Transcripts
1. Introduction: Hello and welcome to
next two tutorials. My name is Raj and I'll be your instructor
in this tutorial, you will learn about the latest techniques for
environment creation for games. So this is the course for you. In this course, we
will learn a lot from reference gathering and how important that is and
the planning stage. And of course, we will
create the blackout with the simple shapes to make sure that the composition is working. And after that, we will
create the AAA prompts from measures to textures
to make sure that we cover a lot of
things in this tutorial. We will also take a
look at new Unreal Engine features such
as lumen 98 and mega assemblies to make sure
that we push equality so high up that create AAA
environments for next sent James, Annual use Loom and the
new global illumination. That is real time, really the new advancement
inside Unreal Engine five to make sure that the lighting environment is
going to be good as well, we would create a good
range of products from modular construction
all the way to natural elements just
like foliage is trees, bushes, banana
trees, palm trees. To make sure that a lot of
foliage as I've been covered. And we'll also go for rock pebble and Islam
creation as well. The good thing about this
course is that we'll learn about modularity so much because we are going to
create kits and build a huge world out of
this modular cheats. And although we will
cover the basics in UI, but I really recommend you
to have a little bit of familiarity with the
software as mentioned, including Blender,
Unreal Engine five, substance painter,
designer, Gloria, and of course, ZBrush. And it's a course that is
having no time lapses. Most kids know fast-forward. Everything has been
explained that we learn the most and take the
most out of this course. So my name is Josh, and I'm instructed at next tooth hoping to have great
experience together. So see you in the course.
2. Planning And References: Okay, Hello and
thanks for watching. I hope to have a
great time together. So for this course,
I have chosen to create a kind of a Pirate
Island environment. This is the reference
boards that I've gathered. And for removing
any inconsistency, we are seeing only the
most important ones. This is some kind of
thing that I'm going for. I'm going to create an island, some kind of Ireland, this thing with a port. And we're going to
place some kinds of tropical plans that you
see in pirate movies. We're going to
create some poems, some different
variations of them. Some banana trees, some ferns. And Ireland itself,
which is going to be composed of a lot of
rocks and water shader. We're going to create some
trains and things like that. And this planning
stage is probably the most important step when it comes to environment
creation for games, because without the
proper planning, you're going to fail. And a chance of success
will reduce dramatically. And why this planning
is so important, because this planning is just like a foundation
for a house. And then nobody is going to a house without getting
the foundations done. The most important step in planning is gathering,
gathering references. And these references
will guarantee that you will create an
environment that is as authentic as possible and will reduce the amount
of guesswork that you have. And we'll help you do a lot of informed decisions
throughout the project. We have chosen this theme of Pirate Island because it
poses a lot of challenges. We need to create a good
terrain support that. We need to create
some water shaders. We need to create a lot of rocks and plants and vegetation. And of course, we need
to create some kind of a broken port that has
been long abandoned. And I always love to
do abandon things because this broken stuff prove to be a lot more
challenging than creating some healthy clean
and untouched areas. And remember for
reference scattering, you need to have
some things in mind. You need to have images that support the big medium
and small shapes. You need to have images that
contribute to the big image. The things that we see the most when we're looking at
image from far away. So in here we see the composition and how the trees have been
placed together, and how really the
environment is being mixed with
work, with water. But this one does not really help in deciding what type
of Paul Muni to create. So we need to go and look
for home images and find images that are a little closer than those images
that you see in here. We have a lot of close-up
images from all kinds of poems, shapes, and things
that will help us. So you need to have
references that will help you decide on what
the big shapes are, what medium shapes are, and what a small shapes are. For example, in here we
are able to distinguish a lot of details which
are impossible to see. For example, in an
image like this, or an image like this, have images from four shots, medium shots and close-up shots. That will help you a lot
when creating environments. Of course, one of
the reasons we have chosen to use this theme of Ireland is using the nanotechnology that
Unreal Engine provides us. We're going to create
high-quality works without optimization. And we're going to import
them directly from ZBrush without creating
low poly versions of them. And this will really improve the quality
of the scene overall. And we're going to use the
lumen also to light our scene. The main decency app for this tutorial is
going to be Blender. We're going to do a lot
of things in Blender. And we're going to use substance
package for texturing. And I mean substance 3D
painter, 3D designer. And we use the brush to
detail a lot of things. And of course, we create
the landscape using Gaia. Of course. For now with the release of Unreal Engine for early access, the landscape isn't being
picked up by lumen. And you will understand why when we go to the
lighting session. But for now it's
good to know that we create the landscape
to be the blackout. Of course, we create
a blog called landscaping Gaia and
then replace it with high-quality 98 measures
so that they are picked by lumen and contribute to
the lighting of the scene. And of course, one of the
technologies that Unreal Engine provides us is the
mega assembly tool. By using mega assembly, recreate natural
elements like these, cliffs and rocks and things. Just like a modular
approach, for example, we're going to create some
variations of products. Rotate them, displaced
them, scale them, and mix them together
in a level to be as a preset and a prefab tend to be used in their environment. And of course, we're going to
create a lot of plants and vegetations that are
a bit harder to do, for example, than
normal vegetations, these tropical plants have
a lot of irregularities. You've seen here. This
banana leaves have a lot of irregularities in them and
are a bit challenging to do, but we're going to overcome the challenge and do
the things together. So we're going to create ferns
also for firms and things. We're going to use Blender to create a blackout and
then we detail them in ZBrush and use the Alpha cut-out technique
to create foliage, 3D fall gauges and
important insight. Andrea, Of course, for
now the foliage is, aren't supported by
lumen and non-IT either. So we're going to create
them the old school way. And the follower is
creation is going to be one of the most
interesting parts that we have in this whole tutorial
and one of the longest ones. Because we're going to do a
lot of vegetation and plants. And of course we see
the references for them later on when we go to
the foliage creation. But for beginners, we're going to create a
blackouts for them. Then after the blackout
we're going to iterate, iterate and iterate more to make the environment on my way. When it comes to
environment creation is creating the block out first
because the blackout is going to be the foundation
stepping stone that will ensure that we create an environment as
authentic as possible. And of course, we'll make sure that we have the environment in the right proportions
and scales. And in the first sessions
we're going to create something like this
with some gray boxes. Of course, we're
going to give them color to understand
the composition, the color of the
environmental bit more. But overall thing in the beginning sessions is going to be something like this. We're going to create
some simple shapes, some elementary shapes that will resemble the whole thing
that we're going to create. For example, if you're
going to create a tree, we're going to import
something like this, a cylinder and call it a
tree in beginning stages. Because, you know,
if we will start to create a real tree in
the beginning stages, it might happen in the future that we really do not
need to use that. If we throw with the way we are, are really wasting a lot
of time because we have created a AAA asset that
is never going to be used. So in the first
places we're going to use blackouts that resemble the shape and the big shapes to check out the composition, the camera placement,
some colors, a little bit of lighting to see how the environment
is going to be. And then we made
sure that everything is working together perfectly. We start to create real props
and assets and textures, materials and things like that. We just need to make
sure in the beginning stages that our environment
is going to work perfectly. So it's good to resist
the temptation of creating AAA assets
in the first place. And first start to
create a blackout. When we made sure we
start to improve these. And for the lighting also, we create some simple lighting passes that will
help us make sure that our environment
is working as it should and the composition
and anything is going on. And then in the later stages, we start to iterate and layer, layer and layer on top of lighting to create
something beautiful. So now that we have a little bit of understanding of how the
project is going to go. We're going to have a look at the softwares that we're going
to use for this project, which are blender, Goryeo, ZBrush, substance, and unreal. Of course, that look, isn't going to be
so in depth because this is not an introduction
to blend our course. And we suppose that you
have a little bit of familiarity with the software's mentioned in the first place, but we're going to
see the changes and some shortcuts that
you have changed to improve the experiments
a little bit better. Okay, See you there.
3. User Interface of Software: So here we are in Blender and
blender is going to act as a bridge between
ZBrush and unreal. And of course, the
blender itself is going to be the main DCC
app that we use. We do a lot of the modeling, texturing using basically a
lot of things in Blender. But lender is so customizable that aren't
found out that we need to review some of the shortcut changes
that have done to make my experience
a lot better. Of course, you are free
not to use what I'm using, but to make sure that
everybody is on the same page, we need to cover them. So the first important
add-on that you need to install is
this Patrick's adam, which stands for batch FBX. And you can grab it
from this GitHub link. Of course I have provided
the link in a Word file that is in project files
that you can go to and simply copy
paste the link in here. So what this bad headaches
add on does is selecting r object and simply
hit Export and it's going to export it to a
folder that we assign it to. But first to install the add-on, you want to come in
here and edit mode and go to referenced,
excuse me, preferences. In this add-on menu, you simply hit Install. Then you refer to the
folder that you have installed and copied
the add-on tool, select it and hit Install atoms. So I have installed it. So I'm not going to do anything, but you need to hit
install add-ons so that it becomes
available in here. So what this pad on does is
exporting objects to Andrea. And it has some options to help us to the exporting
a lot better. But first, we need
to assign a folder. And this is the folder
that we're going to use. And then hit Accept. So the folder becomes
available here. And now what you need
to do is hit export. But there are a couple
of options that we need to go through when you create an object and you want to import it into unreal
in the first place, you need to place it in
the center of the world. So the pivot is in the center
and everything works fine. For example, if we put the object in here and
export it to Unreal, the pivot is going to be
centered to the world. And it's going to be offset from this pivot that we have in the
center of the object here. This center transform allows us to bypass the location of
the object in current world. When we export it,
it's always going to export it as a center object. So to find out what it does, Let's first disabled it to see
the effect and hit Export. Now you see the object
had, has been exported. Let's go to own
real. And this is the same object
that we exported. Let's import it. We don't
really want to do anything. We just need to
export, import it. Excuse me. Here we go. Let's bring
the object in here. And you see the object, you can not see
anything in here. And that's why the object
has been placed in here. You see, this is the object and this is the center of
the world in Blender, as you see it in here. This is the object and this
is the center of the world. If we enable the
center transform, no matter how you
place it in the world, it's going to export it
always at the zeros, zeros 0 in x and y and z. So let's go to unreal and bring the object
and hit Import. Now the pivot has been placed
correctly as we want it. So make sure that the sensor
transfer is always on. Because a lot of times
happens when you have object somewhere far away
from the middle of the world. And you want the pivot always to stay at the same
place as the object. More is the applied transfer. There are a lot of
times when you rotate. For example, rotate and a lot of manipulations in a scale
rotate and anything. If the applied
transform is bound, it's going to always apply
the transform also on these. You see that because
we have a scaled, the object rotates
than anything. The scale and anything has been ruined and you
need to fix it. And one way is to hit Apply. And this one
basically does that. It sets everything
to default so that default proportions
become all one. And it's good for
when you export insight on other applications, the transform and
anything will be alright. This one material ID. There are a lot
of times when you create an object, for example, let me do this and go in here. For example, in here,
you come in here and select this face and assign
a new material to it. For example, making
this a new material. And you see by coming to
this material section, this object has
couple of materials. Let me change the color on this. So that it becomes
more prominent. So you see we have couple
of materials on this. If you want to retain
both materials, you want to disable this one. Because if it's on, it's going to overwrite both
materials and make them one. So let's enable one
material ID and export it. And again, tested in non-real. As you saw, material
had couple of material. This object has a couple of materials inside
Unreal inside Blender. And when we imported with
these conditions in blender, you see the material has been just reset it
to one material. If your, if your object
has multiple materials, you want to disable that this resizing you see
has happened here is because we have
recites the object in Blender and that
doesn't matter really. Another add-on that
you can install, of course, it's in
Blender by default. And in this add-on section, you come in here
and search for pi. And it's this
viewport pyrimidines. And if I disable it
to see if I have, for example in here,
hit Control and a, you see this menu
happening in here, which is the menu for
transformations that I do. But if you enable it by
hitting Control and a, you are saying a menu like this, which is a little bit
better in working. So enable it and you
are getting a lot of pie menus in your blender. The next add on
that you can use is this massive interactive tool, which is available
in this GitHub link. It has a lot of functionalities, but the ones that we're going to use the most is this quick, quick pivots and edit, which I have assigned
them to a shortcut, Alt and Shift and Alt. And as you see now, the pivot is in the
center of the object. If I select the vertices
in here, for example, if I press Alt and as the pivot now has
been placed in here, if I hit Alt and again, it's going to center it in the, it's going to center it in
the center of the object. So if you hit it in
the object mode, it's going to center the
pivot on your object. But in edit mode, if a select few
selected vertices, it's going to place it in here. If you select a face, it's going to place in
the middle of the face. And if you select an
edge and hit Alt and S, it's going to
center the pivot on the edge that you have selected. And for that you need
to go to preferences. In this K-map section. You want to select
this quick origin. And both in object
mode and mesh mode, change the shortcut because if you change it only
in object mode, it's only affecting in
the object mode man not affecting object
when it's in mesh mode. This mesh mode, Edit mode when
we go into the mesh itself and are able to manipulate the vertices
and faces and etc. But this object mode is
when we, for example, are in the viewport and able to select the
objects differently. So the mesh mode is in here, and object mode is the whole
blender viewports in here. The next add on that
we're going to install is text tools and has a lot of great features when
it comes to European. So to download it, you come into this link and the latest
release is in here, and you can download it
and install it in Blender. So for install it, again, you go to Preferences, Add-ons and install, and select the zip file that you have
installed and then install it. Okay, and then you drag your window out and
go into UV mode, into UV editor mode. Hit N. And now the text tool in here, and you can select it. And we can do all sorts
of things with it. But this is just to say
how we can install it. We use this when we
start a human process. The next add-on is
going to be UV toolkit, which you can grab from this link that I have
provided in here. Simply you can download
it from GMB road. You get the zip
file that you want. Of course that is pray, you come into this
Preferences and go to install and head to the folder
that you have downloaded. So this is the UV
toolkit installed arrow, and you get this add-on that will help us check
the checker density. For example, setting
the checker density. And to some kinds of things that we will see in the UV section. The next one is magic UV, which is of course
a blender default. They come in here and
search for magic. And this is magic UV, its default in Blender. And you simply activated
and you'll get it in here. And the next era
is this UV packer, which is good for packing
the UVs in Blender example, let's bring it here. It picks the UV with a lot of improved algorithms compared to the blender default
packing system. And to download that, you
simply go to this website. And go into the blender section. In the bottom of the page, you'll find these two links. One is for add-on and one is for the program itself
because it uses an add-on as a bridge to use this EXE file to pack
the textures for us. First, you need to
install the add-on, which brings you to
this GitHub page. You simply download it from here and close this and
then download program. And it will download
the zip for you. And this is what you get. One is the add on
itself and what is the program you need
to unzip the program. You get this, which
is the EXE file. So to make it work, you need to, again come in
here and it's installed. You need to install the
ADA, not the program. So you install it. And then you get this, which is the UV Packer. To activate it, you need to hit this button and it
requires you something. So I've done that in here. We are not able
to do it in here. Let's try it on an older
blender installation in here. When you hit pack, It's going to require
you to copy the eggs, a file to this direction that
it has a load you in here, copy these, and paste them
in the folder that it has told you to a copyright for
the 2.93 version that I have. Now, if you hit pack, it's going to hide
perfectly for you. It's going to use the 0 to one UV space to pack as
efficiently as possible. So the next item
that we're going to install is the material
utilities, Adam. And this is the
link you copied an open in your browser
and you will be faced with such a screen and you will simply click on
here and download the zip and wait for the zip file to be downloaded
and then go to Blender. And in here Preferences again, install add-on, head over
to the download folder. Material itself is master
and you install it. Okay, we've installed
that. And let's find it. A real utilities. The shortcut for that
is Shift plus q. You hit it. Then in here you
can do all sorts of material
customizations in here, for example, adding
a new material. Let's call this 101. Okay? And then here you see the
material has happened there. Let's say that we want to assign a new
material to this 02. And then this does what we
can do basically in here. It can do a lot of things. For example, let's copy this some time and give
these different materials. And now, let's give this. Now let's say, let's
say that we want to select every object
in the scene that has a real 0 to n. So we shift click on here and
select by material 02. And these two have been using
this 02, which is right. And these two are using 01. So this is a great add-on. Invest in it, install it. It's free to see what is going on and what
you can do about it. And the next add on is this
machine tools which you can download from the link. It's free. You basically put 0 in here
and import your e-mail. And then you will be able
to download it from here. This is the latest release. You download the zip and install it as we have
installed the previous ones. And it has some great
functionalities, but we're not going to be using this as much in the tutorial, but let's see some of
its functionalities. Let's go to Edit Preferences. And in here, search
for machine tools. In here you can do all sorts
of configurations with it. It has a lot of menus, a lot of perfect things
that you can use. For example, one that
I use quite often is this shading part. In that huge, I have configured the key to
be shift and Spacebar. And then if I hit
Shift Spacebar, we get this shading
point in here, which has a lot of
configurations. For example, if you want
to check for his face normals to see if
they're working or not, or if you want to set
it to material render, wireframe or solid, or basically whatever
you want to do with it. What one good one is, Shade Smooth, which basically shades the whole
thing as a smooth. One is assigning a
degree for a smoothing, for example, for something,
the hard surface. And this basically does
what this one does in here. You really do not have to
come in here and shade smooth and correct the normals. But you basically come in here
and select what you want. Another great pie that it has that is very useful
is this transform, which you can expand
it by Control Alt, IQ. Of course, you can change
a shortcut if you want. If I press Control Alt and q, I get a lot of
transform options. For example, setting
the pivot point to be the bounding box center on
the 3D cursor or anything, setting the
transformation to global, local, or anything
in that nature. And that is very
useful, for example, now the pivot is on the globe. On global, which
means the pivot is going to stay the same
always in this direction. So let's say that
rotate this a bit and want to make the pivot
go to this direction. This one is facing. You simply go in here and
select the local mode. And now you see the pivot now is facing where the
object is facing. A great option to use. And another one
is the cursor pi, which I have assigned
it to Shift and S. And we will use it
pretty much in this course, very much because for example, let's create a default Q
and create another cube. And let's say that we want to make the cube on these the same, excuse me, make the pivot, you see the pivot are
different in here. So let's delete this copy, this, excuse me, select here, and put the period in
here and say one pivot is in here that we have
to couple of boxes. One is in here, and one is in here. This pivot to be the
same period as this one. And for that, I'm going to select this which has the pivot. And I'm going to Shift S and
bring the pivot to origin. Because this is
now on the origin, but let's say that these
are offset from the origin. So now a Selected Shift S and bring the center
to select it. Now the origin has
been selected in here, and we can do all
sorts of things. And one of them is
pivot correction. And I set the cube
that is not origin. You see There's a small dot in here which indicates
that the pivot is in here. And a small dot in
here goes in here. And this is the one that we
have offset at the pivot own. So select it and you shift
S and pivot to cursor. Now, let's make the
pivot to origin again. And now both of them are
sharing the same pivot. And the pivot own
them is the same. One thing else you
can do is Shift S and bring origin to select it. And now the origin has
been brought up into here. And you can expand things in
the center of this object. For example, let's
bring cylinder. The cylinder has been spawned in the center of
this are for example, if you want to add it into here two pebbles and do
all kinds of things. And let's see that for example, we want to duplicate
this around, so we select it. Now the pivot is in
the center of this, but now pivot is
showing in here. You shouldn't be fooled by that. We selected the select this. And now we're seeing the
pivot and hit Shift S and origin to cursor in here and
now go to top and Shift D. Bring it in here. And I can do things
like this with it. It's a perfect add-on. You should invest in it and
see what works and what not. And the next add on is one
of the most useful ones. And this is the
modular three atom. You copy the link and it
will be faced with this. And there's the
documentation in here. And you want to go into the
Release, latest release, and the latest release is now 4 to download the Windows one. And again go in here, go to preference installed, and go to the directory
that you have, put the folder in. And this is modular three. Then you hit install add-on and I have
installed it before, and it's giving me an error, but that is not a problem. We can fix it because I
have downloaded the add-on. Right now, okay, let's
open a viewport. And in this menu there's
a tree that you can open. So let's hit New. And now we have some
options that we can choose from Bosch hitting
Shift and so shift a. The first one that you grab
should be this tree measure, and this is the
base for our tree. And let's add a drunk
and hit January tree. And now it generates
a tree based on the procedural values
that we input in here. So again, let's go shift
a branch, branch, branch, and you hit Generate and it becomes available
for your analysis, really procedural
and non-destructive. And you can do a lot
of things with it. And then the great
thing is that it's a free add-on that
you can invest in. So let's see what we can
do with this add-on. And there's a great option
in here, add leaves. If you add, it's going to
create a leave for you, a leaf texture for you. You can do all sorts
of things with it, and even changing it
for something else. For example, let's bring
the fault Q, excuse me. Let's bring the fault q. And we want to connect
these two together. Everything you'll want to do
should be connected to this. So select this and this one. Join them. And let's go see what happened, what has happened on the tree. And you see that the fault
has been spawned in here. And if you want to use
only that default cube, you come in here,
select this inverted. Now, go to the tree and now the default Q has been a
spawns all over the place. And you can use this as a leaves or as anything
that you want. So the first option
that we can use is the links and is basically
the length of the tree. Let's remove these. So then we can use and see
what is going on here. And this is when you
create the tree. You duplicate it around and use the seat to randomize
and create new things. And the length is basically
the length of the tree. And this run, randomness is basically how random
noise it adds to the tree. This resolution
is the resolution that it adds to the
tree you see in here. Just look at the face, can't see the face countering,
added or decreased. And this attraction is
something like gravity, but in a reverse manner. If you, if you start
to decrease it, the tree is going to fall down. And if you increase it, the tree is going to be
attracted to the sky. And the shape is going to be how thick and thin the shape is. And this radius is
defining the start radius, the radius of the starting
point of the tree, for example, let's increase it. And then the end radius
is going to define. The end is going
to be how thick or thin the end cap is going to be. Let's increase it. And the sky is the limit on how far you can
go with this add-on. It's an amazing add-on
and try to use it. Let's, after this,
you should have basically an understanding of how the tree is going to be, then you're good to go. If you have a little
bit of knowledge about the tree is not
academic knowledge, but something that works. So let's bring branches. You can do, change something in here or hit Generate tree. It will update it. So this is the tree
on the branches. There's this start which defines the starting point based
on the trunk that we have. For example, if
we put it to 0.5, the starting point is
going to be halfway up. The end point is the last point on which the
branches are going to be. For example, we have started a certified and let's
set the end to 0.6. Now we have clamped
branches to be only on these parts length
basically it's going to define the length
of the branches. Let's make it a little bit
more interesting. One. And this one to 0.9. Okay? And now the length is that branch density is the amount of the branches that
it's going to add. If it's 0, it's
going to be minimum. And the more you go up, the more branches
it's going to put, the resolution also
is going to increase. Starting angle.
You see the angle that it starts. Now, it's 45. You can manipulate the
starting angle to be changed. And you can, you are not bound to only using this single
value for all of them. You can do a lot of things. For example, let's
shift the night. In this property, bring a random value and plug this random value
in the starting angle. For the mean, I'm going
to put it to 45 and for the max I'm going
to put it to 90. And now you see
in the beginning, the starting point
is 45 degrees. And in the last
branches the angle is, you see in here the angle is perpendicular
perfect 990 degrees. And I can set it, for example, something like 50 to
create this effect. And they can use
this random value also to randomize things
that you have in here. And this randomness, basically, what does the name suggest? Adding a lot of randomness
to the branches. I suggest you always use any of the randomness that you see in procedural programs. And this brick chance, let me put this onto 45. It generate tree to update. Okay, now the angle
is 45 all along. We can visualize this
a lot better and they spread chance is the chance of many branches get
broken in the beginning. And if you increase the chance you're getting a lot
of broken branches. That's pretty self-explanatory. And this resolution is also how much resolution
we're going to use. This flatness makes it
perfect procedural. And I encourage you
not to use this that much because we always want a lot of
imperfection. Of course. And especially if the case is a tree that is
perfect natural thing. So let's bring this break chance down to something
more reasonable. For example, 0.2. And now
you see the combination of perfect branches and
broken branches. And then we have the resolution which is self-explanatory. Then start radius defines how thick the starting points
of the branches are. And if you start to increase it, you're getting basically
something like this. Thicker branches than this
attraction is what we covered. Before. That if you start to increase, the branches are going to
point towards the sky. And this gravity strength is
basically opposite of that. If you start to increase it, you're adding a lot more
gravity to the branches. The next one is a stiffness
that is self-explanatory. And this is a tricky one. Split. If you zoom on the branches, you see the branches start
to split from a point. This is what happens in nature. If you don't want that, you can disable it so that we only have single
branches with no split. And if you start to
increase the split, you're getting a lot of
more branches and be aware that the resolution
also is going to rise. You might encounter
something like this, which is pretty unnatural. So let's disable it. And this fellow texas, let's look at it. From the top view. Increased a bit of a split. This fellow texas starts to rotate these randomly to create this fellow taxes affect
this split radius and a split Tango are
based on this one. Then you define on
how rate or how much radius the split happens, or on what angle. So this is about, I believe we have covered the most important blender
add-ons that we use. Of course, I have tried
to cover the major ones, not those things that
you are familiar with. Now we're going to
jump into ZBrush and explore the user
interface of ZBrush. And here we are in ZBrush. Finally, you can drag a tool, for example, a plane 3D. Drag it and it's simply
hit Edit and go in here. And to make sure that everything
is showing up in here, you'll need to make
it a polymers 3D if it's a default thing that
it grew up from ZBrush. But if it's something that
you import from Blender, no need to do that. In fact, let's take this default cube and we're going to import this
into ZBrush and demo it. So select it. And I prefer always to
export my objects as FBX because it's easier and
it's consistent all across. So you want to select
limit to select the objects so that
it only exports this. Not any thing in the scene. For example, if there
are multiple objects in the scene and you
want to export this one, you want to limit it to the
selected objects using this. And for the rest, you're ready to go. And we can also apply
transformations, but most cases, it
really doesn't matter. And that's lame. It 01 and hit export FBX. And then you need
to go into ZBrush. And of course your
ZBrush mine might not be so configured. These are the things
that I use the most. I have dragged them
into the layout and UI so that I can access them a little bit
easier and faster. And we will learn how to do
this, just the numerators. So there are multiple ways of importing things
from outside ZBrush. And one of them is
this import 3D mesh. And then select it. It's open. And we really
do not care about this. Now, let's hit Import. Now the file has been imported perfectly and now we
are in edit mode. If you are not in edit mode, you'll simply click on it
and you go into edit mode. And now you see the poly
count here is only eight, and this is not good for the
sculpting things in ZBrush. And if I start to sculpt, you see nothing is happening in here because the
polygon is very low. And to remedy that, you could use DynaMesh
or use subdivisions to subdivide your mesh. You go to the geometry tab. And in here there's
a divide button. If you hit the white,
it's going to divide, but it's going to also a
smooth surface for you. And if your case
is a hot surface, you really do not want that. If you want the
object to stay in the same proportions and not
change anything in the size. You only hit enable, disable this one and
hit divide, divide, divide as many
times as you want. And now our objects
has been fairly divided and now we're
able to sculpt on this. And one way to add resolution to this
is using the DynaMesh. Let's go lower. Delete any higher so that we have locked the subdivisions. And for DynaMesh, you also need to go to
the geometry tab. And in here, the DynaMesh
tab, you'll press DynaMesh. But if you want to drag this into the scene,
what do you do? You go into preferences and into config and enable customization. And now you are able
to drag whatever you see in here into the
layers, for example, by use this higher
res as example, you can control and alt and drag this into the layout to whatever you want to,
wherever you want. And if you are happy
with the layout, you come in here. Disable this, enable
customization and start config, Store, config, I
mean your store. And it tells you that the
next time you open ZBrush, it's going to use the
same layout for you. And if you want to
export your coffee, you will simply say BWI and save the UI to your hard drive. If you want to access it. If you want to erase
something from this, you go to that element
that you do not need. Again, hold Control and Alt, and drag it into the view
ports so that it's gone. Now, the things
that I'm using are these masking options and some UV options and the
formations and delete, duplicate, split,
divide and DynaMesh, and we will be covering
them later on. But for now we're
going to do DynaMesh. So let's disable comes customization and
store the config. Because I have dragged
the DynaMesh into here. I'm working in here and totally ignoring this geometry tab. So for DynaMesh, you
need couple of things. One is resolution, which is
of course available in here, which I have dragged
in here, DynaMesh. And these options, if
you want to onblur it, you simply disabled the blur because the blurred smooth
stomach just a bit. And the next important
thing is this resolution, for example, let's put it
to 256 and hit DynaMesh. And now you see the resolution
has been up quite as much. And you see a lot of Detailing happening in here, this resolution and DynaMesh are really dependent on
the size of the image. For example, if I enlarge this mesh and on the
same resolution, I'm going to get
more poly counts. So one thing to have in mind is that the size of the mesh is going to be affecting on how much polygons
you are going to get. And let's say that we have sculpted on this
and we're happy with it. So let's set it to be 512. And if you want to change your DynaMesh
to be affected on this, you control and drag left
mouse click in the viewport. And it's going to
update and show the updated poly counts for you. And it's going to DynaMesh again for you on the
higher resolution. If it didn't, you are going to smooth the surface just
a bit and Control and drag. And now you see that it has
applied the DynaMesh for us. So let's say that we are going to use this
as an anode mesh. You see the polygon is very high and we're going to
import this into ZBrush. First. I'm going to detail
it a little bit, just a little bit. With these brushes
that we have here. If you want your brush to
only affect the front size. There's an option
in here called in the auto masking is called
the back face mask. If you enable the
back face mask, it's not going to
affect the other parts if your mesh is too small, for example, let's
drag something bigger. And now you see, although we have not applied
any thing in here, this has affected
this side as well. So if you want to prevent
that from happening, you go into brush. And in here you want to
enable back face masking. And of course, I have
dragged the back, back face masking in here
because I used that a lot. So let's do the same
operation again. Let's look at the backside. It's untouched because
of this option. Let's do that again. Without this, you see the effect that is
happening in here. So let's detail this just a little bit so that you
have something to decimate. So let's say that we're happy with this and we're going to import this as a managed
machine to Unreal Engine. What you can do is if you
are unlimited on resources, for example, if you
have a lot of grams and CPU, SSD and things, you want to export this as is in Unreal Engine,
it's not a problem, but I'm a little bit limited on resources and I'm recording
at the same time as well. So I'm going to decimate this to a reasonable number so that then I can export
it to Unreal Engine. So let's come in here
and this Z plugin. And if you do not have
this menu in here, if that is like this, you want to use this option and drag it out so that
it becomes available. And if you do not have
this Z plugin, also, you can come in here
Z plugin and drag it into here so that you
have the plugins in here. So in the Z plugin, there's an option
called let me drag this to somewhere else. Z plugin and drag it in here. So in the Z plugin there's a plugin called
decimation master. This decimation method
is perfect for reducing the amount of polygon without
losing so much quality. So let's smooth this a bit. What this decimation
master does. If you look at the
wireframe in here, it's going to keep
the wireframe on places that are affected
the most and leave those to be only decimate on the parts that
are not affected so much, for example, parts like in these areas that
this somehow untouched. It's going to
reduce the polygons from these areas and leave these areas that are
very touched the most. So for that you want to first
preprocess the current. It's going to take this sub two. And these are called
soft tubes in ZBrush. It's going to take a little
bit of time depending on the size of polygons and
it's going to preprocess. Now we have couple
of options to do. One is decimate on the percentage of the value
that we give it in here. And one is using these these presets,
even without preprocess. These are separated, these Presets do the things that we're going to
do at the same time. It's going to preprocess
and then it's going to decimate it to the number
that we give it here. So we have preprocess it. And let's say that
we're going to keep only the 20 per cent
of the polygon. So you hit decimate current and it's going to
take a little bit of time. And you see it has reduced
the poly count so high. And keeping only 20 per
cent of the polygons without any quality touch you see now if we go
to wireframe mode, you see the poly count has been reduced dramatically and we are keeping the
poly count number without losing any quality. But the polygon
is now a lot more manageable and we can
simply export this into z, into unreal and
start to use that. There are times that we are not only exporting these high-quality
measures into unreal, but we're not using
them as well. And it might happen
a lot of times which we really do not create UV and export this directly
into unreal and a static string using
the vertex color. That vertex color can
store RGB as well. So we're going to use RGB, which stands for red, green, and blue, and assign
each vertex a color. So that later on we can apply the textures in Unreal Engine using vertexes, not the UVs. And for that we're going to be using the poly paint in
ZBrush and this poly paint, it there could be manual
or it could be automated. So we're going to do
the automated because it's a lot faster and
much more accurate. So for activating the poly
paint, you'll come in here, go to poly paint in here and
affect the colored race. So we need to give
this default color. Because if we start to
change any color on here, it's going to be the default. So let's come in here first. Without colorize. If we start to
change this amount, this without colorize,
if you start to change, you are basically
changing the color. But if we start the colorized, we need to give this a color. So in this color menu, let me drag it in here. For the default color, I'm going to give it red. And we have RGB in here. By red, I mean the pure red, which is full red, no green and no blue. So you hit Fill object, and now our object has
been filled with red. So when we imported into Unreal, we're telling the shader
to apply that material, for example, a wood
material on red vertices. And we're using those
workspace materials on this to create a texture that is
totaling all across and without UVs as well. So let's say that we want to apply some dirt
on green channel. We bring the red down and we want to use
masking for this. And the masking in
ZBrush is very powerful. For example, you go to
masking and in cavity, you start to mask the cavity. So now it's not very powerful. Let's increase the amount
of mass cavity again. It's going to take
a little bit of time and we need to increase it even more
to get something better. So now it has mass, the cavity for us. So we need to invert
the mask because it's only going to affect
the unmasked parts. So control and a excuse me, control and left-click on the
screen to invert the mask. And in here, make the green
full and hit Fill object. And now this cavity parts
have been selected, and this is not a real measure. Then later on I start to bring more
sophisticated measures. This masking would be a lot
more efficient and powerful. But to demo that is fine. Now in Unreal Engine, on the green
vertices is going to assign a new material and
two, select some edges. We go to smoothness. We go to smoothness. And I start masking
by a smoothness. And it's going to select
this mask parts for us, this edge parts for us. And to affect this,
we are going to hit control and left-click in the
screen to invert the mask. And these options are good
for effecting the mask.
4. The Landscape In Gaea: Okay, Now we're going to create
a landscape inside Gaia. But this one isn't going to
be a landscape as you know, if, for example, we
created and inside, texture it inside Unreal Engine, we're going to create it and
use the color map on it. An important insight on
Unreal Engine and use the farther areas as a vista and replaced the areas that
are close to camera with nano eight measures
to get the best out of the landscape quality. Because right now, lumen, the Unreal Engine five lighting
system isn't picking up landscapes and this is
for the early access, but in the future
they're going to fix it. So for now we're going to use this landscape as a blackout, an important insight on
Unreal Engine and use a basic coloring and replace the parts that are close to camera with nano your precious. So I believe this is going to be enough for what
we're going to create, but we're not going to
make it a mountain. This is going to be an island. So let's select the
mountain and bring it down using this post-process
node study we have available here. For example, let's select the
clamp and bring them down just a bit and look at it after the erosion note.
And this is fine. Basically, anything will do for this particular
island because it's not going to be something
a lot more complex. So let's change this C to see if there's something more interesting
happening in here. Then you see when I
select the mountain, it removes the erosion
that is happening here. And I don't want that. I want to always look at the
mountain after the erosion. So let's select the erosion or simply hit F. So no
matter what node you select, you're always going to be you this erosion in this
mountain after being eroded. So this is good, I believe. For an island. Watch it from all sides. And let's change
this C to see if there's something
happening that we like. This one is better.
I don't want to have sharp mountains in here. This one, you should
have in mind that if you are tight and resources, you want to put the
preview on point for especially now that
I'm recording a steady 2.5 to save on performance. And remember to save
quite often sell. Now that we have the
basic Ireland going on, we can continue and go ahead. And there's, of
course, a note card. If you hit Tab and
call for Ireland, there's an island node that can help us create
island effect also. So let's put it in here. Wait for the
calculations to be done. And now we are seeing
nothing because we need to paint
something in here. We need to paint a mask to
reveal from the island. So let's select this and
hit Edit Ireland. In here. Now we can paint, unmask the parts that we want to rebuild
from this mounting. Let it calculate for a bit. And now we can start
painting. Let's start. This mask that we have
painted is going to reveal from the mountain. And it's going to act as a mask. Let's paint more. It's going to create an island effect for
us and it's going to be very effective
and very fun to play. But for now, I think we really
do not need to use this, so I'm going to delete it. But by the way, it's here to be used. If you like the effect, they can go on and play with it. But again, overall, I feel like the height of the
mountain is too much. So let's select the mountain
and bring the clamp tau. Look at it after the
erosion has happened. And let's bring the
scale a bit up. Now. This is absolutely not
what I'm looking for. So let's go back. Instead. Let's do
it in the erosion of rock softness
make the works soft. And I can simply disabled this 2D view because I
really do not need it. So. Let's put the strength up a bit and you need
to apply the changes. And if you want to do the changes on the fly because the erosion node is a heavy one. And it expects you to apply
the changes every time you change something because it's heavy relative than other nodes. So who need to hit this lock button so that every
time we change something, we see it in real time. But it's going to be
performance heavy a bit. So this is good. When I'm looking at it. This is going to be a basic, basic pirates Ireland that
we're going to create. So let's look at it and see if there's
any change to be done. But for now I'm happy with this. So let's bring this one out. And there's a node. And it's called the coastal. And now we are seeing the erosion node because
it has been pinned. So let's select
this and pin this. Or even, let's select this
one without anything and start to see the changes
from here to here. So looks like we need to change the water level and bring it to somewhere that
it starts to erode. That beach effect for us. Let's save this. So the water level is too high, Let's bring it down. Okay. You want to
effect this area to be the water level and
keep this area as the beach. But we'll need to change
some things a bit more. So let's see, we want to
reveal a lot from this. Let's bring this down. And let's see the transition. And bring this
transition up also. So we have the island area in here and a beach and this
area that is eroded by water. So let's add a water, and that water is going to be here in the form of the lake. And hit F to
visualize this only. And now we are saying the beach
that we wanted to create. So there are some things to be changed and this water level, Let's bring it down even more. Okay. You say the transition in here, these areas are higher than the water level and this is
the beach that we wanted. So let's make this
beach size a bit more. No, not this one. Overall. This is really
what we're aiming for to create an island
and to create a beach. And of course,
creating the Waterloo. Here is perfect for adding a coast or something
that we want to create. So we have created
something like this. And now let's do something a lot more beautiful than
what this is already. So we have the mountain
primitive in here and we can try to mix some
things together. So let's add a mixer. And we want to put this one in here and copy the same
mountain node in here. So let's select it. And of course we want to
select this one and unpin it so that every time
you select a node, we are able to visualize that
no matter what nodes are. So this is the mountain
that we're seeing, but we're only going to
reveal some parts of it. So let's change the seed to
something a bit different. We don't want it to
be the same thing. Okay? And now we want to reveal
only some parts of this. We could either go and use the island node or we
can use mask, so forth. First, let's bring
the island now to see if there's something
that we like about it. So let's select this
one in here and start to reveal a little
bit of that island. So select this and edit Ireland. And now we can paint some parts. And it goes through
the mountain node. Let's give it a little
bit of time to calculate, and let's bring
the erosion node. And make the erosion a lot more aggressive than
it needs to be. So something like this. And bring the mountain
and let's hit F on this so that we are only visualizing this and
bring the mountain. Let's bring it up a
bit or bring down. And the erosion is of
course, to a strong. Okay, now, let's say that
we are happy about this. Or we can leave the erosion
to be on this part. So let's first try to connect this in here and
visualize this node. Try to pin it and fit this one into
erosion. Instead of that. So we need a mask
to separate it. This island is a mask and we want to put this
one into the mask. And it's not working
because mixer, I believe, isn't too good for this kind
of thing that we want to do. Instead, let's use
the combined node. And this combined is perfect for adding mountains
and things together. So let's combine these. And let's see if this
works as a mask. And let's fit this
into the erosion. So this is doing, alright. Let's delete this erosion
because we do not need it. Let's leave it in case we
want to use it in future. So this is not the
effect that we want. We want to make this island. There's this mountain to
be used as an offset. Ireland that goes, for example, in here you see the islands
being separated together. A part of the island
being in here apart, being upset at, up to here, we want to create that. So there's a node
called transform. It helps us to transform this
and bring it to this part, for example, and bring
it out of this island. So let's take this and
start to visualize it. And we want to bring it somewhere around here
and fit it in here. And start to
visualize this only. We do not want the Mask, delete this connection and bring this and make it at so that we are using
both of them together. So let's go to transform and start to offset this and
bring it somewhere else. For example, something
like this to create an offset island that
goes to somewhere else. Okay, and now let's see
and visualize that after the lake has been applied. First, let's save it and start
to visualize. This only. Looks like we're
getting a park in here because of
the erosion node. So let's save the project and close it and open it again to see if the bugs solve or not. It was a bug. I had to do. The whole node chain again. So it happens sometimes it's a relatively new software
and it's in production. So except some minor
bugs if they happened. And now instead
of this mountain, Let's fit this combined
node into the erosion. And wait for the
calculations to be done. This is the effect
that we are getting. Coast node and the lake node. Now you see this offset
being happening in here. But we don't want that
to be sold so powerful. So let's take this
transformation node, which is the last
one in this chain and bring it through
erosion. Lot. Rough course we need to make the erosion a little
bit too strong. And fit it into
the combined node and make this one as pinned. Now visualize this. So this isn't a small little
island that we have created. And you can repeat the same process and get as
many islands as you want. So now we're going to give this a little bit of
primitive texturing. So for the text string, we are going to use the
node color, texture. And you can choose this
right over from here, or even hitting Tab or and
selecting the texture. So we put this in here and it creates a noisy texture based on the data
that we have here. You can do all sorts
of things in it. Offsetting the texture or creating the slopes
and things like that. So this is good. And this texture is
a little bit well, so we're going to give
this a real color. So dragon node out. And we're going to
select the SAT math. So the sitemaps are
data and color's extracted from satellite
data that they have scanned. And they are really perfect
for adding colors to the mix. So I feel like I'm
good with this color. We can reverse it also. So let's take this or
select something else. It takes a little bit of experimentation to see
what works and whatnot. Its overall, the
process is going through all of them and start
to select what you want. So I'm going to create
something that has this shade, shade towards the gray. So let's say that
I'm happy with this, so let's select something else. So I found this 23 to
be working Perfect. Let's try the reverse. This could be a great. When it comes to text string. We have these peak parts and we have these
areas that are grassy. But I want these areas of
erosion to be pronounced a bit. So we come in here
and select this. We are free to use which
of these that we want. So let's select it to the
node and bring this one out. Bring an altered level
node. It needs the data. So we are giving the data
and visualize it here. So this is the black
and white mask. Let's see which one is better. Okay, This one is better for
the thing that I wanted to. So let's select
this and copy this. And we want to
select this sitemap. And you see that
the preview is a little bit flat because it needs to have a height
map pass on their legs. So let's select the last chain of nodes in the
height map section, which is this lake and
hate, even as underlay. So it's always going
to stay on the light, what we're going
to create, okay? Now instead of
this lake in here, I'm going to put this
as the mask instead. So this is the outer level, this is the texture. And this is a sitemap that
we're getting from that. So I'm going to make this
a little bit lighter. So let's select something, something like this and
try to mix these together. So let's add a mixer node. And in here, and bring
the ratio all the way up and put this Auto
Level as the mask. And to make the effect stronger, Let's visualize this
and go to our level. If you hit Apply rays, it's going to increase the
effect and make it a stronger. So let's wait for the
calculations to be done. Now this is the effect
that we're getting. Now for the color, Let's go and select something. Butter. But of course, it's obvious that
we do not want this to be so sharp and strong. Let's first select the
color, something like this. I'm looking for the
color that breeds well with the thing
that we have here. Or we can choose
from other presets. For example, select a Sunday one instead of selecting a rock. So let's say that we
are happy with this. Can come in here
and deselect this. And now the effect is a
little bit more cellular, and I'm happy with this. So let's go and add
some things more. So make it a little
bit more beautiful. Okay, this is about it, but in these areas
that are close to c, I'm going to add
some beach areas. So let's come in here
and select this coast. I start to drag the
texture node from it. And we want to make these
areas that are closer to Lake as the beach areas. So let's select the
soil and bring it down. Of course, we need to
apply this leg so that the changes become in real-time. So slope down also. Bring this scale up. Slope down again also. Not so much. Let's bring it up. This is the effect that
we want but reversed. So let's add an
inverter node inverted. Now we have selected
these areas. So let's give it a sitemap
and select a sandy color. Let's go into sandy
category then to start to fix something that
is closer to beach. Okay, looks like this is it. And again in here, we want a mixer node. And we want to mix it here and bring the opacity
all the way to up and apply the
mask in that part. Okay? Now this is a lot
more towards like it. Of course we can derive
some masks from here. If you bring an
altered level node, we can use this lake nodes
that has some masks. You see this is the C. Of course we are going
to be using it later on. And this one is the depth. It's the depth of the sea. And this one is going
to be the shore. So first let's use the depth and put it
through the overall level. Of course, definitely. Okay, this one is great, and this is a black-and-white
data that we can use. So give it a texture. And we want to give
it the blue shade because it's going
to be the water. So let's use SAP apps
and choose blue. And again in here, bring a mixer out and plug it in here and use the
outer level as the mask. Separate these from each other. So this light blue means that the water is not so
deep in these areas, which is really what
happens in nature. So let's select this. I'm going to select another blue color
reads with this better. So something like this would do. Of course, instead of the depth, let's use the lake itself in the outer level to
see what happens. Okay. This is more like it. These areas are the areas that the water is not so deep and then goes
into the Deepwater. So let's reverse it. Yeah, this is a lot better. And we have this beach areas, the areas that go to
top which are grassy and then the mountain
peaks that we have here. And I feel like we're
reaching the end. So let's see what we
can do about it to create a little bit of
more depth into this. So let's bring another
outer level and use this shores on pin this so that we are
able to visualize this. We want to give these areas
another shade of blue color. So let's select
these two texture. Of course, we do not want
this to be so intense. So again, copy the sitemap and select a light color
instead of that. And again, mixer, plug this, bring the opacity all the way up and outer level into that. Okay, you see that these areas
which are closer to water, we're seeing lighter blue. And the more it goes deep into the rows and it becomes deeper. So suddenly I feel
like this is good because this is going to be
only a primitive landscape. We are not going to do any
more adjustments to it. And by the way, this lake is going to be later on replaced with the watershed that we are going to
create inside Unreal. But this is going
to be something as a blackout to test the
colors in earlier stages. So totally I'm happy with this, and I'm going to
export this later. If you want to, you can also start to add different
islands here and there. That is your personal
preference if you like it. But for now, I'm happy
with this and I'm going to export this data and
important insight and real. And you should have in mind
that we are bound to use the one on the because if
we start to export to k, it's going to give
us some errors in here because this is a free one. And if you want to export
more than one query, you should buy the license. But this is going to be
good for our purposes. So we're going to export this. So in this mixer, Let's drag something else
and bringing output nodes. In here we want to select
the path. And this is good. Select the folder. Now we have the path. And for the format, Let's, let's make it PNG. And also in here, let's find the lake, which is the last one in the height node and
drag and output out. This is going to
be our landscape. So again, give this a path
and select it as row. Because if you want to import it as a landscape using
the Landscape editor, you are going to
export it as well. So we have couple
of output nodes. Now we can go to build. First, let's rename these. Right-click on it and
hit Rename and call this one landscape, excuse me. Landscape. And this
one as the colormap. Okay? Now we need to come in here. And in the Build folder, I'm going to choose the same folder that
we selected for these, because I want all my data
to be in the same folder. So let's select and go to the same folder. Hit
the Start Build. And now it's going to do the calculations and outputs
once we have created so far. So it's going to come from all the way
from the beginning. And building,
building, building. To give us the outputs it's calculating from the
beginning to the end. So the calculations are going to take a
little bit of time. I'm going to pause the video and come back to you when
the calculations. So now the
calculations are done. And this is the Build
folder that we have. We have this colormap that is
exported as PNG is perfect. I'm happy with it. And then we have the landscape
which is row. Now it's time to open the
Unreal Engine and start to import this into Andrea.
Okay, See you there.
5. Importing Landscape To UE5: Okay, here we are in Unreal
Engine and let's hit New and create a
new default map. And this is the default map. And the lighting is
also working to, right? Let's hit Play to see if
everything is alright. Yeah, it's working. And now we need to come
in here in the landscape. It is mode and hit New. And instead of create new, we're going to
import from a file. Let's select and use this row. It looks like we need
to fix something. So let's hit important to
see if it's working or not. We are getting errors
and we do not want this and we need to fix
the import options. So let's go to Manage. Instead, select this landscape
actor and delete it. So again, go in here. And for the output resolution, we want to select them 24
because that was 1024. By the way, in Goryeo,
that'll create it. So let's see, it imports. And we're still
getting some errors. This is not really
what we intended for. So let's select this
again and delete it. And the height map resolution in here is wrong, we
need to fix it. So let's go for 1024 by
1024 and hit import again. Now this is what we're
getting perfectly fine. And these areas
needs to be fixed. So to fix that, Let's
go to Manage know. Let's again deleted. This will happen a lot
of times when you try to import landscapes if you're
not too careful with it. So now the resolution is okay. And overall resolution
needs to be that same 24. So Imports. Now, we have gotten rid of
those unnecessary sections. This is the island
that will create a, this is the landscape and
working perfectly fine. And now we need to
apply a texture to it. So let's first exit out of this and save it in
the first place. So I'm going to create a new folder and call
it private island. And this one is very important. You should have the folder
naming and everything. Alright, so inside
the Pirate Island, I'm going to create
a folder and call it maps and call it 00. Blackouts underlying a. So I'm calling
this 00 because it adds a 0 before the
name as a suffix ide. It happens upon the list on top of the list and the blackout is going
to be the name of it, the name of the
folder, excuse me, the name of the map,
and I'm going to change it later on, for example, what I'm going to import
the proxy measures are made named this 01 underlying
proximation underlying a. And if I did some
iterations and make it 01 proxy mesh underlying be, so that we know
what is going on. So let's save it. And now I'm going in here and bring in a
folder and name it Materials and color
folder again and call it debug because these
are going to be my debug materials which are not going to make it to
the final game play. I'm going to just make some temporarily
materials in here. So let's select the
material and creates, name IT landscape and import. And I'm going to import
this as the color map. So let's select it and see
if everything is alright. It should be sRGB and color. Okay, I'm fine. Let's close it and bring
this landscape material on. And of course,
bring this texture in here and plug it
into the base color. The color is working. Alright? So we need to make this one tile once on
the whole landscape, the tiling system for basic
materials isn't like this, but for landscape, we need to bring a landscape
layer coordinates. In the mapping is scale. We need to enter the input
resolution that we had there. So let's call it 1024 and plug it into the
UVs and hit Save. Now it's gone. So
let's come in here, select the landscape
materials, select this. And in the landscape
material, let's apply that. Okay? Now it has calculated
and brought the material and anything in. And it's okay, I'm
happy with it. So let's see an import,
something in here. Something as a mannequin,
this character. To see the scale of the normal
human being compared to the whole island
to see if I want to re-scale the island or not. So I need to scale
the island just a bit to make it work better. So for location,
let's put it 000. And for the scaling,
let's select this. And in the scale, I'm not going to scale
it too much, just a bit. So let's put 808080 in here. Again. Plays a
mannequin in here. Too big. Let's put 50. Okay, this is too small now, I'm going to use
this AT for now. Okay, I'm happy with this. Now the landscape is
a little bit shiny. Let's come in here. And for the roughness, Let's add a constant. And we want to make something
like 0.7 values so that it adds a little bit
of roughness to the landscape and
isn't so shiny. Okay. This is what I'm happy with. And in here there's
going to be a port. And before that is going
to be something like a fortress or something with a lot of trees happening
here and there. And of course this area
is going to be the c. Let's see what
we can do about it. So let's take this landscape. Instead of re-scaling uniformly, I'm going to enter here 50. And in here I'm going
to make it hundreds. Now, let's make it 80. And try another
mannequin in here. And try to run over it to see
if there's a right or not. So let's select it and
then start to play on it. This is the C. There's
going to be a port here. Yeah, this is the
scale that I'm looking for. This is great. So I'm going to place
the camera in here. So let's come in here and
save the map as a new one. Say save current
level as in here, I'm going to write in B so that we have a lot of
variations from the map. And if we destroy something, we have something
to refer back to. So let's delete this and start to do a little
bit of housecleaning. I'm going to choose all of the factors that contribute
to the lighting of the scene and put them
in the lighting folder. And this folder thing is very important to keep it
clean and consistent. So the player starts,
it's in here. Let's bring it right in here. So when we hit play with ponder player in here,
which I'm happy with, the player starts,
I'm going to move it to the utility folder. And this landscape. I'm going to make
it its own folder. So let's make him
landscape folder. And this reflection, I
do not need it for now. And this mannequin,
I deleted this one. I'm going to put it
in the mesh folder. In the folder, Let's put it creates a new subfolder in the mesh and
call it blackout. Because this is going
to be used only as a block code and it's going
to be deleted later on. And try to keep your
folders as clean as possible to avoid any
future headaches. So let's add a
post-process in here. Go to volume, and try to find
the post-process volume. The normal way is
that we scale this to encompass the whole landscape,
but we don't want that. We simply select a post-process, come in here and hit
infinite extent. So that even this
is a small cube, it's going to affect
the whole world. And there's a setting in
here which needs to be fixed and it's the exposure. Let's find it up in here. This is the adaptation effect. You see, if you look to
the sun and look back, there's going to be some changes in the
lighting and exposure. You see the light hand has
become darker in here. And I don't want this
eye adaptation effects. I'm going to disable it. Let's select the
post-process exposure. Let's set it to one. And this mean and
my Min and max, let's set them to one so that it deletes all of the exposure
that is happening in here. Let's set it to 0. 0.5 is good. It's good for beginning
stages when you don't want anything happening in here
in case of adaptation. So let's add this one to the
lighting folder as well. And in the subfolder, call it PP or post-process. And now I'm going to
bring in the camera. We can come in here and the create cinematic and drag a
cinematic camera or in here. Or we can simply from here, create cinematic camera and
create cinematic actor. It responds a camera right
in place that we are. So let's select it. And for this one I want
to have the full view instead of this menu in here. I'm going to go in the window viewports and
select it from here. So let's select the camera
and pilot the camera. Now we are seeing the world through the lenses
of the camera. So let's select it. There are some settings
that needs to be done. So select the camera. And in here window Detail panel. Bring an extra detail
panel in here. And let's look and bring
it in France first. The lens setting. I'm going to make
it a bit wider. I really loved this cinematic
boards that you have here. So this is good. And bring the current
aperture up so that it zooms all the way out. So this is for the
blackout camera. Let's place it somewhere that is good for compositional purposes. So let's say that we are
happy with this right here. And for now we're selecting
it and placing it right here where we can put it
somewhere in here. Okay, Let's say that
I'm happy with this. Later on, we might change this. So for now I'm happy with it. And let's select new
folder and call it camera. So let's select the camera
and bring another copy from it in case something
goes wrong with the camera or we have
something to refer back to. So let's select the camera. One thing that they can
do is overriding in here, in the prospective, go to
the cinematic viewports. In the cinematic viewport, you have some options. Let's select it and select
the camera from here. You have some options to
place your grid lines. These grid lines are perfect
for adding the focal points. For example, I'm going to use
the rule of thirds in this. So we're going to use these lines to place
our focal points. For example, I'm going to place
one focal points in here, which is the port. For example. Bring another castle in here, a broken castle or something
in here to balance out. This is called the
rule of thirds. We're dividing the screen into thirds horizontally
and vertically. And this clothing points in here are the points that we need to place
our focal points. And remember, when you place
a focal point in here, it's good to place something
in here to balance out the picture so that it's not so heavy in here and
so light in here. So this is good. And let's select this
cam or deleted and copy and paste it so that
we have the updated camera. We have this, and let's pin it so that even when
you select something else, the camera is going to stay at the same place and
we don't want this. Let's hide it and start to
place the blackout shapes. And from this Create menu, Let's drag a simple cube and
bring it somewhere in here. And I start to visualize it
from the composition camera. Let's bring the grids, and this is perfectly where the broken part is going to be. This is going to be a room or something that we're
going to place. The ports of course have the
dimensions in here in mind. And now this default cube
is one meter by one meter. And if, if, for example, resize it by something, we have now something like three meters
cubed by one by one. It should have these
dimensions in mind because later on
in Blender we're going to create
proxy measures to imports for this to have a
little bit of more detailing. So we need these
values to be in mind. So this is good for now. For this one, let's also
give it a three minute 30. Okay? And for this one, Let's select this also, an exit out of this. And bring this camera and
painted again for this place, we're going to use this cube
and place it on that part. So be a block
holder, for example, later on we place a
castle before this queue. Use this cube for a
placeholder for the castle. So when you're selecting
a camera and painting it, It's going to be a little
bit performance value because this scene has
been rendered now to IS1, this in this viewport
and one in this. So let's go in here and
check the real-time off. So that only changes
happen in here and no extra cost has been
put into performance. So let's select this and it
only reflects the changes. And let's resize it quiet much. For example, we can
visualize this as a broken port wall or something. Let's go in here and select the camera and
pilot the camera. Okay, This is perfect. We can use a castle
wall in here. We can use some clips. We can use anything basically to balance out this picture. And always try to have
this mannequin in here copied some places so that we have a little bit of better understanding of how
the scaling is going to be. So to add a little bit of
depth into this environment, Let's go to this Create and
go into visual effects. And Greg, exponential
height for n. And this adds a fog and it's just like
what is happening in nature. It's darker in the areas in front of us and getting
lighter towards the end. And it's going to
add a little bit of depth into the scene. So let's add this
into the lighting. And it's not an
ordinary lighting. Let's put it into its
own folder and call it. Later on, we might
change the settings, but for now it's
going to be perfect. I believe overall, it's
good for this part. And in the next session
we're going to improve the blackouts and bring the blackout to the
next level because it's needed so that we know
what works and what not. So see you in the next session.
6. Improving The Dock Blockout: Okay. We have placed the rough
blackouts in here. And normally when I'm going
to create projects are due a lot of these
primitive shapes and from this Create menu
or bring a lot of these create shapes and bring him into the scene and
starts addressing. But in here, I'm going to
make it a bit shorter and to the proxy mesh and the
blackout at the same time. And I'm going to make
the dark or ports or whatever you call it in the first place and then
start detailing them out. So let's go and see what
the dog references are. This is what the
dark is going to be. I'm going to create something
like this. A house. This house is going
to be rather an old one and a dark that is
above the sea level, something like this that
you see in the images. And I'm going to
make it modular, something like this that was once used as
a Pirate Island, Doug and a lot of ships and
boats and things were here, but now it's abandoned. And I'm calling this one abandoned because I
want to make it o, because these old ones proved to be a lot
more challenging. You see, creating something
like this is a lot harder than creating something
like this, for example. So nice and tidy. Decided to make this
one an old port. And I'm going to
make it modular. And it's going to be a lot of woodwork we're going
to do in here. Okay, I'm going to first make
the blackouts in Blender, in the proxy measures
and blackouts in Blender and then
import them into unreal. And let me demo
something that you see. It's good to take
this mannequin. Let me find it in here. And grab this mannequin. Right-click as an
action and export. And I'm going to export this unimportant in
Blender so that we have the same scale that we have in here in
Blender also as well. So export, I'm going to
export it right in here. Fbx format. For consistency sake, when
you open up lander scene, It's always good to
bring the units up. Let me find a unit. It's in here. And always to make sure that
everything is consistent, make sure that the
unit system is metric. And for length, you are free to use centimeters or meters, but I'd encourage you to use centimeters because that is
what Unreal Engine does. Unreal Engine units equal one centimeter equals
one Unreal Engine units. So I encourage you every time
you open a new blender sin, always try to match your unit
system with Unreal Engine. So now I'm going to
import mannequin. Let me go and import it
from the same file in here. Let's import FBX. Now we have this. We can use as an
FBX or excuse me, as reference for the size. So I'm going to make
a cube default tube. And this tube is two
meter by two meter and roughly a bit larger than
this mannequin it should be. So let's see. The size is our right. This one is two meter
and the mannequin is 182 meters centimeter,
two centimeters high. And to get rid of these, I'm going to select the American
and you need to open it. And this roots, I'm
going to disable them so that we only see
the mannequin in here. So let's save the scene and
always remember to save in increments so that you
do not miss something. I'm going to delete this light and the camera because
I do not need them. Okay. For starters, I'm going to make them
modular kit for the port, it's for the docket. I mean, these
woodcuts that become connected to each other
and form the shape, the overall shape of the ports. So let's see what
we can do about it. So I'm going to bring
a plane, a two-by-two. I feel like two-by-two. It's a little bit
too small for this. Let's hide this and
make it 400 instead. For this one, I'm going to make a cube instead so that I have
more control over the size. So on the height, I'm going to make it fairly
small, something like this. And let's assign the pivot in here and apply the
transformations. It looks like my viewport
toys or disabled. Let's let them millennials. Now it's working perfectly and make the period
in here uncensored. Okay, this is good
for the height, but I feel like I can bring
it down just a little bit. Okay. Now, I'm going to make
it a little bit larger. A two by three units. We'll do this. One is two by three. And of course, I need
to select all of them. So let's go in here
and select the X-ray. Start to move it in here. And I'm going to get
roughly two by three. This is going to be
our first store. So let's center it and put the pivot in here and apply
all of the transformations. But I'm not going to
make this salt flat. I'm going to make it
a little bit more interesting by
adding some planks, some ordinary planks,
not so complicated. So let's first
select it and make it renamed a static mesh. Underscore tempo di for modular. Dark. In here, I can, for example, call
it a three by two. And underline 01, always make sure to have
good naming conventions so that there are
readable and you have no problem in selecting
and manipulating them. So this is fine. And this one makes
sure that we even have some variations
and things we are happy and no problem
creating the variations. Just duplicate it. We'll
rename it to 0 too, and you'll be good to go. Okay, this is it. And I'm going to
select it some time. And in here. Try to make
some blanks in here. But I do not want
them to be so big. I just want some tiny planks so that it has a little
bit of depth here. So let's select them all
and copy them around. And just manipulate
them a little bit because I do not want
these to be so flat. I just want to have
a little bit of definition to the environment in the first place when
we start to create it. Okay? And I do not want everything
to be so CG perfect, always try to add imperfections.
For example, in here. In case of this distance
between the individual planks, I'm going to make them a
little bit more random, so let's select them all. Select this has
the right name as the last one and hit Control
and J to make them united. So all of the naming
is right in here. So this is the first one. Let me see it. You should have
in mind always to never changed the
name and the pivot. Because if you change them and export it to unreal
and reimported back, and if the period is off, you're getting some
offset problems. Or if you change the name, you are getting completely new identity which you really do not want to have
something like that. Okay? And for a period, I'm thinking to trace the
period right in here. To make this transformation
is a little bit better for modular kids if they are normal kids
are always like to place the pivot
somewhere in here, in the bottom left, or
whatever you call it. So let's select it. You can bring it in the
center of the world or leave it anywhere
else that you want. So let's try this
one out and bring the batch export and assign
export folder for it. In the blackout folder. Let's call a folder exports. Just buy 1-click. We are able to export
this into unreal. Of course, these are
going to be 98 measures, but for now I'm not going
to change them into night. I just important as ordinary
mesh inside Unreal Engine. Inside Unreal. Let's go into content and select the part
island folder that we have and create a
folder called meshes. Here also I'm going to
create a folder called dark. So that always put the torque architectural
folders in here, excuse me, contents
in here. So imports. And bring this. If you want to make it night, you want to hit Build night. But for now, I'm not going to do anything and export it as it is. Okay. Excuse me,
imported as it is. So this is it. And let's drag it into
the scene and start to I shouldn't have done
that to displace the camera. So let's take this
one and delete it and take this one
and make a copy. Always try to have a
copy from your camera. So let's pin it to stay in
here and first saved and hit, disable the real time so that no extra barrier is
on the performance. So now the translation
mode is set to world. I'm going to make
it local so that the rotation stays
relative to local. Not like that. Okay? So let's take this one
and bring it up a bit. And I'm going to duplicate
it a couple of times to bring it right in front. So let's delete it to see if I'm going to
make this a 100 units. Let's copy to see one hundred, two hundred and three hundred. Okay, this is 300, but a little bit of offset in here which we
care about later. For now, I'm going
to only duplicate this sometimes to make
the ports available. So I can even try to copy
this around, but not. Let's put it in this. Let's go and make something
square-like for this. Instead of making
it a three by two, Let's make it six-by-six, cover a lot more space. So again, let's copy this and bring it in
here and create a plane. This is two-by-two. I'm going to use
this as a reference. Now the dimension is 400, So let's take it. And these squares
are a meter long. So I'm going to extrude it. Couple of meters from here, 1234, couple of
squares from here. Okay? Now, what I'm going to
do is selecting this one. I'm going to take this
and bring this up in here and duplicate it
sometime three times in here. And couple of times in here. For now, for the scaling, I'm not really carrying
so much because I'm going to make this a
little bit imperfect. So I really do not care about if the size is couple
of centimeters off. Now I'm going to
select all of these and select this one as the last one and
hit Control and J. So the pivot becomes
available in here. So let's save and bring it in here and call it static mesh, dark six by 601, so that we know that
it's the first one. So let's go write the name and
export it again and again, go into Unreal Engine. First, let's delete this off because I want to use them in another situation and import
them from here, six-by-six. Save them out and start
to bring them from here. Okay, This is really
a lot better. So let's disable snapping and bring this one
up just a bit. Okay, and now I'm going
to enable the snapping. 123456 is alright. There's couple of
centimeters off. I'm going to fix it later. So for this one, I'm going to use that other one. Let's select it in here. Place it. So this is not working. I believe this is a bug from Unreal Engine five early access. It might be fixed in
the future releases. So let's drag this one. And bring it up just a bit. Let's drag this out. Or you can simply click on here. And because the naming
our neighboring, we can simply select the
studying mesh from their house. So select this one and
offset it to here. Okay. I'm happy with this. Let's duplicate it. Bring it in front. Just one more coffee.
And it's done. Since this part isn't going
to be seen by the camera, I really do not care if it's
going to be alright or not. So let's take this one and copy it in here to expand
the port just a little bit. So now this is getting
a little bit to CG. I'm going to create a new one. Let's take this, drag a copy, and of course bring
this one out in here. And make this 14 by four. Okay? And drag a
four-by-four plane. Let's take this. And of course, did it wrong. Take this one and
bring it in here. Center, this one, and bring
it roughly into the place. Start to re-scale it. Okay, This one is good. And re-scale it in y so that we have a bit of
four-by-four as well. So the period is
also in its place. And let's take this one,
this plane deleted. Okay? And this is a four-by-four
piece and let's exported and bring it in here. Again into Unreal Engine.
And the same thing. Try to import it in here, select the four-by-four
piece and bring it to the a bit in here so that we
can do some things in here. And overall, I feel
like I need to bring this sea level down a bit
because it's too high. And I need a little
bit of more separation between the coast
itself and the sea. I want the sea level
to be down a bit. So let's go into the
landscape mode and Sculpt. Let's change the
brush size down. Shift to bring this
sea level down. Just a bit. And I'm not being
too careful with the sculpting because
no matter what we do, this is going to be replaced
by water shader and a plane. So I'm not going to be
so careful about this. So we are far away from it. Let's bring the brush size up and start to blend
this down just somewhere. And I can add the water
plane in here, for example. So let's save everything out
and try to expand the port. These directions. Let's copy this one
out. And take this one. Also take these and copy them. So take it and place
it in here or in here. Now the distance in here
should be four meters, which I believe is okay. Now let's bring this one up and start to play to see what
we have created so far. So this is the house. And this is the port. Make it a little bit smaller. And in here also is
going to be the port. Okay? I'm happy with this. Or instead of making
this uniform, I'm going to take this, delete it and use one of these four by four
pieces and extract it out to make a landing port that is different to
the size of this one. And this is going
to be, alright. Let's expand the ports
to this area as well. I wanted to cover
all of the area and the transition area between
the beach and the C. So let's take this one and drag it out so that the house is
placed on one of these ports. Okay, something like this. We can play some things in here. For example, add a little bit of a storytelling, for example. This has been broken
off or something. So let's see what
happens in the future. Okay, in here, I'm
happy with it. And the good thing is that when we try to create
nanoscale meshes, dynamic measures are so high-quality that the
transmission line isn't so a straight. And cg, you see a lot of transitions going back and
forth and make it so natural. So let's copy this. And I'm going to expand and
make the port lot more epic. So this is a little
bit more like it. In here, for example, I can add some fences or things like that.
I have in mind. Again, take this
one and I'm going to extrude another port from it. You see these ports in real
life when the sea, excuse me, the ship lands in here and people walk in here
and try to work on ports or put something in trees or whatever
you call it. I'm going to create that. We have successfully
created some ports. Make it more interesting. I'm going to borrow This kid and copied in here and place it in here to make
another layer of ports. Because we have placed a
static mesh instance in here. I'm going to select this, delete it, and select this
one and delete it as well. I'm only going to select
this and delete it. Now we have this small one. So let's take it and copied. In here. There's a little bit of intersection and
that is no problem. I can, for example, make it a broken ports
or something like that. So overall, I'm happy with
how the port is coming along. Let's take this one
and copy it over. And later on when we start
to flesh out the scene, I can take this for example. And in Blender make a
new variation out of this and call it variations
0 to start to manipulate it, change it, change
something from it, and create some new
things from it. For example,
something like this, a broken off version or
something like that. But for now, I'm only
concentrating on the main pieces, rather architectural pieces
that make up the port. And now that I'm
looking at this, these wooden parts are not
standing on top of nothing. I'm going to make
some base for them so that they stand on top of
something not on the air. To add a little bit of realism and a
storytelling to that. And I'm going to create
something like this. Cylindrical good pieces that
act as a base for the wool. And something like this. Okay, Let's go and
start to create that. Okay, in here, I'm going to
take this, bring it in here. I'm only going to use this
as the pivot placement. And when I'm done
with placing it, I'm going to remove this piece. Okay? We have selected this one. Let's bring a cylinder n and try to shade smooth it. So in here I'm going
to shade smooth. Okay? Now, let's resize it. I want it to be quiet, smaller, something like this. And I start to
increase the size. Box removed again and take
this one and bring it down. I really do not care
about the size. For now. Of course, later on we're
going to fix it when we tried to create real meshes. So let's take this one
and bring it down much. Okay? And place it in here. From the top view.
It looks alright. So there's one thing
to have in mind. And that is, I'm not really
going to copy this in here. Because if I copy
this in here and try to modularize the kid, if I let me take this
and try to copy it over, I'm going to take and make
an intersecting case. I do not want that,
so I'm going to take this one and delete them. So this is about it. Let's take couple of more, can re-scale them and try to copy them
some more times so that they act as a
base for our ports. So let's take these and I'm going to bring
them in just a bit. And for these ones, I'm going to copy them to this side and
offset them just a bit. So let's take the
whole thing that we created and make this one the
last selected object and hit Control and J. And now the pivot has been
placed in here, right? Just like what we want it. And I'm going to select all
of these middle pieces. And select all and delete them. Okay? This is what
I wanted to create. Let's take this
and Shade Smooth. Make the shading of right. So in here, I'm going to select these and copy them horizontally so that it
becomes a lot more natural. So let's resize it down. This is okay. This is for
the three by two port piece. Now, let's come in here. Dark and call it dark. Base, underlying three by two, underlying 01 in case we wanted to create
a variation later. So the good thing about
making the period, just like united
with this one is that when we try to
manipulate them, they become the sponsor
on the same place. So let's take this and exported
and write in a minute, you're going to
understand what I'm going to import and base. I'm going to take this one. And in here I'm going to select this and delete them so that I have only
this one remained. So let's take this one
and try to copy it over instead of using the
blueprint version that we had. So this one and to bring that are simply copy and paste this and use this
one and a spawn it, it's not working, so
let's drag it from here. Okay? Now we see the base and protector have been spawned
right into place for us. And I have this entry
intersecting piece in here, which I'm going to take care of. So let's come in here, select this and delete it. So let's export it again. And all we have to do is selecting this
one and hit Import. Now the problem has been fixed. Now we do not have any
intersecting piece in here, so let's drag it out. Of course in the future
I'm going to make a lot more variations from this and make it not so uniform. And I feel like I'm going to place a big cylinder
over here as well. So let's take this one, drag it out and lazy me. And I'm going to
delete this one. Okay? It exports and imports. Again. This is really powerful, reflecting the changes
just in a minute. So now I'm going to do the same for all of the
remaining pieces. So let's bring this one in here. And now I'm going to make something for this and for that, I'm going to also
take this one in here and expand it just a bit. Select all of them, bring them in here. And again, select all of these. And it looks like
I've done that wrong. I'm going to select
these as well. So in here, Let's drag this out. Okay, I'm happy with this. And I'm going to copy this one and bring it right in here
in the middle of this. So again, let's copy
the whole thing. I mean, this middle ones are really do not want these
ones to be selected. So let's select these ones. Okay. And copy them over
to this side as well. Select this copy. Now, I'm not going to
copy that in here. This one, I'm going to call it a static mesh
modular dark base. And this one is going to
be the six by six piece. Okay? And now experts and drag these two
out right in here. Of course they are
separate pieces, but having a little bit
of consistency sake, I'm going to make them belong to the same place and not being attached
to each other. So let's take care of this one
and copy this one as well. Select all of these and
bring it right in here. Now, I'm going to select
just the portion of it. Select them all and
bring this out. For now, I'm not really
caring about this because they are going
to be fixed later. So this is good also. But let's take this and this and drag them right
in here in the middle. So for this one also, I'm going to call it four
by four and hit Export. And I'm going to
delete this one and bring this one in
its place roughly. So let's go to unreal and bring the two pieces that
are created, okay? Four by 46 by six import. I do not want to change
any of the settings. Okay. I'm happy with this. So let's take this because
this is going to have some basis and copy and pasted. And I'm going to bring the
four-by-four piece for it. Okay, now it's coming along
together very perfectly. For this, let me see
what I can do about it. And replace it with
this six-by-six base. But it looks like that. I do not need this
one to be in here. So I'm going to take it rotated 90 degrees
and place it in here. And this one is a lot better. Instead of covering
this part that the player is going
to walk through, it's going to cover
this area instead. So let's take this one
and copy it out in here. And again, take
this one and bring the four-by-four piece 90
degrees and place it in here. Okay, I'm happy with how
this is going along. So take this one, copy it, then six-by-six piece. So again, and copy this here so that we have the landing place for the
piece that we have here. So let's take this one also. I'm going to I'm not
going to copy this because this area is
ground and we really do not need to make
unnecessary piece in here. So in here, again, I'm going to place the three by two and copied couple of times. This one is broken. I really do not need to do anything with it. So this is the six-by-six piece. Let's copy. This is not six by six,
this is four by four. Let's bring the four-by-four. Start to flesh it out. And the good thing
with this approach is that when we try to
detail these and make them nano eight
measures that replace immune think is going to be the
matter of only reinforcing. And you are going to
see this in the future, how powerful this
is going to be. So we have done a little
bit of placement. Let's go in here and
find the camera. Okay, I'm happy with how the course is coming
along together. I can even drag
this camera back to reveal a lot of the port again, but I'm not going to
do that right now. So let's select this
and bring the base. It's six by six. All you need to do is
only dragging these out. Okay? This is good. I'm happy with it. And now the only remaining things
are these, I believe. So. This is a
four-by-four piece. Copy it and bring this
four-by-four piece. Then I'm going to make this
right, like this. Okay. Try to copy this over more. Okay, I'm totally happy with how the port is coming
along together. Let's take a safe from the scene so that nothing
really mess us up. So I'm going to call this C. And let's jump back into the scene and
see what is going on. Yeah. As for the scaling, I'm really happy with how older horse scaling is going on. This is good. And I feel like
I need to make this house a little bit bigger and
more sophisticated. And it's saying is, alright. Okay, I'm happy with the port. And in the next
session I'm going to improve the horse even more. Okay. See you there.
7. Finalizing The Dock Blockout: Okay, We have done
the first pass of detailing the dark in here. And now we're going to
create a railing system that goes across all of these
to be as a protector. It's better to call
it the fencing system, not the fencing. The fencing that
goes across all of these to protect people
from falling into the sea. Now I'm going to make
it modular also. So let's go again opened lender. And again, I'm going to take
a copy from this tomorrow, the dimensions and
pivot as well. So let's create not a circle, a cylinder, and make it a bit smaller in size and
resize it just a bit. Let me put the period in here. And I'm going to make the Shade Smooth better on this because I
really do not want this facet that data is so smooth and 30 degrees
would be perfect for this. So box select. This needs to be
smaller just a bit. When I'm comparing it against
the mannequin in here, I feel like this one is okay. So I'm going to make this
cylindrical just like this one. But if we found some intersections between
the couple of pieces, I might bring this
down just a bit. To avoid any
overlapping geometry that is not good
for composition. So this one is in here. Now I'm going to make a
copy, bring this one up, rotated 90 degrees and
resize it in this direction. Something like this. Take a copy again to get
rid of those CG lines. I bend these just a bit. Later on when we try
to detail these out, we will be a lot more
careful in placing details. So this is going to be the
first rail that will create, that select all of them and this one and connect
them, Control and J. Let's compare the pivot
of this two together. Now the pivot is
in the same place. If your period is
of, for example, if the pivot, let
me make it right. If the pivot is in here and you want to
fix the pivot system, for example, borrow
the pivot from here. What you can do is using
this world Center in here. Let me drag this over so it's a little bit
better to visualize. Let me drag this out. And let's say that we want to
borrow the pivot from this. And the pivot of this is on top. So I'm going to
select this and bring the origin pi up and put
World Center unselected. And now it has placed
the word center on this port that the period
of this has been placed. And now we select this and
place the pivot unselected. Excuse me. I was wrong. Select this unselected. And we bring the
pivot to cursor. Now, first we place
the cursor on this. Make the cursor in here
on the pivot of this one, and then change the pivot
on this one too cursor. And this is what you can do to borrow the
period from this. So let's make the pivot to
origin and bring this over. And now we'll see the
placement is alright, so let's take this one, static mesh on their score. Modular dark fencing. So let's call it three meters. Underscore 01. The name should be as strict
as descriptive as possible. So exported. And I'm going to make
another variation from this. Let's copy this and make a
corner piece out of this one. So let's delete this one. Now. Join these two pieces and
now we have a corner piece. Okay? Of course, a merge them. Accidentally. Let me copy the name
and duplicate this. And name this fencing corner. Three meters underscore one, and this one is the
funds, the default one. I'm going to select this
because I do not need them. Delete them without any problem. Okay, let's export
this and this as well. Now I'm going to
make a couple of new ones to make
variations out of this. Let's drag this one out. This one I'm going to box select and make it
a couple of meters. Let me know. I should have first made a copy. Drag this over so that we
have this piece on touched. Let's take these and drag
them out just a bit. So this one is alright as well. And I could have brought this to the top just a bit to give it a
little bit of variation. So let's name these two meter instead of three meters because this is a
two meter piece. And variation 01. Let's delete this one and
make a copy from this. Take the original one
and bring it in here. And I'm going to make
a formula. Please. Take this one and
drag this one out. For example, take
this and bring it in here to give it a little
bit of variation. So I'm going to select
this and delete it. This is going to be a
variation piece as well. Perfect for adding
in the center. So let's make the
naming rights as well. I'm going to call it four
meters underlying 01. So I believe this
is enough for it. Later on, we may need
to add more variations. But for now it's enough. So let's take them one
by one and export them. And then import them into unreal to make the set dressing right? So let's drag these ones out, rotate them, and play
some right here, and take incremental
save from the sea. Okay? Imports. And take these four important without
changing anything. So let's save them out. Again. I'm going to borrow this and replace
it with the fence. Let's take a corner piece
because this one is a corner. It's obvious in here
that we'll need to add a corner piece for
this one as well. So let's open the blender. Bring this corner piece and make it a smaller college corner meters instead of three meters. Variation 01. Okay, and exported. And imported in here. Then. So simply select this
one and replace it with this. Okay? This is good. And let's start to copy
this over to make it right. Now again, it's about finding a good way
to copy these over. And make a lot of
things with this. So these lines will
make perfect lines for guiding the eye towards the focal point,
which is this one. So let's go in here. And guiding lines
are very strong in pointing the eye
towards the focal point. And always try to use
the guiding line. They will help a lot
in conversation. So let's take these and start
to duplicate them around. I can select them from here. Let's select the phone
with this piece. I'm going to make the
fencing system right. Later on, we will add
a lot of variations. For example, making broken ones, making some tiny and neat ones. And it's just a matter
of time to wait and see. Okay, this is done. Now, I'm going to select this. These newly placed
Financing Systems. This one. The last. Select this, and this, select this one because
this is the corner piece. And bring them in here. And select this two meter piece and drag it in here
to close this gap. Okay, This is enough. And now I can select this. And I start to select
something randomly from it. So let's copy this over. Let's start to select
randomly from these. And the whole point
is that it's good to avoid any repetition or
things of that nature. Let's drag this one back. Take your coffee again. No. Three meters, please Will do. Now let's take this one. And I'm going to rotate it. When trying to copy with Alt. If you hold down shift, the camera also is
going to move with you. So this one is also good. And I'm not going to
make anything into here. Later on might add some
prompts to cover this area, but for now, I'm only caring
about the overall shapes. So the metric system
is also alright. You see there's a
meter piece gap in here, which is perfect. But using 100
centimeters increments, we are easily able
to swap things out. So this is okay. Let's make this a
couple of two meters, one instead of single meters. Or I can make this
the corner, please. Yeah, it's working
alright, perfectly. So drag this one out. Select a two-meter
piece. From here. Later on, we will add some
variations for each one. For example, we might have
couple of two meters pieces. And it will help a lot to cover the modularity that we created. So let's take these
and copy them. I'm going to place a
corner piece in here, but three meters corner piece. So instead let's
go into Blender. Make it four meters
corner piece as well. So drag this over here and copy this one and
make the naming rights. Fencing. Foreigner. Okay, duplicate
it and rotate it 90 degrees. Now it's four meters
by four meters. I'm going to delete this and bring it in
here to cover the gap. Make it larger bit. Okay? Select both of
them and join them. Than the pivot should
be good as well. Also, export it. And open Unreal Engine
and import it again. Four meters corner piece. Looks like you need to
rotate this instead here, and that is perfect now. Okay. We've done the railing
on the first platform. Now, it's the matter
of copying and pasting the logic that we
created around. So let's make this
one like this. And copy this over some time. When you create something. When you finish it,
it's all a matter of copying and pasting around. And that is the case, especially with the
modular approach. It, It's really helpful when you start to create things
in modular approach. And you see how powerful
the metric system is. All of the structure
that we have created in here is based on a metric system that allows
for fast creation of objects. So I'm going to
copy this around. One way of copying this is two. A scale this in negative, in this case negative x. Let's make it negative one. And it basically inverts it makes duplicate
on the other side. So now that I've created that, let me take these, I'm going to borrow
them from here. So take them from here. We just simply copy these
and place them in there. And later on if we need it, we can change the fence
in a single click. I just now once something
or fast iteration. So this is repetitive. Let's take this,
bring this one out. Then we can make
this one a broken one for a bit of a storytelling or play
something in here. So let's put that
side. Take these. Since these do not have
a distinctive material, it's a little bit hard
for me to select them, but that is not a problem. It's a lot faster
than trying to add single quotes into there. So Let's take these
and copy them in here. And always try to stay on grid. You see how perfect, how perfectly the
grid system works. We have placed the
metric grid in here, and it works in a 100
centimeters increments. So every time we try
to move something, it just right in the
place that we needed, and that is perfectly fine. So let's add this one in here. For this one, I'm going to spawn a corner
piece, not this one. This one is R. So for this one I'm going
to change the piece to something like two meters. Okay? Let's take these
again from here. Start to copy them and
bring them over there. So the last one, this is done. I can safely remove this or replace it with something
non corner like this. A little bit of gap in here. And later on also
we can try to make some extra fencing
system for this as well. So now that we have done
a little bit of that, Let's go to the Maximize View and start to look through
the composition camera. Okay. I feel like I can
change that just a bit to reveal a little bit more of what is going on here. And you see a lot of the
guiding lines in here pointing towards the focal
point which is here. Now let's know. We are in cinematic mode. We should be in cinematic mode. And then a spawn the camera. And let's select the camera. It doesn't. So let's manually go into the camera and start
to see the grid lines. This is good. This is good as well. So I'm going to bring this
one in here just a bit. And this one is
doing right as well. In the end, we're going to cover these areas with a lot of foliage so that we close the
composition a little bit. And we use the foliage is, and trees and grasses and bushes and things
like that to create a vignette effect to center
the focus on this part only. So this is the composition
camera I'm happy with. For now. Select this one and delete it
and take a copy from this. Now, let's close
this and see where we need to put the
fences and copy them. I need to take these and copy
them to this side as well. Let me delete this. And I'm going to make
this a corner piece. Two-by-two works fine. Again now in why we
need to flip it, negative one flips
it and try not to copy this over and use
this to spawn things. So for example, create this one and replace
it with something. The negative one
effect is still here. So always try to
expand your things are on modules that are not
inverted or something. So zooming in here
works alright? Or I can simply swap it with a corner piece to medial
corner piece instead. Let's bring it here. And this is a 3-meter piece. Let's swap it with two meter
piece. This is working. Alright. Now I'm going to
copy the fences from here and copy them to the other side. To close this here. Rotate 90 degrees. Later on when we try to do
variation and set dressing, who try to make this right? We do a lot of rotation,
breaking things. We do a lot of things to make this as natural
as possible. So let's copy this rotated to break the repetition
and place it in here. And it's obvious that we
do not need this piece. Or I can swap it with
a two meter piece. No, it's not working. Let's delete it. And this one is also
going to be deleted. This one is swapped
with the smaller one. Okay, in here. Also, we need to place
these modules as well. So let's take these and
bring them in here. And coffee again. And borrow something from here. Let's swap it with a
two-meter piece. In here. Bring the corner
piece to cover it. Again, a corollary piece. This one, the tree we
have three middle one no, before meter piece. Right? These ones as well. Let me copy them. And this
grid system is very powerful. Look how beautifully this, they start to work together. And although this is something
like a natural thing, the grid system is working
perfectly on that. Everything is on a grid, on the metric system. This one. And now I only need to bring this out and make a corner piece or live
this just like this. Let's rotate this around. Let's see. This one is
a three meters V slits. Sloppy with two. And copy this again to the side. Okay. Now I feel like the
fencing system is working. All right. But you need to have a fencing
system in here as well so I can take this one, bring it out to
make a way in here, and swap this one with a
two-meter piece as well. And we need to cover this area. The more you concentrate
on the blackout, the more later on you're
going to enjoy it. Because later on it's
all going to be about just making meshes more
detailed insight on real, excuse me, inside Blender
and then importing the term in here to get
something that looks right. Just you have to put a
little bit of time on the blackout and modularity. And you will enjoy this
later on you'll see a two-meter pea snow at two
meter non corner piece. This one, we can swap
it with something else. So let's take these
and copy them in here. Then we can later on to
something to make this more natural and copy this over and try to swap it
with some other kids. Okay, It's fine now. So now I believe that
financing system is okay. And right now it's looking to CG and the lines are so straight. And everything is working
on a metric system. It's good in to some extent, but it will look modular. If you don't try to add
a lot of variations. I mean variation in measures, variation in texture,
and anything else. So we have done the port. And now I'm really
happy with this. Let's take this and copy
this over to this side as well to close this gap because this is
not going to be seen. Okay, and now let's take
the post-process volume. And in here in the color
correction, excuse me, in color grading
in the global tab, I'm going to open
up the contrast. And I'm going to
make the contrast 1.25 to make the colors a
little bit more popped up. 1.25. That makes the color a little bit more
alive and happy, making the darks darker and
making the brights brighter, and adding good amounts of variation and contrast
in the scene. Okay? This is a screenshot from before and after
adding the contrast, you see how washed
out this one is and how contrast this has become. And we have now
placed a good amount of time on the blackout. And of course we are going to develop the blackout even more. And the more time you
spend on the blackout, the better results later
on you're getting, because that's in
the blackout stage, which you define
how many measures, how many materials and
how many things you want. The planning in
this stage is very crucial to create
something beautiful. And you see in here
by just using. Some measures. There are 12 measures. We have created a
whole port system. And this planning
is very helpful. And you might be
tempted, for example, to do a lot of AAA props and place them into the scene
without doing a proper block. And this block may seem a little bit intimidating and less interesting than starting to
create so many AAA assets. But it's going to be
worth it in the end because now we have created a pretty powerful logic for
the dog that we have in here. Let me bring it up. You see, we have created our drug
and everything is in place. And now what we're going to
do is taking these measures, starting to add detail on them. And then it's all a matter
of selecting them export. And in Unreal Engine, selecting them in here and hit Import and they get placed
right after another. And always try to take time
and put the time on planning, preference, scattering and
modularity and blackout. Of course, if your system is using a system
for modularity, spend time and modularity
on something like this. He said this would have been
impossible to create on some single measures without
losing a lot of quality. But now we have created a
system that is powerful enough to create a whole duck
alone using some meshes. And later on when we start to texture these and
add detail to them, you will understand how powerful this modularity
system works. And always try to have a lot of things placed in the modularity. Of course, there are a lot
of props, for example, some cargo props, some
boats and things like that, which I'm going to place later. I might not create a blackout for them because
they take a little bit of sign or I might create blackout for them depending
on the mood that I'm in. But overall, it's in
this module, excuse me, in this blackout system
that you really decide on how many measures
and materials and everything you are
going to create. So the more time you
spend in the blackout, the better off your project
is going to be in the end. So do not be ashamed if the scene isn't going to
look alright for now, it will look good later on
when you try to add meshes, but try to add a lot
of modularity and blackouts that you're seeing becomes a lot more
successful later. So let me swap it with this. This is the last one. Now our duck has been finished. And when looking for blackout
and creating blackout, start to go from big
to medium and small. And you see the
big, are these that are most visible when you are trying to look at
them from far away. We have first created two big meshes and
then it started to add this little fencing
system does that is smaller than this and
these are medium shapes. And for a small
shapes, for example, they are some set dressing props or things of that nature. For example, adding decals, little props like cargo props, or trying to add some broken planks or things like that at
details into the scene. Normally, when I'm
doing the projects, I do the big and medium
in the blackout stage. And later on, uh, start to flesh out the scene
and start to add those threshers details to make the environment a
lot more sophisticated. So again, let's have
another look in here. Now that I have created a port, I really do not want this
to be a gray scale thing. So let's go in here and
create a material for it. And I'm going to make
the material world space because these measures
do not have UV for now. I'm going to make a
workspace materials so that the texture is applied to
the world, not the objects. And this is good for
bypassing the UVs. Okay, Let's create
a new material. I'm going to call it
worlds place, blackout. And I'm going to put this in
debug folder so that I know later on I'm not going to use
this in the final product. So for the workspace, there is a node called
World aligned texture. That is here. It basically gives us a texture that is projected in
either an X and Y, or Z, or X and Y and
Z combined together. So I'm going to take this one
and I need to base color. And now for a texture, I'm going to assign a texture to this so that the texture becomes
mapped to the world. So let's go to the
starter content to see what they have in
the textures in here. So I'm going to look for texture that is black and white so that we can
change it later on. So this Perlin noise will do, I believe, Let's
take this and two. Sign textures to
material functions. This is a material function. If you click on it, you go to the function that
has created this material. You need to first convert this
one to the texture object. You simply right-click
on it and convert to texture object materials
except extra objects. So right-click and convert this two parameters
so that later on we can change it in real time. So let's call this
texture simply. And texture size. We need to assign a
vector three into this. And let's convert this one into perimeter also
and call it tiling. Ok. And for the default styling, I'm going to make it
white and white is white in RG and B and these become X, Y, and Z, you see in here. So let's take this
and of course, I'm going to add a
multiply in here. Drag the output using Control, and drag it here. Drag the material into the a, and bring another vector three in here and convert
it to a parameter. And now I'm going
to call it tint. For the change, the defaults, I'm going to make it
white because white in multiply means the default. And this is the default. So let's take this and go into the Debug
materials workspace. Take an instance from
this and call it dark. Or we can simply
call it m underscore doc so that we know this
is a material instance. So for the texture,
it's working. Alright. Let's tinted. Just a bit too. Brownish thing,
something like this. And for the tiling, this
tiling is in world space. And now it's telling Unreal
Engine to tile this texture. Everyone, unreal unit. This becomes huge. If you try to zoom on this, you see, if we try to zoom
very, very, very close, we are seeing the
texture in here, but we do not see anything in
here because the tiling is so repetitive that we
can not see in here. So we are going to tell it
to toilet every one meter. So we place a 100 in here, 100 in here, and a 100 in here. So this is what we are getting. Let's close this out. And I'm not going to
select all of these and assign the material to them. Instead, I'm going to go to
the meshes and this dark, I'm going to open them all. It's going to take a
little bit of time and select m underscore doc and place it in here so that it gives a little bit
of color tinting to this. So we can control the
colors tinting later on. So let's right-click on this and copy and go to everyone,
to each and everyone, and try to paste it
in this state here. When we try to save this, you will understand
how beautiful they try to add to the composition. So this one, the frame
rate dropped is because a lot of mesh instances
have been opened up every time it's loading the HDRI, lighting
and everything. And we have a little
bit of raindrop, but that is not a problem. We save them all
out and close this. And now you see, if you try to zoom, you see a little bit of
primitive coloring in here. And you see the textures
are mapped into the world. And of course, we have
not created UVs for this. But that is not a problem world. A line texture solves it for us. Let's take this and you see, if I try to move this, you see the object is moving, but the texture is going
to stay on its place. And that is because
the texture has been mapped into the
world, not the object. This is good for bypassing
the UV and creation. And this method is
something that we're going to use later on when
creating some objects. You do not create UEs for them. We rely on world space
maps, things like this. Okay, Let's take this one
and go into the window. And always I tried to look at the composition
camera and take a screenshot and compare
it before and after. So I'm going to come in here, high resolution, a screenshot. And it takes a
screenshot for us. You click on this, and this is what we get. This is the first one. This is the second one, and this is with
the added color. You see? Now it has a lot of added a lot of
color into this. And I'm happy with this
chapter has taken too long. I'm going to finish
this startup, finishing the blackout in
the next sessions. Okay. See you there.
8. Blocking Out The Trees: Though, we have done
the basic ports here and now I feel
like it's a good time to move on for the foliage and to the
block or foliage as well. Because this in here, there are a lot of
empty spaces which we should cover to create
that vignette effect. If you want to see
what vignette is, let's go to post-process. And in this image effects,
there's this vignette. If you raise this slider up, you see it darkens
the edges and leaves the center at the
brightest point. And it's a device to tell us
where to focus and where the focal point of the images and this vignette that we're going
to do something like this. We're going to put
some trees in here to close out the composition
until the viewer, Hey, pay attention
to these parts. And the foliage is going to be an important factor
in this scene. And we're going to
put a lot of time in creating
high-quality foliage. And the foliage isn't just like any other foliage
you have seen. This tropical foliage are
a little bit different to what create for
other games as well. So let's check out the reference to see what we should create. This tropical areas, the most visible tree types or these poems and these banana, banana and coconut trees. And this is a great
assembly in here. We're going to put this or something like this to
close out the composition. And we're going to create a couple of
variations from each. Some banana trees,
some coconut trees, and couple of palm trees. And these tropical trees are
a little bit of a special compared to other
types of foliage and have their own
challenges as well. Let's analyze to see
what the shapes are. Let me drag this one over. He said There's a cylinder, rather a noisy one
that goes to top. Then we have these
branches here. And the starting angle of these branches differ
from the ones on the top. And if you isolate
this, for example, if you deny the park totally, you see, this is something
that you see inference. And also the ferns
are something that we're going to create
in this course as well. You see the branches
are straight in here and the angles
become a tighter. The more they go to top. And it's a straight to the
sky at the top of the tree. So we're going to create
something like this. First, we're going to create some kinds of coconut
trees as well. You see these trees have been
bended untilted naturally. I don't know why, but
this is something that happens in a lot of
trees in tropical areas. For example, in here
tree is being tilted and rotate it to
a certain degree. For example,
something like this. This is the second type of tree that we're going to create. Maybe some banana
trees and things that you will find on
a tropical area. So let's do the blackout. There's always a created
a scene in Blender, emptied everything out and
brought this as a mannequin. And for unit, Let's go study
two centimeters in here. And we're good to go now. And now we're going to create the triplet code using
the modular tree add-on. It's a great add-on and I encourage you to invest
in it and learn from it. So hit New. And in here Shift a and we're
going to bring the measure. And this is going to be
the basis of our mesh. And we need to bring a trunk
and hit Generate tree. And it's obvious that the bark of the poem isn't
something like this. Let me bring this up and
make it a little bit smaller so that we have a little bit
of more real estate to work with in Blender. Palm trees are a little
bit more heavier on the radius when it is
starts from the ground and begins to thin up
as it goes on the top. And it has a little bit
of noise here and there. And some variations of the palm tree are a little
bit wavy and noisy. For example,
something like this. You see it's not pixel perfect, straight, a little bit wavy. So let's go and
create this effect. And for randomness in here, I'm going to bring it down. I want just a little bit of
randomness, not so much. Something like this will
do for the start radius. Let's bring it down. Just a bit. Something like this. And the end radius, this one will do. And let's give it
a little bit of resolution and make their randomization
a little bit better. Okay, Now, this is a little bit more like the effect
that we're going to create. So I'm going to use this
only for the blackout. And we will later on, later
on we'll detail this out. And let's add some branches
to see if this works or not. And when you connect
something in here, go and hit Generate tree. And it's obvious that this
is not a tree that we want. So let's visit the
picture and see that the branches are startups
so high and we have no branch in here whatsoever. This is Bear Park without
any branches or anything. So for starters, I'm going to bring it way up so that
all of these disappear. Okay? Something like this. And I don't want these
branches to be separated. Split it in here, that happens. I really do not want
that because that is not really what
happens in palm trees. So now we have some branches. Let's make them a little bit lesser in strength and give it some more branches as well. Now the starter angle
on this isn't working. I want these bottom branches
to be affected a little bit more with the gravity and less gravity effect in here. So let's bring this in here. And we can do it in some ways. One is the effect of gravity, something like this.
Let's bring it up. And one is through
the start angle. And I'm going to randomize this, this starts angle is now a single value being
applied to all of them, but I want to randomize it. So let's go to
property and bring a random value and plug
it in here for a minute. I'm going to set it
to 45 and max, so 90. Now let's make it something like this and
bring the resolution up. Now, try to affect these. And I want more
branches on the top. And in the end instead of 95, Let's set it to one. Let's affect it a little
bit more with the gravity. So this is a little
bit something like that, but not totally. I will make something a lot
more sophisticated later on, but for now, this is
something that we'll do. Okay, and now we need to add some leaves to it to
make it more natural. So let's go to measure
and hit add leaves. Or before that, let
me come in here and add another layer of
branches to act as a twig. Because now if we add leaves, leaves are going to
be added in here, which is not something
that we want. So let's bring the branches
and hit Generate tree. And before that, let me bring the branch density down so that it doesn't create
a lot of branches for us. And for the length, I'm going to bring it way down to
something like this. These are going
to be our tweaks. So let's go in here
and add leaves. And it's obvious
that the leaves are going to be a little bit bigger. Let me select this, make it larger and hit Apply. The palm tree leaves are
in something like this. I'm going to make something
that represents it. Let's see something in
here to see what they are. And he's seen here,
they are some kind of triangle thing starting wide and thin as they
move to the end. So let's go and execute. Green, get a fault plane. Put the pivot in here, and make this a
little bit larger. Of course, later on
we can manipulate it and do whatever we
want to do with it. So let's drag this one out a bit and add some control points. I'm going to resize them. Something like this.
To take effect. I'm going to select the Pivot, can, put it in here, bring it down so that they
are in the same level. And I'm going to
select this and select the leaf as the last
one and join them. Now, let's go in here. Select our live Control I to invert the selection
and delete that. So this is something that
we need it for a palm tree, of course, they are a
little bit chaotic. Let me go in here and try to manipulate
the last branches. And this last branches are
something that are as tweaks. And whatever you do
to them is going to affect the placement
of these leaps. So the splits are really do not want it starts, let me drag it up so that
they are not so much. For the branch density.
