Transcripts
1. Introduction Trailer: My name is Emil Llegas. I'm a lead three
environment artist, and I will be your
instructor for this course. In this course, I will
teach you everything that you need to know to
create large scale, flexible Sci fi environments for games and cinematics
in UnwelEngine five. Now, this course will cover a very large number of topics, but the main topics
are as followed. One, doing our project planning and creating a
pop up blockout scene. Two, creating trim sheets to
give our models more detail. Three, creating huge assets that use only table materials
with weighted normals. Four creating the
tilable materials for those huge assets using
substance designer, five, creating custom decals to add much more
detail to our scene. Six, creating models
with unique textures, and seven doing
level art, lighting, composition, and post
effects in UnlogenFV. And there will be so
much more content in between all of these topics. The general takeaway
is at the end, you will have the
knowledge on how to create exactly what you
see in the images here, and you can apply this knowledge to almost any type
of environment. Now for the modeling, we
will be using three Max. However, we are using
universal techniques, meaning that you can
replicate our results in your preferred software as long as you know the basics. For our texturing, we will
be using substance signer, substance painter,
and Photoshop. Of course, as mentioned, we will be using Unreal engine five for the entire level setup. We will start the
course off by planning our environment and creating
our blockout assets. During this time,
we will already design the entire level layout. Once that is done, we
will first need to create our materials and trim sheets so that we can
use them on our models. We will teach you how to create highly reusable
materials and details. For example, this entire scene only uses one single
metal texture. Finally, when we have
everything prepared, we will start by creating
our final assets. We will also later on create some more small
unique assets that will use unique textures
made in substance painter. Having everything
prepared, we will replace our blockout in NunginFV
with our final assets, set up our materials, and place some additional
assets that we downloaded from mega scans
and other marketplaces, just to add a little
bit more life to see. We will then continue by
creating our custom decals, which will make our scene
look ten times better, and we will finish things
off with the final lighting, post effects, and of course,
some final polishing. With a total of 21 plus
hours of video content, I feel confident that at
the end of this course, you will have to know
or how to create a wide variety of
tri environments. This course does contain some time lapses for very
repetitive functions. However, we made sure that those time lapses
are also included as untie napsed
versions as a bonus. This course will also come
with out generated subtitles in English, Chinese,
and Spanish. I hope that you will enjoy
this course and that it will have a positive
impact on your life.
2. 01 Gathering Our Main Reference: Okay, welcome everyone to the very first chapter of our Sci Fi Environment
creation course. What we're going to do in
this chapter is we are going to go ahead and try and
find our main reference, and then based on that, we
will discuss our workflows. Because when it comes to Sci Fi, there are a few standardized workflows
that you would often use. These are using
dilable materials. These are using trim sheets, and these are using modular workflows or
more static workflows. Now, of course, all
of these things, I cannot tell you yet
which workflows we are going to use until we
find our main reference. So I want to make this as
natural as possible and guide you through how I would go over to find some
main reference. So as you can see here,
we have R station. Now, what we are actually
going to be using is we are actually going to be using AI
to find our main reference. Now you might think
why am I doing this. There's, of course, a
lot of talk going on about the ethical use of AI. Basically, the reason why
for this specific project, I'm going to use it is
because I want to use the AI basically as our main
inspiration for reference. The thing with Sci
Fi environments or environments
that do not exist, it is really difficult to find exactly the reference
that you are looking for. For example, if we would go ahead and just go
into R Station, this would be my normal
method of finding my reference is I would
find some concept. I could go and type
in Sci fi over here, for some reason, ctation
is really slow lately, so just give it a moment. Then what you can do is you can go up here to the
filters and let's say that you would
go for environment, concept art and
design, for example. Now, what do you notice
in first glance? There are two
different variations of construct that is pretty
much always being made. One is interiors, which
we are not going to do. We are going to the exterior, and the other one is way
too over the top, large. As you can see over here, if I just want to find
some cool reference, all I can really find, of course, within reason is
these really over the top, large scale
environments like this. It looks really, really
awesome. Don't get me wrong. But the problem is that I want to create something
that's way smaller that, of course, can be
condensed in a tutorial. Now, you might say that there is reference like that out there. That is true, but
the reference is often made for video
games or movies, which means that it
has copyright on it. So this is why for
this specific project, after doing some testing, I
decided to use Mid journey. And basically, the reason I
want to use Mid journey is because we can do a little bit
more specific generations. Now we are still going
to go, of course, through art station
and through, well, we will try Google to get a little bit more
inspirational reference. However, the tricky
