you?
FractualFractual. I guess I should go by, alphabets. Oh, yeah, here, fractual
sun base over here. Yeah, we can plug this in here, samples all the way up, mode, minimum, intensity
all the way down. And here, you can
see that this one, it gives an overall damage
if I said it's very low, 0.02, from a distance, it gives you almost
like a glass effect, but it also gives you
like a dirt effect. 0.01. Now let's do
0.02. Here, I see. And that already makes
the leaks feel a little bit more grounded.
So that's quite nice. Okay, so we have this. Now, what I want to
do is I want to go ahead and I really want to get this effect where you
can see the leaks are going longer, shorter,
longer, shorter. So that's some thing
that I want to work on. The nice thing is that
we already now have the framework in place
so we can right click, call this damage Right click, call this Combo, and
let's have a look. So everything will be guided from our base
leaks over here. I think the amount
that we have is fine. If you want, you
can play around a little bit more like
your random seat. If you think you like, Oh, I want to get, like, a nicer yeah, this
one I quite like. Let's do six. So we just have a few clusters over here.
Okay, so that's fine. And I can also play around with my opacity to make them
strong or less strong. Now we go on to the second one, and I'm just going to temporarily
push my, not this one. Push my hiscum scan
ups that I can see. Okay, so in those areas
they are located. I just want to get, like,
a favorable effect. Here, let's actually go
back to basics over here. So we got this one. Then we have this one.
What I'm going to do is I'm going to set
this one to six also. Because then they
should be often around my stronger leaks. Now, I'm going to make my
stronger leaks a little bit longer by going into the non uf Bleur and setting my
intensity a little bit up. And then these shorter leaks, I'm going to make, well, a little bit shorter over here. So those will be surrounded around this point and
then maybe make them a little bit more
intense in terms of their breakup using
the blend at the end. Let's see, and then
we add the next one. I think the next one makes
everything a bit too even. So that's something
I want to work on. Let's go to our
non uniform blur. Let's tone this one
down even more and then also just play around
a little bit more with my subtract over here. And then I add the
second one Yeah, the second one over here, which maybe set my subtract
even stronger. And let's see. If I now go all the way to my
damage, that is even worse. Okay, so we are losing a lot of stuff
because of our blends, so we just need to
keep going back into our non neu Vbleu
Ah, there we go. See, and if I push this one, this intensity of the medium
leaks up a little bit. And I don't know. Maybe's
my Hcrum scan. There we go. Now we get something that
looks a little bit more logical. So we got that one. Next week, we get something
that looks a little bit more logical. So we got that one. Next we can try no new
fonbleu over here. You see, now it's starting
to look like leaks. So it's just tweaking. Like the system is here. It's just tweaking a bunch of stuff to make sure that it all looks a little bit interesting. Okay, so we got
something like this. Now let's break up this look
that we have over here. And we can do this in
quite an easy way. So this will still be like
the same system as before. Going to create a well, actually, we don't need to. We can just duplicate
only these two. So we are going to create again, like a line over here and let's just move
it somewhere here. This line is going to
be quite a bit thinner. So it's just going to be
like this very thin line and then place it all
the way at the top. And these are just
going to be like plain straight leaks I'm going to grab probably, let's steal all of this from
our small leaks over here. So we got this one. We
don't need an edge detect. So we are pushing this down. Here scrum scanning
can go a bit lower. Then what we're doing
is we have a subtract and we can set our
subtract like Wi Small, and then we can use
a non uniform blur. No, wait, this is not good. I want to have it even stronger. Let's see. So non
uniform bleu our shapes. Let's make the, let's do this. Let's make nonuniform
bleu way stronger so that the out ends
are very strong. And then maybe we can
also play around with my His come scandals play around with my his
come scan little bit. Actually, 0.5 is
just fine for it. And then if we add a
transform that has an absolute tiling mode of
no tiling and pushes up, there we go. See, there we go. Yeah, now we are basically just pushing these up so that
we only end up with, like, the nice leaks
at the very top. And just call this
like, I don't know, flat leaks or
something like that. And we can use this to basically break up
this stop shape. So if we blend this again, using this one,
multiply or subtract. M doesn't seem to do
anything, to be honest. Oh, way, that's because it's
art. I need to go subtract. Okay. So here we
have a subtract. And then what I
can do is I can go ahead and I can
push push this up until we get a little bit
of subtracting effect. It's a little bit too strong, so I need to go into
my non uniform bleu and tone this down a little bit. And there we go, push this down. And the nice thing is with this, what we can also do is
later on we can generate those slight dark colors that you can sometimes see over here. So we can also do
something like that. Okay, so we are breaking this
up a little bit like that. It might look a
little bit strange, but it should work totally fine. And then after our damage,
yeah, there we go. Then it looks like that. Okay, cool. So we
got this stuff. Now what we need to do is we have the most important
thing which some mask. And if you press space,
you can see that it's also perfectly tiling,
which is really nice. So you can just repeat it. And that's something
that you cannot get from these type of
details over here. Unless you do a lot
of modifications, start working on our color. So let's save our scene. And for our color, what we're going to
do is quite simple. You want to basically blend your mask with some kind of a noise
to break things up. I think I guess we can use
our Grunge leak paint that we already used before over here.
Yeah, let's do this one. But I'm going to add
a histogram scan in between so that I can
control it a little bit. So here we have our
Grinsleak paint, and I'm just sending position
to 0.5, which is default. Let's make it like
a bit stronger. Throw it onto your blend, and we probably want to
go for, like, a multiply. And this will basically break up colors because if
we just do this, the colors will be very flat. They will be s plain because what we're
going to do is we are going to use a grunge map
Grinch map and gradient map, and gradient colors
to them 0-255. Because these are all
perfect gradients, it would just be a
very flat color. But if you throw in
a noise like this, it will all of a
sudden just have different colors
in between here. So I'll show you what I
mean. We have this one. We can add a gradient map. And what do you want
to do is you want to press the gradient editor. So as you know, probably if you've used
substance sign before, when something is black,
you can assign it to black. When something is white,
you can assign a color to everything that's white
and everything in between, and then it will just
create a nice gradient. Now, what we can also do is you can use
your big gradient. And with that, if I swine gets all on one screen,
I can go in here. Press pi. Okay, I can do that. So I need to do this off screen. But basically what I will be
doing is I will be pressing pick gradients and
I will just be dragging onto my
leaks over here. Because it's the same program, I cannot do that onto
my leaks over here. Because it's the same
program, I cannot do that. So if I just do that now, there you go. See, you
get something like this. And I want to just keep doing this until I get
at least something that is like a decent. It's like a base. Yeah, this is too strong because I
drag too many times. So I'm just trying to
find a nice balance. Between the stuff. To get like interesting base
colors for my leaks. And this might take a
second to really get white. But once you get it,
it should be fine. It can be a little bit
extreme. That's fine. But I don't want to
have it like too noisy. And also, what you can
do is you can then later on, use your
hair crumscan. And with that, you can kind of, like, decide if you want to
break things up a little bit. You can see over here I'm
just trying to break it up. So yeah, like medium to
dark brownish leaks, and then I will
make the background probably a little
bit darker myself. Okay. Come on, give me
something that works. Close. Let's go in this area. No, that's too strong. And we can, of course,
also do manual editing, but I always like to just
first get a very solid base. So over here, let's say that
I have this as as a base. Now what I can do is
I can just click and drag and just delete some
of these pieces over here. I make the background a
little bit darker over here. Okay. Now what you can do is you can basically just
use these leaks. And drag these pieces
around here to get a sort of like an
interesting effect. An interesting effect. Yeah, you can see me on purpose, dragging all of these
areas a little bit closer so that the leaks
stand out a bit better. You can always always go in and, like, art an extra point. And then, for example, in this point, if
you say, like, okay, I want these leaks
to be I don't know, like, a little bit lighter
or a little bit darker. I guess they would
probably be a little bit lighter. You
can also do that. But mostly what we're
going to do is in a bit, we are going to just check it out inside of Unreal engine, and then we know, if we are off the mark or if we want
to have more or less. I'm just deleting a lot
of stuff here and, like, the background because
all of this stuff is, like, way too
strong. There we go. See here, you just want
to get like subtle leaks, and it might look a
little bit strange now, but we are not there yet. We also want to probably balance out some of the
colors a little bit, So what we can do is we can just balance it out by
changing it a little bit. Same for discolor
like this color, it's a little bit too strong, so we can tone that down. Sometimes I might decide to just delete random
areas to see if it, improves so here, let's say that this area over here does
improve a little bit. Let's push this one back. This one also, and this
one also over here. This effect, I want to push everything a little
bit more towards, like, the orange, but we can change this kind of stuff
after this also. And then slowly you can get sort of like the
leaks that you want. Let me say it like
that. So we got this. I'm going to probably it's try and make these
outlines a little bit darker. So let's say that we have
something like this. I kind of like need to
really preview it inside of Unreal engine to
get a good effect, preview it inside of Unreal
engine to get a good effect. But what you can
do is you can add a replace color range
note behind it. And then for your source color, you basically just click on pretty much like the main
color of your decal. And then for your target color, you click on the source color. Set the source rage up. And then now whenever you want
to change something, if you just click on the
target color and in here. As soon as you
change it, you can see that you can quickly change your leaks to a different
effect like that. And once we've done that, what we're going
to do is maybe add one extra blend and remember how we have
these extra small leaks. I'm just going to plug
this into the top. Now, because it is a gray scale, I need to select this
line and turn it into a gradient map and then
press D to dock it. Press, probably, like, subtract, like some of these
extra dark leaks at the top, like that. Okay. So we got that one done. And basically, what it will look like is
if we, for example, blend this and let's just like a uniform color
that's black at the top. And then our mask at the base, do an invert grayscale. This is what your
leaks will really look like in terms of the background. So right now, what I
notice is that, yes, this is too strong
of like a base, but we are quite overt now. So what we will be doing
is in the next chapter, we are just going
to go ahead and we are going to balance this out a little bit more and then set it up inside
of unreal engine. So we call this base color. And
3. 02 Creating Our Procedural Leaks Part2: Okay, so let's go
ahead and continue. So I'm going to start by
I wanted to get a bit of this really large flat area because as you can
see over here, the leaks, they
start way earlier. Now, hopefully that
can be as easy as gabbing I think after
this point, actually. I don't know which point because we do have a direction
wap over here. So let's try this point first. Let's add the
transform over here and tiling mode, no tiling. Let's go all the way to, like, my leaks over here in my mask, and then we can just
grab our transform and move it up and
see how it behaves. Oh, that does not
behave very well. That is unfortunate. Okay, so that is not the
right place to place this. Now, I can try over here, and I know that will not
look exactly correct, but I just want to
try it out before I start doing other stuff. So Hmm. That's a twiggy one. I guess I could make it less
thin in my shape, maybe. I'm just trying to basically
find the balance. That's it. So let's say that we make
it a little bit less thin. And if we then in our
directional warp, maybe set the intensity
down a little bit. Let's see, does
this work better? Still does not really
work that much better. That's really unfortunate. Let's go into my direction warp. Let's see if I tone
it down or up. Yeah, so if it's hard
Yeah, it's tricky. It's tricky to get exactly
the effect that I want. I can also just play
around with my seats. So I guess there's, like, a sense of luck involved in it. But it will looks like, yeah, we cannot accidentally hit
the top parts over here. I can try and go
back into my shape. Yeah, so see now I'm
hitting the top part, which will most likely mean
that it is cutting off. Yeah, see? So it is
cutting off those shapes. I guess what you can do
is you can lay on even more of these leaks, but I feel like at this point, I just want to try and
balance out my settings. Like, that's a little
bit too strong. Karma, you can do it. I know. Something like this,
I think something like this might be a
little bit better. Yeah. Okay. Let's try
something like this, and let's actually
preview it inside of unreal before we move on. And maybe now at this point, I do want to make my large
leaks a little bit stronger. So let's set this from
50 and just type in 60 because if you type
in custom values, it will just become a
little bit stronger. And we can also go
into our Home scan and just play out with our position a little
bit more. There we go. Okay. Anyway, so we now
have these leaks over here. I would say the last thing
that I want to do is, I feel like I do need to add, a little bit more darkening, especially in these
center bits over here. So let's go ahead and go
into my gradient map. And let's, for example, Click. Let's say, let's click here and then just make this
a little bit darker. Oh, that's nice. So that one
adds like darkening here. Let's click another
one over here and just see what this one does. Okay, so that one asks like some darkening around the
edges. That's fine. I also want to try
and, like, find. Maybe it's over here,
the center point. Yeah, I think we're
getting close to it. Don't know maybe there's, like, another center point over
here. Oh, no, that's that one. That's Undo that. Maybe it's this one that is just too light. There we go. Here there's
another center point. So you can click
another over here, and there we go. Uh, yeah, you know what? I'm going to know that.
Let's leave it like this. Let's just see what
this looks like. So what we're going to do now is we are
going to export this. Now, you can decide
to also create a roughness map if you want, or you can even create a norm map if it is needed
for something like this. I don't think we will
need that for now. So what I'm going
to do is I'm going to add a note that
is called the RGB, if you just type in RGB, you get the Alpha merge note. Now the Alpha merge node, what you can do is you can
plug in your base color in the RGB and then plug in that mask that you
created into the Alpha. So this way, you don't
have two textures, but you only have one,
which is more optimized. Then if you just press
space and ded output, you can just call this
ak 01 score base, for example, copy the identifier also into your labels that
it has the same naming, and then all you need
to do is just right click Export outputs as Bitmap. Then we can go into
our source files. Now we'll make a folder
called textures. Leaks on scorso one. And at this point, it's
just balancing out. I know it's a little
bit boring sometimes, or at least in a tutorial, turn on this box over that we automatically
change our output. But it's just something
that happens. Like you just need to
kind of leak them out. I will say that I have had to play around with it a little bit more this time
than normally. So normally, everything falls into place a little bit quicker, but this time, the top part is being a little
bit more annoying. Maybe one thing that you
can do is you can use your directional blur
to also reduce that, as you can see over here, stat of that that
we can do that. What we're going to do
now, we are going to create a material,
so we have this. It's going to Unreel and we are going to basically create
a material for decals, and then we are
going to preview it. Now, we will be
using Unreal Genive because it has been
officially released, and this is just a
brand new project. There's nothing in here just
completely new project. What I'm going to
do is I'm going to in my content folder, create a folder called decals. In this one, I want to
make a folder called textures and another
folder called materials. Now what I'm going to do
is I'm going to go ahead and textis Like 01. Let's import my textures. So if you click on texture, just simply drag it in here. There we go. Easy does it. And then if we go
into materials, we need to create
our master material, and this material we can
use for all of our decals. So if we right click At material because it's going to be
super easy material, decals. So if we right click art material because
it's going to be super easy material,
decal underscore master. There we go.'s open it up. No, it's on my other screen. There we go. Go to textis and just rag in
our decal over here. Okay. Awesome. So what
does this decal need? Now, first of all, it
needs to work as a decal, and for that, we want to
click on our decal master. Material domain, we want
to set to deferred decal. Blending mode, we want to set to translucent and
the shading model. Oh, God, they changed the
where I can fight this value. Am I doing this white surface? Oh, no, no, yes, I'm
doing this right. Sorry. So the shading model can just be default
lit, I believe. The reason why I'm a little bit hesitant is because they changed around works inside of Unreal
engintFV specifically. So if you use Unrual engen four, there is something called
debuff decal color, normal roughness, something
in that direction. But it looks like that they simplified it in
here because this happens to be my first time setting it up inside
of UnrelEengine five. Um, which curious. Well,
not the first time, but normally when you port over decals from
real engine four to five, it will automatically
convert it. So RGB goes into the base color, Alpha goes into the Obste. Now, for our roughness,
we can choose. So we can do like
a scale perimeter, which if you do S click and
then call this roughness, this just a simple value that can give us
our roughness map. So if we set this to like
0.7, this is often enough. What you can also try to do
sometimes is what was it? It was like a D set
weight node over here. And you plug this into
your desaturation, plug this into
your desaturation, and then you add a constant, which is zero, and you plug
this into your fraction. You can just right click and
press start previewing node. It needs to be one.
That's why I did that. One here. So now it is like desaturated. And then if you multiply this, using your roughness
amount over here, and sometimes you can also
do a simple contrast. I forgot what it was called contrast because they're so
cheap contrast. That's it. Sometimes you can also add
like a cheap contrast in here if you want and add another scale peimeter
and just call this roughness unscaed contrast. I'm just pressing SClick. If you want, you can also
go in here and type it in. Believe the default
needs to be one, but I'm not completely sure. Basically, technique if we just start previewing this one. Our default needs to be
zero, I think. There we go. You can see that over
here, we can just basically play around with our roughness and
stuff like that. Let's say that we have something like this and then we can
just play around with it. That's another way that
you can very quickly generate some roughness that is a little bit
more interesting. Then if you want, you
can proceed to come it and just call it roughness. Yeah, we don't need a norm
map or anything like that. So this is already fine. One thing that you might want to do is you might want to add a multiply in your
base color like this, and then add something that's
called a constant t vector, which basically just
like a color overlay. You do need to right click and convert this to a parameter. And the reason we need
to do that is because LSB cannot change it
inside of our engine. And we call this color overlay. This is nice if I ever want to make my leaks, for example, black, or I want to just
make I can do that in here. So now I can save my scene. Then if we go in here and
let's say that we go and create a simple cube that
sets to zero, zero, zero. Just make it like
a wall. I don't know. Something like this. Okay. And now, basically,
for your decal master, if you right click and
create them T instance, we can call this
leaks underscore 01, for example, and simply
drag this on here. Now, you can see that
you have your decal, if you just rotate
it. 90 degrees. You can see that now
we have our leaks, and I'm just going to
turn off my snapping and my snap scaling. So we have our leaks, and then based
upon this, we can, of course, just do
some balancing. I'm going to make my leaks
a little bit larger, so I'm just scaling
this up and down. You can see that it will just
kind of overlap everywhere. Okay, so these are our leaks. I'm going to now
go ahead and work on this a little bit
more when seeing this. So yeah, I don't like the
base that we have over here. Um, I wonder. So first of all, I'm going
to just tone this one down. And I probably need to
also do that over here. Let's tone the
strong colors down. Basically, what I wonder
because it is a decal. So technically,
this should work. I've never actually
tried it is simply art to transform here because normally I don't
have this problem. But that's the thing
with procedural like sometimes it's a little bit unexpected or something. I can try like tone
this down like this. Now, we will then
lose these bits, so we might need to
play around with this. But technically,
what it will do now. So if I now go into reel, go to my textures and
right click and press reimport you can see that now, it has this. So
that's pretty cool. So like this, we can add
some more leaks, but, yeah, we have some of these
really strong points that we should not need. Like, this should
work totally fine. We should just need to
play around a bit more. Maybe, like, play around
my scaling a bit. And let's tone down
the intensity a bit, that kind of stuff, it should not need to be this intense, so we got some stronger leaks. Even stronger leaks,
we are those. Yeah, that all
looks pretty okay. We had some damages. Maybe if fugit okay, we had some damages. Maybe if we just add
like a few bigger leaks, so we can go in our here's
Crum scan and maybe, play around with my position. Because right now it does
not give me this effect yet, and that's why I don't like it. Like, I need to get
an effect like that. But I keep getting this really strong top line over here, which I do not like. I'm going to set my transform before I add those extra little details at the top because
else I lose those. So let's set my transform here. And at this point, yes, it is procedural because
we can quickly change it. However, it's not procedural
yet in the terms that we cannot just do
custom adjustments like this, like you
can see over here. So I do not mind doing
these kind of adjustments. It's totally fine for
decals because you off super specific
procedural decals. So we got something
like this, and now's play with my
pearling noise, and I just need to get
a favorable position. That's the goal right now. To get, like, a favorable
look and feel to the things. Okay, so those are
like the strong ones. I feel like maybe I want to
produce these smaller ones. Let's uh play around a little bit more with my
new from Bleu over here. Like, I like the
large ones over here, but I feel like they are
not completely grounded. And I feel that it is because
of these bits over here. So I'm just trying to,
like, kind of balance them. Normally, I would just, like, pass the video here and
I would just do that and it magically works
and stuff like that. But right now, I don't really
want to do that exactly. I just I want to give you guys, a little bit of,
like, a preview. On how we can work with this. So right click. There we go. Yeah, I think that looks
pretty pretty decal, pretty decent for, like, leaks, as you can see,
as I said before, like, play around
with it a little bit. So let's say that we have
this. Now what I'm going to do is I'm going to go
a little bit more in, like, this color direction. That's probably the next thing. One thing that is a little bit ning is that this
sun, it's like, super yellow because
it uses temperature. Yeah. So if I set it
to a little bit more of like a actually, let's turn off use temperature. Let's make it white. There we go. So that we can see a
little bit more accurate. Okay, so right now it is
a little bit too orange, and I want to go a little bit
more for like a brownish. And the cool thing
is, what you can also do in your color replace, you can try to just click on the target color and actually click on your reference and
see if that maybe helps. So target color over here. Okay, and then we get
something like this. And what you can also do at
this point is, if you want, just to as like a
mimic, you can add, for example, like
a uniform color that's a little bit grayish. And we are basically
just mimicking as if we have the wall
that we had before, and then we simply
blend this using our RGB and our mask,
just like this. And now you can see how it
roughly would look like. And now, this color works
a little bit better. It's a bit tricky to see what it looks like
in here, because, of course, a lot of
stuff you don't see, these colors look
very strange maybe, but when there's
actual intensities and opacities and
everything going on, they become a lot less strong
and so we got this one, and I think the first thing
that I notice is that here, they fade out a
little bit too fast. That's the first
thing that I notice. So I might actually
want to go in here and carefully add one more
hist cam scan behind it. Set us to like 0.5. And if we then just have a look over here and just carefully see what it happens.