I can bring it. Don't bring chance. Brick turns, bring it down. Let's stick to
something like this. This will be a perfect circle, but now the leaves are
a little bit too large. And I need to make
it a little bit lengthier and a smaller
at the same time. So something like this. And let's select the trunk. And in the end radius, I'm going to make it
a little bit thicker. And whatever you do is going to affect the leaves counting here. So this is it. Now, we have created a
blackout for the pole. And the good thing about this is that we can use a lot
of the randomize things that we have here to
make it better or even make another variations
pretty fast. So let's take this and let's say that we
are happy with it. Let's Shift D to
duplicate, drag it out. And in here, we can do
all sorts of changes. For example, changing the seed, making it a little bit larger. And do all kinds of changes that you make you
might want to see. So this one is going to
be a little bit larger. And we can change the seeds to get something totally different. So this is one, Let's
take it, drag it out. And for this one, I'm
going to decrease the resolution and add a
lot of randomization to it. Let's add some randomization. Help bring the resolution up and make it something like this. Or we can rotate it even to create that tree w1 at
that coconut trees. So take this one as well. Now let's make the length
a little bit taller and change the upper traction
and bring the resolution of this one and
bring it in here. So for the blackouts, I feel like these are enough. And we're going to export these and bring them into unreal. Start to modify the sea. So there's a problem. If you try to export
this to Unreal, you will see nothing because if I try to collapse the modifier, you see the leaves are gone now. But to prevent that, you need to do something because this is now using
the geometry nodes. You need to make
these real measures instead of instances. So during this search, menu up and you want to type this make
instances, so apply it. And now all of the leaves
are real instances instead of protocol meshes or geometry nodes meshes. And this one. On this, we're going
to enable it and bring this back into its
place and select all of these and join them. Okay, Let's go to this view. And this is basically what
we get from the tree here. So let's select this and
apply another material to it. Instead of that, let's
name it barks so that in Unreal Engine we
are able to assign another material to
it instead of that. Okay, let's make this one static mesh
underscore f for foliage. And Paul. Now let's name this
coconut underscore 01. Grip. Bring this over. And I'm going to close this window because I
really do not need it. So that's what we're going to do for the
remaining ones as well. So select this one, bring the search of instances. We'll upload a modifier on this, select all of them, and join, and give the
park a separate material. Let's call this bark. And the remaining ones as the leaves. And name it. Paul, underscore 0 row one. And let's visualize
its materials. And little delete this. Instead. Select this. First, make it unique in here. And this one as well. So let's select this and give it an immaterial. Really the name doesn't matter. We just need to separate this
from the rest of the area. So this one is for it. Now we need to do the same
thing for this as well. And these two are
the same measure. So I'm going to delete this one. And now it's time for this. So bring this search up instances real and join them. And before the applied
a modifier on this. And then select them all and
join them for the names. I'm going to call it 02. The last one. Later on I'm going to
add a lot of variations. But now for the Black Codes, this will do again, make them instances applied
a modifier on this, and then select them all and joy and call it coconut 02. So it's now time to
bring this batch export. Assign a folder for it
with the default settings. I'm going to export these
one by one and the lessor. And now let's bring
them inside Unreal. So go to measures, create a new folder, call it foliage, and a
sub folder called trees. We want to stay as
organized as possible. So before importing data, let's select all of these measures and
exclude these two. Select them, move
to measures folder. And in the meshes folder, create a new subfolder,
call it blackouts. And in the Black
Codes were going to create a new
subfolder called dark, so that we can disable them and enable them with a single click. So it's time to
bring the trees in here and select all
of them unimportant. I'm going to record
the trees are not now supported by lumen or night because these are
relatively new technologies. And it will take a little bit of time for Unreal Engine
to support those. And I believe that it will
support with the first release because that's a really request that feature and I believe that they're not going to skip it. So let's wait. And they've been
imported successfully. And what we can do is
starting to hand placed them or we can use the foliage
tool to paint them. And what you see here
is these voltages are single-sided and
we don't want that. So we're going to assign a material so that it
shows the both sides, not only a single site. In the Materials. Debug mode. On this workspace material. I'm going to go
ahead and make it two-sided and then assign
it to those trees as well. So let's take an
instance from it, or take from this one and alter the color of it to something like a little bit of a greenish. And call it, I
underscore, treat. And go in here two meshes and
find them all, bring them. And in the static mash editor, apply the material in here. Underscore tree. And now you see we are able to visualize this
part here as well. So Let's copy the same
material to all of them. But I feel like I need to change the tone and color of
the material just a bit. And this is the third one, and let's apply it to
the last one as well. And let's change the tone
a bit and make it darker. So save them all
out and close them. This is good for
political purposes. For now, let's go to composition view and
start to hand plays. Couple of trees to
test the composition. Yeah, they will do perfect. So let's start to hand
place and of course, use the foliage tool to
paint some trees in here. So before that, let
me delete these two. Exit out of the
folder, excuse me, camera mode and
disabled or real-time. And pin this soda, we get no performance. So let's go to
foliage prints mode. And in here, I'm going to select these and put them in here and right away
without painting anything, I can tell that the
density is too much. You see, this is nothing that
really happens in nature. So I'm going to bring the paint density is sold
down to something like this. This is too much as well. So let's bring it down even more to something
like half of that value. Now what we can do
is come in here, and to avoid all of them
being in the same size, I'm going to select each
and every one of them. And in the scaling, I'm going to set the mean 2.5
and set the max to be one. So the size is a
variable between 0.51 and not all of them
are using the same size. So let's start to paint
some things in here, and some things in here as well. Okay? And now let's exit and go and visit the
composition from here. And now I feel like the
composition is a little bit too noisy and I do not want
these trees to be so dense. So we're going to fix that. We're going to fix that by
going to the Folio is preying tool and we're not
going to paint. We're going to replay. This replay allows us to modify what we
have painted in here. So let's hit Reply. And right away in here, I'm going to bring the
density down to half. And by painting in here, we are now deleting. From there. Let's increase the brush size. Okay? This one is doing alright. So let's delete
some of them more. And right away, I'm starting
to feel happy about it. So let's decrease the density and start to paint some more in the horizon to make
it a little bit simpler. So let's, these are
not going to be seen, so I'm not going to paint them. And some more in here. Let's bring this down even more. And now I'm starting to
feel happy about this. Let's go to the
composition camera and start to Inspector. Okay, this is starting
to look good. But in these areas I
need to paint some more to cover this horizon line in here because I really do
not want it to be visible. So let's paint some
close the foliage tool. Looks like it
didn't do anything. So let's pin this so that we are seeing what is
happening in real time. And it starts to painter. And now it's starting to
fill that area with trees. So this one is okay. Now I believe that we
can call this done. So let's see what is happening. And I'm happy with how the
foliage is coming together, but there's something that
we need to fix and that is the color of the fruit trees isn't
something that I really want. So let's bring this up. And it starts to
color pick from this. And bring select
something like this here. And now the color is
more like what I wanted. Later on. We will
fix this as well. We're going to create
full materials for this. Okay, and now this is
good for the replacement. Of course, later
on we're going to add more foliage firms, some, some other tree
variations as well. But for now I feel for the
blackout is doing well and we are checking for the composition to see
what is happening there. So for the next session, we're going to create nanoscale
meshes for the landscape. Of course, the block code
Nanak measures we placed them here and cover the
whole landscape. Of course, the visible area with non eight measures so that we know what
is going on there. We're going to use nano
eight measures and mega assemblies and bring this landscape to
a whole new level. So see you in the next chapter.
9. Into To Mega Assemblies: Okay, In this chapter, we're going to create
a landscape measures for replacing those with
landscape measures. And the whole concept is that we create high-quality measures. For example, some beach
measures, some some rocks, some jungle floor
meshes and things like that to cover the
whole landscape with those. Because the landscape
actor for now isn't supported by Unreal
Engine lumen system. And it's not going
to bounce anything into the scene and it's going
to be visualized as black. If we want to see that, let's go to show visualize. And in here we want to see the
lumen global illumination. Now, now this one, it's lumen. And this is what
lumen looks at when it tries to light the scene. It's going to pick from these colors and inject
them back into a, inject them back into the scene. And he said these
colors are here perfectly and this
is here as well. But the landscape
isn't picked up by lumen and we're
going to replace it with nanotube measures
so that it becomes a lot more realistic in terms
of landscape quality. But you are free to go and detail the landscape
that you have. But we're going to
create measures and cover the whole
landscape with nano. It meshes with high-quality
nano measures and bring this into our
next-generation thing. So the whole concept
is creating mesh kits. For example, a beach
mesquite, jungle mesquite, and Iraq musket and start
to place them and place them into the scene to create
a high-quality landscapes. So for the measures
that we are going to create are not there and we
have not created something. So I'm going to
grab something from mega scans library and demo
what we are going to create. So to bring the
Quicksort bridge, either you can open
the Quicksort bridge, a standalone app, or you can bring it from the
context menu in here. I don't know about that one, but this one allows you
also to download and manage quality measures
and bring them into the scene with just
a single click. So we're going to download some measures
from this category. 3d assets, natural. This embankment
meshes these ones. So I've downloaded some of them, but in a low-quality to
bring them into the scene. Of course, these are
not 98 measures. We will convert them
into 98 measures, but I've download them
in a low quality so that the download speed
doesn't hurt us and they will get
downloaded a lot faster. So if you do not
see this in here, all you need to do
is go into Edit and plugins and in here search
for bridge and you enable it. And if the engine requires
you to restart the engine, you're going to
restart the engine and get the Quicksort
bridge in here. And when you open it, it asks you to enter
your username, password, email and
those kinds of things. And the plug-in becomes
available to you. So I've downloaded some of them. Let's take these. And the whole thing that
we're going to do is create high-quality measures like
this and start to place them, for example, in these areas, we might play something like
this to make it a lot more beautiful and natural looking instead of using a landscape. And it will give us a level of detail that you have
never imagined in. So let's take all of these
and export them into Unreal. You can either grab them and
important or the better way, export them with this click. Ok, want to export
it, to export it. And the second row
exported as well. So we have these here, and I'm going to grab the meshes and import
them into the sea. For now. These are not
nano eight measures. These are just regular measures, but regular low
quality measures, because I download that
low-quality version to be a bit faster
on the recording. So to convert them into nana, you either go into a static mesh editor and in here enable nano and apply changes. Now it has been converted into nitrite to make sure that
everything is not right. You go into this menu and
manage visualization. Go to overview. And now you see this one has been
green in the mask. Green is nice and red is
non-magnetic measures. And you see everything
in this scene is not none except for this particular. And if you try to copy it, it copies the nano
mesh over as well. So let's take this
instead and go in here. And the other way to
convert this into nano is right-clicking in here. And nano it enabled on it because these are low
quality measures. They will get
converted pretty fast. And we have no issue
converse in them. But if you download
high-quality measures, the conversion may take a little bit longer depending
on your machine. So let's convert this as well. Now we have 498
measures in here. So I can now really
come out of this mode, this nano visualize
mode, and disable it. And we know that we have
non-infectious in here. So what we're going to do is
distribute this measures to the whole level and
a start hand placing them to create a landscape
in high-quality matter. So the good thing is that we get a very high-quality
landscape that has some features that
would have been impossible to create with the
default landscape features. And one bad thing is
that it takes forever. For example, let's take this, we start to copy, bring them around, rotate them, make them bigger, resize them, do whatever we want. It's going to take
forever because these are rather small portions that is very impractical to
start manipulating this and rotate and hands placed all of them in the scene. As a single actor. They have created a feature
called Mega assemblies, and it's a great new feature and Unreal Engine
five that allows you to treat these
as modular measures. And for example, create a lot
of new entities using this. And it's basically like a Lego. You start to place individual kids and create new identities just by
using the old ones. So two demo that it will
be something like this, for example, take this
and mix it with this. Print is a stone that makes duplicate it
around some time. Bring it here. Duplicate it, rotate and scale it duplicated and do whatever you want to do with it. And you're free to do basically
anything that you want. And let's take this one
and bring it into the mix. By mixing them together, we have created a new identity. And suppose that we were using the old method
for creating these. For example, taking these into
ZBrush details, the mouth, bringing them into substance
and create new measures. It would have taken a
lot more time to create, but using these mega assembly, it's a lot faster. Recreate some kids and treat them just some Lego pieces and create new
entities with them. So let's see that these are preset and we want to create something out of
this so we take them, bring them to somewhere else. For example, start to
change the position. Make this one bigger. This one also duplicate
this some more. And because these measures
are high-quality, they really mixed
together pretty fast. And you see by just some duplicating around
and things like this, we created new modular keeps that would have been impossible to
create with old methods. By using a smaller portions. We create bigger
portions and then start distribute
around the scene. And this method is
called Mega assemblies. And it has a lot
of good features. And one is, iteration
time is a lot faster until we could never have achieved something like this in texture quality
using AUC metrics because this now is using for materials instead
of using just one. And the results finally, it's going to be a lot better
compared to old methods. And it makes the
prefab system and modularity and lot
more powerful. We can take these
iterates, change them, and create new kits as
well in no time really. And you can plan a bit
and create, for example, something like a beach kid
that is composed of a lot of waviness and things
that you see on beaches and something
like a ground, a jungle ground kid. Then this cliff kid in here to make a
mountain out of that. The sky's the limit on
how far you can go. You can make a lot of big
things and a lot of big, big kids using this method. So how do we really
create mega assemblies? So let's take this
and the little, because I really do not want to use mega scans in my scenes. I really love to create a
lot of things myself instead of using these
pre-existing measures. So for creating mega assemblies, we simply open a
new level and you make that default or empty
level. It's up to you. For the lighting, we are going
to keep the default one. But when you are done creating
your mega assemblies, you want to delete all of
these actors that are needed, that are not needed. Because we are
going to reference this level instead of our level. And if we keep this directional
light and a skylight, every time who drag
this into the scene, we are going to create. A new direction of
light in the scene. And that is not what
we want really. But now for being able
to visualize things, we need a little bit of
light. So we keep this. So let's delete this one and start to drag
this into the sea. And this is like a Lego piece
that we're going to create. So let's make the lighting
a little bit more intense. That is just for
visualization purposes, I really do not need
a light at all. Let's take them out and reset the rotations so that they are in the
middle of the scene. So let's take this and
create something with it. Make this bigger, make
this one bigger as well. Duplicate them around. And the good thing is that
these measures are so high-quality that
the transition would have been none visible thing is suppose that we create a nanog measures that
these transition, transition lines
become really some natural that we would have
been not able to see them. So let's take this stone and duplicate it a
couple of times. And you are free to do whatever
you want to do with this. So this is, let's copy
it around some more. And I can also use the
foliage paint tool to paint. For example, this
pebble in here. Let's drag it and make the brush size a
little bit smaller. The pebble, not to be so big. So let's make this
size ten times lower and bring the density. You see we have created
something like this. Okay? Now that we have these, let's take this take all of these actors that we
do not need and delete them. Yes. And this one as well. Now we wanted to turn this
into omega assemblies. And for that, we go
select all of them, right-click and create
from selection. And this menu is what
enables you to do that. First, you want to take this
external actors to be on. And you want to set it to be packed level
instance blueprints. And it makes a blueprint out of this that we can grab an bring into the scene and
many manipulate and do all sorts of
things that you want. So the next option is
to make the period. And this is very important. And if you want the pivot to
be centered around the mesh, it's going to create a box or on the boundaries and put
the pivot on the center. And this one creates a box and puts the
pivot on the center, but on the bottom part. And the next one
is using an actor. For example. Let's take
this and bring it in here. For example, we want
to set the pivot to be on this area instead of being on the center or center bottom. So let's rename it to something
that is identifiable. Let's add a 0. And again, select all of them. Create from selection, TAC level instance
blueprint, an actor. And in here, we're going
to select this as a pivot. So we hit OK and we should
create a folder for them. I'm going to create on the
maps level instance folder, and let's call it
01 test because this is going to be
for test and I'm not going to use that
in final production. So save this. And now we're going to
create a blueprint asset. This blueprint asset is going to be what we dragged
into the scene. So let's bring this in here
into my meshes folder. And in the blueprint
folder, save this. And now we're going to create another map. This one as well. I'm going to name it map
underscore one, underscore test. Now it has given us this blueprint that we
can use on our levels. So let's save everything out and bring an open the scene
that we created before. So this is it. And let's go to unlit
mode, excuse me, live mode, and drag this
blueprint into the scene. And now you see, we
have successfully created that kid and have
brought it into this. And good thing is that we can reuse it as much as we want. We can change it as well. The good thing is that
we can change it. Of course, we can create
as many blueprint, as many blueprints
as we want using the same method and bring them into the scene and change them and do whatever we
want to do with them. And you see that the pivot
has been placed in here. And let's say that we wanted
to change the pivot on this. And of course,
always be mindful of the period placement if you
put something in the world, never tried to
affect these pivot. Because the pivot is
going to change and your assembly is going to
also change with that. So let's go in here. Save this. And this is not, this
is one thing that we have opened the
blueprint in here. So let's hit right-click
and hit edit or brick. This makes it break the whole thing and delete
the blueprint as well. So now we can select
them all again. Create from selection. And now put the pivot on
the center and hit Okay, and do the same thing
as these as well. So we need to create
new identity. So create from
selection and center. This one, let's call
this 0 to test. This one is going to be also
under the measures section. Let's call this
blueprint 0 to test. Okay, and now it
created that for us. Now let's go into the scene, open and save anything. And now we can drag
this into the scene. And you see now the
pivot is in here. So the pivot placement
is really your choice, whatever you want to do with it. So let's say that we're not happy with this
and delete it. And we are now ready to set the scene using this
data that we have here. And the good thing
is that they are measures that transition
will be perfect. It can change them
on the fly as well. For example, let's take
this and duplicate it. Bring this around. And let's say for example, we want to delete something from this or to some more
manipulations out of this, we can right-click
on it and hit brick. If you hit brick, brick level instance, it's
going to ask you a question. Are you sure? Yes. And now we have
these measures as individual entities and we can do whatever we
want to do with them. And this is really a
powerful system that allows us to do
things like this. So these are things that
didn't have gotten from this. And as always, if
you want to change something in the whole thing, you want to open the
blueprint and let me bring it up so that
you can see it better. And remember that if you
change something in here, it's going to be reflected in those levels that
we created before. So let's take this, let's take, for example
this and bring this up. And now into the scene. You see every change that I do in the blueprint is
going to be reflected in here as well into
the whole world were ever has this
been referenced? So drag this one up. You see, on these two instances, it has been risen up because
they are the same thing. But in here, it's on the same place because
I have broken this. That is how powerful
this system is. And I found something that
I really do not want to create a blackout for the
landscape measures in here. And I'm going to
create them later so that I care about
the proportions and things like that later on. Now. So let me delete all of
these and I'm going to delete all of the mega
scans from my library. I really do not want to use
this in my scene and rather creates everything myself
instead of using megapascal.
10. Block The Modular Dock Kit: Okay, welcome to
the second chapter. In this chapter we are going on and improve the dark in
here and we're going to create modular tweets based on this blackout meshes that
are created to create a whole duck and make something unique out of it instead of being so repetitive. And so CG looking. Then later on, we
move to middle parts where we improved folio
pages and this landscape. And then we create
this fortress up here, which is a secondary
object as well because we're not going to be visiting this from so close up. And this is going to
be just to balance out the composition and have
no effect on the gameplay. That is why this is of
the second importance. And the reason I'm
not going to replace this now with Proximus measures just like this one
to improve them is because I'm going to
create some kids. And then with those kids, that will create, for
example, a woodcut. We're going to create a woodcut. And not only creative, dark, but only to create a lot of props and this wooden
house in here as well. So we're going to create
a kid, somewhat kids, and then start to make the
house from those kids as well. And in here, we're
not only going to create high-quality assets, but also we are going to be
production efficient and reuse as much as possible from the existing data
that we have created. The method that I'm
going to use for this, I'm going to call it iron Smith or black
blacksmiths mentality. And think of a blacksmith. He has some kids,
some iron parts. And he uses those parts
to form the new things. But the only difference is
that we create the kid. And when we use that kid, that kid doesn't go away. And we have unlimited resources unless an unlike the blacksmith, which has limited resources. And that blacksmith
takes for example, an iron, wood and anything. I'm mixes them together and
gives you a new identity. And this is what we're
going to do in here. We're going to
create some planks, which are the most fundamental
thing that we see in here. And create modular
kids out of them. We are creating from
ground-up to form new things. For example, we take a
plank, duplicate it. For example, let's see, let me go in here and isolate this mesh to
see what is going on. You see in here. This would be the
so-called rupees has been created
using some flags. We are going to create those planks, those
individual planks, and I start to rotate them, scale them, mix and match them
to create new identities. And then for the next
piece, for example, which is this piece, which is bigger than that. Also, we are going to use the same planks and give it
a little bit of variation. So the core of this modular
kit is the wood planks. So we're going to
create wood planks. And using this boundary, we placed the wood planks in
here to create a modular. And this way, not only we're going to create
high-quality measures, but also we are going to
be production efficient. And because this dog is
heavily dependent on the wood, we are going to
have a great time sculpting the details because we are going to create some kids. And then out of those kids, make a whole duck. That is unique. When we're done with
the talk itself, we're going to use the same kit and build a house out of it. Or of course we're going
to make a ruling house because always I enjoy
creating destroyed things. Because it's a lot more
challenging and fun to do compared to those
clean and tidy stuff. So let's go into blender and
start to plan things out. So this is the same thing that we used for blocking
out the Tuck. I'm going to make a copy out of it and keep this
one as a backup. And there's in
this machine tool, I forgot to say, which is the saving
pi. If I bring it. This machine tools,
let me expand the view and there's
this control S which I have
assigned to save pie. And if I hit control and SCC, we have a lot of options
instead of going in here and trying to manually save as you will simply in here, hit Control and S
and you hit open or create a new level or save
your scene as bar it, this incremental save
which we use a lot of fun. For example, let's see, we hit incremental now who have created seven
copies out of this, for example, let's say
that we change something. And we want to create a
new incremental save. It creates a new version for us. This is very powerful
add-on and I highly suggest you to use. And not only we can do things
that are project-based, but also you can import and export OBJ and things like that. So let me say pass in here, create a new folder
for the dark. So I'm going to name this doc. And in here, let
me talk as well. Now I'm going to use this modular kids that were
created before as a boundary. Let me drag something
out in here. And this is the boundary
maximum extent that we can go. We can now go. And we should not go
beyond boundaries. That's personal
preference. For example, you can create something that goes in and out
from the borders. But I highly
recommend you to stay between the borders
because in this case, it's dark and it's made
above will pizza pieces that are very irregular and have a lot of man-made
quality to them. But if you're going to
create something very clean, for example, a sci-fi
piece or room. You really do not want
to go beyond that. For example, let me select this and take this one and
bring this one over a bit. And let's say that we
want to toil this mesh over in the horizontal, like we bring it in here. And toilet. And you see in here, there's a Z fighting happening in here and we don't want that. So take this one as the
maximum border that you can go and do not
go beyond that, especially if your mesh
is very clean and tidy. Think for example, those room kids or a sci-fi kit
that you want to create. But this one is a dark. There's not much of
a problem if you want to go a little
bit beyond the border. But have that in mind also to stay in-between the lines
as much as possible. So we're going to
create some planks. So let's bring a cube in here. This is the default Q, and this is two
meters by two meters. And I do not want that. I want to make this a
single mirror piece. You'll understand why and that have in mind
that you should have the length set to
centimeters if you want. Because this is an old
saying that I have created. The length has been
put to centimeters. We set it to centimeters in
the beginning of the course. But if you create a new scene, let me go and create new one. Now you see the unit has
been back to meters. Of course there's not a
problem to use meters, but because Unreal Engine
uses meters, I'm going to, excuse me, Unreal Engine
uses centimeters and everyone's centimeters
is 100 units. I'm going to use
centimeters as well. So back to our original sin. Lets say this and
bring it in here to use as the guide for
creating the plank. So let's create a cube. And this is, you see, it's 2000 centimeters
and I'm going to make it 100 because it's
easier to work with this way. Now we're going to create a plank out of this,
a blackout blank, and then bring these planks that will create
inside of ZBrush. And I start to detail
them out later on there. So the unit is two centimeters. And now let's go to
this object scales. And I'm going to apply
the scales on here. And let's suppose that we
had 200 centimeters piece. And if we decrease
the size like this, for example, make it points one. Now we're not getting 0.1, which is ten centimeters. Of course we're getting to 100 times 0.1 and that equals 2020, excuse me, 20 centimeters. So I'm going to revert this back into a 100 centimeters
piece so that we have a little bit easier
time manipulating this will solve for
the x. I'm going to set it to 0.3 and use
the numbers that are round. So that later on when we
decide to subdivide this, we have a little bit of easier time setting
up the resolution. For example, if you set it
to something like this, you're going to
have a little bit. Harder time subdividing this. So put this 2.3, put the z two points one, and put y two meters. So this is what we
have created and let's put it in here and I'm happy with the
shape of the plank. And now I'm going to
hide this for now. And we're going
to use this plank and bring it into unreal, excuse me, into ZBrush
and start to sculpt it. But before that, we need
some things to consider. We're going to use some
noises to texture this. And it's very good. If you start the power
of ZBrush to sculpt, but I start to create some other softwares in the mix to empower
yourself a lot more. And by that, I mean
something like this. We're going to use this texture. This texture is free
and I've got it from Creative Commons website, which is free to use. And of course, that doesn't require me to credit the author. But of course, have
in mind that some of the Creative Common will
have the attribution needed. But that particular
website didn't require me to use attribution, but I'm going to use
it for free and that is not a problem. So
have that in mind. Really do not want something or someone following you for
that you are creating. So we're going to
use this texture. We're going to convert this into black and white data using substance or
Photoshop and try to make a tiling texture
out of this to help us add some details
with this into ZBrush. Of course, there's not a
limit on how far you can go. For example, you
can go safely into ZBrush and start to hand plays all of the
details that you want. But that is going to take
a lot of times and we do not have that
luxury to spend, for example, a day sculpting
just some wood planks. Not a ZBrush artist. You are an environment artist. And the first thing that
people care about is the quality of the environment
that you have created, not the time that you
have spent on ZBrush. Hand placing some
damage details. We're going to use as much as the existing data and be a lot faster and
production efficient. So let's take this one. And we're going to create
a basic UV for this. Because if we import this
into ZBrush and start to DynaMesh it you see DynaMesh
adds a lot of geometry, but also ruins the UV. That way in ZBrush, we are not able to detail this because there has been ruined. So for now, we're not
going to use DynaMesh, at least for now, because
if we try to DynaMesh test, the UV would be gone. And we have no way to assign
this texture to that. Of course, we can create
alpha from this end. Use the alpha drag
method into ZBrush and start to detail
out using alphabet. We are going to use a weight that is a little bit simpler. And we will have a
lot of easier time setting overall noise
for the whole mesh. So enough explanation. Let's go in here and I start to, let us start to detail out. The first thing that we're
going to do is subdividing this into inside Blender
instead of going into ZBrush. Because as I said, DynaMesh
will ruin the UVs. And if you start to subdivide this manually
inside of ZBrush, we're going to get some inconsistency
around the polygons. For example, one polygon being bigger and one polygon
being smaller. And we want perfect
squares out of this. So we're going to subdivide
this manually inside Blender. Let's controlling art
to add subdivision. And now we're in here, we can add segments as we want. So as you remember, this escape for x was 0.3
and this is the reason that I have chosen to bring a whole number,
something like this. Instead of bringing number, for example,
something like this. So let me select this. And again, I'm going to
put three or two segments. And I'm selecting two segment
because these two segments, the whites this
into three pieces. Into three sections and each
one being ten centimeters, because this was one
meter piece and we shrinked it to 30
centimeters in x. And now we have divided that 30 centimeters
into three pieces. Then that three pieces
being each 110 centimeters. The height, the Z
is going, alright, because it's already at
ten centimeters piece. And for the y-axis in here, because it's 2000 centimeters, I'm going to add. So let's you need to
first confirm this. And then in here, add a segment and
then excuse me, a segment, and then increase the number
to something like 19. And why 19? Because it creates
20 cells in here for us. And you always need to make the segment one below the
number that you have. So this is what we get. Then these are perfect squares. If we start to subdivide this into inside Blender
or inside ZBrush. We have no problem
subdividing because always we get perfect
squares out of this. So if we uncheck the
optimal display, you see every time we
start to add subdivision, we are getting perfect squares. And this is really what
we want from this. So now I have subdivided
this a little bit. Let's apply the subdivision, and now we're going
to UV this out. So that later on we can apply the tiling textures
on this into ZBrush. So let's open up the UV editor. For us to work. We need to come into
the edit mode so that we can manipulate
the geometry. Okay? And now we need to select
the sharp edges to act as UV seams and then unwrapped
object based on them. So select sharp edges,
you simply right-click. Or better, you go
to the Select menu. And in here select sharp edges. And now it has selected the
sharp edges for us and we can divide the mesh
based on that. And for ease of access, I have gone ahead and brought this into the quick
favorite menu so that I can access that
only by pressing Q. And if I press Q, I see the select sharp edges
in here as well. Instead of going to
select and finding that, if you want to add something
into your quick favorites, all you need to do is selecting
it, right-click and hit. You want to hit Add
to Quick favorites. If the option is something like this removed
from quick favorites, it means that it's already from your quick favorites menu, which in this case,
I have it here. So let's select sharp edges. And again, you want to
right-click and Mark C. And this makes these
into UV seams that we can use to separate the
UVs from each other. So you then you come in here,
right-click and unwrap. So you want to select
and be in polygon mode, instead of being in vertex mode, select, select them
all, and hit unwrap. And now it has
unwrapped it for us. And to see if the texture works, we need to first apply
your texture map, a checker map into here to see if the textile
densities are right or not. So let's come in here. And using the UV toolkit, I'm going to hear a sound, check your map onto my
machine and see this. And this is basically what the texture density is
on this particular mesh. And you see the checker map
is here, are perfect squares. And this is what we want
on our mesh as well. Because if you, for example, assigned to start to
assign a tiling noise, we're getting a lot
of stretches in here and a lot of
compression in here, which we don't want mute one
perfect squares out of this. And the problem is, I believe we haven't uploaded their
transformations on here. You see the transformations
on are wrong. And to upload a transformation, you need to use the
transformation pi from the machine tools that we introduced from the
beginning sessions. You hit Control a and
hit Apply out so that it applies all of
the transformations. And now we have a little bit of easier time setting this
to be perfectly UV. And let's see that if we use this on applied, if we try to, for example, bubble this, this mesh, we have a
lot of subdivisions. Let's try another example. Let's create a new queue. Let's start to resize it. If we start to right away, add some bubbles in here, blender doesn't really
know which is which. And it really doesn't
know how to add those because the things that the object is still on this size and we need
to tell that a blender, the object has been
resized and we do that by applying the
transformations. And all of these
should be on one. And if we apply
the transformation and now the scale is 111, and now the blender knows that we have changed
the scale on this. And then now, if I
try to bubble this, now we are getting
perfect bevel. Unlike that situation
that you are getting a lot of problems
in the bubble adding. So let's go and apply the
transformations on this. And now let's go to UV Editing. And you can go in
here in this menu and uv maps and remove that UV that you created
before and add an UV. And now the near UV is very, very chaotic and we
need to fix that. So when I go in here, and luckily we have
the UV seams in place. Let's go to UV editor. We want to first bring this UV toolkit and apply your checker pattern on it to see if that is
working or not. So we need to select all
and hit unwrap. Now. Now you see that you are getting perfect
squares anywhere. No matter how tall the face is, how big, or how small, or how, or how tiny it is, we are getting perfect
squares anywhere. And this means that if you start to apply a texture on here, it's going to be
perfect or lacrosse. So this is for base mesh
creation inside Blender. Now, I feel like
that we can take this and start to duplicate it and do the changes
on them as well. So let's create a new blank. And let's say that
I want to make this blank a little
bit bigger in size. And the plank is not
normally so thick, so I'm going to reduce
it in height as well. And let's say that
we want a UV this, and now you see this UV
compression happening in here. So we need to apply
the changes again. Hit unwrap. Now the UVs are
back to the default state, which were perfect unwraps, excuse me, perfect squares. And let's say that we
want to mix these two into just one object so that
they share the same UV. So we joined them. And let's select all of
them and hit unwrap. And let's compare
the pixel density. And you see that it takes
density is all lacrosse. And although we have
changed the scale of this to be a lot
bigger than this, you see the texture, size is perfect or lacrosse. And if we start to inspect the UV to see
what is going on, you see this object
that is bigger. It's taking a lot more UV
space compared to this object. And that is what is
happening in real life. The bigger objects are going to have a lot more
UV space occupied. And the texture ratio is
perfect in here as well. So let me take this and isolate the selection so that we have this as well
as a separate piece. And for directional
pieces, like would, you need to make
sure that all of the UV islands face
the same direction. For example, in
here. In this case, let me remove the
checkered pattern. Let me apply your
material on this. Let's go in here and
create a new material. And on the base color
I'm going to use the image texture and hit Open. And I'm going to use
one of these barks, which is of course directional. So let's go to material mode to be able
to see the texture. So let's replace it
with another texture. For example. This one
is directional also, let me check the name. This direction on noise in here. So let me come in here
and select them all. And make the texture a
little bit bigger so that we are able to see more
detail out of this. So if we try to select
this, for example, and rotate it in
another direction, let me select this instead. Select limit to UV seam. If I start to rotate this
in another direction, you see now this is facing towards the
direction that it should. But in here the direction
of the UV is wrong. These areas as well. You want all of your
Ireland still face the same direction
and all of them facing this horizontal
in case of this. So let's select all of
these and rotate them. An inspector mesh to
see what is going on. And you see the
direction is right. Right? And it's right on all
of the directions. So have that in mind for wounds and things
that are directional. You want to have the
directionality in your minds and all of your UVs should face the same direction. So let's delete. Or instead try to use that
on that mesh as well. So let's hit Shift Q
for material utilities. Or you can select this object
and select this as last, hit Control and L.
And in here you want to link materials so that
this one uses this as well. So let's take these and select all of them and
rotate them 90 degrees so that they face the same direction in here because we're not
going to bake anything. We can surpass the 0 to one UV space by
making this bigger. So added a little bit
of more resolution. Although we're
going to take that later on inside
Substance Painter. But for now because
we're going to add the noise inside ZBrush, we need to have a little
bit of more detail going on by making the UVA
islands a little bit bigger. And later on, when we
done with the work, will take them
back into the 0 to one UV space for baking
inside substance. So let's take this one as well. And this one is already taking
the space that it needed. Now, we have the base and we can go ahead and copy
these planks some more times to create a plank
piece that we needed. So this, I'm going to shrink
it in height as well. Let's take this one
and increase the size. We need to have multiple
sizes so that none of them are really identical. So let's take this rotated. Excuse me, resize it. When you're done resize, you hit Apply all
on all of them. Of course, when you apply all, it's going to take the
pivot back into place. So there's nothing
to worry about. We bring the UVs
to their places, excuse me, the pivots
to their places. And one thing that
we can do to save even more space is using
this texture, excuse me, these measures and rotate them and detail them
out in many directions. For example, it would be a
great waste if we decide to sculpt this on this
front side, only, we're going to sculpt all of this site and
make them unique in every direction so that
when we try to rotate them, we get as many
directions as you want. For example, from
these five measures, we're going to get ten
because one is in here. One is dumb rotated out. And have this for
efficiency in mind as well. So let me see and compare the results with the modular kit
that we have here. And it's working alright,
so we can, for example, when we were done finishing
sculpting on this, I can Let me take your
coffee from this as a backup and isolate them so that I can work with
them a lot better. So I can take this, bring it in here to
all sorts of things. Rotated a bit, bring
another plank. Start to make this using that blacksmiths
functionality and mentality that I told you. Take some pieces, start to change them and create
new identities with them. And this way, we're going
to get a lot of variation, just using the same kids
over and over again. So let me take these, all, delete them and
go back in here. And we have these as well. So let me take this copy. And I want something a little bit more squeezed
in here as well. And let's assign, apply
the transformations. So I want some smaller things as well to be used
to fill places. So take this, make it a smaller and try to have as many size
variations as possible, for example, take this also
and make it a smaller. Let's start to think logically and you will understand
what you want to do. So I've applied the
transformations and all of them, and let's join them together. And for now let's give them the textile density
texture map that we had. So let's go in here, select all of them. And because the
seams are in place, we only need to meet, unwrap. Now would unwrap
perfectly for us. And let's check the textile
density on all of them. And it's it's
consistent all across. So let me take all of
these a scale them just a bit so that they
take much more space. And when we try to add
noise into ZBrush, we get a little bit detail. Now let's select all of them. Of course they are one-piece. And apply that directional map and check to see
what is going on. So it's obvious that we need to take all of them and rotate them 90 degrees so that the directionality is
the same all across. So let me delete this, assign the default
material to these, and go to Solid V. And this is about wood plank. And this is the wood
plank that we're going to sculpt and add details on it, but not to destroy it so much. These are going to
be fairly new planks and we're going to
create a new one. Let me call this Planck's new and call this planks broken. And we will use these
for detailing and creating those broken pieces
that we were blocking out. So let me take this and
go into edit mode, hit P. And by loose parts. Now you see the naming
becomes alright. And all of them being plank new. And this one as well, I'm
going to into edit mode. It p by loose parts. And now they have been
renamed to plank broken. And this perfectly what
we want and hit Alt and S to apply the pivot
on the center of them. And on this as well, this Paltz and S comes from this massive interactive tool. And this quick pivot, which if you assign a shortcut
to a new object mode, is going to place the pivot
in the center of the mesh. And if you, for example, go into edit mode and select
something, for example, select these vertices and
hit Alt and S. It's going to bring the pivot on the place
that you have selected. So let's select this and go
back just a couple of steps. And this is what we have for both excuse me,
new wood planks. And this is what we have
for all good planks. And now we need
something to make it a little bit more realistic. And that is adding
bolts and screws. Because if we start
to think logically, these plants would
have been connected to each other using
bolts and screws. Of course we can
live without that. But it would be a
good idea to create some hard surface
things as well. And the night also allows us to create a lot more fidelity and resolution and quality to the kit that we
are going to create. So we are going to use
add-on in blender. That is default in there. Let's go to Preferences. And in adults, there's
add-on called bolt factory. And it's add-on
that I believe was committed from the
community and they start to add it to the
default Blender. So to access that you need to hit Shift a and
into this mesh creation, start to select the
boats creation. And now it has a lot of modifiers that we can choose
from to create our boats. Of course, the
first of them being creating either a bolt or not. And then using the presets. For example, something like
this to create what you want. And there are a lot
of things that you can manipulate to get the
result that you want. And this is procedural. And when you click in here, it goes away and
commits the mesh. And now you have a
perfect matching here. So let's keep this. Of course we will resize this later on to not
worry about them. We will resize them. So again, go to bolt and it kept the previous settings
that we have. And let's change it to bolt. This is good as well. So we're going to use
these two on them as well. So I'm going to take this
and resize them quiet much and bring them in here. And I'm not going to resize
them more because we're going to sculpt them ZBrush and
then resize them after that. So I'm going to
take this and shade smooth on the can again, bring the shading Pi, make it 30 degrees so that they become a
hard surface things. So let's take this
and copy them. Sometimes we want to create
as much variation as we want. So four is enough, I believe, because these are going to be rather a small measures that add a little bit of second layer or tertiary layer of detail
into these planks. And they are not going to
be visited from close-up. So you're not going
to waste a lot of time trying to make
these perfect. So let's take them and go
into Edit and batch, rename. And you want to eat setName
and call them back and hit. Okay. And of course you need
to set it to nil. And now they have been
renamed to build packs with a number indicating that
they are very instant. So let's take this out as well. This is about the
wood plank kids. And now we're going to create this protected kids and create something
for this as well. So let's take a copy from this. For this protectors, we're going to use cylindrical pieces. For example, they have broken the tree bark or something
like that that is cylindrical. And try to use that as
a base for the dark. So we're going to create
multiple sized parks. Big, medium and small. N, for example, when
we created the kid, we can mix them with these to create new
identities as well. And that is really would be
a waste of time if we try to make every thing that
he creates in here unique, for example, create
multiple protectors and make them each one a unique. For example, take this, go on to sculpt in
ZBrush and then bring it in UV and texture it
inside Substance Painter. And then take the next, bring it into ZBrush, start to detail it. You read, bring it
into substance and again and again and
again, a sculptor. Same process for all of them. It would be a waste of time. So we're going to create
a bare-bones of them. We are going to create the kids. And then from those
kids who are going to create bigger portions, for example, creating a kid that is composed
of multiple box. And then start to create something like this
with those pre-existing ones. It's like a prefab
system, its modularity. And then in Unreal Engine, we start to create shaders
for them that will add a little bit of variation to the colors and basically
the materials of them. Instead of every time trying to create a new kit or new mesh. So let's go ahead and
bring a cylinder. And I'm comparing it against
the size of this mannequin, which is the size of
a normal human being. And let's make this big. This one is okay. So Shade Smooth. And 30 degrees make it perfect in shading and
bring the overlays back. Now, this is going
to be the basis of what we are going to
be creating and we're going to take a lot of
variations from this. So first I'm going to
bring the pivot in here so that we can place it right on top
of the ground plane. So to be more accurate, let's create a cylinder again. And check the sizes. I'm going to set it to one hundred and one
hundred on this, so that we have perfect
squares if you try to add two. So we have 100 on 100. And now in here let's
apply the transformations. Make it a smooth 30 degrees. Now try to add resolution. So I'm going to bring nine. Or instead of nine, Let's bring something like five. Now these are perfect squares. Now let's give this a
little bit of subdivision. Subdivision surface. Make it simple. Now we're going to
subdivide this. Of course you see there are irregularities happening
in here because this one is a single polygon
and not really what we want. So let's select it, delete, select and delete. And we're going to select
this edge in here. And we want to search for fill. And we get great fill in here, which tries to fill
the polygon with the best that it can get from
this mesh that we have here. And it's done a fairly
good job on that. And I'm going to do the
next on this as well. So grateful. And now let's go
and subdivide this. I'm going to make it simple and start to add
subdivisions or lacrosse. I really do not care about
these faceted edges that you see happening in here
because later on in ZBrush, first, we smooth this out and then try to add
things that you want to it. So let's go and apply the transformations and now bring the UV creation of. So in here let's select
the sharp edges. It has selected that for us. Let's mark seam. Hit unwrap. And looks like we have got a little bit
of problem in here because I think we have marked
all of them to be sharp. So let's undo couple of times to get our
previous UV back. Okay, this is it. And you see, we have selected this part which we don't want. So let's select all of them. Select all of them. Right-click and hit Clear. See, now it has cleared any
seam that we have here. We need to again, set the sharp edges and inspect
to see what is happening. And sharp edges perfectly there. So again, marked a scene and
now hit another unwrapped. It's better to be
in polygon mode instead of being inverted, see modal edge mode. So again, unwrap. And now the unwrapping
is a lot better. And we have three islands, which is the top one, the bottom one, and this one, and this one, we really do
not want to be cylindrical. We want it to be flat soda. When we try to project
a texture on it, it really will be directional. So to make it a
directional piece, we need to add a seam in here. Let me drag and select this
or select the edge from here and try to trace
back to the bottom parts. So let me see if the same. It's just one edge. Here. This is one. And now let's select it and mark
this one as well. So let's select this
and hit on rap. And you will see that it will
add the in-between and try to project that just like this. Now we have a perfect
cylindrical piece in here. And now let's take this. And as I said,
really do not worry about faceted edges
that happens in here. We're going to fix
that in ZBrush. It's a perfectly, is a fixed. So again, let's bring the UV up. And using the UV toolkit, give it a texture map. It's not working into k. Let's. Go with one with k, it's enough. And this really doesn't matter. The only thing is the UV size and being
consistent or lacrosse. So let's inspect the UV's, UV's squares and compare them with each other and
they are perfectly fine. But we need a little bit
more resolution out of this. That is not really a
problem if they are not even in 0 to one UV space, because the 0 to one
UV space is infinite. And it's not a problem really. You see, now this is the uv space and it's only showing the 0 to one
portion of that. But of course, if you want
to bake it inside substance, you need to put it into
0 to one UV space. But for now we're not
really caring about that. So let's add a bark
texture into this to see if a direction that I'm
adding is right or not. So let's delete this
checkered pattern and give this a new material. Make the base color
image texture, and give this a bark texture. So under direction of these
are really does not care because we're going to
add pieces to this. But on direction of this, let me select this and rotate it 90 degrees. This
one is better. This one is a vertical
piece of the whole tree. And now we have assigned
this park to that. You see the direction is top to bottom and the
direction is vertical, not horizontal, unlike the previous one
which was horizontal. So now in here we see that the projection in
here is perfect. So this is the base
for our park piece. I'm going to select it. And for now let's close this. And I'm going to
duplicate it some time to create a bulk
piece from this. So let's take this and bring
this mannequin as well. So keep this as the backup. And bring this one and apply all of the transformations on that and bring the
pivot to the center. So let's see what we can do. And of course, in
the first glance, it's obvious that
the kids too thick. Let's make it
something like this. Okay, It's better. Now I start to take
some things as well. And of course, something
we do in ZBrush is detailing this and make
it not so CG perfect. I hate it when I see
something like this in games. This pixel perfect sharp lines and always try to break them. For example, let's, if you
want to do this in blender, you can select a portion
that you want and use proportional
editing by hitting Alt. And now if you try
to move a piece, it's going to affect the peace that is surrounding it using this
circle of influence. And if you, for example,
11. Sculpting Dock Big Details: Okay, there's one more
thing that you can do. And that is if you want
to detail these inside ZBrush and give the displacement
map without any problem. And a bit faster, you can select them and
join them together. Because if you bring
this into ZBrush and start to apply
the detailed map, you need to apply individually, but we are now
connecting them to each other and then upload a detailed map inside
of ZBrush and then detach them there in ZBrush. So again, this one
and the touch, excuse me, attach
these ones as well. And this one as the last one, select one object as the
lives lost and Control J. And now we have these, and let's do something
for this as well. But I feel like overall, we need to do not
need so much detail on these because the
process is going to take a little bit of
time and these are not something that the player
is going to be seeing. So I'm going to delete
these and create some ones that are a bit
simpler to work with. So for example,
something like this. And we really do not
need these parts because they are not
going to be seen. Anyway. So why putting so much time and effort
on a sculpting this? So let me see if I yeah, This one is better. Now I can safely come
in here and select. Let me zoom out and go into
solid view and select this. And I start to increase
the selection. Looks like it's not. So let's take this and start to increase the selection
by hitting Control M plus. And when we got there, I simply, let's de-select these these ones that belonged to the top
portion and delete this. And now let's take this, this urge and extrude
it down just a bit so that it's something like a spike instead of being
bolts or something like that. And let's select the
bolts and resize it down. Okay, we'll do. And now I'm going to fill the gap in here by
right-clicking, selecting the edges,
right-click and hit. And it will create a
new face for you there. And then shade smooth. And then in shading
price 3230 degrees. Looks like it's a
little bit too big. Let's drag this out in here and brings some copies in case we wanted to
create some variations. Okay, and now let's
join these as well and call this bolt or a spike
or anything that you want. So now select all of them and then export
them as FBX into ZBrush. So here we are in
ZBrush and let's go to Import and bring the FPA
x that we created before. We don't need to
change anything. Then it imported
without any problem. So now we're ready
to do the sculpting. And let's see where we are, where we are going to.
Let's start first. I'm first going to start with this blanket and
delete these as well. So let's hit F to frame on this so that
when I try to rotate, rotating on these ones
and bypassing those ones. And also remember to save
often because there are times when ZBrush
crashes and you might lose a little
bit of progress. Always tend to create some copies from our
projects and creating, for example, three projects
from the same one. And start to saving
incrementally on those. So that I have something
to go back to. Now we have this amount
of polygon and it's good, but not really that much. So we're going to hit a smooth instead of dynamics
because if we hit DynaMesh, it's going to ruin the UVs. And let's try to
see what it does. If you try to DynaMesh these.
It's going to roll in. You see it has ruined geometry and the view is
going to be ruined as well. And if you go to UV master
and hit flatten in here, it says that no UVs, but let's go a step
back before DynaMesh. And this is before DynaMesh. And now let's hit flatten. And now it's going to show
the UVs that will create it inside Blender and the UVs are perfectly there
without any problem. So let's hit on flatten and now we're going to smooth peas. And if we try to hit Control and D starts to smooth this out. But I'm not going
to smooth them. I'm not going to use DynaMesh. I'm going to use
the regular smooth, which is available in
here in the geometry tab. And this divide I have drag this into the viewport
and the control. And the shortcut for
that is Control and D, if I tried to go step back, there's this smoothing problem. Now if I hit smooth, it isn't going to
smooth the edges. It's only going to
add to the geometry. But if you want to have a
little bit of a smoothing, you can go a step back
and apply this as smooth and then hit Control
and D or the stove right? Now it has a smooth
the edges for us a bit because this is going to
be a ward and it's going to, we're going to sculpt a
lot of edges in here. There is not a problem
if we tried to add the edges to be as smooth a
little bit in the beginning. So now we have this amount of polygon, 5 million polygons. And we're ready to start
displacing this with tiling map. First, we need to create a
tiling tiling map for this. I'm going to create that tiling map in
Photoshop and based on the real photos so that we have a strong base
to start with. I'm going to use this real photos to
generate some height maps and tile them and apply them to the planks that
we have there. This will make
perfect tiling maps so that we can use them without any problem on our meshes. So this is one of the images are open this into Photoshop and one thing that we can do
is making this square. So let's bring the crop. And first let's see what
the resolution of this is. Go to image. Image size. You see the resolution
is quite much. I'm going to make
it for k by four k. And that is not a problem really because the resolution
supports that. So on the ratio in here, I'm going to manually
type four by 496 for the 96 and hit Okay. Or first they can decide to select the particular
part of your mesh. So I'm going to select
this part and hit Okay, and now we have the
cropped image and the size is now for k. Okay? And we're going to create a
gray scale map out of this, which we can use to detail
out our maps in ZBrush. So let's first hit control and then close the saturation
all the way to negative 100. And now we have a
basic gray scale map. And if you start to apply this as a displacement
map into ZBrush, the black parts are going in and the white
parts are going out. And the reports that
are 0.5, great. They're going to
stay on touched. Everything beyond
that is going out, everything beneath
that is going in. Let's us start to
manipulate the image. We have these adjustment
layers in here. And one that we are going to be using the most is this
brightness contrast, this levels, and these curves. So let's go to brightness and contrast and add a little bit of contrast into this to separate
the values even more. And let's copy the value again. And now there are a lot
of separations in here. You see these parts are out going in and this
part are coming out. And if we look at that,
we're getting this, so I'm not going to
make it too noisy. Let's delete this. This is a good starting point, and now let's go to levels. Start to add a little bit of more separation into the values. This is only going to be starting points and
later on in ZBrush, you try to add on
that even more. So let's say that
we're happy with this. This would make a
great tiling map. And now we're going to
merge them together. And now we're going to export
this and tie on that niche. But the problem is that
this isn't tiling. If we, for example, let's repeat that
image over and over. It is entitling. The separation is so obvious, but we are going
to make that tie. And how we do that, we go to Filter Other Offset. This offsets the image based on the pixel data
that we give it. And now the image size
is four k. As you know, we're going to put
220482048 in here. And now these are the
edges of the image which have been offsetted
into the center. And we're going to take this
healing brush and start to paint on these areas so that it tries to
blur out the edges. So let's pick something bigger and start to
Cloud this area. And wait a bit for the
calculations to be done. And now you see that harsh seam is gone and this is
what you can do to make the image tiling it broken
that title as well. So this one, and of course the sky's the limit
on how far you can go, but this is going to be
a tiling detail imagery. We're not going to put a lot
of time and effort on this. We're going to make it this is going to act as a
base layer for us. And later on in
Photoshop we'll try to, in ZBrush will try to add a lot of sculpting on top of it. So now we're going
to export this. And I'm going to
export it as a PSD, which you can see here. Because PSTN tiff, or the best cases for
these maps that we imported into ZBrush for
detailing in ZBrush. To add the displacement map, we need to come in here in this displacement tab
and import the map. And this is what we created
and let's import it. And now what we're
going to do is drag this incident
intensity up just a bit and hit Upload displacement. And it has added too
much displacement. And this is not what
we want really. We want to make
the effect a lot, a lot more subtle. So let's make the effect
a little bit less strong. This is a steel too noisy. Let's make it
something like this. And this is going to be
a good starting point for our project. So this is the first layer. We're going to add
just a little bit of noise, not too much. So let's make it, make it a bit stronger. Not that much. Put something in between. I think two will work. Okay, this is good for the base. And now we're going to create
another displacement map. And it's this, it has good amount of
directionality to it. So let's see what
the resolution is. I feel like if I
scale it to 96 by 48, we're getting something good and we do not need to crop it. So again, let's bring the saturation down and start to add a bit of
contrast into this. So make it pop up a bit more. So something like this. It has a little bit of directionality that
we really love. So let's go to Filter Offset. Let's go to Filter Offset. And now on this, we're going to offset it too. 24 is 48 by 1024, because this is two
k by four k image, and that value will work. So let's try to blur the edges out to make it tiling
in all directions. Now this only left. And if you want to make it a
little bit more consistent, you can blur this out as well. So for this, I'm going to
use the Healing Brush Tool. It wants you to
hold down the Alt click and sample from an area. And then using that, try to paint on this
to blur that area out. Okay, this will do. And now let's hit
the offset to take it back to its original
place and save it as PSD. Okay, and now let's
go to ZBrush and start to replace the map. Bring it in. Now let's
upload the displacement. And you see a good amount of directionality that
this one has added. So let's go back some steps
before adding that maps. So let's bring this map without even doing the previous map and now upload a displacement. Now you see it has added a lot
of good directionality for us in terms of wood fibers
and things like that. It's a great effect
and I'm loving it. So let's make it a better, stronger upload, a displacement. This will do, but it's overall
a little bit too noisy. We have a lot of contrast in
here which we don't want. So let's make it three
instead of five. This will do in this is a
great place to start with. I'm happy with this. I'm going to now
start a sculpting on the edges to add Bevel, natural bevel and the agents. Because if you try to see this, you see this is a flat chord. If I try to add a little bit, a little bit bevel, for example,
something like this. If you try to add Bevel, you'll see the data that
is taking place in here. And the same goes
for the gameplay. If we start to hit the edges, it's going to be a lot more prominent when we start to
place this into the scene. So take your backup from your sin so that we
are going to sculpt. One way of using alphas again is to use alphas
that are not tiring. For example, in these images in here you see we can
grab this information. This is what fibers
from these images. And it starts to turn them into gray scale maps to start sculpting using these
insights ZBrush and they will make
perfect things because we have
derived this from real images and
they have a lot of good naturality to
them that we can use. To make that. Again, Let's go in here and try
to crop the image. Two parts that are most
likely to be used. So this part is the most
interesting in this. First, we need to disable the ratio and then
try to grab from it. First, clear the ratio, and then try to pick
up freely from this. And this part is
the part that is holding the most
information that we want. So first, turn it
into a grayscale, and then start to add a
little bit of contrast into this to separate
it even more. As you know, this black
parts are going in and these white parts are
going to stay on top. So save this as a PSD. And this one will
make a perfect. I'm going to use this
as the way it is. I'm only going to turn
it black and white. And then let's go to levels to see what we
can grab from this. Trying to erase a lot of this information to
keep only this area. So something like
this will be perfect. Or even we can bring a lot of
more information into this. And let's see, adding
a layer of contrast. Those two, this, okay, this is going to be fine. I'm going to save this also. And this one. And this. I'm going to only keep this part that has the most interesting
information in it. And let's remove that part. Again, convert this
into grayscale mask. And I feel like
overall this is going, this is going to be perfect. And I'm not going to
do anything with it. So I'm going to
save it as a PSD. When you're trying to import height maps
like this into ZBrush, try to export them as PSD
or tiff because there are a lot more better in quality
terms than other formats. So this one, Let's see what
they can take from this. This is good, but let's see
what it does as inverted. This is going to be a
good selection mask for Substance Painter when we try
to texture things in there. But I'm going to
overall keep this. Let's bring the contrast down and repeat the process some time to bring the
contrast down a bit. So again, let's add a levels. So bring the white
values down a bit. So this one will do a lot
better compared to that. Just a bit of contrast
or contrast removal. And save this as a PSD again. So we're going to use this, unimportant them into ZBrush to start giving details
into our mesh. So let's grab a brush from here. You can always use
a standard or clay, which one that you
like, it's up to you. And then for importing data, you need to go into
alpha and import. And from here you
can select from the PSD file that we created before,
unimportant as Alpha. And now we have them in here. But this is based
on the session. And if you start
to restart ZBrush, I believe these are
going to be gone. So to be able to drag
those Alphas in here, we need to go this
brush mode and make it Bragg rectangle so
that we are not painting. We're dragging Alpha out. So we need to have back
face mask on and try to select one of these
Alphas, for example, this. So let's start to drag
to see what happens. If you want to modify this more. You can go in this Modify tab and start to do all sorts
of modifications. For example, adding a contrast,
bringing intensity down. Or even using this
a straight length, you're going to
make that bigger. Something like this, right? I feel like it's overall
too noisy and I'm going to bring the intensity down
to something like ten. And I believe ten is going
to be noisy as well. So let's make it have its overall too noisy. So I'm not going to use Alphas, but if you are going
to create alphas, this is the way to go about it. So now that I have given this a little bit of
preliminary noise, we can safely go and start
to hit the DynaMesh. This DynaMesh will ruin the UVs. But I really don't care for
now because we are going to be doing a lot
of changes to this, which will ruin the UV as well. So we're going to use the DynaMesh and modify the UV so that the
UV distribution, excuse me, the polygon
distribution is unique overall. Let's go and try
to DynaMesh this. I'm going to set the
resolution to 56 to see what happens and hit DynaMesh and it's going to remove
the subdivision levels. So yes. Now it has DynaMesh
this back to someplace. You can either keep this as the overall noise and
start to sculpt on it. Or you can DynaMesh using a
bigger value, for example, something like
1024 and DynaMesh. It's given me the same result, so I'm going to start
with 128. It DynaMesh. It removes the subdivision
levels that we had in here. And it's a good
idea to start with a lower resolution
because now adding bigger details is easier than starting to have
a lot of polygons, for example, million
polygons on these. And always try to start with lower polygons because it's more manageable and you can do
a lot of things with it. So let's see. What is alphas do. Let's bring the intensity
up to something like 25. This is a good starting noise, but it's overall too
strong and too noisy. So let's delete by Control Z and bring this down because it makes
the effect a bit strong. Now I'm holding Alt to
make the effect negative. And you can do that as well. So now I'm understanding that these alphas are not going
to be good for this case. So I'm going to start
sculpting manually. We have added the
primitive noises and everything is ready
for a good sculpt. And now I'm going to detach
these from each other because if I try to
sculpt on this port, for example, I'm going to
take a lot of things on this, so I do not want that. Let's take this and you can go into this split and
hit Split two parts. It's going to split all
of the parts that are not connected to each other
and split them basically. So we're getting
individual planks. And now what you're going to
do is holding shift on this. Holding Shift, click on
this to only be able to sculpt on this particular plank. And if you want to go to
other planets as well, you basically select them, open this icon and then
start to sculpt on them. So for sculpting, I'm going to use this
trim smooth border, which is a pretty good brush
for hitting these edges. And so bring this
cream smooth border. It needs to go to into lightbox
and into brushes palette. And in here, you want to
go to this trim section. This is a trimmed smooth
border because it's not by default in the UI you
have drag it from here. And then what you can do is
grabbing that by going into this preference config and they will customization
and drag it into the viewport so that they are saying this every
time you open ZBrush. So the next brush
that I'm going to be regularly using is
this time stamp brush, which is default in the URL. So you hit B and
D. And here it is. Dam stamp brush. This time stamp brush
is what we're going to use for creating wood fibers
and things like that. So the two brushes
that I'm going to be regularly using
are these brushes. So let's start sculpting. And the most obvious thing that we're going
to do for starters, we're going to hit the edges. Some make them look broken
or something would like. One more thing that
you can do to make this trim smooth
border a bit more stronger is selecting an Alpha and bring this power for this
square elsewhere in here. And this makes the brush effect a lot stronger than
what it was before. So compare this to that. You see, now the chip
in the study I didn't hear is a lot more stronger
and more likelihood. So we're going to add some
edge noise onto this. One mistake that a
lot of people do is adding a lot of noise to
edges. We don't want that. We only want to add. Some damage agents, for example, if you try to sculpt
every edge uniformly, you are going to get a lot
of noise, for example, something like this is going to be a lot of noise
and you're not going to distinguish between
that and there's no resting for eyes. So try to add those
damages selectively. Tried to add damages
to the parts and leave some parts on damaged so that the viewer has
some resting places. And the scope that you
make is not pure noise. What I'm going to
make these two-sided, I'm going to make unique sculpt on every site so
that when we rotate this, we are getting perfect
results every time. This helps with the reusability. Later on when we try to make
the dog using these kits, this limited amount of planks, it's going to make a whole duck. And you will see that later. Using the power of Unreal Engine and night and
ZBrush and Blender, we're going to create a dog
using only these parts. So let's hit the edges. This wood fibers are already contributing to
the sculpt a lot. When making this too would like. When I was sculpting, I always try to sculpt on a lower poly
count, something like this. And then I start to add
finer details later on. When I try to add final details, I will make this a lot
more high polygon. So heat. More edges. Leave some edges on touched,
something like this. So let's see. Let's say that
we are happy with this. But before that, let's
give these edges some bubble then if you are familiar with the bevel
and how it looks, this is going to be a
great natural boom. We add. Now let's say that we're happy with this and the result that
it has given us. You have couple of
ways to introduce a lot more polygons into
this because we have now started to add
a lot of waviness into this polygon distribution, which we don't want
when one way of doing that is going
in here and start to, for example, double the
resolution, bring the blurred. And because if you blur it, It's going to learn a lot
of things that you have a sculpted in here
and hit DynaMesh. So that didn't work. Let's bring the resolution up. And DynaMesh. So
it didn't either. This DynaMesh is based on
the size of the model. If you remember, we
told in the beginning, beginning sessions is dependent
on the size of the model, so we have to bring it
all the way to 496. And it didn't even help. Let's go. For DynaMesh
master dynamics utility. It was DynaMesh master before, but now it's DynaMesh utility. So let's bring the polygon
to something like a million. And good thing about this
is that you can input the number in here to tell ZBrush how many polygons
you really want from this, how many actual polygons? So let's DynaMesh and
bring the blur down. And this is not helping you that because this is too small, so yeah, it's not working, so we have to stick with
adding a smoothness ourself. So disabled this a smooth
and start to divide this. So now we have a lot more
resolution to work with. Like this is good for this case. Now I'm adding term standard. And by using this term standard, you're ready to add a lot
of wood fibers in here. You see how many details
it starts to add. Make the brush size is
smaller than to start to sum overall noise and then grab the trim smooth border
and start to selectively the sculpt on this to
remove some of that. To create something would like. As I said, we really do not want a lot of noise all
over the place. So this is the process that
we're going to continue. But before that, I'm going to do the same process
for all of these. I'm going to sculpt
the edges first. And then we will start to
give resolution to this. And then later on, we start to add
those finer details. So for now, it's all
about treatment. So let's hit edges and try to look
here and there and start to inspect your
object from all sides. Never start to make
your sculptor noisy because later on when
we bake the normal map, it's going to be too noisy
and we're really not a fan of making things too noisy because I really doesn't
know where to look at. And you need to have
some resting places for the eyes and some areas
that are untouched. Because if you
make it too noisy, it's pure noise and chaos
and bad for composition. And you see how perfect this
adds damage to the edges. This edge treatment is one of the most important
parts in ZBrush. Whenever you try
to do things and even for hard surface things, I start to add a
lot of damage into the edges because I really like things
when they are broken. And it's more, a lot more
challenging than normal scopes. And we can start to
add layers as well. So Let's inspect this. Here is on touched a bit. Let's add a bit of
a sculpt into this. So this is good. One thing that you can do is
selecting your surface and start to add details by
not picking up your brush. And when you're doing
something like this, it's going to pick
the normals from the place that you sculpt
and then you continue. And the point in this way is that you
shouldn't pick up the pen. You should start
the same stroke. Never pick it up. Because every time you
try to pick your pen, It's going to sample from
normals of the Earth's surface. And that is really worth
making it look like, would never try to add distinguishable
piece in your object. For example, we really do
not want something like this all around our mesh. And when we try to add this into the scene and try
to repeat this, we're always seeing
something like this. Always be as generic
as possible when it's starting to creating kits. And let's see, for example, we want to add a little
bit of waviness into this. We go in here and he'd be m and v. And it's going to
drag the Move brush for us. And this smooth brush, I'm going to make it a
little bit stronger and try to add a bit of waviness
into the world. And this makes a perfect
wood plank for us and start to inspect
it from all sides. And it starts to displace
it just a bit big so that it's not pure CG line. And I'm always trying to
break that CG line because it really ruins to the
effect of realising that. So let's see this. And I'm going to try
to sculpt on this. And you see if by now try
to DynaMesh this with 496, got a lot more resolution
because this mesh is a lot more bigger
than those meshes. So let's go back and start to make this a little
bit displaced. Don't go too
overboard with this. We want only one, Just a bit of waviness in here so that it's not perfect CG lines and
always try to break. These are straight lines.
When you see them in games. You want some
natural way, Venus, when it comes to
lines in your game, because these lines are not always in life going
to be perfect CG, especially for these
man-made things which have a lot of waviness and
natural things into them. So let's start to hit its edges. And later on when we try to
import this into Unreal, I'm going to make this nanoscale meshes and not try to remove
a lot of polygons from this. And then they run,
we're going to uv them into lender inside Blender and then texture
them inside substance. And the substance is
great when it comes to texturing assets
and perhaps for Nano, and it makes them really
a pleasing thing to do. And it takes string is
going to be a perfect thing using a smart materials
and things like that. And we'll learn how to smart materials and how to
reuse as much data as we have. So let's try to sculpt and hit these
edges as well. So when we are done with treating these edges, I'm going to add some
finer details in here. Some wood fibers and
things like that. So for now, let's
treat the edges. Sometimes go crazy with
it and then start to add some crazy details in here. But be cautious not to go overboard and start
to add a lot of noise. So let's go for the next
one, which is here. So as I'm looking
at this first one, so add a little bit of
noise using the Move brush. Just innovate, not
making it too strong. And try to have a look
at your reference for to see if you can grab
an idea from that or not. By hitting these edges. We're making them a lot more beautiful when we start to import this into engine, because these lines
are not going to be seen in the game very good because we need to add some bubbles in them,
something like this. This is a natural
level and this makes it visible in the game when we try to add it and tax treat, as I said, add some
details that are big than some details that are medium and details
that are smart. And never tried to
make your noises the same size, always. Because it's going to be on an identifiable for the viewer
when we try to look at them. This place is on touched a bit. So this is good. Let's see how many
L's we have left, just some of them. So let's select this and start to detail
this one as well. So I'm going to let
this like this, not add too many
noise into this. I'm going to make this
perfect straight. Just adding some wood
damages here and there. So this is good for here. And let's go at the
details in here. And as I said, never make your noises than the details that you make in the same size. You want to add big, medium, and small details. Some details that are
visible from far away, for example, from this view. You are seeing some
of these noises, but when we get close to them, you are saying those finer
noises in here as well. So make the noises
in three categories. Big, medium, small, and
this big medium and small goals about everything
you try to make in CG. And this is a rule
that we follow in every content creation
that we make, no matter how gave me this
game's animation, composition, lighting, anything that you do, this big, medium and small
is going to help us a lot. So this is good. Let's go for this and start to make the
edges more visible. And the next kid that we are
going to be sculpting is those broken kids,
broken blankets. And there we're going to
also chip away from parts, delete some parts to make
it more interesting. And old looking. As I said, go with big
medium and small details. And these big medium
and small details were prominent when we, we're blocking out environments. When we were blocking
delta environments, we're creating big shapes, shapes that are visible
from so far away, and try to make
them as cohesive as possible to see if the
composition is working or not. And when we were happy
with the big shapes, we started to bring
the medium shapes in, for example, creating
the dark railing system, creating things like that. And when we were happy, we go another layer up and make the small things, tiny things. For example, adding set dressing props and
things like that. And always try to make big, medium and small
thing to consider. So add a bit of waviness into this and start to chip
the edges even more. So. This trim smooth border is very great brush when it
comes to sculpting in ZBrush. And I'll find myself
nine per cent of the time only
using this brush, creating a lot of things. It's a great brush and
a great feature to use. So this is a plank that is relatively new and
we're not going to add a lot of things into this later on when we try to use
with this because there's no harsh seem invisible in here. We have a great time doing
this because we really do not want to be selective
about the edges. The way we were in
previous generations. Selecting these sharp edges so perfectly and waste a
lot of time on them. We're going to be a lot happier when we start to UV
this nanotube measures, of course, because they are a bit heavier on polygon size, we're going to have
a little bit of a harder time when it comes
to waiting for you being, but overall, the
process is going to be a lot more enjoyable. So again, let's start to these pages and try to add some details on them. As I said, not try to sculpt everything that
you've seen here because it's going to make it pure noise and really
bad for composition. Then when we try to create
normal map for this, we're going to have a hard time really distinguishing
what is what, because it adds a lot of noise. So the composition and leaves some edges on
touched like this. Okay. I believe we have
done the whole thing. Okay, I'm happy with this. And let's visualize the
whole kit together. And we have done creating the whole kit and adding
those details that we wanted. So one thing we can do is
starting to detail these more, going for these also, and try to add noises
in there as well. So I believe I should go and
detail these out instead. And that is because there
are a lot of times when I start to do a sculpting
on something go from big, medium, small and tiny. And when I look at other
places and see that they're not even
sculpted halfway. So always try to go. And I sculpt at the same time because let's say
that for example, we add a lot of noise into this and comeback to see that we haven't done
anything in here. We have a spent couple of hours only adding
details into this. And really that
is anticlimactic. Think for me too. Really see that I have
wasted a lot of time on something and left a lot
of things as well untouched. So let's select
this kid and shift. Click on here to make
this visible only. So I'm going to add shift D, shift D again and go into
this displacement tab. And let's see, we can grab this. Or let's see this. This is a non tiling thing, but we're going to
see what it does. So small of a noise. This is already adding a good
amount of noise onto this. And I'm really happy with how the texture is
looking already. Feel like it's overall a
good thing to invest in it. And making this one toiling. Let's see what the name is. I'm really loving this and
I'm going to make this a tiling one in ZBrush in
Photoshop, excuse me. So in Photoshop, Let's
add a backup from this and make it toiling. Let's see what the
resolution is. I'm going to make it for
96 by two for the eight. So let's go with this, but keep the same proportions and I'm not doing
anything with it. Let's see the dimensions. Keep these in mind because we're trying to offset it
and make it tiling. So let's go to offset,
filter offset. This is the value for
that and this is that. So let's pick up
the Healing Brush. Spot Healing Brush Tool. Start to blur the edges. To make it. You're only
adding just a bit of blur. Make these harsh
seams go away because the woods happen to have a
lot of harsh things in them. But we're adding just a bit
of final is to make them better and to make a sculpting
a bit better on those. So let's try to blur
this line as well. Okay, I'm happy with this. Let's save that and
bring it into ZBrush. So let's go a step back. And in this alpha menu, import that toiling,
that it's this one. So let's select it toiling. Now let's apply
the displacement. And some of those
noises are gone. And it's overall
starting to look good. Let's see what we can
do about the tiling. Let's about the intensity. Let's make it double
the intensity. And it's now a bit too noisy. Let's go with the previous one. This is better. Let's go with one and
applied displacement. Okay, let's go with this. And because we added
those noises and it has really done a lot of damage to the
polygon distribution. I'm going to bring
it into DynaMesh. Let's bring it up. And because the mesh is big now, this is a big mesh compared
to being only one part. It's a whole mesh
and it's a big one. So it's going to give us the
resolution that we need. So let's go for 1024. Bring the blur up
and he'd DynaMesh? Yes. Now, let's. See the results. We need to double the resolution
making 2048 and hit Yes. Again. I'm going to keep this for now
because DynaMesh isn't working for these parts. And go to Split. Split two parts. Now we're going to be a bit stronger on a
sculpting these. And we're going to
damage them more because this is the
broken wood kit. And we're going to damage
it a lot more and being lot more harsher when it
comes to sculpting this. And one thing that we can
do is go to select this, one of these less of brushes. You can select T. And from
12. Sculpting The Small Details: So now we're going to sculpt the big a medium details
on this box as well. So before that we need
to do some things. Let's first isolate these. And you see a little bit of edge faceting in here,
which we don't want. We can simply go into here in
this Deformation tab first, let's add some
details into them. I have made the polygons a lot more by subdividing
couple of times. And then let's go into
this Deformation tab. There's this polish slider, which I have dragged into here. And by this Polish,
we're going to add a lot of smoothness
in this here. So let's try polish. And it's going to make
it a lot more smoother. The more polygons you have, the more it's going to
take four calculations. And I believe it has added a
PID of polishing into here, but that is not what we want. If you want to make
it more progressive, you want to enable
this circle in here is very tiny and hard to see, but if you click on it
and start to polish it, you will get a lot more
aggressive results. And as you see it done, the basic polish, polish for us. But to get that ultimate
smooth thing that you want, you need to do this
one more time. On a high density. Because the poly count
in here is very high. 1313 million polygons. It's going to calculate
a bit of time. But after, Let's
come to be worth it. And in the meantime
that it's calculating, let's go to Photoshop. I've separated for
bark textures, one very low-frequency,
one medium, and couple of
high-frequency words. And we're going to create
tiling displacement, map out these to help us
during the sculpting process. So for this, let's
go into crop mode. And let's see the resolution
and how it is a really, we can go on something like 248 on for 962048 on 1496. And it's good. It has separated this part for us and this is where
we can use it. Okay, let's make
a PSD out of it. And as you see, the small
thing in here is done. And we're getting the proper
result that we wanted. So just you need to try a couple of times to get a smooth thing
that you want. So in here, let's save it as PSD and we need to do
some things on here. Drag the slider down. I'm not going to do
anything with it. It is already a good thing. Just, let's add a
bit of contrast to add some higher-quality
details in here. That's all we want. So let's see the resolution. We can make. It lets two for the 2048 by four k. And now we
can go to other offset. And 1024 by 2048, it's half of the image
that we have here. So let's go to healing, healing brush mode and
start to blur this line. Just like this. We really do not want to do a lot
of things because we are going to be
sculpting on this anyway. So we have blurred the line. Let's go to Filter Offset and offset it back to
the same place it was. Hit Save. And for testing, I'm going to sculpt and
bring this into ZBrush. So let's go in the displacement tab
and from here imports. And this is the same bark. Let's see what it does. Let's add just a bit
of displacement. So points one, I believe this
is going to be too intense. Too intense. I'm going to add
very low amounts of detail. So this one is good, but the details are
still so prominent. So let let me. Come in here and upload the displacement
on a lower amount. And this is starting to look good in terms of what we want. So let's go and create other
displacement map as well. So this is going to
be too high intense. And I believe I will end up
using this because it has a lot of more finer
details than this. This is very high-frequency, but this is a bit more like it. So let's see the resolution. Again. We can stick
to 2048 by 496. Let's grab from the center and
make this black and white. And one thing to make
it a little bit more interesting and not
having a lot of noise is by blurring
it. Let's go to Blur. We can use blur. And of course, Gaussian blur to blur it just a bit so that
it's not so high-intensity. Let's zoom on it to see the
effect a little bit better. Now you see it has
blurred it a bit. And now let's go into contrast
and add a bit of contrast, but not, I'm not going
to add contrast. And let's save it as PSD. And instead of this,
Let's bring that one. This is what we want. Now applied displacement. This is very much low. We need to remove a 0 from this to make it ten
times stronger. We still need to be
a lot more stronger. This is strength value really depends on the type of the
texture that you create. So now it's taking shape. I'm being a lot more park-like. So let's make it a bit stronger. Five times. No, it's too intense
until noisy. Instead of five,
let's make it two. So this one is too
noisy as well. I'm gonna go step
back and added with that previous value one instead of to apply
displacement. Now let's separate them
and do that manually. And let's first try to
make this one as well. So let's select it. Let's invert, know the
inverse is working. So I'm going to export
this the way it is to see what happens. So save it as PSD and tested in here to see if it does good. Okay, Let's select it. And applied displacement. Overall. I'm happy
with it because it has added a lot of
unwanted noise in here. That is really
good to my liking. So now I'm going to
do the sculpting. And for that I'm going to
split and split two parts. Always. Now it has done the
separation for us and we're ready to
sculpt one-on-one. First, I'm going to use the clay brush
rectangle and start to use those alphas
WE added like this. And if I start to edit, you see it adds a lot of
displacements into here, which is a good thing. Now that I'm looking at it. So that is backspace, back face. And make the brush size larger. But now the effect
is a bit too strong. Let's make it weaker. It adds a good amount
of displacement into wood box in here. So let's make these a bit wavy. An ad the way in here as well. Now every angle
that we're adding, It's adding those details. So we need to focus on this. And we can do DynaMesh to make the polygon distribution
and a little bit heavier. So it know it has deleted a
lot of polygons from this, but that is not a
problem and has kept the basic things that we needed. So again, we need to go into this cream smooth border
with a harsh alpha. Start to add some
details onto this. And we want a lot of these
broken stuff in here. Since this is going to be
radio and cylindrical, we're going to have to
sculpt and all of the sites. Later on, we start to
add those finer details. We're only hitting these edges. Make it broken. And it really
depends only on how much detail you want to give these and how much
time you spent on it. And for adding details, you really have to consider
some things in mind. One is how far it's going to
be from the player's point of view and to how regular
it's going to be viewed. And if it's going to
be real, so often. And player can interact with
Spark, get close to it. You want to add a bit
of detail into it. A bit of more detail. I mean, depending on how far the viewer is going
to be seeing it. For example, in
first-person shooters, where the player is going to
be viewing a lot of things. From close-up. You really want to add details so that the player is going to visit things in a
high-quality manner. But if it's going
to be this top row, for example, a
mountain so far away, or things that the player
isn't going to interact with, you really don't want to add so much fine
details into it. And because this is going to be from a kit that the
player is going to see. We're going to give it some
medium details and leave the rest of it for
the shader and texture inside Substance,
Painter and Unreal. So let's see this one. I'm going to the
Move brush detail and displays it just a bit. Not so much. Okay, This one seems to be okay. And now trim smooth because we are on
a 100% intensity. It's very intense. But if you want to make it
less a strong and a parent, you want to bring
the resolution down. Normally when it
tried to sculpt. I'm adding the large and
medium details inside ZBrush. And when it comes to
small and tiny details, I'm going to add them
inside substance painter, or in such shader
inside Unreal Engine. It depends on you, on
how much you want to go. But I always find that
adding those finer details inside substance or Unreal will be a lot more
pleasing to the eye. And to the time that you are
going to spend on a prop. I'm going to leave this as is
not displacing it so much, but only hitting it
from some angles. And always try to hit Shift so that it snaps
to a certain view. And later on, you are able
to visit that better. So this is good. Let's
go for the next one. And I'm comparing it against
the size of that one. So these edges are a bit stronger than the one
that you see under. So the next one. This is also bigger than that and we need to be
stronger on this one as well. Try to break the
silhouette in here. Since our game is supposed
to be a third person view, which you saw in Unreal. We're not adding those
ultimate details because spending your time on something
that is not going to be viewed is really not
what you want to do. You want your object to be as detailed as they are going to be seen in the game. And not adding a lot of unnecessary details on something that is never going to
be seen from close-up. So you have to be wise and not going too overboard with
detailing these measures. And you might be tempted to
add a lot of finer details. But later on in gameplay, you find out that this is
going to be hidden under something or not being
viewed by the player. So that the effort that you put on that
is going to be wasted. So always try to have in mind that the objects
that are going to be viewed the most and going to be field by the player regularly
and unclosed basis. You want to detail
them out the most. Since this is going
to be a modular kit, we are going to be as
generic as possible and start adding details
that are not so unique. Because later on, if you start to add a lot of unique details, you are going to have a lot
of repeating in the scene. And you don't want
that, for example, you don't want to
add something like this to all of your objects. Because if you try
to repeat that, the player is going to notice so they have to be
so wise about it. Now that I'm looking at this, I'm good with this kid only, and I'm not going to sculpt the fence kid only
create these parks. And then later on, we'll create a fence kids using
these works as well. And add some ropes and things like that
to make it unique, make it look unique. So the last one is
a tall one either. So let's make the age
distribution a little bit. Randall. And go to Move
brush and displays it just a bit slow. It's not so CG. And
this one as well. And this one as well. Because it adds a
lot more natural. Let's do the kids that
you're sculpting here. So this one is the
kids for Francis. I'm not going to
sculpt on this because it's going to be a waste of time and we're not going to
be seeing them from close up. And we're going to
use them to bark kid, to make this kid. So for these, let's add a bit of resolution
using DynaMesh. Let's make the
resolution bigger. Now. The resolution is fine. We're not going to
add a lot of detail into this because as I said, these are really a small
prompts that are not going to be visited
from close up. The only add some small details
to make them look unique. And you see how
powerful this trim smooth border is when
it comes to sculpting. We have sculpted a lot of things using only the
stream smooth border. This is sculpting is just
to make them unique and not so like each other. So this is good
for this as well. So let's see everything in here. For now. We have this bolts, we have this broken links, we have this healthy
planks and the Bartlett. So depending on what
you're going to do, you can either try
to decimate them and bring them into Blender and then substance
for text string. Or we can add some finer
details into this. And I feel like adding
that secondary layer of details on this will be Perfect. So let's go and start
from scratch from this. And we will go one by one
and start adding details. And then first we need to give this resolution so
that we're able to sculpt. The resolution on
this is quite good. Let's select the dam
standard brush and start to add these tiny details
on the surface. So make it more would
like and try to be aggressive on some parts and not so aggressive on others. Let's make the back
face masking on. Start to hit some places with a bigger stroke and some places else with a smaller stroke. And then using trim
smooth border. Let's try to make
it flat on the bit. When you're using
transplants border, you can hold down Alt to
make the effect reverse. When I'm sculpting or tried
to do a lot of strokes. And then holding down Alt, releasing it, holding down, releasing to make the
effect go back and forth. Because if I try
to hold down Alt, only, it starts to only add. If I try to sculpt, it starts only chip away. So I'm constantly pressing
down and holding Alt. Make it somewhere in-between to sculpt in some places and to add detail in some places else. And you see how
beautiful we're taking these cells and turning
them into wood fibers. Constantly releasing
out, holding down Alt, releasing it to make the effect stronger and more wood like. This also tries to remove a lot of this
noise that we have here, making this a little
bit easier to read. I'm going to try to
import this into substance and bake the
normal map out of it. We're going to get a
perfect normal bake that is not so noisy. So let's trim these
edges as well. And have in mind to press the Alt and releasing so often to make those
details that you want. So let's go for it and always try to save so that you do not
lose a lot of progress. Especially for this sculpting, because this sculpting
takes a lot of time. If you really lose
some progress, it starts to annoy a lot
because you have to go through a repetitive process and
sculpt and sculpt and sculpt to get back
to what you were. So you see, looking
at all of slides, we're getting a noisy thing. Like you say, when we're
looking from so far away, we are seeing some of
that shipping among. We'll look at it. Close up view. We're seeing those details. And now what we're
going to do is adding either some finer details and make this even
more high resolution on or leave those
details for substance. For example, you can go into this surface menu and you can use this noise to generate some noise
for yourself. Let me zoom on it. And let's give it some noise. For example,
something like this. And it can also change the profile to get something
that you really love. Ok, hit OK. And for
that to take effect, you need to apply too
much so that it adds some finer details in here
for us. Then it can then. Mix some of that go back. Not to make the effects
all over the place, to make it look procedural. Already feel like before
that was a better thing. So let's go for the next plank. We need to give it some detail, either using DynaMesh
or by smoothing. So let's go for DynaMesh. And DynaMesh. I'm going to
bring the resolution up. And he'd DynaMesh again to
get a lot of polygons back. Okay, It crashed. And now we'll see
the importance of having those backup for ease. So we're back to the
last state that I made, which is three minutes back. So we didn't lose anything. We're in here to sculpt. Okay, so let's go for trimmed smooth and start to hit
some of these places. And before that we
can use this to add those details on here. Some of them are big, some of them small, and some of our meeting
somewhere in-between. And don't make the effect is too strong on all of the places. You see. These are bigger, these are medium-size and these are smoke. And make this back face mask on so that it doesn't
hurt that site. Then you can hold down Alt
to make the effect reverse. Instead of shipping
into the surface, we are adding to the
surface instead. It's protruding out in
this part and go in, in, in this part also. You can hold down Alt
and release it to make the effect that you want. So you can even make the brush
size is smaller to add those smaller details. And make this as many
sites as you can. Because later on by
rotating this we have four pieces of
Planck individually. Leaves some unique
details on every site so that when we rotate, will get individual planks
as many times as you want. For example, in here, There's one plank in here, another plank here, another plank here, another
unique plank. Now that are adding
those finer details. Try to add that Alt, holding down, Alt release, hold down Alt released. Not only to chip
away from parts, but only also adding
to some parts as well. Instead of only trying to shipping firms and print that alpha to make the
effect a lot more prominent. And I hope later on
we'll start to add some procedural sculpting
tools inside of ZBrush, for example, for adding damages to pages or things like that. The procedural effects will be a lot more effective
than starting to add a lot of hand
place details like this. That takes a lot
of time to Scott. But once you get the hang of it, the sculpting process
becomes a relaxing thing. Really. Loving to sculpt. The only bad thing about the sculpting is that
it takes a lot of time. If you want to make
the effects perfect. This is where you
can use the alpha. You create alpha and those
alpha will be a shortcut in sculpting high-quality
details. On this. Let's bring the resolution up. Dynamesh. It added
to the resolution. I'm going to save the scene now. I always save couple of times. What I'm going to say because
whenever I lose something, I have something to go back to. And he saw that when
the ZBrush crashed, we had seen saved
three minutes back. And I'm always saving
in the background. And I'm not record saving during the record because it
takes a bit of time, but you know, you should save. Losing the progress
when it comes to a scouting is a
really bad thing. You have to go a lot. Back in the scope details that you have a
sculpted already. It's a really painful thing
that happens sometime. And you can avoid
that and dodge that by going and saving
incrementally. So let's add those finer
details in here as well. So let's make the
brush bigger a bit. And don't try to remove all of the details because it
becomes a flat thing. And the normal map one tweet
as a strong as you want. So using Alt release hold
to create that would affect this side as well. If you try to make the
brush size too large, you're going to remove
from a lot of details. So make the brush
appropriate size so that it don't erase
or over detail anything. You might be tempted
to add a lot of detail and noise in this. It's going to look
good in ZBrush, but once you add it into engine, it's going to look
chaotic if you try to add a lot of details on sculpt. But later on, we're going to add those finer details
through shader in Unreal Engine four in Substance Painter using
detailed normal maps. So the next one, and it's going to
be the repetition of the same thing.
We're going to. Adult fibers in here. Make each side unique. I'm trying to sculpt
the surface so that we can use it and rotate it as
many times as you want. So try to sculpt sculpt on here also. I haven't added any
detail into here. And I'm going to only
add some noise in here so that this isn't as
high frequency as others. Just some tiny noise. So for this also lets try to
remove some of that sofa is noise and make it not so noisy. Always try to have as much variations in
your kit as possible. It's a good thing to
have a lot of variations so that you're able to do
a lot of things with them. And if you try to
make them all unique, you will get the
best out of them. And if you try to make
them all the same, you're not going to get as
much variation as you want. So let's No. So I'm happy with this. Let's go for the next one. For this one, because
it's too small, we need to add
those smaller bits. Because this is a wood. We're going to be
directional and don't try to add something that is
against the directionality. For example, starting to some hatching patterns like this on wood. It doesn't work. And if you create some alphas, you will have better
time sculpting. And you will save a lot of time during the sculpting process. So start to add those details. Okay, this is about
it. For the next one. I'm going to leave
it the way it is because it already has a
lot of noise into this. And for this one as well, because it has those finer
details that we added. For this one as well. This is going to have a lot
of noise on this one as well. And this one is getting the amount of noise
that if desired, because the displacement
map that you add to it. And this one is
doing alright. Okay. This is the park, let's say. So on this, I'm going to
print the resolution up. Of course later on, we will decimate it to a
reasonable number. But for now, let's go
for the standard brush, which I have
assigned an Alpha-2. This one that we created
previously in Photoshop and try to make it something like this. Okay, it has added a lot
of surface nodes to this, which is making it
more about like, okay. This one is good. Let's add the same
noise to here as well. I'm going to make this
one noisy as well. This alpha really
helps a lot during the process making noises. And we really do not want to turn on the back face
masking on this because already it's affecting the noise a lot more better than
what you need it. Okay? This is it about sculpting, so let's select all of them. This one needs a bit
of treatment as well. So let's add those details. Select this. This is a woodcut
that will create it and I'm happy with this
coating right now. So I'm going to decimate this. Of course, I'm going to
decimate this because they're working with decimated
version is a lot more easier. Now night isn't going to
have problems with these. It can manage so much polygon. But to make it easier on us on exporting faster and giving
them faster as well. I'm going to decimate them
and use this as a backup and create a new scene
for a decimated version, you see I created a
new scene and call it decimated so that
we can decimate is. And if something went wrong, you really have no problem in
getting those backups back. So forth, decimation,
I'm going to select this and go into Z plugins
and decimation, master. It, pre-process current. And I'm going to keep
only 20% of the polygons. It's not going to lose anything, but it's going to reduce a lot of the amount of
polygons that we have here. So let's look at it. And let's decimate current
and see nothing happened, but amount of polygon has
reduced dramatically. So this is good. Let's go for other ones. And I'm going to
make them one and then decimate on all of
them at the same time. Save a bit of time. So let's select this. And go into this merge in
sub tools and merge down. And he'd always soda, it merged down
everything that it sees. So merge down until we
get to the end of it. So this belongs to
the, another kit. And I'm going to select it. And you see the
poly count in here. And I'm going to hit preprocess. And it's going to
take a bit of time to calculate this and
then we decimate it. And it's going to
decimate all of them to only 20 per cent
of the polygons. That later on when exporting
into unreal and substance, we have a better time than when you bring
them inside Blender. So decimated without
losing anything. And let's see about these. Because these have different
ranges in poly count. I'm going to decimate them separately instead of decimating them together because some of them are having a lot more
polygons than the other. I'm going to decimate
them separately. Not to over detail one of them and leave some
of them on detailed. So this one, okay. The next one, you see it has a lot more polygons
compared to this tiny one. And I'm going to repeat
the same process until we get to the end. This one is huge. This is 3 million piece. Let's compare it with
the others beneath it. One million, five million. And this is why I'm taking them and the summating
them separately. So calculation done and
now decimate its overall. Having a lot of polygons
and unnecessary polygons. I'm going to go another
step further and decimate the current thing
by 20 per cent again. And we lost a lot of polygons
without losing any quality. And you can go one step further and start
to decimated more. Now that I'm looking at it, we have a lot of
polygons in here. Of course, as I said, manage Billy doesn't have any problems with high
amounts of polygons. We just need something
to go a bit faster. So I'm going to hit
pre-process on this. And this time instead
of using 20 per cent, I'm going for ten to optimize
it more because later on, when you bring them
inside Blender, we're going to have a
bit of problem with those details of
polygons and blender, although it has
progressed a bit in terms of working with
high-quality measures, but it has a little bit of
more work to do solver. Currently, we are only
going to decimate these four Oberlander
because unreal and substance really do not have any problems with high amounts of geometry. But you've seen them inside Blender is going to take a bit of time using a lot of polygons. So that's why we're
decimating this. And if you have a beefy machine, you really do not
have any problems. So pre-processed and now
decimate on turn per cent done an overall. It's a bit too much for this. Let's again preprocess
and it's time, it's going to take a lesser time because the poly count is so, so, so lower than
the previous one, which was 5 million. This is ten times
ten times lower. And now let's pre-process, but I feel like
going on 10% again. Now, it didn't have any effects. So this decimation
master is really good for decimating objects. Basically. The algorithm is so powerful that without
losing any quality, we are able to decimate
meshes down to some 10% or even lower without
any quality loss. One thing that you can do is keeping the
high-quality versions and bake them onto these
insights substance. And use these as low
poly and try to bake them on these to get
that level of detail. But we're going to
see what happens. So on this one I'm going to
decimated by 10% as well. And then some of them
we can go even lower. And lower, as I said, is only for Blender
because it has a bit of problem using the
high-quality measures. It has become a lot better
since the release of 3, but it has now some problems. It needs to be a lot
better than that. So this one again hit
the summit currents. Did it? We can go one step below with
solving the problem. You know, quality loss really. There are just some
remaining ones. All of them have the
same resolution, so I'm going to merge them down so that I can
decimate them together. So let's decimate. I feel like going ten per
cent will be enough for this. Because there are a lot
of polygons in here. It's going to
calculate a bit more, but later on it's going to be worth the time that
we put in here. And we save the time
of uv into Blender. And these ones are
only kids that we are going to build modular
kids out of this. For example, if this is
going to be 1 million piece, it's going to be good by itself. But when we try to create a fence that is composed
of multiple one of these, we're going to have nightmares. Those high amount of polygons. So you should have done, have that as moan
in mind as well. So operation completed,
Let's go for ten per cent. No quality loss. Let's pre-process again and go for another ten
per cent in here. No quality loss in here as well. So let's select them all. Merge them down. Merge these kids. Now we have 1 million piece
that has 1 million polygons. Let's see what we
can do about it. We can save the scene and do
another decimation on these. Because I feel like it needs another decimation but not going to radical on something
like ten per cent, we are going to keep 50
per cent of the polygons. Let's go for something like 50. And now the estimate again. Okay? Now without
any quality loss, we were able to decimate these. So let's take them. Split two parts
because I want to split all of them and export them one by
one into blender. Export them all
at the same time, but I import them
one by one so that I'm not getting any
performance hit into Blender. Because adding these measures
will add some burden on Blender and we'll make
the UV process a nightmare. So I'm going to take them one by one and using them
one-by-one and export them so that we are only going to work
on one piece at the same time and leaving
a lot of process free. So I'm going to export it as an FBX and let's create
a folder for it. Or we can go this the plugins and
use subtotal master and export it from here. And this has a good option. And we can untick the export
as single FBX file so that it exports all of them
individually as OBJ files. And we're getting 27
individual OBJ parts as well. But OBJ normally when we
try to export it out of ZBrush is going to
be off in a scale. So we're going to do
the same thing using here or from here. So let's say the name it, whatever you want.
In the settings. Basically, we did
the setting here. Now it exported the file for us. We have a single
FBX file in here. Okay, that doesn't
really matter. We export this into the blender. So we're created a new blender
sin and called it dark UV. And we're going to
import the FBX in here. Take this and imports. It's going to take
a bit of time. Now, imported perfectly. Okay. Each one important
as a single one. So what we can do here is now save the scene
and go about proving this. And I'm going to use one
of those simple ones instead so that you know what the process is and how we can go using the neonate meshes. And before that,
let's keep all of these white material so that
it's easier to work with. So I have this one. It's a relatively easy one and a good starting point.
Let's go to UV. And it has no UVs in here. And we need to first, a smooth surface in
here because there are a lot of sharp places in
here which we don't want. So let's go to Shading
Pi and smooth it. Or go to this menu
in here and normals. And this is the way
to go about it. So now that we know how to
create a human for this, I believe it's enough
for this session. And in the next session we
will create a UV for all of these as well and finish
out the moving process. Okay, see you in
the next session.
13. Dock Modular Kit UV: So now that we have known the UV creation process
for these 98 measures, Let's go and continue
doing the non-native UVs. So let's go into
the polygon mode, excuse me, the edge mode, and select all of them. And clear sharp so that it removes any sharp edge
that we have in here. And create a UV map
in here for it. And now we're ready. Start the human process. We go to the edge mode and start to trace the
outline. Just roughly. We really do not want to
be so perfect about it because the flow is so natural that it's going
to be lost in there. We really do not need to
create very careful UV. Of course you want to be careful about it creates a good UV, but we really do not
want to overdo it. So mark this same from
here to here as well. Another theme here,
make it the same. All you need to do is
flowing the outline. Look at it from far away to
see what you're trying to do. So Mark, seeing here, we've selected this,
right-click on rap and we have taken this
out successfully from it. So now it's easier in here to do because it's a straight
piece of geometry. And it has selected perfectly
for us what we want it. If it didn't try to select the
perfect thing, you can do. An undo couple of steps back and then get back to
the place that you are. Okay until here. Mark scene. Then select these edges
and mark scheme as well. And later on, we create method that may not
need to require you to create a UV even if we had the chance to create
something like that. So take this one,
right-click and unwrap. And I believe we
have successfully separated this as well. Right? Click an umbrella
in here as well. And later on in substance
and try to texture this. We would make the textures
try planar projection, which will make it perfect. Without any seams. It will cover the
simplistically for us. So in here, only try to follow
the flow here. Roughly. You don't
want to be exact. And the good thing is that you really do not want to be exact. Just select something
and you're good to go. Okay, marks in here. Unwrap. This below part, is ready as well, overly wrap. Okay, and this piece is
unwrapped perfectly. Now let's go to the next piece. And of course,
there is one thing remaining and that is
the pixel density. And we'll fix that
later on as well. We first now create the UVs. And if you look at this example, you see if we go in the
UV toolkit, give it. Let's take some density
checker pattern. You see this check your
pattern here is very large, although it's very small here. And a smaller mean,
the amount of the UVs that it should take. You see, all of this is
taking so much space. And this only tiny little island here has taken a lot of space
and we'll fix that later. Do not worry about
it. We will fix them. So there are just
these ones remaining. So let's take this again. Go into edge mode
by pressing too. And right-click and select
all of them. Unclear sharp. Okay, Let's see what we can do about the
geometry on this one. It looks like the geometry
is messed up a bit. So select all of them, hit em, emerged by distance. It really didn't nothing
because it's alright. And you'll see, there's
a little problem here. And let's inspect it
to see if there's a problem all over or not. No. This is the only problem happening in here.