thing with this is, as I said before, Sci Fi, it often doesn't
exist in real life. So we cannot just,
like, go to Google and find a real life
location and just use that. Now, that was pretty
much enough talk. So we are going to use, and let's just switch over
now over here to Mid journey. I just got a subscription so
I can go ahead and use it. You can see some of
my old generations. We are going to use
Mid journey for our main reference
and for inspiration. Please note that
Mid journey is not yet good enough to
actually give us, such a high quality reference that I know how to
make everything. On top of that, something
that you really need to keep in
mind also with AI, especially when generating
stuff that doesn't exist is that the AI doesn't really understand the
logics of things. So if I go ahead
and, for example, show you some of my
test generations, this is, by the way, for artart
course that is coming up. Here, for example, I have
some test generations. Let's say this one. Like
it looks quite cool. However, the AI doesn't really understand
the logic of this. Why is the structure
built like this? Where is the entrance, all that kind of stuff, what
is this structure used for? So we are using AI and then we are
building upon that when we are creating our blockout
for our final environment. Having that all out of the way, we are going to use Mid journey. If you don't have
Mid journey yet, what you can do is you can simply go to Google and you can type in Mid journey and
just get it that way. Now, I do recommend that you
get a subscription because then you can have an infinite
amount of generations. And it just makes everything
a little bit easier. So having that done, what you might have noticed
over here is that I, of course, already had an idea of what I wanted to create. And that is that I want to create something
that has to do with, like, a rocket lounge facility. But I don't just want to have a rocket lounge platform like you have over
here like this stuff, I don't want something
like that, because once again, it's way too large. Instead, what I want is I want, almost like the administration facility and stuff like that. So knowing that, let's
just go all the way down over here, and
let's get started. So getting exactly the reference that we want might take a while. So I will show you
the ropes of things, and then based upon
that, I'm going to probably time maps and try
and find exactly what I want. I have also in your
source files already created a folder that
is called reference, and in here, I will post various reference images
that I generate from this. So if you haven't
used AI before, it's getting easier and easier, which is both a
good and bad thing. But let's say that we want
to generate something. We can simply go slash Imagine,
and then you press Enter. Now you can enter a prompt. Your prompt is basically
a slap of text along with some variables that you can use to basically
generate your environment. Let's say that over here, I would like a rock
lounge facility and I really like the colors white
and the colors orange. I can go ahead and
I can get started with spit annoying to type with the microphone
in front of me. Let's say a a Sci Fi rocket lounge
administration facility with a modern design
and accent colors of white and orange. Now, saying this
about the colors, it might take it
too drastically and might use only white
and orange colors, but we will see this is
only our first prompt. So here you can see
that I'm just trying to condense a lot of stuff
in, like, a short command. So Sci fi is what
it will look at. Rock lounge and
administration and facility, they are all just like
keywords, basically. The modern design, I
basically want to go for something that's modern and minimalist and not
too over the top, and then with my colors. Now on top of this, what I
can do is I can press comma and I can give it a little
bit more keywords, so to say. I can do keywords like concept,
three the environment, for example, and
now I can also add some keywords to make
everything extra high quality. So ultra realism, ultra detail. And you can just do it's almost like these
really typical words like hyper realism, fine detail. And let's start with this. Now, the last one that we
want to do is we want to do coma and now we want
to choose our format. If you don't give in anything, what it will do is it will
cave you a square format. But for us, it's more logical to have a 16 by nine format. So all that we have to
do is press dash dash. AR, and it's really
specific with your spaces. So make sure to press
space and then 16, and then double
dots, and then nine. So let's get started
with something like this, and we can
take it from here. If this is not good, then we can simply alter our sentence, and we will go from there. So I find, excuse me, that in these cases,
AI is really, really useful because it's great for reference
inspirational source. Of course, there have been a
lot of discussions with AI. I will not go over those in this tutorial
specifically because there's also like
a bad side on AI. But for just using it as
inspiration and reference, I definitely really like
to use these tools. Now, as you can see over here, it does not understand
completely what we mean. Like, it goes, Oh, way too
large scale, or, here we go. Like, it has the details. The details are quite
nice, like it's modern, it's minimalist, but it doesn't understand that
I want like an exterior. So what I can do is I can
simply copy this once again. I can go ahead and also the accent colors are
working quite well. I can go Imagine again. Enter, paste it, and
now I will do exterior of a rocket lounge
administration facility and of a small, let's try a small rocket
lounge administration facility with a modern design and excellent colors
with white and orange. Yeah, let's try
something like that. So basically what
we're trying to do is we are trying
to get close, and then what we will
do is we will start generating variations based
upon what we have found. And that is something that