Okay, so that's too bad. So, it first pushes out the
one collar I don't want. You can, if you
want to do, like, really intense stuff like this. Yeah, just for fun. Here you can see how you can quickly generate
different leaks. And now you get these really
strong leaks over here. I don't know exactly
why it is orange. There must be the sun or like the sky or
anything like that. So I'm just going to
fake it a little bit. So I'm just going to
fake it a little bit. So normally don't do this, but I did not create a scene. I can, of course, create, like, a brand new scene if I want to, which maybe it's
better if I do that. Let's just select like our cube and our
leaks ControvNw level and just make it like
a basic level, press. Okay? Don't Save Contrav. See? That's why I did
that because you can see that there is quite
a difference in, like, a plane level when no other lighting and volumetric lights and
everything get affected. But anyway, so here can see really strong
decal in action. And at this point,
if you want, you can just play around
with it and you can get you can close this video
and move on to the next one. But I'm going to do is
because I just want to make sure that this
is looking nice. I'm going to basically
play around a little bit more with my
histogram scans. And sometimes I might want to also like twice his
scrum scans in, like, some other ways. So let's see. So I'm
arding them over here. So sometimes twice like, Okay, maybe we can ard in his
scrum scan over here. See if we can push
it out because then hopefully the damages, as you can see, we kind
of push them back in. And it's just all to play around with your colors
here. See this I quite like. So this is a nice
control for our leaks. So it all depends where
you kind of place it. It will have different effects. So here it will get rid of,
like, most of our damage. And then based
upon this, you can also if you want to
change your damage, and you can always go
into your gradient map. And for example, like
these outer lines. They were roughly around
see around this point. You can always see if you can, for example, mess
around with the colors. Yeah, see? Yeah, you can see that these are like the
stronger colors over here. So I would recommend just
play around with it. That's honestly it. Ooh,
that's really strong. But yeah, let's say
that I'm going to leave it at this because
it is still tutorial, and it's not like for production
or something like that. If it was production,
I would, of course, make it absolutely perfect
based upon whatever my lead or my chirect or whoever
was in charge wants to. So I'm going to save my scene. Go in here, right
click reimport. There we go. We have some nice procedural
looking leaks over here. And because they are
completely table, you can literally just
grab another one, and that's the power
of procedural. And just like that, we have some really
nice looking leaks. Okay, so that's a
general idea to get leaks roughly similar to this, at this
similar to this. At this point, it's playing
around with it, balancing it, maybe adding a little
bit more variation in between these pieces
and stuff like that. However, I will go ahead
and I will leave it at this because we have a lot of
other decals to go through. So let's go ahead and
continue to our next chapter, where we will go
over on how to do some very quick leak decals
inside of substance painter. That one is a bit
easier, a bit more ify, so less control. But
4. 03 Creating Our Hand Painted Leaks: So in this chapter,
what we're going to do is we are going to go ahead and make some leak decals inside of substance painter. So we did these ones inside
of substance designer, which are fairly procedural. And by the way, off camera, I did, like the ones
that we already had. I just added them into my mask. I subtract to basically
create a little bit of, like, less intense leaks inside of, like, these Wi tick areas. But that's something that
you can preview in here. I won't go over it too much. One thing I want to do
that is also valid for this chapter is I just want to quickly go into my
decal master material, and I like to have a
multiply in my Al valve, my opacity with a
scale pemter that I'll call opacity over
here and sets to one. This way, I can control
how strong that it is. So if we now go ahead
and press Save, we can go ahead and also control that because if I go to
my DCA presentation, you can control your
deca strength by moving your decals further away from the wall or more, as
you can see over here. But sometimes it is nice
for you to also go ahead and go into your leaks
if you open up Leak 01, for example, you can
go to your bestie, and then if I tone this down, I can control how strong
I want them to be. And also, if I
want to have them, very strong, as you
can see over here. So let's set this to
like 0.9 for now. That's always like a nice tran, to give it a little
bit of ci through. It works especially well when our cube or whatever was an
actual wall and everything. But that's something at the very end of this
tutorial course, I will show you some use cases. I'm going to move
this a tiny bit because it's overlapping
a little bit. There you go. You do get with overlapping sometimes
like a dark line, but it's not too bad. Okay. Now, what do we need
for substance painter? We need well, substance painter. We also need a simple
plane that is horizontal. So over here, I just
have a basic plane. You can find it in assets, but it's literally just a plane. Automatically planes
in pretty much every treti program already
have been textured perfectly. So all you need to
do is just grid plane, go into painter, and then if we go file
and new template. Yeah, we can just use the
PBR metallic graphness, but we will probably just adjust it to our needs later on. File, we can go ahead
and we can just select our plane.
Document resolution. If you want, you
can just go four k. NormaP format doesn't matter, but I I automatically set to open GL
because that's what I always use and
just press Okay. So we got this M UI might
look a little bit different It's just because I
dragged around some of my viewpoints over here. How are we going to
create leaks? Very easy. We want to go ahead and
just delete our base, go into our text set settings, and we only need a base color, and we need a you can just
click everything else away. We need a just like an opacity
or something like that. It can even be a different one. I just don't know. Oh,
yeah, here, obste. Now, it says unsupported by
shader that does not matter. I actually don't
really care about that because I'm going to swap
this around later on. So we have our base color
and we have our Obaste. Now, if we go into our layers, we basically just go ahead and go up here and
create a fill layer. And this fill layer over here, I'm going to set my
opacite to black and my base color to
black. There you go. And just call this
BG for background. Then we can right
click and duplicate this fill layer,
call this one leaks. And for this one, for now, I'm going to just set my base color and my
opacity to white. But later on, I will, of
course, make this look nicer. So we got our leaks.
All we need to do now is just go down here and add
a black mask to our leaks, and we are going to use a
classic of substance painter, which is going to
be our particles. So for this, I need to often go to brushes because
they move it around again, type in leaks. And now you have a
few different leaks. So over egac this one is one that I actually made, and that's what
we're going to do. We are going to create
a custom leaks because, yes, we can have like our leaks. So let's say let's say that we grab just like this base
leaks, double click on it. But this one, if I drag
it on, that's not nice. It does not look interesting
at all or realistic. So that's what we're
going to work on now, and we are going to later on, turn it into for example, this is not the one I
made for this tutorial, but let's have a look and see
what this one looks like. Okay, so this one I made. It's still not perfect, but it's one that I
made a while back. So anyway, for our leaks, what we want to do is we have
a bunch of settings here. So first, we can see
that I first of all, want to set my
spoon spread down. What that will do is
it will make sure that the leaks only are
created wherever I press, as you can see
over here, instead of just like all over the place. Next, what I want to do is
I want to work probably on the life of it. So if you scroll
all the way down, over here, you have
your particle life, and if you set that up,
what will happen is that the leaks become way longer because they
kind of fade out. I like that. Now you also have your particle life random
and set it all the way up. This means that if I do this, it should randomize roughly
the particle life, see, here, it is randomizing the
particle life over here. Now, next, let's see if we do a little bit
of spread over here, let's see what that
behaves like here, see? So it's like spreading out a
little bit more in between. And it's good to
keep track of this. So this is spreading out a
little bit more in between. And it's good to
keep track of this. So this is without spread and
this like with the spread. Turbulence power
often just like arts, a little bit of
turbulence scale, messiness. That's what it arts. So if I go here, here see now it starts to add a little bit of
messiness to that. That's fine if we play
around with that. You can add wind, if you want, but I would not recommend
because then what happens, as you can see over
here, the particles, it's cool. Oh, God. Sorry about that. Unwanted
pop ups are always annoying. So as you can see over here, you can set like the wind, but we are going to leave that off. Gravity factor is one, which means that it moves down. That's fine. Inherent
velocity random. So that one, it will add some random rotations to
them at the very beginning. But I think for leaks
because we have gravity, it does not really
matter too much, so we can probably
just leave it off. Fadeze Let's do
fade size random, so that will control
the fading that we have at the tips most likely. Yeah, to have that random. Okay. So we got
something like that. Now, see, so this one basically makes our leaks a
little bit thicker. I think at this
point, I just want to play around with the
DT a little bit more. Okay, I'm going to set that. Yeah, I guess 0.1
was already fine. And now what I'm going to do is, I'm just going to quickly
convert my mask back to black. I want to go up, and for the particles, you can only change the
size or by right clicking. Oh, no, wait, even right
clicking, you cannot do it. You can change the size up here. And if you change the size you can change the size up here. And if you change the
size of your brush, your particles
will become like a little bit bigger, as
you can see over here. Now, as you might have guessed, what I can do with
this is I can set maybe my particle life
a little bit less, and then we can have
a base for our leaks, and then what we
can do is we can just increase the
leaks more and more. So let's say we have
this one. Yeah, that looks pretty good.
So we got this. Now, if we want to
go ahead and we want to save this kind of stuff, all we have to do is in
our particle over here, just somewhere, right click, and we need to save
this as a brush preset, yes, brush preset. Over here. Yeah, that should
be fine. And now what you can do is
if you just right click naming Hello.
Why is it not working? Oh, wait, here, rain freeze. Here we have the
name, and we can call this one, for example, leaks underscore 01 underscore short, something like that. Just something. I don't care. So yeah, ikzero one short. And now, even if, for example, double click on
your original leaks in which you would change
all the settings again, you can now just double
click on LikZeroO short, and it will contain the same settings as
you can see over here. So at this point, it is pretty much going to
be something like this. We are going to go in
here and just like sometimes create like Oh, sorry, you need to be
careful about that. You do need to have the
particles continue. It depends on the speed. So as you can see, if
I do it very slow, I get, very dense particles. But if I go ahead
and do this, like, very quick like
this, there we go. See, I get, like a little
bit more organic particles. Now, having this, I can
then do is I can now, for example, quickly
go in here and set my particle life
a little bit bigger. And then, like,
sometimes in some areas, create like longer
particles over here to give us like these
extra long leaks effects. So I'm too quick. I'm
always like that. Here, see. And you
can go in here, and then you can even go down here if you want and
give it another click. And like that, you
can customly almost, like, paint in your
specific leaks. Now, of course, this kind of particle stuff and
creating decos like this, it only works with very
specific things like leaks and maybe like broken glass you can
also do it with. But yeah, as you can see over
here, it does work licely. So we can just kind of like keep playing and make this
one, a little bit longer. Here we go. So just like that, we can kind of create
whatever leaks we want. And now, at this point, what you can do is you can do this two ways, or
you can just paint this in. Or sometimes it is fun to just set your
particle life, like, very low and then kind of just like paint in here
to get like okay, when you said it's even lower, to get a nice almost like a transition
going on over here. Where you can see
that there's, like, some extra difference
still going on. Now, this might seem like weird, but it's mostly around these
areas where it counts for. So the rest we can paint
in, it's mostly just to make the transition not as harsh as we
would have normally. And what you can, of course, do is now what we
can do is we can add extra what do you call them? On top of this, which we are going to do in just like a bit. So over here, we can do something
like this, for example. And now let's say that I
go turn off my particles, go to brushes, and, for example, grab like
an artistic head brush. I I set the size bit down. And now I can, first of all, let's say, fill in,
like, the top over here. And I know that I'm probably making the same mistake
as that I've done before, where it now looks
way too dense. So that's something that we can also work on a little bit more. And you can kind of just, like, paint this stuff in,
however you want to say. These are a little
bit quicker to make, but of course, you need to
make them completely by hand. So if you have, like,
or if you only want to make one quick leak or it needs to be a
very specific leak, then this is a great way. This technique you can also use in normal texturing, of course. So don't forget
that it's tifine. But if you need to have
perfectly tlable leaks. So don't forget
that it's totifine. But if you need to have,
perfectly tlable leaks that you need to create many
different variations for, then I recommend using
the procedural way because that one is
just so much easier. So we got these leaks over here. That's fine. Now, we don't have access to all
of the same filters. So if we go down here, we can try like art a filter,
and let's have a look. Yeah, you can do, like, a
blur directional, by the way. And if you said this
I don't know what 270 or 90, doesn't
really matter. Yeah, we can, like, add some
extra blurring, if you want. I think, in this case, yeah, it doesn't
matter too much. Maybe like a tiny
bit of blurring. Next, we can go in here,
add another filter. There should be a slow
blur gray scale over here. This one. There we go.
And for the noise, we have a lot of noises here. Grunge, leaky paint. Hopefully, that one is
also included in here. If you go down to your
textures, grunge, leaky paint. Ha, it's also in here. That's a nice thing about having same programs on multiple. You can plug it in here. You can set the source
type to custom noise. Then you want to
go ahead and set the blending mode to min, it's the same settings
as before, pretty much. Now, the only annoying thing is that we cannot actually
blur this one. So we might want to just
twy like a different one. But as you can see
over here, we can set the intensity. So
that's all the same. Now at this point, as I said,
because we cannot blur it, we might want to tw
like something a little bit different just
to see if it works better, but that's what we
can play around with. If we go in here, we
always have like, what's that classic
one grunge map team or what's the moisture noise? No, it was not 013. I think it was like
the moisture noise. Over here, moisture
noise, maybe? No, still does not give me
the effect that I want. You can just, if you
want to randomly drag in different noises, just to kind of, like,
see what they do. Here, like some leaks, for example, you can drag it in. It's just playing around
with it, honestly. I think but now you've
been used to that, I will be saying that quite often that you just
kind of, like, need to play around with
things in order to get them to look exactly
the way that you want. Let's say that we do grunge concrete old and then
set the density, like a little bit down to 0.03. Yeah, something like
that should be fine. And if you want you
can do another sign. And if you want you
can do another sloper let me just cheat. Fractal. Oh, yeah, fractual su base.
We can also try that. At least at this point, you can, for example,
duplicate the effect. Let's say that with this effect, instead of doing a
fracture some base, let's do something that's
a little bit bigger. Let's Grinch leaks, for example, and play around to
your balance in contrast and have
this only some areas. So Grinch leaks does not work. We need something
that's not too strong. Yeah, there we go.
That could work. Okay. So yeah, we got
something like that. Of course, as I said before, it's not as flexible as it
is creating other stuff, but that should
be pretty decent. Okay, so we got Now, again, if you want to, like, break up these areas over here, what you can do is you can,
again, like some extra leaks. You can do this in
two ways or you can add a paint layer here. But what I like to do is
I like to just duplicate my leaks to keep all
of this stuff in here. And then if I go ahead and I don't know why it's probably so slow
because it's four K, although this is really
slow to generate. Okay, it's done. So what
you can do is you can set your base color over here to
black, pass the s to black. And now there's a
few things that we can do or we can go in here. And yeah, we do need
to temporarily, set this color back to black. We can do, like a
manual painting. If we go i Likzer one over here. We can try if we set it's
lower to do a manual painting, but I want, but I
want to show you two ways just so that you know. So first of all, the manual
painting way is just by doing this kind of stuff and then just
making it very soft. And when I say soft, I mean going in leaks and then setting, for example, the base
call and everything. You'll see to be just barely see true, as
you can see over here. Another way if we
just go ahead and duplicate this again and
turn off the original one is if we go set to black mask and then
just add a fill layer to this. And then if you go in here, you want to go ahead and find a nice grunge map that has
some kind of leaks in it. And that's here, let's try
these leaks over here. And then with this crunch map, you can go in and add again, like extra variation
to break things up. Now you can just go into
your grinch map and you can go ahead and
set, for example, the tiling mount or just play
around with your balance. Play around your contrast like
a little bit. There we go. See, so that way, in our pasty, we still get some
interesting effects, and it's just up to you
to play around with it. Or what you can do is you can
use both of them if want. I think just having this
one for now is fine. So we got our leaks over here. Now, we know that
our our pasties and everything are now fine. So we have white
and we have black, and then we have a
background that's all black. So now what you can do
is for your base colors, you can go ahead and
you can, of course, play around with
your base colors. Now, creating the
base colors inside of substance painter is not as easy as doing it inside of designer. So what I tend to do for d is doing it
inside of designer. So what I tend to
do for this one is I tend to have anchor points, which might be easier.
Yeah, let's do that one. So you go in here and you
art like an anchor point, then this one yeah, I will also add an
anchor point over here. And then we just create like
a custom base color in here. The way that you can do that
is, let's create a folder. Let's call it base color. Oops. Base color. Okay. Then we have our original, which we'll just call
base and our base, we don't need
opacities for this, just go into your base color and color picker and I'm
just going to go outside of my view and just grab from
my scene like a base color. Okay, so let's say that we
have something like this. Now what we can do is we
can duplicate this and call this gng on this for example. And then it's basically, yes. You add a black
mask not a filter, with a fill layer, and you just start grabbing different ganges and
start layering them. So let's say we have
this one if I set my base cool now a little bit darker or like a slightly
different color, you can see that we
already have grunges. So this one is not as dedicated, but it will still give you a good effect. You
can do it again. But yeah, this technique is really It's also nice
this technique for people who have not who do not
know subs designer. And for the rest, it's just nice if you want to use it on models. So for example, we got this one. Let's say that I now go in and do another grunge
map over here, and I said the scaling,
maybe like three. And let's say for this
one, for example, make it, that's a
little bit strong. Let's go into my grunge map and just tone down the balance a little bit. There we go, see. So we can just like, play around with a bunch of different stuff. Let's say that I duplicate my original one again,
throw it on top. And this time, I want to get
some of these leaks that we already used before
here over here, see, and maybe make
another darker color. It looks a bit strange
on a flat plane, but of course,
remember that we will be using masks for this. So let's say that
we now got this. To be honest, we don't even need to use our anchor points. Now, I think of it
because it will mask out these pieces
inside of our scene. Like, if you want to
see how it looks, you can always just
add a black mask. And to this, you can add a fill layer and
this fill layer. We'll have, like, your
anchor points, see? So then you can
roughly kind of, like, get the general effect of it, but it will not be as accurate. So, personally, I'm just
going to remove my mask. I'm going to remove
these anchor points. And so for these pieces, let's go ahead and
turn off the colors. Because we don't
need those anymore. So we have our pastes, which we can just
go ahead and call here folder called leaks and
just nicely organize them, leaks and base color. Perfect. I'm going
to save my scene. It's really slow whenever we transform leaks or
move leaks around. I don't know why because even
though they're particles, they should just be masks. Maybe it's Oh, wait,
I know why that is. It's probably because of
the slope gray scales. But anyway, so source files saves Leaks underscore
zero, two. 1 second. Let me just quickly check my Those ones are called
procedural leaks, hand painted. Leaks, even though they're
not technically hand painted, but now to post, we can go to our
export textures, output template, and just press a little
plus sign over here, and then double click and call this Leaks underscore Export. Now, all you need to
do is you need to have an RGB plus A channel map. You can get rid of this name, and then if you press
the little dollar sign, you can choose, Okay, how will this be called as the project, which is hand painted
leaks, as the mesh, which is just called
plain as the texture set, which is the one that we want
to have or anything else. So we can say texture set, underscore Bye
Color, for example. Now, what will happen color. There we go. Is in our taxi set. It's now called
default material. But if I call this
ix underscore 02, it will be called ik underscore 02, underscore base color. So we can go in here. Likek leaks, where are you? Ix Export. RGB, we
want ix export. RGB, we want to have
our base color. Just click and drag
it in here and just set this to RGB channels. Alfa we want to have
our past. Over here. And just select great
channel over here. And now that that is done, all we need to do
is go in settings. I'm just creating some
folders on my other screen. S go ahead and select whatever
you want to export it. Template, you want to go
for leaks leaks Export. I always like to export
as target files. You can just use whatever
size your document is, which is four k in this case, and you can press Export. And that should give us exactly
the same type of leaks. So if we go into textures, leakso to base color. You can see that now
we have these os going to materials, Lixzero one. Let's just go ahead
and duplicate this and call this Lik 02. And then I realize that I
forgot to do one thing. I need to go in my DCR
master on my texture, right click and convert this to parameter. Sorry, let's not. Let's call decal over
here. There we go. And then just go ahead
and save this so that now we have an input where
we can change this round. So if I just drag
this over here, you can see that now
if I go to textis, I can have my leaks 02
sitting in here and save. And then if I just go ahead and duplicate this
wall over here. I'm just going to move
these a bit out of the way. I can actually just
duplicate a existing decal. And then if I just go ahead and leaks zeros materials, leaks 02. And then if I just go ahead
and leaks zeros materials, leaks 02, drag it into our decal material.
And there we go. These are our substance
painter leaks. Now, our subs painter
leaks are not as well tilable although pretty decent, but it's not always perfect. And now, what you can do is
you can just go ahead and start by playing
around and bouncing. I can see that my
opactes way too strong, so I can go in my leaks. And here we have
the opateRmember. Of this one, I'm going
to go ahead and set this a little bit stronger. You can also go in here,
and you should also be able to select yeah, see? Yeah, you should also
be able to select this. And I want to set this
one, to be honest. If you click on
our PC down here, I should be able to set this
to multiply. There we go. So that it does not show up
in here and it will only show up because else we will
get that in our der look. And then if I export this again, go into painter painter, go into Unreal, I mean, right click, reimport Tada S, procedural and then
we have these ones. Actually quite like
having this look. So you can, of course, also apply to these leaks and play around with it. I am
going to actually do that. I'm going to apply that
later on to this one also. At this point, you
can click away just very quickly because I want
to show you because it's fun. If you go ahead and you want to use this crunch map
inside of designer, but it is not used in designer, you can right click
Show Explorer. And then over here, it will open up the folder and
have it selected. And then if you
go into Designer, you can just click
and drag it in here. At which point can
just plug it in here. Also said it's to multiply. And then play around,
and maybe you want your tiling amount
a little bit stronger. And let's see so many
programs open over here. It should translate.
So if I now reimport. Yeah, it does translate, but
it's a little bit too soft. So just like that,
we can go in here, play around a little bit more like a contrast
and everything and get a nice, interesting effect. And then I can always
go into real reimport, and I can just go into Fs and Bal and my materials, Leak 01. And just play around
with your paste, like a little bit more. S 1.15. There we go, see. Now it's already starting
to look a little bit closer to what
we had before. And yeah, so it's closer
to what we had before. And yeah, so it's up to
you to kind of, like, play around with it
and get it exactly nice the way that you want it and all that kind
of fancy stuff. Like say that I'm not going
to make it as intense, for example, and then we can
get something quite nice. Because it is important,
or at least for me, it is important that when
I have these two leaks, I want to have the quality
to be similar to each other because else it just
feels a little bit stranger if I show you if I show
you two techniques, but the qualities
are so different. That's why it's nice to just get a slight
variation in things. And you can always
also go in here. Let's say that I set my
tining amount one less. I can always go add
a blend on top of my base color plug
this into, like, a gradient map, throw
this into, like, the top, and then just play around with my opacity
to also bring in, like, a little bit of lighter
colors in my base color. And then if I go ahead and
just do one more reimport, I'm sure that's
fine by this point. Okay. Open up my leaks, 1.1. I'll just have this on my
other screen. There we go. And you can just
keep balancing it out like this until you
get exactly what you want. I will not keep you
guys here for too long because most people will
have already clicked away. But there we go.
See? White, white. So now they look similar. Okay, and that is two
techniques to create leaks. Pretty nice, if I say so myself. So yeah, very
powerful techniques. They all have their
pros and cons. Pros for this one
is that you have more control of where
your leaks are. Con is that the damages are harder to create
animal manual work. So if you need to
create a lot of different leaks,
it's not as handy. This one, you have less control over exactly
where your leaks are, but you can very
quickly tweak them, make them bigger, smaller,
all within values. Unlike this one where you need to repaint
it and everything. You have a little bit
more control over the exact damages that
you want to create, and also you have a bit more
control over the color. So those are like
the differences. In our next chapters, we are going to do a
little bit of sebushw. I'm going to show
you how to create edge damages and how to
create welding decals. So let's go ahead and continue with this in our next chapter.
