Transcripts
1. Introduction Trailer: My name is Kubez Fayun. I am a three D
environment artist at Scans Matter and I will be your instructor
for this course. In this in depth course, I will teach you everything
you need to know how to create a herro game asset
and assets in general, using Blender three D, C
brush, and substance painter. This course will cover the
complete process from start to finish on how to create
hero assets for games. Some of the main topics we
will cover are as follows. Proper project planning and creating a blockout
of our asset, creating the low poly version, creating the base
high poly version, sculpting any additional damages and data on our high poly, efficient UV unwrapping
and baking our model, creating our textures
in multiple stages, starting with height details, then base colors, then material definition,
and some final polish. Rendering our asset
in MarmostTol bag and creating final screenshots. We will also cover a
lot more information in between these main topics. The general takeaway of this
course is that at the end, you will have the
knowledge on how to create exactly what
you see in the images. And you can also
apply this knowledge to almost any asset, not just herro assets, but
simple production assets. Because we want to
make sure that you can follow along with
every single step, we made sure that the
entire tutorial is recorded in real time
and fully narrated. There will be a few
time lapses which cover very repetitive and time
consuming functions. However, they still contain narration to explain
the process. With a total of 20 plus
hours of video content, I feel confident that at
the end of this course, you'll have the
know how on how to create a wide variety
of TD Game assets. This course will also come
with auto generated subtitles in English, Chinese,
and Spanish. I hope you will enjoy
this course and it will have a positive
impact on your life.
2. 01 Creating Our Blockout: Welcome, everyone,
and thanks for watching Fast Track Tutorials. My name is KubsFyin and I'll be your instructor
in this course. The key topics we'll go over
in this course is how to gather and use good reference to model this telephone booth. How to grab it
correct. Let's scalp blockout before starting on
complex parts of the model. Then create a high
and low poly version of the asset for baking in substance or then
optimize the low poly model. We'll teach how to unwrap
the UVs of the asset, how to import it into substance painter and bake high to low. Then how to texture the asset using various tools
and substance painter. Then how to add interest
using wear and tear to show how the asset has
lived and to tell a story. Finally, we'll then
export the asset into Marmoset to set up a scene
to render it for portfolio, or then render a few
production shots to showcase. The software we'll be using in this course will be blender
and substance painter. All of the modeling and sculpting will be
done in blender, and all of the texturing will be done in
substance painter. The marmoset step is optional as that is
just for showcase, but I'll be using that to create the showcase images
for this tutorial. Okay, so to start the
gray box of this asset, we will look at our
reference and see that there's two
parts to this asset. We have this exterior cage and we also have
the interior parts. Because we're using
four K textures, we want to rather split
this into two textures rather than just keep it as 14k won't have the resolution. We'll need the resolution for this grid and for
the buttons here. We'll just keep that in
mind when we gray box. It won't be super necessary
when we gray box, but it is always a good thing to keep in mind of how you
want to split your asset. In terms of scale, we'll
use a real world photo. It's not the same photo booth, but it gives us a kind of dimension of where the
person needs to be. It's quite a cramped space with a little bit of a headroom. So to start that, we'll need a scale or reference
model of a human. So I'll just import
one of those, and we just want
to move him away so we can have reference. We want to select
the default cube and just move that to be
flat on the ground. And we scale this cube to be the tightness we
want around the human. We'll move that a
little bit in and we'll move the headroom up a tiny bit. So that just gives this
kind of the dimension. You can even make it
a little bit thinner, still so then when
it's that thin, so now for the depth. So I'll just use the human,
make a duplicate of him. And we can see that it is
a square in the reference. So we just want to make it uncomfortable on all
sides for the person. So we'll just look
at the top, see. So the square here could work. So we'll just anchor that here and we'll pull this
in a little bit. Okay, so that square
looks correct now. So the space the
person has around him is about that much and the standing space is a square in front and he can
access the phone. Now that we've got the basic
block shape of what we want, what we want to do to
start with this frame is we want to just split it in half and use the
mirror modifier. What this will allow us
to do is to not have to make the same
change on both sides, but it'll just have
us make the change on one side and it'll be mirred
across to the other side. So we're just going to
use the mirror modifier and mirror that across
the center line. So now for the parts we need, we'll need a box inside
that's extruded inwards, and then we'll need
these side pieces as well to make these fences. So to do that, we'll then designate how thick
these sides should be. We can turn off
snapping for this. So we'll dictate
that that's that thick and then just
move it a little bit away from his arm just to keep the same thickness with
the boulder there as well. We'll then add the top sign where this telephone
sign will go, as well as the roof cut. The purpose of doing
the blockout is to give us reference of how to
do the production model. So we're looking to get the basic shapes of what
needs to be done. We're not looking to get the absolute final shapes of
what needs to be done. So for these inner parts, we can delete this whole
piece as this grid at the back will be a single plane and we don't want to
have thickness on that. We'll delete this
inside part and then just bridge the
gap that's now left. We'll just bridge
this gap just to give us some more working room. These gaps up top need to be bridged across for using mirror, we'll just snap those on the X and just make sure
that they're all the way to the center and they combine and then just to
bridge the other faces. Okay, so that's kind
of the outside of it. So then we'll just add
a plane at the back for the backing board
of the telephone booth. We'll just move that
plane into position. Move that up. This
doesn't need to be mirrored particularly
because right now, we're not going to
do much with it. And even at a later stage, this will still just be
a plane with an atlas on that just creates
the dots in it. For these side pieces, we want these two
windows split in two, but we also have a ground floor. So we want to make this kind
of ground floor pillar here, which will be the one
that goes through here, and we just want to make
that all the way around. There's a lower one at the back below this
power box, it seems. So we're just going
to make those. So we'll designate
where the side one is. The back one will add as
an individual pillar, and we won't do it
from these right now. We'll also then just define
these pillars from the sides. That'll just give us a good reference point of
where they need to go. And then also this middle bar, we're just going to extrude and make a semi thick bar here. Then to cut out these windows, we're just going to delete them and bridge in between them. So we'll delete these
two windows and then bridge in
between them. Okay. I would do bridge edge
loops on both sides. And then we'll add
the glass in as well, just as a placeholder
and for some reference. So that's one sized glass, and then we'll just
duplicate that across. This doesn't have to
be super precise. It's just to keep a sanity check for later
that we need to add that. It's going to make this
bottom leg as well here just to fill in the
other part of this structure. And then for the
back pillar that's a little lower than
this pillar here, we're just going to add a cut here that we can
extrude through. So it's quite low to the floor. We want to do it almost at that height and then just
extrude that across. What we want to be
careful is also to delete this inside face that
the mirror modifier can weld together without having to have an inside face that'll cause normal
issues to for us later. So looking back at
the structure to see what needs to be still done, we can see that there's a little inset of the
sign in the front, which isn't necessary
to add now. But we can just kind of do that inset that,
delete this face, just to make sure that
the mirror modifier doesn't have an
inside face there, and then just do a
slight inset here. This won't be used for final, but we just need to be able to reference
things to each other. Another nice thing to do
with gray box also is just to turn on your cavity
and blender and just make sure this
is set to both to be able to see your gray box
model a little bit better. Do I just want to
adjust this grid at the back to make sure it's
right on top of that. And then looking
at the reference, we can also see that
this is inset upwards. So for that, we should just have a kind of cube here
that we can inset. So this cube will just inset up to create some headroom in
the actual booth itself. Okay, so that should be the
structure of the booth now. The booth that I'm
going to follow the closest is this one here, as I feel like it's the most interesting
insight and isn't just a single line of things. They're quite similar, but it's always good to have
one global reference. We'll reference the
others for buttons or to see the phone
from a different angle. But for the most part, this reference is
the best and also has some damage that'll
tell us stories later. So to start with
the inside here, we're now going to do
this box at the bottom. So to do that box, we're just going
to add a cube and just make sure that it fits in just a little
bit off both sides. And looking at the reference, it looks about just
under knee height. So it seems to be maybe
just above knee height. It seems to be almost there. So for this acid, we want to
just move it to the back of the grid just to make
sure that it can't link. And we'll make it a bit
thinner because it is a I'll reference a lot
of the things above it. It has a slightly sloped face. So we'll just slope that inwards here just to get that piece here and we'll move it in front of this back support to make sure that that is
not getting in our way. So we'll do that and we'll move the grid to the front
of the support. I don't think it'll
be at the back. So it'll be in front
of the support that will have a piece here at the back rather
than in the front. That does look more correct. So this piece also
has a door in it. So what we're going to do is we're just going to
delete this bottom face, and we're going to insert
this piece for the door. So we want the door to be then delete this bottom
face to make space to just drag this down to the floor or then drag
that down to the floor, and we'll have to create a I't need a loop cut
on the other side. So we'll just do a simple full. This is dirty geometry, but this is just a gray box, so we're not going
to need it later. Just undoing that fill
to bevel these pieces. As the door will be the same
thickness as the front. We want to extrude the hole around it rather than
extruding the door out or in. So that'll give us a line. It's a bit thick, so just make
that a little bit thinner. So extruding that inwards, that gives us a line kind of machine line around the door. Then we'll just delete these two because they
won't be necessary. And we'll just do
a new pace from edge here just to get
that bottom piece. Not lean, but it's
a blockout so it's not necessary to be full production ready
from this point. Then we're going to do is we're just going to
add another cube. The next spot we're
going to make is this part here,
this little shelf. We're going to make this
by just making a cube, adding an edge loop here, and then just extruding
that outwards. So this part is a little bit above this thing at the bottom. So we're going to move that
to an appropriate location. We can at this point start
moving the person away. We have enough reference of
the inside of the box to be able to know where everything goes that we don't need
the human anymore. We'll still keep them
off to the side for things like the phone where
we need to know the scale. But for now, we'll just do that. Then this box needs
to be a little off the side because it is
off of this edge here. Then I'll make sure
that this is linked to the back of the
grid as well just to make sure that it can be
linked there. We'll do that. It is a squashed
square to the side. So we just want
to make sure that we follow that reference. So we want to make it a bit
thicker on the side here. So it's a little squashed. And like that. Integrate
the little shelf. It's off center to the top, we'll just drag that up. We'll bevel that line to
give us some thickness. Then from that line, we'll
do an extrude of this face, the front face,
not the back face. Then we'll extrude the front
face and from the reference, it seems to go just over
this piece at the bottom. If we need to change this later, it just seems to be the most correct from
what I can see now. Then for the sign, it is a little wider than the bottom piece and goes up
to almost where the well, just under where the phone is. So if we take the screen as where the person's
shoulder would be, this sign has to be just
under his shoulder. So then moving that way. So we'll add a cube to
get that sign, as well. Then we'll just scale that to what we saw
at the reference. And then just scale that up. So now we'll just
reference the human. It's a rectangular sign, so it'll be under
his shoulder line. It'll just graze the top of it. We'll move this to also
be linked to the back. And this should be
quite a thin sign. It just has a thin
plastic border around it. We only give ourselves some
place to inset it as well. Before we inset, however, it is usually easier to select all the edge loops here
or the corner loops here and bevel them with a bevel of two just
to get that soft corner. Then if you do inset, it'll
carry those lines inwards, and then you can
just do an extrude along normals backwards. Then just confirming that
everything looks correct, these two parts feel like
they can both be a little thinner and just moved off
to the side a little bit. So for the bottom part here, we can see that this
shape is a box with a slant downwards hitting
this box at the bottom. The top of this box is slightly
higher than the shelf, and it is in from this
left hand corner here. So we're then going to
go and add a mesh here, which is going to add a cube. We're going to position
that sort of where it needs to go on
the left hand side. Then we're going
to start adjusting its side and its height. So its side and its height would should just be
lower than that object. The object here feels
a bit too fat again. So it's going to scale
these two down even more. Let's move those in just
that this can become a cube. Okay, that feels correct, but the cube stops here because it still has that
extrude at the bottom. So then for that bottom part, what we're going to
do actually sorry, we want to push this in first to be linked
at the back here. And then it has to
lean a slight bit over from the bottom part as it has to slant downwards into it. So we're going to push that
to just be ahead of that. Then we're going to extrude
this bottom part downwards, hitting that measure
at the bottom. They're going to pull
in this bottom edge, creating that lip this
put also has a door, so we're just going
to do an inset. For this door, it is flush
with the back of the barrier. So we're just going to extrude this inwards just to
create a little barrier the part and we can come
a little bit closer to this corner just to fill out
the photo booth a bit more. So I feel like this bottom
piece of slant is too strong, so I just want to make
that a little less. It feels like it's giving us too little space on the inside. So for this face, I'll
scat it out a little bit and then just increase the width of
this square to the left. So while increasing the width, just making sure not to get too close this
part on the right, Okay, that does look
a little better, and it is already done to
feel cramped as it should. Then on top of this square, there is this pyramid
shape as well. This pyramid shape
starts right above the shelf and goes to
the bottom of the sign. We can use these as a reference, and then it is the same size as the square box on the bottom. So to grade that shape as it is two shapes that I don't
think are welded together, we'll just add a cube on top. We'll move that into position, make sure it is the
same size as the box. So move this way and then just make sure that it's only to the
bottom of the sign. Well, then move this forward and make sure that it stops at the front of
where this box is. To get that little
pyramid shape, we're just going to
scale this inwards. Move that back a little bit, just to make sure that
this back edge is solid. Okay, what we're going to
do then is we're going to start blocking out where
the phone needs to go. So for the phone,
what we can see is the phone is the same
width as this bottom box, and it is the same height, but a little more than the sign. So what we're going
to do for that is where they just going to add another cube and move
that into position. Make sure that we've got the same size as this bottom box. And we're just going to then
move the top part before it starts with a curve just
a little bit above the sin, and then just create
some a little bit more breathing space for
these assets as well. Now, we're just going to
make sure that this is the correct thickness
for everywhere. Link that at the
back, and it leans over this little
pyramid, a little bit. So we're going to
go over like that, and we're just going to make
the frame a little wider, just to have some more
space for that phone. Selecting your vote just to make sure we select
everything here. Make that a tad wider and then just increase the width of this bottom
piece a little bit. The bet of gray boxing is we can just move assets around and we don't have to care too much about how high quality
the models are, and if the textures
are going to stretch, we can just change things
and make sure that they still work without
having to worry too much. So the phone here is in line. There's a little inwards,
then this asset. So that'll give us some space. I want to make sure
that the phone booth is not now too wide. It feels a little wide now. So what we'll do
is we'll just make sure that we confirm this
dimension here again. Make sure it feels
a little squashed. Okay, that feels more correct. What we're then going to
do is we're going to make the side phone here
to put this in here. The plastic should
be about that thick, and then from the top, it seems to be kind of there, and it lines up with the
bottom and the back of this phone here
of the body here. We're then just going to extrude that outwards to make the
phone fit in this side. Well then drag it to where this part needs to go
here with the phone. The inner body
seems a bit thick, so we're just going
to move that over to make more space for
the phone to sit here, otherwise, we'll have
quite a long phone. So we'll just do that as the body is quite a
rectangular shape. Then just to give us
a more reference, we're going to take this top
piece and just bevel it a little bit to get that shape and just to know what its
final height would be. So we're going to do
something like that. Then the phone itself
has a inset here. So for a lot of these objects, we're going to create simple
variations of them and then just make those cubes
kind of production later. We'll do this inset
with a boolean. We'll give ourselves
some reference, but we're not going to go too crazy with the
details for gray box, all you're looking for really
is reference to yourself. This is more of a thought
process thing than really a creative
production models stage. We're just going for the
screen or for the inset here, we're going to use insight
from all these corners and then just scale that to an appropriate thickness
of all of these sides. And just move it up a bit as this bevel here
feels a bit far now, we're just going to
move this down just to create that plastic to the same thickness
as it wants to be. Then here we're going to make this inset of
where the screen should go or whether
the inset should be. And then we're
going to insert it again for the screen should go. We then you're
going to scale that down just to get a reference of the screen as that is one of the main parts we want to reference in
this whole piece here. I want to happy with
where the screen goes or just extrude
that inwards as well. Let's do a slight extrude as
it's not a very thick metal. It'll just be the width of
the aluminuinum around it. Then we're going to add
a cube to do some of the buttons and for the
coins and so on around here. Now it's going to move this up, and we're going to reference that in the top right corner. We'll make this a cube and then another cube with
a button as well. Making sure that that's
on the face this side. Pushing that in and
making that a I have a slight thickness just
to show the metal. We'll do that and we'll just
make it a rectangular block. And just to make the button, we'll make a duplicate
of that block, scale it inwards and
just move it over. There we go. That should
be fine for that part. We don't really
need more for that. We'll refine that later. Then in the bottom right
here for the screen part, we're also just going
to do a cube to match that rather than doing
the full model now. So we'll just do that. Pull that out, give it some thickness. Let's move that
back in. Then for the part up top here
where the coins go, we're then going to
create a boolean. So for that, we're
just going to create a cube that goes in here, and scale it to the
appropriate dimensions. And then it has a little extruded piece
here in the middle. So we're going to
make a single line. We're going to bevel that line, and we're just going to
extrude it from this side. We then just match kind
of that shape here. So for booleans, we just want to make shape the
depth we want it. And I prefer to call the
Boolean cutter just cutter, as it just gives me an
easier thing to reference. On the main body, then, what
we're going to do is apply the Boolean modifier,
search for cutter. Select the cutter. Then
if you go to this object, if you push that into the
face of the other mesh, it will actually make a cut out. The mesh won't be perfect, but it gives us quite a
lot to reference later. That gives us that little
coin piece up top. Then the next thing we
want to do is the keypad. There are four smaller
buttons up top, then a grid of a 414 grid at the bottom of
rounder buttons here. For this, we're just
going to use an array. We're going to create a cube, just make it a small cube this reference to where our screen is
with this button, squash that down, make
it a small button, then we're just going to make
sure it aligns everywhere. Anyone's really happy
with the alignment, and just see that there's a little more space
below the screen, and it's a bit smaller. So put it into place. Then if we do an array, it'll want to put it
one side off here, but we would like
the other side. So we'll just make
this minus one, and we'll just make that even less just to get that
gap between the buttons. There are four
smaller buttons here, which we'll just make
a bit thinner as well. And then there are a
separate set of buttons at the bottom here that
are the square buttons or rounder buttons. Before we duplicate those, it is usually easier to
just on the array master, if we're going to copy it, just make this one have
rounded edges as well. We just need to apply
all transforms to make sure that it doesn't
bevel weirdly there, and then just set the
origin back to geometry. Then I'm just going to bevel these edges with a slight bevel. And now we can copy
these buttons to the bottom array and
just drag these apart as you don't want to
scale the whole thing now because that'll mess up the corner
widths on all sides. We just want to make these
more square buttons, more rectangle buttons. And then what we can do is we can just array to
the bottom as well. So we'll look for the Z axis. And move that down and array
by four to get that grid. Then just confirm with how far the buttons are
from the bottom here. We can just move
some things around to make them fit better
to the reference. That does feel a
bit more correct. I think that does it for
the screens gray box here. What we're then
going to do is make the blockout for the phone here. It's going to start
at the cube again. We're going to start
with this notch as that'll give us the most shape
for everything around it. I want to make it a slight
thickness here and make sure it starts from the plastic for the where the foam
needs to go here. And then we can carve
the notch into it by creating a bevel
down the middle and selecting the three front faces here and extruding along
normals backwards. So that'll give us a line down the middle of
these two cubes. You can then move
this part forward to get to where the
notch would be, and we can move
this part backwards to be at the back where
the plastic would meet. Now that we've got this notch, we can just give it a little
bit more breathing space on it is quite flush with the machine so
that won't be necessary. Then for the phone, we're just
going to add another cube. So this is just an acid
we want to scale to the person's hand because it is an object we know semi
well how it looks, we just want to confirm with the person's hand
afterwards as well. So we'll just scale that to where the reference
shows us it needs to be. It falls about halfway here, and we can just confirm that
with the person's hand. It can be a little bit longer. So something like
that feels a bit more appropriate. And we can
just move that back. So just to give it a bit
more of a phone shape, we'll do a we'll make
it a bit thinner. And we'll just do two parts
on top and bottom here. Then we'll do that and we'll just make it
look like a phone. It's a very basic shape, but it is not meant to be
the final shape of it. Then we're going to
insert at the bottom here for where the
cable needs to go. And we're going to
extrude that outwards and make the end a bit in. Then put this phone back
to where it needs to be, and I see it can be a little
thinner at the front here. Let's make it thinner
at the back here. It's going to move
this by vertices forward and just set its
origin to geometry as well. Now that the phone is in place, the other reference
point for where this cable needs to go is there is a high degree inset here
for where the cable goes. So we just want to create that
as well to give ourselves a finishing point for where
we want that cable to go. So to create that, we'll just do a inset here and extrude. This is not the final of what
this shape would look like. We're going to have a curve here or a merger between
these two parts. We just don't want to do that now as it would
take too much time for the gray boxing stage. I want to make it a
little thinner to match the same input
as the bottom, as the cable will be the same thickness all
the way through. They want to move
that downwards, and that gives us both in and outward
points of the cable. So what we can then do
is add a Bassia curve. Make sure it's scale a zero that we don't have weird angles. So we can then take one point, rotate that 90 degrees
because the cable will come from the inside out
in a 90 degree fashion, and then just move that back to where the
cable would come out. And then the other side will move to where the
cable will come in, and that'll come in
at the same angle as we made the input point. Just scale the curve
down so it doesn't affect as far from
the input point. We just want to match
the lay of the cable. We're to pull this
back and then make sure that the input
point is on its place. Now that we've got those
two points kind of defined, we can then add some geometry to the cable as
well just to give it some thickness. Okay. Do apply all transforms. Make that zero C there we go. And we want a slightly
thick cable here. So we just want to
push that up and make sure that it links
correctly on both ends. And this top one needs
to be a little thicker. But Okay, now that we're happy with
where the cable connects, it makes a slight curve, and it comes back
laying on this part, hitting the phone here, then whipping around
here as well. So we want to keep those points in mind because that's where we would like to keep
our curve anchored. So to add more pieces on the curve, we'll
just subdivide this. Scale that inwards, and
then the first point we'll put where the cable
goes behind the machine. The phone, sorry,
we'll move that up. So then this loop
is quite extended. This loop then extends downwards towards this bin here and
hit it on the way through. So we can make the
loop go this side and just rotate that
appropriate angle and make sure that this
curve feels more natural. It's a bit far out, so
we'll just turn that back and just make sure it hits the points
we want it to hit. Is confirming it feels like a correct cable
the whole time. Let's move this part in
because we just want a believable twist of the cable that it doesn't
look too fantastical. And now we can just start playing around with
the extremeness of the angles here just to get something a
bit more interesting. The phone feels too far back, so I'll just move
this part forward. But we'll move the
curve as well. So I'm going to
select this whole phone part and just
move it forward. I don't want to
select the back edges here as that needs to be
solid against the wall. So we'll move this
phone part forward, being sure to select
the curve as well. We won't be able to
do that. So we'll just move the phone and
then we'll move the curve. So we move the phone, and we'll move the curve into place, just so we can get
a silhouette break with the front of the
cable here as well, and not make it
have to come out at such an extreme angle from the outward point
from the phone. And then we'll just
increase this curve here to not make the cable,
have a nick in it. Okay. So for the blockout
that does look good, let's confirmed we
have everything. So we've done the power
box thing at the bottom. We've done this with its door. We've done the little shelf. To make sure that
all our spacing on all the sides
are correct still. So these two parts have gotten squashed as we
have working with them, so we'll just need to
readjust them a bit. We'll readjust them,
move them inwards, just scale things
around as we go. And now the breathing space on this right hand side
feels a little better. The cable feels correct
similar to this. We can add a bit more droop to the cable according
to the reference. Seems to come down a
little bit further, and then just make
sure it doesn't hit here. To be the exact cable. We just want to do it
accurately or close enough. I just want to make sure that
we have the two pillars on the side that we do. Then we have this
telephone here. There's some insights here
that we're not going to do. This we'll rebuild the
frame in production, so these won't be
necessary to put in now. We have the buttons. We have the coin part here. We have the keypad.
We have the phone. I make it look a little
bit more like a phone, just be with these parts. It looks a slight bit better. So that seems to be all of the parts for the gray
box or the blockout. So what we can now do is we can start moving to the
production model in Part two. This will give us a solid reference of
where parts need to go, what scale things need to be, and where they need to be in relation with
the other parts. So I'll see you in part two when we move to the
production model.
3. 02 Creating Our Frames: In part two, we're going to start with the production model. This will mean taking all the
grey box assets to final. We're going to
start this by doing a final pass on just the
scale of the actual machine. So we're going to
start by putting the person in,
seeing if he fits, seeing if the booth is small enough so some scale changes
I would like to make, so I'm just going to
select everything. And I'm going to scale up the
booth by one or so squares. So just apply all transforms just to make sure that
it's scales from bottom. So I'm just going to scale it in one direction up
just a little bit, and then make it slightly wider. Okay, I'm happy with that
scale from the front. The other piece that feels too long is this piece
from the side. So it's going to go
to the side view here and pull back
this front segment. We're going to pull
that back to just about here and then just make this pillar thinner as it won't
be this thick in reality. It looks a little better, and we're just going
to do the same with the backing plate here. Make this a slight bit thinner. After that, then I want
to scale the slats on the side of these
two windows here. So I'll just select these. So I'll select these
by just looking from the front and scaling
them from here. We're just going to
scale these down a slight bit to
make them smaller. Something like
that will be fine. Now, it's going to
do a final pass of where everything is placed. So something is just move around and remove
the phone a bit left. Make sure I select
all of the assets in the phone to make sure
they all move together. So the cutter did not move when I moved everything else,
so I just move that up. Yeah, that looks correct again. Now, I just want to move
this whole construction here So this can go a little bit left just to give everything else
a bit more breathing space. Then we can just do some
scale adjustments on these two pieces to the
right here as well. So slight adjustments. That does look a bit
better to a reference. And then lastly, I just
want to scale these two up a little bit and just move them into
behind the cable again. And that looks better. Now the scale feels more accurate according
to the reference. We've got a thinner
side piece here. We've got the phone here, we've got the scaling
here more correct, and the bottom is also fine now. Okay, so to start with
the production model, what I always like
to do is to move everything that's in the
blockout is a new collection. I call this blockout just to know which is new parts
and which is old parts. What you can also
then do is just join these together and apply a uniform material
to all of them. I like to usually just make
this a darker gray by just going to the viewpoart
display in a new material, just sitting this
a bit darker gray. That did not apply
to all modifiers, so I'm just going to make sure all my modifiers are
applied before joining. Otherwise, these modifiers
will apply off towards. Now I can join them now that
all modifiers are applied. Now that's joined. Now I can just go back and reassign the material
to just a darker gray, and then just do the same
for the cable as well. Then if we create a new cube and put this in the
collection of production, this will be where the final high and low poly
models are created. So following the reference of the blockout,
we'll create these. To build this frame, we're going to build
a outside frame, housing inside frame
because there is a line here dictating that there's
a frame within a frame here. So we're going to construct
this in segments, but make it look like metal that is pinned
together on the sides. So if we're starting
that, we're just going to make sure
that this cube is the same scale as
our blockout leg. We're going to pull
up the bottom, make sure that's in line. Going to go all the
way to the top. For this inner piece here, we don't want to go too high as this piece still
needs to be separated. These pillars need to stop where the telephone sign
will stop here. We'll just move these up and make sure that they only stop at the top of the
telephone sign here, which can also go
just a bit lower. I'll just lower that head a bit. Do something more like that and then bring this
pillar up all the way, making sure that it's also
scaled correctly to the front. Okay, then that'll give us one
of our supporting pillars. What we are then going
to do is duplicate these across and then
join them together. So for starting,
this will also house the bottom piece that
will be welded in between these two pplllas. So we're going to add two
cuts, bring these down. So we're going to bring
these all the way down here, and then we're going
to bevel them to the thickness we want
this bottom pole to be. We can make it a slight
bit thicker than the blockout just to cover some more of
that ground off here. So something like that
looks a bit better. We're then going to join
these two together. This way using bridge faces. I think that will then be our
first layout of the frame, just a solid frame that
goes all the way to the top and then has
this bottom piece here. Then for the second
part of the frame, we are going to add a cube
again, scale this down. Make sure that this is in the corner here where the
previous pillars connect. For this, we just want to make a general block of
where this needs to go, of where the inset
needs to go here. This will not include
the middle crossbar between the two pillars as that'll be a separate
elements as well. To make the inset and
extrude a bit easier, we'll work with only a face and then mark out where we
want our lines on this. To make sure there's
measures in the right place. So we don't want this center
crossbar to be included. We want these two to be
frames of their own, and we want them to have
a gap in the middle. They're just doing an inset to see if these pillars
will look fine. We'll inset them a slight amount here that'll give us them the four beams
around the sides here. But we can then also add a cut here in the
middle between the two. So going to confirm that inset. Then just going to
use the knife tool to create the side pillars here, one side pill on this side, and one side pill on the other. And then we're going to
delete this center portion. Rather, we're going to
separate the center portion out and use that later. And we're going to delete these two parts where the
window should go. We're going to
separate these out as well just for use later as well. We're going then to set the origin to the
middle of these frames, just make sure that the back part is where
we want it to be. And then we're just
going to extrude it out a little bit just to
be able to see it better. This frame will then be at the back of the previous
frame we've done as well. And then its front
will be a very, very slight inset
from the outside. This will give us just a slight more interesting
line on the outside here. Then for this inside piece, we're going to do
the same thing. We're going to pull
this all the way back to where it needs to stop. So then extrude again so we
can see it from the front. We're going to pull this back to where the other mesh ends
and pull this forward. Again, just a tiny bit inset to create an
interesting line there. That does look almost
correct for the frame. We've got this topr.
We've got this side here. This does look correct for the side frame. Just confirming. So now we want to start
beveling all of these edges, just to add a slight more
interesting weld line here. Doing a test bevel to see
which would be easiest. So I think we're
just going to bevel the inside ones just to have
not a complete angular here, just a slight cut here. I'm going to select
all the inside edges. And then bevel them a tiny bit. We're going to do the same
for this inside face here. Here we want to select the
outside and inside pillar to make sure that
we're beveling these together and that they
are the same radius having both those
measures selected, we can now bevel them together. Again, just giving it
a very slight bevel just to have that
break of the corners. That'll be fine for that
outside window now. We're also then just going to drag these windows back
a slight bit here. These can stay a single plane
as they are just windows, but we are going to
put them slightly inset into this mesh as well, forming a slight separation between the pillar and
the window here as well. Once that's done, we can
unhide our blockout. We can join these first. So we'll just join
those together, or the unhydr our blockout assign all transforms to the side so we can mirror it
across to the other side. Well, then mirror that across. So we have two pillars
on the sides now. Then we can start working on
the telephone sign up top, as well as the top
middle part here. Now that we have
these side pillars, we can now inset this cube here and we can do this top
hat here that also, which we did not show
in our blockout has the slight inset in
the middle here, which we'll also add starting that we're going to start with the telephone
sign in the middle. We're going to add another cube. Jam that into the corner
of the other pillars. Then just scale this
to where we want it. Then we're going to make
sure that the face of this cube matches
the gray box face. And the back also matches the thickness you
want for this part. So this part is then an inset
and an extrude inwards to the same as the blockouts going to confirm
that that's good. To add some interest
to the spot, we're going to bevel this
outside and inside edge. As well as add a slight
bevel to these corners. We'll select all of these
together so we keep a consistent bevel
across the whole asset. Then we're just going to add a very slight bevel here to catch the light
a slight bit better. That does look correct. So for the backside here, there is a pillar still here, which needs to be connected
between the pillars. So to do that, we'll apply
the mirror modifier to make sure that we can edit between the pillars
on both sides. And we're going to carry this
bottom pillar through here. It's like bridging the faces and pulling it down a slight bit
and a slight bit smaller. This makes efficient use of the mesh from the
previous pillar to create this one as well without having to add more loops
to just create this. Okay, I'm happy with that. So what I'm going to do is
I'll make a duplicate of the grid of the blockout and just separate
that selection. And move that to production with the other material assigned
the light material assigned. And then I'm just going
to move that into place of the blockout of the
production model here as well. Confirming that it is in place. For the top telephone section,
let's have a look here. There are inset pillars going between these
pillars on top here as well that fill in the gap between the telephone
and this top piece. We indicated these in
the blockout on top, but we'll have to
fill these in with a separate block to make sure that we keep
consistency with the reference. So we're just going
to add a cube. Go to wireframe. Make sure it's the same height as the telephone sign as that's the infall between
the bottom and the telephone sign
around the edges. We're going to add this part in hide the blocker to make
things a bit easier. The similar solution
to this would be to actually increase these
top pillars we have here. So we just grab these two edges and make these a slight bit thicker to the bottom
of the telephone pole, creating that bridge
we have here on top. That'll then create
this bridge here. Now that we have that, we'll just create the
same at the back. But we'll do the back piece
with a separate cube. Making sure it lines
up to fol this gap, and then pulling that across. Making sure that the
thickness here makes sense and pulling this part in to be the same thickness as the pillars we have
all the way around. However, we want to insert this a tiny bit to get interest here. That's confirming
that looks correct, and I'm quite happy with
where the frame is now. The thing we can add now is
we can now start with a roof. So we're just going to add
a cube for that as well, bring back the reference
and then create the roof. We've seen in the reference that there is a slight hat on top now that is a extruded
piece up here. So we'll make it a little bit smaller than the gray box as that's the final
size we want. So we'll make it to there so that we have some space to
create that inset as well. We'll make sure that this
matches all the sides. Some imperfection here
does also help for the storytelling as
these metal pieces wouldn't have been
assembled pixel perfectly. So that's why we're
not using any snapping to connect these pieces here. Then we're just going
to make sure that the roof also matches
from the sides. Just like that. Now that we have this roof, it needs to go up a tiny bit as this gap is slightly
bigger in the reference. We'll also add some damage
and so to these pillars on the sides here to pull it closer to the reference
for the metal damage as well. But for now, this is fine. As we are now working on the low poly moodel
to go too high, we're just not at the point
of doing that just yet. So I see this back
pillar has warped our inside faces of
the inside pillars. So we're just going
to pull this back a bit to fix this mistake. So we'll just make this the same thickness just delete this one. We'll create a separate
cube then for that face for the holes that were made and make sure that the inside
faces are still square. So then to reconstruct
that pillar, we'll just take the pillar from the top and make the
bottom piece here again. Just like that. Now we also have the
consistent insights here, and we can just do
a quick confirm to make sure everything else
looks fine, as well. These inside blocks, we can make a bigger machine line around them just by scaling them down a tiny bit just to get
a darker line around. Just something more like that. Then for the top roof part, it will be hollow inside. We're just going to
do an inset to there, then do an extrude up to create the whole snapping that TZ just to make sure
that it's constrained. And then pulling it up to
see something like that. As I just want to make sure that this myrtle is the same on the length and width
of the square here. That does look correct. Then it does have
this piece up top. Checking if we want
to make that a separate mesh or
use the same mesh. But I think using an inset
of this mesh could be ideal. So we'll just do an inset of
this mesh all the way here, reveal the blockout just
to check the scale, or then extrude this upwards. And now we've got
that piece up top. To make it a bit more
interesting, then, we'll extrude the
top piece here. Just to break the light. And then we'll do a smooth
bevel at the bottom here. Just do a three white
bevel at the bottom. Now we have some shading
issues, but to fix those, we can just use
weighted normals, as we want to use these
in the end anyway. I'm just going to
enable auto smooth, so it smooths, and we're just going to say to
keep sharp for now, that's not going to help So we're just going to bevel these edges that
give us some issues. Just going to add a slight
bevel on all the corners. Now that roof part
looks more correct. So thinking logically of how this back plate
would be attached, as it won't be in a slit
at the bottom here, this back plate would
most likely have been bolted to the
back of these pillars. So we're just going to make logical storytelling
here by making the plate a slight bit wider
and a slight bit taller, so we can put some bolts
in it to keep it in place. We're then going to put
it to the other mesh, making sure it just intersects. This top art, we don't
want to extend too far up. I think we want to just I think nailing it into the
corners could be correct here. Then we will make a
bolt to fit that. So we'll just add a
cylinder with 16 sides. No, we're going to add
a mesh iv sphere with 16 sides or do we
want just eight? So we're going to do maybe do nine sides just to make that
a bit more interesting. And we're just going to grab this top part just a
rivet type bolt here, we'll just do a cultural
inverse and delete these faces. Then we'll just do an extrude to give the body back to this bolt. And we don't need to
fill the backface as we're never
going to see that. So we'll just do
a weighted normal that's how all the models will be we'll be weighted
normals at the end. So we'll just weight at normal that then for this inside piece, we'll make sure to just do
an inset and extrude to give the inside screw hole
and just pull that in and do another inset just to solidify
that bottom part. For this outside, we'll just do two supporting loops
around this edge. So you get a bit of shine here, and for a bolt, that
should be fine. So we're just going
to name this bolt as we're going to reuse
this object a lot. Set origin to geometry to
have the center of the bolt. And then we can start
moving this into place. We want to use these bolts at a correct scale or
a normal scale? It's going to compare
it to something like a hand and those bolts
seem to be almost correct. It's going to hide the block
out again and then start nailing this grid to the back of the
telephone booth here. For these bolts, we just
to make sure that they are on the surface of the grid. And then just logically tuck the grid on all the corners
it would have been nailed in. Because this is a light grid, it will not be
supported on all edges. It'll just have three
bolts on the side and perhaps two in the center just to keep
it in line as well. So that seems more
correct to the reference. We have no reference
of the back, so it's just giving it some storytelling by thinking about how this would have
been done in real life. I am quite happy with that. Just confirming everything
looks fine in the inside here. For the roof, this inside edge here is still giving
some shading issues, we'll just do a
bevel here as well, just to make the roof smooth here and add a supporting
line on this inside edge. As well as then beveling this sharp edge here to make
it a slight bit softer. Now just looking at everything. We've got the grid,
we've got the back. We've got these side pillars.
We've got all of these. We've got these pillars up here, and we have the
telephone sign in front. The telephone sign has
a slight curve to it. So for that, we can just add three lines and just pull
these out accordingly. So the middle one will just pull mostly to the edge of the sign, and these two on the sides
will pull up a bit just creating a curved
inset into the sine. We can then start
applying weighted normals to the sine as well, and then just adding
support loops to take away the shading issues and making
sure the sine is solid. So we'll just add
some loops around. Now that looks more
correct and it has the curvature inside as well. The frame is constructed
fully and has glass in it. The grid at the back
is logically attached. This roof piece is correct now with the little hat on top as well. That'll do
it for part two. In Part three, we'll then move
on to all the internals of the phone booth and
finishing those up. See you guys in part three.
4. 03 Creating The Phone Booth Internals Part1: In part three, we're
going to start moding the internals of
this phone booth. So starting out, I just want to move everything that we've created previously
into a collection where it's now
called production. I just want to call this
texture set one because we'll know that the
texture sets will be separated the outside
from the inside. So naming this texture
set one just gives us a better reference
of that's the frame, and all the internals will be their own separate material. Moving on then to
creating the insides, we'll start with the cube to
start at this bottom piece. We'll scale this cube to the same size as
this back piece. Just getting the roughly
same shape and then getting the same slant
as the back part. Then just scalding this backface inward so it hits the
back of this grid. Something like that
looks correct, and it can be a bit wider as
well as this front piece. Well, then also delete the bottom as the bottom
face of this will never be seen as the phone booth can't be tot over and this
will be into the floor. So then creating an inset
from this back part. Looking at it from the
front view to make sure it is the same size
as the blockout door. Deleting the ground part to make sure the lines
carry through, scaling that downwards,
scaling the door in a bit. Now just going back
to our reference. In the reference, we
can see that there's a straight line on the
side of a thin gap, then a wider hand holding
line up top here. So we'll just mimic that
from the reference as well. We'll start by
beveling these edges here to a very thin line. And we'll extrade
this backwards, constraining this
to the Y direction to make sure it
doesn't go off kilter. And we'll just do the same
depth as the previous lines. We'll then remove the bottom
face of this cut as well, and we'll hide the
block out to see what we're doing and just make a new collection
called texture set two to make sure that we know
which parts are internals. Now that we have the side edges, we can drop this top edge down a slight bit to look
more like the handhole. Doing something like that gives it that shape that
we're looking for. You can then just make sure
it doesn't collide with any pillars or so and just pull this back face forward to make sure it stands in
front of this pillar rather than having
clipping issues. We can then apply a
weighted normal modifier and start just cleaning
up this mesh slight bit. We'll start by an edge bevel on these edges here, as
well as on the back. And because this is a
smooth metal object, we'll do a two bevel
here on all edges, just to make sure we get a nice light shine
on all of these, making it feel like folded metal rather than a
through the object. For these inside lines, the outside line of
the door will bevel I bevel this a one time to give it more of a cut out feel. Then on the inside of the line, we'll add a loop cut just to make sure that the
lines stay solid as well. And also on the
edge of the door, creating a white
line of light here. Just referencing back to the door that does seem
to be all the components. The damage and bins we
won't add at this moment, we'll add those at a later
time when everything's done. For now, we're just
looking at creating a more final version
of all the assets and then moving on to
full production, high quality high polymodel. Just revealing the
blockout again, now we can start
with a new part. The next part I want to
focus on is this piece here. When we were blocking out, we made this piece one piece. However, looking back
at the reference, these seem to be two
folded metal pieces. So what we're going to do
is create a back plate and then create the folded metal piece in front of
this back plate. So just adding a cube
for the back plate. I just scaling that to the
same width as the other one. We don't want to do the cut here because we're going
to make two plates now. Then just making sure that that is all the way at the
back of the grid, and then that the front is the thickness we're
looking for on that plate. That'll be at the
back of the grid. Then this plate will be a
thickness of about there, just some thickness, but
not going overboard. These are some curved edges, but we'll add those after
for the front part, bending an extruded cube
is slightly complicated. So what we are going to do
is separate this plane, delete its faces,
and bend this piece. So we're going to gather
reference of where the blockout shelf is so that we can bend
it into that shelf. So the shelf is
roughly about here. So we're looking for a bend from about here to where
the shelf line is, which will be here. So now that we have
those two lines, we can hide the blockout as now we know where
we're going with it. We can then pull this line back to be in line with
where the shelf needs to be, and we'll extrude that to where the sign does need to be or
where the shelf needs to. Well, then pull this all the way forward to where the shelf ends and just adjust some thickness to
where that is as well. Hiding the blockout again. Now we can see we have a
starting of a curve here. And to finalize it, we'll just
do another loop cut here. Want to quite a soft bend as. This will be the same thickness of metal as the back piece, which is still a little thick, which I'll just make
it a little thinner. So we'll make this piece the same thickness
as the back panel, so you cannot bend that
metal very solidly. What we'll then do
is a bevel here. Once you do the bevel,
at the bottom here, you can see that there's a
different kind of offset here. If you make this percentage, you make that 100%, it'll fill the whole bevel
you've set up. Then you can start
adding segments. For this one, we'll
add seven and confirm then the big part becomes that now you have duplicated vertices because
you did this at 100%. So for that, we'll just
do a mesh, cleanup, merge by distance,
and we're expecting four vertices to be
removed on all corners. Now that we have the shelf, we can apply the
solidifier modifier. And we can do this
to a minus degree. If we do do this
to a minus degree, we always need to keep in mind that we will need
to flip the normals. So applying this and looking
at face orientation, the model will look
fine as it is. But we will need to do
object apply all transforms. And if the normals
haven't flipped, then, then you know that
the shelf is correct, and we don't need
to do much else. The corners of these
shelves are bevelled, so we're just going
to do that as well. We'll select both of these to make sure we
get the same bevel. And just make sure we select all of the corners on all edges. Then we're just going to do
a slight bevel and we'll do a two segment bevel
on all those edges. Just checking according to
reference if that looks correct. That does look correct. Yourself could be a little thinner and we'll do that by just pushing
up this top part, a slight bit and just adjusting the curve
from the side as well.'s to make it a soft transition into
the thinner metal. And then pulling this back
part back just a little bit and just
reconfirming the curve. I also give it some metal
fatigue, interesting damage. So it'll just look a
little bit more authentic. Well then add a weighted
normal modifier just to see if anything
will need to be fixed. So once we do that,
we lose this edge, and we can get that
back by just applying to loop cuts here. Now that we have that edge back, we can just confirm
everything looks right. And we can just make
sure that this edge, which is looking a little
wonky, is just straightened. We're going to straighten
that edge a little bit. Just by moving these
words over a bit. That'll still give
it some damage. Remove the loop cuts first
just afex that edge. So we'll just select the
edge where it needs to be flat and then just
scale that to zero. Those two make sure we have a nice flat edge that
side, there we go. Then we'll add the lines
across here again, and the weighted
almost should carry on and that should be fine. For this plate will also
then make this a little thinner and push
this top plate back. Now we have these two metal
pieces combined together, and they do look
like the reference. We also then have two
bolts on top here, which we also then add in. These holes we can add in post with substance
and with texture. But these bolts, I
would prefer to be an actual mesh as we
have made these already. So I'll just take one
of the bolts from the back and just move
that to this piece. Scaling it appropriate
for this piece here and we'll just
add two bolts here. Then just making sure that this goes all the way
back into the model. And then just confirming
everything still looks fine. I would prefer the shelf
to move down a slight bit, so just going to do that here. Just to have a little bit more
metal on top here as well. And that looks good. Comparing
that to the blockout, the shelf is a slight bit lower. And this top piece, we can move some things around. But I think for now, this
lower shelf looks fine. We'll then move on to
this bottom box here, consulting the reference to
see how this looks again. So we can follow
the blockout for this bottom box here,
that'll be fine. These little parts, we can
add in texture afterwards, and this top piece is separated and has
quite a nice bed here, which we will do in the
low poly version as well, just to mimic that
whole curve here. And then that goes
up. We're doing a two part construction here. So just adding a cube
to follow the blockout. Making sure we scale this to
the same size as the back boox then just making sure
the back at front matches. And then also just
checking the back here. Then lastly, we can do the
extrude at the bottom here. Make sure that hits
this bottom piece. Just looking at the
reference to see if there is an
interesting inset here, a slope here on top as well. So to add some character to this bottom piece, we
can add that as well. So we'll just select this piece, select this front edge and
give it a bit of a slope. There'll be a bit more
true to reference and also give us reference of where
this part here needs to go. We'll then push this
part back a slight bit. And this part seems to lay on top of this bottom part here. So we'll catch that
almost halfway through the curve and make sure that its bottom matches
with the slope here. So we'll do something like that, also giving us a p to put some interesting rust
here in the texture. And then we can move on to
just inserting its door. So for the door, we'll
just do an inset, and we'll just extrude
this back a slight bit. This is very close to what we
did in the blockout phase. It's just we are adding the
pieces we miss there then. So we'll add a
bottom piece here, this is a more straight
come down here. So the frame continues, becomes taller, and
then only goes down. Then to add some more
visual interest, we're also going to do a very
slight machine line here. So doing another inset of the door to get a very
slight line around it, grow the selection by one
by pressing the upkey, selecting the middle face, and then doing an extrude
of the surrounding faces. This will give us a
very slight inset even at the bottom
of the inset here. That might be too large, just going a few steps back and doing that inset again to
get a smaller machine line. And we're looking for something
like that, grow by one, deselect the inside, then just extrude backwards
to get the line. Now we have the drop
where the door is inset, then the machine
line, then the door. It feels more as if there
is an actual door here. Then we'll take this piece and the top hat to final
production together. We're just going to reveal
the blockout again. We're going to add another
cube for the top part. Going to match the
cube to the blockout. Also get the same height. So this part has to not exactly match the bottom
box because this is quite rusted and bent metal and it doesn't fit
exactly the bottom. So we're just going to make this close enough to
fitting that shape. And then the top, we're going
to just sear down to fit that back pyramid and we're also going to bring this front part inwards as well. Okay. Okay. Okay, now that we've done that, we can see that there is a lip here that needs to be straight and then only
go into the pyramid. So to create that, just
create a line here, and then bring these
two line by selecting both scaling and pressing zero to make sure that
they're perfectly aligned, doing the same with the center, and just pulling that back
to where that needs to be and doing the same with
the other side as well. Once that's done, we can start adding some of the damage
of this curve here. So to do that, I'm
just going to add a few lines down the middle. We'll do two lines. So we'll do them at
awkward distances here. Then we'll bevel them to
make them a bit bigger, and then we'll just move
these words around. We'll be careful not to select the back and just to
make our lives easier, select this bottom here
and just lead that. This can be a hollow object
as we're never going to see the back of it,
the bottom of it. Then for this front
pot, we can distilate these words and
move them around. Looking at not going too
extreme with this damage, but also just making
it look good. Is moving those around. Then if we just do an object apply all transforms
and just pull it out, we can optimize the
mesh a little bit here by just merging
the votes and collapsing them just to make sure that this doesn't
go all the way through. Then once we have the shape, we can start selecting
these outside edges. And we can add a
soft bevel to these. We'll do a bevel
with two segments. First, you get a
nice soft metal feel here and we'll add the weight
to normal modifier as well. Once that's all added, because
we did keep transforms, we can go zero it and it'll be at the same
place where we left it. Now just hiding the blockout. We can just see where we are. So this door looks good. The bottom part needs
to be still bevelled. So we'll just do
apply all transform so we can edit this
on its own again. We can then delete this
back part of the mesh, and we can select all the corners we
want to have beveled. So having all the back
corners selected, and this cuts through
here selected, we can then do a bevel
and we'll make this a one semen bevel as this is quite sharp metal and we don't want to lose too
much of that shape. Then the outside of the
door frame will also bevel. Just a slight bevel just
to keep that shape. We'll apply the
weight to normals modifier and turn
on auto smooth. Let's check for any improvements
that can still be made. So we can have two loop cuts on the inside of the door just
to make it feel more solid. So we can do one loop cut
here on the inside of this machine line and on the
other side here as well. It'll just solidify this line and make the door
a bit more solid. And then we'll zero this mesh as well as it'll return
to the previous point. So now having those
three pieces, we can move on to creating the frame uptop where
all the information is. Just start this frame,
it's going to add a cube. Going to move that inwards to the frame in all just to
line these just to make sure that they are the same
size. And pull this down. It's also good to
always reconstruct blockout pieces because
we can fix some of the global scaling stretches we made and so on and
just make sure that everything is made to
be the correct size and the correct place rather than relying on us not having
scaled them before. So we're just going to turn
on a wire frame here just to see the interior lines, and we're just going to insert this to where the
interior lines are. Something like that. Then we're just going
to hide the blockout as we have all the reference for where this part needs to go. We're going to insert the inside and then we're going to
bevel these corners. So the outside corners and inside corners have two
different size bevels. So for the outside, we'll bevel them just a slight bit
and add two segments. Then for the inside,
we'll add a larger bevel. We'll just add a larger bevel and do two segments as well. Just checking to
see if that would be too low and if
we do need more. So just as a check, it would look better if
we do four segments here. We'll just need to reconstruct
the mesh on all corners. So then to do that, we'll have to manually just
reconstruct them. So we'll select all of these
lines that go through. Just use control
backspace to undo those, and we'll use the knife tool
to cut through these edges. We'll cut those through and then make these make triangles
all the way backwards. And we'll just repeat this for
the other corners as well. Ensuring that we keep the mesh flowing right here and
also making sure we don't have too much pinching
on either side as we want to bevel both inside and outside edges of this
frame still as well. Then for the bottom
two corners as well. Just doing the same, starting from the outside
and moving inwards. And then for the last
corner, as well. Now that we have a frame with two different bevels on
the outside and inside, we can also select
this inner edge. And just create a
smoother transition from that to the
frame in the middle. We'll first do apply
all transform so that this bevel doesn't
scale strangely. Well then do a bevel
with one segment, just to give it a better
light catch on the inside. Then we'll bevel the
outside edge here. We'll have to select this a bit more manual because there's two triangles touching the edge here and we can't select
through triangles. We can only select
through quads. So we'll just make sure that manually this goes
all the way around, and we'll give this quite
a soft bevel as well. So just beveling that to where the triangles almost
touch on the edges. And then we'll
apply the weighted normals modifier
to this as well. And just confirm that we're happy with all the
sizes on this. This frame can be a
slight bit thinner. So we're just going to
do a apply set origin to geometry and just scale it a bit thinner and make sure that that hits
the back of the grid. And this poster is also bolted and it has two
bolts on either side. So we're just going
to mimic that as well and just make sure
that ours looks the same. Setting origin of geometry on the bolts to make
them easier to move. These will be smaller bolts, so we'll just scale them down, move them to
intersect the frame, and then just put two bolts at their appropriate positions and duplicate them across
to the other edge. Looking at what we have now, we've done most
of the internals. The only thing left to do
then would be the phone. That'll be it for part
three. In part four, we'll then start modeling
the whole phone, as well as the cable
and the telephone oh
5. 04 Creating The Phone Booth Internals Part2: In Part four, we're going to model the actual phone itself. So just looking at the
shapes we have here, we have a cube on the outside
with some beveled edges, and then we have this
plate on the inside. We can see that this bevel
carries through all the way out into these corners and
into these corners here. So what would be the best to do is to create a metal
plate stand out, and then have this
black plastic, in this white plastic, go in and fold around
on the inside. So the best way to make this model might
be to do it from the panel, extrude outwards, create this inset
first, lay it back, and then model the
back here rather than trying to cut into a cube as these bevels won't line up. So let's start there. Just making sure that
everything is moved into Desi set two that
is on the internals. Then hiding the blockouts. We're going to create
a plane that shows the middle shows where
that panel needs to go. So just a single plane. And then we're just going to scale it to where that panel is. For that, we're
also just going to enable a wire frame
just to see clearer. Move that closer. And just
move this in as well. Now, once that matches, we can do an extrude, just to get the bevel
on the corners. Do a slight extrude. Doesn't matter how far,
we'll remove that later. We'll select all of the
edges, and we'll do a bevel. We'll do a five bevel here. Just a five segment bevel. And we just want to
keep the face here, so we'll do a control inward
and just select the outside. So now to get an edge here, we just want to do an
inset on this face. Go back to Io frame
and make sure that the inside of this shape matches the inside
of the other shape. This will just give
us an edge loop around that we can follow. We're moving that inwards. Then the inside screen here or the plate here will
be extruded inwards. Just making sure we've
got that frame in mind, and then the inside edge
here will also be bevelled. We'll do this just to keep reference of where
everything is going. They will bevel
that one as well. Now what we want to do
is we want to carry these bevels of the inside
edge to the outside edge. These will complete
this bevel up top. Then the same for this side, and the bottom ones will
complete this bottom edge, but this bevel will be
separate for these, we can do a scale to zero here and just do the
same on the other side. And move that downward as well. To make life easier, we
can also do a mirror. So just going to
make a center line. We can't make a full center
line because this is an gon, but what we can
do is we can make a line and do a manual
knife cut down the middle. So we'll just do
that and then select the faces on the left hand
side and just delete those. Making sure we delete
all the faces that side. Then we can pick a
verte in the center. Make sure that vertex is clean. Make sure this all
lines up and we can just do snap ertzes cursor active and then do object set origin origin
to three dcursor. We can then apply
a mirror modifier to mirror that across
to the other side. Now everything we
do, we just need to do on one side rather than both. So from this corner curve here, we need to still get this
curve up top and subsequently, we also need a curve
that follows that. What we're looking
for is this curve here from the bevel
on the corners. We'll start with creating
this from the top. We'll create three loop cuts here and we'll move these to the reference line
we have from the blockout. Does many sure that
we keep a good curve here and that that curve bleat
into the edge bevels here. That curve does look fine. Now we'll need to do the
same for the bottom. However, for the bottom, we need to bring these up
to something like this, as there'll be the edge here. And we'll just make sure
that this doesn't pinch too much on this corner this
corner becomes straight, so I just want to avoid any
unnecessary issues there. Just want to straighten
out this bottom edge. Yeah. And then we want to make sure that there is a
more aggressive curve down here than at the top. Well again add three here, then we'll start
aggressively curving this and we want
to go up because the curve on the outside is quite close to
this corner here. This corner is a
slight bit down. If we pull this
up to about here, that'll put the corner here and then we can just start
shaping this into a curve, just making sure
to keep this more aggressive than the other curve. And even use the scale just to make sure that the
curve is more aggressive. Now we can just confirm that that's
what we're looking for. The whole shape looks
a little square, testing with some scale. This bottom curve can still
go more further than this. And now we've got this
top shape that we need a bevel here and the
bottom shape here. That should be good. What we'll need then is the inside where these
curves are going to stop. But first, these sides are
also curved a slight bit. So what we're going to do for these is we're just going to add a line here. We'll add three lines. Well, we'll add one line,
straighten that out. We'll then move this
line out a slight bit and we'll just
bevel that then. Leveling that three times and then making sure
that this edge lines up. So this edge needs
to be straight and the inner edge of the screen
also needs to be straight. We want to select
the two verts on the inside selecting those, making them straight, and
making sure that they connect correctly with
the curve at the bottom. That should straighten that out and we're
already starting to see that curve at the outside. For this curve on the outside, we want to make it move
over a little bit. For this inside line here, we'll just move this
in a very slight bit We'll do something like that. Then for the top curve, we can then do this maintaining the plastic that's on top, and we'll have to bring
this side edge closer. So seleting this side here. And we're going to
select these curves as well and just pull
them a bit closer. Scale that down
to make the curve sharper and just pull this
closer to the screen. These lines we can
keep straight as the outside is the one
that needs to bend. This line, we can just keep
out a little bit to just keep that inner bevel and just confirm where
this outside line is. The top is also a bit
close, a bit far. We'll just also bring this
a bit closer to the screen. Scale up a little bit, bring that closer
to the screen to make a slighter pinch
here on the corner. Then we'll just make the curve here a bit more aggressive. I will go for
something like that. Then for the bottom curve, we can make this quite
a lot more aggressive, so we can just move this
almost all the way to the line at the bottom using
the bottom as the bevel line on this edge. Which will not be a good idea, so it's rather bring it. Let's bring it down to there, but then move the
bottom line down again. So we just then want to take these lines and move them down. Scale zero and move these down. Then we can bevel the
entire edge here, just giving us a nicer edge to have bevelled and
to catch light on. This curve has lost
some of its shape, so we're just going to match
this to the inside curve. Sure to try and
move these vertices manually to fit
that inside curve. That looks a little better. Just looking at it
from the front view, making sure
everything's correct. This vertices out a bit. Then the inside curve here
needs to be a bit sharper. But we'll achieve that
by pulling this one closer and making sure
that the end ends here and we'll just do the same for the top
curving a bit close to do this I'll go from the least to the most
in the middle and then it'll return to the top line again and go all the way around. So just confirming that that's the shape
we're looking for. We're looking for a
white curve on top, a smallesh curve on the side, and into a white
curve at the bottom. We've got a white curve up top, a smallesh curve on the side, and a big curve at the bottom. The curve on the side can make a slight bit more aggressive. By scaling that up
and moving that out. Then just making sure
the bevel corners still work, do not lose them. So here we're just trying to
match the inside as much as possible and just create a nice fall off into that
curve at the bottom. Then we just want to do
the same at the bottom as well where the curve
has now broken. Now we just have
nice fall off into that curve and the center
here is a bit sharp. We're just going to bevel
this and then just add another segment just to smooth out that transition on the side. What we then need to do
is insert this screen, everything except this bevel or the outside of
the screen here. So we'll pull that inwards
just to get this dent. So I'll turn off ya from so
you can see that better. Now we have this nice
dent on the side. Hover we just want to
confirm this a bit cleaner. So we'll just select
this whole line. We'll then do a bevel
on this whole line. Quite a sharp bevel. And then at the bottom, we want to start
pulling the bevel away because the bottom
is a bit softer. So we just want to
pull this bevel away to create a
smoother fall off, but still keep that
edge quite nice. H so looking at what that does, that just makes the
bottom here smoother. We'll apply a weighted normal as well just to see
what we're doing. So that'll make
the bottom almost disappear because the screen still needs to be
bent backwards. We don't want to
make this too solid. So this will be fine for now. And then just confirm
everything else looks good. The top still carries
this line here. These carry the sides of the monitor here of
the screen here. And then I just want to the middle middle feels a little thinner because we're having too little we're having a little too little mass
here to keep the machine up. So we just want to move
these a bit loser. So we'll move these a bit closer and then just make sure that
this curve still lines up. And then just doing the same for the top that does look quite good. For the middle screen here
then what we are going to do is duplicate to this
piece, separate selection, and then just do extrude here pushing this backwards object set origin to geometry. We're going to apply
the mirror first, then set origin to geometry. And we're going to
push this back to sit where the plate
would be inside. Then we're just going
to delete the back here and make sure that we delete these
in the middle as well. There's there's a
face in the middle, and then we'll just do
a mesh cleanup merge by distance to make sure
that those vertices go away. Now we've got the metal
plate on the inside, which will scale
down a slight bit just to get a nicer machine
line all the way around this. So that's quite a good way
to create this inside. So then what else do we need? This plate can be handled on its own because it is a
separate piece now. So we can also keep
this straight, create this whole panel, then bend it, or we can bend it and
then create the panel, which makes our life
a little harder. I would prefer to keep
this straight, then do it, and then bend this backwards
along with everything else using either a lattice or
just moving the vertices. So what we're going
to do is we're going to create this whole
front plate first, including the returned coins, including this and
then all the buttons. We'll do this first and
then we'll create the back, which then includes these
bevels at the bottom, as well as this phone
hook on the left. Moving on, we're now looking for the location
of the screen as well. The location of the
screen will need to be inset into this part here. We're just going to
turn on the wire frame, select the face here, do an inset a small inset, then we can scale this around or then move this to where
the screen needs to be. We'll move that to an
appropriate location. They will line up that corner, then we'll start moving the
other corners into place. So we'll line that
corner and then line up this corner Then we'll
just do an inset here, a extrude inwards, I mean, we'll also make sure that
the back of the body here is pulled back quite far to make sure that we have space to
extrude this screen inwards. So we'll extrude that
something like this. Well then duplicate this
piece, separate selection, and this will just be the
last panel that goes on top, as we want to get
some parallaxing to the screen at
the back as well. We'll optimize the mesh here later because we're
having a lot of pinching. But for now, it's not affecting the shading and there are still some holes
that need to be cut. A good solution to this
for now could also be to just get rid of these lines Just keep the
minimal versions of the lines. Then when we do our
bevels and insets, we can then start terminating
wherever we need to, and we don't have to worry about it intersecting
and creating new vertices that
we have to clean up later on the lines here. So then moving on to the
buttons to create this panel, we're going to look at
our reference and see, Okay, the grid last
time we did was fine. The buttons are a lot more
complex than we made them. So we're going to start
with these top buttons, which is a cylinder
pulled in half, and then there's a little
bump and an inset inside. So to create those buttons, we're just going to
go add mesh cylinder. We're going to make
these eight segments. They're very small buttons. We don't need to go
overboard with these. It's going to make this smaller, bring that in delete
the back face. We're going to select
these two middle edges. We're going to do
a bevel on these, then we're just going to
pull this cylinder apart. Then we'll pull this apart to match the shape and
size of the button. Something like that will fit. So then we'll also do
an inset on the button. We'll do an extrude inwards, which will be a softer feel. And then we'll just
bevel the corners, making sure that this inside
is equidistant on all sides. And select all of the
sharp corners here. While selecting the two
inner sharp corners as they're a little
smaller bevel. So we'll bevel the small, and then the outside edge will bevel bi as this is
quite a soft edge. We're also going to
undo that and apply all transforms to make sure the bevels don't
do weird things. Select the inner two,
do a sharp bevel, select the outer one,
do a soft bevel, and we'll do this by one. That should be fine. We're
also just going to do a weighted normal to make sure
that the button is smooth. And doing a weight to normal, we can see that the inside is a little further from the
edges with the shine. We're just going to do
something like this and we're going to pull the
inside a little thinner. That looks good for the buttons, and we're just going to
pull this in a little more. Something like that will
look good for the buttons. We're then going to
do our origin to geometry to make sure we can
move the button correctly. We're then going to
scale that all the way down to fit with our
grey box version. These are quite a lot fatter. We're just going to
select the sides here, move these into place, add a bit less sharpness
on this far edge here. We're just going to
select this edge, do a bevel, just to have a bit more
smoothness on the side here. Something like that'll be fine. Then we're going to just scale the button up a
bit to be a bit deeper. The buttons in our blockout
might be too thin. Looking back at it,
scaling this back a bit. We'll do this, but we'll do it in the middle
of the buttons. Just moving this
to our new panel to just see what their scale looks like or push their back against the new face or make this inset
a bit smaller. Just doing that to give
the button more body. And we'll just scale
this inner loop as well. So something like that,
looks quite good. So then we're going to select that and do an array
like we did last time. We're just going to array. We're going to do array by four. We have to do this in
the negative direction because we want the
buttons on the other side. And then we're just
going to mimic those four buttons over there. I can make these buttons
a bit shallower. They're catching too much shade. And then we'll just give them an extrude backwards as well, just to have more body
here and to stand out a bit more rather than scaling the whole thing and making
that curve sharper. So, something like
that looks quite good, what we're going to do then is duplicate these
buttons to the bottom, then comparing the buttons, these are flat and
rounded buttons as well. So we're just going to use these buttons and just make
those buttons as well. We're just going
to move these up. Let's rather reconstruct
these buttons, as I'm afraid we'll lose too much of the cylinder
from doing that. So for these buttons,
as they are bigger, we'll use a 16 sided cylinder. Let's drop that on its face. And pull that in. So we want a rounded button
in this space, but we want to
extend the rounding, so it's going to do the
same as we did up top. We're going to make sure that that's in
front of the face, delete its back face, select the center two lines, do a bevel, and then just separate the two halves further apart as much as
you want the flat. So then we're going to
separate these out. Do something like
that. That feels good. These buttons will
also stand out a slight bit more
than the top buttons. We're just going
to push this into where the back plate is. Pushes out a little more
than the top buttons. We're then going to do an
inset and an extrude inwards, make this a bit smaller. And then we'll just
bevel these inside to sharp and we'll bevel the
outside one very soft. So just something like that. We'll then apply the weighted normal modifier to this as well. Then we'll make sure
that these buttons are in the same position
then the back ones are. We're just going to do an array, the opposite way by four.