I've also done previously, but I kind of want to do this in real time so that we can kind of, like,
find something good. Now, because it always takes some time to generate these
images, at this point, I will start just
passing the video every single time that we are
generating something. Okay. So here we can see that this is still
not what we want. So let's go ahead
and alter it again. M. That's also the annoying
thing is that with AI, of course, we cannot go
get exactly what we want. It's really difficult to
explain exactly what we want. And also another thing
is you guys will never, ever have the exact same image
as I have, unfortunately. So what I can do is
exterior of a small rocket, a Sci Fi rocket, lounge. Let's do just facility for now. With a modern design is fine and accent
colors is also fine. Concepts for the environment. Yeah, let's try
something like this. And basically what
I'm looking for is I'm looking for
an exterior design, and I can actually I will just show you my test
because it's a lot easier to explain to you when I show you some initial
test that I made. You can see that over here, it can take quite a while
to get something you like. But this is the kind
of stuff that I want. It is basically small and
compact. Well, small. It's still quite large,
but it's closed off. When it's closed off,
it's really handy, especially for a tutorial
because we can make it like a small little game level
and we don't really have to create massive environments going all the way around it. Now, next to that,
here you can see, I also quite like
going a little bit more in the height,
which that's quite cool. You can definitely
see that all of this, the generations are
not super logical. We will mostly
focus on exteriors, but we might create some very basic interiors just to kind of, like, help facilitate with it. But here you can
see that over here, this is basically the type of stuff that we
are looking for. Now, I was really lucky that when I started
generating this, here you can see that I started
with something like this. No, wait, sorry, it's
a little bit back. Here we go. Here, I started
with something like this, and it once again,
did the same thing. It didn't really
understand, but luckily, it had one image that
was pretty close. And as soon as we find that
one image, we can kind of, like, work with that.
So let me just go down. Okay, so now we have
our exterior here, so that's already starting
to get a little bit closer. Now what I'm going to do
is sometimes it's good to just strip away some details. And, of course, you can
just play around to this. You don't have to
follow this part of the tutorial if you don't want to if you already know
how to use it. Let's see. Exterior of a Sci
fi lounge facility. So I'm just going to
kind of get rid of rocket because I
think it just keeps thinking about the
word rocket too much with a modern design, and the accent callers
are still fine. Now, let's go ahead
and use this one, but what I'm also
going to do is I'm going to generate a few more. So let me just copy
this. Let's do this. Let's also do slash
Imagine and let's do exterior plaza of a small
Sci Fi lounge facility. Slash Imagine. So we can actually do like a
bunch exterior of a small Sci Fi lounge
tran building, for example, so we
can do one of those. Once again, slash Imagine. And just like this, we can
keep going until we get, something that we like with a modern let's go ahead
and go even simpler. So modern exterior of a
small Scifi lounge facility. So just like that here, we
can just go ahead and we can kind of get a bunch
of stuff from here. So now it has already
generated this one, which is getting a
little bit closer to what we want, as you
can see over here. Actually, this kind of
stuff is also really cool. This kind of reminds me
of, what's it called? I completely forgot.
The Battle Real game, but I completely forgot, sorry about that. Let's
see what we have here. When I say building, it's too much specific
to a building. And when I go lower over here, it goes a little
bit too much into this really rough area. Let's say something like this. Um, I quite like this one. Let's try to start getting
some variations from here and see if we can get any closer to what we are
actually looking for. Now, the way that you can do that is you can simply generate variations by pressing
these buttons down here. The way that they
are counting is one, two, three, and four. We have number three that we want to go ahead
and create a variation on let's also create a
variation on number four. And now if we go down here, let's also create a variation
on number two over here. And this is like
the second stage. Of course, we might not even be done with
the first stage yet. You can also press this
button to just keep generating until you find
something that you like. But at least we are kind
of getting closer to it. Now, while that is going, I can go ahead and
add new prompt. And let's say, exterior of a Sci Fi lounge facility where they manage the lounge of rockets with a modern design, and oh, see, now we are
getting actually quite close. I'm just going to go ahead
and also kick this one off. So now here, you can
see that we are getting more of these enclosed shapes, which is more than I wanted, as you can see over here also. However, it's not yet going completely into the height
and stuff like that. So let's have a look. So we
have this one over here. Okay, so I mean, we might generate some
variations on number three. And let's have a
look for this one. So we have this one, although I really don't like the
dome and stuff like that. Like, I'm not super
happy about the design, but I like that it's
a bit more enclosed. Let's try variations on
number one and number three. Now, over here, it still
does not understand. Like, I just gives
us a large building, but that's not really
what we want to do. We want to build an
actual environment that we can create with that. But let's try a variation
on number four, just because it's literally
one button press. Now what we have here.