5. 04 Creating Edge Damage And Welding Decals: So in this chapter, I will
show you the concept of edge damages and welding
decals that you can use. And this is a super
powerful technique. If you for example have
very large structures, instead of doing unique
sculpts on those, you can use these
type of techniques to very quickly still add
small details to it. So for the edge damages, what we will do is
I will just, like, create a cube and show you. And for example, for the
welding, I have, like, this little piece over here
of a pipe that we can use, and the welding
would, for example, be perfect to be like in here. And I will basically
show you how to do. Now for this, what do we need? If we go to whatever
TD program you want, you basically just want to start off with a very simple
cube over here, just make it like a small cube, and I'm just going to make
it ten by ten by third. It depends depends how long that you want
the decal to be. I'm just going to do 30 because I don't need
it to be super long. But if you make it
longer, you get, for example, pushing more
variation and stuff like that. So we have this very
simple cube over here. And what I'm actually going
to do is, in this case, I'm going to actually
combine my welding, and I'm also going to combine
my edge damages into one. So we will have, for
example, the edge damages. We will sculpt them
inside of Cebush on here, and then the welding,
we will have on here. And then I will show you
how to convert this to two D using baking
for which in my case, I will probably be using
Mum's at toolbgPbably, no, I will be using Mom's at
toolbg and then I will show you how to actually use them on three models and
stuff like that. So basically, you have
a very simple cube over here. Easy, does it? You just want to go ahead
and you want to export it, or you can directly create
a cube inside of C brush. It does not really matter. So I'm just doing this
because it's a bit easier for me to define the
exact metrics and stuff. So I can just go in here, OBJ cube, underscore, four, un score, sculpt,
and just export it using the ZBrush export and just export it to
Zbrush like normal. Okay, so what are we going to? We are first going to
create the actual details, and then the actual logic comes. So for now, I don't
have too much to tell. All I'm all I want
to say to you, sorry, is that I'm going
to import my cube. Drag it into ZBrush, make sure to press add it
after, and there we go. Now, we definitely need
a lot more polygons. So I'm just going
to go to jom tree, and let's just go to dynamesh, and let's just go ahead
and press dynamesh, and I need a bit more. So let's up my resolution
to like around 1,000. And let's press dyna Mash again. 1.6 million is fine. So this one, this is not
going to be an actual mesh, so you can go as high
as you want for this. Now at this point,
I will probably go ahead and switch over to my drawing tablet because you really do need
a drawing tablets. For this, I find I'm going to make my material over here
just like a basic white. It's a bit nicer. And then, basically,
the one that you want. So this menu, it might look
a little bit different. I only have some brushes down here, and that's
pretty much it. If you have the default menu, you can find all the
brushes that I'm using, of course, in your brushes. So we want to go
ahead and we want to grab the for this one, I tend to just use
a trim dynamic. So this is just like
some dding edge damages. So this is quite basic stuff. So you want, like a trim
dynamic, and then in your Alpha, you want to grab like a nice
square Alpha, for example. And what it will do 1 second. Let me just switch over to my
draw tablet at this point. If we go over here and let's say that I like damage it, here, see you can see that I can
add some quick damages. Maybe if I just undo this, I will make my br
size a bit smaller. If you set your focus shift up here a
little bit stronger, you will get like
sharper fall off. So you can see that over here, I can add some edge damages. Now, I feel like I don't
have enough resolution, so I can actually go in here, press divide now
I have 6 million. So now, these edge
damages, excuse me. A few things that
you need to keep in mind is that you cannot go for two unique details unless you have many different
edge damages. The reason why you can
go for unique details because decals are often used over and over
and over again. That's the goal of the decals. It's to have very low resolution
but very high usability. Now if we are using
this over and over and over again and it has
a very unique detail, you will be able to
see that repeating, and that's what you
don't want to have. So we are going to go for
generic details mostly. So you don't really need to
care too much about the top, so I'm just going to
leave it over here. And then what I like to do
in these kind of cases, let's say that we are
now making concrete. I often just go straight, and then sometimes I
go sideways, straight, sideways, and then I like
to also sometimes just, like, rotate my pen
around a little bit. And you can see that you
can very quickly get these kind of
details. Or details. Sometimes it's also nice to
just go straight for, like, a longer bit if you want to
get some softer effects. Now, of course, this decal, I'm not going to make as perfect because I just want to show you some
different techniques. But you can see how quickly that you can create
like a damaged edge. So just like this, you
can also go, for example, for like a slightly larger
details if you want. So let's say that I have,
something like this. But as I said before, if I do very large
details like this, this might already be too large and that it might
look repetitive. But in this case, I just want
to show you the technique. So you can spend your time
to make this look very nice. So I can go ahead
and go in here. Sometimes you can see
me that I just, like, kind of sideways,
almost like that there is a little chunk sticking out of it or
something like that. But yeah, just in
general, over here, you can see that
oops now I just have a pretty decent looking damage decal and you can just refine
it as much as you want. I would recommend having
a look at like reference. Ironically, this is
actually how often concrete damage looks on corners I find whenever
I look at reference. It's just like
these little chunks that get taken out
of the corner, and naturally the
corner is never as sharp as it is in
three D. So naturally, this corner already had
like a slight bevel to it. So for us, it's just a matter of how much they want to push it. And I'm just gamifying
it a little bit, meaning that I push
it extra hard. Now, what you can imagine is that when we actually
create our digal, we will only be baking
like this area over here. So that's basically how
you should imagine it. So that is what we bake. All of the rest, it will
not actually be included. This means that if you want to, for example, have
multiple different decas, you can also sculpt the other corners with
slightly different sculpt. And then later on,
you can have all of those into different
texture seeds. So, for example,
what I will do is just very quickly because I
want to showcase it to you, how to do that kind
of stuff also. Let's say that I go
for a larger one. I make my brush
size a bit larger, and I like, for example, just do this super sloppy
and super quick. But it's just to show you that, for example, you have, one that's like,
very subtle details. And now let's say that
I want to go for, like, some really large broken
concrete details in here. I can also do that.
See how quick? But of course, if you're
making this for, like, a video game and you
are planning to use this thousands of
times, for example, when I was working
on D division, we had a text sheet like this, and that text sheet has been used many thousands of times. Then, of course, you want to make sure that it is perfect. But you can see very
different looks, and now we have these two looks, we can just go ahead
and work with that. Now the next thing is,
let's say that I want to have some welding over here. Now, for the welding, so for the welding,
you can do two things. So you can do the thing that I will show you,
which is completely free, or you can do what
I normally do, which is I download
some welding brushes. So if you want to create
some very basic welding, often the way that you can
achieve an effect like that is you can grab
the clay brush, and then what you can
do is in the Alpha, you want to get a
hard Alpha over here. And then, basically,
if you just click, set my focus shift a little
bit lower over here. Okay, that's a
little bit too much. You need to kind of find
the balance between the intensity and
the focus shift. But as you can see, what
you can get you can get some wy small welding effects, although it is still not
exactly what I want to see. You can also play
around a little bit more like your orientation. I use this orientation here. I will show you
where to find it. But if I go ahead and just find the right location for it. I'll show you
where to find this. Yeah, I can as you can see, see, I can do more of those classic welding that look a little bit like
they are sitting sideways. So this one it's time
consume it's a bit tricky. This orientation, you can find. I have it in my menu,
but you can find it in Stanza Oh, God. Picker. You can find it in
picker and then orientation. In here. So this is like
one way if you want, but it's quite
time consuming and not very nice that you
can like some welding. And then maybe if you do
some softening over it, some shift smooth, there you go. You can sort of get
the welding effect. However, what I often do is or what I just did
like a while back. Let me see if I can
you know this so that it's gone is I tend to
just buy a welding brush. There are so many different
welding brushes out there. So, for example, over here, I think I got this one
on Gumroad from McGavis. But you can literally
just go to Google and you can literally just type
in S brush welding brush, and you get like a bunch of different welding brushes
that you can just download. They are very
cheap. They're like $3 or something like
that, so it's nothing. But yeah, so you can
nicely find this. Oh, it looks like that
he has a new version. And there you go. So you get a bunch of
different types of welding, and that will often give
you a better result. I'm not going to pretend that
I'm amazing at sculpting, so for me, this is quite
amazing or quite nice. So, yeah, we will be
using that method, although you can, of
course, do it by hand. So for that method, first of all, before
I do that, 1 second. Don't have that pinching out effect that you
have over there. Okay, so for that method, all you want to
do is you want to download the brushes
or whatever. If you do that, or you
can just do it by hand. And I'm just going to
load my brushes in here, I'm just going to open them up. The annoying thing with
weld brush is that it can only open up one at a time,
and I keep forgetting that. So we can go like weld one. Let's say weld one is fine. Like, I'm not going
to worry about that. Now, for this weld,
as you can see, it's quite nice because all you have to do
is you can just drag and then you can see
that we have this weld. Now, if you don't like
it, we can always go ahead and try see weld two. Just like a double weld
and just like that. You can load in your brushes. Oh, sorry, I think
I'm a little bit too close to my microphone, so I hope that the
audio is good. Let's say that we use this one. I can play around
with my intensity. There we go. Okay, and then
play around with my size. So we have our
welding over here, and now all that we need to do is or you can do it by hand. Normally, by hand
is nice because it will give you like if you
try to go straight by hand, it will still look more organic, as you can see over here. However, because we
are using a decal, it might be handier for
you to just click sorry, click and hold Shift
and then click again. Don't know why it's not
working this time. Come on. Okay, don't know why it's
not working this time, 1 second. Okay, weird. It is working now. I think I
just messed up the release. So you drag, hold shift, and then you just release
shift again and there you go. Then you can get
a straight line. I must have just not realized
that I was doing it. Drag hold shift. Just said like round zero
and then release shift. And then you can
get a really nice, exactly straight looking line, which is great for
you via unwrapping. So just like this, we
can also add welding. So we track hold shift,
release, there we go. So we now have a welding. And just like that, you
can just keep populating this mesh with different types of edge damages if you want, you can add some wood damage, some metal damage,
whatever you want. But I guess that by now,
you get the basic concept. Age damages are on the corner because it's easier to sculpt, and flat damages
like welding and everything can just be on
like a flat area over here. Sweet. Okay. So
we got that done. Now what we are going
to do is we are going to go ahead and let's
just export this one. So just press Export. Here we go. And
just call this one. He damage underscore
HP and save. It is 6 million poly
so it might take a second to do, but
that should be fine. And once that is
done, we can also already while that is
exporting go in here. So it is the exact same cube
as that we have over here. So the nice thing
is we are going to create a more optimized version, and you can do this
in any tree program. Like, this is the most
basic stuff ever. We are just going to
grab a cube UVnwrad. That's literally it. And I
will show you how to do that. But first, okay, done exporting. I need to optimize
this a little bit. So let's set my subdivisions
down to one, delete higher, and yeah, 1.6 million polies Max should
be able to handle that. And I'm just going to go
ahead and just edge damage, underscore Temp, and I'm
just going to export that. The only reason I'm
exporting this version is so that I can input it into
Max and actually preview it. But if I input 6 million
polies inside of Max, it's not going like that. So at this point, I can just
input this and just input the temp version.
Edge damage Temp. Okay. Go ahead and just press
Import and give the second. And then what we're
going to do is we are going to create a shape. So, oh, it looks like that the importing that
sometimes happens. I think we need to set
our importing to 1,000. I don't know why it changed
the scale, but there we go. So if you set to 1,000, it will become the correct one. Now let's first of all, select our low poly and I
can go over here, and I'm just going to turn
on my edges and faces, and I'm just moving my
daring tab out of the way. Okay, so on our corners, it is often nicer in terms of the baking and
everything if we give it the bevel and also to do
that later on in our shape. So what I can do is I can well, because this is three years max, I need to convert it
to an added poly. And then I'm just
going to select this corner and this corner, and I'm just going to give the quick chamfer which is
the same as like a bevel. Go down here, quick chef and
just make it quite small, something like this,
that is just like behind your hypol doesn't
need to be perfect. It's just that it reads
a little bit better. Now, once I've done
that, you can click on or you can do like a iframe, or you can, for example,
select your mesh, and you can make it Ctruh which I'm doing
right now over here. And then all I want to
do is I want to add a swift loop and I want to
have the swift loop nicely on the outside at the very least of the borders, of our shape. So if this is our
shape, excuse me? Are you working? There we go.
I don't know what happened. If this are shapy we just want to have this
nicely on the outside, so that we are basically having the faces nicely going
around our damaged model. And we can do the
same over here. And you just want to make
sure that, of course, you are not cutting
off your nice details. So just double check. Everything's fine. And
then for your welding, same thing also, but
for some reason, my swift loop is a bit broken. For my welding, I'm going to add another one here and
another one here. Awesome. And the cool
thing is that later on, we can actually
turn this low poly, also already into
our decal meshes, because these decals
work a little bit different than the decals
you have inside of real. Now, if I go ahead
and, for example, isolate this, this
is what we have. And that is literally
all we need. So all I need is I need
to select these bits, contra I, for example, and just delete everything else. Cool. And then if you want, you can go ahead and you can, separate these, which I like to do so that they become
their own little meshes. Okay, at this point,
the hypol over here, we can just delete.
I don't care. I want to select these
meshes. Very important. Add a smoothing
group of one to it. No matter if it is blender
or Maya, you can do it. In Max, you just add a smooth
modifier and sets to one. So this is the goal
that everything looks completely smooth. So once you've done that, we can convert
straight at a Poly. And now all we
need to do is UVs, which is a free plugin that you can use for the UVnwrapping, but you can also use
default unwrapping. I'm not going to go
into that because this is not a modeling tutorial. All you want to do is
you want to select one, unwrap it, select the other one, unwrap it, select the
other one, unwrap it. Then if you have this, it is as simple as now
that you've unwrapped it, you just nicely multiplace it
into the corner over here, and then we can
take it from there. So we nicely placed
into the corner, and then it becomes nice and
optimized because later on, what we can do is we can just drag this into
a different resolution. So right now we will be
baking, for example, in four K by four K just because I like
higher resolutions, but we can always go lower. But then later on what we can
do is we can, for example, just set this into like a one to eight by 64 or something. Over here for these
bits, if you want, you can turn on snapping and move these by
64 or something. Over here for these
bits, if you want, you can turn on snapping
and move these. What I tend to do because the tiling is never
perfect anyway, is I tend to simply
move them slightly above ratio over here, so that they become
sort of tlable. But with decals, you
won't really notice that they are not perfectly tilable. And there are other ways
to make them tilable, but that's very annoying. So I'm not going to really cover that because
that's very time consuming. It's the same way
that you clean up photogram tree and cytosubstice
painter and everything. But honestly, then we
would be spending like an hour or something on
just like random stuff. So we got these pieces done, and this is basically
our low poly. We can go export
export selection and just call this Edge
damage underscore LP. And this time, I'm going to
set my preset to be Maya and g damage over here. And what I will do is I will
go ahead and also in Zbrush, do another saves, Edge damage. Okay. Awesome. Now, my tool of choice for baking
is Mama set toolbg. However, you can do
this in whatever baker you want, pretty much. The reason I like Mama Setubek is because of the
cage functions. They are very nice and
bakers quite quick. And also, Mum Setback can handle 6 million polis, even more. I'm going to import my Edge damaged low
polen hi pool into a clean Mum set toolbag scene and give the second because
the 6 million polis is, of course, still a bit heavy. And then all you need
to do is temporarily, I'm going to set my sky to like a collar that makes it
easier for me to see. And then I'm just going
to go up here and press the new bake project.
And it's called edges. Temporarily, I'm going
to set my sky to like a collar that makes it
easier for me to see. And then I'm just going
to go up here and press the new Bake project.
And it's called edges. I'm going to drag in my
high poly into high, my low poly into low. And then, first of all,
click on your low and just turn off the outer
bake. So this to none. Now, your goal is to turn on the eye icon on the high
so that you can see it and to make sure
that your cage over here is covering the
entire high ply, which is a classic. It's classic baking
techniques, stuff like that. There we go, see, so
we nicely push it out. And you can see that
once we have baked this, it will just be translated
into two D plane, and we can use that two D plane. So at this point, all we
need to do is go to etches, and I'm going to make a
folder called Etch Oops. Damage. Call this Edge damage. And we are going to get started
by baking it at four K, and then in Photoshop, we can
just like, shrink it down. So I like to set my
samples to 16 bits. We've done that and we
pretty much only need a normal map I
guess if you want, you can use an
ambient clusion map, but I never do. No, no, wait. It's actually no
ambient seclusion map. Just leave the norm
map because these type of decals are almost
always norm map only. There is a base color
that you can use, but often you would just
use a norm map for this. Yeah, and I tend to make my mask inside of
Photoshop myself. So having this done, it's nice like four K
high resolution, why not? And go ahead and did
I already do this? Yeah, I did. Okay. Sorry.
And I'm going to go ahead and press BIG. Over here. And then it should give
us an edge damage normal. So let me just quickly
open up Photoshop. And here we are
inside Photoshop. So as you can see,
here's your normal map. So quite simple, quite basic, especially the welds
came out nice. You do always have a gradient because we go around the corner. This one is a bit
tricky to avoid, but often it's not
really a problem because we use a mask to
kind of fade it out. So anyway, now what
you can do is you can use your crop
tool over here to, of course, reduce the resolution
because this is insane. If you would be like every
technical artist in every game would be crying if you are
having such a large texture, but you're only using
something that small. So what I can do is
I can go in here, and I just want to try and
go for like an even number. So here you can see my wit. So I think we will have
to go for like 512. And what I can do is
if I cannot get it precisely, which
sometimes happens, I can go ahead and I
can go in here and set the Go ahead and I can go in
here and set the Oh, God. What was it? 512? No. I'm already
messing up ratio. I'm never good with this. All what you can do
is you can just, like, zoom in and ty to
get like 512 over here. Normally, I'm actually here. There we go. So I'm really lazy and I normally just
do something like this. I try to do the logical
way of typing it in, but I'm not good with
that kind of stuff. But yeah, now you
can see that now we have reduced damage from 4k24k to 512 by four K. And, of course, in engine, you
can reduce it even more. So we got this one over here
ready to go. That's fine. Now what I'm going
to do is I'm going to bring my drawing
tablet again. I'm going to get started by
just doing a simple save. All this edge damage normal. And then all you want to do and you can do this wherever you want, pain, photoshop, whatever. I'm going to add a solid color. I'm going to make
this nice and white. Then I'm going to probably set the apes like
a little bit down, and then click on
your mask and just press Contra I to
invert your mask. So this is going to be a mask. So now all we need
to do is zoom in, grab our whatever pen, and then go ahead and right click and just go
for like a soft. You want to go for
like a soft brush and make it a
little bit smaller. And then it's just a goal of basically X painting in
white, you can see over here. It doesn't have to be precise. Of course, it will look nicer
if you do super precise. But because it is
a norm map only, the softness will fade it out. So you won't really
notice that it is not looking nor map only. The softness will fade it out, so you won't really
notice that it is not looking as perfect. So you can go in
here. I just need to make sure that my past and
everything is correct. Maybe sometimes you can set your brush size
a little bit smaller to blend it a little bit
better. So there you go. You can twine and set your bestie all the way
up just to make sure that it is working correctly. I kind of depends how
you like to work. Yeah, so you basically
want to paint in all of these damages or details that you can see
over here that you want to have included inside
of your mesh. And then it will nicely fade
out, and we might need to, like, even add an extra bit
of, like, blurring on here. But yeah, you get the
general idea of this. You basically fade this out, and you want to do
that with all of them. So I will just finish this one, pass the video, and then
paint lock you do it. I know that this tutorial. Most tutorials I make, they are split up into
20 minute chapters. However, in the terms of
organization for this tutorial, the chapters are a
little bit longer sometimes just so that we can keep it all
into one chapter. But yeah, that's already like two different types of degas, and you can use this
for so many ways. So that's really
nice. So I can go in here and let's say
that I have this. Let me just pass the
video and I will just do the rest. Oh, okay. Here we go. So it's a bit sloppy,
but it is done. And then all you have to do
is click on your background. Go down here and add
another solid color that is just black so that now
you have your mask. At which point you
can just go ahead and I'm just going to save that's
like a custom texture. So let's just do save a
copy and then in here. I'm going to do a TGA
edge damage mask in here. I'm going to do a TGA
edge damage mask. Oh, yeah, by the way,
let me also just do like a save edge
edge damage mask. Okay, let's just quickly
turn this off because I always like to only
import TGA maps, not PSD maps inside of unreal. So that's why I'm just
going to go Edge damage, normal and just export
everything as TGA also. Or taka. And there we go. Okay. Do tablets
can go away again. And now all we need to do is we can start
by just going in. Yeah, let's go into real and just already like import these. So give me 1 second, Edge, damage mask and normal. Just import them. Okay.
So those are imported. Now, these ones work a
little bit different. So you can have them as meshes, but these are decals
that we can also use. So let's say that
we have a cube, and I'm just going to use that, for example, as our example. So here we have a cube, and
it's going to be 30 oops, 30 by 30 by 30, something like that,
doesn't matter. Here we go. Okay. So basically
what you would be doing is these pieces would have our material
of our decal on it. And because we have a mask, they will not have
any hard edges. So all we need to
do is we need to go ahead and apply a
single material, and then your cube needs
to be another material, which is normally, for example, your wall or whatever it is. So I can go in here,
call this Decal, apply this material, and you
can apply it whatever you want in your own program. I do like to always just go in and actually load
in the normal map because then I know that
everything looks correct or not. And if it is not, then I can actually load in the
normal map because then I know that everything
looks correct or not. And if it is not,
then I can fix it. So you just open up the
norm map over here. And there we go. And then over here for my cube, I'm just going to
apply a different one. Now, if you have a look
over here, it should show. Why are you not showing the
UVs are correct, right? Oh, yes, the reason that
the UVs are not correct are because we have
swunken this down. So we need to go in map
selector over here. That's a little bit
awkward. So you just need to kind
grab these pieces. Normally, you can
get away with simply doing this kind of scaling. But often what you need to do is you need to
just grab this piece. Oops. And then nicely
move it into position. It's always be but just make
sure that you are covering the entire area. Kind
of forgot about that. Pretty bad because I should not forget about that. There
we go, something like that. And yes, that might
look not very nice. But in Tweedy, if I turn
off my edges and faces, see, it will look totally fine. So that's the goal
of it. So this one we can now close,
convert the perimeter. So the way that this
would work is you have, for example, your decal, and you would simply
hover it just above your edge over here. I do sometimes like
to actually bevel my main edge because else the hovering is always a
little bit too far away, but you can often get away with just like a hard edge
and what it will do. Because this mesh is smooth
and it has a nor map, it will actually make this
hard edge look smooth. But in terms of geometry, it does not really
matter too much. So we have this one,
and then of course, so we have this one,
and then of course, let's say that I grab this
one on this side over here. Yeah, and I can, for
example, move this. So having this piece, you would then select
everything and you would export it just like a normal
model to unreal engines. So let's do FBX, DCL cube, for example, safe and pass OK, whatever,
normal exporting. And then in here, folder. It's called meshes. Deco cube. Let's go ahead and import. That looks fine, yes. And
then what you can do? Yeah, okay, so cube is
a little bit small. I'm just going to
open up my cube, and in my import
settings and transform, I'm going to set it to like
ten and then re import. There we go. Now
it's a logical cube. Okay, cool. So we have
a cube over here. Now, what we need to do is, yes, we need to have
a gray material, but we can just grab a default
material and turn it just like gray because I don't
know why it is being white. So this is the material that
is imported with our cube. There we go. And now
you cannot really see it because we need to create a material for our decal. I'm going to go ahead
and I'm going to right click new material and just call this normal only decal master. Open this up, drag in your
edge damage decals over here. And then in your
only decarmster, you want to set this
to defer decal. And normally, this is where you would select your D buffer. In this case, I'm going to
set this to translucen, but I believe that because an five we no longer
need to do that, we should be able to
just read that as, okay, so you only want
to have norm map. Now, if you want to control
the strength of your normal, although this is
sometimes a bit risky, you can add a flattened
normal node over here with a scalar parameter that you call normal underscore strength. And because we re
bake in open GL, we often need to set
this to minus one, plug this in here and
throw this into our normal, save your scene. And then last thing
that you need to do is you need to quickly
flip the green channel. So if we go into our normp here, I need to quickly flip the
green channel of my norm map. And the reason I
need to do that is because I bake in OpenGL, but Unwel engine
reads in direct X, and the only difference
between those two is flipping
the green channel. Anyway, we now have our material
and normal only master, and just call this edge
damage in general. Anyway, we now have our material
and normal only master, and just call this like edge. Damage creates an instance
called Edge damage. And yeah, so for a deco, why do you only
have one material? That is strange that it has
only did I mess up my export? No, I did not because
there is literally a deco. Oh. That is sorry,
that's my bat. I forgot to check a setting. So I'm actually going to go
ahead and delete this stuff. Yeah, let's force delete it. Import my decal cube again. I forgot because, of course, I just installed this version, so it does not
remind this setting. Turn on combined meshes in your advanced settings
and then press inbort. And then once again, I
forget to set this to ten. But now because I
combine the meshes, it becomes one mesh. We have our cube. I'm just going to select my
normal only decal or, sorry, my edge damage, and then go up here and then just
assign the edge damages. And as you can see,
from a distance, okay, it does not
work exactly I want. I think I need to make
this smooth after all, but it depends kind
of like on lighting, but you can see that
it works a lot better. When you smooth this, it
will work way better. So as you can see over
here, it works well. So the edge does look soft, but it's floating
so far away because we have this point over
here that it's not perfect. And then from a distance, you can see that it starts
to break up a little bit. But you can see that
definitely from a distance, it's
looking pretty good. So my recommendation, something that does add a
little bit more geometry, but it also increases the
quality a little bit, is to just go in
here and give this a very quick small bevel also. It's just something
I like to do. Many people and give this a
very quick small bevel also. It's just something
I like to do. Many people will disagree. Sometimes I also just
don't do it because of requirements because
it is less optimized. But for the people that know me, they know that I sometimes just, like, relax the optimization bit and then move this like
a little bit closer. So we have done these.