Make sure this lines up. We're then going to
do a duplicate array that doesn't go that way, that doesn't go that way, but it goes downwards. Should be the Y direction, and we'll do this by four. So just having a
look at the buttons, these buttons can be bigger, they feel too far apart. So we're just going
to select them and scale them up a slight bit, and we'll just have to
readjust the arrays. So we'll move
something like this. And that feels quite good. Making sure that these
insights aren't as far back, pull them up a slight bit. It is on a slight bump. We don't want a indent. So something like
that looks correct. We've got the screen cut
out. We've got the buttons. Now we have this
boiling up top here, and we also want to make this piece and boil
in this out as well. For these Booleans up top, we already made this
one for the gray box, but we haven't made this one. We just made a
placeholder for this. So to create these
for the top one, we'll just duplicate the cutter
we have on the blockout. Just duplicate that,
separate the selection. And that'll just be de named. We'll just name
this cutter again. And we'll just set origin to geometry to make sure
we can control it. Then on the panel, we'll apply the Boolean modifier
as difference, and we'll use the cutter
to cut into this. We can then hide the cutter, see if we're happy with
the position of this. Looking at the reference,
the cutter needs to be a bit more a bit longer here. So we'll just move
these up a bit. And at the bottom as well,
And then we'll just move the whole thing down and hide the cutter here to see if it's in an
appropriate position. It's now a bit too big. So just going to scale it down a slight bit just to get the
same gap as the reference. Then we'll just hide the cutter, knowing that it's there. The cutter will also need
to be bevel on the edges as the reference has
round edges here. So we'll just let all of
the edges on the side here and we'll do a bevel. The point we're looking for is this nose point here to make
sure that this is round. We'll do a two bevel to make sure we've got
rounding everywhere. And now we've just got
a more satisfying shape than we did in the blockout. Okay. I just checking
this piece starts in line with the screen
and this piece goes over just before the
screen ends here. Our screen feels a bit long. Always want to pull this back or we want to move this
cutter over rather. We'll move the cutter
over and just extend this front part and extend the nose here to there,
a little bit back. Something like
that works better. We just want to make
this nose piece thicker as this is the metal, this is not the final inside. We just want to do
something like that so we can still fit the
inside in as well. Now for the other side, just looking at what we
have back here, we can grab this piece here
and separate that selection. We call this cutter as well. That will then be cutter 01, set origin to the geometry to be able to access it better. Make that longer to cut
all the way through. Then we'll just apply another boolean and boolean
that by cutter 01. And then we'll just
bevel its edges as well just to get the same
shape as on the reference. We'll bevel that
something like this with two segments to get a nice round and we'll then
just hide that cutter. The cutter is making
a piece at the back. We just want to make
the cutter longer so it cuts all the way
through the panel. So now it cuts all
the way through the panel as if
it's a metal panel. That is what we are looking for. So for the top part here, there is a button with
some trade mark on. It's very similar to the buttons we've
made at the bottom. So what we're going to do
is we're just going to duplicate a button
from the bottom. So we'll duplicate and we'll
separate the selection. Just make sure we
have no modifiers on this except the weighted
normal modifier. We'll select the inside. We'll just delete these faces, and we'll do a new face from edges just to
get a flat button. We'll do origin
do geometry here, and we'll just position that to where the stop
button needs to go. T stop button is a little
longer than the bottom ones, so we're just going
to do something like that and just position
that in place. Making sure it's the lines
up with the back metal here. So then, looking at
our reference here, we need to now start creating
this inside piece here. So what we're going to do for
that is we're going to have to grab the cutter. So what we're going
to do to make it easy is just grab this front
face of the cutter. Duplicate separate selection. Now that's not on
the active cutter, so we can just height
the original cutter. We can move this
one to texture set two as this will be the
inside of that thing there. They will move that to be in line with where this will go. Then we'll just select
the inside edges. Just make sure that we have
one big end goon for this. It'll just make our life a little easier for
this next part. So we want to do an inset
with how thick that edge is. So something along those lines. And then we just want to make another segment here for this inside curve so
it's not as flat. Just something like that to
keep it a bit smooth there. Then there's a coin slot that goes through all the
way from here to the back. So what we'd want to
do in that case is just carry this line all the
way through to the back. Carry that line through and make sure that whole
line is straight. We'll just scale this to zero to make sure
the whole line is straight. Move that back. And this will just be
the cut in the middle. I might want it a
little thinner, what we're going to see now. Then on the top, there is these two square pieces
here that stick inwards. I just want to make
those as well. For those, we're just
going to add two loop cuts on both sides here. For now, we can just draw these in just with a knife
tool and just apply, making sure that all of the
edges line up and are flat. Getting the appropriate
thickness for these. And then this coin slit here
will be a little smaller. So we'll just pull this
inwards to be smaller. We'll pull these back and just make sure this
curve still makes sense. For the next part, we're
then going to have to extrude backward
all of these parts. So we'll extrude these parts backwards as far as
we need them to go. So to somewhere like that because it's
quite a deep object. And then we're just
going to extrude the coin line back
further again. We'll need to select
both of these faces to extrude backwards to make
the coin slot make sense. So, something like that looks quite accurate to the object. This back line could
be a bit thicker. Just to put some
more mass this side. I'll just move this over. Just something like that. And
that does work quite well. We'll do that after on the middle plates extruded
backwards to grated lip here. Just make sure we have
no weird shading issues. Then this inner edge here,
we'll just want to bevel. We'll just bevel that
to make it smoother. And then we'll want to do the same with the coin slot as well. Sorry, the card slot,
not the coin slot. So for this, we can
see that the mesh combined here undo to get back to where the coin
slot is just to make sure. It looks fine. I'm not sure what
happened on this end. It's going to have
to fix that quick. So it seems that these
vertices just combine. So what we can do then is just reconstruct this
front part quick. We'll just delete
all of these here. And then we're going to
extrude the backwards. On the y direction. Some reasons etches
want to move, so we're just going to move that backwards and just manly
move that into place. Just making sure
it lines up with where our previous part was, and then just going back and making sure that we link
all of this together. There'll be a cut needed here
for this middle part here. We're just going to move
that into place here, and then just bridge
these faces across. And then bridge these faces across these and the
ones at the back. And for this front
cap, we can just do new face from edges,
that'll be fine. Now that the coin slot is fixed, we can just bevel this edge here just to make
that smooth again. And we can also just apply the weighted normals modifier
to this with auto smooth. We can't do that yet. We'll do that after
some cleanup. For now, we're just
going to leave it like this and just make sure that
where this bevel ends here, we want to do this whole
edge as well, this top edge. So we're just going to
select this top edge here. There's a lot of gns here. So when we do do cleanup, we're just going
to have to be more cognizant of this
piece in particular. O we're just going to
have to fix all of the gns in this
mesh at the moment. But that'll just be
in the cleanup pass. So we're just going to move
this meshed a little bit forward just to get back
that piece on this side. So something like
that looks good, we just need to keep in mind that we'll just
need a final shade. But that's not an issue. We'll just fix that
in a later stage. That'll do it for Part four, and then in Part five, we'll continue modeling the
rest of this face. We'll then do this
piece over here, as well as the return
coins here at the bottom. We'll then also do
this extrude here, and then we'll move
on to the phone itself. So you
guys in Part five.
6. 05 Creating The Phone Booth Internals Part3: In part five, we're going to finish the body of
the phone here. What we're going to
do is we're going to make this part over here. We're going to do this
part at the bottom here. We're also going
to create the rest of the body going backwards. And we'll create this
outcrop here for the phone. We'll probably get started with the hook here of
the phone as well, but the phone might be its
own section afterwards. So to finish this part, let's start with this
put top piece here. So comparing that
to what we have, this piece is quite
a lot thicker, and it's moved down a
slight bit from this edge. So we're going to
start by moving that cutter because
there's a live cutter, we can just move this down very easily and just
move that hole. And then just make it a bit thicker to fit
with what we have. Now that we've done
that, we'll have a hole that's more
appropriately sized. That looks better. We'll do the same as we did
for the other side. We'll duplicate the space of the cutter and
separate selection. We'll move this to
texture set two, as well as just quickly doing a pass of all the other
objects into texture set two. Just set origin to this one and make sure that
the cutter is hidden. We'll then move this back
to where it needs to go. So we'll just line that
up with this face. So this is currently
one large gun. We wouldn't want that because we're going to have to
split this in half. So we're just going to
have to do a quick cleanup just by putting these
lines through here, as well as just these
lines through here. And over This will
just make sure that everything is pools and that we can actually use
this object fully. It's going to do this on
the other side as well. Now we can create lines
through this wherever we want. Starting off, it's just going to create a line
down the middle. The button is going
to be this side and the other one is
going to be this side. The button is going to
be a slight bit smaller. We'll move this part over here. For the button, we'll then
select this entire piece here. This insert this inwards. We want the button to be
about this size and square. So we only have one edge
for this currently. We only have this outer edge
that has the bevel on it. We're going to correct
this edge quickly. The easier way for this might
be to merge these vertices inwards so that we can reconstruct this edge
on both sides at once. So we're just going to
make this zero length. Make sure that both
of these line up. So we'll do something like this. We'll then extrude
this inwards as this will be the holder for
the button itself. And now we can
bevel these edges. So for the inn edge we're going
to select the whole edge, but for the outer edge,
we don't want to do that. And we want to bevel these edges with four as we want to line up with the
outside here as well. So just doing a bevel. We're going to do
quite a sharp bevel, and we want to do it
with four segments. So two outside to inside. So something like
that looks correct. So these lines line
up with the outside, and that's exactly what we want. So on this side, we can just
merge vertices at last, just to get the edges
to be the same here, repeat the same for
the There we go. Now we have two edges
that line up completely, and we have a triangle here, which is not a massive issue. To get rid of that a little bit, we'll just move that
into line with the st, just to make sure that we have
a straight line across to the other side and it
does interfere with the actual coin return slot. It's going to make the
zero, move this into place. Hey. So for the button itself, we're going to duplicate
this inside section, split it out, separate
selection on this. Make sure the origin is in
the middle of this geometry. Then we're just going
to push that back all the way into the slot. And we're going to
extrude it upwards. Spit it forward a bit more. So we're just going to extrude
this upwards to about here just to make a nice
well protruded button. And we'll give it some
forward facing just to add some visual
interest to it. So that looks quite
good for the button. The outside edge here
will need to be bevelled. So we're going to select
this whole outside edge just to give a
softer metal feeling so that the button doesn't
catch on the sides. Though beveling
that just gives us a more cleanly defined button. So for the button itself, we
had to do weighted normal, auto smooth, and we're just going to do a
bevel on the button. It would be a very small bevel. So we're having some
freak outs here, so we're going to apply all transforms and
set the origin back, just confirming that face
orientation is correct. And we're going to
do a bevel again. And we're just going to
do this with percentage. Easier solution for this is
to remove the back face. Upon removing the back face, we should then just
be able to select this front edge and just
give that a slight bevel, just making your life
a little easier. It has quite a soft edge, so we just want to
make this bigger, something more
along those lines. Just to get that nice
soft metali button here. That should be it for that side. Then for the other side,
we're going to do the same. We're going to insert these. I'm going to do merge
vertices by collapse here. Go to make this age zero. I'm going to see what
happened this side. Zero is going to insert this. Yeah, that's fine. We'll
have to merge some vertices. So inset merge these
vertices by collapse, do the same for the other side. Merge these vertices by last so that we get that corner
pulled across here. So that'll just pull both
of those verte across here. That's not a
problem. Then resist scale this to where we
appropriately want it. So it'll be a bit
longer on the inside. And we're just
going to start with another I just going to start with an extrude
inwards here, and we're just going to do the corners first
to bevel these. So we'll do them the
same as the other side, just extrude and two inside, so we can just terminate
them the same. Match the roundings then we're just going to merge
these vertices inwards again. And the same for the bottom. So then this side, we have two that needs
to go into four. So for these, we'll
split this further apart to make somewhat of
a more relaxing part here. And we'll just triangulate
these vertices inwards. We'll do
something like this. And then we'll just create a ring that links
to this as well. So we'll link these and
we'll link them together. And then also just triangulate
the bottom part here. Yeah, so now we have an inset
for the left hand side. So what we want to have
done here is there is a inset here with a thin edge that's
then inset with this part moved upwards
to get this bevel here, and then there is some
mechanics inside. So let's focus on this
outside inset first. So we've done this first inset, but the edge is thinner on
the side on the reference. So we just make this a bit
wider to make the edges thinner and we're just going to it wider to
the left as well. Just something like that. We have a nice thin edge here. We then want to scale
the inside here. To scale it down and
move that up so we get this fall off here and just to make that fall
off look a little better. We also want to bevel
this outside edge. Let's bevel that with one and something like that
should look fine. For the internal mechanisms, we should be able to
use a different flap. What we could do here is
extrude this inside part here, bevel this edge. Just like that to have
that a bit softer. And then we can just add a cube to fulfill that
flap on the inside. So this flap will just
be somewhere here, all the way over
to the other side, all the way down,
and it'll start curving at the bottom here. So we just want to make sure
that this is deep enough. So move that backwards. So let's say the
flap starts there. The flap will lean
inwards quite a bit. So let's say the flap
does something like that. Maybe a bit forward. Then this bottom part
has to be straight. We'll make that part
go all the way down. We'll then just bevel
this bottom part here. Just bevel that by one, just to get a soft edge
at the bottom. Then these normally have
a little lip uptop. We're just going
to add a edge loop there and do an extrude
for this top lip. For the top lip, we'll then
also bevel these top edges. Just to make that smoother. We'll apply weighted
normal modifier to this. Apply auto smooth, make
the edges a bit sharper. Make sure that there handle
here is quite sharp. That should be that
for the inside of the coin thing here. Let's just want to apply a
weighted normals to this outside here to have
a smoother shading. So we have a bit of a
free guide on top here, so we'll just do that and then
pull this line in as well. So that'll smooth out
most of the issues there along with just doing that to get that secondary inset there. So that looks quite good. Just going to apply
the same material to this just to keep it
consistent with the outside, so I know that these
are still boolean, and I can just see the
difference between them. So now that those two
objects are confirmed, I can apply these
two booleans here. I can then take the
inside of these lines. I was going to
select all the lines and extrude these backwards. It's constraining
to the Y direction. Just to make sure that
there is a slight lip where these can come in and we can make the metal
feel a bit thicker. And we'll just do the
same with the other side, strain into the Y direction. And we can also for
some visual interest, move these back a
very slight bit. Just something like
that to make them feel a bit more punched
into the metal, and we'll just do the same
on this side as well. This side is already
kind of like that, so we'll just keep it the same. So that does it for this face. So now moving downwards, we still have the
return coins here. So for this, we'll do it the
same as the top part here. We'll cut out a
rounded rectangle, we'll push that in, and
then we'll just create it. We'll make this a flap
on its own again so that we can only have this edge and then boolean out
the circle here. Then this shading won't
affect the square uptop. So starting with that,
we're just going to start by making sure the machine is still the same size as the back
one. That is the case. So we're going to add a cube. Looking for the
possession of this. So the size is about
that, a bit smaller. And then the reference we have is quite good
on the gray box, but I prefer to move it up because this corner
is going to be bevelled. So just following the
reference, it's about there. So we're going to
want to wireframe, select all of the corners. We just want to bevel
these corners with two inside edges,
something like that. We're going to just call
this cutter, as well. So cutter Zerra five is
what we're looking for. So then we're going to
cut into the face itself. I'm going to apply
cutter 05 to that, hide utero five, see if
the whole feels correct. I would still move it over
a slight bit to both ends. So I would do
something more along these lines so that the corner bevel gets a
chance to breathe here, and then we'll do
the same as the top, we'll duplicate this front edge, separate selection, and
hide the cutter here. Then set origin
to geometry here. But then for this part, it has a slight rim around it. So it would be good to be
able to get that as well. What we would do for that
is we would make this part bigger to cut out a hole that's bigger than
the back part we have. It's geomgy to scan it evenly. So we'll do something
along those lines. And going back, we'll have to apply this boolean
to be able to do that. First you're going
to have to apply the mirror to do that. Apply mirror and
apply the boolean. Then for this Boolean hole here, our geometry isn't great yet. We're just going to
create a new face and we're going to do an inset. We're going to insert it
to somewhere like that where the insight button
is at the moment. Then we're going to
pull this edge up here. We'll just pull it up that
little bit just to give it that bounce to make it feel like the paint
is gathering around it. Maybe a little more. Even though the isn't
optimized on the outside, we can still just
boolean this edge, but not boolean bevel, just to make it
sharper, something like that to make this inside
piece feel a bit more solid. And now that we've done that, we can just take this again. So this piece is
constructed This is a cube with rounded edges stretched inwards with
this extruded in. This is its edge, and then
the square is taken out. So how it can do
that is we can make an edge by creating an inset. So firstly, we're just going
to align these a little better because the scaling
was a slight bit off. So it's going to
align these a bit better by moving the
vertices manually. It's doing this on all
four corners to make sure that we have the same here. Do we want to make a
slight machine line? We're going to have to scale it down a little
bit on the inside. So just something like that. Then we're going
to do an inset to the thickness that we
think that border is. That border is quite thick, so we're going with
something along these lines. Then we're going to
separate selection this inside as this is the top
face we're going to want. But for this outside edge, it will be extruded
out quite a bit. It'll be extruded to
somewhere like here, when we need this
face at this moment. So then the bottom here
is pulled up quite a bit. The bottom here does
something like that, and the front face needs
to move backwards. We've got something like that. If we just duplicate this then
new phase from edges here, so we get this inside face
and delete everything else. Select face, control I,
delete everything else. If we then move this backwards, and we'll just extrude
this a bit so we can tilt it and just delete its backface. This coin thing is tilted inwards as if
it's being pressed. So we get something like this as the finger hole
will be at the bottom, and that'll allow us
to open this flap. So we'll just do
something like that. It feels like it's still
sticking out a bit far. It feels fine. And then we'll just have to cut quite a wide finger hole
at the bottom here. The origin to geometry here
just to make sure we can select this part,
something like that. Then we're going to
get to add a cylinder. I want to make this
16 divisions just so we can get a nice
rounded circle. We're going to scale
this down and just fish it in the
middle of the mesh. And then we're just
going to This is going to have to cut at the same
angle as the bottom plate. So we'll do something
like that and then just make this the same
size as the bottom. So we want to ideally cut this
halfway into the cylinder. So something like that
could be correct, we just want to then
set to local to scale the cylinder down
to be more of an oval. So we'd like the oval to be
in line with our bevel line. But that doesn't seem to be a very practical solution here. So even though it might
require some cleanup, we're just going to put this here and we'll just
name this cutter. So that then becomes
normal cutter again because we've
applied cutter one. So we will then use that cutter to cut a
hole into the mesh. Just see how we feel
about the hole. The immediate problem I'm
seeing is we're going to have a we're going to delete these inside faces going to delete them as we're
never going to see these. And we're just going to extrude this face inwards to
create the back here, and we're just going
to say new face from edges just to have a backing plate here because we can see into it once
this hole is cut in. So just confirming
I'm happy with the placement of
this hole itself. So then we can
apply this cutter. We'll have to do some cleanup, making sure that all
of the vertices fit. So that's good for now. It won't wait a normal because we'll need to
clean it up first. But we can still draw
through the edges. So we'll just
create a sharp edge here just to give that weight to normals, just
to make it look better. Then there will also just
be one of these that we do in the cleanup s
just to finish it up. But for now, that shape
does look quite nice. We can even expand
this outside edge a bit to make this
a little bigger. There we go. That
feels quite nice. All right, so that's pretty much the face of
the machine then. So the next part is quite complicated because we
need to tilt this top. So just to make sure we have
some nice edges and so on, just to make sure weights
normals are fine here. So looking at the reference, we have a straight up to here, then this top curves
back almost 45 degrees. So just where the screen starts, this whole body tilts back. So that's what we're going
to look at doing now. So to do this, we're going to have to make sure
that everything here is correct and just modify together,
add it together rather. So just applying all
of our modifiers. To confirm that this is correct, I'll just make a group
called face for now. And I'll just duplicate
this just to make sure's call this backup just to make sure that we don't break anything at the moment. So then for face,
I'll just apply. This will apply all the
modifiers on this face. So just confirming
everything looks correct. So we'll then select
everything that's on the face. So the point where we
want to stop is here, this edge needs to curve in. So we want to grab everything
above till this edge. So we want to take this away. I think we want to
take these away. And then we want to tilt
this back quite a bit. So we'll do 45 degrees. And then line that these
makes sense again. So we just want to
do something like that and just apply a weight to normal
on this face again. So for these edges here, they're a bit sharp, and we just want to
move them up a tiny, but just to fulfill the curve. So we just move these up a bit, and that just breaks the ugly line we had there previously. Then we just want to make sure that both these
edges are straight. A confirming that
those are straight, we can then start
working on the back. Looking to see if this
curve might be too much, but where the person stands, his eyeline will line up and look down so
that curve feels fine. Then what we'll do is we'll start moving the
whole face backwards. Not on local, we want to be on global to move everything
in the same direction. We want to just sit where
this face needs to be, and then object apply all transform so that we can lock that into
place when we need it. So we're going to lock everything into
place at the moment. Then for the face itself, we're going to just
grab this outside edge. We're going to do an
extrude locked on Y, so we can move this backwards. I's going to scale this to
zero to get to the back here. So that'll just move everything back and now we should just have the
phone as it should be. The weighted normals
have naturally broken. The last part we
wanted to still do here is bevel these
bottom edges here. These we can pretty much
just bevel on their own. Going to bevel them with
let's say two segments. Then we would just like to
reconstruct this line here. So on this side, we
can reconstruct this into the coin thing here. Just take that back. Then
just knife to these across. Make sure to grab
the outside edges. Something like that. Then for this inside one, what we can do is just delete all of these because we're
going to reconstruct it. So we'll just delete
those. Then we're just going to use the knife
tool to pull these across. Because this is a flat piece, we can just do quite long
lines that are triangles. You wouldn't do this
on a curve piece because this will
break a lot of things. Then after that, we can also bevel this entire
line going around. We'll bevel this with three, and this will be quite
a smooth transition from the back to the front. Just looking what's
happening here. So the mesh is pulling
to the side here. If we do percentage, it might keep better. It does not, so
just do that again. Let's do a percentage. Maybe an absolute
would work quite well. So we're going to do
apply all transforms, just to make sure that the bevel isn't freaking out because
of anything like that. And we'll just do a bevel. The bevel does still
freak out a little bit on this left hand side because it's not sure what to do with
these triangles over here. So for now just remove
these triangles, and then just try
this bevel again. So now the bevel stays more
consistent on this edge. We'll do two, and then we'll just put
these triangles back. We'll go over there over here, and then do a double triangle
to this right hand side here going over there. That's quite solid for the
actual body of the phone here. What you can do as well is just join this together
for the time being. We don't want to
do that just yet. Let's keep it separated because there's still
some modifiers and things that need to be applied and still some
things we want to edit. So we're just going
to set origin to geometry and just pull this
back to where it needs to be. Making sure that
these faces line up, and then we'll just apply
all transforms over here. So now hiding the blockout, you can see that now we've
got the phone in place here, we can now change these
materials around here. And we can also change
this one over here. Is to keep everything
consistent. Now we can start on the phone nook on this
left hand side. To do this, we can
go and add a line, which we scale to zero, we just keep it straight and we can just line that up
with the phone on this side. We can go select that all
the way to the bottom, wire frame to confirm. So we'd want to do one or two more here, so we're on a flat. I'll extrude this
on the X direction, so it snaps towards the phone and we can just scale this to zero and we'll make sure that this reaches
the phone over here. Just pulling this out
to make sure it's fine. Pulling this out,
there's some bevels and things we can add here. But for now that works. We're just going to push that back to where
it comes from. Then I think what we're
going to do is we're just going to finish the
last part of the body, and then the next part we'll do the phone and the
cable on its own, as well as adding some damage
to the rest of the booth. So we're going to do
this, we're just going to pull the phone out here. We're going to make
some breathing room at the bottom here by just combining moving
these vertices up. I'll just move these
out of the way to give us a better
place to bevel here. So for this top part, we want to select the edge that we
want to bevel around. We don't need this back
edge, we'll never see it. So we'll just do
something like that. We'll then select all the way around where these two plastics meet and then just
do a bevel test. It works everywhere but up here because we
select it too much. Just doing another bevel test. Like something like
that could work. And we'll also then
do the edges here. We just want to
make this look like soft plastic that's
melded into each other. We'll make this slightly big and give this one
segment just to be soft. This also give us nice
edge loops on the inside, making sure that they don't
get too chaotic and we should also be able to apply the weighted normals just
to make it look smoother. So that does look quite smooth, just not sure what's
happening up here. So here we've got some vertices
going through each other. So this is because
the telephone line is too far on these sides, so we're just going to
pull it back a little bit. We're just going
to pull this away from the center console. We'll merge it with the
center console later. For now, we just want to
have a intline here into the phone and just bring this a little closer to fix that normal
issue over there. And then here we can
just do some cleanup. Move this line out so that this triangle is in a
better position here. Then we can just push
this body back as well. I just hiding the blockout, just to see what
that looks like. It looks quite good. I'd prefer maybe the
outside bevel to be a slight bit larger,
but let's see. Let's see this. To make this outside
bevel a little larger, we can just grab the
inside vertices here. And then just make that a little larger just to get a
smoother shade on that edge. So that looks quite nice. I just want to add
another edge doop here just to keep
everything stationary. Just something like that. And then one at the back to not let the back shadows
affect the front. And, of course, just
want to make sure that this entire back part still meets with the grid at the back. So I'll do that by just
pulling this back again. For the little nook here, I'm going to go with a slightly different design
than the blockout. I'll add a cube. The phone is going to
hang in the same place, but we're going to
do a U shaped rather than the A shape or the H
shape we currently have. So we're just going
to move that over. It's going to be easier
to just grab one face. So we'll just isolate one face. Then we'll just specify where
we want this bracket to be, so I want it to be that wide, and the phone will hang
at the bottom here, maybe something like that,
and then going across here, just leting all the
unnecessary faces. Then want to pull this
back all the way to the new model, making
sure it's flat. They want to pull this back to the face of the other model and just extrude
this to the width of the other phone holder. Just want to extrude
along normals. Just do an object
apply all transforms. Then we can extrude. Something broke, just
undoing a few times, then just applying
all transforms. There we go. It looks better. Then we just want to do
something like this. Object, apply all transforms so we can push it back
to where it needs to be. Then for a better bevel, we need to pull this edge across so we can bevel
this whole edge together. So we'll just knife
to these through. Then we'll delete these
edges on the side. So we'll delete both of these. The bevel was set
on the wrong mode, so it's going to do back there. I was not bevel along faces because it created
extra faces inside, so just making sure that
it doesn't do that. Select and extrate along faces. Supplying all transforms
to make sure it's fine. There we go. That's the
extrude we actually wanted. So then we can just reaffirm that it's
in the right place. I just again scale
this appropriately. Object apply transforms. Now we can pull this bracket out now that the faces
aren't broken. So then we want to cut this edge through
to the other side. Just pull them across
using knife tool. Then just deleting
these edges here. Then we can to make this
a bit softer rubber, we want to make it
something like this. So there's a sharp edge here, but we want to make this smooth, it makes a bevel inwards
to where we want to go. So we'll just first focus on
getting that feeling quick. So this top art needs to
come in a little bit. So we're going to bevel
first and they do that. It's going to be easier. So we're just going to bevel
these two corners here. I can make these quite soft. Bevel them with two
segments inside. Now we can push the top back here to make
that slight slant, something like that, and then just push this
inside as well. These just need to line up
with the same slant here. And then the outside also needs to just come in a slight bit. So this part here perhaps
needs to go down a bit more. So something like that gives
us a slightly better shape. Then we can select
all of these edges. And we can just do a soft
bevel. Something like that. This edge is still
a bit far forward. So we can fix that by just
pulling it back a bit. So where it feels a
bit more natural. So something along those lines, and we can do a weighted
normal, apply auto smooth. That looks about appropriate for the phone bracket itself. We could also pull this
bottom bit out a little bit. So something like that
feels quite good. So we'll just push this back
into its origin position, and we'll hide the blockout. So now we've got the phone, we've got the side, we've got the nook for the phone here. In the next part, then
we'll do the phone itself, the wire connector here, and also just get a better path for the wire
to make that look better. And then we'll start adding
some more damage like this where a metal is bent and
so on, all around it. But that'll do it for part five. I'll see you guys in Part six.
7. 06 Creating The Phone Booth Internals Part4: In part six, we're going
to be modeling the phone, as well as this
connect on the side. Looking at the phone,
we can see that it is a curve here that
goes into straight, and it's just beveled
on the edges. Then looking at the bottom here, it's just a cylinder with an extruded little lip here that goes down
and houses the cavil, and then goes into
this teardrop shape that's a half circle here
that goes straight here. So the best way to do this
would be to then go to the actual body here
and just move this out. Having moved this out, we
can then start by adding a plane and it's rotating
this 90 degrees. We then position
this on the side, we can use this to dictate
where we want to go. So we want to get
two shapes here. We want to split the phone into this back plastic shape here and then extrude
the front part here. So to do this, we'll start by scaling the head to be
where it needs to be. So we're just going to scale
this to about that size, move it away a bit just to give us where the
double line needs to go. Then what we're going
to do is we're just going to duplicate
this downwards. Just rotate this in, and then we can just move this we think
this bottom part would go. This will still be the back line rather than having
the front as well. That's why we're
moving it away a bit because it'll slope
downwards into these. So we're just defining where
this back part needs to go, or then also mark I'll
just join these together. This top will mark
the halfway so that we can get a smooth
transition between these two. What we're looking for is
just the base positions of these two shapes so that we can do a
smooth in between. So this bottom part
can go a little wider, so it's a little
lower at this point. We're looking to have it just end just under where
this panel ends. So it's moving that
away a bit and just making this part a little
bit less aggressive. We wanted to end at
about 35 degrees slope almost 25 just to
get a bit slope. Then it goes quite
small towards the back, keeping in mind where this curve between the two needs to go. So we just want to aim it
sort of up at the top part here and always just keep
confirmation between these two, and then just confirming how thick we want
this back to be. So it's quite wide. Then these two we can bridge just confirm that we're
happier with that shape. Then we can add a bevel
in between and we can move that back to a more extreme angle than
we're looking for. If we then bevel
that by percentage, if we make this 100% and
we do a seven segment. We're getting a bit
of a bulge outwards, which is not exactly
what we want. We wanted a bit smoother. I'll move this back a little then we'll do
bevel by percentage, 100 and we'll do seven again. So now we're getting a
much better fall off here. So we can confirm
that. It's skew. And then we can just do a mesh, cleanup we'll do mesh
cleanup merge by distance, and we're expecting four
vertices to be removed because it is the four that's on the edge of the bevel here. So now that we have that, we can start moving a few
things into better places. So we can just move
this head back a bit. This will just be the
basic shape of the spine. And then to make this line
here stand out a bit more, we're just going to move
that into place and have a double line here to make
that just feel sharper. Then what we also
want is we want a machine line down the middle that separates
these two parts. So once we've just confirmed that we're happy with everything here, it's quite a good shape. Just go to do a test extrude here to make sure that
it looks correct. Something like that looks nice. Obviously, we're still going
to have this front part. We're just confirming if
the shape looks fine. So then we're just going to
make this machine line and just make the line a bit
better to have in between. So what you're going to do is we're going to get
close to this edge. We're going to make a line over here and one against the face. But we don't want to add
segments through here, so to avoid having
too many segments, we can delete these three, and we're going to have a
triangle on the side here, making this line run all
the way to the bottom, just giving us a bit
of a better line here. We can then also make this
curve less aggressive. And make that just merge
with the back spine a bit better and just position all the verticies into
calmed positions again. Something like that looks good. The head might be
a tad bit too big. We'll just scale this down
and move this backwards. Then just readjust the curve
and just move this inwards. Now that looks a bit better. Then what we're going to
do is we're going to start this front part by extruding this in Y and we're going to scale
this down a slight bit. The front part we're
looking for is about a third of this. It's almost the same
size, actually. So we're just going to extrude this out almost the same
size as the back spiny here. And then what we're
going to do is the spine itself has
a very thin one, but it goes thicker to the
bottom and thicker to the top. So we're going to use that as our reference and scale this
down and move this back. Just looking for the
correct scale that the spine pulls in and
up where it needs to. So then want are happy with that position that
goes up into that. We can then bring this one down. So now we're referencing
the back plate here where the phone will sit at the end because this
will be its final shape. This is the actual front here, so that's what we need
to touch the booth here. Then we'll move
these outwards to create a better shape here. Checking, then we can even
move this back a slight bit. Just reconstruct the
curva a little bit, just to get a more aggressive
shape in the front here, and then calming this
bottom here like this. And we can also pull
this back a bit to just get a bit of shape here. And then just move these to
where they make more sense. The better we construct these, the easier it'll just
be to move the front. So then we just want to move
to the head up top here, and this line that comes
from this bevel here, we just move outward, and we'll just carry that line all the way through just to make sure that we
have a sort here, and we'll just make that a quad by adding a vertex here in the middle so that we can get
this shape the same here. We can also then start moving this into position
of where it needs to be. So just confirming
where that needs to be on the actual clip itself, we can move these around. Just play with it a bit. And using wireframe or position the front
where it needs to be, then we'll move this
backp in a bit. And then we'll just pull the spine of this front
part back as well. And then just
readjust the curve. Then for this part,
it also makes a sharp point up top and then
goes into the back body. So we want to make a slant that goes up and then into the face. So we can then just
confirm our shape. Make sure it's zero scaled, we didn't scale it
into different axis and extrew that out again. So just confirming that
the shape looks fine. So that's quite a good
curve for the phone. Then we can start just
confirming our amass fight, and then we can start
with the extrude. So to do that, we're just going to move it to the
side it needs to be. We're then going to
extrude this across. We're just going to
make it a bit thinner than the actual bracket here. So then what we're looking for
is just so the shape fits, and then we're going
to move this away. So it's just going
to do an object, apply all transform so we can bring it back to
this exact position. Then we're going
to move this back, and we're going to start giving this inside a bit of
a more interesting look. So to do that, we're
just going to add a loop cut and push this out. Then the bottom face here,
we're going to move inward. So we're going to
move these in here. We're going to move these
bottom ones in here, maybe just to give this face more of an
interesting shape. And it's going to
pull this down. It a bit more
thickness. And then just make sure that these
two here pull in smoothly. So just something like that to get a more interesting
face shape. And then for the
top part, it's a bit low down and curves
into aggressively, so it's going to push this up. So we want that about there. And then this middle part,
we can move this up as well. And we're going to move this
up to somewhere like here. Just make sure that
this face is straight. And then the rest of this inside here also
needs to scale down. So it's going select
all the inside faces where the slant will end. So for now, it's going to do
this middle of the bridge. It's going to scale this in. I'm going to scale that into
about there and then move these verses in again just to make sure that we don't
have this weird lip here. So something like that'll work. Phone still feels a bit thick, so we're just going to scale
it in again a little bit. Just something like that. Then what we're going to do
is for this bottom part, we're just going to
scale these ins wrong. Something like that for now. Then we're also going to
do is this back part here, we can see that this comes out. So we're just going
to pull these bottom faces out to stand out here, and then the star pot also
comes out a slight bit. So we just want these two
shapes from the back as well. So for this back part,
we actually need to make this a bit wider. And then pull this bottom
face down a little bit. So something like that. And then we'll do the same
for the face here. See how that in this direction up so we get this
sort of layout here. And we just want
to make sure that the back line here
fits it as well. D or something like that. And then at the bottom, we're
just going to do the same. Just move this machine back into position where this bot is. So we just want
something like that. Confirming the shape.
So this bottom feels a bit too aggressive, so it's going to pull this back. It's like these lines
and pull this up. Just so we have
something like this, that's a little less
aggressive on that part. And then it's going to
pull this out a slight bit further than
the actual body. So it's something that
should work quite well. So these top pieces are to shop. These we just want to
make a more natural come into the actual phone itself. So here we'll add a line so it doesn't go all the way down
and make a sharp edge here. Then these we just
want to pull inwards. Just to get that nice
smooth shape here. And these we can make a
little thinner as well. So it ends more naturally. And this we can move back to
create a smoother line here. So again confirming the shape, see if everything
worked as intended. So then we can see
that there are four wide bevels on
these four corners. So we just want to start setting those up and making sure
that they will work. So that'll be these corners. If we think of this as a cube, these just end as a poly. So we just want to
select the four corners with no inside face
connecting them. So selecting these we'll
just do a bevel test. And we'll see that
that'll give us the direction of the
bevel we're looking for. I go to undo that and
then do a white bevel on these and do a three segment
just to keep it smooth. Just confirming that
that looks correct. That looks quite nice, and it also separates this back shape. We're just looking at it now. We can make this shape
a slight bit thinner. Just compared to the rest, it doesn't feel so blocky. So we're just going to
scale this back a little bit and just make sure that the phone looks a bit better and get you
in a bit more. So something like
that I'll work. Now we just have the
fall off as we want it. So then what we can do
is we can just solidify this back piece here because
we want a solid line here, a nice fall off
bevel here at least. So we'll just go all the way
around and select this line. And we'll also just
do a sag bevel just to make this feel
a bit more plastic, and we'll just do a
one segment line here. Then we'll do the same
on the front face. Just make sure we
select everything here. Making sure we're
happy with the shape. So this face can go a
little thinner still. I go to select the face
and just make it thinner, just so that the phone
ends better in front. It's going to confirm that that still matches where
we want it to go. It does. We just need this front part to come
back a little bit. We have some clipping
in the top here. I was going to
pull this back and make sure that the
face is flat again. Then we can start with
that bevel there, so we'll just go back to the
phone and we'll just select this front face and just do
a soft bevel here as well. And then what we also want
to do is the line that goes through here is quite
aggressive at the moment. So what we want to do
is we want to bevel this and make a soft bevel. The problem we're
going to have is we're going to have
some clipping up here, so we're going to have to
move this line up a bit. So we'll just go to wireframe. We'll select these two verts here and we'll
just move them up, so that didn't work
on both sides. Going to wireframe,
selecting these two and then just moving them to a place where
they make sense. We go back to model, and we'll do the same
for this bottom part as well as this line is
also too aggressive. And we want a bit more of a sharp line here going to
the straight at the bottom. There will do a
bevel here as well, and that'll confirm this shape and the outside shape here. We'll then do is we want to do a bevel on this
inside line here. So we'll select this all the way around to the bottom
as well here. And then that'll end in this
bevel here, but that's fine. So just doing a test, we can see that that'll just
smooth this corner out, go all the way around and
then make a edge loop here. So we're happy with that, and we can maybe select
this line as well, just to add this into this line and smooth out
all the pieces we need. So we want to do this a little sharper with a one as well. So something like
that looks good. Let's just smooth
out that part here, and then the top as well. Just go to check
this machine line just to make sure
it's not too sharp. Just move this
outwards a little bit. And then we can just apply the weighted normal
modifier as well. Everything order smooth. And we can then just see if
our phone shape matches. We've got this side here. We've got the shape here. We've got this inside piece
here and the face here, as well as the double with the machine on
the middle here, and then the slant inwards. So just confirming that, we've then got the rounding with a sharp at the bottom here, which can go a
slight bit sharper. So I'll just move some of these vertexes closer
to each other. Making sure to be on wire frame, so I move them on both sides. Well, I'll just
collapse these to make a sharper edge at the back. Just to separate those
two shapes better. So that then just gives us that sharper line we're
looking for at the back here. Then moving to the front, we've got this
machine line here, which then dictates
where this needs to go. I don't think an edge loop in the middle here would
help that shape. So we can do that. It makes
it look a bit sharper. We're just going to add an
edge loop on the inside here, and we're just going to do
the same for the face here as well to make the shapes
more pronounced. So that seems quite fine. Firm, we look good on top here. We still have this
edge loop here. That through that comes through. Not happy with the shapes
separated at the bottom. So rather than
doing this offset, I'm just going to make these move more into the same place. So something like
that will work. Yeah, that's quite good. So then we're going to move that back into position and just confirm that
we're happy with that. It looks good. Then what we're going to do is we're going to move the machine backwards as well as the clip. And then we're just going to set the origin to geometry of the phone and move that into the booth to
where it needs to be. So it's position
is around there. Then we'll just
confirm that it's right from this angle as well. Which it does seem to be. So the next part we're
going to have to do is we're going to do this
bottom cable clip. So we're just going to
add a cylinder for this. We'll do 16 signs. This is going to be
quite a small object. G to scale this down, go just make sure that we
delete this top face. So what we're looking for is a slanting down cylinder that will then also have
a lip in front here. So we're going to make that lip here, look at it from the side, and then we're just going
to move the vertices forward and make
a supporting line so we don't affect the
rest of the cylinder. And we're just going to
move these forward and out a bit to just give it that interesting
shape that it has. We're also then just going to make a new face
from these edges, do an inset, and then just
leave the inside face. We won't see these inside faces because it'll be against
the phone and at the cable. We just want to make
sure that there is an inside face that we can see if we look at it
from a lasting angle, and we just want to make sure we bevel these edges as well. Just to make it look
a bit softer plastic and then this inside edge on
the bevel as well with one. Now we just have this slip
and then this piece here, we also just want to bevel
something like that, and we'll then just apply the
weighted normals modifier, also apply auto smooth. So that'll just
give us that lips going to move that
into position, and it seems to
be a bit shorter. It's just scattered up. So we'll just move that to the size we think it should
be at the phone. So move that here, then move
that towards the phone, and we're just going to match the slant on the bottom
of the phone as well. So we're just going
to move that until the front end touches. It needs to go
down a little bit, so we want to hit it more down here so that the
back hits up there. Then what we're going to do is the back just needs to be
lifted to fit the phone. So it's going to do that. Press one up to select the loop. Then we're just
going to rotate this up and move it to the
bottom of the phone. So that then gives us the plastic molding of where this cable will
get into the phone. Maybe we can move
this bottom piece up a bit just to make
it not as pronounced. So it is quite a long
and thick piece here. I just want to make
sure we mimic that kind of so that is good. It needs to be a little fatter, so we're just going
to make it less tall. We're just going
to move these up, while pressing one
up to that bevel. So something like that's good, and then just make it a bit
fatter to get that cable in. So we're just looking
for something like that, making sure that the scale also makes sense for the
rest of the machine. Then for the side, we're again going to pull this out here. We're going to we're going to create this
side piece and then use a duplicate of this cable thing here to get reference of how big the cable
point should be here. So to make sure that we have
the same cable size inside, we're going to select
this inside face. Going to do a duplicate, move that down,
that by 90 degrees. So now this ring is the exact same cable sizes we have at the
bottom of the phone. We're going to then
take this shape and just extrude this backwards, select it, and then just
set origin to geometry. Is going to move this into
place on the side here. I'll go halfway between these, move this to be on this surface. I'm just going to
separate this from selection and extrude
this outwards. So just looking
at the reference, making sure that we get
this thing right here. So, it hasn't extrude
away from the hole, so we can actually
make a part bigger. So you can just look in wire frame and make the
outside part here bigger. We also won't need
these inside faces, so we'll just delete
these as well as this rim uptop here because we're going to
close this shape off. So it's going to delete that. Make sure it hits the surface. Then we're going to
move this backwards. Actually, we're going
to make this like this. Then we're going to
make another extreme backwards from here, so we get where
that Y needs to be. Is to constrain towards X. Gonna move this backwards,
roughly around there. It looks good. Then
we're going to do a new face from edges to
get the cylinder here back. What we're then going
to do is we're going to take these bottom faces until they get to the curve,
roughly around there. We're going to then
extrude this down. Constraint to Z just to
make sure it's in place. And then we're just going
to make this a bit smaller, as well as just making it flat. We're looking for that kind
of shape as well as then just make it thinner.
So from the side. So we want to do let's make
this back part straight, and then in YF frame, we'll just curve this back as well because this
is a angled shape. We just move this back. And then this bottom
part needs to have beveled corners as well. So we're going to
go to this part. Just go to normal so we can
scale this along the edge. And we're just going to scale
this to be more logical. We're going to scale
both sides at once. We can't do that
normal won't work. Just go to scale
these down manually. And we're just looking to have a kind of sharp on both sides. You can do this curve more
aggressively than this, so we'll just scale
these even further. We're going to start
quite small and then make it a cylinder here. And then we're just going
to scout these round. We get a better
fall off in here. So just for reference as well, we're going to grab
this because the cable also needs to come in
at the bottom here. So we're going to use
this shape for reference. And now we can see
that this bottom part needs to be a slight bit bigger, but it's almost
the correct shape. So we're going to
scale this up a bit and just make sure that that cable
can come in here still. Then we're going to
just do an inset And we'll move
this a bit closer. Actually, we stay there, but we're just going to
reference it from an angle, and you can see we need
another loop cut down the middle here that's then pushed outwards,
ever so slightly. So that'll hold
the cable nicely. There'll be some edges, so we can just move these inwards. Just moving these into position. Two fit this circle bit better. It's just moving these
two edges outwards. This doesn't need
to be exact because we're at this lancing angle, but we want it to
be close enough. Leaving this ring and then
extruding this inwards. I do extrude along normals. And just extrude that inwards and then do a bevel on both
edges here to make it feel like soft plastic and
the inside as well here just to make it
shade a bit better. So you want to do
something like that. Then we have that shape
we're looking for. But this top side, we just want to make sure
it's bevelled as well. So we're not having a really
good place to bevel here. I think it'll be
better if we just do a test to see if we can get
a more teardrop shape up top here by just doing a test to merge vertices
and collapse them here. So it'll mess at the bottom. So what we can do is we can just select this top edge here, go over here, make this part
of this outside rims bevel. So let's move this outside
rim up a little bit, as well as then just adjust
this back part here. Making sure that this line at the back still
stays straight. So let's move this
whole back part here up. Something more like that. And then move this
bottom part up. So now I can do
that bevel again. Select the stoppie,
select the side, then include that in the
bevel at the bottom here. So then we'll just
bevel these two pieces together and just give
that one segment. So that terminates in here. And we also want to bevel
the back of the circle here. Et's give that no segments, just something like that. Well, then later fill
this in when you go through all the models to make sure that
they're optimized. Then we'll just make sure
that this gun is taken away. And for now, that
looks quite good. So we'll just move the
machine here back, put that zero, and we'll move this clip
back with it as well. Making sure that this goes halfway is between the two here. All right. In going back, we can see
how the clip fits here. So that looks good
and it gives us an interesting angle
to pull this through. It does feel like this bracket here is a bit close
on both sides, so we're just going
to go scale this by global scale this down, giving a bit more breathing
space on both sides. We'll join this cable
thing to the phone itself. And I think the phone
will just rotate just at a more interesting angle
to not make it look so machined just to make it look like the cable will
be putting it to the side. So it's confirming
everything's correct. So we have a beginning and
an endpoint for the cable. So we can just save there
and then make sure we grab the cable from the blockout. So hide the blockout. And we'll just make
a duplicate of this cable and move that
to texture set two. We'll just make sure
that all the new objects we created also
moved to texture Set T. Let's move all of
this to texture set two. Make sure the cutters are hidden and then we're going to
hide the blockout again. With this cable, we can
then also just give the same material as
everything else here. Now we just want to make
this a bit more interesting here and make sure that we're connected to the new conats on the phone as well. So for this, we're
just going to move the edges of the curve here. And just make sure that
the cabal fits in here. It's a little bit, but that's
not too much of an issue. We can just go here and scour down the thickness a little bit. So we'll just
something like that, and we'll make sure that the endpoint here
is connected as well and connected to
the same angle as well. So we'll do something like
that, and then just move it backwards. So that looks good. Then we just want to adjust
the curve in the middle here just to have that
interesting curve it has here. So it comes out and
then loops back. So it looks like an
eight from the front. So to achieve that, we'll just drop this cable down a bit. Then if we scale the
cable negatively, we get something similar, but we'll just need to
smooth all the edges. And just make sure it does curve under where we
come through here. We just want to make a
segment, to subdivide these. Make sure that this point is on the bottom and looks
like it touches here. And we want to make this curve outside here more aggressive. Make this hit against here, and then just rotate this curve out we just want to get
to this general shape. Make sure that all the
points hit and that there's no clipping to reduce
the clipping here. And then you can just look
at it from the top, as well. And just make sure that the
whole cable makes sense. So I'll just lean
out from the phone, come forward, and
then it'll lean up back to the connector
on top as well. Just making sure that the
curves are quite subtle. You can also select
them and just fillet. No, that's wrong. You can
just make them softer. Just checking to sing. Something like that looks good. Making sure that there's
no awkward pinches. So here's a bit of a pinch. So it's just looking
for the closest one to it to make sure
that they don't collide. This one we can
make a bit bigger, to make it smoother,
and the top one can write that end so it
doesn't hit the body here. Now looking at that
from the front, we have a eight shape forming, but the one in the
reference is a bit sharper, so we can just
lean this out even more and just make
this loop bigger. And just make this come
in a bit backwards here. So just to relax the cable, and then make this fall back
here a bit further back. Curves up more naturally
to the connector here. And now we're getting
a strange bend here because this
is rotated wrong, so we just want to rotate this to then be smooth
out and smooth in. And the bottom piece
here we can just extend to make this curve sharper and then just smooth that out
with selecting the bottom one and making
that difference less. So that's a cool cable shape. We've got the connector
on the bottom of the phone, at the end, confirm that this still
connects and makes sense and just do the
same with the top. And that connects. So
looking at it now, that seems to be all of
the parts of the machine. Well, the telephone booth. We've got everything.
We've got this now. We've got the phone.