And it's fine. We will fix that. Just try to select the vertices and
connect them or join them. The better word to
what you see in here, or you can select
these and removal. So this one as well. Let's go in here to see
what we can do about this. To close the gap. So take this and this
and close from here. And take this one, the top one, and close it in here. Okay? And this one also
we can select here. Join them together. This one, it's a tricky one. Okay, we can hide
that by bringing it in and select this
one and this one. Join them. And now the problem
has been fixed all over. Okay, So let's exit out of
the feast orientation mode. And now we are good
to select the edges. So I'm going to go here
and follow the shape roughly until here
and make this a seam. Holding down control really
helps in selecting the edges. It will try its best
to follow the path. And this is called the shortest
path select in Blender. If you want to know
the exact name, it's going to pick
the shortest path from the point that you click on to the point
that you select. In here, it does a perfect job
in guessing the curvature. Let's really doing a perfect job in what we are going to create. It really makes the UV
creation and lot more enjoyable than what it was
before. Of course you will. Creation isn't the most interesting
thing that they can do. But for now, it's
doing a good job. So select this using non-IT can also
create measures that really do not need
any UV as old. As I said, if, if
we have the chance, we may create some
of them as well, to ignore the UV creation
process totally. And only concentrate on the
content creation instead of flattening out
to model on a UV. So from here to here, let me see what it selects. Not bad. So take this edge as the underlying edge and follow the curve in here. And I feel like we can go a
step back and bring the path from here all the way to here. No select from here. And then come to here. So right-click and unwrap. Now we need to select
something that brings and bring the selection all the way to here. So let's go and select the point up to here from this passport,
from this one. And it does a great job in selecting the curvature for us. Unwrapped. Select
this and unwrapped. Avoid confusion. I'm going to take these
and grab them in here. So I believe we need to create a seam in here. This has done wrong, unwrap. Not a problem, easily fixed. Instead, the curvature is so dense that it tries its best to create
something out of it. So Marxian take this and unwrap and perfectly
selected that. And here, unwrap. Now all of it has been
unwrapped. Let's check it. This side this side as well. It looks like this side
hasn't been on raptors. Okay. We have one
123456 islands here. Perfect. Let's go for the next ones. Let's go for this one. Okay. Have you read it out? And now it's time for this. And I will leave. Overall. These two are similar. And to get a bit of
pixel space back, I'm going to delete one of them. And I'm going to delete
this because these two were really
similar to each other. And adding nothing to the
objects that we were creating. So clear, sharp. Now, time to follow the path. So can grab another point. And that is well, Mark seen, work
seen here as well. Then go from here
all the way to here, except for this unmarked
seen until here. And I'm not unwrapping them until a place that seems fully. And the hard things
are going to be these that have a lot
of sites to them. The cylindrical pieces are
going to be easier to unwrap. They're going to be unwrapped perfectly without any problem. You will see that later on. So in here, perfect. Follow the path up to here. And from here on. And the good thing is the
flow is there to help us UV it out. Later on. In makes updates of Blender. I believe they're going to support high resolution
geometry a lot better. Of course, this is now a lot better compared to Blender two. But still, there are some
improvements that they can do in terms of working with high-quality geometry and
nanny geometries as well. The reason that we optimize
these measures until this part is that to create you being in
Blender a lot easier. You see we really
do not have a lot of difficulties in creating UVs. But Blender lacks just a bit. When it comes to work with
high-quality, of course, they have done a lot of
improvements and it's already a lot better
than previous blenders, but still a bit of way to go. So this one, now, from here, I believe we have
placed anything before. But this one, okay, and this is done as well. So let's go and
create the island. Select this, of course, creates a UV for it. First and unwrap. Take this one on unwrap. This one as well. On this side. This side, this side in front. We did on rat for
this perfectly. Let's take this. Yeah. We have created six Ireland's. It should be six
islands to make sure that we have created
the perfect island. 123456. And there's
these remaining ones, which are the similar thing
that we're going to do. So select all of the edges. Clear, sharp, I'm going to do this for all of these as well. So clear sharp, clear sharp. And one thing that you can do is bringing those high poly
meshes also inside Blender, those measures that we didn't optimize and try to
bake them onto these. And maybe we should
do something like this or like this
onto each other. These onto themselves
instead of using high poly. So let's see what
we can do about it. Both situations
are approachable. So select the flow. Go back a bit. Select again. It's really
doing a perfect job. So from here, we need
to come to here from this direction and select from here. Another reason that we optimize these measures so much
was that later on we're going to create some kids out of this, some modular kids. And if we import couple of million polygon
pieces into that kid, it will, it will blow it out. Of course, non-ideal
and Unreal Engine really do not care if
the polygon is so high. But for a bit of
composition, excuse me, optimization, I tried
to make the polygons. Let's just a bit. So this is that. And take something from here. Let's select this last
one to see what it does. It's doing a good job in selecting the edges. So let's make it the same. And from here, go
all the way to here, or from here, and
then select this. And marketing doesn't matter because we're not
going to create harsh, harsh lines on the themes. These scenes are only to place the seams so that
we can texture them. Before that using previous
generation techniques, we had to make a smoothing
groups based on the islands. But now, although
you can do that, but we're not going to do
because the edge flow is natural and we don't need to
make it smooth or anything. It's a smooth by default. So until here. And I believe this should be the last
thing that in place. And if it didn't work,
just go back a couple of steps and then come
back and the UV that, okay, we need something to
connect these two themes. Let's see if there's a
remaining thing here. No. Select this. Okay, there's a scene
here that we should do. Another problem, easy. We'll need to fix this so that it closes the scene for us. Select these two. Okay. On rep. These two as one, unwrap. The third one. Let's see what we're doing here. It has closed from here. But there should
be open in here. You see it hasn't been
properly closed here. We need to put a couple
of seams in here. And now it's perfectly for
us without any problem. And to do the UV, you should go into polygon mode by pressing
three and unwrap. Now your unwrap is okay. There's one more remaining. 12345. There's another one hidden
here, the last one. So the same thing here. We're going to place the
seams before doing anything because I've found that it's
easier and faster to do. So place the same until here. And I hope that they
will make the working with a lot of polygons better in Blender later on with
the future updates. And that's a highly
requested feature and I believe that
they're going to fix that because it has
already been fixed. But just some more improvements they need to implement in here. And blender has come so far. In computing the
industry standard. Software's really good
job they're going to do. They have done a perfect job. And creating a software that is capable of a lot of things. They have improved
the sculpting. Also. It's not going to be ZBrush, but it's something to consider. There are going to make it
a lot better in future. So let's select these as well. And come down here, or from here instead. And come through here. Okay? Good thing about
this method is that you really do not want to be so careful about the
same placement. And all of the
shading will care, will take care of that. You really want to trace
out what is there. So from here all
the way to here, there is a curvature
happening in here. Until here. Mark seem slow. Let's see. We have a seem to
be placed in here, halfway in here, and
halfway through the end, or from here, and then
select this one as the last. So we have placed the
same all over the place. Unwrap. Take this one as well. Unwrap. Take this one as well. Unwrap this one. Of course, you shouldn't
really care about the dimensions of
the UV islands. We will take care
of them later on using textile density plugin. So here also on rap. Probably the unwrapping is done. Yeah, we have six islands. And we're ready to go
to the next piece, which is the last
one in this row. So let's select this. And it's an easy piece because there's not a lot of
information in here. Just some curvatures
which are quite natural and easy to do. So I'm going to take
from here and up here. So again, this top part, let me take from here
and go from this route. And later on in substance, when we tried to texture this, we will use the word aligned or triplanar mapping to
create a texture for this. And of course, that will hide the themes that
we're creating here. Because every scene that
you put in here is going to be shown when you export
it outside of Blender, for example, in
Unreal, in substance, or anywhere else, these
seams are going to be visible and they're going
to break the textures. But you're going to
make the textures in substance and try planar projection so that you really do not see
any visible seams. We only use that to
solve the issues. So again, come to here. Connection is alright. And select up to this part. Then we need to select
this loop as well. One more has remained, and we're done with
this plank pieces. So this is it. Let's create a UV first, unwrap. On wrap the second, unwrap the third, 1, fourth, 1, fifth 1. And this is the law. So we need to place
a seam in here also. So make that unwrap
happening here because I do not want this to be
a whole UVA island. We need some
separations in here. So again, go to polygon mode and select
this one and unwrap. Then select this and to
unwrap here as well. So we've done the unwrap
on these next ones. Okay, Now that I'm looking at these pieces are really do not love to take
them into the same. Because the first thing is that you will process is
going to take a lot of time. And the second one, it's not worth the amount of time that you are taking from this tutorial to UV this out. So I'm going to delete them, but if you're going
to use with them, the process is the same. You follow the path and create your seams and
lay down your UVs. So now I'm going to
go for these ones. So first one, lots. Let's clear the sharp. Now what we are
going to do is only selecting this top piece
and the bottom piece. Let's select a bit carefully
so that we are left with a cylinder only or a circle. Better way of telling that. And then come all the way to here and place the same
in here. Select it. First, create a UV for
it, and then unwrap. Okay, it's good. Now let's select
the same from here, all the way to bottom. And we really do not care
about curvature or anything. I'm only going to place
a street scene from top to here. That's it. Mark this one as same as well. And now let's follow
this and bring the Circle down also and
make this an island, a separate island as well. So let's go with step
back and come from here. And again, you do not
need to be exact. Because with non-IT, it can be a lot free when
creating something like this. So let's hit mark seem
incremental. Save. Now, let's take this unwrap. Take this one and
unwrap as well. This is the time that I
told you that blender is lacking a bit in working
with high-quality geometry. Sometimes it may crash and some unexpected
things may happen. You may be careful and work slowly when creating with high-quality
geometry in Blender. But do is save the scene. And now I can close the
scene and bring this back. So we're back there. And there's not much
lost in the process. So let's take this unwrap. It keeps crashing on me when
I'm trying to use with this. So I'm going to bring this through the summation
inside substance, excuse me, inside Blender that I'm going to
use the summation. And we're going to
be using collapse and put the ratio to
something in half. And now let's see the wireframe and check
it before and after. You see this is what
is happening there. So let's work with this for now. If that works or not. But hopefully the
seams are in place. This is not working as well, so we have to go into ZBrush
and decimate this even more. So let me select one of these and try to
merge these down. Or temporarily. Let's delete these to get what we want and then close the scene without
deleting everything. So something from here, delete and delete. Again. We're now left
with these parts. Only. Now, let me merge them. So again, let's select
these and let's make them all united
by merging down. And let's bring this again
through a decimation. I'm going to decimate
them by half. Later on. We may bring these into
substance as a high poly piece. So now this is enough
and I feel like we're not getting any
problems in using this. So let's export as FBX
and with the settings. Except now I'm going
to delete these all and drink that if Vx
that we created just now, which is this one, and give them the
material that you have. And now we really shouldn't have any problem you being this. So let me select the
top piece in here. Okay? Or go from here
and here. Mark seam. Select from here
all the way down to bottom without caring too much about the
curvature or anything. And then draw a cylinder
using these lines in here. Or a circle. These bottom parts. So Mark See, now select this. First, create a UV unwrap. Now this one, and unwrap this. And because it has a sin, it's going to do a perfect
cylindrical unwrap for us. This is really what we needed. And now there's this one. So let's take these. And this is the unwrap
that we did for this. And because the UV
count is on its place, we really have no problems. So again, now I'm
going to do this. I'm going to first take this and create the same for all of
these and then unwrap them. So I'm going to only
separate the top and bottom piece and the white the cylinder in
half. Creating that. So Mark sin. And from here, I'm going to
pick a short path selection. Up until here. Denmark see this
cylindrical pieces are a lot better when
creating UVs for them and a lot easier
because there are not much of an island
that we can create. There are only few islands, mainly three or four, and we're good to go. So let's not go too
overboard with it. And try to select here. So let's select this, unwrap. Select this unwrap. The top piece as well. So now what I'm going to do is hitting P in the
viewport and separate by loose parts so that I'm able
to separate them and work done side-by-side without
having any distractions. So again, let's select
the top portion. And since the polygon is so low, it's going to work perfectly. And all we need to do is selecting the top
and bottom pieces, separate them, and
select them in half. Also. Just pick the path carefully so that you're
not doing any mistakes. So this one unwrap. This one on rapid as well. This one on rap as well. And I believe less
than five minutes. We should be done with
UV creation for these. And then later on
when we create a UVs, we first start to create
the kids with them. And then when we made
sure that the kids are working together
nicely and perfectly, we will textured them
inside substance and then create
materials for them. And now we're going to make sure that everything works fine. And then we created these UVs. Then we bring them into blender and start
to create real manner. It meshes with these
because these are some really primitive things
that we have created. And now we're going to, when we made the
kids using this, we're going to keep bash them and create a modular
system to create a dark. Of course, when we finished
creating the dock itself, we will be creating some
variations as well. For example, those variation, broken ones that
we talked about. First, you need
to make sure that everything is working
and then after that, you will be alright. Going about creating it. And as I said, for the scale
of the UVs will lead to not matter because we're
going to fix them later on. And this is quite dense
in terms of geometry. I feel like if possible, I'm going to bring the
real high polygons, those that we didn't decimate, used as high probably to break inside substance because we have lost a lot of details in
the decimation process. And really you want to give some of that
detail to be in here. And we wanted to use those
as hyperbole to break down the hyperbola that we lost during the decimation process. If you do not lose
a lot of polygons, you are good to start using this and bake them onto
themselves without any problem. But since we really lost
a lot of information, we may use those
primitive ones that we didn't decimate
as the high poly. So this one, and this
one has the last one. There are these only
remaining pretty easy to do. So select the top piece only, mark c. And these are just like a
scan data that you see. In this scan data really are
not about the UV creation, they are about the quality. And when you start
to texture this, you'll understand that uv is, although important,
but not as important as it was in the
previous generations. So unwrap. Select this
and unwrap. Last one. There are these remaining, which are pretty easy to do. And I really love using this cylindrical pieces
because they are easier to create and much more useful. So let's select this and pick the path that
goes through the middle. As I said, if blender
starts to support more geometry,
It's a lot better. Later on, you really do not
have to decimate so much from your geometry that
you create it. So let's select from
here up until here. And the good thing
is that if you select the path and
that path isn't good, you really go a step
back and select another path that works
for you the best. So let's select these two and go and work on them together. And if it wasn't for
the distraction, I love to work on
them all together. But when we try
to select things, these get in the way and
create some distractions, which we don't want really. So it's better to try to detach them from each
other and then start to create things based on them
or UV them or do anything. Okay? This is about this one. On this. It's a bit tricky because there are a lot of
planar changes in here, which we should do manually. So again, not a huge problem. We really connected
to the bottom. And in here. Select this as well. So select this linked, unwrap, select linked on rep. Okay, we're done with
UV creation for these. Now, this kid also
has been unwrapped, and now we have remained
these little small ones. Now, I'm understanding
something that we're not ever using. This part that you see here, we're not using them. And I'm going to because really, why tried to put some effort into something that we are not
going to ever use. So I've selected
the bottom part, and let's start to select
from these parts as well. Try to delete from these parts. Only need those parts
that we may see. And of course we're not going
to see these parts as well. So first let's select
all of them and clear sharp so that the distractions get out of the way and use the box X-ray to select
these and delete them. Okay, we're only going to use these because these are going to be hidden in the game and we're not
going to use them. So let's delete
unnecessary geometry and only select this. I can see that these two are similar and
I'm going to delete them. And we are left with three. And these two are also similar. I'm going to delete this one as well to save some
more texture space. So let's start selecting. This is six-sided geometry, and it's a bit harder
too. Not hard. It's Take, it takes a bit of
time on trying to UV that. So let's create a UV
for it and unwrap. And select here. All the way to here mark seam. I'm going to select this
edge, this bottom edge, and go to top and delete everything that
we're not going to use. We're not going to be seeing
these in games though. Let's delete them
without any problem. And let's bring those back. I'm going to de-select this part because we are going to
be seeing this as one. This part as well. We're
going to use that. And the other parts, we're
not really going to use them. So let's drag as seen from
here all the way to here. And select this part
and make an on-ramp. Let's select this part as well and make an unwrap on this part. Also. Since these are not
going to be seen, we're not really caring too much about this
because these are some bolts and
third place assets that are not going
to be seen over. So let's select this. Start to go up to somewhere and try to manually select this
part and delete them. For what they can
do is shifting to a view and select up until this part and delete. Okay, we're left with this much. Let's drag this all
the way to here. And let's separate the
top from bottom as well. So Mark scene. And now I'm going to
make a single unwrap out of this. This one. Unwrap. We have unwrapped every piece
that you see in the scene. And now what we need to do is placing them inside
0 to one UV space. And that's an easy thing. We only need to select them
together and pack them inside the 0 to one UV space. And that is the
easiest thing to do. And I'm going to
take this and place them with one of these kids that have a little bit
of a space mermaid. So first we need to check the
checker density and makes sure that all of them
are cohesive throughout. So for the checker density, we're going to use a plugin. It's a free one and I've
provided the link in the description and
the link file so that you can download it and
free, it's a free add-on. You put 0 in here and
check your email. I put it in here. And when you download it,
you get something like this in the view UV view ports. So just like the previous
add-ons that we installed, the go-to preference add-on and install it using the
zip file provided. So to see how it works, we go to here. First, we need to give this
a checker density pattern. So let's give it some 24. And let's say that we are happy with the pixel
density of this and want to make sure
that everything in here follows the
same pixel density. So what we need to
do is grab this here so that we
know where it is. And now this is the
textual density add-on. We select this. First, we can see what
the textile density is. It's optional. You really
do not need to do that. In a calculator, takes on density and then you set
the textile density. You can calculate set value. It takes the textile density
of this particular one. Now the textile
density is this value. So again, you go and select
all of the islands and heat. Set my pixel density, then set my textile density. Now you see all of the squares
are consistent all across. Suddenly textile
density on all of them. That is so easy to do. And take this one
as the last one. And now all of them
are consistent. In terms of textile density. No unit is bigger than the other compared to the size
that they take. As it is from geometry to UV, it's all consistent all across. So let's say these ones and
give them the pixel density, check your pattern as well. Select this one as the last one. I'm going to separate them, go into edit view. So you see the textile density on here is the same
in here as well. Now let's select all of these. Select linked. Now, they are all here. Let's see what this is, where this belongs to. So I'm going to
select all of them. Select link as well and make sure that
everything is selected. And hit, set my textile density and wait for the
calculations to be done. Okay, Now it's going to set the textile density to
each island in here. Now let's look at
them in a top view. And now you see the
textile density is cohesive all across. And we have a perfect
pixel density in here. And now we can
select these and go into this mold and start to pack them together
using this UV Packer. First, we need to
set the efficient to high-quality to
re-skill UV charts. We really do not want that. And for rotation, I want to
disable the rotation as well. Because I want all
of my UVs to face the same direction
because this is a word directional piece. So we're going to make them
all face the same direction. Okay, first, let's pack
to see what it does. It's going to take a bit
of time and then calculate it and bring them into
0 to one UV space. This is the job that it does. Not a bad one. It's now giving us 66%. And the more you go
towards a 100, the better. So for heading, I'm
going to set the padding to one to save a
bit of more space. And let's hit pack again
to see what it does. So now the packing is complete, and now we have
three per cent more. And now let's bring it directional texture from
the library that we have. And first, delete. You reach a care
pattern on all of them. So create a new material.
For the base color. I'm going to use
an image and use this image in here to
check the direction. So let's select all of them. Let's see, this is material and we need to
select all of them and give them material to all
of them to make sure that every one of them is facing the same direction in the UV. So let's go select all of them and hit three
to go into the edit mode. And now we're able to
manipulate the UVs. Now that I'm looking at it. Some of them need
a bit of rotation. And this is not so obvious. I'm going to create
a 1024 by 1024 image in Photoshop and try to add
the directions in here. I'm going to set the
background to be black and paint some
vertical stripes in here so that we know that the direction
is going to be the same. We're only going to paint in one direction to make sure
that everything works fine. So let's take this, copy it and bring it in here. Another copy. So we're going to export this as a PNG and imported into Blender. So let's open up this and
put the direction in here. And now you see a lot of them need a little bit of
directionality to them. So we need to fix them. So let's take those ones that
are horizontal in this way. Now, I know that these that are horizontal
needs to be fixed. And I need to make
all of them vertical. So let's select all of the horizontal ones and select a bit of them
so that we can select length and rotate them,
make them vertical. So let's see what
the UV Packard does. I'm going to save
incremental for a rotation, set the value to be 0. Now, all of them are
facing the same direction. We have a lot of
wasted space in here, but there's nothing that
we can do about it. Or we can fix the direction, not on a single side, but we can make them rotate. That way. We're getting some of the texture resolution back. But we need to make
sure that every texture that we add into here is
the workspace texture. So I'm not going to do that. I'm going to Use the
same directionality. Let's make them rotate
them 90 degrees. Unpack them this way to
see what happens here. This is worse even. So, there's nothing that
we can do about it. We simply export this and
use this as the texture. Then let's go out
and select these two and unwrap them
using these as well. So select these two and
let's see where they are. And I'm going to open
the pixel density and upload the same pixel density
on all of these as well. So let's set textile density. Now we can place them somewhere. This empty space
that we have here. Okay? This is enough for this. Now let's give them
the same material. Because when we try to
export this into substance, you want them to have the same UV and these
ones the same UV as well. Basically, to set up UVs, select either material
and call it wood planks. And this one as well.
Now let's select it. It's wood planks. Select by material, wood planks. And now these have the root lying material,
which I'm happy with. So let's take this. And now we're going to
basically do the same thing. We're going to give them
the checker pattern. Let's go into the mode and
the UV pattern UV toolkit, let's give it a checker pattern, and let's select one of
them that I'm happy with. This is good. I'm
happy with this. Let's check the textile density
of it to see what it is. So calculate the pixel density. It's the same as that. Let's see if we have
perfect square cs. We have perfect squares. And let's select all of them and hit set my textile density. It's going to take a
bit and calculate. Now all of them have been set to the same textile
density as this. And no matter how big
or small they are, the textile density is
consistent all across. So let's select all of them. Select these that
are a bidirectional. Let's take this and let me
see if I resize it on X, on Y to give it a bit
of more resolution. Now, this is where now let's rotate them all
in the same direction. Unpack them. First, make sure that all of
them are vertical. Now, they go to UV Packer. Rotation to 0, re-scale
and rotate disabled, put this one to high-quality
and padding to one. So let's hit packing. Troy is the best to place
these can 0 to one UV space. It looks like we're getting
some errors in here. Let's say pack again, snowpack incomplete and
it needs some attention. So let's select them all. And the parking is complete, looks like there's a
bug happening in here. Let's bring them out. And he'd pack. It, places them all in the 0 to one UV space
except for this. Let's select these to see
where they belong to. It looks like they
belong to malware. Let's go back. That was a visual book
that was happening. There would be visual work and now all of them
are in the same place. So let's select this and
assign a new material to them. And call it bar. Okay? Now we're done
using this as well as packing them into
0 to one UV space. Then in the next session
what we're going to do is creating real modular kids using these data
that we have here. First, we create a modular
kits and then when we made sure that the kids
are thinking well together, we will be texturing these
insights substance because the UVs are in the same place and we're not going
to change them. And everything is
going to be the same. We're going to save this
scene as a backup and import these into the block
code scene that we had. And then in there we're going to get badge and make 3D
modular tweets out of this. So see you in the next session.
14. Kitbashing Dock Modular Kits: So we have finally
made this ready. We have done that the summation u being processed or anything. Now we're ready to take this
and start keep bashing and make them modular kids using these individual
entities that we have. So how do we do that? We're going to take this first. I really do not miss mannequin. I'm going to delete it for now. And this remaining one. And the lights and anything
is basically except for this. So let's take this and these looks like
they need a renamed, but then it's not really a
concern of mine for now. I'm not really going to
worry about the naming. So take these days and these, and I'm going to
export these as FBX. Let's name them. Dot kid mesh. Export as FBX. Of course, copy the
direction so that I know when they have
been exported to. Then also I'm going to go and open this level that we
use to create a blackouts. So this mannequin, I
really do not need it. Or let's keep it for
scaling and things. And I'm going to save a new
version from this scene. But I'm going to call
it dark keep bashing. And let's name this dog
keep bashing as well. So Save As, and now we have a new scene in a new level
and in new folder totally. So let's hide this
because I do not need it. And then import the FBX
file that we created, which is this dark keeper. So let it some time to open, and now we have imported this. And what we're going to
do is basically take these take these kids
that were created. Let's take a copy from this, bring it in here and use
this one as a guide to be a place holder for cube
batch for is that you create. So we're going to take
individual planks and fit them inside here to create a new
advanced version of this one. And for that, I'm going to
go into this filters and this select option that
you see activated so that you can make
these on selectable. And before that, I'm going to make it wireframe so that
I can see through it. And let's find it in here. And you can deactivate this select mode so
that whatever you do, you're not able to select this. We're going to drag
individual pieces and create the kids. So let me demo a simple one. For example, I'm going to
take this and bring this. You see the pivots on, all of these are off. I'm going to select all of them. And using this MagSafe
interactive tool, I'm going to hit quick
pivot so that all of the pivots go to the
center of their own object. And now every object
that I have selected, the pivot is in here. And the pivot on this
isn't so important. Because later on
I'm going to give all of them a unified pivot. So let's go into material. And you see the material
in here is wood planks. And on these It's park. These are really important because I'm going to demo this. We're going to create
kids using these and then take this inside Substance Painter and then bring back the texture so that
we can texture these. And this is why I'm choosing to first create the kids
and then texture this. It doesn't really matter. You can texture these first
and then start keep bashing, but prefer the first way. So let's take this and I'm going to bring this and make this one. These, Hello kid
is going to act as a guide so that we do not protrude or do not
do anything stupid. So let's rotate it to
use other way as well. You can do a rotation in here. And this rotation thing
is very powerful. We created the gates
in a way that every time you rotate to a degree,
we get something new. And this is very good. And you see from two, from the same plank of taken two completely different
versions of the same thing. So let's take this, for example, this
one, and bring it. And let's make it a bit smaller. That doesn't really matter. We can get away with that. And later on when
we created this, we're going to utilize the
second uv channel and create RGB mask for further
manipulations inside Unreal Engine
using Substance Painter, you will understand shortly
what we're going to do and it's going to be a
very powerful method for creating content. So let's take this one as well and be cautious
about the copying. I'm only duplicating and
not bringing these so that I have an untouched
version on this as well here. So let's bring this in
here and bring a copy. Or I can bring these
over in here and use this as a piece on this part. For this one, I can
either let it be or simply select these
parts and delete them. That doesn't really matter because these
measures are going to be combined together and
we have no problem at all. So let's bring
something from here. We're going to be a
little bit smart about it and use one of these so that the demoing will
be a lot richer. So take this one as well and
bring it to fill this gap. Okay? Now we're left with this. Let me take this one and
resize it just a bit. Okay? Now we have only left one thing and that is
filling this gap in here. The good thing is that we can do a lot of things
using this method. We can basically create infinite
variations out of this. So let's say that we
have created this and we are happy with the
thing that we have created. So let's make this
one none selectable. Selectable, excuse me. And before that,
let's take all of these and join them together so that we have a
kid right here. So select them and select this one as the
last and join them. And the thing that
you should have in mind is that when
you select all of them, this one becomes a single mesh. You need to correct the pivot. One, make the
naming or write to, and then look at the
textures settings in here in this material to see
that you have couple of ones because we have
created from couple of kids that were created
one bark and one would, if you used from only one kid, you shouldn't have
something in here. But in this case we
created using two kids. So let's select this,
make this selectable. And I'm going to bring
the origin to select it. It brings the origin to
the period of this one. And now I'm going to select this and select the
pivot tool cursor. And now it has offset, it pivots on this one so that when we
selected the period is the same pivot as
the blackout pivot. And this is really crucial
in content creation. You should have the
pivot, the materials, and the naming convention on
touch throughout the project so that you don't get
anything wrong or anything. But basically, you see
when we move this around, the pivot is in here. So now that let's say that we have created a lot of kids
and we are happy with them. And what we're
going to do is open up Substance Painter for now. Okay, this is Substance
Painter untouched. Let's hit New. And then here we're going to fit the same FBX that we
exported to Blender. I mean the FBX that
contains these files. So we hit select here and go to the directory
that holds that fights. So let me open it. I'm not going to
really touch any of these and I'm not
going to break either. I just want to test it. So in the texture sets
setting here you see we have bark and the wood planks. Let's say that we have
baked anything on this. Of course we will make a
lot of things later on, but now we're going to demo. Now let's give the barks simple material
and rotated 90 degrees to face the directions
that the parks are facing and give the same material
to these as well. So. For visualization
purposes, let's make this one a bit to another color, something like this
so that they are identifiable to some extent. So I'm going to take export. You come in here and export textures and give
it the same direction. Like that FBX file. It doesn't really matter,
but for consistency sake, I'm going to place them in the same folder and hit Export. And it has exported
for us perfectly. Now in Blender, Let's
see what we do. Let's select this
plank and go into base color and go to Image
Texture, and hit Open. And from here we're
going to pick the wood planks base color. Now see the base color that
we added to these insights. Insights, Substance
Painter is here perfectly, without any problem, really
a perfectly as it could be. And let's select
this one as well. And give it the same
image texture open. And now I'm going to
select a bark base color. And now this one is
also working as well, quite right, without
any problem really. And now the beautiful thing is that if we go into
here and look at this, you see these have been textured as well
because they are sharing the same
material as this. And this is really a
powerful thing about this because if you wanted to
make all of these unique, we would have been forced
to create a lot of individual textures
and texture sets and it would really blow
out the whole thing. And the performance is going
to drop really dramatically. Because we are repeating
from the same textures that we are not really
getting any texture loss. Or think, suppose that we wanted to make a simple
texture set for this, we would have placed all of these data into a 0 to
one UV space like this. See, if I go to the UV space, we wouldn't have
to place them all inside this single
0 to one UV space. And that would have
caused a lot of textures, that excellent texture
resolution lost. Let me see what I'm telling. Let's go to UV toolkit
and give it some 24 by 1024 textures and
select this one as well. Give it the textile
density checkout pattern. So it's not working. Let's leave it be. And let's see how from the textile
density these are using because these are repeating from the same elements,
repeated all across. And let's say that
we wanted to create a unique piece without using this whole modularity approach
that we have been doing for some hours and create
this as a single piece. We would have been forced to create a lot of
variations and we would have been forced
to create a lot of kids and a lot of
texture sets as well. And we really couldn't get
so much textile density. And let's select this. And for the sake
of visualization, let's hit pack on this so that all of the
textures become available. You see in here, we have, let me select it. We have a lot of overlapping
that is happening in here. For example, let's select this. You see in here, there are a lot of overlapping
happening in here, but that doesn't really isn't the thing to consider because these are overlapping
in texture. Not enlightenment because
we're not going to bake these. So let's bring this
over or hit Pack. Let me hit pack. And the smaller these
checker patterns are, the better the
texture density is. And now you see how different it got from
what we had before. Let's say, for example,
this one is chaotic. Using this method,
we are able to take advantage of a lot of optimization techniques such as trim sheet modularity
and anything basically. So this is about approach
that we are going. I hope you have
enjoyed it as well. So let me delete this and
start the process from start. And for now, I'm not
really carrying about the texture in here. So let's go in here
and on the base color, bring a simple RGB.
Instead of color. Again, RGBA on this, because I want to create them
regardless of the texture. So let's drag this out and
start creating process. And we have been already
15 minutes into this demo, but it's really crucial. And I believe that following the tutorial with the open eyes, you really can get benefit a lot more than
blindly trying to follow the, what the instructor does. So from now on it's all about creativity and freedom
and creating contents. We have the kit and we
have the logic set there. We are ready to start, keep bashing and
really having a lot of fun using creating these kids. So let me take this
and I'm going to bring it right into the sensor
without really copying, because we are
going to replace it using these details
measures that will create. And later on, we will bake
these insights substance using those high polymerases
that are created inside of ZBrush to give
them a lot more detail. And we'll use a lot of substances to make these
beautiful as possible. And then when we created them, we will create a
secondary channel to help us detail
this even more. But for now, Let's
only care about using this and creating kids. So this is the name
already, fine. And let's make it
non selectable. First, make it wireframe, and then make it on selectable so that it's not
in the way of creating. So let's bring these. Start creating. I'm going to first
bring this because it's really fitting with how
the whole thing is. I'm going to make it just a
bit going into the borders. And because this one
is a natural kid, there is not a problem
if you go beyond the border for a couple of seconds, couple of centimeters. But if this was man-made kit, I mean, industrial kids, something hard surface,
you would have been forced to stick two boundaries one
by one and not go beyond. So let's take this. And the good thing about
this is that we have created them as many
sided as possible. Let's take this
rotated 90 degrees. Now you see we talk another
variation for free, and these look really
identical to each other and take this
one and rotate it. Another variation as well. So let's take this and rotate this one as well. And this is another variation. And try to make
them as many sided as possible so that you really get a lot of variations for free each time you
are using this. These are repetitious. Let me make a rotation
in this direction again. Another rotation in here. And you really are not
forced to make these flat. You see in here, try
to introduce a bit of variation in
anything that you see. This is a natural kid and
it's not really a problem if you start to create
a lot of variation. So let me delete these, this one on, bring it
here and then start using from these as well. And remember, you should
take copy from these, not bringing them
right into here. We want to have a backup
so that we can also say, always take something from that. So let's take it, bring it up. We can also use the bar
kids that we had in here. This one is useful
as well if you want to make it more beautiful. For example, adding a
bit of a storytelling, bringing this bark in
here to convey message that this has been broken
and they have been replacing it with a bark
to make it workable. And you can do all of
the creativity that you have without any problem, really, the sky is
the limit on how far you can go
using this method. So let's bring this one down and bring this
one over into here. And when we created these, we will start to create
variations as well. So let's sake. One of these, for
example, this one. Let's bring it in here. Start to hand place it in here. To cover this gap. If we rotate it, we will basically get
another variation for free. This takes a bit of planning, but it's really worth the result that
you're going to get. So I'm not going to use these
areas that are protruding. Let's go to Select, and I'm going to select these
Control Plus to go beyond. Or let's select something
like this and delete it. And because the player isn't
ever going to see this, It's going to be hidden
under a lot of things. And that is not a
problem really. So let's take this
and bring it in here. One more thing that
you can do is using proportional editing to
give these also a new look. For example, let's go into here this proportional editing. If it's deactivated or
activity to get the effect. For proportional
editing to work, we need to select an area, for example, like here. And using the
proportional editing, Let's move it out in some
direction, for example, here. You can also increase
or decrease the circle of influence to give the
effect that you want. So let me make this larger to give this a
bit of waviness in here. And also bring this up to be as the same level as these and
make this one a bit flatter. And also we can bring one of
these and use it in here. And as long as you're staying
in between the borders, really, you can do a lot of
things without any problem. Just try to stay in borders. That's all. So make this a bit smaller
index and bring it in here. Let me see what we
can place in here to cover this area. And that is it. We have successfully created
one kid using these keep bashing techniques and let's
drag this mannequin out so that we can see
better and select this. Bring it right in here
to form that a bit. And we can also make that larger using
proportional editing. Make this area a bit bigger. Let's bring this up. Okay, we have created one kid, and of course you should have in mind that these kids are not only in x and y,
you see in here. Now we have only treated
the x and y in the border. But if you look in
the front wheel, let me make this selectable, make this kid selectable, and select these
all and go in here. You see we have a depth in here as well which
we need to take care of. So for that, we need to bring some of these
pieces to make the corner working to give
the illusion of height. So let's select this and
bring it down in here. Because these areas are not going to be
seen by the player. We're not going to
detail them so much, but you get the idea. We only need to make that work. And this one acts as a
base for the whole thing. So let's copy it from here and place it in here. Later on. We will also use this mails to give this one
a bit more detail as well. So let's first bring
this over in here. Now, duplicate it
to the other side. And take this or this one and duplicate
it in here as well. Now what we are going to do is selecting these
bolts and screws, or the better word nail. And start to place them on these areas that
we have to give them. A bit of more detailing to
add a second touch of detail. But these are relatively, a small entity is not going to be really seen
by the player very much, but to add a bit of detail, we're going to make
them present here. And we are living in
the area of nano eight. So let's give this as
much detail as we could. For example, we have, they have been stitching these
parts using these nails. Make this one also
smaller and place them on the areas of connection. For example, in
these parts as well. You do not have to do this. I'm only going to do this to add some layer
added extra detail. So let's take this as well. Bring it in here and try to make them as random as possible, and try to offset them in XYZ, give them rotation, anything
to make them look natural. Example on this one. I can rotate it in this direction to give that a bit of more
extra detailing. So let's take this one as well and bring this one
into the surface as well. As I said, really do
not need to do this. I'm only using this to give
you a bit of Treasury detail. We have the big stuff
which are these, and the medium stuff, which are these cracks and
crevices and things like that. And these are small stuff that we're going
to add into this. So again, let's
bring them in here. And I start to place them
randomly and places that makes the most sense. Okay? And later on in substance also, we're going to add a
lot of finer details using normal maps and heights
and things like that. So bring this into the next level and we're
going to add a lot of dirt and grime to make this
go into the next level. And once we finished
placing these males around, I will take exports from this and bring it into
the unreal to see the process of replacing
these nano eight measures you using those blackout measures
that we created before. So this is about it. Let's take these and
only these boats. And except for this, and bring this up
into these areas. And let's see, there's a bit of work to do on some of them, but most of them are
going to in their places. Let's bring this up and make this one
with visible as well. So this one, this one as well. There's one more thing
that we can do is placing these and bring them in here. So this is about the first
clip that we created. Let's go to see
what we can create. So let's look from here, and this one is
protruding a bit. We're going to make them
bring them in here. And let's inspect it to see if there's something
that we can do. Okay. It's alright. Let's select all of them. All of these entities that are created and deselect this one, holding down Control
and selecting on it. And now we're going to
join them altogether. And now we're going
to select this. We're going to bring the
cursor to the selected. And now the origin is
on the pivot on here. And let's select this one. Shift. And S to bring the
pivot to cursor. Now these two share
the same period. So reset the origin. We bring the cursor to origin. Now, if we select both of them, you see they are
sharing the same pivot. So I'm going to copy the name of this one and place the
name on this as well. And it's shared. It's placing 01 in here to identify that
it's a variation, but we're going to
take this deleted, delete this naming as well. So we have the
naming, the pivot, the materials, anything
perfect or right in the place. We need to go into this vertex. And it has the same
direction that we gave it. It has the same exports folder
that we gave it before. And this is a good thing about using as much seen as
possible as you have. And now what we're going
to do is select exports. And it's going to replace the blog called meshes that
are created and deleted. Okay, let's go to Unreal Engine and select
one of them that users. The same thing that we edited. This is three by two. And let's take it from here and right-click
and re-import. It's going to take a bit of time to re-import this for us. It's going to give an
error because this one has only one material and the FBX that we exported
has to materials. And this is one added material. So we want to hit Reset
to FBX so that it follows the same FBX WE
important, okay, you see, without any problem, it
has replaced that thing that we had using this. And we are getting a bit of lag. And that is because this
isn't a nightmarish. So let's go into this late
mode and nanos overview. This isn't nice because it has a lot of resolution that we go to wireframe so that you see the dense
wireframe on this. It has a lot of wireframe. So let's right-click on
this and hit Enable. And it's going to calculate a bit and turn this one
into a nightmare for us, free and without
any efforts at all. So this is what we get. And it's black because the
material that we're using on this is using a two-sided. So let's de-select the
two-sided and hit Save. Now if you go to viewports, we're getting what we want it. So this is what we're getting. Really detailed mesh and
it's working perfect. These things that you see here. Repeating over and over again, really do not care about
it because later on, we're going to create
a lot of variations to make this non-repeatable. And one of them is getting this one and scaling
it in negative x, negative y, and z. I'm
placing into here to break the study 200. Now bring it in here. In here. It has now added a
bit of variation. So let's go into detail
loading to see that better. This is what we get basically. Now let's go into Manage
visualization and head. And we're getting the NANOG
measures that we had in here. So this is about it. Let's go into late mode. And then from now on, all you need to do is
creating the kids. We're going to
create so many kids. We're going to create a 11 kids and then create variations
for them also as well. To give the most realness out of this court excuse me, Doc. And then later on when we
finished creating the dog, will create also a lot of props and measures to make this
also a detailed tree. So now we're going to go to blender and
start creating the kids. Okay, we've done with the
three by two piece now, and I'm going to drag it out
and have couple of pieces, couple of more pieces to do. But of course we are
going to do the duties first and then start to make
variations after the fact. So bring this out. And this one is the same
process as creating this one. But it's only going to
take a bit longer because it's a it's a bigger piece. And we have some more
money manipulation to do, but the overall
logic is the same. But before doing anything, I'm going to make
something a bit as smart. You saw in this example that we created the kid first
and started to place these bolts after the creation. And now I'm going to
bring these start to place these boats in here and group them together
even before doing anything. And this makes sure that every time you put this
planks in here, they will have boats
in place as well. So let's start from this one. And you are free to resize
these because these are some treasury props and not
really going to be seen, but they add a bit of flavor and realism into how the
scene is going to go. So let's drag this one out. Also shifted to duplicate and bring this in
here as well also, then place them soda. You see number one mistake that I did was not keeping
a backup version of this. So let's duplicate here and
make them bigger in case. Let's select all of these
and select this one as the last object and
then Control and J. And now every time we
move this to a place, we have these as well. So this is a bit of shortcuts into how we can create
things together. So this one is smaller, so the bolts needs to
be smaller as well. Let's bring it here. And this nano creation
method really helps us achieve realism level
that was impossible before. And you're going to see
how nano it really changes the game creation
pipelines in near future. So this one is here. And also we need to place the bolt on these sites as well to make sure that we
support both sides of them. So it's a bit of work to do, but it's going to be
worth it in the end. Select them and join them. This one, we've done it. Let's drag them into the
side and bring them in. And you are really free on how far you can go about
creating these kids. He can even start to
create a lot of boats, a lot of content, and drag them into the scene. And there's another
problem really. And later on, we're
going to export these as single identities
without being killed. For example, we create only the single plank and use it in the scene to set
dress a little bit more. And you see this one is
a low poly version of the mesh that we are going
to be importing into engine. But it has a lot of crevasses, a lot of cracks and a lot of breakups that makes
it look how poorly, even without applying
any maps to it. It has a lot of crevices
and this is really how beautiful night
takes care of geometry. And the poly count. And considerations
of that nature become really a
thing of the past. Really powerful on how narrow
it is supporting geometry, of course, not right now, doesn't support foliage
and some other mesh types, but in the future I believe
they're going to fix it. But already very
powerful technique and a game changer really. So let's select
this one as well. Select this one,
Control Enter again, and you need to select
something as the last object to get the period, get the name, and also
get anything from there. So let's drag this out
and bring this in. We only need to bring this up a bit and give them a
little bit of spacing. Okay? Now, drag this over and make it look like something like this. Select these and this one as the last object and
hit Control Enter you. Okay? These two, because
they are relatively thin. We're going to make
it smaller and only place one bolts in here. Okay, This is about it. Select this one holding down Shift and click and
bring this over. This one also is
relatively a small Planck. And try to add as many
variations as it can. For example, instead of dragging this and bring you
right away to the top, give it a little
bit of offset in every direction so that it
becomes a bit more natural. As I said, brick, those are straight lines that
you see in games. And add a lot of
curves and things. Of course, on this instance we need to bring this
down just a bit. Let's disable the
proportional editing. And that's what needs to go down to make sure that it
sticks to the surface. And when we try to add
these into engine, the ambient occlusion,
the lighting and everything will make
them work perfect. Now this one is
extraordinary to delete it. So we added the bolts. And now they are some kind
of a two layered thing. And let's select them, isolate them, and start
selecting this, for example. Select it and invert
the selection. So that we can take this and rotate them 180
degrees and bring them in here. We only need Just a bit
of offsetting these. Let's see where we can attach this one to bring
it somehow to the surface. And because this is only about
creating some variations, it's a, it's a lot faster to do because
we have placed them already in there. Only a bit of translation and manipulation and rotation and things like that. Staying. So let's take this one and rotate them 180 degrees
and bring them down. And check to see if
there's any spacing left. Okay, This one is alright. Let's de-select this. Bring this in here. Let's hit a three to go
into the wireframe mode. Of course, I've set the
shortcut of this one to be F3. F3, yours might be different. So out of wireframe
mode and done. And there are these ones remaining that we're
going to take care of. Select this, invert the
selection. Of course. Let's bring this up a bit to give it a bit
of more dimension. And then rotated. Because these are some
treasury perhaps I'm not really carrying how much
are they are doing? You can go and be
a bit more picky, but I'm not really sharing
that much because these are not going to be seen
from close-up shot. But two bit to add a
bit of detail link. We may do this, but I'm
not really concerning that much about the
placements and such. Just something that makes
sense visually, aesthetically. And because this bolt belongs to the same texture set as these would later
on in substance, we're going to have an
easier time texturing these because the bolt is
from the same family. Is from the same
textures that I mean, we're going to bake
them together. So let's take this and bring
it right over in here. Let's select this one
also and bring it down. Okay, this one done as well. And we're left with this, which is a bit easier
to do because it's only a couple of ones. Okay, this is it. And go to wireframe view and select this and bring
it down so that you can see this level of
detail was really impossible using the previous
generation techniques to create measures like this. It would have taken a
lot of performance hit, and it would make the game
really impossible to play. It was good for only
visualization purposes, not gameplay purposes,
but now for a night. And the power that
enables us to do, it's really not a concern on how much polygon we
need to have in there. So let's take this. And to make it a
bit easier to see, I'm not going to turn
this into a wireframe. Instead, I'm going to
add the default cube in here and resize the cube. The proportions of
this because it has a lot of wireframes
and it's going to be a bit easier
for us to see. You're going to understand in
a minute why I'm doing it. So place it roughly
in the proportions of the same object from both, from the free side as well. So let's drag this one out. And drag this one out. Also. We need to make it perfect
because we're not going to go out of
the boundaries. So let's fix this as well. And only this one
remaining, okay? We're happy with it. And I'm
going to bring this back. Now, use this one as the
border on how far we can go. For example, let's suppose
that we will use going to use wireframe on this
to make them visible. You see how easy to
look this one is. And how hard to look this one. We have a lot of wireframe
in between and we really are not going to
see what is going on. So let's select these
and bring the wireframe back and drag this
one out just a bit. And let's make this
one on selectable. Let's find it in here. First go to wireframe
mode and make this uncollectable so that we
know where the borders are. Now, what we are going to do is bringing this in and start to make these and keep patch them using the existing kits
that we have in here. So let's go a couple of steps back and make this
one selectable. And now select these and go into the focus mode which I'm using from the
machine tools, Adam. So we have no
barriers in the view. And we're ready to go and let me drag this one's also as well. So let's start with
this one and always remember to use shift
and D to duplicate, not bringing the
whole thing out. So I'm going to
bring this up just a bit to make it in the same
level as the previous kids. And I start to take the kids and just a bit
of translation needed. You just need to move some
things to make it right? So let's take this one. We can also do some
rotation to make this even more man-made. So duplicate this one out. And we can bring this on out and use this one
in here instead. And make this something like
this and try to stick to the borders and not
go beyond them. So let's select this. We need to select
something from here. And using proportional editing, Let's drag this one
out just a bit. We can stick them together
using this technique. And this looks like we have already a lot of new
kids in here also. So let's take this one. We can place it
in here. For now. I'm not really caring about how much space is in
the height in this, I'm only placing them, so that later on only I
select them and move them up. So let's select this
and bring it in here. We only need to place it so that we can fill
this space in. So let's bring
something from here. Let's take this. And I'm going to rotate it 100, excuse me, 90 degrees
and bring this one in. And let's select this
and select these ones. And bring this to the center. And select these ones as well. Bring this up just
a bit so that we have a little bit of
empty spacing for this. So let's select this and
bring it down just a bit. And bugs selection, selected. And we're going to go up until here and remove the vertices
that we have in here. Of course, I can go
back a step and go into polygon mode and delete
polygons instead of vertices so that
it doesn't create any extra vertices
in here as well. So you're not going to have an easy time creating these kids because the
kids are already there. And it's just like lego. On how far you can go. You have the kids, then you have the
creativity as well. So use your creativity to make
the things that you want. Let's select these
and bring them. To fill this gap. Later on we're going to create
a second UV map. Utilize the second
UV map as a map to generate dirt and grime
and things like that. And bring this into
the next level. So let's select one that we haven't used so
much. That is this one. Only try to stick to the
borders and do not go beyond. And we can bring this one here. And because we have
used this one in here, I'm going to rotate
it 180 degrees. So we have taken the same thing and convert
it into a whole new entity. It's really a power of sculpting things in
ZBrush and make them, making them as many
sites as possible. So I feel like I can drag this part and bring
them in here. It might result in
a bit of texture, a stretching, but it's
going to be alright. So I'm not going to do that. I'm going to do this from here. Or trying to stretch this in this direction and
bring this one out. To make this logical, all we need to do
is making these logical as far as
the placement go. Now let's take this
and drag it into here. To fill this gap. Just fits perfectly. I just need to make
some duplications. Bring this over. Rotate it 90 degrees and do the translation
to work it out. So now instead of rotating
in that direction, I'm going to rotate
them in z to get a perfectly legal variation
as well and try to displace them and
make them not
15. Final Kitbashing The Dock: Okay, After finishing
these two pieces, there's just one, this six by six piece that is remaining. And this going to
be the last one. Then after that we're
going to create these protectors and this
rating fences as well. So as you're looking at this, suppose that we were only
going to sculpt these as individual pieces and
unique pieces inside ZBrush. And you can imagine how much
a sculpting we had to do. You can count it for this one. We would have been forced to sculpt something like 20
pieces to get this done. But you'll see only using this blacksmith mentality in here that we used were
able to create kids, a smaller kids, to
form bigger objects. And that works really
fine and cuts a lot of the production time in
half and more than half. It's really nothing compared to if we wanted to make these unique and every sculpted
detail in ZBrush. So let's go and start
to create this. And for this one also, I'm going to go in here. Let's see what we have. I'm going to select, I'm going to select
these pieces on top. Using this. Select the
remaining ones and delete them. Let's take these
ones instead and bring them up just a bit. So this is okay. And now let's turn this one into a wireframe and make
it none selectable. Or before that, let's
select these as well. An isolator. Okay,
and now let's make this none selectable and start
the key question process. And this one is bigger a bit and we have some
more work to do. Nothing. The whole thing. That's the same thing as we
did for the previous ones. We're going to only start
hand placing details in here. And then a bit of rotation and things like
that where my ink, as you know, I'm not
really concerned about the height and how it
fills the space in here. I'm only going to fill this space in x and y. I
mean in here and here. And then caring
about the height. So let's take these ones and I'm only going to
duplicate this around. And use the Move, rotation
and scale to make this right? So let's take this
and bring it here. Now, I'm not really caring about how they are
going to be placed. I'm going to just roughly
placed them in here. And then later on,
I will make them better in terms of rotation
and scaling and anything. Now I'm basically doing the test to see if everything
is working out right. So bring this one
in here as well. Now in here I can take
this and rotate it in 180 degrees to make it right. And I can rotate it, for example, to fill
the space even more. And it's good to leave some
empty spaces in here to make sure that they
stay unique instead of, for example, these
going into each other. So let's take this
and bring it in here. And be sure that you do not
go beyond the borders at odd. So this is about this. Let's use the existing kids
to make this white as well. Or I can duplicate this in
this direction, excuse me, rotate in this direction
and try to place it in here and it perfectly matches the curvature in here. Happy accidents. Okay?
This is about it. But I'm going to place a horizontal one
in here instead of all of these vertical ones. And because this one and
this one are the same, I'm going to rotate this. So make it identical. We can also take
advantage of these pieces as well to make this. And let's take this one, also. Bring it in here. And
makes a perfect piece. Or let's rotate it a bit to
get something different. It's all right, it's okay. And now let's take this
one again and copied. And because it goes
out of the borders and need to scale this. And whenever you are
scaling these pieces, try to scale them in all direction instead
of, for example, scaling in one
direction like this, it makes a bit of texture,
a stretching later. So it's all about creating
these using Lego pieces. Then you should think
these as lego pieces. As you are creating them. It's no different
than Lego pieces. It's really the same thing, but a bit more complex. So let's take this one, bring it over just a bit to
make these to fit in here. Okay, let's give this
a bit of rotation. Looks like this is doing good. And I'm using bigger pieces
to make this alright, because it's a six-by-six piece and gets a bit of
more time to create. So if you start to use
this bigger pieces, you will finish it sooner. And as I said later on, we will bring this
into substance. But before that creates
second UV layout for this. And then use that to
do a lot of damage. My stuff and make these go into the next level
in terms of reality. So bear with me. So that later on we have a
bit of work to do with this. How much can we create? We need to create
a second UVs for them as well if you want to
detail them out even more. So I can take this and scale it in this direction just a bit. Not so much to cause a lot
of texture distortion. Just a bit. So let me see. What we're doing here. Needs to bring this
one in here as well. The more you go
into the process, the more professional
you become. In terms of creating kids, you only need to have
a bit of planning. First. Decide on what you want
to create a later on, go and execute the Polar. Right on this, we'll
spend a bit of time planning and to see
what we're going to create a layer on. You brought these kids
into ZBrush detailed term. And now we're using that blacksmiths mentality
that I told you. And creating a dark only
using this amount of plaques. And every time we're getting different lengths
because we have made them in a way that every
time we rotate this, we are getting variations. If you do the planning right, you will make perfect things. You just need to be cautious
about the planning. Really powerful.
For this project. I spent some days planning,
creating anything. Just started to planning to figure out what
we're going to create. An umbrella with the time
that I put into the planning. So as I'm looking at this, I feel this one is
a bit too curvy. Let me see if I can solve it using rotating it
in some degrees. Or I can bring these ones
out in this direction. Then I can take this piece and bring it
in here and rotate it. Scale it to fill this space. Something like this. And it's good for my tastes now. So let's take this and
scale it just a bit, not to have a lot of
texture distortion. And this is coming
along together so well. This one in here also, it's doing a good job. Matches the curvature verified. Now let's take one of these. For example, this one tries
to fit it right in here. Just need to make it a
bit smaller. There we go. Just a bit of more
spacing to fill it. So these two are identical
and need to rotate this one to get a
new one instantly. So let's rotate it in
this direction as well. It looks like I need to
invert it in this direction. Now let's look at it. Now we're getting
perfectly nice thing. So only some more to fill in. Okay? This is going to be alright. Let's leave a bit
of spacing in here. Then a bit more. For this piece, I'm going to use one of these, for example, this one. And bring it, scale
it and fit it into the view and rotate it
to match the curvature. Something like this. There's a bit of a
spacing in here which I can fix by rotating and why. This is doing a lot better. So scale this. And only some more objects
we need to place to fill in. So take this one rotated 180 degrees and
place it in here. Rotated freely just a bit. And we need to place this
one in here to fill the gap, also matching the curvature. Very good. So some
more remaining. Let's take this. And we can bring it here, scale it, and use it to
fill this space in here. Will need to rotate this an
inverted in this direction. Some make a new one. So we're done, basically
only a bit more to do. So let's take this one. I need to rotate it. Scale it just a bit, but not too much to get a
lot of texts or distortion. So let's scale it to fill this space n. Okay? This is done only
some little pieces like this to fill these spaces. And I can really re-size
this without any problem. And I feel like the polygons on this could have
exceeded something like 2 million polygons for
the polygon counts in here is indicating that we are reaching 2 million polygons. That is not a problem
because non-IT can really stand this
amount of polygon. So this is it. Let's look at it. And I can take this
and re-scale it. And make it something like this. And on this one, I can scale it in here also. So this is about the
six-by-six piece. Now what we're going to
do is taking all of them, bringing them up so that
they match the curvature. Let's look at them
in every direction. And I need to select these
and bring this up as well. Deselect this one is saying every direction we're getting height variations,
which is good. Now, because these are higher
than the ground level, we need to place those frames to make
a frame for this one. Let's bring it here. And we're not being really cautious about this one
because this is going to be hidden underneath
only to add a bit of a layer of new
depth into the sea. So let's drag this one out. Then. Select these two
underneath one's. Duplicate them and rotate them 90 degrees to make the
frame for it as well. And the scene is
becoming a bit heavy because it's going to
have a lot of polygons. Not a problem really. So let's select all of them. All, and let's select this one as the last
one and join them together so that it becomes
only a single piece. And let's isolate it. And it's one million
and-a-half polygons in here. Socially manageable
for now, right? So let's select this one
and make it selectable. Again, I'm going to use this to derive the pivot on this one. So let me drag this over so that you see
how the pivot system does. First, if you always try to
bring something in Blender, it's going to center
it on this cursor. And this cursor by default is
in the center of the world. So that when you
create something that brings the object that you create in the
center of the world. So we are selecting this one, this one to offset
this center of the world into here by going into here and using this that indicates this one and
bring this into selected. Now the center of the world
is here so that we are going to offset the period of this one to the center
of the world which have, which we have offset a two here. So let's hit here. And we are going to bring
the pivot to cursor. Now it has placed the pivot
on this here as well. We have offset it and
basically cheating on blender to tell that to offset
the pivot in here. So let's hit Shift. And again, of course this
Shift and S comes from the machine tools add-on if
you have not installed it, I really encourage
you to install it and instruction on how to install
it is in previous chapters. So you bring this
center to origin. And now it has become the origin into the
center of the world in z, in 000, in X, Y, and Z. So now if you try to
undo the transformation, it becomes an brings
the mesh in here. So let's inspect the mesh to
see if there's any problem. Now. And take this one. I need the name of this
one and let's delete it. And I'm going to rename this one to that piece and export it. Okay, Don't exporting the mesh. And now what we're going to do is bringing this into andrea. Of course, it's a non-real, we need to re-import them. Then before that, let's
find the piece in here and go and
convert it into nine. And it's taken a bit of time, not so much really because
this one is a cheap one. And right-click and
re-import done. And now you see it has
added a lot to the port. And if it's a bit repetitive, there's not a problem we can. Because this one
is a square piece. We can rotate it in all directions and copied and
making new things with it. Not a problem really. But we need to first take care of the remaining
pieces like this, protectors and these fences. And then later on,
we come in here and I start to both sides and
hand place all of things. And I can safely tell that the hard thing
about this torque. Creation where
these plank pieces, they needed a lot of
manipulation to do. And it's done basically. Now these ones are
really easy to create because this is
only a four-piece. Not really hard to create. The hard thing
where these planks, which we needed to cover
a lot of ground in it. And it's done and
now we're ready to create the protectors
and the instances. So see you in Blender. Okay, Let's drag this out. Bring it here. Later on, we may create some
variations for this as well. So let's go and create this. Let me see how many kids we
need to create 123 basically. So let's go and
start with this one. And for these ones mostly
we are going to be using this bark pieces instead of displaying pieces
that we have here. So let me take this. First, I need to take this one's alter the rotation to 90 degrees and then
bring them in here. So let's select this
and these ones as well. Then again, I'm going to make this wireframe on selectable. So let's go. And it's
basically the same thing. We're going to place
this planks in these places to make
it look natural. That's all. Because these plans
are really natural. Those fit together perfectly. So let's look at it. There's just a bit of
a spacing remaining. And now what we're going to
do is taking these and just, we need to rotate them to get new variation
because these are many sided. And taking the rotation from
them isn't really a problem. Because these are not going
to be seeing very much. You're not going to be so
careful about the placement. So I can safely delete this
one and bring this in here. And there's a good
mode in here which is using individual pivot points, which you can select from here. And this is to tell
blender how to use the origins or pivot points. I'm going to select the
individual origins. And if I try to rotate this, it tries to rotate
every object based on its original pivot instead
of using all of them to, for example, like this. By default, if I if I try
to rotate them by default, it's on bounding box center. And it means that every
time I tried to rotate, It's trying to rotate
around the center, which is really not what I want. So I go in here and select
the individual origins, and it tries to rotate every object based
on its own origin. So let's rotate. And now you see every object
is spinning around itself. A good way of adding
randomness to the kids. So I'm gonna bring this one
back a bit and alter these. And I'm going to select them. I only bring this in here. And also using
individual origins, try to give them a bit of
rotation, random rotation. And in here as well, I'm going to rotate them. And I can take this and rotate upside down to create
new variation, no variation. And bring them up just a bit. And in here, I need to
place a bigger object. And this is a major piece. Let's select this one for
example, and bring it here. I believe it's too big. I need to bring this down. Not a huge problem. I can scale it down just a bit to fit what I
need and bring it up. Okay, and now I need
to place this here as well and see how easy it's creating these kids compared
to those plank bonds. Because these are not going
to be so carefully placed, are not going to be seen
by the player either. So we're going to be a
lot faster on these. So let's take these
and bring these down. And only a bit. Hand
placing in here is needed. Just a bit, not so much. And also, we're going to cover these gaps using horizontal
pieces that we add. So let's select these and bring it in here in the center and start to
place it horizontally. Okay. This is how we do it. To add horizontal planks
to hold this down together and give
you directions. We can also use these the
same planks in here as well. So we need to duplicate
them, rotate 90 degrees. Now I need to make this
bounding box center. And what we're going
to do is only fit this into the borders and
not going overboard with it. For example,
something like this. And let's bring this
out and make it big in this directions. That is not a problem
really because it's not going to be seen by the player. We are going to only create the illusion of it,
not real thing. So let's select this. Or I'm going to place this here so that they're
not in the view. I'm takes some of them, duplicate, bring it in here and make this big
in this direction. So I believe these are identical. Okay. Now let's select some more and then start rotating
and duplicating them around. So this one is a new one and we need to make this
bigger in this directions. So let's take these, let's make it a bit thinner. So I'm going to take this and bring them down and displays them sum to
create new variations. For example, rotating this, bringing this up, rotate
in another direction. Give me an offset in rotation. And basically do whatever you
do to hide the repetition. And also using this one. And these are going to be
basically under the water. But we're going to
create them just in case something we need to do. So this is good. Now let's select this,
this horizontal ones. Then we need to place them
on the other side as well. It's only a matter
of duplicating, bringing them over
and displacing them a bit to fit the
curvature in here. So rotate to get
a new variation. Okay, You see the
difference now? And check to see if
they fit in here. Yeah, they fit perfectly. Now. We need to find this and make
it selectable to delete it. It's this one. Let's
pick up the name. Then. Isolate these. Select them all but this one. So let's select them all
and deselect this and join them together using
Control and J. And now these are
single identities. And before that, I need
to do something more. That is bringing this down. Make the face look
a bit stronger. So let's deselect this one. I believe I have copied this. I don't need it. I just need to select these two
and bring them down. Make it look like a real base. Just rotating needed. Okay. Then let's select this and give them a bit of random
rotation and displacement. And because these
are natural kids, they will, they fit
together very well. So bring this one down here. Okay, it works. Alright. Now let's
select all of them, isolate them, and deselect this, and join all of them together. And take their name from this. And we need to take the
pivot from this one as well. So let's select this, bring the world
origin to select it, and bring the pivot to cursor. So now these two
share the same pivot. Let's bring the cursor back
to its own original place. Now, delete this one
and I'm going to rename this to what
we had before. Okay, this one is done. Let's export it into unreal
and see what we have created. So we selected this one is
also near 1 million polygons. Let's export. And
let's find it in here. It's here, and let's first
convert it into, right? And the reason that I'm
converting this tonight before creating them is when
we create an important this. Without converting them to nano, we get a performance hit because these are
going to be having measures and having a
lot of instances from these measures will get a
bit of performance hit. So I'm going to convert it first night and then
re-import them. So let's hit re-import. Done. Replace this. Let me see them. You place this. And you see instead of
those really CG lines here, we have something a bit
more beautiful to look at. And it's looking more natural. Then. What do we need to
do is creating this four by 46 by six pieces. And then later on create
the financing system. And it's easy to create. And of course we're going
to do something to prevent this obvious tiling that we
see in here, for example, taking this and rotate it a 180 degrees. And because you are
using metric system, it's going to be placed
right where it needs to be. For example, this one
broke the tiling in here. Let's look at it. It just needs a bit of
displacing so that it works. Okay. You see it has completely broken
the tiling in here. And later on we'll
go, we're going to make this better also. But first, let's
create the kids, and then later on, we will
take care of the repetitions. Okay, here we are. And I'm going to select these kids and
these ones as well. Now we're going to create these the same way we created
the block code. We're going to
utilize this one and coffee to create a
variation for this. So let's bring this one in here. So I'm going to select all of these and bring them in here. Okay? Now these are in place. I'm going to select these ones. I mean, selecting everything
but these pillars. So let's select everything. Deselect these pillars. Okay. Let's inspect it
and we're good to go. And I'm going to
duplicate this around. And bring them in here. Let's look at it
in isolation view. It's good somehow, but we
need to place a pillar in here to fill this
gap in-between. So let's select this one. And I'm going to bring
this over in here and only select the name of it and
use some of these ones. I'm going to use
this to cover here. Okay, make this bigger and bring it to cover this area. You could also invest more time to create
a more unique piece. But we're using what we have created over and over again to create new identities. This reusability really helps in creating and being creative. So let's copy this upside
down and select these. And we need to join the engine, then join them in here. So we have this piece in here. Now what we're going to do
is first exploding this one. By selecting it and
going into edit view is simply need to hit P.
And by loose parts. And now it explodes the
mesh that we have into its own creating measures. So I'm going to select these only selecting
this horizontal ones. Okay? Now I'm going to use the
original of each individual one, rotate them to give
them variation. So let's give it
individual ones. Because the pivot of
all of these ones, as you may remember, we
place the pivot in here. It's not working, so I
need to press Alt on us to make the pivots
localized to them. Now using individual
origins rotate. So now it's given us a
bit of butterfly effect, which we don't want
to see these ones being symmetrical to each other. So I'm going to make this a bit more localized by rotating, offsetting and duplicating them around to create a new identity. So let's select
this one as well. And I can also, for example, bring this one down and
replace it with another mesh. It's perfectly fine. And give this some
terracing effect like terraces that you see here. So this one, I'm going to select it and try to give it as
much variation as you need. And as you can. For example, I can take this one, rotates it like this. And it created
basically a new thing. Let's take this one because
this is too obvious. And bring it in here. So this one as well. I'm happy with
this part in here. So I'm going to
delete this sport. Of course I'm going to keep
this one because let me see. We have a duplicate
piece in here. So there's not a problem.
We can fix that. Okay, or deleted that. So I'm going to delete
all of these instead because I'm going to place
them in here and I'm going to de-select this one so that I know where I'm going
to place my kid. So let's select all of them. And I'm going to use this one as a guide to know where
to place my kid. So I'm going to place
them here and delete this because I do not need it. Let's take all of them. Can exclude these pillars because I'm going to rotate
them and give them rotation. I do not need to prototype this. Let me see what I have selected. So this one, I need to
deselect it as well. Okay, This one is fine. And now let's go in
here and try to rotate them using individual origins. But before that, I need
to hold down Alt and S. Of course this alternates belongs to this maxims
interactive tool, which I have installed it. By default, it's not working
if we want, wanted to work, you need to install
it and assign a shortcut into quick pivot. Okay, let's send out Alton S. And now let's de-select this, these ones and give this a rotation alternatives
on these as well. To make this unique. And now we have uniqueness in every site that we see here. So let's compare
them to each other. And I can take individual
ones, for example, like this and rotate them
to get new variations. You can displace
them, for example, to get a new thing as well. So now that I'm looking at this, it's the repetition
of the same thing. I'm going to rotate them upside down to get a new
variations, okay? Something like this. Let me make this a straight. Like this. I'm comparing this against this. It's, it's alright. But I need to rotate
this and make it unique and re-scale it so that it's not so
identical to this one. So I'm happy with this. Let's select all of them
and select this one as the last object and
join them together. And because this is sharing the same period as that,
we are good to go. Let me undo the movements. And these two are sharing the same pivot because
we have set them to be. So let's take this one, takes the name from
it and rename it. Of course, we need
to first delete this one and remove
this from the knee, and then export it to see
what we are we have created. Okay, let's take this and
give it exports to test it inside Unreal using
vertex that export. So here we are in Unreal. Let's select this
six-by-six piece and converted into nitrate, save it, and then reimported. Okay, here we are
and reimported that. We have created
this kid perfectly. And this six-by-six piece
has been placed on the areas which we have used it,
which is this one. Of course, the thing that we're creating has been
hidden under here. But that is not a problem. You have a kid and you can place it and create new
things with it. So for the last one, I'm going to create this
four-by-four piece. This is going to be the
last one from protectors. And then later on we create
this fencing system. And it's going to be the easiest one and the fastest
want to create. So blender bowl, this
is the last one. I'm going to bring this in here and bring this
one in here as well. So we need to select these ones. All. First thing,
I'm going to select all of them and bring them in here so that
it's four by four. Then we need to see the words
the border is on this one. It looks like we need to bring this to the right even more. Just a bit. Okay? And now the
borders of that is in here. We need to select and delete
whatever we have until here. So select length
and delete them. Okay, deleted. Now we'll need to select these. Only select one. I mean one polygon from each. And select from
this side as well. I'm only going to
select one polygon and then select linked so that
all of them become selected. Okay, now select linked. And I'm going to scale them in this direction to make
them cover the whole. Now let's look at it in isolation View to see what is going on here.
And it's locked. And it's obvious that this is identical to
the previous one. So I'm going to
again exploded P, loose parts for this pillar. I'm going to select all
of these and delete them. Okay. This is the one
that is remaining. Yeah, it's from the kid. I'm going to bring
this for the pillar. Bring it into the center. And it's too thick. Let's
make it a bit thinner. And okay, it's good. And now let's bring this
down, rotate it again, bring this down,
rotate it in here, and then rotated in here to give it a bit of more
variation as well. So let's take this one in here. And we want to place
it here as well. So let's rotates. And we're getting
basically the new thing. And now we don't need this
one to be here because it's a small piece and we do not
need to have so many pillars. So now what we're going to do is given this bit of detailing. So let's select all of them, give them individual pivots, and bring them in here. Or we can rotate them in
their own direction and then go to pivot
and set it to be bounding center and displays
them like this as well. To give them more detailed
and more separation from the previous
one that we created. So let's inspect
it from all sides. I need to select all of them. But this one and give them
all individual frustration. Make it more unique. Also, some displacement
is needed as well to make it not so
like that previous one. So let's say these. Then after that I'm
going to disable the individual origins and go to bounding box center
and create a new one. It looks like these new one
needs some rotation as well. Then some displacement as well. For example, bring this here. Rotated. We only need to create some rotations and
basic movements to create a new identity. And suppose that you
had to create this entirely in ZBrush
without using these kids. It would have taken forever
to create these kids. So this one is okay, alright. Select this. I'm going to delete this
mannequin. I do not need it. Okay, and now select this one
as the last Control and J. This is now a single entity. And plot of course. First
I need to bring this over. Now select all of
them and join them. So bring this one in here. It looks like I
have offset it to pivot on this one
which we don't want. I've set the pivot
to be in here, which I really don't want. So abroad this back from the
backup files that I had. This is the same one but
with the correct pivots. So bring it into the place. And were to select
it and pivot to cursor origin back to its place. Now, they are sharing
the same pivot. So let's select this. Copy, the name and the elitism
because I do not need it. And place the name in here, delete the rest of
it, and hit Export. And let's select this, which is this
four-by-four piece first, converted into nine,
I'd say and reinforced. And if you encounter to crush Unreal Engine when you
are comparing, excuse me, exporting and converting
them into night, open a simple scene, and then convert that
into my night there. Because the thing that we
had there is going to take a lot of performance and
it's in may crash sometimes. So if you happen to crash when creating nano
eight measures, open a simple scene. And then after that, Important and nanotube
measures and then Import you, open your scene. Okay, it imported. And now it's obvious
that we need to bring the height of
this down a bit. Because when I'm
comparing to these, these ones are so high. And if I want to bring
this fencing system, it's not going to be obvious. So abroad this piece
in here as a guide, and now I'm going to
select this and bring this down to match the
height of this one. Something like here. Now, I need to offset
the pivot to here. So again, as always, pivot to select it
and pivot to coarser. And let's offset the
pivot to its place. And now I'm going to export
this and reimported into 100. So take this an open, it's instead it which editor and it re-import it off
so that the height. And now it's matching
what we have here. And it's perfect. So this is about this
fencing system creation. We created that. Let's go to detailed
lighting mount to see what we have created. A lot of those CG
lines are gone now. And now. One thing that is remaining is replacing this fencing system. And it's easiest wanted to. So we have these only remaining and they are
pretty easy to do. So let me delete
this and one-by-one, I bring them here and
I start to keep patch them like we were doing before. And I'm going to use these three to keep batch this because I believe this
will fit perfect. So for the pillars and
here I'm going to take this and of course bring
it to the top. Okay. Let's, for other ones, let's take this as well
and replace it with this. These ones do a pretty good
job in hiding the seams that we have on these sheets. So let's use this
one here as well. This is not a time-consuming
process because it's a bit easier to do
than the rest of those. It's only keep bashing. So we are good to go. So you bring this here and try to break every
single line you see in here. I'm always telling you to always break the
residual line you see, and replace it with
something natural. So this is one. Let's take these two as
well and bring them here. Okay? Now, rotate them
in this direction. I'll replace them with this. Okay, This is good. Now, let's take these three, excluding the block code
and blew them in here, replace them with
these kids as well. But since these
are so repetitive, I'm going to make some
adjustments to this. For example. Bring this up, bring this down. Some maneuvers to make them look like nuts
or repetitive at all. So this one needs
a bit of rotation. Let's hide this to see
this only. This is good. I'm happy with it.
It's looking alright. And let's rotate this 90 degrees to make it unique as well. Or we can offset it a bit. And we can take
this, for example, and rotate them to make them
not so like each other. So this is the first
one that we unhide, the previous one to see
what the name should be. And it's the fencing corner. Number four. So let's
say the name from it and isolate these. And let's take all of them, excluding the blackout
and join them. So again, let's bring
the world center to this one and pivot of this
one to look selected. The pivot is done. And now I can safely remove this and rename this to corner. Okay, and export it. So this is about it. Let's bring this one out. This one, this one is an, a smaller one indeed. Then I'm going to use some
smaller kits for this. So let's bring this here. This one down a bit, and I'm going to use a
smaller length for this, for example, this one. Let me see if I can replace it. Yeah, it works perfectly. But of course this one. Let's make the pivot. Alright. I need to shrink this one and this size so that it works
better with this kid. So coffee to top and bring them in here. And now what I'm going to do
is selecting all of these, give them a bit of rotation. So make them not so
like each other. For example, rotating them, offsetting them, and do all kinds of things
that you know. So this is about it. And let's rotate
this one as well. Okay, this is it. Let's select all of them. Join them. And now as always, I'm going to borrow
the naming from this. So let's get the name. And I'm going to get
the pivot from that. So let's take this one, bring the offset to the
origin to select it. As always. And select this on an
offset to the origin. So this one is about it as well. Now, let's make this alright, to save the pivot system works. Yeah, the payment system works. And now I'm only going
to take the name of this one and delete it and
replace the name with this. And we're already perfectly
to export this as well. Because this is a
relatively cheap much, it really didn't take so
much time to export this. So these are two and
only four remaining. Soda process is the same. I'm going to bring this in here. And of course, you
should note that the pivot is placed in here. So let's grab this instead
and bring it right in here. But this one is looking too big. I'm going to replace it with
this and pick these three. I'll bring them in here. So that's not too complicated. I'm only going to
place this tree in here and make them
a bit smaller. To be a lot more perfect in terms of matching
the size in here. And because we place a
pillar in the starting, everyone you've seen
this one has a pillar. This one has a pillar. And whenever we try to
match them to each other, the pillar is going to
cover all of this seems, fo
16. Texturing Dock Kits: Okay, Now that we have
created a dark itself, it's not about time we start
texturing these planks. And as you know, if we will
start to texture these plans, all of them kids will
get texture as well. But as you know, we have
decimated these too far. And if you start to bake
these on top of each other, we're not really getting
desired results. You see this is a
pure math if we try to break this on top of it. So we're going to go into ZBrush and use the decimated
measures that we have. You see this amount of
polygons that we have here. So we're going to export this to Blender and then
place them on top of each other so that
we can start to bake these on to those poly
version, low poly versions. You see for example, this particular one has a lot of details compared to what
we have in Blender. So first, this kid isn't
what we're going to use. So let me take this and I can safely delete this because
I'm not going to use it. So this one by holding down
Alt and click, delete them. So this one also delete,
delete and delete. Okay, now we are left with these kids that we're
going to be using. So I believe I really do not know which one of these I'm
going to delete. I know that I'm going
to keep this one. What about these ones
are really do not know and since these ones are
really small measures, I keep them and
later on we'll do. So. Let's start to decimate
these so that they are a bit smaller in size when we export them into Blender
because as you know, blender is a bit heavy on
handling high poly measures. So I'm going to take them one-by-one and decimate
turn a reasonable number. So I'm going to decimate these
using the same technique. I'm going to take individual
planks and go into this destination master
and then pre-process. And when it finished, I'm going to bring a reasonable
number in here. And then the estimate,
this, for example, I might keep only 50 per
cent of these polygons. And now it really decimated
without losing any quality. And I'm going to
import this into Blender so that we give
it proper material placing on top of
the low poly so that later on we export these as high polytope be baked on top of the meshes inside
Substance Painter. So I really do not care about
how much these polygons are because this is the high poly and not going to be used
in final production. I want to only be able to use the information of this and bake it on top of that one. So the next one. Now that I'm looking at it, I can tell that, for example, without doing
pre-processed and giving it decimates and give
you the persons. I'm going to come in here and write three hundred
and three hundred. And if I hit Custom 300, it's going to decimate, pre-process the mesh and decimate it at the
same time with only one click of a button using this amount of
vertices that we give it. And now you see the amount
is perfectly three thousand, three hundred thousand polygons. And this is another
way of doing it. Instead of going pre-process, giving a value to see
if it works or not underestimate going to get
the result that we have. So now you have seen
me do this decimation. Don't want to take your time repeating the same
thing again and again. So I'm going to pause
the video and get back to you when the
decimation process is done, You're not going to lose
anything because you have seen this process and I'm not
really going to bother you. Watch this again and again because this is a
repetitive process. Okay? But data decimation using the same settings
that I've told you. Now we have 5 million
polygons, which is, which is a lot more manageable than 20 million polygons,
of course, for Blender, if you have a beefy machine, you can try and import these underestimated
and untouched. But since now I'm recording
at the same time, some of the resources are busy and I really do not
want to overkill. So I'm going to take all of
these and export them as FBX. Let's name it HP from
ZBrush so that I know it's a high-quality from ZBrush because later on we're going to export this high
poly out of lender. So the settings are good. All binary, triangulated
and spoon-fed normals. So let's hit, okay. It's going to take a, take a
bit of time to export this. Okay, it exported. And now let's go to Blender, and I'm going to keep these. And let's select all of them and put them in the same
folder to keep things, organized it, and create
a new collection. And let's call it this LP. Okay, Now all of these are
folded under the same thing. I can toggle them on and off. And now let's go and important
aspects that we created. This is it Ashby from ZBrush with all of the
settings as default. And I'm going to import
a VAX and it's going to take a while in Blender
because Blender, as you know, isn't so great when it comes to manage whole
millions of polygons. Unless it's for my
case, I don't know. So you have to
wait and do not do anything because
this hasn't crashed. The software is doing the
process under the hood. And you're going
to get your files as soon as it starts importing. Okay, Now we did it and
exported, excuse me, important objects for us in here and perfectly in
the place as well. So these two are not used. I'm going to delete
this one also. I could delete this, but let's keep it because
it's not going to be baked. And anything we do is
going to be redundant. Okay? And now you see all of
them have been placed on. Now we need to do
couple of things. First, we need to make sure
that everyone of these belongs to the same
textures that because Substance Painter recognizes
the files as textures. For example, if I selected here, you see the materials park 14, and if I select the
underneath piece, it's part and it's
not going to bake into inside Substance Painter, because substance should
recognize both of these to have the same textures so that it breaks them
on top of each other. So let's select this
part, this whole bark. And for this, I'm going to
create a new material for it, or let's assign the
box to all of them. Okay. It now has the bark
material and all of them and now Substance
Painter knows that it should bake this
on top of this one. And there's a case when you
have some overlapping meshes, for example, not overlapping. I mean, in, in terms
of how polio and locally some overlapping
low poly meshes, for example, these
ones that should bake on top of each
other, for example, this is going to be baked on top of this,
something like this, that these measures have some interactions and if you
do not start to name them, Substance Painter by
default will start to bake this and this will assign
effects to each other. And it's going to create some ambient occlusion and
cavity on dirt in these areas, which is normally what
happens in real life. But if you do not want to
make these affect each other, you want to select this. For example, change the name. For example, this one being 01 underlying low and the low, high poly being 01
underlying high. And then the main name, this 102 underlying low and
then high poly 0 to underline Hi and rename them so that substance painter knows not to bake these on
top of each other. So we're not going
to use that for now. So we do not really
care about it. Let's leave it be. So this one, I'm going to select them all and assign
a new material. Let's go for new material
and call it planks. And hit Okay, so that it overrides all of the
materials that we have here. And also we want to select these and assign the material
to these as well. Okay? And now what we're going
to do is select these. These are the high poly measures that are imported from ZBrush. And let's bring them to check
if we are right about this. So all of them are here. Let's create a collection. Select them all, create a
collection and call it HP. This is for organising purposes. You can really live
without that as well. So let's select LP. Now, these are low poly
measures that we have, and let's select them all. I want to export this
as a single file. And when we import
this into substance, we're getting to texture set, one for planks and
one for these parks. So I'm going to export this, let's call it final underscore o p and limit the export
to select that object. And export. Since
this was simple file, it really exported so well. And now let's deselect this and select all of these
measures in the HP folder. And these are our
host polymerases. So let's select
this unexplored and call it dark final
underscore HP. Because these are
hopefully they're going to take awhile to export, not so long, but you
can tell that it might take 23 to five minutes. Ok, it exports. Okay, the exporting is finished. Now let's open
Substance Painter. Okay, here we are in
Substance Painter. And to create a file, we go to File and New. And from this menu we can
select the low poly mesh. And from here I'm going to
use torque final low poly. And for document resolution, we really do not care
because later on in, inside substance
we can change it. And for normal map format, let's set it to OpenGL. Later on, we will convert
this into Direct X, and we will show how
to convert this into direct X4 reading inside Unreal because substance
is better reading OpenGL and Unreal is
better reading Direct X. So for Unreal Engine also, we can check this to be on. And for these ones, we
really do not want to do anything because we do not have any camera and we
do not want it to unwrap it for us because we have done the unwrapping
side blender. So let's hit Import. And it's going to take a
second to import for us. So let's check to see if
everything is alright. We have this mesh, we can paint on them. Let's select this one as well. Now that I'm painting on this, there's a lot of painting
happening in here. And this is what really we
don't want because this is now a part of this texture set. So in here, let's disable the high poly and bring the
low quality check this yeah, this one is using the
planks and I need to apply the bark
material to this. So all of them our park. Now let's take them and do another export and
overwrite this low poly. And now let's go to
substance and you can either go and hit new or you can go in the
project settings. In here you want to select and bring the low poly
file and hit Okay, so that it imports the
new settings for you. So now that I'm going
to paint on this, I'm still getting
the same error. So let's hit New. And again, bring the low poly. Now let's check. Now, all of these are from the same texture set and not
really having any problems. So now you can hit F one
to see the UVs as well. Let's select this one, and this is the UV
for this one as well. This didn't select the bolts. So let's select
them and exports, again, limit selection too. Selected objects. And now again, I'm going to
hit New and bring locally. And there are a lot of times pitch problems of
this nature happen. And you have to
constantly go back and forth to see what
is going on here. And this one is, alright,
let's go to planks. And I'm able to paint on this. Uvs are alright. We're ready to bake. So it 32 go to texture mode, F2 to 3D view port. So for baking, we need to go to this texture
sets settings. And from here, there's a
option called big mesh maps. When you heard it, you
get some options because Substance Painter is heavily relying on a smart mask to
do the texturing for us. For example, you see in here, let me show you something. This one is that obvious. So you see there are a
lot of surface breakup, an edge breakup also
happening there. And if I drag this
into the surface, you see there's
nothing like that. That is why, because we haven't
picked anything on top of this substance painter heavily relies on the mesh maps
that we bake on this, for example, this curvature map tells the software where
to put the curvature. That, for example, this
ambient occlusion map. For ambient occlusion and also any map has its
own usage is four. So we bake maps so that we can make maps from
high poly onto the low poly so that
these smart materials and smart mask also work
in there as well. So let's de-select all of
them and we are going to only be working with normal for now to see if
that's working or not. So let's. Apply the resolution to be
two k. And from here we're going to pick up a
high-definition mesh. So from here I'm going to select the dark HP for next results. The important ones is
this anti-aliasing. I'm going to set it to four. And this point mesh name
is what I told you. If you want to make some
measures on top of each other and do not want to make those
measures affect each other. You change their name
and hit matched only by mesh name so that
every mesh with the same name gets baked
on top of each other. So for now, let's hit bake. And there's one, this max frontal distance and
Maxwell distance. If you go into Blender and
you see this mesh in here, let me select it. When you're trying
to bake a mesh, a high poly mesh on top of low poly mesh Substance Painter
is always going to shoot a lot of grays out and catch those informations and bake
them back into low poly. And this is done through
a system called cage. And Substance Painter uses a
cage to shoot the rings out. And the value that
we put in here, microphones or for the rays that are going to
shoot outwards. And these rare distance is for the rays that are
going to shoot inwards. And an example of that would be, let me make this visible. So let's do that. Let's say that we want to
bake this high polymers, this one on top of
this, what we are, what Substance
Painter is going to do is using a cage map. And the map is the
same size of the mesh. And if we alter this number to be something
bigger, for example, this very 0.01, it's going to create a cage that is a little bit
bigger than the mesh. And this is going to
encompass the whole mesh. You see this is protruding
out of the surfaces of the mesh and
it's going to bake, shoot until this far and take a lot of information
that is in between. And if the point is a
little bit smaller, it's not going to take the high-quality information
from the high poly. So you always need to bring
in a good value in here. So I'm going to extrude
it a bit so that we get a bit of more information if
there's anything to bake. So let's hit big selected. And it's going to
now bake planks. It's already given
me some errors. Let's see what is happening. Okay. There's nothing. The problem was with my C drive. It was full and it was
giving me this error. So I emptied out a couple of gigabytes so that I can
work with this project. So let's go and start with
the bark and hide these. And it starts to bake the maps. Okay, let's go into here. And first normal, Let's
put the resolution to four K and HP selected. I'm going with the same distance
in both front and rear. And I have put the anti-aliasing
to be four by four. Of course you can go longer, but that is homeroom. So let's start to bake. And now you see the
normal is being baked onto the mesh
that we have here. And it's baking
perfectly without any problem because all of
the naming conventions, material texture, texture
placement on anything there. So if you want to see
the baked normal, you hit B and it brings you
to the base meshes in here. When you go in here
and find the normal. And this is the bake normal
that we have brought in. And this is from ZBrush
being bank down into here. And these leakages
that you see here is because the scene has
been a bit distorted. But it's not really
problem because it's not really a thing to be considered because it's
not a huge problem. So let me go in here. And now I'm going to bake
workspace normals and A0. The workspace normally something just like the normal map, but it has some position
information in it, I believe. And A0 is going to give us where the mesh isn't
getting any light. So let's hit bake bark. It baked pretty fast. And ambient occlusion and
thickness map are going to be the longest
in terms of baking. And A0 is also going to make
those parts that are a bit like crevasses and things
like that and make them darker so that the dirt
can occlude in there. Basically the whiter color is the more exposed to the
sunlight it's going to be. So let's go and find
the ambient occlusion. And this is what we get. You see in here, where there is crevices in the normal map in this
parts, for example, this part is going in and it's given the ambient occlusion or dark color so that we know that there's
indentation in here. So a o baked as well. Let's go for curvature
and position. And the reason that I'm not
making by D because these are separated from each other
and can easily be selected. And if we had a complex mesh, we would have had to
create an ID map for it, but this is not. So we're not creating
any ID maps, so let's pay curvature
and position as well. And curvature is
going to identify where places are
having, as for example, then here you see there's
an edge in here to make the bakers and a
smart mass to put the edge information in here. And it's good for having bakers. And this is the position map. And now we already can drag a smart material into
this to see how it works. So let's go in here and have something that has some
curvature information to it. And now you see in these areas which the curvature
is happening, it has placed this for us. You see this area is an edge. It has highlighted
this H for us. And you see these
areas happening. So we're going to bake the
thickness map as the final, and it's going to be the longest
in terms of baking time. And it's going to define
how thick or how thin the object really is for applying effects like
subsurface scattering, painting skin and
things like that. Those areas that are white
or towards the white, something like this,
or the thickest ones. And those black ones
are the thinnest ones. And it's good for
some operations that these smart mask to, this one being the
thickest one has a bit of a lighter shade compared
to this thinner ones. It's especially useful when
we are creating textures for skin or for foliage
is, or things like that. Okay, this is baked as
well without any problem. And I'm going to save this
and go for the next one. So let's go into texture set and hide this and go
for this planks. Okay, let's go to texture set. And again, we're going
to do the same thing. I'm going to break the normal first to see how
it works. Always. I tried to start with the normal to see if
it works or not. To see if I see any
problem or not. It's working perfectly
fine without any problem. And it worked fast to sell CDs. Normal. That is happening in here. So this is fine. I'm going to activate all
of them at the same time, curvature, position
A0 and thickness. And they take
Planck's because if you hit bake selected textures, it's going to bake these
textures that we have selected for all of the
textures sets in here, which bark is one of them. So I'm going to set for bake planks so that it
only begs for the planks. So I'm going to pause
the video until the time that the baking
has been created. So I'll see you there. Okay, baking done and now we're ready to start texturing this. But when it comes to texturing, just like the scene creation
when we created with blackout and going from
big medium to small, we're starting this one also
with big, medium and small, we are creating things that are bigger and visible
from so far away. For example, if you assign
a default texture to this, from so far away,
you are only able to see and distinguish
some primitive colors. And when you go in here, you start to see
some wood fibers. If you zoom on here, you start to see this
individual bumpiness on things in the texture. And this is the way we're
going to create our texture. First, we are going to
create primitive colors. Then I'll start those shapes there are distinguishable
from medium distance. And then starting to add those tiny details and
some of the artworks that we see in social
media and anywhere else, you see that the image
has a lot of details, a lot of fine details, and you might be tempted to
start with those details, but that is not
really how it works. You should start with peak and go through medium and small. And this is the way
we're going to go. And for this one, also, we need to have a
strong texture, is strong reference textures. And I've picked this one
because the color is a bit neutral and more towards
the real shades of colors. You can really guess
that if this scene was a lot of sun here and there, you would have a lot of
alteration in their color. And that is why when you're
going to do photogrammetry, people always recommend
to go on an overcast day, something like this
because the colors are all neutral and not touched. And if I wanted to pick the color from
something like this. From something like
this, you see there are a lot of post-processing
happening in here. And the colors are altered
a bit and these are not neutral colors and these colors after applying the post-process. So for colors, try to pick
up something that is a bit neutral and
go on from there. We also can take
this one as well. And this one as well. Because these have
really neutral colors and really can help
us to detect string. So let's take this one as the base and start to
give this a bit of color. So first let's add a fill layer. And I'm going to
drag this one out in here so that it's not in the way we can
use it perfectly. So let's add a fill layer. And this layer is
basically containing the information that
makes up a PBR shader, PBR material, color, metallic, roughness, normal, and height. And these are the most
important ones when it comes to PBR
material creation. And also have in mind
that if you want to, for example, only use
a color and roughness. You can try to turn off these, these channels that
you do not use. For example, if you
are not going to use any high-tech on this, you can turn the height
down and it's good for optimizing the substance
viewport for yourself. So for the color, let's, let's click on this. Or we can click on this and hold and pick a color from here. Something like this. This is good. Now,
let's turn this off. And for the base roughness, I'm going to bring it
all the way to here because wood is rough
thing and not so shiny. So let me see if I can drag
another color from this. Something that has a bit of gray and brown at the same time. So this one might be better. Yeah, This one is better. But I feel like I can
really start to add a bit of color contrast
into this and make it more towards the dark brown. Okay, this is for
primitive color. And if you work in a team, It's better to have a habit
of renaming these layers so that whenever people come to this and start
to manipulate this, they know what is what and
what is going on there. This fill layer, fill layer one and layer two
isn't so descriptive. So I'm going to name
this case color. Since these planks
belonged to a modular kit, we want to be as
neutral as possible. For example, you
really do not want something like this going on all across your texture. Because if you start to
duplicate this all around, you're always seeing
these obvious repetition. So try to stay as neutral
as possible and as generic as possible when
creating kits for modular usage, It's better for usage also. So the most obvious thing when it comes to what creation
is the wood fibers. So I'm going to
exclude these two out so that we make
them metallic later on. So let's select this and
bring this here into this. And I want to call this route. On this one, I'm going
to add a black mask. And then I can start to
select these individual ones. And because these
are geometry based, I'm going to here and use the geometry selection
and select this. And now these have been
added to the folder mask. And this is not an every
change that we make to this folder is going to only affect this wood
planks, not this one. And this folder is a
great system when it comes to material creation. So for the base color, Let's right-click on
it and add a filter. And in here I'm going
to bring a contrast. To add a bit of contrast. This, this is really more towards the hood
that I'm liking. So let's add a fill layer again
and only bring the color. Now, yay, those food fibers
that you see on the woods. And instead of making
them in the base color, I'm going to give
this base color, the color that is visible. And add right-click
and add a black mask. And I'm going to use
the mask workflow because this gives me a better resolution
when it comes to texture and so on this mask, this is black and every place
that I start to add white, it becomes available,
it becomes visible. So I'm going to
place mask in here, two parts that I want
them to be visible. So I'm going to add procedural masks instead
of painting masks. So I'm going to come in here. This wizard, and
I'm going to add a field so that I can add some texture that
I see from here. For example. This one is good for adding those
wood fibers that we want. And let's make it direction onto the same direction
that our world has, which is horizontal, vertical
instead of horizontal. So let's rotate this 90 degrees. Now the rotation is
getting a lot better. So let's give the tiling
something obvious. Okay, this is good for adding those primitive
root fibers. That is the onwards basically. And you can also
apply the balance. Contrast C. What do you like about this? And you can also add
the tiling in here, but I added the tiling in here. Let's make it three. Now. Let's go for two. And now, now that we have selected where we
want our color to be, the mask, now we're ready to go. Click on here and pick
the color from here. So let's pick a color right
from here, a grayish color. And I can bring this up
to make it visible more. Or let's see, let's see
what we can pick from here. Just hold down, click on this, and come into this texture
palette that we have here. And I start to pick
up your texture. Something like this. We want to be as
neutral as possible and not adding a lot of details. So for the color adjustment, Let's go to Fill, add a filter. And I'm going to add
a contrast to this as well and make it
a bit contrasty. And let's make it lighter a bit. Okay? And now this is really uniform in
terms of roughness. This is the base color,
it's doing good. I'm hitting C Now to
be able to visualize the individual channels
which are colored metallic, roughness, normal and height. And this is the metallic which
we do not have anything. This is the roughness
and the roughness is basically the same thing. So let's add a roughness. And now you see by
adding this roughness, I have added some roughness
variation in here. So I'm going to make
this a bit lighter. Now let's go to material. Start to rotate the
sun in here and you see a little bit of roughness
breakup happening in here. And if I make it pure shiny, you see there's a lot of
light being reflected, but doesn't work that way. So I'm going to make this
something like this. Okay? Now let's add a new
color. Fill layer. I mean, I'll first, let's add this one a bit of height so that it becomes noisy. Just like to go for
the height also, I'm going to make it something like this so that it has a lot of height variation
in it as well. So you just hatch, shouldn't have that in mind
that these are two K-maps. And when we import
this into Unreal, we export for K-maps and the resolution
becomes a lot better. But since now I'm recording at the same time texturing this, I decided to work with to k. And if you want
to make this more, you can go in here to texture sets settings
in this drop-down menu, set it to be four K or 12851 k, depending on your system and it's dependent on every texture. And if I set this to four k, this bark ones are
still remaining two k. So have that in mind as well. So let's go about with creation. As I said, we're going to be so generic and not adding a lot of contrast and visible
data in here, just some generic
stuff, nothing more. So let's add a color. And in here, again, I'm going to make the colors
something really obvious. In the mask. I'm going to add a black
mask and add a fill layer. So I'm going to select
this layer and copy it. Of course, have in
mind that when naming these layers is a good thing. But since it's going to
take a lot of time from us, I'm going to skip this part, renaming this, but also. Try to rename this
and to dedicate more time from the tutorial
to the texturing process, I decided not to rename this
because I can put the time that are put to renaming
this into texture creation. So have that in mind as well. So let's go in here and
start to pick something, something from these as well. So let's go about these
wood fibers as well. Let's see the direction. If I set it to be 90
degree and doesn't work. So let's make it two. And this adds a lot of those fine wood fibers that
you see on what's happening. So let's go. And on hardness. We have some procedural controls and how far we can push this. And for nuts, Let's
see if we can, if you want to apply
any nuts or not. So just adding some
of them is good, but not so much because
it's going to be repeated throughout
the whole process. And we really do not want that. So this is a b2 procedural. I'm going to
manipulate this using the filters on this that
is driving our mask. I'm going to click on
here and go to Filter. In this filter I'm going to
come in here and select work. This work, basically
what the name suggests, warps the texture and
makes it not so uniform. And let's compare it
before and after you see it adds a lot of
randomness to this. So let's say that
we're happy with this. And go in here and try to pick the color from this texture instead of using
that obvious color. So let me select
something from here. I love this one to be
of a darker shade. This one, something like this. Or let me see if I can pick something that is
a bit brownish. Something like this. This is working perfectly, but we need to add a lot
of contrast into this. Go to Filter and contrast or decrease from the luminosity and give
it a bit of contrast. This one is working, alright. And to manipulate
the color even more, you can go to this
wizard and add filter. And in here you can
also select The HSL, which is good for adding hue,
saturation and lightness. Lightness is for
darkening and lightening. Saturation is good for making the color pure gray or using the full spectrum
of the same color. And this view is good
for altering the color. So let's go for something a bit brownish, something like this. Okay, and now for
the saturation, let's add a bit of saturation
and bring the lightness down to make this a
darker shade of brown. So let me check it
before and after. Or let me bring this up. Now. Let's check this
and also this one. And I'm going to select a
color from here as well. Instead of that color. That was not really
satisfying to me. So this one is alright. So let's look around. Of course, you should
have these places in mind because we're going
to use them as well. Because these have a
lot of rotation in them and we rotated
them to make the kids. So Let's select this. This is a right, and let's give this one
a bit of roughness. And I'm going to make
this something like this, a bit lighter in
terms of roughness. So you see here,
you see it here. So let's add height as well. I'm not going to be so extreme. So let's bring the
height up instead. Just something neutral. And let's check it
before and after. And bring the height up a bit. Okay, Now this is becoming
what I liked really. One thing that I
have noticed is that this noise pattern is
consistent all across you see? It's consistent all
across our texture. And I don't want that really, really want to break
it just a bit. So let's go and add
a fill in here. And from here, instead
of using procedurals, I'm going to use one of the
big mesh maps, w baked. So let's see curvature. This is the curvature
map that we baked. And this is the curvature
map for the bark. This is the curvature
map for the planks. So let's add the curvature. This curvature, I'm
going to hit Subtract. Let's go subtract. Now let's visualize the mask by holding down Alt and
left-click on this, you are able to
visualize the mask. So let's check it
before and after you see it weakens the effect a lot. And also it removes the effect
from the edges as well. You see in here that just
are now affected or not affected by the wood
fibers that we have. So this is good also about it. Let's add another colors. So for this one, let me make the color a bit more pronounced,
something like this. Here. I'm happy with it. So let's go and try to inspect the references to see
what we come up with. So I'm going to create some general sulfates
noises in here. So let's create that layer.
And I hit controller. We, because I have copied this one from the
previous layers. And every time I
hit Control and V, I'm getting this one because I haven't copied and in layers. And I'm getting this one. So let's, I have
put the color to be red so that I can see
what is going on better. So in here, let's
search for procedural, and these are the
procedural effects that substance
painter has to offer. So let's pick
something directional. Click on the mask to see. And I'm going to first
put the toning to two. And the direction is
also looking at right? And if you're not happy
with the direction, you can rotate direction to see. So because the UV
creation I told you to make them all
face the same direction. We are getting the perfect
direction in here. So let's select this and inspect to see
what we come up with. So let's go in here and add
another color from this part. So something like this. And try to look
before and after. It adds a bit of touch-up
from this one to the color. So let's see if we can
pick the color from here. So something like
this is alright, so let's see before and after, and I'm really not liking
this grayish tones. Instead, let me use from this. This has a lot of
awesome colors and it's, so let's pick the
color and pick from here and turn it on and off to see it as only added some
color on alteration in here. When I'm creating texture. First and always I tried to
add procedurals and then add those maps that are related
to the geometry itself. For example, let's
say that we are happy with the colors that
we have created here. Let's pick the paste, the base color in here. And let's say that we want to apply a mask that is
based on the geometry and we're going to use
the smart masks for these mask or based on the geometry maps that we baked in the first
place in these textures, that setting, if you remember. So let's take one of
them, for example. One of them that is, this is more obvious. It's going to use
the curvature map, ambient occlusion and anything
to select the edge for us and reveal this color only on
the places where the H is. So let's drag it in here. And you see it has
only assign the color to where the HR towards the
edges are. And I'm going to. Use this later on to
make it a lot more localized and belong
to the thing. But for now, I'm only adding those little procedurals
to make this work. So let's add another fill layer. And in here, Let's go and select to see what
we come up with. There are a lot of awesome
procedurals that can help us. I'm first going to go for
these directional ones. Make it look more like. So. Then before that, let's
disable all of them. This one has them roughness. This one doesn't. Let's make the roughness
for it before and after. Now, let's go in here. And the first thing
that is obvious, you need to rotate this 90 degrees to get the
direction of the woods. So I feel overall
this is too strong. Let's add another fill layer
17. Finalizing Dock Texturing: Okay, welcome to
the next lesson. And we take cert
this one and we're ready to move on
to the next one, which is of course
a colleague board, because these are
basically works, but not the one that
you have in mind. For example, we're not
creating tree barks and here we're only going to create something
like this, okay? And this is going to be
our main reference and it's great picture and
I'm going to use it. So first, I'm not going to do anything with
these planks for now. So let's go and hide them. And it makes the
substance experience a lot more enjoyable. Hiding these layers to get a little bit of
performance back. So let's come in here and delete this and apply your
default layer. And I'm going to only activate
the color and make it red. Then I'm going to copy this. And every time I paste, I'm getting this layer, as you know from
previous chapters, I have this one with
the obvious colors so that every time I paste
it and paste mask, I know what is going on and then come back, change the color, do some roughness, variation, height, and things like
that to bake the matter. Yeah. Okay, Let's go and create. So let's first copy this
and come into here. And I'm going to make the
color or something like this. Okay, Let's pick this
color. Very good. Something brownish. And then we're going to
have a lot of colors, swatches like this that are worn would add
things like that. You see there are a lot of discoloration and desaturation
happening in here. And we're going to
cover all of that. And of course, for
these details, I really liked to put
something in these, but these are some generic, perhaps they're going to be
repeated over and over again. So I'm not going to put any
obvious detail in them. So of course the roughness
needs a bit of tweaking. So let's put it to
something like this. I'm really not going to
push the roughness so rough so that it doesn't
reflect any light back. I'm going to always add a
bit of reflectivity in here. No matter how small it is, there should be something even
in the roughest materials. So let's go again
and pick this one. Or let's again go to Filter
and bring the contrast, make it a bit contrasty. Lesser luminosity. Okay, I'm happy with this one. And now let's select that
again as a black mask. And in black mask. So you see there are a lot of directionality in here
happening in here. I'm going to, just like the
before, the previous one. I'm going to add some
directionality to this. So let's go and find a grunge map that
is a bidirectional. Okay, this grant map five and grunge maps to
our working. Alright. So this one is a bit bark like something like
I want really. So let's go and see what
we can do about it. Let's visit the mask. So this is the mask. I'm going to alter the mask so that every time
I altered the mask, the red disappears,
appears as well. So let's come in here and increase the tiling
to something like this. This is starting to look good. And because the texture density
is the same all across, we're getting perfect
result over time. And although this one is
bigger than this one, but the whole
grunge is the same. The same size in here and
the same size in here, no matter how big or
small the UVs are because they are both belonging to the same
texture density. So this is what I'm
going for. Now. Let's go for balance. Make it something like this. And for contrast, I'm not really going to make it contrast because I want to have a
lot of shifts in here. You see this is no red
or not, nor brown. This is something in between. So let's see inverted. This inverted appears
to be a loud, noisy, and good, but let's
see what we select first. So from the color palette, Let's pick something like this, and this is perfect for
adding those swatches. Now let's come in here, see if I can invert it. Now. Let's keep that. And I'm going to alter
the color a bit. The filter in here
bring the HSL node. So make it a bit darker. Let's change the heel to something or bring
the saturation up. And then after this, let's add a filter
again and go for contrast and add a bit
of contrast into this. Okay? Something like this
would be fine. Now, These able these and
pick another color from here. I'm going for something darker than the value that
we have below this. So actually, this one, again, this one is
going to be good. And I do not want it
to be so reflected. So the roughness and make it a bit non-working,
reflective. And I'm going to
add the height as well to give this a bit of height variation
in here as well. So for the height, let me see what I
can do with this. Bringing this out
or bringing in. I'm only making this
something like this here. This one is good. Now let's make it rougher. And for the color. Let's go for something like
this and delete this HSL and bring a new one. Instead. This one creates
a workload thing that I really like about it. So let's change the
heel to something. I believe something a bit darker would do to make
this more park-like. Make it less saturated than something like
this is alright, of course, this is now become
too intense on the height. Let's go to right channel and
bring this down just a bit, something like this, so that we'll have
something to work with. Okay, um, I'm happy with the
height placement on here. Now, let's add a new layer. And we'll still need to add more directionality
into this. So let's go into these
oranges are a fill. And I'm going to copy
this so that I have the mask and the field
at the same time. So let's pick one
of those oranges. The two was created to grungy
map tool was doing good. This is it. This is going to do, alright in some places and
not in someplace else. So let's give it
a bit of tiling. Also, the toiling to see if
we like the result or not. And we can also
invert the results. Something like this. So overall, grunge and dirt
will make it fine. Now, this is to CG. Let's go in here and add a fill, excuse me, the filter. And in here I'm going
to bring work to make it a bit more random, something like the bark
that you see there. Okay, this is, alright. Let's go and pick
a color from here. Something like this
would be alright, but I really want to
make that another color. Something really
light, I want to pick. So this is good. And now let's add the height. The height, I'm going
to bring this in. Okay? And now the height
is doing good as well. Let's bring the roughness. Bring it so high. So let's go to different modes. This is about the base color. This is the roughness. This is the height. You see there's going in here and poking out
in some places else. And this is normal
map and I believe the normal is too intense for now. I really do not want
it to be too intense. So in the high-tech category, I'm bringing the
height of that. Now. This is right. I'm bringing this one down. Something like this, okay? And bring this one
also down in heights. So that normal map
isn't so intense. So this is doing good. And now let's bring
this and compare them. Here. The color is different and I
want that to be just like, I don't want him to belong to the same family
because they are not. So let's hide this and go again to bring
something directional more. Paste this. And from the
procedurals in here, I'm going to go and see what
directionality we have. These two we have used. And let's search for direction or we have something that are going
on in here as well. So this directional
noise is very fine, but it's overall too strong. Let's go and rotated
90 degrees to face the direction of the objects and bring the balance
down just a bit. We want something that adds
a bit of directionality in here to give it not only
the color differentiation, but also some roughness
and things in that nature. So let's pick a color
from this, this one. I'm going for something
darker than the whole shade. For example, from here, let's compare the
before and after. Overall adding a bit
of darkness into this. So bring the
roughness and make it pretty rough and bring
the height as well. And I'm going to make it go in. Instead of bringing this out. See it adds some good amount of directional fibers in here. I believe that I
can bring this down and not to make it so intense. Okay, something
like this is good. And I'm going to
make this sound, or is it because the story
that I'm taking for this is, these belong to the
dog and the dog has been well used for
so much of time. And these are so old and noisy. Okay, let's paste this and again go for some
directionality in here. These are not really
belonging to what I want, but they will do and
adding some general noise. So contrast down. Let me increase the toiling to make it go
all over the place. And I'm going to add
another fill in here. I'm going to take
this for example, and let's rotate it. Rotate it 90 degrees. Of course I told this too much. Let's see. And I can
make this multiply. Let's see, multiply
and then subtract. Subtract is doing better, but that's the subtract down so that we get
something in here as well. We have some really contrasted places
and some places that it contributes to the changing of the shape of the texture. So let's take this
and I'm going to give this Really color like this. Okay? This is good. And now
for the roughness, I'm going to make it
rough, of course. And let's give it a bit of
height in negative direction. Can you see now
these are going in, for example, they have been carved from the
surface of the wood. And this is really
good for my taste. So let's change this and this is really
starting to look good. I'm going to enable this, bring the tiling down to something more
reasonable like four. And let's make this subtract. Lets us stronger. 900, adding some level
of surface noise. This is doing alright. So let's go in here. I'm really liking this,
I want to keep it. So let's watch here also. Okay, this is fine. Now let's add here. And again, I'm
going to now go for these wood carvings that you see here being separated
a lot in the surface. So let's go in here
and I'm, again, I'm going to pick a
directional noise, something like this. But the thing is that I'm
going to rotate it 90 degrees. And one thing that
I can do is tightly to watch for the tiling. I'm not going to toilet
with each other. I'm going to tell them
separately so that I can tell this to be one and this one to be
all the way to top. Something like this.