Now, you should have a good understanding of the general concept
at this point. By the way, you can even
give these weighted normals, and then it will
look even better. But, yeah, that's
the general concept of these type of edge damages. Now what I will do is I will go ahead and
show you the welding, and then it is pretty much done. The welding is very similar. It's just a bit more
annoying to place it. So we can go in here, and
I just want to re import. There we go. It's subtle, but
there is a nice difference. So that's how you often and how AAA games often adds
edge damages even to, like, very large not
do unique sculpting. That's way too expensive to have unique norm maps and
everything like that. So this is a great way to
add different edge damages. So for welding, I need to have a model
to add my welding on. So let's just go ahead
and export this model. Digal sourcefils assets. Pipe. I don't need collision. I don't need level of
details. There we go. Okay. So I'm just going
to export this model to Blender or blender
to T Max over here. Import. Hopefully, it
imports without problems. Yeah, it does. It's a bit big, but okay. And you know what?
I'm just going to leave it this scale
because that makes it easier for me to later
on export it again. So do not have an
original model right now, but you basically
just want to place this plane roughly
around this side. So if I go ahead and I'm just going to center
the pivot of my plane, I will only show you
how to do one side because the other side would
be just like a duplicate. So if we go ahead and
rotate this, now, this might not be the
easiest model because of the bolts and everything, but I'm still going to show you if you would, for example, rotate this around over here, in these cases I would, for example, let's see. This is probably one of
those cases where I would actually redo my UVs later on. That's probably this is
one of the few cases. So I'm just going to go ahead
and I'm going to give it like a small cut over here and just
delete everything else because it's
easier to manage. So you can just do that.
That's like no problem. You just want to probably so you can just do that.
That's like no problem. You just want to
probably place like one extra edge in between here and then keep
these above ground. Here you go. And then
it's just a matter of, for example, extruding this. And then for now, it will
look very bad because, of course, we don't
have our UVs yet. But if we just go ahead and
keep extruding this around, this is another way
on how to create way more precise details
on specific meshes. And this is great if
you, for example, have only tiable meshes. If for some reason, you can
use only tiable meshes, which this mesh actually has, but you need to have
very specific details. And, of course,
this technique you
6. 05 Creating Crack Decals: Hey, so in this video, we're
going to focus on this, we are going to focus
on crack details and road damage details, which are still slightly different because
these times they do include a little bit of like a base color and some
other norm maps. Now, for this over here, I'm going to use
substance designer. You can use ZBrush,
but personally, I don't really like it probably
because I'm not very good at sculpting specific cracks
and everything in Z brush, and it's just so much faster to create various
variations in designer, because often if
you have cracks, you often want like a bunch
of different variations. Now, for this, we need a base. So you can kind if
you go to mega scans, so quick so that
come the mega scans. So this is what we
are going to use. But I first of all, want to
show you to give you an idea. So if I type in cracks, now, these are photogrammetry,
but same basic concept. So if I go decals, you can see over here
that these cracks, you can see that they
actually have a base color. And the reasoning behind this, that is the tricky thing
between photogram try decals and between
custom made decals. With photogram try decals,
it has this color, but you can never be sure that it matches your
actual road color. However, with
custom made decals, it is much better because you
are creating these cracks, but you are using
the actual texture that you also have on your road, which means that it will
perfectly blend in together. And that is basically
what we're going to do. So we are going to
download a I don't know, asphalt texture, for
example, in here. And once we've done that,
we are going to base our cracks on that and also
our road damages on that. So knowing that what I
can do is I And actually, I can also do this
with another one. Let's also cracks
and let's do gravel. So I'm going to show
you two different ones. One is just cracks, and one is cracks
with larger damages. Now, if we go to surfaces,
we can go to asphalt, and I just want to get, like, a rough looking asphalt because, of course, it's, like, damaged. Oh, yeah. This looks quite nice. Okay. And I can just go, okay, resolution, that's fine. So we are going to get
some rough asphalt, and our much larger damage. What I want to do is I want
to have the insides of those damages actually
show up as gravel. So it would be nice
if I can go in here. Gravel. Construction.
Yeah, maybe construction can give
me something good. Let's see, gravel road. It's pretty good.
Crushed stone, no. Gravel dirt? I think I'm going to go for the
gravel dirt over here. So let's also download that one. Just a note, mega scans. If you are a free user,
you are only allowed to use it if you use it
inside of Unreal Engine, which is what I'm doing if you get it from the
original website. Of course, Unreal Engine
five has also built in a bridge to mega scans. But because I need to use
this in designer first, I'm just going to
do it this way. So I'm just going
to open this up, and I'm going to need the
albedo, normal and roughness. But I don't know,
I'll guess I'll just, like, export everything in here. And same like my gravel, roughness, normal
displacement. There we go. Okay. And now that that is done, we can go into designer
and we can get started. So first of all, let's go
ahead and already just get started by creating
our quack structure. So I just want to have
a few large quacks. Now, the way that we're
going to do this, it's quite a simple system. If you go ahead and you
want to go to Betws, you first of all, want to
create like a pixel mask. That's what I like
to call it. Let's do like a tile generator over here. Now, the tile generator, the reason we use
it is because we need to create some pixels, and then we use something
called the distance node to basically generate our shapes
that we will become quacks. So I'm just going to say,
how many pixels I want. The more of these
pixels you have, the bigger your cracks
are going to be. But I will show you a twig. So if you set this just quite
high on the X and Y amount, say 64, pattern specific
all the way down, make it really sharp because you want these to
be sharp pixels. And then in your size mode, you can just set
the scaling down. And now you can see
that we have all of these small little pixels. At this point, all
you want to do is just want to go ahead and do a position X and Y random to
give it some randomization. You can do rotation. It does like a small difference. But what I want to show you is that if you
use your random mask, you can actually reduce
them very easily like this, then we can make it a
little bit more organic. You can also probably
plug in on a weight. And this one, you
cannot plug in a mask. For that, you need
the tile sampler. If you want to plug in,
like, a specific mask to decide where you want to
have all of these pixels. That can be nice if
you want to have, for example, specific areas where you want to have
more or less cracks. But let me just show you the base system because
I keep rambling. So now what we want to do is we want to have a distance node, and we want to have this set the distance node in like a distance of 5,000 in
the maximum distance. And we want to have this one. And if you scroll down, you just quickly need
to go in here and set the luminance
random all the way up. And what it will
do is it will give a slightly different luminance
to every single piece. We want to plug this one into the source input and then
into the mask input, we want to add a histogram scan. And set this all the way up so that the luminance
is gone again, so that it is completely white. So we have one that has different luminans and we have one that is
completely white. And when you plug this into your mask because a
mask needs to be white, you get this effect,
which basically means that we can differentiate between all of our shapes. And what this and snow does is it pushes all of these shapes, I said low, you can
see that these pixels, it will push it out until they
are touching other pixels. And that's the general
goal for this. So now what you can
see is you can see that we get like
cracks, basically. And we can really
define this a lot more, but let's get started
with like a basic one. So yeah, let's do
like two cracks. Like, we have the large
cracks, and then we have another layer of,
like, smaller ones. So I'm going to go in this case, let's probably set my Y and
X amount to like 32 by 32. And then you sometimes want to, like, play around to your
scale a little bit more. So now the random mask
becomes a little bit bigger. So let's say that we have
some larger cracks over here, and now I want to include also
some more smaller cracks. The way that I can do this is I can it's a bit too bad that
I use a tile generator. I'm going to use a probably like a tile sampler
in this case. The reason I like to use a
tile generator is because this one is 0.92 milliseconds. While this one is 182
milliseconds in tile sampler. And you can see this by
pressing the I because this one is 0.92 milliseconds, while this one is 182
milliseconds in tile sampler, and you can see this by pressing the I and pressing
display timings. But for decal, it
doesn't matter too much. Now, why am I using this one? This is because I want to set my X and Y
amount really high, set my scaling quite
low over here. Once again, give it
a position random, a rotation random,
but this is where it comes in the
mask map threshold. What I can do is I can actually
use a noise over here, and to decide where I want
to have these extra bit of pixels so that we can have more smaller
cracks in those areas. Let's say I grab, for example, a grunge map 01, play around my random seat, contrast a little bit more. So just set your contrast
all the way up. That's fine. I can now plug this into of our outer edges because we want this deco to be able
to be repetitive. Now, if you click on
your tile sampler, you can now set your
mask web threshold on, and then you can see that
this will only have pixels in the places where
we have this white. And then on top of this,
what we can do is we can set our mask random to
then also reduce the amounts. And of course, what
you can do is you can set your color
random all the way up, which is the same
as the luminance. And then it's just a
matter of grabbing your tile generator, plugging in this
one, and setting the blending mode to be max lightened so
that it will add it. And now what you should
see is this effect. So you can see that you now have smaller cracks
in these areas, larger cracks in these areas, and now it's just
a matter of going into your tile sampler
and mostly just playing with your mask random
to still keep some of those large ones in but get
some smaller cracks in here. And you can have
those large ones but get some smaller
cracks in here. And you can keep defining
this as much as you want to get more or less and stuff
like that. But, yeah. So now that we have these
probably what you're wondering, Okay, but how are we going
to turn these into cracks? Now this is actually quite
easy because all we need to do thanks to all of
these different colors, H is art and edge detect node. The edge detect is able to
detect all of our shapes, and then if we press invert, we can now mostly just
play around with our edge width over here to
create these cracks. And we want to try and get like fairly thick cracks in this
case, because it's tarmac. So we're just going to
get like these cracks. And the nice thing is if you
use your edge roundness, you can also make like some of these pathways where there's
a little bit more density. Now, of course, this does not
look very interesting yet. That's what we're
going to work on now. So now what we're going to do is we call this base cracks. And now to break up the shape, we want to get a few things. Let's go ahead and get a multi directional
warp gray scale. Where are you? There you go. This one, I want to get
another let's do a slow blur. Let's get another slope blur. After this slope blur, let's do, like, a histogram scan. And okay, this comes from experience
that I know what to do. So what I want to do
is, first of all, some large scale deformative then what I want
to do is I want to change the densities between
these lines because now they're all the exact same
widths, sorry, densities. I mean widths, so I want to change those widths
a little bit. Then I want to clamp the values because I know that there will be like
grayscales coming from it, and then I'm adding
extra damages. So I'll show you what
I mean. We plug in the dgetect in here in our
multi directional warp, grayscarblah, blah blah, and multi directional warp
Graycar blah, blah blah. And that's crab
like a cloud too. Throw it into the
intensity input. Now, by default, the
directions are set to four. What you want to do
is set the mode to minimum so that it
only affects white. Ooh, that is actually it's
not what I'm looking for, but that is actually
already quite nice. So we can use that in the, I'm going to use it a
little bit later also. But I forgot about that. So this one, I want to set
the directions to one. So I'm going to, like, now, basically play around
with my directions. I want to set my intensity
quite strong around ten or 11. And then in your clouds,
you want to start by adding a transform and press
the X two button, which will basically
scale up my transform. So this one should give us some quite strong deformations. Now, remember that
Bigazascut is up twice. Now remember that
Bigazascut is up twice. I I press space, this
is no longer tilable. However, this is one of the few cases that does not matter. So here you can see that
it's no longer tilable because we are going to
fade out these outer edges. You can always, if you
want, just add a make a tile photo grayscale note
and just press D to dock it, and then it is perfectly
tilable again. Okay, anyway, so
we got this one. So what I'm going to
do is I'm going to do one more multidirectional
warp grayscale over here. I'm going to add my
clouds too because I quite liked setting this to minimum and for like a
subtle effect. You see? So we are now just really
breaking up these edges. So yeah, that's quite
nice. I like that. I did not really
think about that I could use a multi
direction wall for this because what I was planning to use is we have our
slope grayscale, and often if you plug in a purlin noise for this
with a min blending, what will have purlin
noise for this, with a min blending. What will happen is here you set your samples up you
set the motor minimum, and then with your intensity, you can see that it kind of
cuts away large portions. And then based upon
your pearl noise, you can set the smaller. If you make the subtle, it cuts away like some large portions. And then if you're art
in his scrum scan, you can basically
use your contrast to cut those portions out, see? So yeah, I will
still leave it in. So here you can
see two ways see? To still like the variation. Also sometimes have them a little bit interrupted
and stuff like that. So it's up to you to kind of decide how you
want to have this. So they look quite messy
now, and that's what I want. Tarmac cracks are
often quite messy. And lastly, what I'm going to do is I'm going to go ahead
and I'm going to add, like, just some general
noisiness to this. For this, I recommend a cloud
two or a moisture noise. Now, since you already
have a Clouds two, we can try that one
first because it means that we don't have to
use an entire new node. And if you once a gets to samples all the way up
to minimum, here, see, it will just add some extra
small scale damages to 0.07. Maybe like 0.1. It will just add some extra small
scale damages over here. Okay, that's pretty good. Now what we're going to do is we now have the base
shape over here. So we later need to convert
this to a norm map so that we can use it with our actual
asphalt that we have. I'm going to get started by
just setting this over here. Right click art frame. This one is going to
be crack damages. Okay. So we got that one done. Now the next one that is
I'm going to go ahead and, um probably, like, sometimes I like to add some
really small stones in here. And that's something that can be quite interesting
also to do this time. And it basically
works like this. So I have this note, and it is basically
like a pebble or like a stone generator note. I teach you how to make this
on our YouTube channel. So here's an extra
bit of promotion. So if you just go and
find Fast Ricttoils, I will most likely also add this video to the actual files, and else this note is
in your source files. So it's just like how to
create a stone generator. Basically Bal, this
is a 30 minute video. It would be a bit
overkill for me to just literally again, show you exactly what to do. So this stone generator, we are just going to use it for some small stones
here and there. And it's just like a note. It has a bunch of different
settings in here. But the general takeaway is
that you can set the amount, which is the amount
of stones stones. And the more important one
is you can set the scale. So in this one, I can set the
scale to be really small. Like 0.9, set the amount
to not be as much. So we have these small stones. You can add in some
side variation to make them different sizes. Yeah, you can do like position. You can do, like, a bunch of different,
like, roundnesses and, like, making them sharp. So let's say that I set
my roundness a bit down. There's basically a
lot of stuff in here, but I don't really care
because my stones are going to be so small that
it doesn't really matter. Next, we need to define where do we want to
have these stones? Now, over here, as you can see, we have all of these cracks, but I probably only
want to have the stones in the really large areas. We can twy and first of all, sorry, not in there. We can twy and first of all, turn on our not
size variation map. Where are you? Sorry, I
was hidden AO culling map. You want to turn that one
on. So the AO culling map and then turn on Enable Customo. What you can do with this is
you can plug in a customo which basically decides where the stones will spoun
the same as over here, they will only spo wherever
I have these extra bits. So AO culing map is correct, so I can just go in here and sometimes it is easier
for me to add a quick blend and plug in our cracks in the
base and then plug in like your height map in the top and the reason this
is easier so that I can, for example, press,
subtract and I can see or I can
see what I'm doing. So it looks like it right now, we need to invert grayscal
this map over here. Yeah, okay, so we got that, and then we need to
set our scaling, like way smaller and play around a bit more
with our spine rate. And then at this point,
if I just set this to subtract for now, yeah, it's really annoying
to actually see this, but it will be easier later on. So I'm just trying to get like
here, like a small scale. Here so that you can see,
some of these stones in here. Just
something like that. It's a very subtle effect, and we can see better when
we do our normal map. So we got our cracks, we got our extra stones in here. The last thing that
we would need to do most likely to convert
this to a normal map, is that we want to give this some depth because right now, if we throw this into
a normal slot that we already had and
said it to open GL, for example, or let's leave
a direct X right now. It's looking very flat. Sometimes this is good. Sometimes you want
this, not this time. So what I want to do
is I want to give this some depth and the way that
I can do that is two ways. I can try a bevel note, but that one is
often quite strong. So we can go ahead and set
distance all the way down and carefully push
this in like this. Yeah, okay. It looks okay, but I do want to show
you like another way. You can also play around
with smoothing a bit. So this is one way, and we
just will see the best way. Another way is to add a non uniform blur
grayscale and plug in the same mask in both
of the slots and then set your samples and
your blades up and then your intensity down. And then what you get
is you get this effect. And I believe I need to set my Oh I need to invert my blur map, or I need to invert my No,
I need to invert the other. There we go. So I need to
input my grayscale map. There we go. So I need to
input my gray scale map. And then what you can
see is over here, it has like this far off. And if you would, for
example, invert this, you get sort of like
the same effect. But okay, so these two, I think the bevel
one is working best. What we can try and do is we can, if you just
like, have a look. Yeah, yeah, so that works fine. We can blend together our slope plug cell,
our original one. And then in the
foreground, blend your Bevel map and
you want the sets to be multiply or subtract.
I think subtract. You want sets probably to
be subtracted over here. And then if you plug
this into your norm map, you will see what is happening. In your norm map, by the way, you need sets to open GL. Do I need inverts? One I can, can yes, I need to invert this,
but then this one because it is No, actually, that should
work because it is black. Why not? No, because
technically, it's white. Oh, sorry, it's always annoying. Another way, you know what? There's two ways
that I can do this. Yes, I can go ahead and try exactly inverting the
maps and everything. Or what I can do
is I can simply, instead of blending it here, add an invert grayscale to this node and plugging
this into my norm map, which is now OpenGL. There we go. That's number one. And then simply having another norm map node
just for the bevel. And for this one, we also
want to go ahead and invert Grayscale. There we go. Now we have these
two extra maps. Here, this is way easier. You can go ahead and
play around with your smoothing a little bit more
if you want, but we'll see. And then it's just a matter
of It's a matter of going in here and adding a
normal combined note. And then you can combine these two and set them
to high quality. And now you can see that now
we have these cracks and we have these dents
going inside of it. Next, if you add another
normal combined node, you can now plug in. I'm just going to
generate my own norm map. You can plug in the height of your little stones, open GL. Plug in dose in here, and then you can see that we
have these little stones, which are not
actually very good. I think what I'm going to do is I'm going to add a histogram scan to my bevel note over here. And I'm actually going to use
this because this one has a much better mask for
only the large areas. Let's plug this one in here. So now hopefully the stones only generate in these large areas. So now hopefully the
stones only generate in these large areas over here. Okay. Then lastly, I need to go in here and
set my stone size. There is a point where it just breaks because it's so small. I'm going to for that, just turn off enable
surfacing for now. And while you are looking
into your no map, you want to now play
around with your scale. Looks like we don't have
a lot of resolution, so Yeah, and then play around
also with your spine rate. And now what I'm going to
do is, I'm just going to go in here and see if I can hopefully adjust this
a little bit more. So just kind of like play around with my
values to see if I can get the shapes of the
stones back a little bit. Yeah, let's get rid of cutting. Let's get rid of the flattening. Turn on the enable surfacing, but then set our surfacing
intensity like very low. Yeah, it's super subtle, but there is now just
something in there. It might not look amazing, but you won't really be able to see it on like a large distance. So what we can do is we can add this one and we need this one, later on, also for the
rest, small stones. So this one we can
remove. Okay, perfect. So we got these pieces. We can go at an alter frame, call this one, normal map. And now that we have this one, what we're going to
do is we are going to now import our asphalt. So I'm just navigating
to my tarmac, and I'm going to
import my albido normal give that a second. Here we go. Okay. And then what you can do is so you
have your normal combine. We are basically going to
add another normal combine. But this normal combine is
a little bit different. So I want to have
a normal color, and I want to blend. There we go. Blend
this normal color with our Asphalt normal. So I do want to keep these ones together
for organization. So just call these
asphalt or tarmac. And we have this norm map note. And what I'm going
to do is I'm going to blend these two norm maps together using this mask
over our slope blur mask. And then if you just
set your bassy down, basically what we're
doing is we are flattening wherever
there are cracks, we are flattening the
wings, we are flattening. Wherever there are
cracks, we are flattening the strength of our tarmac, which if you then plug it in
here, you can see that now, we get this tarmac that looks very much like it is just
completely broken up. But we can control how strong
the stones are in here, because if I set
this full strength, it will kind of, like, fade out. You won't be able to see it. But if I set it like
a low strength, there are still some
information in there, but we get, these nice racks. At this point, all we
need to do is we need to decide for our actual
blending out of this. And for that, what
we're going to do is we are going to yeah, so we are going to
create like a mask. Let's see, get rid
of all of these. I don't need them. Don't
need you, don't need you. And for my mask, in this case, I feel like the
nicest thing to do is to probably
grab a grunge map, and I will do the
mask genererng map, and I will do the mask
generationer, zero, zero, one. And then if you set
your balance all the way up and your contrast
all the way up, and then just set your
brush pattern up. See? So you get
something like this. And I guess maybe I want to play around
with my balance a little bit more
here and there. But you get this quite
natural feeling shape. You can add directional warps and everything to improve it. But let's add a blend
to our norm map, and it is blending
again our normal color. But this time it is
using this mask. It's invert gray scale.