We've got this connector. That all make sense. We've
done all these parts. So in the next chapter, we're just going to confirm
all everything's correct. We're going to make a
few minor adjustments. So going to be doing
little things, adding brackets at
the bottom here, making sure that the
separations are logical. We're just going to do
a general overview pass of seeing if this is how the
model would be constructed. Then we're going to add
a few parts for that. And after that, we're going
to start doing a cleanup of the outliner and then starting with the final
high and low poly moodels. We're going to be fixing some of the mesh enons and making sure that
everything is quads. I'll see you guys
on Chapter seven.
8. 07 Geomatry Cleanup: In pot seven, we're
just going to check if everything as a
bit more logical. One of the places to start is just starting back
at textia set one. We combined these together, but it would be better
if they were separate. So what we're going to do is, we're just going to
select these two here. It's going to make sure
that these bottom faces are zeroed so that
they're equal. It's going to separate
the selection. Do an object, apply
all transforms so that they can reset
to this position. There's going to fill
the hole that moving those make in their sides here. It also make a face up here, so it's going to delete
these on both sides. And they're going to do a
new phase from edges in here and this side. Once we've done that, we
then going to go back to these plates here
and just bridge all their edges so that they're solid And then we just want to snap them
back to position. Then we want to set origin to geometry so that we can move
them away from the edges. We want to move these away the same distance as we've
moved this top away. So that'll just give
us a bit more of an interesting support here. And we can then just move this to be in line with
the leg as well, and just the same on this side. So that looks quite good. What we can then do
is we can do a cube. So we just want to make
them more logical here and make the attachment point here clear now that they're
not attached to each other. And it'll also add some visual interest to have
a bracket down here as well. So we'd go with something
like that thickness, move it to where it needs to be. Then we scat it up
to not too thick, according to the pillar here. Scale that down to
about that distance. And then we just want to add a loop cut and just extrude
the top here as well. At the top, the
same as the bottom. And then we want to make sure
that it hits both sides. So then for the bolts
on this bracket, we can just grab one of the
bolts at the back here, it's right at that 90 degrees. These will be a
little smaller bolts, so we just want to
scale these down in a slight bit and then just make sure that
they logically attached. And then we just want to add on to the back pillar, as well. Then for the bracket itself, we can just do a apply transform so we can
snap this back into position. It just makes it easier to
edit in the void over here. We'll then use a knife tool
to just cut over here, and the same on the other side. Then we'll delete these phases going through so we
can get a soft bevel. We'll snap this back into
position where it needs to be. And then we'll just
bevel this edge here. Do quite a white
bevel because it's semi thick metal and we just
want a nice bend over here. Do something like that that
breaks the sharp corner a bit and just make sure that
these two parts are attached. Then just make it look
a bit more finished. We can do a bevel. A
very soft bevel here. Well, a sharp bevel. You can do 0005. Something at that stance just to catch the light a bit better. And then we can just
do weighted normals as well, applying auto smooth. And that looks quite
good for that bracket. So we're just going to go ahead and apply these modifiers. For these bolts, I
think, in general, what we'll do is we'll just
apply a subdivision to these. No, not that one. I
just want to apply subdivision surface here.
Want to apply that. So these are just make
the bolts higher polyes, but it'll make sure that they look a bit
cleaner when we bake. And then we just going to remove the absolutely unnecessary
edge soups here. The inside ones are fine, just want to remove
these on the edges. So after we've done that, we can just join these together. So first apply all
modifiers, then just join. We can then set
origin to geometry. Then we can just
duplicate this across. Rotated by 90 degrees and just make sure it's
logically attached on this side. Then easy enough, we can just duplicate this
across the other side. This just makes everything make more sense here and just
look more attached. The next step we
want to do is just to move these two
texture set one, then we just want to start cleaning up our groups as well. So in the groups, we made this backup to be able
to be used as a low poly, but now that we've gone further, we can delete this backup and then just make
sure all the parts in it just deleted as well. Then for the face group, we can move this to texture
set two because it's the interior of the machine
or the phone booth, sorry. We can then delete
the face group. The blockout we can
keep as reference. Not that it'll be
much necessary. It's just good to always
keep that in as well. So then we can also start naming and changing the objects. So we have all these bolts that are named the same
and in the same place, not in the same place,
but they're all named. They all bolt. These
we can join together. So it's going to do a check, so it's going to
join these together. Then the same as the bottom one, we can then just do a
subdivision surface, apply that and then just have the weighted normals
carry that as well. What we'll have to
do then is we'll just do the same cleanup
on these as well. So we're going to
do an object apply all transforms, move
these to the side, and we're just going
to do the same cleanup we did at the bottom on these, just deleting these two
lines on every bolt. Then just repeating that
step all the way through. This will save us a few polies. It's not very
necessary to do this, but in the low poly version, we don't want to keep
as many polies to allow for more use of the object
in game engines and so on. So we just want to make
sure that we're not doing anything unnecessary here, but we still want to
keep the smoothness and just allow a nice break
from high to low. So it's just a bit of cleanup. Then when all of
those are cleaned up, we can just push
them back to zero. Can then just make sure that their modifiers are all applied, and we can just
call these bolts. So this will just be
texture set one bolts. They're all smooth, just confirm that they're
weighted normals. They look fine, and they
look ready to bake. And what we can
do is we can just hide them to confirm
that they're done. We can then go to cube one. These are not named, so that's what we're doing now. So we can just apply all transforms to this
to keep it in place. We can then move this
off to the side, and we can start confirming if there's any mesh
issues on this or not. So just checking the bevels. This line stops
abruptly at the back here because there's a triangle here that's beveled through. This edge was not completely
selected when we beveled. To fix that if this happens, we're just going to
pull this through to the back like this. Then we're just going to delete the triangle in front here. So we'll just do that, so it matches the back bevels as well. Just confirming that this did not hpp it on
any other edges. What we'll do then
is we'll knife to the bevel through here. I'm going to grab it over here and push it all the
way to the back, and then just make
sure it's the same distance away from this side. And then we just want to
reconstruct this all the way up. So we'll just do something
like that and then go up here. So that just confirms
that loop cut and makes that
shading mistake away. Then for the inside part, we just want to
push this through, so these become two
poles, not ons. And it's going to do the same on this side. We're very
happy with that. Then in front here,
we can just do another bevel loop cut here. Just make sure
that goes through. Then here we just want
to check for engons. These all polys they
just run through. There's a pinch here on the
edge because this goes up. But in general,
these are all polys. We just want to confirm that
this all looks correct. Best way to confirm
this as well is just to see if a loop cut goes through
all of them correctly. So when we see it does, we can then name this
just top nameplate. Being careful to use
spaces and using underscores as game engines
don't like spaces too much. So naming them with underscores just makes your import
process easier. Then we can move to cube two. Cube two will just be
the grid at the back. There's no optimization
here. It's just a grid. So we'll just name this grid, and we'll just keep hiding
the parts we've completed. Then for cube three, this is just one of the plates that goes in the back. It
is just the support. This support is all quads, but it is still one pixel sharp. So what we're going to
do is just going to apply a bevel modifier to it. And for the sharp metals, we'll just use a 0.018, and we'll just copy this over. So we'll apply that bevel and then a weighted
normals modifier, as well as auto smooth
and just apply these. This will just give
us a nice line here and make the light
fall on it better. Or they name this just
back grid top support. And we'll hide this as well. So copter will then
be these sides. But these are currently
mixed with the glass. These glass we want to separate. We're going to separate these away and we just want
to call this glass. Then for interest's sake, we have texture at
one, texture at two, but the glass will be its
own texture because it doesn't fall in either of these categories and will
be a different material. So we're just going to create
a new collection named this las and then we can just hide this
whole collection because that's anything
that'll go in here. There is actually one more piece that would be in the glass, which is this front panel we
created for the screen here. So we'll just move
that it last well, I'll auto hide because it
is now in that collection. Then we'll move on to cuter. So cirqur is both
of these pieces. So the easiest way to approach these pieces would be just
to check if they're correct. We've also got sharper edges, but we can break these
down into better pieces. So what we'll do is
let's duplicate this. Do Object apply all transforms, and we'll separate
one entire piece and delete the other by
just inverting select. What we'll then do is we'll
separate it in pieces, so we'll separate this
selection as well, and we'll separate
the inside selection. So now that we have
all three pieces, we can confirm
them individually. So this piece will have
ons in the middle. So we just want to
carry these across. These will just make them quads. And then we just want to do a bevel in front here as well. Doing a tiny bevel here just to get the light better and then applying a weighted
normals modifier with auto stim with on. I'll just make that
part a bit nicer. Then for this back part, we just want to make sure
that the sides are quads. A part that will not be a
quad is this back part here. We can either collapse these m. So we can collapse those and then
merge at last here. This will make a triangle backwards and we can just do a line down the
middle here as well. These will give us
two quads over here, and then we'll just repeat
that for all the other sides. To make it easier, we can just do a collapse on all these, then do merger vertices at last, back here. No, that was wrong. That's not easier.
We can just do Mergers collapse
in front and back. Collapse Okay, these black
ones don't want to collapse, so we'll just do at
last and then just press G to repeat at last again. So make sure we do this for
all the edges on this side. Again just use the at last and then just repeat that
action the whole time. It just makes things easier, so you don't have to do a lot of different
actions continuously. And then we just want to
do the inside as well. So avoiding to move
them just allows me to reuse the merge to last
action the whole time. This will require me to move
them backwards afterwards, but that's easier than swapping
the tool the whole time. So we'll just do
something like that. Then we'll confirm that all
of the lines are straight here just to give them as
much relax as they can have. And then just the side as well. So we're just now confirming that everything is
quads over here. So these inside
ones are all quads. These are all
quads. The triangle here in the corner
is a bit sharp. So what we can do for these, it won't really matter, but we can just not have
two double triangles there, so we hinged at last
on these corners. And we'll just do the
same for the bottom. You will just give us a
triangle in that corner. So for the side, we want almost a kind of
global bevel on this. So let's see what the Bev
modifier does with this. So the Bev modifier does give
us exactly what we want. So we'll just copy that 0.018. It's still a little thick
for what we want here, so we'll pull this back a bit. We'll do a 0.00, 02 here, and we'll just do a weighted
normals on it as well. So these are bevel
all the inside edges. And it'll just
support on all sides. So we'll then apply
the modifiers. Then just confirm if
everything looks correct. So I just checking
these corners because there would have been a bevel that goes through them here. So that looks
correct, and it does seem to be keeping
its shape quite well. Wout having any mesh issues
as far as I can see. Now I'm just seeing if we just
keep the weighted normals, modify apply, this will make a difference if we add some
more light to the sides. So let's add two loop
cuts down the middle here just to keep
the corners better. And then we can't add
anything on that side. So those two parts are done. Then for these two signs, these pillars are still just cubes with a
one white edge here. So what we'll do is
we'll just bevel these to a very,
very slight amount. So I'll use those
two again here, apply the weighted
normals, auto smooth. And now that these parts
are all poles and not ons, we'll just apply the
gray box to this here so that we know which
are new and old parts. So for these parts,
just make sure you've applied all
of the modifiers. Select these again. If you hold Alt and left lick
and make this error, all the parts will go together. C then just join these together. So you can name this just
like before you name it, let's just mirror it. So we'll do object
apply all transforms, and we'll just mirror that
across to the other side. It looks correct. So
then we can just name this side panel support. So we've called those
side panel supports. Then we can just
move them forward to confirm that we're happy with
how everything looks here. So they still look
like they kept their weighted normals,
so happy with that. These bottom ones are also
one pixel white edges here, so we're just going to bevel
these slightly as well. So we'll do something like that, and we'll just
apply the weighted normals and auto smooth, apply those and just call
the ground side supports. And then just hide
these ones we've done. Also deleting the gray box
version of those sides. So you're looking at iruive, so this will just be roof. So we're confirming
everything's correct here. So there's an end on uptop here. So we're going to do is we're just going to carry
this cut all the way through and just do the
same for the other side. I'll just make sure that
that on is terminated. It does add shading,
so let's just see what it looks like if
we transfer these three. So for this one, we'll
transfer all four through. I'll create a triangle
in the middle, but it's not too
much of an issue. I'll just confirm
everything else is fine, so the inside also
will not be a poly, but for this one,
because it shading here, we can just collapse all
four of its corners, making one point and
then making that a poly. Doing the same on all sides. That should solve this to
keep everything pools. It shading looks correct. So we're just going to apply
all bonifiers and hide. We can just move on
to the next part. So that's this
back support here. So we have one pixel wide
here, what's do bevel. So we'll just do the
0.018, apply that bevel, do weighted normals,
a autosmooth, apply that, apply that. So what is call this
ground back support. The names aren't important. As long as they make
logical sense, that's fine. So for these, I think these
four are all the brackets, so we're just going
to combine these. These will already be
correct because it's just this bolt here,
then this edge around. These will all be polis. I don't think we can
delete these faces because we'll have a vision
through to them here. So we're just going to
take those away and we'll just call these
ground brackets. But so we'll just do
something like that. Then we'll reveal everything. So a very small optimization we can make is just to
delete these bottom faces here because these won't be seen and we don't need them to take up texture space later. So that about does it for
texture set one here. Confirming the texture set what is everything we want it to be. It does seem to be.
So then what we'll do is we'll call this texture
set one, underscore low. So this will be our low poly to start with for the
high poly later on. So we just want to keep
these groups separated. So now that this
one's completed, we can just move on
to texture set two. That'll be a bit bigger. So in texture S two, so the curve here, we just want to make sure if your cable is a little
wonky over here, just fix it. Then we just want to do object and object, convert to mesh. That'll just make realize
this into an actual mesh. Then we can just call this
pod underscore cable. So then you can move
on to the next object. So this object at the bottom, confirm that everything's pools. So this door is also
one pixel white, so we're just going to bevels edges because the
outside here is beveled. So, the outside the inside
has a slight bevel. The inside here also
has a slight one. So it'll do is we'll
just pull this door in just to get a bit of
shading on all sides, just to separate this
out a little bit. Just making sure we do keep the ground plane the
same, so it lifted a bit. Just pulling this
down a slight bit. So we have light everywhere, and you can see it now, if you just look at it
for the front view, the light catches correctly. So I'm unsure what
this object is. So we're just going to
call a bottom metal piece. We'll know what it is,
but we don't need to name it like that.'s name it
that the handle looks fine. Everything else would be quads because this corner
terminates on its own. This back piece is necessary because we can see
it through here. I'll also make shading
at the bottom. This grid will also
be see through, so we will be able
to see that piece. Then hiding texture
set one again. We're going to hide
this bottom piece here. So for these pieces, so let's not make the
grid translucent too much so we won't see
into these here. Liking at the reference.
You can't see the plant and so behind this. So we'll do the same and
not make this translucent. We'll just do seems to be a metal plate in between
these grids as well. So we'll add a plane behind the middle grid when
we do it in the texture, just to make sure that we don't need to texture
the back of these objects. What we can do then
is in this one, we can delete this
back face here. Then just confirm everything
as polls they are not. Here's a three wide here that we need to carry
through to the other side. We'll start by deleting this
backface. We've done that. For these The easiest way is probably just to delete this middle face and
reconstruct these as we go. Going to this edge
because they're quite far for knife tool, we'll just go across here, select them on
this side, bridge, and then we'll
bridge up as well. Then for the bottom, we'll
have the same problem. I'll grab these on this side, the two on the other
side or bridge, bridge up, then we'll bridge
the middle part as well. So that just cleans
up that mesh. Then for the front part here, I don't feel a bevel is
particularly necessary. So we can just do a
weighted normals modifier, apply an auto smooth. And we can see that we'll
need a light line here. So we'll just apply that in it'll just make
sure that that edge is sharp and that it has light. So that does it for that object, we'll just call this
shelf back plate. And apply all its modifiers
as well as hiding it. And for the next part, we've
got this front piece here. So we'll do the same
as the other one. We can also delete this
face back here, so see it. Then for this part, we can delete this face here. Select these two
edge loops here, these two pieces here. Do a bridge, repeat
the action in front, and then repeat the
action across as well. All do the same for all of these bevelled face edges here. Doing the same for
the front here, bridging across to the front, and the whole front face here. Then on for this bottom
part as well still. The others will all be polys as they are just
extruded, bevelled. Then moving into
the front parts. Bridge and bridge up and across. So that confirms that
this is all polygons. We go around, that's fine. So we'll then just
call this shelf. Apply all its modifiers and
move on to the next piece. The next piece is then this box, which I think will all be polls. Looking at it from the front, this shading on the
door seems a bit flat, so it's going to make
this a little bigger, just so we get a
better separation for textus lay on here. Comparing it to the reference, there are some parts
that feel missing, but these we can
add in the texture. We can just punch these
in with some height. We have a little bit
of damage up top here. And it is the
letter at the back, where its bevels terminate. It's fine. What we can do for an optimization is we can just merge these
vertices at the back. Let's leave those for
now because otherwise, we're going to mess
ourselves around the hypoly with subdivisions. So these terminate correctly. So we can just call this
let's call it the power Box. I'm not sure if
that's what it is, but we'll call it that. And we'll supply
all as modifiers. Then for this top part, I think we have the
same as that bottom. So it's top face terminates in a triangle here and across,
so that'll be a poly. All of this will be fine. So we can just call this
power Box hat. Because call it. Then moving to the next piece, we have this sign here. So for the sine, only
the face will not be a polygon because
the outside edge here we cleat up and
it's just a bevel, we'll delete the face
and reconstruct it. So we'll select all of
these except the last one and the same
for the other side, and let's do a bridge and
a bridge inwards here. Let's do the same for
the top over here. Do a bridge and a
bridge across here. So the weighted animals
modifier is still applied. Let's make sure all
the shading is fine. Creates a soft edge
to look like plastic, stops on the inside. That looks fine. We might have to
add another line on the inside to just kill
that a bit sharper. So now it feels like
there's paper slit under this frame
here, so that's fine. So that does look
a little better. We'll just call this sign, apply all its modifiers
moving to the next part. So this is going
to be on the face. So it's going to be
quite a few to clean up. So just hide this friend cable
quick because that's done. Just making sure
modifiers are applied. So just making sure everything
else is now the face. So everything else
will now be here. So these are going to be very
small parts to clean up. So we're going to start with
this little flap over here. So just a easier way
to do this maybe is just to apply all transforms, just to make sure we can
snap anything we move out backwards because we want to get to the back of a
lot of these measures, we want to make sure
that they don't mess us around if we do do that. So for this part, we're
never going to see its back. You can just delete
these pieces. So we can delete the faces. So this on the side
will not be a poly. So it's just going
to kill that through there and the same through here. So we're going to apply weighted normals to see what
this looks like. We can probably use another edge line here to
make it a bit sharper, and it seems to
also need one here. So it just makes all its
edges a little bit sharper. A slight shading
issue on this edge, but we'll just make
these two edges a bit thinner and then just delete
the thickened one here. I just gives us a
sharp shade there. So firm everything through
here as polies as well. So these are all in polies. We just want to make
sure that they all end in the same way. At line the back
won't be necessary. So once that's done, we'll then just move this back and we'll just call
this coin clip. Okay. And just apply all
its transforms. So this will just be
the phone bracket. Let's move that away. So we've
killed the backside here. This walks through fine. This is fine. The
edge here is fine. So this is just a confirm of everything looks
the way we want it to. So it's all polys.
It looks fine. Push that back to zero. What is called this phone clip. Apply all modifiers and hide. Then the phone itself
will move away. Confirm everything
here is polys, which they are currently not. So easiest way to do this again is just to
delete this face. We'll then start by bridging
over all the relevant parts. So we'll bridge through here. Select all these and the same on the other side and bridge. Now, so make sure all three
this side and do a bridge. So there are now lines coming through here that
aren't being bridged. So be careful that these
verts don't float. So we're going to do the cross
first and then fix those. Let's select the unselect these bottom ones, so
we can bridge across. So we won't do that
and then bridge across and deselect the top one. So bridge those across. So now these lines here, this one over here
and the one at this side are not welded. So we'll pull these through and then we'll move the
one verte away, and then just merge by last. And then the same
for the bottom. Now all of this is quads
and runs through correctly. The side here is all quads, this is quads, the
back part is the same, but it'll only be for
these pieces over here. Anyway, where the bevel
affects the face here, it'll be the same issue. We're going to push this back as well as this
bottom part here. And we're going to do a bridge. So we're going to have the
same thing as the top where these two lines are
pulling through correctly. Just going to do a loop cut and a bevel and then just
reconstruct these up top. Usually, it's best to move
one verte away and then just merge back to last the one
that stayed in position. So I would do the
same at the bottom. So that solves this
cut at the back here and now just
the top one as well. Then just deselecting all these. Doing a bridge. If it does break, it's because you haven't
selected incorrectly. So just always be
careful for that. And if it does break, just undo and just find the
part you deselected. So again, we're going to
pull these words away in just a distance that we can see and then just
merge them at last. You can do merge by distance. I just prefer to have some
more control over it. And then the same for the top. So then we just want to see if bevels affect anything else. So this back face will
also be affected. Then we're just select
everything here, and then just do the same
as the other two parts. And cut and bevel and merge where sees at last. And the same for the top. So that solves that bevel. This bottom piece
will all be quads because we polys because we
pull everything through. And that's just cylinders. These are quads, as
well, same as this side. And the top is also correct. So we're just
looking to not have any end guns through
the whole mesh. And then we'll just push
this back to zero and just apply this and just
call this phone. Then these bars that are called cutter are not
actually the cutters, but the results of the cutters, confirm that that you're not have any extra
meshes sticking out. Then we'll just start
with this cutter too. It is all transforms
applied to pull this out. It is a single phase thickness. These around this edge
sorry, they'll all be quads. I delete this face. There's two faces here
and one this side. Sorry about that. Then we'll just create a
loop cut on this side, and then bridge these across. And then on top here, we'll just add a Let's
bridge these first. We'll take these
except the last one, and we'll just bridge them and bridge these across as well. Then we'll need another line here to bridge this bottom gap. So we'll do that and
then bridge these across and bridge these
across making this all quads. That should be good. That's fine over here. So this front part
obviously won't be quads, so we'll just delete this and we'll just bridge this
the same as the others. So for these, we can
actually just do a fill. That'll just fill it with
triangles all the way through. Then the bottom will fill
the same as the top. We'll just delete this face. Create a loop cut down here, bridge these bottom faces,
all except the top one. Bridge, bridge across,
bridge over here. Okay, so not bridge
over there yet, so then do a loop cut here
and bridge this part here, Bridge these two across.This
one over here and this one over here, and
these like that. So that should make
this whole part quads. Is to our weighted
normal just to see if we'll need
any extra segments. So I still doesn't keep
it shaped very well. What we can do is
we can just add a cut at the bottom here. You can see the cut doesn't
go through this back part. That means that this
part isn't quads, we'll just make a loop cut here and then just use the knife tool to connect these
verticts over here. Connecting those. Then we'll just create a cut
down the bottom. That cuts all the way through, meaning that all of
those are quads. Then we'll also just do a cut down the coin
line here as well, the card line rather, and then just a few across
there as well just to keep that shape solid and we'll do so we have a slight
shading issue here as well. So we'll do an interior line
as well just to keep that. Then we'll make a
line through here. We're looking to terminate
this long piece here. We'll do it on the
right hand side. So to get the shading is a slight problem because
it's pulling too far. Let's make sure that this
face is flat as well. It's having a problem with
the shading, pulling over. Well, make sure we have two
lines on either side just to make that line
disappear a slight bit. Okay, so these lines
on the solution, I'm just going to
undo these two lines. So the lines we're
looking for is the top edge of the
actual slot here. We just need to make a bevel. These then end over here. It creates a slight
shading issue, so we're just going to
remove these over here. On both sides and we're just
going to merge at last on this inside the
same for this side. So now we've got this
part looking solid. We've got a slight pinch
on this corner as well. See if we can fix that we can fix that with an
interior line here. And then the backp we can just add a line up
top here as well. So that'll make it feel like
the middle is pulling in. But we can lessen that effect by adding to loop cuts
over here as well. So that just solidifies
this top plate here. But the line carries
through into this curve, which we don't
particularly want. So we'll do merge
vertices at last here. Just doing this all
the way through. So if you've done
it a few places, you can just delete
one of the lines. And then we'll just do
the same on this side. So we'll merge one
side's vertices and then delete
the leftover line. So that'll just
solidify that part. This is metal, so we just
want it to look quite sharp. Well, then apply its modifier
and reset that to zero. All of that should be quads now. We've confirmed all
of that's right. All of this is right,
so that's fine. We're just going to
call this card slot. Then moving on to the next part, it'll be this part on this
side. I'll pull it out. I think that these two faces are the only two
that won't be quads and won't really clean up on these sides because
it's triangles into a polyto quad over here, I'll just start by
deleting these two faces, going into the
beveled corners here, selecting these
all but the last. Just bridge, then
bridge across on the inside, then the
same for the top. It's the same over there, bridge and bridge at the
bottom here as well. And just repeat their steps
on this side as well. And we can just sorry,
that didn't bridge, so we can just bridge this and then apply the weighted normals
modifier as well. So just make sure there's all the same material and
apply weighted normals. So that'll just make sure
those faces are filled in. It looks sharp, it selects
fine as the metal, and everything
should now be quads. Just applying and take
that all the way back. And we'll just call
this coin back plate. And hide it. For this one here, it's just the button,
only the face because of the bevels
will be wrong. We've done this 100 times now. We'll just select cd. And just bridge them
across to this side. This is the easiest way
to fill a beveled face. You could also have triangles
and stuff through it, but because we're looking
to go to the high poly, we're also looking to keep
the mesh quite clean. This will just make things a lot easier when we start
subdividing and so on. So we're getting a slightly weird shading issue on this one. So let's make sure that the
face orientation is correct. So it seems like we've got
a face here that's wrong. So we just bridge that wrong. Then here we can just bridge. That should solve
the shading issue. So that solves the
shading issue. We can just call this coin
button, apply all modifiers. So coin button, make sure
the underscore works. Then moving down to
the bottom parts, can pull this out as well. So for this one, this
face will be wrong. That face will be not quads, and this face will
also be dot quads. To solve these, we're going to solve this
one at the back first. And at the top. Okay, so that should
solve that phase. We'll apply the white
normals modifier just to see how
everything works. So then for this front piece, these pieces coming
through will be quads, but these won't be. These will be very big ons. These are quads back here. So for these, what it can do
is we can drag the corners. So we can create a center line on the other face just to make sure that we don't pull too far. So we can create a center line and link it to the
cylinder over here. Then from the cylinder, we can go to the
corner over here. This is a flat face, so pulling big triangles is not
too much an issue. Does it do the same
on the other side? And then at the bottom as well. So this bottom, even
though it is skew, it is still a solid face. So we can just pull
these through. You can see that the
shading doesn't change at all because this
is on a flat face. So these triangles are long. You generally don't
want to do this, but for this
situation, it is good. Then we'll just pull this
one through as well. So that solves that object. Confirm everything is quads. So everything is quads except
these that are triangles, but they're on a flat face, so we're not having too much
of an issue with those. So we'll just apply all
modifiers, take it back to zero. So confirm what this is, this is returned coins plate. Let's call that
returned coins plate. Then for the next, it'll be the little door in front here. So it'll only do the one face as the back face
will never be seen. Select these, go
to the other side, select the bridge bridge. And the same for the front. And just apply a weighted
normals modifier. Auto smooth. So we have a
bit of a shadding issue. So we can just drag a support line around it to make the light
fall better on it. We can apply all modifiers and call this
returned coins door. Okay, so that's fine.
Move on to the next. So for these buttons, let's look at what the
most effective thing is that we can do
here to correct them. Because we've collapsed the
array in previous segments, what we can do is we can make a duplicate
of these and they'll still fall
in the same place. And then
9. 08 Creating Our High Poly Part1: In part eight, we're
going to finish cleaning up the face
this side and then we're going to move
on to cleaning up the actual phone body itself. After that, we'll then move to subdividing all the objects and getting them ready for sculpting the metal damages
in the next part. Last time is we're still
busy on this corner. We'll just continue using the knife tool to just
clean up this face. We're not too worried about any shading mistakes at this point, as we'll be beveling the
edges on the insides here, and then that'll help us alleviate the
pressure on these faces. These are just now sharing
the same weight as the inside corners so
they're making sharp edges. So as we go, we also
want to make sure we're deleting these side
edges the whole time. So we'll create one this side
to create a fall off here. And then we'll just link all of these through to this edge here. And then for this side here, we're just going to pull
one from the bottom here, make sure it is connected. And we're going to connect
that straight in here. And then the opposite
side of this one, we're just going to link in and then link the middle ones
all the way up here. Just sharing the load between these and making sure it don't
have too many triangles. Then just doing the
same this side. So that looks fine. So I think the best would be just to finish terminating
these top ones then. So I'll just pull this across. So there's no way
for us to link these without making two
long triangles, so we're just gonna make a
weird poly in the middle here and just go to link across. And then we're going
to make sure that the stop one stays a quad by pulling that all the way
to the edge and over. Then for this part here, we can just link this
to the bottom as well and we can link
this one to the far top. We then also create
a middle inset here just so we have middle line here,
don't pull too far. Then we can take these up these we can take
to the underside here. Okay. Then here at the bottom, we can also we don't want to
cut too much into this face. So what we're going to
do is we're just going to repeat what we did on top, make a triangle across here. We're then going to
pull this one in here and then link to that. So I'll just terminate
this corner here. We're then going to
pull this across into this face and terminate
that in its bottom corner. So now we have a place to
attach this corner to as well. And the side as well. Then for these, we can
link the corners together. And that should link nicely
and bring these down. I'll just link these
corners fully together. Making sure not to
create duplicate vertices with the knife to And then just confirming that every verte on the outside edge is linked
to a quad on the outside. So this won't be a quad because this top edge
needs to be pulled through. I'm just going to pull that
through to this edge here. Then just confirming
everything's correct. So here we can just
slide this down. Just so that's a bit more in
line with the bottom here. So that pretty much does
it for the top piece here. So then for the side,
what we want to do is we want to make
this part here a quad. So we'll pull over this one
here all the way to the end, and then we'll start terminating this bottom
side here as well. We're going to anchor
that to this one here and we'll delete the middle one as
that's not necessary. As well as these on this
side won't be necessary. Here, we just want one
that is in line with that corner and the same for the other
side corner as well. I'll just delete the others
that don't fit that. Then we'll just bring
both corners down. Just from here all
the way down into there and the same
on the other side. These will all then go into the top vertex on the corner on the very
far bottom corner. Just grabbing these
and they'll all go to the far bottom one here, as those corners still need to be linked
together as well. So would great um triangles
into that corner. And then we'll just repeat
the same for the other side. So this is generally the
issue we face when using as many booleans is if
we use beveled booleans, they do make our
life a lot harder. It's a little bit of
cleanup afterwards. The only thing that's
good about them is your shape looks
exactly like it needs to, and you don't need to bevel in a triangulated mesh,
which could be harder. So I prefer doing it
this way where I do the cleanup afterwards
because it gives me better results and I
control more what I want. We're then going for
these bottom corners, we're just going to
link these top ones together and link all the
way down to the bottom, creating a ladder
between each one and making sure we just don't do the last one to create
a quad at the end. That's still not a quad,
so we need to go one more. And with that one, that creates
that corner to be a quad. The top corner will
then be a quad. So now we have some
shading issues. We have some shading issues
up here that we can fix simply by going to
this piece here, making sure to select this
entire edge around it, and we'll just do a
bevel to make this feel like middle and just
to solve this normal issue. Select it. Then
when we bevel it, it'll reinforce that edge. Give it a nice shine
and it'll also take away a lot of the normal
issues we have on the sides. We'll then do the same for
all of the inside ones. Because these are triangles, we can't select them
all the way through. So always just confirm that
you are selecting them. Blenders double click won't
work too well with that. Then we'll just bevel
these inwards as well. We'll have to do the
same for this face here. Film everything selected
and do a slight bevel. We're still having
some normal issues, but these are coming
from the outside. Our solution for
that is just adding a overall bevel around
the corner here as well. Around the edge sewing. Then this way we can add making sure
everything is selected. We want this to be
quite a thin bevel. We don't want to have a too
thick H between the two. We just want to create one to
keep the normals in place. Normals are still broken
because of these. You can see immediately
that solves the normal problems
we're having. There's still a little
one in the corner here, but I don't even
think that'll show up in substance. That's fine. Then we'll just pull this back and we'll call this face plate. And we'll just apply all its modifiers and
just hide that as well. Now the last thing they
have to do is this body. For these inside plates here, we want to make a
inset just to keep it solid if you can look into the hole, this is
the last thing you'll see. But we can then
just delete these. For this one, we can
just do a simple fill. Just because it's a bit easier, and we don't really need
these mini segments in here. We'll probably merge
these down later, but for now, this is fine. We'll just change
in optimization. So that'll hold up fine. Then we'll confirm it. Everything else is
quads here as well. So this feels like quite an unnecessary line at this point. It doesn't need to go
all the way around. We can just merge up here and then just see where
it comes in at the bottom. So we don't really have a
place to merge at the bottom. So yeah, let's keep this line. I'll be fine. When
we do optimizations, we'll pull all of
these a lot closer. We're just looking
to make everything quads now for the high poly. So then this bottom
part will not be quads. So these around here will
be quads, but this is not. So what we're going to do
for this case is we're going to do a loop cut
through the whole thing. It won't go through because we have a few triangles
on this side. But we're going to cut
it as well as we can. Then what we'll do is we'll
knife to these together, and then just make sure that anywhere it went through
these triangles, we'll just knife to
them together as well. And we'll just collapse
these vertices just to take some
pressure off that middle. That one can stay the same,
but that one we can merge in. Then we can just go around this whole piece, making
everything quads. So then we'll just pull these to the new edge we've created. And the same for this side. As well as this top edge. And this should
be the last quads we need to do for this model. So the weighted normals
looks good on it. And I don't think we
have any more gons on it because everything seems
terminated correctly. So then we're just going to name this phone keypad body,
something like that. We're going to apply
all its modifiers, and we're just going to hide it. Now now that that's done, we're going start moving
to the high poly version. So what we can do is we
can unhide these two. So texture set one
and texture set two, make sure that everything in the groups is unhidden as well. Just texture set one,
texture set two. So now we have the full
machine back and all of the models have polys in them. So let's make sure that
anything that's still floating, so it's just a cutter
that was left. Make sure everything's cleaned
up and named properly. So what we then want to do is just make this material
a different color. So I just want to make sure that we have texture set one and texture set two
apply to everything. So let's do M underscore
texture set one. Let's do that. And then
just make sure that that's applied to all of the
first texture set things. This will be relevant
later when we bake, but it is always good to
just set this up for now. So it's going to do that
for all of the objects. And then we're going
to create a duplicate for texture set two as well. So we'll assign texture set one, click on duplicate and just
change as dis texture set T, and just make sure that that's assigned to
everything over here. So what we're going to do
after this is we're going to assign we're going to make these low poly groups
and then start creating the high poly by using subdivisions and so on
to set up for sculpting. So we're going to do that by
taking all of these parts, applying a subdivision surface modifier to them so that they're higher poly and then making sure that they
still fit the shape. To aid us in this, what
we're going to do is for the textaset
one and two parts, we're going to make them red. So that we can see them clearly. So the glass we
can hide for now, the glass isn't relevant. Then we're going to name both
of these underscore low, and we're going to
create duplicates of both of these groups. And once they're duplicated, so it's rather
select everything in the group, duplicate
new collection. Texture set two high. We want to do a high
with no capital letter. It doesn't matter
in the group name, but it's just a good
thing to get used to. So these will name them
all underscore one. And we just want to then go to texture set one and just do
the same. Make a new group. Call them texture set one high. They want to change
their material as well. So what we're going
to do is we're going to make a duplicate of this material and just do
texture set to underscore H, and we're going to make
this a blue color. This will allow us to see the
difference between the two. And we're going to go through and make sure this is
assigned to everything. So with these color differences, we will be able to
see the easiest if the two meshes match or
if they don't match. Because if we're
baking, we want to have a certain distance away. We don't want to bake, very far. So we just want
to make very sure that we can see where the separation of these
two meshes are. We'll sculpt this
in the gray view, but for referencing, we'll
use the texture view. And we're going to do the same
for the texture one high. So we'll create a duplicate, name this texture set one, underscore H, and I'll
make this blue as well. And then just make sure that this is assigned
to everything. So it takes a set one high. It's named wrong, one
high, there we go. So it takes it one high, and just make sure that this
is assigned to everything. Okay. Then once that's done, let's start with
texture set one. What we want to do is we
want to hide texture set. We want to have
both visa visible. So we'll just put high and
low on top of each other. We want to then hide everything and have just the single
objects selected. For the back grid, let's see what the thing
here could be. Would we need to
sculpt these in? It doesn't seem
awfully necessary. These seem like we
can do microditl in substance because
they're not too far. We won't ever catch these at a dlancing angle that we'll
see the silhouette change. So we're only going
to sculpt places where the silhouette
would change. So an example of that would
be the damage on this corner. We're going to sculpt
a little bit into this because it is going to create
a silhouette difference, as well as some welds here. These we can paint in substance, but we still need a
better smoothing here. It's just not necessary for the grid as it's a single plane, so we're just going
to skip this part. So moving on to the next object, we're just going to then
unhide both of these. So for the top support, it is already bevelled. But to make this
edge a bit softer, we're going to go to
the high poly one, and we're just going to
apply a subdivision surface, and we'll do this spike, too. But you'll see
that this edge now loses its kind of weighting. So it'll unhide the
low polyversion. And so with the high
polyslect we'll just then pull
these edges closer. Then we'll also
pull a laser from the center by just
using that ebling. We're doing this on
the high polyversion, even though we have
the low poly showing. What we're looking
for with this is to have these match
aslosi as possible. So just for the inside, we then want to do a line
down the middle as well, and just extrude that over. So now we have a model
that is softer here. So this edge is a lot smoother. We'll also apply the
weighted normals modifier on it just to make sure
it's a lot smoother. So that's kind of just what we're going to
do with all the models. It's going to do that back
so there's this a position. So here we're going to apply the I was going to say
shade smooth here. So that'll then just be
the high polyversion. Then for everyone we finish, we'll just do underscore
high with a lower H here. This will be needed
for substance. It's just easier to do that. So then we're going to height
this one and just name a top support, underscore high. We need to keep
these consistent, and we're just going to apply this modifier. That
seems about right. Then for the bolts, so the bolts should be easy. We've already subdivided
the bolts from previous. But what we want to do is
just show the low bolts. And then for the high bolts, we just want to do a
subdivision by two, so they're even smoother. Just apply this and
then do a shade smooth. So hiding the low bollyblts, we can see that the
high poly bolts are just smoother still. It just gives us a little bit
of a nicer bake on these. So we'll name these
bolts underscore high. And move on to the
ground support. So for the ground support, we're going to have the
same as the top. We're going to do subdivision,
not the low polyon. We want the high poly,
subdivision by two. And then we just want
to throw a bevel here, a bevel down the middle,
and a bevel up here. What we can do that might
be easier is just to go bevel on all three of
these corners by percentage, and we just want to
do a 98 percentage. That might be a bit much,
so let's pull that back. That wouldn't look too good. So what we'd rather prefer is to do these just one by one. So you're going to
do the middle one, pull that close to the edge, the center one, pull
that lose to this edge, and then the middle one, pull that lose to that edge
or hide the low poly, and we'll shade
smooth the high poly and just apply the subdivision
modifier here as well. Or they name this underscore high to confirm that
it is completed. Well, hide this, unhide
the ground brackets. So for the ground brackets, this should also
be a symbol high. So if we do subdivision
surface y two, and if we now hide
the ground brackets, so we can see that there is a slight difference
to this bottom edge. So in the high, we just want to confirm these two bottom edges here with the bottom
and the top edge, and we just want to do this
on all the other brackets. The bolts, we've already
confirmed to work with the previous models or
the previous bolts. So for these, we just want to confirm that these
edges stay sharp. But we still just want the smoothing of the
high model as well. So now hiding the low and
showing just the high. See now we're getting
a slight better curve here and some smoother bolts. So we'll hide these and we'll shade smooth the
high poly version, and we'll just apply
all its modifiers as well as now
make it underscore high Then moving on to
the ground side supports. So these are going to be the
same as the top supports as well, subdivision by two. So these we can do together. So do two lines, bevel them close to the corners, do the center line down here, bevel these close
to the corners, and then do the middle line and just bevel these slash
the corners as well. For this texture set one, these are going to
be quite simple. They're just to gain some
more shading smoothness. If we're doing high
to low poly bake, we might as well do these. So it's going to name
this underscore high. Then we're going to
move onto the roof. So for the roof, let's see what happens if we
subdivide this. We might have some
corner issues. So see here, we have
some corn issues here. So we're going to
subdivide that by two. We're going to unhide
the low poly roof. And then what we're
going to do is we need to reinforce these corners. So we're just going
to add two bevels through here on the
high poly version. Do you see some Z
fighting on top here, that means that they're exact. And then here you see where
the curve is smoother. So we just want to get
close enough to where the low poly version is that we don't have to bake
too far with a cage. So it's move these
loser to each other, then hide and unhide. So this top corner
is a bit shallow. Just make that sharper, and then just make sure that all of these edges also just come together by just adding a
few more support loops, as well as on the inside
here, I see it's quite far. So that'll just pull it a
bit closer to the low poly. So you see there's quite
a lot of Z fighting, but we're baking the edges, so it's going to
shade that smooth, and this version
will be quite a lot smoother than the
low poly version. Once that's done,
we'll just name it roof underscore high as well. H. So just like that. We want to move on to the
site bunel supports. So these could be a little
bit of a challenge. These we need to be quite careful for because there's
quite a few of them. So doing a subdivision, byte two, and then we want to pull these
as slow as possible. So for these we want to make bevels on the side buners as these are
the easiest to get quickly. Then it's going to do
a bevel to the edge. Something like that. And then
on these insides as well. Just bevel these close
to the edge as well. Then for the insides here, we can add loops here. Add one on the inside
here and here. Do the same for the bottom,
as well as this side, Okay, so then around
the outside edge, we can do the same, but we
just create a bevel for these. So bevel, and then pull
those close to both edges. And then do the same
on the other side. So then to pull these edges
on the inside closer, we'll just create
loop cuts through here and on the other side, just to reinforce
this corner triangle. And I'll just do this
all the way around until this kind of fleshy
part here goes away. So I'll just do
something like this. And I'll just do this on all
the corners for this piece. And then for the
bottom here as well. And we'll have to repeat this on the other side as we don't want to copy things over too many
times for high and low. So just finishing this up and
then the last corner here. We also then have
these inside corners that are a little wonky. So over these, we
can just do a bevel. So here we'll just
bevel these insides. Something like that
should be fine. Then for this inside shape, we're also going to have
to reinforce its corners. So we'll do a bevel
through here. So for these corners,
I want to make sure they match the top piece. So I want to do that
and then inside here. So just something like that, just want to reveal the low poly to make
sure that they match. They are very close
to each other. So something like
that'll be fine. Model looks smooth,
bevels look cleaned up. Then here, let's just do all
these corners as well quick. You're just going to repeat the process from the other side. Just making sure to get
all the corners do not have a shading issue
in painter itself. Then the same for the bottom. This should be one of the
more complex pieces with this outside because it
has to be so many corners. Generally, doing the
subdivision like this, the corners will be issue, this should be the
hardest one for this. And for this one, so we want to actually do the
outside here first. So these two and
then bevel them. Add a bevel so that
that corner cleans up. Then we want to delete this
bevel we started making. To add a bevel down the middle. Bevel this to the corners, and then one down
the middle as well. And then just pull that up. I'm not sure why this
piece doesn't go down, so I'll just pull
that down manually. So we'll do just
the shade smooth. So now we'll just reveal the other one to make sure
that they're the same. So one is the same, but there is a definite difference
of the corners shading. And then we'll also just sculpt on these at a later stage. So those are done, let's call them
underscore high and apply all then the last one we have
left is the top name plate. So do subdivision times two, and then just make sure that all of the edges here are fine. So we'll pull a line
through on both sides here. Or do one back here and
at the back to make sure that those are solid and
two on the inside here. That should solidify that sign. If we shade smooth, we
can see it smoother, and it matches quite
closely to the other one with a little
bit of difference. So we're going to call
this top late underscore high, apply all transforms. Apply all modifier.
Sorry about that. So then hide the top lat high. So now we've done set one. We can go through the low
ones and just call them underscore low as well to confirm that these
are all completed. This will just make it
easier for substance to be able to bake these
to each other as well. So I will call these unscoled. It also tells us which
parts we need to UV as we only need to UV the low parts and not the high
parts at this point. Well, at any point,
to be honest. So texture set one is then completed and ready
for sculpting. So then texture set
two, we just need to do the same as we've done
with texture set one now. So text two, the
bottom metal piece. So we'll just unhide both
pieces, go to texture, say two, and only reveal the
one piece we're busy with. So we'll do a
subdivision surface, two, and then we'll
see what breaks. So here you see we're
losing this corner. So we'll just pull this up, create some support loops here. Just do that on all the edges. Then I'm also assuming we're
losing this inside here. It doesn't seem to, so we're losing the inside of the door. So we are going to have
to pull this loser here. That'll smooth out the door, and then we'll do a bottom line for case and one across the top
like this to make sure. So that should be the
same as the low poly one. It is this top corner
is a little soft. So maybe we'll just add
another he dip here, shade smooth, and now just make sure that
those two match. Now they match a lot closer. So we'll just apply
that. Now it's just a high poly piece of
the same thing and we'll call this underscore high
and move to the second one, which will then be
the card button. So we'll do a subdivision
surface here by two. Nh this one. This one should just be as simple
as just applying. It'll just make a very high poly version of the other one. Those are the same. That's fine. So card button is
then completed. We'll call that card
button underscore high. So the card slot
will then be next. Card slot could be an issue. So for this one, we're going to do subdivision surface too. And then we're going to
see how that changes. So a few small changes, namely that this bottom
plate's pulling too much, so we're just going
to add a edge loop all the way around
to make sure that that bottom plate stops
pulling and one inside here. We're also then going to add
one through this gully here. That won't link, so
it's going to create a line through here
so that we can actually get a line
here as these are better quads and then just bring two lines to pull that shade in on that corner
so it don't get a stretch. So we're just looking
for smooth shading and no obvious stretching. So that just looks
like molded metal. That looks fine.
Showing the card slot, we can see that
they're different but not different in
shape to each other, which is what we're looking for. So then we're going to go
to the high and just maybe add we'll add another loop here just to keep the
stop edge a bit cleaner. So then we can just also reveal and unreveal the high poly. Maybe we can add one on the outside to keep that
shape a bit better. So something like
that could work, it just takes away all of
the nasty shading there. And just shows a bit better. Cool. So that's what
the one's done. We can call that
underscore high. Then for the goin back plate,
we're going to do the same. Subdivision by two. So for assets like this, usually you're going
to have an issue with the inside faces here. But the solution for that
is just to create an inset of that face or going
to the outside here. So I'll hide this in view first. So we're just going
to a support loop in the inside here and
the same on this side. Show those in viewport again. And then we're just
going to support these edges with
another loop as well. Just making sure that those
loops go all the way through. And the same for that side. Then we'll shade this smooth. So that seems about correct. Unhiding the other one. So
this is queen back plate. Those models seem close enough. Well then call this high And then we'll move on
to the coin button. This one should also be simple, but it will lose its edges. So we'll just do subdivision
two, hide the low. So it edges seem to have kept quite well and it's
a smoother button, so it does already look nicer. So we're also just
going to do an apply and call this underscore high. And move on to the
next coin flap. So this should also
subdivide fine, bite two, and then
we'll just see if it loses anything or
becomes too soft somewhere. I applied the modifier
to the wrong one, just do that to the high poly, not solidify,
subdivision by two. So it loses the top
edge up a little bit. So we're just going to
add a line over here. And then just for safety's sake, we're going to add a
bevel down the middle as well to make sure it
keeps its sharp edges. So that looks good. It doesn't look
to clay in sides. And then we can
apply and call this high So I'll just
do it like that. Then for the face plate, we're going to do a
subdivision by two. So we're going to
have an issue with this inside face here. So we're just going to add
a support on the inside here and one on the outside and reveal
that modifier again. So that'll show
us that that face is a lot better but
not perfect yet. So what we're going
to do is we're just going to select
the whole face. Also going into the corners Just make sure it sleep
all of the faces. This is a good way to do this on a large face that's
showing shading issues. Then we sent this little
middle triangle, as well. So that one and then get
the other corner as well. And then the last one for
the top corner as well. So once we have those faces, we can just do a
very small inset just to keep that face solid. So that'll give us
that face flat. And we can just shade smooth and have a smoother version of
the face plate as well. Apply all modifiers, face
plate underscore high. We're going to hide that. So we're headed for the
bottom and keypad buttons. We'll do the same subdivision
by two, shade smooth. These are round, so they'll be perfect, but always confirm. Apply modifiers,
underscore high. So top buttons, same
process, subdivide two. They became a
little bit smaller, but they're still
the same shape. Shade smooth, apply high Okay, then the phone phone should
also because it is plastic, it should look fine subdivided. So we'll hide this version or shade smooth the
bottom version. Now things like this look better plastic and just
look a bit nicer. So these shapes are still
exactly the same, but smoother. So we'll apply the phone and
just call this underscore high something like that. Then we'll move to
the phone cable. Phone cable should
not be an issue. This should just be
subdivided by two. Hide, confirm with Shade Smooth, apply all and name
underscore high. Then moving to the clip So, the clips should also be
fine, sub divide by two. We're not losing a lot of shape, but we are losing some shape, so we'll just pull this
to the back and to the front just to make sure that we keep this
sharp edge in the front. So we'll have something
along those lines. That's just a bit smoother
than the one at the back. Apply and name high. So then we'll hide that. So then the keep at body
is the next part. So for this one,
subdivide by two. And it doesn't seem
like anything breaks. Slide shading issue
at the bottom. But we can fix
that by just doing a line over here
and on the inside, and then just supporting
this edge more. So we'll just do
something like that to take that shading ate away. This face is well
enough supported. We'll add one to the
front of the side phone here and on the side here to
make sure that those match. This bottom looks fine. We're going to add a line here to keep this
pinch fine as well. I look plastic. And we're going to apply all
and call this high. Then we're going to move
to the side cable holder. Subdivide by two. Then let's
see if the shape changes. The shape looks the
same but smoother. That's exactly what
we're looking for. So we're going to do apply, shade smooth and call
it underscore high. So something like that.
Then the Power box is the next one
we're going to do. So the power box
should also have some issues with its corners. Subdivide by two, it
wants to be a circle. So we're also going to then pull it us
closer to each other. And then just do this
on all four corners just confirming that all
of the shapes stay intact. And then just do a loop through the front and
the back as well, and just a center line
for good measure. So shade smooth,
unhide the other, and those objects are
the same, but softer. So apply name correctly. Then we're going to hide this. So the power box hat is next. So for this one, because it's not really a filled in object, it should also just be quite
simple. Subdivide by two. You need to confirm that
it kept its top shape, and it does seem to have. So we're going to apply
all and shade smooth. And we're going to
call this underscore high and hide that. So then the turn
coins do is the next. So this one shouldn't
be an issue. Subdivide by two, hide the
low poly shade smooth. Confirm that that shape
hasn't changed a lot, and it hasn't just
become a better version. But we can probably just
do a center bevel here. It's just rather draw
the lines ourselves. So we'll do a loop cut, and we'll just
support the edges on both sides because the top and bottom edges are supported. We just want to support
the sides as well. So we'll apply that and then we'll just shade
smooth and call underscore high. Just like that. Then we'll hide that. We'll
move to the coins plate. We'll then subdivide
that by two, hide the low polyon. I was confirm if there's
a lot of changes. It doesn't seem to be. There just seems to be maybe one or two corners
here that we can subdivide and add a loop cut
or two down the middle here, as well as just around the top, just to make sure that all of the loops all stay the same. So about around about there. Then we just want to add
two cuts down the middle here to also just make this coin pot in
the middle more metal. And we just want to
shade that smooth. So something like
that will work. We can also go in and just cut this through
here with a knife tool. I'll just make the corner there a bit sharper because we're cutting
through triangles, and we just want a
support loop here. So that'll just make
that part a lot smoother and that'll look
the same as the low poly. So we're going to
apply name high, and then we're done
with that piece. So then the shelf so the shelf is quite simple
as well. So we'll do two. Then I'm just going to add a loop cut right
down the middle, just supporting on both sides, making sure that
they look similar. So that'll be fine. It is
supported on those ends. So we're going to
shade the smooth. They do match, apply all, and we're just going to
call this underscore high. Just height that piece, and then move to the
shelf black plate. Subdivide by two. So this one have an siento its corner so it's going to
cut that down the middle. Bevel, get that down
the middle, then bevel. So let's make that
bevel a little wider. It needs to be
closer to the edges. Something like
that, shade smooth. Double check if it's correct. Apply all name high. Here we're going not high with capital
with a lower letter. We want to be cognizant
of that because substance recognizes by the tag, so just every now and then just do a sanity check
if you have done that. Then the last one I think
we have is the sign. That does seem to be the case. We're to subdivide
subdivide by two. Then we're going to have
to confirm its edges, so we're just going to
drag two loop cuts through here and two through here to just confirm its
edges a bit better. And that should be
fine. We're going to then shade smooth. So we can add a
loop carton inside, but we already
added one earlier, so that already makes the
paper feel like it goes behind the sign here.
So I'm happy with it. We're going to do an apply all. Do a sign underscore high. So confirming in textia set two high that everything
is named high, confirming that we've done them. Going through Tetia set
one and doing the same, going through teta
set one to confirm everything is named underscore
low with a lower letter. So then the only thing
left to do is going into tasia set two and naming
everything's underscore low. I'll just copy this
to everything. Just making sure all of these
are named underscore low. Oh, now I'm just copying the low tag
because these don't have numbers that need to
be erased because they weren't duplicated
from the others. So in a case like this, if I need to name a lot of things, there are some plug ins
that could do this easier, but it is also fine
to just paste it in. So we just want to do
something like that. So confirm all low, confirm all high, confirm
all low, confirm all high. So now we're ready to start the final model as we now have the high poly
version of the whole model, and we can start the sculpting. So now we can start sculpting in some metal damage
and stuff like that. We can start damaging
some of the balls. We can start adding
some metal dents and then just make those down
to the low poly version. So we'll do that in Chapter
nine. I'll see you guys then.