And then in here, I'm going to use
some of them only. And this will be great when
we turn it into a black one. I'm going to make
it fairly dark. And of course it's going
to be pretty rough. And the height also, I'm
going to bring the height down to create something like this effects
that you see in here. This is good, but let's
make it not so visible. Let's pick a dark
color from here. And I'm going to add
levels. Using levels. I'm able to manipulate the mask. You see the mask
is here like this. So let's go to levels to see if we can take some of that out. So something like this. This is alright. I'm only going to make
it darker a bit. Here. Let's add a bit of
contrast to that. Let's make huge contrast
Timor to be visited more. After this, I'm going to bring
filter, this filter again, I'm going to work this
just a bit so that we have a bit of pericarp and
naturally it into this, Let's compare that
before and after. And say this is two CG looking, but this makes it really
perfect for adding those stripes of broken. What? This is good. And
now, let's see. This is, let's create a
folder and control G to group them and
call this overall, because decided this one to have overall noises
and things like that. And let's call this wood. And in here, select these and Control G to make it
a sub folder to this one. Because later on we might make, change this one to
something like Bartlett and turn it into a
smart meter area. So let's call this one
overall directionality. So this is about it. And let's create another folder. And in this one, we're going
to add surface noises and things that make it
a bit more natural. Okay, let's go in here. Call this one surface noise. Again, I'm going to
paste that in here. And now we're going
to select from the branches that are
not so directional, but also those that have
overall noise to them. So let's, if you type this, you're getting all of the
procedurals that is seen here. So let's pick up from grunge maps that we have
in here in our arsenal. Example. Select this. I'm going to select
all of them to see if I liked the
effect or not, if I liked it or manipulate it and do some things with it. And if I didn't like it, I really change it
to something else. So let's go for color. Fantasy. What we like about this, it adds a bit of this
black swatches in here, which I like really
discoloration and things like that happening. So what a roughness I'm
going to make it reflected. It has been painted just
now and not too old. Okay. And for the height, let's make it a bit poking out like they have been
painted and have a bit of color volume into this. See, it's like being
painted just now. So let's come in here. And for the grunge map, Let's bring the balance up. I don't want to
make it too strong, just something that
can hold the place. Okay. This is starting to
become noisy and I really like that
to be like this. So let's add a paint layer. And in here I'm going
to call it sharpness, just like the previous one. I'm going to make it pass through the filter to
this and select sharpen. And now it overall sharpens
the texture for us. This is good, but I'm
going to just keep some of it and not make it
too noisy and unnatural. Something like this
before and after. It adds a bit of resolution and the sharpness to the
texture that we have here. So again, let's paint
that from the oranges. Let's go and see what we need. This one I believe I can bring the contrast all the way to top. And let's see the mask. This is good for adding some color swatches
in here as well. So let's make it not so rough. And pick a color from here. Something like this,
something like overall color. We can add to this. Okay? And for the height, I'm going to bring
this just a bit out. Not so much, just a bit. So again, at that. And then when I'm finished
with adding these procedurals, I go to this smart masks and generate some
mask that are based on the geometry and
make these textures so localized and belonged
to the geometry. These are some procedures
that get repeated over and over again no
matter how the geometry is. So let's go for this. I believe this one makes some perfect color
swatches here. This is something
that I really like. You can add some most
into this using this. So again, let's go and
add a filter after that, you can really
invest your time in this filter to see
what you really like. So let's warp it a bit. Okay? And this effect is
overall too strong. Let's make it a bit weaker. But of course we have
something in here, which I can add a mask and
try to chip away some of it using procedurals and subtracting
a procedural from that. So I'm picking someone randomly tiling so much and set it
to multiply or subtract. Okay, and now let's pick
a color from these areas. This one makes a perfect
color combination. Like the color, like the
word has been shipped off. Losing a lot of things. So I'm going to
make it pure rough. And I'm going to bring
the height in as well and make this
go in just a bit. Like the would have been
carved by some people. Of course, this is too strong. I'm going to go for this and
let's see without subtract, but let's see if I can make
this subtract not so intense. Yeah, This one is good. And I'm going to make the
color a bit brighter. So let's come in here and try to pick something from here. Okay, This one is alright. But I'm going to make it a bit weaker in terms of color and
go for something a stronger. Okay, this one is doing alright. Okay. I feel like we're getting there. And only need to add some more color variation.
You see the base color. So rich and good looking. Okay, Let's see
what they can add. Then later on we go to add these geometry
based smart masks. At this one again,
from the procedurals. This procedurals are really
powerful insights substance. So let's pick up something. Okay, something like
this. The mask. It's obvious that we need to introduce a bit of
toiling to make it. Visible and then
bring the balance down to something like
this and that's inverted, that if it has an
inverse or not. No. This is too strong for now. So let's add another procedural. Add a field and randomly
select a procedural to subtract or multiply the
effect to make it weaker. So for this one also, I'm going to pick a color from this, something like this. Creamy color. Okay. With it, the color, this is
really what I'm happy with. I really can't go more and try to invest more
in texturing this. But I feel like this is already looking
good for my taste. And now I'm going to add those smart mask to make
this a bit more beautiful. So let's add another color and try to test smart mask
to see what we come up with. So this is good. And now let's go to mask operations and try to bring
the global balance down just a bit to make sure that we have selected a bit of this curvature areas. Or I can simply remove this and use one of another
edge that we have. This mask section, something that is not
to CG for example, this one, there's a strong
is pretty CGI and it's going to give us unnatural
results everywhere. So I'm going to add
something that has a lot of noise and weaknesses and
strengths into this. So this one is alright and
it's going to be perfect. Let's go into the color. For edges. Always, I'm going to
pick some color that is a bit whiter than the rest
to highlight the edges more. So, something like this. But I need to add some
contrast to the mask, not to the color
itself to the mask, to make it not going so
much outward and inward. So at some contrast. So let's see this. So this is not working for me. I'm going to pick up
something else and a lot of time it happens. You create something and you're not happy with
it and you delete it. It happens a lot of time. So this one is
better, of course, the effect now it's
too strong. Overall. I'm going to go into the global section
and bring it down. Something like this. White swatches on areas that the curvature
map has baked for us. So bring the contrast down
and bring this one up a bit. I'm going to bring this up, but he said this
effect is too strong, so I'm going to add a fill. And using one of
these grunge maps, for example, this one. Let's give it a bit of trialing. Now, I'm going to again
make this to multiply. Let's see before and
after you see it has removed some of the intense
mask that we have there. Okay? This is alright. And now let's after
that filter again, work the effect a bit. Not so much, just a tiny bit. Now of overall, I will leave. The color is too intense. Let's bring it down just a bit. So let's come in here and try to paste some other mask to test
them to see what they do. One of those ones
that are always uses this one, it's
pretty awesome. These two produce great results
when it comes to texture. And so instead of that, let's delete this, the
paint paint layer. And I'm going to set it to pass through the black mask and
paste this mask into it. And now I've set this
to pass through. Let's go into filter and add the contrast or hue saturation. Let's go to filters and use
saturation. Delete that. We can add a bit of darkening
in here using that. Let's check that
before and after. Just a bit of overall darkening. Of course I can come in
here and overall make the effect is stronger
just a bit. Not so much. So let's check before and after. Okay. This is alright. Now I'm going to add some extra touches for highlighting the edges
to see them better. So let's add another layer. Now. I'm going to pick something that highlights
the edges for us. No, I'm not going for that. This spots also gives
us some random spots, but I'm not going to use that
because I'm going to finish this using this edge picker. Okay? This one is good. And it's obvious that we need to make
the effect less a stronger. So let's delete all of
the surveys noises except for the areas where the mask
separation is so obvious. So let's go in here and give this a white color from here. Not from here. Let's go for something
like this that is a bit less saturated. So this is it for adding some contrast to the edges
compared to the whole thing. So I'm feeling all
right about this. So before and after, again, I'm going to bring in a filter and pick up a random noise to
subtract from this mask. Let's set the mode to subtract and compare
before and after. Before and after this mask. It makes the effect
less a stronger, but let's make it
something like this. And I'm going for a brighter
color for the purchase. Not so great. But this is going to be alright. And I'm going to bring the
whole color down a bit. One thing that I can
clearly see that is that a lot of these woods
are a bit discoloured, rated in tubs and bottom
because they get hit and they are more exposed to open air and they get a lot
of discoloration in there. So let's add a filter in here at a paint layer and set it to
pass through and add a mask. So in here I'm going
to add a filter. I'm going to first use HSL to brighten the
whole thing up. But of course we need
to give it a mask. So this is because we have made, we have made these
hours vertical. We can use this mask, this mask from top. If I set it to be here
and go to mask options, it's a lot more heavier in top
unless a strong on bottom. So I'm going to change it a lot. First, bring the contrast down. And I want to do not want
it to be so intense. And then let's go to view. Now, this isn't working, so I'm going to delete
this and bring in a color and use that in here instead of using a
layer of paint layer. So let's make it not so strong. I just wanted on some places. And then let's say that I'm
happy with how this is going. But first I'm going to make
this not so visible and change the color to something a bit more
towards the world. So something like this. Now we need to fix something
because the effect is so strong all over the place and I really
do not want that. So let's go in here. On top of this one, I'm
going to add a pink layer. And this paint layer allows us to paint black and
white that are in here. If I start to paint,
I'm getting white. And if I start pressing X, you see this turn into black. And if I press text, I'm going to delete from this. So I'm going to
pick one of these, for example, this one or one of these dirt
ones and start to. Removed from the mask using these brushes so that the effect only
happens on top part's, not the whole mesh. So first make it
bigger and try to paint so that we only
isolate the top part's, not the body parts. So let's see. And of course another
thing that we can do is going into 2D mode in here. And I start to
painting here as well. It's a lot easier to, to the flatness of
the UV shelves. So now let's see
before and after. Or I can go in Mask Mode and
try to remove from here. It's a lot more obvious in here. So I only want these parts to have the data and of course this cat parks. So let's delete the effect
from the body of parks. And because this brush is really a Dirt one and not
C21, it helps. So let's go back
and see the effect. You see the top part
or hit as well. So another thing
that I'm going to do is duplicate this
layer on bottom. But instead of this time
adding the dirt from top, I'm going to add
the dirt from below this ground dirt so that we hit this
bottom parts as well. So before and after. Let me see if I have anything. For example, this ground, dirt, instead of its
overall too strong, Let's go and decrease the effect just a bit to
isolate it to this bottom part. So let's see on and off. Or what we can do is try to add a paint player
in here, add a paint, and I start to paint some of these parts because it's a lot flatter in here
and easier to sculpt on. So I'm only going
to paint on top and bottom of individual islands to get the paint effect
that really wants. So this is happening in
here and in here as well. And I'm going to paint
on cardboard as well. But overall, I'm not going
to make it too strong. I'm going to make it a
bit more calm later on. So I'm going to hit X and remove some of
the parts randomly. Or I can bring another grunge on top of this
by adding a field layer. For example, the
strong crunch large. And it starts to multiply so that it's not
overall too strong, so that it chips
some of that away. So let's use subtract and
run the subtract down a bit. Now, go into here and I start
to paint on some parts. So reveal more of that. And that is taken effect. Okay, this is good. And now overall, I'm going to here and make the
effect stronger. Okay, and now let's see if
I can pick another color to make this differentiated
from that as well. So coming into here and try to pick another color that is
a bit different than that. Not totally different, but
something that we can guess. Okay, something like that. Let's bring the visibility on. Okay. And now I only want the color and roughness needs to
be high pretty much. And let's see if I can add
a subtle amount of height. Not so much, just a bit. Okay, this is it. Now I feel like I can go and
manipulate these parts more. Let's go to paint. Start to chip away
some of these parts. Overall. Not to make the
effect too strong because in some places the effect is
happening too strong. And I do not want that to
be all over the place. For example, this part in here. And generally on
all of these parts. So let's make this
subtract a bit stronger, something like this. Okay, this is the
word that we get. Let's go to 3D view. Let's start to compare it with
the clients that we have. So bring the flanks. And I'm totally happy
with how this is going. Okay? And now I'm going
to export this and tested inside Unreal to see
what we have created so far. I'm going to rename this and add the dark before both of them because the name is descriptive but not
descriptive enough, I'm going to add this so
that it's alphabetic, easier to find these
inside Unreal Engine. So the dog bark and then planks. So let's go and export. First I gave it a name, output directory, and then we need to choose
an output template. We can go ahead and use one
of these uniform packed ones. That works, alright,
but we need to do couple of variations. Let's go and find the
UE packed in here. And now you're seeing
here in the normal. This is what the normal map is. It exports the Direct X normal
and we do not want that. So I'm going to drag this in here and replace it
with OpenGL Norba. It's not allowing me. So I'm going to right-click
on this and hit Duplicate. And then here. Alright, OpenGL. This Direct X by default is the best one exporting
to Unreal Engine. But since a lot of
softwares that are used to author content use OpenGL, then I'm going to
create OpenGL and then later on make it direct
eggs inside Unreal Engine. So let's drag to OpenGL in here. Now, in the templates, I'm going to pick up this
Unreal Engine packed OpenGL. And a file type is
going to be also dependent on the output
Template, which is PNG. And then in here I'm going to go before the names and
add t underscore. Underscore is a naming
convention that I keep always to rename
my textures to. For example, this t
underscore the name of the mesh and then the
name of the texture. So it tells him that
it's a texture, belongs to what Mesh and
belongs to what texture set. So it's good to
keep it this MSF, although we do not have any MAC, I'm going to keep this band
for the channel texture. It exports channel texture, texture for us and
has R, G and B. The channel is going
to export the mix A0. And it means that
the initial HOW bake and whatever we added in here. And then green is going to be roughness and blue is
going to be metallic. Of course they can
change the order, but this is really
what I'm going to. So everything, alright? And for the size, I'm
going to set it to four k. Of course, I believe it's going to
have a bit of calculations because the documents
size is two k and it needs to upscale their answered pairing to be
the illusion of infinite. So that it fills
the empty spaces of the UVs with the color
from the textures. So as far as the
exporting, this is good. Let's hit Export to export. And this is the result that
we're getting from exports. This is the base color, but this is normal,
of course, OpenGL. And this is the channel texture, which contains three channels. One for A0, one for metallic, and for one for
ambient occlusion. And then this one
is for the planks. Of course the normal of the
planks and channel packed. And then I'm going to
import this inside Unreal Engine and start to
create the first material. And here we are
in Unreal Engine. Let's go in here and always try to stick to the folder
structure that you have. Let's create a folder
and call it textures. And I'm going to import those
textures in this folder. So these are the textures. Let's select them and
import them altogether. It imported them
without any problem. And there are some things
that we need to do. First, Let's select a
normal maps and open them. The normal map is now in OpenGL and we need to
convert it into Direct X. And we do that by
coming in here. Let's show all advanced
details. In here. There's a flip green
channel option that you can use to convert this
into a Direct X normal. But for this one as well, Let's convert it to x by
flipping the green channel. Of course, because we have
authored this one in OpenGL, flipping, this will result in a direct XNOR if
it's by default. So dark text, normal map, you really do not
need to do anything. And as for the channel
mask textures, these ones, I'm going
to come in here. And for the compression,
I'm going to set it to mask because if I set it
to the default one, the sRGB color correction is going to happen
and it's going to alter the metallic roughness and A0 then created and
they'll do not want that. It's sRGB in here, and it's going to alter
some of the colors. And we really do not want that. So let's change it to mask
done and save them all safely. And now we're ready to
first create material, and we will create the
material in the next lesson. See you there before going to the next chapter are really ones and created a
simple material. That is, that is a
simple material, It's nothing too complicated. I plugged in the base color
in here normal in its socket. And this one, R goes into A0, green goes into roughness, and blue goes into metallic. Just wanted to see if
that works or not. Then I converted
them into perimeter. If you create a texture sampler and right-click on
it and convert it into parameter and
name it something. Then later on, you can create
material instance and take material instances from that and create any type of
variation that you want. And I found that
there are a couple of problems that I need to fix
before creating materials. One is these white
searches that we added are a little
bit too strong and I need to make it a bit weaker. Overall, it's too
strong and making the color look really
off in some points. And one is about these. If I come into here, you see we use a
couple of kids sets basically to create this one from the plank which
is working on right? And one for the bark, which the texture isn't
going to look at right in here you see the texture is
nothing like we planned it. And that is why when
we try to import, export this from Blender, we didn't check that
one single material. We should turn that
off because this contains two set of materials, one for bark and 14 the planks. And this one is an easier fixed. We're going to first do this and then color correct this part
inside Substance Painter. And then later on, we'll create a sophisticate master material
to cover all of these. So this is one of the
blender fights that are kept and not
deleted in case. Now this has been
useful and always try to keep backup files
from your project. So these are the files that we exported with one material ID. And if I select it and go
into this material section, you see there are a couple of material IDs in
here and also here. But not here because
this is only the buck. So no matter what, we're going to uncheck this
because you are going to export this with two
material IDs instead of one. Or how many material IDs we
have, that doesn't matter. So let's do the folder
setup is correct. It also under sensor transform and apply transform
are also doing their job. So let's hit Export. This should really
fix the problem. And it's going to export with two material IDs so that
we can use them later on. So this one exported
successfully. Let's select this and
export this one as well. And this one is going to
take a little bit shorter, shorter because it's a smaller
piece compared to this. Okay, this one, export, export it as well. Now let's come in
here and select this. Open it in here. And we're going to
right-click and Hadrian ports to see if it fixes
the problem or not. We should get couple
of material IDs in the static mash
editor section. So this is an indication to
say that we are going right. It's adding this material already and we're just
setting it to reset to FBX. And it's going to
correct the file for us. And now let's come into here
into studying mash editor. And now we have couple
of material IDs. One is for that, one for the wood planks. Works, excuse me. And the board is now
working perfectly, but the color needs to be
alright at some point. So let's go for the next one. Which are these ones, this six by six kit. Let's find the static
niche and re-import it. And now this has given
us this message, which means I need
to hit Reset to FBX. Now this one corrected as well. Let's go into
studying mash editor and change this here so that it changes to every instance that
happens in the world. So let's come into here. And for this one, I'm
going to select that one. And it worked perfectly
without any problem. And you'll see these bark pieces are doing their job perfectly. So now what we have to
do is opening Substance, Painter, and color,
correct this a bit, exports and imports a bit to see the colors match a bit better. And then when we made sure that the values and these white
colors are working perfect, we go to the material
creation in the next chapter. So this one is in substance. Let's come in here and see the layers
to see what they do. This one is adding
a bit of white, so let's make it down a bit. Not a bit very high in it to really bring it
down very high. So let's go to
Export textures and everything is set up in here for us from previous sessions. So I'm going to de-select planks and only export the parks. So hit Export. Now in here let's find the texture files,
go into textures. And the spark, we need to
right-click and re-import. It's going to take a bit
of time to calculate. So I believe a bit of
that whiteness is gone. And now we need to go and do some more dramatic changes
in substance painter, Let's see the layers
responsible for that. And that is the
lay
18. Material Creation Workflow: Okay, congratulations
for coming so far. And now finally we're going to create the master material. And if you're familiar with the concept of master material, it's a material and
what we created so complex enough that it can
encompass a lot of things. For example, these meshes
that you see here, a lot of machines that
we create are going to be handled by a master material. And I like to categorize my master materials based on the surface
properties of them. For example, for
opaque surfaces, always create one
master material. For example, op-ed surfaces are really can be found
a lot in nature. For example, this
would rock, iron. Anything that blocks the
light is going to be in one master material
than four fold the edges and things that
you subsurface scattering, for example, leaves,
grasses, foliage is skin. And those kind of things, or create one master material. And then for translucent
objects, for example, glass, a hologram effect,
or things like that, or create one master
material based on the surface properties
of the object. I created one master material. Then for now, we're going to create one master
material to take care of whole doc
that we have in here. And later on we'll create one master material
for water and one master material for Fourier just to make sure that we
cover enough in this course. So how do you actually
create a master material? The master material is an
ordinary type of materials. If we go to Materials folder, you simply click created
by using this material, you create a material
and I always love to call them m underscore. And it means that it's
measuring material, underscore something,
for example, opaque, you name it something. And I always create a
0 before the naming because it alphabetically puts it in the beginning of the list. So let's name this
master material. Opaque. In this master material, we're going to create a lot
of functionality and make it powerful enough to
answer a lot of our needs. And also made sure that the master material
is a strong enough. We're going to learn some layering
techniques, for example, creating some dirt to go in-between these wood planks and something which
happens in nature, or to create some general dirt to make this even
more dirty and look used and to offset and do anything on these
master materials. And one of the easiest
controls that I always create on the
master material is, for example, taking
the base color, which is a texture. Base color is always a texture multiplied by constant three, multiplied by constant three. And put this one, put this constant
three to be 11. Because what I'm doing,
multiply for color. I do 111 because
it stays the same on the master material that try to always keep the default. The default is
pretty subjective. In this case, multiply needs
1112 state the default. And it means that our base color isn't going to change at all. So let's drag it in here. Of course, we need to
give this one a texture. So let's go in here and
search for the doc. I'm going to use this
one as the texture. So you see that this is the dark texture
without any roughness, AO metallic and normal
information that we created in substance is pure
color without anything. So if I try to change
it, it's really, it's really
impractical if I come in here and try to
change it in here, for example, change the
color to something like red, and multiply this wet on top of the color that we have and always try to save it to get
the result into the scene. So Unreal Engine has
provided us with a tool called instancing. Instancing means that
you create something in here and you expose it for editor to take use of these
knowledge that you create inside Unreal Engine
Material Editor to change it in the viewport. And even. In the gameplay. To go for instancing, all you need to do
is right-clicking on this and converts it
into a parameter. Let's call this texture for now. And I'm going to call
this one, right-click, convert it to a parameter, and I'm going to call it. So you hit Save land. If you want to see the
effect in the gameplay, you right-click on it and
create a material instance. And let's drag it to
something like this. So you see nothing has happened
because it's the same. So let's select it. The material that you bring up is a material
instance and it's getting the information from the nodes that we created here. You see the texture
that we exposed to parameter now is available in here to be changed
under color also. So let's go in here and try to change this instance.
We'll see what happens. So I come in here and on the fly without
really doing too, without really needing
to anything baking. I'm changing the
color on the fly. And of course, I can change the color to change
the base color to something, something else. Basically. You can do a lot of things with
this instancing. And we're going to use this
in our printer benefits to all sorts of changes in the inside Unreal
Engine viewport. Instead of coming in here, master material, change
something applied, save it, wait to be baked, and then go and
see who you want. The faster iteration and
this is the way to go. So let's start go and
create something else. For example, let's see, I'll create another multiply. This multiply is good for darkening and lightening
things as well. So result of the multiply into a and then bring the
constants and put it in B. And this multiply, if I set
the constant to be one, it's going to be default. If I set it to be 0.5, it's going to be darkened. And if I set it to 0,
we're basically getting, getting nothing because
everything times 0, it means 0 and everything
times one is itself. So I'm living the color to be, living the constant to be one, and I'm going to name it base, color, darker. For example. You really need me to change the name to
whatever you want. Another thing that I do is
adding a bit of desaturation, two textures if I need it. For example, there's a
node called D saturate. This desaturation. You plugged the RGB in here
and put the result in here, and then we need
another constant. And this constant
basically tells how much saturation we want
from this 0 is the default, which means no desaturation. And one is the maximum
desaturation that we can get it. We can make it, make an image
black and white basically. So let's call this
one the saturation. And I'm going to set
the default to 0. So let's go into the material instance to
see what we have there. So let's bring this
material instance. Now you see in here we have not only the base
color and the color, but also we have the
base color darkening, which is the effect
of the multiply. We can talk and I'm
Brighten the effect. And we can also desaturate the texture to make it
black and white also. Or to take some of
the colors out. At least. This is basically
how we go about it. And one good thing about this master material creation is that the sky is the limit. You can go how far you
want without any problem. But one single problem
is that you get a lot of nodes and you get
a lot of wires in this. You see this one is
a simple control, really basic, simple
control for the base color. I'll suppose that we
are going to do a lot of manipulations for
metallic roughness, for normals, for
ambient occlusion. Every time we try to do a
lot of nodes and wiring and things would get really
messy in the Material Editor. And you should really think
about something like this. You have a lot of nodes, a lot of wires together
being hooked up, and you really do
not know what is what and what belongs to what. So we're going to shrink
all of this down, All of this function
that we have created, a single material function. This matter will
function really helps you to keep your work
clean and organized. And you really do not need
to wear a lot of things. Of course you will,
where things in the material function
and keep them and use them as a prefab system in modularity to create
master materials, for example, for
this albedo colors, I'm going to create. Material function and demo that. So let's come in here
into my materials folder. I'm going to create a new
folder and call it function. And I'm going to put my
material functions in here. I love to keep my functions separated
for master materials. So you come in here and into
materials and textures. There's a material
function in here. So let's call this master
Material underscored basic. And for prefix, I love to add a mad underscore so that I know it's a material
function and later on It's a little
bit easier to select. So when you open it, it's basically just like
the master material. It's like Material Editor. All of the functionalities
are there. But instead of having this
material attribute nodes, we have an output. And to make them the same, I'm going to create a
material attributes. Make material
attributes, excuse me. I selected the wrong one. Material attributes. So this is the main
material attributes and it's the same, just like this one. It's the same as that. But you have a lot
of options because material function by
default really doesn't know what kind of material
we're going to create. It has made all of
them available to us. But if you do not use
something, for example, like opacity, It's going
to be basically cut away. But by Unreal Engine, that is not a problem. So I'm going to wear
this into this. And we got our
material function. We've got our first
material function created, and that is so simple and easy. So if you want to bring the material function
and use it in here, you simply can bring a
material function, call. This is the node, empty node that you can
summon the material to it. So let's search for Matt F. This is the material
function that we created, and you'll see that
it has a result. And this result needs to be
fed into this material input. But to make that work, we need to click on it. And in here, you want to
use material attribution. So if you connect
it to here, now, you have created
a master material that uses one material function. But because we have not
really assigned anything, the values are basic. You are getting roughness, have a specular, non-metallic, and black as base color, which is the default one in material creation if you
do not hook something. So let's tell that instead
of having these nodes in the master material
level who are going to bring these all into
material functions so that every time you try to
bring a material function, we're getting these as well. So I simply put the result into the base
color and save this. And you're waiting for the
shaders to be compiled. And I really do
not need this and I'm going to turn them off. So let's hit save. And let's see what happens. So let's go into the material
instance and you see the same material instances
that are created there. I mean, these are present
in this material function. And now we have only used only a single wire to connect
this much of your function. The material output here. And this is going to derive the information and give
us these that we need. And you can change
them basically, without really any problem. You have the same controls
and without any problem, the main thing is that your master material
is now so clean and organized a later
on when we try to layer these material functions
on top of each other, we really have a clean interview interface instead of
a messy interface. Because we're going to
create, for example, three or four different
PBR materials and connect them to each other. To make a powerful
master material, we really need to wire some things to make
that happen instead of having a lot of wires to make that really
impossible to look at. One problem on the, of this is that we
are done getting really anything in
here to change them. I mean, you can go and change them into material instance, but suppose that we are
getting a lot of materials, a lot of material functions. For example, I'm going
to copy this summer. We're going to create a material
function that is worthy. So we're going to copy this. Excuse me. I'm going to bring
a material function call. And again, bring this match f n. So if we try to mix
these, for example, using the using material, it's easier to look
for layer blend. Now let's search for material. So it should be
somewhere in here. Right-click and material layer. And these are all metallic material layer blends that
you might want to use. And the most basic one that
we're going to use is this normal for normal maps
or things like that? And this material layer
blend a standard. And if you drag it in,
we're basically able to mix couple of
master materials, material functions
based on an alpha. And this alpha
could be a texture, could be a vertex blending, could be a vertex
color just with what we created inside ZBrush. It could be basically anything to separate these
from each other. So we output the result of this one into the base, output, the results of this one into
the top and drag it in here. And let's say that you
want a mix of those two. If we do not apply
anything in this alpha, we're getting a mix
between the two. So let's save it to
see what happens. So if we go to the mat
material instance, this material instance
hasn't changed at all. We should get a set of
new nodes in here to be able to change the material
for this one as well. But since these are the same, these parameters
that we have added here are the same and the name of them is
the same throughout, whenever we paste these, we are getting these errors. And every time we paste this
master material function, we really are getting the same thing repeated
over and over again. And if I try to change
something in here, we're going to reflect a
change in here as well. What we're going to do is making this material functions a
little bit more neutral. So that later on we can apply some things in here to
make this Muslim matter. We are functions customized and everything every time
creates a new thing. So how do we how do we do that? And I'm telling
you, if you're only using this master
material wants, these are really fine to be. But if later on something like this
happened that you want to change something about this
and something about this. So you need to think about it. And the way that we do it
is bringing function input. This function input
is as the same as this parameters
that you see here, but it's used for
material functions. It has an option of preview. You can really leave this
to be and it has an output. So we paste this output in here, and we have replaced
this in here. So for preview,
I'm going to paste this right in here so that we have a bit
of preview value. So you should have in
mind that the type of function that it has created
for us is vector three. And this one is constant,
one, vector one. So we need to change
this one from vector to input a scalar so that it
is only a single value, not something, three colors. You have to have that in mind. You want each of these to be using their own functions and we will learn that
in the future. So let's hit Save to
see what happens. And now you see in here, it has created couple
of inputs for us. This input is the
same as this one. It wants us to put something
in here to be able to customize each
material functions separately from each other. And this is the beautiful thing. We come in here. Create a parameter,
call it something, and create another parameter,
call it something. And we're able to change these independently
of each other. Although these are
the same functions, we are able to change them separately and it's a
beautiful thing to really use. So let's go and create more. For this tent. I'm going to drag a wire out
and select a function input. And if you do this,
it's going to use this node as a
preview for this, which is what we want. Really want to preview
to be something default. When you draw it out and
bring in func function input. Notes basically how to put the function to be
most optimal for that. You see this one is a vector, three being converted
to a parameter. And it has selected a vector of three for us in here as well,
which is what they want. So let's bring this one in here. And you should also
have in mind that you should name this correctly. There's an input name. I'm going to select this
and put it in here. Then also you can
right-click on this and convert this one
to constant so that it isn't available in material instance and
we're only using this. So right-click on this and
convert two constants as well, and remained with this one. And this one that's converted to a constant and
drag a wire out. Look for function,
function input. And you see it has now selected a scalar for us,
which is this one. This is a scalar value and
this is a vector value. Every time you try to
drag something out, instead of right-clicking and searching for functioning input, the default is the vector three, but if you try to wear out
and then search for the name, it's going to select
appropriate thing for you. So let's connect this one
into the fraction and call this one this duration. So let's see what we need. The name is alright, the name of this one
is alright as well. And this one needs
to be renamed. So I'm going to call this
BC for base color tint. Okay, and now let's save and we're getting
some errors in here, which is fine and
what we wanted. So each one needs an input. Let me really separate these four beautiful
visualization. You see every node that we, every material function
that we renamed here is now being
presented in here. We want to base color tint this saturation and
base color darkening. So on the right of
the name of each one, there's an indication of what
type of data that wants. This one needs a vector three, this one needs a scalar, and this one needs
a scalar as well. And a scalar is a constant. You can drag it from by
holding down one and clicking. Bring, get a scalar for you. And you can right-click and
convert it into a parameter. Now you are getting
a scalar parameter. So I'm going to name
this BC underscore, darken and bring it in here. And you remember that the
default value was one. Because we were using a multiply and multiply
by one means the default. So another one for
the saturation, it's 0. Let's select it. Right-click, convert this
into a parameter and call it BC this duration. And for another one it
needs a vector three. You hold down three and click and it brings
a vector three for you. And the default should
be one in this case, because we're using a
multiplier and multiply, it needs a default of
one in every channel. So right-click and convert
it into parameter, call it BC, whatever
you name it. But for this case
we're going to go with BC and call it B, C tint. Now this is a separate
material from this because we are using some separate parameters to offset this one to
be another material. So for this one as well, we're going to copy this
and bring them down. The first thing that you need
to do is clicking on this and rename and rename them to something that you understand. For example, adding
point, excuse me, I think underscore two after all of those because if the
name of these to be the same, whenever I'm trying
to change this, it's going to change
this as well. So let's demo this. Let's undo the Rename. If I change something, this one gets changed as well. We don't want that.
And to remedy that, we're going to put something after the name
or before the name or whatever you want
to do to make these independent of each other
in the material instance. So let's wire this wire up where this one,
where this one as well. Now our material is
working, alright? And although we have created
only one material function, we have been able to create
couple of Materials, couple of PBR materials
independent of each other, using the same word. For the Alpha, you can use a
lot of things. You can use. Vertex painting. You can use vertex color. This node is responsible for vertex painting and vertex
color at the same time. Or you can bring
black and white data, for example, a Clouds noise
or something of that nature. So let's come in here and go in a startup content
from the texture, find something that has, this one is doing alright, So Let's drag this one
in the master material. And let's look at it. You see there good separation of black and white
arrow in here. And if I try to drag it in here, it's going to separate
these two textures based on this value. So I'm going to bring a
note, texture coordinates. Search for coordinate. This one is responsible
for offsetting the UV, multiplying UV whatever
you want to do with it. So I'm going to multiply this. And I'm going to
multiply it by one, because one is the default for tiling and it's the
default styling. I really do not
want wanted to tile floors or did a mistake and
change the name to one, I want a default value to one. And let's call this toiling. Okay? And for adding some
post effect changes, let's add a multiply in here. Drag this one out, and bring a constant in here, call it Cloud noise contrast. And I'm going to
set the default to be one because this
is a multiply. So everything is
working alright, we need to save. And this is the
most simplest form of material function
creation that we explored. So to make the texture working, we need to click on here. And we're getting what
we want to basically. But if you look at,
instead of getting two textures, we're getting one. Let's go. And that is because we didn't rename this and we didn't put a function
input in here. So Let's drag a function inputs out and write this in here. And this one exposes
the texture for us so that we can
use that later on. So that's it, Save. And we're getting errors in here because it needs a
texture sampler to be fed in. So let's bring the
texture sampler can convert it into a
parameter and call it BC on their skirts means base color for the material to
drag this one in here. For the defaults, let's
search for the fault. There's a empty texture
that is easy to use. This default texture. So let's copy this one and bring this in here, put it in here. And I'm going to
rename this to be C only base color for
the first material. So now let's go to the
material instance. You see the default is showing up in here,
which is what we want. So let's open this up. And you see this texture
is showing in here, which we really do not want. Let's go to material
function in here. And because this is a parameter, Let's right-click and
convert to texture. Or instead drag your
texture out and bring this default noise. And click here. And we have collected this one. And now it has removed
this texture for us, if this is a Ford for J texture, and we really do not want this repeated over
and over again. So let's create our materials for the base color
of the first one. Let's bring the OK. And for the second one,
I'm going to leave it. I really want to
see the changes. You see now we have been seeing the transition between
the two materials. We have a lot of controls. To make these controls a
bit beautiful to look at. I'm going to categorize them
into their own categories. So let's come in
here into material, master material, not the
matter of your function. And we have some
cleanup work to do. So let's select all of these. So let's select this and into
groupings. I'm going to. Create a group and
call it texture zeros. So let me know
that it belongs to the first texture group. So put this one as well. For this one, I'm going
to create a texture to put these on into grouped texture to texture too on this one and texture
to on this one as well. And for this one, I'm going to place it
in the noise category. It's just a name to find
out our textures better. So let's hit Save. And when we go into
material instance, let's open the
material instance. And you see all of
these have been categorized into
their own categories. We have the first
textures that base color with Almeida
controls that we added. And then we have the texture to, the texture is here with albedo controls.
And there's noise. There's something bad happening
in here for the tiling. I didn't put it
into noise group. It's none. Not noise. So noise, this one is noise as well. Let's save it. And now these two have been
put into the noise category. So now the visualization
is better. We can do a lot of things
and add more controls. For example, normal controls, roughness controls beyond this, and we're going to do that text. So let's check this. I'm going to offset the
colors of the cloud noise. I'm going to make it darker and, or whatever you want to do, it's going to be this one
being fed into the Alpha. Let's see the tiling. You can change the
tiling to make the transition to
whatever you want. And we have all of the controls. We can make this darker, make the base color darker, or make it the saturated. Or for example, take this one
and make this one darker. You see, it's really scalable material creation
site that allows you to use your material and do whatever you
want to do with them. So this is about material function creation and the material layering
system as well. After creating a powerful
master material, we are able to not only change the transition to make
them appear or disappear. We can change the tiling to make every control that we need. And we can change the colors of the individual materials
independent of each other. Although we have created only one single master
material material function. I mean, we have taken two
variations from that. As long as you create the material function
to be powerful, you are able to do a
lot of things with it. So up next we're
going to expand on this material function and make it a lot more powerful and
add controls about roughness, metallic, and basically
anything PVR in here. So we'll start the creation
process in the next chapter. Okay, see you there.
19. The First Master Material: Okay, now that we
created a basic, basic material to show how
the system is going to work. I'm going to take these
and delete ANOVA. And this one also I'm going to delete
because you are going to only going to
use first material. One finished creating
this first material than we create duplicates
and layer upon layer, create a last materials,
okay, for now, we only care about this thing that we created
here for the base color. I'm happy with it and
I'm going to keep it. Normally. The main changes that we make to base color is the desaturation, making it darker and
giving it a bit of tents. And this is basically what it's doing and I'm happy
with it so far. The placeholder
textures, you can use this default textures and there's nothing
wrong about it. It should only take care that the compression
setting stays throughout whenever you enable SRGB and
set the compression setting to something in here
whenever you want to replace it in material
instance section, it should go in to have the same compression
settings as well. Or you can create your own utility textures
inside Photoshop. And importantly, for example, this is the texture that we
created inside substance. Let's look at the size. It's for k and we're not
going to use a foreign key as a default texture
because every time we take a material
instance from it, we are basically
duplicating that for k texture over and over again. And it's going to take
a lot of performance, a lot of texture memory,
and really unnecessary. So we're going to create a
60 by 60 or 32 by 32 image. Then I'm gonna get one
of the colors from here. It's not really important. I just want the whole
texture to be monotone. That is all that matters. So again, for the normal math, Let's come in here and let's make it 32 by 32. Who
are going to make it pretty cheap so that it
doesn't have any extra cost on the performance and
on the storage as well. So let's take this one and
start to paint all over. We want this one
only to be monotone. And this one is a little bit tricky because it
has some channels. And the channels, they come in here and select the channels. You see it has R, G, and B. When you decide to put
an information in here, it should stay
consistent throughout. For example, in this texture, A0 has been placed
in red channel, green is hosting the
roughness channel, and blue is hosting metallic. And we have no metallic
in those woods. So whenever you create
a channel texture, it should follow the same
rules to or should be A0. Green should be reflux and
blue should be metallic. And also I'm going to add another alpha channel
later on if you created a tiling material that has some height to it for height
lending or things like that, I've decided to add extra
alpha channel in here, not extra for channel, basically an alpha channel. So we have painted this. And let's go for this one. And I'm going to resize
this one to 32 also. We just need to have
the channels, right? So let's take the
color from here. I don't want it to make it
blue or something because it gets converted into normal map pretty easily
inside Unreal Engine. Let's make the
opacity all the way to a 100 paint all over. So we have these ready, but I'm going to export
this into these utilities. I'm going to call
this base color. You saw that I mean its utility and set
the format to be PNG. I want to use PNG. Okay, settings. And this one as well. Let's call it normal, underscore you for normal
utility and format again, going to be normal. And this one, it has
an alpha channel, and you should remember that
it has an alpha channel. So let's call this one. Let's call it A0 r m. Or
you can simply call it arm. And I'm going to call it arm edge because some
of the textures later on we create may host
a high channel as well. So we save them. And let's re-import them here. I'm going to create
a folder called utility and bring my
utility textures in here. And these are these textures. Now let's select them
and make everything. Alright, so this one
is the arm edge. I'm going to set it to mask. And every time you import
a real texture in here, you want to set it
to mask as well. An sRGB turned off. And this one is good. I'm happy with it. And
the last one is normal. A normal map is
right, because the, because of the color
it has set it to normal wrapper and
it's right as well. So let's start to replace this. So let's search for
base color you. Now, instead of that color, we have a lot cheaper
version of that. It's basically a 30 to 830 to texture that isn't nothing
really in performance. And you can also go 16 by 16 and nobody's really stopping
you from going there. And this is good
for the texture. So if the preview
isn't getting updated, you want to come in here
and hit real time nodes. And I believe, yeah, this one gets the
previewing done. But it's going to have some
cost in the performance. So I'm going to keep
it the way it is. So this is texture sampler, an input I'm going to
write here base color. Because everything you do here is going to be
reflected there. So we have this
desaturation, It's alright. And then we have this
base color tint. I'm going to add a BC before every one of them so
that I know it controls BC. And it's good for naming
conventions and optional, if you happy, you do it. So this is DC tint and this is, I'm going to call it DC instead of dark and
I'm going to name it Brighton because
if I'm increasing the value on basically brightening the effect,
not darkening effect. So let's make these ones. Alright. So let's see, For now we're happy with this. Let's select all
of them and hit C. And it creates a comment
box around them. I'm going to call this albedo or base color or anything
you want to name them. So this is the base
color controls. And if we go in here and
I start to see them, you see the names have
been changed respectfully. And the next one, I'm
going to bring it. Let's select this and bring the arm in here. And you see it's
set the compression setting to mask, which
is what we want. So let's create a comment box around this and call it arm, so that I know what this
texture is going to look. So let's look at the output. And in here we need to drag the metallic and bring
it all the way to blue. Because blue, if you remember, was holding down the
metallic and metallic, I'm not really going
to do anything because metallic is a switch. It's not like roughness. You increase it or decrease it. It's a switch.
Metallic, yes or not. And this is the only
thing that I do to metallic because every
time it's metallic, it's going to use another
method for shading that part. And if it's non-metallic, it's going to use another. So I really suggest only
leaving metallic to 0. And of course, there are parts
where they are in middle, for example, rusty metal
or half rusty metal. That's something in-between. And that's valid to keep it. And I'm going to create another
output and call this one. I'll drag this one from
this alpha all the way. But I'm going to keep them
separate from each other. So let's select this one for a little bit
of housecleaning. Let's see, for the next one, it's a specular, I'm
not really touching it. And then it's four roughness. But roughness, I'm going
to bring in a loop. I'm going to use
the roughness map, which is the green
channel as the Alpha. So that I can give two
values as roughness men and roughness max to divide the
roughness information for us. And I really found this
method to be very useful. So I'm going to create a
couple of constants, 12. I'm not going to set them to
01 because it's going to use the full spectrum and
we're getting a lot of contrast and that is not
what our wants for basic. I'm going to set it to 2.5
or 0.25 and this 1.75. And drag this one into
a function inputs. And put this one here. And I'm going to hide this. Again. I'm going to bring
a function input as well. And because this
one is a scalar, it's selecting the best option
for us and assign it here. And I'm going to put
it to roughness. This is the ultimate
control for the roughness. So let's drag your comments
and colleague roughness. Okay, and now what we're
going to do is renaming this, I'm going to call
this roughness mean. This one. I'm going to call
it roughness max. So let's save it. And we're getting a
lot of errors in here. And you see what is
happening in here. We are getting some
things in between here. You see these base
color controls. Roughness control is getting in-between the
controls that we have. I want you to, all of them to be neighbouring so that I can
control them a lot better. So there's something
called the salt priority. So if the priority
of something is 0, it's going to appear on
the top of the list. It's a one, it's
going to be down, and it's going to be two, it's going to be down more. And using this sort priority, you can really organize
your things a lot better. So the first one was
this base color texture. And one thing I want to keep my textures all the
top of the list. So let's give this sort
priority of negative one. And you should do that
on the functions. And this one also give the priority of
negative one as well. So I feel like I've
done something wrong. And before that, I need to
do something like this to make this exposed to
the master material. So I need to drag a wire out and bring a function input in so that we can
later on change this. And I'm going to call
this HA, or arm. And it's bringing us a vector three and we can drag it out and search for bringing
brake components. And I'm going to use
four components, RGB and a, which
stands for alpha. And if you're not
going to use Alpha, you can use three components
instead of four components. So let's drag this one
outside of the view. I'm going to hold
down Control on this node and bring
the green in here. It looks like it's working with break float components for. So let's try three. So this is three. And now let's reword
the G into the, I'm going to rewire the gene to the alpha of this
roughness slurp. Now it's working. And for b, I'm going to
connect it to metallic. It's working. Alright, let's
take this one and delete it. And then it remains the r, which stands for
ambient occlusion. And then this one, I decided to drag
it directly into. Here. As you see, we have previously
drag this one, it's okay. We're going to use this
as a height later on. Maybe creating some
height, learn things. And now let's bring in
the normal map as well. Let's select this and search
for normal underscore you. And this is the texture
that we created. Let's click on it to make
sure here, this one is it. And it changed the
compression settings to normal map as well. Let's right away connect
this one into the normal. And the reason I did that
was to expose this to master material so
that we can bring them on top of the list. So again, that's drag
a function inputs. And this one goes, alright, and name this one normal. So let's hit save. Now if we come here normal
map or are in here, but the base color is on top. So I'm going to select
this function inputs, again, sort priority to negative one and this one
to negative one as well. So let's hit Save. And now that we'll look at it, the map inputs that we
have are here at the top. This is what we wanted
really am later on, I'm connecting the
needed outputs as well. So let's go and create
for ambient occlusion. Again, I'm going to create
a sharp and dragged Ambien, so collusion map into
the alpha of this. And I'm going to
do the same thing. And where these n, and it may not be needed
to do this as well. You can directly
connect it and use it, or you can use controls, whichever you want to do. So I'm going to keep
this to see what happens in the future, so forth. I'm going to call it a Min
and call this one a max. Okay, and for the defaults, let's set this one to
something around here. I don't want it
to be pure black. And this one, Let's
set it to one and put the output of the loop
into the A0 and call this. Okay, now we're remained
with only the normal. And the control that I'm going
to add for the normal is going to be slats and normal. We fit the normal in here
and give it a constant. We want to give this a scalar. So let's drag the
constants and from that bring your function input
and call it normal strength. There's something odd about
this node is that this load actually doesn't increase
the power of normal. It also removes from
the power of normal. If you look at it, it's called a flattened normal
nuts, strengthened normal. But psychologically,
I love to one. I'm going to add to a
value, for example, making the value two or three things that I'm
adding to the value, not flattening the value. But this here, if you start
to increase the number, it's going to flatten
your normal even more. So I'm going to reverse
the effect using a one minus and drag
this one minus in here. So that every time
we drag this one up, we're basically getting
it reversed in here. And then I'll put in here, which instead of flattening, It's going to increase
the normal strength. Of course, you can
leave all of that and name this one normals Latin, but rewire this in here. But for psychological effects, I'm going to keep it like this. So this is the first normal. And let's connect
it into the normal. And we're getting
a lot of arrows in here which we're going
to fix eventually. So let's bring this down. I'm going to add
even more layer of normal by adding a
detailed normal map. And this detail
Lamar my basically, when we start to use it, it's going to add a
lot of resolution to the texture without
any extra work. So let's select this normal you, let me find it in
the contents viewer. And in here I'm going
to duplicate it. Duplicate it normal
detail underscore you. Let's try this one out. I'm going to have
some separator. Let's select it here. And this one is going
to have always high tailing about so that it's
styles on top of our mesh. It adds even more
resolution to it. So let's bring
functioning puts out, or let's call it the tail. Normal. For adding this data
is normal on top of this, we need a node called blend
angle corrected normals. This is the correct way of blending to normal maps
together using this function. So we bring this one. This is the base normal, and this is the
additional normal. Now let's select it
to the normal map. Okay, now every time
we create a material, we have to put a normal map data and normal map on top of it. It's good, but might
be limiting sometimes, for example, you really do not want to have a
decent normal map. Instead use the vanilla
normal map as well. So I'm going to call the switch. Let's find the switch,
static switch. And using this aesthetic switch, it has a true and false. I'm going to create a
switch and bring it into the value so that every
time we set it to be true, it uses the mixed normals. And when we set it to false, it's going to pick up the main normal and completely
ignore this chain of nodes and only use the vanilla normal map instead of adding
detail on my lap. So let's drag something
out and static bool. And this has a value that is
only on and off, on and off. We want to set it to
default to be false. Of course, let's drag
a function input out. And this function input you see perfectly creates a
static bool for us. So now I'm going to set it here and I'm going to
default it to false, so that every time
you do not have to use the detailed normal maps. So let's wire it into the
normal map and it's perfect. We have now created a switch. Let me make this a bit clear. We have made a switch. Every time we set it to be true, it's going to use this mixed normal map
that we have created. It's going to title this one and blend it over
the normal method we have. And every time we
set it to false, it's going to use only the
vanilla normal map without actually doing anything to
it with its own controls. So I've said it
defaults to be false. So that later on
we can change it. Okay, let's save it again. And we're getting pretty
much a mess in here. We need to fix it, Okay. And in here I'm going to also bring this
flattened normal. And all of these
controls in here. Put this one into
flattened normal. And this one, I'm going to
call it D ten normal strength. And set to false
will be false or 0. And then it's going
to be negative one. It's going to be not
negative one and minus one. It's going to invert it. 0 inverted in
Unreal means white, and it's going to output this. And I believe you are getting
less than normal in here. Later on we will
change it was wrong. So let's put this one in here. And of course, I need to create
a tiling system for this, Let's bring coordinate node
and a multiply a constant, bring the constants here, that's in constant because we want to expose it
and later on change it. I'm going to bring
a function as well. And it's going to
select a scalar for us and put this
one into the UVs. So let's call this one
detail normal cyclic. And put a tiling for
a default value. I'm going to set it to one. And we're getting
one tiling in here. I'm going to set
this one to one, and this one to one as well. Because one inverted becomes, one means white,
inverted becomes black, and then flatness,
you get no flatness. And it means that we're
not flattening the normal. So we created a tiling
for this as well. Let's select all of this
and call it normal. This is the most
basic master material that you have created later on. If we needed to
change something, we can come in here and
change a lot of things. For example, you can
change the opacity. You can add MSF color
if you wanted to. But for now these
controls are fine. I'm happy with these controls. And one thing that you
should note that although these ones have the UVs into 0 to one UV and we're
not going to tell them, but later on we are
going to create materials and procedural
materials inside substance and style them as
we're going to create a tiling system in here
that tiles these textures. And of course for this spec. Particular textures, we're
not going to tell them. I'm going to keep the
totalling to one. But for the next ones we're
going to add a bit of tiling, so we need to
allergic to be here. So let's select this
one and bring it out. And I'm going to put the
multiply in the UV of the normal and arm and the base color so that we have a tiling
system in here as well. So I'm going to name
this one tiling. And I'm going to set
the tiling to default. One means no tiling. It means 0 to one UV
space and totaling one. Okay? And let's set
this up priority of this one to negative two so that it appears
on top of the list. If we come in here, the tiling is in here, which is perfect. So we have created the logic, and now we're going to
create the master material. So let's select these. And first thing that is obvious that we need to
do is sorting this out. So let's first for the tiling scalar parameter
and call it general silent. So for a normal map, let's bring up these
textures from here. Let me drag them in here. Okay, and let's,
for now deleted. Let's take the base
color connected into the base color and
convert it into a perimeter so that later on we can change it in gameplay. Call this base color. And we need a normal map. Let's drag this one is the
normal You are, right? Let's drag it and
converts it into a parameter and call it normal. Then what do we have
remained is this one. Let's put it in
here and call it H. You see we have
couple of outputs. One is for the result
and one is from the height we are getting
from the alpha of this one. Okay, Let's bring this one up and make it a bit
more categorized. Let's see what we are left with. And I'm going to bring the controls of the base
color on top of them. So let's go for the base color. And for controls. I'm going to make the
desaturation first. Let's set it to be one. Then tint to this
Brighton as three. So let's save. And now we have them in here. But down the list, it doesn't
matter because later on we renamed this as well to
be on below the list. So let's go for the reflux
controls and for roughness. Mean, I'm going to set it
for foreign roughness, max. We're going to set
it to be five. Then the next controls
belonged to the normal. So first let's do the
A0 because it's easier. So this one, let's name it six, this one as seven. And then for a normal map, this normal map has
been already set to negative one to go on top
because it's a texture. And then you have
the normal strength, which needs to be eight. Then we have this switch, which I need to set it to nine. Let's set this one to
nine and then we are remained with the controls
of the detail normal. So for the detailed normals, for the tiling of
the detail normal, I'm going to set it to ten. For the textures. I'm going
to set it to negative two. So soda, they want the
textures to stay on top. And then we have the
normal strength. And let's this one was ten. Let's make this 111. I believe we're done. So let's save it
and visit results. So as you see, they have been
ordered perfectly. We have the roughness controls
and then AL controls, and then we have the
normal strength. We have. We have this beam, which stands for Boolean. This one looks like we
didn't rename this. So let's name this one. Use detail. Normal. If it's on, it's going to show the controls of the
detail normal as well. So let's say here, use the normal is
present in here as well. So now there is only wearing of textures
hadn't remaining. So let's select this
detail normal and drag it into the detail
normal and right-click on it, convert it to a parameter
and colored detail normal. Okay. Now we need to wear
some things in here. We need for the roughness. Let's copy it. Name it roughness. Many. As you remember, for
a roughness mean, we set it to be 25.25. Duplicate it for
the roughness max. Let's sell it to be 0.75. Set the name to be max. Let's call this a omen. For a yeoman. Let's pick up the value, something like this and
put the value in here and connected and select
this one and call it A0. Max. Answered it to be one. Okay, and now we need a scalar parameter for
the normal strength. Let's call this normal strength. The strength. I'm going
to set it to be one. And then it needs
a Boolean Switch. So let's call the static
converted in here. And for the default, I'm going to set it to be false, but we can, we can
turn it on later on. So let's right-click on this. I believe. Though, let's search
for static Bu. And there's a parameter version
of this one is the same, but we can parameterize
that to be later unchanged. And this one is the
right one to use. So let's name it. Use detail. Normal. By default you can
set it to be default, false, or anything you need. So another constant. Let's name this one. Detail, normal styling. And let's copy it. For the tiling amount. By default, I'm going
to set it to one. And then for the total
normal strength, I'm going to set it
to be one as well. So let's take these
ones and bring them down and
finally finished and created the first PBR material inside Unreal Engine
Material Editor. And it's a pretty
awesome material. We can do a lot of
things with it. And now for testing, I'm going to select this because it has
couple of materials. And I'm going to Coming here in the materials
from this one, I'm going to take a
couple of instances. Let's name one underscore planks and take one and call it m. Underscore. Work. Always take your
instances from the main route, from the master material so that you know
what you are doing. So for bark, let's come in here. First, we need to assign the dark bark
textures into this. So let's search for the drug. This is the good thing
about the naming. You search for it
and you take it. So for the bark, see, let's select
this for the normal. For the base color. Excuse me, I'm wrong. For the base color. I should have selected the base color of
selected them wrong. Okay, this is the basic
master material on touched. And now let's select this and go into a
static mash editor. And first pick-up. Underscore. Bark. Looks like we need
to go vice-versa. Yeah, we need to go back. So let's copy it and go back a step and paste the
material in here. This material has been applied
on this and it's working. Alright, and now let's take an instance for the
plank and edited. So planks. Let's select the textures. Let's go to dark. And for the planks, first arm texture,
and then base color. And then there's a normal map is created, this one as well. Now what we are left to do
is assigning that to this. Okay, Let's underscore blank. This is the master
material that it gives us the most part
it's doing. Alright? But this one should be metallic, these bolts or not now metallic, they looked plastic
instead of metallic. So let's inspect the
material instance. And in here we selected
the wrong one. So let's go and select
the dog planks. And now let's select
this and these have been back into their
metallic state. Save them. And in here also, when
I'm looking at it, we are getting the
result perfect. So let's go and delete mode
into buffer visualizations. Let's search for metallic. And yet these are doing
metallic as well. So it's fine. Now we need to assign
these materials to all of the static measures
that we created. So let's go in here. It's nothing too fancy. We need to give these materials. So let's select these 3 first. Need to change their materials. So for the first one, let's go for MOE
underscore. Blank. And it's going to take a
minute to assign the static, assign the material
to this Static Mesh. Okay, it's alright. And everything is
doing perfect. Now. I'm all younger school
bark bark done as well. And we are seeing
no changes because everything is the default
value and working perfectly. So let's select this plank. And every time there's a plank, we need to assign
the material there. So first thing to do really, so am I bark, copy and paste it in here? And this one is doing
alright as well. This one as well.
And this one is on, let's say them all. And bring other static meshes. Let's bring up these three. And they're using
the bark material. So I've copied the bark
material previously. Okay. So let's paste this
one in here as well. And paste this one as well. This has been good. And later on when we try to
layer the materials on top, we will get out some
results by combining these. So close these out. And this one are easier because they are using the
bark material as well. So let's select them all and
apply the material instance. Because later on, every time who tried to change
the material instance, it's going to be reflected
back on all of them. And it's a good thing. So have the route changes
reflect on all of them. So I'm going to take safe
from the whole scene. And everything is alright. Now, you're really
able to change the material instances can
change the objects on the fly. So let's select the
master material to check it to see if everything is working
all right or not. So the first one, now that I'm looking at these, we can do some more
things to this. Because later on we're going
to add a lot more textures. We can place all of them under
the texture 01 category. So let's come in here
and select all of them. Select those ones that are from the same family and put
the group to texture 01. This one also needs
to be on texture 01. All of these to texture 01. So that later on, when
we assign new materials, were able to host these
on the same category. So all of them are in
the texture 01 category. One more thing to do
is if we come in here, we want to take them all in the same order that we
have a mean here you see, they are very ordered and clean. We can change the sole
priority in here as well. So let's give the tiling
the first, third priority. Let's make this 10. Make this 112. Excuse me, I was wrong. This 11, this one too. 34. And now let's test to see if it has
been corrected or not. Yeah, There have been placed on top because the sole
priority is obvious. We only need to give them value. That's easy to do. So this one was four. Let's make this 156789101120, 131450. Okay, let's say
and see the real instance. All of them are doing right, except for this
base color change. Let's go this base color things, and we need to give
it a sole priority. This one is five, this one is seven, this
one needs to be six. Okay? Say, and now look at them. They are right? And if I select this one and import the
detail normal as well, we get this one as well in here. And that is fine. Alright. We have the
detailed normal controls in here as well and everything. Then we can do, we can add a lot more logic
and buy assault priority. They go below it. These layers. Now let's check the
material instance and the changes that we did go to other material
instances as well. You see the tiling that
everything is happening here. Alright, so let's change the blanks to see everything
is working, right or not. For tiling, Let's make it to
the tiling isn't working. I believe we should have used texture objects instead of
texture samplers in here, because texture objects tend
to work a lot better inside, that's a real functions. So let's, that's an
easy fix. We can do it. And I'm happy it happened so that we know what
the work around it. So let's bring in extra object. Okay? And now the workaround is
a little bit different. I need to disconnect this and bring a
function inputs out. This function input, you said, it brings out the
texture to the witches. Perfect. We need to texture
to the naught vector three. So vector these entire link. But the texture is, so we need to put
the texture object in here, the default one. So let's copy this
and paste it in here. And then reset this and put a preview into the texture of this
texture sampler. This is the workaround to go. And this works fine. So let's
name this one. Base color. It needs to be unique. So let's copy the name
from this and delete it. Or let's drag the words in
here and now delete it. Delete this one, and paste
the base color in here. So now save it, and now we need to do a
little bit of fixing in here. So for the texture
on the base color, it needs a texture to the and it accepts
only texture color not it accepts texture
object, not texture sampler. So we need to right-click on this and convert it
to a texture object. And then what do we
need to do is copying this and paste it into
this input. Bring it here. And then later on,
convert name to parameter and change the name
of this one to this one. That's it. Okay, Now we're done. Now let's go find the
base color underscore. You. Hit Save. And now if we go to
the material instance, let me bring it up.
This material instance. If I try to tile it. Now you see it's tiling. Only the base colors totaling
not all of the material, it's only the base color. And we will do this for
all of them as well. And it's an easy fix. We should have done that before, but I'm really happy that happened when working
with material functions. It's a lot better to work with the texture objects instead
of texture samplers. So for this one as well, I need to bring the
texture object. So for the preview, our AR, I'm edge. I'm going to bring this
one and bring it here. It automatically disables this and overrides the
compression setting for us. Before that, I need to bring a function inputs
out as well and take the name of this
one and copy it in here. It says names must be unique. So I'm going to reword this, take the name and delete this, and paste the name in here, and now put it in here. So let's paste the
name. It's working. Alright, couple of
more textures to do. And they only belong to
the normal map section. Okay, in here again, let's bring, Let's
extra objects. Drag a function input
out and bring it into this texture so that
it only uses that. So for this one I'm going
to use normal underscore. You normal utility. And let's update the nodes. Let's call this one normal map. Wire this in here. That's connected to here. Select the name of this, copy it, and rename
this to normal map. Okay, now one more remaining
to do, which is this one. Again, bring this texture
object and let's call this one detail normal map. And put it into texture. And we need to delete this one. Detail normal map
pasted in here. The detailed normal instead
of this alarm over. So detailed normal that's
connected in here. And copy the name and delete it, and paste the name in here, we want the name to
stay consistent. Okay, we've done pretty much anything in terms of textures, and now we have four
outputs need to be done. One of them we did using this texture object,
only three remaining. So let's copy this
texture object. And we want the normal map. Normal underscore you are first, let's change the name. Normal lab. Of course the name should
be the same as this one. So I'm going to pick normal and then bring that normal
U. U stands for utility, if you remember,
and converts it. It's already a perimeter
which led me to convert it. So put it into normal map and delete this 112 extra
objects for this as well. Texture object takes the name of this one detail normal map, converts it to a
parameter and select the texture and paste it in
here in detail normal map. And then we are left
with this arm only. So. Texture object
converted to parameter. Take the name of this one. And this naming is pretty
important if you want to, everything that you have
connected to stay the same, you want to make the
name consistent. So this one as well. Now, it should fix
all of the problems. Now it's working
on right and fine, and we're getting
the tiling back. So there's one more thing to
do is putting all of these. Let me select this one. Putting all of these
into the texture 01. And for the third priority, let's set them all to be 0, so that they appear on
the top of the list. So now bring the material. This is the general tiling. Let me set the soap priority to negative one so that it
goes on top of all of them. Okay, You have it in here. Now the tiling should work. Alright. Let me toilet. Now the material is tiling. Texture object. And now the whole
material is trialing. Okay? It's fine. If you want to make sure
that the material is tiling all across the
base color we see tiling. But for other modes, Let's go to metallic. This way you see this
map is working on right? Because the metallic is working. Alright? Otherwise, other maps as well are working
alright as well. So let's go so normal and change
the tiling a bit. You see now the normally as
well is tiling, alright? So we do not need
the tiling for this. We need to tiling, tiling maps that
later on we add. So let's go to Lit mode. And now finally we have
created PVR material fine. And we have corrected the problems as well
on this problem, correction is one of
the best ways to learn. Okay? We have the saturation. We can take the colors out. We can tint it to a
color that we want, basically to everything
that you need. For example, you want to, you want to make it a
little bit more used. You bring it towards the
yellow or you want to make it more C or anything,
It's basically fine. Okay. And then we have
to darken or brighten. Let me come in here, find it. It shouldn't be dark and let me change the name to Brighton.
20. Second UV And RGB Masks: Okay, We did the first material and now we're going
to create some masks, are to be able to
generate dirt on these. And we're going to
do the same thing. We're going to copy this, bring this one down, and mix them together. Of course, using an changing
this material instead. So what we're going
to do to generate the mask is to generate a
mask for each a static mesh. For example, for this one, we're going to create RGB mask. For example, one of the mask generate occlusion that one of them generate
surface that on one of them generate some
general noise data. And put those mask inside
an RGB channel, R, G and B in a texture and
use that RGD mask to generate noise and Mars and anything in places that you want based on the
geometry itself. So how we do that? This is a scene with
the list of a static meshes we use to generate a dog. And we have them
here perfectly fine. And you see here, if I go
into material preview mode, you see the material
separation is here as well. So we need to think about
this because we're going to mix this all in
one single material. So by that, I mean we're
going to bring this inside Substance Painter and using the generators inside
Substance Painter, try to generate dirt on places. For example, like this, where the cavity connects, or on places where it's
affected by your collusion. So how do we do that?
We should do that. You will level. But if you
look at the UVs of this one, let me go to the UV editor. And if you look at the UV, you see that this mesh
has been composed of a lot of UVs being stacked
on top of each other. Because we compose this mesh from a lot of
repetitive measures. And there are some
four or five measures that are composing
this Static Mesh only. So you see in here
that there are a lot of UV islands are stacked
on top of each other. And it's not going
to help us generate UVs inside Substance
Painter because Substance Painter
in most cases need its unique islands to be able
to generate perfect data. For example, if we now try to bake these insights
Substance Painter, we're going to get the
repetition all over the place and
everything is in here. It's going to be overwritten on all of these, but
I don't want that. I want every mesh to every static
mesh that we have placed here to generate this, to be counted as a single static mesh generate
to the baking process. So how do we do that? We're going to separate
these islands. But I'm not going to do this in the static measures themselves. I'm going to take a
copy from each one. For example, let me
take a copy from this. I'm going to bring
this out and use this instead as backup for it. So when I'm done with
it, simply delete it. I'm going to keep the
first one on touched. So let's take this. And you see the UVs being
untouched here as well. I'm going to bring
the UV Packer. And in this one, I want to set the padding to one and every setting in here because I want to use the full
maximum 0 to one UV space. So he'd packing.
And the process is going to take a bit
of time, of course, short time because we
have already unwrapped it and it's going to only place it into 0 to one UV space. So give it a bit of time. It's going to take something in between one minute
to two minutes for each piece because
the piece you see in here is pretty dense and
it's going to take awhile. But of course, it's worth it. Later on when you
see the results, you're going to love it. It told me no more
than two minutes. And you being is done. You see, it has laid out all of the UV islands in
here perfect for us. And we're going to bake our info's on this inside
Substance Painter. And when we made sure that
is working perfectly fine, we copy these UV and
transformed the UVs from this mesh onto the second
uv channel of this mesh. If we go to the mesh
settings in here, you see it has only
first UV channel, which is responsible for
the color that we're going to create another uv
channel and transform. This UV that you see here onto this mesh
so that we are able to use that inside
Unreal Engine to generate the dirt and
the UV creation process, you transformation process
is no more difficult than clicking on here and
creating a new UV, UV map. And you want to select it and hit this icon to
make it activated. So when you selected this one, you select this one
as the last object, hit Control and L and
go to Copy uv maps. And when you hit Copy uv maps, let's go in here. See that the UV maps of this one has been
transferred into here. And we can use this
map to generate dirt in Unreal Engine and
do all sorts of things. And when we go to
the first UV map, you see it's untouched. These UV shelves
are in their place. So let's do this. I'm going to create one UV for this because it's a
relatively big mesh. And one UV for this as well. So let's copy it and bring it out and go into its UVs. We're going to use the same
settings and heat pack. And it's going to take
awhile to Generate UVs. And I'm going to be back
when the process is done. So this one completed under a minute, which
I'm happy with. And now let's go and take
this one, Bring it out. When we're done
calculating the UVs, we bring this inside Substance Painter and try
to texture them there. Of course we're not
going to texture. We're going to create RGB mask to dry dirt
on mask that we have, for example, driving
occlusion on are basically will decide on that inside
Substance Painter. And when we're done
RGB mass creation, we have some RGB
masks that we can export into Unreal Engine
and then later on, use for each a
static mesh. Okay? This one done also. One thing that I'm
going to do is giving these different
texture sets. So let's give this
another material. I'm going to call
it dark six-by-six. Okay. So that when we import this inside
Substance Painter, we get different entities
instead of overlapping UVs. If we set the materials of
all of these to be the same, we're getting a lot of overlaps inside substance mater
which we don't want. So you see the
material on this is bark five on this is bark
for it should be different. So I'm going to make
it descriptive. So let's make it
dark four-by-four. And make this one
dark two-by-two. Okay? And now I'm going to take this and convert them
into one, a static mesh. First, let me copy them. And let's hide everything. And the only thing
that I'm going to do is deleting this material, this red material on this and make it one
unique material. Because if we import it like here and say
Substance Painter, we are getting to
texture set for this. That is not really what I want. I'm going to have only one
texture set for all of these. And because it's only going
to be black and white mask, the resolution isn't going
to be an issue at all. That is why we can
place multiple of these into only one
single material. So let's see the name of this. I'm going to call this planks and make
this one blank as well. So that they belong to the
same texture said when we import inside Unreal Engine, inside Substance
Painter, excuse me. So let's give this
plank material. Let's do this here
instead of there. So I did it on all of those. Let me select all and
go to Assign Material, assign a new material. I'm going to call it planks. And planks 01 example, or make anything descriptive. Or let's name it. Planks query. Okay? The name doesn't matter really. You should name something that
you have familiarity with. So you see all of them have
the same textures that, so I'm going to select all of them and go into
the polygon mode. And it's now a mother of
hitting their packing button. And when we hit the back button, it's going to place all of the UVs different,
in different places. And when we separate
these meshes, we're going to get
perfect things because these measures is going to
have the UVs on its own place. This mesh as well and
this machine as well. But combined, we
are going to use one only RGB mask
for this whole pack. Okay, the packing on this
is finished as well. If I zoom in here, you'll see there are a
lot of islands in here, which is normal because these are multiple of three meshes. And if I look at them separated, the amine, this is the
effect that I told you. These have been placed
to complete each other. And this one as well. You see the island has
been placed perfectly. And maybe we export a
mask that is for k 44, k for a mask is going
to be overkill. But to get the most quality,
I'm going to do that. So this is about
this one as well. And we are only left
with this remaining. Okay, Let's take them. Duplicate them. And I'm going to do the same
thing for these as well. Let's isolate them and give all of them unique maturity
of something to remember. For example, let's
make them fences. Okay? Let's check
them one by one to see if all of them contain
the same material. Yes, it does. And let's select all of them. I'm going to do the same thing. Go into here and hit pack only so that we get
the parking lot. The parking on this
was done as well. So before that, I went ahead and applied all of
the transformations. Get the packing right. So let me go into the packing
and cracking is done. First applied all of the
transformations so that it knows the proportions
and things in nature. So this is finished as well. The materials are
doing their job. Let me go into the main view to be able
to visit all of them. Now, what I'm going
to do is take these ones and bring this back. And select these. Select all of these
and bring him in here so that it's
centered a bit. Okay? Now I'm going to take these, take all of these, and export them as
a single FBX file to Substance Painter. When I was done really texturing these
insights substance, I mean, creating black
and white masks. Then come back and transfer the UVs and test them
inside Unreal Engine. So let's first hit save, incremental save and
export as an FBX. So take them all
and I'm going to do the regular FBX not diabetics. So from here, I'm going
to limit to select it. I'll leave the
rest as untouched. And for this one, let me
rename it to RGB mask. And then you hit export FBX and wait for the
calculations to be done. Okay, here we are in
substance painter. And I'm going to import this using all of the same settings. This is the file that I export. So let's import and see
what we have done so far. So important, everything
successfully. Well, let's see. We have this walkway, we have the fences, and then we have
three pieces of dark. Okay, It's done now. And now we're back this
on top of each other. We're going to bake them
on top of each other. So let's demo one of them out using one that is
a bit like this, cheaper and easier to do. So I'm going to go into texture settings in
here as regular, I'm going to bake mesh maps. And I'm going to
use the locally as the high poly and
baked output two for k. Leave this one's untouched and sampling
up to four by four. So that hit bake and
wait for it to finish. So the baking process is done. Now, let's go hit B to
visit the base mesh maps. This is id and this
is ambient occlusion. And now you see what I'm
talking about here is say, the areas where the meshes are interacting with each other, we have a lot of occlusion. And since the UVs are unique, we are seeing the unique result everywhere we look
at this scene here, there are a lot of
occlusion happening, which is in nature
and natural thing. A lot of dirt and dust would
gather in these areas. So now that I'm looking at this, it's a really perfect
results we have in here. Okay, and now let's
demo what we can do with this and then
go and pick them out. All. We have the
map, maps baked. Let's add a layer. And for visualization,
let's make it red. So let's say that we are
going to assign the red, the two only occlusion data. So from one of these
masks, of course, you are free to choose whatever method you
want from painting, hand painting, or
using procedurals. But in this way I'm
a lot happier using these because these really
confirm to mesh perfectly. So let's pick this
occlusion one. And now you see it
has placed it on the areas where the
data is more occluded. And then later on in Unreal
so that we can tell it to apply a material
only on this red parts. Of course there are
room for improvements. And we can do a lot of
improvements as well. But this is a good
starting point. And let's say that for
some general dirt, I'm going to use
a green channel. So I bring up the color to be, let's use RGB instead
and bring the red down, blue down, and
bring the green up. So let's mask this
using this one. No, this one overwrites the occlusion data,
which I don't need. Okay, using this one. And you can also increase or decrease the intensity
of the mask. For example, using
this green to derive some dirt on areas where
have been selected as green. So this is basically
what we are going to do, and the blue as well. But instead of using colors, we're going to use
channels which will learn. But before that, let
me delete all of them and go and bake
all of these as well. And it's going to
be the same thing. I'm going to first have in
mind that you should save them all every time because substance
tends to crash a lot. So I'm going to go into the
texture settings in here. And the result, the output size, everything is in its place. And I'm going to bake and wait for the
result to be finished. So I did that and did
the baking, all of them. And if you're, if you hit
P now you're able to see the baking that
the substance has done all of these and
it's perfect throughout. I'm happy with it. But there's
a little problem on this. I can really live without it. I can fix it, but let's
leave it be because It's a small thing in a
whole kit that is not going to be seen
really from so close up. So there's not really a need to touch it because
the mesh is clear. But the masking is going to have some problems and
we're going to fix it. Okay? So let's start with this one because it's
a top on the list. And now let's see, when we're going to
export textures, we are going to export individual channels.
You see in here. Let me drag this one down. When we are exporting
from Substance Painter, we are exporting these channels. You see sRGB, base color. Metallic roughness are
normal and height. So we're going to add
some customers channels to host the RGB channel for us. Alongside with this base
color and things like that, we're going to press this button in the texture settings and
channels, press this button. And these are these
users channels. Let's bring users 0 and
then user one and user two. And unlike these channels which couldn't be renamed or anything, we can rename this as well. So let's name this user 0 or, or read this one green
and this one blue. They should have the
names in mind as well. When you press C to be able to visualize the
individual child's, you've seen here base color, metallic, which
shouldn't be like here. On this layer, I wrongly
painted something. Let me delete this and we have the metallic roughness,
normal height. And then user 0, user one green,
and user two blue. We're going to put
the RGB on these so that we can later on mix
and match them together and output as a
single image file. So let's go out. And in here, Let's bring a
fill layer and call it black. Because in here I'm going
to see this user 102. And in here, let me go
to one of the users. You see it's pure white, me in Queens that user
red is now pure white. Export this we are
getting white in, in red, green, and blue. And to make that a background, I'm going to drag
this one down so that the background for
all of them is black. So everything we add upon
here would be white. It creates a black and
white in every channel. A black and white in user read, a black and white in user green and a black and
white in user blue. Okay, let's add another layer. And now let's just separate
the color and user who are, because I want to make the
color of the user one. Of course, you really do not
have to do a color because you only need the user
channel and the color. You really do not need it
because we're not going to export a color map out of this, but for visualizations
and to see what happens with the color
with the channel, I mean, I'm going to keep the
color and later on really delete it or
leave it untouched. So we have added the fill layer. And let's name this one red. And let's go in here into this Smart Mask section and try to pick one
of these procedurals. This one is holding the
inflammation for us. And we can also go in and do all sorts of manipulations with the mask that we have here. So let's bring it down a bit. This one could host some
occlusion data for us. Okay, I'm happy with
this. It's alright. Now let's add another
channel, another layer, I mean, only color
and the user green. Now in here, Let's
drag the red down, blue down, only green up. We want some scientific numbers, not something in between. For example, something like
here we want pure green, which is 0 in red, 0 in blue, and one in green. Okay, and now let's see what
we can do about the green. Green. Let's see what we can do. For example, this edges. It's about finding a good noise that will represent
what we want. Okay? This one is good, but is
overwriting the previous one. This is good for
some overall noise. Let's keep the green
for overall noise. And go into mask editor. I'm going to bring the
balance down just a bit. And of course you
really do not have to use the green channel or channel we are separating them and
later on inside Unreal, we can turn them off or
use them or add to them, basically whatever
you can think of it. So let's add a filter. And make it a blur soda. It's not so contrasty. And it has some
transitions in between. Okay, but not so much. Let's make it
something like this. Okay? It's good. And now that in mind, we have the red for
occlusion data, the green for general dirt. And let's see what
we can use blue for. Now only activate the
color and user two. Now if we go to the individual, individual channels, you see the mask that we
created for red. And this is the mask that
we've created for green. And this is the mask for blue, which is this one. And we're going to
give it a mask. So let's make this one
green and this one blue. Now, use one of
these procedurals. For example, this one, and now test it to see
what we have created. Let's make the color blue. By turning down red and green. I'm bringing up the blue. Okay, This is too strong. Let's look for something else. Let's make the color blue first. And then this. And this one is good for some selective noise generation to make some texture variation. Okay? And now let's select
these that we created. And of course this black
one underneath it. I'm going to copy that
and save the file. Before that. I'm going to repeat the same process
for all of them as well. So let's hide this to get
a bit of performance spec. And in here, I'm also
going to the texture sets settings and bring
free channels. User 0, user one, user two. Okay? And now let's paste this. And it's going to
calculate for us. Let's compare it side-by-side. By this one. It's pretty much the same. Let's go in here into the noise generator
of these blue and try to make it something
else or manipulated, or we can go and use another
different channel for that. So let's, for the blue, let's give it something else. Or forecasting for
consistency sake. Let's keep this. Okay, let's keep this only
for consistency sake. And later on we will take care of that inside
Unreal Engine if we wanted to use a lot
of that blue or not. And this is good as well. So let's visualize the channels. This is user 0, user to user three, excuse me, user 0, user one and user two. Okay? And for this one also, we do not have any information
in this channel yet. Let's add user 0, user one, and user two, and then paste the
information in here. It's going to wait a bit. Okay? And this is the information
that we want. Okay. And perfect. Now, let's go for Francis. Okay. And in here as well, I'm going to bring users 012. And remember that these
channels or starts from 12, from 0 to infinity. Okay, copy the channel
is in here as well. So let's look at them. And I feel like I need a bit
more blue in here as well. But not that much
because these are not so occluded measures. So let's go for another one, which is the last one. And this Planck's walk away. And in here again, I'm
going to select user 012 and again,
paste my channels. Okay, I believe this is. Enough for what we
need really in here. So let's go for blank, this blank one and put
the color to be black to really be able to
visualize the RGB mask. In here. And the black areas are the areas which
are untouched. And these green,
red, and blue areas, which are the areas
which are going to be influenced the most. So let's go for blue. And I feel like in here, I'm going to use another mask
instead for general dirt. Okay, let's go for this. This one is alright, but I need to be more overall. Okay, something like
this. I'm happy with it. Let's increase it a bit
and then blurred. Okay. This is good. And let's blur this one. Because I really do not
want it to be so short. On blur. It's fine. And let's visualize
others as well. We only go to the black one
and bring this one down. Okay, fine. As I said, these colors that we added in the viewport or
just for viewing purposes. And really nothing more. And later on, when
we export this, we're not really
going to use them. These are only for viewing
insights Substance Painter. And bring this one to black. This blacks are going to
be the areas which are untouched in the shader when
we create it inside on real. So this one like as well. Okay, for now, I'm
happy with how the texture distribution is
going on. So let's save it. And we're going to create the export export template that is good for exporting
these, these channels out. Not the base color normal
or that kind of things. We're going to export
user created channels. So let's go for
output templates. In here. I'm going
to create a new one. And let's call it mask export. Okay, and in here, I need to bring one
of these templates, gray, we're not going to use it. Rgb is for image, for example, a diffuse image or video image
because it has RG and B. But this R plus G plus B is
what we are going to use because it has three
different channels and it's perfect to
use so far names. I'm going to put
the t underscore, which means which
just stands texture. And then we're going to
use the textures that so click on this icon. In here. We're going to select
texture sets, okay? And then underscore
r, g, b mask. Okay? And for the template, I'm going to set it
to PNG and 8-bit. Nothing really wrong with that. So let's assign individual
channels into here. So for the user 0, I'm going to set it
to our user one, I'm going to set it to
G, if you remember. And the user to be selective
with your selections, you might select
something wrong. And user two, I'm going
to set it to be B. Okay? And now let's go and select the template
that we have created. I believe it's going
to be down here, okay? Mask exports for the template. It's going to, for
the file type, It's going to be based on
a template which is PNG. And for the size, I'm going to export them as four K. Okay? Of course, I gave
it the export path, and let's hit Export. And it's not going to take
too long because these are some simple textures and
really take no time to export. And this is the result of those textures that you
see happening in here. And we're going to import
them inside Unreal. And since we use the texture set in that template
that we created, we know what we're
going to create. So this belongs to
talk two-by-two. T underscore doc four by 46 by six offenses and
a path walk away. So we're going to use these to generate the textures
inside Unreal. But before that we're
going to create a second uv channel for the measures to be
able to use this data. So here we are in
Blender And I believe. We gave this one the
second uv channel. Let me look at it here. We have the second
uv channel in here, which is working fine. Let's take a look at it. Now. Let's go for other ones. So let's take these
to hide them for now. And take this one, create a new UV for it, activates it and then
Shift-click on this one. Hold down control,
controlling L, and then copy uv maps. Okay, now let's inspect the UVs on this one
as well, okay, fine. Let's hide these two as well. And here let's create
a new UV activated Shift-click on this
control L and copy UVs. Okay? We have to really inspect on us to see
if they work or not. Okay, this one is fine as well. Let me write this. This is tricky part in here. These three share the same UV. So let's see what
we can do about it. Let's go create a
new UV activated. Select this one. We are selecting
them one by one. Control an L, and copy the UVs. And now let's go for
the UVs in here, you see the UVs are
perfectly in place, which what we wanted, this is the UVs that
it shares with these. Okay, this one is fine. And as you remember, this has couple of materials and we haven't
changed the materials on this. Instead, we changed
the material on this temporary ones which are which we are
going to delete. This has couple of materials. This one also couple
of materials, and this one also a
couple of materials. So have that in mind as well. So again, create a new UP
for this and control and L, copy uv maps and look
at the UVs of this one. Okay, fine. Now, the last one in this row. First we need to create
a new UV map for it, activates it, so that if
you do not activate it, you're going to get
your uv maps in here, which we really do not want. We want the UVs to be
placed in this one. So Shift select this
one as the last one. Copy uv maps, and select this. Uvs are the place perfectly. Okay, and let's say these item. And we're left with this. Let's create UV
channels for this. First, I'm going to
create a YouTube channel. Select this activated
Shift-click Control L and copy
uv maps selected. Before that activated. Let me activate all
of these before doing anything and create a
new UV for this as well. It looks like we didn't
create a UV for it. Okay. Now with this UVs
activated Control L, copy uv maps, select this one. Control shift, then
control transfer UVs. Okay? You're really getting
the final stages. Okay? This one as last, and this one as the last one. Okay, and now let's select them. Go into the UV editor and
the UVs are perfect in here. Okay, let's hit Alt and H
to bring all of them back. And we're going to take this
temporarily wants and bring them in here so that we are
able to see these only. So I'm going to take them all and activate only the
first channel of them. This is optional,
but I haven't done the other method exporting
with this UV as active. But I normally as a hobby, select them and put the
first UV as active. Okay? And then after doing this, I'm going to export them and re-import them
inside Unreal Engine. Tester second UVs to see if
they are working or not. So only simple
maneuvers remaining. It's a bit
time-consuming process, but the result that
you're going to get from this is
really huge one. Because the mask that
we have created, It's really confirmed
to the mesh and brings the reality into
the next level. Okay? This one as the last one. And just check them. All of them are
doing their best. And let's select this because I do not need them, are
really delete them. Of course, I have a
version of this file, which I have these ones, but I'm going to
keep only these. And I'm going to bring up
this pattern X and give the initial export
folder onto this as well because I'm going to hit Export so that those
fights get replaced. So I'm going to the folder where all of these reside
and then hit Accept. Then it's all about
selecting them one by one and exporting them. And really have in
mind that we want to disable this one
material already, because we really do
not want these to have only the same material
because these contain couple of material IDs. So for this one,
Let's hit Export. And it exported. So I'm going to take all
of them and hit Export. And because the names are
the same and anything, I basically the pivot, anything are the
same and untouched. They're going to be really perfectly replaced with
the previous versions. We're not going to get any problems when we import
them insight on real, I mean, re-import them
inside Unreal and test them. Just have that in mind that
you should have the name, the period under
materials untouched. So this one the pivot is
okay, let's hit Export. And a second one in this row. Export as well. This one from the
last one in this row. Of course, have in mind that you have Couple of material IDs. You really should
turn this one off. So depending on the size of the object and the
amount of polygon, it's going to take a bit of time to export for each
and every of them. So these ones are going
to take less time to export because they
are rather cheap. Meshes are really
without any problem. Exports, as you
press the button. Export. These ones
as the last ones. Now that we have
exported all of them, it's now a matter of going into Unreal Engine
and try to test. And when we made sure
that the UVs are, all of them are correct, then we start to
create the material. Okay, here we are in Unreal. And let's go to meshes in
here and look at this one. It has, by accident, it has couple of UV
channels which are, which the first one is this, the map that you
remember we created. And the second one being
the map that it created for baked lighting
situation and when and since we're not using the
bulk loading situation, I'm going in here. And in this menu, there should be an option, generate, load my views. And I'm going to take that
off and apply changes. And it's going to remove the
second uv channel for us. You see now we have only the first TV channel
that we created in Blender. Now I'm going to
re-import the base mesh. It's going to take
a bit to compile. Now, when we look at that, we have the first D week
and we have the second uv, which is responsible for
the dark generation. We created this just
for now inside Blender. So let's go for other
static measures as well to see if we have a load
generation of light maps. If it is basically
having two UV's 01, you disable this and
hit Apply Changes. It removes the second
uv channel for you. Then you can safely re-import the mesh to get the
result that you need. Okay, and now let's go
and watch the second UVs. It's alright, perfect. And it's now time for this one, which should take a bit longer
because it's a huge mesh. It has two UV's. It should have
only one you will, because we're not
going to use this in baked lighting situation and
we're going to use lumen. Lumen really doesn't
need any light. My boobies, in terms of the light bulb UVs that we created inside
Unreal Engine four. So now we have only one
you will channel and let's re-import so that the
UVs get replaced. Okay? Now we have the second
uv, which is this one. Perfect. And now let's hit Control Shift and S to save
everything in the scene, including the map itself, and then go for others. So this one, tick it off. And then we import
the base mesh. So the UVs, perfect. When you're creating nano
it measures just have in mind that activating this. We'll do a bit of heavy
burden on Unreal Engine. So try to take that off if you're using that
night and lumen. Because using these
methods really do not need to have
any light map UVs. And it's going to have a little bit of more
calculation to do. So be sure to check that off. So now import the base mesh. Okay? Now the UVs are right
on the first channel. Ues are working,
alright, as we expected. So let's exit out of this one
and go for others as well. Okay? And now re-import base. Okay, this one is done as well. The UVs are in their place. Now let's look if we haven't
missed anything in terms of rotation or movements or
anything because they might happen when we
re-import measures. So let's go for these ones and
these ones are going to be the cheapest ones and they're
not going to take so long. So select them. And they have
degenerate UP as well. So apply and it's not going to take so
long on the reapply. If we had something to
say to base and gone. Okay. Apply this one as well later on. After this, we are ready. When we made sure that
the UVs are in the place, you are really ready to start layering textures
on top of textures. So make this a bit
more beautiful. So if you really turn this off upon the
imports in the initial parts, when we first important this, we really wouldn't
have so much problems. But that is part of the process. So the UVs of this
one or two as well. These last ones,
Let's turn this off. Apply changes and then
re-import the base. So check the UVs, fine. This one. And reimport. And check the UVs as well. Fine. And this is going to be
the last one finally. Okay, Apply Changes. Green part. Fine. Now basically we have
done everything we can in terms of preparation
for that matter. Yeah. So in the next session, we will create the actual
material by layering on top of layering using those
mask that we have created. So I have forgotten. Let's go in here.
And let's see if I can delete these two materials. These were two basic
materials that we created in the first place
and we do not need them. And now let's import them. Okay, here we are. Let's take them an
important and one thing that we can do is
setting the compression, setting up all of these
textures to mask. Let me open them. All you need to do is opening the texture and in compression
settings set it to mask. This one as mask as well. This is the last one. And let's take one of them and see what is happening
in individual channels. We have the red channel. The information is alright. And then we have green channel, and then we have
the blue channel. Everything is alright
and working, okay. It Control Shift and S
to save everything out. In the next session, we really start to create the actual material layering
using these textures. And for starters, we use the starter content
textures in here. When we made sure
that everything we want is in order
and it's in place. We create their materials
inside Substance Designer, or painter, depending
on the material, and then re-import it
and use these textures. Really important by those
textures so far now, we're going to use the base textures that you see in a startup contents
of Unreal Engine, but we're going to replace them later and this is temporarily. So see you in the next session.
21. Layering Master Material: Okay, after generating
the RGB mask and making sure that measures all have
the same second uv channel. It's about time to go and start the layering
inside master material. So let's copy them
and bring them down. I'm doing this because
I really do not want to create the whole
thing from scratch. Create. I'm using the material
function that we created, and we're using
these ones as well. But remember, we need to rename this because if
you do not rename this, we're not getting anything
inside material instance. So first, let's go and
do a Rename on these and put underscore two
after all of them. And that way they become unique. So let me copy this
underscore two. And then I'm going to copy
that after the name of all of these to make sure
that they are unique. After making sure
that they are unique, then we're going to
change the group as well. Because if we
change the group on here without renaming
it, it's going to, for example, in case of
this blue base color tint, it's going to change the
group of this one as well. So we're going to make sure that before doing
anything in here, we create a naming for them. So I'm going to add underscore two to indicate that this is, this belongs to the
second material. So let's put underscore two and that's an
easy fix you really it's about copy and
pasting things. Nothing more than that. Okay? And we have
reached the end. So now we're left
remaining with this. And now let's take these and
we're going to bring them into the texture to
this one as well. So texture 0, so as well. But for case of sort for IoT, we're not going to do anything because
they're going to be grouped under texture
to the third priority. If we remember, we fixed a
salt priority on this and we have no problem really in
terms of salt priority. So let's save this. We're going to copy
this one more time or a couple of more
times depending on how much material
we are going to create for each mesh. So I believe 23 or
four is enough. So let's copy this. Again in here. I'm going to underscore
three before the two. So let me delete this. I can delete it because I can take this one and rename it. It's a lot easier
than cleaning the two and replacing it with three. This is untouched,
so we only need to put underscore three
after all of them. And the more material
layers you add, the more you're going to really spend in terms of shader cost and
material complexity. So you should have
that in mind also, if you want to really be a bit mindful of
the performance, you really do not want to do a lot of layering,
just something. So represent the work. Okay? Blender has a batch
rename and we use that. And I hope there's
something like that in Unreal trip to be able to batch, rename some of these notes. So this one as well. And for now, I believe there's
just one more remaining. Okay. Let's bring this one down also. Instead of three,
let's add four. And when we made sure that
the naming is alright, we go and change the grouping as well as the soap priority. It's alright. And all
of them are going to be grouped together perfectly
without any problem really. Roughness men. And there are some
more remaining. And we're going to
use the mask that we created to differentiate between the parts of the materials. And for now we are using materials from Unreal
Engine itself. And then when he made sure that everything is working
alright and perfect, we answer some materials
and replace them. So we have these ready, and now there's the
grouping remaining. So these all belong to
the texture is set to. And now let's take these, all, placed them in texture. Three, create a
category for them. And for the textures. Let's also put them in
texture, three category. And these are remaining. Group them under
texture for category. These textures as well. Okay, we're done. Now let's say it is
safe to see if they show up in material
instance or not. I'm not really sure if they do know they should be
connected to be shown there. So Let's bring a node to mix between these
material functions. And that node is matter. Real layer blend. These are the different layer
blends that we can use. And one that I'm going to use is material layer
blend, a standard. And this is great. It takes a base material which is the
material underneath, and take some material that, that appears at the top
and something for Alpha in case it's the RGB
mass that we baked. And one more important thing
is that We should go here. And for the textures, Let's select each texture. For example, this one, and set the sampler
source to share drop. And this makes sure
that we can use more than 16 textures
in the shader. So this is an easy fix. We should do this on all of our textures, texture samplers. Because we're going to
use a lot of textures. And it's good thing to set
these all on texture share grab so that nothing
really happens. So this is fine. And now let's put
the result in here into the base and put
the results of this one into the top and drag the blended
material as the result. Now we need to put
something for the Alpha. That Alpha is going
to be RGB mask, which is the compression
mode of mask. Of course, I'm going
to use one of these. So let's drag in the texture. And in this texture, I'm going to use this texture arm and set the source for this
one also to share, grab, right-click on it,
converted into perimeter. And let's call this one
RGB mask and put it into RGB Masking folder. And for the set priority, set it to 0 so that it
always stay on top. We're not going to
use this as it is. We're going to add some
math to make sure that we can control each
channel individually. So for the red one
that's Strike ad, this ad really, you can add
or subtract from the mask. If we create a positive value, we are adding to the mask and making the effect is stronger and we go negative,
subtract from it. And this ad does the job of the add and subtract
perfectly for us. And after this, I'm
going to add a multiply. This multiply is perfect
for adding contrast. So let's add a couple of a
scalar parameters and call this one red RGB strength. And call this one red RGB. Contrast. For ad, I'm not really
adding anything to it. I'm going to default it to 0. But for multiply to defaulted 0, to defaulted as the mask itself, you have to put this one in here to make sure that
it's the default. So. Let's drag this one out. And always when creating
masking like this, be sure to drag a clamped
note in this clamp node, clamps the value between 01 and makes sure that
nothing crazy happens. And if we do that
without, without this, we're really getting
all sorts of troubles when going
over 0 to one. So there's an node that
is called saturate node. And this saturate node
is basically the clamp, clamp 01, but this
one is by default 01. But in this one, you can input value. But since we are
going to make sure that every value is between 01, we, and we're not going to
use change anything in here. We can simply drag this one
out and replace it with this. It's good to use this saturate if you are only
staying between 01, I'm not using anything but
you can customize this, for example, set it
to be between 0.51. So we're not going to do that. This saturated node
is a free node. The clamp, and you're
really can use that to imprison the value between 01 to make sure
that it doesn't go beyond. So let's go in the shader editor and
test some things out. Okay, now the result is messed up and we need to fix
some things, okay? And we're going to fix it per, per a static mesh, for example. For this one, we're going to
create a separate master, excuse me, material instance. So I have this park
and this planks, which were good for initial users just when
we had no layering. But now I'm going to take
an instance from these, not from that itself
because these have some textures
in it and some, and some parameters fixed. I'm not going to take directly
from this one because we have now really no time to take these and
make them first. So I'm going to take
from these that we have something fixed in there. So let's take from
the bark or planks, Let's take from planks. And we should have in mind that we really should not change these any, in any condition. We should not change this
because if we change these, we are getting a lot of
changes in those as well. So for the plank, Let's drag an instance. I'm going to call
it an underscore. Path. Walkway.
Underscore. For example, four by four hands. I'm going to use it on this, on this doc four-by-four. So let's pick this one. And for the plank, let me search path for
Kuwait for four by four. And now we need to do some
things to make this fixed. Okay? This material has been
fixed and detailed, normal and anything that
we said is in its place. But we need to put this, put these two in this
RGB masking as well. So let's go and from
unreal textures, bring something in here and replace it with
this textures. Let's go from textures
from a startup. Contents exteriors,
brings something else, bring some of these. Later on. We'll use them
and change them. Of course. Let me take this, drag it in here and take
its normal as well. You see it has overwritten the whole material which
we don't want really. So let's bring this one. For RGB mask. We need to pick the RGB mask. That is for this one. Remember, was Path,
walkway or walkway. Yeah, This one.
Who created that. And now this is the
mask driving for us. But one thing that we didn't do, or I'm happy that it happened
is that on this RGB mask, if we do not set it to use
the second uv channel, it's by default and using the first UV channel
for selling that. To use the second movie channel, we need to go to the
texture coordinates, bring this no doubt. And by default you see the
coordinate index is 0. And this 0 is the default one which
we used for the color. And one is going to
be the second one. It, instead of using from 0, instead of using from one to three and go on it,
it starts with 0. So the second, the second
one is one in here. Have that in mind. So
now let's hit Save. And now you see the effect
has been placed here perfectly on this
occlusion areas and really unhappy with it. And how much we have
been able to add only we're using a single mask. So let me disable the real-time to save
some performance and bring this master
material and so forth as master material if we
wanted to, for example. And I told you
these textures are going to be really simple. Carolinian, we will
change them later on. But for now, let's go and
put these, let me hide this. Put these two in RGB masking. For the salt priority. Let's set them to
one so that they appear beneath this RGB mask. So they are here as well. Let me see what I can
do with this mask. I can really decrease the
effect or even turn it off. If I don't want to. I can go beyond as well. You see, it goes beyond
the borders as well. So now we have clamped
this one and it's not going beyond 01 and it
always stays consistent. Okay. For the contrast. Excuse me, I was
manipulating the contrast, excuse me. I was doing wrong. So for the strength, I can make it all the way to
top or I can shrink it down. You see how beautifully it starts to shrink
down and go away. You see this leakage areas. And if I'm going to
add a bit of contrast, I add the contrast using
this, using this slider. So let's go in here. And instead of that, let's put the string first and put
this one in the second one. So that I have the
string first and contrast the second so that I can use them better
without any problems. So now that I have the strength, I can turn it on and off. Or if I'm not happy
with the effect, I can really turn it off
perfectly without any problem. And if I'm going to
add to it, I can. Okay. This is good for
the first layer. And for the second layer. Let's again copy this. And the reason that
we're not getting any errors or something
in these is because these saturate and this
saturated not clamps the values between 01 and makes sure that really nothing
unexpected happens. So I'm going to plug the
result of this mix into the base material and its results into the
material output. I'm going to take the results of this one and bring it up in this top material
for the alpha. Now, I'm going to use
the green channel, and I'm going to use these ones and plug the
green channel in here. And for this one I'm going to, instead of using red, I'm going to write in green. And for this one as well. So sort priority of this 13, the priority of this one. For the saturated node, it does pretty good as well. Let's connect this and save it. And now let's see what
there is. To fix. The controls have been added. And now we need
to go in here and the texture sets settings
as well are in here. Pretty happy. I'm
not going to use the arm texture because unreal
textures do not have it. But for now, I'm going to
add some temporary textures. Let's use this and use this
normal map in here as well. Okay, This does some overall
noise damage to our texture. We can come into
the smart material, this material instance that we created and do all sorts
of crazy things with it. For example, let's go and
change the noise to something. And you see here were
have been affected. So let's leave it be let's
go plug the last one. Okay, in here. Let's copy this and paste it. Put the results in here, and put the results of
this one into the base. And the last material
also is going to top. So this one is the result. And I'm going to copy
this, bring it down, bring the b in here, and call this Blue. Rename it blue in here as well. Sort priority of this one to
five and this one to six. And drag the saturate
node into the Alpha. This okay, done. We have done the
material creation inside the master material. And now what we have done left is to go and make sure that all of them use the correct material instance
that we create for them. We can really go and
close out the material, master material because
we really do not need it. So let's bring the
material on this. And I'm only going to activate the normal
and the roughness of it. So let's put this
one in the normal. So as you know, these are temporarily and we're not
going to use them really. I'm going to add them just for seeing what the effect
is going to be. So this is going to be some general mask,
some general dirt. Let's see the master material
of this material instance. Yeah. This has been added in
here as what we have now, the strength and contrast for RG and B of every of
them, which is fine. Now let's go add the blue. You see, it has completely
done that for us. So let's make it so contrasty. It's good for adding some water swatches or dirt
swatches or things like that. For now, I can really turn this off if I'm
not happy with the effect. Really do not have to do. So. Now that we have created this
first material instance, it's time that we go and create other material
instances as well. Only thing that we have to do is plugging the respective
RGB channel. Really do not need to
do anything about this. And pluck some basic
textures in here to make sure that the masking and
everything is working alright, just like this
one, uh, later on, we will create some materials to be placed on these as well. So there's one more
thing that we need to do is creating a master material for
this part as well, so that it reduces
the noises that we generated inside substance
to derive the information. So I'm going to go
to the materials. And from this one, from this particular instance
that we manipulated, I'm going to take an instance. So you can instance from
this and call it bark. After all of that. Let's select it and go in
here and paste that in. Now you see it's using
the information. But for the bark, we're going to replace these textures with the bark
on instead of the plank. And you have to do this
fixed on these ones that use to material instances,
to material slots. So let's go and
select the bark in here and work the fields and
bark normal and hit Save. And now in here you see. All of the information that we added is present
in here as well. Because these two share
the same second uv, we really have to do this fixed in order to
make that working. So let's go and see
their effect on this. Let's alright. And it's, by looking at, it really makes me think of a snow bank on top
of these woods. Really great effects, uh, later on, of course
we will change it. But for now, let's
make sure that we take care of all
of these as well. Okay, to make it a
bit easier on us, I'm going to select these two. And from now on take material instances
from this because this is what holds the
planks material. And this one holds the bark material material
instead of using this. Because we have done some
manipulation on this as well, such as setting up
these textures. I'm not really going
to do this again. So I'm going to take the
material instances from this. So let me rename this
one to underscore. Planks. Name was repetitive. Underscore, underscore ID. So that I know we're going
to do this with this, okay. And this one only
underscore barks. And from now on I'm going to
take instances from this. But to make them even
more, a lot better, I'm going to this
and I'm going to replace h texture with it. And for this one as well. Because I want this
one to be neutral, not having any information. So everything ruins for this. And we're going to fix it. And that's an easy fix. So let's take, for this, let's look at the name. And in the material section now, let's take an
instance from this, for example, this edited. In the last of it, I'm going to add the name of this Static Mesh that uses this. So let me take an
instance from this. Okay, and now let's
select this and go into this Static Mesh view. Now we have this one ready, but also this one, the dock. And now what we're
going to do is going for the four-by-four dark mask. Now this one is wrong. Let's go for walkway. Yeah, this one was the
correct one hand you see taking effect here. Okay. And this one as well. Let's go for walkway
as the mask. It corrected perfectly. Okay. We took care of this one and now we're
going to do the rest. And it's going to save us time
in selecting textures and things because I
really do not want to go and select a
lot of textures. So let's take from this one. Let's see what, what do
you are going to do. I'm going to go for this
three by two piece in here. Okay, let's select the name. In the materials tab. I'm going to take
an instance from this and copy the name. And all you need to
do in this case is selecting RGB mask
represented for every texts. So let's bring these two up. For this arm texture again, I'm going to use that walkway
and for this one as well. Okay, everything's saved. Now let's go to a
static image editor. In here. This three by
two walkway. It does. This 13 by two. Yeah, this one. Does as well. This one was the error
area in substance. And I told you it's on the mask area and it's
not really a problem. It's like would be in
chipped off or something. So I'm not really doing going
to do anything with it. So let's go for this one. Let's copy the name. Okay. And bring the materials are and I'm going to
take from this one, take an instance from this, and copy the name of that. Again, bring these two. For the arm texture. I'm going to use that walk away because these
belong to the same kid. And we have to use that always. So let's go to
study gosh, editor. And in this material view, let's pick the six-by-six piece. Okay? As well. Let's pick this
six-by-six piece. Okay, this is doing
well as well. So let's go see what has
happened on the dock. You see a lot of broken and dirt and a lot of things are
happening in here for free, really without any effort. Uh, later on when we made sure that everything is working. All right. We'll create some
materials for this as well. For example, on
these occluded area, it's perfect for adding some
chipped wood material to make the effect
that these places have been chipped off
or something like that. Okay, Now let's go for these. Let's start with this one. Take the name. And this one only uses one
material which is the bark. So I'm going to take
from the bark edited. Okay. Let's select
the texture for that. It was, I believe, two-by-two. Let's bring this one bar. It's this yeah. It's working. And it was my mistake to
name this two-by-two. It's not two-by-two,
three-by-three. Of course, I chose
the wrong material. Let's pick up the correct one. Yeah, this is the correct
material. For the name. I should have named this
13 by two, not two-by-two. It's not a huge mistake. I can live with that. And let's save this one
being affected also. Not really panic if the
effect is so strong for now, we're going to make
it correct later. So for this one as well, Let's copy the name. And from here bring
the material. It uses the bark. So let's use this park edited and faced her
name in the end of that. So for ARM texture, I'm going to use
four-by-four it okay. Here in this static
image editor, Let's bring unselect this
four-by-four piece in here, which is responsible for this and look at the
dirt and occlusion. Yeah. They have been paid stood
on the correct area. So this one fixed as well. Now, this one is the last one of this coin which is using
the bulk material. Let's pick up the name and
bring the bark material and take an instance
from this and give it the name six-by-six. This one is. So let's hit Save and go into the static mash editor and
bring this six by six. I believe we should
have selected this one. So let's visualize that. No, this is not. This is one of the
plank materials, so let's select that by hand. Okay. And this one is done. You see all of the dirt being
occluded in these areas. Okay. I'm happy with this. And we have now just one
material left and six pieces, and that's easy to fix. Okay, let's select these because all of these
handle pieces used the same material and same
textures that you have an easy time assigning them. So let's select this one. For this one, let's call it
furnaces and copy the name. No, I should have taken
the instance from this. Instead. Tensors. Now in here, bring
the fence sRGB mask. Okay, and now let's go
to static image editors. And all of these need to
have the funds material. Okay, it's working fine. You see the occlusion
area is alright. Let's copy this and paste
it into here as well. To make sure that all of
them use the same texture. Okay, this is the last
of them were technically finished creating the dirt
mask for all of these as well. So you see more. It has added contribution
to all of the measures, although we have not
changed anything. And we're going to take, create some textures and
replaced with these and also manipulate the mask to
create an effect as well. So now it's all about
manipulating the masks. Let's take this one. I believe the overall dirt is
too heavy on this. Let's go and activate
the controls. And try to bring
Effect down a bit. Let's bring the
strength of this down. You only want some subtle
things not so strong. Okay, this is doing
all right on this. Let's visit other areas as well. Let's see what the green does. Green ads overall dirt on top
of this, which is, alright. Only want a bit of it. And of course, a
lot of contrast. It's good for adding those kinds of wood chipping and
adding a lot of, you know, swatches to make this look a lot
less repetitive. You see how it has beautiful
contributor to the mix. And now let's see what
the blue mask does. Let's bring the strength of this is some overall dirt that
later on we will generate. So for now, I'm really not
caring too much about this. See how it has broken and added a lot of non-repetitive
elements to the planks. And this is the beauty of the
method that we are taking. So for this one as well, I feel like it's overall
a bit too strong. Let me manipulate the controls, bring this occlusion and
make it a bit contrasty. And of course, let's give
it a bit of overall dirt. Let's bring the
overall dirt down a bit and give it
a lot of contrast. And bring it over all. I want to give it only
some wood chipping this. Okay. And the blue, I'm not
doing anything with it. So let's take this and I believe
I can go in here safely. It's xt. Let's put the negative
one in here and activate. Snapping. Can you see how beautifully it really broke the
repetition out of that? So let's take this one. Repeated. Rotate 480 degrees. Bring it in here.