So we got this one. Now what I'm going to do
is I'm going to go ahead and do a blur high
quality grayscale behind this mask
so that the fade out it is not as strong
and it just has, like, a soft fade, but it feels a bit more organic. Now, you might think,
Okay, but if I look really bad, you are right. It will. That is why
we need a base color. Normal roughness. Oh, no, wait, we can throw our bestie into our base color. So Annan Alpha Alpha merge
over here. Later on. So let's go ahead and start by probably
generating our mask, and our mask is just going to
be these cracks over here. Blend roughly over here. So it's these cracks
minus this mask. So just subtract this one or actually
art subtract this one. Multiply. Sorry,
multiply this one. And now you can see that we
have these quick over here. And then in order
to kind of, like, have not such a strong fade
and just kind of, like, fade them out, often the classic
is simply to add a blur, high quality grayscale
behind it that is very low. And add a histogram
behind that with a position of 0.5 and
a contrast of one, and then push your
position or actually, contrast of one might
actually not be nice. Let's it contrast down, but basically push your
position out a little bit. And now what will happen is I can show you actually,
if we, for example, blend our non map again, but this time using this mask, so quick input grayscale. This is how it will look. See? So now you
have these cracks, and you can use
your his Cram scan, along with your blurring
to give it, for example, a stronger or a less
strong fade off effect. So now you can see
that now we have, all of these cracks nicely generated, and we can use them. So at this point, we
don't need this one. I like to always just keep my normal map
complete like this. Throw this into the normal, throw this into the Alpha,
and let's just call this. Yeah, let's move
this over here and just call these notes. Masking. Next, what we're going to do is for
our base color, it is going to be quite subtle. I'm, because I don't want to
have actual ground in here. I just wanted to stay
as tarmac a little bit. So I'm going to go a blend, and I'm going to
blend my base color. That's my roughness. I'm going to blend my base color using a uniform black color, and I'm going to grab yeah. Let's do this mask first, and then just at the
opacity quite down. So this is just like to create some darkening and
then maybe add another blend and maybe like a curvature or a curvature
smooth. One of the two. Let's try them both out.
Out of saving. There we go. Paving. There we go. Also, curvature smooth. And then what you
can do with these is why are you so slow? For some reason,
it's really slow. I don't know why. We can grab before we actually add
all of our tarmac, this one. Throw this in here. Open Gel. So this curvature, you can see it will give
us some harsh lines. This curvature. Yeah, I think the
softer lines might be nicer and then add a gradient map behind it to
convert it to a color map. Throw this to your blend and
set this to art subtract. And what it will do is,
as you can see over here, it will just add like you can even tone down
your original black. Oh, you don't even need
your original black color. And you can kind of see
which one you like. For this one you needed
your original black color. I quite like this. I think
this looks quite nice. And if that is true, it means
that we don't need ice. And if that is true, it
means that we don't need our original black color,
so we can get rid of that. And it's just like a
very basic base color, so we can throw
that one in here. So now we also have that one. And for our roughness, honestly, we can just use the
same roughness. Maybe. What you might want to do
is you might want to blend your roughness using a
uniform white color. I don't know why my
roughness is in color. You can just press grayscale
on your roughness, because roughness are
always in grayscale. So blend it with a white color. Again, using your mask. And then just set
your paste down. White collar means
that it looks even duller inside of the
cracks, basically. And throw this into
roughness. Okay. Awesome. 33 minutes. So it takes
about half an hour to set up a proper crack
generator like this. And I was at this point, we can literally just
go back in here and change whatever we want
to keep updating this. Now, I'm just going
to show you how it actually looks like in real. And then in the next chapter, what we will do is
we will go ahead and go over some potholes, like more larger damages. So source files, saves cracks. Yeah, just save that. And let's right click
Export Outputs as Bitmap. Export them into the
folder that you want, TGA, turn on automatic Export, and then we can just go
at the Brad exxpot. Okay. Nice. So inside of real engine, we can go to our textures, New folder, cracks because this one has a few
more textures. Drag the stuff in here. Quickly go into
your cracks normal and want to and we are basically
going to use this one. The way that we are
going to do that is adding some switches. So input your normal and roughness also in
here as placeholders. And basically what I want
to do is I have this stuff. I can add a static switch
parameter, has normal. And also another
one has roughness. And if we just
plug this one into the has roughness map is true
and has norm map is true. And then if it is false, you want to go let's
plug this one in here. If it's false, it will
use our roughness. If it is true, it will use our map. So that's an easy one. I just need to try
and keep this nice and organized over here. And yeah, we used Alpha, and then the has normal
if it is keep this nice and organized over here. And yeah, we used Alpha. And then the as normal, if it is true, it
will use this map. If it is false, I don't think
we can just leave it open. I think we need to add like
maybe you can leave it open. You can try. So you just
throw this into, you can't. Then what we're going to do is, I have bad experiences
with setting maps, so I'm going to greatly do this. You can set a constantr
vector with a normal color, but for some reason, I've
had bad experiences with it. So I'm just going to
always like an output, and this output is like a
normal color over here. That's like Wi small. So it's like eight by eight, and you just plug this
into your output. You call this plain normal, and I tend to just
input this into my project because
it's handier to use. So I'm just going
to quickly do that. Tick, Tick, play normal. Yeah, I feel more
confident using this one. And it is so cheap because
it's only eight by eight. Now, for these
ones, you can right click Convert perimeter, normal underscore map, this one, convert perimeter,
roughness, underscore map. And let's see. So we now
plug these ones in here. We plug in our Alpha, so everything should
pretty much work. If you want, you can add another multiply to your roughness map. And then the scale of
Bremon call this roughness. Map strength, sets to one. And this will just give
you the ability to also control the strength
of your roughness map. So, as you can see, base color, normal roughness is between our original system
and our custom system, and we control the
strength. We can save this. And now it's just a matter of plugging in the right textures. So if we go to materials, we can grab our leaks
one and duplicate. Cracks underscore 01. Now, I don't currently have
the Asphalt texture in here. So what I will do
is I will go to, we can actually just use it
in here. This is pretty cool. So you can actually go
to Quixbridge and you can directly import the
same textures in here. So what I can do
is I can just go Quixw Bridge surfaces Asphalt and as long as I grab the
same one that I used before, which is this rough
asphalt over here. I need to sign. Here we go. Then you can just after signing, press Download, and then
you can just press art. And now it will automatically also set up a material
and everything. That's why I want
to do it this way because I'm just too lazy to set up an entire
material and stuff. Next, let's for now, just use a simple
plane over here. And we can just have this,
on the ground like this, drag on your asphalt material. And yes, of course, the scaling, you kind of need to
work with your UVs, which you can control in
here, tiling, rotation. And like I said,
this for exam two by two because of my scaling. And now, finally, if
we go to materials, cracks zero, one, over here. Then what we can do with
this is we can turn on our normal roughness, and then it will
expose those values. Go to your cracks, and then we have
our cracks normal, cracks roughness, and cracks base collars and
cracks base collar. Cool. And now it should just be a matter of dragging
these in here. Do I have an arrow?
Oh, no, there you go. Tada. And now we have some fairly realistic
looking quacks that work quite nicely
on this tarmac, and it also fits in
better with the tarmac. If I see this, I feel like that my original texture size needs to be like,
Oh, no, wait here. That one needs to
be a bit smaller. So three by three,
for example. Oh, no. I guess two by two is fine because one by
one feels too large. But yeah, basically,
from a distance, it doesn't matter if the
tiling is not perfect. This is because I'm throwing
it on a quick plane. So based upon this, you can kind of see if your
tiling matches up. And of course, with
this, if you say, no, I want to have them more subtle, we can always go in
here and we can say, I want to have them more subtle. We can always go in
here and we can say, grab this one and, like, tone this opacity down a little bit. And what we can also do is we can also control
the strength. So if I now re import
this there we go, see, so it's a bit more subtle, and I can control the
strength of my cracks one. Or not. Oh, no, I did
not set that on here. Let's do that over here. Let's do a flatten normal
meta scale perimeter, normal strength. Set to minus one, which is a default for open GL, in this case, or
for flip normals. I know you would think
it's one, but it's not. It's minus one for some
reason. Save that one. Normal strength. And now what you can see is if I
set this to, for example, minus two, if I
set this to zero, the normal is almost got in just a base
color pretty much. But yeah, so you say
-1.5, for example. And now we have a nice norm map, which, of course, works well with our directional
light over here. See? So it all works totally fine with all of our lighting
modes and stuff like that. And just like that, we have created some really
nice looking quacks. Okay. Awesome. So that is it
for our quacks over here. Now, in our next chapter, what we will do is we will
go ahead and just also create some extra damage it has potholes and everything. It's very simple to use. So it
7. 06 Creating Pothole Decals: So just like we
create the quicks, what I want to do
in this chapter, it's going to be
super quick chapter, is we are going to create some potholes or
something like that, just like some will
big dens inside of your tarmac in which we are going to fill in,
for example, gravel. Now we can actually
use what we have here. So these are quacks. Yeah, let's use them, but let's just do a saves. So before we can do a saves, we need to go to
the export outputs, turn off this setting, and in
order to save this setting, you just need to press the
export button once more. The reason we want to do that is because else if you save us, what will happen is that
it will accidentally export our new changes and overwrite our cracks material,
and we don't want that. Then we can just do a saves
and we are going to call this one saves and I don't know. Potholes or something like that, and let's just go at and press save and give that a second. There we go. Then go
in here and just right click and rename this
also to pot holes. And now what we can do is
we can do some adjustments. So for these ones, yes, you can use rack snating
in here also, if you want. It's just a matter of
adding those on top. I will probably
not be doing that. The reason I want to have this graph is because I want to have these few pieces and I might
just want to have here, like the stones are
something I want to have. But I don't actually
care about most of my cracks and stuff. So yeah, let's look. At this point, I will just leave this open because I might just grab
some stuff from here, but let's just create
our graph down here. I'm actually not able to
use more than I expected. So first of, for the potholes, we just want to create a shape that will be our pot holes. For this, I often
just like to use, like a grunge map or
something like that. Just something that's nice. Like clouds two often works. Grunge map 01 often works. Grunge map 004 is also sometimes nice if you were
to left like smaller stuff. So basically, I think 01, if you just play
around your balance, these will become
like the pothole. So what we're going to do is we are going to basically
define the shape, and then we are going to make the shapes a little bit smaller. It's also why his come
scan on our clouds too. That might actually be better. Yeah, let's do clouds too. And what we can do
is with the shapes is now we can start by
just defining them. Over here, we have the shapes and you can decide how
big you want them to be. I want to twin and get them roughly in the center.
That would be best. Maybe sum sorry, which one
did I use? Set number four? Yeah, that can work something like that.
Okay, so we have this. Now there's multiple
ways that we can make this more into one chunks, and it's all basically
do a blurring. So we can do the non
uniform blur way. Or just like the classic blur
high quality gray caraway. They both have their
ups and downs, and I just want to basically
use them or **** about. So the non uniform bloway
as you can see over here, it really just, like, cuts off, especially
if I make this larger. It just cuts off like
these shapes over here and turns them into,
like, large shapes. With this blowaway, what you need to do is you
need to blur it, and then what you need to
do is you will need to add a histogram scan behind it. With, like, a strong position
to kind of get the same and contrast to get roughly
the same cutoff effect. Now, for a non uniform blur
Melco data histogram scan, because I like to show
you guys how I prototype instead of just magically already knowing
exactly what to do. So in the end, here you
can see the difference. So one is a little
bit more defined, which I think for potholes
might actually be nicer if we have that
just like a little bit. So playground with our
balance and contrast. And yeah, let's use this one. But now we know two
ways on how to do it. So we have these
potholes over here. That's totally fine. Now all we need to do is we need to rip off our bevels that
we have over here. Also, only this time we are going to
set them a little bit stronger, like this. Uh, don't know if the bevel is going
to work the way I want it to work this time. We can see and else we are
going to use a different one. But basically, now that we
have these bootles over here, what we're going to do is so
we want to have almost like a layer of tarmac that
is going down it, and that's why we have this one. And once we've done that, what we can do is we can
transition it to gravel. So having this, what
I would personally be doing is I would be maybe say, let's just duplicate all
of these damage pieces. 1 second. I need to plug
in this one over here. So damage piece. Let's have Okay, so this one does like
some small variation. Then it adds some extra
variation. That's fine. Slope grayscale, his
crumb scan, cutting it. And then over here, just like, play around a little bit
more with my variations. Okay, so we have now
this shape over here. That's totally fine.
I'm going to just move these noises down here and we will clean this up
in just like a bit. So let's say that we now
have this shape over here, and then we have the bevel, which I'm going
to add over here. There we go. Okay. So once that is done, it is just a matter of
grabbing some norm maps again, and we can just probably steal this normal
node over here. Invert grayscale. And let's have a look. Okay. Yeah, I'm not a big
fan of this one. I think what we're going
to do is we're going to this time use a
non uniform blur. This is why I keep showing you these multiple
techniques because sometimes it works,
sometimes it doesn't. Let's do invert gray scale. So this one is like the
base, and that's fine. So that gives us a nice action, like a rough cut out.
So we got that one. Now for this one, let's try a non uniform blur
gray scale over here, samples and blades down. And I think this one,
if I like this in here, it will give me here, see, it gives me more like
a fall off effect, instead of like a
really harsh effect. This one over here, I
just don't like it. It does not feel
like a smooth f off. It feels like a tilted fall off. And that's why sometimes non uniform Bleur is a bit better. So here you can see
that we really have that pothole effect
with the fall off. And then what we need
to do is we need to start masking some stuff. At this point, I'm actually
going to delete this stuff. I'm going to delete this stuff. I'm going to get rid of this, this, this. This one. So these stones are
going to be in here. Now, the first thing that we are going to do is we are going to combine our normals in
a very specific way. And I'm going to do that.
It's a good question. How am I going to do that? Like the best way to do it.
Let me say it like that. Let's do a let's grab
our non uniform blur. Let's add a blend. So it takes a bit of
thinking sometimes, a histogram scan, plug in our non uniform
blur and herome scan. And the goal is that
I get that f of edge. So having this
one, if I can push my position, like that. Yeah, something
like that. And then blur high quality
gray scaled already. If I plug this into my top and then my base over here into the bottom
and then set this to be subtract. Okay. So that creates the outer shell. I feel like I actually I
don't need this blur here. I need this after our blend. So we have the outer shell. I am blurring the outer shell. And then what I'm doing
is I'm blending this. Sorry, blending this using a plain normal color and
our actual there we go. That should do the trick. We
are blending this together, and because this is going
to be blended together, it will have a nice fall off. So if I do a normal
combine over here, we are combining
these two together. That's totally fine
where they expected. So that will give us
the pothole look. And then if we do
another normal combine, we are then adding our tarmac on top of
this for my tarmic, I just want to use my blurring to basically give it a little
bit of, like, a file off. So we are adding my
tarmac on top of this. That's good. And then if we would add
our gravel on top of that, let me just do some
quick cleanup 1 second. So we have, like, a note. I'm going to click
on these notes so that it'll actually Yeah, let's just do this
like completely clean. Okay. So we got this
stuff over here. We are adding our
tarmac on top of it. At this point, I probably want
to also import my gravel. And then what we're
going to do is later on, enhance it with small stones. That's basically the idea. So for my gravel, I'm going to quickly navigate base color, normal roughness and
just import it in here. Import resources. Give that second to
import. Come on. It's four textures. Takes
a while. There we go. Okay. Nice. So we
got those done. You can already select
your roughness and set it to be a gray scale. So having this mask, if we now do another
normal combine, we should be able to
do another blend. And this time, blend
our normal color with our gravel and we are going
to use this one over here. There we go. So now we have
tarmac that blends to gravel, and in our base color, it will also reflect that
it will blend to gravel. And then the top
parts over here, just to do proper blending, are going to become
a normal combine once you get high quality. Well, let's set all of
them to high quality. So those are going to
be one last blend, and it's going to
blend once again my tarmac it's by the way, the frame, call this one gravel. So it is going to
blend my tarmac with my inverted version of this one. Or maybe we don't
have the invert. Let's see. Oh, yeah,
we do need to. So invert this one. Blend that. There we go. Okay, cool. So that might look very noisy, but it's actually not that bad. So we have this
one now over here, so that should give us, like, a really good norm map. It might be a bit strong,
but we can just balance out our actual normals
if that is the case. So what I can do is
I can go in here. Frame this Port mask. And then the pothole
mask is like anomer. And to be honest,
I expected that I had to place a bunch
of small stones. But if I see this,
this is actually such a rough gravel
texture that I probably don't even have to art the stones or
anything like that. So that would have been a bit
overkill because normally, I like the stones to just
enhance the pieces a bit, but honestly, this gravel
is looking pretty good. So let's see. So we
got this one now. I still want to have
my mask over here. That's totally fine.
And my mask is going to become a little
bit different, actually. So let's leave that to the side. Let's first of all, work
on our base over here. So, let's see. We have this one. Let's see. Can I already just, like, use this as,
like, curvature? Okay, so that we already, like, add some extra darkening. Then I'm going to blend this together using my
gravel base color. And my gravel base color
needs to have Oh, God. Which mask was that again? This mask over here like that. Then what we do need
to do is we do need to balance out the colors
a little bit better. You can do this
in multiple ways. Replace color, histogram scan. Sorry, I mean, HL
node, for example. Let's try a replace color range. And let's set our source
color to be the base color, target color to be the top. And then I just like to go, let's click on here and set our target color
to be a little bit darker, maybe a little bit more
brown, something like that, so that it fits a
little bit better within this field because else
it will feel very cut off. Now, in terms of a mask, what I want to do is I want to do it a little bit different. Because as you can
see over here, these potholes, they are tilable but I don't
want them to. However, I want to
keep them intact. I don't just want to literally
cut off because if I would blend it with
this one over here, what would happen is
that it would just literally give a harsh
cut off on these areas, and that does not look nice. Now, a way that we can change that is by adding
a flood fill node, and we basically plug
in our meshes in here. And then from a flood fill, we go to a flood fill
to gradient over here. Sorry, not flood fill. Flood fill to gray
scale, I mean. And then what you can
do is you can plug in an actual input
for your gray scale. And the input works
the same as a mask. So if I would go in and
plug in this one over here, you can see that now it masks out everything that
is black in our mask, which means that we only leave like a few butthols like this. And this is completely
procedural, which means that if we
change our seat over here, it will just randomly
generate different potholes. So that's why this
is so powerful. And it does mean that we don't need this stuff anymore.
We just need this one. Do we need to blur it? I don't, yes, maybe. Let's let's plug
it in like this. So we might need to
blur it just to give, like, a slightly
softer edge over here. So let's see, so we
are blurring this out. A little bit more and then use the histogram
scan to grow it. Yeah, okay, that makes sense. Okay, so we got that
stuff also done. So that is it for our potholes
over here, you can see. You can turn on this
view over here to see only the
potholes and you can see that they nicely
blend together, and hopefully they will
blend perfectly just like last time with our
quacks and everything. We have our roughness over here. Now, for our roughness, we need to do the
same thing where we have our actually, our roughness is going to
be a little bit different. So we are this
time just blending these two roughness
together using a mask. Yes. Okay. So that's it for our gravel, and then our norm map can
just be plugged in here, and then we don't need
our small stones. And there we go. So we have now transformed t frame this one, and let you see what
this looks like. So we got this stuff over here. We can go ahead and we can write actually save a scene first. Right click Export
outputs as bitmap, textis pothole, export, turn on automatic
exports, and there we go. Okay, and that should now work exactly the same
as with the cracks. So if we just go in here, we can import these 1 second. There we go. Oh, I need to
quickly go into my norm map, and I What happens? There we go. It's really small. Let's flip the green
channel around. And then if we go
into my materials, we have cracks here
one, duplicate. Potholes on Sco 01. And yeah, I hope that
you can see the power of the procedurality
in this that we can just very quickly later on, add more or less
potholes, if you want. And in our presentation scene, I will just see if
that is needed or not. So I can save those things. I can duplicate. Over here. And I'm
quite nervous, so let's hope that it works. Yeah, that's not too
bad. Not too bad. So now you can see that
we now have a potholes. Maybe this one, we want to only set our strength
to minus one, and maybe make it a
little bit darker. Let's go in here,
let's make our center. Like a little bit darker. Maybe that will look nice. I don't know. I feel like the
color is too much similar. So maybe make it like more like a grayish color,
like a whitish color. Yeah, close. I just want to get some
difference because else it because these
are both stones, then else it will just seem like it is like the same thing, and that's not something
I'm trying to achieve here. I'm trying to show like the
difference. There we go. See? So that now looks like
a nice difference. And especially from a distance, you can see that we
now have a potholes, and just for the
sake of trying out, if I go ahead and, for example, look at my mask over here, if I would go in my clouds
and simply change my seat, it looks like that I am able to very quickly generate Yeah. Nice, very different potholes. And now with everything
being updated, I can go in here
and I can literally just reimport these three. And there you go. Now we
already have a different one. So that's looking
really good. I like it. And that is how we create
potholes for video games. So in the next chapter,
what we will be working in on is we will be working on probably some Atlas creation and some performance things. So let's go ahead and continue with this
in our next chapter.
8. 07 Using Atlases With Decals: Hey, so what we're
going to do in this chapter is just a quick
optimization technique, and that is on how to use
atlas textures as decals, because this is
something that with the current system
inside of Unreal engine, whenever you have
a decal, it has to be a square and you just have to have it in the center and it will
just drop it down here. But there is actually a
technique that you can place decals into, like, atlas. They still have to be squared, so it's not as flexible
as unity because unity has systems where you
can turn them into sprites, and then you can select them. But it's still quite useful. So let's say that we have well, actually, we have
four decals here, so we can actually use that so let's go ahead and for this, I'm going to use Photoshop
to show you how to do it. So here we have a Photoshop
document that is just four K, 40 96 by 40 96. Now, what you want to
do is you basically want to split this up
into even sections. We have four decals, so we are just going to split
this up into the middle. If you have eight
decals, you can just go ahead and
split this up also. But it needs to be even
sections because else, it will be really annoying to do the calculations
inside of unreal. So what I can do is I
have over here my rulers, which if you don't have
them, you can go to, like, few and rulers over here. And I'm just going to click and drag I'm going to
set one at 20:48, and you can see
that it will snap and another one at 20:48. So here we have our four Digals. Now we know that they need
to fit into this area. Now, at this point,
what we can do is, first of all, I can create
the system just to test out, and then we can
take it from there. Let's go ahead and
use our selection mode to select this cube, and the solid color,
let's make this white. Select this one. A the
solid color down here. Let's make this blue,
select this one. Again, solid color. Let's make this green and finally select this
one over here. And again, solid colors make this pink or something
like that. Okay, perfect. So now what I'm going to
do is I'm just going to go ahead and textius atlas. Let's go ahead and
save it in here. So file, save us. And she called this like
Atlas nscore template, for example,
something like that. And then I'm also
going to, of course, save it as a very quick TJ, but I'm just going to call
this one already Atlas nscoePascl because I know that I will be converting
this later on. So we got that done, and now all we need
to do is if we go into real decals, textures. Oh, yeah, I already
addit it in here because I didn't expect to add it. But yeah, basically, so you
can go ahead and let's create a new folder called
Atlas over here. Atlas over here, and let's
just drag it in here. Because at the beginning, I did not think I was going to show you how to
actually make this. But since we are going to
use our origon decals, it's easier if I show you. So if we go into our materials, we can go ahead and we can use our decal master over here. And yeah, we can pretty
much just use this one. So these are UVs so
we can just add it to this backside over here.