10. 09 Creating Our High Poly Part2: At nine, we're going to do a polishing pass as I've had time to
reflect on the model, and there are some changes
I'd just like to make. It's a bit of a bad
time to do this because we already collapse our
subdivision modifier. But for any changes
that need to be made, we'll just have to go into the low poly and then
re hi poly those parts. So simple things like not having a very nice
round corner here, just some bolts I'd like to add. So these are just going to be minor to some shape changes. So we'll just get
right into that. So for the first one, we're just going to add
some more bolts here. So we're going to do that
by just revealing the low. So we want to
delete these bolts, which delete all the bolts, show the low, and then we just want to
bring these bolts down. So it's want to have them nail this bottom
metal plate down as well. We're going to
move them in here. So that's any bolt change we have and we're just
going to re hy poly, so we're going to
duplicate it again. Put that in the hi
poly texture set two, call this underscore high, assign the correct material. Texture set one. And then we're just going to
subdivide this again by two. And just apply that modifier. Well, let's not apply the
modifier in case more changes. I think it'll be
fine. Let's apply it. So applying the modifier. Then for the other change, we're going to just
hide the hypoly again. Then here we're going to change this shelf
to be further back. It's extending quite far out. So we're going to
change that just stay somewhere around there. So to confirm that shape. So something like that
looks a bit better. Then in the high,
we just want to delete this shape as well. Duplicate the low, move
this to texas set to high. Call this underscore
high as well. And then we just want
to subdivide this by T. We just want to make sure
again that it looks fine. So we'll hide the low, assign the correct
material here, and then we'll have a look at all the corners if they're
holding correctly. So we'll hold those
two corners there. I'll just check for
any stretching issues. I'll just do a shade
smooth as well. And then we'll just pull
this edge in as well. So that'll just give us a
nicer rounding at the back. There are no stretching in these front corners and
none of those back part. So something like
that looks fine. We're then going to
apply all subdivisions. Then moving on from there, we're going to be looking
at these window frames. We can see that there's a need for some rubbers on the insides. What I'm going to do
with this is I'm going to move the windows
in a little bit. I'm just going to do
this on both sides. So then to make
our lives easier, I'm just going to
take the one side, move this away, making sure to select this
back edge as well. And then I'm just
going to move this away along with the windows. Then to create these insets, I'm just going to make a
loop cut down the middle and then bevel this out to just
wide it in the window. I'm then going to extrude
this along normals outwards. So that looks like a good
height, maybe a little more. So then going to add a
leopa down the middle, bevel extrude that along normals inwards just to make
the insight for the window, and just repeating the process on the bottom side as well. Again, just a bevel
wider than the window, Extrude along normals,
cut down the middle, bevel, then extrude
along normals again. So then looking around, applying the weighted normals just
to see how it looks. Seeing that there's
some shadding issues because of the one
pixel gaps here, I'm just going to select
all of these edges, and I'm just going
to make sure that I bevel all of these together. I bevel them together
just to make sure we get the
same width on them. So I get Vermin I
select all the edges. I just do quite a sharp bevel. So looking at the topology here, seeing that there's
some stretching here, what I can see is we're creating a triangle across to the right. So this is better solved by just cutting
these across to each other and then making two loop cuts on the
outside to cut inwards. So first of all, just going to remove all of these cuts in between and then just reconstruct them by linking
the corners to each other. This is just a process I'm
going to repeat a few times. So we're just doing this
for all the edges that link So you're not sure why knife tool is
messing me around here, so just going to do a cut here and just delete the
unnecessary geometry. So it keeps cutting
this spilt to the left and check the settings and
couldn't see why it did that. So it just kept deleting
the unnecessary geometry. So then I'll add two cuts on the side here in line
with the corners. And we'll just do this on
the other side as well. Then we'll have to construct these corners of the knife
to outwards to those, just making sure the
other sides done as well, because we don't want
these triangles here. So just bridging these
together using knife. And then just confirming
we did this on all sides. Then cutting these outwards to the new loop cuts we made
on the pillar on the side. And again, having some weird geometry ses with knife tool. But just looking to fix those. Seeing that I can't just get it to play along
on this one mesh, I'm just going to delete
the extra faces here. Just try and apply all transforms and then just deleting the geometry on the side since
it's still doing it. This is what we're looking
for. We just want to be able to make a loop cut
all the way through. You can only loop
cut through quads, it is always a good thing
to just confirm with the quad tool if you can
actually just cut through. Just making sure we're
getting all the sites here. And once these sides are cut, just making sure the
geometry is again erased, that's made on the side here. And then just this last
top edge, as well. So just double checking with a loop cut that we can
cut through these, meaning that everything down that line is now pools or quads. You can see when
we go down here, we have this
triangle in our way. Experimenting with
the best way to get rid of the striangle, what I do is I add a
line on the outside that then makes the striangle a quad that then makes us be
able to cut through it. Then just moving this line into a better position and then collapsing the corners into the actual line around as well. But seeing on the sides that there's some leftover geometry that didn't clean up nicely when I deleted the entire line, I just go through and
clean those up quick. I just make sure to merge all of these into a
triangle close to the corner and just delete any unnecessary geometry that's adding shading to
these quarters. Just repeating the
same on the top, and then we'll have to repeat the same on the
other side as well. So we're still getting
some funny shading here, and subdivision
is still freaking out because the corners
aren't supported enough, and the pillars on the side are too long to support these. So just doing a test
with these loop cuts to see if the corner will be held better if we
do it this way. So seeing what needs to be done, I'm just going to
select this line here and just delete it because there's a
better way to do it. So we're just going
to delete these edges here and going to have to reconstruct the geometry
on these edges as well. So just removing them
from all the sides. What will work a
lot better is to do a cross cut here to support
these edges on all corners. So I'm adding loop
cuts on the side of the pillars that match
the corners sides. This we can then link across
straight rather than having that triangle as that triangles creating quite strange
shading on the outside. So we're just going to
link across like this. So this will just create a
nicer outlay on the outside. And we're just going
to repeat this for the top I just using a bevel to get those lines equidistant
from each other. Then just linking
these corners to all directions just the
same for the other side. I tested the loop cut, but obviously this
loop cut won't work because the corner is still creating an engon on the inside. I just solving this engon this
on the other side as well. So with this cut,
it'll go through, but we don't want this top part. We just want to make a
triangle on the corner, but a tighter triangle
than we had previous. So we'll just merge
the middle line down and just do the same on
the other side before we create the top
loop cut to support. So we'll then create side and
top loop cuts just to test. And because it'll break if we do that before we
do this bottom part, we're just going to
link the bottom part the same as we did the top down. Also just the end putting
this line through, then linking it to the top and just confirming that everything is correct by being able to loop
cut through it. So then just adding
the support loop cut, merging this in, doing
this on all sides. And now just confirming that this looks the
same as the top. These corners do need
some more beveling, so going to add another
line here and pull it into a cylinder here just
to get the shading better, just quickly testing with a
subdivision surface to see if that now does
what I wanted to do. It's still stretching quite
a bit around this corner. So I'm just going to
solve this triangle here. Subdivision doesn't really like engons because it doesn't
know what to do with. So it's always better
just to solve it a bit. So here I'm just moving
all of these lines inwards and just testing
with a few different things, seeing if I can bevel this
line to give us more support. But before we do that,
we just need some more following the line
on this side as well. So we're just going
to follow the line closely with this outside
support loop here. And, of course, repeat the
same on the other side. And just on the
bottom here as well. Just slightly pulling them away and just manually
moving these out. These could have been
solved with a bit of a wider bevel when we
were first doing this, but we're too conservative, so we're having to manually
move some things now. So, it's going to do the
same with these corners. Then this inside shape isn't going to fit because the
corners on our round, so we're just going
to move this inside shape closer as well. Just making sure that that
now fits the curve on top. Just making sure that it
feels like it belongs there rather than having a
straight in a curve surface. Moving the last few
corners around. And then just making sure the front and back
faces do align by using wire frame to look all the way through the model and just see
if the vertex is lined up. So we're checking
with support loops. So we're going to add these
two support loops here in the middle and just
going to pull these up, doing the same as
we did at the top, creating the triangle
closer to the corner. This will just give
us better control. So because we moved
it on the one side, it won't happen on
the mirror side. So what we're going to do here is we're going to
merge one side, then go to the
opposite side here, and then just do the same
on the other side as well. So here just doing the
same on the mirror side. Then just at the top and on the back side of this thing
we have to do it as well. Unfortunately, any fix we
make to any corner here will need to be applied to all corners because they
were all created the same, so the fix will apply
the same to all of them. The only unique corners will
be the four on the outside. Here just moving some
things around as well, and just making sure that
these triangles line up with these corners to make sure that they're shading
looks correct now. And the same on the other side. So confirm me with
these loop cuts that they go all
the way through. Doing a quick inspection
on all the corners. So not needing this
top line right now is just because there are still some things
that need to be merged. And just checking if I can actually use this
outside line here. So what we're going
to do is we're going to select this
whole outside line. And if we bevel this by one, it'll sharpen the edge of
this corner quite a lot. So the inside will be sharpened with a edge loop
down the middle. But we just want
to give this edge a better place to
sit in and relax. So we're just going to have
to select all these orders. Unfortunately, we can't
select these with double click because there are
triangles on the corners. So what we're going
to do is just select these manually quick. And then just also
making sure that all of these bottom
triangles are connected. I see that I forgot some here. So then just selecting
these edges again, making sure to go
all the way around. If we did make a bevel here
that we forgot to link one, we can reconstruct it, but we'd prefer not to do that. It might cause
shading issues that we're not ready to fix, so I'd rather just make sure I select all
of them the first time. Just going around this side and then the mirror side as well. We're going to
bevel these all at the same time as well
to keep the same width. We're going to select
the three windows, frames this side and the
other side just to be safe. So be careful for not
selecting the triangle in the corners because we
don't want to bevel that. If we bevel that, we'll have a lot of end guns on the side. A good way to also
check if we've selected everything is going into wireframe mode and just seeing if the curves make sense. So there we just do a bevel
and just add one segment. Then on the inside
of this curve, we're going to
support it with just an edge loop in the inside. This middle object
we're also going to support by just adding
a loop cut down the middle and using a bevel on this outside frame just to
get closer to the edges, and then just subording the
bottom windows frames as. Just checking if
everything's correct. We're going to make these gray because they're
going to be replaced. We're going to do and
apply all transforms, and we're then going
to mirror this across. Two, we can apply
the mirror modifier because it is how we want it. To checking that the
windows fit on both sides. We're then just going to
move this to the high. We're going to do a
subdivision by two. Do a shade smooth and just apply the correct
material here. For these corners, because
we want them quite round, we're going to add a
loop cut quite far from these edges just to get a
nice smooth rounding on them. We're just going to have to repeat this in all the corners. Now we can add
this top loop back here and then just pull these
closer to the edge as well. We're also still using
the mirror modifier, so we're only going to have
to do this on one side. So here I just get a little
closer to the edge as well and then just also make sure that these
triangles are linked. And with this middle shape,
it went a bit gooey. So we're just going
to add loop cuts on these sides and then
down the middle. You can immediately see
that that just brings the H closer and just makes it
fit in that shape more. Using wireframe, I'm also just going to add a bevel loop down the middle that gets close to both sides to just add
some support there. Not like that. So here it's
going to now add that again. Just make sure it doesn't
freak out this time. So just going to bevel that. And now we have quite
a solid looking frame. Just going to make sure that these middle four corners are
also supported on all ends. So again, doing the same, pulling them quite far away from the corner just to
keep that rounding. So checking the inside and the outside curves
just to make sure that we didn't miss a
triangle somewhere and they don't bevel through. It's always good to just
have a sanity check to make sure that the fix is
going right both sides. So then once we're happy
with these corners, we're just going to
double check them quick. Yes. Then when we look at these
pillars on the side, we can see they're
quite gooey as well. Just going to compare
this to the low polyquq. So to do some other fixes here, we're just going to apply
the mirror modifier again just to make sure we
have the same measure on both sides and move the
windows into space here. Then these top pillars
have gotten quite soft. We haven't added edge
loops to these yet. So we're just going to support
this whole top part by adding some edge loops all the way to the top
of the pillars. So we'll just add on
close to the edge, and then just add a
cross down the middle. And then just the same for
the bottom side as well. We're also just going
to sharpen these on the sides just to make sure
that they're a bit sharper. Now, that part looks better. The next part we're
going to tackle is we're having the same kind of stretch on this inside here. So we're getting quite
a pinch in this corner. So we're going to
delete the hi poly of that version and reveal the low. Then on the low,
we're just going to do apply all transforms, and then we can move
this out the way. So why we're having
that issue is because we're having a one
sharp corner here. So we'd rather prefer to
bevel this corner here. We're going to bevel this by a little bit to make
this a sharp corner. So we'll do a two bevel perhaps, just to get a nice
rounding on these corners. Then for the edge on
the outside here, we're going to merge
these vertices across over here and to the top. Then the same on the other side. Now that we've done
this on the other side, we can just see if we can add a support loop down
the middle here. We won't be able to
add the support loop because there is a
triangle down the middle. So we're just going to
reconstruct this like this and we're just going to pull this
triangle to the outside. We're then going to
apply a weighted normals and see if it looks smooth. We're going to apply a loop cut on both sides of
this inside curve, as well as this
inside face here, and then on the door as well, just to get this sharpness back. We're going to cut this across now since we've
beveled these corners, this face now has
an on in its face. We're going to do a test
of subdivisions to and see that there's quite a big
problem on this corner here. These two triangles are
fighting with each other here. So just looking at
what will fix this. So you're stating with
the inside curve here. And seeing if maybe let's reconstruct this
outside over here, so constructing that
all the way across. So this size differs now
because I merge the vertex up. But the better solution for this would just be to
mirror these across. So just evaluating the issue. Deciding to then
mirror it across, I had to use the knife
tool to cut down the middle, scale this to zero. Delete these faces. The backface didn't cut because there was
an end going in the way. Di is going to cut
that across manually, scale this to zero, move it across and then delete
this backface over here. We then going to scale this to zero and just apply
mirror modifier. Showing that in
edit mode, we can see that these edges
have gone too far. We'll just bring these
loses so that they weld. Now we can evaluate
this corner on one side and it'll mirror
across to the other side. So doing the triangle all
the way through and then just moving this into place gives us better geometry
on this corner. So now the subdivision
keeps this corner well. So we'll just add more
supporting loop cuts around these edges. So now that we've tested, we can snap this to zero. And we're just going
to add some loop cuts here to soften
some of the edges. So we'll start with
this outside edge. And then we're
going to just look around what else
needs to be softened. And then we're going to so it's just soften
this inside edge. So I'll pull this to the inside. So that takes away that stretch that we have on the
outside over there. We're then going to
duplicate this to high set two named
this underscore high, as well as any other duplicate
parts you've done before. Then we're going to
apply the texture set to high material. We're then going to apply
subdivision surface by two going to hide the low poly. Then we're just going
to move this away so we can tackle
this on its own. So we're going to sharpen
these edges over here, make sure the box
keeps its shape, and we're just going to sharpen these corners on top as well. And then make sure the
bottom keeps well, and the door should
also keep shape. We're going to shade smooth and confirm that there's no
stretching on these corners. So there doesn't seem to now be any stretching and these corners are a lot nicer round
than previously. So then going to apply that modifier and we're
going to zero this mesh and unhide the low poly to confirm that they're
in the same position. So that part does
look better now. The next part we're going
to tackle is up here. Here we've created
a hole because we're using backface culling
in our game engines, seeing through this hole will make this back part disappear. What want to do with
this part is just delete this high
poly, reveal the low. We want to hide this
gap a bit here. We're going to close
up this gap over here. We're still going to
keep some damage, but we're just going to close up this gap So we'll just do something like this, and then this inside
face we can push up. And this face these edges
we can just push down. So we can just do a little
bit of damage like this. We can then apply the weighted normals modifier, apply all. Then duplicate this to high
set two, call it high. And then we're going to
apply subdivision by two and just make sure that its correct
material is applied. Well as just doing
apply all transforms, pulling it away to
look at it on its own, do a sub shade smooth. Then we're just
going to reinforce its front and back
edges over here. We want to sculpt in front
of this so we're just going to add some lines
to the front of it. Something like that
should look correct. We're going to then
snap that back to zero. Reveal the low poly to make
sure they still match. They do seem to. We're then going to apply all transforms. We're going to do the same
with the side panels. Let's keep these live for now.
Let's not apply them yet. Let's just apply them when
we're happy with them. Applying them now makes them
a bit harder to edit later, so we'll just keep
them live for now. The next thing I want to look
at is just this phone is a way too sharp bevel
on this back here. We sharpened this
in the low poly to make it show better
than the high poly. So what we're going
to do is we're just going to
unsharpen this edge. So we'll just delete
the high poly and then just fix
this in the low. So I'll just let these
outside edges and just use an edge slide to pull
these further apart. I'll just do this for
all four of them. Not touching these
inside edges because that's connected to the
inside of the phone, which needs to stay
as soft as it is. So being happy with that, I'm then just going to
move this to high, apply the right material. Then just move this away to do a quick check with division two. Is going to keep an eye out
for any stretching here, make sure everything looks fine and all the edges
are behaving well. So you're saying
it's fine. And then just going to move this to zero, compare that to the low poly. So they do match quite well. Then the next part is this
little connect on the side. Just doing some scale tests,
seeing what feels good. We can see that it's about half the size of the head over here. Do scale this down a little bit. Move this back into position. Move this closer to the cable, and then just change
the angle a little bit just so that the cable doesn't
need to go out so far. So then this inside where the cable connects will
be too small or too big, so we're just going to
select all of these edges on the inside up by two to
select just the inside edges, and we're just going
to align this up with a cable and with the
bottom of the body. Then just going to increase this curvature around
the side over here. Something like that looks good, refining the curve on the outside because it doesn't need to be so round anymore. Then we'll select
the low poly cable and just move this into
position manually. We just want to
make the cable look like it's not coming
into skew here. Then just want to apply a weighted normal
modifier to that. Then back to the
connector outtp, there is a strange pinch on this corner
when we subdivide. We're going to move this
to the hi poly just to test testing to see if the
smoothing works over here, but it doesn't pulling these inside faces in doesn't really solve
that pinch either. I was just doing
some experiments in the subdivision applied just
to see what will work here. So being doing it down the
middle makes too sharp. So going back to the low poly, seeing as this is
clearly a mesh issue. We're just going to add some
more supporting ops here. So just doing some more tests to see what will take the
shading away here. So making the circle
a bit smaller to see that that makes
the shading a bit better, but the mesh is still
pinching quite a lot. So ideally, we want to get rid of this
triangle over here. So we're just going to delete these so that the poles come in, but we're just going to do
that in a bit of a better way. You're trying to select
the outside edge and just bevel that. Doesn't really work. So we're just going to delete these lines as they don't really contribute to the front a lot and these bottom
lines going out. They don't contribute to
the bottom of the shape. So it's just a factor of having too many polys that were
unnecessary at the bottom. So once we take those out, we can see that we
actually have a nice smooth shape over here. So then we'll just do
the same for the cables. We'll just duplicate that
to the high poly group, apply subdivision two,
just to make sure that that still has its
high poly correct now with its new shape as well. Then the other thing
that was strange over here was this
part was too big. So we're going to delete the hi poly going to go into the lone. We're then going to pull this down because the reference
this part is quite low. So we're just going to
pull this part down. So we're going to pull
this part to about here, go to side view and
just correct that. We're going to make it a little longer to hold the phone better. So we're just going to compare
if that looks correct. And that does look
quite a bit better. These side wings can
also be smaller, we're just going to select these and just make them smaller. And then because
we've made changes, we'll apply weighted normals and just make sure that all of the edges have
kept their sharpness. So something like that to
keep those edges sharp. Going to apply,
duplicate this button. Going to duplicate
this to high set two. We're going to hide the
low and to name this high and subdivide by two, applying the shade
smooth and just making sure that these edges
are pulled in close enough. That'll work. You supply the correct material and unhide the load to see
how close they are. They are currently close enough. So that solves the phone
clip problem over here. Then another thing I noticed was also that this roof is quite soft and has lost a bit of its metal feel with
the sharp bevels. So starting out, is going to do some tests with some bevels. So it's going to add some more sharper bevels or the corners. So keeping the weighted
normals modifier up light because the low poly
needs to look good as well, and just adding some cuts here. So I'm not super happy with
how these corners look, so I'm just going to
remove these bevels here. I'm happy with how
the tops look, but I'm not too satisfied
with these corners over here. Then for this top, I'm
just going to select these two faces up
top and just scale them down to get a
sharp corner over here and then just support
this pipe with more bevels. Then on the mapping
with the low poly, I'm going to duplicate this to the high poly subdivision two, and the right material. Now I'll have to support these edges with these
loops we deleted in the low poly because these
edges need more support. And then I'm just going to add
more loop cuts to the top, as well, just to get
the shape more in line with the low poly,
but quite smooth. Next we're going to do is
this slot feels quite wide, and there's quite a
bit of stretching problems around here as well. We're going to do
the modeling changes first and then fix
that stretching quick. We're just going to
delete those two pieces. They're going to go to the low. This will be easy enough
to move in wire frame. We're just going
to grab this side, move it in one axis and just grab this front nose
that feels a bit long. Just to shape it a bit
more appropriately to what the Pin cards
actual width is. So something like
that feels better. It's just not as
wide as previous. We can even do a
little more than that. More along the lines of that. It feels a bit more correct. Then the other
change I was looking at was for these buttons. We need to first duplicate this, take this to high. For the high vision
part of this paddle, I'm just going to do a
temporary piece here, apply the right material. There's going to be quite
a lot of stretching, but we're planning
to fix that later. I just need the reference
for this part right now. I'm going to apply
the high to this, do a subdivision by two. We're seeing some stretching
around the corners. To is going to solidify
all the edges. Add some cuts through here. Then just pull back that
stretch on the back here. Make sure that this edge is
well supported on this side. Also just making sure that the coin slot is
solid at the bottom. We'll add two loop cuts for this cod It's got a long face. And then just add
one on the inside of this outside curve as well. So just looking around and
confirming that there's no stretching and then just comparing to the
low poly as well. And for these bottom buttons, they started to look quite
cartoony with this bevel, so we're just going
to go back to the low and we're just going to remove this outer rim we made. So it's going to delete
the outside buttons. So we're going to actually
separate these away, give them gray color as
they are going to be replaced and we're
going to do the same with the three
buttons on this side. We'll need these
for the arrastal so we don't want to delete them. I want to set the origin to the middle of these
two buttons over here. Not that wrong one. Set
origin to geometry. Then we're going to make
this inside bowl less. Just selecting
these lines across. You're going to
dissolve those lines. And we're going to pull these
faces out a slight bit. We also want to apply the
weighted normals modifier. And we want to soften this
outside edge as well. That just gives them a slight
gradient on the inside, but not a lip over here. Then we just want to do the
same for the stop button. And then just pull
these faces out as well and apply weighted normals. And let's sharpen this
edge on the outside. So something like that, feels a bit better, feels
more metal like. We're then going to
do is we're going to array across to this side. We're going to do this by four. It's usually best to check
the last one's position as that'll give you the best
indication of where these go. Then we can select
the gray buttons over here and just delete those. For the bottom ones, we're
going to do an array as well. We're going to cross
this way by four, we're just going to
do an array again. And then adjust
the bottom array. So zero to that side. Going to go down and
forward a slight bit. So we just want to line
these up with the buttons. An array by four. So now those buttons fit
back to where they were. So just for modifiability sake, we're just going to duplicate
these to high set two. We're going to keep the arrays. We're just going to hide low. We're going to take
away the weight to normals, subdivide by two. And then we're going
to shade smooth and apply the texture set to here and just check that these buttons
still look the same. So we've also got the array now, and we can just edit
the first button. So we'll just make the edges
sharper and just call this high and we'll just repeat the same process
for the bottom buttons. Just call them high,
assign correct material, subdivide by two and remove
the weight to normals. I was hiding the
load to see better, then revealing the load to
see if they are close enough. They seem to be. Checking them
for any stretching errors, making sure that they
look better now. These do feel more
solid and they don't seem to have
shading issues. Then on the top here, I also want to add
some interest. So currently, we just have this one line on
the outside here. But looking at the
reference again, we have a double frame here. So we have this metal
piece over here. Then we have this rubber
frame on the inside, and we have a slight kind
of strange slant in here. So I want to try replicate
this a bit closer. So to do that, we're just going to delete the high poly vision, and most likely we're going to delete the low poly as well. But to start with, we're
just going to add a cube. De scale this to where
the previous vision was. Just match this on all sides. Most of all sides, we can then also just
move it back into place and just make sure it matches the depth of
the inside one as well. We're going to pull this
off to the side to just work it over here as
it's easy to move back. We're going to do an inset for
the outside metal barrier. And then we're going to
duplicate this by three times. It might actually be easier
for this inside to separate the selection and then just reconstruct this outside border. Then reconstruct the border, we duplicate it out as well just to have an
outside edge on it. G to move this in a bit to just give it
that machine line. Inside that again for where
the sign will need to be and just move the
signs inside away. Reconstruct the
inside of this edge. Here we can see that the
outside is straight, but the inside makes
a slight fall off. Just not have that fall off
go all the way through, we're going to add
an inside line here and a little crevice for where
the sign needs to go in. Then we're going to select these top and bottom edges over here. But before we do that, just the back needs
to be filled. So we're just going to
select the back faces and just bridge these across. And we're gonna move
to the front faces, selecting the top and the bottom and scaling these up to create
that slant on the outside. Well, then also going to
move the sine line a little bit forward just to have
that layer to the face, not have that metal border
so thick on the inside. So just pushing this whole thing and its bevel a bit forward. So we can also see that between the sign on the sides here, there's no machine line,
so we'll add that now. But just to give us
some better reference, we going to put the sin in place into the groove
where it needs to be. We're just going to create
bevels around where the metal pillars
are just to give us a solid bouncing point for
where the curve shouldn't go. We're going to do
this on all sides. And just create another
edge loop so that we have a soft fall off to
the stopping point. Then they're going
to pull the sign out and just do a bevel by seven. And then just seeing
that the loop ca didn't pull through
to the one side, just going to redo that and
just redo the bevel quick. That looks better. So
now what we can do is the outside edge we can
just select and scale to zero and just move this
into the line on the sides. So just confirming
that there's now a soft fall off into the
actual lines on the side. Apply auto smooth and
apply weighted normals. Then we're going start with this machine line on the edges. So testing a bevel, it doesn't really look good. So I'd prefer to separate
these two parts. So we're then going
to make a line over here and scale this to zero so that we have a straight line just to get
this little edge over here. So we're going to
pull this part out? And we're just going to connect these lines all the way through, just making them
straight rather than the 45 they're making
to the corners now. Do we need to go on both sides, go all the way around so that it'll allow us to
delete this corner? We're just going
to delete half it as we're going to
make a few changes, and we just want
to use the mirror modifier to save us time. Then we're going to
delete the triangles on the sides and just line these up a bit better with
11. 10 Sculpting Damages: In Part ten, we're just going
to start the sculpting, so we're just going to
consult the reference to see which parts
we need to export. We'll only export
the parts needed, as we don't need to export everything in magazine brush
heavier than it needs to be. We're going to start by just making sure all
the modifiers are uplide down as we are moving outside of the blender
and to Zbrush, so we can't keep
these modifiers in. In Zbrush, we're
also just to add a little bit of damage
to all the parts. We're not looking
to go overboard, not looking to move
anything out of place. We're just looking to
add some slight damages, create some dents in some parts and just bend the middle
where it makes sense. So I just doing a
double check that all the modifiers are applied and all the measures
are correct. Well then going to
start by selecting all of the soft
metals over here. I'm just going to export
this as one group. Let me just name this once. And once that's exported, we can look at the internals to see what we want
to export over there. So for the internals,
we're also, again, just going to take all
the soft metal parts, make sure all the
modifiers are apli down. I go to consult the
reference again to see where the damage
would be here. There's very minute damage here, nothing too crazy, something we can bring out
mostly in the texture. But we'll take all
of these parts with just in case we want to do some big plastic damage or
some interesting metal damage. The most important parts
we would need to export is the inside shelf area and the bottom power box area to get the reference for
where those dans need to be behind the bolts. So we'll just make sure to take the bolts from the
other group along with the set on the inside as they'll be needed for reference
for the sculpt. So we won't do any sculpting
on the face, the phone, or this little metal
piece at the bottom, because it doesn't feel
very necessary to do that. So I want to have all those
internal objects selected? We're just going to export that again as the second group. This is a recording test. Testing the recording. A Now, we're just going to apply gray material to see a bit better. And we're just going
to do a final check to see if the other part
imports correctly as well. Confirming that that
did import correctly, we're just going to
create a new scene just using the cylinder. And then we're going to
go to the Subtools menu. We're going to import
the first part, then go to the
subtols menu and then add a tool for the
internals here as well. Now that that's done,
we have both parts. We have the exterior and interior as their
own separate parts. Now we can start dynaming
these separately. We're also then going to run the split parts operation
just to make sure we have separate parts for all
of the little parts that came with the
internals and externals. Does this just give us
more minute control of each other parts. So when you select
a part, we can also isolate you clicking this
button on the bottom right. Then we go to geometry, we can just see what the geometry looks like
and then use a dynamesh at a resolution of 1,500 plus just to make sure that we have enough
resolution to sculpt with. Now that we have our
parts separated, we can start with the sculpting. We're going to do this by using a trim dynamic brush with a square alpha and a
lower focal shift. As we only want very soft and minimal amount of
sculpted details, focus more around the corners. We're going to go
back to the reference just to see what kind
of damage we have here, and we can see that it's kind of just slight bit of damage on the corners and then trailing off a little
bit to the edges. So as we go, you can see
the trimodynamic brush, it'll just sharpen
off this corner, just giving it that hit metal feel as if it was bent into
this corner on its own. Using a very light roughness, as we really don't want
to go overboard and make this metal feel damaged
or really broken. This is just to give it some
manufacturing quality to it. We're also going to smooth out any face pulling we're
getting in this inside. And we're just going to make
sure that we also sculpt this top edge as we
trail off here as well. Just breaking these
pure three d lines just to make sure that we get a better silhouette
from the sculpting. We're then just going
to repeat this in all the sides and just make sure the whole thing
looks the same. An So moving on to the next part. We're also again going to use
the trim dynamic brush for the square alpha and just start sculpting into
these side metal pieces. We're assuming that these
are sort of the same metal, so we're just going
to do the same we did on the top
on these sides, only mostly focusing around the corners and sculpting
the long edges. Just doing this first
edge, we can see that we're just chipping
into these corners again slightly more heavily
as these are long shapes, and we just want to break
them up more interestingly. So to start with just gonna do a little cap and then just drag that into
the long pieces as well. So it's just going to be a piece of repeating what we
did on the top part. So we're just going
to do that now and just make sure the whole
thing looks the same as well. Do we're done with that part, we can then just use the copy to duplicate
over to the other side. This will save time and
just allow us to get the same quality on the other side and just add
small changes for variation. So we're just going to make
sure that this is moved into the exact place
that the other one is before deleting
the other one. Confirming on all
sides, it's the same. And then just deleting
the other part Now that that parts deleted, we're going to add
some small changes on this side to not
make it mirrored, but just to have some
interest here as well without doing
too much work. Oh For these bolts on the shelf to get this
indent at the back, we're just going to
use the move tool and move it back ever
so slightly as if the metal is pushed down by the bolt being screwed
in very harshly. We're just going to do it
to a very slight amount, and then just repeat
that on the other side. After this, we're then just going to add some metal damage to this and then also to the
power box at the bottom, just to finish off
this interior. Now that the sculpting is done, our mess is quite heavy
around 60 million poles. This one handle very
well in other softwares, so we'll optimize this by 80%, meaning it'll only have 20% of the original polycunt left. We're just going over
to decimation master, and we're just going
to say decimate all. Let's just make sure that we can specify a percentage of
what we want to keep. Then we'll also make sure
that the detail all stays as obviously we don't want to lose any detail when we
decimate over here. We're just going to
delete the unnecessary bolts on the side here as well. As we don't need
to decimate these, we just needed these
for reference. Just making sure that all
of the bolts are deleted. Just doing a final cleanup
before decimation. And we're just going to decimate all after the bolts are deleted. This will take quite a while as it analyzed all the measures. Optimizing it this way also makes it much
easier to back in other software as it won't have to reimport
this heavy mesh. So we'll then just
after we've decimated, just look at all the meses. You can do this by using Shift F or just checking
the wireframe of them. Wet wrap it with other
decimation looks. We're then just going to export this out as the high poly. I would say save that. We're then also going to
open it in Bama set just as a final check and it'll also be the software where we are
going to bake the maps. So it is always good to
check in that as well. Also just making sure to
save the tool from zebras, as well as the optimized
version just to make sure we have something
to go back on over here. Now in marmoset, we're just going to import
the high poly. It looks to have imported
fine without any issues, but we'll just do a
thorough check just to make sure that all the edge damage pulled through and that there are no strange pools that are pulling or any weird
shading issues over here. Confirming the
mesh legs correct, we can move on to the next pt.
12. 11 Uv Unwrapping And Baking Our Phone Booth: In pot 11, we're going
to be doing the UVs, as well as then the baking
at the end of this chapter. For the UVs, there's going to
be quite a few time lapses, as the models at this
point are two different. So it's just going to be a general discussion of the
steps I'm taking and how I'm thinking about things rather than showing how
exactly to do it. Just making sure that I separate the high and low
poly just correctly, just to put the
high into reference as we won't really
need it at this point. We'll have to work with
it again when we bake, but we won't need
it at this point. So I'll start by just
hiding everything and then just going one by
one and doing each mesh. Now, I'm just looking
for a good place to start just seeing
what the meshes are. So with the square
can do that later. The bolt will be
garden easy place to start as they are
mostly just unwrap, but there is still a part that we gain just optimize
a little bit on them. Before we UV them, I'll just delete some of these lines
on the inside as well. This is just a lineup step that it's spotted during the UV, so might as well do it quickly. They're just using rowbpace
to just undo these lines. What we're generally
going to look for with this final just slight
cleaner pass is just to find where the seams
for these models can go. Seeing if we have clear lines
to mark them and so on. There'll be a few
things that will just shift around in the
low poly just to make sure that we're
happy with it's also just a slight optimization pass just making sure that nothing
got away from us again. This is a continuous step we'll do just to make sure
that our performance and our polycunts don't
go absolutely insane and that the low poly
is easier to work with. Seeing as the high polyro our sculpt isn't really
affecting the shape. We don't have to do anything too specific with the
high poly from there. So just applying this lessening change to
all of the screws, making sure to get all of them. With the step, what
we're also looking for is to remove the lines that make absolutely no difference
to the measures themselves. The brackets the brackets
themselves are fine, but these interior
screws will also need to be lessened it's
the same as the top. I'll just select the same lines
back swatch them as well. Then just repeat the
step all over since we've broken the instance
when we went to hypo For these squares,
they're mostly fine. There's not really
optimizations we can do here, and the seems will
be fine for the UV. Just checking all corners
just to confirm that there's no mesh issues
or anything like that. So for the roof, we're also
just going to make sure that everything's quads,
everything's fine. There are really many
lines we can merge here, but we can maybe lessen
this curve on this side. So we'll just delete
these two lines. We're just looking
to if we delete the lines that makes no difference to the
mesh in general. We're not looking to
change any shading so as the high polyosal back to
the shading we have active. It's just there are some polys that make absolutely
no difference, and was any good to use for
the subdivision surface. I'm happy with the roof. I'll just collapse all
the modifiers down. Now, getting to these sites. What we're gonna do is
the same as we've done. Every time with
them is we're just going to delete
one of the sites. And then just apply
the mirror modifier over for this fix, we're just going to
make sure that all of these quad supporting lines we use to make the highly off the subdivision
surface bake better. We're just going to merge
these all down to triangles. We remove these triangles
at an earlier stage, but now we can put
these back as this is now the low polyen it doesn't
need to be subdivided, whereas in the
subdivision previously, these were the triangles
that was causing us issues. So this is just an optimization, just making sure we don't have 20 to 30 polys per corner and just making sure that
we merge the line down exactly where it
makes no difference. We'll have to just do this
on all corners, of course, but at least we only
have to do it on one side because we're
going to mirror across. These slight tweaks will be
the last modeling changes, as once we start Uving, making any modeling changes
will be quite difficult. So it's always better to confirm at this stage
that everything is exactly how you would like it and that all
optimizations are done. Generally for
optimizations, just using the collapsed
vertices works quite well. You can also combine a line and then just delete
the leftover line, which works in some cases, but for corners like this, merging the center is
a bit more effective. Than just doing a check to
see if everything's fine, looking for any
more corners to do. Iselecting vertices
and collapsing. Now there are no mesh errors, we'll just apply the mirror and move on to the next piece. For this interior piece, we've mostly used bevels
for all of the corners, so there should be
no mesh issues. There's these cuts going
through that might affect it, but these define
the inside cuts, so those can't be removed as they'll
affect shading too much. That'll be fine for
texture set one. Then move into texture set two. We're just going to optimize these meshes as well quickly. I'll delete these
two center lines we use for the mirror
on this power box. And then every time
we complete a mesh, we'll just move on T you see where these lines are being deleted,
the shape moves. So we'll skip that mesh as the most optimized
is going to be. For this tray here,
we have to do quite a lot to make
the high poly work, so we're just going to
merge these down to points. Then also cleaning up this
insight where we've had to apply too many support
loops to make this work. There are these again using collapse as I want
them to be centered. For this one, an idea
could have been to just select the two sidelines
and then just delete them. The problem with that is that both the top and
the bottom well, the top line anchors quickly, so we'll just do that
with the bottom line here we'll just merge
the vertices and then just select the
bottom line and delete. Just checking for
any other errors. So nothing there, so we're just got this grid on top here. We're going to do otomizations. This is a mess because
there's so many curves. You can't really
remove anything. You can remove some in
the corner, maybe here. And we'll just make sure the
weighted almost is applied, that there are no
shading issues. With this button, it
makes a weird shading Nick up top here because of
how we link them across. So it's going to move this
line up just to lessen that shading error and just apply the weighted
normals modifier again. So for the flap, there are quite a few unseen
vertices at the back here, so we'll just merge
these all together. This will, of course, most likely be different
between both models. So just looking at the general steps and then applying them to your own model would be the best practice. For the face, we have
done some optimization, and we spent quite a
lot of time on it, but just checking if we can merge these
triangles back in. It doesn't seem super feasible, and we could reduce
that mesh by a lot. For the buttons, they
were still in an array, so just checking their polycunt. Once happier with that,
just apply the mirror. And then just doing the
same with the top buttons. For the cord, it'll UV you quite easily because
it was just a curve. So just checking if there's
any optimizations we can do, but it does seem quite even on all sides and not
too subdivided. For this little phone holder, there's not really a line
that's unusable here. All of these contribute
to the top curve. Then for the phone body, because we've added
this piece on the side, we have quite a few vertices, quite a few edge loops running around that are necessary
to hold the shape. Some of these, we'll just
merge all of them into center and then just delete
the lines that are left. This removes the
quad line we have from beveling the corner on
this extra piece on the side. We're looking for a termination for this bottom weld here. And then the face just
terminating these rods as well. Every change we make, just to make sure that the
shading doesn't move. As the bottom you saw the
shading bounced up as well. That is something we
want to avoid as that'll affect how it references
to the high polymtle. So we're just going
to look to be creating the triangle mergers on the flat edges
as much as we can. And we're also going
to look to create the largest triangles we can
without any shdding errors. Usually, the best practice to start is to look at
where corners are beveled and need
to be supported by a large amount of
vertices or edge loops. So as you can see
here, this inner bevel that defines the inside
of the face requires a four white bevel and then lead into a square which doesn't require anything more
than a single edge loop. So we want to terminate the complex side to
the simple side. That's usually the best practice for so you can remove quite a lot
of edge loops on the side that weren't necessary
at all to keep the shape. For the stop part,
we're also going to do kind of descending triangles where we do
two small triangles into a large
triangle at the end. This just makes the
stretching less. And we're just going to
do the same on this side, large triangles on
an empty surface. You see the merging
in the bottom creates a shading issue
because the triangle is too large and
leading from a corner. So I will undo that and then just continue on
to the next ones. This is doing a
quick shading check, applying all modifiers, and
then moving to the next part. So the phone, because it
is such a smooth shape, probably needs all
of its edge loops, but it's always good
to just taste and see if there is something
that can be removed. Be bottom parts curve
is quite high poly, so it's just going
to remove these without affecting
the shape too much. It will affect the
inside bump of this, but the high poly will
back that back easily. And moving on to the
little clip on the side. At the bottom here, we've added quite a complex circle because we wanted to keep
it quiet at the bottom. But because there's
so little seen, we can just merge all
of those together. The cable blocks that
from view anyway, so it doesn't really
matter how that looks. For the power Box hat, we've already triangled
it once up to the top. But because this stays a flat surface and we
didn't add any more dents, we can just merge these
together in the middle as well. We'll have to keep
the cent lines. We don't want to
merge the orders because there'll be a double
bevel with a triangle. So we'll keep the cent lines
to stabilize those vertices. Then for the power box, we're just going to see if there's any lines we can remove. It's mostly a bevel, but these lines coming to the
back aren't necessary. Merging them still will
keep the same amount of polycun so leaving
them maybe safer. So for little flap on front, it's mostly beveled and
just corners most across, so we can really optimize. For this piece,
because we had to merge the cylinder
in the middle, we can't really adjust
anything on there. This is just a plain square, so no adjustments needed. The shells were all beveled and just circle pulled across, so they won't need
any adjustments. And then the low poly sign is also probably
correct because it is just a rounded cube So
after all that's complete, we can just pull all the
bottles together again just to make sure nothing is missing
or nothing went wrong. Well, then also usually
wireframe modifier just to see where everything went and
how everything's looking. After that, we'll
just apply a MT cap before we start with
the texturing part. I just been changing the color
to seeing this one error, so I just want to merge these
here and there as well. And then just want to terminate this line at the
bottom, as well. Terminating this line up creates quite a big difference because we're grabbing the
shading from the corner. We probably didn't just end
up terminating this line to the bottom now we're
having a shading error, so this is the thing we want to look out for during this stage, we just want to undo that
and just merger downwards. Just merging it down, just make sure that the shading from the hole on the right just
flows better downwards. And once we're happy with
that, we can start doing the UV tshes applying the weighted normals modified to make sure that
shading is correct. And then just confirming
with wire frame again. So we're going to say
before we start the UVs. So for the UVs,
what we're going to do is we're going
to make two texts. We're going to use
the checker texture at with two different
colors so we can see. We use the checker pattern to make sure our text
or density is correct. This means that the
textures quality is the same all over the model. So how we can define
this is if we create the checker texture and the UV ars are
applied to it, we can confirm that all the textures have
the same quality by seeing how big the
squares are all of them. To do this, we'll just add a new shader and then apply
the checker texture to it and then just add the
UV coordinates to that, and a mapping node. We'll add the UV coordinates to the mapping node and then
that's to the vector. This will just allow us to tile the checker pattern
quite a bit more. And then removing
the previous ill will show us the
checker texture. You'll see at this point,
it's squashed in the front. It's because the vis
aren't correct yet. This is the kind
of errors we'll be looking for during this process. So we're looking
for nice squares, not rectangles, as that will mean the
texture is stretched. So for the UV, what
we're going to do is we're going to
cut lines to where the seams should be so that the mesh can unfold
into flat surfaces. You'll see we will mark
the seams on the top and the bottom and then just
do a simple unwrap. This will mean that all
the edges will unwrap from that point and then just
lay flat on the UV. Confirming the
texture is correct, just changing a
few things around. Seeing that these
are still going skew because of the
corner not being cut, I'll just cut on both
corners to make sure that these measures
are laying flat. I'll just do the same for the
inside as well just to cut that piece that
it doesn't become too long because if
it comes too long, you have to scatter
it too little and it won't fit inside
the UV space. So just straighten
these inside faces. We'll make one
straightened square, then use the right
square bracket to select all and then just
say a follow active quads. So to do the same here. We'll scale this down to
zero and then on the sides, we'll select it and then select inverse and then
just follow active quads. We want these lines
to be straight so that we can UV them better. It'll just be easier to not have a lot of squares
in the UV space as it's harder to fill a model than it is to position
a line in the UV texture. Especially for something
like this where we've got so many long
different measures. We just want to keep
everything straight because the UVs will be
quite tightly packed. As I'm scaling
these down as well, you'll see I scale them in their width as well
to make sure we have squares. After confirming that
measure is correct, I'll just move it
off to the side. This is just easier to grab later when we're selecting
all of the measures. Then we can just go gather
them outside of you. For this plate, I'll also make a slight extrusion just so we have a backface
for it as well, and then just UV both sides. For the square up
top, I'll just use smart UV project as
it's just easier. For the bolts, you can just do a simple unwrap
because they don't have a backface and they just unwrap fully, not a problem. The checker is a bit
smaller than them to see, so I'll just
increase that to 24, so we have a smaller grid to see easier on
smaller objects. Again, for the square just using a smart map or a
smart UV convert. For the brackets, we'll
unfold all of the screws. We'll just again move everything off to the side that
we're busy doing. Then for the brackets, we'll cut the sides
so that the top and bottom can lay flat and
the edges can make a rim Then, of course, just repeating this to all of the objects. So you see that they now unfold, but there is still one of the seams that
goes with the bottom. It's a very scene piece, so we can try to improve that. Here I'm just doing
a t to see if we can straighten this
whole piece as well, but it does break because
it has a curved edge. So for now, that should be fine. We're just going to move
it off to the side. So for these two squares, we're just going to do a
smart UV project as well. At this point, don't worry too much about how
big the squares are. That's something that we'll
do at the end because it is quite a process to make sure everything's
the same and it doesn't work very
well if you don't have reference of
everything at once. So for these sides, I'm
just looking for easy cut. What I think I'm
going to do is I'm just going to cut this inside that is the most unseen part
of this pillar on the side. And it sect this on all of the pillars before I mark them. When I mark them on
the inside, then, you'll see that now it
unfolds into a flat rectangle and then only has the
little bottom piece as a flange at the bottom. For these sides, I'm
going to split them down the side and on the
inside to make sure that the front and back
faces of these are two separate things. And then we're going to start cutting through where needed. So you'll see that the frames
have splits on their own, but there are still quite a few faces
touching each other. So we're just going to
look for the lines to cut between these to separate
these faces the most. These will be on these
corners that are now folding around and can't lay flat because there's no way to stretch them
out to lay them flat. So we'll just made it a select around these corners
to unwrap them. We're also going to turn
on live unwrapping. This means every line we make will unwrap the
mesh automatically, and we don't need to keep
clicking the button. This will just allow us to
keep barking seams and seeing the improvements on the
left hand side as we move. You'll see that the mesh is
starting to become a lot more relaxed in the UVs as
with every edge we mark. So we're also going to separate these rubbers on the inside as these all need
to be their own UV and are going to be their
own texture anyway. So we would like
these to be straight. So we're just going
to separate them from the outside at this point. We're also cutting through
them when we make the seams, as that'll be the break in
the straight that we need. This we'll just make sure that we don't need to use all of the UV space just for that one texture that
runs all the way through. You'll see as we go through
this process that it's just busy becoming more and more straight on
the left hand side. This means that the UVs are busy just unfolding
more and more. I will most likely just do
this for all the corners also these long objects. These cuts and making
sure that these are very straight is quite important because we don't want any seams in the middle
of the poles themselves. So making them in the inside of these
corners is much more valuable as it'll just give us natural seams where welds
and so on would be as well. Coming to the end of this piece, there are still
some U shapes here. And I see that that's
from these corners on the inside of being cut. So just to cut these
off of the top as well. I wasn't expecting to cut out
these middle piece as well, but it does seem necessary
to do that, as well. So once these are cut,
you'll see that this becomes a short and long shape rather
than the ut is making. We don't want any awkward
shapes to take up UV space. So as you can see now, after this unwrapping,
everything is straight. For these middle squares, I'm just going to do smart
UV as they are squares. The smart UV just projects from six different directions
and makes a UV from that. Generally, squares you can get away with, with no
problem with those. For this sign for the outside, I'm just going to
cut the corners Does this mean you
should just select the middle line
because that's the one that goes all
the way around? Or the cut it just on the outside edges and
on this inside face. This automatically just
give me straight ibis. And for this middle piece, I'm just going to cut the
line all the way through. And then just use
Yrame to select this line down the middle
to just cut that as well. Keeping low UV unwrap left for all of these more
complex pieces is quite useful as it's not a high 100 button press thing that I have to keep
doing the whole time. It just helps a
bit more. I'm also then going to cut in this
trough we made here. Go to cut it on
two sides because this sudden drop is quite hard for the UVs
to unwrap as well. I'm just going to repeat the same step at the top, as well. So those UVs all seem
mostly straightened, except for some weird
pieces that they do have, but those come inherently
from the shape and really seen so we don't need to be too
worried about those. For these square sides, I'm just going to make a seam at the bottom at the top and then see if we can cut
the middle out easily. So for the middle, I'm again going to cut down the trough, but I'm going to cut it all
the way around this time. So once that trough is cut out, you can see that that give you
automatically straightens. Doing a quick confirm
to see if all the UVs are straight and all
the squares are equal. I just move that
out the way again. So that'll pretty much do
it for texture set one. For texture set two, we're going to do usually same texture, but we're going to change
the square color to red. This will just allow us easier see which is from which UV, because the thing that
we're also going to have to keep in mind is that these are the same these are
not the same texture set, I mean, red will be the same texture set and blue will be the same texture set. This means that the
blue squares need to be the same size as
the blue squares, and the red squares need to be the same size as
the red squares, that they don't need to be
the same as each other. This allows us to differentiate that easier
and not get confused. For this shelf, it's unwrapping a bit strange with
the hole at the back, so we're just going to cut
it around the edges and then just grad a loop cut through where the hole at
the back is as well. So we don't want this long
spindly one on the side. We just want to cut that up and make that short
straight as well. See you can achieve this by
just cutting both sides of the curve and making sure
that face is straightened. For this back piece,
it's just the squares, we're going to do
a smart UV project and just move that out the way. And for the power box, we're
going to hide everything else as this is a bit
more of a complex shape. And we're just going to
mark most of the corners. So we're taking the
inside of the bevel as that's usually the flattest
part of the bevel to select. Then for the inside of the door, we're just going to
cut that open as well. They're going to cut
this bottom bevel. Now those faces are straight,
we can just apply the UV. For this cap we can
do a simple unwrap, it unwraps nicely enough. It could break the roof off. It might be a bit more straight, but it is quite an easy shape. Just looking at it maybe let's
cut all four corners off. I'll just lay easier on the map. It forces some extra seams because this object is going
to have to have rust and saltn we want the resolution
to be focused there as well. For this sign, we're
going to separate it from the inside sign and
the outside sign because we want to apply
a decal on the inside and we want quite a high resolution to make that sign look good. For this cable, we're going to cut it straight
down the middle to create a a linearly
unfolded cable. But that'll be too
long for the UV, and we won't have
enough texture space because this cable
also needs ribs. We're just going to
cut it into ribbons. That'll just cut the cable shorter and just make
it easier in our UVs. For this little
door, we can just do a simple UV unra For
this phone pod up here, we can just cut it right behind the bevel where it's the least seen and just cuts the straight from the curve at the front. We also then just
cut the corners just to make sure it
lays down easier. For all of these
buttons and doors and things on the front that
don't really have a back, unwrap usually is the easiest
modifier to apply to them. We're going to do the
same with the buttons. All of the buttons
will just be the same. They'll unwrap the same. They'll be easy. We're also going to
scale these in after. We want some higher resolution on the buttons than the rest, as we want to have quite intricate details
on the buttons and some pointed dirt in the corners and so that
is quite high resolution. So for something like
the flat metal piece, we don't want as much resolution
as we do on the buttons. As for the buttons, we'll have to on the inside of the number, have little dirt, which we won't need on the metal pieces. For the phone, we're mostly
going to just cut down the machine lines just to get
the largest shape we can. And for the curve,
we're going to cut it the furthest away
from the person. So we're going to cut it on the inside where the
person won't be looking. For this inside piece here, we're just going to mark or cut the top
ring that we made. I see that it is disconnected. Looking to just solve
that problem quickly, I'm just going to
merge these vertices in just to make this
line easier to get the best course
of action will be just merge these vertices up and then get a solid
line to make the seam here. So now that seems marked. The upper edge is separated. Now it's going to
separate the trough just to make sure that there's not too sharp edges for the YUV. And then we're going to cut
the bottom line as well. So with live YUV, we
can see that there is still some edges where it doesn't line up and we're
just going to cut these off. We're also going to keep
cutting just to get the smallest UVs and the
straightest we can get it to not have any
awkward shapes for the shape at the end. With these corners,
we don't want to cut through to make a sliver of a V. We just want to
kind of cut to have a kind of a meaty
shell on the inside. If you go too thin, it
takes up a lot of space and your UV and the packing normally goes around
it quite strangely, and you just end up
wasting a lot of UV space. One. We'll just do this for all
the corners as it seems all of the corners on this object are just going to
create weird shells. With that completed,
for this face, we can most likely try a UVNrap, but it might pull weird
because of the triangles. We're going to start by
just cutting out this faces this edge needs
to be separated, and the face on the
inside needs to be a flat separate object. Cutting this edge a bit shorter. So you see this inside
face is a little warped. So I think what's happening is the bevels of the other
side are pulling at skew. So to solve that problem,
we're just going to cut the upper side of the bevel
and just relax the face. Starting with this outside edge, we're just going to cut it
off and then just cut it into pieces to be
easier to lay out. And then just for
the other two holes, we're just going
to cut the inside of these bevels as well. So now this face is quite flat, and that'll just
make it easier to apply textures and
texts and so on. We need to be quite specific with that because the text we're applying in the next step
is going to be quite fine. So we need to have quite a lot of control over the UV itself. For this object on
the side, we're just going to cut
away from where the people can see and just
cut down the middle as well. It'll make somewhat of a seam, but it is the most comfortable
for this UV to lay, and it only makes one seam rather than three
across the side. For this bottom piece, we've got the circle into four
different pieces, so it's going to merge
all of those together and then just make
it one single shell. So after that, it seems
that the only thing left is still this
phone keypad body. So we'll unwrap that
and then we'll start using you'll start
packing the UVs. So again, just keep
live UV active and just starting to cut into this just to separate
all the shapes. The square is easy.