Let's look at it. There's an butterfly
effect happening in here, which I'm not happy with. So let's in negative x. Okay? The Butterfly Effect is happening here and I
really do not care for now. Let's go for this. This is not going
to be seen so much. So I'm not really taking
so much care for it. I'm only looking for areas
where I can improve. For example, this area, six-by-six area needs
some manipulation. That's taking them, bring it up into the air so that we
can see a lot better. And then later on we deleted. So let's bring the strength of that down and give
it a bit of contrast. And of course, give it a total break up
effect on the blue. Let's see. Now, I'm not really going to do
anything with the blue. Let's delete this one. Because the effect has
been done in here. And you see it's a lot more
subtler than what was before. Okay, Now that I'm
looking at the dark, I'm really happy with it
and how it's coming along. You saw how we really
created some kids, only, some individual
clients and barks. And from those planks and barks, using the blacksmith's
mentality, we created a whole dog using only some repetitive
kids and use some techniques to hide
that repetition as well. Now you have the tools and
knowledge and mentality to create a whole world from
single kids using modularity. So for now I feel like I
can create a broken House in here using the same mentality and using the same kids
that we have created. Or I can call the
chapter to Don and go for these areas and flesh these areas
out to make them up, they're updated and
look beautiful as well. So see you in the next chapter.
22. Creating The Barn: Okay, Now that we have created the material
labor and for this, I'm ready to go and
move on to creating this old abandoned
cabin in here. And as you know, I decided
to make it three by three, but now I changed my mind. And I'm going to make
something bigger. I'm going to use the same
blacksmith mentality and I'm going to use these kids that we provided and create
would Kevin in here. So remember to use as much as possible from the
data that you create. And this way you
progress a lot faster. And that's not their environment
will be cohesive also, because I'm using
the same kid and the same textures with
some RGB masking, really created a hole dug
out of some woods and barks. Ok, now we're ready to
make this one as well. So let me close unreal. And this is the mood
board that I've gathered, mainly going for
something like this. And I'm going to use
all the techniques that we have created until
now to create that. So you see one thing
that is obvious and all of these images is a wood
cabin that has been abandoned. And there are some
irregularities in here as well as seen here. There are a lot of
things happening. And I'm going to look
at these textures and really decide on what
I want to create. But the main look that I'm going for is going to be
something like this. I mean, in terms of
making it abandoned. Okay, Let's go and
start creating. And I'm going to start creating by creating the skeleton first. So let's bring these. I'm going to bring them here. And I have the mannequin as a scale reference to
see what is going on. So I believe this should be some five meters
or four meters long. When I'm comparing it against
the size of the mannequin. And that's good. And
bring it right in here. And this one as well. I'm going to make them
something like this. Bring this one in here, and bring this one in
here so that we give it 1234 meters of
space to work with. And let's bring
this one up also. I'm going to bring them
right in the ground level. And it doesn't matter
if it goes in a bit. And since these use the same UVs as the ones that
we have in Unreal Engine. I can enjoy really
creating a material here. Let me into the base color, ads, image, texture and open. And use these textures in here. So this is the bark diffuse. Now let's see, in
the material view, they are working fine on. Alright, so let me
open the shader menu. And in here I'm going to
go to the shader editor. You see the diffuse
color has been added. And now I'm going to duplicate
this, make it unique, and dragging the normal
wrap and put the color in here so that we see a bit of normal
napping in here as well. Okay, This is fine. I'm not adding any more maps
just to make it unique. Okay, on this one also, let's make it RGB. And pick the texture from here. Okay? Uh, picked up the plank
and it's working out, right? Everything is fine. And Shift D to duplicate this, make it unique, and drag
the normal map in here. Now we have a bit of
normal mapping as what? I need to put the strength to one or something in the middle, not to go too overboard with it. So let's go for
this one as well. Let's give it one no to strong
halfway in-between value. I can either work in
this condition or go to Solid menu and work
without any color. So for now our
preferred to go in here to see what is
going on really. So I'm going to rotate
this 90 degrees. What I'm going to do is
creating a blackout for this. Blackouts for the house. Something that can hold
the structure together. And I'm really
thinking logically in terms of creating the house. I wanted to make it as
authentic as possible. So let's break this one in here. And I place it in here as well. So just some displacing needed. And I can rotate it to
make it unique as well. So make it something like this. For now, I'm only thinking about making the
structure is right? Because I really want to make this as authentic as possible. So let's take this one, Shift and Alt G, it brings it to the
center of the world so that I can manipulate it freely without any
problem on the structure. So bring it in here. I'm going to make
something with it. And now drag here and
bring it in here. And he's seeing how really beautifully using this
modularity system, using this blacksmith mentality, we are able to do a lot of things that would have taken
a lot of time to create. We are creating a house dog based on the modules
that you have created. And really nothing new. All we do is reusing and reusing and reusing a lot of
data to create what we have. I want to mimic
something like this. So let's take this one, bring it here, and rotate it
90 degree in this direction. As much as you can. You should avoid this
lines. That is easy. It's so CG and bad looking. So let's make it
something like this. Okay. Let's take this structure
and I feel like I can copy it and bring
this back in here. So let's do something like this. And I feel like this one is good for the size of the house, but 1234, let me
make it four meters. I can also shrink the size
of this one and create a need to make something
in this here as well. So let's take this
and place it in here. And since the pivot
is in the center, I'm really able to do the re-sizing on both sides
without any problem. Okay. And bring it in the place. And bring it in here as well. Okay. Now, I can copy this, bring it down and shape
this one as well. So let's take this
rotated some degrees and rotate this 1
first 90 degrees, and then some rotation
to make it look unique. Okay. This is 1.5 side of the cabin. Like the entrance of the Kevin. I'm going to expand
it even more. So let's go to pure ref to
see what we can create. This has caught my
attention pretty well. They say this is the
structure that we created and we can expand it even more
and create something, a house like this. So let's take this one and I'm going to copy
the whole thing. Okay. I'll duplicate it and
I'm going to resize it. So make that effect happening. So let's make it a bit bigger. I'm going to bring it right
in the level of the ground. Okay. Now let's look at the pure ref. This is the front one. And this one. And this
bigger one is this one. Okay? I'm happy with how
this is going, but we need to bring
this structure down even more. So. Okay? Now we made it a lot bigger. And since these are
really going to be hidden under tons of tons of logs and cabins and wood planks
and things like that. I'm really not doing so much repetition
hidden in on this, only doing some manual rotations to make this look alright, so let's take this and bring it into here to act
as a centerpiece. But it's obvious that I
need to make it better. So let's come in here and make the connection
a lot more thoughtful. And now I can expand
the house from here. So let's look at the pure ref, starting point of the house. It goes in here. And we have the same thing
repeated in the 90 degrees. Okay? Let's take this one, take the and bring it here. Okay? And now I can take this
without this, of course. This and bring it here,
rotate 90 degrees. And copied in here. Something like this,
but I need to make make the house a lot bigger. Okay. I'm happy with the
size is 123456 meters. Okay. Let's drag some of these and bring them to shape the house even better. Just some money
manipulation needed. Bring this here and
bring this down here. So we have this need
something on top in here and something on
that part as well. This area. Okay, let's
make the connection work. We need to expand this just
some more to make it right. So let's take this one and bring it in the
center. Right here. I want to make the
connecting piece in here. So make it a bit bigger. And the connections should
we write in both sides? If I drag it? Right, just a bit. Something like this is okay. Okay, and now let's see
what we can do about these. Need couple of more pieces to make this
connection happening. So let's take all of them
and drag them in here. And I can clearly make
another decision. I'm going to take this
and bring them couple of, couple of meters
this side so that I can duplicate these pieces without actually
stretching them. Okay, and now let's take these pieces and I need to manually drag
them into the place. Okay, just need to check
for the connections. All right, in here as
well, that's rotated. I might make this
one a bit bigger to make the connections, right? And this one needs
to be fixed as well. I need to make it
somewhere in here. Okay. This is about the
structure of the house. And let's bring
this one in here. And I feel like I can change the size of this
one to be bigger as well. That's the connecting piece, so there's not a problem. Okay? And done, we have done
the skeleton of the house. And now what we need to do
is making the rest of it. So let's take this one
and bring it in here. And since all of
this is going to be hidden under a load of planks, I'm not really carrying about how much accurate
it's going to be. I'm only looking for
something That makes sense. Okay? This is about a foundation. Take a safe, incremental, save, save a new version. Now we're ready to flesh
out this whole environment. And since we are
using the texture, we are really able to
see what we are doing. And we really, when
we made sure that we are happy with
the whole structure, I'm going to make a second uv channel
for this one as well. And later on make this one a nano mesh and bringing it to the Unreal Engine
and make it right. Okay, let's take these and
ring this one in the center. I'm going to make it as
logical as possible. So bear with me just to get
something in this center. Since all of the woods or really having a good degree
of twisting in them, It's looking very good. I'm happy with the results
that we're getting. And just remember
that we're only reusing stuff that
we created before. You're not really
creating anything new. We're reusing data again and again to create new identities. And even I can go further and
create props with this one, for example, would barrels
and things like that. If you want to. So
unhappy with this. And I feel like I can take this one and copy it to
this place as well to act as a foundation piece. Okay. Bring it here. Just give
it settled rotation. So make it look unique. And I can bring this one. I'm not bringing it here because
it's going to be hidden. And I'm going to bring
it right in here to counter the balance. Okay? Now that I'm looking, I'm pretty happy with the
structure of the piece. Now, I'm going to
flesh out using these planks and of course
these bark pieces as well. So let's go create. Okay, I feel like I can copy these and make them
in here as well. We need as much
reality in this as possible to make it authentic. So take these beans
and drag them up. I just need to bring them closer to be a part
of this piece. So now I make this one bigger and make
it go into this direction. That is not a problem really. It's going to be hidden
in the structure. So. Who cares? The rule is that the more the player is
going to see something, and the more important it is, the more resources you are
going to put it put in that that is really dependent on the game
that you create, on the structures that you
create and things like that. So 14 here and one for here. Let me see that. I can bring this one down also. Let's make it look more real. Coffee it couple of times. So make it more beautiful. So this one needs
to be fixed a bit. And then here also, I can place these beams because a lot of these might
be exposed to the viewer. I'm going to make it look
as authentic as possible. So take this, bring them up. You copied the wrong thing. Let's take these
and delete them. I'm only going to take this. Okay? Now just this height
parts remaining. So I'm going to copy
this and bring them up to make the skeleton
really go a long way. And in here, I have
couple of choices. I can really delete this because it's not going to
be viewed by the player. And when I'm thinking
this is going to be a room or a pathway or
something like that. So really do not need
pieces like this in here. So I can take this one
for the structure, but those really I do not need. So take this one as well. Rotate it to make it
a bit more unique. And let's see. I can take this, duplicate it and rotate it 90 degrees in this direction
and bring it in here. So make this one a beam as well. So I'm taking it duplicating, bringing in center and resizing it to match the
curvature of the house. So in here, Let's resize
it just in this direction. And take these coffee and bring them in here. Okay. Now that I'm looking
at the house, I'm starting to look
happy about it. So just some more remaining. This is a dangerous one because it has a lot
of curvature and need to make sure that it's going right into the structure. And let's take this and copy it. Rotated 90 degrees in the z. And I'm going to make this one, this triangular
piece using this, make it just about the size in here as well. Just make the size bigger. And I'm going to rotate
the sizing here. Okay. Now let's look at it. And I feel like There's only this one remaining. And also some placement of the woods to make them
go into the structure. Let's visit this. Okay. Finally, I feel like I'm happy with the skeleton and the
structure of the house for now. I'm going to delete this. Instead place some
vertical ones. Because I want to suppose
that there's a door in here. Okay? And now let's bring
the planks and start planning out this environment. And I feel like right
away I can take the blank size and resize
them to make them bigger bit. That is not going to
cause a huge problem. So let's start by this. There are a lot of rotations and things like that
happening in here. So you have to bear with me for some seconds. Okay. So like this one and bring
it into the structure. Now let's take the plank sizes and resize them to
their initial places. Okay. It's alright. So let's take the planks or I can
take the barks first, start to flush out the bottom
parts of the acute in here. I mean, this interim earpiece. Okay. Let's take this duplicate
it on the other side. And because this is going
to be hidden underground, We're not really caring
so much about this. So let's take this and start
to duplicate it around. Make a pathway piece for that. And I'm not going to do so
much curvature in here. I just want to make it
as real as possible. We're making a floor for this. Just try to rotate. Duplicate. Rotate, more. Duplicate, rotate, duplicate. And rotate. That I can take all of
them and bring them in here and do another
whole rotation in here. Okay? We made this
piece working. Okay? Of course, this is not going
to be seen by the player. But for the sake of really
making this beautiful, I'm taking time and
creating something authentic so that when we wanted to make the player go in, the player faces with
walkaway in the house, and it's not empty. So for the hallway, I'm going to use this because it's bigger and has a
lot more information in it. So let's resize it down
a bit so that I can duplicate it across and make to a need to make it
a bit smaller, okay? And now duplicate it, and it fully does
the job for me. So let's take this
duplicate them one-by-one to make
peace with them. So let's take them. Of course, I need to bring them down and let's look at them. I want to make them
in the same level. Okay. Now, I can take these and continue duplicating and rotating the kid to flesh out the
walk-away in the house. Just continue duplicating so that it doesn't look identical. Okay, and now let's
take this whole kit. And I need to do another
duplicate on all of them. Can even duplicate them, rotate them in that
direction to make it something like that. Okay, Let's bring
this statistics up to see what we
can come up with. Okay, we have 3 million
polygons, which is a lot. And I really do not want
to make that so much. So what we can do, take these and
delete them for now, because I really do
not want to make this so huge so that we have some problems when
importing the nano mesh. So we're not doing this. Instead I'm going to flush out the piece using
these planks, let them bring them closer. Let's start to flesh
out using the planks. Instead, they are a lot cheaper. And I can manage more polygons. Of course, you can go as much
as you want with the night. But I'm really not going to place that much
polygon in here. Because upon the experts, we are going to face a lot of
problems because my machine is a bit weaker than
you might think. We might get some problems
while recording as well. So I'm doing some
optimizations in here to make sure that everything is going to be working. Alright? So take this one as well and duplicate it and rotate 90 degrees. 90 degrees in here as well. And cover the piece
here and make it, make this one a bit thinner. And it doesn't have
a problem either. I can really live with
something like that and let's bring this one out. Okay? Now you see how beautiful
tablet as to the environment, to the whole structure. So let's take this. I'm going to bring this up and do a slight resizing
to fill this gap in here. And that really doesn't
have any problems. So always take duplicate to make sure that
these original ones really do not get messed up. Okay, 90 degrees. Now, let's put this
one in here as well. Let's duplicate it. Rotate 90 degrees. I'm going to do whatever I
can do to make this unique. Because it has many sides. We have really no problem
doing that rotations. So let's run this
one n. I can fill this gap using one
of these planks. For example, this one. Let's bring it in the center. Let's bring this out so that
we can see a bit better. Let's rotate it. And I'm going to make it. A bit smaller and place it on top of this and
duplicate it some more time. So make that go along. Okay. I'm only going to duplicate this so that
it fills the gap. Okay, this has filled the gap. But of course this is
too repetitious for now. Let's rotate this and
make it not so rapidity. So this is about this as well. Let's look at it
in the side view. Okay. I'm happy with it. Okay, Let's continue
flushing out the house. I'm going to create
this side as well. Okay. Let's resize it. Make it fill the gap perfectly. Okay. It might take a little, but as you see, what did what we
did with the dark, the result is going
to be quite awesome. So take these two Ninety degrees and bring them in
here. So fill the gap. When we made sure that some
of the areas are working, we do some duplicate around to make the pieces work better. And of course, make
our job faster. So let's resize this,
make them bigger. Okay? Let's bring them into place. Let's take as much
from them as we can so that we can later on take from these instead of
dragging from here. So I haven't used this so much, so let's bring
them also in here. Rotate 90 degrees. Ninety degrees in here as well, and bring them into a place. Okay. Let me take this I want to
bring this to fill this area. This one to fill
this gap in here. Okay? And now I can do this, rotated in this direction and used to fill
this area as well. But I'm going to face
it on that direction so that we use other phase as well. Okay, This is looking
good for here as well. Let's I believe we have
all of the pieces in here. Let me go to my cereal view
to see what it looks like. Okay, we have all of
the pieces in here. And I can, for example, take this one and bring it
to fill this gap as well. I can do a rotation as well
to make it not so repetitive. So take these and bring them up and rotate 90 degrees to another direction to
make them look unique. And it's all about hiding the repetitions to make what
we create look beautiful. So take this one and bring it and cover this area in here. Okay, let's take some
of the pieces in here. For example, this one. I can cover this piece
using this as well. So we only need to fill out the place with this. Okay, This one is about this. When we made sure that this
side is working alright, we start to duplicate
it to other places and manipulate it to make
this one a lot faster. Okay, Let's bring this one in and try to fill this
whole area with this one. And of course I can
bring this one down. Let's bring them to their places and fill this area with this. So I need to bring this
one in just a bit to make it look flatter,
not so roundish. Okay, we covered this piece. And let's take one and
cover the gap in here. And I can safely rotated in that direction
to make it look unique. Okay, created this part. Let's go to Solid mode. And I start to select
all of these pieces. I want to select all of these pieces and bring them
to the other side as well. So let's see what I can select. Shift to duplicate it to
the other side as well. And do another rotation
in this direction. I can rotate in here as well. So let's go and see in
the material viewport. Okay, this is fine. And now let's take this or I can take one of these smaller ones. Let me see. I can
take this and bring it here and make it bigger
to cover this gap as well. Okay, This one was about it. So it can take these
pieces, this vertical ones. And I start to flesh
out this area as well. And I'm not going
to be too concerned about making this perfect
because it's not perfect. It was something used
by some thieves, not really well-made, and
then decided to abandon it. That's the story that I have in mind to make this look alright. Okay. You can take these, bring this up and rotate them. Make a whole new
thing out of it. Some more manipulations
need to be done. And let's take them, duplicate them to the other side and make this as well. Now let's take from these, I'm going to use
mainly these ones and bring them into
the center and place them right in here in
this triangulated. So make this, let's separate them from each other so that it's
easier to select for me. Let's come in here and start to fill
the gap in here. And I'm not going to be
so perfect as I said. So try to duplicate this around and
make this bigger. I'll bring it in place in
here and bring this one down. Because I can duplicate this, start to flesh out
and fill this gap. And after that, I
will take care of the duplicates in here and rotate them to make them a bit more like what they should be. I mean, in terms of having no repetition. This one done. And I can take this piece rotated and bring it
to fill this gap. Also. Just need to bring this down in the back. Okay? Now I feel like I can use this only because now that I'm comparing it against the
size of the mannequin, I'm really happy with
how this is going. I'm going to take this all. You're really free to go and do whatever you want to do and create whatever you
want to create. But for now, I'm going to take these and put them
in a collection, unused and hide them. Let's find the
collection and hide it. Okay. And now let's take these and fill the gap in the
back with them as well. So no problem with it. I only need to
bring something in here and fill this area with this lock pieces
instead of this. Okay, let's take a
duplicate from all of them and bring them in here. We have a bit of a space
to fill with these. So this one, I'm not using this this one as well. I need to resize it just a bit. And I can duplicate
this some more time to make it like that. And let's bring this in
instead of letting them out. Okay? And now let's
take this smaller ones. Let's only use this
bigger ones for now to flesh out
their environments. And when we had
some empty spaces, we use this smaller
wants to cover that. So take these ones and I need to make a duplicate
in this side as well. Let's rotate it to make
some differentiations. And duplicate these in here. And duplicate,
rotate these as well to make them look unique. Okay, and now let's use this piece is also to
help cover some areas. Okay, it's now becoming a 3
million peace, Not a problem. I believe we can handle that. So let's bring this in. And you just have to think about what you are going to create. And when you decide that's
really a matter of execution. So bring this one in here and try to make some
duplicates all about. Okay, I feel like
I'm happy with this. Just lets add some horizontal
pieces in here as well. For example, this
word is holding these in their places,
something like this. But I feel like I can
really resize this this direction and
try to duplicate it on top to make it like that. So just some more duplicates. Okay, Now, this is holding
down well together. Now I can take this for example and make a door
piece for this one. And of course, I'm going
to close the door, not really making the
door opened or something. So let's bring this
one and resize it like this and try to duplicate it
sometimes, of course. Have the rotation in mind. So let's take a couple
of more duplicates. I'm going to rotate it
90 degrees as well. So first let's take this
mannequin and delete it. And now I can take some of these woods and rotate and bring them in here. Like they have been stitched
together using these words. And they have used that
to close out everything. Some storytelling. Okay, let's find where we were and bring this one
in the mix as well. Okay. I'm pretty happy with
how this turned out. And I can save and take incremental save to save a
new version out of this one. And take all of these. I'm going to select
some brings something. For example, this
one let me see. No. Let's select one that has
smaller amount of polygon. For example, this one. Let's bring it here and
bring it right in here. Because I want to make
this two pyruvate. So select all of
these item and select this last one as the last object using
Shift J and hit Control. And J, excuse me, using Shift and click to make this one the
last selected object. And then Control and J to
make this a united piece. So now I'm going
to export this as FBX and important insulin
into Unreal Engine. And I hope that I'm not getting any problems
importing this. As a nightmarish. It's 3 million polygons. We can really make that happen. So let's duplicate it. A static mesh underscore,
underscore 01. So let's add to talk
in here as well. So the pivot is in
its place as well. And because we have couple of material or it is
upon the exports, I'm not going to apply only one material because it washes other material ID
and I don't want that. So let's take this. And in here, I need to put this export
folder that we had. So we have the static
mesh to talk barn 01. And now let's see the exports. And it's going to export it
with the FBX settings for us. So because it's a
3 million piece, we might have a bit of time waiting for this
one to be exported. So I paused the video and get
back to you and it's done. Okay, it exported and it
took lesser than I expected. So I'm going to close
out the blender and open Unreal Engine
because I really do not have any extra burden
in performance. So I'm going to close Blender. And I opened the Unreal
Engine with an empty scene so that I'm not getting any
extra heat in here as well. So let's go to measures. And in the dark, Let's create a folder
and call it bar. I'm going to import, I'm
going to import it here. So let's hit Import. And I'm going to
select it from here. It open right away. I'm not going to turn
it into a nightmare. So let's delete night. And I don't want to generate
light map view is as well, so I'm going to import
it first, and then we, when we import it and save that, I'm going to activate
nanometer on that. Okay, it's important,
and also it's important that the textures
that we were using a blender, I don't want them. So I'm going to delete them. And this is our mesh without
any probability important. And remove this one as well. And save everything else. This is our mesh. The triangle count
is three millions. Okay? Now, let's go and activate man right now I hope
I do not get any problems. So let's hit Enable. It's going to calculate a bit and convert this
into an anti question. We should wait for the
calculations to be done. And I will get back to you
when the process is finished. The calculations
were done and now we successfully have a nano
eight mesh in our sin. And of course I could
have gone ahead and build that parts
that I've deleted, but since it's not
adding anything to our knowledge and we're not
going to earn anything. Also. I'm really
going to keep this only make the tutorial
a bit more manageable. So let's select this one and I can delete it and bring
this one right away in here. Okay, the mesh with
all of its glory. I'm really happy with it. Okay, now let's go into one
of our composition cameras. Let me find it in here
and try to look at, okay, It's very beautiful. Let's rotate it some. This one is going
to be a lot better, a lot, a lot better. And I can do something a whole. So let's take this. I don't know if it
works out or not, but I'm going to copy
this and resize it. Let me focus on this. And I'm going to rotate it a 180 degrees in this direction. So this is like, what do you want it to create? I'm pretty happy
how it turned out. Since this is a non
playable is space. It's not really problem. What we do here. So let's take this
and bring this one down and go into one of
our composition cameras. Started visit that. Okay, it's very fine. And although I said that it
is not a playable space, it's very fun to have
something like this. So let's take this one. And I can make
another duplicate. But this time, 90
degree duplicate. Make something that we want it. Okay. Now let's drag this one out. Or I can shrink this
size even more. Okay, you see, we have added that thing that we
wanted without any problem. That's a happy accident really. I really didn't plan for
this and it came on. Really and I'm happy with it. So let's so these. Okay, and I'm happy with it. And now I'm going to create the second uv channel for this and assign the shader
in here as well. We have two materials slots
in here, and that's fine. Okay. So let's take these, I'm going to bring this
up in front of it. So cover this area. Let's take them, let's
shrink the size just a bit. Wanting to be more natural,
something like this. Now let's take the camera. Really fine. I'm really happy
with how this is going on. And they see only with
using some planks, we were able to
create a whole kit, a whole different
kids. Let me see. Yeah, This isn't
working. Alright, so now that I've created this, let's go to care about the
second uv channel for this. Okay, see you in the lender. So here we are in Blender. And let's look at the UVs. And if I go into the UV editor, I'm getting the same
UVs as the planks. This is what we are getting. This normal map effect
that you see is the effect of the shader that
are added here. So let's delete this. I really do not want that. So let's come in here and delete it so that we get
something like this. Okay, this is our UV layout that we borrowed from the
kids, from these kids. And it's perfectly in place. We have some overlaps. It's not a problem because
we have used a couple of kids to create this and this
overlap is really unnatural. So I'm going to go to UV Packer. And in here let's put a
padding to one so that you have lesser UV space
wasted and hit packing. And this packing is
going to give us, Let's, I shouldn't have done, I should have created the
first TV channel first. So a closed it out
and opened it again. So for UVs, we have
the first UV map, and we're going to create
a second UV map on it, as easy as pressing that button. So select this one and press this camera
icon to make this activated so that
every change we do is going to be on this
second channel, not that one. So let's go into edit mode
and open the UV editor. Because this is going
to be a heavy mesh. It's going to be taking
a while to compute the UVs for us depending on your machine
and how the fetus. So the UV Packer, let's put it to one. And we already basically
to hit the back button, it's going to take a bit of time and calculate
the results for us. So I'm going to pause and
see you after the fact. So the calculations are done. And we're getting the UV maps perfectly in here on
the secondary channel. And if I go to the first TV
channel and set that active, I'm going to get
the previous one, which is holding out the
color information for us. Now, there's one problem of exporting this much
into Substance Painter. And that problem is that
substance painter for now doesn't really read
the second uv channel. It only reads the
first TV channel. So I need to create a
backup from this and remove the first TV channels so
that this one takes over and becomes the first TV
channel, and we work on that. And then the result
of that map is readable on to this
main one as well, because it has the UVs in place. All we need to do and we need is the UV and picture layout. So Let's drag a copy from this. Again, I'm going to export
this as the temporarily mesh. And then when I'm done with it, I'm going to delete
it and export this main one onto
the Unreal Engine. And of course I can really
export this one onto Unreal Engine and replace that. But later on, I'm
going to do that. Okay, let's take this. And I'm going to remove the first few channels simply by clicking this minus button. It removes the first TV channel and this one takes
over and becomes the active UV channel so that when we export
it into substance, it becomes the first TV channel. So let's visualize it. And you see it's taking place. And we're going to
use this only as a dummy mesh to bake or maps. And when we finished our
to remove this and apply the maps on this
one because we have the same UV map on
this one as well. So let's take this 11 more
fixed that we need to do is removing this one of these materials
doesn't matter really. Which one I'm going to give
the give this a new name. Let's call this the barn. Okay. Now the material of this one
is called the barn and it's going to be named that we export out of Substance Painter. So let's take this one and use it to export as a normal FBX. And as always, limit the, limit the selected
object and export FBX. But before exporting,
Let's give this one a checkered pattern to see
if everything is in order. So let's go to the UV editor. And using the UV toolkit, I'm going to give it
a texture pattern to see if everything is alright. Okay. It's alright everywhere. I'm really happy about it. The textile density is
perfect or lacrosse. So unhappy with it. And now let's remove the
checker box because we, we really did a lot
of material and mesh combination in here you saw we resized a lot
of the materials. I've thought that the texts
of density might be broken. So it's not. So let's
give this one, the one. It's always good to check for
23. Create Foliage Block Meshes: Hello and congratulations
for coming to Chapter three, where we are going to spend a lot of time creating foliage. And we're going to
create AAA foliage for this scene so that we are
able to take this same for. But one thing to note is
that when I started to do the second channel UV
on these and reimported this using the static
mash editor in here, right here, clicking
and very important. It resulted in some of
them losing their non-IT. So if you encounter
to see something like this just go and re-enable
manner that is so easy. So let's go into night
visualization mode and notice everything here has become narrow it down for these trees. Also, I decided to turn
them nano, of course, for now because they
are so polygon heavy, so I decided to make them nano to run a little bit cheaper. So now if I go and I
start playing in here, I'm really getting
low performance and no performance impact. So perfect and
without any problem. Okay, in this chapter, and it's going to
be a long chapter, we're going to create foliage. Foliage of course, is
going to belong to the tropical area because
this is a beach somehow. And we're going to create
something that resembles that. Of course, the main tree
type that we are going to be creating is the
palm trees you see in here also to blackout
will create the palm trees because it's the main
characteristics of this area. And we're going to
create some palm trees. Of course, some regular palm, palm trees, and
some tailored palm, palm trees like these
ones you see here. And of course we're going
to create some kinds of palm shrubs or something
like this that you see here. They're not palm trees. In the essence. Of
course they are, but they are some
kind of sharp things, not the tree itself. So we're going to make
some variations as well. So make sure that we cover a lot of things
about palm trees. And this palm trees are a little bit harder than
most types of trees. The next visualization
type that we are going to be creating is this ferns. And these firms are common in every scene that you
are going to create. But of course, in these tropical areas,
just like this one, you see a lot of firms being here and we're going to create
a lot of firms as well. Of course, we create one
or two variation and make them strong enough
to fit our purposes. So the firms are going to
be second type of foliage. And for the next one we'll go for this banana trees as well. Of course, we're going to
create a small banana trees. But something really to give this a little bit
of foliage feeling because this banana
trees are also common in tropical areas. And these are going to
be the main types of trees and foliage and
vegetation that will create and will create
them in such a way that we can reuse them
as much as possible. So the main focus of
this course is on foliage creation
for tropical areas. And we're going to first
create a high poly than texture them and then bake
them into a single plane, starts to cut out the plane. And foliage can then be extracted from that
plane and modeled out. So bear with me. You're going to get a
lot of knowledge from this course in terms of
foliage creation as well. So let's go to blender and
start creating the blackout. So here we are in Blender and
as always are practicing. We have the scale
mannequin in here. And this is a simple
two-by-two plane, two-meter by two-meter plane. And then the last
thing we're going to bake all of things
until the single plane. So we really do not care about the topology for now
because all of it, it's going to be baked down
into the single plane. So let's start to visualize reference and we're going to start with this fern, which is a bit more common than most of the formulations
that we're going to do. And it's a bit
easier to work on. So we're going to
work with this. And when we made sure that
we get the hang of the rest, we go and start create the rest of the
foliage is as well. So when you look
at, look at burns, you see there's a lot
of modularity going on. So we can start the firm by this single leaf and
a couple of stems. And we really do
not have to sculpt every single leaf
you see in here. It takes forever. If you want to sculpt. This, it's going to
take a lot and it's not really efficient
because at the end it's going to break down
into a sigma plane and it's not really going
to be so prominent. So why bothering sculpting this? Because this is very repetitive. So if you look at the
leaves individually leaves, you ultimately see that there's a little bit of pattern
going on in here. So we're going to divide
this into some sections. This individual leaves
which are here, this smaller stamps which are, which are responsible for holding down this
individual leaves. Then these create a cluster and get attached to this
main stem in here. So let's go and start creating. And we're going to
be modular on this. We're going to create a single leaf and
we're going to sculpt it so that we are happy with
the shape and everything. And then we're
going to duplicate it on the cross to
create a cluster. And when we made sure
that the cluster is fine, recreate couple of
variations from the cluster and start to
create the main firms as well. So let's go and create. First, I'm going to create
this bigger stemming here. So it's very easy. All you need to do is dragging out a single plane
limb. Take this out. Later on. We'll create plane for that. So we're going to
take a single way. Let's visualize
the face normals. It's alright, okay. And if you look at
this term here, this term is thick
when it begins, thins out and the beginning. Okay, and we're going
to replicate this. So let's go into turning up, turning off the normal
visualizing mode. And I started to make,
what do we want? We need to really, to just some resolution
add in here. So let's take it, and let's take this and go into proportional
editing by going, by holding down, oh, so when I try to
shrink this down, it's going to affect
other areas as well. So let's take this
and bring this up. Okay, This is a good
starting point. And now what I'm going to do is adding segments in here
and bring it down. Of course, I'm going to turn off the proportional editing,
something like this. And let's give it a chamfer by holding
down Control and V, It's in my case
control and be, okay, Let's first make
it shades moles. And now that I'm looking at it, let's look at the reference. Is it There's something going on in here and I'm going
to duplicate that. So let's go for these edges. First. Create an edge in-between. And take these two edges out and bring them out just a bit. We want to create this, okay? Now that I'm looking at
it, I'm happy with it, but I need to make it
simpler just a bit. And every time I do
rotation, scaling, anything, I do a transform all to make sure that every
transform is in place. So let's take this and start
to shrink down in this area. I want just a bit. Okay, and now let's go and we want to give
this a bit of thickness. So let's go into
modifiers and solidify. This solidifies perfect. We're adding the thickness
that we want. Okay. Let's make it
something like this. And let's add a subdivision
surface as well. Give it some subdivisions. Okay, Now let's start to
turning out realistic. Of course, when we
add, when you start to add details inside of ZBrush, it really goes too far away to make this something realistic. So let's come into here. And I want to add a
subdivision in here as well. So let's apply the solidified
before doing anything. So let's see what I can do. Okay, Now apply the solidified. And I'm going to
go into this mode. And for this one, for this edge, let's pick shortest
path until here. Down the bottom and give it a small bubble so that it
makes it a bit thicker. Okay, let's look at it. And I'm really happy with
how the shape is going. Let's do some free
form a scaling here, not to make it look. So CG, just add irregularities
wherever possible. Okay. Let's inspect in here. And I feel like I can
really this was good. Let's these two as well. Let me go to that site. I'm going to target
this to this, and then this to this. So that we have that in-between. Okay, now let's take these
and bring them down. So I can go to bucks
x-ray and select them and bring them
down just a bit. I really do not want
it to be so tipsy. So this is about it. And let's see what
we can do more. Okay, I'm happy with this. Let's copy this
and bring it over. Minister to create
another variation. For example, let me say this and give it a bit of profile that is
different to this one. It's not so necessary, but I'm going to make it as beautiful and as
authentic as possible. Okay, Another variation. And we created the first stem. I'm going to use this system for this very beginning as well. If you look at this main
reference that we have here, There's a stem here. And I'm going to
scope this a stem for this part or this middle part. And as well as this
part in here as well, because it's so hidden and
the details are not so obvious so that I can use
this for that part as well. So now what I'm going to do is creating couple of
leaves from this section. Okay, let's see
what the shape is. And we can pretty much
created using a simple plane. So let's make it a smaller. And this is good. Let's apply the transformations and make this top
part a smaller. Give this a bubble. I'm going to bring
this up just a bit and bring this part down. Shade Smooth it as well. I'm going to create something
like this, but top down, you see, we should look
at something like this, not these ones in
other direction. But you get the meaning. What I'm going to create it. So let's take this and bring it out and
give you the sharper. Later on in ZBrush, I'll try to add a lot of
details, just bear with me. So for this part, let's go and try
to bring this out. I'm trying to give
it a circular shape. And for this one as well, I'm going to give
it a pointy edge. Something like this. Of course this is starting
to look hard surface, but we're going to
fix that anyway. Okay. This is good for our purposes. Now let's give it solidify. I'll give it some
subdivision surfaces. Let's increase the solidify
and apply all of them. Okay, and now let's
take this and duplicate it a couple of times. We're creating some
variations from this and then duplicate it all
across to create clusters. And when we made
clusters will create the whole stem out of this. So something like this. Okay? I believe this is good for the starting
points of this one. Okay, now that we created
initial kit for this, let's create a
collection for these and call them so that we
do not lose them. And I can do something else and do a batch rename on these. And setName, name, burn, renamed all of them to
firms to not lose them. So close out the folder. Now let's go for other ones. And let's go for this. And you see the
shape of this time is somehow similar to that, but a bit different. So I'm going to create
that from a single plane. This is somehow similar to that, but a big difference. So let's create,
let's make it a bit bigger and give it
some divisions. So make this deformed. So we have some
divisions right now. And in here. We need to make this so thick. And then we care
about others as well. So let's make these
a bit thicker, these thinner, and this thins
out as it goes to the top. This top one is at
thinnest ones as well. So this is good. Now let's bring a
segment in here. And as always, let's keep
couple of segments in here and select these
and bring them up. To give it a bit of shape, Let's first shade smooth
and bring this solidify. And solidifies, good. And let's apply it. Now, what we need
to do is giving this the first level of
subdivision surface. I'm going to make it
simple and then add other subdivision
surfaces and make this one Catmull clerk
or whatever the name is. So let's look at the shape. I'm happy with it. And now
there's something remaining. And that is giving this a bit of shape transition because it thins out as it goes to the top. Something like this. Okay. For this first
part of religion, not care because it's
going to be baked out. Let's see. But I feel
like this is a bit too smooth for what
the reality is. So let's go in here, bring this one up. Anna, start to select this
and give this a double. So let's select all of it and give it a bundle as sig bevel. Just make that part 20, see, it has made pointy. So let's again come into here and make this one.
I'll write as well. This is not a hard
surface modeling. This is what the shape of that, It's really later on
inside of ZBrush, we start to hit these edges
and make them natural again. So this is about it. And let's drag a copy. For this one, I'm going to
change the shape a bit. Let's turn on the
proportional editing. And I'm going to make
it a bit different to what the neighboring piece is. Make it bigger as well. Okay. Now I feel like I can make
this part harder as well. Not so hard surface, but something that holds out. So bringing this one, let's look at the
top right here. But I'm going to take
this, take this, all of this, and shrink it down. So make it a little
bit in this site, it's because it's not
so deep in the end. So it's all about looking
at the references. When you look enough
at references, you get the idea of what
you're going to do. This is about the stems. And now let's look
at the leaves. Look at the leaves is pretty simple and pretty something
neatly, something pointy. I'm really can be created
using a single plane. So again, I'm going to
take a single plane and resize it in x. Okay? And right away, we can change the shape to
something like that. Okay? It needs to be thick in the beginning and
pointy at the end. Something like this. But let's give this just a bit of random resizing. Okay, this is good. And now let's make
this even point here. You see, it's somehow connected, but I'm not going to
melt them together. So let's give this a solidify and shade smooth and give this smooth, simple. And then subdivision surface and give it enough resolution
so that it holds out. So let's go to vertex mode. Give it an edge in between, and remove the proportional
editing for now. This is somehow the shape of it. Button here also
let me apply that. And in here also, we need to select this and shrink the size in
here to want to be. So flats in there. So in here as well. And in here just a bit. And overall, I feel
like this is too thick. Let's yeah, this one is good. Okay, and now let's
copy triple of times. Now let's take these. Now. I have the kids for the poll. And I'm going to batch rename
these to sudden name Paul. Okay, and give them a new
collection and column Paul. And later on, I will take
care of them when we start to go to ZBrush for
detailing these out. So let's bring this in here. Looks like this one has been renamed
wrongly. I don't care. Fix that later. And let's
go for the bark itself. There are a lot of ways to
go about creating this park. One way I can go and
create a simple cylinder, and it starts to
displace it using a displacement map of the park that will create
inside substance. That would be another way. But we can go to modular in
this one as you see this one, if you look at it, it's like a collection of power being stacked
on top of each other. You see these are
like simple bolts, simple dishes being stacked on top of each
other after dinner. I'm sure you have
seen something like that and we can think
about it that way. We can create some
individual of this. And then later on stacking on top of each other
to create a bark. And this is another
way to go about it. And now that I'm
thinking I'm really loving to go modular
on this as well. I'm going to create some individualist stripes and then a stack them on
top of each other, rotate them, scale them, shape them to create
new identities. And one, this way, I believe we can create a lot of tree variations from
just some kids. So let's zoom on this and
try to frame on that. Okay. Now let's hide these two main shape that we can use to create
this is a cylinder. The easiest shape that
I'm going to create. Okay, let's create a cylinder. Of course, Shade Smooth and in the
normals, certain normal angle. Okay, This is the type of
cylinder that I'm going for. You see, this cylinder
is something like this, but offset it and edit
it to be like that. And if I look at the
top of this cylinder, you see it's very ugly and gone and I
want do not want that. Let's take this deleted, take this and delete it, and go to the edge
mode and bring the search menu
and type for grid. This grid will somehow
fields the polygon with some polygons and it tries
its best to quantify it. So let's take this one
and run this search up. It brings the last action. Okay? We have the base. Let's apply everything. And I'm going to put the
pivot right in the center, which is this one. Okay? This is the base of it. And you see in here, some edges are displaced. Some edges are being hit
with trim smooth border. You see in here, we can easily do this effect using
Chrome smooth border. And here you see there are
a lot of educating in here. There are some places where the height difference
is so noticeable, for example, like this one. So I'm going to create some from this and start to
duplicate it around. So this one for the beginning. Let's copy it over. And another one, I'm going to
create something like this. So let's give it
a bit of height. And then I'm going to the bugs x-ray mode and try to give this a bit
of height variation. Of course later on, we're going to fix all of
these inside of ZBrush. When we start to
smooth this out, you're going to see that there's not a problem really
in this area. So let's take this
and bring this down. So something like this. Let's take this
one, bring it here. And again, give it a bit of a look at these to see
which one we can create from. In here. All of them
have some bevel in them. So let's take this, go to polygon mode. And in here, bring this up to create that bubble
effect for this soap. Go a step back and bring it up. This is what they all have
in common, you see in here. But there is a bit different. So let's take this and delete it and replace this as
the simplest one. Is it this individualist
stripes a start thinner at the bottom and become
thicker at the top, okay, Perfectly
something like this. And if you start to duplicate
this on top of each other, you see we are easily able to create that effect
that you see here. There's happening perfectly. So let's delete these, start to do some
variations of this. Now that I have the basic shape, I really feel like I
can bring this into ZBrush and detail that there, it's a lot easier to detail
this inside of ZBrush. Okay. I'm going to
duplicate sometimes. Maybe five different
ones is enough. Okay. Now let's bring the palm kit in here
and duplicate this. I'm bringing him here. And by using these kids were
able to create a palm tree only using these
individual elements. And then let's look. And we have this banana trees. If we look at the
shape of the leaves, you see the league is in its
normal, something like this. And in its most cleanest
form is something like this. In nature. Some time it turns down and becomes
something like this. You see in garden. There's something
like this happening. And it's easy to create. We only need to create the
first primarily shape, which is this one. And through the texture usage, we start to create
these as well. Of course, we may tear something in the
geometry level as well. So let's go. We need to create the firm
first and the furnace. Perfect, cylindrical. Now that I'm looking at it, it's just like the stem
that you created for Paul. And when it emerges
into the leaf, it changes the color. To see the color becomes
brighter than the main thing. So let's take one of these. Let's go for firms. It,
this one is better. Let's take this one out
and make it a bit thicker. This one is good for
the banana ferns. Then let's mimic
the shape of it. Let's go for a single plane and we can basically make everything out of
a single plane. We just need to have
some proportions. So let's apply all select the edges or vertices. Of course give them
some vertices. And then let's go for proportional editing and
try to resize the shape. Something like this
and on the top also, something like this. Let me see if I can. This one is going to be alright. But the edges are
a bit too sharp. Let's take them. And I'm going to give them a chamfer or above or control V and then hit V
to go into vertex mode. This one is outright. Let's give it a center. I can connect manually
from here to here. Confirm. From here. So here
I can confirm. So this one needs
to come out a bit. Turn off proportional editing. I don't want to affect
the whole thing. Okay? Something like this. And take these two out
and bring them up as one. Okay, this is the
initial shape of it. And then through the ages
of ZBrush were able to create something out of it so Shade Smooth and give
it a bit of solidified. I don't want it to be so much. Okay. And now
subdivision surface. Make the first one simple
and give some subdivisions. Next. Let's look at the shape. Okay, it's alright. Let's. Copy that some more time. Later on, we may detail one and then copy
that instead of this, but to make sure that
we have them selected, I'm going to keep them for now so that I know how many we're
relations should I create? Okay, Let's take all of these, create a new collection,
call it banana. And batch rename, of course. And make it banana as well. So let's bring this up. I'm going to place them
right against each other. So when a important to ZBrush, I can select them
without any problem. So select these, bloom this out. Okay, this is the kid for these. And let's see what
else. We could create. This one is remaining and
I believe it can really use the palm kit to
create this as well. It's just a poem, but really not so grown. I believe this is
good for foliage. We can learn a lot of
things from these. So now that I have the kid, let me bring these in the center and remove this because I really
do not need it. And I can simply bring this into ZBrush and
start to detail them out. And when we started
to deter them, decimate them and bring
them into Blender, and I start keep bashing
just like the previous kids, just like a dark
kit and then make a lot of trees and
things using these. Okay, see you in ZBrush. Before going to ZBrush, I thought that it's
a great thing if you started to create
some grasses as well, because these grass patches are the most common foliage
types that you see in games. So let's go about creating
some grasp plates as well. So I'm taking these and I only want to give
it some grass patch look. Okay. The normals
needs to be flipped. You select the face and hit Shift and N to
recalculate normals. Okay, the normals are alright. And now let's give this
some vertices to work with. We need just some vertices. So let's take these. And I'm going to work by the vertices and start to
shrink them down because, you know, the grass is thick at bottom and then at the top. So I'm going to do
that effect right now. So something like this
and grass patches, really no different
than this one. Okay. I'm going to
give this a bit of thickness so that it reads
better inside normal map. So this one is done. And grasses know really
harder than this. So as always, just give it a bit of thickness using solidify. It wasn't just a bit. So that we can
read a lot inside, better inside normal map and give it a
subdivision surface. For the first one, I'm giving it a simple and for the second one, I'm giving the normal one. Now we have our grasp in here. It's alright. And for this part, we need to fix it
inside of ZBrush. We really do not care about it. So I'm going to create
some grass patches, one healthy, one old
one in the middle. So we're going to create
good amount of grasses. So let's take this
one, duplicate it. Live that I can really take. Six ones is enough to new, to MIT and two old
ones. For now. It's good for creating those. Okay, let's batch rename these. I'm going to set name to grass and give this
their own collection and column graphs as well. So for now, I'm going
to export these as a single FBX inside of ZBrush to see if there's
any topology problems. Some of them might need
to be triangulated first before being exported to ZBrush. So I take them all and using
the first normal FBX Export. To Selection and exports a fix, let me rename this
foliage pack and exports. Now let's import. Okay, this is it. And hit Open. And hopefully we're not
getting any errors, okay? Because all of it, it's
triangulated and we have really no problem
importing that. Okay. Let me see that. It's alright. Okay, we're now ready to start
sculpting this foliage is, and let me look at them. And all of them have been
imported successfully. The naming is wrong, but I really do not care because we know what
is going on here. So this is the banana kid, this is the grass gate. This is the firm kid, and this is the pollen kit. Until startup found that really. I do not need this one. So let me go in
here and delete it. Because later on I can really mess these and create
something like that. Okay, Let's start
creating first. Always try to keep couple of safe files from
your ZBrush file. Instead, something goes wrong. Who really have
something to go back to? Always try to keep some
variations instead, this is foliage O1. I tried to keep couple
of variations from my, from my files because
ZBrush tends to crash sometimes and you really get hurt if you lose a
lot of progress. So always do
something like this. You see I have three
versions of them and I tried to save on them
every ten minutes, every 15 minutes, so
that I do not lose a lot of progress if the ZBrush crashes and I lose my progress. Okay, we have that in mind
and let's start sculpting. And for sculpting, the way I do, I really first try to
shift on this shift, click on this icon so that
it hides all of them. And we have only one sub tool to work with and hit
F so that it frames. And then it's centered
on the screen so that you can only revolve
around this. So for adding resolution, you really can go for
DynaMesh or hitting Control and D to start
giving this resolution. Because this is going
to be a sculptured, I'm really going to for ZBrush
because I need a lot of good topology in here so that my sculpt would
become a lot better. So for the blur, Let's bring it down
and poor resolution. Let's give it a
resolution of 1024. And this resolution,
as you know, is dependent on the
size of this model. If I increase the size
of this model and start to DynaMesh it
on this resolution, I get different polygons. So this didn't work. Let's go higher. Now it's good for adding
some primitive details. So let's bring it higher. Okay, This is enough. And I believe I can
really work with this. And I can smooth, these are these parts out. Or I can use the
Smooth from here, the polish to polish
this one just so that the polygons go to their own places and I have a better topology to work with. Okay, or a sculpting
ZBrush or try to work with my pen tablet to give better results when
a sculpting, okay, now that we know the basic surface sculpting
ZBrush, and of course, we have explained what
these do and how to customize your window to
better sculpting ZBrush. We're really ready to sculpt on. I tend to use a
lot of Alpha maps to a sculpting ZBrush
minimum sculpting. Okay, Let's go about creating some Alpha maps to help us
during the sculpting process. Either create my Alphas inside substance painter or
designer or Photoshop. In this case, I'm going to
create the alphas inside Substance Designer
because it's the best one creating the
alphas from scratch. Okay, Let's come in here. We want to create
a substance graph. And let's go for this
metallic roughness and call this one height maps. It created that for us, we really do not care about these outputs because
we're only going to export a black and white Alpha from this to be able to
scope inside of ZBrush. And the most important factor when it comes to creating alphas are basically anything is looking at references to
see what we come up with. And by looking at this
reference port, or really, the first thing that I get is this horizontal and
vertical noise lines that we see in here. So I'm going to create that. And you see these
parts are not flat. It is single planes or not. They come out and go in and it's really
a quality of those. So I believe this one is great when it comes
to creating those noise. For that part, you see it
comes out and it goes in. This black and white data
is in the parts of waiting, it comes out and in the
parts where it's black go in and you see it perfectly matches the thing
that we wanted, but it's a bit too noisy. So let's come in here and
give it a bit of blur. Blur. High-quality gray scale, put the quality to one and
bring this one down a bit. And before this one, I can give it the outer level so that we are using the full range
of black and white. Okay? This is it. And now the noise
is a bit too CGC. There's nothing
really going on in terms of value differentiation. Let's add a slope
blur grayscale. This is the law bloggers
can really helps us in adding those cheapness, sculpting value when we work with the trim
smooth border brush. So let's come in here. And I really loved
this cloud to noise. And let's add this to the mix. And this one is really has turned into something like bias. And to make it right, we need to bring the
samples all the way to up and make this
one mean so that it creates subtracting effects out of that and bring this
value down a bit. And he said it starts
to chip away a lot of these areas which I really love. So let's test this to see what we come up
with inside ZBrush. And to export this
or really can use this save icon in here
instead of plugging it into an output and try
to output from there. Of course, if you use the output and if you change something, you can really re-export
using a single button. But for now I'm going
to use the save icon. And I think for the height maps, the best possible resolution we can get from PTSD and tiff. So for now I'm going for tiff. Let's call this one. Bark is 01 and then test
it out inside ZBrush. Okay, we're here. Let's smooth this part out just a bit so that
when we import that, we're able to see
the quality of that. So for using Alpha, always go and drag a rectangle. And for alpha, Let's go
select Alpha unimportant. And now we can select this using the drag
Alpha we are able to drag into here and you see how perfectly it starts to
displace the geometry for us. And since this one
is a natural thing, really can go far away into creating
high-quality details. So this one is a
good starting point. If I look at it from far away, you see it has added a lot of differentiation inside here. And for these parts,
it's really not a, not a problem because
the first thing, the player isn't
going to be seeing this part because it's
going to be hidden. And the second thing is that we can really
trim, smooth this out. So I'm really happy with
how this is turning out. So let's go couple of steps
back and use couple of settings slowly
increase the intensity so that I can displace
this even more. Okay? You see the
displacement here is really perfect and added
a lot of detail in here. So if you want to avoid it
from affecting other areas, you simply affect
the back face mask and start to drag your alpha. And in C, it doesn't affect
other areas no more. So let's try to drag out. And if you look at it
from the top view, you see it added a lot of differentiation from
the previous ones. So let's in here, try to add some more noise. Now, let's look at
it from all sides. It's perfect. It has added
a lot of value to that. And to make this, if you look at the
polygon distribution, you see the polygons
in here are allowed messy compared to the
areas that are untouched. So let's go back and
hit DynaMesh again. And we have activated the DynaMesh to make
DynaMesh again, you simply Control and
drag into the viewports. Now, if you look at Polygon distribution is see, the polygon distribution
has become a lot better. Okay? This is really fine. I'm happy with how the details
it's adding to the mix. And one more thing, let's look at the references
to see what we come up with. And you sit in these areas, there's something a bit
of fluffiness in here. You see there are a lot of single points coming out and going in and
pull these areas. It's a perfect thing to start creating that
inside substance. Okay, let's take this, select this and
right-click and add a frame and call it 01 or
whatever you want to name it. So for that, let me see. I can really work with
this black and white data. And of course we can
go and use this third, for example, this is also fine. And the sky is the limit
on how far you really can go and pick up from these fine details that
substance painter, designer has to offer. We can use a lot of them
and you can basically get the same result every time. So I'm going to use this. And let's go blurry
it a bit because I really do not want
to be so intensive. To blur is very, very much, I'm going to bring this down just a bit
religious the pit. And let's compare it
before and after. It added a bit of blur. And then again, I'm going to add a slope blur gray scale to give it a bit of a sculpting
this into debt. So again, let's select this cloud noise
and bring it here. Bring the samples all the
way to an intensity down. Okay, and now let's
save this one as well. So let's call this
thought noise. And let's go to ZBrush. Start to pick up that. This is the dark noise. And if I try to drag it
in here, it's very noisy. So it means that I have to
bring the intensity down. Not so much. Let's go for something like ten. And you see how much resolution
it, it starts to add. Of course, we need to
bring the resolution on this one up to make
sure that we get the best. And of course you can hold down Alt and dragging to make
the effects subtractive. You see it has now
started to carve into the place instead
of adding easy. If I compare them side-by-side, this is the effect of them coming out and
this is the effect of effect of them
going in these areas. It's going in than
in these areas. It's coming out. It's perfect, really perfect. I'm happy with it. The good thing is that
if you do not close ZBrush or get crushed
or something, the Alpha is going to be stacked in here and you can use that. Okay, let's try to add some
of it. And it's perfect. We're adding those
normal math details. Okay, this is good. And now let's go for
something just like a knife. Or really want to be able to sculpt really sharp
lines in here. Of course, you can really
go for dam standard brush, which I have created
a shortcut in here.
24. Foliage Sculpting In Zbrush: Okay, welcome to the
next sculpting session. And now we're going
to sculpt this stems and this bigger
stems as well. We're going to sculpt
these leaves and stems. Okay, let's go for some
reference checking. And by looking at
this references, when it comes to **** creation, is it there are a lot
of directionality. Areas. You see the Earth, a lot of directional noise and this stem areas and
in this part as well. So I'm going to create some directional noise to support the sculpting of
this session as well. So this belongs to the
previous session and let's add it a frame and go
for the next one. So to find something
directional, it's already in front of us. This is directional, and this
one is directional as well. Really depends on the type of situation that
you are going for. Let's see this
directional scratches. And this one seems more
like it Bring it down. Compared to these,
these really some there or something directional
for something like mood, not for foliage creation. So I'm going for this and
the direction is alright. Let's remove some
of the patterns. Okay, and now let's give you
a slope blur gray scale. You know that it gives us a
bit of a sculpting quality. So again, as always, clouds two samples of
men and really tiny one. We're going to be
so subtle on this because this is already looking too noisy and we really do not want to
add a lot of noise in here. Let's go give it a blur, gray scale quality up. And I want to give it
just a tiny bit of blur. So let's take this and
see what this one does. And I can go in here and select this directional
noise or scratches. And in here bring the intensity
down on this output size. I can really make this one to k by 512 to make it
something like this that supports the directionality
on these because these are something rectangle like this is perfect rectangle
and supports that. Okay, let's go. And instead of 0
and negative two, I'm going for one in here
and negative one in here. And you see right away, it starts to make
it for k by 1024, which adds a lot
more resolution. So let's take this and save
it and call it leaves. Okay, and now let's go to
ZBrush and select this. Now, select this and
hold down, shift. Click it so that it
hides everything. It's obvious that
we need to give this one DynaMesh and
a higher resolution. And some place divisions as well to give this
ultimate resolution that we can work with. So let's go in here
and select the Alpha k. Let's go
for these leaves. Let's see if this
one works or not. It's too strong. Let's bring the intensity down. And you see the
stars to add a lot of good directionality
and noise in these parts. Okay? Because this is rectangle
like it's really perfect for adding those
noise details that we want. I feel like before
doing anything, I need to add some
bigger noises as well because these noises are so shiny and so small that first I need to
add some bigger noises. For example, chipping some of these edges and then
adding these noise. Because you know the rule, always go for peak and
then medium and small. Okay, let's go for this
trim smooth border. But on this one I really
do not want to have that because it makes it to accuracy when
I do not want that. So let's hit some of these edges so that it reads a lot better
inside normal map. Just try to randomly
add some noises. And to make sure that you
really do not get any errors, make sure that this back
face masking is turned off. Because if it's turned
off and you start to add a lot of trim,
smooth border noise. You see it starts to go in a lot and run destroy other side as well because this
mesh is relatively thin. And if you try to
add a lot of noises, for example, of course using
other brushes as well. If I try to add some
noise or try to go crazy, drawings that part as well. It's not doing that. But on these thin meshes
have the back face mask on. Okay, Let's go for trim smooth border and have
the back face mask on. We have some edges to trim. Okay, Let's go and
continue these edges. Because if later on we start to turn this
one into normal map, let me pick this normal mad cap. You see, it starts to add a
lot of fine noise in there. So do not leave them untouched. It will make the normal map and the silhouette
read a lot better. Okay? Only needs some more edges
to treat these parts. Let me go on here and
try to hit these edges. And this is what I mean really, by messing up the topology. If you encounter to do
something like this, just smooth it out. Using the Shift to smooth the polygons to go
into their places. And a smooth it out
just a bit to make it more like what it
really should be. Especially on this thin meshes when a lot of
intersection might happen. And you see there are a lot
of missingness in here. Just try to add
the smooth brush, smooth the surface just a bit. Something like this. Just try to add smooth brush and remove
all of your problems. Okay, let's go. Let's move these parts out. And again, these parts, I need to start hit the edges and try to master silhouette as what, for example, seen here, who tried to break the
silhouette to make this. Let's look CG. And of course we're not going
to import these into Blender with the same
resolution because it's going to be a lot to work with into Blender will
decimate this down into a reasonable number so that we're able
to duplicate them around because these are all belonging to the
smaller portion. When we added them into Blender, we want to make a lot of copies. So adding a bit of less
resolution will help a lot. So let's go to the
standard brush. And the same alpha
is been selected for us and have the back face
mask turned on as well. Start those directional
noises in here. And of course you can choose to use the dam standard brush, but it takes a lot of time
to sculpt like these. You need to sculpt a lot to
get something like this. But we really, with some
looking at references, we were able to create
a noise that started to save a lot of headache in
terms of sculpting on us. So the noise added as well. But to make it a bit more shiny, especially in the center place, I want to create a bigger stem in here
using DOM standard brush. And I'm using the dam standard
brush but reversed way. Using Alt, instead of going in, I'm sculpting than
additive manner. So this one adds that a stem that you see
in the middle of the leaves in the palm tree. This one will make a perfect
normal map route as well. Didn't turn the
back face mask on. And it started to affect
these areas as well. This one is an a small one. I'm going to skip
it, but try to have this back face mask on every
time you try to sculpt. Especially on this
thinner areas as one. So this one done, I will leave. Now let's go for the next one. Let's see all of them. And it's time for this one. Okay, Let's select it. Hold down Shift and right-click
in here to isolate it. One more thing
that you can do to highlight some of the
silhouette and delete it. And we have explored this
technique is holding down Control and
selecting some parts. Let's go and create using this Lasso instead of
creating from that brush, okay, select some
of the portions. And then you can
sharpen the mask. So make it really sharpen. But of course we need to add a bit more geometry so
that it's flawless. So let's go bring the
DynaMesh all the way up. And now it starts to
look a lot better. So select some of the parts. Try to randomly select
from some parts. Okay, and now let's
sharpen the selection and reverse the mask by holding down Control and
clicking once on the screen. And you want to hit
unmasked. Hi Don mask. And it's going to hide
the unmask part for us. And then you hit delete hidden. And it's going to delete
that geometry for us. And what we need to
do is hit DynaMesh again, Control and drag. And it's going to fill
those areas for us. And you see perfectly, we altered silhouette by deleting some of
the parts as well. So let's go for
trim smooth border and start to chip
some of the edges. Of course, you know that I
have back face mask turned on. So by looking at these parts, I want to really
give you a bit of a smooth and then chip
from the surface. These areas first try to smooth it so that the polygons come together and then chip
away from the surface. It makes it more natural than if you encountered
something like this. It's not a problem really. Okay? Since these ones are
going to be baked down into a single plane, I really do not care about
the topology for now. Of course, on those bark pieces, we might want to make
the topology, right? But these ones, I'm
going to create some kits with them
and then break them down into a plane. So the geometry is not the first concern when it
comes to these leaves. This poem leaves. Okay, we did this. And now it's time to go to the standard brush
and this find noise. Let's make it a bit sharper. And with Beth back face mask, Let's try to hit on
the surface a bit. No, it's too sharp. Let's bring it down a
bit. Okay, This is good. Let's go back a couple of steps and start to add a
bit of more resolution so that it's having
more resolution. I'm trying to add. On every part in here. And you see that I'm not
really adding anything to here because
this part is going to be baked down into
a single plane and it's not going to
be seen whatsoever. So adding anything to
that would be a waste. So this one is alright as well. And now let's bring the
dam standard and try to add that fine stem
in the middle of this. Okay? Just sum. And this one is done as well. Let's look at the normal. It's alright, It's going
to be baked perfectly. So again, take backup from
your scene and we're going to do the final step and added this purposefully because I wanted something relatively new and something really old
and something in-between. Now let's select this one
and hide everything else. And hit F to zoom on that. Okay, Now let's give this
DynaMesh. Lower down. Start to hit some of the edges. And I want this one to be
something in-between nuts so old and not so new. Okay. I'm going to
be aggressive on some part and soft and
some parts as well. So let's bring the
standard brush again and use this noise. And without this noise, this course would have
taken 100 hours to create. Because this noise really was a shortcut to a
lot of sculpting. So let's bring the
dam standard brush and do the middle
stem carefully. Okay. This is done. And now I can safely go
to the bigger stamps. Mean these two. Okay. It's time to isolate this one and
I start to work on it. So as always, DynaMesh it
to make the topology right. We'll bring the blurred down. And I start to chip away from the edges so that we have a bit of better
normal map read. This belongs to the same family, so we're going to do the
same thing on this as well. We're going to chip the edges
and add that fiber noise. Okay? This really adds to the depth of the normal and will make the normal
map read a lot better. Just try to hit the
edges carefully. Okay? Now, we have to go back and redo the same thing for
this down portion as well. And if the geometry messed up, really just a smooth it
out to make it look right. This is the final portion of it. Okay, Let's bring that standards and try to apply this noise all the way
to the other side. Let's first try to smooth it out and then apply this nice. Parts where the geom
to maybe messed up and try to paste the noise so that
they follow each other. Look natural. And without
this noise really, it would have taken a lot
of time to create these. We would have we would
have to do a lot of them are standard and trim smoke border to get
something like this. But by using a bit of noise, you are able to, to a lot of safe time in this
sculpting process. So now that I'm looking at this, I really can do a lot of the
work with this one only. Let me zoom on that. I can really take this
one and delete it because it's not going to be needed and a waste of
time because all of this is going to be baked down
into a single plane. And a lot of those
details that we sculpt isn't going
to be seen at all. So put your time on places
were makes most sense. Okay. Now the bark kit is done. The palm kit, the bark
palm kid is done. And a stem and leaves
are done as well. We have now couple of options. One of them is decimating
these and bring them into blender and start
to shape the trees. Or the second one, which is better I believe, is continued to
sculpting all of these. And then when we made sure that these are finally a sculpted, then we decimate them and
bring them into Blender. And I start to do
the work there. So I believe I'm going
to the next path, starting to sculpting
these as well. And when finished, bring
this into Blender. Okay. For the next one, I'm going for the firm
and the firm gate. We're going to make
it modular as well. We're going to sculpt this term and then a sculpt
some individual leaves. And then we keep these leaves
to create single clusters. And one from the clusters, finished, we create
the firms themselves. So for creating the lives, we need to drag this out
to form this leaf shape. And for the stamps themselves, they're going to be pretty
ordinary cylindrical pieces. We're going to give them just some fibers to look
good in normal map. So let's go and start
to create this. I'm going first for
the stems themselves, okay, let's select them. And I'm going to die in a
machine to fix the topology. Okay, blur down and DynaMesh it. Okay, we've got something like this, and I'm happy with it. And for now, I'm going to sculpt the edges a bit using
the trim smooth border. Let me take this
and start to hit these edges so that it reads
better inside normal map. Then when finished these, I will start to add the
direction of fibers as well. Just for now, let's concentrate on giving
the beak shapes. You can also make the brush size bigger to take the effect
that you want really. Okay. This is good. And now let's give this
something like that. Yeah, this is alright. Now let's go for
the standard brush. And I start to give this a
bit of detail, or the detail. Let's bring the DynaMesh
all the way to four K and control drag. To give this more
detail to work with. Of course, we need
to divide it some time to give this
a bit more detail. Okay? This is good already. The planks for the stems. Okay. Since this is going to
be baked into normal map, I really do not want to make it, make this over detail. We're going to just be some general noising
thing in here. So let's give some
of these noises. A bit of trim so that
it reads better inside normal lives and we're not facing with something so noisy. Just be directional
about the noise. And hit in this direction. And since this is going to be
baked onto a single plane, I'm not really concerned about
polygon in here as well. And of course the polygon distribution and
things like that. Okay, This is about it. Let's go for the next
one, which is this. And I'm going to do the
same thing for this. And of course, normally
when I'm sculpting in here or try to
displace the shape. Also using the Move brush but left displacing and
things like that for Blender, I do the displacing there. Okay, let's take this and I start to make
the topology right. Anna start to hit the edges. Of course, we need to
bring the brush size down. And we're not doing anything to the back part since it
it's not going to be seen. So my wasting your time on a place that is not
going to be seen ever. I'm just being so picky about this and something like that. And let's make this as smooth
so that it gets sharper. Okay? And now, simply
bring this down. And you have really no idea how much time this alpha
has saved for us. I've tried the sculpting
without alpha. It takes a lot of time. Okay. This one is wrong. Let's give this detail. Okay. Something like this. I'm happy with it. Okay,
let's go for the next one. Which is this leaps
for the leaves. I'm going to take these
two and delete them. Since I'm going to know, Let's not delete them,
let's keep them. I create multiple
sides leaves as well. So let's give this a bit
of DynaMesh blur off. Okay? And now let's bring the
Move brush by hitting B, m, and v. Okay, this is the brush and we need
to give that effect. Here. I'm going to take these parts. Let's make the box size smaller. Drag him to give this
that shape of leaves. Dynamesh to make the
polygon distribution. Alright? And I need to
shape this a bit better. And take from these
parts as well. Okay. We have
displaced this part. And that is not
really a problem. I can really take care of that because it's not
going to be seen. So let's give this
a bigger dilemma. Let's go for four k. And
since this is a small mesh, it's not really going to
add a lot of details. So I'm going to sub-divide
couple of times. Just one time. It's enough. And now let's go for
a standard brush. And let's see if this
alpha is working or not. No, It's already too strong. Let's bring it down. Let's just add something. Let's go in this
direction as well. Okay, and now this is good
for the first type of noise. Now let's bring the
dam standard brush. We need to do some manual
cleaning in here as well. I'm going to sculpt negative
in here and apply negative. I mean, I'm holding down Alt and sculpting because **** standard
brush by default goes in. You have to hold them out so that it comes out
instead of covalent. Okay? And now let's Skulpt from this and
it's got some stems, local stamps on these leaves. And try to make
the effect right. Since also this is going to
be so small, so really small. You have no idea how small
is this going to be. I'm not really adding
a lot of detail. I'm just adding some
surface break-offs and things like that to make
the normal read better. Okay, This is about it. Let's add some last ones. And let's go for the
other side as well. Try to hold down Alt so that
the sculpting is coming out. Okay, Now let's bring
out some from here. One counterparts
in here as well. So one last one in here. Okay? This will do
for the leaves. And I'm going to
take these four. Let's pick up this. I'm going to delete
this because I have fairly detailed that one. So I'm going to delete it. And we're are going to
delete this one as well. And instead duplicate
this couple of times. So I'm duplicating. Let's grab the Move brush
and bring this down. And again, duplicate once more. And bring down,
I'm going to edit the shape and create
multiple shapes, but the base is going
to be the same. So let's take this one and go out of the brush
to draw mode. Okay, and now I'm going
to bring the Move brush, not the move gizmo B. Now try to alter the shape of this leaf
to something else. And take this one, Let's make this
one a bit shorter. Okay, something like this. Okay, I'm happy with it. Now let's visualize all of them. And now the firm kid has
been completed as well. We're now going forward the
grass get this grass kid is also going to follow the
same rules as we had there. Let me take all of them
and merge them down. Okay. Once more so that all of them belong
to the same kit. And I can really work on
them without any problem. So let's go DynaMesh in the most possible resolution and give it a bit of DynaMesh. Now let's bring
the standard brush and start to give
this detail as well. So because I'm working on all
of them at the same time, the noise that paste here is going to affect
some others as well. This is good and saving
us a bit of time. Okay, just try to paste
some thing in here. Okay, it's alright. And now let's bring
the troops lose water. And I start to hit
these edges just a bit. And have the back face
mask turned on as well, so that you do not go
to the other side. Okay, Just try to be
hitting these edges. So cell we do not want
to make it so obvious. And these ones are
so are going to be baked down into
a single plane. So avoid over detailing
and put your time and effort on the part which are
most obvious to the players. Okay? This one's good. And I feel like I can
hit these edges a bit. Form that better.
Something like this. Okay. Now let's go
for another one. Start to chip the edges as well. These two ones are going
to be from the new kid. These are going to be new. And a couple of next
ones are going to be chipped away just a bit. The next ones are going to be pretty old ones and
I'm going to chip away a lot of them to make
them look old and rusty. Okay. This is good. And also let's hit
this area as well. This is a, now I'm going to be a bit more radical
on these two. Just bear with me a
bit of a sculpting and then we would keep
batch these later on. Okay. Some edges from the surface as well to
make them look old. Some more. Let's do
on here as well. And from the next one, I'm going to hide from the
geometry and delete as well. So let's go for the next ones. Looks like here, there's
a bit of papyrus problem. So let's hit a smooth. Okay, done. And a lot of the details
that we add onto this would be inside Substance Painter when we decide to texture them. And we will add a lot of
normal detail in there. So let's for now. Take some of the parts. Just try to be random about it. Okay? Now, sharpen the mask, reverse the mask, hide
on mask and delete them. And now DynaMesh, again, make sure that the blur
is down so that you do not lose a lot of
these sculpting that. Okay, just drag. Now the DynaMesh is going to
fill the gaps for us there. Okay, This is done. And now one thing I've found that that these edges are good. When the grass is decayed. The edges are so
harsh and so sharp. I mean, this chipped edges. But let's see if I can smooth it out so that it
reads better inside normal. And then it does smoothness with the trim smooth border
to give it some detail. Just something like this. Because if it's so sharp, it's not going to read
well in the normal back. Just make it a bit smoother. And you're good to go. So that the polygons come
together as well so nicely. Here as well. And there are only
these parts remaining. This part done. And now we have finished the
sculpting these grasses. Now let's visit all of them. And only this banana
kid has remained. And again, as always, I'm going to hit some of
these edges and sculpt. Let me bring them out. For the stem, I'm going
to hit some of the edges. And for the leaves I'm
going to make one. Then detail that out
to create the rest. To save a lot of
time, sculpting. Sculpting can be
really daunting. Sometimes we have to keep energy and work for
other places as well. So let's bring the DynaMesh
resolution that up. And DynaMesh this. We have good amount of
geometry to work with. We need to make the
edges a bit trimmed. Just a tiny bit. Okay? This one is alright. And now let's go for standard brush and try to
bring those fibers in. Okay? Just a couple of
more remaining. I'm done. Okay. Now, let's
go for the leaves. And for the leaves, Let's take these three and I'm
going to delete them. Because when I create one, I'm going to duplicate that
and give you detail as well. Okay. And this one, and this one, we're only left with this. Okay? This one, of course
needs the geometry to be fixed because there's a little bit of geometry
missing in here. So let's go all the way to
the top and DynaMesh it. So the geometry is good. Now, I'm going to add these details right
away because it has a lot of directional fibers. Okay? And I found that adding fibers in here will also result in
some fibers in here. So I'm going to
mask this part out. So the better option for masking something like this
is the rectangle. So only mask this part. And I start to bring this directional fibers
in this direction so that they do not affect that place. They are only going
in this direction. Now I'm pretty happy with. So this is good for this one. Now hold control
and single click. If you drag, you're
going to die numbers, but I'm going to only
keep a single click. I'm now let fibers go
in this direction. Okay? And now let's see
what we have here. And it's perfect, fine. Some fibers are going in here and some fibers
here as well. So let's bring the dam
standard brush and try to bring
something in-between. Hold down Alt so that
we get this in here. We want it to be out, not in. Okay? This is about it. And now let's add some directional fibers that go in the same direction
as this in here as well. Because this is
something that I've looked at the
references and I saw that there are some bigger
things going on here. So let's do them right here. Let's go for the
other side as well. Let's take from here, hold down Alt so that
they are coming out. Okay. Something like this. And I'm going to be
pretty symmetrical on this because on
the references, I believe it's
pretty symmetrical. Okay, Now this is done and I'm going to take
some duplicates from this. This is the main one. And let's take a duplicate and go for the Move
brush, Move Gizmo. So bring this down and let's visit this so that
we know what we're doing. One copy. I'm doing four
variations on this. Now let's start working on this. Only can go to Draw mode. And we need to paint some parts, of course with masking. Okay, let's go for the lasso is the best
of them, I believe. And try to paint some parts in. Okay. And some counterparts
in here as well. Just hold down Control
and do not leave it. Okay, make them sharp. This and delete hidden. Now it DynaMesh. And DynaMesh is going to
fill some of the gaps. And I do not want that. I'm going to keep
this the way it is because it's going to be baked into a plane just like with this information
and nothing in between. So I'm going to keep this as the way it is and I'm not
going to fill the gaps. Okay, let's go for the next one. Again, I'm going to
mask some parts out. Not as aggressive as this one,
but something in-between. Okay, let's bring
the lasso brush and try to pick some of
the parts to be deleted. And some parts from
this as well sharpen. And let's not sharpen
them for now. Reverse the mask. I don't mask and delete either. And I'm not going to also
DynaMesh it because it's going to fill some of the unnecessary gaps which
I really do not want. Okay? And now let's see all of them. I believe this is enough for the purpose and I can
delete this one as well. So then the liters. And I believe we have a sculpted enough on
the foliage parts. Now that I'm looking at it, I'm pretty happy with the
result that we're getting. Now, we're going
to decimate these because the poly
count is so high. And when we import
this into Blender, because we are going to be
doing a lot of kids bashing. Instead of getting 50 million, we're getting something
like 300 millions of polygons when we keep
bashing them and even more. So, I'm going to decimate
these to a reasonable number, an important than into Blender. So I created a new scene
that's encoded decimated. So that later on
I can go back and do any changes on the main
ones if I need it to. So let's take them all. And I feel like I
can merge these down on their groups. For example, these barks being the same group so that I
can merge them easily. And I can decimate them
only using a single click. Let's take this one. This one is now 7
million polygons. Let's go to plunder, excuse me, to decimation master and
heat preprocess current. It's going to take a bit of time and then
decimate this for us. Of course, the decimated version is still going to be hopefully. So we're going to make another
decimated version of this for the low poly
so that we start texturing that insight
Substance Painter. Of course we keep high
polygon and bake that onto a locally the
operation completed. Let's okay, it looks
like it broken. Try to pre-process. And now let's decimate. Now it's going to take a
bit of time to decimate the mesh and it converts it to something like a
million and a half. I'm pretty happy
with how this is. Let me look at the results. And the result is
perfectly fine. And I'm going to keep this
for now and later on and create another low
poly version of this. So Let's go for other
places as well. So I'm going for this kit. Let's merge them down, down, down and down. Okay. This one is the same kid. Pre-process. Since it's a lot cheaper, it's going to compute
a lot faster. Okay, decimate. Now I'm getting pretty
good results on this. Let's go for another kit, which is this one, and merge them down. And let's pre-process again. From now on, all you
need to do is pre processing them and
heading decimate. Of course, instead
of using this, you can drag a number in here. For example, bring a
custom number in here, and it's in 1300 minutes of
300 thousand. And hit Custom. It's going to pre-process and decimate at the
same time for you. So that option is
available as well. So we decimate again. And we should get a pretty
good number, which is good. Now let's select
the bunnies one. Around this one. I'm going to merge it down. And let's see. I take this and merge down as well so that
we get this kid, this banana kit
as the same mesh. Okay, and now let's
see pre-process again. And when we finished, I'm going to hit decimate again. Okay? Now this one merge down without really
losing a lot of quality. Okay, and the last one
is this grass patch. And I feel like it's
already a good number. Let me look at it. I can come down without losing any quality and
that's a good news. Let it calculate and estimate. Okay, we come down to
a really good number. And I'm happy with how the
results we're getting. Okay, now we're
left with the bark, the fern kit, the poem, the banana kid and
the grasscutter. Okay. And we have come
from something like 50 million Into as 3 million, which is a good thing. But there's some more
things need to be done on these fern grass, these palm leaves,
and these banana kid, they're all going to
be baked down into a single plane and I'm not really caring about
them for now. Let's hide them. We are only
left with this bar Kit, which is actual 3D geometry. So let's select this. And I want to
duplicate this one. And as for duplication, let me delete this first. Now let's split this two part. Because I want to make
a separation between these measures are really do not want them to be so close. So let's go to Move, brush and try to bring
this all the way to here. And this one as well, so that they are separated. Okay? And now I'm going to make them united by
merging them down. Now duplicate. Let's
hide the first version, which is the high poly, and try to save it first
and decimate this. We're going to bring this down. Because this is going
to be a low poly. And we're going to duplicate this for examples for a tree, we might take something like a 100 of these to make a tree. So I'm going to bring this
to a reasonable amount. Let it calculate. And now decimate again, we've come down to this number. What we can go also down more, but let's bring this up without actually
selecting this high poly. I'm selecting this low poly. And in this menu, in the sub menu
into the project. It project or it's going to project hopefully geometry onto this and making it the same as the hyperbolic geometry wise. And it makes sure
that there's no room between the high poly and locally and can
already see that. Okay, and now let's
decimate again. I'm going to go much more down from this
because as I said, we're going to copy
this a lot of time. And we're going to have a bit of a harder time if the
polygon is so high. So let's take this
project again. And now let's look at low poly. It's still looking hyperbolic. I'm going to go
another step down. Okay, something like
this should be good. And now let's take
this, select this, and makes the hyperlink
visible and project again. And it's going to make it best try to project the
image onto that. Okay? I'm feeling like
this one is good enough. You can go a step down. But I feel like I can keep this. It's good enough for my purpose. So let's revisit this. Okay, it's alright. And now I'm selecting all of them and to export, to Blender. Let's export. I'm going for FBX and
create a new folder, name it whatever
you can remember, and call this foliage kit. Here I'm going to select all triangulated and every setting
is in here is alright. So hit Export. It's going to take a
bit of time to export these into Blender, exported. And now let's see what
we can do in Blender. We are in Blender and I'm
going to export this. Imports. I mean, okay, it imported perfectly
fine without any problem. And let's look at them to
see what we're going to do. I'm going to take these and
bake them into a plane. Take these, make them
into a plane as well. But for the firm kit, I'm going to make
some meshes and bake those measures into
a single plane. Then the bark leaves
and the stem. I'm going to make measures with this and bake them
into a single plane. But these ones are
actual geometry, which I need to do using the old method of baking
Hi Pauline to locally. So I'm going to
first take care of this and then go for other
ones in here as well. So let's select them. All us to bring the
pivot onto its place. Okay, and now let's hide
everything but these two, I need to select this. Let me go to wireframe view. We have selected the high poly. Let's go into edit mode. By clicking three, we're
going to edit mode. And it's going to take away because it's a high poly mesh. And as I told you,
blender is a bit lacking when it comes to working with hyperbolic
geometry and hit P and separate by loose parts. Because they are loose parts and not connected to each other. It's going to create four
measures in here for us. Okay, Done. And now let's
select a locally as well, which is this one. And go into edit mode. Hit P and loose parts again. Okay, now we have measures. Let's go back another level. Now we have couple
of measures for each 11 locally and one high poly. And we're going to do the UV on low poly and leave this alone and go for
other tools as well. So let's select every
low point in here, 1234. Let's go there. I'm going to create
a UV map for them. Just select them and
create a UV map Florida. And because these are something like those
nano IQ measures, I'm really not caring about
the UV creation so much because it's a lot high poly and the UVs are going to
be automatically fixed. So let's bring up the UV
editor and select this. And try to select seem. That is a good starting point. I believe this one
is a good one. And try to pick up the
shortest path around the mesh. And I'm going to separate
the top part from this middle part so easily. So instead go from here to here. It's nothing more than
a cylindrical piece, but a bit more complex, just like the cylindrical piece
that we unwrapped before. So all the way to here. And mark seam. I'm going to separate
these down part as well. Only try to be so
rough about it. Rarely do not want
to be so perfect. Because the geometry is so
much the same is going to be hidden and not
be seeing anyhow.
25. Highpoly Foliage Kitbashing: Okay, now we're
ready to continue. Do the kid patch work on this. But before that,
you remember that I put these into a bark folder. I'm going to do another thing. I'm going to first
select a low poly wants. And if I go to here and I start to visualize
the wireframe, you see that these
are low polygons. So I'm going to select them and put them into
low poly folder. This way, I'm able to
select them later on, only using a single click, unhide them, unhide them, and do whatever I want to. And I'm going to rename this folder too high
poly instead of port. And I'm going to
put everything hi Pauline here and everything
low poly in here as well. So later on when I'm going
to export it, for example, I only to a single click. Export the local police. And these are exports are high
poly with a single click. And this way I find it
to be a lot better. Okay, Let's go for
this grass works. For the grasses. I'm going to create
a single plane and this single train is going to act as awaking plane for us. And we have enough
variation in here. Let me just resize them down just a bit so that
they fit into the borders. And I'm going to take a copy again and bring this
here so that we have enough when texturing these grass blades inside
Substance Painter. And let me bring this plane
or let me select this. And I'm going to
bring them up to play so that when I
start to bake them, I get as much information
as I want from this. Okay? But there's something to be done and that is selecting this. Let me go here and select
this and bring it just a bit to the side so that we have enough
space in between these. Or I can bring this
over to here as well. So let me select this, these, the plane as well. Let me select all of them. For the plane. It's good to bake
on a single plane, but I'm going to
tessellate it a bit because a bit of time found that isolating will care for
the normals a lot better. And as for the UV's, if I go to here, you see the UVs are alright. See the UVs are, right and in their own place
from 0 to one UV space. So this one, let me
name it grass plane. And these ones, grass blade. Okay, so let me hide the UV editor and I'm going to select all of them and give
them grasp material. Okay? Now all of them share the same material so
that its substance, it tries to connect
them to each other. So let me select these
and bring them to the side so that it's easier to hide it
or do whatever I want. So I'm going to
select this and this and hold down M and put
them into high poly folder. And this one and put it
into low-quality folder. Okay, this is now in
the low poly folder. And right now I can really
toggle them on and off, on and off with a single click. I bring them back
if I need it to. I really do not change
them in everything. I only want them to be in the same place so that
when I tried to bake them, we really do not get any errors. Okay. This one was
for the grass. Now let's go to take
care of this banana kit. Okay, let me bring the pivot, the center and go
into edit mode. And again, I'm going to hit P and separate by loose parts. And this way we get
these four kids separated from each other. So this 1111. Now let me take
this and bring them down and hide these low
value and high poly as well. So I'm going to again
create a plane soda. We use it as a baking
plane diameter isolated fairly much. Something like this, okay, So that we have a
squares all over. Now. I need to do a bit
of kit bashing. Let me put the pivot
in the center of them so that it's easier for
me to manipulate them. And let's bring this here. And I can shrink the size down a bit and bring it to the top so that it's
above the plane. And we have no baking
problems as well. So let's take this one as well. Let me see how much I have
resized this. It's 0.04. So let's look at this and take
a copy and bring it here. I'm going to put
the same value on here as well so that it's
consistent all across. Okay, and now let's bring
this one to the top of this and make
something like this. Okay? And now we're ready to create a lot of banana kids
from this for kids as well. So let me take this
and I feel like I can increase the
size of this one just a bit and bring it down because the
leaves are wider. Okay, let's bring
this one up to here. And one thing that I can do
is manipulate this one a bit. And I can go and go into edit mode and use
the proportional editing. Let's use that to see
if that works or not. And try to bring this up. Okay, it works. I only need two. This one top so that it's above the
leaf size in here. Now, it's okay. Now let's copy this and
bring this in here. And again, I'm going to use the same term and use
it in here as well because these are
all the same leaf and they all share the
same proportions as well. So let me take these and
bring them right here. Or I can really turned it around to save a
bit of more texture space. Okay, something like this. Let me take this and
say these two together. And I can really take this
and bring it down just a bit. Okay? This is the good
stuff on top of the leaf. This one is good as well. Now let's copy this
again and bring it here. And we need to bring this one in the center and bring it
on the top of this one. Looks like I can increase the size just a bit
to stay the same. A bit of more texture
space and bring it down right until here. Okay? This is it. And using this kit, I can
really produce a lot of variation in terms
of this banana kit. And I can take them, really duplicate them across to create everything
that I want. And let's take these again
and bring them right in here. So that we can create more
variations as of this one. So let me take this
and I can really named this one banana plane and take everything but that one and call this banana something
that we remember. And let's select all of them and create a material for them and
call them material banana. So that later on
when baking inside substance will really
get no problems. So I'm putting this one into the locally folder and these
ones into the high poly. And since the high-volume
low poly are hidden, we're really hiding
them as well, you see, but they
are here and we can toggle them on and off. Okay, and now let's
take these ones. And I feel like I can delete them because I
really do not need them. Let's keep them. And I can use this. Alongside with this as well. Another benefit of reusing
stuff as much as possible. So let me take this
one and bring it here so that we can have enough
variation in here as well. Okay, Those two were a lot easier in terms of manipulating. You see, if I connect them. You see, it's only a matter of just putting things inside
the 0 to one UV space. And for this one, I really had to just connect two pieces together to form
the thing that I wanted. But for these ones, it's not the same thing. I'm going to first formed a smaller cluster and
from the smaller cluster, create a whole thing. And it's going to take
a lot more longer. But in the end you learn a lot
from the creation process. So let's hide this and I'm going to do the
furniture next. So for referring
to it's the same, I'm going to create a cluster. Let me separate
all of the parts. Okay, I'm going to
first create a cluster. And then using that cluster formed a bigger shape
and then use variation, create variations from that. So let's create a single
plane for starters in here. And in the end
we're going to pack a lot of things into this. So let me take this
and bring them up. Of course, for the pivot, let me take them and I can place the pivot somewhere
around here because I want to pivot to be in here
so that the manipulation of them would be a lot easier
if I drag them from here. C, being able to vote
from here is a lot more better than rotating
from the middle. So let me place the pivot. Here. You just select some vertices
and make them pivot. And for the leaves as well, I'm going to put the pivot
right in here. Okay. This one, and this
one as the last one. So, so before anything, Let's look at the references. And you see by looking
at these references, I'm going first to create
something like this. We're going to
create this cluster. Let me duplicate it. And I'm going to
rotate it. Soda. We are able to see that in
that direction as well. So we're going to
create some clusters. Clusters, the leaves
become the size-wise. They are bigger when they
are in the beginning. And some randomization happens, but overall they get smaller and smaller as
they get towards the top. So we're going to
create this effect. We're going to start big and go towards the smaller
portions in the top. So let me take this, I'm going to make this 1 first. Let me bring this over. I'm going to use this and
duplicate this as well. So I'm going to start big. But big enough to make sure that the size-wise they
get something like this. I'm going to start with big
and create a form like that. Okay, Now let's take these. And I wanted to bring this down so that they are in the
same level as each other. And when we are going to
bake them inside normal map, we do not get any errors. So you see that
it starts at big. Let me resize this so that we're able to see
a lot from Blender. And I have other
images to look at. For example, this one you see, it shows how big they are in the beginning and go more
towards the smaller. So I'm going to
drag this one out also to look at them in
the beginning of stages. So I'm going to first
create clusters. So let's go about it. I'm going to go
something like this. And then let me duplicate
this also and make it something and
the size like that. Okay? And this one as well rotated 90 degrees, something like that. And I'm going to keep
patch from these three only and I'm
going to use them. Let's make them the same level. Okay? Now they are in the same level. And I'm going to bring this out. Okay? I'm going to use these three and do as much
variation as I can. To make sure that there is
enough variation in this. So let's look at them, look at the reference
to see what we get from your
references as well. And rotation wise, this is
some of them are pointing towards the top and some of
them pointing towards down. But overall, the
starting angle becomes to get tighter as
they go to the top, for example, they start
with something like this. And in the end, they really start to
do an angle like this. So we're going to repeat
the same angle as well. So let me take this and do some variations
on them as well. So I'm going to take copy from
this to make it a smaller. This is the repetition. To the end, we're going to
create something like this. We start big and go narrow
as we move to the top. Okay, let's take
this one and rotate. And as I go along, I do a small re-scale and then rotate to the top so
that when we get there, there's angle like this
happening in here. I'm tightening the angle as I go to the top and
I'm re-scaling this. So let me take this
and scale them. And then rotate them towards the top and do some slight
variations as well. And then later on when
I finished with this, I'm going to take them and duplicate them to
the other side as well. So let's now rotate from here. Make them smaller, slight
rotation and some offset. And really doesn't matter
if some of the leaves in the beginning or even in the middle of stages
go a bit offset, something like
this, for example, being bigger than
what they should be. This randomization
always happens in nature and really do
not care about that. Just make that right. And since these are
going to be so small, so small really baked
into a normal map. You're not really
caring so much. We only need to make
the proportions, right? So let's now again take something from here and
copy that to the top. First two, general re-scaling. Okay, something like this. And now rotate to the top. Okay, something like
this, man proud of it. Just bring them here. And since this is really
going to be viewed from the far willy, nobody's
paying attention. That we are creating this from only three or four clusters. This is the beauty of it
will really start to kick. Start, create some kids. Take look at the reference
to see what you want. And then you're really
able to keep bash and create a lot of entities
from repetitive things. And the main portion of
this course is learning on how to create a lot of
things from Kate bashing. You see, we were able to
do some plank and bar kid and really created a whole dark and a
burn out from those. Really, you reusing stuff is a good thing and
you should learn it. Okay, Let's rescale these
and bring them a bit closer. Because if you look
at the reference, the more they go to the top because they are
getting smaller, the spacing between
them also decreases. So I'm going to do
that effect also. Okay, and now let's
take from here, bring them to the top. First, a general re-scaling to make sure that
re-scaling happens. And then rotate them
and bring them here and do a rotation to make
sure that you go to the top. Okay? And one more thing that you can do is
you can bring them, when you create a cluster, you can bring them into ZBrush and start to attach
them to each other. And that makes sure that
these get attached to the stem and you get an extra
level of realism in there. But that is not what
I'm really going for because the amount that I'm getting there isn't worth it to spend so much time on creating something
like that, okay? This looks like to have a good The starting points
and I'm going to, okay, something like this. Really love it. Okay? Now let's again take from here and do a general
re-scale and rotation. And you say How beautiful
using the kid bashing system, we were able to
generate new ideas, generate new things from
repetitive concepts. Okay. I'm from time-to-time go
into the view and start to look from far to see
what image you're creating. When I made sure that I created
these in the right way, I duplicate them across
and do a lot of variations there as well to make sure
that I have enough variation. Okay, it's good. And now let's copy
this to this side. Make it really small. 12 covered this
size with couple of more variations from this. So that I get that
angle in there. And you see, let me copy this. And let's see how we
really got from there. From something like 90
degree starting point to something like that
just by duplicating stuff and do random rotations. Okay? This one looks like it
needs to come down or let me bring it up. Later on. I will touch this to make
sure that it's right. So let me take all of these
and let me do a duplicate. Let me bring them
here and I'm going to mirror them to
the other side. Let me drag these over and
I'm going to mirror them. So it's easily doable if I
go to object and mirror, and I'm going to
mirror them in x. You see this red
axis belongs to X. So I'm going to
mirror them along x. Okay? We now get something like this to
make this, alright. So let's take all of them. And that looks like I
need to bring these into make sure that the
scaling is happening. But now it's too uniform. So I need to do some rotations, variations and things like that. For example, even I can
take this, bring this over, can use this in here to
make sure that I have enough variation to cover that. So you see, we created a
good variation in here. And this is the same procedure that we are going to follow. You're going to create as
much randomness in here. We're not going to
be so much random because that really
doesn't happen in nature. But we are going to
be random enough so that we hide the symmetry
that is going on here. So let's do this. And one thing that happens
when mirroring things, if you start too. Applied a
transformation on this, I believe some
normals get wrong. And now let me go to the normal view and you
see the normals got wrong. But to remedy that, you really need to
select the object and hit Shift M to calculate
the normal's outside. And this fixes the
normals as well. So let me select all of them. And if you do not
that you're not, you're getting rendering errors inside Unreal and
substance as well. You're not seeing this side because the normals
needs to be flipped. And that is something that it happens a lot when
mirroring things. So have that in mind as well. So select all of them and go to the apply menu,
that transformation menu. I need to apply the scale. And I believe rotation. Yeah, You saw that it applied the transformations
for us and now let's go selecting all of them, go to the edit view. It takes a bit of time
to go into edit mode because there are a lot
of polygons in here. So it crashed. And I told you that blender
is a bit laggy when working on big
portions of polygons. So I'm selecting them in a smaller portions and
go to fix them. Okay. Let's select them. I'm going to polygon mode. Select Shift N to calculate
the normal's outside. Now, the normals
have been fixed. You only need to go and work in a smaller
portions to make that right. Okay. Again, shift and to
recalculate the normals. Okay, this one fixed as well. Now let's take this and go apportioned by portion
and fix the normals. Select Alt and Shift and Enter. We calculate the Normans.
Okay, this is done. And this will save you a lot of trouble when it comes to
rendering these later out. So calculate the normals again. Okay, now let's go
for the last portion. Let's select this. And Oliver. And this happens in
the mirrored objects. You really do not have
to do this on this. If you're doing something that
resets the transformation, try not to transform the period because the pivot gets wrong
and I did the same mistake. You see, this one is here. And since I did apply, all, you shouldn't
have really done that. The pivot has become
a part of the center. And now if I try to rotate this, I get something like this
and I really do not want it. Now, let's put the pivot in
the center and do the work. It will do the work. But have that in mind. Upload the
transformation what one at a time to get
your things right. So let's select all of these. I'm going to hit a quick
pivots so that the period of them becomes central in here. So let's go back to
our normal work. And I start to do the
randomization in here. I don't want this person did. This part feels symmetrical? I just need to add some
variations to make sure that naturalistic effect is there. Okay. Just try to be so
random about them. And I can even take
time to displace these and add another layer of randomization
as what you see. Now the randomization
is a lot better. So this one is for
the first cluster. Looks like I need to bring this here and do some randomization
in here as well. Okay, This one is good
for the first one. I'm now let's take this. And if I start to
visualize this, you see in some places
it needs to come down. For example, in this part
it needs to be reasonable. And in some places it needs to become in the level of that. So the way that I'm going for this one is I'm going to bring
this world Center in here. I hit Shift and S and bring the world center to select it so that everything that I respond is going to
be found in here. And I'm going to spawn a curve. So let's go for path curve and rotate the curve and rotate it to match the
direction of this one. Okay. Looks like I need to
rotated 90 degrees. Let me see that. I can even re-scale this to make this fit the proportions
of this one. Now, I'm going to select this. Let me try. Okay,
now I'm going to select this and bring
the curve modifier. This curve modifier,
is it the former? I select the objects and
bring a curve in here. Let me bring this. To its own place. And now let's use this curve. And if I try to
manipulate the curve, you see this one also
gets manipulated as well. So let me take this
one and I need to bring this up just a bit to make sure that it fits
the proportions of there. Okay, something like this and we really did a great job on that. So I'm going to select my
object and apply the curve. Now, if I manipulate the curve, it's no longer affecting that. So let's delete this one. And this is the one
that I'm happy with. Let's select all of them and bring or select this
one as the last object. It Control J so that all of them get
attached to each other. Now this is part of the
one object and bring the world origin to
its place because I need to see where the
pivot of this one is. So I'm going to place
the pivot in here. The pivot really doesn't
matter on this one. Yeah. The pivot doesn't matter. I'm going to center the
pivot and place this one in here because we're not
manipulating this for now. So let's bring this right here. I need to bring this
above the level of the plane so that
when we try to bake it, we get all of the information
possible out of this one. So I'm going to save this
version because I'm getting some errors because of the
high polygon count in here. So let me first save
this scene and save a new incremental save out of this one to create a new scene. And now after that, I'm going to remove this high quality
and low poly folders because they are adding a lot to this save file
and it gets heavy. And sometimes I get some
crushing errors as well. So let me bring this up. And this is the
low poly section, let me take days and the lead term and also
delete these as well. Now, take the high poly folder and delete portion
by portions so that it gets a smaller in
the rendering section. Okay. And now I believe I can save it a lot
faster than that. Yeah. Later on when I finished
creating these, I will merge the scenes
together because I have kept backup version so that
I can go back to there. So let me take this and I can resize it to get
some resolution back. This is 0 to one UV space. And I can really use
everything in-between that. So let's drag this in. And this is okay for now. So let's go and
create the next one. Now I'm using this one. And the same procedure, I'm taking this and it
starts to form the shape. Let's make them smaller. Okay? And now I'm starting with 90 degree angle and slowly
move towards the top. So these are hanging
over each other. I'm going to bring
them right here. And I start to make the angle. And of course re-scaling, the general re-scaling
to make sure that leaves get smaller as
they go towards the top. So let me compare them to
each other. It's fine. Now it's a matter of duplicating this and rotating
and resizing to make sure that the scale and
proportion is right. Okay. Bring them up, re-scale. And I need to set the
pivot to bounding box center so that all of them please scale
at the same time. The previous section, the
previous rotation method was individual origins
so that all of them get rotated based
on their origins. I wanted a uniform rotation so that I had to
make that right. So let's again take these. And I'm working bigger
portions in here. So first, let's make the rotation rate and then individually
bring them in place. And fixed angle and
scaling as well. So let's look from the top view. Just some manual rotation. And it will be, okay. Look from the top. And it's alright. So let's again take from
these and bring them up. First, re-scale to make sure that the size of them is okay. And then fix the
rotation and scaling and get as much randomness in the beginning as you can to make this look beautiful and
natural at the same time. See the angle needs
to tighten up there. So let's make this right
and bring this down. And I may end up using only these two for
the firms because the variation on this
can be done using the texturing phase as
well in substance or try to create as much variation
from this as possible. So this is alright, but I need to make the
angle right a bit. Just make sure that the
starting angle gets right. So this one is getting done. Now let's take from here
and bring them to the top. First, I need to make sure
that they are a smaller. Make sure that the
starting angle gets right. And now this is where the individual origins
gets in place. I want to set origin to individual origins so that
when I rotate them to the top, each one gets rotated based
on its starting angle. And this is fine, really. Just some manual rotation
and re-scaling needed. It really did the wrong thing. Okay? And now I need to
fix the starting angle on this and make sure that the more they
go towards the top, they become something like
a 90 degree angle in there. Okay. Let's take this to bring this one out
a bit and make this really 90 degree angle. I need to bring this up to
cover this area as well. Just copy this and give
variation in here. So make that right. Okay. Now let's
select all of these. Instead for this
term and this one. And I need to hit
Shift D to duplicate them and now bring
them to that side. And it is caused by the high amount of polygon
that we have here. So let's mirror them. Objects mirror in global x. Now if you remember, we should try to fix
the normals as well. Let me select all of them and go to transformation menu
but only apply the escape. Then let's go to
see the normals. And you see the normals
needs to be fixed. Okay. Is it fixed? Just take them and you see
the period of them is in their own place
because I didn't apply the pivot at all.