So how does this work? First of all, what
we're going to do is we are going to have a static switch
parameter. Like this. And I'm going to
go ahead and call this one Atlas underscore UVs. I'm really picky with
how I type stuff. So Atlas UVs. And then if it is
false, I want to add a simple texture note. So I'm just right
clicking Texture Cornet that has nothing in it, and that's going to
be in the false and over here that
whenever it is false, it will just normally use the default UVs that
we already used before. Now, what we're going to
do is basically we are going to create a
system where we can switch between our four positions
that we have created. To do this, what
we want to do is, let's go into my decal, and I'm just going to replace it with my Atlas base
color over here. And the reason I want to do that is because Asa
cannot preview it. So we have this
Atlas base color, and if you just go ahead and set this to be a cube over here, we can start previewing this note. Now,
nothing will show up. It's because of the Atlas
UVs. It's a bit annoying. But basically, what we
want to do is we want to create a texture
coordinate and then what we want to do
is we want to divide this by the amount of
shapes that we have on, for example, horizontal
and vertical. So we have two. If you had four, you would basically for us, we are going to add a constant, or you can do a scale parameter, but it depends on if you want
to swap in more textures. So because we know that
we are having one, two, we just said it's to two. So utt easy. Let's go ahead and
go back in here. Now what we want to do is
we want to then add this, and what we can do
is with the art. Basically, we are now dividing
it into different pieces, and then when we add a
value to those pieces, and this value is going to
be our U and V location, we can basically
swap the locations. So right now you can see that
you have your U and your V, vertical and
horizontal, basically. If you add a scalar premter, Atlas underscore and then
duplicate this again and call this Atlas underscore V. Now
these are two parameters. However, the texture coordinate, the way that the
parameters work, is that it needs a one node
that has two values in it. Right now we have two nodes
that both have one value. So all we need to
do is add them. We just create an art node, plug these in here, and add these to whatever
we have over here. So it will add our
coordinates on top of our already existing
split up textures, and then we throw
this into our UV map. Now, what you will
see is over here, we now have this box down here. And what I want to do
is I want to go ahead and I believe that I do
I need to set it lower? Let's have look. If I go here
and set this, for example, 0.5, oh, yeah, yeah, see, so I do need to set
this to be lower. I'm going to set my art. Oh, that's why. Not art, sorry, append. We need to append vector. That's why it wasn't
working. I thought maybe I had like a value one, but if we do
something like this, and then it would be
handy if I actually set my switch to three.
There we go. Okay. So if I set my switch to three, now what you can see
is we have our atlas. If I would change this
value, for example, to one, you can see that
it's switched back to one. If I would set it to three,
it would probably, yeah, it would just nullify
because there isn't a three. So with this, with these values, what you can do is if I
set this, for example, to 0.5, you can see
that it switched. This is because it moved
the U axis by 0.5. Now, why do I do 0.5? Very easy. If this is 0-1, 0.5 is in the center. That's a nice thing with four. If we would split this up again, you would go 0.25, for example. If you would split it up again, you would be 0.128 or something. I don't know. But yeah, basically, so you would
just keep switching it up. So you can see that
now we have blue, and just like that, we can
basically keep switching. So if I go at V to 0.5, you can see that now
it becomes yellow, and you can guess
where this is going. Now that we know how to do this, all we need to do is
we need to go ahead and if we go into our textures, I'm going to grab Legs one, and I'm just going to drag
this into our base over here, and then to set my height and
my width over here to 50%. I then move it up here and done. This one, because the leaks
when you drag in your leaks, it doesn't actually
show you the Alpha. We do need to also quickly
just open up our base. Go to the Alpha, press Contra A, contro C to copy the Alpha, then go in here and just do a new layer and press Contra V. Right click free transform, and again, sets to 50%. So this is just mapping. We are now just mapping
this one in here. And then what we can do is we can just go ahead
and we can do the same where we just map
this one on the other one. And then for the other pieces, we do need, of
course, a norm map. But because these pieces
don't have a norm map, we just want to give it like
a plain color, basically. So we have this one, and yeah, that's a bit
the annoying thing. Normally, I would recommend combining decas that
have the same maps, exactly the same maps
and stuff like that, because now we need to fake all of our norm map
values and stuff. So we have this one in here. Now the other one should
be a little bit easier. If we go for our cracks, we can crack space
color normal roughness 50 50, 50. There we go. You can just go ahead
and select all of them, free transform,
throw them in here. Then finally, we have
our potholes also oh, yeah, I forgot about
the base color, but that's something
I'll fix like it a bit. Yeah, you can just skip
through this if you want. I'm just doing this in case
I have something to say. That's why I'm doing
it in real time. So we got these ones, and, let's not forget the pothole Alphas. And then what we're
going to do is we're going to merge
these together. So for our potholes Alphas, we just need to open
out the base color, copy the Alpha again. We can close these leaks, and then we can just go
ahead and go in here, paste it again, free transform. 50 throwed in here. And finally, we have
our quack space collar. Free Transform, 50.
And there we go. Awesome. Okay. So we got
all of that stuff done. So creating the
Alpha is quite easy. You just want to
basically select all of your mask layers, right click and just
merge them together. So that's number one. So
that's going to be mask. Next, what I'm
going to do is I'm going to have all my normals over here, merge those together. Here we go. And those
are the normal. Then we have our base
colors over here. Merge those together.
Base color, and finally, we
have our roughness. Now, of course, balancing out the
roughness and everything, you can still do that inside of the shader with our system. So all we really
need to do now is with this stuff selected. Let's select our mask. Then go into channels and press a little plus sign and
just paste it in here. So Contra C Contra V.
And once that is done, we pretty much can
grab a base color. See, mask is now working. And then it is
literally just a matter of pressing save as copy, go to TGA, paste the base color. Next, we have our
roughness and roughness. For the top bits, I'm
just going to make this, let's say, just like a
white color, fairly white. So I'm just grabbing a brush, and I'm just holding alt and, like, grab a color from the original roughness
so that it is filled up. And then we can do another save At let's underscore roughness. And then you can see everything
in action in just a bit. If you just give me 1 second. We have this one. Once
again, we can just do this. And for your normal color, make sure that your RGB
is one to eight, one to eight by 255. That is the official
norm map color. But we can now also
do a save a copy. And call this Atlas underscore
normal. Okay. Perfect. So you probably guessed
it at this point, some of you might not even
be watching this anymore. But, yeah, you probably guess it now all we need to do is just import our roughness and
our norm map for our Atlas, and then just right click and press reimport on
our base color. Don't forget that you
still need to flip around your green channel
or your norm map. And at this point, we
have our DCA master. I'm going to set the
default off right now. I'm also going to stop
reviewing this note. So this one is working,
so we can save this. And yeah, I know. So maybe it is easier if you
actually grab Leaks one and swap this back because else it might get a little bit
confused. There we go. So let's duplicate
this one, for example. And all we need to do now
is have our materials. We can go ahead and we can
have Leaks one, for example, duplicate Atlas underscore 01, and then we can
just open this up, turn on all of these
values over here. Grab our atlas and drag
it in our textures, and let's try this out. So we have our atlas over here. We can go ahead and go into
our materials Atlas 01, drag it in here, and
let's give this a go. Why is my mask not
working? Is my base color. So it looks like it
has not actually imported the Alpha
map over here. If we just have a
look in Photoshop, so yeah, it definitely
has an Alpha. So what I tend to do is I
tend to literally drag in our TGA file and just
drag it in here. Okay, see, so then we can see that it is a Photoshop problem. So for some reason, Photoshop
is not I don't know. It's probably not the name.
We have a Alpha map in here. It's totally fine. So that is interesting why
it is not working. That's maybe after
I've saved the name, let's do a Save A copy. TGA. Yeah, Alpha
channels is turned on. It should just save it. But I feeling this is still not going to work,
but we can never look. So right click, reimport. Never look. So right
click reimport. Yeah, so it's still not
importing my Alpha. So this is a bug that
does sometimes happen, although it's been a long time. Import, as I said before, import your TGA over here. And as you can see,
it does not have any Alphas, but what you can do, she can go to your original Contra A and Control
C, your mask. And then in this TGA file, I don't know why it does this, but then create a new Alpha and then just press
Control S to save it. So yeah, as I said, I don't
know why it does this, but this should work fine. So if I now right click and
reimport, here you see? So now it reads the Alphas. Awesome. So at this point, you can see that if
I just press zero, I have eig 01 or here. So ik one, 0.5, ig two. 0.5 by 0.5. We have this one, and if I do this one. And just like that, you
can have your values. If you want in your deca master, you can also have
Boolean switches or static switches where
you can basically turn on and off whichever
decal you want to use. Unfortunately, I'm not aware of any array rules where you can literally just have a slider
or anything to do this. But basically, now we
have optimized it because instead of us having
four separate textures, we can all do it into
this one texture, and all we need to
do is just create four instances that have
the different switches. So that's pretty much it
for our Atlas chapter. I hope that it was
not too long for you, so still took a little
bit longer than expected. What we're going to do in
the next chapter is we are going to go over pom decals
and also train decals, because they go hand in hand. Soy, it's mostly going
to be train decals. I will just show you how
to do some tire tracks, footsteps and stuff like that, which we will most likely
not be creating ourselves, but using mega, actually, because same basic concept. But yeah, so let's
go ahead and go over this in our next chapter.
9. 08 Creating Pom Decals Part1: Okay, so in this chapter, what I want to do is
I want to show you how to create Pom decals, which stands for Parallax
occlusion mapping decals inside of UnwelEngine. Now, Pom decals inside of unwel engine can be
a little bit buggy. So I found a good way. At least I think pretty much like the best way
that you can do it. Unfortunately, one thing that I also wanted to show
you is how to do actual geometry
displacement decals on trains inside Un
wheel engine five. But this seems to be a
functionality that is just unless you create your
entire custom systems, it's not really something that I personally can get working, and it's very technical
and very difficult to do. So instead, we are going
to use the pump technique. Now, you can use the pump
technique for various things. So I'm going to show you a quick example
on how to use it, for example, on twains. But then or just the
ground or something, but you can also use it to
actually have, for example, in Star Citizen, for example, they use pump decals for a
lot of different details, small details on
meshes and everything. So I'm going to show you
those two techniques. One on how to
basically have a mesh, and the other one is on how
to do it with the twain. Now, for our twain version, what I'm going to do because creating those actual decals, for example, I had in
mind, like tire tracks. We can go to mega scans, because if I need to create
actual tire track material, this will be super
time consuming, and it will also be a
little bit too advanced, so that's something that's more like for a material to toil, because you would create
these tire track decals exactly the same as
that you would create a material with tire tracks. So instead, what I
will be doing is I will be using mega scans, and I will take it from here. Uh, I will be showing
how to just create some basic details
which just like some basic modeling on how to do pum for the baking
and everything. And then you should have
a very solid foundation. So here we have let's see. I just want something that
has some tire track or here, like this one. This
one looks quite nice. So let's say that we have
some tire track texture and we want to convert
this into a decal. Now, for the deco because
this is going to be on train, we don't really need
a base color in this. We mostly just need a
normal and we need to pump for it. Yeah,
that's pretty much it. B for the rest, it can be
imprinted on top of a train. So I can go ahead
and download this. Now, the actual example on how to use it on already
textured train, we will do, like
in a little bit. That's something
that we will do at near the end of this
tutorial course, where we will be putting all the stuff that we learned into practice into an
actual environment. So that's something
that will come later. And I think
you will like that. So what I'm going to do
is I'm going to go ahead and I have downloaded
the Tire Track server, and now go ahead and go in
here and go tire tracks. Now, for this one, I'm just going to drag
in my tire track texts. And this time, I also
want to just drag in the actual
displacement over here. So, as you know, what
do we need for a deco? In this case, we
need a displacement. We need a non map, but we
also need an Alpha map. So for this to
generate Alpha map, we can pretty much
go in here and you can pretty much steal this
one. Let's just do that. Let's actually just
literally steal this Alpha map which for tire
tracks might be quite easy. So I'm just going to
duplicate this over here because I want this alpha map for tire tracks to be a little bit less round. So I'm going to let's see. Let's set my brush pattern
a little bit bigger. There we go, because I do want
the tie tracks to be able to almost tile, so to speak. So a little bit
less round so that it is more square and
then add a output to this over here and call this one generic mask
underscore 01, for example. Now, what will happen is that it because we have it
in our potholes file, it will actually export it
along with the potholes, and it will have the naming. But honestly, what we can do
is we can just press Export. Go in here and then we have a pothose and then you will have your mask here and just remove
the potholes underscore. Does mean that we
cannot change it anymore because it will
not overwrite anymore. But if we just do this,
right click and maybe, like, cut it, and let's just place it here on
the base. There we go. That's like enough for an Alpha. I'm going to show you some
very quick techniques on how to do this kind of stuff, because it's very handy
to know how to do, these things in a very
quick way over here. Actually, I'm also going to a little bit nicer organization, so we can go ahead
and just drag these into Edge damages, move here. And then it will update
all of our materials also. And it's another one called leaks because that
was a mistake of me to just drag them
into the core like this. I didn't realize how many
files I would end up having. So okay, so we have
our generic mask. Now, for this deco, we are going to probably, I think that we can just
go ahead and we can reuse leaks or our deca master, but we do need to duplicate
it at this point. So I'm going to duplicate
this and call this Pom underscore decals.
And here we go. Okay, so now bomb decals, because they are decals, they work a little
bit different. They are actually a
pain to get working if you want to do it
completely manually. So that's why we are actually
not going to do that. But what I'm going to do is I'm going to delete this stuff. I know that my bomb decals, so it shows here as
like a base color, but for now, I don't
need a base color. I think what I will do is I
will just delete it because, oh, no, wait, I do need
a base color later on. So I'm going to use switches. Static switch parameter. Oh, that's a little
bit annoying because, of course, if we drag
this into base color, it will probably, you know, if I call this has base color. The thing with a base color
is that it will always need something as soon as we throw it into a
switch, most likely. But I can have a look. Like,
I'm not completely sure. So if I said this has base color is eagle to
not completely sure. So if I said this has base
color is eagle to true, it turns on, as soon
as I drag it in there, it will give me an arrow,
yes, that is true. Um, now, because as
far as I can see, we cannot really get
around this, what I'm going through instead
is I'm going to create two different materials because I do not want
all of this stuff. I want to completely
change this. I don't need a roughness map, so it would just be overkill for me to do all of
that stuff here. So we are going to create
one very simple material. Um Wow, at this point, I can pretty much almost delete everything
except for nor map. So yeah, we are going to create
one very simple material, and then what we will
do is we will also later on create a more
complex material. So let's start with this.
We have a norm map, and we have a flat and normal. I know, I removed
pretty much everything. Then what I'm going to do
is I'm going to go into my textures and also drag in already my generic
mask in here, and we can just throw
this into our opacity. So that's also fine. Now, if
we go and in our textures, I'm going to create
a new folder that I'll call tire tracks. And for this one, what I need to do is we have right now a displacement that is
a JPEG displacement. However, we need to
have our displacement inside of our Alpha
map for this. So I guess for the
norm map, it is fine. It is kind of ironic that Unreal engine marketplace
does not allow JPEG format, but MgScNs just JPAC even
though it's owned by Unreal. But again, just figured I should say that little
bit of information. Let's flip the green channel on this. That's totally fine. We have our Alpha,
so all we need to do now is we need to
go into Photoshop. We have our
displacement over here, and I'm just going to press A, Contra C, create a
new Alpha Contrave and then file and do
a save a copy Trove. And then file and do a save
a copy, and this time, save it as like a
tagaFle and just call this tire tracks underscore. I like to call it height,
underscore height. And then if we go into unreal, hopefully this time
it did include again, it did not include the Alpha. That's really strange. Because it should
include contorCG here. Safe. And now it does
include the Alpha. Okay. Honestly, I don't know
why, but that's strange. Okay. So we now got a height
map and we got a norm map. Okay, at this point, now you might be guessing
that you are familiar with just doing general
Pomo normal materials, which means that you would like a parallax Occlusion
mapping note. This is this very
large note over here. However, note does not
work most of the time. It will give you some
very bad results. Now, I could go ahead and, like, act as if that I have, this note that I
created that's so amazing and everything. But
that's not how it works. It's just a note that I have. I have included it into
my materials over here. It is a material function note. I call it decal Pom function, and I found it on like a
forum a long time ago. I try to look up the form again for credit,
but I cannot find it. So I do apologize. But this
note is specifically it's very similar to our parallax
clusion mapping note, but it's specifically
for Digals. Now, why am I not
showing you how to make this into Attil easily? If I open it up, this is why. I am simply not good enough to understand exactly
how this is working. I would not be
able to teach you. I know the general
concept behind it, but that's pretty much about it. So I'm not going to
pretend as if though, I'm not going to pretend as if that I know exactly
how to do this. This is really technical work. But we can use this note.
That's a nice thing. So this note is in the project. You can just go ahead and
you can simply drag it into your Pom decals note over here, and then you can see
that it looks very similar to what
we've had before. So yeah, it is pretty much see? It's almost the exact same note. At least it looks almost
exactly the same. And this note will
be able to make our pom work fairly decently. So what do we need for this? Most of the inputs
are pretty much the same as when you
create a Pom material. You need a height map da. So let's go ahead and
just dd that one. Now, a height map that
you have over here, you need a texture
object height map in order to art this. So the only thing you need
to do is right click, convert the texture object. And then if you want, you can also write
click and convert this to perimeter, show
which is the amount. So let's press ASClick and
call this height amount, and I tend to set the
starting point at 0.05 often. And then we can
take it from there. The minimum steps and
the maximum steps. Basically, what these
will do is pump decals. You can see it as many
different many little planes, very closely stacked
on top of each other. The minimum and the
maximum steps basically dictates how many planes are stacked on top
of each other. Because if you are stacking planes very closely
on top of each other, it will look like as if there is actual height, even
though there is none. But of course, without geometry. So we need a scalar
parameter that we'll call min and we need to scale
prometer to what all max. I always like to set my
min to 232 and my MX 264. Next, it will ask
us for our UV maps. Sometimes it can be nice
to control the tiling. So let's do a texture coordinate and this to control the tiling. So let's do a
texture coordinate. At this point, if you want, you can also use an atlas, although I tend to
not do that with these type of details,
just preference wise. Then we can add a multiply, and we are going
to multi, sorry, we are going to multiply
our texture coordinate with a scalar peremter
which we'll call tiling and a default
value of one. We basically plug this in
here and throw this into UVs. Your temp channel
you can leave empty, your reference plane can be another scale pemter
that'll raw Rf plane, and we can keep it at zero
for now. Okay, that's it. That's all the
inputs that we need, as far as I can remember. I'm simply going to plug
in my parallax into my norm map and into my
generic mask over here. And for now, let's leave it at this and see if
it actually works. You can see already
over here that it does have an effect. So let's go ahead and save this, and then I can show
you how it works. So if we go now
to our materials, we have our Pom decals and going to right click and
create material instance. And call this Tire
tx underscore Pom. We can open this up over here, and all we need to do
is we need to plug in the correct no map like that. Here we go. And now
that we've done that, I will move this over to
my screen temporarily, and I'm going to
drag in my material. So tire tracks Pum, and now what you can see
is this is happening. Now, you can see that there is a Pom effect going on right now. It might be a little bit tricky
to see, but it is there. This works better
on actual terrain. But I will show
you this later on. If you now go ahead
and, for example, play around with
your height maps, what I often notice I often notice is that
the height amount is actually nicer
sometimes if we go into the -0.4, for example. Oh, that's way too strong. -0.04 because it pushes
it down a little bit. I kind depends on your what
your height map looks like. So if I do 0.04, for example, like this, Okay, so 0.04, in this case, looks
quite decent. Now there's a few more
things that I'm going to do. I want to show you how to do it on here because
it is easier to see. And what I'm going to do
is I'm going to go ahead and also add an
extra mask to this. These two things are
very quick to show. So first of all, we
are going to just grab my crunch map and I'm going to set my brush pattern
a lot stronger like this. And then it should or re
export a new mask for me, which I can once again call generic pot mask and this generic mask
underscore 02 this time. I can cut it again, and there we go. Now, we
have another one. Which could be nice, for
example, in this case, if I go to my textures
and just input this, I feel like for this one, it is fitting to take a round one. I highly recommend that you watch until the end
of this course, or at least watch
the final chapter to see how I'm actually using these decals and see
them in context. So now you can see
that over here, that is working quite well. So we now have this decal that
we can just always place, and we can just duplicate it. And if you want, you
can even go ahead and carefully overlap
it and rotate it to give you the effect
as if you have tire tracks that are
going around the corner. She can see over here.
So just like that, we can very easily create
these kind of effects. Now, for this one, all
you will need to do, and I'm going to show you that technique
because remember, I told you about the minus. If you grab this height over
here, we can do an output. We can plug this in
here and just call this one height, label material. There we go, and then we
can just do a quick export. So this one, because it is
basically in height map, whatever you turn
into a norm map can also be a height Map. That's basically it.
So we got this one, and I might need to invert it, but we'll see soon enough. I can go to my
pothole over here. I can import, Oh, one sec, almost forgot.
We need to add an Alpha. So add an Alpha merge
node plug it in here. At the gray map in between. There you go. That's it.
That's what I wanted. And now I can just drag in
my height map. There we go. So now if I would go
to my materials, and, for example, and, for
example, boom decals. So here we have our tire tracks. I can A, for this one, we need the more
complicated version. Actually, now I think of it.
So we got the easy version. Let's now just already make
the complicated version. It doesn't really matter in
what order that we do this. So if I go ahead and grab
my decal master, yes. Let's duplicate this again. Pum underscore decals
underscore Complex. Open it up, and all you need
to do is delete this stuff. Go to your pom. Oh,
not the function. Go to your Pom decals. Copy this stuff,
paste it in here. That's literally it.