We can just cut that the same as all the
other squares we've done. For this inside face,
we'll just again cut the bevels to separate the
inner bevel and the face here. Call this bottom part,
we can cut that off completely and then cut this
face through here as well. This just separates the
front of the machine. Then we'll just cut
across the corners just to make smaller
shells on the sides. I'll cut across to
the well to not have a weird finger on
the side one here. The v is still a bit sharp. I would prefer to
soften it a bit, but I'll continue the process and see if that'll be
necessary afterwards. The shells lay out fine, and most of the others
are right on shells, so we'll just move
on to packing. For this back piece,
it needs to be one of the biggest ones as the
grid needs to lay on that. For this exercise,
I'm also using UV packmaster to
pack all the shells. As you can see here, I'm
going through and just scaling things to
be the right size. Once you pack, you can still go back and select the
things and then repack. UV pacmaster will respect the size something was
before you packed it. We'll just go through and just scale everything to make
sure that they're correct. So you can see that this
bottom one squares are very small and they're taking
up a lot of texture space. So what we'll do is
we'll just select these individually
and scale them down. We'll scale them to match
the others as we want a uniform text of density
across the entire model. So packing now, you
can see that these are much more accurate
to the sides, and the back and the sides are high quality, each of them. Here, we're just checking if very small things have
taken a large amount. So for example, if the screws
have taken 20% of the UV, that is something
we'll need to fix. Now going to texture city. I see that there are two
pieces we haven't tackled yet, so I'm just going to
do these quickly. For this bottom one,
just going to cut on the insides of the bevels
and around the circle to make sure we have flats and then cutting this back
part out, as well. To make sure that
doesn't take up too much space in the
UV and is laying flat. So for this pack,
we can see that the buttons are quite
large at this moment. So we'll just select
all the buttons and scale these
down quite a bit. We don't want to go
too crazy with it, but we do want to
scale these down. So one of these buttons
are much larger, the card collection button. So we'll just scale
that much more down and then just make sure
all the buttons are uniform. We'll scale these two at
appropriate size in the corner. They're going to be
higher resolution, but they won't be crazy. For this face, we also want
quite a bit of resolution, so we're going to scale that
up more than the others. For the flat metal bits like
something for the shelf, we're going to have
quite lower resolution, but not unusable resolution. We can again see here that these small parts are taking up quite a large amount of YUV with how big their squares are. Sorry, how small
the squares are. The smaller the squares are the higher the
resolution because it can take more squares
in the texture set. Anything that has
very small squares, we're just going to scale up to make it have less resolution. Seeing that this
part isn't done, I just apply to seams and then just scale
it appropriately. So there's a little phase here, we'll just have text on it, but it won't be too complicated, so we can give that
more space as well. So once I'm happy with
the scale of things, I'm just going to repack
again and then just see if the resolution is
where I want it to be. So the pack seems good, but the buttons might have lost a bit too much resolution, so I'll just give these
some resolution back again. I'll scut everything else down a little bit to make
space for that as well, and then it'll just pack
a bit more accurately. Just fine tuning things again, making sure that this face fits. It's better to
sometimes zoom out as well just to make
sure that you're not getting too lost in the little details
and missing big things. I want to have more resolution on the phone booth body
as well as the face. So just going to scale the outer body up a
little bit as well. Then this back face
that'll be completely unseen or you'll
only see the bottom, but it won't have any effect on forward
face in portfolio ranges, we're just going to
make a bit smaller. It is lower resolution than
the rest of that mesh, but it's not necessary to unseen parts as
high resolution. Then this little flap
is still problem. Every change we make, we want
to repack to make sure that the packed measures are the correct resolution
we want them to be m. What's that enable theistic what's the heuristic mode
of the UV pack master. This will do an
iterative pack to make sure that it finds the best way to pack
all the meshes. Is making very sure that these buttons aren't too
high quality and take up too much of the space as they take a little bit
of screen space, but they were taking up quite
a lot of texture space. After I'm happy with that, I can just confirm that both are correct and do a validate
UVs with Bmaster. This will show if there's any zero edges or any
overlapping faces. I get one on the
sign and I just use a repack and just revalidate the UVs to
confirm they're correct now. So once I validated that, I'll reveal both sets again. So for the next step, because these are separate textures, we can bake the separate
and marmoset as well. So I'm going to export this. I'm export all of these as an FX to bake and
Marmoset in the next. Now in Marmo set, we've
just created a new scene, and we've just thrown
in our low poly export. What we want to do next
is we're going to drag in two parts of the high poly. We want to drag in all the
parts that we've sculpted, and we want to drag in all the parts that
we haven't sculpted. So what you'll need to do is you'll need to select
everything you haven't sculpted and import that as a separate
group as well. We're going to need this
later for substance as well. So firstly, importing
the sculpted hi poly. We see that it's much
smaller than the model. Because of decimation
master in Zebra, it needed to be a lot smaller. It'll usually be by
a factor of ten, but this is very small, so it is just 100 for this one. Now that it's the same size, we can import the
other pieces as well. Now, importing the
unsculpted pieces. These seem to be
the correct scale, so we can move on so the hipoly looks like the full machine and
nothing is missing. Pick a spot where
there is quite obvious sculpting just to make sure that everything
worked correctly. Then what we're
going to do is we're going to start a
new bake project. We're going to drag the low into the low piece and the
high into the high piece. We're going to confirm
that we're baking at four K and that we're baking
with multiple texture sets. This will make two
maps rather than one. You'll then set your output maps on this drop down on the top and call it what you want to. We only want to
bake the normals to the high or to the
low from the high, as everything else will
bake in substance. So I want to do a 64 bake. What you also can do
is in your low poly, you can set the cage for
the bake if there are any artifacting issues or any normals that bake
onto each other. I don't seem to have
had this issue here, but it is necessary in
most cases to do that. What they want to do is
on the textures assigned, texture set one and two. You want to drag that normal
map you just baked into their normal maps and just apply them in marmoset to
confirm that they're working. Then again, go to a
spot where you've sculpted a lot and confirm
13. 12 Setting Up Substance Painter And Painting Height Details: In part 12, we're going to
be starting the texturing. So to start this, we're
just going to import our low polymodel so I'm using a preset scene for template, which you won't have,
but you can use any one. I'll show you some
of my settings if you do want to
match it a bit closer. It's just to keep the model in line with more of the rendering we're
busy doing and stuff. So it's not mandatory. It's just a look I
prefer on the model. So not important just using
the UE four ACS color space. And just the photo
studio oh 14k skybox. That should bring it close
enough to what we have here. To start this process, they
want to go to bake mesh maps. We want to deselect that lass, and we want to deselect
the normal on both of our texture sets as we
bake this in marmoset, where they want to
select the high poly, the sculpted, and the
unsculpted parts. So for this part,
it's also important to we're going to
bake by mesh name. It's not very necessary, but I do prefer it that way. Anything you want
to check with this is that all your mesh
names are matching. If you click on this block here, you can see which mesh names are matching
and which are not. Any ones that aren't
matching for me are the glass high and glass low, or just the glass in general. And then everything
else is matching. So if this isn't
the case because Zbrush might have named
it Subtool or so on, the easiest way to
do this is to just import that high poly
or so into blender, name it high, and
then export it. You can also do this
without matching by name. It doesn't make a
difference really anyway because the high poly
doesn't split that way. I'll still back AO and stuff
onto the other models. If the AO does have some errors, it's easy to just
manually fix it. So we'll then just
bake that with super sampling 64
and also having made sure that our cage is tight enough around the
model that we're not baking normals onto the sides of objects or where objects
are too close to each other, that they're not baking
onto each other. This process will
take quite a while to bake because
it is baking from a very high polymodel to a low polymodel you can obviously see the
progress as it goes. If you end up seeing any artifacts or things you
don't like in your maps, the easiest thing to do is to export those to Photoshop and edit them there and
then just import them back at a later stage. That's just done by
exporting the PNG in your photoshop and then importing it back
into substance. As you can see slightly
on the curvature map here on the inside
on the power box, you can see some of
the sculpted detail gets baked in the
curvature map as well. That'll just give us
some more details and make our masks
easy at a later stage. Once that's baked, you
can return back to painting mode and then just confirm that everything
looks correct. So you can also go to your amen occlusion just to
see if any bakes. We have a slight line on the
right side the power Box here that I do end up
fixing later in Photoshop. But it's just because the
lighting is were there, and I would just
like a more consent, a more consistent flow there. Here, what we're going to
do then is we're going to drag in both our
normal maps for both sets and just assign that to texture and
to current session. For these normal maps, if you go to your texture set settings, you can just drag them into
the select normal map here. I'll first drag them
into the wrong place and then into the normal next. You just want to drag them into the standard normal channel, not the bend normal channel. If you do it wrong,
there just won't be any normal details
as you see here. After realizing my mistake, I'll just remove it
from the bend normals and just assign it to
the actual normals. S So here just tracking
it into the normal, and now you'll see that the
effects apply immediately. So on this step, just
make very sure that the normal detail is carrying
over from the other model as well as it can and there are no baking errors or
any polys that are sticking out or any
weirdness happening. Just to confirm this also, shuffle the light around a bit just to absolutely confirm, because the problem is
if you have errors now, fixing those becomes harder
and harder every step you go. So here's another
little AO piece that I replace later
in Photoshop as well, where I just draw
some white over that AO and then just re
import it back, as well. Yeah, now that everything
looks correct, it is time to start. So just start out
with the model. We're going to do some
global modifiers, as I like to call it. You're just going to
make a full layer and just call that
global modifiers. And then the first
layer you're going to apply here is a blackened layer. Oh, sorry, we're just going
to create all the folds. So next we want to create a full layer and then
fold that to base color. So we create a full
layer just so that the folders create and they
don't create into each other. So we're going to go
global modifiers, that'll be all of the modifiers that affect everything
on the model. Base color will be
all the materials, decals will be any
stickers on top. So dirt will be any dirt and
grime we add afterwards. The height all folder will
contain all of the height. That'll be the icons
on the screen, that'll be the grid, all
of that kind of thing. So this will mostly be
our anchor point group. It'll also be where we start with this part of the texturing, as I like to see that as the final stage of
the modeling as well. To start with, we're
just going to make a color at the bottom here. We're just going to make that
a slight bit darker just as the base because the white throws out quite a
bit in substance. I just want to make
it a bit darker. We're then just going to
copy and paste this over to the other texture sets so we
keep our ordering the same. I just call this base
just to keep track. Naming is going to be one of the most important
parts we can do here because getting lost
in texture sets or hiding and unhiding 100
things gets really annoying. Then in global modifiers, what we're going to do
is we're going to add a slightly dark color. So to check this, I just use the PPR validate tool that's available for free
on substance source. This will just validate that
I'm not going too dark with my textures and
that everything is still in the PPR
range of darkness. You'll see when I go too dark, it immediately becomes red. It goes yellow to red. Yellow means it's not great and red just means it's
completely unacceptable. So we won't go all
the way black. After that, we'll then name
this the AO darken channel. This is just to add some
more pop in the base color. It's using the amulet
usion generator to just add a bit
of darkness extra. I feel like substance is sometimes a little
too light on this. This gives it a nice
feeling that there's still some dirt gathering in
all of the crevices. It's a little hard to
see just with material, so I prefer to go
to base color and then justify where it needs
to be just on the base color. We'll also set
this to 50 just to get a slightly softer piece. So here what we're going to
do as well is we're going to instances across
texture sets. This means that this will become an instant texture that will
be editable on one side, but will transfer to
both texture sets. As I drag it into the
other texture set, you can immediately
see that that's now also applying the AO. So if I adjust the values on this amulet
lusion in this mask, it'll apply on the
texture set one as well. So the next layer we're going to create is just
called ground dirt. So three assets usually don't
look very well grounded unless they become
darker towards the bottom because dirt
and dust gathers there. So the easiest way to
do this is to just add a black mask and then
add a position on that. We're also then going
to instance that across to texture set
one before we start editing the values as the bottom legs are all
in texture set one, so it'll be easier
to see that way. Inverting the global of this position will let
us go from the bottom. We'll then play
around the balance, and so just to get the bottom of the model feeling a little
bit more grounded. Not giving it too much
contrast to not have a line, but still having a slight bit of a fade going to the bottom of the model just
makes it feel better. You're going to say this
data is slight bit, it's just too dark. I might show up too
much on texture. This layer will also be adjusted a lot
through the process. It's just for a base, I always prefer to get all the global things
done first as well. The next layer we're
going to add is skylight. This is going to refer to the bleaching of things
in the sun from the top. This is going to refer to slight white dust
coming from the top. Just doing the same as the
ground dirt but opposite. We're also instancing it across before we do anything
with it, really. Then we're just applying a
black mask with a position. So this position
will start correct, but it'll be much overblown. So we're just going
to pull this back. We're just looking to get
the absolute most sun bearing down on it
in the middle of a day, things that
it will be hit. We're not looking to just add a general white across the
whole model from the top. So we're quite happy with
that, and we'll apply this extremely lightly, 15 25%. It's a very light layer. And this will also be edited quite a lot throughout
the process. In the base, what we're also going to do is
we're just going to make a general
roughness so that we have a solid base for what
we're starting that we don't just have a color and
everything looks like plastic. So if you just apply a
roughness at the bottom, we can rather make the
model shiny rather than having to doll down
the base color constantly. So that about does it for
the global modifiers, I think, checking to see if
the model feels grounded. The AO on this bottom piece
is a bit dark for me. So what we're going to
do is we're going to just make a mask to take the AO bottom away
from the bottom. So here I spot the
AO on this Power Box first just to see if
that's an AO error. I say, This is the kind of thing you want to
fix in Photoshop. So it was made a light line where no light
would come through. That's just sometimes
substance doesn't understand two models too close to each other and
how they should interact. So to start off, we're going to be
doing the height. So how we want to
do this is we want to start with this key panel as we haven't modeled any buttons or any icons or
anything onto this panel. Our panel is currently just solid and standard
as it should be. Do we have a very good
reference from the front here? And we just want to take note of where all the
height needs to be. So the key holes at the bottom we're also
going to have to do. So there's going
to be a whole lot of weight painting
height painting. This is going to be shown a few times at the
beginning and then sped up later on
when we've done it so many times that it's
just rinse and repeat. This is going to be the same
process over and over again. It's just the fact of for every single
thing we need to do, we need to make a height layer and actually
carve into the model. Just trying to move the base layer around a bit because it's in the
height and it doesn't like to be excluded from all groups and be at
the bottom of the stack. So here I'm just going to go
ahead and tone down this. The Ao darken that we've made is too harsh
on this bottom, and it feels like a bug, even though it might
be physically correct, it just feels like a bug. So we're just going to
create an Ao pullback group. Gonna add a white mask, and we're just going
to tone that down that the Ao darken doesn't
affect that at all. This is bring the color more into line with the
colors we have up. So to start the height, we're just going to
create a full layer. I go to call this back grid, we're going to start with
the holes on the back grid. So we're looking to
mimic this shape. We do have a solid metal
plate behind it now, so we're not going to have the shine through that this one has. We're not going to use
opacite map because we want the back to be solid. Interesting. So again, just taking note of what is height and what would just be considered as
either texture or detail. So we're going to start with making the holes in this grid. So you want to just
alter click on height to just select
the height on its own. You want to then
add a black mask, and you want to add a fill, sorry, add a paint just
to mask out the back. I'm going to use a red color just so I can see
better what I'm doing. Noticing we're in texture set two and not texture set one, I'm just going to transfer
this over and just paste it into texture set
one where it needs to be. Just going to repeat that step. See now we're actually seeing the color where it needs to be. Then again, going to set
this height back a bit, name it back grid again. And we're just going
to add a white mask. White mask just means
we keep everything, but sorry, a black mask. It means we don't keep everything and we
only keep what we mark. White mask means the opposite, we keep everything and we
take away what we don't want. So to start, we're
going to add a fill. On the moss, we're
just going to d a full. After this paint layer. So add fill, change this to multiply so that it is only on where the paint
layer at the bottom is. We're then going to
look up circles. So this could work for a grid or these circle dot lines
could work as well. I haven't used these
too many times before. We're then going to go
to planar projection just to try and
project these through. So the shape seems to match the holes of the grid
in the reference. Though now we just need
to see if we can tie these effectively to
make that same shape. Some of this immediately, I'm noticing that the repeat on these circles doesn't at all give you what I'm
looking for here. We're just playing around
in some settings just to see this is not the one
you're going to end up using because its tiling is just not what
we're expecting. But if you go to circle, circle styles the exact
way we need it to. It's a bit large
with the balance, but that's something that's
quite easy to adjust. So we're just going to
make sure that this is the entire frame at the back before we start
messing with its tiling. So we can.it a little bit more and then just scale it up
to fit this whole back. So we're going to tie
it to not be too small. We are working with a textil
density kind of thing, so we shouldn't mark the exact amount of holes
that the reference has. We just need to get
close to what it had. As if we go too small, we're going to start
seeing a lot of artifacts and that kind
of thing in our holes. So this size is about fine. What you want to do is just adjust the balance
down a little bit. As in the reference, the metal between pieces is quite large. Then sitting the contrast up, just make sure that the lines around the rings are very harsh. So just using the
reference to match the middle amount
between each hole. So something like
this feels about it, We're then going to push the height up a little
bit so it's not as deep. We're going to make
everything that's red now a solid black, not yet, but it is the second pass we're
going to do on this piece. After the grids or
holes on our lineup, we can just hide the red colour
as it won't be necessary. We won't be adding color
to any of the height we're painting now as that's a latest step that's not
really necessary right now. I'm playing around to see if we can make these a
little bit smaller. Oh. So you'll see when you apply the
black color here now, it will show us how the
holes are going to look. I just want to confirm
that that gives a nice mesh look
at the back of it. We can just go ahead
and hide the color then because these layers
are at the bottom, adding color to them really
won't do anything either. So the next thing we're going to do now is
we're going to tackle this keypad now that we've had a more simple example of how
to get the height to work. These buttons are going
to work the same. We're just going to use the font to actually mask out the height. We're again just going
to add a fill layer. You're gonna call
those keypad buttons. We're going to
remove everything, make it a red colour, add some height and take
it down a little bit. Definitely there. Just make sure to be in
the right texture set. Texture set two is
the inside pieces. Add a black mask to this. Then we're going to add a fill. Then on the right, we're going to add
a paint to mask out these. It won't be necessary. We'll just add we'll
add a red base color. So thinking it might help
painting out the buttons, but I end up not staying
with this because the mask needs to be
the only painted thing, whereas if we apply
this with a multiply, the buttons will be completely filled and the
height won't matter. So just undoing this paint, then adding a full layer. Then on the full layer
in the gray scale, just going to font, we're going to be using
Korea prime for this. We do change at a later stage because the
numbers look quite funny. So we're going to do
the first few of this, but we're going to
change the text. So obviously, you can make
this any text you prefer. But I think we end up using one of the
other ones later on. So we're going to drag this on, and then we're just going
to match the keypads orientation after setting
this to warp projection. Then we're just
going to push this in so we can see the number. If you type in this text
box at the bottom one, it'll also I'll change the
text on the layer itself. Do you can see here we
have the number one with an indent that also then just has the color that's currently assigned to
this layer in it as well. Let's make sure that
this war projection is the same orientation
as the buttons. This will just make it
easier to duplicate the numbers as we just want
to at them across and down. So you're just checking
the reference in what order the numbers are
and how they go one, two. So I see that they
go one, two across, but I'm going to start
going one, four, seven because it is
easier to just drag it on one axis and then later move
to the second axis again. If we're adding two ones
on top of each other, you'll see that the
first one disappears. This is because it
replaces the layer. The thing you can do
to that is just set the mode on the right
to linear dodge add. And then after that, if
you duplicate that layer, it'll just keep the
linear dodge and it'll keep adding to that layer. So for these, we're just going
to add all of the buttons. Yes, it's literally just
done by entering the number, moving it across, checking
what's on the button. Then after the buttons, what we're going to
do is we're going to add the ABCs and stuff, and we're going to do
the lines on the side. We're going to speed up
a few parts from here as this is a lot of tedious
continuous work. So it's just easier to explain the general concept rather
than explaining every button. So here you can see
that the seven is quite a strange shape. I initially think it's a shading mistake because
it feels cut off. But then when I apply
this two here, again, just make sure it's
linear Dodge ad, when I make this number two, you'll see that it does the same where it cuts off on
this right hand side. So these make quite
bad text buttons. I'm just trying to figure out if it's a shading
mistake or not. So that being the case, we're going to change
this to the Baker's font. Oh, sorry, no, the gira font. Sorry. Nos Obion
Obiton looks better. Well, stay with Obiton as it's a bit more
machine looking. And we're just
gonna make sure to change all of the other
texts to orbiton. To from uron, we're just
going to speed it up. The only thing that's
going to happen now is we're going
to change the text, make things look a bit better, and then just make sure
that everything looks fine. Also scaling all the text
up uniformly a little bit, just to make sure that they
fit in the buttons better as this text is a
different scale than the previous
one that was used. Just to confirm these do look quite a bit better
than the other ones. Now that we've just changed the text or everything
we've done, we can now go ahead
and just finish off this keypad with
everything we have. Just do make sure to
name all the layers even in the fill as
well as this will just allow you to much easier identify what
is what later on. Do just confirm which
buttons go away as the buttons on the
far right hand side are arrows and not
actually numbers, so just keep referring
back to the reference, check where all the
buttons and so on are. H. So they're all about dirt for the numbers. The only thing we
still need to add is the zero in the
bottom on the middle. We'll just duplicate the
eight to get to that. And then the hashtag
on the other side. These are just the
same as the numbers, changing the test
to the hashtag. If they are too big, just
scale them down uniformly. U After this we're going to start doing the ABCs. We're just going to duplicate the sorry, let's see the arrows. We're going to just duplicate the hashtag so that it just stays in the
same orientation. You can then live replace
this with a triangle and we'll just scale this down and just make sure its
width isn't as much. It's got a fat triangle and the triangles on the reference is quite skinny triangles in the width Sometimes the scale doesn't work particularly well, so when that happens,
just mess with the tiling and then just say U Vap
repeats zero or none. I want you per that arrow
to scale it to how you want it and then
duplicate this layer up. That's naming an arrow
for naming sake. Sometimes the alignment also doesn't line them completely, so just always make sure
that the full arrow stamp is showing and that
you haven't gone too far into a button
and are getting kind of a gradient on the button because
it's projecting weirdly. After the side arrows are done, we can then duplicate one of these arrows and take
it to the top as well. You'll see that these arrows are quite small in the button, so we just want to mimic
that look as well. I also keep pressing F when
I move one of these decals, as it just focuses better. It does take you quite
far away from them, but it does allow you to zoom in exactly where it
is just to see better. We're just going to
call these top arrow one or top arrow. And then we're
just going to move this interposition up here. Scale these down a bit more. They're quite small
in the buttons, and you still need to have that light metal rim
around them, as well. Just correcting their names. Now that those are done, we're just going to play
around the height a bit just to see if we can
make it a bit stronger. It's not very relevant now, but it's just a good thing to just get to look
at them better. We're also then going to add an anchor point to be
able to use these later. We'll do the same for the back. Every time we create
a group of heights, the last thing that needs to
be added is anchor point. The anchor point
allows us to refer back to that height mask at a later stage with color or with dirt or anything like that. So looking at what we need
still on the keypad buttons, what we're going to do is we're going to duplicate
the keypad text. We're going to delete everything
except one top arrow. I'd like to keep these groups separate as they'll be
treated differently. But if we duplicate it and
just duplicate an arrow, we copy over the work from the previous one and we can change the shape
out a lot easier. The resolution isn't as high as the buttons
on these sides, so you might see some
stepping in these lines. If you do see stepping
in these lines, it's always good to
add a bit of a blur or to perhaps just
follow a bit of a different orientation
because the pixels are laid out in a weird way and they
might not always be straight. So it might just be cutting your edge up a
little bit too much. Let's having that
scaling issue again, displaying around a
bit with the line. This is just a scale down rectangle and then
I just squashed it down to be a
thin machine line. It might work better
with linear projection. With planar projection,
always just watch out to dart projected
onto anything in the back because we know that this part has an empty back and there's nothing
we can project on ti back. They're part of
this texture set. It's not really an issue. It's just it can become an
issue with some models. Here you see that stepping I was talking about where I need to rotate this line to be with the pixels
rather than against it. So this is just one or
two degrees up or down. So confirming where these lines are and where the
text comes from, I'll just move these
rectangles into place. And once we've done one, we can just tone the
height down a bit. These aren't as deep as the
top ones as these are just information text on the face and not buttons that need
to be felt or so on. Also, keep rotating the
skybox around just to confirm the height is to a
level that you do prefer it. So just duplicating
this line constantly. There's four of them that lead
to text on the side here. Looking at the reference,
they do come more. It's almost like the arrow
points towards the line, so we're just going to move
the previous ones up as well. Just in a comfortable position where we don't see
that stepping as much. Other than we've
done these four, we can just name
them in sequence. And we can start with the text on the right hand side as well. To do this text,
we're just going to duplicate one of the lines. It'll be the same for
the font here as well. So let's do the ABCs
on top here first. So looking at the reference, we can just see what
needs to be on this panel here.'s resetting the scale to one after we
did the rectangle. So for these, they're
going to look very blurry when you are totlos them. We are going to use a sharpen to just make them
look a bit better. So for now, we'll just
input them and make sure that we're able to see
them from a better way. Strong with a contrast, I end up settling with sharpen
to sharpen these letters. So don't worry too
much about that. Just add the letters,
and then afterwards, we can add a sharpen to
sharpen the edges of these. I'm also going to make
these Obiton and bold. We can scale these up a
little bit. It is an asset. It can't be that small
too much text or density. So we can scale them
up a little bit. Doesn't have to be
anything crazy. It's just to make it
stand out a bit more. Also make sure to name
these because these are quite an initiative find if everything is named Line 12000. Then we're going to
go through and copy all of the text that needs
to be on these buttons. I also just want
to make sure that the alignment of this text stays consistent with
the middle of the text. Sometimes when you type the letters look
a bit off center, so just sent to them that they just look a
bit better as well. After the text, we're going
to then copy the text over. It's actually to make
it look better first. So what we're going to do is we're just
going to copy over one of it doesn't
matter which one of the texts and then just mimic
the text on the side here. So you're starting
with next call, just looking at the reference. This will be the same
depth as the other side. It's a little bit like
quality because we haven't applied the sharpen yet,
but we will do that. Then just move on to the next. So for some reason, my Gimble decided to dislocate from local, so you can just set that back
by using a button on top. So this is going
to be lost number. If it does go out of the
box you're typing in, you just need to
set the scale down that it fits in the box
and then scale the box up. I like to just compare it with the top one to just get the scale correct
on both of these. Well, that seems to
match Sami well. I was just going to move this to planar projection just to have a wider projection range here. I'm just going to keep it
scened just so I can make sure the whole word fits in. They're just moving this
down to last number redial. Naming the layer. Then just duplicating
that again. This will be language selection. Again, the text is
getting cut off, so we just need to move
it over a little bit, just moving it in the X
to get it in the square. Then duplicating the
language selection again. And this will just
be volume control. That's looking quite
good. Still not as sharp as you want it to be. Fix it now just checking
with the lighting. What we're going to do
is we're going to add a filter and we're just going
to add a sharp in here. You'll see that sharpen
makes this edge much, much sharper, it seems
more cut into metal. Now that that's on,
you can see this from quite far away
and you can see how this is starting to find
the actual face itself. You're looking for more
text on this front face. We see this card change
up top by this button. So we're just going to
move this deposition and just make this card change. Referring back to the reference to see if there's any
other text we can see. We're going to duplicate
this across again to make the text on the
button on the right. It's going to be
called coin return. We're going to do this
in two separate lines so we have it on top of each
other like the reference. This text might be
a bit thin for it, so we'll play around
with it a little bit. I think we end up settling
with the same text again. O, The text we are using does give the base letters, so we're
just going to stick with that. We just need to re type coin return every time
we change the text, so just keep it the same and just scale it
correctly to the block. As just look at it from different angles
to make sure that its deepness is something you're happy with and
that it's in the center. About then also just going to
duplicate this line across. There's a few lines
across this top button. So we're going to use one
of the lines we use next to the keypad to make those
lines on this button as well. Swiveling them at five
to ten degree angle. It's a very shallow
angle for these. Once that one's in
place, we're just going to duplicate it up and then set the scale on X to just make
it a bit of a wider line. Just naming these correctly so we will be able to
find them again later. Then looking for what
text we still have left, we see that we have
this whole block on the side with a lot
of icons and so on. So I think what the best
plan is going to be is to start with the square and then go for the
icons on the inside. So for this part, what
we want to do is we want to go and we want to copy
this whole layer and then delete everything
except the lines just so we can have something that we can track over that's
aligned to the screen. We're also going to
apply an anchor to the bottom layer to make sure that we can
reference it later. For the new layer, we're
then going to make a square that is the size that we wanted of the
entire frame on the side. We'll then negatively cut into this to make
the actual frames. So this will be the
entire extrusion and then we'll cut out all of the machine lines
into this block. So with this block,
we're also going to see some stepping issues, but we're going to smooth them
out as we go and then just make sure it looks as good as we can get it for the
resolution we have here. So just testing out
a few things with different sorts of squares because I want rounded corners. There's not really an
easy way to do this. So how I end up doing this is just starting with the square
and then moving from there. Even if we use this square, the scaling is quite off
and cutting into it because it is only a white line
around, it's quite difficult. So the easiest solution is
just apply a square rectangle. Then you want to duplicate that rectangle and set
it to subtract. This will then take away from the dip from the previous
square you put in. So these lines will
then become the lines between the blocks of
that piece on the side. Just moving those in
deposition, there's two lines. So it's a thin top section, thick middle section,
thin bottom section. Just playing around
the summer rotation to see if that'll help
the stepping or not. It doesn't really, so we're
just going to leave it as. What we are going to do
then is we're going to take the square round border, and we're going to
set this to subtract. You can see if we scale
this up to the square, we can set its roundness
to cut into these corners. We're just going to cut
these corners as they need to be as the middle
one is square as we go. You can see when you go to mask, you can see the shape we're creating with all
the subtracts being black and the main
square being white. What we're then going to
do is we're going to add a mask outline on top of everything to have the
white shapes we have now, take their edges and then
make a thin line around them. This will give us
that machine line we're looking for
around the edges. You can play around with
this. You can play around with some sharpening
to make this line look as good as possible. Again, testing with
some rotation, not really happy with it. Transform doesn't really help. It's going to have to deal with a little bit of
stepping we have here. You're setting the
height a little bit more shallow
as these are very, very thin machine lines. What we're going to do
then is we're going to start creating these
little insets here. What we're going to do for
those is we're going to take the square and we're going
to put it on linear add So I think we leave
these on normal. So you'll create the
square on normal and that'll that'll add a square
with a thin line around it. So then all you need
to do is to scale this to the appropriate size of
the blocks on the reference. So getting three of
them in a row is a little tedious
because the distance is define you want
them to be the same. So just keep moving them and seeing when the
distance feels right and so on. So here I kind of place
them further apart, but then I scale them up and
I move them closer together. And I just pick a size
that's easy to copy across so they're still
a little bit long. I'll make them a
little shorter because the text still needs
to come on top. So I'll just copy
the value over. Also making sure to drag the bottom machine line onto the machine that's
already going across. Then duplicate the square on the inside and make it
a rounded rectangle. I struggle a bit to get the
border thickness I want here. It doesn't want to play along
too much if I scale it. What I end up doing
is I just apply the rounded rectangle and
then duplicating the square, applying the rounded rectangle, and then just scaling
that up a slight bit. That then creates the
machine line around them. You see, we have some
bad stepping here. That's just a cause of
the sharpen effect. Later on, we take that
sharpen down a slight bit and those lines do
solidify a bit more. So here, you'll see we apply
the rounded rectangle, apply it as a subtract, and if we scale it correctly, it'll just fit into
these lines easily and just continue that
line as a rounded quarter. We're then just going
to repeat this for all the rounded quarters
that need to be here. This is the shape we're looking
for for the site puddle. We're then going to
look in just the mask to see what's causing
those sharp lines. Try to play around
some contrast, try to play around with how to get those looking more solid. Problem with contrast is it completely deletes those lines, so we're just going to turn the sharpness down a little bit to just get those lines back. What we're going to do
next is we're going to start copying this text and creating the numbers and then the text for
each of these blocks. So same as we've done before. Duplicate the text,
create a number, and then just
duplicate that down. Um, we're not worried
about the icons just yet. The icons will do
a separate pass for and we'll make sure that all of those are the icons
used on the actual machine. So here we're just mimicking
the text from the reference and then just scaling it down
to fit more appropriately. Just making sure to do
this for all three. So for the longer text, make the text size
a bi
14. 13 Defining The Base Colors: In Part 13, we're
going to start adding the base colors to
all of the meshes. There are some height
things we'll add as well that we'll see when we
start adding the colors. Sorting a texture set two and
looking at the reference, we can see that this keypad box is a different color in
the front and the back. There's a machine line
separating these two. So what we're going to
do is we're just going to make that machine line here. We're going to grab we're going
to just make a new layer, and we're just going to
call this machine line. Add a black mask, add
a fill, add a square. It's almost like we've
done this before. And then we're just
going to set this to project said the height down, and we're then just going to set this to plane a projection. Because this is set
to texture set two, we don't really have to worry
about heating anything. Generally, we want to
use war projection, but for going through objects, it's not the most efficient. So a planar projection just sometimes works but after that. We're then just
going to squash down the rectangle to fit
the scale of this. We're going to squash it down further to look more
like a machine line, just like two piece of
plastic that I clipped together rather than just a
solid lump like it looks now. Watching the bottom
that we don't nick the hat of the power box here, just lifting it up a slight
bit and then scaling it in. Once you scale it in, we
just want to move that into position where the gray
ends and the white starts. So don't like that. So seeing that it doesn't go through all the way
to the other side, we're just going to scale it up a bit to make sure it does. We're then going to the colors. For the, we're just going
to add the machine line to the half black
full mask as well, just to make sure that we get some color in there as well. Just remember to add an anchor
point before you do this. And then just going
in to the gray scale, adding the anchor point and then just adding this color
into the machine line. Remembering to add it to
linear Dodge as well, so it adds on top of the
other two and doesn't remove them. What are the hers? We're then going to
go to base color, create a fill layer, create a folder and call
this phone keypad body. On the full lay we're just
going to call it white base. This will just let us know where the white base paint goes. They're going to
add a black mask, fill by object, and then just fill to the keypad
body that we want to match. If I'm here with this, then
just going to duplicate that and call this gray base. Well, then just going
to make it affect on the color and make
sure that it's just a slight bit darker and add a little bit of blue just for some interest
on this layer. I'm going to go more of
a darkish blue as it's kind of a worn gray rather
than a playful gray. So that's a little bit blue. We're just going to go to.
It just has to be slight. It just has to not look like it's not has no
saturation at all. We're then go to add a
black mask and a fill with a square set to
planar projection. We're going to scale this down. If you do get this blurring
on the side of the square, it means that you're
projecting in the wrong axis. Then just rotate it around just to project on
the correct axis. You should be getting
a sharp line here, and then we need to line
that up with halfway through the machine line that it
fits on the right hand side, that it looks like
plastic going through rather than having it
all the way across, making it look like
the whole line belongs to the gray plastic. Seeing I didn't add
the selinear dodge, I'm just going to do that now. So for this square, just make sure it goes
all the way through. And that it doesn't overextend too far over the machine line. For the front, the white
is a bit stark now, so we're just going to
make that a bit more gray, and we're just going to apply a slight blue color to this. This step is going to be a
lot more about masking and just finalizing where things need to go so that
in the next step, we can have much better control, and we have to mask a lot less when we're creating
the final materials. We'll also then have context or everything around what
we're creating rather than just working on a
white box in a white space. So you can see me
just dragging back the gray to fit only the back
body, but not the front. So we're then gonna start
assigning the next material, which will be this
black metal here. Create a fill. Call this you should call this base and then call
the folder black metal. You always want to
call the folder what it is and not
the base color. The base color is just the absolute base color
you're using. There'll be a big
stack on top of it. So the reference you're looking for is the folder
and not the color. So it's always better,
in my opinion, to just call the
absolute base color just base because
it's easier to just find which one you need
to change for that. We're then just going
to mask it out to be all of the black metal
pieces on the inside. We're again going to
go black but not fully black and confirm
with PBO validate. When ever doing something
fully black or fully white, always validate
with PBO validate. You would have seen
that when we did that, it showed that the key
holes and so were red, but we are taking
them outside of realism because they need to be dark enough to
look like holes. After adding that black metal, we're then going to add
another black layer or another layer that's
also slightly black. That'll be the frame of the information sign
on the top right. We're going to mask out
the whole thing and then just cut a
hole in it by using the UV fill and then
just go black mask. The hole in the power
box looks a bit funny, so it's because the gray
isn't stacking correctly, so we'll just have
to fix that as well. But for now, we're
just going to create a base and just call it shiny metal just to mark all
the shiny metals as well. So over this, we're
just going to go full metallic and a
whitish base color. Sometimes, you just
want to make this a bit darker just to be able to see because everything else doesn't have the dirt
and so on on them yet, it's hard to see when the color is so close to white, what still
needs to be done. Once your shiny
metal is defined, you can then start marking out which pieces all
need to be shiny metal. I so just referring
to the reference. So this grayish, this brownish
plastic on the inside. Not sure if it's full brown or if it's just
the light shining on it, so just keep that in
mind for the next one. So for the shiny metal, we're just going to still
mark this top piece, I saw that that needs
to be done as well. Now I'm moving on to that brown. Add a fill there, call
it base, create a group, call it brown inside or card change inside,
whatever suits you. I'm going to go to color, try
to find the color manually, but then I end up just
referencing the photo. You can just click on the color picker and then on
your reference. Just make sure that
your reference is open somewhere
where you can see it. Substance can pick colors on
different screens as well. We're then just going
to saturate that a bit more and then just look for a darker gray as the gray we sample is
in the direct sunlight. We then going to add a
black mask to the group. Then just mask out where
that brown needs to be. I want you to find that
it is very saturated, so we're just going to move the saturation slide over just till it feels
more realistic. This is a soft dish plastic that would have been
warm by the sun, so we're still going to
pull back a lot more, just not necessary
for this moment. We're then going to
add another base. And we're going to call
this black plastic. We're going to set the
rufers down a little bit. We're going to add
a black color. And then we're just going
to add a black mask, and we're going to mask out the phone and the
thing at the bottom. While masking the phone, I also see that we still need to do the height for the cable. So we'll define the cable
as shiny metal first, and then just this
bottom as black plastic. They're going to add a new
fill layer called base. And what is gonna
call this side clip? This is for the clip
that holds the cable. This is a bit of a darker gray and is going to add a black
mask and mark it out. These colors don't
need to be exact. We just need to have
a kind of reference of where we're going
with everything so that later when
you come back, we have the group set up. We can just start picking
pieces one by one and we don't have to do all of this in between everything else. So quickly defining this hole at the bottom in the power box, I'm going to rather assign
the full black height fill to it rather than just
assigning the half gray. The half gray on
a black metal box just looks weird because it doesn't really give us anything. That's going to name
a power Box tophle, send it to linear and. Just checking out,
looks the line around it is way too thick
at the moment. So what we're going to do
is we're just going to scale up the inner circle. Just to have that slight
machine line around it. We'll define this a
lot more as we go on. It's just a hight placeholder
essentially for now. So for the cable, we did UV it to be all straight. So what we're going to
do for that is we're just going to duplicate
the machine nine. Oh, we're going to
do a similar thing to the machine nine. So we're going to add the
phone cord height here. Now, we're just
going to set that to height and a bit down. We're then going to
add a black mask, add a fill, add a square. So for this, we wanted to repeat across as we're trying to
make the ribs on the cable. So we're just going to
put that into position. You can see it's
already starting to til a little bit over. You see that it makes
some lines in between, but those will take
away by just scaling up the actual shape. So just confirming that there's no weird seams because
we did cut the cable. It won't be very visible
with what we're doing now, but it's always good to just
give a check to it, as well. Just trying to adjust
the balance in so to see if we can
get this line smaller, I do end up just scaling it larger at the end
to make it fit. We're then going to add a
filter and bevel to get some more height on the side
of these pieces as well. So with the bevel in place, we can just play around
with it until it feels more dug in rather than just lines going
all the way across. So that feels quite good. We'll still fill in the inside, and we'll still skew it as well. Now that we're happy with
the width of this cable, what we're going to do is
we're going to try and make it fit all the way across
all the cables here. I see if we move over, there's a line that we can't
really get rid of. This is because the lines are tiling as they go to that side. So what's going to be
the easiest solution to this is just to make sure that we scale it up to be as long as all of these
shells on this side. And, just scaling it in one axis, making sure it reaches
over all of them. After we've done this, we
see the cable in the back here, also being strange. This is because
one of the shells is rotated wrong on top. So if you have the same issue, how we'll end up fixing
this is we're just going to add a paint on we're going to add a paint on
the bottom on subtracting the top shell away with painting white and
just making it subtract. Then for the top one,
we're just going to make sure that it doesn't
tile horizontally, that it doesn't tile
over the bottom ones. And then we're just
going to make the shell or the lines as
big as the shell. So we do some tests
initially just to see how to most conveniently
mask it out. The problems I was having
in this piece here was just that if I subtract
anything from the top, trying to subtract
both of them away, what would end up
happening is I would just subtract the whole cable away and not just the
piece I wanted to. So there are some
val solutions here, but we do get there in the end. So to set up these
lines, obviously, just duplicate the
rectangles at the bottom, rotate them by 90 degrees, and then just move
them to the top. So here I'm just trying with the subtraction
method at the bottom, subtracting the bottom from the top to see if I
can get both to work. When I set the selineartAd, you can see what
happens at this point. The top lines are cutting
into the lines at the bottom, creating this grid pattern. This is just because that line is still tiling over this way. So this is just figuring
out the layers. So hiding the top ones. What I'm going to do then
is I'm going to make the paint layer on top of
the bottom rectangles. I'm just going to
make this subtract. And then just use
the white color to subtract this top shelf
from the bottom shell. Then for the top
shell, I'm going to reveal the square
rectangles again. You can see they're
still cutting through. But the solution
for this then is to just make sure that
they don't tile that way. So here I just try
to subtract it. This is the part
that didn't work. A, So I then just delete this top layer, go to the squares rectangle. Then under UV wrap, I just repeat vertically
and not horizontally, so just the axis
that it needs to be. So right now it's making
a straight line across, but I just want it to duplicate only from left to right
and not up and down. So this will cause it
to just be in the band where the top shell is and not go to the bottom
shell as well. So that looks correct. It looks the same width as
the front cable. So we're just going to
play with the height a little bit just to make
the cable feel better. We also then just want
to add an anchor point. So trying to add it to the
half black height fill here, we're adding a full
layer anchor point, phone cord height mask. The problem with this is it'll pull across the whole model. So what we're going to have to do is we're going
to have to create a separate full layer
purely for the phone cord that we can mask out as we
can't mask this height out to the phone cord and we'll lose a lot of data on the
other things as well. So what we're going to do is
we're just going to create a new fill in the
global modifiers. We're going to call this
phone cord height fill. We're just going to make
this a black color. Add a black mask, add a fill, go to anchor points, and add the phone
cord height mask. We also want to invert this
mask as currently it's taking the high points of the mask and not
the low points. So we'll just add a filter. Invert. This will just make sure it's in the dips of the cable
and not the highs. You'll see that
it does make some bands of black that are darker. So to solve this, we're first just going to mask
out the cable itself. So it just objects select
on it with lack mask. And then we're just
going to pull back the black just so it's not as strong and
you can't see it. It looks more like
finger dirt than it does an actual bug
with the four black. Once we've done that, the
cable also coils around. So now that we've got two separate rectangles
for these cables, we can start looking
at how to do that. So how we're going to do that is we're just going to rotate the rectangles that are
duplicating across. We're just going to duplicate these at a slight
angle the whole time. Over these, we're just
going to rotate it and scal up a bit to make the
cable a bit more smooth. Then for the top one,
when we rotate this one, we just want to make sure
that it does still match the cable coming in from the top and
going out the bottom. Also, when you do this,
just make sure that the rectangle doesn't
over rotate and make a slide a slice on top of the cable as it does here
on this top left corner. Then when you've scaled it and moved it to
the right place, just scale the width to be the same as the cable
at the back as well, using the viewport as
reference, obviously. I There you can see
the angles match, but the width doesn't and something like that
looks perfect. Maybe a little bit
more to just fit this front cable where it comes in because they're so
close to each other. So now that looks like the phone cord and we have
assigned the metal to it. Looking around to see what else we need to add
still with color, the screen still has a black
square we need to add. The buttons still need
to be added as well. We're just going to
add this phone hook to the main body of
the phone as well. I confirming what I
want to add next. So on the shiny metal, we're just going to make
sure that this return coins flap is also done. Then we're just going
to collapse some of these groups just to give
us some more working space. We're going to add a new base. We're just going to
call this screen. We're going to just make it
color and make this screen. There's some green glass on
the inside of the screen, so we're just going to have
to play around with that. To what is called the space. We see that the light mask isn't showing very
well over the green. What we expect to happen is that this green should be darker because of that
slight mask there, but that's not the
effect we're getting. So just looking at
how to do that, playing around with some
layer styles and so on. But the best solution here is going to be to
leave it at normal, make it slightly darker, and then just change
the opactia slight bit. You're just gonna
say it to normal, and we're just going
to change the opacity to a slight bit less. But you also want
to make it darker. Otherwise, it's just going to lighten whatever we put in it. So now you can see it's darker. And then we're just
going to put it to normal and adjust
the opacity as well. Now you can see we're
getting a darker green where that is specified
to be darker. So what we're going to then do is we're going to go
back to the screen. After we get a darkness, what we like here,
go back to screen, add a black mask, add a full, go to anchor points,
and then just add the screen mask
we defined earlier. Here you can see the screen
is very oversaturated, so we're just going to pull that saturation
back a little bit. So just something like that and make it a lighter green as well. We then also going to make
the shiny metal a bit darker, just because it's very much the same white as the background, and we
can't really see it. So just making it a
slight bit darker, it just allows us
better reference there. We then to create another base. And we're just going to
call this face metal. This will just define
the phone booths face material as well. So for this one, we're also just going to go base
color and metallic. Metallic is going to be full. And the bisclor we're
probably going to drag down a little bit just to make it a bit of a darker metal. We also then want to reorder
this to be below screen. But before we do that,
we add another base. We're going to add a folder,
just call this screen dark inside or screen
inside, whichever. Add a black mask, add
all filled by UV, fill this inside face. Then just change the base
of this to be darker. So we're just going to reorder this it's the metal
at the bottom, then the screen black, and then the screen
on top of that. Once you reorder it, you'll see that it just
pops immediately. O. So just checking
how those colors look if all the height kept, if all the darkness kept. So just looking around
what to add next. Well, then you're going
to create another base. We're just going to
name this one buttons, add a black mask, make this color metallic, make it a bit of a
darker metal so we can see when we've
assigned these buttons. These buttons won't
beat this dark. It's just for reference for D Well let's just
make sure to grab this button up top, as well. That should be almost
it for texta set one. Oh, for textua set two, sorry. As you can see, we've just
assigned very basic colors to everything and then just created the
groups to everything. But we try to do here is to add the screws to texture set two forgetting that texture
set two doesn't have screws. So I just do the same as this, but just apply it
to texture set one. So we're just going to
assign a red color to it. Or then just going
to add a black mask. We're going to fill
the screws in, which won't fill because it's
on the wrong texture set. So, you just want
to create a group that fills all of the screws in. So I try to instance it across thinking that there are
screws on both sets, but there are only
screws on set two. So the instance isn't really important here because
they're all on set one. All of them at the back and then even the front screws on the
interior are also set one. So you can just create a
screw group on set one, make it a red color and then
mask on all the screws. So here I'm just leting the other instance and then just moving it
to texture set one. Still try to instance
it across as a group. Um, I could have done it this way
where we duplicate one material across
and then just use the group to mask them out. The problem with that is it's
a lot of computing power to instance a material across when it's just in a
different texture set, and it makes
editability much worse. So this is just a step that
you would just do in texture set two and then just assign just mark
your screws out with So here I see that all
the screws are set one, so I'll just delete
all the screw masks in set one and set two because I just want to
remask them as well. And then just going into texture set one and
recreating the group. We're just naming it
screws, creating a base, making the base red
because we want to see where all the
screws are to mask out. They're quite hard to see if they're just a slightly
different color, so we want them to
be quite extreme to make sure we've
marked all of them. We then want to add a
black mask and paint with white to define what
screws we want to keep. And then we'll just go around marking the screws, going
from the front to the back. Us making sure to grab all the screeze and then just confirm it
afterwards as well. So that should be all the scree, doing a confirmation check. And then just changing the color to a slightly darker color. These colors will all
be toned in later, but just it has to match
the metal sort of. So then we're going to start
approaching the side frames. We're fully on
texture set one now. Texture set two should be done. So we'll add a full, we'll just call this base. I call it dark metal as these frames are
quite a dark metal. So this will define where this grayish metal around the borders are on
the telephone booth. Blue is gonna go
color, a bit darker. Something like that,
like a mate gray, go to add a black
mask, go to add a fill. Oh, we're
just going to fill. We're just going to paint out
all of these borders here. We'll change some of these pillars to a
bit of a lighter one. We'll change the ground
pillars to a lighter one. We also need to remember that the rubbers for the
windows are on the inside, so we just need to
not paint those. So we're going to mask them
because we're object mask. But we're going to do then
is just going to go to UV shell and then
just map these out, just making sure we get
all the corners of them. These will be split into four corners because
of the way we UV them, so we just need to make sure. So doing it this way of
just saying that that shouldn't fill here would
be the most effective here. Just using a UV shell fill as
we kept this in one piece. And they're just doing
the other side as well. Just make sure not to click
on the side and leave it that way because we'll have rubber on the side rather than the metal. So I just make that mistake
and I just revert that. And then just need to mask
this bottom rubber as well. We'll also check with
the mask overlay if all of these are correct. It'll be quite obvious because we'll see if there is
a gap in the line. But just checking with mask, we can see that there's a
black line all the way around, and the white is only
the metal around it. A then going to
create a new base. Make a group, call
this lighter metal. So just checking where
we're going to add that checking what still
needs to be dark metal, just to define some
color variants here. We're going to make the color a lighter gray than the mid gray we've used in
the other ones. We're going to add a black mask, and we're just going
to fill in all the pieces we want to
be lighter gray. That'll then be
these bottom pieces, the roof, and then the support
at the bottom as well. So it's just these two Well, then define the back
as dark metal as well, because it will look weird
if that's light metal. So we'll just define
that. Just using UV fill because you don't want
to fall the front grid to be dark metal and making sure to grab this edge that's
extruded here as well. Then with the light metal,
we're just going to mask out the roof and the
bottom support as well. The stop support
might look better as dark metal, so
just changing that. Then making the roof dark metal as well,
rather than light. It just fits a bit better. So looking at the reference, I see that we'll need
another darker metal, so we'll just move
these one down. So we'll call the
light one shiny metal and the dark one light metal. We'll then create a
new dark metal group. This's called base, and then
the group called dark metal. This will be for the black
metal all the way around. Is going to make this color and make it quite a dark black. We're then going to
add a black mask and we're just going to mask
out where this needs to go. So this will be most of the way around the sign in
the front here. The interior will be rubber, but the outside will be metal. Just making sure not to fault
the frame on the inside. Or then make a new
layer with the base, make a group or
call this rubber. Well then get a color, make it a mid black, and then just add a black mask and fill in the interior
frame of the sign. About do it for the
black miss mask there. Then we're also
going to mask out the window rubbers on the
inside of these frames. This again, making sure to get
all four corners of these. And then just doing the same
on the other side as well. And then we're
again just going to confirm that everything
is correct there. The next one we're
going to do then is we're just going to add a base just to define where
the sign is on top as well, create a group. Call a sign. This
will just be color. Make it slightly darker just to get it off of the gray box look. Add a black mask, do a UV
fill on the front face here. We're then also just
going to do the same for the sign
on texture set two. But I see that there's a piece at the bottom here we've missed. So we're just going to
go to the light metal and just fill this piece
in to fit the frame. To finish off, then we're going
to go to texture set two. H, I'm just going to create
a new base color group here, create a fill, call it base. Make a group. It's called the sign face or information sign, whatever
you want to call it. Just take the color off
white a little bit, add a black mask, and then just fill out
what we want to fill. That'll do it for P 13. In part 14, we'll then start defining how the materials
look with roughness, with color variation,
with saturation all that. This will just give
us a solid guide to move into that chapter next. To
15. 14 Material Refinement Part1: In Part 14, we're going to start defining the materials
that were used. So we've got very
basic colors now. We're then just going to
start adding quite a lot of the actual feelings
and materials of things. So looking at this black metal, you can see that
there's some rust. There's some pain splotches. There's this kind of
dust rust on top here. So we're just going to
start getting closer to what that should
actually look like. So you're starting off
going to set the light to be aligned to camera or the environment to
be aligned to camera. This just means that whatever way we're looking at the asset, the skybox will rotate towards the camera and not just be static where
we want to look at it. This will just allow us to
see things a bit better. So then in texture s two. We're going to probably start off with this black
metal in the middle. This is quite a complex thing. But we're just going to
call this start here. For every asset, there's a
few things you want to do. Color variation is one of those. We want to add a
grunge that fits somehow the colors in the
material would change. So for this black metal, we want something
that's just a bit grungy, a bit painterly. It's a wearing metal, so we want it to just be
something that really stands out as there's different colors and different thicknesses
of paint in it. For the base, we're
just going to create a bit more of a bluish metal. Then in the variation,
we're going to use this quite intense variation that has quite a lot
of blacken in it. We're just going to
add a filter to this, and we're just going to add
the filter gradient to it. You're going to pick three
colors that are going to be the dark, mid and high tones
of the grunge. You're going to pick
three random colors. P pick them as they make sense. Green, pink, blue is how metal
wears or how paint wears. And you're going to change
this to overlay with a very, very light color. So it's something
like a ten or a five. On Blacks, five works on
white, ten generally works. But you just see that
it makes a tiny, tiny difference on
the actual color, but it's visually interesting enough that it doesn't just
feel like a one color. But on top of this, so the next step is
saturation variation. How did this material wear in terms of where the light fell,
where the dark fell? So sun damage, essentially,
is how you can think of it. So for this one,
we're going to look for something with nice streaks, and we can kind of see that
on this reference as well. You can see that
there's quite a lot of sun damage on the top left, and it's kind of a wipi grunge. So we're just going to look
for the same sort of thing. I was just going
through the grunges. So this looks quite good. The grunge fingerprints
are smeared. Looks quite good. So this could be something
we can work with. So you're going to send that
to soft light and add a 15. It might still be a little much. We would want to add this to be a very heavy kind of feeling. We just want it to be there. So it has to change the
silhouette of the color, but it shouldn't
be a paint on top. So we can add this very lightly. We can pull this back
and forth as we go, but we want a base
feeling for the material. Then as we develop the material, we can start shifting
things back and forth. Oh so then also look for
a tiling that feels good, something that gives
us the right kind of direction for where
we want this variation. So this variation is quite nice. It sits high in top left,
which is pretty cool. But we'll just soften out a few places using a white
mask and then just using a black brush to soften some of these edges away from
the actual mask here. We don't want to have
too much of the white, but because we want
it quite intense, we want to actually tone
it down where we can. We're going to add
another layer, which is called
roughness variation. So roughness variation refers to how does the material feel? Is it a smooth metal or
is it a rough metal? So the roughness variation just says that some of it is smooth
and some of it is rough. It's another visual
interesting that we don't have just one roughness
across the whole thing, but we have a whole lot of different roughness
across a surface. So we're looking for
something pretty intense, but we're going to tone
that down to, like, a 15 or 16, a very, very light amount. To go to the roughness, you're just going to on
the top left below layers, there's a box where
you can select roughness and tone down
only the roughness. So to bring a little
more roughness onto it, we're going to add this white
noise in a separated layer. This white noise
will just give us a graining across
the whole surface. It gives it a bit of
a better, feeling. It catches the light in
a lot of different dots. So we're going to add that
on top as almost diffuse layer of just adding
some es to the light. We're going to make this overlay in the roughness section. And then just make sure it stacks on top of the
other variation. We're also then
going to just adjust the base roughness for
this black metal as well. Then just tone down
the saturation variation, just a slight duplicate the
saturation variation, and we're just going
to tie it differently. So we're going to add a
different saturation variation. That'll just be a little
bit more intense. So we'll rotate this
by 90 just to get a different way
that this looks and to get more leaky streaks using this grunge cobweb We're then going to make
this extremely light. We just want a light dusting of this grunge just to
get some variation. Maybe something like
a three, five ish, just enough that
it's visually there, but it's not so in your face that you feel like
it's a mistake. This something like
that, looks pretty good. We're then going to
add an edge highlight just to make the edges feel a bit softer and just feel like they're a bit worn and maybe the paint is a
bit thinner there. We're going to use
this metal edgeway but to a very light extent, we don't want to
just go overboard and make it feel like it's
been grated on the edges. We just want to
make it feel like there's a general dirt
around the whole thing. So we're just going to take away the grunge amount
so that we just get a solid line as we're not looking for the actual edge way. We're just looking for
the edge highlight. We're going to then
just change this to a tin to get a bit
of a lighter line. We're going from a
black to a gray. Here you can see
it just pops out that line in the texture
a little bit more. So here's four stencils
that you will be provided with that
you can import. These will be useful
for a myriad of things. It'll be used for the rust. I'll be used for some scratches, some dents and all that
kind of things later on. So you can just drag
these in and assign them as a texture in your
current session. So then you can see how
the rust falls here. So there's a lot
of dents in well, not dense, but scratches in. We're just going to mimic that. So under your black medal, you're going to add a paint and you're just going
to throw the stencil in. So what should happen is if you paint with black in the mask, it should erase the
stencils color or the stencils view from
your actual model. So to control the stencil, you just use the Ski. So S, right lick,
S, middle lick, S, rotate, that kind of
stuff to control that. You can make it
any size you want. So with this, you'll just kind of paint
through the stencil, so you can hold it over
what you want to paint, and it'll just paint
straight through. And you can see
that you can just grab some of these edges of the rust and just paint
it out of the paint. So these plots that
you're painting here is where the rust would be. So these will be carved
through all the way to rust. So just be liberal
with painting. These. Don't go overboard and
paint all the edges, add enough damage that there'll
be some red on the edges, and that it's somewhat rusty, not all the way rusted. You also want to add
some to the edges of the door where it is assumed to close because there'll be
metal damage on those edges, and you want some rust
on the inside there. So we just want to paint
that rust on the inside. Wearing for autosave. Then this long piece
we can use to kind of get a nice long run
of rust on top here, we can also add a layer on top of this to clean
it up afterwards, but we just want
to paint in kind of the biggest amount of
rust we want in here. Then we just want to tuck these
edges at the bottom here, add a nice big splotch of rust here because this edge would be damaged,
it's sticking out. So someone leaned against it or played with the paint while they were on the phone
or something like that. It makes sense for rust to be on an edge
that's sticking out. We'll just do the same on
the other side as well. Just trying to keep it somewhat intact and not to go
too overboard here. You can also rotate
the rust to make it fall in a shape
that you more want. So for the top here,
in the reference, there's quite a large tear out here of rust that then
becomes kind of dust. So we're going to make
a nice big piece here. We're then also going to attack this edge that
stands out here on the top with just some
smaller detou rust, as well. And this whole kind
of door pillar, we also just want to add
some damage to as well. So I'm just going
to use this line. I just paint it
all the way down. This is going to be too much, but we'll clean
that up afterwards. So here against this door, we're painting it in from the door and then just erasing all the
pieces we don't want. And on the top, we're just going to add some damage here as well. This will just be some
damage leaking from the top. We're then going to move
to the second stencil. It has these nice kind
of screw rusts on it. So we just want to
position that over to where this screw
is going to be. It looks like nothing right now, but we know what we're
going to put there. It's going to be
like a silver screw. So we can just assume that that difference in
metal and difference in the hardness
has kind of eroded this metal away and that
there's some rust here. We also want to make sure
that there's no rust on the bolt itself because
that wouldn't make sense. The bolt would probably be a stainless steel kind of thing, what they make
locks of and so on. So we just want to
make sure that the bolt itself is clean. Ros, they're going to add a
nice big kind of area here at the top left corner just to add some interest that's not just all focused
towards the bottom, but there are some
at the top as well. Going back to the other stencil, were then just going to paint
some details on the shelf, as well as the shelf would
erode the same as the box. As in all the references, they are the exact
same material. So just making sure to give them the same treatment
on both sides. Here, we're also just taking
this top left corner, making sure that there's some
rust over there, as well. I'm adding very slight damage
to this top right corner. But in this front here, we want to add quite a nice
chunk of damage because there's a lot of
visual interest here. It's a part we really want to see from the front to the asset. So adding some more damage in this part here is quite good. So just switching to
the other one just to tack the bolt the same as
we did on the other side. I so just around these screws, we're just going to
add some rust as well, zooming in a lot into
this atlas here, and we're just going
to paint this down. We don't want to do it on
all four of the bolts. That'll look very repetitive, but we can do it on the top and the bottom one
where it will kind of leak through and you can
see essentially both sides. Well, one, you can use the top and one you can use the
top and the bottom. Then we just want
to use this kind of indented rust stamped one. We want to use that on
the two remaining bolts. We also then want to
just call this paint layer rust just to know
what we're looking at. So this is the general
place where we want it. But now we can start either adding a little bit more,
maybe on this edge. But we also can then
after this start going into it and removing any rust we
don't feel is necessary. But we just want to now
make sure that we've hit all the sides of the asset. Even this unseen corner here, it'll still be visually interesting and you
don't want to neglect the back part of your model just because you don't think people
will see it in renders. We'll also then add some rust to the bottom here where
these two metals combine. There's a lot of
water laying there. There's a lot of paint bubbles
that will come from that. So we just want to
add that in as well. Then we just want to
add another paint, and we want to set
this to subtract so that we can remove
anything we've added. Subtract isn't working maybe a multiply maybe an inverse
linear ad could work here. Multiply doesn't seem to work. Subtract just
doesn't work either. Just make sure what layers
I want to use here. We were painting inverted mask. If we just use normal, it seems to work quite well. Set this layer to normal. There's no need to
do anything fancy. We're just painting white onto the black so that we
can bring the paint back and let the rust go away
because the rust will be black and the asset mask
itself will be white. Leave this layer normal and just paint out any unwanted
rust you want. Going to go over. You can do this with a cement
brush as well. But just because I
want to take out large chunks and I
want to take it out, I'm just chopping corners and just using the normal brush to just take out what
I want to take out. You be quite
aggressive with this. Just clean it up a little bit, make sure that there's
no obvious stretching, make sure that there's no
damage you don't want there. Just sculpt it and just make it feel the
way you want it to feel. It's like this is
looking a lot better. Then just define the little
rust pieces here as well. We don't want too many
little little pieces because they'll just
look quite bad. They don't show very well in the way we're
going to do it. This top piece also
just tear out with 100% hardness brush just so we can go into these and just have that same hard corner
that they have on them. We'll just do it
for the top here as well. It's a little fuzzy. But I just want to
make sure we sharpen up some of the
edges of the rust, but we don't want to go too far. We don't want to make it
look like hand painted rust. We still want the
imperfections and the little fadeaways that the rust has on
the sencil itself, because the stencil is
actual scanned rust, so we don't want to stray too far away from
what that looks like. We just want to
sculpt it a bit more artistic and just make
it look a bit better. Well, then the stoppis we just want to make sure that it fills the corner rather than just looking like a spray
from the corner. And then here we also just
want to maybe not have this going all the way across
this one single piece. We just want to make it that it's two long pieces
that kind of connect, but there is still a layer
of paint in the middle. This will give us a nice kind of interpolation between
the two heights. So here, there'll be two
textures from textis.com. These are Rust one and Rust two. We're going to just import them as textures into our
current section. Once they've imported,
we'll then create two materials called
Rust one and Rust T. And we'll just call
a pair and fold the black metal rust
because we want a folder that we can use with our anchor point to define where this rust goes. So we're going to create
the first material and just assign all
of the maps it needs. Base color, height,
normal, and roughness. So once we've assigned that, we can just remove the
unneeded kind of things. You can call this Rust one. We can tie it a little bit more. We can then make a second
one, call this Rust two. We're not sure yet which
one we want to use, but we'll use either of them. Maybe we use a
combination of them, but I think that Rust
two is a bit too harsh. So we might stick with Rust one, but it's up to how you want
yours to look as well. I just prefer the
interesting kind of color variation in Rust one. So I'm going to stick
with this for now. So going back to
our black paint, where they're going
to add a mask, well, an anchor point
to what we painted. So it's going to be called
black metal rust mask. We're then going to add
a fill to the rust, and we're going to add that onto the we're going to add
the anchor point on. The issue of this is it's
the wrong way around. So we're going to
add a filter invert that will now put the
rust on the right place. It puts it where
we needed to be. But if we need to define
it on top as well, we at a levels invert here, it might work a bit better. Well then make a folder
called rust spreading. At Rust geometry
mask might work. B we just want to mask out the geometry the
rust needs to be on. So to prevent it to go
to the other bottles, let's just make a geometry mask and just make sure that
we keep this intact. So this rust looks pretty good, but it's still far from
what it needs to be. So we'll go to the base here. We'll add some height to
the black metal here. So I see that kind of height lifts the
paint off the rust. It makes the rust feel like
it's on the bottom layer. Then in the rust, we're
just going to grab this rust course from
substance materials. It's a bit of a bright rust, but we're going to use
this for the glow. So we want this to be
quite a nice orange. So we want this a sharp orange, not a yellow, nor
a bright orange. This is going to be the rust
that comes off of the tase. We're going to add a
black mass to this, and add a fill, add
the anchor point. Again, we're the
wrong way around. We're going to add a levels.