Here we are getting also a little bit closer
already to what I want. So just like this, you keep
refining and refining and refining it until you get the reference that you
specifically want. Now, if I have this one, I
want to probably go ahead and get something that's
more like number two. So let's go for
variations on number two. And after this, what I
will do is I will probably kick in the time laps
until we are done with it. But I want to show you a few more twigs before we do
that just in case you don't want to wait until after the T laps. So let's see over here. So exterior plaza, it still
does not understand that one. I mean, nothing that
really sparks my interest. Let's have a look over here. There's still generating here. So something like this is
starting to spark my interest. Something like these
bits over here, like that is quite cool to
have something like that. It's still a bit large,
but we can maybe, like, work with
something like this. Let's for now, just
because I want to show you the end result of the
techniques, let's see. Which one shall I grab? I will just grab I will do variations of both of them, but I will
just show you one. So let's do variations
of one and two. Now, let's say that you have
the image that you like. Although this is not yet
the one that I like, you can press YouTube in case because this
one is image two. And what it will do is it
will upscale the image. It will give it a
higher resolution, as you can see over here. If you're happy with it, you can go ahead and click on it, press Open and Browser. And now over here,
you could literally just drag it into your
reference folder, and now it has become a
simple image, as you can see. You can definitely also see
that the details are not clear enough for
us to actually use this as a full fledged
concept, but it is a start. Now, the next thing
that we can do is we have a few more
options at this point. So let's say that
we grab this one, where you can add strong
variations or subtle variations, but you can also add
variations in, like, a region. And next dis you can also zoom
it in and out if you want. So let's say that
we do, for example, a strong variation over here. You can see that
it will generate more variations based
upon this specific image. But the cool new feature
in Mid journey is that you can also vary
based upon a region. What this allows you to
do is it allows you to basically paint in something
that you do not like. So let's say that we
grab our lesser tool and let's say that over here, I do not like this
area, for example. And I can also say, let's say that I also don't
like this area. Let's say that I want to just change the mountains
and stuff like that. I can go ahead and press Submit, and what it will
do is it will only change those areas
of your image. So now let's just
quickly keep looking. Nah, that's still too much
like a simple building. Like, this one is actually
quite interesting over here. So we might, and this one
is also quite interesting. It really likes to put this
in snow probably because I said that the accent colors were supposed to be
white and orange, and then it just
realized like, Oh, hey, snow snow is
white and orange. So let's go ahead and go over
here. So what do we have? We have this one, which was just a variation, also, although this
is also pretty cool. And now over here, this one, here you can see that
we kept the center, and it basically changed the
way that those sites are. So that's really nice if
you just want to get rid of some small details or you
just want to kind of, like, play around with it. And pretty much like
this, you can go and keep going and going until you
find your final reference. So at this point,
I will go ahead and I will kick
in the time labs, and I will go in and find
my final main reference. Once that is done, what
we'll do is we will still go ahead and we need to gather
a bunch more reference. So the reference gathering parts of this tutorial are quite long, but this is just because it's really tricky finding
reference for Sci Fi. That's really good
solid reference because everything is
pretty much made up. Like we will also
need to make up a lot of stuff during
the blockout stages. So let's go ahead and
kick in the time laps. A a Okay, so I think we
have pretty much hit our limits with
the variation. So what I want to do now is I want to show you
another technique. So we got over here
something that I quite like,
especially these two. I think I like actually
this one a little bit more, although we can literally later on just use elements
of both of them. So what you can do is you can actually upload
an image and you can then plug that into mid
journey and add onto the sentence because with variations, you
cannot really do that. Now what I tend to do is
I tend to use Share X, which is my automatic which is my default program that I use for creating screenshots. It's really nice
because you basically create a screenshot and it
will automatically upload it. What I can do is I
can simply upload it. You basically need to end
up with a link of an image. That's the most
important one over here, and it will automatically
past that link here. So if I go slash Imagine
and I can go Contra V, basically end up with
a link of your image. Comma. Now I can go ahead and
let's see if I have this, I can start generating more variations based upon
this specific design. If I now go and probably grab exterior of a Sci
Fi lounge facility, let's do that part over here. Then I don't need all the accent colors