And this is good. Okay, Let's go and select all of them and we've calculate the normals
to make them fixed. And do portion by portions
so that you don't get any errors. Okay. Select All. So I lost a lot of
progress, excuse me. End up really using this one
and duplicating all across. Find enough. And let's rotate it
across and leave the Variation Creation
for substance. So this one is good. And let's take these two. And dragging up. I've got lots of
errors in Blender. And because this mesh
is so heavy, now, I'm going to import
it into ZBrush and decimated a bit so that I have easier time manipulating
that inside Blender because I wanted to take multiple copies out of this one. And it was something like
ten millions of polygons. And it was really
heavy for Blender. So let's take this
yeah, this side. And now what I need to do
is decimate these two are reasonable numbers so that it's easier to manipulate
that inside Blender. So let me recalculate. And because it's a heavy mesh, we really can take
a while to create, but it's worth the process. And because these are really fairly isolated measures are really got some errors
inside Blender. Blender is a bit liking when it comes to work
with high-quality, especially something
like this that I had to duplicate multiple times. I was getting crushed
a lot of times, so I decided to export
it as FBX and try to decimate it so that I
can work better inside Blender because it was
not about this mesh. It was something like
10 million polygons. And we had a lot of
more kids to do. So. It would have taken something
like 50 million polygons. And it was really
a pain trying to work and record on the
same time into Blender. So let's go and bake. Okay, and now we only
have 1 million polygon. Of course, when you try
to export into Blender, I believe it becomes 2 million polygons because
it's active point, not polygons or
something like that. So I'm going to
export this back. Let me export it as an FBX and overwrite this file
and name it edited. Okay, now save. Now I'm going to import
this back into Blender. So here we are in
that blender sin, and I decided to bring
this back around these, we have 7 million polygons. Okay, let's import that back. It's this file. You see it has come
down 50 times lower. So important vx. Wait a bit of time to calculate. And we're going to duplicate
that some time in here to get as much as variation as
we want inside substance. So this is it. Now we got 2 million extra
polygons. And it's alright. It's compared to the 10 million. It's a bit more manageable. So let's copy this and rotate it 90 degrees so that we preserve a
lot of texture space. And copy these two. It's going to take
a bit of more time because this is 4
million polygons. And now let's bring
them to the other side. Okay? This is enough
for our purpose. This is enough. And we're going to create as much
variations from this as well. So let's compare them
and it's doing alright. And let's give them
all a fern material. Okay? And put this into
the low poly folder. And put these into
the high poly. And select the high poly. Okay, and now let's. Visualize them. I'm going to bring them into this part and create a new version of this
scene and delete these. And to be able to work
on the palm kit as well. So I create a new
file and let's delete these and delete them. Okay? And now I can
already tell that we're getting a lot of time and effort and resources put into these to create what we want because it's now already
1 million piece. If we try to kid bash this, we were getting lots
and lots of polygons. So I really do not want that. Let me bring this to the center. And I'm going to already bring
these into ZBrush and do another decimation and bring this back so that we have
easier time, keep bashing this. So again, export as FBX, limit to select it. And import that again in ZBrush. Then drag it and bring it up. And I need to
decimate this down. So go to decimate and
try to decimate it. And because the
poly count is high, if we try to keep patch this, we're getting all sorts
of troubles there. So I'm going to go into
another layer of keep bashing. So take this one as well. Now this one is already good. So again, export them back as FBX and overwrite this file. Export them all and
hit Okay. And done. I can safely delete these files and bring those back. It's this. Now from a million and a half, we really came down to something like 30 thousand
polygons and it's good. So let's select all of them. Hit P and by loose parts. And now we need to
give the pivots these parts so that the manipulation of
them is a lot easier. So this one here, this one here as well. Now we can manipulate
them a lot better. So let's take these out. And I need to bring two-by-two
plane as the reference. So now start to keep
bashing process. And before that, let's
have a look at the ponds. See it's a fern and the furnace, so slat and Australia. And there are these leaves
coming out, out of it. So let's go to here
to see that they also start sick and they start to become smaller as
they go to the top. So let's look at
them in the action. You see them right here. And form a thing like this. We're going to first create the individual branches and then from branches
create the trees. So by looking at the
references you see, we're able to guess the
original shape of that. Just put some time, look at references to see
what you come up with, and then I start to execute. And this one also tells
us good information about the shapes of
the palm leaves. The branch starts out, and then these intermodal
start to shape. Let's start wide and
start a smaller to go. They go to the top. So
let's take this one. Of course, take all of
them and duplicate. First, let's go and find
one that is a bit reliable, something like this one. And we can look at that as
a reference and start to manipulate, okay,
duplicate this, bring this here, and have a nice on the triangle
count as well. So I'm taking this
looks like the turnout, so something like a spike. They have something
a bit curvy in them. You see there's
something that is happening there and they're
not something like this. This is like a swirl
and these are not. So let's take this. One thing that we
can manipulate. This is again, bring the
center of the world. And here, to select it. From here, create a curve. We can also go for path
or a start with Bezier. Let us start with bezier. And this Bezier is good
for shaping the objects. But we need to first. Ship this to make it great. Okay, Let's go in here and I start to
manipulate the handles. Okay. Take this one and rotate this as well to make it straight and then start
to manipulate that, okay? First make a straight line. Okay, something like this. Now, start to shape
this on the thing that we have and bring these two down and shape them
something like this. Okay, we're now
ready to shape this. Let's say create a
good starting point and a good starting
angle as well. Okay? And now take this one and bring the curve
modifier for the curve, select this Bezier curve. Let's see what we come up
with in terms of tango. It looks like we need to
manipulate it and put it in here to match the
curvature a lot there. Okay, something like this. Now they're matching perfect. And now we can take
this Bezier curve, start to manipulate that, to manipulate this one as well. So let's take this one
and we can take this, bring it down, rotate this
to something like this, and put it in place. And I believe this
is something good. Let's look at the reference. You see it has a
bit of curve to it. But of course, the curve we're
going to make it when we start to create a
3D mesh creation after the texturing process. But this one is good already. So let's take this,
bring this out. And since this one is
affected by these Bezier, which is this one, this Bezier. I can take this and start
to manipulate more even. For example, taking
this rotating and shaping something
out from it. And I can take them all and sub-divide again to
add a point in between. And manipulate this
point as well. And just take some time
to manipulate these. And let's take this, bring it right here, and place it here. And again, I'm going to bring
the origin to this one. And from here also
create a Bezier. And we need to form the Bezier to match the shape of this one. So that later on we are having easier time
manipulating that. So let's take this first, take the handles
and rotate them. I'm bringing them to match
this one just a tiny bit. And this is good. Okay,
I'm happy with the curve. Now let's take this
curve and bring it here and rotate this one just a
bit. Okay, this is good. Now I can take this
curve modifier. And for the curve
selecting this. And I'm going to
roughly bring this into the place manually and then
I'm able to get that curve. I start to manipulate that. Let's bring this down just
a bit and put it in here, some where in here. Okay? Now I can
really fully take the curve and do the
manipulations that I want. For example, making
this a bit smaller. Let's take this and
make this smaller. And of course take this one. No, let's do this
in the sublevel. And let's make the angle right. To make it look and
face towards the end, it takes a bit of time
to manipulate this. But in the end the result is
going to be a lot better. So let's take this and let's take it all subdivided to
add the middle control. To manipulate that. Let's take this one, rotate it, make it for
face in other direction. And this one as well. Let me bring this down so that they have enough
spacing in between them. So take this one. And now we have these. And it's now only the matter of taking these and
manipulating them. So let's make this
one is smaller. This is good. I can now take this and
duplicate it to the top. And now I have to only manipulate the handles
to make the form right? It's only a bit of manipulation
to get this to work. There with me, the result
is going to be worth it. Okay? This one is good Also. Now,
26. Baking Foliage And Texture: So we created an
exported those files. And I'm going to bake them inside substance
designer because Substance Designer
has an advantage over substance painter
in terms of baking and that is making
the opacity mask, which is a lot useful
when it comes to foliage. So this is the big
files that I have. I'm going to take the low poly
first and drag it in here. And it gives us an error to see that if we want to
make this a UDP, and UDP is basically a mesh
that has multiple UEs, but we don't really
want that because these are different meshes
with different UVs. And if you want to
learn about the UDM, you deem is basically,
for example, you create a mesh and then on that mesh you
create several UVs, several, several, several of those 0 to one UV spaces to make the mesh have a
lot more resolution, but this is not. So we're getting, no. And I'm going to drag
this one also into here. And it's going to link it. And it's going to
take a bit of time to import that into substance. Because you'll see the mesh
is taking something like a gigabyte and
it's going to take a bit too important,
but unimportant. It's going to be really smooth. And it important. Now we have couple
of measures in here. One is the foliage
low and foliage high. And let's see the
materials on them. You see that every material
is the same in here. So I'm going to save this. And let's select the foliage low and bake modelling
information. In here you see we have
these UVs in here. Let me select all of them. And only work with the banana because this is
the first matter. Yeah. So for the high poly in here, I'm going to bring from resource and I'm going to
take this foliage high. And because the
materials are the same, it's going to bake flawlessly
and perfectly for us. So let's give it some
definition for the resolution. I'm going to set it to
four K and anti-aliasing, I'm going to set it four by
four. So let's see bake. To see. First we need to add a baker. And for the first one I'm going to bring a normal mapping. Let's hit the start render to see if there's anything
needs to be set. And it's going to load
the scene and it's going to then calculate
the normals for us. And when the
calculations were done, normal map will get
stored here and we'll get that into Explorer. And this is the normal
that it gives us. So let me look at it. But one thing you
can do to make sure that it's encompassing
the whole thing, which is bringing this
frontal value up. If you bring this up, it makes
sure that you're breaking a lot of information and this
front value is like a cage. If you increase this case, it's going to encompass
more information into that, so forth, the normal as well. Let me, let's make it OpenGL. So later on, we convert that to direct
eggs inside Andrea, because substance
blender and many of the softwares that
are used use OpenGL. And the only one using
Direct X is Unreal Engine. So let's say the
start render again. And now we make sure that it's taking a lot of the
information that we want in. And it's going to place
them here as well. We can right-click
and show in Explorer. We will get them into Explorer. And we will import
these maps inside Substance Painter to be
able to texture in there. So now we have this. We have the normal. Let's create some other bakers. One most important Baker
is the opacity mask. And let's say the start render and make sure that
you uncheck this one because we really do not
want to bake another normal. And this opacity mask
is what really drives the texture for us on
this white places. It's going to reveal from the mesh and from
this black parts, it's going to hide. Later on you see how
useful this map is. So let's hi this one as well. And then I'm going to
create ambient occlusion, curvature, position, sickness,
and world space moments. So let's hit bake. And it's going to take
a bit to calculate and then we'll create our
results in here for us. Okay, it's done and it has
baked all of the maps for us. And this is the normal map. This is opacity. This is Ambien, so collusion, curvature. And the position. And the workspace normal, we're going to bake
them in painter. It will give us a better result. And this is the thickness map. Okay, now let's see, these are one
problem that we have here is does the naming
of these isn't great? So I'm going to create a
folder, call it baking. And these ones, I'm going
to put them in here. And for example, let's name
this banana so that we know which mesh they belong to and they have disappeared
from here as well. And now I'm going to
deselect this one and go for the bark
material as well. Let's select it. Here. I really need to disable the
opacity because on this one, I really do not want
to use opacity. So let me see if this one, this one is opacity from mesh. I'm only going to get the
normal map, ambient occlusion, curvature and thickness and other maps were baking
inside painter. So let me see, this
is the start render. Now it's going to
render for us because this one is the park material. If you remember, this
is real geometry. We're not going to use
the opacity map for it. Since this one is real geometry, it's going to take a bit
of more time to calculate. But don't worry, I'm really not wasting time to watch this one. I'm going to stop the video and get back to you on the
baking process is done. Okay, I've found the problem. And that is this front value
in here is so much because this one is real
geometry and we're not really going to
surpass that so much. I'm going to make this the
default value on hip back again to see if we got the perfect result,
we will use this. But if we didn't get the result, I bake this one inside Substance Painter and
go for other as well. So it is Start Render. And now with the lower one, we are getting better
results are ready. Because the cage file and this one really doesn't
need to go so long. And if you got an error,
something like this, for example, it couldn't
bake ambient occlusion. Just wait and after the bake, activate ambient occlusion
alone and break that alone so that you do not
get any performance hit. So I'm going to bake
again, stop again, and get back to you when
the baking process is done. Okay, the baking is done and now I'm disabling all of them to bake only the ambient
occlusion. Let's say bake. And now it's baking
the ambient occlusion without any problem really. Sometimes it happens in
really after baking, all of them just go and enable
the one that didn't bake. So that it bakes. Of course, this is something that happens inside designer. I haven't seen something
like this inside painter. Okay. And a awake
got also finished. I'm going to take
the files that it baked and create a new folder
and name this one part. It's so that I know which
one belongs to what. In the beginning of every file, I'm going to add which
kids it belongs to. That later on inside
Substance Painter, we have an easier time
figuring what is what. Because the naming of all
of them is foliage yellow. And I'm going to
add this so that we make sure that everything
is its own place. So let's disable this one and I'm going for
the grass matter. So let me see what I need
photographs material, I want normal opacity,
curvature and thickness. Because this one is also
baking into a flat plane, I'm going to increase
the cage size a bit so that it encompasses
the whole information. So the baking on this
one finished as well. And if you start to encounter
some problems, for example, it takes too much time to
bake, or it doesn't bake, try to reduce this frontal
value and it means fix it. So this is the opacity, perfect and normal and
anything basically, I'm going to take all of
them and bring them into the grass folder and put the grass before each of them. This isn't necessary. Later on. Insight Substance Painter,
we have an easier time finding textures
and aligning them. So just a couple
of more remaining. Now I'm going for the next one, which is the poll. Let's select it and
with the same settings, Let's hit the start render. And I'm going to be back
when the rendering is done. But I found out
that sometimes it really randomly tries to not
take Substance Designer, just try to manipulate
this font of value a bit, bring it down, bring it. Offer, it will fix
the baking problems. Okay, the palm kid
is done as well. I wasted and put it in own folder and
rename them as well. So we're only left with
the foreign material. Okay. Let's select all of them. Not positioned thickness. Just remove this and
tried to fake it. And then she's talking so
long, something like this. Just stop the renderer and try to manipulate this
value down a bit or up, it's going to fix the
problem, I believe. You see, now it's
making pretty fast. This is an error
that I'm getting in the new version of substance, a 3D designer, it wasn't
there in previous versions. So rarely do not know if
it's a bug or something. But it's fairly new. So again, the a
or didn't finish. After making all of this, I'm going to disable all of
them and take the eo again. The baking is done and
I'm going to disable all of them but the ambient
occlusion and break that again. So it's making without
any problem really. So I'm going to stop and get back to you on the
baking process is done. So the furnace
down also as well. And I can pretty much tell that the baking process inside
Substance Designer is done. We have 12345 materials
that we baked. And then it's time to
go into substance and assign these materials to
start the texturing process. So this is substance and
I'm going to hit File New. And I'm not really
touching all of this for the normal map. I'm going to set it to
OpenGL for documents size. We can also increase that later. So let's select the file. And this is it, foliage low. And let's hit Import. And we shouldn't have five
texture sets in here. Let me check them. 12345. So let's hide all of them. And I'm going to import
textures so that I can assign them to these
textures in here. So let's go and hit
import resources. But I'm going to add
resources in here. Hit Add. And from here, I'm
going to select all of these and open, and again, add, I'm going to open them altogether because
Substance Painter allows you to solve
by not using it. So this is for grass and this one for
the poem as the last one. So now we have to set something. We want to make them in the project so that
it's part of a project. And we want to hit Import. And before that, let's select one of them and
hit Control and a, and select them as texture. So hit imports. Okay, and all of your textures have now been important in here. So I'm going to save
the project and start doing the texturing
work. This is it. Now we are in the
banana material. Let's go in here. And this
is the banana normal map. You see it has applied here perfectly without
any problem really. And this is the
banana curvature map. Let's put it into curvature
map. This is the EO. Let's make it going
to ambient occlusion. And this is the thickness map. And we need to bake other
maps as the position and the workspace normal and
it's going to be a pretty easy mask too big. So I'm going to put it to four K and of course
disable all of them. And position and
workspace normals. Let's make them, of course, random X, frontal view. And we want to bake only the
banana material so it baked. The position isn't
doing anything. So we really do not
care. This is it. And now we can use
the smart masking and the smart material
in here as well. And one more thing that we
need to do is come into here and this channels and
apply the opacity map as well. Let me, it's not opacity, but before adding the opacity, we need to change the shader. Let's go into this shader menu. And in here, I want to
select one of these, either this one or this one. This one is a switch
toggle on and off. If the opacity
level is below 0.5, it's going to hide
it completely. And if it's above the 0.5, it's going to show it, and this is something
in-between, so I'm going to use this. So now the shader is opacity. And now in here, Let's
see what we can use. The opacity is in here. So for the Opacity
channel as well, I'm going to let me
see the opacity. Of course, to make it happen, we need to bring a field layer, set everything as
default and only. Use the opacity. The opacity bring this
map and now you see it has used the opacity map
to mask out any part, but this one for us. So this is good. Now let's
go for the next one. This is the bark
material, of course, for this one we
really do not have any opacity because
it's real geometry. This poor kid that we have here. So let's assign the bark
A0 and the curvature. Bark normal. You see those details
have been now baked into this and the bark thickness, which is this one. Okay, and now let's bake
other maps as well. World space normal and position. I'm going to laterally change for this one and hit
bark material. Okay. It baked the world space normal and then
the position map. Okay, that one done as well. Okay, let's go for the next one, which is the foreign material. Okay, let's see. This shader
of this one is correct. Also. Now we need to correct this. This is the firm. And now let's connect
the firm into that. This is the Ambient Occlusion. Lets put into ambient occlusion. This is the curvature map. This is the normal map. And you see the normal
map taking effect, okay? It's doing a perfect
job in here. And then the thickness map and world space Norma and
position, we need to bake them. But before that, let's
bring a channel. And in the texture, so setting, I need to bring an
Opacity channel. Okay, I'll pass it in here. And let's drag the
opacity mask in here so that opacity mask gets, alright. Okay, and now let's go
into bake settings. Again. I'm going to bake this. Let's bring this one
up because this is the foliage cards and wants
to encompass as information, as much information as I can. So let it bake. Okay, this one is done. Now, let's go for the next one, which is the grass. And this is a good thing
about naming them. We now have idea of where
to place this, okay? This one is A0 for the grass. This one is the curvature. This one is the normal. Okay? And let's
bring another one. We need to first give it a
thickness map down in here. And let's add the
opacity channel as well. So for the opacity, I'm going to give it
the grass opacity. Okay, done. Now, let's go for the next one, which is the palm, and that is the last one. And after this, we can
start texturing process. So let's go to texture settings
and add opacity as well. Create a new fill layer
and only activate opacity and put the
opacity in here. Okay, Now, let's go plug
the textures in here. Or the normal map. It's this, this is the
ambient occlusion. This is the curvature. And this is the thickness. And I need to go into
bake settings and bake other image maps as
well. Only these two. Okay, This one baked
and done, I believe. And now let's see about other textures
as well to see if we have something
missing or not. So on this one I
didn't take anything. So let's hit bake. Okay. This was the grass one. And now we're ready to
start to texturing process. Everything is set. We can take a save and take a backup as well
and start to extreme. So I took it back up and we're going to start with the grass. That the grass is
simplest of them, is a bit more
challenging as well. So we're doing the
grasp because it's a bit straight. And we do that. And when we made sure that we get the grasp
of the concepts, we go for others as well. So I'm taking only the grass and hide everything
else so that I can. To reduce a bit of
performance because others take the
performance as well. So for the grass, I'm going to start and
call this layer opacity. And texturing process is just like the creation
process we use and create the big medium and small shapes and
go on and first, we decide to create something that defines
it from far away, and it's the most basic colors. So for the basic colors as well, I decided to go by
the firm because I want it to have
some tropical colors, not the jungle colors, which are a bit deeper. I decided to pick up these because these are
a bit lighter colors. So I'm going to color them, but not all of them
having the same color. So let's add a fill
layer, NSC right away. It starts to wash
everything that we have in terms of opacity. So let me do something. I'm going to put
everything in a folder. Let's call this one in grass and make the
folder a black mask. So that we can decide to put the opacity in
here as a fill layer. Bring up the fill layer
and look for grass. And this is the opacity grass. And I need to bring this
one from this folder down. It doesn't need to be
a part of this folder. So this is the Opacity channel. I'm going to leave it as is. And look what happens if we
try to add something in here. And for example, trying
to change the color, It's only going to affect this area, which
is what we want. Let's start to pick the color. So let me only activate the color later on at
the roughness as well. So the grass tends
to be not so shiny. And I'm not going to do
something like this. I'm going to only make it a bit. So let's pick the color
from somewhere around here. And this one is good,
and this one is good for some of the grasses. So I need to mask this one. And let's create
a folder for it. And I'm going to put
it inside this folder. And since this one is a
subfolder to this one, it's going to respect
that as well. So I'm going to
call it grass male. And this is the grass, the main color of the grasses. Okay. So for this one, I'm going to select some of
the grasses and colored them. For example. I'm being a bit selective on this and
selecting some of them. Okay? This one, and let's color
this one as well. This color. Okay? Now I'm going to
add another fill layer. Now, let's pick from this and activate only the color
and the roughness as well. And pick from here. I want the color of these
grasses to be a lot lighter. So let's add a black mask. And these are those grasses. And I'm going to select these ones to be a bit
easier on yourself. You could have selected
to create the ID mask, but that isn't really a problem. I can eat. I can easily fix that using
selecting this color. So for the other glad
grasses as well, I'm going for
something like this. Okay. Let's apply the color
and the roughness. Pick up a color from this area. It's a lot deeper
in terms of color. So let's add a black
mask and select these ones so that I have enough variation
in terms of colors. So this one as well. And there's one more remaining that I'm deciding
to put it in here. Okay, let's select the mask. Okay, Now this is the primary grass called
color that you are going for. One that is so lively, some one in-between
and on deeper colors. Okay, it's time for detailing. Now let's close this folder and bring something
on top of it. Now you see from far
away variable to distinguish the
individual colors. For zoom back, you're able to see the different
colors between them. Now, I'm going to add a
bit of color variation in this so that it's not
so CG and uniform. You see it's only a single color of single monotone value,
and I do not want that. So let me call this variation. This naming of layers inside
substances, pretty good. If you hand this some
substance while to a friend and the file has the
names and everything on it. It's going to be a lot better. But since we are going to
work alone on this and nobody is really
going to touch this. I'm not really caring about the naming of the layers
because it's going to take a lot of time and
I really do not want to spend a lot of
time renaming layers. But having MindTap
renaming layers, it's a good thing
and always keep it. Okay, let's add only a color. Pick the color from here. Okay? Now let's add a
black mask and a fill. And try to pick up from this
procedurals that are here. Because the grass
is so directional, I'm going to pick
something that is directional because the grass has a lot of
directionality into it. So let me pick up
this one and check it for an after he
see adding a lot of variation in terms of color. In such a situation. Always I love to go to the color itself and put
the color to multiply because the multiplier
mix the color localized to everyone
and each one. So you see if I
set it to normal, it's going to add the same color with the same intensity
to all of them, which is not really
what we want. If we look at the
base color in here, you see the color has been
added to all of them. But if we set it to multiply, it's going to localize the color based on the color
intensity of every turn one. On some colors, it's
going to lighten it, and some others, it's
going to darken the color. So the multiplier is my
choice for these solid me. Just a bit less saturated
and go to the mask. Then here we can also
choose to see the effect. And now let me unlock
the scale so that I can scale on this direction
or this direction. Okay, It's a good
thing that we're able to add the grass
fibers like this. If you look at the grass
image in here, which I have, there are lots of
fibers going on in here and directional effects. And I'm pretty happy with
how we achieve that effect. So I'm happy with this one. Let me go and add a
bit of roughness. And the grass, you know, it's not going to be so shiny. So I'm going to add a bit of
roughness just like that. Of course, adding a bit of differentiation will make
the normal a lot better. Let me look at the normal C by adding
this height variation, we're getting the normal
map to read a lot better. Okay, but this is too noisy. Let's just have something. So, ever so slightly. And now let's add another color. And now let's pick
the color from here. Now I'm going to add a deeper
color, something like this. But the colored is now to CGI really do not want
something like this. But for tropical areas,
this color will do. So I'm going to keep it, but normally I'm
not really giving my grasses a color like this. So again, let's add a black mask and add a fill layer and
choose a procedural. For example. Let's choose
something like this. Because this one is
directional also. So let's look at the mask to see which areas this
one is affecting, and this is basically where it will color it has been shown. So let's again, I love this so that
we're able to tell this only on this direction
because the grass is so directional and we want to
have the effects right there. Okay, and now let's go
to only the base color and on and off to
see the effect. So let's set it to multiply again and bring the
value that we want, just a bit of color
variation in there. Okay? Now This is good about
adding the fibers. And now let's go. And roughness variation
to this as well. Okay, This one is good also. When I'm happy with
the contribution. And I might also
choose to add a bit of height differentiation
in here. Okay? And now this is pretty
good and looking so natural in terms of
being grid as you see, it's very like the grass
that we are seeing here. Okay, Let's go. And on top of everything, I'm going to add a
layer, mask layer. I'm going to call it sharper. And I'm going to put the
mode to pass through. And this pass-through makes it take a snapshot from
all the layers beneath it. And now you see, we are seeing
the base color in here. But I'm going to add a filter. And this filter, I'm
going to add sharpen. And now you see it has added
a bit of sharpening effect, but it's a bit so much, I'm going to make
it not so sharp. Because if you sharpen
it and so much, it's going to give you
all sorts of trouble. And artifacts. Do not want that. We want only something. So slightly, something like
this to make it really Papa. Again, if we start to look at this reference from far
away, from close up, you see there are a lot of
these zigzag lines in here, which are like close lines. And I'm going to do
that right away. There are lots of these
white lines going in here, and I believe these are the
vessels of the foliage. So let's add another color. And I'm going to pick
the color from here, from this right here. So it's getting just like blue. But I might go with
something later. Okay, and now let's
add a black mask. And again we're going for
something direction up. Let's add a fill layer to that and pick
something directional. Let's, let's search
for directional here. There are some directional
noises in here as well. These are, these
directional scratches. Isolate the mask. Now, we need to
rotate the mask soda. You're seeing the
directions in 90 degrees. 90 degrees. Now we need to tell this very
much something like this. Let's visualize that, but
we need to add a bit of contrast so that we are seeing the color
swatches a lot better. So something like this, but I really do not want
it so all over the place. And I'm going to add a level
after this one as well. By holding down Alt, clicking on this mask, I'm able to visualize the mask and I'm going to add even
more contrast to that. I really want some
selective color swatches. By dragging it,
this one to here, I'm subtracting from the mask. And by dragging this one, I'm adding a bit of contrast so that I get
something like this. You see there are these
happening in here. But of course this is two. So much obvious and I
really do not want that. So let's put the
color to multiply. Again. Not multiply. Let's go for another
mode. This one is good. The white really makes that
something that I worked. And it's getting localized
based on the color of every grass blade
that we have here. And you see it's selective
and not so much. So let's go to Levels and
just make it a bit more. And I can visualize the color and these white areas
where getting the mask. So let's add some more. And let's make it not so strong. Okay, this is pretty good. And really adding those
final touches to the color. So let's make it a bit strong and add a
procedural after that, let me add a fill layer. And from here, I'm going to
add something like this. But let's look at the color. I want to take this
procedural and subtracted or multiply that against the noise that I have. And now you see,
instead of having that all over the place, we're multiplying the
effect to be some, a bit selective on that. So let's make the
multiplying nuts so strong because it
really washed out effect. And now let's go to the color. And this is really
what I'm happy with. Okay, This one is good as well. And beneath this one, I'm going to add another color. And I'm going to add some dirt
colors all over the place. So let's go for
color and for dirt. I'm going to add something
brownish, something like this. Okay. It's alright. And now again, add a
black mask and a fill so that I can select where the
dirt could show up. Okay. Something like this. You see, it's happening on random
places, everywhere. Let's go to base color and try to on and off the effect to
see where it's been affected. So let's give it a bit of
rotation so that it matches the direction of the
noise on the balance. Let's make it a bit more. Again for the color. Let's make the color multiply. Multiply. Let's go for normal
and bring the opacity down. And now let's look at it. But I feel like I can
really take this on, give that the normal
rotation that it has. Let's go for the mask so that you're able
to see that better. I'm going to make it. Yeah, this rotation is alright. And just a bit of noise
to the colors. Okay? Now one thing that I can do
is coming to this opacity. You'll see this opacity
happening in here. And I can add a pain to
layer to this opacity. And this is where I can
altered the opacity as well. So let's call this opacity fix. To make that happen. This paint layer is really a procedural layer
on top of this one, so that I can selectively choose where to show the effect, where to show the
opacity or not. I'm not going to
add to the opacity. I'm going to subtract from it. So let's go in here. And this is the layers
that it's going to affect. And I'm going to only
affect the Opacity color. And you either can make
it white or black. If I make it white, it's going to rebuild
from the texture. But if I make it black, I'm able to removed from
the color from the grass to make it have the effect of a bit being decayed or
something like that. And let me bring this mask up to here so that I
can see that better. And I'm not really
using this Alpha because it's two CG and
really not good to my taste. So I'm going to brushes and
pick up something from here. And there are lots of brushes
which you can choose from. For example, let me
go and select this. And using this brush, I'm able to select and creating this chipped
away effect on grasses, which helps it to be a
lot more naturalistic. Now I'm adding that effect like grass has been eaten off or
whatever you can think of. Or let me go and
choose another brush. For example, this one. The name is written on
here is chunk brush. And you can select start to
chip away some of the areas. And it's good, especially for these areas which we
decided to chip away. We're really creating that affects and I'm happy
with this effect. Also. Later on we can use this
mask that we're creating. Let me toggle it on and off. You see it. It can only be deactivated
only using a single color, only a single click. Now let's try to
add a bit of that. Shipping this to some
of these grasses. But I'm not really going to
overboard and making this too strong because I really wants
Selective what not so much. So let's add a bit
in here as well. And make it Eaton. Okay, just hold down
Shift and click so that it adds something like this and chips away from
your mesh. Okay? And these are really
going to be good in engine when we render
them inside Unreal. So let's add in here as well. This is really a natural
effect that we're creating. So just to add this on this chipped areas can also chip some of
these ones as well. Okay, and now let's make the brush size a bit bigger and try to selectively
chip from some parts. But really you shouldn't go too overboard because you really do not want a lot of
noise in your texture. Because later on,
that will be a lot noisier inside Unreal when
you try to import it there. So try to chip away. So these parts and these parts that we
created inside of ZBrush are the perfect
case for adding, chipping this in here. So I believe this one is good. Let's go before and after you see we have added a load
of chipping nester. So now that we've created
a bit of opacity fixed, I'm going to use this layer and reference it later on too. Apply the effect on the
parts that we painted. You see on these painters parts. I'm going to create something
called an anchor point. And this anchor point is
what the name suggests. It's going to anchor
something in here and we can later on reference
that over there. So let's add a wizard effect on top of this and
add an anchor point. And let's call this opacity fix. Okay, Now, later on,
whenever I want, I can reference this and
use this mask already. So let's go on top
and to test out, just add a normal pain layer, normal fill layer,
and add a black mask. And now instead of
adding a procedural, which we normally do, choosing from one of
these are really add a fill layer and on the
gray scale at anchor point. And that is this opacity mask. And it's not working. I should created this
using the masking section. That was that would
have been a lot better. And I need to do some fixes because I think they
would be a lot better. So in here, instead of adding
the opacity as a bitmap, I'm going to disable this
and choose opacity of 0. And after that in here I'm
going to add a black mask. And then on this, I'm
going to add a fill. And in here I'm going to
choose the opacity for this. So let's come in here
and pick the opacity up. And let's disable this
effect onto opacity. Let's drag this all the way down so that we get
something like this. And now we need to
invert opacity. So let's come in here and add a levels inverts the opacity so that we get
something like this. And now I'm going to
copy this effect. Instead pasted on here.
It's not working there. Let me totally disable this
and I'm going to remove it. And instead I'm going to paint the effect in
here, excuse me. So let's add a paint layer. And we can really choose this brush to paint
on some parts. It's going to be pretty fast. I'm not going to spend
a lot of time on that. So I'm going to paint. And of course you can hold down X to reveal from the mask. Okay. So let's just paint
away from some parts. And trust me, it's
going to be worth it. I'm going to be not so picky
because I really do not want to waste your time watching me doing this
over and over again. Okay. This is what I came up with. Now in here, in this mask area, I'm going to add an
anchor point and call this opacity mask. Let it be, okay and I'm
here, I'm going to. Go to this. I'm going to do this again. So let's add a layer. And on this layer I'm like always I'm going to
add a black mask to hide it completely
and paste fill layer. And in here, instead
of using a procedural, I'm going for this anchor point. And now you see on,
on places where I painted my opacity fix, we are getting this layer
and this layer of paint. We could really change it with something like
dirt, for example. Let's go in here and go
and pick up this rust. And I see on these parts
where we have painted, it also has added
this rust material, which is really a good thing. So now this is so procedural. If I start to go in here and
try to paint on this layer, if I tried to paint is the one I'm trying to
chip away from this. It's also adding that
brownish color to that. And this is really what
happens in nature. When the grass has
been chipped off. It normally comes with the
price of some stickiness. And also if you want the effect to be a lot more stronger, we can go in here. And after this fill, you can also make the
effect is stronger bugs, for example, adding a
filter and add a bevel. And you see by adding a
bubble before and after, It's going to make the effect stronger and go
beyond the borders. So this is really a good effect to add and
I'm really happy with, and every time we try
to paint on somewhere, it's going to chip away. Not only Chipotle
would add that color. If you want to change
the material also, it's really procedural
and you can really change it on the fly
without any problem. So let's make something
yellowish, something like this. Now, let's duplicate
this effect. I'm going to bring
this effect down. So let's make this one darker. Let's select that one to
overwrite normal color. And on the mask of this one, I'm going to use this blur. Or let me remove this blur
and add a bubble instead. Let's add a filter
and add a bubble. Now let's visualize the mask. We need to just manipulate
the bubble just a bit. So you see it's now
extruding the effect. And now let's watch it to
see what has happened. In all of these areas where the grass chipping
this is happening. It's adding two layers of color. One is the lighter color, and after that comes
a darker color. So let's go to this
paint effect in here and try to paint something. And you see it tries to add
couple of color color layers. One is the main one, which is the darker one, and adding lighter
one after that. And it's really a great effect. So let me come into here and I can really disabled this blur. And you see that happening. But that's at the blur and
make it a bit stronger. Make it a bit weaker, excuse me.
27. The Foliage Texturing: Let's continue this
and we're going to start with the
banana kit for now. And as always, let's
use references. I've gathered the references
in here and I will use them. So again, for the opacity fixed, let me delete this one as well. We're going to drag this
layer effect opacity only and add a black
mask with a fill layer. And let's search for banana
and use its opacity. And I'm going to add
a levels inverted. And in here drag
the opacity down. So we're only seeing this. And again, I'm going
to create a folder. And in the folder or the
black mask and a fill layer. And use this one so
that it only affects the colors in the Opacity branch and doesn't go beyond.
This one is good. Now let's give it
some main colors. Add a folder and
call this one main. So let's go for some colors. And I really liked
this deep color, deep green color that it has. Let's pick it. Okay, This one is
good for these. Let's add a black mask
and I start to paint to select this area. Okay. Only select these
for the next one. Let's give it another
type of green, which is something like this. Only activate the color. Let's pick up this perfect
green for this one. Now let's add a black mask
again and just paint on these. Yes. Okay, selected these. And now let's find another tomb. And I'm going to make it
something in-between those. And this one I believe is
alright for the third one. So let's pick up
something from here. Only color. Okay, another black mask and
paint on these parts only. So now I will leave
the colors really look like each other and I'm
going to fix them later. Just, let's paint
a mask in here. And I wished really I could
have baked the ID mask. But we're done from the baking. And just some painting
needs to be done. So these two look like
each other very much. And I'm going to
pick another color. Let's pick from here, from a shade that is
in-between those. Okay, this live green will do. So. There's one thing that I
can tell is that we're going to paint a lot of
damage onto these banana. You see there are
a lot of damage in these edge areas in which
we're doing right now. But before that, let's give them some color variation
on all of them. So let's give the
color variation. And now that I'm looking
at the reference, you see there are a lot of these yellow patches that
is visible on these. So let's do this. So let's go and select
the color from there. Something like this. And the roughness and bring the roughness up
because This is so rough. When I'm looking compared to the color of the whole banana. Add a black mask and fill layer. And I'm going to use
from procedurals, I'm going to select one that
has color swatches in there. This one is alright. Okay. This is perfect, really adding a good
color swatch in there. Let's visualize the mask. It's alright, really
unhappy with the effect. But I'm going to add. Work. So make it less CG. So something like
this is alright. And of course, I can tell that I can get a
better color results using Multiply, but
not multiplying. Let's use another one. Just cycle through all of
the modes to see which one you get a
better result with. Okay, this tense is alright, and it's going to
localize the color based on the color
that is beneath it. And it's really
doing a great job. So let the color is
so present in here, I'm going to make
it less presence. I can use a procedural
to subtract from that. So let's use a procedural like this and try to
subtract from that. Now, let's look at it. And by making the subtract
effect a stronger, I'm able to delete more of that. So let's bring the subtract down a bit to
something like this. And now I can add a
pink layer and try to manually chip some of the
areas that are still present. So this one right here, I can take away from that
and I can toggle between X to remove and paint at the same time on
areas that are like, for example, on this one. I can really remove
from these edges. Because later on I'm going
to add to the edges. And let's hit X on this one and try to paint a swatch on this. And really just try to look and see what
works and what not. This is already
starting to look good. And now let's add other layers to make the sculpting
pop up a bit. So only activate the color. And let me see if I can
activate the height on this to see what happens. Let's make it additive
instead of subtractive, but only adding just a
small bit of height. Not so much. And go
into the normal map. And it's good in adding this. Okay, Now let's go for
this one and start to concentrate a bit on DHS. So let's give this mask. Okay, starting to look good. Now, you should
really care about the color selection of this one because this one is really important and
affecting all of them. So I'm going to select
a green like this. Let me pick from these and
compare before and after. Let's make the
color the multiply. And of course I'm going to
make it not so intense. And upper limits good in adding those highlight edges that
I want from these bananas. Let's add a roughness. Let's not make it so rough. Now let's add some
high-frequency detail for close ups as well. So let's add a Sharpen. Let's call this one sharpen. It, keep pass through. Of course this one
is the painting that you're not a field layer. And add a filter. And from this let's
select sharpen. And it adds another layer
of shortlist into this. And let's select this control and C and I believe
I can paste it. Let me see. I can paste it on
this layer as well. It's a fern. And let's paint it
here before laughter, okay, add a bit of sharpness
into that as well. And the grass has the
sharpness as well. So I'm happy with this. Let's only visualize the banana. Okay, and now let's add
those chipping nothing here which we expected
on the edges. And we can use the same method that we painted edge
effects on the grass, which is going to
this opacity mask. Let's call this opacity. And in here try to add a paint layer and start to
chip away some of the edges. Okay? And the whole point is to remove this CG lines
that you see in here. The lines are so pixel perfect and not really
do not want that. Just add some slight
noise in them. To break the edges. It takes a bit of time, but the result is
going to be worth it. Just paint on the
parts that you want. So let's see. I'm happy with this. For now. Let's add an anchor point in here so that we can
reference it later on. And again, beneath
this sharpness layer, I'm going to add
this rust layer. No, not this one. Let's drag it. Instead of selecting it. Okay, let's add a black
mask filled layer. And instead of using a procedural
goal for anchor points. And whatever we try
to paint there, we're getting this as well. I'm going to make
it multi-layer. Let's take this one and
make it a bit lighter. This is the perfect
color for it, exactly what I wanted. And again, copy this layer
and bring this one down. So one click on it to take it
back to its original form. Now, let's go to the mask
and visualize the mask. And I'm going to add a filter, another bubble, slide bubble, so that it goes a bit
beyond painted mask. And now let's see the effect. Now you see we only first add a light and then add the dark in C. This is
what is happening here. It first tries to add a light layer and a
dark layer afterwards. So again in here to make sure that we get rid of
this on the edges, we come to this fill
layer and add a fill, bring the opacity mask and
set the mode to multiply. So that takes care
of the edges and only happening effect on
places when we paint. So we created that and let's go in here and then
start to paint again. And now whenever we paint, we are getting that effect
that we want it to Layer. Mask, perfect for
adding the details. So let's try to chip
away the edges. And this is really, when I'm looking at the
references, it, It's really common in
banana to have this effect, which is you see right here. So let's continue to
paint on the edges. And of course, the anchor point that we have referenced here, and we have referenced it there. The reference layer should be above the anchor point itself. If we drag this
one beneath this, it's not really going to work. The anchor reference should be above the anchor
point itself. In the layer stack. You should have that
in mind as well. So just some edge painting. Let's try not to
make it too noisy. If you start to make all of the places
have the same effect, it's going to look a bit noisy. Just be selective on
where you add it. Okay? Just try to randomly
paint on some areas and try to get rid of these
edges on some parts as well. This is the beauty of
having references. If you look at a lot of
references before executing, you're getting really ahead
of the project and you will get a lot of good things happening when
you look at the reference. And as long as you have the idea that that is really there, just try to have the idea and reference before coming into
here and you're good to go. Really. Just try to
paint on these parts. And bear with me, it's going
to be worth the effect. Let's go crazy on this and
try to really push this area. Because these are
some identical parts. If you try to add
so much variation, we can also hide the
identity as well. For example, removing this
part totally. Excuse me. You see by removing this, we have now introduced a new
level of realism into that. So let's chip the base as well and make your brush size bigger so that you're
able to paint faster. And this tropical
plants are, I believe, one of the hardest in
terms of plant creation. Because they are a
lot more different than normal plants that
were created inside games. They have different
tone of colors. They have different
curves, characteristics, and really different
plans to be created. So this one is done as well. Let's add something in here. I can really totally remove this part because these are
repeated just upside down. I can really introduce
a new amount of variation by altering
the textures so much. And you see these
two are identical, but we have made them
different enough. And as I told you in
Blender part that later on inside substance we
try to add a lot of variation in
texture creation. That this is really
a power of beauty. The number of tools that you can use to create variation
is really powerful. You can use substance, you can use ZBrush, you can use Blender. And in every situation you can add as much variation
as you want. Okay, let's paint
some of these areas out and try to leave
some of them untouched. For example, these on touched, some of them really touched
on some of them in between. So let's hit X to
reveal this part. Of course, delete
that mask parts. We want to base to be there. Speaking of base, let me
create a new layer in here. Let's look at the base. Look at the main stem. I want to add another layer. Let's copy this layer
and add a black mask. And try to paint on
this stem part as well. I just want to highlight
the stem parts. And later on, if we needed to change the color,
we will change it. I believe we are going
to change the color because the color
isn't so greenish. Just try to paint randomly to support the
randomness as well. Okay, we are now hitting
only the stamp parts. I believe for the color, we're going to change it as
well because these are really not just like the
reference files, so forth, the color, Let's go and pick
something from here. This one is alright.
Making the color really different to the
color of the leaves. Okay, for the banana, I believe it's good. Of course we can add
some height variation to make that even more better. Just try to save
incrementally so that you do not
lose any progress. Because substance
sometimes tend to crash and it really
hurts to her progress. And let's add another layer. And on this layer I'm only
going to affect the height. Let's go into this mask and pick something and just
manipulate the height. I want something to
highlight the edges because. You see there are a lot of
height variation there. Let's add. This edge is strong. It's good. But that's at the effect. Stronger. But don't really be afraid because we're adding a blur to this to make this
look more natural, just make it a bit stronger. And on the sharpen, I'm going to delete it. And instead add a filter and add a blur to make the height
variation there as well. Make it a bit rougher. Okay, Now let's
work with the blur. This is on blurred. The moment we start
to add a blur, but starts to look a lot better. Okay, this one is
for the banana, I believe later on if we
needed to fix something, we will come back
and fix it later. So let's see, show all of them. And the last one is this palm Keep that we
need to take care of. So show only that. And again, let's
add the opacity. Affect only the opacity channel. Add a black mask, and select the respective
opacity in here, which is the pole. And bring the opacity down. And in here I need to
invert the effect. Okay? And now let's
add a folder. Of course I don't
want this one to be a part of this folder. Add a black mask. Fill this poem to restrict the colors that will create only to
this opacity area. So let's go for Paul and I'm going to
change the references. And I'm going to
create a couple of variation from this as well. One light and one dead. For the living one. Let's pick the color from here. Alright, I'm perfectly
the color that I want. And let's mask them. I want this one. These two wants to be
alive and these two dead. So let's add a paint. I want to mask these two, these to be alive
and these two dead. Okay, mask these two. And now let's add a base
color for the dead ones. I'm going to pick something brownish, something from here. So only the color. You can hold down Alt on a single channel and click to
only activate that channel. So the dead ones also, this one is alright. But I feel like I need
to change the color. Let's pick it from
this one instead. This has a darker brown. That will help a lot. Something like this. And for the brown fur roughness, I'm going to make it
really rough because the dried plan really doesn't
have any roughness to it. So let's select this
mask with coffee mask, another black mask in here, and pasting to mask the levels inverted so
that it selects that one. So let's again paint layer, add a fill layer,
add a black mask, and I'm going to highlight
these stem parts in here. So let's try to paint on the
stamp art really carefully. Okay. This is for it and
for this one as well, it's a lot easier because
it's so straight. The selection of it is easier. And it can also select some
of these parts as well. To make the connection
points pop out more. Okay, something like this. Now let's see which
color we can give that. I'm going for something later. Only the color low. Okay, This one is alright. Good indication in there. And for this one as well, let me pick from
those live ones. I'm going to select
color like this. Only the color and
a bit of roughness with high roughness amount. And I'm going to
add a black mask. Paint and start to
paint on these areas. Okay, just try to highlight this part and some
connection points as well. Because you see these parts have a little bit of color
injection in here. So I'm going to select
the color from here. Just pick something like this. Okay? This is our right, and this is good for
adding the base color. And now let's add those
noisy colors that we know. Let's select all of them and
put them in a folder and call them. Right away. Let's add sharpness. Add a fill layer, excuse me, paint layer, Filter, sharpen. It's too much. Let's make it something like this and make
it pass through. Okay, now we're ready to
start adding those colors in. Okay, let's go beneath it. And I start to paint the layers. First, let's try the color. Look at a procedural. Go for something procedural, and then start to pick
from their example. This is good for
adding those details. But let's change the color first to see what we come up with. Something like here. Color to multiply. It already starts to darken some of the parts
which I really like. And let's select the color because it's already too strong. I'm going to add a fill and select one of these procedurals
really randomly. Do not have a
specific one in mind. So let's select this one and
try to subtract it from it. The chip away some of that
and add the roughness. I play with worthless a bit. Okay, and now let's add another white color to
highlight these edges as well. Okay. I feel like it has
highlighted wrong ports. Let me select it at the levels
after that, an inverted. I can really take that and
make it a bit less strong. Okay, This one is alright. Let's pick a color
from this brown parts. Okay. It's starting to come
together and I'm not really going to add a
lot of modes into this, but something so slightly. So another color. Let's go pick some
random procedurals to see which one looks better. No. It's only a matter of
selecting procedurals, testing colors on them to see if one of them works or not. So this one. Is looking good. We
need to pick a color. And as it starts to give this color illusion of these
colors being decayed out. And it's really good.
Let's make it a multiply. Darker on some parts and
later on some parts as well. So let's add some fibers. Add a layer, only the color. And of course, the height, maybe. The black mask. Again, pick one of those directionals.
For example, this one. Okay? It's looking all right, but I need to bring
the contrast up. I want something
just so slightly. Okay, and now let's give the
height a bit of variation. Let's bring this in. And roughness, bring
the roughness up. And choose one of these colors. One of these debt colors. And roughness needs
a height needs to be manipulated just a bit. Okay, Now, let's
look at all of them. I feel like I'm
really happy with the foliage that we
have created and now we are left with
only this park. One thing to note
is that we keep this substance files
so that later on, if we needed to add more detail, we come back and add
those details in. So for now, I'm really
happy with the details. Let's go for this poor kid. This is weird geometry
and a bit more different to handle because on those parts we've really
added some procedurals. But on this one, we're really
caring about the geometry. Of course, procedurals and
these are smart mask as well. So let's select this park or a bark that I'm
happy with the color. These three are
good to my taste. I'm happy really
with their color. So let's add a base
color for all of them. And pick the base from here. Pick one of these lighter tones. This is alright. And of course this one is going
to be pretty rough. Let's add a lot of
roughness into this, but we're not going
totally to one because even the roughest object have
some specularity to them. So bring the
roughness down a bit. And now let's add some procedurals to give this
as much detail as needed. And then later on, use this smart mask to really
make the color belonged to the geometry because these
really used the geometry so well in terms of making
the colors so localized. So let's pick another
color from here. And I start to give the
roughness at variation as well. The black mask and a fill layer. And I'm going to copy this, but of course let's make
the colors so pronounced. I'm going to use this
color because it's so different to the
tone, to the others. And select this layer. And every time paste this layer, choose another mask,
change the color on refers to get something
that works fine. So let's go for
color picking from these in here and this fill. Choose a procedural, just write procedure and all of
them will appear on here. You can also go into the base color and visit
what do you have created? So I'm happy with this. Let's paste another layer and go and choose
another procedural. And just see where the
effect has been applied. And then you're good to go
and select another color. And you see the color
differentiation that it has created. Again, paste the layer
going into procedural, see something that works fine. And try to give
it another color. You are not really
bound to this. You can use these ones as well. For example, let's
pick the color from here to give you that tone here. Really that works. So this, the urine, a strategy works really
fine in terms of giving these a lot of realism. Bring the balance
down and pick one of these areas and give it a
bit of preference variation. Paste the layer again, select the procedural and choose the color which alike. So before adding the
procedurals, it's really, it's really for adding
this smart masks. It's really looking procedural, but the moment you start to
add those are smart mask, it starts to take shape. So just bear with me for
a couple of seconds. When we're selecting these, I'm going for these
darker shades as well. Let's pick something from here and go for
these ones as well. Now let's look at
the base color. And we are getting richer
in terms of base color. So let's add the layer again. Select the fill layer. No, not this one. Let's go for something else. Okay, this one is
alright as well. Let's pick some of
these lighter ones. This is good for base. Let's select them all. Give him another folder. Let's call it base. And of course we can go
and add more layers. But for now it's enough. And we'll add a paint mask. Let's call it sharpen
filter and choose sharp. And of course it should
make this one pass through. And we really do not want so
much sharpness just a bit. Not so much something to
pop up the color bar. So now it's time. I remove this one and
select this layer. Only. Now it's time to pick
up from these colors to make this localized to the geometry you see it has selected the
geometry colors for us. And the mask is based
on geometry. Really. Pick one of these. Okay? And I can really
turn the color down a bit. Paste the color again. Now, use other ones to see
what you come up with. For example, this
one is alright, adding the darkness to those crevasses.
That's a good thing. Let's pick from this area. Okay? Now let's add again. This one is so strong, I'm not really picking that. Okay, this one as well. Let's bring the balance down. Start to pick a color from here. Okay, I feel like
it's looking good, but we need to highlight
the edges more to give this a more illusion of
what is going on here. So I'm going for some of
those edges, not this one. I'm just going for something
to represent the shape, to highlight the shapes. So let's bring the balance down. Yeah, This is good. Now let's pick. A color from these parts, from these lighter ones. I'm going to pick from here. Now you see it really started
to highlight the edges. And I'm really happy
with how this is going. So let's bring this down
a bit just so slightly. And I want another
layer of H Highlight. Let me see. Yeah, this
one is our right as well. Only the color and a bit
of roughness variation. This time I'm going
for a darker one. What I can do really is
to go in here and add the paint layer in
the mask so that I can paint a bit on
these parts as well. A bit of random paint
on these parts. So make the ages
highlights a bit more. I'm just being so random. And go covers the edges
on this same parts. Because I really want some
edge highlight on these. And this will give
me that separation. Rotate the color to be able
to visit this area better. Later on when we try to
add this into Unreal, we will see this result. And of course, we
may have to change some colors so that it
works better. Notes. Okay, Just some more variation. I'm just going to highlight these edges so that when you stack them on top of each other, they are identifiable
from each other. And not really being so
careful with the color paint. Okay. And I believe this is
the last one here. This one is the last one. And whenever procedurals
didn't work, you can really go and
paint some details. Hand painted details to make this whatever you want to be. This hand painted
details are really what brings your text
string to a next level. Alongside procedurals, you can go halfway with procedurals, but if you want to ultimate
realistic results, you want to have some hand
place details in there. Okay? And now the edges have
been highlighted as well. I'm going to save it and
now it's time to export these textures into
substance and do the, excuse me, into Blender and
do the 3D modelling there. We're going to keep bash these and create
what we want there. So it's time to export this. And now let's go to
Export textures. And for output templates, I'm going to use the one that we created, this pact, OpenGL. And if you look at it here, It's the same thing. But for the normal, we replaced the OpenGL
normal, the direct XORed. We can flip that
insight on real. So we're going to use the
same thing on this as well. And let's put the output for k and I'm going to give
them export direction. Now let's look at the templates. And for the naming, it's going
to use the t underscore, mesh, underscored texture set. And it's going to be perfect. It's going to use this
texture set in the naming. So let's hit Export. And for the dilution
also you want to set it to infinite to create a padding, okay, it's going to now
take a bit of time to export this and I'm going to be back when the exporting is done. Okay, this is our exports folder and we're going to do
something with this. I'm going to take this and
create a padding for this because later on inside and
when we zoom out of this, it's going to meet map
some of the pixels, and it's going to
borrow couple of pixels from these two color, the mesh from outside. So we're going to create a
padding as well in Photoshop. But an easier fix
would be done inside Substance Designer Lead
me for exporting these. I'm going to disable the mask. I'm going to right-click
on this folder mask. And you hit Toggle Mask
and it's going to disable this mask so that the information is see on
here is going to be exported. You see a lot of colors in here, and that is going to
be exported for us. So let me select all of them. I'm going to use this
because I believe it's a lot better than
using Photoshop. This is the bark. It, it
actually has the geometry. And for the next one, let me select this fern. And on the folder mask
when we created that, I'm going to disable
the mask as well. And on this one, I'm going to disable the mask. And on this one as well. Then we go for export. Now, let's go for exports. And using the same settings and same everything,
Let's hit Export. And you see for now
it's not showing anything because alpha has been taken into consideration
and I'm taking the base color of each
of them, of these ones. And these ones, I'm dragging them into Substance Designer. Drag them on LinkedIn. And this one is also
procedural as well. I mean, by correcting
one of them, I'm able to take all of them. So you see this one is in here. There are color
patterns in here, but the color padding really isn't what we want for this one. We want to color a padding to be the same color as this one. So let me check others as well. This one is alright. We're not doing
anything with it. This one, we need to fix it and make it
something like green. And this one is somehow right. Okay. We really do not
want to do anything. It's the only ones that
we want to correct. Are these. So let me take this because it already
has the padding. We want to convert the padding. You drag and no doubt, and search for a split. And then in here you're
going to get also split. You get one RGB and one alpha. Drag this one out
and go for a blend. And drag and no doubt, go for HHS and drag it in here. And we're going to use this mask to separate between these. So now let's just select the blend and try to
manipulate the HSL. We're doing wrong way. Select these two
nodes and hit X so that it converts them
to something else. So now select this one to
see the blend double-click on it and a single
click on this one to be able to change
the color palette. Now you see based on the mask, we're changing the
color of padding of this one to be something that is more towards
what we want. It. Just, let's select
something a bit greenish, a bit dark green. Something like this is alright, so that when we zoom out, it's going to pick this color. Okay, Now I'm going to
take this and simply save it and overwrite it
with the previous one. Or first, let's drag a node out and again search for alpha
and this time alpha merge. And now merge this alpha so that we get our texture
back with the Alpha. But the color padding
is corrected as well. So I'm going to export
this one as well. And I'm going to
overwrite it with this. Okay, This one is
going to export. Now, done. You see this error
because we have linked this one and it has
overwritten this one already. So let's connect
this one into here. This is the mask. And let's delete
this HSL and bring another HSL and
connected in here. And now we need to manipulate the HSL to get something more like the colors of
the grass blades. We want to go for
something a bit green. Okay, something
like this will do. So now this is the
result and with Alpha, I'm going to hit Save and
overwrite it with this one. So I'm going to take a
bit of time to calculate. Now we have the result
and we're ready to close this one out,
an opening blender. And as always, I'll
drag this one in. And now I'm going to bring the texture file
and one add-on that will help us bring the
PNG texture file is this one if you go to the
preference and this add-on, just search for
Images as Planes. And this add-on, you
activate it and you simply hit shift and a, and in this image, hit Image as planes, then it's going to require
you to pick a texture. I'm going to pick
this base color. Okay? Now let's go
to material preview. You see the base color with the alpha has
been set for us. And to see that, you
really have to go into the material preview and we
have this material in here. Let's go for another
image plane. And this time select this one. No, this one is the bart. We really do not need
this one to be like that. Now let's go for fern. Okay. Now again, image as plane. Now grass. And then one more
thing that we need to do is this polymer. It has now perfectly set up these materials for us
and with alpha as well. And the good thing is that we really do not need
to do initiate the work or things like that
to get these alphas to work. So now there's one more thing
remaining and I have to bring the low poly mesh that
we baked into substance. I mean, this low poly file. And we're getting all of these. I'm going to take
this delete, delete, delete, delete all of them, but these four ones. And these are the
ones that we're going to use for texturing, for creating the bark. So let me take one of them. All of them use
the same material. So on the base color, image, texture. And it opens. And from here, just
select a material. This is the bark and these are the low value planes
that we are ready to start cutting and
creating things on. Okay? Now I'm going to save, take a backup and start creating process in the next
lesson. See you there.
28. 3D Realtime Grass Meshes: It's finally time for
real folly is creation. And these are the ones that we're going to
import into unreal. And we're going
to create them as locally as possible so that we can use a lot more
performance for other places. But of course these
are important. But we're going to try to make them as much as
locally as possible. So I'm going to drag this out
so that I can see better. I'm going to start
with the grass. So that may put the pivot in here and bring
this to the top. I'm comparing this against
the size of this mannequin. So the first thing that
I'm going to do is extracting single
measures from this. As you know, this
is a single plane, really a single flat plane with some alpha cut out
and things like that. So I'm going to go into
edit mode and I start to drag lines in here so
that I can load it on, extract measures from there. So I'm only because these are so a straight
piece of geometry, I'm only going to
drag some lines in the edit mode and
try to separate them later on, extract image. So I'm going to bring lines in between so that I'm placing
them in a way that I can, for example, take this one and
drag it as a mesh and have something in mind that the more alpha you
rebuild from your mesh, the more performance
of E is going to be for Unreal
Engine, for example, if you try to import
this into unreal, There are going to
be a lot of planes, one after another,
to create a foliage. And something like
this, for example, would create a foliage. And if you look at this, this is a single plane,
nothing more really, single plane with some
alpha and this alpha, this effect is called overdraw. We really do not want a lot
of alpha to be revealed. We want to hide as many
alpha as possible. For example, when trying
to cut out our mesh, I'm going to cut out this
part because I really do not want this part to
be seen so much. We're going to cut
these as much as possible so that not a lot of alpha is visible in our mesh. This is called the Alpha overdraw and Unreal Engine
really hate this effect. So have that in mind. Okay, and, and
that's why I'm going to cut out this
part and delete it. Because I really do not want to see a lot of alpha
in these planes. So take this one and
delete this one as well. Now, only thing that I'm
going to do is dragging line and encompass piece
of mesh with two lines. And now I really can select
this one and delete it. Later on when we're finished, I can hit P separate
by loose parts. So let's do the cut-out again. Okay. Something
like this and try to manipulate too drunk
to as much as possible. And if I try to drag this one, it's going to also
distort the UV. But if you want to preserve
UV when moving this line, you have to use
the slide so that you only manipulate the
line and not the UVs. That is important thing
to keep in mind as well. So let's see what
is this one doing? Perfect. And I'm going to polygon mode and delete
this one as well. So this one is alright. I'm trying to put a piece
in-between two lines so that later on I can really
cut out a piece. I'm not going to make this one, these ones so high
poly because these are individual pieces and we'll
try to keep patch them. They're going to be
a lot of polygons. And you saw how manipulating a lot of polygons
was painful in Blender. And of course,
blender has really became a lot better in terms of handling
so much polygons, but still it has its
own disadvantages. It's going to be a lot better, but for now we have to
keep that in mind as well. So the last one, I started with the
grass because these, these are the simplest ones. And we can explore
the concepts and really see where we can
go with these grasses. And the concepts that we use
for the grasses also are applicable to any kind of foliage that you want
to create for a game. Okay? And now you have
these parts which we'll need to delete. Okay? And now we have
individual pieces. I should subdivide these
a bit so that later on, when you try to bend these
will have really no problems. So let's take all of them. Right-click and sub-divide. It's going to. Sub-divide them, the bid, and now take them again
and subdivide again. And now let's look at them
in terms of polygons. Okay? This is good. This is
really what I'm going for. So on this part, I really do not want this
because it's overkill. Let can take this. And these ones, the lead term. And now I'm going to extract
single measures from this. Let me go into edit mode, hit P by loose parts. Now we have individual geometry, but the problem is now
with the period of this pole of the pivot
has been centered. I know we're going to
correct the period as well. So first, let me try
to manipulate each one so that we can hide as
much from alpha as we can. So let's take all of these. And I can really use the knife tool and drag until
here and confirm it. Okay? And simply go to
polygon mode and delete this and select this one
and put the period on here. Okay, and now let's manipulate the geometry
to hide from the alpha. And as you know, if I
try to drag this one, it's going to hurt the
UV and distort the UV. I do not want that. Let's take it and use the Slight tool so that it
doesn't affect the UV so much. So we want to hide as
much from the parts, from the Alpha
parts as possible. So this one is alright. Let me take this
one and drag it up. And the more you hide
from the Alpha tomorrow, optimize your mesh is
going to be just used a slight tool so that it
doesn't affect the UVs at all. Okay. On this one as well. We're getting perfect. Okay? And this part needs
a lot of manipulation. I'm going to the knife tool and hit Confirm and
delete this part. Okay, and now let's
bring up the statistics to see this one has certified
triangles and it's fine. We can do with that. So let's take this
slowly to here. Or let me watch it. I can really take this one, take this polygon and
cutaway from here, all the way to here
on this point. And take this one and delete it. Okay? Of course, we
can really take it easy and not be so
obsessed with it. But for the sake
of optimization, I'm really going so radical on this because I want the most optimization
out of this. And I'm going to
select from here and cut a piece all
the way. This part. Okay, and now let's go to polygon mode and
try to delete it. Then we have some edges
here which we need to fix. Let's take this and
delete, delete, delete. So now let's look at the
geometry itself without alpha. And this is basically
what I'm looking for. I really want the mesh to
hide a lot of the Alpha. So let's take this and
this one and merged them. So let's go to material mode. And I can take this
and bring it here. Okay? And I can bring it
up as well. Okay. This is good. Now let's go for
other ones as well. So it might take you
a couple of minutes, but it's really worth it. The amount of
optimization that you can do right away here. So I'm going to use the knife tool so that we know that there are more ways to manipulate
this as well. So let's take these
and delete this one. I can slide it in. Okay. This one also slowed
it in as well. Just use the Slight tool so
that it preserves the UV. Okay? So this one on a
slotted in here also, instead of using a sloping
because this is too much, I'm going to cut. Right away until here. Okay? Now I can simply
take these and delete it. This part isn't really
a part of the geometry, so I'm going to delete it, merge these two together. And in here I'm going to use a knife tool to
cut from the mesh. And it might really look a bit less interesting than
the mesh creation itself. But believe me, this is
going to be unnecessarily. If you try to be optimized
in the first place, later on, it will save
you a lot of trouble. So I'm going to select this
and put the pivot down here. So let's slide it up and
put the period here. So this one and this one, there are some more
remaining as well. So again, I'm going
here and bring the cut mode and try
to cut from this part. Okay? Now I'm going
to take this, slide it. Okay. Just a bit more
remaining on this. And Unreal Engine
really hates when you reveal a lot of the alpha, should try to cover as much
from the Alpha as possible. So let's take this one on
this one and merge this. Okay, This one is good. And take this one and this one, I merge this and this one
I can also merge here. And I can cut away a line from here and
also slow this morning. And finally, merge this to
this and this one to this. Okay, this is good for that. Now let's insert a
pivot to be right here. Let's take all of them
unmerged way distance. Okay? This one is done as well. So bear with me to
complete this one as well. Let's bring the knife
tool and tried to cut right and delete these polygons and put the
pivot right away in here. And try to slow this thing. Okay, I can really bring extra polygon in here
and a slope this as well. Later on, we're going
to use all sorts of techniques to create
the grasses themselves. We're going to use a
lot of randomization, a lot of modifiers to
create the grasses. And as I told you, the techniques that we
use here are really applicable to any kind of foliage that you want to create. This one is alright as well. Now the pivots are working. This time. We're going for this, which I believe needs a
bit more manipulation. Let's cut away from here. Instead. We really do not need
all of these parts. Okay? And sliding. And I can take this and
this and merge this. Okay? And this is going to
save you a lot of FPS later on inside and
we'll believe me, it might look a bit daunting, but it's really a
part of the process. Hiding so much Alpha would cause you to save a lot of
frames per second. So a bit of merging. And now I'm going to
cut from here to here. Then caught right away
to here, to here. Okay? And I'm going to delete these parts as well. This one. I can take this and slowly down. And let's select them all and
merge one vertices as well. So let me take this and select all merged by distance. Okay? All of the vertices are there. So a bit of more
manipulation to do. Okay, this one, we can
simply slowly to here. You can really totally
skip this part, but I really encourage
you to do the technique because it's going to save you a lot of trouble
down the way. So let's take these
and delete them. And this is a big hole
which we need to cover. So let's take this,
bring it here. The slowed it in,
penetrated cut away from here and go all the way to disperse. Okay. I can take these
and delete them as well. So a bit of more of a hiding. Let's take these and
we can merge them. Okay? Where's this one? Okay. This is good as well. So let me place the
period in here. We're halfway through,
just a bit more remaining. So let's take all of these. And I can go to
Edit Mode and bring a cut and cut from here and really
takeaway from all of them. So this one doesn't need
so much manipulation. Just a bit. It didn't hurt it that much. So we really do not need to
manipulate so much vertices. Okay, Just a bit left here. I can take this merge
and take these, and merge these two together. Okay? And I can bring
the cut, vote again. Cut from here all the way to here to save
some time, okay? So all of these and delete them. And be sure that
when you drag this, just select all of them,
unmerged the vertices. So I can delete this as well. Let's go to Solid mode. And then here to see which parts need
the most manipulations. Okay, This one will
bring getting so much. Okay, and this one done as well later on with the site for
the pivot to be placed. And we will decide
them individually. And this fourth line
that we added is really powerful for hiding alphas. It added a bit of geometry, but it's really worth it. And geometry could really be hidden using a
lot of techniques, but this alpha is going to be a pain if you bring so much
alpha into Unreal Engine. So again, let's merge all
of them or merge them. Many manually. Okay. This one remaining
goes to solid mold, okay, this is what we want. And a slope this one up and
a slow this one as well. Just a bit of a slowdown. Nothing more really. This amount of
vertices later on, we'll guarantee when we added amounts of the modifiers,
it will support them. And we're going to add some Ben's modifiers and a
lot of modifiers to make sure that we get the perfect bending
and things like that. Okay, Let's take all of
them merged by distance. And now I can bring
this one here. And I can take
these two as well. I'm bringing them
in this one. Okay. And from time to time
go to Solid View. I look at the wireframe to
see what is going on there. So it's worth to add
a bit of geometry in here and try to bring this in. And also, yeah, that
one is alright. Okay, this one is done as well. Then selecting them all by
one really helped me a lot. In speeding my workflow. I can work on all of them together without
any problem really. So when you drag a wire
to see each others, make sure to select the image by distance so that it merges the vertices so that you do not have any
overlapping vertices as well. So here, now pick the
knife tool and try to cut right away. Here. Go all the way to
top on this one. Confirm it and I can really
delete a lot of it. Okay. Now a bit of a sliding. So let's take all of them. Let me visualize the GEO. We have messed up the geometry, and we do not want that. So again, let's go in here
and a slope this one to top, merge the vertices and a slope this one to here, merge again. Bring here, merge again. So now let's look at the GEO. We need to bring this to top
and bring this one to top as well to make sure
that the GEO is fine. So let's take this, merged all of them. And I can really get away
using this. No problem really. Or I can simply delete this one. Doesn't really worth the price. So let's take all of them individually and try
to place the pivot in here. So this one, I'm taking
that and go back a level. And now we have all of them. Let's check for the pivots to make sure all of the
pivots are working. I'm putting it here. And all of the pivots
are working fine. So let's take all of them. Drag them back and I can
drag a duplicate out. Now let's take these
copies and I'm going to isolate them. So try to drag some copies. Okay, now we have enough
vertices to work with. And now we have these. Let's take some of them. For example, these ones, and try to rotate this way
and bring them in the center. And now we need to do some work. Let's first wireframe and now let's take all
of them and you can go bring the search
menu, search for random. You can bring up the
randomized transformation. We can bring it up, and we can put some values
to randomize them. For example, we can
randomize the location in x, location in y, location in Z. We really do not want
to do a lot of z because it's going to be really something like
this hanging above. And it's going to move them
based on their pivots. Okay. Let's make it wider. And the rotation as well, let me see if I can rotate. The rotation is going
to be good as well. It's going to add a
bit of depth to that. And a bit of rotation in
here and on z of z. Okay? And for the scale also, let me make the scale
a bit more randomized. Okay, Let's take this one and let's say we're happy
with this, okay, I'm going to take all of them, select something in
here and join them. And now we have
created a cluster of grass and the geometry
is good here. The amount of the
geometry that we are getting here,
it's not too high. So I can take this. Let's apply the transformation. And now in here,
Let's see what we do. I'm going to the modifier, and from here I'm going to use the simple deform modifier and try to use a bit of
modifiers on top of that. So I'm going to modify
them to the left a bit, Shift D to duplicate
this on another axis. And just look at them from all sides to see if
that works or not. Okay? This one is all right. I'm going to look from all axes. So again, I'm going to bend, but now in another direction. Okay, we can call this one
the first cluster of grasses. It's pointing in this direction. I'm happy with it. You can also use other modifiers as well in this simple form. Let me bring it. And we can use tape
or for example, something like the
taper effect happening. I'm going to taper it. Now. Let me see what the z does. This one could be good, but let's keep it the way it is. Okay. Let's say that I'm
happy with it. I'm going to take
all of them and hit Control and eight to
apply the modifier. So this is the first
cluster of grass. Let's go to rendered mode. Nothing happening really. This is what you are getting. So I'm going to the shading mode and
right-click and shaded as well. So let's look at the
wireframe in here. And it's not too dense and I'm happy with the cluster
of grass that we are getting here and we're going to create multiple sized clusters. So let's go to
material view and try to look at them from all sides. And if you want to do
further manipulation, you can go in here and try to select some of the vertices. For example, these ones. And using the
proportional editing, try to move them, rotate them. Or even you can scale them to whatever you
want to do with them. Okay, this is good. For the first cluster. I'm going to take it and apply all of the
transformations. Let's call it as an underscore. Foliage, grass. Oh, one. Okay. This is the first
cluster and now let's go create another
cluster as well. This is really the way we
go for foliage creation. We cut the planes,
create clusters, randomized them, do modifiers to make
them really look nice. So this one is, I believe. Alright, so let's
create another cluster. Let me take this, drag it into here, and try to replicate
from this one as well. So just mind triangle count. When you're duplicating these, I'm not really going for
something above the two k. Okay, This one is alright, let's do some more. Okay? Now let's take these
duplicate and bring them here. And again, I'm going
to randomize them. So let's go back. No, isolate them with this so that I can compare the size against the
size of the mannequin. So again, go to this one and let's try
to randomize them a bit. So now on z are really do
not want any randomization. We've gone too far. On x. Yeah, something like this. I'm going to form a bigger one. So let me take some more and drag them in because this one is really going
to be the bigger one. Polygon size isn't so huge. So let's again take all of them and hit the
object Transform. No, not like this. I'm going to make it
something like this, okay? And try to make the rotation as well so that it creates
something like this. Okay, and now let's
go into edit mode. I'm going to take some of these and I'm going
to bring them down. And not so much. Okay, It crashed, but
a created that effect. So in here it's like this. Now let's take all of them
and join them together. Just so pick something in
between so that they can join all of them to save again. And in here also I'm going
to create that effect. So let's pick something
from here, bring it down, something from here,
bring it down, and something from the
center. Bring it up. Okay. From all sides. It looks something like that. Okay? Now we have this one. Let's apply all the
transformations and apply the simple deform modifier. So let's go for band. Just that slight bend in here. Duplicate this. Went in another direction. And look from all sides so that you can see what
is going on there. So, alright, I'm
happy with this. Apply all
transformations and drag this one to the side,
just right there. And you see this one is bigger than this
one that's rotated. Okay? Now we have something like this. Later on inside Unreal create some things to make
sure that every time we rotate and get
so far away from this, there's going to be a decrease
in the polygon count. Just bear with me when we import this into Unreal,
you will find out. So let's go to Solid View and select them and hit shade smooth so that
the shading is gone. Okay, now I'm going to
create another cluster, this one, I'm going
to create a vast one. So again, let me
bring this one note, let's make a copy. And this one, I'm going
to create a worst one. Something that encompasses
a lot of space. Something like this. Go into material mode, select all of them,
and shade smooth. Again, bring the object
Transform, randomization. Let's search for random, okay,
randomization transform. And from here, it looks good. From here as well. I'm not going to do a lot in z. Just a bit of
randomization there. Okay? This one is alright, let's
put this one into one. And the good thing is that
when you create this, the moment that you
are happy with it, there's a random seed
and you can go there. And try different options to
see which one you like more. So I'm going to use something,
something like this. Okay. I'm happy with it. Let's take all of them something in-between and join them. And now apply on to bring the transformations
to their place. And now let's add
the bend modifier. Simple the form and we're not
bending in this direction. We are bending. Actually, let's not done that. Let's make something. Just try to form
the shape of it. So I'm going to make it a bit smaller in size
compared to these ones. Let's make it the same
size but a bit shorter. Okay, and now again, I'm going to create that effect. Let's take these,
bring them down. Take this, bring them
down in all directions. Because this is
something that I've seen happening in
a lot of grasses. Okay? This one is alright, so let's take this one, bring it here and name it. Let's copy the name from here. Name this 10 to name this 103. Okay, Now the grass
creation is done. What I can do is come into here, the poly count is good. Okay? I can take these ones. And alongside with this one, I can take them really
totally and drag them out because I really do
not need this for now. Okay, now let's go for another one which
is this fern kit. So these are the fern kids. I'm going to cut these as well. So let's go in here and I start to bring for cuts in here. And don't worry, I'm going to manipulate these cuts later. So this is 1234 sections, so I'm going to add some
vertical sections as well. Manipulate these. Again, I'm going to put
something in here to really cut away from this
part because I really do not need
this part at all. So having a bit of alpha and
this is really in avoidable, we cannot really do
something about it. So if you want to try
to cut a lot of alpha, we would get a lot of geometry and unnecessary
geometry in deed, and we really do not want that. So let me just take whatever I can instead of really going
to dramatic about it. So let's again put something alongside here and try
to bring this down. And I'm not really being too dramatic on these just
like the grasscutter, but something to hold on. Because as I told, it's really inevitable to
have something like that. We want to cut away
a lot of alpha, we need to add a
lot of geometry and that way it's going to
be another problem. So only cut away to the
piece that we need. Okay? Now, from this part as well, I'm going to bring in something from here. Let's take this,
take all of this. And it p by selection, so that we have a
p squared here. So I can really take this
one and fine tune it a bit. Spring this one up and
something like this. Okay, I'm happy with this because there's nothing more
that we can do about it. If you want to hide
a lot of alpha, we are really going too far
and that is not necessarily. So let me take this, bring it in the center
and apply transformation. So bring it here. And we're going for
the next as well. Just try to make
some Alpha changes. So I can take this
one and merged them. Okay, and now let's
bring the knife to cut. So WWF faster on
the cut creation. So on this one as well. And now I can take this, separate, this by selection. I want to put the pivot on here. So Let me see if I can
drag this one in here. Or I should add a
vertical piece in here on this part because
we're going to print this. So let's put the
piece on the stem. Okay, and now put the
rotation on here. Just rotated, bring it
here, apply transformation. And boom, done. We have two more piece only. So up feel like cutting will
give me a better result. And it's a lot faster than trying to slide the
vertices in this case. So let's take all
of these and delete them unnecessarily Alpha really. And again from here, let's cut. Okay, until here. I can take this slide. Okay? Now, take all of these
separate by selection. And I need to add a
piece in the center, a vertical line in
the center for Stan. Okay, this one is done as well. Now let's give this
its own pivot. Let me, yeah, the triangle
count is very good. Bring it here, upload all
the transformations done. Um, there's only one piece
for mailing and I'm going to cut and cut on some
more Cox as well. So bring this one in here. But I'm going to again cut and just be a bit more gentle on this. And if you want it to go with something like the
grass kit on this, we would have really had
to put a lot of effort, unnecessary effort on this
to make it look alright. So this one is looking ugly. Let's go back a couple of steps. And I can bring a cut in here. It's really needed. Sometimes
really you have to make some choices to make
a results better. Okay. Just some more cuts remaining. Okay, I'm done. And now let's do a vertical piece that
goes right for the stock. I'm going to select this one. No, Let's take this
instead and slide it in to this one and put
the period on here. Rotate. Bring it here, apply. Okay, we have the kit. Now we're ready to do
the kid passion process. And if you remember, the firms used to have some
stems as well in here, which connected all
of them together. And the system really
doesn't end in here. You see this term goes away. And it's basically connecting
piece to the ground. So in here we really
do not have a stem. And I'm going to do something
creative and extract a stem from this part on
every one of it. I'm going to Go here. Let's slow down a
bit to the right. You're going to understand
what I'm doing in a minute. I'm going to add another cut that goes right to this part. Okay? And hit Select. And I'm going to select this part and Shift D and bring it right here. And I'm going to do something. I'm going to bring this one up. Bring this one,
slide it up as well. Let me delete this,
this one as well. I'm going to bring this one to the top and place it right here. But I'm going to take this, this one, merge it. Take this one, merge it. Okay, we have now created a stem for the
firm that we have. And of course, I feel
like it's too long. Let me take this and
bring it to top, de-select, bring it
to top deselect. And just like this,
manipulate the stem. I can really take them all and resize them as Lord
and bring him here. And let's take this
and I'm going to use this stamp piece on
these parts as well. So let's hit Shift D and
separate by selection. Now we have the STM
piece in here as well. So let's bring it here. And I'm going to
take this chamfer merge by distance, okay? And now I'm going to chamfer
this by creating bubble. Okay? Now take this one, join these two together, and select this one or this one. Or I can bring this one up, bring this one up as well. I join these together. Take this on this
one as the last. Okay, this one now
also has a stamp. And now we need to put the
pivot on this stem part. And we really do not
have geometry in here. So let's select this
and put the pivot in the middle of this line instead. So this one also put it in here. We need to do this
couple of times more. So let's take that stem, bring it right away to hear answer here and
select these two. Separate by selection. Separate by loose
parts so that every one of them is its own piece. And the reason that I'm
connecting these two together is that when
we try to bend them, it tends together, not
bending them one-by-one. So let's go to no vertices. Looking, chamfer this, and
drag them right here. Okay? Now, join these two together. I'm going to merge this and
this emerged this on this. Now these are part of
the same thing together. And since this one is going
to be so small in the scene, It's not really going
to be seeing, okay? And put the pivot in here. This one is the last one. Let's take this chamfer and manipulate the vertices on this connecting parts
and join these two. And this is another
method of really using the geometry to
your own advantage, just so you have to think
creative and execute the plan. Okay? And now we
have four pieces. Okay, Let's start keep bashing. The main reference that
I'm going for is this one. And this one you see? They come from the ground
and they get bended. Okay. Let's take these I'm going to again bring this in
here and do a duplicate. I'll do my work on
It's duplicates, not its original pieces. So I feel like this
one is a bit too long. Let's take these
and delete them. For now. Bring the
period until here. And this period placement
is really needed for. Friends modifier when we add it. So again, let's take this one, bring them all in here
and try it depends, might refer simple the
form and the bend. Okay? I'm not going to
bend it in this direction. Instead in this direction. Okay? This is once. And take all of these and take
this one as the last one. Controlling and copy modifiers. So I'm not going to bend all of them in
the same direction. I'm going to add a bit of
directionality to them. So let's select all of them. Duplicate, bringing center,
something like this. Okay? And now I'm
going to take them individually and try to bend to one of the
more, one of them less. And be a bit random on the band that I'm
creating on this. Okay? The Swan. You see being so random
on this will help a lot. Okay? Now I'm going
to take all of them, bring them in and scale
that in doing this up to create another
layer of meshes. And I'm going to make
it something like this. Again, I'm going to take
one of them bends more. One of them bend
less and be a bit random on your creations. This randomness really
is the key to make them really look realistic. Okay? This one less, this one more. Okay, something like this. I'm pretty happy with it. And now let's take
the first layer. Let's go to solid view so
that it's easier to pick up. I'm going to select
the first layer once and do another
duplicate and bring them up. And you see, although we
have a lot of duplicates, but the polygon is pretty manageable and
good to work with. Okay, now, do another copy
and make them smaller. And on these ones
I'm not really going to at whole lots of bend, I'm going to make
them a straight. If you see something like this, some of them bend more and in the center they move
towards the sky. So I'm going to make
the bend less on this. Okay? This one as well. And when
you mix them together, who really see the beauty of it? Okay, and this one
as the last one. Let me take them and rotate them so that they
do not intersect so much. Okay, and now let's go
here and try to see, okay, really beautiful.
And I'm happy with it. And every time we
rotate to somewhere, we're getting a new result. Okay, let's take them all and
take something in-between. Doesn't matter really because
all of them are in center. And before that, let me
take a duplicate from this, bring it over here. Just in case
something goes wrong, we have something to go back to. And I'm taking all of them and apply the modifier on them. Or instead of selecting one by one and applying modifiers, I can take all of them, go to Object and
convert to Mesh. Mesh. It selects all of
them and converts them to real match
without any geometry. So let's take all of them now and take this
one in-between. Join them. Now these are all part of the same mesh that
belongs to the firm kit. Okay? This one, I'm going to bring it here.
Let's look at it. It's very fine for my taste. So I'm going to name it static
niche, foliage, burn 01. Okay, just copy the name. Later on we will export
this altogether. So let's take this because
I really do not need this one and drag it back. Okay, and now let's
take this one isolated. And I can take all of them
and remove the vertices. Okay? This one, I can bring it to the ground to make
it a ground piece. Something like this. I'm happy with it. And now let's take
all of them and do some random duplications
on this random rotation. So I'm going for and
before let me apply the transformation
and modifiers and anything applying mesh
transformation Save. And now let's go
to this one again. No, not this one.
For the location. I'm not going to add anything for the scale as well. I'm not going to do anything. Let's make it only 111, so that we get the same piece. And only for the rotation, I'm going to add a bit of
rotation in X. And seasons. This one has the pivot on here. It's not going to work so far. And so let's drag
this one in here in the center and now uploaded transform so that the
pivot now is in here. So let's again go for
object transform. And now the rotation
should start to look good. No, not in X. I believe
we're going to do it in z. Okay? Some variation in z. Now let's go back and
connect them all together. Under poly count is very good. It's very good for something that we are
going to import in engine. So let me take these two and
compare them to each other. Yeah, a bit different. Doing good. Okay. Now let's take this and
rename it to fern 0 too. Okay? This one is for the second one. And I believe I'm going to make another one that suits for
tropical weather as well. The next one is going to be
one that covers the ground. This one is really high up when I'm comparing it
against the mannequin. This one is made
and I'm going to create one that
covers the ground. So again, I'm going
to bring this in and let's go into edit mode. And pretty much I'm going to
delete whatever is in here. I'm going to delete
all of the polygons in here and bring the pivot
point right in here. Let me separate them. Okay. This one, this
one, and this one. So I'm going to bring them all in and upload the
transformations. Of course, Let's go here. Look at the inside
view, excuse me, inside solid view
and right-click Shade Smooth so that it
looks good in geometry. So Shade Smooth
on these as well. And shade smooth
on these as well. So let's shade smooth these so that every time you take something
from this, it's a smooth. So let's take this one
and do a simple deform. The bend. Going to be so much
on this perfect 90-degree and select all
of them and this one has the last rotates, start to rotate them. Let me see if I've
done something wrong. This is only one. Looks like I've done
something wrong. So let's select these and this one Control L and
copy the modifiers. Okay, Looks like wrongly
of deleted something.
29. 3D Realtime Tree Meshes: Okay, After doing
the Fernanda grass, we're ready to take on and
create this banana kid. Okay, for the banana, let's look at the references
because these are always the best friends
when creating things. And this is, in a sense, something like the fern. But of course there
are variations to the banana and we're not
going to create exactly that. We're going to imitate that and create something like this. Okay, Let's take them all. Looks like I need to
make it bigger a bit. Because now that
I'm looking at it, the leaves are a bit bigger compared to the
human size that we have. So let's give this one a bit of segments so that we can
separate our foliage is. So don't worry if
they intersect. We are going to take
care of them later on. For this one also, we're not
going to be caring too much about the placement
of the segments, just like the grass we did. We're going to make that. Alright. Okay, Let's delete this and add some
segments in here. And now I can take this. And let's first manipulate the segments and then
we can separate that. And as always, we're
going to do our best to make sure that not a lot of alpha has
been shown in there. Okay? Just make sure that
you cut enough. Let's just drag this here. Let's onto couple of steps
and start from here instead. Bring this one back as well. This one also. Now it looks like we can take this and call it a
piece. Later on. We will take care
of the rest of that as well, so deeply separated. Now, let's come in here. And I can surely give this
a segment in the middle. So that we'll move
on to bend this, we have no problem. So let me take this. I'm going to bring them up
and put the pivot in here. Okay, this is the pivot. And now let's look. This is looking good because this is not going to
be repeated so much. And we're not going to do lots
of customizations on that. And this is not so common as the grass cut grass kid used
to be on a lot of places, but this banana really
isn't that much common. So this one is, alright. I can take these and
bring them down. Okay, This one was
the first one. And now let's go for others. And the procedure is going
to be the same as that. We're going to create segments and then separate
them and refine them. And make sure to do your best to cut as much alpha as you can. Okay? Just some more. And I can take this and
call it finished for now. Of course, let me
just detach it from this rotated in the direction. It looks like we need to do some more manipulations as well. Let's do a center
piece and bring the segments just where the
system is supposed to be. Okay. Some more alpha hiding
in here as well. And in here I'm going
to add a segment again. Because it's really worth it trying to hide that much Alpha. And let's bring
this one in here. No, let's instead drag this one. Okay, this one is
alright, I'm done. Let's place this one's above. I'll put the pivot in here. Okay? The second one, and
there's some more to do. Just a bit of vertex
manipulation. This one is already, we can call it done. Okay, let's separate it. And just some more
manipulations needs to be done. And if you want to, you
can also use the cut to cut vertices in here. But for this one, I'm really playing with the
vertex manipulation instance. This one also we
can bring it here. And this one as well. All of these alpha
cutting will be worth it when we import
this inside Unreal, it's going to be a lot of help. When we import from there. It's going to be a
great performance saver when we import it inside Unreal, it might take a bit of
time and might not be the most beautiful
thing that you might do in the
production phase, but believe me, it's
going to be worth it. Okay, this one done as well. And let's select this one. I'm put the pivot in
here and of course, I'm going to go
into vertex mode. Paste this one in,
and it's alright. I can take these and
bring them down. Now let's see where
the pivot is here. This one is here. So let's go about this as well and make sure we cut
off enough Alpha. I'm personally, I hate these two being forced to do a
lot of manipulation, but that's a part
of the process. And you really have
to deal with it. If you want to have as much
performance as possible. And some works might be just the best things
to do in the world, but they are necessary. For example, the UV
creation process isn't really the most interesting
that an artist can do, but it's a part of the process
and you have to accept it because it's a
part of the process. Now of course, this one is
also part of the process and you have to
really accept it. Okay, this one done as well. Let's take these separate. Some more manipulations
needs to be done. Bring peace in the center, okay? Just manipulate
this in its place. And we're good to go on this. But before that, let me take
these and bring them down. And always I'm going to use the slide too
because it gives me, it gives me the best result. And it doesn't give me
a lot of UV distortion. Okay? This one, the pivot is done. This one, this one,
and this one. Okay. Just three more remaining. And we're good to go. Let's go first for this one
because it's the easiest. Drag this out. And of course separate
these two from each other. Okay? And now we can separate
these and start to work single-handedly on them. So let's take this. And I've loved that easier
one for the last one because it doesn't
require a lot of work. So let me cut a vertex in here. There's a balanced game. You have to keep it. You want to keep a lot of alpha or you want to add
more geometry. And everything you do is
going to cause performance. But you have to really decide
which way you want to go. Okay? Peace in-between
and bring this one down and put the pivot in here. Okay, this one done as well. Rotate 90 degrees. Bring them all in
here. Okay, this one. And this is going
to be the last one. I mean, the next one is
going to be the last one. And another route that
we could have gone is bringing the knife tool
and it starts cutting. A lot of things in there, but I decided to go this way. And it's really your
choice to see which one is your preferable way
to do the work. So I decided to go this way. And now let's do the centerpiece
and bring these ones up. This one right away. And this one I write and
place the pivot in here, bring it here, apply all the transformations
and the easiest one to do. We just need a bit of
manipulation on them because the stem is so straight that we really do
not have to do anything. So the swan, and it's
the easiest by four. You have to only cut out big shapes and keep
them in the place. Okay. And a piece in the center. I'm bringing this down. And this one up and
place the pivot in here. And now apply the transformation and I'm selecting all of them and hit Shade smooth so that
everything we do on them, they're going to be
smooth no matter what. So the polygon is so optimized. I'm going to bring these here, keep them as the backup, and place these
ones in the center. So we can again plays a
simple deform modifier, just like the fern kid. And place the band. Make sure that happens
in this direction. Okay, something like this. And select all of these,
not the mannequin. Select all of this and
this as the last one. Control and copy modifiers. Okay, now we're done
and we can start to duplicate and rotate this around to make sure that I have enough
variation in there. Okay, 1234567. Let's duplicate this and
try to fill some gaps and just try to manipulate them. And take these and
bring them up as the second layer and rotate them around. Okay. But as you know, we're
not really going to to as much bending on these
like the previous ones. I'm going to make
these straight and more pointing towards the sky. And the third layer
is also going to be a lot more
straighter than these. Try to be manual and
random on this so that you get the best
possible out of this. Okay? Let's look at
them. Let's alright. Let's take these,
the second layer, copy them and bring
them to the top. Looks like we've done
something wrong. We only need to
select from these, not those. So these ones. Alright, let's select them
and bring them to the top. And of course make them smaller. And I'm going to rotate to a degree to give them
a bit of randomness. And again, I'm going
to make the angle's smaller because that is really what happens
in the reference. If you look. The bottom ones are having a bigger angle
towards the ground. And as they move to the top, they point towards the sky. And this is what we're
going to create. Let's make these lesser. And let's look at poly count. And it's very, very optimized and not really
having a lot of issues. Okay, let's take these, take these top ones and
these ones as well. I'm going to do another copy
and bring this to the top. Even. Make the angle tighter. Let's go to Solid View and make the angles on
all of them are smaller. Okay, this one is the first
one of the banana kids. Let's take all of
them and take one of these and join them together. Of course, before that, I should have gone
here and converted them to mesh so that all
of the modifiers get gone. Now I'm going to select this here as the last one
and join them together. Apply the rotations. And this one is good
for the first banana. Let me compare the height
against this year. It's doing all right. Now that I'm looking at this, the height of this is very good. And of course for
the grasses when we import them inside Unreal, we're going to make the size is variable even we're not going
to use so thick plants, we're going to
make them smaller. Now let's go take these, take this banana kids
duplicate and bring them here. And now I'm going to make something that is
bent even more. You see, I'm going to create some leaves that
are really much. So let's take these
and bring them here. And I'm going to do the band, the first band on
these simple the form. And a band, really tight band. Something that can
point to the ground, pretty much a perfect
180 degrees. Okay? This is alright. Let's take all of these
control and copy modifiers. And now what I'm going
to do is rotating these to get the variation
that I want really. Okay. These are seven pieces. Let me copy them so that I create a
circular piece in here. So let's take these,
bring him here. For this one also, let's
add a bend modifier, but this time make
the bender smaller. Simple deform bend. And why? Now? Let's make the bend 90 degrees. Now let's go for something
in between 9180. And I feel like this
one could be alright. 120, okay, now let's take these and select this one as the last one controlling
L and copy modifiers. And now I'm going to do the same and create a circular
piece using these. Okay? Now, let's go back. Of course this is now looking CG because all of the
angles are the same. And I'm going to
make that right. Just don't worry, we're
going to fix that. Okay. Let's take this again. On this one. I'm going to again other simple
deform band y. And now angle of 90
would be alright. Okay, and now let's
select all of these. This one has the less control
and control the modifiers. Okay, We're going
to vary the angles. Do not worry too much to make
them really look natural. Okay? And now rotate. And of course, I'm
going to add transform, randomize transformation,
modify it to make the rotations even
more, a lot better. So this is good. And now for the last piece, I'm going to add them again. This time. Create a band
with a lower angle. For example, this
Forty-five is alright. I'll give them, modify it
to all of them and try to rotate them to form
a circular piece. Okay? Now let's look. And this one is alright, now let's go vary the
modifiers on this. Select these. I'm not going to
make them all a 180. I'm just going to
give them variations. Some of them even more. Some of them less. Okay, and now let's go here. You see, it's starting to look. Let's procedural and
let's really CG. Give them some more,
give them less. And when we finished, we are going to add a lot of variation in
rotation as well. For example, they're not. So cg like this. Just bear with me. We're going
to fix them all in a bit. So let's go here and I believe we can select
from here as well. No, let's do from there. Just try to give every variation that
you can give to these. And the variation is
really the key to make these look less procedural. And it can bend them some more. Or you can really take them
and make the band lesser. For example, the
standard bend down, this is 90 degree. We can take some of
them when the more you can take some of them
and bend them less, I'll leave some
untouched, for example. Okay, and now on this I'm
going to take some of them and just try to be random and do not
have a guessable pattern. You really do not want to
have the guessable pattern. So let's select all of
them and go Object, Convert and convert to a mesh. And now let's go
hit all of them. Select Object, Transform. Let's go transform
nation random. Okay? This one. Let's look for
randomization instead. Randomization
transfer. This is it. Now rotation, I
believe I'm going to only rotate them in y or z. In z, I'm going to
rotate them in Z and create a non guessable
pattern like this. You see it as a start
to become Look king. A lot beautiful. Okay? And now I can also take this and give
as much variation as I can. So let's take them all. Select something in between and Control and J to join them. Okay, this one, I'm going to bring it here and let's compare the
size to this one. This one is taller, but this one is fuller really? Okay, let's name this
Static Mesh, foliage, banana 01, and copy the name and give
the name to this one. I feel like I'm really happy with two
variations for banana. And now I feel like we can go and start
creating the palm tree. And for the poem kit as well, we have a kid passion to do. Let's take this and
bring them here. And say this. Because we're going
to use couple of materials for the palm tree. We're going to use this. Let's compare the size to
the size of a mannequin. Okay, we have this one. Let's put the period in
here and we need to cut it. We're not going to be so
careful about the cutting of this one because this is no, let's take this and let's
start segments as they, as we will do for
other ones as well. So let's select pieces and start to separate
them from each other. I'm not going to be that
careful for this because this, this one is also going to be a bigger piece and
not so common. So I'm not going to make
the alpha cuts so radical. We're only going to be a
bit careful about this, but not so much. So let's take this as the first kit and de-selected. And later on I will take care of the rest
of them as well. Just now, let's
put these in here. And when we made sure
that we are finished, we do the rest of them as well. So in here I'm going to add, of course, let's take
this and bring it here so that it encompasses
the whole mesh for us. So on this, please. So let's cut it also in here. And this is the last one. And I feel like I
can bring this two down and bring this
right away to here. And I can cut from here
right away to here. Okay, Let's take this one and we can separate it
without any problem. Of course, this is the
first pass and we will take care of the rest of it later on. So let's take this one as well. For this one I'm going to
cut because the cut gives me the best results possible due to the placement
of the individual UVs. So let's take this one as well. And we're left with this. There are some things
that need to be fixed. Okay? I'm only merging these. I'll try to cut so that you
hide enough Alpha from this. And hopefully this is the
last alpha cutting in, in the whole process because
we have done all of them. And this one is the
last one to be done. Okay, Let's bring this one up and bring this
one up as well. And I'm pretty happy that
the process is done, really a time-consuming process, but really unnecessary work. Let's take all of them. Merge boy, distance. We had a couple of vertices
that were in the way. Okay, Let's bring this
one in here as well. And cut a piece. And put the period of this
one on this, on this here. So let's bring it here so
that the pivot is here. Okay? This one is the first one. Let's rotate it. I'm bringing it here. Just a bit more remaining. Just bear with me
and do not go crazy, really. Bring this down. Okay. And I'm going to take
this and bring it right in the center
and in here as well. So let's bring this up. Put the pivot in here. And I can really
place a couple of Extra polygons in
here to slide this in to make sure that you do not have a
lot of Alpha in here. Nano, it is a great thing, but one of the limitations
that currently it has is that it doesn't
work with Alpha measures. If we had with non-native available
for foliage is as well, it would have been awesome. And we really do not have to
create a lot of measures, break them down into single
planes and things like that. We really create a
mesh and boom, done. And I hope they will
fix these problems in night when the Unreal Engine
releases the stable version, not the early access. So let's take this one, make it pivot and
bringing it here, done. And hopefully the last one, just try to make it right. Select all of them on a
slide this right in here. And I can place a vertice in here and make the alpha
cuts even more radical. Okay, Now let's put the pivot
in here, place it, done. Okay, we've done the
kid bashing on this. This is 11. We have couple of new variations of branches
and couple of old ones. So let's see what we can do. So let's go and look at the references to see
what we have in here. Log for the bark. You see this is the main
reference that we're going for. We're going to stack them
on top of each other. And as they go to the top, they get a smaller really. Of course, this is they
get a smaller in-between. And as they go along, they get painted a bit and
they might get bigger even. So let's look at other
references as well. So mostly they start big. And as they go along to the top, they get smaller, but they get bigger in some
portions as well. So a bit of randomness is also in place which we
need to take care of. So let's take one of these
copied and bring it here. And we're going to stack
it to go to the top. And the way that I'm going to do is using the array modifier. So we're not going
to do that in x. Let's reset the X2 one
to 0 and z to one. And Z should go up. And it looks like
that we need to apply by applying
the transformation. I'm telling you that it's here and rotations needs to be first. Okay, Let's make this something and have the poly
count in mind as well. So let me compare to the
size of the mannequin. And it needs, we need more. Okay, Let's go for 20. Now let's take one
of them as well. For example, this one
copied, bring it here, apply transformation and
take the modifier from this so that we have more. So you see the stepping stacking effect that we
had on this taking place. You see, they're getting a
stacked on top of each other, but we need to fix that to create the effect
that we want. Okay, let's take this and let's bring this
one down a bit. Something like this. Now I need to make sure that as they go to
the top, they get smaller. And for that, Let's
bring an empty. And I'm going to use this empty, re-scale it so that
they get to the top. They can be scaled as well. So I'm going to select this
and there's Object Offset, and we're going to use
this object offset. We're going to
select this empty. Now, everything that
we do to this empty is going to be done
to this in steps. For example, if I
rescale it just a bit, you see they're
getting a smaller and smaller as they
go to the top. I'm not going to be so radical. So let me look this and make
it 0.95 in every direction. Now let's look at them. You see this is what
it's happening. What I really do not
want a lot of that. So let's not make it so radical. So let's take this
0.99 instead of 0.95. And let's look at it. Okay. This is a lot better. They get smaller as
they go to the top. And let's give more to that. Okay, Twenty-five is good. And now let's take this one as well and give it objects offset. And again, use this in here. Okay, and now we see
as they go to the top, they get smaller as well. So I'm going to
take both of them. And of course, if I select
this empty and rotate it, you see, now let me just
rotated in this direction. You see it creates a bit of random rotation
in there as well. So for now, I'm happy
with this effect. Let me take both of
these and go to Object, Convert and converts a mesh. We have converted that, but there's something
that we need to do. These are just two measures. And I need to have a lot of measures instead of two measures so that I can stack them better and do some
randomization, some hand randomization as well. So let's go to this one. Hit P and by loose parts. Okay, and select
this one as well. Go into edit mode
and by loose parts. And now we have 20
pieces right in here and 45 pieces in total
that are composing this tree. Okay? Now I'm going to hit
Alt and S so that I can give each one its
unique pivot point. Okay? It's one has the unique
pivot point and I'm getting them and form them
by hand a bit. For example, I can
take this, rotate it. I can do all sorts of hand placing things
to make the effect. Alright, so let's
look at this to see which part needs
the most manipulation. Okay? And let's look at
it. It's alright. It's perfect for my taste. And some of them are
really stacked too close. And I can take them
and move them up, move them down to create the
effect that I'm looking for. Okay, let's bring this down. Okay? Now, this is the first
one that we created. Let's compare it to the
size of a mannequin. It's relatively a medial one. So let me take this
one and delete it. And in here I'm going to
take all of them and select this one as the joining
Peace and hit Control and J, so that they get joined and this one gets used
as the pivots. Okay, Let's go to scale. Let me see if I can scale them. Yeah, scaling works,
alright as well. We really do not have any major problems in a scaling that. So let's take it and apply
the transformations. Now it's time that
we take these, bring this up and start
to keep bashing their K. Let's take them and
bring them up to here. Looks like I need to make them bigger and do not
worry the sizes for K. And they really
support that so they can take them all and hit, Apply rotation, apply
location to another location, apply a scale and anything. So let me go in here and simple deform modifier
and get the bend. And I'm going to bend them in Y. This is the first layer. So let's bend it even more. And take all of these and
this one as the last one, control and copy modifiers. Okay? Now I need to rotate them. Okay, this one is
the first layer. I can really take these. And before bending them, I can give them a bit more resolution
because they deserve it. So let's select them
all sub-divide. And now the bending is
a lot more accurate. So select all of them and go into edit mode and
give them the sub-divide. Okay, now the welding is a lot. And of course the amount of polygon is in so wild,
so we can keep that. Okay. This is the first layer. Of course, we're going
to copy this, copy them. And I can rotate these and
bring them down as well, because these down parts need
to be really the KD ones. So let's make it
something like this. Okay? And as you see in the
references, top parts, there are a lot of the ones that are pointing towards
the ground and they mostly are decayed ones. So I'm going to take them. And Bendis More. Take this one as
well and bend it. Let's make the bend to
the rotation in the local so that they get rendered in local direction instead of global direction. Okay, let's make the band
smaller and rotation bigger. So let's make the band
and bring the amount. And just had some hand placing details to
make that right. So let's take this and rotate. Make the bend less. Okay, this one as well. And of course we need
to rotate this so that they're not getting bended. Disliked the top one. So this one, I believe
this one is the last one. Let's rotate it and
make the band lists. Let's take these two
bottom ones and we need to rotate them because they're getting something
like duplicate. This one is alright. Now let's take these, these bottom ones and I shift D and do another
rotation as well. So make this bottom
part fuller even. So. This one is good as well. And now let's take
these top ones and bring them to the top
and make the bending less. Because this is really
what happens in nature. On palm trees. The top portion of the tree isn't really
pointing downwards. They are pointing
towards the sky. Okay, this is the first
variation that we did. Of course, I can put
more live trees on this. Let me duplicate this and
make the bending less. Okay, Let's take them even more. Rotate them and
make the bending. Let's make the bending on
this one less as well. Okay, this is the first
poultry that you created. Creation process was
really enjoying. So I'm going to take this and add a simple deform
modifier to that. And I'm going to make a taper. But tapering not
in this direction. I will leave, I'm
going to do it in Z and make it smaller. So that when it goes to the top, it gets a smaller. This is really what we
saw in the references. So this one is
looking a lot better. Yeah. The top portion is
also supporting that. And I'm going to take all
of these, exclude the tree. And let me take a
duplicate from this, bring it here so that
maybe later on we need it. So I'm going to object. Convert them. Let's go to
Object Convert to mesh. They're not getting converted, so I'm going to hand
placed convert them. So let's see them. Go a step back and
go to solid view. And this is what you're
getting from the tree. You see it's perfectly becoming something
like the poetry. And let's select
these all and shade smooth and shade
smooth, these as well. Okay, This one is
the first tree. Let me select these. Select all of these
and this one as the last one and hit
Control and J to join them. And now the pivot is in here. So let me duplicate
this to this side. So I'm going to call this
first apply the modifier. Again, I'm going to call
this plus foliage 301. Okay? And now I have this one which I can do some
more beautiful things to it. For example, I can take
it simple the form. Let's bend. Bending in x. And let me see the material. Okay, it's alright. I need to upload a
modifier and now go into here and select
the leaves only. Looks like it has selected
the leaves for us. Okay, I'm going to
hit P selection. And I'm going to put this
into the middle and rotate them so that they
face towards the top. Instead. I'm only going
to bring these down. Okay, something like this. Or let me see. Something like
this is good here. This one is a lot better. I just need to make this
a bit more logical. So let's take these
and Control and J. And the pivot is in here also. Let's rename these £2.2. Okay, now we need to create a couple of more
palm trees as well. I'm going to create
some smaller ones. So let me take these two, bring them here and right
away, apply the scales. And I'm going to do
the array modifier. But this one on 0 and z, Let's put it to one. Select this one so that I can copy the modifier
from that as well. So let's make it
something like this. And I'm not going to make this
taller than a human being. So let's make this one also six. Bring this to top. Something like this. And now let's bring
an empty again. I'm going to do the
object offset and select this object offset and
select this one as well. Now I'm going to
make this smaller. Okay, something like this. But let's make this bigger. Okay, let's take these two. Of course, let's take
this and rotate it to create some random rotations
as well, just like this one. Okay? Take these and I'm going to go to Object Convert
and converts them to mesh. And go into LED you. Separate by loose parts so that everyone is the same piece. And now I'm going to
select all of them, I Alt S to get each
one unique period. And the period is going to
be the centered in the mesh. So let's select some
of them randomly. And rotate them. Some again, randomly, rotate them and try to be
as random as possible. Make these top ones are smaller. Something like this. Take all of them and select this one as the
last and join them. I can delete this. And now I can take these
and bring them here. Again, I'm going to
bend them simple, the form burned and y. So let's again give them
a bit of subdivision. Now, all of them are
subdivided and now copy modifiers and go to top and
it starts to rotate this. Make sure that you make
them as random as possible. And take them and bring them in and not make them
all a 180 degrees. Just give them a
bit of randomness. Okay? But this one, compared
to the size of these, is a bit too large, so I'm going to take it and re-scale it in
these two directions. Now, it's a lot more logical. Take them coffee brewing
up and make the rotation. Let's make the bend, excuse me. Okay. This one is done as well. Let's take these top
ones and do a rotation. Select them all. Convert to mesh. I'll select this one as the
last one and join them. Okay, this is the small
palm tree as well. Namely three. Let's see if I can
bend it to get something more out of it. Simple, the form band. Yeah, this one is giving us a good result. Okay. But in place them to
where they should be and will need to create a couple
of more trees. Palm trees, I mean,
so let me take this and copy it, bring it here. I feel like I can take these. And to touch these. Let me take this and
bring this one up. Okay, Let's scale this one so that we create a bigger tree. Okay, let's take
these two, join them. Now let's compare
it to the size of the mannequin and it's
alright, really perfect. Again, put this one on the top. So let's just see where the
connecting point is and put that in here. Let's bring it down more. Select them and join them. Now let's come in here, and I'm going to select this
and put the period in here. Okay? This one. Let's rotate it. I can also take these leaves and select all of them and hit a duplicate to give the
leaves another form. Because these are
the same as those. I'm going to give
them another form. I can take this these two because these are really
repetitive and delete them. Now the form is a
bit more different. Okay, let's take this one. Name it four. And I'm going to create a
band version of this one. So simple deform band. Let's burn this one way
more than you can imagine. For example, let's put
something like this. Okay, This one is good. Let's copy that, bring it here. And Shift T on the modifier to make the bend even more in
another direction. And this is really the effect that happens
on those trees. We have a good bending on this. Okay, Let's hit Shift D on this. Not so much. Let's
make it bend on z. Okay, now we have enough. They're getting a
stretch too much. Let me shift this one and bring this one to the top
and make this one a taper. Instead of that.