We're going to invert this. But that's just over the other. What we're going to
do is we're going to add a filter, we'll add a blow. And this blurin density will determine how far this
low spread will go. You see you lose a lot of
density when you do that. So to bring that backward,
it's going to add a levels. And this levels is just
going to determine how much of this rust glow that we see. So we're going to add a fill. That's the black mask, and we're just going
to set this to maybe subtract because we
want to subtract where the rust is and
only keep it low. Subtract subtract does work, but it still adds
some of the inside. So now we can push
the levels up. So that does look
right. It's not interfering with the
rust on the inside. We can up this
tilene quite a lot. You can make it like a 30, maybe a 90 ish, 24, maybe it's a bit coarse. What we're going to do is we're just going to set
this blow down. It needs to be closer to
the actual rust tase. So then we will also add a
fill and a subtract here. This is to subtract
the rust to not be as uniform around the
grunge, around the tears. So we're just going to
add a grunge on subtract that we can pull away
from this rust here. So just changing the color of the box to be a bit blacker, color balancing as we go. It's a general thing,
so we're just going to make that a bit darker and
then just plan our next step. We're then going to set the
rust glow to only be color. So we're going to
duplicate the rust low. We're going to set
that to only be color. This is where the
height will come from. This is where the
paint will lift. So we're going to set
some height on this, and you can see that it's
already because of the low, it's spreading away from the tee and just lifting
the paint there. So if you play around with
the blur intensity here, you'll see that it starts lifting the paint further
and further away. So we want something
that just looks kind of realistic where it just starts lifting the paint
away from the rust as the rust is crawling
under the paint. You're going to add a filter to the rust color and just do HSL. We want it to be a
little less saturated. It shouldn't be
as punchy bright. It should be more of a fade into black paint as the paint color. We then want to add a filter to, sorry, I just want
to add that filter to the rust color,
not to the rust mask. That's correct. Then
we just want to drop the saturation
here a little bit. Add a filter to the
base rust as well, add an HSL here. Now, we just want to drop that saturation
quite nice and low. We want it to be red,
but we don't want it to be cartoonish color. So we just want to pull
that a little back to a more photorealistic
color for rust to be we also going to adjust
the lightness a little bit. We're just going to
make it a bit darker. Just see what that looks like.
Look at it at a distance. Now you can see we're
getting those nice shots, we're getting it
into the rust and there's a tiny bit of
glow on the outside. Just looking to see if I
can make any improvements. In the base to make
it darker again. I one day a nice strong contrast and a nice dark black paint. So then here we can
add a roughness. So we're going to add a bit more roughness variation
to the paint itself. So this is going to
be we're going to use grunge wipe because
this is going to be as if someone wanted to
clean it and it's left some rug marks or some cloth
marks on the acid itself. We're going to change this
roughness to overlay, we're going to make
it like a 20 30%. You just want to
have some streaks that look human made that are
just scratched across it. In the HSL for the
rust, as well, which's going to make that
a little darker again. This is just a balancing game. You just need to find
something you're happy with. So looking at it. That's
looking quite good. It's need a lot of fade
around it and so on, but we're just trying to define what materials are
at this point. So we're going to
add another layer. Let's call this rust dirt. This will be a more loose rust. It'll be rust that's come
off or rust that's fallen, rust that's mixed with
dirt, that kind of thing. So for this, we're just going to make a group with a fill in. We're then going to paint
a mask for the group. That's just generally where we would like this kind
of dirty rust to be. Look at the reference, you
can see quite a lot of it under the keypad's body. Under this white asset, we can just see that
there's a lot of it here. So just using cement too just
to get a broken up brush. I'm just going to start
painting some into this. I'll paint it with
the white color for first just to
see what I'm doing. So just painting a three. And
then if I want to go back, I can just press X just to get a black color
that's near eraser. I'm also painting over the other rust because
I'm either going to subtract it or we're just going to have some
details in there. I'm also painting
over the edges as if the dust or the rust dirt kind of rolled over the edges and just made a few pock
marks going down. So I just adding some
to the shelf, as well. The shelf will laugh
quite a lot because things fall on the shelf
and all that kind of stuff. Then here just in this bottom, also just where
things will fall and where some of this dust
would just lie naturally. Here, then just using
the black brush to pull back anything that
is too intense here. And then just adding some
to the bottom here as well that have kind of fallen down and pulled around
this bottom edge here. Also just painting on the sides. Thinking of it as almost a fountain coming
out of the rust because the rust itself will scrape off and
it'll drop some dirt. So that's kind of what
we're trying to mimic here. We'll go kind of softly
at a first iteration. But later on when we really
start defining the colors, we'll add a rougher
variation of this as well. We're going to add a color. We're going to add
a height here, which we're just going
to isolate the height. Just clicking on height,
we'll just isolate that. We're going to add a white
noise to this just to get some feeling of how
this dirt should look. We're just going to set
this to a high tiling to get some smaller dots. So something like
that, something that you can obviously see, but there's no real
space where it ends. That's generally the best to do. Well, then just going to play
around the balance just to see where it feels good, where it feels like
quite irregular, where it feels like small
little dots that dropped. A better way to do this
actually might be to make the height one height and just add a black
mask that you apply a white noise to as a fill. This will just allow us
to have more control over the actual height of them and not have to rely
on the balance. So let's rather do
that. Let's add the white noise as a mask
as a fill into the mask. So these dots are feeling
quite good slowly adjusting the height just to see what feels the
best over here. We then going to
add another filler. It's going to call
this height drops. So maybe this was
repainted or maybe there were some things that got stuck in the paint
or in the dirt. So we want bigger lumps as well. So for these lumps,
we're just going to use the grunge, like the pebbles. And you can see that these make quite nice little spltches and we just want this
extremely likely. We just want this to break up the monotony of
the actual noise. So we're just going to
add this very lightly. There is again going to
do a height with a mask, and in the mask, we're going to have the fill of these pebbles. We're going to add a very tiny
amount of height to these. Something like that looks fine. I want to make sure
that these two mix well and read well from
a distance, as well. We're going to add a fill
to the rust dirt itself. We then going to use the anchor
point of the rust itself, and we're just going to
set this to a subtract. So we want to remove
this from where the actual dirt is so that we're not painting
over the actual rust. It's a consequence of the rust, but it shouldn't influence
the rust itself. So then here we're going
to do a nice hard opacity. It it might be a bit much, but we're going to add a thicker line around the actual rust to make it feel like it's spreading
out from there. I also want to go a bit more harsh on this top shelf here. So we're just playing
around the height and just playing around with where
we should paint these. So we're setting the
stroke down a bit, just to carve back that
100% we painted there, and then just to paint a harsher feeling on
the rest as well. You see the color isn't
really pulling through. We're just going for the height. The color will adjust with
how much we've painted. So we're just going to need
a strong color to bring that through as like a
nice orange type of color. So I just painting this
everywhere where it makes sense. This color is way too
dark at the moment. But you can see those
little splotches. They might be a little much. In the color, we
can just make this lighter and see immediately
as we make it lighter, it shows so much cleaner. We're just going to carve back what seems too much
now with a new color. It's all a back and
forth add and then remove because it looks too human if you just add
once and never remove. So just keep going back and forth and you'll get a much more natural feeling. And also using a brush
like cementa has quite soft edges just gives you a more natural feeling
in the first place as well. We're then also going to
add this dirt to some of the bottom pieces in a bit more intensity than
we did earlier as well. So just painting
around these pieces, just making sure we get a
nice dripping rust feeling from all of these pieces of
rust at the bottom as well. Also making it pool
where rust would pull. So in the door where water
would carry the rust through or out of the lock where water might have
come into the box, and as I seeping
out, just thinking of the location where water would have
dripped down the most, is generally a good way to think of where
the rush should go. The rust leak should go. Here we're just toning down
the pebbles a little bit. They were quite intense
and that height might read quite badly in the roughness
in the marmoset scene. So we want to make sure
we keep those intact. We're going to add
a roughness to this and just keep an eye on
it in the roughness channel. So we want this fade to be quite rough because the box itself has to be quite shiny and it's just
at a nice contrast. So we're going to add some of this dirt on the side
of the atnet as well. And then just on
the shelf as well. Just making sure to reach
every kind of piece of rust and making sure that we add a lot of this
dust on the shelf, as they will be
quite a lot here. So dri going to play
with these pebbles. This is a hard
thing to get right, so just adding some on the top. And then from these screws, it'll also pull up
around the screw and then pull the rust out of the screw and
then pull it down. So we can also then adjust the color to be a little darker. And then we'll just
do the same for this lock screw in
the middle as well. Then going to this shape here, it's a little the line
around it is too thick, so we're just going to scale up the inner piece and
then just give it a slight bevel so that it feels more indented and
not just like two lines. Now with the rust, we can see we might need to just change
this height a bit. So we'll just play
around it for a bit. We'll then paint shiny
middle over this as this is a stainless steel lock kind
of thing in the middle here. Is going to paint this
with the standard shape, not with the cement
so that we can get a 100% round stamp rather than having to
kind of paint it in. So here we're just
going to adjust the thickness for the
position jitters too much. So if that happens, just
change all the jitters, pull them down, and now we can just paint over only the
lock piece in the middle. And so once we've done that, now when we change
the shiny middle, that part will change as well. So this inside feels a bit dark. I want it to be like
a 50% darkness, but I also want the
bottom to be 100% dark. So I think what
we're going to do is we're just going
to create a new one. So we'll create a new overlay and only include
the lock height. And we'll make that
like a 50% darkness. Now it doesn't feel like
there's a hole there. It just feels like a
screw with a head. So it just looks better. It
has some rust around it. It has some color to it. And now we're just
looking around to see what else we can see
that we can do next. So there's rust in the corner, we can adjust a little bit. Just want to see maybe we can make this paint height
go out a little further. Just the height of the actual
paint a very tiny bit. Overall, this is looking quite
good. Quite happy with it. So now just looking at what
we're going to do next. So I'm just going
to isolate texture, say two so that I can
see a bit better. So looking at this bottom piece, we have quite a stainless
steel kind of metal. We have some dust
and dirt on it. We have some
scratches on the top. So I think maybe
let's do the group called shiny metal next because
it does fall under that. It's going to be quite similar to what we just did
except for the rust. So we have a texture
machine that we follow, whereas it's always
color variation, saturation variation, and roughness variation
on every acid because those three things make the base color
feel different. So you choose a
material to start with. So on rough might be good. It's nice and shiny. We're going to pull back the
shiny quite a bit, but it feels good. It looks kind of
like what we want. We just want it to
be a bit rougher. So we're just going to
apply that over the base. We're going to change this
to trilinear projection, or triplanar projection
so that we don't have to worry about which
ways our UVs are facing. We're then going to add
our color variation. So for the color variation on this one, we're just
going to do the same. We're going to pick an
interesting grunge. Just in your base color,
just pick a grunge. Grunge concrete could
be cool because we want very light feeling
variation here. And then we will just want to change the three colors again. When you're doing metal, always include blue because metal or chromium always has kind
of a blue undertinge and then we just want
to add some red. Maybe there's some rust. Maybe there's some
organic matter on it, so red, green, always
a good choice. We want to change
this to overlay. Well, let's try like a one, maybe like a 15, but we want to add this
very, very lightly. So at ten, we can barely see it. So 15 might be what
we stick with. You can see that there's
some splotches on the side. It makes some
difference. But let's see what it looks like
when we up the roughness. So this is kind of
a roughened, like, brushed aluminum
feeling brushed iron. So we just want to
make it a bit rougher. Not to abo with the roughness. We can then add a saturation
variation layer as well. So they like grunge
coboms could work well. There's standing
leaked water on it. There's kind of sun shining it in patterns
because of the sides. So I think this grunge
could work quite well. It's a nice directional,
big grunge. So it might just give us some nice streaks over
the actual asset. So I love these white streaks. So if we just pull them
back a little bit, maybe to 15, it doesn't do much, but it does add some interest. If we then add a
roughness variation, let's go to roughness
instead to overlaying. So for the roughness,
we'll probably go with something like
concrete as well. We're looking for a uniform yet ununiform texture,
well, roughness. So we just want
to make sure that we get that kind of
feeling in there. So we're going to make
a roughness layer, then add a mask, then include the roughness there so that we're pulling it out rather
than anything else. We're also going to then
set this to triplanar. We're using grunge cobwebs again just to get
the same variation. But we're using triplanar, we can drag it around and just get it in the
place we want it to be. This is quite intense, but
we are going to set it down. So if we go something like 25, it doesn't make a
massive difference. But if we then duplicate it and we add a second
roughness variation, again with the wipes as we
did in the black metal, just to make it
feel like someone wiped this down because we want the same amount of cleaning that happened on the top acid
as we want on the bottom. So we're just going to
add a grunge wiped again. It gives us some
roughness variation. Just setting the
environment to world and to camera just to make sure that we're getting
these reflections right because we are relying quite a lot on the reflections to
tell us what's going on. We just want to actually be able to tell rather than having
the light just from one side, and maybe that's messing
up our reflections. So once I'm happy with that, I'm going to stop playing
around with this base color. Maybe if we make it
slight bit darker, it'll feel more metallic. I think our environment is
currently too bright for this and we might bring the
base color up again later. But for now, we'll just make
it look good in substance, and later when we
go to marmoset, we'll then kind of balance
there again as well. But for now, we just want
to get a good looking iron or a good looking metal for
this piece in substance. So we're just going
to make sure that the roughness and saturation
variation is balanced. Pulling making this
roughness wipe a bit more just to make it more prevalent, just
to add some interest. We're going to then add another
layer just under colour. We'll call this ground lighten. So this will just be white
dirt from the floor. Generally acids when they stand, get some ground dirt,
they get sorry. Generally, when
real objects stand, they get ground on
the floor and so on. So it's always good to add
a grounding element that it doesn't just feel like it goes to the floor
and just ends. So what we're going to do
is we're just going to use a fill with a mask and
a position generator. In the position generator, we can play around
the balance and the contrast to get this white line where
we want it to be I kind of just wanted
to be a nice thin line around the bottom just where the dirt would have
been kicked up or so. We're then going to add a fill that we're going to
set to subtract. This will carve into that line and just make
it a non uniform line.
16. 14-1 Material Refinement Part1: But less you're
seeing. To you're just going to close
the shiny metal. Look for the keypad body.
That's the correct one. Then going to just paste
the color variation, saturation variation and
the roughness variation from the metal into
we're going to paste the whole metal
material into the into the material into a sub
layer of the paint here. The thing I seeing if you
go back to shiny metal and we just remove the top specs from the top assets here, this little flap
and the one up top needs to have the
top specs removed. Otherwise, you'll just
have white specks on them. Removing those quick
while I see it. Then back to the keypad body. We've now pasted in the
metal from the bottom piece. This has all of the same
modifiers we had there. Andrews is then going to
add a white paint as well. That'll be the paint of
the actual phone booth. Andrews is called
that white paint. We'll give it a
bit of roughness. We don't want it to be metallic. We just want it to be nice. We'll have to apply metallic
to it to say that it is metallic zero because it
is now on top of a metal, and if they mix, it takes
the one that has value. So if we apply zero
metallic to it, it'll be non
metallic completely. But then it will then
add a white mask to it. So now you can see
if we paint on it, we're going to see some of
the metal poking through. We're then going to add a little bit of height
to it, as well. I'm going to say the hardness of this brush to fall
just before we add some height because
we want it to be feel like paint
sitting on top of metal. So we'll add a very tiny
bit of height to this. Now you can see it feels
like there's a chip in the metal and a chip in the paint that goes
through to the metal. So I'm more happier with this. So we're then going to again
use our Sentil we're just going to start making some chips in this white paint that go all the way
through to the middle. I start with quite
an aggressive line at the bottom here because I can always I can always
pull it back. So I just starting with a bit of an aggressive line here and then just painting bigger pieces in and then I'll go pull
it back again later. It's also just adding these big shapes in
around the corners, making sure that there's
an interesting finish that it's not just all a
noise that leads to metal, but there's a general thought
of where the paint cracks, it could tear off
and go to the metal. So these big pieces just
give a nicer feeling of an actual piece of
paint that's fallen out, where the smaller
pieces just give the feeling of there is damage. So here you can see,
kind of what I mean. It's a thin line of chips
that goes all the way through and then becomes
a thick line where it's kind of been torn off
or hit off or whatever. Using this big long one, I'm just going to add a
big chip on the left here. So it's still lacking a bit
on the right hand side. I think we're going to add
some big pieces to the right still seeing which shape
feels the best for this. We're just going to use
this shape and just paint it in making sure that our brush is at
100% in full here. Se it's painting gray here, but if we just push the gray
scale up, it'll be fine. We'll then get 100% removal where that's just
slight removal. We'll fix that later
with the levels, but just as a note, don't make that mistake. Just make sure your
gray scale is full. So here I did realize and
I just set that full. Then I just repaint the
other side as well. Just making sure that I've got all of those pieces covered. The wear on this end is
getting a bit much now, but as I said, we're just
going to pull this back. Make sure that we don't go overboard with having the
paint ward off completely. I then go to get rid of the paint on this little edge because if
the paint chipped off there, it wouldn't lay on the
edge still as well. So it just may show
that we do that. So adding some bigger details
to the left side as well. So then that looks cool. The shape of the bottom
right is a little wrong. It's two things
pointing to each other, where it should be one
pointing way, one pointing to. But it's fine. We're just
leaning up a little bit. So to clean up, we're
just going to use the same mask to
clean up as well. This just allows us to
keep the same look and the same damaged state rather than cleaning it with a flat brush like
we did with the rust. For this, it's a bit
more smaller details, we'll just do it this way. Then also when you erase a part, just make sure that the small
dots don't get left behind. They'll make if we're going
to do the paint peeling, they're going to make little
dots that peel quite far. So it's better to eliminate
the white dots or the little dots as
soon as you see them rather than
letting them just go. We're then going to add a
fill to the white paint. I'm just going to
add a generator, add a middle edgeway. So here I'm just trying to
get the little line that goes around the
little crease line that goes though
around this face. The middle edgeway doesn't
play very nicely here. I get too much wear
on the corners. I can mask this out, but I tried to find a solution for that and don't really end up
finding a good one. The middle edgewy gives us an interesting kind of
chip on the side here. It gives us a little
bit of damage. It looks cool, so we
achieve something with it. But the intention was to
make the little line crease. Here, I'm just playing
around with the weights just to see if I can
reach that line. So the curvature map is too too smooth for this
method of doing it. Well, I just keep trying. Start looking under mask. AO also doesn't have that line. I don't really have
a good way to get this inner line rather than using a curvature
and masking it out. But even then it will just look unintentional. Going
to add a filter. An Ay generator. We're just going to
try the metal edgeway here just to see if we can find something
that looks decent. Go to set the grunge
amount to zero. We set the contrast up to see if we can get a line that we can
extract around that corner. So playing around the
Amenilusion masking just to see if we can get a bit
closer to that edge. You see, we kind of get
a partial on this edge, but we don't really
get a full one. The moment we said the
curvature weight up, we just get too many things. So this doesn't end up
working at the end. It's just a way that
I did try to do it. I could have painted
this in manually, but it would have just
looked too generic. So it's not I didn't work out great to
try this metal edgeway, but we do end up
keeping the damage on the corner from
the metal edgeway as that does add some
damage character. So then under the white paint, we add another paint layer. We're looking for this kind
of half chipped paint. So we're going a
lower opacity on our brush to try and get this piece of paint at the
bottom here that's damaged, but it hasn't fallen off yet. So it's more stamped or damaged. So just painting in with a very small brush that we get different layer
heights here. Just continuously clicking
because it's a low opacity, and we're building in and taking away little pieces
of it to make it feel like it's stamped into the metal rather than
actually, completely out. The paint back some white
just to pull it up in layers. This just makes it that there's still paint below it
and not just metal. So it's going to build
up the edge around it. So something like
that just looks damaged paint and not
exactly into metal. So it looks quite nice. Just making sure that it
doesn't fade up to the edges. We're then also going to
add some damage around this returned coins
piece at the bottom. This is going to be very,
very slight damage. This is just someone
misplaced a coin or maybe the mechanics took
this out and did some damage to the paint as they took it out or just
somewhere like that. So it won't be damage per se. It'll just be wear. So it's just
something we need to do a little less
than a damage piece. So just be light on this. Going back to the
painter, we're just going to adjust the height a tiny bit. We're also going
to add a filter. I'm just going to add sharpen. This will sharpen the
edge quite a bit and really make that edge
feel like sharper. So then add another
filter contrast. So this is just to make sure that all of the paint
that was knocked out is 100% opacity rather
than a variation of that we don't get
somewhat height and where it's
completely through. So here you can see it's a case of that there's halfway out of the paint not fully
out of the paint. We're just going to add a fill, call this paint normal. And we're going to
add anchor point to the white paint itself. This is so that we can use it for having the normal not there. So with the normal, I'm just
going to use a red color. I just want to make sure
that it is not in the metal. We're then going to add a fill
with the white paint mask, and we're just going
to invert it until you have everything that's
not those pieces. So doing that, I can see that there's still some red in there, and these spain specs
still go into the metal. So we're going to make
that a bit cleaner now. But for now, we're
just going to add a white noise that has
a we're going to add a layer with a mask with white noise that's just going to give us a bit of a
taser on the paint itself. So we have the fill
that has the mask, and then we have
the white noise on top the other around a height of the white noise, and it will subtract the mask. Let's see. Why is it
not carrying over. So we're going to do
a red color again. Gonna add a black
mask, add a fill. Then go into anchor points. We're going to add the white
paint mask anchor point. See, there is still
some red carrying over, so that means that the
opacity of the damage in the white paint isn't 100% because the mask isn't
pulling those out, it's only pulling out
a certain amount. So in the contrast
and luminosity, we can just keep playing
with this again. If we set this to full,
you can see it attempts to then pull that
out completely. But it doesn't pull out
the shape I want it to. So this is going
back to this paint, we need to keep it
on 100% contrast so that we get that damage, but we're just going
to need to readjust some of this damage here. So just going back to
quickly readjust this. This was just because of the
mistake I mentioned earlier, where I didn't have the
100% opacity on my brush. And now I'm just in a situation where some of them is halved
and some of them is full. So I'm just looking
for a solution to quickly remedy them. We're then just
going to add a paint on top of the colour luminosity. And this one we're
going to make sure is 100% white so that it
pulls all the way through, we're just going to
use this as an eraser to erase back into
the shape we want. Essentially, just repainting it, but just making sure
that everything is 100% opacity so that we can use it as a
cutout mask later. And then we'll just add some
damage to the left as well, because we lost quite a bit of damage with the colour
luminosity mask now, so we're just going
to paint anything that we felt we've lost. And then we're just going
to make a paint layer that's subtract to subtract these little specks of paint in the
metal on top here. So we're just going
to that subtract with a white brush,
paint those in. And just doing the same for these big splotches
on this side as well. We have a bit of
an edge line here. So it's going to make
sure that this edge line is a little broken up as well. So it just painting in
the normal paint layer. We can just paint over this one just to tone it down a bit. We'll do it with cement just to make sure we don't
do it as abrupt, that it doesn't look as
hand painted that we just get kind of a grungy
feeling on how it's worm. So it just looks a bit nicer. This will I'll just let up the whole kind of paint
two metal thing quickly. They're just everywhere using the cement brush
to make sure that we're having a soft fade from paint to metal
in some places. This kind of it's worn, but it hasn't worn all the way through or it's just
slightly damaged. Or we just remove it completely. It's just a bit of storytelling
to show that there is a use on this machine and not just it hasn't just been
here in preceded condition. M. Then we're going to
go back to the paint normal inrozma we were. So now you can see that
this kind of white well, the specs are only on the white paint and
not on the metal. So that just shows us our
mask is actually working now. So I tried to just
pull in the levels. But obviously, it won't
work. It's on base color. If we go to your
height with levels, it might work, but we'll
also pull the paint with. So it's going to make the I don't really work
doing it this way. We need to make the layer, a fill with height. Then just add a black mask
that is the noise color. Here I'm trying to fix
it in a different way, but we're going to just create a paint layer with a height and then a black
mask that's then a fill. So here I just change it. So here I make a mask on the group rather than
on the layer itself. So I'm going to add a fill anchor points,
the white paint mask. So instead of the
layer, but just do it on the group
so that we can have multiple things inside
here that we can use. So now you can see we
have this paint normal on only where we want it to be and now we can
add a bumps height. But anything we add
in this group will just carry over to be where
we have it in the mask. So under now the bumps height, we're going to make a layer with a fill with a black mask, and then a fill
that is the bumps. We're also then going to add a paint color in the same layer. So in the bumps height, we're going to set the
height up a little bit. We just want to get
this nice noisy texture on the actual body. We're going to change
their paint color to white as we want it to be? We're then going to adjust
the height of these adjust the balance or the height of the bumps to be a little less. We just want a kind of a stucco finish on the
actual paint for this. So it's something like
that. Barely visible, but it'll just catch
the light well. So then just looking
at it from far away, just making sure
everything looks fine. So just adjusting the
height ever so slightly. Something like that looks good. We want to be able to see it, but also not see
it from far away. It's more of when
you're close to asset, you just want to see what it
feels like rather than it is a case of you want to be able
to render it from far away. We're then going to add a
paint color variation here. I was going to say
this to triplanar. So I was going to find a nice
crunch that fits this well. Add a filter gradient. So we're going to make this
red, blue, and greenish, just to make the white
a bit whiter and just to bring kind of the
blue and the green will stand out to the pink
will kind of sit back, but it'll just
help a little bit. Then just going to set this to overlay and make it very light. So, something like
that, you can just barely see it, but it
is diffinitly there. Then we're going to
add another fill. Sorry, not here, we're going
to add another full layer. We're then going to call
saturation variation. Remove the fill in this layer. We're going to add
a new layer and then just call the
saturation variation. We're going to do this 100
times, apply the same thing. Every time we go
to a new material, it's always color variation, saturation variation
and roughness variation just to make the base color
feel a bit more interesting. For the saturation variation, we can use the grunge
cobwebs again. On white, it is
quite difficult to get the saturation variation
to look interesting. So what we are going to do
with this is we're just going to keep it on normal but set
it to something like five. You can see that there
is some variation, but if you go any higher, you get very dark
grays and very, very dark grays and whites, so it makes the acid
feel a little dirty. So I found that sticking to just a saturation variation with a very light
one is quite nice. Then under the
roughness variation, we're looking for a
roughness that has quite a concrete feeling. It has to be rough,
but it doesn't need to be the most shiny or the
most diverse acid there is. It's kind of a boring paint. It absorbs roughness. So we'll just go over
this grunge concrete. Looking at it from
a lancing angle, we can see that there's
some difference, but it's not a lot. We'll probably end up
making this paint shinier depending on what our
balance looks like in Marmo. But for now, we're just going to keep this and probably
add another variation. So you can see playing
around with the balance, how we can determine what
the feeding here looks like. I was going to
make it a bit more intense and then set this
to overlay that we're overlaying this on top
of the roughness of the paint already that we can adjust both of
them at the same time. So something like
that will be good. We're also then going
to duplicate the bumps. We're going to call
these bumps large, so that the paint isn't
always extremely uniform. So with the bumps
large, we're just going to have an interpolation
between the two, which means that we'll
have some of the small, some of the large. And it's just to add some visual interest to
how things look as well. Supposedly I said
this to a tiling of four and then just use the purple spots as
the mask for this so that there are
little islands of bigger splotches of
the actual paint. You can see now that
there are little areas where it feels like there's raised paint as if the white paint was
raised to begin with. So then just going into this
paint into the white paint. Just want to make
sure that the damage on the bottom right here
just feels a little better. Just don't want that
kind of sharp point. It looks a little better if
it is a smooth point there. We're just waiting for
substance to load again. On the keyboard body, we
have an unnamed folder, so we're just going
to haul the bumps so we have a place to
manage all our bumps. We're going to add another fill there and just call the
saturation variation again. This is just so we have
another saturation variation. The first one we
have is very light. We just want to have
something that paints that saturation
in a little more. So for this, we're going
to use a dirt scratchy or like a fingerprint scrunch.
Both work really well. Cobwebs could work as well. This is the same one
you used earlier, but let's try a
different tiling on it and just see
what works on it. Well, let's say this to normal
to five, maybe to three. It's just a different tiling, it adds a bit of a different
saturation variation. I just makes the paint
a bit more interesting. It is white, so we
don't want pure white. Pure white is quite
abrasive color because it's just plain. So we're just looking to make it a little bit more
interesting this way. Then we're going to add
ambient dirt and a generator. Well, we're going to
add a black mask, we're going to add
a generator, and we're just going to invert
the ambient ilusion. This is just so that we can get this black dirt into all of
the spots we want it to be. Is going to have
to be careful with the balance here because
there is quite a lot of ambient illusion on
the left ear because the texture set one is
also influencing these. We just want to make
sure that we don't get a overflow of air from the
left hand side as well. We're then going to add
a full and just add a white noise and subtract so that the AO
isn't as machine accurate, but it's just torn up a bit. It feels more like ambient dirt than it does just feel
like ambient elusion. So it's just something I
like to do just to break up the Ao if there's quite big pieces because on the left hand side, we
have quite big pieces. So we just to make sure
that they're dithered away and not as rigid. Also on this paint,
the normal subtract does make it feel like the
paint is subtracting from it, as well, which is also
quite a nice look. I want to make sure
we have some A around this returned coins piece
here at the bottom as well. Then we're going to add
another fill layer. We're just going to call
it this edge height. Highlight sorry. Gonna make this black add a generator,
add a curvature. This will just be to make the edges a bit
more interesting, just to make the bottle look
a bit more interesting. Maybe edge way because it's
not going to be white. We're going to make
it a bit black. So we're going to add a very, very slight black line that
has just a curvature mask. So you'll see that
this makes the edges just ever so slightly darker. This just adds some
visual interest and just tells your brain
how to read the bottle. So you read light
first, then dark. So it just pulls out the edges
of the bottle quite bit. So I'm happy with
how that looks like. Just taking what
steps should be next. So I see here the metal
edge where we had earlier is wearing this
piece quite a lot. But in the first place,
this piece shouldn't be white painted metal
or white painted. This should just be the
steel from the bottom. So this should be shiny metal. So this needs to be actually
removed from the bask. Now, we're just going to
paint out the edge here. Later, we might change
this shiny metal. We'll just see how it feels. We'll just use a cement
again to bring this in. We might leave this
white painted, but I think we will
change this to Sinus. I just want to make sure that
whatever we pick is right. I think the reference is stands, but I just want to make
sure that we clean the paint up on this side
because I haven't focused this. Just looking at the reference. So look at the reference. We can see that this
is a stands piece, looking at the phone, seeing what the roughness of the
phone feels like and so on. We're going to go to the
black plastic because that's where that only applies to the
phone as far as I'm aware. So on the phone. Here we're going to make the
roughness a bit more shiny. It's quite a reflective phone. We can kind of compare
our skybox to what the references looks like to see how dithered the
light is that comes in. So we're going to make
it a bit shinier, we're going to make
it a bit blacker. We're going to add a full
layer called color variation. Going to grab a grunge. It's quite an intense scrunge, but wood would work. It's plastic, so it's kind
of a little inconsistent. So we're just going to
make it a bit blue, a bit reddish, bit
greenish, maybe. Something like that.
That looks cool. Then we can just change
this to overlaying. On black, it's very hard to see. So we're going to
make this like a 15. We want a bit more
extreme color variation here because on a black acid,
it's really hard to see. So we're just making a bit more intense than on the white ones where it's very, very easy to see that color. We're then going to
make a different layer called saturation
variation again. Then in the color, we're
going to add a grunge. Grunge fingerprints could
work quite well for this or grunge wipe
could work well. Something that's a little dusty. So this feels very
people have touched this and that's fingerprint
dirt that's over it. Just looking for a
layer that fits. I said, it's hard to do this
on a pure black as well. But something like this,
subtract works quite nicely. We'll then do this at a
40 percentage, 50 maybe. We just wanted to read that there is a variation
from a distance. We're going to add a
roughness variation as well. In the roughness variation, we want something
like this concrete. This does make it feel very
much like a rubber phone. So the difference between
black plastic and rubber is just how
the variation reads. So we want to make this
roughness variation quite tame. And I think we also
just want to add a generator and pull this into only the amen
ilusion so that there's only this wear
in the spots where it'll actually wear and not on
the kind of top pieces. So in the ambient ilusion, making sure that it's only on the pieces that would
be in direct contact with other bags or your
shirt or whatever, something that may holding the phone would touch you rather than just the thing
touching your hand, which would be smoother
than the rest. So something like that
looks quite good. We just need a normal roughness variation
for the back as well. To use something a
little splotchy. I'm not sure which
one I like here. Now we've used that too much. Do you like the concrete? It's just a bit much She's,
maybe let's use this one. So dirt scratchy. Let's
make an overlay and 25%. So here you can see it
breaks up the light. You get a different view of the light when it goes
into that roughness, and it just breaks it up enough that it doesn't look plastic, it doesn't look artificial. It looks like plastic that might have been in the sun for too long or
it's just a bit old. So I'm quite happy with
that roughness variation. We're going to add
an edge shine. So the edges of this
will be quite shiny. Human hands have oils that
do rub off on plastic, so the edges of this
would be shiny. It's always good
to think about the story telling of assets. So we're just going to
add that in as well. So that's got a good
curvature to have. You can see it's on all the
high points of the curvature. Then add a fill and just
make it a crunch so that we just want to break
up those perfect edges. I would soon make sure that they are a little bit
brought back as well. To here you can see they are
a bit rougher edges now. Then we can just pull
back the color on this I can make it maybe a 25. Let's see what that looks like. It made no difference. Strange. Ist lading. Maybe we're going
to make it a ten. Here you can see it's worn, but it's not extremely obvious. I still looks good. It just has a bit of
character on the edges. We can then increase the
rough to say tiny bit. I just checking from slanting
angles, what it looks like. This bottom piece is
still a little shiny. It needs to be more of a
it's not really plastic. It's more of a rubbery kind of thing that they
have at the bottom. So we're just going
to edit that as well. But just balancing out a
few things on the phone, the roughness, want to make sure that it's
still get that nice shine, but we just get some variation. On the reference, we do have quite a harsh variation
on the back of the phone. So I just want to make sure that we emulate something
like that as well. We're going to add
a new fill layer. We're going to call
this AO roughness. Is going to add a
roughness to all the AO. I know we've already added
the previous dirt to the AO. This is just a general AO dirt rather than a grudge ao dirt, just to make sure that we get a variation from the
inside to the outside. This will just make it rougher where the plastic
would be scuffed. Just need to balance
this out not to damage or not to change the shine on
the back of the phone. Is that something that's kind
of iconic of these phones? Balancing out the roughness, maybe roughness variation, too, we can go to 20 to pull that in a little bit now that we have the AO dirt on top, as well. I think that about does
it for the phone for now. So see, this bottom
piece is rubber. So I think let's approach that and maybe
let's do the cable. So to start off with, we're just going to go to our
black plastic. Gonna add a full layer. Who's going to call
this rough rubber. This just shows that it's the bottom piece and
not the plastic on top. Who's going to fill that in. So for this piece,
we're going to go a little rougher and more rubber like than
we did on the phone. We'll copy a color
for the phone, but we're going to make
it a slight bit lighter. Lighter orange. It's like a
faded brown type of thing. Here we can push the
roughness up a little bit. We're just going to
call this layer base. We're creating a new base color. So we're just going
to call this base. What we're going to do is
we're just going to copy the variations from
the phone as well. And then we're just going
to edit them from there. We're going to copy color
and saturation variation over and then we'll make a
new roughness variation here. We're going to add
a roughness noise rather than a variation here because we want that kind of
feeling white noise on this. So then we're going to
add a black mass to that. Add a fill. Just
make that noise. We just want to
have a high tiling. We want to have the noise
break up the light, but not get in your way
as it reads and dots. It's not like that's good. It's still a little shiny, so we're going to keep going
more rough with it as well. I think the color is too pronounced we might
make it a bit darker. It's adding another AO
roughness to this as well, making sure this is quite
rough, adding a black mask, at generator at AO making sure it's where it
connects to the phone that it's much rougher than
it is anywhere else. So you can see in mask, you can just see
where that applies. It'll just apply
over the back of this where it touches the phone and where it's
the closest to the body. Something like that looks good. But I think the
color is a bit dark, so it might just pull the
colors lightness up a bit. This will just cause
a better separation between the phone and the clip. Even lighter, I think, lighter,
less saturated, perhaps. So here we also see that this
piece is metal, not paint. The paint looked okay. The problem is now we have a extremely stark white clip against the completely
black phone. I think the metal will
just look better here. So just going onto the
phone keep at bodies group. We're just going to
deselect this actual clip here and just make sure it doesn't carry
from this group at all. We're then going to go to the shiny metal group
with a white fill in its mask and just make sure that we white fill the
shiny metal in here. And then also want
to make sure that the top dots don't come
across to that asset. Now, looking at this phone cord. I was planning what material
we're going to apply to it. So we're going to look for the phone cord here.
Going to add a fill. It's called base. So we'll make a group for the phone cord and I think we put
it under the metal, but it's not exactly the metal. It's more chromium. So we're just going to
make a new group for it, and then we're just going
to fix this one height. You can see that the link
doesn't connect correctly. So we're just going to look for the phone cord height
and just adjust it ever so slightly so that the link connects
all the way around, and we have a full spiral rather than the half
spiral we currently have. So we're just looking for
the best way to do this. So if we push the rotation up, you see that we have
a tear at the top. That is because in the UV, the plane is now rotating out. So the only thing we
have to do for that is we just need to go
back and make sure that the actual plane is
long enough to fit that. I mean, we just need to fix the thickness to be
the rounding again. So that just fixes the rounding. It's an unseen place, but we just want to make sure
we keep everything correct. Then going back to our group that we created for
the phone cord, we just want to add color
roughness and metal to this, and we just want to
make sure that this is black masked only to the phone cord and that it doesn't affect any
other parts of our model. The phone cord is quite chrome, but it has these
black dirt inside. So we just want to replicate. Under the base, we're
going to go full metallic. This will just give us
that chrome feeling. Under the base color, we
want to go quite bright. This will just give us a
better, cleaner chrome. Then we'll add
another fill layer. So this is like to
darken the inside, call it cord inside darken. We're going to make this
black and full roughness. We're going to add a black
mask to this and add a fill. We're then going
to apply the mask of the phone cord that we have, which will then just give us that, but we need the inverse. So we'll just add go to
levels, just invert. So you see now this gives us the black lines
on the inside. Then going to add
another f layer, call it color variation. Hide everything except color. I'm going to add a grunge. I want to add quite
a high noise grunge here just so we can
make sure that we get that we get a lot of detail in every spiral because a big detail
would just look blurry. So again, because it's metal, we're going to add a
blue color variation. Go add some green, we're
going to add some red. It's just a thing I
like to do for metal. But then going to again
to overlay on 15. We're on roughness, which
needs to be on base color. So we're just going to
make the overlay to 15. And that'll just give us some nice subtle color variation. That's very subtle, but
it is definitely there. It just changes the
coloror so slightly. We're then going to add
a saturation variation. Same as with the
color. We're looking for quite a high noise dirt, high noise grunge, I mean, 'cause we want to have
multiple details. We don't just want big
splotches of detail. Something like that is good. Now we can just go
through the layer stack, see if something fits nicely. Color is peaking out a
little much if we zoom in, so we can just change
the color to ten. We then add another layer
called roughness variation. Make sure we're only
affecting the roughness. Add grunge concrete at eight. So if we then go to
roughness, we can see. So black will be the most shiny, white will be the least shiny. So this definitely leans
to the more shiny side. And we also have those
black lines on the inside that make quite a
nice darken inside. So then going to add
a roughness noise. Just to give it some
feeling as well. I find on shiny metal, if it's just shiny, it loses a bit of its character. Adding a very, very slight
bit of noise just makes the metals diffuse of the
light just read better. Something like that
looks quite nice. We're getting the black lines,
we're getting the chrome, we're getting some
color variation, some saturation variation. So the phone cord
does look good. Then want to add a new base
here under the phone cord? We just want to call
this keypad metal. So this isn't to
do with the phone, but it's just to add the metal. That's like a brushed
aluminum on this brush steel, probably on this keypad. So we're just going to add a
base and then make a group, and then that group
is only going to have a fill for only this face. So not for the
buttons or anything, just for the back face. We can see it's quite brushed. So we're just going
to have to do that, and it is quite dirty on the side, so we'll
just do that as well. It's under the base, we're going to activate
color and metal. Gonna make sure it's
fully metallic. It is a metal. So if anything is metal it's
always 100% metallic. Then we're going to
add some roughness. We want this to be quite shiny. This will be one
of the main parts of the face that
catches the light. So we just want
to make sure that we have quite a
bit of catch here. Just looking through the
basic substance kind of materials here, there should be a
iron, not grainy. There is a brushed iron here. There we go. Iron shiny is
the one we're looking for. So instead of doing
the base, that way, we're just going to
drag this iron shiny up here and just go to
use this as the base. So we need to set the tiling up. We don't want it to
be that intense, and we need to write at it. It'll be brushed horizontally, won't be brushed vertically. So we're just going to write
at that by 90 degrees. Something like that
looks quite good. Now we can just start fine
gini, what we want to do. Maybe maybe we want to set it to eight to make it a
bit finer brushes. So something like
that will be good. Then we can start adding
the color variation. For this, we want
quite a rough grunge. So maybe something
like leak dirty. This typo, it does
feel quite good. You're going to then
add a filter, gradient, change the three colors, just to red, blue, and a little bit
of yellow perhaps. We're then going to
change the base color to overlay and to 15 strength. So it makes a nice difference. Maybe ten can be better. It is quite white, so we don't
want to go to overboard. We want to make a
saturation variation layer then. Add a grunge. Grudge carbs could work. We just need to write
it at 90 degrees, so it looks like leaks rather
than it does, just stripes. So I
17. 15 Material Refinement Part2: In part 15, we're then going to continue the
material refinement. So we're going to start with the little information sign here. We're just going to define what this metal here
should look like. Just making sure we're
in a correct position, making sure that we isolate
the texture set two, which is the internal assets. It'll take a bit
longer to load when we work with so
many height masks. So we'll just give it a bit. There'll be some loading
times here and there. But we're just going to work with it and just
continue through. So we're just unhiding hiding the black plastic mask just to see if it's in here, but I think it is in a group
called information sign. Just want to confirm. So it's in this group. We call it Black frame
in the planning. So we're just going
to then do all of the changes in this group
so we already have a base. It's already a nice gray color. We can make it darker. What we do see here is we see
a lot of stretches. We see some dirt, we
see some edgeway. So we're just going to add
all of those kinds of things. But first, before
we start anything, we're just going to
add some variations. We're just going to
make this a bit darker. So we're going for a base of, like, a dark bluish thing, just to give some variation to the kind of gray
blacks at the bottom. This will just make things
look a little better. I was happy with that. It's going to make
it a little darker. So just checking if
that is a nice color. If it's not too blue, we'd want to go make it look like it's blue
painted metal. Then I want to add
some metallic. No, no, actually this
won't be metallic, sorry, I want to
add some roughness. I just want to make this
kind of semi shiny. Something like that. Maybe a little more this way.
That should be correct. We just want to catch the
light nicely in that corner. So halfway. It's not
rough, it's not smooth. We're just going to
add some variations. It's just for the base. So we're going to
add a fill there, call this color variation. So because this is a thin frame, we're also looking again for a very repeatable
variation here. So we're just going
to go to grunge. We're going to use
those cobwebs. See what that looks
like tiled many times. It gives this guy a
nice streaky texture. So it could be good for this. It kind of streaks
down the thing. So we're going to just use
that, apply gradient to it. We're going to add
a bit of green, add a bit of blue,
maybe some red. Something like that
should be cool. Adding the overlay at
about an opacity of 15. So this very subtly
changes the color. Inigt add a layer and call
this saturation variation. We're going to color, and we're just going to
make this a grunge. Grunge concrete works
quite well for this. It'll just give some streaks and some more interest
in the corners. We're just going to make
sure to also set this to triplanar just to get rid
of that bit of a seam. And we're just going to
rotate it 90 degrees to run with the color
variation we applied as well. We're then going to
go down the layer stuck just to see
which layer makes this saturation work the best and just kind of separate
the white from the black. That's quite subtle, but we're getting a bit
more black from it. We just want to tone it down. I don't want to add too much and get into the realm of jet black, which is very unfatalistic. So something like that,
it still keeps its color, but it has some variation to
have some interest at least. We're then adding another layer just call this
roughness variation. Going to make it only affect
the roughness channel. We're going to try this
grunge concrete dirty. It's a bit of a rougher grunge, but this is quite
a damaged piece, not a damaged piece, but a dented thin, cheap little piece. So we just want something
that shows that just have a surface texture just kicking the light a
bit more interesting. We're going to add
a roughness noise as well to this to
give it some feeling. Add a black mass to this noise, add a black mass to this layer, add a full and add white noise. We're then going to just
tile that by about eight. We want a very, very fine noise here just to
give it some feeling. I'll just play around with the parameters to see
what we can see. In the white noise, we
might tie it to just four. Still not seeing as much
as I'd like to see. And we play around
to the balance, play around the
roughness a little bit. It'll make somewhat
of a difference. This grunge roughness
might still be a bit much. So we'll just go back to
the grunge roughness. Let's set that to overlay to see if that tones
down a slight bit. It's going to make
that about 80% just to tone that roughness
in a little bit. Maybe 50. Well, 60 will work. Then going to add another layer, just call the edge lighting to have some curvature
lighting on the edges. This will just be where the
metal has worn the most or has just taken
the most sun damage. So we're just going
to change this balance to be on the edges. So something like that where it's just sitting
nice on the edge. I'm just going to use this
to lighten the color. It is a bit straight right now, so we're just going
to add a full grunge that we're going to then set to subtract just to
break up the noise and to make a more
of a jagged edge. Once we've set that to subtract, we can just tile that more, and you can just see we're
breaking up this edge again. So just something like that. You get a bit more. I just increase the
tiling, as well. It'll still portrait
it a bit much, so I just want to
see if we can maybe break it into different
segments that we don't just have one continuous line
because we don't want to just make a frame around
the piece, essentially. Once we've got it broken up, we then just want
to change it to a 50 in the base color just so
that we lighten the color. So not in the roughness, we just to go to the base color. We just want to tone that down. So we just get a
few white specks, but we don't actually make
a white border per se. So something like that,
where it just lightens it. So now we can play
around this value again. It's a lot of back and forth just to get the right
feeling in this. The color is still
a little intense. So we're going to go maybe
for something like a five So that's balancing it out to
where we're happy with it. So this just gives it a more defined silhouette looking at it from
the front, well, not a silhouette, but
just it separates the shape better
from further away. Well then just going to
make a new folder called color and we're just going to add a iron
shiny at the bottom. What this will do is we're
just going to chip in a few places with the color so that we can reveal
the iron at the bottom. For the base of the frame, we're just going to
make the metallic zero. This will just allow us to not see the
middle of the back. I also just want to see if we
can get rid of this normal. We don't particularly want the brush metal normal
to come through. So we're just going
to put the iron on top and just make a mask. And we're just going
to use an anchor point then to bring that
metal through. Here we're just going to
use the middle edgeway to add some edge damage here. Turning down the wear level very much and the wear
contrast a little bit. We're going to up it
a little bit just to get a sharper edge away. You can see if we go
down in the war level, we're getting tiny streaks of little damage,
which of what we want. We don't want a frame around it. So we're just going
to play around with the contrast a bit and
then just the war level to a point where we're
having segmented little scratches
rather than one line. We don't want to go too
overboard with this. We want to match the damage over the whole asset kind of well, so we don't want to just
100% add around it. So we'll just do it until we
have a few little stripes. Even something like
that could look good. Add a little minimal. Just keep checking with
how it looks as well. We're then going to
add a color mask. That's going to be called, we're going to add an anchor point
that's called color mask. But then going to add a fill and fill that with the anchor
point of color mask to the metal So now you can see the metal will
show in this gap here. The middle edgeway is doing
something weird up here. So we're just going to
clean that up quick. In the base of the metal, we just want to
set the height up. So you'll see that
that'll make it feel like metal sitting pain
sitting on the metal. But we don't want to
do it as intense. We just want to do it
a very slight bit. So just something like
that, that it just feels a slight bump
over the metal. So the middle edgewar is doing something
quite strange here, might be the mask even. Just seeing what's causing this bug now because
this is not what we saw. Moving the iron shiny to below the paint seems
to solve the problem. It seems about fine. But then going to add
another full layer. Let's go on a height. And is going to call
this peeling noise. We're just going to add
a fill with white noise. Add some heights
to this. This will just show some
paint peeling away. Oh, sorry, sorry feeling
noice. Not peeling noice. It's just gonna add some
feeling to the object. Thinking about a different step. We just want to make
this like what a big noise so that it's in
the actual normal, not in the roughness. So something like that,
just to make it feel a bit more like a powder
coated type of metal. Just a bit more interesting
finish than just plain metal. Plain paint. In the base, we can
probably lighten it a bit more just so we just keep our darkest point a bit lighter than
we normally would. But then also get unhigh
tissue set one just to compare again to make sure
everything still looks fine. We might actually start
on this back grid, seeing what a good
next step would be. So we're going to hide
the texture set at two. So in texture set
one, I think it's time to start on this
back grid just so we have a canvas for all our assets
to lean against and to match a color with better because
we're having a lot of white in texture set one and a lot of color
and texture set two. So it's always good to
just interplay between the two sets as well rather than just focusing on
one exclusively. So Itaso set one, we're just going to the group called Grid. After it auto saves. Once we're in the it doesn't seem like there
is a group of grid. So we're just going to make
a group called B grid. Gonna add a black mass to that, and we're just
going to highlight the B grid, filling it by face. But then you're going to add an iron shiny to this as well. We just want to
see if this color lines up with what
you're looking for. Then you're going to
delete the base and just call the on shiny the base. Up the tiling of a slight we're just looking for
some interesting patterns. It's really hard between
all the little holes, but we just want to make
something interesting. So we're also going to add a
color variation, obviously, and we're then going to do
this with a larger grunge. We want quite big streaks. We want nice slotches of color. We just want to have
a big variation. You won't see it up close, but you'll see it from far away that it's just
a bit different. There's a lot of tiling in this. So we just want to make sure
that we don't pick that up of the color variation. There are some acids in the way, so it's not really an issue. I was going to add a gradient, change the three colors again, use a red, a blue, add a green, Other than
just looking up close, we change this to overlay,
change this to 15. It's the general
setting for metal. So you can see if you
squint a little bit that there is now
different colors. It's very hard to see or rip. But you can see the further we go away, the more
you can see it. We also just want
to make sure that doesn't look like a clown car. When you go far away, you can immediately
see the colors. But then I want to add a
saturation variation as well, making sure to also
keep the big strokes in We're just going to use
this concrete for them. We're just going to
look for a place where the saturation just lays
nicely on the grid here. Something like
this where it adds some black detail is quite nice. Just go to hide it and
unhide it just to see what impact only that
one layer makes. And we're just going to
change it opacity to something like a 50
just to stack on top. The color variation at this
point might be a bit much, so we're just going to
tone that down as well. As let's just finish the
roughness variation just to confirm that that's to a point where we
want it as well. Make it only affect
the roughness. Use a concrete again just to get some nice soft dust
dirtish type things. Here you can see where
the roughness is. It's just a quite
cloudy back grid. It's a flat plane, so
we can play around with the variations
quite a bit more. So just seeing how the backroad looks and what
kind of damage it has on it. I'm just going to tone down the saturation variation
a slight bit. We're just playing
around with values to see what looks the best here. But then also going to
go to roughness and just tone down the
roughness variation. Then going to add
another fill layer in color. Make this black. We're just going to
call this AO dirt. Then going to add a black mask and we're just going
to add a generator called amen illusion. We're going to need
to invert this. So now you can see it just
goes around all the objects. We're going to play around
this balance just to get it a bit more. Make items on top of it just
feel more grounded to it. But then going to add fill, It's going to add a noise. I just want to make this
feel like dirt again. Done this previously,
so we're just going to make this
noise subtract. It just makes it feel more
dirt like than just Ao like. So looking in the mask, you can kind of see what it's doing. And this combined with the grid will just make it feel nice and smooth and natural
rather than just black. So that looks quite nice. It just gives a bit
of a bitter pop. The color variation is
definitely way too strong. So we're just going
to go to color and toe that down until we can see the kind of pink
splotches from far away. We want to be able to
know they're there and to think we see them,
but not really see them. So we're just going
to tear that down. We could also make the
grid a little darker. It's challenging quite a bit towards the white
of the keypad body. So we just want to tone that
color down a little darker. Then I want to add
another full layer. It's what I call this
top dirt or dirt top. In the air, I think
let's just throw some roughness in before
we do the top dit. So this is just to make the roughness variation
around the assets look fine, as well as if there was
just dirt around them. So we're just going
to up the roughness before we add the top dirt. Otherwise, we're
just going to go back and forth to those as well. For the dir top, we're
going to add a black mask, add a generator,
and add a position. We're looking for a nice
gradient from the top. This will just solidify that
the roof is throwing down dust and it's darkening
the metal over time. If something like that
position looks nice, just want to make sure that
it's balanced correctly. We're just going to change to
a reddish rust type color. A lot of rust will be
coming from the top down because there's a lot of water sitting in that channel
at the top of the grid. So we just respect that and
make it come through a bit. Just want to copy
this reddish color to the Ao dirt, as well. So it's not 100% black. Very few things in the
wall are 100% black, so we just want to have a bit of a better color way
there as well. Just looking at some of
the damage that's up here, you can see that there's a place that they
used to be a poster. That's where these
holes came from. We're just going to honor that from the
reference as well, and we're going to add a fill. Make it only affect color, make it 100% red. This is just to see
what we're doing. We're just going to call
this old poster base and name the folder old poster. For this is going to
be the old poster dirt and we're making it 100% red. We just want to see
what we're working with and not worry about
little values. We're then going to use a
square just define this. A rounded square
might work well. The poster in the
reference is rounded a little So maybe this shape
square shaped square squeeze. So you're going to make
this warp projection so that we can project it
straight onto the mesh. So then you're gonna push that
in and just scale it down. So with this, we can pretty
easily place it up here, and then you can just play
around the hardness of it. I was just going
to scale that down vertically and then scale
it horizontally as well. We just want to make sure that
there's enough perches for the screws to have gripped
the poster as well. So if you up the hardness, you'll get more defined
lines around the edges. So now that we have a
more defined square, we can then duplicate this
and set it to subtract. This will be used to make the outside line going
all the way around. So here you can see
we have now outside line because the square is
just subtracting from itself. In the reference is
kind of a double line, so I'm thinking we're
going to do this again. Do we just want to scale this up a bit to make this
line less defined. Do we go to duplicate
both of these? We're going to hide the top one? Oh, sir, scale the top one in, but we just want to get
it out of our way so that we can define the inner rectangle as well before we actually
carve into it. So here, see, we can just see the line of the new one now. It is replacing the
square at the back, but this is just because it's
currently set to normal, and we just need to set this
layer to linear Dodge AD. So here we're just going to change this to linear Dodge ad. This will just make sure that
both of them gets added. Because if it's a normal, one takes the place
of the other. Then the inner rectangle, we just go to scout down. So here we get that kind of double line
we're looking for. I just want to make sure that we get the thickness of these
two lines that we want. Then we're going to
add another fill. This will be to
chew up the lines a little bit to not make
it feel as machined. So we're just going to use a grunge and subtract for this. I'm not sure what
happened there? It's 'cause we're not
on procedural grunge, so just actually take a texture grunge not
a random grunge. I won't know why
this box resets. So just to type
procedural texture here. We're just going to
a procedural grunge. And we're going to go to
this grunge concrete. And we're just going to use this to chew up the edges a bit here. We want to make this
look like there was some place where the
poster was touching the grid, and water leaked onto it and
it leaked onto the grid. So we don't want it
to be too stark. We just want it to
be a little kind of where I was following
the reference. We're just going to balance
it on the red color, and then we're just going
to make it a softer dirt color that'll just fit
a bit better here as well. We're just playing
around at the grunge. We just want to get an
interesting shape here. It's not a hero piece, but it's very in the sight. So we just want to make
it look believable. So something like
that, is quite nice. I feel the corners
are a bit sharp, so we might try to smooth those. So everything can
also change this, subtract a tiny bit. This will leave
lighter marks where the subtraction is and then
darker marks where it isn't. Then we're going to just
change the color to something a bit more dark
and a bit more realistic. So going a bit of a
darker black here, adding a color just
to the gradient, just to make sure that we have some interesting
colors rather than just one solid color
on this asset. On this piece here. We're just going to add
another filter in this HSL, and we're just going
to tone this rate down by pulling the
saturation way down. And we're going to make
sure that the base color of this layer doesn't
go very intense. So we're just going
to pull that down to, like, a six dish. It's a it used to
be very harsh dirt, but now it's kind
of a softer dirt. So we're just looking to
emulate that feeling. We're also going to add a
filter to the poster dirt here. I'm just going to
add a contrast node. So the contrast node will just make it feel more like torn off tape rather than a kind
of a soft edge thing. So it feels more like
something was stuck. Then just playing
around with the did. So looking at it from far away, we just want to
see if we can see a nice feeling here as well. So something like that.