That's all you need to do. Plug it in here like this. And having that done,
it's pretty much fine. You can go at, and you
can just save this again. And now that's it. So
now it will have all of these pieces already in here. I'll create a material instance for my Pom decals complex. Let's call this pot
holes underscore. Pom and let's just assign
our correct textures. So I want to do a
normal, has roughness, height, digal normal
roughness, all of that stuff. Let's work on, let's just
turn everything on for now. So what I can do is
I can go down here. Base color, height,
normal roughness. And then it's just
a matter, let's say that I replace this
one over here, I can replace it
with potholes pum. Give the second to
update the shader. Okay, so this one
looks like right now. And this is what I mean
we like the minus. So it doesn't look very nice. Now, first of all, it looks
like that First of all, it looks like that I need
to actually grab my invert grayscale over here because it looks like that's
the one that we need. We need to invert
our height map. That's something I sometimes
get confused about, so let's remput.
There we go, see. And then what you want to do is, let's say that we
set this to -0.02. And often or 0.01, 'Cause often it's, like, a little bit floaty if
we do sir Pizira wine. S, sir pitcher one.
So it is okay, but it still feels a bit floaty, and the trick that I did is
if I said a minus before it, and then I guess I will after
I need to not invert this. Sorry, I do apologize. I think if I now re
input it. There we go. So we have done because we are doing the minus, it
still looks like boom. Yeah, so you can see
it. But it is so close to the edge that you
can see that it is a decal, and it just feels like geometry. And now you can see
the difference. So for example, I can
go ahead and I can No, you see here, you can see how
this works a little better. 1 second. If I just
because I like to keep the scene quite clean,
let's move this over here. What we can do is we can just go ahead and duplicate
this version, and then for the old
version over here, if I just close this, we
can do pothole e one. And here you can
see the difference. So you can see that this one it's really like
normal map, and this one, you can see that it
has more depth to it, especially like up close, it just feels like it
has a lot more depth compared to this one which feels like a little bit flatter. And that's basically the
general idea for Palm. Now, what we're going
to do in next chapter, it's almost like
a bonus chapter. I'm going to just do
some super quick models. Here, by the way, the pom also works with
shadows and everything. She can see over here. She can see over here. So
that's really nice. I'm going to create some
super quick models that, for example, we can just use
on the wall or whatever. And these models, we can
use those also as like pum. So it's more like
a bonus example, but it will not really cover
anything new, so to speak.
10. 09 Creating Unique Pom Details Part1: Hey, so this chapter, you can see a little bit is like a bonus chapter because
what we will be going over is just on how to have
your modeled assets turned into boom decals. So it is going to
be quite basic. Of course, because it's
not tutorial about, moding or anything,
not about decals. I'm not going to go over, like, how to actually make them. But let's just say that you just want to get started
with, like, a plane. Let's make it like 50 by
50 or something like that, and set in the center and say
that this is your low pool. Now, whatever you throw on top for your high ply,
that's what you can use. I will do this in two parts. I will do one thing that's just like a
little bit of mulling, just something I don't know,
something nice and basic. And then what we will be
doing is baking it down, going into substance painter, and I will be using some alphas
that I got to just, like, populate the rest of
the area just to show you how you can also do different techniques
within this technique. So for this part, what I'm going to
do is I'm going to let's do I was going to plan, like a classic floor panel. Which for this, we can do, let's set the
segments down here. Let's just set this entire
half for the floor panel. Why not? Does it really matter. And then what I want to
do is I want to go in here and let's create another, let's like another plane. So this is going to
be a floor panel. So let's place a plane
like this roughly. I'm not too picky with
this stuff, of course. Then what I'm going to do is
I'm just going to go ahead and convert this to an
added poly over here. And then if I go
into my verticies and turn on edge faces, I can select the vertices, and I can chan for those. To give them like
a slight corner. So this is going to be
the end of the panel. So yeah, just give
it a little corner. Then what we can do
is we can select the inside and we
can do a nice inset. And the reason I want to
do an inset is because I'm going to use the floating
jomtre technique for this. And for that technique, you want to end up with like a flat plane
so that there is no transition in your height map between the low poly and
the flat plane over here. Now, once we've done that,
what we can do is you can let's go ahead and do
let's do like a bevel. Make the bevel go downwards. And it's not to get to make it, go inwards a little bit. And the reason I want
to have it going in is because I will be
looking at it from the top, and if it is perfectly
straight down, you will not get that nice fall off that
you have over here, and it will look a
little bit ugly. So next what I'm going to do
is I'm going to give this, like, a little center bit. And then I will do another
bevel, but this time, I'm just going to
remove the minuses over here so that oh, sorry, this one needs to
be in the minus after all. So this one needs to be -0.18 to make it nice and
consistent. There we go. Now that we have this
panel over here, all that we need to
do is we just need to create a pattern
inside of this panel. Now, for this pattern,
or use Booleans, or what you can do is you
can use floating geometry. Normally, I like to use actual geometry like pushing
it in with booleans. However, in this case, that might be a little
bit time consuming. So I hope that this will
be fine for the Hedman, but I am going to use actually just floating
geometry on top of this, and I'll show you what
I mean with this. So let's grab a sphere. And we're going to
use the sphere for, like, the panels over here. What you want to do
with this sphere is you want to go ahead and probably rotate this
like 90 degrees. Yeah. And then I'm going
to convert to an dipole. Going to go to my left view. Yeah, left view over here. Oh, sorry, front view. To my front view,
select one quarter, plus contra I to select the rest and just
delete the rest. Is that all that we
have left is this. Then we have this
panel over here. What I can do is I
can simply extrude this out at this point. And I can also select
this over here. And for this one, I'm
going to do a extrude. But it's going to be extrude setting so that I can carefully move this out over here so that we have a flat
area because once again, we need this flat area in
order to get this working. At this point, what you can
do is you can go and add a normal modifier or in any
case, just flip your normals. I'm going to then a
symmetry, press flip. I'm going to give it
something like this. Now it's just mostly
a matter of centering my pivot and placing it, let's say, over
here or something, going into add a poly and
you just want to place it. Also, one thing that
can be useful is to simply select these edges
and a single connect here. This way, I know
where the center is. I know that over here, I can
push this a bit further. Let's leave this one in
the center like this. Now with this one, you
basically want to place as close as possible to the base. Now we do need to turn this into a high poly that might be a little bit annoying because
of these edges over here. But what we can do in
the latest versions of TSMx in this case, or most other programs also have this is we can be
sneaky and we can add a retpology modifier
to this over here, and we can just press compute. And then as you can see,
it will just quickly, do a retopo at which point, if we add in a turbo smooth, which is our version
of subdividing, then you can see that over here, if I turn off my
edges and faces, that's looking fine
and from the top, it will look a little bit
like it is sitting in here. The only thing that
I want to quickly make sure if I go to my added poly Yes,
so add a pool. I'm going to select click
the loop select this one, and I'm going to grow it twice, and I just want to flatten this to make absolutely sure
that it is exactly flat. Once that's done, we can
just add like a turbomooth. That's fine. Although I will
probably add that after I've done all my duplications.
So we got this one. I can just go ahead
and I can duplicate it roughly over here and get it
to be roughly in the center. And then just a matter of duplicating it over here and
setting my number of copies, quite a bit higher. So I don't know, I'm
going to go for, like, 25 or something until it hits, 24, that was the
case. There we go. And if you feel
like it's not even, which I do, then you can always select all of them,
move them a bit up. And there we go.
So for these ones, I'm going to isolate and I'm going to merge them together. The reason I want to do that is because TS Max doesn't like throwing turbo smooths on so many models at the same time. So merging it together means that I just have more control, even though it means I lose my red topology,
but doesn't matter. And then I can start like a single turbo smooth over here. Now, for this version over here, all we need to do is turn
this into like a hypole for which I'm just going to add some supporting loops here we go and some more classic
supporting loops. I like these areas. And then for this one, I'm
just going to insert it to add my supoklo move
back a little bit. And I need to, of course, place a
few at the corners. So, this is just like, as I
said before, basic modeling. It's not what this
tutorial is about, but I will leave it in because I know that
there are some people who even though this tutorial says that it is an
intermediate tutorial, they will be here and have the absolute basic knowledge of some specific topics
that you will need to know, and that's where this comes in. Sometimes it's nice to just place an extra card here to make sure that the loops do not go
in like strange directions. But that should do the trick. Okay, P ptmizerOPptmiser,
turbo smooth. Here we go. And now, if I turn off
isolation mode and go, for example, well, if you look at it from the top,
this is what you get. See, so it's just completely
fake, but it is working, but it feels like it
is just one mesh, and hopefully our mamasetTolbik
will also see that. So we got our plane,
and then this one I will populate with like
a bunch of other stuff. But in any case,
we got our plane. I'm just going to go
ahead and I'm going to export that one and oh let's make a new
folder that I'll call, I don't know, Palm details
or something like that. And let's just do
low poly. Okay. And now for my hipoly make
sure that you don't turn on isolate display whenever you export your hypoly because else it will mess
up the geometry. And then I can just
go ahead and call this HP. Here we go. Okay, so baking, we already
went over inside of marmoset. So I'm not going to go ahead
and explain that again. I'm just going to import it. So we have our low and hypole only thing is that
you might want to bake a few more
maps in this case, because we are also
going to create some unique textures
inside of painter for it. So none. Make sure that it
is mapping over the top. Give it a textiusPum
details, bakes. And bomb details. My microphone is in the way, so I can't exactly see all
my settings over here. Four k. Let's do a normal
object space curvature, height, of course,
the height sexy, important, and
ambient occlusion. That's all I need for now. And I'm going to get started. We're doing a quick
test bake using my norm map and just
press bake up here. And then if we go, for example, to Photoshop, we can
just quickly Come on. There we go. We can just quickly make sure that it is
all looking correct. So I'm just opening this one. Yeah, there you go. See? So
that is how the norm map looks because it always
projects exactly from the top. So that's exactly what I wanted. Now for my height map, it's always a little bit of playing
around with the setting. So let's first of all, just bake the rest for now and then we can focus
fullly on the height. Okay, so Moms had actually crashed for the
first time in ages, so I'm back where
I was left off. That's no problem. So we are
going to bake our height. Now, I did already play
around with the settings. So when you have
your height, you will always have a
setting like this, 0.50 -0.5 by 0.5. However, personally, these settings never
seem to work for me. So I like to always
start at zero, and then I like to start at like one,
something like that. And then when you press bake, what you can do is open it up
inside of Photoshop again. Here you are. So here you can see that what it
looks like right now. So it's not perfect
yet. Now, there are two things that
we need to fix. First of all, I want to focus my height just on the back side. The reason that
these do not work is because the height
does not look the same as like a norm map where it just imprints it on top of it. Instead, it will actually read the height of these things, and that's not very handy. But for now, what we're going
to do is, first of all, you basically want to
go into your height, and I'm going to set my inner
distance down a little bit. And then what you can
do is you can press bake and then just look
at your thumb nail. So over here you can
see that I'm looking at my thumbnail, and let's see. Do I need this at
my outer distance? No, sorry, my out distance
needs to go lower, actually. Think maybe I want
excets at zero for now. And once you've done
that, let's have another look. I can
just update this. Oh, not zero, not zero. 0.1. Don't ever go zero because then it just
becomes instantly white. Too much? A little bit more. So it's just a bit of
playing around with. Let's actually try 0.5, I guess. And let's do this
one that's -0.2. I guess we were quite. This is always different
depending on the model. So you often just need
to play around with it. Or at least that's what I find. I find often having differences. So yeah, okay, for now, this is fine because
we will have a mask that will mask this out. So let's say that we have this, which is looking pretty decent. And then when something is
white, it will stand out. When something is dark,
it will go inwards. So now you might guess, Okay, but what are we going to
do about these pieces? It's a bit annoying
but not too difficult. Basically, what you want
to do is in your height, you have your spheres over here, and you just want to
temporarily throw those into your scene
and then bake again. The reason for this is because
the height will always read even if we turn it off
whatever we bake in here. So now what you will notice
is if I update this, we only have our back panel. And having that
now if I go back, I can drink in my sphere again. This is why I always
like to literally model the jom tree inwards because then I don't have
to do this kind of stuff. But technically, this would
probably be still, like, a bigger time save than doing all of the
jom tree like that. And it would be way
more complex for me to show you how to do
all of the jom tree. So now what I can
do I can add this. Oh, I forgot to Sorry,
let's delete this. Make sure that for
the other detail, you go over here and you set the padding to none
because you don't actually want to have padding on this
specific one. There we go. And then what we can do is
we can go in here and we can import this Import
this. There we go. Okay, so we got these
pieces over here, and now what we can do is we can probably just
play around with an overlay mode. Soft like no. And what kind of
pushes into, like, the same values as before. Let's go ahead, and I'm just going to use my magic One tool, and I'm just going to delete. Right click Rest
RIs. There we go. Just delete the background. And now what I want to do
is I just want to go ahead and it's actually fetter this. Let's go. It's a
little bit annoying, but for now, I'm just kind of
messing around with things. Modify, fetter with like I know, three pixels, control shift I, and then delete it again. And this way, it becomes
a little bit softer. And then if I go
image adjustments, brightness and contrast. Hm. That's interesting. Let's try levels because
it's levels are, like, really clamped down,
as you can see over here. That's interesting.
But this is more what I was looking for
to get this effect. Now, these pictures actually
need to be exactly the same. Over here as they are over here. So that's a little bit sometimes annoying to get those
exactly the same. And what I'm going
to do is I'm also going to tone this one
down a little bit. So I'm hesitant to press okay. What you can do is
you can try to, like, hold Alt and click. And then you can read off
C five, C five, C five. And if you hold Alt
and click over here, it is c66 c66c6. Wow, I can't pronounce it. So then I need to
kind of go in here and I need to just go one down. And then again,
click c5c5, C five. Okay. I know it's a hacky
way of doing things. It's not how I would
normally do things. It's just because it's speed. And right now, I
don't want to waste too much time on this
specific part of the util. So anyway, we have
the stuff done. We can then go ahead
and we can press Save and press okay. And now it will have our final
details in our hype map, and all of our maps
are now baked down. Now with that done, you
can actually test out. So here we have
our low poly mesh. We just track it back in here. So, here we have
a low poly mesh. If we just throw
on a new material, you can actually go
to your displacement. Sorry over here to
parallax, I mean, so you can go over here to
normal and then to parallax, and you can drag
in your nom map, and you can drag in
your height map. And then you can
already see how it will behave roughly the same
inside of Unreal Engine. See? So here you can see
inside of Unreal engine, it would roughly do
the same where it will basically show as if there
is a height going on. And then on the outsides
there's just nothingness. So now it feels really like
there is actual height. Even if you go like,
super up close, it really feels like
there's height, even though there is not. So that's how you can
kind of test this out. I will just leave
it like this for you guys to see so
we can save this. And now the next step is to go inside of substance painter.
11. 10 Creating Unique Pom Details Part2: Okay, so here we are
in substance painter. So what we can do is create a brand new file and just
PBR metallic roughness. For our file, what we're going to do is
we are going to use our low pol over here or you can just use that plane that
we actually created. That might actually be
nicer because that plane is horizontal and the
low poly is vertical, and just to like nice
four k, open GL. And then what you can do
is import your baked maps. You can press T and you
can go ahead and you can go to textisPum details, bags, and just
already art all of your maps in here,
and it's press Okay. And give that a second
to load in. Okay, cool. So all we need to do is go into our text chat list and call this Pom details so that
we can use it later on. And I'm going to
show you some very, very basic stuff over here, and then we'll take
it from there. So you have inputed
your bake maps, which means that if
you click on here, you get your non
map object space. Your ambient occlusion,
your curvature. You don't have a position
in thickness map. If you want those, you can
always press used Bake maps. Well, actually, it's a plane, so it doesn't really matter. Four k, used low pool is hi ply, and then only set these two. But as I said before,
it's a plane. Lily it won't really
do much in this case, because it will just be white. But as you can see, we now have all of our details in here, and that is looking
pretty good. Okay. So what do we need? Emit clusion, height, dah
dah dah. That's fine. We do want to get also like unsupported channels by Shader
Opacity channel in here. Oh, I miss click. There we go. A best channel. And now what you
can do is you can, for example, do your
normal texturing. I'm just going to drag on
like a smart material, drag on like a smart
material because I don't need to really do any texturing on this because
this is all throwaway work. Since I'm not going to
be able to use this for, like, my presentation scene, I don't know, steel Go away. Okay, so here we
have some steel. Now, you can see that there
are some direction stuff going on that is most likely that there is I
know it is brush steel, like somewhere along here. It is probably you can just
turn it on and off here, the roughness details because of the triplane let's set
this to UV projection. Still, you know, at that point, I'm just
going to delete it. I'm not going to bother
with that kind of stuff. You do want to kind of
make a mask over here. In this case, I like to just go ahead and paint the
mask in myself. And the reason I want to do that is we can bake
it inside of Mom set, but we are going to add
some extra details in here. So we got our steel over here. Now, what I can do is for
now I can turn it off, and let's say that I want to add a few extra details in
these areas over here. Now, for these details, I'm
not going to make them, but I am going to use the
hard surface collection from JROTols which you
can find over here, and I will also
post a link into, like, the tutorial
description to this. So this is quite nice. W your hard surface collection
over here, it's like, a lot of different kind
of hard surface tools. And JO tools is quite known
for this kind of stuff. If I just quickly
showcase it here, you get, like, Well, he
also does tutorials, but there's, like, a lot of hard surface pas and everything
that you can get here, and it is all quite nice. So I'm just going
to temporarily use these because it is a
little bit easier for me. Here we go, because dieting
is that the sier for me. Here we go, because dieting is that these come
in actual height maps, the same height maps that
we have been creating. So what I can do
in here is I can, for example, select
the ones I want. Now, I'm just going to do
this, like super quick. So I don't know. Let's select this one. I do want to get something
that I know will work or will look
nicely with like Pom. And let's just s this
one, for example, and maybe also select
like this one over here, which like a uh, N, let's do this one over here. So it's just like
different panels. And all you need to do is
go file Import resources, and then drag in your
selection in here. You can just click and drag
to select all of them, and we are going to set these as a texture into our project. And at this point,
it would probably be good if we save
our project also. So I'm just going to call this pom pom underscore details. Here we go. And next, if you just create a fill layer and I'm going to have this
at the bottom, height, underscore details like this, what you can do is you can add a let's only turn on
height like this. We can add a black mask to this, and then we can paint in
these height details. And you can do this
in multiple ways. Or you can literally
double click on it, and then it should Oh, no, wait, that's when
it is an Alpha, sorry, because I'm not using
it as an Alpha. In that case, just
go to projection. Dragging your shape into your
grey scale at the bottom. And let's say I use
this one over here, going set my Alpha
hardness all the way up, and I need to probably set my height down because
else it will not show. But now what you can
see is that I can Lizzy just paint
this in over here. Then I can, for example,
grab the next one, which is this one, and we just like paint it in over here.
So it's like a panel. And then we have the last one for which I can
just go in here. And if you holds, you can see, watch all of the menus for
this specific version. So we can go up here. So
I'm doing this quickly. It's just to showcase. So now what I can
do is I can, like, set the norm map
strength down over here. Oh, that's annoying. I've got to 1 second. I've got to paint So stuff. Sometimes if you forget
to paint something and it needs to be black,
it needs to be white. You know what? Let's
redo that one. Shall we? Because this is not going the way
that I wanted to. And because I click them away, it's a little bit awkward
because now I'm not able to find them anymore as easily. There we go. There they are.
Okay, let's try this again. So we can go in here.
And you can ignore, all of those type
details and everything. If they become a problem,
I can easily fix those. There we go. It's not
exactly straight. I do want to try and make this at least
a little bit straight. Okay. And let's not
forget the last one. Just go to have
that one over here. There we go. Okay.
Sorry about that. So we can push down
the heights for these. If you want, you can give
a little bit of blurring. You can go up here, add a
filter with like a blur. Give it a little bit of a blur, maybe to make it a bit stronger
or something like that, and I'm just going to set
my height all the way down. So we now have these pieces. If we want, we can
throw on the steel, throw our height
details at the top. And you can just do whatever
texturing you want. So I got this. Now at this point,
what we will be doing is we will be painting in the mask and I will be doing, like a little bit of texturing. I'm going to Trap set
because I feel like I'm spending way
too much time on, like, silly stuff
that has nothing to do with details right now. So let me just
quickly go ahead and Tipset and get it
all ready to go. Okay, so as I said, I kept it super basic over here. And what we have now is, as you can see, we just have, like, a very basic texture. This one has, like, a
little bit of paint on it. This one has, like, some
paint and some metal, and this one is just
like a metal panel. But the important
thing is that we also have our mask over here, and our mask is the one
that will, Wi showcase. If I go like this. There we go. So our mask is the one that will be really important
for these decails. But anyway, so we now
got this stuff done. I can turn off the
color in my mask. That is quite important because set will show up
in our base color. And now let's say that we are ready to export
this, for example. Of course, if you're
making decals, I expect you to
make them look like amazing and stuff like that. So I can go in here
and I can export it. I will need a custom
preserve our no weights, preserve On weights.
We probably don't. Here, you see,
because it is using obeste into the Alpha
with our default preset. So that should be fine. I'm going to navigate
to my folder, and then I will
just double check. So PBR metallic roughness should be the correct
one in this case. Target file and let you set this as four K and export this. Just want to quickly
check in my base color. Cool. It has my
Alpha in here also. Oh, I can see that
there I missed like a few spots in my
Alpha. No problem. I can just quickly, you probably won't even notice
like small spots like this, but let me just quickly fix it. For you. There we go. So let's just do an answer. And also, what you can
see is that I gave like a little bit of, like,
a softness to it. This will give us,
like, a nice far off. So we have this stuff done.
I think that we are ready. You would, of course, map them onto a plane the same as you do your quarter dens and then you would go
ahead and you would, like, place them on here. However, because this is just like a tutil, I'm
just going to, like, project them on here using a basic deco because it's
the exact same concept. Oh, one thing I find
important is that I need to look in my Alpha that does that jo and I'm going
to very quickly because this one does not
seem to it sometimes happens. Like the height that you import
does not always actually show up as the
height. Oh, 1 second. Let me just quickly go
to RGB color over here. There we go. Now I'm
able to import it. So yeah, the height that you
import is not always the same as the height that
you import from painter. And the reason for that is
because it does in painter, it does not read like
that, like that. But this should be fine. We probably might need to do, like, a little bit of balancing. Now, we can do that
over here by trying to, like, match the
color a little bit. But remember that
we have a mask. So for now, what I'm going to do is I'm just going to save this. It's annoying that
they changed at the Photoshop that you always
need to do a saves copy. So over here. Oh, and let's not forget, select everything, throw it
into your Alpha channel. And let's see if we still have that bug again, so we will see. So if I save this again, and I like close it. Is it in the Alpha
channel? No, it's not. Let's try again,
safe, Alpha, paste. Close it. And now it is. Honestly, I don't know
why it is doing that. Honestly, I don't know
why it is doing that. I wish I could tell you.