Let's taper it in C. Now, it's really becoming
a magical thing. So let's make this effect
something like this. Okay, now, the palm trees are
getting shaped very good. And let's do another copy. I believe this one is
the last version that we create to the band on z. Instead. These are, Let's make it y. And do the band, another band and Z and go to another degree. Instead. Not something like this. Let's make it a bit lesser
than what it actually is. For example, turn is alright. And it's not getting
a stretch too much. Let me take this and I
can delete this one. And let's shift D to
make a newer version. Because we deleted that. Let's make this one not so bent. We're bending this, but
not as much as that. So another bend this time. And why? Let's make something like 50. No, 45. Okay. These are done for the relation creation and now let's convert
them all to mesh. Okay, they've got converted. Let's save the scene and
take it back up from that. Okay, we have now created
enough variation. Let's go to Solid View. And okay, you have created enough variation to
be able to fill that, fill the jungle with it. So let's go to global and
bring these are two here. And okay, let's select them. And these ones as well. Okay, We have created 16 pieces of variation
of tropical trees. And I hope you have
learned a lot from this course in terms
of foliage creation. So let's isolate them. Okay? You have now these, and now we're ready to import
this into Unreal Engine. So this is what I'm
going to do next. So before that, let's check
the pivot on all of them. Make sure that the
pivot is in the place. That it should be.
Yeah, that's alright. And shade this smooth, straight, this one
as smooth as well. Okay, we're done. And now I'm going to
use the buttocks. Let's give it a exports folder. And I'm going to do one thing. And that is disabling
this one because these palm trees use a
couple of materials and I'm not going to ruin that
because if we import this into unreal without making
this having two materials, we're getting a lot of problems. So I'm going to take them one-by-one and export
them to unreal. Let's hit Exports. And I'm going to export
them one by one. Okay? And in the next lesson
we're going to import this into unreal and create
a material for them. Create foliage
master material that supports subsurface scattering
and things like that. And when we got finished
creating the materials, we will scatter these
throughout the island to make the island a good look
in terms of being tropical. So see you in the next lesson where we import
this into unreal. And I'm going to select
these all and export them. Because these are
relatively small pieces. They are going to be
exported pretty fast. And this Arun is really perfect. And when we imported into unreal and made something wrong, we get back and fix them and re-export them back again to make sure
that the problem is fixed. And now you see how
beautifully using kid bashing, we were able to create even palm trees using the
modular system that we have, not the modular add-on
created these hand, created this without
even using an add-on. And that is perfect. Okay, I exported them all. And we have 16 pieces in here, which will make in
the next lesson we will import into
unreal and test them. Okay? See you in
the next lesson.
30. Foliage Material And Wind: Okay, After spending
a lot of time, we are finally back into unreal, or I'm going to take these. Let me go in here first
in the foliage edit mode. And I'm going to take
this and remove them. Okay, after removing them, there's one thing
that I going to do, It's going into these
meshes and foliage trees. I'm going to delete
these as well. It's giving me error
to say that they are getting used in other projects. So I'm not doing that. I'm only going to do this
for this particular level. So let's go and start to
import them for the edges. Okay, here we are. Let's select all of them. We're not going to turn
them into nanomachines because 998 and so good
for now with foliage is, and there's another one, which is I'm going to into
this material section, do not create material. Okay, let's hit import all and they all are going
to be important. Okay, These got important. And of course the SEM images
I've got important as well. And I'm going to delete this because later on we're
going to import them into their own
respective folders and create a material with
them and then apply them. Okay, Let's protesting. Drag them, some of
them into the scene. Let's compare them. Yeah. It's good. And you see, without creating even any
material with the amount of foliage and geometry that we
placed in foliage in here, it's giving a good
silhouette to here. So let me delete this one and drag some
of them into the same. For example, I believe
we can take this and make it larger as
well. If we wanted to. Let's test them here. Okay, this is the foliage. If we zoom so far away when
we are able to see that. Okay, it's pretty good. And I'm happy with how
we created the foliage is now we're ready to go and
create a material for them. Now, of course, for the
material I'm going to take the same material that may
go to the Materials folder. I'm getting the same function. Let me duplicate it. I'm call this one foliage. And in here I'm
going to remove some of them and add a
bit of function. The subsurface
scattering as well. This is here, the
subsurface color. We're going to create an
input for this one as well. So the first thing
that we need to add is the subsurface
scattering. And of course, we need to delete this height output because
we're not going to, we're not going to do any
material mixing on this. It's the same function and we're not going
to make it expensive. So the first thing that he can really remove is
this tiling system. We really do not want the
tiling system because we're not actually
telling any texture. So I can take this one
and delete it as well. So let's take from the texture, from the texture outputs. From this, I'm going to take a multiply and drag this here. I'm going to bring a
function inputs that spring. Function inputs. And I'm going to make this
a vector three. And let's call this S for subsurface scattering,
SSS color. Okay, Now let's drag it here. And for the basic color, we're going to give
it the faults. Okay, as for preview, let's give this constant three, a constant three vector
for the preview, let's give it 0. Kid, any color that we
give to this one is going to be the subsurface color. Under subsurface
color is a color that passes through
the thin objects. For example, if you hold
a leaf against the sun, you will see that a bit of, a bit of light passes
through the leaf. And that is basically the
effect that we're going for. And again, we're going
to go for a multiply. And again, let's put it here. And for this one I'm going
to make it a scalar. And for this one I'm going
to make it as a strength. This is the subsurface a string. Let's bring the constant vector. And for the false, I'm
going to set it to one. Okay? Now this is our
subsurface controls, but there are times when we really do not need to use
subsurface scattering, for example, I'm going to use this material for
the bark as well. And the buck doesn't have
any subsurface material. So I'm going to create a switch just like
we created here. Let me copy this and bring it to the top and drag the output
into the subsurface, scattering this
subsurface color. Okay? Now there's one more
thing that we need to do. If we want to use the
subsurface scattering, we plugged the true. But if we want to really
not use anything, I put 0 in it. This is done. And we need
to create alpha for it. And I'm going to borrow
the Alpha from this from this switch and put it in here. And I'm going to call this
use subsurface scattering. And what the default value, I'm going to set it to be
false so that every time we want subsurface scattering where using that and activating. So let's take
everything and call it sub surface scattering. Okay, this is the basic
material for the foliage. And one thing that we want, thing that we need to
do is this arm texture. Isn't arm texture at
all for the foliage, is this in here? It's ambient
occlusion, roughness, metallic, and the height. We remove the height, but the texture that
we're going to create because we brought it from the substance painter using
the same texture packing. I believe we can use that. So let me import all
of the textures. Okay, I'm going to import
some intersections folder. And these are the
textures that we want to import it. Import. Okay, there are things
that we need to cover. First, the normal maps. I'm going to select all of the normal maps and
flipped our green channel. And these are all normal maps. Basically, the only
thing you need to do is go in here and flip the green channel because the normal maps were
authored in OpenGL, but Unreal uses Direct X, which we need to flip the
green channel in here, okay? There's just a couple of
moles remaining. This one. And this one as the last one. For channel type textures. Let me bring them up. I'm going to select all of
them which have this shade. And we'll need to change
the compression setting to mask instead of
the default one. Because we really do not
want SRGB on this, okay? This one to mask. Now that I'm looking
at these, these are, have been altered using the same procedure
that we created. If, if I decide to visualize
the channels in the R, we have the AOT, in G, we have the roughness. And in B we have metallic. Of course, for the
case of these ones, we really do not
have a metallic. So the channel is arm as well. Our A4 ambient occlusion or for reflux and
M for material. So I'm going to save them and
use the same one as well. But the only cases that on these ones really do
not have a metallic, so I'm going to disable
the metallic input. And one thing more is that
on the Alpha of each, every diffuse channel than me, come here and
select any of them. You see on the alpha, we have the opacity mask. And I'm going to make
something, make an adjustment. I'm going to borrow
the alpha channel of every diffuse texture and multiply and bring the
multiply in the opacity mask. Opacity doesn't matter really. One more thing that I need
to do is on the multiply, I'm going to create
a scalar constants, plug it in here,
321 and name it. Opacity. A strength. So that if every time you
needed to adjust the color of executing the opacity of
the leaves, you're able to. So let's select this one
and call its opacity. And everything else
seems to be in order to arm texture
is doing good. It's controlling the
roughness and A0. Normal is doing its job. Okay? The output is in its place. Sub-surface has been created. And again, since we are going to use this one
on the bark as well, let me create a switch
in here to make sure to select if we're going
to use the bark or not. So on this one, let me
call it opacity strength. And since park isn't
going to use any opacity, I'm going to create a switch. And I'm going to bring
the switch from here. Okay? Every time we want to
use the opacity channel, we use this. And every time we really
do not want to use the opacity channel,
we bring one. And I'm bringing one
because if I bring 0, it's going to make the mesh disappear and
I do not want that. Okay, let's drag it
in the Opacity and call this one opacity. Let's call it use opacity. And I believe we are really
done creating this one. And we really do not want
to make this some more, so much more complex. But we're going to also create a wind for the Fourier
series as well. The wind is the, one of the most important
characteristics when it comes to
foliage creation. Now let's create a
master material, the actual master material
that uses this function. So let's go to material, section and column material. And I'm going to
put double zeros so that alphabetically
it comes here. Nearly all of the
master materials. I'm going to call it m
m underscore for huge. Okay, we have the
material we need to do some things to
make this perfect. So because we're going
to use a function, we are making this one
accept the functions. Okay? And we're making
the shading model to be two-sided for each. This one makes sure
that the material is two-sided and supports
the foliage as well. If I make this right, you see, now that are making
it two-sided foliage, we have the opacity channel and subsurface being activated. So this is the effect of that. So let's make this and bring
a material function call. And in here let's
search for foliage. Yeah, this one is
the Master foliage. And with all of the controls
that we have in here, I'm going to put
the result in here. And of course we
are getting a lot of errors because we need to make sure that a lot of things are
connected to each other. So let's open this. And we need to first make sure that placement of
these is alright. Just like the base color, roughness and A0
which are abnormal, which are in their place. I'm going to make sure that I bring this subsurface
controls opacity and anything that we
added recently are in this place of r
down the bottom. So let's go in here. And I believe the last ones, which we did the sort
priority on are these. I believe nine. The last one is 11 in here, which is the detailed
normal strength. So I'm going to add this
after 11 subsurface colors. I'm going to set this one to
be 12 and this one to be 13. And the static bool of
this one to be 12 instead. So I'm making this
112, this 113. This 114. Okay. Now
let's hit save. In here. The subsurface have been down to this part,
which is good. Now, let's see, for opacity, I'm going to make this
study 15 and this 116 Save. And now everything is in order. We have the textures on the top base color controls
after that roughness, AO, normal, detailed normal, and then subsurface and opacity. I'm pretty happy with this. And now we're going to have
a bit of connecting up. And also to save time
for these outputs, I'm going to drag
the output from this material. From here. I'm going to select
all of these, copy them, and bring
them here. Okay? Now one good thing is that
the materials sort priority on all of them has
been sorted as well. For example, all of
these textures are 0. And then this 1678, everything is in order. So there's a bit of
connecting up remaining. So let's this general tiling. We really do not want
that detail normal. It's here. Normal. Let me put it in
here. Arm texture. It's this base color. And then they are these ones. The creation process is
really modular here we are reusing a lot of things
in terms of mesh material. Anything basically. Tend to hear Brighton, to hear roughness men
and roughness max. And you see the concept
of discourse is reusing as much as possible from the data that we
have created previously. And it really makes the
creation process a lot faster. The last one was
normal strength. Then use detailed normal map and then detailed normal tiling and detailed normal strength, which is this one and this one. Okay? Now we need to
cover these ones as well. Okay? For the use subsurface
scattering, I'm going to use
a Boolean Switch. Let's copy this and
let's call it use SSS. I'm going to make it the
default as false, okay? And now plug it in here. I'm going to grab
a vector three, which is the subsurface color, and drag it in here. I'm reusing data as
much as possible. So again, I want a scalar parameter for
subsurface a strength. Let's name it
subsurface strength. And drag it. Here again, a Boolean
Switch called use opacity. And let's call this one. Use opacity and drag it here. And then scalar parameter
called the opacity a strength. Okay? Now, I need to
plug this one in. For the default value for
subsurface a strength. Let me see what it is here. The subsurface a string is one. Let's put the default
value to be one. And this default value
is very important, okay? For opacity of strength,
it's also one. And this is off. Okay, everything is working. All right. Let's hit Save. And now we're not having any errors because
it's pretty much done. So for the third priority, this one is 15. We're going to
make this 1161719, 2021. Okay, Let's hit Save and save material instance from this to see if
everything is working alright, okay, RGB mask. Now it looks like we
got from the wrong one. We got from the master
material opaque. Let's delete it and take from master material
foliage, okay. Now the arm texture normal, everything is in here for use. Opacity detailed normal. Let me activate all of those. So we have the controls
available in here. Everything is alright,
but for these two, I need to plug them in groups texture one because everything
is in Group texture one. So let's hit Save. And now let's look at
the material instance. Everything is in order. We activated the diesel normal, we have the controls,
activated the subsurface. We have the subsurface and this one I need to
bring it up or Cassidy. The subsurface, a strengthened
need to be on here. Okay. This one is 17, this one needs to be 18. This 119. This 120. Okay, Let's hit Save. And everything is correct here. Okay? Now we're ready to
plug the texture and a start material
creation process. This is the material, of course one made sure that every basic material
is in its place. We create wind system as well. I haven't forgotten about that. We're going to create
a width for this one. Okay, Let's close this one out. And for testers, let's
create the grasp material. I'm going to test it here. Let's from this foliage, take something and call
it I underscore grass. Okay, Now let's bring
all of the textures in. Of course I'm going
to go to the textures and bringing from
the grass kits, which are these ones. Okay. Let's bring the material and dockets so that
we have it available. Let's grab from the
dress kit here. Base color, normal, and the
mask. Now it's working. Alright, we need to
activate the opacity. Let me activate the opacity. It's not working. I mean, in terms of opacity, drag this down and I believe we have done something
wrong in the material. So it's two-sided, but
on the blend mode, Let's set it to be masked. You, you should set it to mask. And then in here, also, instead of using opacity, Let's use the opacity mask. Let's hit Save and save this one as well
so that it affects the material as earlier. Now, the opacity is
taking effect perfectly. Okay. Now everything,
every control that we expect is in splits. So let's also activate the
subsurface scattering. Now if you look at
this light area, you see a bit of light
passing through. Of course, depending on
the light of the sun, you can change this as well. For example, if you have
warm the midday sun, you can bring it to here
and see their effect. Okay, let's see, let's say
that I'm happy with this. I'm going to go to the, to the meshes
folder and foliage. And now these three
grasses that we have, I'm going to go for
the grass material, MIE grass, and they're
working, alright. And as expected, okay, let's copy this and
paste them in here. Okay? Now everything is working. All right, let me
write this into the scene. Look at them. Let me disable this. And the grass is
working alright? And perfectly,
everything is in place, every material
attribute is working. Now let me look at
the sun using this, you see, this is the effect
of subsurface scattering. If you look at the
grasses through the Sun, you're going to see a bit of sun passing through the thin
layers of the grass. If you want to make
the effect even a stronger the controls of there, we have created the
controls for that. Let me bring this here. And in here, you can decide
on the color of the sun, for example, you can, if the color is red for
something that is not happening at actually
the color is warm, you can make the color War. And for the subsurface, a strength even, you can
make the effect stronger. But I believe one
is good for now. And let's save it. And let's test on
the others as well. Let's bring this up to the sun. You see this is the
effect of subsurface. This one as well. Yeah. Subsurface is
working on this as well. And this one as well. Okay. Very good. I'm happy with the grasses. Let's go and create
other ones as well. Let's go to materials. And from this I'm going to
create a real instance, call it m underscore, and bring the firm
textures in here. Search for Firm. Know this one, okay. And now again, burn
for this base color. And the firm know vomer. Okay, everything is alright. And now I'm going to activate
the opacity channel. Okay? This is the Opacity
channel working. Alright. Let's activate
the subsurface and make it a warm color. Of course, the color of that is really the
choice of yours. You can really do
whatever you want to do. So now, let's go for the foliage and select this cost of
firms that were created. In here. I'm only firm. Okay? Alright. The fern is actually
working perfect. Let's copy the material. And working there as
well. In here as well. Okay, pretty good.
I'm happy with it. Now let's go for the banana. Again materials. Take the instance from this
ammonia underscore banana. This is the effect of
good naming convention. We have the naming, right? And every time I'm trying
to select something, I've already typed the name
that I want and I get that. Okay. This is the arm texture, base color. And normal. Again, go for
subsurface and opacity. Okay, now although
Christ took effect, Let's give a warm
color to the Save. I'll bring up the
foliage measures, which are these ones. And search for banana K. This one is working. All right? Perfect. The opacity is working as
well and copied in here. Okay? This one is done as well. And now there's only the bark and the palm
leaves material remaining. Okay, Let's go take
care of them as well. Go to material and take an
instance from the foliage. Let's call it m underscore,
bark. Bark. Okay. And in here, let's search
for poem or branches. If palm branches. Well, actually I'm
looking for the poem. Bark material, not
the palm branches. Okay, let's bring up the
search for bark here. This one is bark. This one, Let's give
it a bark normal. It's working alright,
and we really do not need any opacity on this. This is good for that. And take another
one from this and call it MOU underscore paul, only search for palm here and give their respective
sexes to their own places? No, For this one I need a normal Mach and
we want or Cassidy. Okay, Done. And
subsurface scattering as always set to a warm color. Save. And now let's take care
of the remaining ones. There's just one the
bark remaining to Paul. Okay. On this one, Let's
see what it is. It's the poem bark. This one is the poem bark. Done perfectly and the material and everything is really fine. Let's copy this to all of them. Looks like on all of these, this is the first one. So we have easy time just to
assign the material to them. Just copy from one place
and copy to others. And since this is so modular, it's going to work
on all of them. No matter what it is really, how big or small or even done
that you are getting there. And there's a bit of lag. And that's because a lot
of instances are in here. So let's again go for this one. I'm going for the palm branches. Okay? This one is alright. Let's copy it. And I'm
going to copy this for the second material inputs
for all of the static meshes. And couple of more remaining, just just this one. Let's save them all. And
now I can close them, start to test them to see
what we have created. Let's drag couple of
palm trees in here. Yeah, perfectly fine. And they were working on the
textures on anything also. Is taking shape. Very good. Let's bring it here. Let's take one that is bent. And I can scale them also to get something different looking, okay, the poems are doing great. And now I need to do something. We can either start to
paint the palm trees here. I mean, right away, start to scatter them now. Or we can take the palm trees and leave
them after we have created a landscape measures because
some of the landscape meshes that we
create are going to displace a lot of these areas. For example, for this area, I might create something. We might create a rocky measures that might extrude to this part. But creating a
palm tree on these may really look awful
and not so beautiful. So I'm going to leave the
scattering for another time after we have created and a scattered night
landscape meshes. But for now I'm
going to care for the winter material on this. So after all, one of the most important
characteristics of our foliage is the wind. And we're going to create that. So Let's go to foliage material. Of course, we're going to
create a wind in here. The input that is responsible for an event and basically
any motion that will create this this word position of the name suggests it's going to offset the
position of the mesh. And we're going
to use some notes and some textures to
make that happen. So let's go somewhere
back in here. I'm going to bring
world position node. This one position node is a node that maps the
texture to the world, of course, is in Unreal units. And it's going to
tell the texture every time in one centimeters, in one meter mesh, for example, on a one meter cube, it's going to tell the texture. If you assign it to the
UVs of the texture, it's going to tell
the UVs a 100 times. And that is a huge value. And we really need to
clamp this one down. So let's add the white node. By this divide node, we're telling that
instead of, for example, tiling it every one centimeter to toilet
to another number. So I'm going to bring
a function inputs. And the function input
is going to be a scalar. So drag it in here. And for the default, let's make the preview
and bring a constant. And I'm going to make this one. The default is going to be one, but later on we're
going to change that. Okay, now, this is going to tie the texture based on the
value that we give it here. For example, we divide
it by a 100 and it's going to tighten
more or less. And we will decide that later. Now all of the movements
that will create, for example, for these Fourier, just let me bring a foliage measure up so
that I can explain better. So everything that we're going to make move is going to use a black and white texture and the white parts of the texture
till the mesh to move. And the black parts are going to tell the texture not to move. So we're going to use a texture to tell where to
move and we're not so much. So again, we're going
to bring a texture. Let's make a texture. Copy that from here. Okay. This is the texture. Let's name this one wind. Of course, wind texture. And this one, Let's give
the sort priority of 22. This 123. Let's make the
soap priority, right? So we have a texture
and we need to plug this into the
UVs of this texture. But there's a problem because these absolute world
position is in x, y, and z, but it texture is in X and Y, or you and it's Tuesday, but this one is a 3D one. So we need to clamp and use just only two
channels from it. So let's try this
one out and bring a note called component mask. And we're going to
use only our Angie, or u and v are x and y. We're going to use
only two channels. And if I use three channels, it's going to give us error. So far, the default one, let's not use this. Let's take this
one and use one of those textures because we're going to use a black
and white texture, not a diffuse texture. We're going to use
mask textures. And until now, all of the things that we create are
staying at the same place because they have no movements at our two N. To
create a movement, I need to drag this one out and create handler note after that. So this is going to
alter the UVs until now, up until here we are only
able to tile the UV, but this panel node allows
us to pan the UVs as well in directions that we want to end the thing that
we want to give it. Let me copy this
and call this one. Wind speed. Okay, Let's give it
a priority of 24. And this one is
the wind styling. And now let's put
this one to speed. And for the speed, let me put it to one, okay, Actually one is good. And now let's drag this one into the world position
offset and save it. Okay, we're getting
errors in here, which we need to put
some things in here. Okay, Let's drag a note, Drag a constant, and name it. When tiling. The default value
was one, I believe. Let me look at that. Yet as default value was one and the false value for this
one was one as well. Okay? Now there's a texture that
we need to plug in here. And I'm going to grab this
texture, bring it here, and call it when the arm. Okay, Let's drag
this one in here. And there's something
called the wind speed. Okay, for the wind speed. For the third priority
is loving and see what the last one was, 20, 21. And this one, twenty
two and twenty three. Okay, and let's select
them and put them in the wind folder instead
of Textures folder. Okay? This one as well, put it into wind. This one put it
into wind as well. So let's hit save and use and test on this banana,
for example. So let's bring the
banana material up. And we have the wind group here. So we need to plug a texture, we need to plug a black
and white texture in here. And I'm going to go into
the starter content. And there are some black
and white textures in here which you can use. And I'm going to use this Perlin noise.
Let's look at that. Yeah, that's a
good clouds night. And it has a good range between
black and white as well. So let's only thing that I need to do is
to put it into Mask. And by default, I
believe it's in mask. If it's not, just set
it to mask so that the compression matches
with this arm texture. So let's grab this one
and drag it in here. And now you see we have
the movement happening, but it's not really
too natural looking, okay, we need to manipulate
so forth for the wind tiling. Let me put it to
something like a 100 for the when the speed
limit drag it so much down. Almost stopped moving. Let's make it double. And looks like I need
to make it here. Now, the wind is taking place. Okay, now we have a wind taking place and just need to change the wind tiling and the wind speed as well to
make sure that it is moving. And to make the
wind the stronger, let me go in here. And after this texture
has been added, Let's add a multiply. Okay, put the result in here, and I want to drag a value. Let me borrow it from here
and call it wind strength. For the third priority, set it to 25. I believe it should
be k, let's say. And in here we need
to plug-in something. Okay, Let's take it from
here and call it a string. And the default to one. And hit Save. Okay, Now let's bring the
material instance of this one. And now we have
the wind strength. And if I try to really push it, we're getting more
stronger wind. Okay? And this is
as simple and easy. But one problem that
this one has is that everything about the mesh
is moving with the wind. And we really do not want that. We want some parts
of the mesh to be moving and some others not. And this is done through
the vertex color. We are using Blender or ZBrush
or any DCC that you use to derive the vertex
colored data for you to select the places that
you want to move or not. So let's go into Blender. And this is the scene that
we created our measures in. So I'm going to take grass or take this one
that we are working in. And we're going to create
some vertex color for this. And to create a vertex color, we go into here and into
this vertex color menu, create something, create a note that we can
paint a vertex coloring. And to be able to visualize
the vertex color. There's a mode in here. If you go to Solid View. There's a mode which is in here. Instead of using
the color material, you select a vertex cover. Of course you can
select the texture, but we are going for
the vertex data. And to be able to paint
a vertex color data, you come into here
into object mode. There's something
in here called, called the vertex point. And in here you want to
paint a vertex and we are going to use the red vertex. And I mean, every vertex that is red is
going to be moving. And every vertex
that is black is going to stay at the same place. And I'm telling that
because in here, if I go to the material in here, I'm going to multiply. Let me drag this one down. I'm going to create a multiply and bring the result of
this multiply in here. And to drive the parts of the texture that
we're going to move, I'm going to bring
the vertex color, and I'm going to drag
a vertex color of red. Of course, you can
use green and blue, but since the red is
the most accessible, I'm going to use wet and there's no reason
behind using red. You can use green and blue
for yourself if you want. So this multiply is going to be used by the red vertex color. And the places that we're
going to paint read R1. This channel, on
this red channel, we are painting one to be red and painting
nothing to be black. And it's going to multiply. Every vertex that is red
is going to be moved. And every vertex studies black, it's going to stay at the
same place and its movements because we are plugging
into work position of it. But if it was emissive
or anything else, it would have been
the same thing. So let's go in here and
try to paint something. I'm going to set the
color to be pure black. And try to paint make
the radius bigger. And try to paint
everything in here. And this is going to make all of the mesh stay in the
same place. Okay? This is the part that
is not moving at all. Every part that is black
is going to stay the same. And every part that we
paint red is going to move. Of course, we want to go
to RGB and bring red, bring the green and blue down, and bring the reader. Now that I'm painting, every part that is red
is going to be moving. So let me paint
all of these red. Okay, Now every part is moving. And now let's bring
this one down so that we can paint black
and come in here. And I start to paint these parts black so that
these parts do not move. And I hope that
makes sense really. Every part that you paint black, it's going to stay the same and every part that you paint
red is going to move. So this is it. Let's go to the object mode. And now I'm going to take
this and just hit Export. And it's going to overwrite
the file that we have there. So let's bring the
Unreal Engine up. And since we have changed
something in here, Let's say again, let's
save the material as well. And now we need to, okay, let's select this
and re-import them. Now, the first that
we painted black are going to stay
in the same place. And the parts that we
painted red are going to move exactly what
we created here. This is really the color, the power of color vertex colors to be able to
achieve this effect. And for this one also, I'm going to paint vertex color, but we're going to be
a bit smarter on this. And we're not going
to paint by hand. We're going to create a plane. And let's drag
this one out here. Okay, we're going
to create a plane and we're going to paint
the vertex color on this. Instead of using that, Let's make it here. And we're going to create, make the plane so that it
encompasses the whole thing. If I be able to visualize
the wireframes arrow, you see there are a lot of
wireframes in here which we're not really able to
paint really carefully. But this one has
only four vertices. And painting on this is a
lot more easier than them. So let's create a
vertex color channel and go into vertex color. And we're going to only paint on four vertices because this
one only has four vertices. So I'm going to, for
the bottom part, I'm going to paint
black and paint black. Okay, Now it has
created the gradient. And now let's bring
the read up and paint this vertices red and
this one red as well. Okay, this is the vertices
that would be painted. And now let's go to object
mode and go a step back. And we have this solos. Looks like we need to
paint black one on here. Okay? Now, perfectly done. Let's paint red on here as well. Okay? Now everything
is in order. We want to take the vertex
color data from this, since this one is a gradient, that bottom part is black, and it means it's not moving. And the top part is red, which means that it's moving. So I'm taking this and selecting this one
as the last object hit Control and L. And we're
going to transfer mesh data. And in here we're going
to select vertex color. Okay? And now you see it has transferred the
vertex colored data. And of course, if you
are not happy with it, you can drag this one a bit to the top and repeat the same
process, transfer merge data. And you see, we're getting
the effect that we want k. Let's bring this one down. Again. Transfer much data. Now this part is black and
these parts are black as well. Let's take this
one than exports, and let's go to unreal
and bring this one. I believe we were
working on this. And just select this Static
Mesh and it green ports. And this part is
staying the same. It looks like it's alright to part in here is
staying the same, but the other parts
are moving as well. And let's go and bring
other fern as well. Let's go a step back. Drag this one out, this one out also. And now let's
manipulate the grasses. Or let's manipulate all of them. Bring all of these here, and separate them with this, and create a vertex color
channel for all of them. Okay, Now all of them have the
same vertex color channel. Now let's select all
of them and select this one as the last
control and L control. Okay? Now every mesh
on the bottom part is black on the bottom
part and red on top words. Okay, now let's select them
one by one and exports. And since these are
really cheap meshes, they're not going to
take anything to export. The export pretty fast. Now let's drag them in here. Let's take these three. Of course, we need to manipulate the wind material on them. And since they all use
the same material, we have really easy time,
so manipulates them. So for the wind, let me come down here. I'm going to use
the same texture. Let's copy it and
paste it in here. For this one, let's put
0.3344, the wind speed. I'm going to set it 0 points
14 when the strength, Let's set it to 9.71. Okay? Now let's go back and
all of these are moving. And now let's take this
three and Hadrian
32. Nanite For Blocky Rocks: After creating the sandy kids, now we're ready to go and
start the rock kit as well. And we're going to use this reference as the main
reference because it has a lot of coastal rocks and some layered rocks and
some bloody rocks, which are perfect for this
kind of weather conditions. So let me take that
and bring it here. And I'm going to do the
blackout in Blender. Of course I'm not doing
any details in Blender. I'm only going to
create a simple cube and export it to
Photoshop and ZBrush, excuse me, as export it to ZBrush and then detail it there. I'm only going to create the Cuban blender so that I know the proportions
and things like that. So I'm going to go and
create basic cube. I'm going to make
this eight by eight. This is going to be a huge one. So again, I'm going to create another cube and make
this 14 by four. Another cube and make
this one two-by-two. And another smaller one. I'm going to make it one by one. All of them are going
to have the UVs, but that doesn't matter
because these ones, the UV isn't a concern
in beginning places. Because we're not going to
use tiling UVs on this. We're going to hand place the Alphas so that we
get a better result. And let me take this and
duplicate it so that we have a couple of small rocks. So I'm comparing them against the size of the mannequin
and it's totally right. So, um, now that I
have the blackout, drag them over and
duplicate them again. And we are going to create turn rock kits that we have
enough variation for that. And we're going to make them so many sided that every
time we rotate them, we get another variation. Okay? And we're going to make some of them layers
and make some of them lucky that we have enough variation in
terms of tropical areas. So let's take them. I'm going to bring them to
the center of the world. Okay? Of course I'm making
the cubes, the cube shape. And not necessarily
I'm going to keep them cube because I'm
going to extrude them, reduce them, and do all sorts of changes and do a lot of things. For example, making them
rectangle instead of cube. But this is to keep the proportions relative to the size of the mannequin
that we have here. Okay, I'm going to take all
of them and hit Exports. And of course I have the
ZBrush opening background. So let's hit Export. And it's going to take a bit. So important to ZBrush. Okay, Let's hit Control
and N to clear the canvas and click on one of
these sub tools. And now you're able to click on this one which has turned
sub tools and drag it in. Now we have the kids
ready to be sculpted on. I'm going to use
the same method. I'm going to DynaMesh them to some degree, give them shapes. And when I was happy, I DynaMesh it to a
lower level and then start to control D
to sculpt on it. So let's come in here
and see the kids. Yeah, there there are
four politically correct, and I'm going to only
select this one. And let's do the
manipulations on that. Looks like this one
is the 8-meter piece, and I'm going to
sculpt on it first. And once again, I'm insisting that you create
some saved files, just like I have done here, create some saves and save incrementally so that you
do not lose any progress. So now that I'm looking at this, it looks like I need to turn the cube into
something rectangle. So let's give it a
simple DynaMesh. And since the size of
the queue is huge, is eight meters, we're getting a million polygons are
really do not want that. So let's bring the
DynaMesh resolution down and DynaMesh it
and now we have enough. So I really do not want a lot of polygons and
beginning of status. So it looks like I
can go even back, something like 32 or 16. Okay, it's enough. Now let's drag the brush and
I start to give this shape. And if this one is a small DC, we're gone to the
maximum degree. We can go to preference and then draw the maximum brush size. You can bring it to
whatever you want. So let's go for
maximum by thousands. And in here you can
also drag it out and shape the cube as like,
as you would like. So let's take these
ones, drag them out. And on bottom, Let's
shape them as well. As I told you that these are
not going to stay perfect. Eight meters, eight
meters pieces. I'm going to extrude
them, rotate them, and do as much changes as I want to make them look
what I want really. So now I'm giving that a basic shape look
from all sides to make sure that every size
is different from another. Okay, This one is good
for the starters. Now let's give it
another DynaMesh. And you see the polygons
have been skewed. We really do not want that, so let's give it a DynaMesh. Now the polygon is a lot better. And now we can use Control D to start to
detail this one out. So remember to save as well and do a DynaMesh and deactivated DynaMesh
because from now on, we are only relying on
control and D, Okay? Now it has enough subdivisions
and we're ready to sculpt. Since the polygon
distribution is alright, we're getting perfect
squares anywhere. So let's go for trim
smooth Florida. We can try to hit
the edges first because this hard edges is really against the alphas
that we're going to create. So we're going to destroy some places to make
sure that when we add the alphas were
getting perfect thing. And if you want to
manipulate the volume, we can go for this clay
buildup and also clay and clay to you and use whichever one you want to
manipulate the shape more. For example, if I want
to extrude on this part, I gave this volume. And then a smooth it out to
alter the volume as well. Let's make sure that we do
some volume changes as well. But I'm not going to
be so radical on this. Just at the volumes. And when you are happy, you go to the trim smooth border with the
Alpha and try to soften it out to make sure that it keeps the rocky
shape that we want. So from here as well, just try to hit and do not pick up your pen
because every time you put the pen on here, it's going to sample
from a normal and bye. Really not picking up the
phone or your tablet, we are able to introduce
a lot of planar changes. And if you start
to really pick up your tablet every time
it's going to sample different normals and you are getting different
planar changes. If that is what you want, you really go for it, but if you want to, you can keep your brush
and do not bring it up. Just try to sample
the same noise. Okay. And let's go for the
clay buildup or clay to, or whatever you want to do. Start to introduce
some extra volume. Be negative on some places
and positive on some as well. You really do not want
to make it so uniform. You really want to add to
a place and go negative. For example, holding Alt to be negative on
this side as well. And if you want it, you
can hold the smooth. You can hold shift
and do a smooth, or you can bring in the trim smooth border and
start to flattened area. If you want. Also,
you can hold down Alt to make the smoothing
coming out instead of going. So every time you put your
pen to not pick the pen off, just hold down your plan
and do not remove it so that you're only
painting on one normal. And if I put my pen and do
not pick it up and continue, you see, I'm introducing
a new plane in here. And this is really what
happens in nature. Let's take this area, smooth it. So this is only for
adding the big shapes. And later on, using Alpha maps, we start to introduce medium shape and a
small shapes as well. This is on this side and now
let's go and pick up some of the brushes that I have to
make our work a lot easier. This one, I'm adding some of these ground
drugs, for example. Let's add them to
hear and of course, turn the back face
on so that you do not affect other slides. And they say how
beautifully it has started to add details in the
places that I had. So let's affect
this part as well. So looks like we really
need to remove a lot of these sculpt soda
alphas work better, so it's better for now to use alphas instead of
manually sculpting. So I'm doing some stuff
spec to remove all of the details that I have placed manually and start
to rely on Alphas. And it's going to give
us a better result. Of course you can go
with hand place details, but keeping this alpha
is a lot better. So let's try to work on here. It's telling me that I have a lot of steps and it's
going to remove them. So let's hit yes, so that it replaces all of them. So start to apply this layering effect
and be random on it. For example, uploading the
noise on all of directions. Instead of adding just
in one direction. So let's go step back
and make it a stronger. Okay? Now it's more like it. Now go for another brush. Let's select this one to
see what it has to offer. Of course, always enabled the becuase auto masking to
save a lot of headaches. We can also hold down Alt to introduce a negative
version of that as well. So let's go into these areas which you do not
have so much detail. And I start to
apply some of them. Now I picked up another brush
and back face masking on. Let's now apply the details. Okay? And it can be
random on that as well. So let me watch the edges and make
the brush size is smaller and try to make things such as
a smooth, a bidder. So let's upload a brush. On this side as well. Since we have the
back face masking, It's not affecting other parts. So it's not good comparing
to that because this is a form of rug
different to this one. So I'm going to pick another
Alpha to paste there. Instead. I'm taking
the same alpha and try to use this
outflow and all of the places to make the uniform. Okay, and now this
side is remaining. Let's do the back face masking. I can increase the size and intensity to make
it more intense. So this one done as well. And we need to hit this area
because this has becoming something like a refrigerator
instead of a mountain. So let's pick this area
and try to hit it. Actually to make this, make it as smooth as well. I'm going to introduce
another plane. And instead of making
it four-sided, I'm going to make
it six or eight sided depending on what really we want to
accomplish with that. So let's smooth that out. Now, bring the alpha that we have and try to paste
the alpha here. And just do on
this side instead. Now it's looking a
lot more realistic. Just try to paint and
go negative as well. Okay? And now this is looking a lot more beautiful than what it was. So before applying an Alpha, Let's go here and try to hit this edge. We don't want that. So sharp. So let's try to add some
planar changes already. So that one applying
the brushes on them, We have really no problem. Under transition would be a lot better. Okay. And in here as
well, It's looking fluffy and we need to cure that. Okay, on this part as well. I'm going to smooth it out and paste some small
rock noises in here. So let's go to the brush
that we have there. Then it starts uploading voice. And on the parts. When it displaces
the geometry so much you can take
the smooth brush and try to smooth
the parts as well. But in here really
did a great job. So let's take that and apply
it on a smaller scale. On these parts. On here as well. Let me apply. Since this rock is pretty noisy, we do not have a
hard time really. Because it's easier to
create a noisy work. Then broke that is not so noisy because the noise will do
some of the job for us. So let's apply it here as well. It's done. Now on this port
also will need to upload and noise uploaded inverted in here. And that is fine. Okay.
Let's apply positive. And don't try to go
too overboard with it. Because it might clash
with other places. I'll create a negative effect. Apply to alpha in here as well. And also in here and
later on the texture. And we'll do a lot of
the work to make this look shiny and really rock-like. And try to smooth some of the parts where we have messed
up the geometry so much. Okay, Now that I'm
looking at it, It's looking good
from all sides. Now, what I'm going
to do is getting gold z and before that
saved the file so that you do not lose any progress and hit Shift D so that it
cycles through to the bottom of the
subdivision level and heat goes invisible. Okay, now let's go to Blender and delete these
or bring these ones out. And we want to hit Import so that it imports the foil for us. So let's import, Okay, Done. And now we have this at the
lowest subdivision level. We can use with this one. And this one. We have a
harder work using this because it has a lot of planar changes which we need
to take into consideration. Okay, Let's drag this one
back and go into UV editor. First. Give it a UV map, and now we'll start
to do the uv crosses. So. The process is the same. You're going to follow the curvature and separated
based on the curvature. So let's de-select this part and try to follow the
curvature better. Let's pick up from
this part instead. Then you can go back and watch the curvature to
see where it goes. Let's pick up from here. And I start to
follow all the way to here and we really
do not want to go. So careful about it. Just paste some lines in here so that we can
have the curvature. And on this part, if you see
the geometry is messed up, you should really do not care. Because later on,
when we decimated, we're going to clean
these parts as well. So you should really do
not care about that. So just go for the curvature. Separate this part from
the part beneath it. So I need to go a
couple of steps back. Do from here. The UV photon, this is going to be a lot harder because of the amount of
complexity that the mesh has. What we're going
to do that anyway. So let's see where we are. Okay, and now let's do a
shortest path to here. No, let's pick from
here then to here. Okay, let's make this one
sharp and select this one and go all the way down to here. No, let's come from here.
This one is better. Now come to here, mark sin. And we want to separate
this part as well. Let's give this one a plane. For this geometry. You
shouldn't really care because we're going
to remedy that. So let's do that again. Here. We're going to only
go for curvature, not being really
concerned about it. So this one as well. Here. Really
something noticeable. I'm only going to select one of these lines
that comes from here. And put all the way
down to this part. Okay, let's mark same
this one as well. And this place also, I'm going to place a scene here. And a seam that
goes all the way to top and gets connected
to this part. So okay, let's mark this
one as same as well. And we need to put one
more seam that comes from here. This way. All the way to top on this part. Now let's pick up from here
and then connect it to here. So I believe the human creation needs to be started on this. So let's go to polygon. And it starts to select
this and unwrap. And select this one and unwrap. And of course it can hit tab
to see the UV active mode. And separate by saying, Okay, let's make this one a
separate own breath as well. This part on grab. This one on rep as well. Just look like one more UV
island remaining on Rack. Okay. And now everything has
been unwrapped perfectly. And now let's go to UV Packer. Bring the padding to one, make it high-quality and he'd packing so that it
takes the UV for us. Looks like it's not so optimal and we need
to think about it. So let's pack again. Set the rotation to 45-degree. Know. We need to do some
hand placing things as well because I want this to have the all Islands
facing in the same direction. So let's take this
one and rotate it. Now all of them are facing
towards one direction. And these two are top
and bottom pieces. I really do not care about them. So red blood. Disabled a rotation
and a pack again. Now we got a better resolution. Of course, to save the space. I can take this one and
resize it, for example. But this one is going to give us some texture inconsistency. So I'm going to
keep this for now and export this to ZBrush. So let's hit Export. It's telling you that the
topology has changed. It's going to transfer it, yes. And now it's going to transfer
the topology to all of the subdivision levels so that we have consistency all across. So it's now remapping
the details. Just give it a bit of time
so that it calculates. It took a bit of time
to calculate geometry. Geometry changes and apply to
the highest level as well. And if you go to
highest level also, you're getting the
same results there. So let's look at it. It's looking fine everywhere. So if I come down to here and auto groups
with UVs now enabled, and now if I do that, you see we're getting
all of the UVs there. So now let's go and do the next. Okay, now let's hide it. Let's see this one
compared to this. And now we're going to create
a medium piece as well. So let's hide this one and
only concentrate on this. So let's give it a
really smile DynaMesh. And I want to go down even more. Let me go to the lowest
DynaMesh possible. Okay, it looks like
it's not going down. So let's hit the Move brush. Let's start to change
the shape a bit. And let's try to alter the shape more dramatically
compared to that one. I'm going to make this
one altered so much more. Okay? This one looks from all sides so that you have
different results every time. Okay? It's alright, Overleaf. And now let's hit
another DynaMesh. Let's go to lower
resolution to see. Now this is unfortunately
the lowest we can go. Okay, Let's turn
off the DynaMesh. And now from here, I can rely on the divide
to subdivide this. Okay, Let's hit Shift D. Some more time to get
6 million polygons. And now it's time to start to do the trim smooth border to
introduce the planar changes. And then we apply
the noises as well. So let's try to hit these edges. And every time you felt
that it's a bit too noisy, you can hit shift and a
smoother result as well. Just try it and
smooth it out a bit. So that when you later on
introduce some alphas, you really do not get a lot
of edge noises as well. So just make the edges a
bit smoother than the rest. Okay? Now let's planar
changes in here as well. We really do not
want perfect cube. We want Q, but not
the four-sided q. Let's go for something else. Okay, Let's go some steps back. We need to fix this part. Okay? Now, let's get this one. Since we can not use DynaMesh, I'm not really able to
hit that part anymore. Because if we were
to use DynaMesh, we could easily hit DynaMesh and the
result would be there. So I'm not going to
use DynaMesh instead. I'm going to rely on hand
leasing details instead. So I believe for the shaping, its alright, and now let's do some planar
changes in here as well. Okay? Let's go a couple of steps back and shift D.
This is the lowest. Okay, Let's roll
with this instead. So let's hit D to go up and
it starts to upload noises. Just try to be a bit
more radical on these. Detroit introduce
a planar changes. And that is because I want to have different thing every
time we rotate this. So it's alright, and this
place is remaining in here. I'm going to hold Alt to
be extruding as well. Because the dynamic, the
trim smooth border is Z sub. If we hold out, you're getting the ad. Instead. Let's move this part. And now it's about time. We offer this one out. So let's try some alphas. Let's go with this one. This is the previous one. Let's apply it. Yeah, we're getting
good results. Let's apply on all places. Okay. Just try not to drag it so much because if
you drag it too much, getting a lot of problems, just try to be smaller on that. And every time you
faced something wrong, just try to smooth it out. So let's put the details
in here as well. We need to be small on here. Okay? This one is alright. On this one also, we're getting what we want. Now let's rearrange
this polygons a bit and try to paste
the noise as well there. When you want to
apply the noise, just smooth it out
and then apply it, you will get another layer
of noise in there as well. So since I want this one to be the same
rock as the previous one, I'm applying the same
rock noise as well. Okay. Let's visit
from all sides. Now every time we rotate this, we're getting a new results
and it's perfectly fine. And what I'm really going for, let's apply the noise
on here, but negative. And on here as well, looks like we need to. So a lot of polygon
distribution. Okay? Now let's drag the
Alpha in here as well and rearrange
these edges just a bit. And later on when
we decimate this, a lot of this polygon
distribution problems are going to get gone. Okay? And now we have this, Let's hit D to go to the
lowest subdivision level, excuse me, shift D. Okay. This is as low as it can go. And we need to UV this
inside Blender now. So let's hit cozy on visible. Now in Blender, we got that. Okay, let's take this isolated and start
the human process. And I'm placing the UV
lines on the parts where it makes sense the most
I'm curvature parts. Okay, on here. And we need to
come down to here, all the way to here. And I'm doing my best to
follow the curvature. And you really do
not need to be so specific on this because this is going to be hidden under
a lot of geometry. This is a low poly one and
we are seeing the line. But later on, when you add
real geometry to this, it's not really
going to be seen. And it becomes something
like the dark kit, those words that we created. Okay, now let's make
this one a seam. Now, select from this part and try to follow,
follow the curvature. Okay? Let's follow from here. Let's go, let's
couple of steps back. And now follow from here. And trust me, you're doing
something like this is going to be a lot
easier than you being, for example, a mesh
that has something like couple of million polygons. Okay? That might
look like a bit. Overwhelming, but it's a part of the process and it can
not really dodge that. So let's continue
all the way to here. And two here as well. The good thing
about this man I'd mentioned is that we
really do not want to care so much about the
lines that you put here. You want something just
to resemble the shape. That's okay, mark this
one as C as well. And now let's go
for here and make these two also seem so that we can separate
this part out. So let me look from here. Just go and relax a bit. And let's start from here. Okay, I'm going to come
to here and then two here and mark it as seen
on this one as well. This one I'm going to
freestyle it to here. Okay, mark this one
as seen as well. You need to place a seam
line right in here. Okay? And all the way to here to here. Now let's come from here. Or if it didn't work, we can try to select in-between. Okay? And select this
one market same. Now let's try to
separate these ones. Let me select this. Okay? This is looking good. And unwrap this. Okay, perfect camera. Select this one and
make sure that you put the same in here
when you select linked. So that you select something
in-between the seams, okay? On this one, it looks like we need to fix
some things in here. Let's first select this unwrap and select this one as well. It looks like been selected. Unwrap 1234. We need two pieces, more. Which are these two? And we need to close the gap. We should really find
where the gap is. This one, It's here. Okay, let's select this
and market as a scene. So when we select it, it's going to separate that
to that selection as well. So let's unwrap this
one and only this one remaining letter on rapid. Okay, we have the
perfect unwrapping here, and now we're going to
place them in here as well. So let's see what we have here. Of course, we need to make sure that we use the most
out of the UV space. And let's select all of them. Size a bit. And uncheck
this re-scale UV soda. We get bigger UVs. And you see, we got a bit
more UV compared to that. We want this percentage to
be a lot more than this one. So now this is 57. And if we hit it, now let's rotate them to something
like this and now it pack. And now we have a
lot more resolution compared to what was before. Okay, This is good and
I'm happy with it. And now I'm going to hit Export. But before doing
any major changes, I'm going to save this file. Instead if something goes wrong or really have something to go back to this one done. And now let's go to
Blender and hit Export. And I hope we really do
not get any problems. Okay, now it's reading
the gauzy file. Give it a bit of time. Okay, and I believe
it has done it. So let's look at the UVs. Also group gets UV, okay, we got perfect UVs here. And we can simply go to the next one because this has been
used with already. So let's turn it back. Go a couple of steps up by hitting D and watching everything
that we have created. Okay, It's perfectly there
and you read as well. So if you see something in here in terms of
messed up geometry, when we are going
to decimate this, we're going to take care
of these mostly as well. And all of them are going
to be lost in bake. And we're not going to
export this one into unreal. Because as I said. We want to be a lot faster and of course a
bit optimal as well. So we're going to
decimate this and use the high poly version. For example, we may
export this one to something like a
million polygons. And user 2 million polygon has a high polyp is
to pay con that soda. We preserve a lot
of the details. Okay, Let's go and see
what we have here. Okay, this one done and
this one done as well. And we have now couple of good rock pieces
that we can use. Okay, let's see
now what we have. We have a smaller pieces. We have a couple of the smaller pieces that
we need to take care of. Okay, let's go and create, let's hide all of them. And for this one again, let's bring the DynaMesh
resolution all the way. Yeah, this one is a lot better. Now let's bring the Move brush and I start to manipulate
the shape of this one. Okay, Let's not really
make it fluffy. If we want to grab
all of the vertices, hit a space and on
this focal shift, try to bring it all the way
to top so that when you drag, you're getting
something like this. Okay, we do not want that. Let's drag. To some extent. I'm really liking the effect, but I need to make
it a bit stronger. It's not a problem really
to have some fluffy areas. So every major change that
you do just hit the DynaMesh. This one as well. Let's drag this one out. Dynamesh. And the good thing is that since the resolution
is quite done, we're not getting really
high amount of geometry, so let's take this one as well. And now it's time to take the trim smooth border and then start to manipulate the shape. Okay, let's take this one. And of course to get
the best quality, we need a lot of
resolution on this. Okay, Emily, and peace
is enough for this one. I believe we really do not need 6 million
polygons for this. Okay, let's use this
again as always, tried to save incrementally
not to lose any progress. Okay, let's take this
one and then start to hit the edges. Okay, Try to be so
random and really, really do not want to
be so specific on this. Okay? I'm mainly want to make
this one a cubic piece, really like a cube so
that we can use it as a transaction peace
between the objects. Okay? Now, on this one as well, just try to hit the edges. By cube. I do not mean
something that is four-sided, just something that
resembles the shape. Okay, let's bring the
alpha that we were using, kind of start to
manipulate the shape. Okay, let's drag it out. Okay, on this part,
it's looking good. But since this one is a smaller, I'm going to drag this Z
intensity down a little bit because I really do not
want to make it so intense. Okay, This one is alright. Now let's drag on
this part as well. And we're getting some message
geometry in here which we can really fix by holding down, Shift and smooth it out. Okay? Let's make
this one as well. Since this one is a small piece, we really do not have a lot of problems creating the
shape that we want. And we need to do
shapes in here as well. Okay, on this part, also, we might need to
put some alphas as well. Okay, this is fine. For this one. I really
do not think I'm going to create a lot more noises. Just let's inspect
to see if we need to really manipulate some
shapes on this part. It's really to CG. Let's drag the alpha again. Let's give it a bit of
detail in here as well. Okay, this one is done as
well. And now let's go. I'm going to hit
Shift D to cycle to the lowest subdivision
level, which is this one. And we shouldn't really have a hard job trying to UV this. Okay, Let's hit goes invisible. And I believe we have
learned are turned on. And is it this one? Let me yeah. This one is that because
it doesn't have any UVs and mistake it for that one. Okay. This is it. Let's go and start to UV that
we have these ones as well, but I'm only going to
manipulate this, okay? Now, this one was
the one that we UV, this one is the one with no UVs. Okay, let's try to
pick up the edges. And since we really do not
have a lot of geometry, we have a good time
you being this. Okay, let's follow the curvature
as the best as we can. But really to not be
so radical on that. Just something to
preserve the shape. All the way to here. Now let's come down, okay. Mark scheme and separate this
part as well, mark scheme. And the more planar
changes you have, the harder the UV
creation is going to be because you have a lot more
sites to take care of. But since this one really
doesn't have a lot of sites and it's
mostly cubic shape. We really do not have a
hard time using this. So from here to here as well, I believe only one more
remaining and that is this one. And try not to leave any gaps in-between so that the UV
creation be a lot easier. So yes, we need
to fill this gap. By Jeff, I mean,
something like this. All the way to this one. Now, unwrap on rap, on rep. And just some more
unwraps remaining. Let's look at this part here. This one leads and unwrap. It has been unwrapped perfectly. So now we need to rotate this, I believe by rotating
we're getting more UV spacing there. So now we're halfway through and now we're
getting a lot better. So let's resize them. Resize them more. Rotate. So let's use this one. Did a better job. And this UV creation
is really subjective. Sometimes you get a better
result, hand placing them. Sometimes you get better results with these preexisting data. And sometimes rarely will, you need to try and
see what really works. And it's subjective well-being. So this one is alright, and now let's save
this one and save the ZBrush scene as well. So go to Blender
and hit Exports. Now it's reading the file. And the UVs are correct
as well because we have the hotel group
with UV turned on, OK. Now, if you hit D, cycling through and let's
see altered groups, we see UV and I hope
it doesn't crash. Now, we've got these
perfectly here. And since we have a lot
of polygons in here, the transition would
be pretty seamless. So let's make it the default. And I'm going to delete
this one as well. Not delete. I mean, I'm going to hide it. So let's go to the highest. And let's see what we have. We have couple of smaller ones. And these ones are also are going to be transitioned pieces. And now when we were
done with them, we have other kids to attend to. We have another kid
that is starts from all the way from big to small. And we need to take care
of this kid as well. And I believe we're going to
do that in the next lesson. But for now. Let's try to handle
these two only. So let's hide these. And I'm going to connect
these two pieces together. So it merged down so that we can work on them together
and save a bit of time. So let's hit DynaMesh
on lowest resolution. Okay? Perfect. We really do not have a
lot of geometry in there and try to manipulate the
shape using the Move brush. Okay, Let's bring
that out a bit. Since these two are small, if I'm manipulating this, it's only going to
manipulate this one as well. You see that? Because these are two couple of
joint measures, we are manipulating
them together. And that is also what
is happening there. And I'm really do
not care about it. Okay, let's make this
silhouette better. And now let's,
let's not hit that. Or instead let's go for 32. It doesn't really matter
if we get more polygons, but better polygon distribution. Now, let's go for the same. Okay, it doesn't matter. We're going to UV this as well. Really do not have any problems. Okay? Now let's start to divide this sub-divide
soda we get, okay, This one is enough
because each one is getting a million
and a half pieces. So this one is pretty smooth. Let's apply the
noises that we have. Okay? This one is getting right. And you see, because we really do not have any edges in here, the transition is so perfect. Let's see if I can
increase the result. Yeah, we're getting
good results on this. And make sure that you have the back face
masking on as well. And since we really do
not have any hard edges, you see the transition
is so perfect. And it's something
to consider as well. Just try to have
soft edges in there. And if you over alpha a
place, you're getting these. But I'm going to
keep it because it's adding a bit of
characteristics to the shape. So let's drag some small alphas so that we do not
over Alpha the mesh. So it's enough for here. And four here as well. Let's just try to
alter the shape a bit. Cities area is so smooth. Okay. Now let's hit Shift D to go back to the first subdivision level
to see what we have here. Two uv, okay, we have this one which is really easy to UV. So let's hit D to go to the
highest subdivision level. And now let's pick another one. Let's see about this. And it's doing a good job
adding details that I want. Let's turn on the back
face masking and try to add as much cracks
on this as you want. Okay, Just some more cracks to make this
fluffy areas better. You see how using
alphas is really a time-saving technique
to sculpt these products. Make this smaller and it's
called smooth this out. So this one is alright as well. Let me go to the lowest
subdivision level. Start to go CDs as well. So it goes here. Now in here. Because we were only
seeing this on focus mode, we need to go back. And now we have these
parts which are connected to each other and it's a good idea to keep
them together. Texturing, I mean,
I'm going to texture them together on
a single textures because it's really small pieces and we need to save couple of megabytes using this technique. Okay? Now let's follow the
curvature from here to here, all the way to top. Remove this. Okay, mark seam. And from here, we need to follow all the
way to here and to here. Okay? This one as well. Just follow the
curvature roughly. And it shouldn't be
so exact as well. Just guessing, okay,
from here, also here. In previous generation
where nano it wasn't there. We would have to be so
perfect about seam placement. And we would really had to select one by one to make
the curvature right. But since this is going
to be so high-quality, the placement isn't
a concern that much. It's a concern, by the way, but isn't that much. So from here all
the way to here. And let's select this one
and select this. Okay? I'm selecting all of them
on the curvature line. And the good thing is that
we really do not want to be so accurate. The amount of geometry is
going to cover that for us.
33. Nanite For Layered Rocks: Okay, welcome to
the next lesson. And in this lesson
we're going to create a layered
rock shapes in here. And before that, let's look at some other
references that we got. And particularly this one. You see these layered rock
effects that you see here. And unlike this one which we had rectangles in this
direction, I mean, having the bigger loan
in vertical direction, these ones, we're going
to make them horizontal. Because you see here, if we make them horizontal, we can make the
best out of them. And we're going to
make these layers. For example, just like
rocks that you see in here. There are a lot of
layered rocks in coastal areas and these are some references that we
can take advantage from. And of course, some
times like these ones, these are pretty
common in these types of weather and we're
going to create that. So let's hide all of these and go and start
with the bigger ones. So we have this one. Again. We have blender
opening background. We have the Golgi and things
like that available to us. So let's bring all of them so that I can see
in which direction. I'm dragging this one too. So let's make the
brush size bigger. And since I didn't store the convicts
from the last session, this draw needs
to be adjusted as well for now because
I want to make the draw sizes and so bigger to be able to move this one
freely without any problem. So let's take this and bring the Move brush so that I'm able to manipulate and move this in any direction
that I want to. So I want to make
it a rectangle. Of course, since we do not
really have a lot of vertices, it's really easier for
me to manipulate that using only so eight vertices. So this one is
good shape for it, but I believe I can
drag this one also out to make it more
rectangular dish. And drag this one down. Okay. Now we're ready
to DynaMesh this. I'm going to DynaMesh on the
lowest possible resolution. Okay? And since the
poly count is so high, we're getting so much polygon
since the object is bigger. So let me have this one only. And let me see if
I can go lower. Since having lesser
polygons will result a lot easier,
you'll be tight. So let's turn this one all the way down and it's
a blur off any DynaMesh. It looks like this is
the list that we can go. So let's go with this. And now I'm going to hit some of the edges to shrink
the size a bit. And then after that
we're going to DynaMesh again to get
lower poly counts as well. So let's go and start
to hit these edges. And I'm not going
to drag Alpha in here because I want to make
it as smooth as possible. And not smooth, but
something like that. Okay, Let's sculpt
on all of the edges so that you do not have any
obvious hard edges in here. So let's hit this one as well. And try not to push
your pen to hurt. We really do not want
to make this so strong. This one as well. And
there's couple of things you can do to
make this a smooth. You can either hold down, shift and smooth it, or you can use this
Publish button to smooth this one out. That if you press this button
you're getting a smoother, a lot more aggressively. So this one is alright. We have some edges
but not that hard. And if we hold down
Shift and click, we're getting something fluffy which are really do not like. Okay, now let's bring
out the alphas. And I'm going to use some
layered Alphas for this one. So let me drag the rock alpha. Of course you can go and use these free alphas are
the 50 PSD rock alphas, which I gave you the link to. But I'm going to use this once before adding
these lead me again, DynaMesh, so that we have
least amount of resolution. Okay, now the polygon
distribution is alright as well. And we need to oppress this one using
Control and D, Okay? 5 million polygons is enough. And turn off the
DynaMesh as well. And I'm using this
layer cliffs and made sure that the back
face masking is on and start to drag the effect. Okay, This one is good, but I need to make
this a bit stronger. So if I drag this so much, we're getting something like
this which is not really desires to somehow, it's good. But to some extent, not just, let's be
directional on this. And we want to put
directionality to every place that
we see on these. And I want to make
sure that all of them are following the
same direction. Okay, this one, on
this one as well. Let's place it
here on this part. Also. We need to make it happen. Make sure that all of them
are stitching together. Okay? Simply we created a rock that is pleasing
to look at, okay, on this bars as well, Let's be directional and not
go too overboard with it. Okay. On this part as well and on this one where it's remaining, let me go in another direction. Okay. Now, it looks like we have
done something wrong. Let's make it not so strong. Let's go for 30 instead of 40. Analysts try to drag. Okay, now we have
something a lot better. Just try to paste some
Alpha in here. Okay? Now, let's look at all
of the directions. It looks like I
need to really go back before adding any of them because this was too
strong and we're getting some undesired effects. Okay? This one is alright. Now let's paint
the effects more. Now let's make him to
the same direction, okay, just like this one. And on this part as well. Let's go to this
direction, okay? Now, we need to follow the same direction all the
way to this side as well. The effect is a
lot more cellular, but we're not really
getting that much. Let's go for here as well. Okay? On all of the parts
It's looking alright. And we need to apply
the effects in here as well. Okay? And just one more side. Okay? And all of the sides we have
now applied the effect. We need to tackle
these areas as well. And this has more,
smaller areas. It's really fluffy and I
really did not want it. Okay. This one is looking right. And let's pick up this another layer drug and try
to paste on some parts. Take that fluffy look, really go away and
we're pasting a smalls. Okay, let's look from outside. And this is looking alright, especially if you
start a cute patch, this we are getting
perfect results with it. So let's apply on
this one as well. Make sure that you're not getting edges like
this in your results. It's not so natural. And one of the downsides of a smoothing too
much is that on some places you are getting fluffy results which is
really not desirable. Just try to paint alpha on the places to make that
fluffy effect goes away. This part as well. Just be so small, really do not want to go
so radical on these parts. Okay? Now it's
looking a lot better. And we, and we can take this, make it visible,
and go couple of steps back to the lowest
subdivision level. Okay, We have this one. And we can also start
to UV this one out. So let's go to go Z
and go for visible. Okay. Now let's come into here. Of course, we need to hit Import so that it imports that for us. And you see that has
disappeared and came in here, which is really what we wanted. So let's take this one isolated and start to
create a human for it. And of course, since
this one is so fluffy, the UV creation is
going to be simple because there's not a lot of curvature to guess.
We only need two. Put some lines just to make the UV and we're
not going to be so careful. Okay, let's go for this and try to pick the shortest path to the places that
you might see fit. And let's come into here. And two here makes him from
here all the way here. Make this one seem as well. And since this one
is a curvature, Let's start to pick up
right away to here. Okay, now, on this part, Let's connect them so that
we get a closed seem. Now from here, let's select
all the way to here. Using that curvature. We need to select the
bottom curvature as well. And all the way to here because it's not going to
be seen anyway. Okay, and from here
all the way to here. Okay, selected a good thing. And now let's mark it C. Okay, now we have closed
the themes and now let's select, select linked. And looks like there's an
open gap in here, okay? And it's this one, mark scheme. And now select this, okay? The seams are now
closed. On rap. Unwrap. Select this one also on rep. The moment that this
polygon disappears, we know that the unwrapping
has been done completely. Okay. And I believe there's just one more remaining
unwrap. Okay. Now we're done. And now
let's go to UV Packer one. Okay, re-scale the UVs. We got something like this, which is not really a desert. So let's take them and I should make sure that I select
all of them and rotate. Let's rotate so that all of them are facing
the same direction. And disabled the rotation. Let's go step back. And now let's hit it. No, we got worse. And we need to rotate it to
preserve some of the UVs. Let's go in this direction
and try to rotate. Okay, it looks like this is
the best that he can go. Of course, we're going
to export it for k for this so that we have
good resolution. And we're going to
do some shader, just like the normal
map and things to make that hybrid solution
inside Unreal Engine. So let's take this one, save the blender file, and of course save
the ZBrush as well. Now, let's go to Blender
and hit Exports, selecting this only. Okay? Now the brush is going to
take a bit of time to rotate. An important okay, it looks
like it got important. Let's hit Shift and F
to go to the wireframe. And this is the UVs that we got. Okay, it's fine. And now we're ready to
move to the next one. But before that, let's take
this one and hit D to go to the highest drop division level to get most of the details back. Okay. This is what we got here. Now we need to do some
more clips in here. So let's take this one
and hide everything else. Just this one. Now I'm going to bring the b, M v. That's the Move brush. And let's make this one
also a rectangular piece. And let's hit DynaMesh on
the lowest resolution. Okay? It's fine. And now let's compare
it against others. Okay, it's alright. So let's take this one and let's make it a smooth
already using this polish. Now, this is too smooth. Let's first hit some of the edges using
trim smooth border. Just try to hit these edges. No, not this to a strong lets just make it a bit
more smoother. I just want something
that is rectangular. And having so many sites. Okay? Let's smooth this one using shift instead
of using Polish. Okay? Now we got it, and now let's hit DynaMesh and deactivate
the DynaMesh. And again, I'm going
to pick up the layers, start to apply it on here. But of course before that, we need to give it
enough resolution. This is enough for it. Now we can apply the
resolution totally. Let's make it a bit stronger. Okay? And make this one the reversed. And try to do the Alpha
in these areas as well. Just try to make it direction. And on the areas
where it's fluffy, just try to paint the small one. And try to paint. So Alpha in here as well. Just you need to
be directional and you're good to go. Okay? Now, on this part, if you have an area like this, just try to paint a small Alpha. It really doesn't matter. And on a smaller
areas like this, just paint a smaller depending on the size
of the mesh, really. You really want to choose
to go small or big. Okay? This is good and I
feel like here we have some measures
need to be fixed, okay, just hold down the Shift and go back and
paint some alpha on top of it. Okay? These ones may be a bit problematic when it comes
to normal map baking. And just try to hold down Shift to hold you out from a lot of headaches that might
occur later on. Okay. Just look at the mesh and everywhere that they felt
that there's something wrong. Just paste alpha under. Okay, and now let's compare
that against this one. And of course this one is in
its lowest level. Let's go. Okay. And we're comparing them one by one and they
make perfect thing, for example, for
this fluffy areas, we might use this one
to cover the part. But now that I'm
looking at this, we're really done with
creating the rocks because this is going to be cliff and these ones
are not really useful. And we can use a good
thing only using this. Okay, let's take this deleted. And also the next ones
I'm going to delete. Okay, we have now eight pieces, which is enough for
creating another variation. Of course we have
1234567 pieces, and these ones are
attached to each other. Let me go and split two-part
so that it attaches them. They touches them
from each other, and now it's separated. And then good thing is
that it keeps the UVs under subdivision level
that we created for that. This is the subdivision level. Let's go couple of steps down. You see, we're only
going down on this. So let's go wireframe, and now the UVs are in place as well. This
is good about it. So let's go all the way up. And now we need to
export these meshes. But before that
there is one more which is this one which
needs to be humid as well. So let's take care of
the UVs of this one. Go to the lowest subdivision
level than you see. It doesn't have any UVs, so it goes visible. Let's make it visible. Now we need to go to Blender. Okay? This is what
we are getting. This is an okay, let's
create a UV for it. Now we need to make
the UV seams. Okay. Let's go for here. And just try to follow
the curvature as roughly as you can really do not go so much because as I said, this is going to be buried
under a lot of geometry. Just go into here and
it did a perfect job. And I'm going to come
to here as well. And all the way up
to here, make it c, k. And on this one also
come down to this section. Mark this one as same as well. Okay? Now, this one is so fluffy and the
curvature is alright. So this one only try to hit Control to pick the
shortest path there. Okay? And now from here
all the way to here, okay? And I believe we are
done with sin creation. Create the same for
this one as well. Okay, Now we are done. Let's make unwrap. Unwrap on this one. Now, let's select it and unwrap. I hit Pin wrongly. So let's select
this one as well. We need to place a seam in here. Okay, let's select the parts and select the same
parts and unwrap it. And it's going to
detach that from that. Okay. Now let's go
for this. We have it. We have unwrap this one. And all of the pieces have
been on rep perfectly. So let's hit unpack. It gave us a good result. Let's make this one rotated
and disabled or rotate. Know that one was better. Okay, This one is a lot better, but we are getting this
UV on another direction. We want all of them to
face the same direction. Okay, let's looks like this
is the best that we can do. And we're getting a lot
of the UV space wasted. So you have to select really. Let's go for
something like this. Okay, now let's hit
Export and go to ZBrush. It's going to take a bit, okay? And, uh, tell that it's alright. And now we can also
separate it by UV. It's alright. Okay. And now let's see the to go to the host subdivision
level, which is this one. Okay? Now the creation
process is done. We have these rocks and we have also the beach
get to take care of. From now on I'm going to
create a new safe from this. And I'm going to
call it decimated so that I have those as backup. And I have this one so
that I can decimate it. An important high poly
and locally to Blender, to bake them inside substance. Of course, the same kid goes
for the beach kid as well. When we're done with this, we'll deal with the
base beach kid as well. So the first thing
that I'm going to do is going into this, I'm going to disable
the geometry, disabled this subdivision level. So I'm going to
hit Delete lower, and it's going to delete every lower subdivision
level that it had. And now we're left with this, but of course also
the UVs are intact. And we can taste that as well. So let's grab a copy from this. Let's duplicate it. So it crashed and I had to
bring the fight back again. So it doesn't matter. Let's go and hit Duplicate. And now we have one copy of
this file and one copy I can, we're going to make one of them, the high poly and one of
them the locally of course, the low poly in the
nano state standards. We're not going to make
this one something like a thousand polygons. We're going to create million
polygons, but that is one. It's supposed to be as low poly. So let's take this
one and go into decimation master and try to hit pre-process current
so that it's going to calculate the vertices to
see what it can do about it. Okay, now it's
analyzing the mesh. So before that, let's activate
the cube UVs as well. So let's hit
pre-process current. And it's going to
analyze the mesh. And since it's pretty heavy, it's going to take
a bit of time. Now it's processing. But since this one is so heavy, it may be, may take
a bit of time. Now the operation
completed in two minutes. Now, I'm going to
decimate current and keeping the UVs available. So now we're getting a
1 million piece, okay? I might keep this one for the low poly or I
can even go lower. Let's take this
one as a low poly and keep that one as high poly. And this one activated, and this one activated as well. I'm going to select a low poly and go to
the Project in here. And it projects out
so that it's going to project all of the high-quality
details onto the locally. Again, since this
one is so heavy, It's going to take a bit. But in the end the
result is going to be worth it and
we're going to get exactly what we had on the high poly and
projected on the locally. Okay, done now. Now if I exit out of that and really zoom
so far on the mesh, you see activating or deactivating one
really doesn't matter. Of course, we have
this smoothing issue which you need to
fix in Blender, but the result is going
to be consistent. So let's take this one. This one is the low poly and
this one is the Hyperledger. And later on, if by encountered
any problem in Blender, I'm going to make
this on high poly and create a lower version
as well from that. The first scenario
is that I'm going to keep this 5 million polygons, of course, when we
try to import into Blender getting ten millions. So the first scenario is
that I'm going to keep this as high poly and
keep this one as locally. But if that didn't work, I'm going to keep
this 1 million pieces high poly and create
another one as the locally. So now that we have
decimated that this piece, let's go and hit
other groups with UV. And now you understand that
UVs are in place as well. Now you see that based on the human clusters
that we created, we're getting different
colors on every cluster. So let's hit Control and Z. To go back another step. Because I do not want
02 grouping on them. So let's take this one
and we have this piece. It's 6 million polygons. We really do not want a
lot of polygons on this. So let's take it. Let's see if I can go
another subdivision back and compare them before
and after. Let's go up. Okay, I'm taking this
and deleting the lower. Of course, save it. So for this one I'm
going to make it a copy. So let me do that for
this one as well. This one, I believe
so much geometry isn't so unnecessarily on this. I'm taking this one, let's say to preprocess. And now instead of taking
it to 20 per cent, I'm going for something
like 50 per cent so that we get a bit of optimization in the
file size as well. So again, it's going to take
something like two minutes. But for the results,
I'm going to set it to 50 per cent because I know I'm going to get a lot of
errors inside Blender because now we have
26 points in here, which equals something like 50 million polygons
inside Blender, which is a chaos. And we might take
a lot of crashes, so I'm going to save
myself a bit of trouble. So operation completed,
and now I'm going to set the percent to 50
and now hit decimate. Of course, it looks like the
operation was not completed. Let his pre-process again, sometimes it happens in middle
of pre-process, it breaks. That's just a random
bug. Happens sometime. Operation completed. And now on 50 per cent,
Let's hit decimate. And now it's shrinked it too. Something like 3
million polygons. And I know that I'm going to get double the amount in Blender. So let's go for the next
one, which is this. And I need to first convert it to 20 per cent for high-quality because this is
relatively a small piece. And I really do not want a
lot of polygons on that. So that's it. Keep UVs and
preprocessed currents. And just wait a bit
so that it calculates the merge operation done. And I'm going to decimate
it so that I get the low poly as that. So I'm going to keep this one as the high value
because as I said, this is relatively small piece and I'm going to keep 1
million polygon for this. And I'm not going to keep as equal as that for
this small piece. So I'm going to take this
and keep this one as the high poly and
duplicate it. On this one. I'm going to make, keep the UVs preprocess and
make this one the locally. We've got 250 thousand polygons on this, which is alright. And the hyperbola
is there as well. So let's go for the next
piece, which is this one. And that's obvious
that I'm not going to keep so much
polygon for this. So let's see, preprocess
and decimated. Okay, this one, I'm
going to keep this as the high poly and duplicate it. And preprocess again. And I'm going to decimate this one to get the
locally as well. So let's hit preprocess. This is the locally with good
amounts of polygon because using a medium polygon for this would be a
waste of resources. So let's go for this one. It looks like this one needs to be decimated down as well. Just make sure that you have the UVs whenever you
want to decimate these. So Done. And now it decimate. And I'm going to keep this as the high poly and duplicate it. And decimate this one to 20 per cent as well to take
this one as a locally. Okay, this one done as well. And now we have left only this part from this
kid and only two cliffs. So let's hide this and I'm
going to preprocess again. And this is basically what we're going to do with pre-processed, decimate them and create high quality and low
quality out of them. Because as I said, Nana, it really doesn't have
any problems with high polygon, but lender has. And I'm going to use Blender for assigning
materials to these, check the UVs and
things like that. So I'm not going to
have any problems in Blender because it tends to crash a lot with high
amounts of geometry. So operation done and decimated. Okay, This one is alright
and hit Duplicate. I'm going to do decimate
this one down to 20 per cent as well
as a low poly. Okay? This one is done as well. And now we have these
two major pieces. One is this huge cliff. And what is this one? Okay, Let's do them. And the amount of polygon that we are getting is alright here. So let's say it preprocess. And before that he can save
because we're going to do a major change and it might really break
something off. And let's delete lower. Okay, and now let's hit preprocessed with
the EU is activated. Okay, I'm going
to decimate it to 20 per cent so that I can use this as the high poly
and let me duplicate it. And on this one again,
I'm going to go down to 20% as well. Okay? Decimate. I can use this piece
for the locally as well. So we have now this one and then we are ready to go
for the beach kit as well. So let's take this one. It looks like already we have
a bit of problem on this. Let me smooth them
out. Okay. Go on. Some areas which needs
a bit of fixing. Okay. There are some minor changes and it's not really noticeable. So again, this one is
20 million polygons. It's very much for this. So keep the UVs, I'm going to decimate this to 20 per cent for the high
poly and then copy that. And again, another 20 per cent
for the low poly as well. Okay, now decimate this one. This is good for high poly. And duplicate it again. I'm going to decimate this. To 20 per cent as well. Okay? Now decimate. This is good for
this one as well. So we need to do some things. I need to select all of them so that all of them become visible. And now we have 14 pieces here. And each one has
couple of pieces, one low poly and one hyperbole which are
standing on another. And if I select this one, this is two meshes. So I'm going to select all
of them and export this as FBX into Blender so that I can do the texturing
inside substance. But before that,
I need to export this into Blender and
give them material. Okay, let's hit Export. I'm going to name this rock
kit and export it as X. Okay? I'm exporting all of them binary and I can
use triangulation. Okay, everything is alright. Now I'm going to export all
of them into a single file. So the file exported
and I have it here. And now it's time. We go and take care of
the beach kit as well. Now we have it here. Now we start to decimate that. But there's one thing that
we need to take care. And that is that
we didn't really create the UVs for this kid. So we're going to create
a low value before this, but the UV creation
isn't a problem on this. Bigger pieces, we need to
shrink down the UV into 0 to one UV space because all of them are flat planes and the
default UV is there. But for these rocks, we need to create
some simple UVs. Just some simple UV so
that we can hold out. Let's go and start the
creation process first. And now we see I
created another file. And let's come in here. And in the geometry
section I need to delete the lower
and duplicate it. And before duplication, I also
want to hide all of them. I just need to make this one decimated because this
one is so high poly. Even for the high poly, I'm going to decimate this
and using the keep UVs, decimate this to 20 per
cent to act as a locally. And then I take that
20 per cent and decimate 20% again
to be our locally. So let's decimate. Okay, Now this is enough. And I'm going to duplicate this and do a preprocess
and using keep UVs, I'm going to decimate this
one as well so that later on the human process is
a lot easier inside substance and blender of course, decimated and now
decimate current. Okay, This is enough
for the next ones. I'm going to select this
one to see what it is. First, try to delete the lower subdivision and petri process so that
we can decimate it. Okay, This one decimated. Okay, this is a good amount. Let's duplicate it. And the summate
this one down also, okay, This one is good at low. Let's go for the next one. This one gets easier because it has lesser
amount of polygons. So let's decimate
this one as well. Okay? Alright, let's go
for the next one. And now I'm going to first
decimate all of them to a reasonable amount and then do the low poly
creation from those. So from now on I'm only
going to decimate the high poly wants. Decimate. The number is good. And this one pre-processed
and estimate. Okay, Just some more remaining. Let's zoom on that. And hopefully all of them
are 1 million pieces, which is a lot easier
to decimate due to the lesser amount of polygons. Okay, decimate. The next one. This one also needs
to be decimated. Okay. Just a couple of more remaining. And then there's the stone kit. This is the smallest one. And make sure that
you have to keep UVs because these have some primitive UVs
and we're going to improve the UV inside Blender. So decimate. Now let's go for these stones, which are having a
lot of polygons, are really didn't expect that. So again, preprocess
the estimate. And this is almost very
much for the high poly, because this one
is a small piece. So I'm going to
decimate it again. This one is alright
for the high poly. So let's go for this
one and pre-process. Okay, decimate. And this one is also too
much even for high poly. It decimates again. And now I'm going to take
the hyperbolic form this, okay, let's select this one. These are some
connecting pieces. I'm going to do the
summation on this as well. And hopefully this is the last decimation from
the hypotenuse. And then we're going to copy these and do the
low poly as well. But that is not going
to take so much because the poly count
is relatively to smell. It's going to take just
a couple of seconds. Okay, decimate. Okay, This is enough
for the high poly. So let's go for
the place that we didn't create a high-quality
for the low value for. I mean, we create a dipole
for this low poly as well. And we want to start from here. Okay, Let's duplicate this. I'm going to preprocess
this one and decimate it to make
it lower in Polygon. Okay? Alright. Let's take this
one, duplicate it. Preprocess again than decimated. Okay. This one. Duplicate it. Pre-process,
and estimate. Okay. Just some more remaining. Let's go to here. We need to duplicate it. Preprocess and decimate. Okay? This has been decimated as well. Let's go for this than
this one as well. Now, this one,
let's duplicate it. Pre-process and decimate. Okay, just a couple
of more remaining. I should have first
duplicate it. So let's it pre-process again and decimate. Okay, the polygon is a good amount and now
duplicate this one again. Preprocess and decimate. It looks like we
didn't decimate that. So let's delete this one
and continue from this. So duplicate this pre-processor and done and just
these ones remaining. So let's duplicate
this preprocess. So even this one is so
high for this small piece. So let's again, preprocess lower because I'm thinking about the human creation and UV creation on this
would be a nightmare. So let's go select this
one and duplicate it. Pre-process. Decimate, preprocess
again and decimate. Okay, it's holding good. And for the last one, let's take these two
process and decimate. Of course, we need to go lower. And we can go lower even. Not so low. Just
go for this one. Okay? Now all of the
pieces have been done. We have 12 pieces to have low poly pieces and accompanied
with 12 polytheism. And we have 24 geometry
pieces in total. So again, I'm going to
export this to blend her to do the baking and things preparations for
substance. Okay. I export this one as well. And in the next lesson, we will start to
bake these as well. So I'm going to export
all of them right here. Just convert it to FBX. And let's call this
one beach kid. Using the same settings
I'm going to export. Okay? These ones, I'm going to export it and see you in
the next lesson.
34. Texturing The Beach Kit: It's finally time to
bring all of them and start the preparation process. And we're going
to bring them out and assign different
textures to them. So I'm going to start
with the beach kick. Let me bring it. Here it is. And because
it's a bit heavy, it might take a bit of time. Okay, I'm importing that. The whole point of this is that we assign
different textures to them so that the UVs get separated when we texture them
inside substance painter. And this baking preparation
is one of the most important in the whole process. Okay, they got important, but there seems that there's a bit of a scaling problem since this one is the mannequin. And these ones also
need to be re-scaled. So I have noticed these ones are something like 1000 times
smaller than they should be. So I'm going to hit a scale
and write down a 100. Okay, this is the size
that they should be. These are 8-meter pieces. And compared to the
size of the mannequin, which is roughly two meters, you see that everything
is perfect and fine. Okay? Now one of the most important parts in the baking preparation
is selecting the two corresponding pieces and then assigning different
materials to them. So let's select these two. And using the material utility, I'm going to give
them a material. So let's start with
this 8-meter pieces. Okay. And hit Shift Q. I'm
going to call them Beach. Underscore, eight by eight. Okay. So that I know where
this one belongs to. And if you have noticed
the period of them is off. And the period is in the
center of the world. And if I take this one
and try to rotate it, I'm going to get
this offset effect. So I'm going to
select them and bring the pivot in the
center of both meshes. This makes sure that
the pivot is in the center and the
manipulation is, well, a bit easier. So let's give this one
the same material. I'm going to give it a beach. Underscore eight
by 800 score 02. So this one is a variation and to not
be confused by this one. So again, select this one and bring the pivot in
the center of them. And I'm going to
do the same thing for all of these as well. So let's select them. Select these two. And this one is a
four-by-four piece. So let's make it rich. Underscore. Four-by-four. Underscore 01. Okay. Give me the period as well. The pivot is in the center, and now let's select
these two and give it 02. Okay, and pivoting. And give this 103. Note, they didn't
get renamed 03. And this one is so that
substance recognizes these as different texture
sets so that it can create different
textures for each one. Okay, let's go for this
one. This one also. We need to call it D. Each underscore, one
by 100 squared is 01. Okay? And the period also
in the center. And let's try him for this 102. And this one belongs
to the two-by-two kid. Doesn't see if I have corrected
the pivot on this one. Okay, Let's select
this 100 square, two-by-two underscore
01 and this 102. Okay? And make sure that both the high poly
locally all carrying the same material and
give this one its period. Pivot on this one as well. So I'm going to connect
these pieces together. So first, let's give
them the material. Beach 100 score. The stone. Ok. Now both high and low poly are carrying
the same material. And I can safely take this
mannequin and remove it. And now there's a bit of
work to do and that is renaming the low poly is to have the consistent
naming convention. So that later on we can easily
export them into unreal. Okay, let's take
the local is first. If you want to see which
one is the locally, you select this one and compares the polygons against
the lower one. And we see that this
one is the low locally. And you see amount of polygon. And if I select it, you see
it has a lot more polygons. So this one is the locally
and you can of course, bring down the statistics. And you see this one is
the low quality piece. So I'm going to rename them
based on their material. So let's give this
one underscore. Reach. Hundreds, go
four-by-four, underscore three. So that's an easy fix
that we need to do. Okay, let's take this one. This one is the high valley, and this one is the locally, you can easily select them. And using the statistics, understand which one is the
high-quality and low-quality. Okay? And I'm going to add only the aesthetic mesh underscore before all of them. Okay, let's select this. This is the high poly. This is the locally. And I'm going to first
before we naming this, I'm going to go to
Edit mode and hit P and separate by loose parts so that we have
different parts here. So I'm going to rename this a static measure
and record each stone. Underscore 01. Okay, I'm copying this name, duplicating the name
and only changing the variation number because I do not want all of
these to be the same. Okay? This one as the last one. And finally, we have these
pieces to take care of. We have these two medium pieces. This is hopefully this
is locally, okay? And one thing that I
forgot is that these have UVs and we use them before
doing the works on them. And I'm really happy about that. Okay, This one is
as well getting renamed as the sixth piece. I'm going to give
them their pivot, since the pivot is
off in the center. So let's select all
of the hyperboles, low-quality, excuse me,
and give them the period. Okay. This one as the last one. So this one is the high poly
and this one the locally. And I'm getting the
material name and rename, add a study commissioned, restore and give that knee. So that it's a bit descriptive. And later on in Unreal Engine, we can know which material
should be assigned to wear. This one. For the hyperbola will really
do not need to rename it because there's nothing
to be concerned about. There's nothing intersecting
or any pieces unnecessarily. So let's take this
one as well, rename. And this one needs to be
renamed to one by one. Okay. I'm only adding a
static mesh before that. Study Grenache underscore. For this one, I'm
giving it 0 $0.02. If I give it 01, it's getting around me. So this one as well. This one is the low poly. Even the locally has
a lot of details. Thanks tonight. And this one is going to be 01. Study, gosh, okay. Now this one needs to
be renamed as well. Copy the name of the material. And only add static mesh before it's this naming convention
is really crucial. Might take a bit of time, but it's really worth it. So we have only
these pieces left. Okay? This piece is the locally. Let's copy the material and add a static mesh on
the line before that. Finally, the last piece. After this one,
we will take care of the rock kit as well. I'm a static mesh. Okay, Now all of them
have been renamed. Of course you can go ahead
and rename the high poly, but that is not
really important. We can take these. Okay, now we have all
of the localism here, 15 pieces and I count
them. It's alright. There's nothing missing here. Okay, I'm going to
select them and put them into a new group
called locally. And take these ones that
we didn't select. Okay. And this is supposed to
be the high-quality kid. Let me go to the first view
and try to view all of them. And this is the high-quality DC. It has 7 million polygons. Then hit M to create a new collection
and call it high poly. I'm going to export them separately and are
determined naming because I want it to be able to uncheck this visibility and
be able to select them only. Okay, I'm taking this, this one is the locally. And let's select all of
them and hit Exports as FBX and select objects. Limit to select an object
and call it H underscore, low exports and weight so
that it gets exported. Okay, got finished and now
de-select all of them. Hide this and bring this one up. And since this one
is really beefy, it might take a bit longer. But that's a process that we have to do and call this one. Hi, okay, Exports. Okay. All of them got exported and backup
from this scene. And I'm going to take all
of these and delete them. And now it's time to bring
the rock kit as well. So selected. This is the rock
kit and hit Import. And I'll be back when they
importing process is done. Okay, Now, I remember that I forgot to you with a beach cute. Of course in most cases
the UVs are right, but couple of
pieces needed to be fixed and a bit of shading
smooth needed to be done. Okay, these were
important as well. I'm taking them and as they
need to be scaled by a 100. So let's do that and then move to previous
part to fix the issues. Okay, save the scene. So here's the previous scene
and the hypotenuse side. We really do not
need to anything. We need to just confirm some
things in the low value. And the first one is, I'm taking this and since all of them belong to the
same texture set, I'm going to bake them in
the same 0 to one UV space. So let's bring the UV editor
up and select all of these. Let's select them all. And now you see all of the
UVs have been corrected. I only need to read UV Packer. Let's set this one to one and put them
all to high-quality to take all of these into
0 to one UV space. Okay? Now, I believe the texture
density is right as well. Let's go to UV toolkit. Then assign a texture to
them and inspect them. And all of the squares
should be the same size. No matter how big or
small the object is. Okay, it's alright. Let's go back a step to give them the same
material that they had. And now let's hit
couple of times to see if you can get a
better one instead. Okay, it looks like it's
the best that we can do. So let's go. And to others as well. For this one, I believe the
UVs are, are right here. The UVs are in 0
to one UV space. But to make sure that
everything is alright, I'm taking all of
them and scale them. The center just a bit to give
it a bit of buffer zone, okay, it's done for
this one as well. Let's take all of them. And it's our right as well. I'm going to only give
it a bit of buffer zone. And all of these
as well because we didn't change the default because these were
simple planes. And we really had nothing
to do with the UVs. But on the eight by eight piece, we need to correct
the UV as well. And all the fixes that we
need to do is bringing that into 0 to one UV
space, nothing more. Select all of them and
bring it in just a bit. Okay, this one needs
to really come in because it's scaled
it two times more. So I'm scaling it in the center to bring it
into 0 to one space. Just like this. This one as well
for the last one. Just a scalar number and get it. Okay, this is the fixed. We really do not need
to do anything else. Let me bring it up. Okay. As far as the baking goals for the
preparation process, it's done. And now I'm selecting
these and exporting them and overwrite
the previous file. Okay? I'm selecting this
low poly and limit selected and hit export. Okay? This is the rocket. And as you see, it's a
lot heavier than that, totally having something
like 17 million polygons. And okay, we're going
to take care of that. So the first thing, again, I'm going to take
every individual one, give its own pivot and rename the material
to whatever our ends. For example, let me create
a material for this one, I'm going to call it rock
layer, underscore, big. Okay? And let's take the low
polygon and you see it's pretty obvious in
the form of the geometry. So I'm taking this one and rename a static measure under score and paste
the material name. Okay, and now this
is the second one. We gave its pivot. Now let's select it, give it a new material and
call it rock layered medium. Okay, and copy the material and add a name to the local U1. I'm always adding
this stem underscore to the measures so that they are a lot easier to find later. So this one is the
most expensive one. Let's apply the pivot and
give this the material. Rock. Low key underscore pic. Okay, and copy the name and
assign it to the locally. And even the locally on this one is fairly
hopefully we'll have something like two millions
of polygons, which is huge. And you see, even without
applying any normal map, this locally is
looking pretty good. Let's change the name of it. Starting initial underscore. Let's go back just a
couple of more remaining. So let's call this first, give it the material
rock plucky medium. Okay. And rename the low poly, which is this one to static mentioned who score
the name of the material, okay, and give its
period as well. So let's go back and assign
a privy to both of them. Let's see about the
pivot of this one. Okay, it's alright.
For this one. Rock blocky, small. And then select the locally, which is this one. Alright. Static Mesh and paste
them are surreal name. Okay, just these
still remaining. And then we export this. So let's select this,
bring the pivoting. Let's select this one and bring the pivot on
this one as well. I'm using the quick pivot to place the pivot in the
center of this because I've found out that
these being centered would give me a better
result in controlling them. So give them material. Rock blocky, tiny, underscore 0 work and renamed locally. Static mesh, the score, the name of the material. And this naming convention
really helps us later on in identifying the textures and giving
them proper material and finding material instances or
anything that will help us. Okay? And for this one as well, Let's bring the pivot in here. And this one is period as well. And 02 on this one. For the low poly as well. I'm going to set the name aesthetic image and
give them a cilia locate. Everything on here
is done as well. And now I'm going
to select these. We have seven pieces,
which is alright. And I'm going to bring them into the low poly
collection and select these ones and bring them into
the hyperbolic collection. Okay? But now I can
toggle them on and off. When you see even
the low poly kid is being consist of
something like 40, excuse me, 4 million polygons. So I'm going to bring this back and only select
these low poly kid. Okay, alright. I'm going to export this. So let's name it. Rock kit underscore low. So the reason that I'm exporting this separate to the beach is that the substance
will have filed would get really
heavy and Willie, hard to control because they
are going to have a lot of baking information and we
will get a lot of errors. So I decided to
keep the rocks the same in one file and keep the beach files
in one file again. Okay, let's export this one. And again, since this
one is quite beefy, it's going to take a bit of
time even for the locally. And the high poly
is worse as well, because it's 40 million
people, 14 million polygons. And it might take quiet
time to be exported. This one exported. And now let's go and
select this height a locally. Select this. And now I'm going to export
this and this one is going to take a lot of
time. But it's fine. So let's go for FBX and give this one rock kit underscore. Hi, Okay, I'm going to export and pause the
recording as well. Now be back when
the exporting is that the mesh has got important
and I have to go to mu. And in here with the
default settings, I'm going to select
the low poly mesh. And as always, I'm going
to start with the beach. So select it and hit. Okay. And this is what we got. Let's check the textures
to see what we have here. Okay? We have this one,
this one separated. This one separated as well. I'm inspecting
them one-by-one to see if there's anything wrong. So this one is alright, and now we're ready
to take the textures. And to make the textures, Let's visualize all of them. And first, every time that
I'm trying to bake something, I start with the normal map. So let's go to texture
sets, settings. And doesn't matter which
one will you select. All you need to
do is deselecting all of these and
check the normal. And in here, select
your high poly. If you're going to bake these
ones on top of themselves, we want to use this one. But since we are going
to bring the high poly, bring the high poly from here. Okay? And for the resolution, let's temporarily set it to two k because I'm going to have a fast break
on all of them. So with the default settings, I'm going to bake selected
textures because if I hit it. It's going to bake the
normal map for all of them. Okay? You see it's going to bake
the normal for all of them. And I'm going to pause the video and we'll
get back to you when the baking is
done. It's done. Now. I want to hit B to go to the baking and
to the normal section. Okay, and now we'll
see each one of them has the normal bake to them. It means that
everything is working fine in terms of
selecting the material. If there's everything
intersecting or not, or if there's anything
working okay. All of them now or
having their normals. And they worked pretty good. There are some issues, but that really
doesn't matter because this mesh is so small that it's not going
to be seen ever. So. This one is baking as well. And it means that we have done the free baking process in
Blender perfectly fine. And now for baking, I'm going to bake one-by-one and see if you have enough
capacity or on your C drive, we can bake them altogether. But for the baking, I'm going to go to
each texture set. For example, on this one bake. Now I'm going to activate
world space normals A0, curvature, position
and thickness. And I'm going to bring
the output size two for k and anti-aliasing to
four-by-four as well. Now I'm not going to hit
this pig selected textures. I'm going to bake one by one because now I'm
a bit limited on my C drive and I'm going to bake each texture set separately. And the process is the same. I'm going to hit this and now it's going to bake
one texture map for me. And the baking is done. Now I can cycle through different baking modes to see that the maps
have been done. Okay. Now I can safely go to the next one and start baking the
rock pieces as well. When I made sure that
everything has been baked, we start the texturing process. Again, I'm going to create a new file with everything
set at default, makes sure that the normal
map is OpenGL and this compute tangent space per fragment is on for
Unreal Engine. So now let's select the row
key low and create a project. Since the scene is so heavy, It's going to take
a bit to load. And everything is fine here. Of course, you can
hit a free or F1 to visualize the UVs as well to make sure that
they have UVs turned on. So this one separated, this one as well as the UVs. And this one has
the UVs as well. This one looks like
there's a problem in here because I set these two
have the same texture, but I separate the dermis area. There's not a problem really. I can, after creating
the texture files, I can show you a method to
combine these two as well. So let's go for this one. It's working, alright? And this one as well, the UVs are in place
and this one, okay, everything is working
fine except for that which we will
take care of later on. So this is the
high-quality file. And let's select these two. And I'm going to
select this 1 first, which is closer to
this medium one. And take the material
and select this one. And select this one as
the last controlling L. And we want to copy
the link materials. Okay, after that,
if I select them. Now both of these have
the same material. This is for the high poly. And now let's export the
high poly and later on we'll take care of
the low poly as well. So let's go for
high and exports. Okay, that exported and
now let's take care of the locally and globally file. And again, I'm going
to select this, it's the material to select this one as the last and hit Control and L and
Lincoln materials. Now all of these have
been united as well. Let me go to the
material and see, both of them are now sharing
the same material, okay? Now I'm taking this and exports so that the
problems get fixed. Okay, and this is
our substance file. And I'm going to replace it. Instead of creating
a new project, I'm going to replace the file. So I'm going to the project configuration
for the file in here. I'm going to select
this new one that we created with the
materials uploaded. The same ones. Now these two materials
that applied, if I select this one
and hit Select only, you see these two are now
sharing the same texture. So if I bring the UVs up, you see the UVs are
writing their place. Okay, It's perfectly fine. This one has been deleted. We can really leave it off
because it's not getting used. Now the problem is fine. And now what I'm going to
do is baking pretty simple, normal map on all of them to see if everything is working
on right or not. So let's label all of them. But the normal map
put the resolution to two k. From here. Select everything as default and bake selected texture so that it takes the normal
map for all of them. The normal Baker done. And now all of them have some
normal map baked into them. Okay. Now, uh, made sure that
everything is working fine. Now it's time to
save the project and go and make the
other maps as well. And I'm going to use
the same procedure. I'm going to select them one by one and bake every map possible. Then make sure that
everything is alright. We start texturing process. Finally, select all of them. But this one too for k and
anti-aliasing to four-by-four. And I'm going to bake them. And I'll be back when
the baking soda baking on these ones are done as well. And we can see
that the baking is taking place and all of the maps are being viewed in here and everything
has baked perfectly. And now we're ready to move
on to this extra insertion. And I'm going to start
from this beach kid. Then absolutely doing
that, we'll move for the rock one as well. So let me isolate
all of them or no, Let's start with the bigger one. I'm going to start with
these two big ones. So let's hide all of them. But this one. Okay, and
now let's select it. And now in layers session, we're able to do the painting and all kinds of things
that we need to. So I'm going to shrink this because I do not
need this for now. And we're going to
have a close look at the references as well. Because if you look
at the references and have a cohesive
collection of reference, you will have easier time picking up colors and
things like that. And I'm going to pick
up the colors from these images that I
got from textures.com. But I have this one to see the transitions and
things like that. Okay, and let's go on to start creating
for the first one, I'm going to go for
the big shapes. So let's disable
all of the things. But the color and
roughness and the, you know, the sand is
going to be pretty rough. So we're going to join
in a rough value, okay? Something like this. And now for the color, Let's pick up from this. Okay. Let me see what I can
do with this one. Now, that will work better. I'm going to pick
up the color from bliss and pick up from
something in middle in-between. Okay, this is the first one. And now we're going
to layer on top of layer to create the
effect that we want. And as always, we're going to go from big, medium to small. So let's now create
a big shapes. So for the color and roughness, Let's give it a
bit rougher color. And for the color, let me pick up one of these darker ones. Okay, and now I'm
selecting this layer, add a black mask and
add a fill layer. Okay? And now I'm going to
select this one, copy it. So that later on I'm able to bring this and only
bring the field. Okay, and now let's go
to the procedurals and let's look for something like sand to see what
it has to offer. Now it looks like it
doesn't have anything. So let's go for procedurals
and try to pick from these, these are good values, okay? And now you already see
that it has started to do a bit of color variation, but this is too much really. I do not want a lot of
color noise in there. So let's go for the grunge map. Let's make two tiling 22. Okay? And now I'm going to
bring the balance down so that we have a bit of color swatches here and there for a bit of
darker color of sand. Okay, this one is alright. Now let's add another
one for the color. Let me go for
something pretty huge. Okay. This one. And I'm copying this layer
so that every time I paint this and I'm able to visualize what the
color is doing. So let's go to the Fill Layer
and again in procedurals, I'm going to select
this. Let's zoom out. The color is overall too
strong and I'm going to make it a bit smaller
using the tiling. And of course the tiling
needs to be fixed. Okay, Let's bring
it down just a bit. I'm going to try to
wash out a pair of this effect using another field. I'm going to bring
another procedural and try to subtract
that from that. So let's take this one and
put the mode to multiply. You have to multiply
is doing a great job. Or let me come in here
and put the tiling 21. Okay, this is alright. Now for the color, I'm going to go pick
something lighter bit. I'm going to pick some of these lighter patches
that we see in here. Okay, And now manually in here, Let's go to a bit
lighter patches. Okay? This one is great for
some variation in color. Okay, This one is alright. Now let's go and add more. Of course, since
this one is a bit tricky on places
which is a bit lower. For example, in these areas, we need a darker color
to cheat diffuse map to think that really it's darker in here and it's
a good hack to do. So let's go and bring the
color in here in this field, I'm going to bring
the ambient occlusion and let me see where we are. This is beach or eat by aids. And then here, look
for eight by eight. And you see this. This is the, really the ambient occlusion bake of this one that we have. So let's select it. And of course the mask
is now too strong. Let me, is it the mask? And we want the mask to be inverted because on
these darker areas, I want to be white. So let's go in here and add
a levels and inverted mask. Okay, Now in darker parts, we have the color
that we want to see. The color has been
collected in darker parts. And let's drag it out to make
the effect a bit stronger. And to make sure that we wash out from these lighter parts, we make this one
something like this. Okay? And now in
this darker parts, we have this shade. And I'm going to select this
and using this color picker, pick from this darker
sites as well. This is what we're
getting here and I'm going to make
it pretty dark. Now we have a bit more
depth into the color. Okay, let's see the mask. If I can manipulate
the mask more. Let's make it
something like this. And now we have more
color variation in here. Okay, I'm darker parts and
lighter parts as well. This is doing good.