It's a bit lighter. And it's just a bit nicer. Then we're going to add
a leaking dirt, as well. And we're just going to make
this dark and a bit rougher. And we just want this to be so we want to grab
a stencil for this. So we're just going to grab the same stenel we use for the rest. Now, we're going to
add this on top. But there's a real
good leak here. So we're just going
to use the other one and just grab these leaks here. So we're going to
add very heavy leaks here that we're then
just going to chop into a lighter with a
lighter stroke opacity. Mm hmm. And then we're going to add
some speckles here as well. Just to give it some
more interest here. And we're also going
to add some leaks and just dust and rust around some dirt around the
screw holes here as well. Okay. I was just going to do this for the bottom screens as well. I was looking for
other places that we could potentially
add leak dirt here. So this corner would look quite nice up at this corner here. Mm. Something like that. This is very intense,
but we're going to chop into this quite heavily. And now we're just going to use a low stroke opacity and just start wiping
away some of this dirt. And we're going to keep some of the corners just
to make sure that the leaks look like they
come from a certain space. And then we're going to add a grunge at the back here as well. I go to add a concrete. This is going to be just for some more dirt at the back here. And So then we're going to paint this scrunch
over where the poster is. We're then going to add
some rust wear off. So this is going to be a leak from the rusty acids
touching well, the rusty pieces
touching the back grid. So the water would have
run over the rust and then carried that rust through
over the grid with it. We're going to use the cement brush to just brush this on. Rust might be a bit dark, so we might just add this
color up a little bit. This is going to make this
a slight bit more orange. Now we're going to
go very low flow. We just want to have the color pop a little bit, but
also not too much. We're just going to make
this leak quite far down, and then we'll just
bring it back by going to the black color and just
erasing a little bit of it. Just making sure that
we do this under all of the little rust
pieces at the bottom here. And also around this screw hole because there was once a screw, the screw had rust on it,
the rust leaked down. And we just want to
carry that kind of storytelling through to the other bolts up
top here as well. Waiting for the sieve. And So if these top bolts, it wouldn't have leaked
super far and we don't want to make all four leak down the exact same amount. So we just want to have a bit of a variation between all
of the things here. So this top corner,
maybe some rust also spewed out here and the water leaked
against this edge. It'll help us define the left edge of this asset
a bit better as well. So we're just going
to paint some rust on the left side
of this as well. And then at the bottom
of the black metal here, just to make it pull in this
area a little bit more. So something like that, to
create some more separation, just to kind of have some hand painted shadows on the back of some hand
painted dirt coming through. It's just quite nice. So just looking at the
dirt and the reference just to see if we can see
anything interesting. It's only for the load. It really does cycle when
you have this many layers. Mm. So we're just looking for
what are we looking for? We just going to copy this
ground ten over here. Then we're going to
go to texture set one And we're just going to add the ground
lighting and the grounded to the edge
pillars here as well, while we're working
in texture sit one, we might as well
carry that over the grounded is matched
from acid acid, so we're just going to
make sure that we get that same dit around the bottom
of the feet here as well. Also, actually, we copy the whole iron rough from the shiny metal
we have on the texture set two so that we bring that through to texture
the lighter metal on the outside pillars here
so we don't have to redo the same metal where they're kind of just a slight
variation of each other. So we're just going
to drop that into the shiny metal on
texture set one. And we're just going to
adjust the roughness and the color to
feel a bit better. So now I see, just
because we copied that, we've already done the work, so we can just get a very
quick variation here. Just looking what other
changes we can make. We're then going to duplicate that to the light metal as well, and then just again to change the values there
for that as well. So we're just going
to make this a bit darker to create a better
separation between the two. I'm just going to make
sure that the wipes and the roughness
just match as well. Just checking to see if the color variation
matches here as well. I was going to up the amount of the tiling on the dirt here. The details feel a bit large. If you consider how large
this is towards a person, it feels like it's quite a large splotch to
have on something like this. So we just want to have
it a bit more on a widespread, we don't
want to up that. We just want to
make this roughness variation just a tiny
bit less obvious. We're closing that just
go into the dark metal. We want to paste the roughness
into the dark metal, as well, and then make the
base color quite a bit darker. We just want to create some kind of visual separation
between the two. So just checking to see how
they kind of stack up now. They look similar enough as if they're in
the same weather. They're just a smart reuse
of masks we've made, and we've already gone through the metal
creation process. We don't really need
to do it again. And they were going to mask the dark metal
where we want it to be just with a black mask and then painting in the
areas we wanted to keep. Uh huh. Then we'll also go
to this rubber. Just make sure that
the mask is correct. I know that we did mark this previous in the
previous sections. So substance does have a
rubber dry that we can use. I think rubber dry
will look fine here. This is a very small piece. So using a non edited substance, material here would
almost be fine, but we just want
to maybe edit it a bit just to make it feel
a bit more interesting. We also need to move
this maybe above the shiny metal because I think shiny metal bask doesn't
include the rubber. Yeah, that seems to be the case. So the shiny metal is blocking the rubber because
it was grouped under it, so we just need to group
it out of that as well. So we're just looking
for a black line. It already has the
little white edgeways. So that's nice. This
one take topia. It's a nice feeling. It's a nice little edgeway. So quite happy with what
this looks like so far. So just in the dark metal. You might want to make
this even a bit darker. So I'm just basing this off of the metal that goes
around the rubber. In the reference images,
they're kind of the same color. So we just want to see we want this kind of charcoal gray. I don't think we'll
go that dark, but we'll match it
pretty closely. So I think we're going
to lighten the rubber a bit rather than making
the metal darker. Having two dark metal
just feels strange. So we're just going to find a good balance between the two. This backblade has gotten
all kinds of wrong just because it's carrying the
shiny metal over a bit now. It's completed the
wrong direction, but it's not something
we focused on, so we're just going to
edit that a little bit. Why it's being affected
by just trying to see so we're going to unmask
the dark metal from it. Or we're going to unmask
the back grid from it, so that it only takes the light metals variation and so on. In the dark metal,
we're just going to pull this up because
now it just looks like we have a black spot in the middle of these
two white pillars. The variation is a bit
much between these acids. So we're just going
to pull that up a tiny bit to make
it much better. This not changing color. It's just because I
was changing, it's because I was changing the
base and not the iron. I should really
name the iron base if I replace the base because
otherwise that happens. You try to change the base, but it's not actually the base. So we're just going to change the base color of
this iron rough here. We want it somewhat darker. We just don't want it to be such an eyesore and a full on darkness
variation between the two. But Something like
that looks quite nice. You can see the separation, but it's not an eyesore
between the two. So going back to the rubber, we're going to maybe
tile this a bit more. It has quite a heavy
splotch in this one corner. So we're just going to go
to the mask editor here and just make sure that the
balance is set a bit lower. We just want to get
rid of that little bit of a splotch on
the corner there. Because then you're
going to add a fill. It's going to call
this color variation. G to go to color. Let's get a grunge and we're going to have to
tie this quite a lot. Going to add a filter. Going to add a gradient. Then going to define all
three of the colors. For rubber, you want to go
a bit more organic colors. It decays like organic material, so you got to just want
to make it feel like it's maybe not a very thorough mix
through mixture of rubber. So just adding some
organic colors very lightly helps quite a lot. Then you also want
to add a layer that's called
saturation variation. You're going to hear this
a lot more because this is just the first steps to
creating the base everything. It just adds more interest. Then just going to
tie this quite high, maybe a bit higher. We want to create
some variation, but we don't want it to
be very, very obvious. Just seeing what will be
the nicest look here. Rumma very rarely
goes extremely white. So we're just going to make
it a overlay at about 15, and that's going to be a
very, very light overlay. For the roughness, we don't particularly want
to go to shiny. So we'll just go
with a concrete. That's kind of a neutral, just a variation type thing. We're adding We want to
tie that quite high. Just check in the roughness
to see if it looks correct. So, something like
that could be fine. It's just a bit
shiny at the moment. So, something like
that looks good. Just want to make sure it fits a bit better with a middle. So, something like
that is quite nice. I just want to make
sure that we don't get a blurry roughness. Rubber can have some
of a blurry roughness, so it's not too bad. So then just want to look at the medal up here and
the telephone sign. And So maybe in the shiny middle, we should add some drips. We're just going to
add a full layer here and just call
it rain roughness. This is going to be the leaks
from the rain coming down. Maybe that'll be a
good one for this. The scrounge pebble spots
could work quite nicely. So it just something to add
some kind of rain spot here. So this crunch could
work quite nicely, but we're just going to have
to apply it quite lightly. Something like that
could look quite nice, but we're just going to add a position to make it
only apply to the top So it's cling around this.
It's getting a little intense. I just want to make sure it's nice and defined,
but just light. Just balancing it around again. So this overlay with a slight bit of opacity
could be quite nice. So you see now we just get
these kind of kicks of drops, not particularly the
harshness we were getting. So here you can see
we're just getting it. But it is still editing the roughness of the
rest quite a bit. So I want it to influence
the rest of it so much. I don't want the
dots to be black, but the rest, it shouldn't
make the rest white. I see if I play around the
balance in the contrast. And Something like
that is quite nice. I just want to catch
that kind of glimmer of the little spots rather
than just having a uniform gradient
all the way down. Add a black colour. It could be the top ten that's messing me
around a bit here. I think the top lighten in the global modifiers is adding quite a lot
of whiteness here. I just want to see. You can then start
on the sign up top here so we can see
at the reference. We've got kind of
a laced sign with some roughness on the finish. So we're just going to look
for the group for that. So here under sine face, we've already applied
a base to it. So we're just going
to add a fill. This fill, we're just
going to call black color. We're going to not use a
Photoshop kind of fill for this. We can make all of this in
substance. It's not that hard. We're just going to make
this a black color. And then we're going
to add another fill, and we're just going
to make this a kind of dark maroonish color. I want to go kind of reddish
orange somewhere like that. I'm just going to call this
red color, add a black mask. We want to add a fill. Just use a square that
we wore projection. We're going to search square. I'm just going to change the projection to
planar projection, just so we can keep a flat line. And we're just going to
look at the reference and take up the same amount of space as the one in
the reference does, and we're just going
to change the balance of the square to 100%. It does have faded edges. What is it? Okay, so
it is also because it's repeating the
tiling constantly now. So we just need to change
the tiling to repeat none. So when we change the
tiling to repeat none, then you can see
we'll just get a flat line on the
bottom of the square. So just something like
that will be good. Then we're going to just change its base color to
be a bit more red. It's a bit too orange for
my liking at the moment. Something like that
looks quite good. We're then going to add a
fill that we're going to chew up this paint or this
kind of decolor a little bit. So we're just going to get
a texture grunge again. I just want to use a grunt that we can chew into
this shape a little bit. We'll use the cobwebs again. It's one of the most useful
dirts for just general use. We'll just use a bit of it at quite a large scale just to
get some big variations here. Playing around the rotations, making sure that we get the
damages where we want them. We're also going to up
the contrast because we don't want to have it feel like it was rubbed off we
wanted to look like maybe there's some dirt stuck in between the purse
pix and the back. So we're going to do
something like that, just to break the
monotonous white line, but just to make
sure that there is enough damage that it
just feels unique. We're then going to
add a white layer called this telephone text. We're going to add
a fill to this, just like we did on
the text on the face, we're then just
going to add a text. What takes a look
the best for this. Well, let me just see
what font will work. So this menda could work. Just change this to warp projection so we can get
it in the right place. Then we can start
playing around with some texts that
could possibly work. Because once we know
the position of it, then we can play around with
what will feel the best. Then we're just changing
this to warp projection. Then we're just scaling
this down to fit in the space where the
telephone text would go. So it's something like that. We're just going to
make this telephone. We can keep it regular. It's quite a tasteful
text. It's not bold. Is a good thing to
keep it a bit smaller. Let's just see if the other
texts work a bit better. This is a adds a bit much. That's a bit plain.
That's
18. 15-1 Material Refinement Part2: A Sure. Is then going to add to some dirt on this top
edge here as well. Get it to standing edge, and we're going to
also make the part of the phone booth body here that's touching the
grid a bit dirtier. It'll have a lot of
residual dirt that's coming from the back grid onto this. So being pulled by the water, being pulled by wind, that kind of stuff, just blowing onto the actual phone body here. Should be careful with white. It does get dirty quite quickly, so we might be overdoing
it with the dirt, but we can always just
pull that back later. It'll be more of
a balanced thing that we do when
we go to Marmoset where we'll see how the white shows and how
the dirt reacts there. Et's make sure to paint
some of the bottom here and then paint some dirt on the side
here where it would have fallen off from this top piece. So there's a lot of
dirt on top and that would just kind of
cascade downwards. We're also then just going to refine the dirt on
top a little bit. Let's make sure
that it's not too streaky and it just
looks intential. Also just adding a
bit to the side, maybe someone put something
there or something, just rubbed some
dirt in the side. You also then go to paint
by this damage line here, just to add some more dirt that got caught in
the little flaps. We also just adding
dirt to these sides. Maybe someone is leaning
with their hand on it. We just want to think of where people would
have touched this, how people would have
interacted with us. Painting the dead red
makes the most sense. So it's just going
to the roughness. We're going to add
a roughness channel to the rubbed dirt, and we're just going
to amp that up a bit so that the
rubbed dirt is just a bit rougher than the
whole face of the model. Well, face of the keypad, maybe. Something like that
looks pretty good. You can see that it makes
a bit of a difference, but overall, the whole body
is a little quite shiny. Well, rough, I guess. Now, looking at
this middle here, it's still quite plain because we haven't really
done anything to it, so I will just upgrade
that a little bit. Looking around for
other changes to make. Then we're going to
duplicate this white base here of the paint. We're just going to make
this a bit more gray. So what we want to do here
is we're just going to make the back segment gray and
the front segment white, just so that there's
some plastic separation. It'll just give some
more visual interest. Right now, we're
just very white. So we're just going
to make that a bit more gray than
the other base. We'll just call this gray. Gray paint makes more sense. Then we're just going to make
this quite a bit more gray, something along those lines. You can see the color variation popping through quite
hectically now. We're just going to
pop the gray above the paint color just to make sure that it
doesn't intrude too much. We're going to make it
a little bit lighter just to still fit with
the other color a bit. Then we're just
going to add a fill. We're going to change
this to subtract. Let's say it this way. Let's
add a paint, subtract. And we should just be able
to fill the faces in front. There's actually
a segment there. So probably going
to actually do this a with a projection. So let's rather add a fill. This is easier. So we'll add a fill
or then go to square. We'll grab the square. We're going to set
this to planar projection so that we
can project all the way through that we're
not just limited to the depth of the
warp projection. We're then just going to
set the balance to 100%. G to make the UV repeat none. And now this will just give us a solid line at the
end of the square. We're then just going to
move that square to we want to behind the
machine line because the plastic would be gray behind the machine line and
white in front of it. We're just thinking
about it that way. Now that looks like it's
logically assembled. We're getting some more
interesting color there. We're going to darkening
that back corner. Gain go a little bit lighter, we just want some
color variation, but we don't want it to be dark. So mid gray will
work quite well. I'm happy with it. See, this is a bit
more blue, maybe. So let's go bluish. That's too blue. Let's go with, like,
a deepish blue gray. It looks really good. It just looks more
like the reference. We're also going to make this part a little
bit more shiny than the front paint. It looks good. We're just looking
for a separation between the front
and the back panel. So here in the
roughness, you can see that there's an extra
shine added here. They're just going to go
back to the material. Going to make a new fill layer. We're going to call
this machine line dirt. This is just to add some dirt in the machine line
between the two halves. So we just want to make sure
that we use that anchor point just to add some dirt
in that segment there. We're going to use the same
color we did for the dirt. We're going to add
a fill, then get to anchor points and we're just going to apply the
machine line mask here. You see that that just increases the depth of the
machine line here. Let's add some nice don. It's a bit strong. We can
just go 50 or 30 is here. 50 could work. We want
it to be dramatic, but we don't want it
to be overpowering. We don't want it
to look cartoony. We're just going to
play around with the opacity so we're happy. Then we're going to add
a filter, add a blur. We just wanted to
get out a bit of the actual line that it
doesn't look as solid. That was a mistake. So we're
just going to add a levels. We're just going to
push the levels up. This will just make that the
blur is a little stronger, drop the blur intensity. Sorry, I forgot to
say, we also duplicate the machine line
to get the soften and we have the thick inside. Sorry, I forget we did that. So for the outer
dirt, we just want to keep it at a lower
opacity as well. We want to keep
it to the kind of same look as the rubbed dirt
on the rest of the face. So we just want to
make it a bit less. Now for this metal, we
have a lot darker metal. We have some damages in here, so we're just going to
try to replicate that. So going to the middle,
we're going to start by making the metal
color darker. So in this iron rough, which is going to
change the base color. I'm going to add a folder. It's called a space
metal just to make sure we can add some
variation to this as well. Gonna add a fill color. Who's going to use a grunge. So we just want to
add a full with a grunge to add some
color variation. We don't want to do it in
the actual base color. So we'll just add
a new full layer to do the color variation on. So we'll add a fill,
make it color, pick a grunge, something
that gives nice streaks. Say it slings like four. Name this color variation. Then you're going
to add a filter, and we're just going to
make that a gradient. Always add blue for metal, add a bit of pink or reddish. Waiting for it to save.
Then we're going to add some green Something
like that could work. But then going to go overlaying. And we're going to go
15 should be good. It's quite strong. Maybe ten. Then going to add a filt
to the color variation. Add a grunge concrete dirty. We want to add a full layer, not a full in the color
variation, my bad. We're going to add a new layer called saturation variation. We're going to go color.
We're going to choose a grunge with a nice
strong blacks and whites, just so we get some variation. Gonna tie this more just to get a kind of smudgy
dirt in there. We're gonna see what
overlay works the best to get some white
streaks on this metal. That looks quite
good. We just need to lower the opacity
quite a bit. We're going to drop
that down to 60. We still want a darkened metal. We just don't want it
to be fully black. Here we're getting some nice interesting saturation variation
in some of the corners. But then we're going
to just add the roughness variation
channel, as well. So add a fill name this
roughness variation. Make it only apply to the rough. You can use this moss small. We want a bit of
a damaged metal. So we're looking for a grunge that has some more
like streaks in it. So maybe this concrete dirty
could work quite well. Your moss did not give
us what we wanted. Yeah, this concrete
dirty does look good. You can see it's
breaking up that kind of strong metal silhouette
from way away away. So you just want to get
it a bit more diffused. Going to add an AO dirt. Gonna make this
black Blackish gray. Oh, blackish brown. Sounds like that could
work. We're going to then add a black mask. Gonna add a generator, add an ambient illusion.
We're going to invert this. We just want this
to be the dirt that comes from the keypad metal. So we just want to add it in that little slit
on the top here. Gonna add a roughness to this and make it just a bit rougher. We don't want a
shine in that Landa, so we're just going to
add the roughness there. I'm gonna play around
with the global balance just to see where we
need to go with this. The base color
might need to be a little bit lighter
so you can see it, and it doesn't just become
fully black in that crevice. Just checking it.
I'm happy with that. I'm going to add
another full layer. Let's think about how
to do this quick. Gonna duplicate the AO dirt. I was just going to
call this overall dirt. This is just so we
can keep the color. We don't need to redo
the color again. We're then going to add a fill. We're gonna add some
grunge cobwebs. Gonna tie this a bunch of times. This is just to give us
an overall dirt on this. We're gonna play around
with the balance till we get some streaks, but we don't want
too many streaks. And change this tis
to a lighter color. So it's starting to
look good already. It's quite dark. It's just nice and dirty. It's got what we wanted,
so happy with it. Desaturation variation,
we can drop a little bit. It's a slight bit too
dark to the white paint. I'm gonna go into the grunge
cobwebs of the overall dirt. I just want to make sure that
this is the tiling we want. Just looking at it from glancing angles to see the roughness. So happy with that. We're
then going to just group all the diets from the
phone booth keypad body. We're going to make
a fold of cold dit. We'll just duplicate
the machine line dit. A deep together up it. I'll work better than
the machine lined it. Let's call this dripped it. This will be more of where
the dad leaked onto it, or some water carried the
dirt over the actual body. I was looking for a
bit of a leaky grunge. This grunge leak could
work quite well. I think it might be a bit
strong. Let's just sing. It does make quite nice streaks, we're just going
to have to go try planar so that our UVs
don't flip on the corner, and we can just get
more of a uniform leak. Something like this looks good. We just need to
start working at it. We just want these
kind of lines that are going vertically downwards. Please. We just want to add a fill. Add a bit of a breakup
grunge, it is a bit strong. It's going to change this
breakup grunge here subtract. And playing around
with the balance, you can see that
we're starting to lessen those leak lines. We
don't want them all across. We just want them in
some specific places. Hiding and unhiding, you can see what the difference that
that drip did makes is. It's going to have
a higher tiling. We want some thinner streaks, but we just want to
play around with it until it looks appropriate. It sounds like that
might be good. I want to make this subtle. So we're going to
have it at a 40. We're gonna have some
stronger drop dirt, as well. So we're just going to make this one subtle so
that we can have a more extreme version we
won some defined lines, but we also just want
some general kind of wiped off dirt as well. Maybe a 25. We just want some variation on
the white here. We're going to duplicate this. So we're just gonna call
the dripped intense. This will just be a more
intense version of the dripped. We're just going
to make sure that the tiling is different. We want some longer streaks for this one because they're
longer stain lines. Let's see. Maybe we want a six. We want more of them as well. It's gonna add a
different paint. Yeah, let's rather paint these. Let's not have them
with a generator. So we're just gonna add a paint. We're just going to
look for an Alpha that'll help with the grunge. We're then going to
use the grunge leak we used to generate the others. But this will just allow
us to actually paint in these drips rather
than having them just be generated with
a grunge because we're not going to
get what we wanted with So we're just turning off the groans
that's taking it away a bit, and we're just going in with
a very light stroke opacity so that we can get some
light streaks in here. We just streak it
down from where we painted dirt under objects where the water would
naturally drip down. We just want to pick out spots where we place these leaks. To at the bottom here,
we can have some. We're again painting this very intense because we're just going to chip back into this with a subtract brush
at a later stage. But for now, we just want
to define what we want. Here going full stroke opacity, just so we can fully
see the strokes. I was adding some to this dirt damage in the
bottom right as well. Adding some more to
the phone on the left. So something like that
could be nice and intense. But then again to grab
the concrete brush, and we're just going to
with a black color just gonna go back into these dirt
leaks and just lessen them. You can see we're just making
them a bit more subtle. They still need to be intense, but they don't need
to be all over. So you can see we're just trying to make that you can see
them quite a bit still, but they're not as in
your face as they were. Mm hmm. Well, we're just going to play
around with the balance of the grunch that
chews up the leaks. I just want to
balance that until it looks non like man made, chipping into it with the brush. So it just gives
us some variation. Going into the rub dirt, I just want to add some more
dirt on this left side. It feels a bit clean. This is just a balance between the
new dirt and the old dirt. We just want to make
sure that there is an overarching dirt level
for the whole piece. You're seeing if there's
anything more we can add. So looking back
at the reference, have this one dirt spot
in the middle here. So stronger leaks on top. So let's see. Maybe we can edit some things
on the bottom here. So making sure on
the black metal. We're going to do some
adjustments here. We're just going to
add a fill layer. We go to call this rust fade. The rust is feeling a bit
standalone at this point. So we want to have it that it makes some damage
to the metal. That is just a bit
more interesting. The transition between the two is a little
rough at the moment. So we just want to make this
a nice dark brown color. Add a black mask.
Going to add a fill. We're going to fold this
with the black metal mask with the black
metal anchor point. I just want to get
the name for that. We also need to put it
above the black metal. Anchor points don't
work downwards. They only work upwards. So we're just going to have to
put that rust fade above the black metal. Now in the fill, we'll just be able to see
that anchor point. We just want to go to mask
to see what we're masking. We want to invert this to
make sure that we're only in where the rust
is go add a filter, blur We then going to
add a fill, subtract. We're going to copy the
fill from the bottom, set it to subtract, just to subtract out the original fill. Then you're going to
increase the blur intensity a slight bit. We just want a
soft fall off that it carries dirt over
into the crevices. It's the same as the low,
which is a bit darker. Then you want to add a
levels to increase the blur. I'm going to add this
under the full subtract. So you can see, as we
play with the levels, it just gets more intense. Hiding and unhiding you hit to see that it makes the transition between the rust
and the black paint just a bit more natural. They're going to increase the blur intensity a slight bit. They're going to
duplicate this rust fade. I'm going to call
this rust light fade. We're going to adjust
the blur intensity. This is gonna be a bit
of a lighter color. The paint will lose its color
a bit close to the rust, so we just want to emulate
that feeling as well. Something like that looks good. It brings back some of that low. I just adds to the low as well. It's a bit intense. We just
want to make it a bit less. Also they want to add a paint. Let's just say this to subtract. There's a line that it's
making on this edge here. So we just want to subtract
that line away from it. Now it just looks
more intentional. Just checking if
I'm apy with roast. Under the black rust bask. Let's add a fill under
the black metal here. It's gonna call this dirt. It's going to make
this color only. We're just going to add
a black mass to it. Add a generator. We're
gonna add a dirt modifier. This will be very
intense to start with. But we're just pull
that back a bit. This will just put some
dirt in the crevices. It's like AO, but
it's just a bit torn. We're just going to
balance out to be nice and light and just be an appropriate
color just to fit in. We're going to grab
some of this rust color just to be a nice dark brown. I can see we're getting a
bit more of a softened dirt here seeing where
this line comes from. This line is formed
by these two, so just go to see if I
can lessen it a bit. In the rust geometry mask, we're just going to
paint this out black. Let's see if that helps. Yeah, there we go. So
in the geometry mask, we just want to
paint this out black so that it leaves a streak, but it doesn't necessarily
leave that height line there. Then in the rust
fade, we're also gonna add a paint, subtract. Andrew is gonna paint out the
faded piece here as well. So it'll just soften that. Andrew is going to
also have to do this on the rust light fade copy. So now you can see we've
gotten rid of that line, and we don't have a just
straight line there now. Then just going to go
to roughness to see how this rust fade and the
dirt roughness should be. So under the black metal, we're going to go to
this dirt we just made. Going to give it a
roughness channel. We're going to make this
a little bit rougher. What I just have a soft
roughness where the dirt is just so that it reinforces the feeling
that there is dirt there. We're going to go back to material just to
see how this looks. It looks quite good.
It's generating some more darkness
in the crevices. In the black metal,
we're just going to add some more rust
to this corner here. No, maybe not. We're just going to I thought the rust more rust
there would look good, but we'll add that later
if we feel necessary. But then just going to make a
new layer called roughness. This is going to be the
roughness on the edges. Gonna make this a
roughness only channel. Go to make it quite rough at a black mask, at a generator. I'm just going to make
this ambient illusion. We're going to go
to the roughness. We're going to invert the mask. And we're just gonna
play around with the roughness so we can
just see what's happening. I just want to add
some little bit of breakup roughness on the corners just so that you read the
corners a bit better. Just going into the
phone keypad body. Going to make some
adjustment tequik. Above the saturation variation, we're going to add
another fill layer. We're just going to call
this edge roughness as well, just so we can break
this edge up a bit. You can't read it very well now. I just add a black mask. We then add a generator, add a ambient illusion. We're going to add
quite a bit of roughness up the global balance. Just go to put it above
the gray paint as well. So you can really
start seeing it. So like this looks quite good. You'll see that it's
just adding a bit of roughness to the
most forward face. That's just to separate the two elements and just to
make it a bit more legible. Is going to play
around the contrast. But then going to go to the black metals dirt,
shiny metal dttery. But then add a dirt on
top of this as well. We're gonna copy the
black metals dirt just here because we've
already worked with it. Who's going to copy
that straight over. See if that looks correct. It's making the air on
the sides quite dark. We might as want
to mask that out. We're just going to add a bit of dirt here with the levels. We want this nice dirt on
the top coming from above, so that we just
have a nice fade. Oh, we want to have some subtle dirt on the
front as well. We don't want to
go too overkill. This is a metal piece, so we don't want to have
too much roughness. It'll just look very dirty. So in the roughness,
you can I see, we've got this nice
dusting on top. I make a new layer called
top down rough as well, just to enforce that
roughness on top as well. I just give this a
roughness channel. I will add a black
mask, add a fill. Just grab a grunge. Trying to find the
texture quickly. Sometimes it freaks out a bit. I'm going to go search grunge. I don't really like
this directional noise. Let's try this black
and white spots. Gonna go triplanar. Going
to tie this up quite a bit. Maybe like a fish. It gives some wet dirt. I'm going to play around
with the balance to get some shiny spots and some
rough spots as well. We then going to add
a generator position. We can change this to subtract. And when we change this balance, you can just see that we're kind of chewing into that dirt
with the position mask. We're going up the contrast. We just want this on
the very, very top. We just want to invert
this. We're currently generating way too
much shine and way too little roughness. I just want to make sure that we catch that just on the top. This will just add some kind of water specks in between
the roughness on top. Then we're going to
go to the roughness and just tone that
down quite a bit. Maybe like a 50 go
to add a fill there. It's gonna call this edge were. This will just reinforce the
edges on this metal as well. Gonna add a roughness to
this, make it quite rough. What would it would
get more shiny. So let's make it shiny,
not rough, sorry. Add a black mask, add a
generator, add a curvature. So you'll see that this
is just on the edges now. So we're going to do
something like that, that it shows that
the edges are worn. We're going to add a blue
to make it a bit smoother. We'll go go go to the material, and I'll see that the
edge is a bit rougher. So it'll just read a
slight bit better. And we've got that
nice top dit now with some sparkle and some
roughness there as well. Checking the whole material. The ground dirt might
need some roughness. Let's add a full layer. Let's call this
ground roughness. Make it only in the
roughness shuttle, make it quite rough. Add a black mask, add a
generator, add a position. Do a global invert that it comes bottom to top, not
top to bottom. Then you're going
to increase the contrast and we're going to play around with the balance to just get a nice
line at the bottom. Then going to add a
full, select a grunge. Let's make this noise.
I'm going to add a white noise to chip into this. Make it a nice and high amount. This breaks up the uniformity. That could work quite
well. We just want to move this down a
bit more as well. I go to play around
with the contrast. We want a pretty
solid line here. We just don't want it to be an absolute temporation
of the tea. So you can see this makes
this bottom piece just feel a bit more grounded and like it has been standing in
dirt for a while. Then we're going to add
another full layer. We're gonna call
this rain darken. This will just be where
water dripped on this piece. Gonna make this color.
Make it a mid black. Then we're going to
add a black mask. We're going to add a
roughness as well. We're going to make
this a bit shiny. We want some nice leaks. So if you paints on, you can see that there's a
nice shine from this. We're going to look for
a nice leaky alpha. So this drips top
could work quite well. We just want some long
streaks that we can paint on. Something like that
looks quite cool. We're gonna paint this very
harsh and then just work into it just now with a black brush. It's gonna paint this
on most of the edges. And just have a nice long
streak on of the side as well. Just make sure we add
some drips everywhere. Let's see if I can
add more drips, maybe from the power
box leaking down. Some here would be good. So that's quite intense, but we're just gonna use a
soft brush to go into this. So I'm just gonna see if the color and the
roughness is fine. You're going to add a bit of a fractal sum into
the base color. It'll just make it feel more
varied and not as solid. So we're going to add a
fractal sum to give it some dripping and some drying
in, like, different speeds. Something like that
looks quite nice. It's still very intense, but we'll lessen that just now. Seeing if you can tie
this up even more. That's giving quite
a nice effect. Then just going to go to mask to see the rain darken mask. Then going to add a paint. I set this to subtract. And then we're just
going to paint away where the leaks are
way too intense. Going to add another paint
just at the bottom here. Very low flow, very low opacity. And it's going to
paint some kind of standing dirt in the
bottom here as well. So this will just paint the
rain feeling at the bottom. It'll draw some moisture
from the ground. So we just want to paint
a bit of that in as well. Once that's done,
we can go back to the subtract with a
very light brush. Maybe even use less paste. We also just want
to then smooth out the moisture from the ground
overlays here as well. And we're going to start
lessening the strips. We want to make sure that
we keep them slightly intense at the top and going less intense
as they go down. The less water there is,
the, the quicker it'll dry. I'm going to do the same
on the other side as well. It's going back and forth
to make it be visible, but we don't want to have just a massive splotch
just staying there. So this kind of light
drip here is quite nice. And then this big one we just really need to go into as well. I want to do this semi
regularly just so we can get more natural
feeling on this. Okay. And we just want to
make sure that where the most water would be and where it would have
gotten water recently, we just want to fill it
that it's quite visible. We're going to have some streaks that are completely visible, but mostly we want to just
have them quite subtle. So here you can
see we're getting a nice roughness kick
that drips in the middle. And then quite a soft
kick from the rest. Just comparing it to
texture set one again, making sure that
everything looks uniform. Well then just hide
texture set one again. So in this iron
rough base color, we might just want to
darken it a slight bit more maybe something like that. It'll also just pop
out our ground dirt to be a bit lighter as well. So on the ground lighten, we might want to
make it a bit less. That looks a bit more uniform. Just taking the
roughness response. It does feel quite
good right now. We're going to add
another fill layer above the rain darken. We're just going to call
this general roughness. We just want to add some more roughness
across the whole thing. We're gonna go to the
roughness overlay. We just want to pick a
nice grunch for this. Let's maybe use a clouds. It'll just be a nice soft dirt. When increase this
a few times just to get a bit more of
this variation. We might even want to use
something like at leather. Clouds looks nice. Is
soon see other options. The black and white spots
looks quite nice as well. It has a bit of balance,
then the clouds. The clouds are a
bit too intense. Then in the roughness, we're going to turn this to overlay. I was going to make
sure that there's a ten inch amount of roughness. This will break up
the larger panel to have some interesting detail on it in the roughness channel. Looking back at the
material, you can now see that it adds a
bit of roughness. Tacking the rust, taking
everything fits correctly. In the black metal rust, this rust light fade. We're just going to
duplicate this again. It's going to call
this paint damage. We're going to make this white. This will be quite
a strong indication of the paint losing color to maybe sun
damage or something. So the paint got
weaker, then it rusted. This is help that rust
fade in a bit more. It's still standing
out a bit much when we look at it from
different angles. We're going to turn the blur
of this down quite a bit. And then we just want to
tone down the levels. We just want to
set this to a ten. We just want a bit of a color variation on
the edges of the rust. We don't want to have it
just outlined by white. Just playing around with it so that we don't read
it as a white line. We just read it as paint damage. It has got a fine balance. So there you can see it just
makes a bit of a difference. Just want to make sure that
we don't overkill with this. That looks a bit more natural. It adds some of
that paint damage. So valuating the model to see where we're
going to go next. Then going to go
back to material. So this coins, we
can work on a bit. It's quite rough at this point. We can also work on this return on the top here. Remember these. Do you carry the shiny
metal from the bottom? Do we just want to make sure
that anything we did there is pulling across
nicely to these on top? You're going to go
to the keypad metal. Now these will be
in shiny metal. So we're just going to go
down to the shiny metal. Yep, that is the layer
it is pulling from. We want to add a full layer. And this will just
be the text dirt. So this will be just dirt that people have rubbed
onto the text. And that's just kind of
set in the embossed text. I just want to make a
folder for the text. We're going to have one
for the returned coins and one for the coin
payment uptop as well. We're going to add it. We're
going to add a black mask. We're going to add a fill. Then going to go
to anchor points. Just look for the anchor
point we use for this text. Okay. Just want to make
sure we are above it in height, what we called it. Keep a face text mask. The problem with that
is it also affects the color or the depth on the
actual keypad face itself. So let's just see what it looks like if we put the
black into it. I'll put some black
into these texts as well. Wh you
want to do anyway. We just want to make sure
that we're not overwhelming on one of the text
and not on the other. We're then going to go to the roughness shuttle just to see if we can make a difference. I want to go to the roughness, make this a bit rougher. This is dirt, so it'll
add roughness to it. We want to make sure
that you can make a separation of the
roughness shuttle so that it just makes
your eye read it better. This might be a bit dark, so we'll just make
it fit better. So in the returned coins, we're going to add a full going to add a
inverted subtract. And we're just going
to add a sorry, we're going to add just a
normal subtract for now, add a black and white spots, and we want a big contrast. We don't want a uniform
dirt in these texts. We want a kind of
broken up dirt as if the dirt is kind of staying
in different positions. Doesn't look very good. Let's just stry
something else quickly. We're going to add a
fill, inverse subtracted. We're going to add a filter.
We're going to add a blur. So the inverse subtracted, we'll just subtract
everything that's not the inside so that we just kind of get a line
or then add a blur. This blur will just create a gradient from all
the edges of the text. We're also going to add
a levels to determine how bright or how heavy
that inside should be. We don't want to go too dark. We want a nice fall
off off the edges, so it doesn't feel like the whole thing is just one
color and it's painted in. We want it to feel like there's dirt laying
on the corners. Something like this makes it
feel a bit more embossed. Then we're just going
to play around with the blur intensity again. Play around with the
levels. We just want quite a nice sharp edge here. And then want to
make another fill. We're going to need to
make a new layer of this. We're going to stack
too much there. I was going to call this dirt. This will be what we
tried initially to just add some dirt flick into this. It just looks better
when you have the base so that we can just fill it in two
different ways. So we're going to
add a full fill, we're going to add a
full subtract with black and white spots at
quite a high tiling rate. Then just going to
adjust the contrast to make it just have
little flex in the text. We're just going to play
around with the balance to make a dot two intense. In the color, we can probably go for more of a dark
gray than the black. We're just going to do
this on both the dirts. We're going to go to
the roughness and just make sure that
still reads greatly. This is quite dark currently, so it's just going to probably
make it a bit lighter. So we're just going to
add a full layer here. Just go to make
another dirt layer. Gonna make this brown, just to add some color
into the dirt here. Go to make it a little
shinier than the other dirt. I'm just going to pull the
base colors into balance now. So I just want to set the dirt and the gradient one to 50. Make sure it reads
from far away. Don't want to make it too dark, but I do want to make
it read from far away. So now we can just look at the smaller text to make
sure that fits as well. This just looks fully filled in. So we're just going
to play around with the black and white spots, see if we can get some variation in the dirt in this text. Comparing it to the bottom. It's a bit lighter as well, so we just want to make
sure that we don't have too much So on top, you can see that
there's some nice dirt around this coin thing as well. You still need to
finish that piece. Here on the returned coins one, there's also some nice
dirt in the edges. So let's see. Maybe we can go
for this coin return first. Waiting for it to
catch up quickly. The scene is getting
a bit in tense now, so it's going to have to
bear with some low times. You can essentially set
this to maybe just be base color or to be a lower texture resolution
while you're working. I prefer to rather just wait for the low times because if you set the texture
resolution lower, you're not seeing what
you're actually doing, you're seeing it
at a lower rate. So it's not a very good
idea to work like that. So here's us back to
this queens text. You want to then go look at where this dirt would be
for this upper piece here. Because we just want
to start defining what this metal up
here looks like, as well, rather than just have it be a overflow from the
shiny metal at the bottom. We're just going to
make a new fill. We're going to call
this flap dirt. Add a folder. Let's make the folder flaps dirt and
the cutter in it just base. This will just allow us to play around with some
variation and so on, rather than just trying to
make it all work on one layer. We're going to make
this a nice brown. We can just grab the brown
from this left hand side. Add a roughness, make
this quite rough. It is dirt, so we just want
to add some roughness. Probably make this quite rough. We'll also make
the metallic zero. The dirt won't
really be metallic, so this will also just allow us to have some
separations here, add a black mask to the folder. Well, then just going to make
sure that this only affects the top flap and
the bottom piece. We don't want the
editing we're doing here now to affect the bottom piece because we're happy
with how that looks, so we just want to
localize that to this. Then we want to add a black
moss to the base as well. We want to add a generator, and we just want to use a dirt. So here you can see it'll just add dirt in all the
corners we need it.
19. 16 Material Refinement Part3: In part 16, we're going
to start defining the more minute things
on the phone booth. We're going to start by defining things
like the scratches, the feeling of the sign on top, just general kind of things we've seen that haven't been
exactly as we wanted them. So I'll just add that
in this chapter. Looking at how dirty things are, how thin things are, comparing
things to reference, just taking in some inspiration
of what to do here, seeing that we need
some more rust, seeing that the phone booth
needs to be a bit more clean, that kind of stuff. These rust pieces are a
little on their own island. They don't really make sense. Let's up into it.
Just starting off, we can see there are some things that we haven't textured. We can see that there are
some color mismatches. I'd like to color the outside frame in two
more distinct colors. They're too much of the
same metal at this point. I want to add some
separation between them. We'll start on texture, say two. We'll just look for the
correct medal here. Scrolling down, making sure to collapse the groups we
won't need right now. Checking if it's light metal or dark metal that I
want to change first. I want to add a
lighter metal just for the front two poles rather than having it
all the way around. But let's see with
the dark metal first. If we mask that out of
these front two pillars, we can have more control of
the light metal over this. Once that's masked out, we can hide this group
and just make sure that the light metal is only on the front
pillars as well. Oh, sorry, we're going
to make a lighter metal that will go on
these front pillars, so we want to remove
the light metal from these pillars as well. You're going to call this darker metal because this will be the mid tone dark metal
that we'll use here. So we're just going to
darken the base color. This will darken
all of the colors, and some of these leaks will
stand out a bit too far. So we'll just make
this a bit lighter, just to get a good
balance of these. However, we'll still tone down the leak dirt a bit just
to make sure that it doesn't create
such a strong kind of starlized feeling
shine on this end. An edge shine, we're
going to go to a 50% roughness so that it doesn't have
that much influence. In the darker middle, we're
just going to copy that We're going to clear its mask, and we're just going to mask out the front two pillars with. This is just an easy way to get the same variation
and that kind of thing, but just apply it
somewhere else. Then going to call
this light metal. And we're going to make
this quite bright. We're looking for a better
material separation between the dark and
the light metal, which we weren't really getting in the
previous iteration. So something midground, just to be visually different
enough when you see it. When we get to Marmoset
in the next chapter, we might make this more shiny. But for now, we'll just try to separate the
materials in terms of color. We're just going
to make sure that these have no saturation. We don't want them to have
that kind of red shine. So you can see the shininess is still a little bit the same. So we're just going to up the roughness of
the inside parts. So something like that,
we'll just give it a better separation
between the two parts. We then we're going
to add a new layer for the light scratches that'll happen on the
front of this pillar. So for this, we're
going to add a fill, and we're going to use a
scratch generator maybe. They're a little
squeaky. So we'll use the dirt scratches. And we'll tie this a lot. We want quite tiny
little scratches, but we want them everywhere. So we just want to
get a good base. We're going to have to play
around with the contrast and the balance on this
scratches quite a bit. We just want to get kind of something like
this where we get long continuous scratches
where we'll then add a grunge to break up the
monotony of the scratches. We're just looking
for something with quite nice big shapes that cut out completely,
that don't fade. This will just
break up the tiling of the scratches themselves. We'll also tie the
scratches a lot more. These will be tiny
scratches, kha keys, backpacks, like zips
will damage these. It'll be very, very tiny objects that damage
these continuously. We'll also then add
a different one to break up the
tiling a bit more, you can see we have clusters of scratches that
just go across. We don't want them
to be too dramatic. They're just a
storytelling element. They're not a major
part of the asset. We can make them more
visible than this, maybe make them a
bit darker than the base color because
the base color is already quite white. We want these to be
a tiny bit darker. Then just adjusting
the balance to make sure that those scratches
come out a bit. They're a bit hidden
now, but if you push the contrast back a
bit, they'll come back. So something like
that, it's perfect. Well, then just a
levels to make them appear even more. It's
something like that. We've hidden the
breakup for now. So you can see if we
move around the asset, you can start seeing
the scratches in the roughness of the acid. So we can probably make
the tiling a little less to make them a bit
more dramatic scratches. And then just to go into
roughness to make sure that we're getting the
variation correct here, we can maybe push them
even a little more. And now we'll really
start to see them. Might be a bit much. We'll
put it back a tiny bit. Something like that will
look good and we'll just make sure our
breakups are applied. We're also then going
to go to the back grid, seeing that there's a
fill layer here named, so just seeing what it should be named and naming
it appropriately. So this will just be
amenolusion dirt. We'll add a fill layer. So we'll just call
this rust fade. This will be like the
little rust particles that have fallen off
and just settled. They're more dust
like than rust like. So we'll just make this
a nice dark red color. I'll make it a bit
rougher to add some roughness variation to
the back grid here as well. Add a black mask just to
see what it looks like. You could make it a little
lighter just to give it some more almost coffee
stained rust color. So I was very happy with
that. I'm going to use the cement tube brush as
it is a nice soft brush. So just add a low opacity
so that we can stack this. If we use it at 17, you can see that we're
putting down some dirt, but we're not
putting down a lot. So this just allows us to more accurately
paint what we need. I also painting over the top of these
assets in the middle. This will just show
that the rust fade has run in between these assets and fallen on
top and below these assets. Just making sure to
take every edge and just make sure that there is some interesting
places for rust. Maybe there used
to be a sign here, so the rust would have
ran from that as well, and it's never been
cleaned up or the metal has been too damaged because the sign was there for too long. We're then just going
to go to our mask just to see what we've painted, and we're just going
to paint a little more on the edges here. We're going to use a
inverted or eraser of the cement to as well
to start carving into this rust as well. So just enabling it and disabling it to see if
we're happy with it. So we can add a bit more,
take away a bit more. This is just custom painting
till you're happy with it. Can then also drop the
saturation on the rust fade a little bit to get a
darkened kind of rust. And we can drop the
roughness a little more to the shiny side rather than fully rough just to make
it a bit more pealistic. You can also set
this layer to 50%. This is so that we can improve the overall kind of feeling
of how much rust we want, rather than having to paint back and forth the whole time. This is just an overarching. This is how strong
I want the rust. So it helps quite a
lot to have that. We're then going to
add a new layer, add a mask, and have it have the same
mask as the top one. This way, we can
just start carving into it and add some
more on the edges here. So we have one layer that controls the faded
rust all the way out, and then we have one
layer that controls the absolute kind of edge
kick of the rust as well. So then just making
sure to do that on the bottom and around
the edges here as well. And on top of the assays
where we put rust, as well. So play around with
the master layer here again just to get the
rust to the right level. We want it to be
the same color as the rust of the black
box in the middle, but we don't want
to go too far and just have it overwhelm
the entire asset. Then we're going to
add some water leaks. So water maybe would have
come into this back grid. Maybe the roof wasn't
sealed very tightly. There was some water that
leaked through This will cause a roughness and
a color variation. It'll be a darkened color and some more intense roughness. So we're just going
to add that as well. Just looking for a
nice leak alpha here. This leak could
work quite nicely. It's quite intense leak. So I think we'll paint
this in again and then just paint back
from it as well. We'll see if there's
anything better. This is too much like rust. So I think we'll just
stick with this one. It'll be a bit too intense,
but we can't paint it back. So that's all good. Well, then start a mask where
we just paint 100%, sorry, with a reduced
brush opacity. We'll just paint those initial
spires in from the leaks. We just want to get
this as intense as we can before we start carving into We're also then to
adjust its roughness. So we're going to
adjust the roughness of the back grid to be
a little rougher. It doesn't show the water
leaks too well because it is currently
too shiny itself. So to make that a
bit more rough, we can make the rain a bit shinier and it'll
just show better. We're also going to
give it a bit of a black color just for
some visual interest. Here, the color is
way too intense, but that's something
we can pull back. I just want to see what
we're currently doing here. We're also taking these
leaks all the way through because the
water would have sometimes gotten all
the way through. This will leave us with some weird streaks and a lot of tiling and
that kind of thing, but it's something that we can carve back into with
the cement brush. With a lower opacity
and a lower flow brush, we're just going to
go in and just carve into these rain streaks here
to soften them a tiny bit. So just making sure that
the rain or the leaks start at 100% opacity
and they fade off as they go to the bottom
because the water would have lost energy
or would have just smeared off and lost
some of its life on the back grid as it
was going down, as well. So we'll just paint
that out appropriately. Well, then set this
roughness up a little bit. It's not 100% shiny, and the base color will
also set back quite a bit. Removing it for now,
but we're just going to make it be there, but very, very light. The base color was more just to see what
we were doing with the actual rain with the sorry. We're going to change this
roughness to overlay, just to see what it looks like. But normal gives us the feeling
we want of water coming through and adding some shine
to the actual top here. Um, we're also going to reduce this 80% as the rust would have formed after
the rain as well, so we can't just have
one on top of the other. We have to have a mix of both. Looking at the roughness, we now have quite a good mix of both. In this view, we're just going to carve back these
leaks as well. This is again, just with
a low opacity brush just to soften the
editing a little bit. Oh. We're then adding
that color back at a very light opacity and then just taking it away again when we know
where the leaks are. I'm not sure if I do want
to add the black opacity to this because the leaks themselves show quite
clearly anyway. But we'll decide that
when we get there. For now, I think let's just leave it with the
leaks as they are. Just a nice shine
that kind of kicks in when you look at the
model at a certain angle. I think that'll be fine for now. We're then going to just look at the base for the
grid and just see what happens if we make
the color variation a bit less just to see if this
has any big effect. So the base is the thing that
needs to change the most. We're just going to make that
even rougher than it was. And the roughness variation, we're just going to
drop down to 40%. This will make those leaks
really stand through. It might be a bit much, so we might have to
carve those back in again to just have
one unified middle. Here we go just pulling the
roughness of that back again, making sure it's not as
intense as it was there. So in the roughness view, you can just see that there's
some tiling on the bottom right there is a black line. So we just go in and
take that off just to make sure that it
flows organically and doesn't abruptly end, which will automatically
say it is a three d acid. So now we see we have
more localized on top dirt or leaks. So the other thing I want
to do is I want to add some harsh ground dirt because this would stand
where there are some rocks, some real dirt, people kicking
it up with their shoes, walking past it,
that kind of thing. So we just want to add this dirt to the bottom of
the model as well. We're just going to do
that with a group that has a position that is at
the feet of the model. So we're just
picking our height, playing with the
contrast and balance. Once we find something
we're happy with, we are then going to apply a grunge as a subtraction mask. We're going to say to try linear just to make sure that we get the right feeling here. So this is quite
nice. This is nice and harsh, but it's a bit much. So we're also going to
do is we're going to add a subtract of just white noise. This will just break
up the shape and just make it feel a little bit
more organic as well. So something like that
feels more intense, maybe a bit too intense, so we're just going to
add another to subtract, and we're just going to do this in a dirt kind of way, as well. And now we have a real
thing that we can just carve into to get
this dirt correct. So once we have a feeling
we're happy with, we can play with this
global position again just to make sure that the dirt is at the height we wanted as well. So we might want to
play around with making this dirt metallic to
get a better variation. It's not generally recommended, but sometimes in
the stylistic way, adding some metallic to the
dirt could look quite nice. So we're going to
texture set two. Feels the box at the bottom
would need the same dirt. It's in the same environment, so we're trying to
replicate the dirt. So we're just going to go over to the middle box, as well. We're going to paste the harsh base the
harsh ground dirt from the outside asset. Once we then paste this round, we can then just adjust this to how we need it on
this middle piece. The position would be different. So we're just going to have
to do some adjustments, but we've already set
up the feeling of both, so it'll just be a
simple switch between the two assets between
the two parts, I mean. So on the inside,
you can see that this position goes much higher. So we're just going to play with the balance
and pull that back. We just want a thin line
of dirt around the bottom. We don't want the dirt to be kicking up all the
way up the model. So we're just going to play
around with the balance and the contrast just to get that dirt to the position
we want it to be in. He's going to make a
little darker because the inside acid is
the inside part is a lot lighter
than the outside. But we're just looking for kind of the kicked up
dirt at the bottom. There are some
different examples. There's some darker
dirt, some lighter date. It just depends the environment
your model is standing on So something like that
looks quite good. The leaks look quite nice there. Now we can just look at what
we want to approach next. So the other thing I saw is these rust parts at the
bottom are quite separated. So I'm just going to go
ahead and just repaint these quick with just a better
overall feeling here. So I just waiting
for that to load. So just making sure
I isolate the rust and I find the right layer
where I need to paint it. So something like
this will work. So we're just going
to paint over this rust to take
these two parts away. Making sure we get rid
of them completely. There'll be some rust dirt
where they used to be. But overall, that'll just
adds some character, and the other piece is
going to go here anyway. So the manual painted rust dirt over them is
still fine to be there. I'll blend in with a
new shape as well. So then to get a new shape, it is going to go
back to our stencil again. No, not there. We're just going to
drag it interstental, and we're just going
to grab a bigger part. So maybe this kind
of mountainy part at the top could work
quite nicely for here. This will feel like a
lot more unified shape than the other shape we have. So it's going to
paint this over. There'll be one piece
that doesn't work because the subtract on top is
currently messing with it. So that part we'll just
have to paint back on the layer on
top because we've painted out some of the previous shapes
height here as well. But we'll apply it the
way where we want it to, and then we'll just paint
that piece in as well. Do the lag, the senior is making it so that I have to
paint this twice. Looking for a solution
for that quick. Just hiding the top layer. We can now see that some of the everywhere we're putting into this has been painted
out with the top layer. For now, I just want to focus
on the bottom layer and then edit the top layer as
we apply this shape here. We're also going to go on one base color for the
paint over the stencil. Just to make sure that
we get 100% here and we don't get that faded white
we were getting previously. Now you can see we're
painting the stencil very aggressively and exactly
as we wanted it. But we now need to go edit the top layer to make
sure that we have no carve ends into this because
of previous work we did. So here you see it'll start
removing some pieces here. So we're just going
to bring that back in and remove some
pieces as well. I don't exactly want it to
be painted over the stencil. So I'm just going to make sure
that that's not the case. So this is just playing
back and forth with layers just to get what
looks the best here. So we're going to linear Dodge on the bottom layer as well. This will just make that
both layers get added together and that I can now just paint over this
layer to make it reveal. Now we'll actually
get the correct shape we want to do from the
stencil at the bottom here. It's a little bridge that we're not getting
in the middle here, so we're just going
to paint that in. Now you have a much more unified piece at
the bottom here, and we can just now erase any overspill
that we have as well. There we go. Now we have a shape that makes a lot more sense. It has a lot more
carat of its own, and it doesn't just look like we threw two random
pieces on it. For the shelf as well, I feel like this rust
would have walked further because people would put
things down on the shelf, and the rust would continue because the paint would chip off every time
someone did that. So we're just going to
intensify this as well, and we're just
going to pull this further into the
shelf over here. So just again, using the
stencil and just painting out a wider corner here
that we want damaged. Painting out these very
tiny little cracks on the stencil also
gives us some kind of paint chips where it's
just slit into the paint, and then the paint has
started wearing around there. So it's a p nice
feeling as well. Then on the base roughness
of the black metal, we're just going to make
that a little shinier. It doesn't really
have a lot of life. So if we make it a bit shinier, we get a lot more variation
from the rust on it, and we just get more of a punch. So it's something like
that where the acid really feels more alive is quite good. Now you can see the
roughness variation. There's quite a lot of
roughness variation there, which is really a good thing. So we just want
to make sure that we keep a consistent
roughness variation. For this top paint, it is a little rough. Going to make sure
that we add some shine to this as well and
maybe clean it a little bit on the
flattened edges because there'll
be a lot of hand touching and that's also the first place where people
would clean this asset. We're just going to make sure to replicate that across as well. So for this, we're
just going to add a dirt group that we're going
to put all the dirt in. And then if we add
a mask to this, we can then just
start carving into the mask that we can
define where it needs to go rather than actually just
painting out each layer. So just to start off
to make those changes, we're just going to
put the roughness of the base paint
a little shinier. To play around with the edge
roughness a bit just to see if that'll make a difference
if we do change that. So currently,
what's happening is the roughness is coming from
too many different parts. So we're just going to
add a shine layer on top. I'll just add a little bit of kind of shine to the whole
white paint thing here. So here we're just going to make a layer that's
called added shine. We're going to make this
only affect the roughness. We're going to go to
the roughness layer, and we're just going to set this down to see
what's happening. So building a draft a 20%
gives a little difference, but doesn't really
add a whole lot. So we're just going
to put it at a 30%, just so we get some shine. The fingerprints over are
now showing quite clearly, so we'll need to clean
that up as well. So now I'm just going to the
dirt mask we made earlier. We're going to start cleaning up the flat faces where people
would touch and so on. Do it just with a cement
brush with 40, 50 is opacity, we're just going to
start painting over all the flat areas
of the keypad body. We're just going to add this damaged dirt
in here as well. We just want to make sure
that the dirt mask we're painting now gathers as
much dirt as we possibly can so that we don't end up in a situation where we've
cleaned some dirt away, but we have a lot of
dirt on top of it still, so it keeps stacking. So that's not exactly
what we want. So we're just going to group all the dirt together as well. We're also then going to
merge this dirt cleanup. Just make a fold of all of these and just
call it dirt all. And then we're just
going to work from this as this is all the dirt that pertains to the white
paint over here. So with that hidden, we
can see that there's no dirt and with it unhidden, we can see that there
is quite a lot of dirt here. Just waiting for it to load. We're then going to
add a white mask as we want it to be all over, but we want to paint
where we don't want it to be rather than a
black mask where we would have painted
where it needed to be and it just makes
more sense this way. We're then going to use a
strong cement tube brush just to get a real handle on the
dirt on these flat edges. So you can really see it
cleans it up and it makes it just a lot leaner than it was. It was starting
to look a bit too apocalyptic and not
exactly everyday use, which is the we're
going for here. So here we're also
just going to set the opacity down and
just soften some of the dirt that makes sense to be in the
positions they are, but doesn't make sense to
be as strong as they are. So this is more of
just a damaging pass on a cleaning pass of
the dirt, just a check. So we're just going to clean
every there's flat areas, even here on the top where a
lot of the dirt would lie. This just helps us to
clean things just a little bit up and to make sure that everything's
not as dirty as it was. Going back to masks just
to see where we've erased. We're going to erase some
more on the front face here, and erase some more
under the phone to erase in places where a lot of hands would have touched and just a lot of action
would have happened. So on the sides, make sure we're painting more uniform
and on the top, we're just getting rid of
some more dirt up here. Then just going back
to the material to see how everything
is looking now. We can then add a filter
to the dirt as well, and we can just
call the sharpen. So this dirt feels a bit soft. It doesn't feel as pronounced
as I would like it to be. So we're just going to add
a sharpen to just make that dirt a little
bit more pronounced. With that sharp and applied, we're just going to
keep it at one sharpen or sharpening density
off one, I mean, this will just allow the dirt
to be more precise and feel a little bit more caked in than just the kind of wipy
fingerprint dirt we had before. We're also then going to
sharpen the metal inset here to sharpen the grunge
on it and just to make it feel a little
bit more high rays. This will just bring the
muddy details out and just make sure that there's a bit more of a kick from the
textures we have on it. So on the keyboard middle, we're also just going to see if we're happy with what the
metal here looks like, or if we want it to be a little bit more
brushed aluminum. We want to see if it's stronger streaks, which
it does seem to be. You can see this
either looks like a grainy photo or it's
quite a strong brush metal. But for the sake of
three D kind of feeling, we want to go with a
stronger brush because it allows us to just get more out of the visual
interest of it. We're also then also
just going to sharpen the base metal to get some
more detail out of it, and we're just going to
change its brushing intensity just ever so slightly so
that it's just more brushed. At that point where it
just feels too much, we should just take
a very tiny step back because it
always feels wrong, but it looks right
when you get it into a render and you can really see the actual feeling
of the material. We're also then
going to just add some more points where
the paint would have been damaged around
this keypad metal. So to do that, to do that, we're just going to add
another subtract paint in here into this
white paint mask. And we're just going to use the same stencil to make
sure that we can get some more damage on the side of the keypad
metal, as well. So once that's loaded, we can just make sure that that's
what we want to do. We go to base color just to save some performance
and just to make sure that we don't get as
much lag when we move around. I'm just doing a
test to see if it does carve out and this is the right layer
where we want to be. Once we've confirmed
that, we can then grab the stencil we used for the rust damages and for these damages at
an earlier stage. You make it quite small, and we're just going to add a few more dings and
scrapes to this. So we just position the stencil to be where we
want this scratch to be? And we're just going to carve in a bit of a paint left over here. And then just a tiny bit
on the other side as well. We're also grabbing a
little bit from the bottom, just as a tiny ding, just to make sure that it
feels a bit more organic. We're also then going
to just grab some of these splotches and make some tinier holes
appear that it feels like there's potential
for the rest of the paint to lift off
as well in this place. Well then was just going to do the same on the
other side as well. Then one thing I just
want to clean up is this dirt on the left hand
side of this keypad body. There's quite a
lot of dirt here, and I just want to, like, bring this down a tiny bit. I want to get rid
of it completely. I just want to carve into it a little bit just to
make sure that we don't have something that
looks like a bug here. So, back to material. You can see it's now
just a bit softer. I'm just going to
text set one as well, see if there are any more changes that
I'd like to make here. It might be time for some of this rust here or
time for the screws. But let's approach
the rust dirt first. Just making sure I go to the rust master of the
black metal as well. So I want to see if this
rust to we created at the start where we use
the texts.com texture. I just want to see if that will fit what
we're trying to do. Because what we're trying to
do is we're trying to create some graining around
the bigger holes of dust that came over
or little bits of rust that just lays on the paint and kind of
catches onto the paint. This rust is quite intense, so we're just going
to delete that, and we're just going to quickly
build one from scratch. And So to do that, we're just going to copy
this rust light fade. Go to make a new folder. This go to fall off a profnee and we're then going to clear the mask because we
wanted to show everywhere. So we want to build off of this color and make it
to be the whole thing, and then make a
mask to specify it. So we're going to
start off by creating a color variation for it. We want some pretty extreme
color variation in this because it'll be a lot of darker colors,
lighter colors in this. So we shouldn't be
afraid to go like serious dark color variation here because it'll be
very small pieces, so you won't see the
repeat as often. I just want to change the
balance of the actual grind here just to make sure that we actually get a grant
that we're happy with. So something like that
looks pretty good. We might even go
a little darker. That could be good. Just to get some
dramatic variation. But then also just
going to change the variation to eight or to 16 feels good because it
will be such small variation. It can be a bit smaller detail than
you would expect it to be. So we're going to add a
layer called feeling. This is just
something I define as some noise or some dirt or
grime that's on the texture. So over now, we're
just going to do that with a white noise. Going to tie this quite a bit so that we get smaller dots. We're going to create a mask on that height layer
and just add a fill, call this or add a
white noise to this. Now if we give it
height, the height will just have that
white noise as well. And we just need to specify
that this only needs to be on the actual machine here. The actual box in the middle, not over the whole asset. Once we've done that, and we can set the height
a little lower, we just want something that
even at a low opacity, we get quite a strong
feeling of it. Something like this
where it's it's grimy, it's knobbly, it's something that feels like you would imagine rust on
an object to feel like. Then we're going
to add a layer on top that were going to
have some larger pieces. Let's go all these dents. They're more like paint or little rust pieces that got stuck under
the paint or so. Tiling this for like 25 using
the grunge pebble spots. We can get quite a nice
variation of dots in this paint. You then add another layer
called roughs variation. In this, we're just
going to use a grunge. We're looking for a
tiny detailed grunge that will just give
us the most bang for our buck if we apply it on
a larger surface or I mean. Once we do that, we'll just
play with the balance. We want some shiny pieces, we want some dull pieces, just to have a nice range. Even if you just see it at a low opacity, we're still winning. So, something like
that could look good, it might be a little intense, so we're just going to maybe use a different grunge,
but the idea is there. That's kind of what
we're going for. Adding a grunge concrete. This might be a bit subtle. I don't think we'll see
this. It doesn't have enough variation for
what we're looking for. But we'll just play around with the balance and
contrast and just see if we can get something
that feels good. This is starting to get there. It's just a shinier version of the other rust, essentially. So you see setting up the
rough just seeing if we can make it a little more rough, but it's just getting
a little cloudy. So we just need to
balance that out. Again, this is overkill for what we're trying to do because you're going
to see it in very, very small amounts
because it's just going to be the fade. It's not necessarily going
to be the main rust. But now that we're happy
with the material, we can add a black mask because we want to paint in
where this rust needs to go. And we're just going
to use the cement to again as a softened brush. We're going to add
a paint layer to this to make sure we
can paint on top of it. We're going to set our opacity
and our flow up a bit. So here you can
see we're getting that nice feeling even
in small details here. We can't go that intense, but it's a good showcase of
what it would look like. So just going a bit
into stroke opacity, going a bit into flow. We can now start painting around the rust where these
would come from, and also just painting where the rust would drip down
from there as well. So these are little
particles that would roll down and get stuck
in the paint or get heated to the actual
paint as they go. So we just want to make logically where these
would fall out. Then at the bottom,
we're just going to paint a bigger version or a bigger thing just to
make sure that there is a big rust feeding at the bottom here because there's such a big hole. We just want to have
more rust here as well. And then on the edges here, we're just going
to add where these bottom holes rust
winter as well. So you'll see, we're going
quite softly but intense. So it's not a very,
very light dusting, but it is still a dusty enough that we can get
the feeling from it. So we'll just do the
same on the sides. And then here up top, if
you look at the reference, we have quite a lot of this
rust speckling up top here. So we're just going to
add a nice intensity of the speckling up here. And then just where
the door would open, you can imagine the
door would slam shut. It would fall onto
the little ledge, and then it would kind of
scrape the paint away. So just giving it a bit of a visual
interest around the edges of the door as well. Then on the shelf, there'll be a lot of rust
that stays here, either rust falling from
the roof or being wiped over this rust piece here or
being wiped onto the model. So we're just wanting a quie bit of intensity over
the shelf over here. Then just to the bottom as well. This is just the highest
intensity we can paint of this. Then there's also, this is
a bit of an unseen edge, but we're still just
paint some rust in here just for kind
of the visuality, if you're looking
through the glass, just to get some more
interest in there. So just looking at the
difference it makes and then just picking a base color
amount that I feel happy with. So that like 56 is
quite a nice fall off. It's not overwhelming. It doesn't look like dust. It's just a nice feeling of it. And then at that base color, we can also just start painting a little bit over the
edge of the door as well, making sure to hold it at a reflective angle as well to see if the dirt
amount is too much, but it doesn't feel like it is, so we'll just add some general speckling
of dirt over here. Oh So just taking over, making sure I'm happy
with where everything is, and then just
carving a little bit away from the middle
of the door just to get some smoothness
that we don't get a vignette feeling
around the door as if we painted on
every edge unwittingly. But I think it's swing
look pretty good. The rice is feeling like
it's in the right place. It gives a little
bit more character than just having it on its own. We're then just going to
wipe away a little bit here. It's very ftilid. So with the rust, I just want these two bottom
pieces to be removed. So it's going to mask out a
few bigger rust pieces here. The actual rust pieces inside
is a little too intense. I just want them to have
a more natural fade. I'll just do this
with a lighter brush over the edge of the
rust so that we get more of a fade over rather than a
100% kind of 100 and zero. So just working a
little bit with rust, making sure that they don't look as stick it on that the paint is actually running that they're actually running into the paint rather than just being stuck on. I got Ibo these up top, so I don't feel I n
20. 17 Creating Our Decals And Branding: In part 17, the first
half is going to be just creating the decals for this non smoking sign and
for this information sign. The first part of
this is kind of not necessary because the
decals are available. But this is here
for if you want to know how to make these and
to create your own signage. And then the second
half will be applying all of the decals to the
actual phone booth itself. So if you want to skip ahead
to that, please feel free. But if you want to know how
to make the signage yourself, just stick around and I'll show you some thoughts on
how to do it and so on. So we obviously want to avoid copyright and we want to
avoid low quality images. For this, we take an
image from Google. We'll then make sure it is copyright free
just to make sure. But we're just going
to reconstruct the lines and so on
around the outside. We're going to reconstruct
some of the text. So we just want to make sure
that we have a correct box. But then you just want to scale a rectangle to the right size. I just want to make
sure that the corners match to be the same curve. This just give us a lot
of higher quality bevel. You can then erase
everything except the non smoking kind
of sign in the middle. Do we just position
that correctly. So with this, we're trying
to match the reference. We'll put it the
right way around. So then we'll just add a text that feels appropriate here. So no smoking, M that bold,
make sure it's scented. And we'll make this the same
red as the sign on top. We're going to in substance, actually pull down the
saturation of this. So just make sure that
the color is consistent, that when you desaturate
it, it's the same. It doesn't help a lot to
desaturate the normal image. It's better to do
it that way around. Doug for the bottom text, just something generic but not Osha standard or
something like that. So just make sure
that it makes sense. It reads well. It
doesn't need to be exact sign on
something like this. It's more of a stylistic
interpretation of this. Well, then just going to add the outside border here as well. This isn't going to be red. It's just so that we
can see where it is. If we then add a
black line to this, it'll give us out line to this, and we can just paste
this into new image, and we can save that and have
that as the noemking sign. For this sign, we
really can't see a lot. So we're going to just
make up some things. We're going to use some cha
ch EPT to generate some text. But to start out with,
we're just going to create three different lines here just to have a
bit of a color split. So we're just going to have this white on top describing
maybe how you use your card. Then we're going to
have some information about how the phone booth works, how maybe the credits work, and maybe someone bought
some ad space on the sign. So we're just going to make maybe a little inset
step here on the right. And we're just defining
these with boxes because we can use them as flipping masks and stuff
like that later on. We're also then going
to make some thin lines to separate between where
the text needs to go here. We can just do these with
very thin rectangles that we then just use as lines. These are a little bat to scale, but just deal with it. Maybe we can use a
line tool instead. Line tool might
be good for this. Let me make sure all the
boxes match the dimensions, maybe a little over just because they leave a
white line on the sides. So just using the line tool
just seeing that works a bit better to move
such a thid line. Changing the colors a bit
of this bottom section to visually be able to see where the section
is split as well. And then for now,
we're just placing these wherever they want to go. We're just not following any reference or anything like that because this
is a sign we can't see. We're just making
something interesting, something with some colour, just add in kind of a
black and white spot on the face of the sign as well. On this bottom line, we
can maybe move that up, make it like two
different sections here. This is just kind of
visual language on just how to get the design to get the right feeling from far away. Even if the information
doesn't make sense, the sign will still
read as something. So we just wanted to have a feeling of something
that actually makes sense. What they also going to
do is we're going to separate the kind
of add at the top. We're going to have a header, where they have some
cards on the right telling you how
to use your card. Maybe it's a proprietary
card to this phone booth, and then we're going to have some descriptions on the left, and then just have a bit of a dynamic add to what
you want to see. So no cash. No problem. Maybe it's a phone booth
that can use cards. You know, it's kind
of a modern thing. You don't need to insert
your coins, whatever. We'll then say, we accept cards, then describe the kind of
proprietary card they use. Something like that. Just something that catches your attention and makes
you understand more of the storytelling of maybe this thing is
used in the world. This is how you see it. We have a quit and a
card slot, as well. So we've already brought some of this storytelling into
the asset itself as well. So something like that
header seems pretty good. So here's a bit of a description on how to make your call, kind of the important
part about this object. We'll yellow the
paper a little bit here just because
we want to have a bit more of an aged
paper feeling here. So for these emergency numbers, either use localized emergency numbers or make something up. It is never a good idea to use real numbers on signs,
so let's not do that. Emergency numbers, calls to
operator, that kind of stuff. Things you would see on a phone both like this
in the first place. Also just adding lines to make sure everything stays
nice and lined up. So then on the right
hand side is where we're going to then start describing how the
card and so on works. So we just want day line for where those
cards go as well. Maybe make this a nice blue just to get some color
pop in this side. Give it a bit of a rounded edge. Very few people will depict kind of credit cards
with sharp edges. We'll then duplicate this
five times four or five. Four could feel better, give it some more space to breathe. These will just make a
group that's called cards. So integrate the
decaals on them. We're just going to
create a tipping mask. I just getting to just go to window brush settings
and set the space into zero to not get
as soft of a brush. Then you go to hard as 100. And if you hold Shift, you can
just make a straight line. I was going to make
a straight kind of swipe line on the top, and then infer some kind of information with
the blue lines. This was some interest that doesn't just look
like a blue square. Then maybe it has,
like, a mastercard ish or some kind of logo
in the bottom right. So something like that, this
looks visually interesting. It gives some thought
to what we're doing. For the bottom cards, we'll
create a clipping mask again. We'll do kind of
an overlay here. So that looks like kind
of a front of a card. For the bottom one, maybe
this is the proprietary card. It kind of has a strip at the top and reverse charge calls you can do with those
cards, that type of thing. We just want to make these feel like marketing kind of images. We'll also then write line
this text because it will be write line this
line to the right. Then we'll add some
text to explain kind of what each of these
four cards here means, give the text some
space to breathe. Make it regular.