It's quite new to me, so I do not know. But anyway, so we
have our base color, height, metallic,
normal, and roughness. The metallic one is
actually also a new one. So what we can do is
import all of this stuff. Go in here and it has already because we are exporting
from substance painter, substance painter exports in direct X unless we
say it otherwise. So the texture is already
in the correct location. You can see that because it is standing outwards
instead of inwards. Now what I can do is I
can pump decals complex. With that one, I can just art the metallic over here,
convert the parameter. Metallic with a static switch
parameter has metallic map. And if it is false, it will just for now
become a constant. You can also have it
as I'm a constant. You can also have it
as a scale premter if you always want
to have it metallic. But if it is true, it will do this and just throw this into our metallic and don't
forget to throw in our Parallax UV. There we go. So I'm doing this quite quickly because it's
technically not showcasing you anything new or at least whatever
I'm showcasing, it's super, super basic,
even though it is new. So potholes pom, we
can duplicate and call this one Pom details,
for example. Open it up. Over here. And then what we can do is
we have our Pom details, so we have our
base color turn on the hesmtallic base
color, height, metallic. And I wonder how the height
map is going to react, react. We might need to play around with the
settings a little bit. So those are now all done. Okay. I'm a little bit
nervous for this one, because the height maps for these ones are always they
often need some tweaking. I just hope they don't
need a lot of tweaking. So let's just set this to 90
and again to 90 over here. Scale this one down. Scale
is down a little bit more, and I accidentally inverted, so you need to make
sure that you do not actually go into the obstra. So the masks are working fine,
so we have these details. The palm is I don't know. Is the boom good or bad or
let's try 0.05 is like a base. Okay. So, now you can see
that the pom is actually, the poem is working quite well. These are sometimes limitations
that you get over here. Those limitations you can
play around with, I believe, your reference plane to
try and minimize them. But for the rest, that is
looking actually pretty decent. Okay, so yeah, over
here, my reference plane 0.1 the reference plane basically
sets like the distance, so you can choose how much
you want to get rid of it. Yeah, I think
something like this. These pump details, yeah, see? So that's looking fine. And then, of course,
with your intensity, if you minimize the
intensity a little bit, then it will not be as extreme. But as you can see, the general takeaway,
even though the artwork might not
be as nice right now, but the general takeaway
is there, that this one, it makes it really
feel like this is standing out and
that it is geometry. And you can see that
we can just give multiple different textures. And this is roughly the
same techniques that I also use, for example, on star Citizen or Citizen or I think also
on alien isolation, they probably also used it. Yeah, just these kind of
techniques, of course, they might have a more advanced shader and
that kind of stuff. But I do hope that you enjoyed this little extra bonus chapter where we just go
on how to do this. You can see it as
like a nice fading, but you can also give like a
strong fading if you want. And from a distance, it
doesn't even feel like decals. It just feels really like
it is actual geometry. Awesome. Okay, the
next chapter will be the last chapter where we will show a brand new technique, although it is a
classic technique, and that says how to
generate decals from images that you have
taken yourself outdoor. And once we've done that,
we are going to put everything we learned together
into a quick environment, or at least just like
the stuff that we made. We are going to throw it,
like in a quick environment. And yeah, it's going to be fun. So I hope that you enjoy this
12. 11 Image Based Decals: Okay, so welcome to
the last chapter in which we will discuss a
unique deco creation. And in this chapter, what we're going to do is the classic. So we are going to
go over on how to actually create a decal
based on an image, which is pretty much
what you see over here inside of for
example text.com. So they took, for
example, an image of some leaks, as you
can see over here. And then they extracted
that image to only have the decal
and nothing behind it. And that's also what we will
be doing for this chapter. So for this, what I recommend is you can pretty
much do this with anything. So you can do this with
even your phone camera or with, like, a DSLR. I did it using a Nikon
D 500 DSLR camera. And basically, I was like,
on holiday in Vienna, and I just took some
pictures of, like, some surfaces that had, like, some really nice grunge
and everything on it. So that is basically
what you want to do. Just go outside if you want. You can, of course, also download these
from the Internet, but I would say go outside, capture some images, and
I have a few over here. If I go large icons, I
got, like, a few of them. Now, on purpose, I did not actually try to convert
these to digas yet because I wanted to show
you the organic look of how we are going to
achieve this effect. So first of all, what you want to do is, let's say that we go, for example, let's do like, let's do this one over here. So what you can do is these
are still in a format, so I can go into Photoshop and it will show up my Raf filter. I'm just going to go, for
example, to geometry, and then I like to
set scale rotation because I want to make this a little bit nicer
looking over here. Detail, maybe, give it a
little bit of sharpening. Oh, this is not the
most sharp image. So that's my fault that I
probably had my dea Pragma, sorry, for you guys, it is called your shutter
or release or I don't know. Probably a Fstop. I probably had my Fstop
at a very low value, which means that
on the outer side, it's not giving me
a very sharp image. But, okay, so once
you are happy, you can, for
example, press Open. And now, what I'm going to do is I'm going to go ahead
and I'm going to click and drag and just roughly state where I
want my degl to be. And I hold shift while dragging
to give me like a square. And in this case, I'm
just going to image it. I'm going to crop it, and then I go to image
and image size. And you can see that over here, my image is a little bit too small to be like
a four ke image. So I'm going to go 2048 by 2048. That will give me
often a better result. I have some images here
where the outsides are hopefully not so blurry, over here you can see, it's
still like a little bit. But this is just
about the concept. It's not so much about creating the most amazing
decails because I did not take these images
with decals in mind. I just took them because
of reference, pretty much. So a few ways that
you can go ahead and basically all you need to do is generate
a mask from this. So most of the time, the easiest ways to go to select and then go
to Color Range. And then what you
can do is you can click on specific colors. If you want you can set
your selection preview to none, and then you
can really see it. So yeah, you can click on, like, specific colors over here, and then I like
to go to Grayscal and then you can play
around with your fuzziness. Over here to decide how much of the color you want
to have included. So if I, for example,
do something like this, now, at this point, it
will be quite sharp. So I can show you. So we can do a solid color and make it black. And if, for example, or make it like white for now, if we then also add a
solid color behind it, can see that it is quite sharp. So it will work as decal,
but it is quite sharp. I will work as decal,
but it is quite sharp. At this point, you can always hold Control and
click on your mask, and let's say that we
feather it a little bit. So select, modify, and fetter, and I think we only like
maybe like one pixel. It doesn't always
work, but we can try. And now we have
this one. So, okay, so actually one pixel. But yeah, we cannot go lower than one pixel. That's too bad. So in this case,
the fettering does not work exactly
the way I want to. However, what I can also do
is I can always just go in here and go into your
mask and then go filter, blur and give it like the
tiniest gasienburTing, like Here, even less. 0.1. Oh, it's really sensitive. It's 20.2. Yeah, there we go. 0.2 blur. Okay. Awesome. So we now have our basic mask and
turn off the black color, and then you can kind
of see how it works. Now, at this point, what I tend to do
is I tend to go ahead and right click and merge the black background with the top because
again, it's a mask. And then I press A, Control C, go to my channels
and paste it into the Alpha. Now, if you click back on your RGB and then turn
on your Alpha again, you can kind of see
where your decal is. And as you might have guessed, we want to kind of,
like, fade out the ends. For this, I recommend getting
a simple brush over here. And I have, like, a lot of brushes that
I created myself. You can actually get
them on my store. That's like a shameless plug
if you want to get them. But yeah, so just get an interesting looking
brush, basically, for example, this one, maybe, and make sure that
your color is set to black. And then what you can
do is you can kind of just like start fading out your decal and try to make it feel like a
little bit more organic. So you can see that over here. I'm not just painting
in like a round bit. I'm trying to get entire
details over here. And this can be, for example, just like a smudge grunge
or something like that. And it works the same
with shader wise as our leaks decal. So we can go in here
and if you want, you can also get rid of,
of course, more pieces. So let's say that
we now have this. Now, at this point, inside of, for example, over here,
what they always do is they always just mask this out. I think in our case, that's also good because if we do
not mask this out, what will happen is we will be able to see the
white outline, and the white outline basically
comes from, of course, the background, but
we cannot always guarantee that this decal will
be on a white background. Sometimes it will
be, for example, on a red background, and then you will be able to see
that white outline. So basically what you want to
do at that point is you can go in here and let's
click on a background, a layer from background. And then if we just go
ahead and like a mask, and I'm basically going
to select Contra C, sorry, Contra A and
Control C, my mask. Then I click on the fill
layer, and then in here, I'm going to paste it
in our channels into this fill layer so that
now this mask is in here. And at that point, all we need
to do is do a solid color. Below it and make
this solid color, the same color as your deg. So now what you can see is that it has a lot less of
that white outline. It still has a little
bit, but that's fine because it's just a
trademark of this decal. If you want to have it less, you can always go
in and literally, use your levels to
push back the details. But now you can see the
difference, see the difference. This is basically how it would
look like when it goes to, for example, text do C.
So we now got this mask. Now what we can do is we
can do a file and save a copy and we can folks simply call this one
decal underscore zero, one, and I will Let's first of all, make a save as decals so that we can do multiple
and then save a copy and then do it as like
a TGA and call it whoops in here,
decal underscore 01. And then we can just
go at the save. And now I have a feeling
we will once again get that Alpha map
problem, but we will see. So if I do DC 01,
TGA, Yeah, see. Oh, that's so annoying. I don't understand
why it does that. I need to Contrave this one, Contrave in one, contravet
in here and save it. I honestly I have
no idea why it's doing this, but
now it is working. Now we have a decal
with an Alpha. At this point, you
might have guessed. So I will first show
you because some people might not be interested in
me doing the other textures. But let's go in here,
and let's just do image based and just drag in
our decal 01 over here. And now all we need to
do is in our materials, let's grab Leig
one, for example, duplicate and call this image based underscore 01 to make it a bit easier for you
guys to understand. Normally, I would
just call it like grunge 01 or
something like that. And then in our
deca, all we have to do is drag in texture, and that's about it for now. Let's go to materials. And I don't know
how it will look. So sometimes it looks bad. It all kind of just
depends. So 90 degrees? Yeah, it looks pretty good. So you can imagine
just having this as like an extra grunge
decal here and there. And that's a general
concept for this. This is probably
the easiest method, although you do need to go
outside to find the decals. But yeah, it's also
the least flexible. So we got something like this. Now I will show you
how to, for example, do something a little
bit more dramatic. So these are pretty
much the same. I won't go overdose, but I
will leave them in here. Although this is a lot of data, it's 25 MBs per map. I'm going to delete that one just because it's not
really adding any value. Let's say we have
this one over here, which is like a much
stronger paint effect Digal. We can open it up yeah, the sharpness is decent for it. So maybe set the sharpening
a little bit stronger. And then let's go to geometry. And then I like to go
ahead and just, like, scale this in, maybe rotate
it a bit, make it flat. There we go. Let's open this up. Okay. Awesome. So we
now got this one. We can once again, we can just
go in here and hold Shift. And I can see that
on the outer end. Oh, no, wait. This time, it does have a pretty decent stuff. But let's say that
this is going to become decal over here. So I can just kind of like place this roughly in the center. That's quite nice, actually, because we can just
do, like, a cut off. And what we can do is we
can go image and crop. And at this point, you
just want to go image, image size, 3,000. I think we can get to 40 96
without too much blurring. Yeah, here, that's
fine. Okay. So we now have a 496 by 496.
We got this one. Now, at this point, there is another way that you
can often generate a mask, but it's not the best
way. I will show you. It's by duplicating your layer, going to image adjustments, and then you and saturation
and saturate it down. And this only works
when you have a lot of contrast and that it is pretty
much using your levels. And then what you can
do is you can try and use your levels to kind of map out the exact shapes. But as you can see,
it is not a good way. So here you can see it just keeps up all of
those dark areas, and that's why I rarely
use this technique only if it is a very basic version. But I think for this one, we can just use our color
range again, go in here. Oh, that's interesting.
So why is it giving me? Because these are very
different colors. These are very different colors. So select color range. Localized color clusters. No, let's turn that one. Yeah, let's turn that one off. So you can, if you want, try and get this into substance
Zina and there's a node, and that node is called
color equalizer that will basically just flatten
things out a little bit. For now, I'm just trying
to see if I can maybe get like a decent look. So I'm just clicking
basically on my Yeah, I feel like this is
like the best one. I'm going to probably get
rid of this one and this one over here because I don't
really like the look right now. So I can do a solid
color, make it. So I'm going to make
it white to black. And this one is a
little bit tricky. So I can see that yeah, it doesn't look great. It's probably because
of the background, but I can go into
my mask and I can go ahead and sm I call black and like Twine kind like paints out some of these
details that I do not want. So I'm mostly just
painting around over here. Yeah, let's get rid of that. Let's keep this one, quite
small because just an example, normally I would
have if I really am looking for details
when out and about, I would probably try to focus
on a surface that is, like, flat in the background
and that has, like, a strong detail on
the foreground, like dirt and
everything like that. And that often works the best, if you do stuff works best
if you do stuff like that. So for now, I can just go ahead and I don't know why
I'm using that brush I can just use this one to get rid of all of these
extra details over here. You get the point. So it all kind just depends. You need to find something
that has a nice color contrast so that you can actually
properly select everything. And that's the general
goal for this. So we now got this
one. At this point. Yeah, you can, if you want, use your levels also to
play around with it, but we can also do
that in just a sac. So if we have this, we can
merge layers, Contra A, contra C, and Contrave
and then have a look. Yeah, see here. So there
is quite a bit of fading, but that fading might look nice. So first of all, just
kind of want to give this a ty and then we can kind
of see what we're doing. So I'm going to add
a I should still have it copied so I can
just press Contrave in here. So there we go. Now we can see like
this is really the grunge and then I
can go ahead and add a solid color behind it and just do like
a color picker note. Let's go for something
like this. Just like a bluish color. There we go. Okay, so we have this one. I wonder what it will look like. It's not coming
out exactly how I expect it, but you never know. So let's do save a copy. It's like a Targa file, decal zero, two, and save. Now, my guess is that, again, it did not do anything with
the Alpha, and I was white. So I'm just going to save
this, paste alpha in here. That's aquari I just don't
know why it's doing that. But again, so that
one is now working. So if we go into our Oh,
not our pump details, into our image base, we can import degl 02 in here. And then if we go
into our materials, we can go ahead and we can
grab the image base 01, duplicated, Image base 02. Of course, if you
want, you can also generate using subset zone
or norm maps from this. You can even use photogrammetry. But if you start generating norm maps and base color
maps and everything, then you basically just end
up with, again, this stuff. So it's all linked together. But anyway, so we got this one. We can go ahead
and duplicate it. And if we go to
image based DCL 02, I am curious what
this will look like. That's always the
fun thing about it. It's like, you never know,
but sometimes it's nice, sometimes it's not.
So, there we go. Uh, yeah, it's okay. I would probably set my
opacity like 0.9 or something. Or 0.8 something
or 0.8 like this, maybe I would go into
my color overlay and make it a little bit more of like a brownish
color over here. And just like that with
a few adjustments, we got, again, a nice looking
decal that we can use. And that's the general
concept about it. Okay, and we are
under 20 minutes, which is nice for just
a quick explanation. Awesome. Well, look at that. We went over a bunch
of different decals. I do also hope that you
like this tutorial format. What I twed with this
format is I try to really, like, first of all, focus only
on all of the techniques. And also, in this case,
when I say intermediate, I really just try to,
like, make it for intermediate artists
because decals is such a specific topic. I do not expect 100% beginners to even preview this tutorial. So, but yeah, now you
know how to create various types of decaals like over here,
procedon painted, procedural cracks
with norm maps or norm maps only with
actual base colors, another gun with
norm maps pom based. So you got image
based, edge based. We got a lot of stuff in here. So I think this is
looking quite solid. Now in the next chapter, what I will do is I will
have a nice little scene for us and we are going to
use the decaals that we placed and maybe
a few others, I'm just going to show you
how I'm populating a scene. Maybe if I feel like
I need more decails, I will do a quick timep of just some extra decails
or decal creation. So that's going to be
it for next scene, but the actual teaching
moments on how to create the actual decals,
at this point is over. So if you are sick of hearing my voice, then at this point, you can click away and
else I will see you in the
13. 12 Creating Our Decal Showcase: Okay, so welcome to this final chapter where we are going to go
on how to just play some decals in the
scene just to show you how it all works together and how it just kind of
blends together. So I got this really
nice scene over here. It will not be included
in the tutorial because I just downloaded it
from the Unreal marketplace. But yeah, it's really
nice and high quality. I quite like it. So what we can do is I have
also imported my decals, for example, and we can just
for example, have a look. Here we have, for
example, like a Road. Now, if I press G,
you can see that they actually also use a
lot of decals on this road, and it just shows you again, like how the decals and
everything are used. Uh, the road itself is
a little bit cracked, which means that our crack
decals might not be as good, but as you can see,
you would be able to, for example, just art like
some of these crack decals. And even though it
is not exactly the same in terms of the texture, it still works pretty well. So what I can do is
I can, for example, go ahead and duplicate this and place these cracks
over here like this. And then if I would open it up, I can always try and give
me a second over here. Yeah, I can always try
and balance it out. So for these ones, I would say that maybe
I want to go into my crack texture and
set the brightness to, like, 1.5 so that it is,
like, a little bit brighter. And then maybe I can go in here. And I can give this a little bit more of
like a bluish tone. And that way I can kind of,
like, balance things out. Now, you can see
that the cracks, they work pretty decently. And that's pretty much how we
would just go on with this. So we can, for example,
have like, Oh, here, let's do our
potholes with, like, pump details on top of it. Let's load it in. Takes second because this is, of
course, a new project. But here you can see that now I have these pump
details also in here, and you can see that this
works really nicely. So it fits together really nice. I can go ahead and I can
open it up and maybe again, just make this like
a little bit more bluish to fit with this
specific environment over here. And just like that, we have these really
strong pump details. And if I just go ahead
and, like, delete these ones because I don't know, it feels a bit unfair if I also use his decals
on top of it. Although I can do a few
of them, but, like, the main shapes would be
like, for example, over here, let's say I like, like, one over here and
then maybe I grab, for example, here, this one from the person who
created this environment. I can move this one, like
a little bit in the back. And just like that, I don't
know if we have any cameras. We do not. I can, for example, go in here and make a
nice view like this. And just like that, I can go and just create a very quick. Where am I create camera. There we go. And the
reason I'm creating these cameras is
because I want to just create a nice
presentation scene. So I can go down here
in 1920 by 1080. And then I can just kind of like nicely fit this together. And of course, I
will make this look extra good later on
for my presentation, but I still want to show you that you can get some
really nice presentation. For example, I have, one
of the parallax ones here, like in the forgot
and everything. For example, for me, the
lighting is a little bit strong, but that's all
looking quite nice. And then you can also,
if you want here, that's actually a little
bit too much quacks. You can also go in the back and maybe have a few more
quacks also over here, those areas. Like that. And there you go. So
that's the first one. We got a nice looking little showcase
for something like that. Now, let's say that you
have a bunch of leaks and everything and you want
to use them in these areas. You can just go ahead
and you can use your leaks and you
can rotate them. And what I recommend is
when you have these leaks, of course, you can
scale them down, but also make sure
that you just scale them flat like this
so that they do not extend the extend over in areas you do not want
them to extend over. Um, for example, over
here, I'm not sure. Yeah, you can, if
you want to do that. And by the way, you can
see that the corn dens, this artist already used
corn dens themselves. So here you can see, like,
the power of corn dens. So you can see that it's
being used in the industry. But what I can do
is I can turn off snapping set this over here, and I can have these nice
leaks sitting over here. And then if, for example, duplicate this, I can now grab my second
leaks, for example, and they will blend
in quite nicely, and then I can
duplicate this once more and maybe use my
first leaks again. And doing that, it will give you this nice difference
between them. I can then duplicate this again, rotate it 90 degrees
and just get these nicely lined up in here. And then let's duplicate
it again and this time, use leaks two again,
just like that. Okay, so that's pretty cool. If you ever have
models, for example, these models that
you do not want to have the leaks included, what you can do,
also, for example, this one is you can
select the model. And then if you go down to render rendering over
here and then advanced, you can turn off
received decals, and then it will simply
not receive any decals, including the decals
that we created. So I can go in here and same over here, I
can, for example, just like turn off received
decals and that makes it all feel a little bit more grounded again because the decals
are sitting behind it. Now, you might have guessed
that if I look at this, I might want to tone down
my intensities a bit more. So I can go here in a paste and set this to,
for example, 0.8. This one also to like 0.7 even. There we go. And just like that, we now have these really
strong leaks. Awesome. Now let's say that we want to have a little bit extra here. You guessed that we
can use, for example, our image based decals. You can see everything just nicely comes together,
and that's nice. So you can go in here.
When you scale the decal, it's always a bit
buggy, as you can see over here, it
goes into the minus. So then you just need
to push this back into the plus because else it will not give you
correct lighting. Here we go. And now you can see that if I just use
this one and maybe I open it up and set my
opacity to 0.9 like this, I can have a few of
these decals in here, which are also looking quite nice and I can duplicate this. I can rotate this around
a little bit over here. Maybe at this point,
I can not that one. That's annoying. It does not
allow me to select my decal. Come on, just let me. Just want to select
my there we go. We have this decal over here. What I can do with this is
I can go ahead and rotate it 90 degrees and
maybe use my image based number two in here and use it maybe somewhere along
the bottom over here. For these ones, what
you get off course, also do is you can
also just move these out to control the intensity. Just like that, I have now another decal sitting
nicely there. We got our leaks done, edge damage we don't
really have to do. We got some potholes over here. Maybe the potholes also
work Sorry, this one? No, it does not really
work in this area. As you can see,
it's way too dark, but it works better on,
like, a darker surface. But yeah, just like that, we have a bunch of different
stuff that we can use, and we can now go ahead and I do wish that they cleaned up the
scene a little bit more. Typing camera. Okay, I'm just going to write clay or
Contras contra vid my camera. So we have camera number 01. And then I can, for
example, go to camera 02, and I can make, like, a nice render like
this where you can see our decals in action with various different
decals just like that. So that's pretty
much it. You can see Camera one and Camera two. And that is basically
how you would go ahead and start using these
decals in your actual scene. And of course, as you
can see, like all of these edge damages
over here, you would, for example, if you
create a model, you would place
those edge damages just like I showed you. So that was it for
the sutoyal course. Short but powerful,
I like to think, and I really hope
that you enjoyed the sutoial course and that
you learned a lot from it. So yeah, we went over a bunch of different techniques
to create decals. And now that you know the
workflows of these techniques, it is just a matter of applying them to different
types of decals. So now you have leaks.
You can do rust leaks. You can do all kinds
of different stuff. You can also use
these techniques in your normal models and
texturing workflows. Same with the image
based decals. You can have various
different image based decals. Maybe you want to, for example, generate some norm maps for it or some unique
roughnesses for it. You can do all of
this in designer with your cracks and
all of that stuff. You can also, once again, just nicely go in and create
different variations. Maybe instead of cracks, you want to have
tiles that are like broken up and all of that stuff. And thanks to the Pom, which is working really nicely here, you can see that all of
that will work great. So I really hope that you
enjoy this tutorial course, and I hope to see
you in my next one. Once again, thanks for
watching Fast Racals, and I will see you guys later.