And now let's bring the, another color. And on this one I'm going
to bring the curvature map. So let's look for
eight foot by eight. And now for the mask, I'm going to bring
the curvature map. Okay, this is the mask. Now, this is the mask and 20 to manipulate it to get
the best out of it. So I'm going to bring levels. Let's invert it. Let's see. Let's do some manipulations
to see what we get. Of course, I really do not want a lot of contrast in this. Let's invert again. It looks like this
one is better. And try to bring this one up to isolate more
from the effect. Okay, now, let's go and
give it another color. For example, we can go darker to add a bit of
darker value to this, or we can go lighter. Let me see which
one works better. I believe going lighter, we'll do a lot better. Now let's go to base color. And this is what we're
getting in the race color and looks like we
need to go a lot more into creating this and we need to add
a lot more details. And when we made sure
that everything is fine, we're going to create
a smart mask from this and apply it
to all others as well with some manipulations
relative to each part. So now let's add another level. And in here, I'm going to
use one of the procedurals. Let's go for procedurals. And later on, after doing
the whole of things, I'm going to use this
black and white spots. To add. You see a lot of dirt swatches
in here which are tiny. I'm going to use this but layer on top of all of the things. They'll now I'm going to use the procedurals to see
what I can come up with. Okay, just try to add different
swatches of color and make the color changes
as well. Pretty good. So let's start to add more. It's all about using
procedurals to create the, the layering effect
that you really want from this K. This
one is looking good, but let's invert it. Okay? And it's totally too strong. Let's just do
something like this. For the color. Let's pick
up from one of these areas. Okay. Now let's go for
other ones as well. But overall you need a
lot more detail in this. So let's bring the layer
and call this sharp pen. And I'm going to make
it pass through and keep it on top of the layers. So make it pass through. And add a filter. And in the filter, select sharpen so that it adds another level
of detail into this. It's too strong.
Let's bring it down. You see, without it,
it's really blurred. Trying to using that. It adds another layer of
realism in detail into this. I'm going to keep it
on top of everything. So bring the layer
again for the mask. Let's use one of
these procedurals. And let's pick the color. Let's go for another color. This one could be alright, okay, a bit of brownish color into it. Now I'm adding medium swatches
are added, the big ones, and now I'm adding mediums, and then later on I go and
add the smaller ones as well. So just bear with me
until we go there. So this is the base color and this is the
roughness map and the sand is pretty
rough if you know. So let's add some
other ones as well. Just go through the procedural and look
and see what you get. And these procedures
are really powerful. Every time you try to use them, you get a different result. And every time I use this, no matter what I'm creating, if it's a hard surface,
if it's organic, if it's a kit like
this for landscape, all of these are going to get the best
results every time. They are pretty powerful. Again, a good one. After we've done
these procedurals, we go and bring the smart masks. That's one to take, use some of the big
mesh maps as well. So let's see what we have here. Just try to look. Let's pick up the color and then we'll decide
what we're going to do with the color with the mask. This one washes
the whole effect. I do not want to be so strong, so let's go for the mask
and bring the balance down. We want just a bit, not so much. Okay, now, let's go and
again, add medium details. Just see what procedurals
work and whatnot. For example, this
one might work. Okay, Let's add color to it. Let's make it white turbid
and also the roughness. Let's give it a
bit of variation. Okay, we are seeing the effect. Let's see before and after you see among all of
those dogs swatches, this one is doing all right
and doing a great thing. So let's again go for medium details and
I'm continuing this until I'm happy with
the base color. So just see what these do and
try to select some of them. This one is alright as well. A good digital effect. So I'm not going to do
this for the base color, but this is leaky paint. Let me have the name and delete this layer and instead
bring that one. Search for leaky and use this leaky paint
here. This one is. And let's give it
a color and then decide on what type of mask
we're going to use on this. Okay, let's make
it a bit lighter. And we really do not want
this to be so strong because it washes the whole dark parts
that we added here. Let's just add a tiny bit. This one's are alright. Now I'm going to add
those fine details. Let me select them. And I'm going to use the
black and white noises. So let's go for procedurals. And in here I'm going
to use this one's, okay, let's use this. And overall, I
feel like this one needs to tell a
lot by and large. I mean so much. So let's change
the balance a bit. And I'm not going to give
this one a huge color first, the first thing that I'm
going to add is the height. And by using that, you see, we are adding a fine level of
detail of height into this. Let's bring it up
just a tiny bit. Now in close ups, it's reading a lot better. But overall you need to make
the tiling and hide it. Okay, Let's give
it a color first. And now it's more sunlight. And this is really what
makes it with like sand. And let's make it rougher. And let's see the mask. Of course, the mask needs
something in conjunction. I want to make this one a
bit more hybrid solution. So let's just use this
balance and add a contrast. Okay, I lost a bit
of progress and there's nothing really
hurts more than that. Okay, Let's bring that. Add a black mask and bring a fill layer and make the color reddish
and copy this one. And now I'm going to add
those small swatches of sad. So let's go here and try to select one of these procedurals. Now, let's select
this one instead. And toilets so much
and give it a color. And I'm going to give
it a light color. Okay? Now bring the roughness, make it something like this. And the thing that helps us
get there is the height. So let's for the height. Bring it up. And it's doing a
good job already. But without the tiling, it really looks like
a bit of fabric. So let's go in here. And I'm going to
select the other one. I'm going to select this
number three. It was better. So tile 128 times and bring the balance down and just give some swatches
and bring the contrast up. Okay, It's not
working a lot better. Now I need to do something,
okay, coming here. Just add a bit of procedural. Add a fill. And bring one of these
lesser obvious procedurals. I really do not want
to take a lot of, a lot of information
from this K. Let's take this and try to
multiply this one. And now let's look
at the effect. And now this is where
we're getting the effect. Okay, I'm happy with it. And now I feel like I
need to give you a bit of more results and make the mask on these
parts are stronger. Okay, Now it's really
looking like the sand. And we need to add yet
another layer as well. So let's copy this one
again and bring it. But for the procedural, I'm going to put it
into try planar. Okay, and now we have
this gizmo that we can use to move the effect
to other places as well. So I'm going to make it go
on some other parts as well. Okay, This is the sound effect that I'm wanting from this. Let's give it just a
bit of another color. Okay, this is it. And now I'm going to give
it those smart masks. So let's bring this. And I'm going to use this
smart masks as well to make it localized on the
mesh. Just save it. And adding so much procedurals, although it makes it look beautiful and look good
in every scenario. But without adding
these smart masks, it really like something gives the characteristic
to the whole thing. So I'm going to come
here and create a folder here and use the procedural and these masks
and put them in here. Let me call this one masking. And I'm doing this because
I want this to be beneath these two sand layers. I do not want all of
these to watch these. So I'm going to
bring this in here. So the first one, I'm going to, let's delete the effect, bring the fill layer and make the colors
something more visible.
35. Texturing The Rock Kit: Okay, welcome to
the next lesson. And now we're going to
deal with rocks as well. I'm going to start
with this one. And I'm going for
a look like this. These are the main
references that I'm going for and these are some mosses and these
are some colors that I can pick from a normally when you're
going for references, try to pick up from images that are nodes manipulated so much. For example, this image doesn't
have any post-processing, but this one you
see it has a lot of post-processing and colors are really distorted and have a lot of contrast and
things in demand, for example, this
one also has a lot of post-processing and color corrections and
things like that. If you want to go
for references, go for something like this, which really doesn't have
any color correction at all. So let's go for
these and I'm going to pick the main
colors from this, because this is the main Good
luck that I'm going for. I'm going for dark and a bit of saturated patches with a bit of moss and things like that. Okay, Let's bring it here so that we have
a better place to work and try to remove
all of them, okay? Now we have this one and it's time to start the
laboring process. So for the first one, I'm going for the color and the roughness to define the
main color of the rock. So let's go for
something dark because it's dark and doesn't have
a lot of color value, just like the previous ones where we were creating
the sand kid. It was something
yellowish but this one is quite new truck and
towards the dark. So for the roughness, Let's make it pretty rough. Something like this. This is the base that
we're going to build upon. Okay, let's make
it a bit rougher, bit, excuse me, a bit specular. Okay, now for the color, Let's pick up from here. Okay? This is good. I'm going to make
this one as the base. Then I start layering
on top of that. And as always, I'm going
to layer on top of layer to create what I want. So for this one, let's go for roughness and color only and
pick the colors. Something really obvious. This is annoying my eyes, so I'm bringing it down. So something like this, okay? Because I'm only going this one, going to use this one
for knowing which parts are going to get the
okay and add a fill. And I'm going to
copy this layer. Go to the fill and start to layer procedurals on
top of procedurals. Okay, let's pick up from
procedural textures. This one already started to add the good bit of
color variation in. And I'm going to first do the procedurals
and then later on we will do the smart masking to make it localized as well. First I'm going for beak shapes. You see this one does a
quiet change in the texture. So let's see what we can
do with the balance. This is good, and now I'm going to change the color and
the roughness as well. Okay, This one is adding a good amount
of color variation. So let's make this one
a bit more specular because having a color like this will really look like that. If you bring the roughness
up, really becomes dirt. So I'm not making it. So raphe. Okay, This one is good. Now let's go for other
procedurals as well. I'm selecting them one-by-one, testing them to see which I will like and which I
really do not like. Mainly I'm going for
things that add so much. Okay, This one is good as well. Let's pick a color. From here. You say adding a bit
of whiteness into here makes it look like being
washed away by something. Okay? This one is alright as well. And I'm really
starting to like this. You see, even without
adding so much detail, because the mesh is so detailed, you are getting a lot of things. Okay. Let's make this
one a bit rougher. And right away I'm going to
add the sharpness that we normally add to our textures. So pass through another filter and select sharpness right
away starting to look good. But I need to bring it down more because it's too noisy for now. Okay, This one is good halfway. Now, let's go and start to. Procedural this
one out. Or even. Instead of going here and try
to always select from here. I can go in this and go
into this texture section. Anna start to see the
procedurals in here. This way, it's a lot faster and I'm seeing the results
right away or not. I really do not
have to select each and every one every time so
that the load and weight. So it's a bit of time saver and it's a
good technique to use. And I always have
them in mind and I can see what they do right away. So let's pick here and bring
it right away to here. Okay, Another good one. And now I'm trying to make the base color as
rich as possible. So let's pick this one from. Okay, this one is good, but we need to make
it a bit darker. Let's go. For
something like this. I want it to be darker. Okay? Now let's bring this one
and bring it down more. I want to add more
darkness tool. And now you see the
procedural start to make the base color rich. But in order to ultimately make it a stronger who need to, those are smart masks in the
end and make it refer a bit. Okay, I'm going to
procedural this one out. And we have this, and that's, that's
a real time saver. And I'm seeing the procedurals
right away and I do not have to select them
one by one ancestor. I have these and I can see
them right away what they do. Okay, this one is pretty huge. Let's pick another color
and I might change this depending on the contribution that it does to the surface. Okay, this one has, alright. And it will make
it a bit rougher. And I can already
had a bit of height. Let's see what adding a bit
of height does on this one. Let's see, before
and after to height. Okay, it's alright. Again, bring this and
also save the file. I do not want to lose a lot of progress just like
the previous one. And again, I'm
telling you that I have kept couple of files from this and I'm saving
constantly on them. So let's give this
one a procedural. Now let's use this. No, I'm only going for
those ones that have a lot of contrast in them
and a lot of value changes. Let's use this one. And adding a lot of
dirt swatches in there. Let's pick a color. I can also use
these ones as well. This one has a good
range of color value. So let's pick up from here. Okay, the color made. But I'm going to
manipulate the mask epic because I really do not want
to affect the whole place. I'm going to the
contrast sharper bit. When you see by making
the contrast sharper, I'm localizing it to some places and removing
from other places as well. Let's see. Let me say it before contrast and
after the contrast, it makes it a stronger
on some parts, lesser on some parts as well. So on this one is
huge and I really do not want it to be like this. So let's pick up another fill. And I'm going to multiply
this on top of that. Or let's use subtract. Let's use Multiply. Now let's see the mask. It's a bit more subtler
and I really need to add another procedural,
add a fill layer. And in here, use one of these. This one, and let's rotate it. Rotate it 90 degrees. And I'm going to multiply
this one on top of that bone to watch the
effect a lot more. Okay. It's a lot better. Okay, Now
it's starting to look good. We have the value changes
from dark to bright. Color swatches and
everything ready? So let's start to
layer this one out. Again, go to Fill Layer. And I'm going to use this
procedurally started to look. I'm going to bring the contrast. Bring the balance instead. Bring the balance down. And this one adds
a bit of color. So again, let's go and
pick from these colors. So let's change the reference
and go for this one. Let me see what I can
select from this. Although I really
recommend that you pick a handful of selection
of textures and go with them. You see I have a pretty much
low amounts of references that I can use from
and this makes sure that I have
consistency all across. If you try to pick the colors
from so many textures, you're not really going to
get a lot of consistency. You are going to get
a lot of new things, but the consistency
isn't really wonderful. So just try to add that
bit of greenish to this. For example, this
being the most, or things like that. Of course later on I might
add the most to the crevices. But this one is good for
adding those colors. And make it a bit shinier. Because the mouse is
a bit more shinier. Done the work. Now
let's use this. It's pretty strong and
I'm going to invert that. Okay? Now let's give it a color. I'm going for the main
reference that I had. And let's use here to see, Let's go back and try to
pick a color from here. One of them was
doing pretty good. Let's select this one, although
this one isn't so real. I'm going for something dark. Okay, this one looks good. But I need to pick
another color. Let's go here. And because
this is in the shadows, There's a bit of blue tone
in all of the colors. And I should have picked
something else up. But we're doing fine with this. Let's pick up from here. And this one looks alright. But overall, I need
to make the mask a bit less pronounced
like this one. But this one really
looks like color. Looks like a patch of
color being applied to it. I'm going for a darker color. Let's add a filter. And contrast and luminosity. Let me see what I can to its luminosity down and contrast up. Okay. This is now better than
we're going to bevel this under heavy
layers of procedure. Let's select this. No, this one is good
later on for adding some patches of mouse
that we can add there. But also we need to
try that so much. For example, let's go for five
at the most patches that, but for the most I'm
going to do that later. So I'm not going to use that. So on this one, let's use this. It's a game about selecting different procedurals and see which one works on
which one doesn't. And after that, you'll
really get a good result. That is looking right and is rich in terms of the base color, normal refers on anything. So this one is alright. Let's pick from here. Okay. Very good. In here also we are getting a
good color variation. And this is the base color. And it's looking at rates. But we need to make it richer. Now we're adding
the medium details. Later on, adding
these small details will make it pop even more. Okay, Now, let's pick a
color from here. Yeah. Looks like the edges
have been damaged. It's a good thing.
Let's make it rougher. Okay, just take a look at the base color and try to
continue adding procedurals. Know, this one not as well. And it's subjective.
Some of them work and some of them don't. This is too low. This is too high.
This one is good. Let's add a bit of
damage in there. I'm going to activate the height as well
and bring that down. You see already
started to go down. And for the color, let's make it brighter because these places tend to be brighter because
they have been hit. But it's too strong in here. Let me add the paint. Let me add, let me
go to the mask. And on top of this procedural, I'm going to add a paint and manually paint
some of that away. But let's not use the paint
because I'm going to make a procedural out of
this smart mask to paint doesn't really work with a smart
masks that well. But let's bring the balance
down. This one is alright. I don't need to adjust the color and make it darker
bit because it's too bright. And adjust the height as
well because it's too much going there. Okay? Alright. And after this, we will
add the smart masks, will add all kinds of curvature and edge damage
and things like that. And we'll make it really
perfectly rock thing. Okay? This one again. Let's use this one
to see what it does. Okay, good patches of color. But after this one
I'm going to add a filter and work with a bit because it looks a bit too. Cg. Something like this
is a lot better. And for the color, Let's pick up one of these ones. Even in here, There's
something like that happening. But I really want to
make the effect less. So let's go to here and
add another procedural, add a fill layer and try to use this one and
multiply it against that. And make the multiply. Let's make that a
bit more prominence. Okay? This one is good. And overall, I'm really happy with the
direction that we're going in. But we need to bring
this color down a bit. It's too shiny. Now let's look at the
base color and it's fine. Now there's nothing more
really than we can try out. Now let's go and add those smart masks to make it
really based on the mesh. So I'm going to select these
all control G to group them and call them procedurals, okay, and add yet another group. But on this one,
I'm going to call it smart masks or mesh mask, or basically whatever you want and keep the
sharpened at the top. So I'm going to remove
this field because I only need color on roughness data with a black mask so that I
can drag this one into k. Let's select one of these to
see what we come up with. You see these are really bringing this one to a
new level and they are using the sculpting data and the mesh data that
we have added there. And really make it fine. But it's overall too strong. Let's go in the masking section and try to bring the
global balance down. Something like this. When this air, It's a bit too strong. Let me think what I'm
going to use this one for. Let's pick one of
these colors to see. Where this one is
going to be used. This one is good
for some damages. I'm going to add let's add a bit of
white color, okay? Something like
this. And you see, because it's based on
the sculpting data, it's bringing it to a new level. And overall, again,
it's too strong. Let's bring it down just a bit. Now. It's reading a lot better. So let's go again and try to apply the color
with this one. Again, this one is cavity, but has some edge
information as well. So let's go to the mask and
bring the level down so much. This one highlighters edges. I can give this one
the darker color. Of course, later on we will make the edges a bit whiter to
highlight them for composition. Okay, now let's add another
start to check these. And I'm making this
one darker as well. Let's see. If a darker
value reads well, yeah, it's still
write another one. Let's see this. No, This one isn't
really this one as well. And this one is selecting the darker parts,
which is alright. Let's pick the color
from this area. I can make this
one mass as well. It's doing a good
read for the most. Let's make it darker a bit. Let's go for a darker green. This one is good. And adding a bit of mass on top of that. Okay. Let's go for another one. No, this is not really. We have a bit of texture
stretching in here, which isn't really a problem. It's not going to
be seen anyway. Okay, let's use other ones. The good overall dirt that
is based on the geometry. So I'm loving that. Let's pick from here instead. Okay, This one is good, but let's bring it down. To make them most more obvious. Let's see this dusty edge. This is going to give the
edges a bit of highlights. Let's make it, I believe
it's darker color would do. Let's make the effect stronger. Yeah, this one is
looking good, right? You see we have a bit of
supporting black color. And later on we will select the edges and give
them a whiter color. So let's use this. Now. This one is repetitive. Now this one is randomly
adding some colors. Here. I love that. Let's
give this one also a dark color or a white color. The white color is
doing a lot better. You see it's starting to
look really like the rock. Okay, now let's add
some other more. And this one needs
to be dark as well. Let's use some more. Let's see what this one does. It really highlights the edges. I'm going to make
it dark later on. Select some of these edges from here and create a bit
of lightness into that. So let's pick another
dark color from here. But not too dark. Something. Just like this one
is looking good. And I'm going to go to the mask. And we can the effect a
bit just like this one. Okay? Now, I need to add those edge highlights
as well and call it done. Let's go four edges. This is selecting these, I'm going to disable to
sharpen for the first one. Let's remove the sharpen
and bring the level down. Of course I'm going
to bring the contrast up so that we are able to
select in-between these areas. Okay, I'm going to give this one a lighter color to make
the edges single bit. And this is what really
happens in nature. The edges are really damaged. And I can make the effect
of it plus a stronger. Okay, This one is good. Now I feel like I'm happy
with the color of the rock. And I can select these,
these two folders. And with the sharpening effect with control and
G to group these, I'm going to call it rock 01 and make it a smart
material out of that. Okay, Let's hide this. And I'm going to export the
textures of this one as well. Okay, Let's go to
Export textures. And again, I'm going
to use this OpenGL. And on this one I'm
going to use for k and give you the export
direction as well. Everything is
alright. Hit Exports. And this is the texture exported
by mean the base color. And we are getting
good amount of data. One thing that we can
do to make it better, I can add a fill layer under everything and
only apply the normal. And this one is rock blocky big. Let's search for the name loci
big and add a normal map. And every time you try to
paste the normal map here, you get a stronger normal MAP. Compare before and after
we get the normal map. Okay, I'm not really using this. Let's leave it. Now since we have the smart
material created, I'm going to delete it from here and apply it
to others as well. This one is the medium. Let's apply it and done. Okay, it's looking all
right. Looking good. And these are small ones
and tiny ones as well. Because they are from
the same family. I really have no problem
applying the texture on them. This one done as well. And now I'm selecting these
three to be exported. But I'm going to export
them at two k. Because for K is going to be overkill
on these, these three. And now hit Exports. Okay, Done. And now let's delete the texture from all
of these to save a bit of performance
and go for the cliffs, rocks, the layer products. So let's apply it here to see. Okay. It's already starting
to look very good. I'm happy with it. Really. Very natural looking and looking good from far away and looking good
from close up as well. So let's put the smart
material on this one as well. Okay? Alright. Alright. Or if you want to, you can really take this and
just like the previous one, on top of everything, add the fill or the paint layer and call
this one is just l. Okay, and I'm going to bring
it down the sharpness, make it pass through. And add contrast and luminosity. On this one. Let's bring
the luminosity down. This one makes some
different color, or let's add a hue
saturation or the filter. And in here, select
a hue saturation. You can control the
lightness saturation. Now this one is looking sci-fi. On some places. This might be
a good color, but not here. Okay, let's pick up a color. Let's go for some of
those brownish colors. Okay, something like this. And let's bring
the color contrast and luminosity or above that. Bring the luminosity here and
give it a bit of darkness. You can really
choose which one to use and all of them
would be fine. So let's disable this. I'm going to use
this one because all of these rocks belong
to the same area. And there's no point in
making differentiations. So one more thing
that you can do is adding another layer, bring the color up. And of course, if the
roughness, if you want. So add a black mask
and a fill layer and I'm going to bring
the curvature map or ambient occlusion
map from this one. This is, let's copy
the name in here. Search for paste the masks. You paste the name
you are getting the baked map textures in here. So this one is the
thickness map. Let's see the mask. Know the thickness
isn't working, right. We can use A0 as well. Okay. The A0, I'm going to change the color to
something like black. And on A0 because it's
white on all of the areas, I'm going to make it reversed. So let's add a level, invert it so that it's
available on crevices areas. And now coming here
before and after, it adds a bit of
darkness to the edges. Trying to make that a bit more like cheating a
bit of depth into that. But because these two are
neighboring and this is affecting the ambient
occlusion on this one, I'm going to use
curvature instead. So let's, if you
want to bake these, try to give some spaces so
that no ambient occlusion. Bake. Something
like this happens. Because the bake,
it wants to bake. It really, this one
really blocks the sun, so give it a space so
that it bakes better. So let's use the
curvature instead. So this one is the curvature. And I can right
away tell that it added a bit of depth into that. So let's make it refer as well. And I can manipulate
the curvature as well. So let's go for levels. Inverts. Now it's highlighting the edges. I'm going for deep
areas as well. So let's on top of that. Let's add another level and try to highlight
these areas only. I'm going for the dark areas, which are the crevice areas. So let's make it a
bit more contrasty. And now let's look at it. And now you see it added the
beat of fake depth in there. So let's bring it down. Quiet much. Okay, now we have a bit of
faking the depth in there. So let's make it darker bit. Yeah, It's now faking
the depth a lot more. And in four areas, it's looking right, so
let's select this one. I'm going for this big
and on top of everything, I'm pasting this one. Now you see it's baking
the depth one here. And one good thing to
note is that you saw that we selected baked
texture of this one. You see. On this one, this medium ones that we created that this fill, we selected the texture that belongs you
see, to the medium. And I'll paste that this one. And since that one was a
big texture substance has a good feature that if you
bring that and copy that here, instead of using the
previous big texture, it's going to now use the big texture from the
mesh that I have here. And it's a good thing,
you really do not have to turn it off and select
the bake texture again. If we want to give that
a bit of baked masking, It's a good idea to use. So let's see before
and after you see, it's adding a bit
of depth into that. So I'm going to
export both of these as four K. And I feel like on this one I can
really increase the depth as well because you see the
depth is only in here. I want to cover more from that. So let's go four levels. Apply the mask. I'm going to be selecting a
bit from the edges as well. So let's bring this one in here. Select more, but try to
cut a bit more from that. So you see, now we have a lot more information
in these areas, which is a good thing. Okay? It's now looking very good. And I'm going to do
the same thing for all of those rocks that
were exported as well. I'm going to select this because let's say this
before and after. You see this one is before,
and this one is after. You see there's a lot of
separation in these areas. And it really took
that to new levels. So let's take this
one from here. That is really a good hack
and I believe I'm going to do this from now on for
group work that I export. Okay? I'm really enjoying
this process. So let's take this one and
delete it and paste that. Okay, now we have a lot more
separation in the colors. One more thing that you do
that you can do is instead of pasting only a simple
fill layer in here, you can go from this
list of materials, select some of the material. So example, let's select some of these concretes that have a
bit of information in them. So let's select this one. And it overwrites
the texture for you. Okay? It overwrites
it on this one. You see now instead of
having a bit of black color, we have color
information as well. So I'm going to alter the color, burn the luminosity down because we want to fake
the depth on this. Okay, this one is doing right. And on this one as well, Let's select this
big and select this. But I need to bring
the luminosity down to make it really dark. Okay, Now, it fakes a lot
more depth into that. And of course you can go on and manipulate the mask as well if you want to know. This one is alright, I'm
covering all of the crevices. Okay? This one is alright, I'm going to copy this layer. And let me export these
two in the first place. I'm going to deselect these
unexplored, these two. I'm going to export
them as four K, Okay. Hit Export. And this is the base color
that it had created. We have a lot of value
differentiation, which makes it perfect. And in Unreal Engine we might be forced to alter
the color a bit. We imported in Unreal. And to see if there's
everything right. And if it was wrong, we come back just, just like the log pieces and
manipulate these colors. So I'm going to select this and copy on
these ones as well. Let me first do this big one to see what changes it makes. I'm copying the same. You see? It's adding a lot more
separation in the edge areas. But let's take this one and
bring it top the sharpness. But overall, since this
one isn't so deep, I'm going to manipulate the levels and make
it less a stronger, just adding some instead
of adding a whole lot. So it's alright.
This one is good. And now let's paste this one with the same setting
on these ones as well. Because these are
from the same family. Every time I go and paste
the smart material, this one onto a mesh. It's converting the bake
maps to that specific mesh. Okay, and now this one
is alright as well. Let me see if I can
change this one a bit more to suit this one. Now, let's bring it to
something like here. Okay, Let's give
those ones as well. Unemployed on these ones. And they look alright, Okay, I'm going to now export
these one-by-one. And again, I'm going
to export this as two k. And after that, we go to Blender and try to export the 98
measures of each mesh separately into unreal and try to start to keep bashing and
material creation there. Boeing's blender
and I'm going to import low poly files that
we gave to substance. And these are these files, the rock kid low
and the beach low. And I'm going to import them and compare them against the
size of the mannequin. And since everything
is alright with them, including the pivot and the naming conventions and
the materials as well. I'm going to select them and export them
to Unreal Engine. This one is about the beach. Let's go and bring
the rock kit as well. I'm going to bring
this one since we altered the material
on couple of those. Okay, this one is
the rock as well. And everything is alright, and these ones are separated. Let's see about this one. This should be the same. Separated mesh as well. Yeah, it's looking all right. Everything is fine. The only thing that
we need to do is bringing up the vertex gives
you the exports direction. And I accept. And since on all of these, look, this mannequin is
in here, don't want it. Just wanted it for seeing if the scaling
and everything is right. Okay, Now, this should
have the same material. It's alright. And these ones also should have the same
material. All right. So I'm going to take them and one-by-one export
them to unreal. And then after that I import them and convert them tonight. And since all of them have
the same material ID, I mean one muscle your light
instead of having coupled. I'm going with the
same settings in here. Okay, Just let's take them
one by one and hit Export. And depending on the
size of the measures, they might take lower
or higher to Exports. And I'm going to repeat the same process until all
of them have been exported. And I believe if you take
multiple ones and he'd exports, it's going to export altogether. So that's a great idea. And sometimes it didn't work. When I try to select a couple of measures and hit Export,
it gave me an error, but I believe since
I have updated, I'm no longer getting
your problem. So let's select
these two as well. It export. And these are
smaller ones together as well. And finally this one, okay, Now it's telling that we have
separated this, you see, all of them are single
measures and we have 22 static measures
in the scene present. And on the export folder we
have two, only two as well. And it means that we
have exported perfectly and taking all of them and
hitting export works as well. I didn't know about it. And just find out. The next
step is to bring up unreal. I'm going to create an empty
scene so that we do not create any burden on the
performance measures. In here, let's create a
folder and call it landscape. Let's import. And I'm
going to take all of them. Since those are
relatively smaller. Okay? It open for vertex color. We do not need the vertex color. I'm going to hit build
nanobots and make sure that the generated
light map is turned off. Okay, and now he
didn't ports all. It's going to take
a bit to calculate the meshes and converts them into non-white at the same time. Okay, they got imported. And now let's test them, drag them into the scene
and go into nano right? Visualization overview. And you see everything
is non-routine here. Okay, we're done. I'm going to save the scene out. And in the next
lesson, we will create a material for them and as well as keep bashing and creating the landscape with them.
Okay, See you there.
36. Replace Nanite With Terrain: Okay, We important the meshes and converted them
tonight as well. And now it's time to go and bring the
textures in as well. And to be able to
find them better, I'm going to create a new
folder and call it landscape. And I want to place all of the textures that I'm
going to bring in here. And here they are. Let me select all of them. And I'm going to bring
every single other mean. Okay, and now we have
a bit of work to do. I'm going to select all of
the channel pipe textures. And these ones, we want
to make sure that we put them into the masking group. So just a bit more remaining. And to make sure that
they are consistent, I'm going to place the
compression settings and put them into the mask so that there's no sRGB color
correction in there. And when we apply them to
the material instance, we do not get any problem. That it might take
you a bit of time, but it's worth it because
it's going to break the project if it doesn't
really setup correctly. And then after
this, I'm going to bring the normal maps as well and make the normal maps flip their green
channel as well. And sometimes these channel
type textures that you create becoming shades of
blue and things like that and get
converted to normal map. Here they are not, they are in the shade of yellow, but sometimes it happens that they get similar
to normal map. And Unreal Engine mistakenly converts them to normal maps. So let's search for normal and all of the
normal maps are here. Okay, let's bring them up. And we want to
come down and flip their green channel because
we offered them in OpenGL and I decided to offer more textures always in
OpenGL because blunder that I'm using users OpenGL substance painter
uses OpenGL as well. So I decided to make all of my normals OpenGL so that I have consistency
in content creation. And later on using
a single click, I can convert them into
Direct X normal matter. Unreal Engine reads using a single click
without any problem really converting
them to Direct X. That one really
depends on your taste and your applications of choice. Because mainly substance and
substance painter, designer, both of them use OpenGL, decided to create presets
that exports only as OpenGL. So that I know every time I open normal map
imported inside Unreal, I have to flip the
green channel. Okay, now it's time to go and create master material for that. And the master
material that we are going to create isn't going to be different from
the master material that we created for these. So let's go in here. And for the materials, I'm going to copy
my notes from here, but we really do not want a lot of customization
on this material. I want just a single layer, okay, Just this one. And this one. I'm going to copy
them and create a new material and
call it z of 0. So that alphabetically
it goes in the beginning and call it m underscore night
landscape. Okay. And whenever you are creating
a nano mesh for now, you shouldn't enabled
two-sided because nights, I believe for now, doesn't
support the two-sided. And some of the textures, excuse me, nanoscale meshes that we created,
our single plane. Let me bring them up. They are in this measures. And in here you see
abroad this one in, you said it's casting a shadow. But if you look
from the bunnies, you're not seeing
anything because it's only a single flat
plane being displaced. So you might want to go
and apply the two-sided, but I really do not recommend that because it
breaks the night. Okay. Let's copy the whole
chain in here. And I'm going to go in
here and select use material attributes so that
it connects that there. Now let's put the result
in here and okay, the master material is done
with all of the controls. Let's hit Save. And now I'm going to make master material instances out of that. For ease of access. I'm going to dock
this in so that it doesn't go away for now. But I'm going to bring another
content browser as well so that we have the texture is there and the material here, so that it's a bit
easier for us to create a material instances. So go into Window and from the console browser during the Second Council
of content browser. And if you have a
second monitor, you can drag it there
and use it there. But we are keeping
this on the screen so that we know what we
are creating okay, for now, I really do not
care about the viewport. I only want to create
a master materials. This one let's create, let's bring another
continent browser. On this one, I want to bring the measures,
landscape measures, and I want to copy
the name of these, the name of each one so that I can name the material
instance accordingly. So this is a bit
easier for me to select things and rename them. I have everything there. So let's copy the
name of this one. Create a material instance, call it my underscore
and then copy the name. Okay? Now we have the
material instance. I can assign the
textures right away. And since I know this one, uses the name of this one, and this is how we
set it in Blender. We decided to check the
material texture set to be the same name
of the object itself. You see the textures that
are exported from outside of Substance Painter
have been named correctly to the mesh itself. And he said this is
the power of it. We decided to create a
material for that and named the material as dimensionally so that when the substance
painter exports, select the name of
the texture said, which is the name of
the object itself, and create a texture for us. And now everything has been alphabetically been set for us. So let's bring this one in here. Now, we need to
bring this one and then normal map
and then diffuse. Okay? Now this has been set. Let's save it. And we
can bring this one up. This is the name that
we set to the textures. And it's the same
name as this one, and the same name as the
texture that God exported. And I'm going to
select this and you see it brings the material
instance with that one. And now we'll see it
has been set correctly for us to be able to use. And this is really a
good thing to name everything to the static mesh so that all of the textures, material instances,
my textures and the mesh name become
united so that you're able to find them a lot faster. So let's create another
material instance. First, copy the
name of this one. And create a material instance. Again, I underscore,
copy the name. Okay? Anyone here. By selecting these, inactivating them and
bringing the texture. And using this name, I'm able to find
the textures that are related to
that mesh as well, but I can simply drag
them from here as well. Normal and arm texture. This is great technique to select the mesh and set
the material as that. Okay, this one as well. Looking really nice. This way you have
consistency or lacrosse and can find them only a
matter of seconds. Okay, let's copy the
name of this one. Material instance. Again, drag these textures in. This is the base color, the normal arm texture. And again, select this one and give it the
map that it needs. Okay, This one is
working as well. So this is the process
that we need to do for 22 measures in here. It might be a bit
time-consuming, but there's no way around it. And this is the
fastest way really. To be able to find the textures and
materials and anything. Just using a single click. Okay? Normal and arm. And now select this one. Bring the material instance. It's working alright, as well. So copy the name of this one. And to save a bit of your time, because this is so
repetitive process, I'm going to create the rest of the material instances as
well and copy the name. Create a material instance
so that you really do not have to see me do
that again and again. That's repetitive
process and I know what I'm going to create the material instances
and get back to you when I'm done. So, uh, created. Some of them are encountered
something they see. This fight measures
that belonged to the stone kid use the same
textures that they use. This one. Because they use the same textures that
we're going to create. Only one material
instance for them, because they are using the same material
instance and creating five material instances where this would not be so practical. So I'm going to only create
one material and name that Static Mesh a stone. Ok. Now I know that this
belongs to this donkey. And I can delete
the name as well so that I can find it better. So I'm going to assign
the texture to this one and put them to in
all of these files. So it's a good option for you
to know to this six ones. They are six. Okay,
Let's go again. These two also, this tiny ones, use the same texture. So I'm going to create
one material for them and remove the naming
and use this on these two. Okay, material instances
have been created successfully and I'm going to take all of them
and open them. And even in this folder there being ordered
alphabetically, you see the alphabetic order
is present in here as well. So I'm going to only select the default textures and
replace them with ones in here. And we're going to select
one by one and go ahead. So this one needs the
four-by-four, one by one. And again, close this
one, activate these. And I know that I should select the next texture in there, among the selecting the
textures one-by-one. And it's really easy to go. Again, use really this
naming convention to save you a lot of time. For now, I really do not have anything that saves
more time than this. And everything is set
alphabetically correct. The key is that naming the material and the mesh
to be the same name. And of course we are adding a static mesh underscore
to the name of the mesh, which is not present in
the name of the texture. But that isn't the problem. You can easily go
away with that. Okay, again, save
you a bit of time. I'm selecting the
textures myself and get back to you on the
textures have been set. And that's pretty repetitive. And you know, the process, we assign the textures
to all of them. And all you need to do is
selecting and saying the name of the material instance and applying the respective
textures to it. And since we use the name
of the aesthetic mesh to be included in the name
of the material instance. We can simply go ahead in here. Let's see what happens. Because we have the naming that before opening each a
static mesh in here, I'm selecting its name and we're in this
material righted. And so that the material
instance has been named. According to that, I can
really find it there. And this is good for batch
operation that you can do. Just before opening that. Copy the name in
here, look for it. You will find the
material instance that is responsible for that. Okay? This is the most that we can
do to automate the process. And also since this
process is going to be repetitive and pausing and get back to you
when it's done. And on these meshes that
share the same texture, you know that we
removed the name. Now this is the
material instance. Now, instead of copying the
material instance name, I'm going to copy the
material instance itself because it's being
shared on all of these. I'm selecting them and only pasting the material
instance in here. It's going to assign the
material automatically for us. And on these two as well, since they use the
same material, I'm going to do the
same thing as well. Select them in here
and remove the name because we know that
we remove the name for that. Okay, applied. And it's looking good. In here. Paste it again. And this one is looking
alright as well. A feared the depth that we
added these two strong. Now it's good. Okay, we have done now everything possible
that we can do. And everything is set up on need to get done without any problem. So let's take this one
out of the way and find some of the measures
and test them inside engine. And you see they work fine. They work really fun. Now it's time to use the nano it meshes to
fill the landscape. And as you know, I'm not really going to take them one by one, manipulate them, duplicate them, rotate them across, and
keep Bash like this. I'm going to select
them and create mega assemblies with
them so that I can use a lot more creativity
in creating them. We have already talked about the mega assemblies
in previous chapters. And if you have
forgotten what that is, you can go back and
check that lesson. To create mega assemblies, we simply create a
new level and we'll create this default one so that there's something
here to see. When we were done creating that we will delete
all of these as well. So let's bring up the kids. I'm going to start with
these 28 by eight ones. And let's bring the
directional light. I'm going to make it a stronger a bit so that
I'm able to see better. I really do not care what the lighting situation is because It's going
to get deleted. So when I made sure that
everything is centered in the center of
the world and make sure that you make
them centered. Because if you do not
make them centered, you're going to get
a lot of problems. So I'm going to keep batch these measures and make sure that there's no visible seam. So I believe this one is good. I'm going to select these
and duplicate them across, rotate them, make them bigger, do all kinds of things
that it can imagine. Any kinds of translations
that you can imagine really. So here is the same. I'm going to bring one of these that I can use
to cover the sea. And they say how perfectly
they get added to each other. You see, because these are two separate meshes and there are a lot of
geometry in-between. The transition is so smooth and without
any problem really. So let's take this
whole thing is that we shouldn't really have
any obvious seem in there. Okay, this one is
doing now, right? There's a bit of semen
here which we can fix by. Let me bring another mesh
from this kit to cover this. Okay, This one is alright, but it already
introduced a new scene. This is basically what it can do to make this seems less obvious. And if you want it also, you can take one of them
and hit grayscale and rescale that to introduce a bit of dimension into
that and how it is. Okay for here, it's
working perfectly. So this is a kid. One more thing that
you can do is if you want to have some
smaller machines, just like these ones, you can go here into the foliage Paint Tool and I start to paint
some of them in. Let's bring them here and
you can use them and paint. Okay? And since this one is not
really a static mesh, but rather it's a
foliage Paint Tool. If you save this one and in
the level starts to break it, It's going to hide
away and go away. And if you want to have
this, something like this, really do not want to break
this unedited edited in the scene because this
is going to get removed. So I'm not really
going to use this. Of course you can use that, but if you break it, you are going to have
a bit of problem. So let's select all of them
in here as well. Delete them. Okay. This one is doing good
and now let's bring, no, let's bring some of these. Start kid brushing
to create one thing. You see. Now we have 18 by eight here. 18 by eight here. Basically we are
covering something like 16 by 16 ground piece. And it's really perfect and goes a long way into
creating those landscapes. So the same here, as obvious as well. Let me see if I can rotate
and height does seem a bit. And in here, it
introduced another scene. I'm going to rescale
that just a bit. Okay? It hit the same perfectly. And this one is already
adding a bit of same. Just try to rotate, re-scale, add a bit of depth
to cover the seams. And one thing about
this approach is that if you hide
something beneath this, you see all of these layers
are going to be hidden. And everything that
is not being seen, for example, from this mesh. It's only rendered in
the parse that you are actually seeing that and you see it gets highlighted in here. And everything beneath
that is going to be removed in the rendering. And it's called the
occlusion calling. That is a great
optimization that happens right away
in nanometers. So let's say that
I'm happy with this. I'm going to take the
directional light, skylight, and everything in
the scene and remove those. And remember that we
really do not want anything in the scene
except for these. So that's select them all. And select all of the aesthetic meshes
Create From Selection. And you want to see set pack,
level instance blueprints. And for the pivots, I'm going to hit center. It's going to create
a bounding box, something like a
collision around this in three directions, x, y, and z, and put the pivot right in
the center of them. So this is what I'm
rolling with. Let's hit. Okay. And now we
should save this. I'm going to call this 01. And we want to save the
blueprint in this mesh dP. And this one also, I'm going to save in the maps. And 01 on the score is 01. Okay, everything's
fine. Save it out. And let's go to the
landscape that we have. Okay, Let's come in here
and now let's drag this. And you see we have
a larger image that can cover pretty much a lot
more area than it used to be. And we can take that, duplicate it around and do
anything basically using that. And you see it creates something like a sand that
is in this beach areas. This is really the power
of this mega assembly. You take some kids, create something new
with them every time. And in here, if you want to, you can bring the
foliage tool and bring the landscape measures just like the smallest stones and
try to paint them on here. But I'm not really using those. I'm going to leave the foliage to just
further for the ages. So this is one of
the beach kids. And now I'm going to
create another one. And that is so
simple creating kids that are going to be used
for omega assemblies. So let's hit Save. And again in here I'm going to make the directional
light a bit more intense. Ten is good. And try to bring this as well. So I'm going to make
something bigger and make sure that every time you try to put something in here, make sure that it's right
in the center of the world. Okay, Now, he made sure
that it's in the center. And now I'm going to
start manipulating. One good practice is that if you are going to create this, just select some of
the vertices from the outside and delete them so that it's not so harsh in here. And I should have done that. You see, if you look
at it from above, you see it's perfect, square. And if you want to have a bit of more easier time
controlling the seams, you want to just delete some
of these randomly to get. Edges that are not so harsh, I didn't do that, but I really encourage
you to do that as well. So let's take this one. And I'm going to create a
good variation from this. Just, I'm going to create the big shapes like this and I'm not really caring about the scenes
and how they are. I'm just really trying
to make something big, even bigger than that. 16 by 16. Okay. Now, let's take them. And this is already
certain logo. So let's put it into words so that every time you are
trying to rotate them, do anything we are doing
based on the road axis, not the local axis. It has just a bit of opposites. Offset sometimes. Just let's rotate them. Okay? Now let's select all of the static measures
and do another just rotate so that
it gives a bit of randomization in the shape
and place it right here. I'm going to select all of them. Anything aesthetic
match basically. And I'm going to bring
them in the center more. So it's good now. And now let's bring
some measures to try to cover these areas. And if I bring a shape, a one-by-one cube, you see this is one
meter by one meter. This is how big the
mesh actually is. And it's a good practice
in here also to have big, medium, and small shapes. We are making this one big. And I'm not going to save anything until I'm
happy with it. So let's try to bring these
measures to cover the seams. And this one really does a great job since
it's a great one. It's eight by eight. It covers a lot of
things perfectly. So let me see. This is eight
by eight variation two, and this is the eight
by eight variation one. And they really cover
each other perfectly. Okay, let's take that and cover the major
seems. Using this. Later on. We tried to do a lot
better using this. Let me delete this one
and take these two. And try to cover these
major themes that are sold so visible and also have a bit of rotation so that it's not so
visible every time. Okay, now let's take these two as well and try
to bring them here. Here I'm going to use
a four-by-four piece. And if you're happy with it, they can take that
and re-scale it. Not a problem. But try to make
this seems not so obvious. For example, we
covered that same but introduced a bit
more seems in here. We can perfectly take that, duplicate it, rotate it to
cover the same like that. These areas, a bit of sin is accepted because the player
really cannot see that. Let me play. This is from the player
side of, you know, it's visible to something. And there's another
issue that might happen. You see there are a lot
of layering in here. Basically, there are something like five meshes being
on top of each other. And it's a bad thing for nano. Nano, I'd hate to
lay on this effect. And it's going to be a bit of
performance hit for non-IT. If I go to non-IT visualization
mode and overview, or I can simply go
to overdraw because this is what shows the issue. You see, this is the color
that we're going for. And every time you go
to a reddish color, it's bad for performance. And since this effect
is a screener spaced, you see now we are close and a lot of measures are being
stacked on top of another. And the distance
is, for example, some of them might be 20
centimeters above this. But if you go away, you see the effect
becomes more prominent. Since now. Based on this screen, the spacing between this
isn't 20 centimeters. Instead, it's something like a couple of centimeters
or one centimeter. And it's going to
take heavier and heavier every time we go back, you see now the permanent
shade is the red one. So try not to have a lot of stacking on top
of each other. So let's demo that. Go to Lit mode and try to stack this one so that you
see the problem. And now let's go to narrow it. Overdraw mode. You see, now there's a lot of
problems in here. And if I come into here, you see there is no
problem because There's a bit of layering and a bit of distancing that is happening between the layers based
on the screen space. But if I go away, you see it becomes heavier. Because the distance between the layers now isn't
20 centimeters. Of course, maybe one centimeter. So you really do not want to
have something like this. A lot of layering is bad. And because we are going to layer these ones
on top of another, we might get a bit
of performance. So have that in mind as well. Now let's take this one rotated. Did a good thing. To cover that C button here. I can bring another one and try to cover it seems
it's doing a good job. I'm also adding a bit
of variation in there. So let's take this, I believe if I bring it here, it does a better job
in covering the seams. Let's take this one. And I can really add a bit of depth to cover
those seams as well. You see every time you
try to add a new mesh, it starts to sink well because all of them
are using the same as smart material and they are really singing
good with another. Okay, now let's select this
and bring it down a bit. I can really duplicate it, bring it here and cover
some things with it. And in here, let me
rotate the layer. There is a bit of Simeon here, which I can cover using this. Okay, now we're
getting somewhere. We have added enough
resolution and enough seem covering as well. But on this part, I might need to make it deep
a bit and bring it down. No, it's not doing a good job. So let's take one
of these measures, for example. Let's take that. And we can also use these, but know this one really
doesn't belong to this kid. Let's use something else, for example, this one
to cover the scene. Okay, Let's say that
I'm happy with this. Then you can go away
and try to further manipulate the seems
to get what you want. And you get the idea basically. Let's take this,
I think by bit of rotating and bringing it down. I'm getting a good result. But there's a bit of
semen here which I can pretty much hide
by bringing this down, okay, Now I'm in a
bit happier with this that I'm going
to select everything. Let's select all of
these and delete them. Now, there's a Player Start
which you do not want. And I were saying
is a static mesh. So let's select all of them. Create from selection, pack
level instance blueprints, and the pivot also to center. Okay, now I'm naming this
102 and put the mesh, put the blueprint,
and it's folder. Okay, and now this one also
going to 0 to the line 0 to save it out and go to the landscape
and try to test it. Okay, This one is
dad is pretty huge. And we can really
use that to cover. A lot of areas. And if you're happy with it, you can take it over and try
to cover more areas with it. This is really the
power of beauty. Can pretty much keep bashing
a lot of things to create. Let's take both of them
and drag them back a bit. Okay, Now, let's go to composition camera and see how this is singing
with their environment. Please select it. Okay, You see, now we're getting somewhere. Now it's good about
creating this sand kids. Let's go create something
for the mountain as well. And for the jungle. We're using the same sand kid, but we're going to paint some foliage on top of that
to make it look like Django, for example, adding a bit
of grass, a bit of fern, and things like
that to make that really look like Django. Ok. Now let's go and create
a kit for the mountain. So let's go to landscapes. And I'm going to use this layer
and ones and delete this. And let's undo that
and select these two, select these two static meshes. And I'm going to bring them
on top of the Z. Okay? Delete this. Now we
have this one which you can create a lot of
things using this. Let's take the Sun and make it a bit instant
more intense. Now we have this, lets us
start to keep bashing. And this one as well. You can take it rotates
to create new identities. And now you see we expanded that actually really free
without any cost. This is a good strip
of mountain that we can use to create
a lot of things. And you see we have no
repetition whatsoever. And also you can take that
and use other side as well. But we rotated a 180 degrees. You can use that side as well. So let's take this. Okay, you see how this
layering effect is happening. And I'm taking this and because these are
non-native measures, they really get mixed together really well
without any problem. And you see with using only
a single mesh like this, we are able to create
something like this. Let's bring that one out and try to use this
one to cover some areas. You see adding a bit of terracing effect
here, which is good. And since we use the same smart, smart material and all of these really are having a great
time mixing the color. And then think about this. Let's take this and bring it
in a bit. This one as well. Or we can rotate it, place it randomly
and some places. Okay? This one is alright. Now let's take this one and select this
aesthetic measures. Now let's select
everything else. I thought it might have an
invert selection, it doesn't. So now to see them go into
the late mode and you see really there's no obvious
seem or anything like that. We have pretty good
layering in there. So let's select all of them. Create from selection, pack level instance blueprint for this one also I'm
going to make it center. Okay, let's name it 03. And put the mesh
in the BP folder. Saved the map again. Three underlying 0. Okay, we did it. And now let's go and use that. See what we can create with. Say it's a huge mesh. And we can save a lot of time using this
mesh to be able to. Cover a lot of areas and
now let's go to unlit mode. And we can use this mesh to
create everything. Basically. Let me drag it in and I can
copy this, bring it out. And you have no idea how many polygons we are using on this. It's very much, it's very huge amounts of polygon
that we are using here. Okay, let's take this
and I can rotate it. Let's go local. On this one I'm going to local. And this is the layering
effect that it's creating. Let's go to the
composition camera. We're going somewhere. And now let's copy
another time and rotate and bring it up. Rotate more to create
all sorts of effects. And I can also bring that in. And suppose that we were
really using only single kits. Instead of using this. For example, we have something
like ten measures in here. Suppose that we had to only use single static
measures instead. And try to rotate that you see depending on the size
of this Static Mesh, we are getting a lot
of problems in here. This mega assembly is
really a great idea. So let me take this
and rotate them. But I can take this by
manipulating the rotation. I can hide a bit of
repetition in there. Now let's go to the site of view and you see how big
the mesh actually is. This is the result
that we're getting. Of course the collision
is a bit off, but since we're not going
to implement any gameplay, it's fine. I'm happy with it. And now let's do a bit of
keep bashing using these. I'm going to populate the beach and a bit
of mountain as well. So let's come to here. No, this doesn't
work on the dark. I'm going to bring
it here and bring it down so that there's
a bit of signed in here, but it's automatically
getting Hidden. Okay? And we have couple of ones. This one really doesn't work. Let me bring that a smaller one. Let me see if I can highlight
some themes in here, which is doing a good
job in hiding the seams. So these are some smaller
one is really helping a lot in covering the seams. Okay, let's take this
one and bring it down. I can easily tell that there are millions and millions of polygons
in this scene. And we're manipulating without really having any problems. And if you see there's
a bit of same, he can come in here and actually start to use some
of the measures instead. For example, this
eight by eight, say, it gets placed here
in covering that scene. And really doing a
great job here as well. Let's bring this
one in. Here also. You see it gets automatically
welded on this part, which is great thing. So let's drag this one in as well to a place that it
doesn't create a scene. Let's take this big one when it starts to
duplicate it around. But on another rotation, you mean I don't want to have a lot of
visible seams in here. You see there's no semen here and they're getting
naturally blended together. And this one is looking. All right, let's take this and copy and cover a bit of seems. Again, using that, I
can take that one. And rotated so that it
gets welded in here. But we have a bit of sin
that we can cover here. So let's take this
and bring it down. Let's make this. Instead. I can rotate dirt and rotate, excuse me, duplicate
again to merge in there. But we have added a
bit of a seam in here. So let me delete this. And since this one
is going to be hidden behind the cabin, I'm not really doing
anything with that. I'm going to only concentrate on the parts that you
see on this camera. Because if you try to take
care of the whole scene, it's going to take a lot of
time and you see there are some places in here which we
are not getting anywhere. So I'm only going to, you are the parts
that are going to be visited in the composition
camera and nothing more. Okay, let's take this in here. I can duplicate it on its
place and rotate it so that it hides a lot of sin for me automatically
without any problem. So let's duplicate again and duplicate again. And I'm going to rotate so that I get another row
of measures on top of this. And it's a great technique to hide this seems, but as I said, it's going to add lots of complexity in terms of
Nano, it's overdraw. Let me go to Manage
overdraw mode. And you see these are getting
red And these as well. We really do not want that
having lots of layers of blending nanotube
meshes together isn't really a good thing. Okay, let's take this one. And I can bring it
here and I start to rotate so that I can
cover the place to here. Okay, it's doing now, right? And let's take the mesh. Again. I'm trying to rotate it to cover some of the more scenes as well. I'm going to the
camera composition. Let me find it.
We're doing good. Let's rotate this. Since this one is so big, we have no room for
maneuvering too much. So I'm going to bring
the smaller kit as well. Let me find it in the blueprint. This one was a smaller and
I'm going to use this one also to cover some
of the places. So let's take this
and I'm going to rotate and bring it up
to cover this area. Okay. And bring it
down. And bring up. So let me select a composition camera and
we're doing a good job. Okay, let's bring from here, I can hide this part
as well using that. You can also take more time
and create new kits as well to be able to follow the
curvature of the mountain. This one isn't too
big and we have no room for improvement. But you can also create variation kids and be able to do whatever you
want to do with this. But since we know the basics and I'm not going to make
the tutorial too long. These are not so good for. Being viewed in the
composition camera. I'm not really doing
anything to them, but you get the idea. Okay? Now, just a bit of more manipulation to make
them automatically well, to put the landscape. Now let's go and create
another broad kit as well. So let's go new. And as always in here, I'm going to bring
this rod kids, this one especially I'm going
to create a kid using this. Okay, Let's delete it now that I know it's above the xy-plane, I'm going to take
it and first take the light source and
make it brighter a bit. And I'm going to
use the local mode. I'll try to duplicate
it, rotate it, and basically do anything to create a lot of
variation using that. Since we are doing a
lot of manipulation, they get welded pretty
much perfectly. So let's take that. Rotates it again. You see every time we are
getting a new result, because when we were sculpting
these inside ZBrush, we were doing all sorts
of manipulations. Okay, let's take this
and I can bring this one up and rotate 180 degrees. I can also bring this one
n. I could like that. So let's go back and
delete all of them. Delete all this one as well. That selects all of them. And create from selection, pack level instance
blueprints and make sure that this external asset is on and put the pivot
in the center. Okay? Now this is my fourth one. And put the mesh as
always to this blueprint. And save this map as
for underscored for, okay, save everything else, and go into the scene to see what we can
create using this one. Okay. Is that I can take it, rotate it, and say it adds another depth into
what we are creating. Another shape, basically
this is a bit fluffy, but this one is so rough. So let's make it local. Pretty much you can do a lot
of rotation and a
37. Creating Water Material: Hello and congratulations
for coming to chapter five. And this is finally the five, the fifth and the final chapter. And it's going to be the
shortest in time because there's just a bit of polishing that
we need to do to fix this. And of course, a bit of
lighting and post-processing. And in the first lesson
of the final chapter, we're going to create a water
material because this is a dark and nobody really can
imagine a dog without water. And this one will also add to the knowledge base that we
have learned in this course. So for creating the water
material, we need a play. We need to create a plane that encompasses
a lot of areas. So for creating a plane, let's simply go to Blender, delete everything out and
create a simple plane. Okay, let's make this so big. Or let's add a plane and
instead of two meters, Let's make it 20 instead
so that it becomes bigger. For the UVs. We're not
going to do anything because it's going to
have the UVs, correct? We want the UVs to be
0 to one UV space. And you see here the UVs
are from 0 to one UV space, and the UVs are right. I named it a static
much water plane. So for period, Let's go and
assign the pivot to here. So that if in Unreal Engine we wanted to snap this together, we have easier time
a snapping this. And because this is 20 meters, we have really easy to time a snapping these
if you want it to. So this is our plane. Let's go to vertex and create exports folder
and export this one. Okay, Let's go back to unreal. And bringing our plane. I created a folder for
that and let's import it. This is it. I do not want to
make it now because we're going to make this
translucent and nano it, I believe, do not support
the translucency for now. So let's import it. Important and let's
drag it into the scene. First thing that we need
to do is rotating this. Let me enable the angle snap so that we are
rotating this degree, which is right the direction
of the beach line here. So let's, for the scaling, I'm going to just lock the
scale and scale it by ten, so that we're bringing it
here without any problem. Scale it. Of course, turn is too much. Let's make it five. And remember that we're
really just want to affect the area where we are seeing that in the
composition camera. So let's bring it here. And it doesn't matter if it
goes beneath that layer, we really have no problem hiding the water layer in there. So let's go to the
composition camera. It looks like we need to bring the surface of the
water down a bit. So to control this mesh, you can either select it and
in the location in the z, let's drag it down. Or if you want to
manually do that, we see no pivot in here. So hold down Alt and
middle click in here to create temporarily prevents and bring the water surface down. So I believe this is
good for our purposes. Now we need to
create the material. And the first thing that
we see about the water is the water ripples and waves that we see on the
surface of the word. So let's create that. So I'm going to save it
in the Materials folder. Let's create a new
master material because we want to make this
a translucent material. And these materials
that we created, one of them is masked and
one of them is opaque. So depending on the surface of the material, this is different. So create double 0. Score work. Okay. Of course we are going to change the blend mode to
translucent than two. That changes. But for the time being, I'm not really
concerned about that. I'm first going to
create a normal soda. We see what we are going to do. And then after that, create the base color roughness
and anything basically. And of course we may
add a refraction later on so that when we
look at the water, the things beneath it break. And you have seen this
effect when you put the pencil in glass of water and fill the glass
with a bit of water. You see the pencil is breaking and that is
because the waves break. Waves of the light. Waves after light break when they enter
the surface of the water. So we're going to create
that effect as well. So let's go for creating water waves and ripples and
then animate them as well. And for creating the normals, I'm relying on
Substance Designer. And that is the best
choice really to create some normals really fast. And there are some
options that we can use, for example, to create. Or normals is you can
use Perlin noise. And this Perlin noise really
can bring the scale down. And this would create
a good normal map. So we need to create
the normal as well. So let's drag and no
route and normal. And in here we need to set
the mode to OpenGL as well. So you'll see right away, we start to see a bit of
displacement in here. So let's make it a
stronger, just a bit. Make it five or ten. You see a bit of
displacements happening. And if you want to add more, you can really sorry that since this one is
proceduralists trailing perfectly. So this is one of the ways to create a normal map for water. And another note that
you can use to create really water cost X is
this real-time cost x. And of course there's a colored version of that
and we're not using that, we're using the gray scale. Both of them give you
the same results, but you want to use gray
scale if you really just want to turn it back into a
normal really right away. So now we plug this one into
here and you see we get something like this
watercolor sticks that you see happening the
surface of the water. So there are some parameters
that you can change. You can take this slider and drag it to the
way that you want. And of course, we can manipulate this surface IOR to make it a stronger
or less a stronger, but we are going for something
a bit less stronger. And of course, for
surveys or its scale, you can really manipulate to get something really radical
or something settled. So because we're going to
use this one for normal map, we're going to use
something settled. So instead of using this, Let's plug this one
into normal map. And this is the result. It's too noisy. And before that, we need to hit a space on here and
bring a node blur. Want to bring the blur high-quality gray-scale
in-between this. So it's right away too strong. If we look at the normal map, you see it's really washed away. And let's check that for
quality and bringing it to top. And for the intensity. Let's make it
something like this. Okay? Now this is really a good normal map that we can create for the
surface of the water. And of course, one of them, because I'm going to
create another one and London on top of each other to create the good effect. So we need a
displacement as well. So let's drag the levels out so that we know
this is output, this is a dummy
node that I know. I should export this node and
we can create another one, or we can use this to save a bit of texture memory
can be a bit optimized. We're going to use this one
and toilet ten times for the first layer of water and toilet 20 times for
the second layer. Okay, Let's use just these
two 4-bit of optimization. So let's save this one. I'm going to call it water
height and export it as PNG. Okay, and now let's select
this one and make sure that the normal is
set to OpenGL soda. We can flip the
green channel and convert it into Direct
X inside Unreal Engine. So I'm going to call this water normal and save
this one as well. And both of them are two K. And it's good to have a
bit of optimization and not exporting everything
as four K or eight K. So let's go back to
Unreal Engine and important, I'm going to bring them into the texture folder
and bring these in. Okay. Now let's open both of them. I'm going to flip the green
channel on this one and bring this one to the mass compression setting to turn off the sRGB
and save everything out. So let's bring this into the
shader and start creating. And right away, Let's plug
the normal map in here. This one, Let's leave it for
later because we're going to use this for creating
the offset effect. Okay? Now, if you see this, you're saying something just like the water
ripples happening. For optimization.
Let's select this one. Bring the normal
utility in here. This normal u, which
is a 16 by 16 texture, so that not every time we
are using it to K texture in the background and creating new material instance
on top of it. Okay, for this one as well, Let's use the arm age utility and then later on in the
material instance will fix them. So let's create a parameter and call this one normal
underlying word. Because we're going to
create a couple of normals. So let's drag this
one out again. And call it normal
underscore two. And we're going to
blend them together. So let's create a normal
angle, London normal angle. Let's search for
angle corrected. Normal. So this is the base normal and this is the
additional normal. And let's plug them
into the normal map. So we need different tiling
for each one because I want some to be bigger and
another one to be a smaller. So let's bring the texture coordinates and copied
couple of times. Multiply and multiply. And bring scalar parameter. And this scalar
parameter multiplies the UV in x and y together. And if you want to have control over the x and y separately, you need to create a
couple of these and then bring upon vector and
append these two together. And the reason that
we're not using AD, because AD adds these
two value, for example, if this one is 0 and
this one is one, it adds both of them
together and it becomes one and it
multiplies by one. But append vector is different. It's not adding them. It's creating two
channels separately. For the first channel, we're creating one and
for its first channel, second channel, of course, we're going to
create one as well. And it's not adding them, it's appending to create
a two vector value, x and y, a and B or orangey or whatever
you want to call it. So for this one, let's call it normal
underlying one. Takes tiling. For this one. Normal
underlying one. Why toiling? Okay, and let's plug it into
here and bring this one into the UV coordinates of that and create
another one in here. Let's call it normal
underscore two. If you want to tie
them together, you really have no problems. If you use only a scalar
parameter and multiply, okay? This one has normal to
plug this into here. This one in here as well. So now let's comment
this as normal. Save it out, and let's create the first material out of that. So let's go to material. And we want you to
take from this. I underscore were. Okay. Let's take this and go
into a static mesh editor. And instead of applying the
material on the instance, let's apply it in here. Am I underscore water
and apply it and bring the smart material up
to start manipulating things. So for the normal, I'm going to bring the water normal and water normal again. And I want to tell them
differently than each other. And you see, this is the
fact that it's creating. And we need to try this so much. So let's affect these values. For the normal one, we want to style it. Let's make it a 100. Okay? And watch it in here. Looks like it's great. And for this one, let's make
it two hundred, two hundred. Okay, now we have the water
ripples happening here. And of course, later on
we may change the tiling. But for now that waves are
not moving and this is not really satisfying as
the surface of the water, we want these to be moving. So let's go in here. And for the tiling, after this, we want to add
a planar node as well. So let's take this, drag it out, and bring
couple of parallel nodes. Just right-click and search for Panther and duplicate
it a couple of times. So we need to apply
this in here. And for the coordinates, upload the coordinates in here. And I'm going to do the same
thing on this one as well. And we need to assign
a movement for them. And we're going to
assign a speed. And you see in the wind
material creation, we also use this Panther. This is good for
creating motion. So let's create a parameter
and college normal under lying one and speed. Okay? And let's copy that and copy this one and make it normal
underscored to speed. And hit Save. Now let's go into the
material instance. And we need to add
motion to these. So bring the material
instance up. And we're seeing only
this looks like, Yeah, this one has not been
connected to its place. So now we have it right here. So forth, speed,
Let's make it 0.1. Now you see the movements of
the water happening here. And for this one, we
can increase to point to or to make them
really separated. We can increase this one. And now you see these
bigger portions of the water are moving slower and the smaller
portions are moving faster. And I hope you are
seeing this correctly. Okay. But now the rotation of them isn't
something that I want. They're rotating
towards this way, but I want to be able to
change the rotation as I will. So let's add a node called
the custom rotating. Just add four. Search for custom. And you will see the
custom rotator in here. So again, we need to
couple from that. Let's again increase this
one and bring this back. Because we want to put this
result in the uv coordinates. So let's put this
result in here and copy it again and put
this results in here. And for the UV, we want to upload a texture coordinate
with all of its tiling. And for this one as well, placed a UV in here. And there's one more thing that we need to do is bringing a constant and let's call this
normal under underlying one. Rotation and copy that. Bring this in here. And this one as well. But let's name it
something different. Normal underscore two. So there's one thing to
note about this rotation. This rotation is from 0 to one. As you see, we only have
the value between 0 to one. But the rotation is
normally happening in 100, excuse me, 360 degrees. So the value that
you put here, 0, it's going to be 01, it's going to be 360 degrees. So you have to do
the calculations in mind to make that happen. So let's save this and go
to the material instance. And we have these two
values to happen. So let's change the direction. Now you see this normal
one is going this way. So let's make it a bit rotated and you see we're rotating that we
need to flip it. Because I believe Let's add a light to see where
the direction is going. So this is it, I believe if
I put a negative in here, now, it's going to
this direction, which is a lot better. Now let's make it
something else. Now this one is going
to this direction. Okay, Let's copy this value and bring it to this
rotation as well. Now both of them are
facing to this direction. Okay, let me look at them. Okay. You can, if you want to, you can add a slight offset
to separate them from each other if you want to. So this is the basic
thing for the normals. So now we need to create a control for the
colors as well. So we're going to duplicate
this one and call this one, make it a parameter, and call
it water underscore one. Alright. This is going to be
accompanied with this one. And let's apply
the UV coordinates all to this one so that they are being
controlled together. And let's copy the name
and make it perimeter as well and call this
one or to apply it, rotation and basically UVs
of that one to this one. Okay? Now we need to blend
these two together. And for the blending we're
going to use a simpler. And for this one I'm going to put the results into a
and for this one into b. And for alpha, we're
not applying anything. Of course we do not
want to apply anything because we're going
to use a 0.5, which is going to
blend between the two, just like the normals that
we're crossing each other, we're going to do
the same thing. So let's add another lobe and plug this one
into the base color. Now we want to
create a couple of colors for the
surface of the water. So let's bring couple of vector
3s and convert them into parameters and call this one
water underlying one color. And call this one. We're under lying to color. And drag these two. So I need to make this one black because this a is
black and B is white, 0 and white, if you remember. So I'm going to put the result of this
loop into this Alpha. And let's make this one white. Now let's go into the material instance to be
able to change the color. So let's bring the
material instance up. For the mask, I'm going to bring T underscore
water height. Okay, let's bring this here and apply that
to this one as well. So we need to applied a
color to these ones as well. So for the first one, I'm going to input a blue color. Let's make it the dark blue. For the second one. Let's make it another
blue instead. Something like this. Now you
see water ripples moving. Some of them bigger, some
of them are smaller, some of them faster and
some of them are slower. And although we have created
something like this, but the water isn't something so opaque and we need to
go into the material. And now there are these
changes that we need to make. We need to leave the
material domain as surface. But the blending mode, we need to make a translucent. Now we see a lot of the
options have been removed. But to remedy that, we come down into this rollout menu and
for the lighting model, we need to put it into surface
translucency volume so that there are
these options back and of course we have
the refraction as well. So let's, It's still no effect because we need to apply the trans opacity as well. So let's go for the
opacity and protesters, let's apply the 0.5
to opacity soda. We are blending between
half and value. So right away you
see that we're able to see through this
material. Let's save it. And bright tau, you see
the opacity taking place. Of course, there are
some things about the color that we need to change and we will do that later on. So there's one thing
about the water. If you start to look
at this steep angle, you do not see anything. And if you, Let's start
to look perpendicular, you are able to see a lot
of things and to do that, this effect is called for now. Let's go in here and bringing
node and called for now. Okay, this for now. It's something that
make that happen. If I assign it to
the base color. Let's remove this one. Let's assign it to
emissive color. So you see, we are saying a transition of value between 0, which is dark and white, which is the
brighter, of course. So when we're looking at a perpendicular angle,
we are seeing 0. So when we're looking at steeper angles, we
are seeing none. And this is basically
what we are going to deal with that one. So let's drag this in. And for the opacity, Let's drag this one in as well. Now you see the effect
happening in here. On the edges. We're seeing
the effect to be more opaque. But when we're looking
perpendicular, we're getting perfect
translucency. And for controlling the value, we need to put a
scalar parameter in here and call this
one for now, opacity. Okay? And now let's go and change it in
material instance. And now right away you see no
changes happening in here. So let's find that it's
the funnel opacity. Let's drag it up. Now you see when we're looking right away into the
surface of the water, we are seeing a lot of things, but when we look. This way at a steeper angle, we're not seeing much. And this is basically what happens with the
surface of the water. Let's make it 31. Or basically any value
that you want to put. You see, we are, when you are looking
down the water, you're seeing a lot of things. And when you look at this angle, not a lot of opacity
happens there. And I do not want to see a
lot of translucency in here. Let's drag that down
a bit so that we are seeing a bit of movement and
motion happening in here. So this is good. And now I feel like I
can change the tiling. Let's make this one fifty, one fifty as well. And let's make this 100 instead. And go through the
composition camera. And I start to see that. Though let's add a bit of color correction into the water. And right now we're not able to select this because
it's translucent and we're not able to select
it to be able to select the translucent objects and
not really hate is simply t, so that you're able to select
the translucent materials. Okay, and this one is here. Let's go down for color. And for color, I'm going to use some of the real
references that we have. Let's use this will references
to be able to color this, so forth, the main color. Bring it up and use this color picker and
select something from here. And for the second one, let's pick a brighter one. This one is thinking a lot more with the
environment and with the colors that we
have our first layer on using the
post-process volume. Lighting will make them blender together
pretty much nicely. So there's one more thing that
we can do is taking these. I'm bringing this up because now the material is
showing what is underneath. And this is a pure blue color which we really do not want. So let's pick this one
and try to bring it here. And of course I'm going
to bring it down so that the beach line
continues to move. Let's say like
this, bring it up. I'm going to rotate it
so that it goes down. Okay, something like this. To make the blender bit better, I'm going to select
the landscape, bring the landscape edit mode, and try to erase
this part a bit. Just try to paint negatively so that
the effect goes down. Now we have the beach line a lot better and it's singing a lot better with
the environment. So it's now selecting the water. I do not want it to T Again, the disabled the
translucency selection and bring this one right here. And now let's look from
the composition camera. Will need to do this more
for other parts as well. So let's select it. And I'm going to
bring it down much. That is to show that the beach continues to go and
we have a little bit of blending between the
landscape and the beach as well. So let's drag this one
back to blend more. I can take all of them
and do another copy, but this one change the angle to make the
angle right straight. Something like this.
But let's select this one and delete it
because I do not want it. Okay, now, we have a lot
more, better color blending. And this beach is taken
into consideration as well. So let's bring the
composition camera. Now there's a bit of peach
color in here as well. And to make it a bit
more interesting, Let's bring some of the static
meshes that we created. I mean, the night landscape
measures these rocks. And let's drag some
of them in so that we get a bit better color blending. Happening in here. Of course, it might
not be too obvious, but it's a good thing to add. And you see a bit of
color breakup in there. We'll do a lot of things. Let's try to copy
that some time. Because it creates
really a great effect, even though we're not
able to see that much. But this small touches really broke the environment
to the next level. And again, let's take this copy, bring it, and replace
it somewhere else. But we'll add a color breakup
into the environment. Just like this one in here. Though, this is about water. And we can also take that. Let's bring a temporary pivot. And we can also bring
the water level down. And I believe for the
controls and everything, It's good enough for this level because we really do not expect a lot more
from this water. We just need to appoint that this is a dark and
there's water in here. So I can call this lesson done. And in the next lesson, we will go for the lighting
and post-processing as well. So I'll see you in
the lighting session.
38. Light And Post processing: So congratulations
for coming so far. And we're finally able
to light the scene. And this is one of the
most important aspects of environment creation. And a lighting would
really good elevate your scene to a new level
or really destroyed. And every effort
is put in here is going to be better
a lot if you use good lighting and
lighting system that Unreal Engine five has to
offer is called the lumen. And it's a great new system that allows you not to have
global illumination, but to have it in real-time also in previous unwell engines. In previous generations. I mean, there was a couple
of situations. One was using baked lighting, relying on light maps
and things like that. And one was dynamic lighting. If I go to the light
source in here, you see we have three
mobility settings. One is a static, and this
is the bakelite thing, and one is movable. And in Unreal Engine four, we had these as well. Static lighting would
be the backlighting. And for the backlighting
you have to go and for each a static mesh, for example, you bring
the aesthetic mashup. You want to create a new UV
channel and put the UVs in there to be able to use as
light mat and then bake the lighting and turn for every light change you
need to bake the lighting. For example, you bring
a point light in, for example, let me hold down l am bring
your point load in. And if you want this to take effect the most beautiful way, you have to put
it into a static, because they're static is going to be baked and you
get this error. It means that you will need to bake the lighting
for this one to take effect and to give shadows and anything
that you can imagine. And this had a couple
of good sites. It was that they get the
best quality possible. Because unreal went
through a lot of baking. And for baking, you
really need to go into the build settings
and build the lighting or put the lighting
quality to production. And we'll delighting to
take effect. This way. Unreal Engine had the most
time to calculate things, to calculate how light goes
through the light mass, and calculated the lighting
in the best possible way, and we would have get the
best quality out of it. And another thing is that
it was free, absolutely. Because the moment that you
bake a light into the scene, this slide gets a stored
into those uv maps, into those second uv
maps that you baked. And the moment that you hit bake and the baby gets finished, it's done, and it has no performance
whatsoever in the game. And it would be free. Really be free, absolutely. And you can put a
lot of, for example, Thousands of this point
lights into a scene, into a static, and the moment that you bake
it, they would be gone. Of course, the same happens
in Unreal Engine as well. If you want to use the same
static bakelite thing, you need to put the
lighting in here, put everything into aesthetic
in terms of lighting, and put a skylight, also. Skylights, skylights
into static. And put the light source also in a static so that
every change you make, you need to go and build a
lighting to take effect. So as I said this way, you get the best quality
and it's free as well. But of course it's going to
have a bit of render time. Every time you need to change something and see the effects, you need to come in here and put the lighting quality
on whatever you want. And baked the lighting Unreal Engine goes
through a bit of calculations using
the light mass will give you the result back. But another time if you
want to change something, you would have gone and do
the same thing as well. So this gives you
the best result, but it's a bit time-consuming. And it's of course,
a great thing to use a few game isn't going
to change dramatically. Lighting, for example,
you create a level. And that level is
that you go from point B to from
point a to point B, and there's going to
be no lighting changed throughout a linear game. For example, a shooter game, which you start from point a to point B without losing using
any light changes. But there are times when you are going to create open world map. You want to create a
sandbox map when you, the lighting is constantly
changing and updating. This wouldn't really work
because Unreal Engine needs to calculate
the lighting in every second and going and
baking the lighting isn't going to be
the solution because baking the lighting takes a lot of time and
Unreal Engine needs to calculate the light in every second and give
you the result back. For example, you want to
have a day and night scene. You want the light to change, to go dark, become light
and everything else. And this way you will have
to use the dynamic lighting. And to use the dynamic
lighting, you had to. Come into the light source
and put this onto movable and also your skylight
as well to movable. This method really enabled you to get the dynamic
feedback from the light. And everything that you put in the scene is everything that
you're getting final result. There's no baking involved. And you get the result
as soon as possible, and you get the
constant feedback. The good thing is that whenever you want to
change the lighting, even you can change the
light into a game play. Even when the player
is playing the game, you could get the
dynamic lighting. But there are a
couple of problems. One is that the shadows
and everything wouldn't be as accurate as
the bakelite thing. Because Unreal Engine doesn't really have that much time to calculate the lighting
and global illumination. In short, GI to calculate that. So Unreal Engine needs to think in milliseconds to give
you the result back. So the result would
not be as accurate. Of course, it would be
beautiful to look at, but there's not,
it's not going to be as accurate as possible. And it's going to be
heavy on performance as well since everything is getting updated constantly and you get constant feedback
from the engine and it's going to be
a performance heavy. But that isn't the
case in Unreal Engine. Five. Of course, this is
Unreal Engine for early access and not
even Unreal Engine 5. This is the early access
version to enable a CDF facts and see the changes and prepare ourselves for new version
of Unreal Engine. Feature that is
seen here is going to be improved later on. So let's talk about new features that Unreal
Engine has to provide. The most, one of the most
important changes is the lumen, the new lighting and global illumination
for Unreal Engine. And let's talk a bit about the global illumination so that you know what the
global illumination, the global illumination
is the indirect lighting. Simply put, you have
direct lighting, which is the light
that comes from the sun and hits the surface. And these areas you see
here are directly lit. They are under the effect
of direction light. And this is called
the direct lighting. But there are areas which are not really getting
the direct lighting, just like this shadow
areas in here. And this area isn't being
affected by the light, by the directional light. I mean, this is called indirect lighting
because if you know, the light travels in race and when the rays of
light An object, they travel into
another direction. And that is called the
law of reflection, I hope and I believe you have
heard something about it. If the light comes
from this direction, hits to a surface, it then bounces out and goes to a new direction and
hitting a new surface, for example, this floor, and then getting
back to a place so that it hits something and
then travels infinitely. And there are a lot of rays
that make this possible. So let's go into a skylight. And in here there's
something called intensity. If I disable this, you see this is the effect
of direct lighting only. There's only one way. Only the skylight, excuse me, the sunlight the sunlight
hits the surface and really goes away and gets removed constantly and there's no
reflection whatsoever. And you see in here
it's pure black. And this is not really
what happens in real life. But this is the effect of
the global illumination. And it really what makes the effect of the
lighting a lot better. And to get global
illumination back, you need to go into the skylight and put
the intensity to one. And this makes the rays
travel once more or sometimes more to make the
scene a lot more realistic. And these areas in the
real life also are getting affected by the skylight,
not the sunlight. And you see that is because they have a little
bit of blue shade. And this is because
they get in the shadow, they get their light
from the skylight. And this blue tone
is for that as well. So this is the
global illumination. And lumen gets us the real-time
global illumination without baking and with
the best quality as well. It gives us the best quality
without really needing to a lot of putting a lot of time into second uv creation. And you see in this tutorial, we really didn't
create the nightmare. The term that Unreal Engine four used for
second uv creation, we didn't really
create a light map. Everything is baked
in real-time and with the fastest speed possible and we get the
best quality as well. There's no need to
bake the light. We change everything
in milliseconds. Real-time as well and
get the best quality. And this is the power of lumen. If you want to activate
the lumen, of course, lumen is activated if you start the Unreal Engine five
projects from the beginning. Just like the case
about this course. If you go to Project Settings, you just need to go
to all settings and search for global illumination. And because this is the
default Unreal Engine project, It's lumen by default. If you come from updated projects from
Unreal Engine four, you may need to come
here and activate lumen. And of course
there's reflections. Of course for
reflections as well, you want to come to
lumen and set it to lumen if you're updating a project from
Unreal Engine four. So let's see the
lumen in action. If you bring the
sunlight into the scene, the light source
and the skylight, you are then able to heal, hold control and L, I mean the right control
and you get this, you get this gizmo, and then you're able
to change the light, changed the direction
of light in real time. And you get the best possible
quality out of that. And you see how beautifully
shadows get changed and the scene gets changed
dramatically as well. But there's something
missing about this skylight. To get the best. You see, now we have
changed the color. We have changed the sun. Let me do something like this. Now the sun is below the horizon and we should
get the nighttime, but it isn't happening. It's because we need to
come into here and select the sky is sphere and hit Refresh material so
that the colors get changed. But if you want to have
it dynamically change, let me undo couple of steps. Okay? If you want the color
of the sky to change as well, when you're rotating
the sunlight, you need to come
into this skylight. And he'd real-time capture. So it's going to be a bit
heavier on performance since it's going to calculate the color
of the light as well. But it's going to change the
color of the sky as well. So there are some
errors in here. And it's telling us that
there's a skylight with real-time capture on and it needs a sky atmosphere
in the scene. So to drag a sky
atmosphere into the scene, we need to come into this visual effect and bring
this atmosphere industry. Now we get another
error and it's telling us that this one
is colliding with the let me put it into the lighting folder so that you are able
to see that there. So the lighting, let's go there. And it's telling us that
this sky atmosphere is the new version of this
atmospheric fog. Where is it? It's here. This is the atmospheric fog. And if we want to
make this one work, we need to select this atmospheric fog in the scene if you have
it, and delete it. Okay, God, now all of
the errors are gone, and now we're able to get
the lighting as well. And now you see, although
we have done nothing, the colors and everything
is mixing a lot better. And everything has been
mixed together really good. Now again, if I
hit control and l to be able to
manipulate this gizmo, if I bring the sun
below the horizon, you are getting this sunset
colors as well. Okay? Now we need to rotate the sun to a place when
we're happy with it. And now I'm doing
the actual lighting. Let me find a good spot. For example, this one is
looking good for now. If you do not want to
hold control and l, to be able to move this gizmo, you can simply come
into the light source. Let me bring it here. The movement of this light
source doesn't really matter. The only thing
that matters about this light source is
that the rotation. So let's apply the rotation. And now using this rotation, you are able to change
the color of lighting. That basically does
the same thing. So let me disable the angle snap so that you're able
to manipulate that freely. So this way, also, you can change the color
of the lighting as well. So let's go and manipulate
together lighting. That is good for a tropical area gives a
really good sunlight. Okay. Just let, let's manipulate the light source to get
the result that we want. And of course, if you really do not want to change
this one as well, you can come into this light source and
then this rotation, you can change the
rotation in here as well. So let's go. I'm looking for a midday
color where the sun is above. There are a lot of
light into the see. Something like this really. I want a warm color that
you see in tropical areas. So let's say that we're happy with the
light that we have. And of course, you can come in here and change the
lighting as well. You can change the intensity. For the intensity, I'm
not really changing that value because I'm
happy with it for now. Okay, Let's come into
the light source. You can change the
light color as well. Now we're getting
if we change it, we are getting a new color. And I really do not suggest
you changes dramatically. Just stay in these
areas if you want to, if you want to change the
light to sustain these are, but I'm using the same color. And another method to change the color of the scene is
using this temperature. If you enable it, you get this temperature. In Kelvin. If you drag it low, you are getting
higher temperature. And if you drag it to the right, you're getting a
cooler temperature. You see it adds a bit of cool
lighting into the scene. Let's they activate
this as well. These are general
things that you can do. So let's go to make this
a bit more beautiful. Let's go to exponential
height fog. And there's an option in
here called volumetric fog. So enable this. Of course, if you do not have this exponential height
fog into the scene, you go into this Create menu
and from visual effects, were able to drag out the
exponential Hyde Park. And this exponential
height felt really depends on the extra
that you put into here. And I mean, if you put it down, if you drag it up, you're getting more
fog into these areas. And this really the
phones, the ground level. And if you bring the
ground level up, you're getting a lot
more fog in these areas. So I'm happy with what
we're getting here. And I believe the lights, the directional light,
needs to change something. Let's bring it up. Let's put this onto
another value. Now, this one is really extreme. This is the indirect
lighting intensity that we are manipulating. Let's go back to one and constantly change it to
see what we like about it. Okay, This one is
looking good as well. Now let's go to a
skylight in here. And we can also increase the intensity to get
something that we love. So this one is really high. And the good thing
is that you are getting changes
constantly updating. So let's go to exponential
height fog again. Now we have activated
the volumetric fog. To activate the fog. And I mean, the fog density becomes two here into the first option,
there's fog density. And the higher you drag it, the more you're getting
the folks out of that. And to make that really pop up, you can even go
beyond this value. You can type in, for example one and
get a lot of fog. Go to ten. And you can really
blow out the fog. So let's go for
something like 0.1. The good thing is
that the changes are happening dramatically
constantly into the scene. So let's go for
something like 0.50.05, which is the highest
value in here. Let's not make this so foggy. Because I didn't see
that in references. There was not a lot of fog in these areas because it's very clear and I haven't seen so
much fog in these areas. So let's make it the default. And let's go for
the light source. You can save these settings. You can take a
screenshot out of them. If you want to
change dramatically. So I'm going to create a new version of this
scene and change it a bit. Okay, How created a
new version so that, that one remains
untouched and I'm going to change some
things about this. So let's go to light source and easier holding down Control and l to be able to
manipulate the lighting. So let's see if we can
change it to something else. And now we're getting a sunset
color is really beautiful. Just try to rotate the sun to see what you
get and what do you like. This one is really beautiful. We're getting a lot of
sun coming from here, making this dark and put
the focus in this area. But I want the focus
to be on here instead. Something like this, which this one is the brightest point. So I feel like the
previous one that we had, which was something like this. I believe I haven't
saved the scene. Let's open it again so that we get the
previous one bank, okay? This is what we have and I'm
really happy with this one. Let me go to the light source
and change the temperature to add a bit of
cool lighting into the scene to see what we get. Now we're adding a bit
of a cooler lighting. It's a bit more beautiful. Let's check it before and after. I'm liking how this cool color is contributing to the scene, and this one makes
it so neutral. I want to disable this. I want to get a bit of
yellowish son into the scene, but this is a bit too much. So let's activate that and just bring a bit of cool
coloring into the scene. Just a bit to wash out
some of that yellow, unnatural yellow
that we have here. Okay. Let me again select the
sunlight to see if I can make these shadows
point to this area. Just a bit. I'm not really not a fan of changing the lighting when I find something that
is working good. So I really loved
this mix of colors. And I'm going to keep that. If you want to get a good thing. If you are seen as natural, you really do not want to
make a lot of changes. Because every dramatic
change that you will add is going to ruin the realistic
mess up your scene. For example, if you take
the light source and change a really saturated
color like this, you're not getting
a good result. Just try to move naturally and change the
values so slightly. Okay, and I'm really happy with this mixture of color
that we have in here. And now there's post-process
volume as well. This post-process volume. I really encourage you to change it when the project
is done because it's going to alter a lot of values and
you get the values wrong if you try to alter the values in the middle of your
project, so forth. Making the post-process
affect the whole scene since it's just a small box. And if you need to really
encompass the whole scene, you need to make it bigger. But there's an option in here. If you come down,
there's infinite extent. It's going to affect the whole world no matter how small the
post-process volume is. And if I uncheck this, you see, we get the changes. If I make this infinite, it's going to affect
the whole world. So let's see some of the settings that we
have altered so far. The first setting that we
altered was the exposure. Let me bring it. This is the exposure. And we set it to 11 to really
remove the eye adaptation. Because there's a
natural effect that happens if you look at the sun and then look
at a darker area. It takes a bit of time so
that your eyes can adapt. Let me disable this and
disabled this one as well. Now let's look at the light. You see when we're
looking from dark. Too bright. There's a bit of time
to for the ice to adapt to the new
lighting situation. And if we look from
the light to dark, you see there's a bit of time
so that the eyes get adapt. And this is called
the adaptation. And for the lighting, we normally want to disable
this so that we get everything without
really waiting for adaptation to be done. If you want I adaptation, you can really check off this. But I really love to
turn this one on. So there's another
thing that we altered, and that was in color grading. We added a bit of contrast to make the colors a bit lower. So let me disable the contrast. The thing gets a bit washed
out and I always love to add a bit of contrast
into the scene, just making the 1.251 so that the Turkers get darker
and brighter and brighter. And there's a bit of
contrast into the scene, which is a great
compositional tool. Okay, now let's go
see what we can get from the
post-process volume. The bloom is something
really bloom. It blooms out the light. If we enable it, it's going to make the
light pop out really. And if we turn down the
intensity, you see, it makes the light waiter
in a lot of areas. And this is something
that I can tell. For example, in a dreamy
seen, for example, the player is dreaming about something or things like that. You might want to add this. But normally to make
that realistic, we really do not
want to change that. There's this chromatic
aberration. Enable it. There's a bit of lens
distortion in here, which you can really
take advantage of. So let me put it into
0.1 really so slightly. To make the lines a
bit more distorted. You can go wherever you want to get the
effect that you want. So a bit of lens distortion as well helps it to be a
bit more realistic. Let me go into the composition
all okay, so far so good. Let's go for another one
which is the depth mask. And by using this third mask, you can apply a
gray scale image, for example, let me find one. Just like this Perlin noise. Let me find that from here. Early noise. It tries to add the black and white image to distort the
image and make it, make some of the
noise on the screen. So let's enable it. Now. You see the dirt that
comes from the Perlin noise. This is the third. And this is what you
get on the screen. And this is really great
effect if you want to add, if you want to add a bit of
color breakup into the scene. For example, in a
game that the player is looking at the
world through a glass, you can add a bit of roughness changes
in here to make the effect a bit more realistic. And of course you can
tint that as well. Let me make something
really noticeable. And now you see we
have tinted red. And if I turn it up so high, you get something like this, but I really do not want to
make it something like that. Then there's these camera, which I really do
not change over. This lens flare is the
effect that you get on the screen if the
sunlight is so intensive. And if I make it on
and look at the sun, you see this is the
effect of lens flare. And if I turn it down, you see the lens flare goes on. So let's make it
not so powerful. And look at the
composition camera. Let me find it. That was
also about Lens Flare. Let me see. It doesn't really
affect anything, so I'm going to delete that. And for image effects, there's this vignette
which is very important. And it's going to
darken the edges of the image and put the
focus in the center. And if I drag it up, you'd see it starts to darken the edges and leave
the centered on. This is a good compositional
tool to make sure that the player can focus
on where it's right. Then this Granger, which adds a lot of
noise into the screen. And let's put the intensity on. You see something like
this is happening. This is a great effect to add. If your game supports it. For example, player is looking through a
screen or something. Which this effect happens. So we're not, we're
not using that really. There's this depth of
field which you can really blur some areas and
leave some areas untouched. So for this project, we're not doing that
because we have the vast landscape which
is doing the great job. So there's the white balance
and we have the same term, temperature that we had in
directional light in here. If I drag it down, we're getting a cooler color. And if I drag it up, you're
getting warmer color. And that is basically the vice versa of
that we had in sun. And there's this tint which
gets us sci-fi effect, which you really do not love. So there's this saturation. Now we are coming into
the color grading. And these are really
powerful color grading options that really, you can do a lot of things in. So if you increase
the saturation, you're getting more
saturation in colors. If you disable it, you're seeing something
black and white. So let's make it one. And you can also add some colors to make
this saturation go. So let's disable this. And the contrast, of course, you saw that there's this
Gamma Gain and offset. And I really do not
encourage you to change these colors unless you
have a great reason to. This is a good
silhouette marker. By using this gamma. Then its gain, which can really lightened
the scene or darken it up. It's like a multiplier to
the light that you have. And then there's offset which can really
change your scene. And I will get a good thing. I really do not recommend
you to change this. So we have these
saturation contrast, gamma gain, an offset in global, and this is globally
changing anything. And then we have shadows
mid tones and highlights. Shadows affect the darker areas, for example, these areas, if I change it, let me change the shadow color. You see now everything is
only changing in this area. Let me make it really pop up. You see everything is
happening in shadow areas and every change you do this search when you have the same
controls in here, we have shadow
contrast, excuse me, saturation contrast,
gamma gain offset. But they are only going to
affect the shadow areas. And this midtone
is for areas which are nor shadow, nor pure light. It's going to affect
the areas in-between. And the highlight
as well is going to affect the lighter areas. If you want to solve for
getting the best color, we're not really
changing anything. So there's this mix,
Misc and miscellaneous. And in here, the most important
one is the color grading. And let me turn it on and
turn this one on as well. We have something
called a look-up table, and you can summon them. Some of the Unreal Engine
presets by searching for LUT, which stands for look up table, and bring some of them
in to see their effect. These are some colors that change the colors of your scene depending on the
preset that you give them. So you see, if I bring it up, It's only small texture. You see the resolution
is 256 by 16. It's an image that you
put your RGB colors in and then alter them
to get a new color. And you can export
this out of unreal, for example, in Photoshop
and try to bring it back. And every color
that you change in Photoshop is going to be
affected here as well. So these colors really cool
for this tropical area. Let's go for this morning. These are some presets. You can really bring this into Photoshop and try to
alter them there. So to have a bit of practice, I have imported neutral
color lookup table for you so that you can
use in your projects. And this is from
Unreal Engine website. And I have drag this and put this into the
texture folder, and I can drag it,
you can get it. And one thing that
you note about color lookup table
is that in here, you want for the texture group, for the default,
it's set to world. So let me put this into world. You see it becomes pixelated. And to get the best
quality you want to. Drag this one down and in here, search for look-up table. And this is the
color lookup table preset you studied and hit Save. Okay, Now this
color lookup table, let me drag it into the
post-process volume. Let me bring the
post-process volume up. And I have selected that
into the content browser. Let's assign it here. And this is the
color lookup table. It's neutral. You see, if I turn
it on and off, There's nothing happening
because it's really the neutral RGB colors
that you expect to get. So to make sure that we can
use the power of Photoshop. Inside Unreal Engine. We go into content browser. And in here, I want
to export this out of Unreal so that we can manipulate
that inside Photoshop. So you select it in Content
Browser and asset actions. You hit Exports. So you want to export it, but now it's going to
export it as target. That doesn't matter really. We're going to import
it back as PNG. So let's save to make sure that we're
able to alter the scene. I'm going to grab a screenshot, coming to select this menu
and hit high res screenshot. And hit Save. It's going to save that
for you in a folder. So the resolution
doesn't matter really. We need only something
to hold out for colors. And I have imported
that into Photoshop. And this is the target that
we have, the lookup table. Let's drag it in. And this has neutral
colors that you have. I'm going to Control
a to select it and then copy and then paste
it back into the scene, leave it somewhere, just
leave it being here. And then you want to do any adjustments that you can using this adjustment layers, for example, let's make
it a bit more contrasty. I'm going to make it something
that really is visible. So let's add a lot of contrast. Let's add a hue saturation. To read more. I'm going to make something
that really pops up. So let's say that we're happy with these changes
that we have done. So what you need
to do is selecting these layers up to
this, up to this point. And then right-click
and merge layers. Now you see everything that we have done is being
baked into here, and it shouldn't
really look at this. So to import this back into Andrea on select a layer
and hold down control. And just click to select everything that is in this
layer, which is this one. Hold down Control and C
and create a new document. And by default, it's
going to give you the size of the
image that you have. Hit Create and paste it in here. So now we want to save this as a PNG Control and S set
the format here to PNG. And let's call it
edited underlying LUT. Okay, Save it. Now let's go back
to Unreal Engine. And in here, Let's
go back a couple of steps to be able to compare this with the image
that we get in Unreal. So in Unreal, let's import that. And this is that
edited a UTI dot PNG. Okay? We brought it in. To make
sure that it works perfectly. We need to come into
the texture group and search for look-up table, Okay? And hit Save. Now we need to select this one and come into
the post-process. And in here in the color grading
section, let me find it. It's in here. We
want to apply it. So you see, everything
that we did in Photoshop has been
applied to there. It's one-on-one
compared to Photoshop. And this is really
a powerful way to use photoshops power
inside Unreal Engine. Of course, you can
use any software that uses lookup tables. But in this case, since we use Photoshop, telling
about Photoshop, but basically you can
use any software that supports color grading
to color grade and turn it back into Unreal Engine to be able to use the power of that software as well
as Unreal Engine, really a great way to use. So let me see if
I can use any of these lookup tables that
Unreal Engine has to offer. This is edited and has been
added in here as well. So this one not I'm constantly checking on and off to see if I liked
the colors are not. This one is not. This one not as well. Let's check this. This is good but
a bit saturated. Of course, you can
check this slider to get the previous one or get the new one or
something in-between. So I'm not really using color lookup tables
for this project. Okay? The next one is this film. And you can change them to see if you like anything or not. And normally I really
do not change any of them because these are
good default values. But if we want to add a bit of contrast or add a bit of gamma or anything,
you can use that. Then there's this
global illumination, which you can set it to lumen. Of course, you can use ray
tracing or screen space, but the lumen is the best and it's really recommended to use. And then there's a final gather which you can take
and put up more. This one increases the quality
that Lumen has to offer, but at the cost of performance, it's going to really
ruin your FPS. So let's see the FBS. Now here's something like 20. And if I drag it up, for example, like this, we see a lot of FPS is gone, but it's going to make the lumen a bit more washed out and clear. So let's put it to
this or make it for. The next important thing
is the reflection, which is set to
lumen by default. And of course you
should use lumen. And then you have a
drop-down, which is quality. And he wants to bring it up. Of course it's going to
take a bit of a fifth, but it's going to be good to use high-quality reflections. Then these are not
really so commonly used. One of them is
ambient occlusion. Of course you can change it. And one more thing
because in this miscellaneous and it's
a screen percentage. And if you drag this up, it's going to be
visible in game play. Let me exit out of this, and I hope it doesn't
crash. Let's see. What has that done? Yeah, It crashed. Let's set it to 200
instead of 400. So let's set it to 200
and start to play. Now you see it's trying
to oppress the screen. You see it's now the
screen is a lot more present and a lot more
alive compared to a 100. And of course you can
change that as well. This one changes in gameplay, but there's an option
that me going to post-process and disabled this. And uncheck that. There's a option in here, which is the screen percentage
and you can turn it on. It makes the screen sharper. And that is like, just
like the sharpen that we added in substance
after every texture, it's going to make
the pixel sharper and make the scene a lot
more present and sharp. But it's going to add a
bit of performance hit. And it's good for taking final screenshots and
things like that. Okay, I believe we have
finally came to an end. And we have of course, learned a bit about
lighting in Unreal Engine. Okay?
39. Conclusion: So congratulations
and thank you. Congratulations for
finishing this course. And I hope that you have
learned a bit from this course. And thanks for trusting
next two tutorials. We have done the best
to provide you with the most high-quality tutorials to help you advance
in your career. And I hope that this course has really some points
for you to learn. We started from gathering references and then doing
the blackout and making everything modular as
possible so that we can reuse as much to create
this environment. And we used a lot of
the technologies, just like nanobots and lumen and mega assemblies and many more the new software
has to offer. And once again, thank you for trusting in the
next two tutorials. And I hope you have fun journey
learning things together. So God bless you and goodbye.