It's not a heading. Over here, we're just defining
that it's a credit card, debit card you can use, so this is your standard card. Orel, as I see
instructions below, well then add some
instructions below. It allows us to fill out
the bottom square a bit more that we don't
have to overload the information uptop because the information uptop will be the most red because it is on a white
background with black. It is a call to
action kind of thing. So it's just easier to see that. Using a random
name for the card, saying how that you can
miro voice charge calls, what you need to dial,
that kind of stuff. You can use prepaid cards that maybe you bought from a supermarket or
something like that. So that's just some information that if you read it quickly,
it does make sense. We're then also going
to use some hat TBT. This will write us some things. So we're going to say write instructions on a
roadside phone booth. So it'll give us some
instructions. These are good. They tell us how to use
a roadside phone booth. I wanted more to seem like the instructions are
on the phone booth. The give us a little bit of
overarching information. Checking to see if there's
anything I can use here. So there are some useful
things I can use. So up top here, we're going
to copy some information, make this white and black. It's going to select
one of the pieces. I'm just doing this
some other screen. That's why you can't
see what I'm selecting. But so here how to
make emergency goals. Something super simple,
something you can copy. This will all be publicly
available information. This will just be something that every phone
booth will have, and you don't have to
worry about too much about it having given you someone else's phone
number or something. Then for inserting
coins or payment, and had a good text
about that, as well. So we'll change
the bottom text to regulate the top text to bold. So you see with JA GBT, we're looking for
generic information. We're not looking for
anything specific. We just want to fill in a space and we don't want to
think about what to type. So it's good for explaining
some information, but not explaining exactly
it the way you want to. It just makes sense on a
read from far kind of sense. So for this type of thing, it is absolutely incredible. So now that we have the text, we can then start
making some ads. You can maybe add some
more text on the top right here. It feels a bit barren. We're just going
to copy this text over to the right over here. So this is collecting change. This also again, something that makes sense
when you read it. So I was going to left align this just to fit it a
bit more to the line, fit the design style of
the rest of the image. I'm happy with how
the textbooks. We have a good breakup. We
have some good color pop. So here is some ads. I generated this mid journey. They're just generic ads. Maybe just some plain ads. Maybe this is near an airport. This is the first
phone booth you see leaving an airport,
that kind of thing. These could be anything.
It doesn't really matter. I just looking for the colors and just for it to
make a bit more sense. You know, I just try to
extend this plane a bit, but it doesn't work too well. So what I'm going to
do is I'm just going to zoom the image in a bit and just use a more zoomed
in image of the plane. And then the text,
I'll just add myself. I'll just make it a
bit of a white plane. Do it like that. Still keeps the same look, still gives some interesting breakup, draws your eye away
from the text, makes you get some information, plays off the orange of the
rust on the machine as well. So we're getting just a bit
of visual interest from this. Well then add the text. Maybe it's you want it
to hire a private plane. Why would you have
that on a phone booth? I'm not sure, but we have it. So we're just going to add that. G to make a fake website for I was going to add some
drop shadow to this. These adds need to be designed, kind of like a graphic sound to design them to draw
someone's attention, so we're just going
to add some of the kind of classic
tricks they add, some drop shadows, some strokes. Just adding some interest. Scaling the text around to fit though we don't cut
it off at the border. So now looking at where we
want to place these decals, we've saved them both
out of Photoshop and we'll now just drag them
in as decals are used. So just drag them in,
assign them as texture. Then we drag them on a weight. You can specify these as base color ones
they've imported. I'll give you a layer with the sine as its
alpha has its color. So here we go. You can see that it is squared
because substance isn't particularly like getting
non uniform images. So everybody's going
to have to scale this back a bit to
make it look right. But it's just rotating, scaling it a bit and just getting that
in the right place as the phone booth
reference we have. So for the top sign,
we'll add that in. It ends up being a
little bit white, so I add just a little bit of white to the bottom
of the no cache, no problem space just so that we can get a bit
of a separation there. So here you can see the
sign doesn't really fit, but adding some
more white space, it does fit quite nicely. So that I'm quite happy with all the parts where
I want it to be. It's adding the
colors I wanted to. So now these both need to feel like they're
part of the world. So now we can add
some dirt on them. We can add some grime to these. So we're just going
to make a mask and we're going to paint
out where these go. So the top one,
we're just going to paint over where that
goes. That's easy. For the bottom one, we're then just going to make a square. That we're going to drag to be the same dimensions as
the no smoking sign. We want to do this
so that we can start kind of carving into them. We can make some frayed edges
and that kind of thing. We're just making
the square array to see where we're
going with it. We want this to be
the exact dimensions of the sign because if we add roughness and the
dimensions are off, we'll have a shiny line
across and a shiny sign, which looks like a mistake. So we're just going to make sure that we match
the sign exactly. Just doing this in base color. It matches a bit easier,
moves a bit easier. Now that's masked, we can start looking at what do these
sides actually look like? So there's quite a lot of wear
on this, no smoking side. It's very in front in the sun. So we can make a group
called no smoking. We can make a group
called Advert. On the no smoking,
we can add an HSL. We can drop the
saturation down to be a faded pinkish color, and maybe we can push
the lightness up. The color will fade
out of paper and it'll eventually return to white
when it's in too much sun. So we can kind of
just add those two in we can add a faded
white color mask. This will just be
a grunge that just adds some white specs
onto the sign itself. So we're looking for some
white kind of dirt here. So, see, this just breaks
up the actual line itself. So that looks quite good. Then to add some paint. So on this, we're going to use the leaked alpha we
used previously. And we're just going to start
chopping into this paper, just adding some frayed edges
where it would have torn away or maybe someone scratched against it or
something like that. Do this very subtly. It breaks up the square a bit, but you don't want to go too overboard and just make it look like it's going to fall
off at any second. Once you're happy with that, we're going to just do a check. What we're then going
to do as well is we're going to add
some color variation. Add a random grunge. We want kind of a
whipy grunge here. I'm just going to
add a gradient. It will be mostly
yellow, mostly orange, got out of the way paper decays, goes orange, yellowy,
pinkish kind of thing. So I go to add it, but
very, very lightly. It won't show very
well in the white. We're most looking
for another color. But we'll add this to,
like, normal, five, 2%, whatever looks good, just to break up that
colours monotony. We're then going to go
to saturation variation to change the lights
and darks of this. Okay. So for this, we're looking
for more of a dusty grunge. So this kind of
thing looks cool, where it adds a nice black
splotch in the bottom right. I turn it down a bit. It won't have that much clear damage, but just something to break
up the color a little bit. We also want to add some
height to these two. We're going to add some
very, very low height here. It'll be a single sheet of
kind of 200 ish gram paper, maybe even decal paper. Not sure if they
print these signs on and for the top one, it might be a little
more hardy paper, have some kind of
protection in front of it. I want to add some sheen
to it to add some shine, but still add some
kind of paper tshes. Maybe it's like a 300 gram, nice card stocky paper
that they use for it, a nice hardy paper. Or you could also go
a little less detail. Maybe it's a vinyl
or a single thing. But from the reference, it does look like a sandwich
between two parts paper. They're going to add some
ambient ilusion dirt. This is just a gray color with some ambient illusion and
some dirt bodafi on it. Then just going to
add a drippy kind of grunge here to make it feel like the water has
run over this paper. Maybe the waters brought
some dirt with it. We just want to make it feel like this has been
out in the weather. Well, then add the same
of yellow, orange, pinkish kind of colors here
and just wear it the same. The black is still
too defined on this, so we'll pull that black
back a bit as well. So here we're also adding
a saturation variation, making it a bit gray, just to make it feel like the print has suffered in
the weather here as well. We don't want to go
too intense for this. It won't suffer a crazy amount. It's just for some water got in and maybe
damaged the paper. And when paper gets damaged, it does carry the print with it. We're going to add a
position generator for some dark dirt on top. I'll have faded more on the bottom than it
would have on the top, because the sun will shine
in from the top into the phone booth and
damage the bottom of the print much before it
damages the top of the print. Well, then just
going to make sure everything's in
the right folder. So add a roughness variation, but we want to add this
outside of the advert one because we want this
roughness variation on both. We want kind of just a papery
grungy kind of feeling. So kind of low noise, high impact type of thing. So here you can see it breaking up the light a little more. This is a bit intense. So we're just going
to set this roughness down to about 25, 20 ish. So it's something like that. I still stays nice and shiny. I just breaks up the light that does intentionally hit it. So then here we can start
adding the actual leaks using the same stencils
we had earlier. So these leaks, look quite nice. They make nice long streaks. So we're going to add
them very rough at first, and then we're going
to start pulling back on how intense they are where it might have been
wiped it might have been dusted off,
things like that. So it's dirty, but it's
dirty and clean at the same time because someone does maintain this.
It's not just left out. It's being used. So this would have been if we had
an abandoned phone booth, but it is a phone booth
that's been used recently. So we're just going
to wipe the sign away and make sure that the leaks doesn't stay as intense
as they are now. Do it with a brush
with low opacity, we're going to start
wiping into this. So you can see we're
starting to soften it without removing
it completely. So like that looks pretty good. I have some nice streaks,
have some nice color. You know, maybe add
some general shine. Maybe it's laminated. Maybe there's a piece
in front of it. But this piece needs
to be nice and shiny. It needs to be shiny, but still show the paper
behind it as well. So adding a general shine to this piece does
feel quite good. I just want to make
sure that it is constrained to only
the sign itself. So something like
that, but a lot less with a lot less roughness so that it doesn't overtake, it still shows what's behind it. So, something like
that looks quite nice. We're bouncing the soft of
this harsh fluorescent light, but we're still breaking
up the variation. So here's what it
looks like with the decals in place
and some damage. Now though decals feel like
they're part of the world. They've got some story to tell. And I think that
look quite nice. The next steps that are going to happen is
we're going to set up a marmoset scene where we're going to do some
balancing on the colors. We're going to make sure
that in the final render, the colors look correct, and then we're just going to do a final polishing pass after that of everything we see that render is not
good in marmoset. So it's usually a
good idea to do a check towards the end where everything is to a point
where it's finished, it just needs to be finalized. That's what we use Mmerset for. And
21. 18 Setting Up Our Marmoset Scene: In part 18, we're going
to start setting up the Marmoset scene
to make sure we can get some nice portfolio
renders out of this model. We're going to start this
by importing the model, making sure our textures
are named correctly. And then we're just
going to apply all the maps of the textures. Do that they're named correctly, we can start applying
all the textures. We're looking to have
one that's called glass so that we can just have a material for
the inside the loss well. To texture one traking
in everything. You add the roughness
here as well. And just do the same
for texture set too. We're also going to
actually set this to double sided and
not backface cutting. So we're just going
to turn Carl backface off here so that we can
see the inside at last, as well as we'll render the
backside at last quite often. We're also going to
add our ilusion maps from both our
texture sets just by going to clicking on allusion and then just making
it an allusion map. The loss, we're going to apply the maps we currently have. We do adjust the
loss a bit later. But now I'll just
keep this as it is. I was wrong tissue it We want the glass to
be a little bit more dramatic in Marmoset itself. So we're just going to
add a transparency to it, make it dither for now. I'm just gonna drop that Alpha just so it's a
little more visible. It's not the end of how we want it yet,
but it's good for now. So starting off with the sky. We're then going to librarying. And we're just gonna use
the City Hall corridor just for a nice bluish light. And in the sky, we could also make the background
a solid color, make this a deep gray. Then going to render,
we can enable rate racing then make
the bounces three. Set the denise strength to 0.9. C then also turn the
amen lusiont rate raised and make it affect
the diffuse and specular. You can set the ilusion
strength up a little bit. Not too much because we
have some material parts, so just be careful with that. We can also then set
the rays per pixel to four, just under viewports. So it's quite dark
at the moment, so we're going to add some
extra lights and so on. So let's do that now. So
adding one directional light. We're going to aim this
directional light to get a nice shadow cast on the sign from the
pillar and from the phone booth's body as well, or from the keypads body. So you can just get
a nice shadow kick. So just rotating
this light around just to make sure
that the shadows fall where you want them to be. So something like
that looks nice. Although the shadows
are extremely sharp, we're going to soften them now. So under the directional light, we can just change
the diameter to soften that edge of
the shadow, as well. So something like that, just to make it a
bit more diffuse. Then we can pull the light
up a little bit just so that we don't get this
square in the top. To just break that square in
the top a little bit more, we can also add an
omnlight just as a top light to the
model as well. We're just going to add
it here under the roof, change its brightness
down quite a bit and just make sure that we break the
shadow down here a bit. Setting the diameter
too high makes quite a sphere in the glass, so we just want to be
careful with that as well. We don't want to render too much of this light kick on the side. And see if cast shadows
makes a difference. Doesn't seem like it does, but we're then just going to
move this light around just to get the right
lighting we want here. So on and off, you can see what a
difference it makes. So just dithering that shadow to just be not as internal
as it currently is. We're then just
going to duplicate that omnolt and then
have a kick light on top of the actual
phone booths body of the keypads body here. Seeing the brightness
high to see where we are with it and seeing
what it's doing. Do you want to move
this that we get a light on top of this body here so that we can
just have a bit more of this white showing and to draw the user's eye to this
location, as well. Oh, once we're happy with that, we can then make a camera. So this will be the
actual oriented camera. We never want to render
with the main camera as that loses a lot
of our quality. So we're just going
to call this image under slash scam for now. We're then going to just change
the color space to Aces. This is quite an
important step as this will give us the
most photorealistic. We're then going to
adjust the curve. Just put two points
on the side and then drag the
middle one inwards. Something like that just
to get more contrast. We're then going to
set the exposure to 1.7 just to bring some
of the light back. Up the clarity a little bit. Pull the highlights a little
bit down, shut a bit up. I was gonna add some sharpen. A very slight amount
of bloom just to soften the three
D model look of it. Just turning down
the brightness of the inside lights just
to fit the new look now. Then back to the
camera. We're gonna add a very slight vignette just to make some darkness
on the corners. We're going to turn on
a very slight amount of grain 0.0 0.25, just to give it a
bit of lens dirt, atmospheric dirt type thing, just to make it a bit
more interesting. Going back to the lights, just trying to see if I can sort this with the lights
appearing in that last out. Guarantee these are rendering
quite high end at last, so just trying to sort that Then the focus on the lens, you can also set the depth
of field to right wrist. And then click on
this button and click on the model that
we wanted to focus on. So something like that. Every
time you move your camera, just make sure that
the depth of field focuses on the correct
model, you want it to. We're going to add
a shadow catcher. This just adds some shadows
to the ground as well. Just make sure this
is large enough that we don't get a cut
off at the end. We're going to adjust the diameter of the
two inside lights as we're getting quite a harsh shadow kick on the outside. And we're going to
just turn cast shadows off on these to make
sure that we don't get any shadows from these as we just want the
directional light shadow. It'll just look a little nicer. When going under render, we can then set this
to four k render. Under Image cam. You can enable safe frame just to see what we're
actually rendering. You set the samples to 512. You are the two lights, just from an angle where
it'll be a herro shot. We can just adjust the
brightness of the lights again. I just seeing the
middle light as well. We can also just use shift and right to rotate
the sin around to make sure that it's on a good angle for us to
render a test image. So we just want some kick on the last reflections
on the right, and we're just going to
render a test image. And h Now that that's done, we can just look at our image. We can see we're
getting some nice reflections off the glass. We're getting a little
bit of the light in here. Sign isn't rendering
for some reason. Oh, so it is rendering,
that's fine. So we can then adjust the
lights based on that. So you're sitting the diameter
a little bit lower of this inside light makes the
kick in the last a bit less. She's moving it over
just to get away from the glass on
the left hand side. So what this as well,
is this will inform us just do a polishing
pass at the end, because we can now see
how it's going to look. In the final place,
we're going to render it for our portfolios. So we're going to do an
adjustment pass after this again, just to make sure that
everything is nailed down. Everything matches the
color correctly here. We have some washed
out colors here. We have some colors
that look a bit off, so we're just going to
do a full adjustment pass to make sure
that in Marmo set, we look the absolute
best we can. Don't just moving
some lights around, just rendering an image again, getting rid of that left
hand light kick we had. We're going to have to
do a few test renders also just to see and to inform your next decisions on how
you want to correct things. When we do the final setup, we'll set up multiple
cameras to reader at once. But for testing, it's
not super necessary. It's better just to
do it like this. So we're getting a few
washed out colors. We're getting a few
things that don't read super well from this, but that is because
we were relying on substance to tell us
everything about our scene, and now relying on marmosade to tell us everything about it. So we just want to
make sure that we inform all decisions to
make this look better. Rendering can take
a little bit of time when you do it
one camera at a time, so it is better to
generally do it with more, but we'll do that at
the final chapter. Then in Pt 19, what we're also going to do
is we're going to look at adjusting the glass and just
balancing everything out. Just going to look at making
everything more legible. Depth of field is just off in that shot it doesn't
show us much. When that does happen and your
image looks a bit blurry, just reset your depth of
field because the camera probably moved and the depth of field lost its vision here. And that'll do it for part 18. The Marmot Senior is now set up. Now we can go balance in P 19. Now see over there?
22. 19 Polishing Our Texture: In part 19, we're
just going to do a final polishing pass on everything we saw with
the renders in part 18. So some things you saw was the top curve of the machine
here was a little too flat. So I'm just going
back to the model. And you can make some changes to the model that won't
affect the Yi V too much. So we're just going
to pull these up and then just adjust the corner curve to
fit into that curve as well. Moving it very slightly
just to make sure that we don't make texture stretch
too much, whatever. So I just confirming we're
happy with that now. Were they go to
export that FBX to the same place where we
exported the previous FBX. We're just going to do
project configuration so that we can then just re point
where the FVS needs to go. They'll then import and keep all your paint positions and warp projections we did
from the previous ones. This import takes
quite a while it has to recalculate all
normals and everything. So just making sure
that we wait it out. So once that imports, we can make sure that
everything still looks correct. It doesn't seem like we're
stretching too many textures. It doesn't seem like the
bake has changed too much. So I'm happy with
how that looks now, so we can then move on to some of the other
things we've seen. So the middle
roughness and so on, doesn't read extremely
well in Marmoset, so we're just going to
adjust that here as well. So for these front
parts of metal, just isolating them, making sure that they're
in their own group. Then we're just going to
adjust their base metal. We're just going all the way to the base before
the wear and so on. And we're just going
to set that roughness to be more shining. So we want this to be
really reflective, just to get a nice roughness
kick in the marmoset render. Jersey that looks too
intense in substance, but it will render
quite nice in marmoset. So we must remember we're
not balancing for substance. We are currently
balancing for marmoset. So what I've also done is
I've set the export for these textures to the
same place my marmoset renders from so that
when we export, it'll automatically live update in the scene we already have. This just makes it easier to live test between substance and marmoset by just exporting
live every time you do. So now you can just set that
roughness to be a little bit more rough to not be
as mirary in marmoset. When we're in the Texas export, just go back live update,
see your changes. So something like that,
I'm happy with giving some nice date nice
reflections now, separating this material a little bit from
the back material. Then going back to substance, seeing if there are any other changes we want
to make on these. So the other metal
that has to be the same as the metal in front here is this bottom
power box here. So we're also going to
look for that group in tetrasty and just make
that metal more shiny. Waiting for the groups to load. Using this many layers
and this many hide paints does make it load quite slowly. So we just need to
be patient with it. So hiding hiding the group is usually the easiest
way to see it. But I think this group is called shiny metal
for the bottom. No, that is great. So
we're going to expand the shiny metal group and just
go to the bottom material. To end this iron rough, we can then set the
roughness down quite a bit. We're also going to
have to adjust some of the roughness
variation and so on, but we'll see if any issues are caused by
just doing this quickly. It makes quite an
interesting roughness now. The bottom dirt does
get a bit strong, but we'll adjust that later. For now, we just want to see if the materials can read
better in Marmoset. Now we're getting a lot
more of a kick from the skybox on the bottom part. Then turn the retracing
depth of fill off so that we can move around without getting blurry vision. It might be a little
bit too shiny. Just going back to substance, setting it up a little bit, just do not get the
mirror finish we had. So that looks better. It still diffuses the shadows. It still kicks nicely
off the light. So I'm happy with that. We will then start looking at the
rust and this black part, making sure that
reads correctly. One of it is way too intense. I'm just doing it
gather while we're here just to see what we
need to edit as well. On these top parts, there
are dents that come from the bottom bow box as well. I just want to isolate those a way that they
don't pull across. But before we do
that, just going to apply HSL on all
the base colors, just to pull the colors
to a bit lighter. We're going to add
some saturation, and we're going to lose some of the darkness because all
the colors are a little dark. I was just deploying an HSLT the whole group, just
to pull those in. He's using a check. We can
see that the bottom is a little too shiny at the moment. So we'll just adjust
some of the print and so are not photo correct,
but that's fine. So we're just going to
adjust that little bit to not have that issue anymore. I go to export with a new
saturation and lightness, just to see if it looks
better than Momoset now and it isn't as dark
as it was previously. You see the colors are
quite a bit lighter now. Well, then start pulling
the darkness back in in certain places rather than just having all the colors a bit
muted and a bit darkened. Just pulling the power boxes
roughness into a bit more of a photorealistic place just to make sure that we don't have
a mirror at the bottom, where it's quite a dirty part. In the text, you said W are also just going to apply an HSL. And we're gonna pull
up the saturation and make it a bit
lighter as well. Just continuously
testing to make sure that everything looks correct. Also, for this inside screen, the bottom feels quite plain and the top
feels a bit light. It doesn't really pull
the eye very nicely, so we'll just do some
adjustments on that screen as well just to make it
have more of a kick. So we're also just going to base color view here just
to see that we can see only the base color and not have the performance impact of having the material, as we just need the base color to inform what we're
going to do here. So we're just going to
extend the screen wider, just to make sure
that we can Sorry, we can have a more thick screen rather than the thin
screen you have now. So for this, we're
just going to increase the thickness of the
height mask we did before. And because that
is anchor pointed, it will still update the screen uptop as well
with the colors and so on. What we're going to
do first, though, is we're going to just duplicate the screen and make a rectangle. Oh, sorry, we're going to
duplicate a rectangle from the screen and then
make a inset at the bottom as just a little slot that we're putting there
just for some interest. Don't know what they're
going to do this add a fill, make this square. And then just change
this to wall projection so that we can define where
this square needs to go. Just scaling it down. And
then once you push it in, you can see that
it makes a slot. We make this quite
a bit thinner. And we'll just place
it to the bottom third just to make sure that there's
some visual interest here. It just catches the
light a little better and doesn't just
have a flat plane. We have some interesting
glass on top of it, but we're not getting the kick out of the
glass we wanted. So we're just
adding something at the bottom makes it
feel more interesting. Now we're just getting
into just the height of the screen itself. So you can see
immaterial mode because as to re render that
height, it is quite slow. So we'll just go to base color. This will just inform the
decision a lot quicker because we don't have to wait
for the material to update. It's still updates. It just doesn't take as
long as it does immaterial. So something like that, and
then we can move it down a little bit just to get a
wider brim at the top. And we want to just
focus the eye a bit more to the middle
of this screen. Now it feels a bit
more impactful. It feels like something
people actually need to read rather than the thin screen that was just
lost in the black square. We're then going to
add an HSL on this as well to get a bit
of a lighter green. We're going to make
sure to do this on the color, not on the mask. You're going to set up the
lightness and the saturation. This will give it that
nice computed low kind of green So something like
that looks quite nice. The issue we're having now is the edge dirt doesn't
read as well. So we're just going to go
paint in some edge dirt. So doing this with a very
low stroke capacity just to make sure we can really get
some grime in the corners. So we're going to paint
it in and then also just carve into it the
same stroke capacity, but just as an eraser. A. And for this bottom slot, just defining its height a bit, making sure it reads
from a distance. So now that we've
made that change, we can just go see if that reads well in marmoset, as well. So the screen reads
a lot better now. It's more of a middle
visual interest. You can actually see it. I pulls the model together a bit better. We're just checking for other
changes I'd like to make So we're going for
this black metal. We're going to adjust
some of the rust. We're going to make
some colors darker. There are some rust
pieces that feel lost, some colors that feel off, so it's gonna adjust
some of that. So just naty scroll
to that layer. Let me just first adjust
this ground height quickly. It's throwing off a bit. Sorry about jumping around. So for the ground dirt, I'm just going to go into
roughness just to make sure what's causing this
heavy line we have here. It's just a harsh
variation between the roughness of the full model and the roughness
of the ground dirt. So we can see this change quite heavily in the roughness
hunnel itself. So just going in roughness, just hiding and unhiding the layers that you
think could affect it. You can see that's the
layer that affect it. So we're going to do is go into roughness and we're just
going to adjust this to 60%. We're just going to adjust
it up and down just to see when it hits a point where it just blends in rather than causes an extreme harsh
line at the bottom here. So see that fits
a lot better now. You can even go
30, 40 feels fine. Maybe 50 you still
want some variation, we just don't want
it to be as intense. This has to be some ground dead, just not as much. Just doing a general
roughness overview as well, just to make sure
that we have some interesting roughness now
that we're in the hunnel We're going back to
texture set one. We're then going to just adjust the ground dirt on
texture set one, as well, just to
make sure we have a little bit more intense
ground dirt there. We just need to match that
between the two sets, the power box and the
outside frame as well. So for the general metal here, we're just going to
set the roughness to be a bit more shiny, as well. Sorry, for the back grid, we're gonna set the
roughness to be more shiny. My bad. Going to do an export to see if those two roughness
changes made a difference. M. So we're getting a bit more of a better
sharpness kick now. The ground is still a bit rough, but it looks fine. We can then bring some shininess into the
keypad body as well. This is just general fixes. Everything you see, just go in, make sure everything's adjusted. Any problem you see, just
fix that right away, rather than thinking you're
going to fix it later. It just makes it easier
to jump through. Uh, fixing these dent cutling. So the dents come from the
bottom the bottom power box, and they project onto
the clips on top. So we're just going
to paint those out just by adding a subtract, and then just subtracting
the two top pieces. This call this dent limit
just to limit the dents. I'm going to make
sure that it only appears on the power
box and not up top. Now you can see
the stop middle is flat and doesn't have that
dented head earlier in it. I thought I was going to
move to the black medal. So for the rust, the rust color got blown out quite a bit. So we're just going
to add ats to this. It changed the lightness to
be quite a nice, dark rust. And we're just going to test in marmosete to see what
that looks like. We're getting less of
that dusty feeling. It's stile bit dusty, but
it's not as bad as it was, but we can still go
quite a lot darker. It does look a bit nicer. I can even go maybe
darker than this. For the glass, we're also
then just going to add a refraction just so we can get some more life
into the glass here. I set the depthy 45. It's going to set the
scattery minus oakum 04 just to get a nice shatter
scatter through the glass. Just going to add a
refraction index map, which is just a map
of the roughness. Or you can also go into just your glass and make
a transmission map. So for this, we're just
going to go into color, called the transmission map. We then going to add
a fill and we want a nice pronounced grunge that'll give us
some bigger pieces on the glass that
can read better. They were something don't
want something wipy, don't want something
kind of dusty. We're looking for
something that has pieces that doesn't just
feel like general dirt, but it feels like maybe
there were stickers on it or there's wear that is on the glass just to
give it some interest. So something like
this is quite nice. It feels very papery. It feels quite grungy. So something like this will look quite nicely on the glass. We're just going to balance out to not be as black and white. We'll do this in the base
color so that we don't have the opacity and we can just see what the map
itself will look like. Is grouping all the layers, just adding an HSL, just to pull the contrast back. With opacity, you
don't generally want as much contrast
as you usually have. So just pulling back the contrast helps the look
of that last quite a bit. We're then going to add that into the refractive index map. Now you can see we're having a bit more interesting
shapes that render through. Just laying around
just to see when that lass feels like a mirror, when it feels like lass. Just adjusting this look to look as nice as we want it to look. Something like this
is quite cool. We just wanted a bit more
translucent if we want to render through the glass or see an object
through the glass, we wanted a bit
more transparent, but we still want things in
the way that add interest. This is more of a stylistic
choice just to make the model feel a bit more live
and not just make the glass feel like plastic
that's wrapped around. Just playing around with
the channels in the Alpha. Fine. So we're also then going to apply the atlas opacity that
we had previously. And let me just apply
the base color. The base color here looks
quite a bit better, just so that we get
that transmission map opacity through as well. Having black spots rather
than white. I'm not sure why. I'm going to change this
back to the Alpha and just change the opacity down
so that we're happy with it. A node, sorry,
reflectivity node. So if something like that
does look quite nice, but we can still probably
lighten these maps up a bit just to make sure that
we have less contrast. Now we're getting eight last that reads quite a bit better. It reads with some
objects in between. It reads with some shine. Like the light is
still shin on it. It looks quite nice right now. We're seeing if there's
any other settings that will give us a
better look as well. So after we're happy
with that last, we can look for other changes
we would like to make. And Just adding a roughness node here, just to pull the contents
of the roughness off a bit. I see I didn't do that, so
I'm just doing that quick. Something like that
feels a bit good. Now we still get
those leaks back. We get all of those kind of
looks in that we plan to get, and then still the paper te kind of alpha we're
going for as well. Then we can go back
to base color. And the thing I want
to adjust here is the darkness of this top clip. This brow now with the saturation has become
quite a bit lighter. So I just want to make sure that we darken that up as well. So it's a base color, see where that brown is. Isn't help looking
for a base color in the roughs because
everything is just gray. So now that we get this gray, you can just change it to
be quite a lot darker, just to make it less obvious. And this also catch
a lot of dirt. So we just want to
make sure that it is dark enough to look like It's not a new part
that was replaced. So now that we've adjusted that, we also need to change the
edge dirt we have on it. To change both of
these together, maybe an ACS lo will work better and they're just
pulling down the lightness. That works better.
That feels fine. Then we're also just going to change the roughness
of the phone as it's a bit too rough in the Marmo
set render right now. For the phone, we're just
going to enter adjust the roughness to be more shiny. So this bottom lip
can probably stay a little less shiny because it's
a bit of a rubbery thing. It absorbs a bit more dirt. But for the phone
itself, I think we can boost the shininess
of that quite a bit, just to make it stand out and have a bit more
of a shiny kick. We're also going to make the white paint there
a bit more shiny, so it'll just fit
better as well. Again, doing an export to make sure everything
looks correct. M So the darkened color makes that clip stand
out a lot less, and the shining of the
phone makes the light on top of the keypad body stand
out quite a bit, as well. Then we can look at
this black metal here. We can hide texture
set one and just isolate texture set two to make sure things
load a bit faster. M In the black metal, we can then make this darker. I also want to get
some blue in it, so we'll probably go quite
a dark blue rather than quite a faded blue now
with the HSL applied. Just to pull some contrast in with this piece
as well again. We will go quite dark because
we have an ATS laptop, we can go a lot darker. This makes the white
stripes appear quite a lot more from the
saturation variation, so we're just going to have
to tone these down as well. I'm happy with the
color like that. Then we can just make sure that there is a saturation variation. I than just half these values because the color is
quite a lot darker now. So now they're just
the same amount that we had then before
we changed the color. You can add some saturation
to the rust, as well, add a bit more of a reddish kick rather than making it feel like dirt and just drop
the lightness so that it's reddish but dark. One I also add a levels just for some contrast to try and push the blacks of the
rust a little more as well. We just want to go a bit
darker, something like that. A reddish, nice, deep
rust, looks quite cool. The other thing we
can do is we can make the white pad a bit shinier
on the keypad body. Looking for that. On the firm keypad body. This paint is not
reflecting at all almost. So we're going to try
and make it shiny. Well, shinier just to get some roughness response from it. So we're going to tone
down the base roughness or go to tone up
the base roughness. We'll make it more shiny. Also got this add shine layer that does add some roughness, so we're just going to add
a bit more on that layer. Still looking quite dirty. Turning down the dirt to
see what impact that makes. You're gonna make the paint
a bit whiter to make it feel a little less dirty. They were just going
to add a shine layer on top of the dirt, as well, just to pull everything up
at once rather than having a very strong contrast between both and just making it
feel even more dirty. So we just want an
overall kind of shine on the white paint here. We'll also try this
with a levels roughness just to even eat
things out a bit. The roughness variation is quite extreme at the moment
and not shiny enough. So just trying to pull
a balance on that. Today we're going to do this
to be a bit more shiny. If you look at the material now, you can see that we're getting this nice kick on the corner, and it's showing those
bumps a little better. The bump height might
be a little much, but we'll see that in marmoset, and we'll adjust accordingly. Then just turning
down the levels a bit to make it feel full shine. Something that's nice. It does catch the light a lot nicer now. Well, just to
confirm in marmoset, if that looks fine
with our light there, but we'll just do
another change that we don't have to export
for every small change. So this harsh dirt is piling quite weirdly in this corner
of the power box here. So we're just going
to look at playing around with the seeds to make sure that we get a better dirty distribution
at the bottom here. So this grunge is chewing
it up quite a bit, and that's creating
this bottom dirt there. So what we're going to do
is we're just going to set the level position
to be a bit higher. And the contrast
to be a bit less. Then you're going to random the seed of both dirts just to see what gives us the best result of where
things need to be. So see here, we're getting
more at the bottom, we're getting less
on the pillow. So playing around the seeds
gives you the same effect. It just gives you
kind of less of it. We're just pulling down the
position a little bit again. Now that we have a
strong dirt here, we can just tone it
to be how we want it to G having this little line at the bottom feels quite good. Maybe have a bit more, but we're having almost none on
the pillars on the side, which is exactly what
we want currently. So that just adds a
nice kind of dirt, and then we can just play
around with the kind of damaging grunge to just
keep getting a better, broken up line that doesn't
extend as high on the left. Something like that
looks perfect, just to have a bit of dirt but not overwhelming, and
that just breaks up. Here we have a weird
little glitch that comes from one of
the other layers. So just spend some time
trying to find it. This is just an
overpainted height from one of the overlayers
that just ended up here. But the overall
that we want to do here is we just want to
add some more scratches to make it seem like people have put things
down in this power Box or left their keys here just to see to give some more
storytelling to the bottom here. You're here to look
for this mistake here, unhiding layers to just
see where it comes from. It looks like a speck from the Keybad body that's
just not masked correctly. So I'll just go
in and hide that. And now we can start adding the scratches to this
bottom layer here. So we'll add a scratches
group that we just add a white colour t and
we'll just do a sorry, we're going to start
by just painting over a mask for this of where we
want the scratches to be, just going a bit over the edges, going all the way around. Then we're going to do
is we're just going to add the scratch
generator and then subtract from this to then have some white scratches that
also have roughness in them. So we're going to
use the scratch generator on a subtract, which will be the
wrong way around. Then we can just invert it
to get white scratches. So setting that
down, you can see the shape of these
scratches look quite nice. We just need to
position them correctly and get their rendering
to look nicely. So we're going to
just in the fill inside of this layer,
the scratch insides, set down the base color, and then just make them
a bit rougher as well, just to show some damage
on the shiny metal here. Going to the roughness channel, we can see the most
of how they'll look. So we're just balancing it in substance first and then
going to see how it looks in marmosetes because the
difference in roughness and metal scratches and so on is quite a big difference
between the two software. This colour mice will
be a little intense, but we'll just paint it over for now so we
can sort of see it. We're gonna play around
at the scale a bit to get scratches to be the right
size that we want them to be. We're then going to export to
Marmo set just to make sure that it looks the way we
want it to Ed Marmo as well. The Marmo said, we're just
going to make again sure that our depth of field is disabled because if
we keep this on, we won't be able to see because it'll just go blurry
the closer we get. Then now you can see these
scratches are way too intense. So we're just going to down its base color and its
roughness a little bit. And You can just also
change the tiling. I think 12 looked a bit better. It was a bit smaller scratches. It felt more appropriate
for the asset. So 12 feels good, but they're
still very, very obvious. So just going to make sure
that they're not that obvious. Just go to tone
down the roughness. And then the base
color, maybe just 15. We just want to barely see them, but we want to know
they're there. So something like that
starting to feel a lot better. You can even tone it
down maybe a bit more. Then we can add a fill on the subtract so that we
can subtract some grunge from it to break up the straight lines
from the scratches. Is the scratches, maybe it skis that bounced or
something like that, so they won't be perfect. And we can just
break them up using a subtracted grunge cog web. So just looking in the mask,
we can see what we're doing. So if we export now, it'll hopefully look better. And there we go. That
looks quite nice. Now it fades in with
the rest of the asset. The scratches are quite visible. They're just at a right level, and they don't distract too
much from what's happening. You can set them down a very, very slight bit, but overall,
I think they're fine. This will be final
change on them. They just turn those down. And there we go.
That looks better. Now it's not as visible from
the outside view as it was. So then for the next one, we can also just maybe set
the phone a bit darker. It was also one of the things that with the HSL,
it got a bit light. So just adding contrast back, we lost a bit of color, but we just want to bring it
back in the right places. There we go. Now the phone pops quite a lot more
harsh on this corner. A little bit darker,
but nothing major. Soth like that looks quite good. Now it's nice and
black and shiny. On texture set one, this rust isn't reading very
well in Marmoset. So what we're gonna do is we're just going to duplicate some of these layers to get this
rust a bit more obvious. So we're just running for
texts at one to load, then we're going to
go to the back grid and just make sure that
we duplicate the rust. Under the back grid, we want to duplicate
both this rust wear off and we want to
duplicate the rust fade. This is just for the screws. If we duplicate this,
you'll see that it's a bit too dark. We might have to duplicate it
and then the second layer, keep that at 50% base color. There is gonna call
this more visible, just so that we know why
we duplicated this layer. I just want to duplicate this dirt top for
the top rust and the AO for the kind of
overall dirt, as well. And we want to set the
top layer just to a 50%, so we don't want it to be
double the visibility. We just want it to be like a 50% more to see it a bit better. So there's old bows of dirt, we can also duplicate
to make that more visible and set this to 50. But we can just do an expo to see how
this looks in Marmoset. So now the dust the rust is a lot more
apparent on this part here. I always love that nice leak on top from the water
coming through. Dirt top, we might
be able to do 100%. It might be a bit
much. Trying to see what adjustments we still need to make
it look perfect. We're going to add a
filter to this rust fade so that we can add
some saturation to it. We're going to make this
a bit of a redder rust. We just want to get
some more color at the back here and make it fit the color we did on the black grid as well on
the black metal as well. That might have been a bit much. So we're just going to go
halfway between old and new. Something like that
looks quite good. Now it reads from a distance, and it makes sense what
you're seeing rather than just having some
random dirt splotches. So that color and the density
of it looks quite nice now. And going back to
texture set two, the base metal of the keypads doesn't feel
very metal and shiny. So we're just going to
improve that a little bit. On the base here, we're
just going to up the sorry, we're just going to change
the keypad metal first. We're just going to up the scale and the intensity of
the brush strokes, and we're also going to make
them a little bit longer. Just to make this brushed
metal stand out a bit more. And we're just
going to make it a bit more shiny, as well. So to make them longer,
we're just going to edit in scale and just make
the scale a bit higher. Lower. Lower will
make them longer. So something like that gives it more of a brush metal feel, so it's a bit better than
the way we wanted it to be. Now we'll just get this
metal in this corner here to make sure it's a bit
more metallic and shiny, just to fit the other
metals we've done this is now just quite dull and
just looks like black paint. Some of the white keypad body, it's just under base metal. So if we go to metallic, you can see it's fully metallic, so it's only the roughness
we need to bring in. This roughness fits everything
around it too much. So if we add a levels and we just level
out the roughness, we want it to be more shiny. So in the roughness shuttle, we're looking for it to be more black rather than as
white as it is currently. It's going to the
base material and setting the roughness to
be more shiny, as well. We might need to adjust
the AO dirt here as well. Because that group isn't
actually adding something, so this dirt does go
over it quite a lot. We're just looking
at the best ways to solve this shininess here. So these layers don't
contribute to roughness, so we're just going to
add a layer on top. So we're going to
add a layer on top. Call this metal roughness. Then what we're going to do is we're going to make
this quite shiny. They're going to
look at what the anchor point you're
looking for is. I think it's called
white paint mask. It is. Then we're going to add a
black mask, add a fill. We're going to fill that
to the white paint mask. It's masked to the white paint. But we want to invert
this because we want the inside metal, not the paint. And I want to make this a
little less in the roughness. Cause we don't want
to have pure shine. We just want to have
some more shine. So once you tone this down, you'll see that it
evens out a bit more, but it's just more shiny
than everything around it. Nos quite a nice shine
when you look at it. I was just making sure we
export all the layers together. Just doing some final checks because this is the final changes we'll be
doing on the model. In P 20, all we'll be doing is we'll be setting
up camera angles. We'll just be making
sure that we render everything correctly and that we have some nice
portfolio shots to show off all the work we've done and to just give a good insight on how all the materials
respond to light and so on. Okay. Okay. In these final checks,
I'm just going to do a render and just see if everything is as I wanted to be doing it from a hero
shot kind of perspective, we'll just inform any
decisions I need to make. But because we've been
going back and forth, I doubt that there'll be
anything else to change. This is just a sanity
check you can do. It's not necessary at all, and it just is kind
of a nice to have. I'll see you guys in Part 20, where we'll finish
off this project. And
23. 20 Creating Final Presentation Images: In Part 20, we're going to be doing the final renders
for this model. So we're going to add a camera we're then just going
to call this final and make a folder for the cameras. Every time we're happy
with the camera setup then we're going to duplicate the camera and just adjust the depth of
field to fit the model. We're then just going to go
to the duplicated camera, Make sure we're in that view, set it to where we want, and then just again set
the depth of field. So I'm just going for a
few full body shots and a few full body
intermediate shots to make sure that we can get
some closer details here. For the second one, we can
do kind of this middle part. For the third camera, we can do a full front view. We just want to give
as much information to the work we've done
as we possibly can. So again, just adjusting
the depth of field. Just making sure that we do this on every single
camera angle. Otherwise, we'll get
quite a blarim vision. So we just want to make sure that we get a nice crisp brenda
from all of these. In four shot four, we
can go middle body and just a bit wider out just
to show the sign we did, show the side rack we did, and just show some of the inside and some of the last
texture as well. Going to shot five, going a bit closer so that we can show all the detail in the silver
face plate we did here, sending the depth of
field to that again, making sure we can see a
nice kick of the light, some of the sign to
add some interest, and then just all of the text and so on on the face as well. Then for shot six, we can do a full frontal view of the
information sign here, making sure that we
get a nice reflection off the bottom
right just to show its smoothness and
then just setting the depth of field to make sure that that's
correct, as well. Then for shot seven, we
can do the bottom part and the pint were on the
actual phone booths bonny. I'm sending the
depth of field to the closest corner to us so that the backphone and so gets a bit out of focus just
to look a bit nicer. After this, we're then
just going to add all our cameras to
the render images so that we can make sure
they're all rendered together when we render. And then we can
conclude this course. Thank you so much for watching. I hope it helped. I hope you
learned something. Okay.