and stuff like that, so I can just go ahead and
copy these end bits also. And let's just see if it can
push it a little bit more. If it cannot push it more, then we will simply make
stuff up in our blockout by combining multiple images
that we have over here, just like you would normally do whenever you're making up
any type of environment. Okay. I can see over here that it definitely
didn't really do a good job. Maybe it went a little
bit too strong. Let's try again, slash Imagine. Let's give it, sorry, let's give it you can just
right click copy URL. Let's give it the
URL. And let's see. So you know what? We can literally also
do this if we want to, and it should still generate
some type of variations. Just for fun, we
can try this out. But yeah, in general,
I'm not sure. I feel like we are
hitting the limits. Now, what I really like
about this one is I will like the legs over
here and that we also have, almost like a little
bit of, like, an interior and then over
here just goes around it. I like that it goes a little
bit more into the height. You have the same over here where it goes
into the height. I quite like having
a little bit of rock going against
the facility almost. Yeah, this one over
here, I'm not sure. It's quite difficult to
make sense, so to speak. It's quite a fun
entrance, sorry. But what we might want to
do is we might want to go into our original ones. I definitely did not understand
what I meant with this. That's just a little
bit unfortunate. In that case, what
we're going to do is we are going to probably use this
one as our main reference. However, I do not like what we have over here
where it's just like empty. So I'm going to try
and get that too. And we need to have a
little bit more logics when it comes to these towers, because right now it's
like with this stuff, I can imagine that this is like a really
large area where they basically like transport through rocket components or
something like that. And this is also like the
entrance to the building. Now, over here, I can imagine that this
is like an outlook. It's just like a
very large hallway, for example, or maybe it's like some operational
stuff in there. And I can imagine
that over here, these are just like garages or warehouses or
something like that. However, with the
towers, it's kind of like, why are they here? Like, I can see a watch tower, but I want to give it a
little bit more logic. So knowing that, at this point, what we can do is
we can go ahead and if we just go have
a look so over here, I want to find first of all, I want to find the original, and I want to just regenerate it just as like one last twice. Let's just go ahead and
regenerate over here. Now what we can do is we can go through all of our generations, and if we see elements
that we quite like, we can use those elements. So I quite like over here
this one and this one where it has some of these more interesting tower structures
and stuff like that. So that is number two
and number three. And just like that,
we can keep going. Over here, we can, for example, have a look at the entrance. So let's also grab
number one and upscale it for the
entrance inspiration. So now we are basically looking for broad components
that we want to use, like just very large structures. That are looking
quite interesting. I quite like the heavy,
a little bit more of like the heavy duty stuff
that you can see over here. So let's also
upscale number four. And yeah, just like that. So if we would have
concept, of course, the concept art would be
way more detailed and it would be also more logical
and everything like that. But we would also have
a lot less choice. It would be like one concept, and we kind of just have to make our decisions
based on that. So let's have a look over
here. What do we have? These are all upscale, right. So I can go ahead and grab
this one and throw it in here. I can go ahead and open browser, this one, throw it in here. This one I can also go
ahead and do the same. This was like the
generation that we did. Did anything else
interesting came out of it? Um, I can see some elements
in here with the towers, which look quite interesting. So maybe crab number
two and four. So let's upscale two
and upscale four. And then most of the
rest will basically just rely on our blockout.
That's pretty much it. And then based on that, we are now also going
to go ahead and find some more
different reference. But that is going to be
like Arnon reference. So I will do that in
the next chapter. So this one I still need to do. And this one over here. Okay. Awesome. So pretty much what we have right
now is we just have, most of our main
reference that we can basically use to come up with a really
interesting design. It's nice and large,
not too large. Now, there are some really
large components in here, and the thing with
Sci Fi is trying to make stuff modular is
a lot more difficult. So we kind of need to
have a think about that. But for now, what we're
going to do is we are going to use a program that many of
you probably already know, and it is called PUR Rv. PureRv is completely free, so you can just go ahead
and you can find it if you want by going to Google and just typing
in PUR RV and in here, you can download it for free. So with this software, it's just a image
preview software. You can simply grab all of your images and you
can input them, and it will automatically
input them, and it will keep the
same resolution. So we can very easily
zoom in and out. And like this, we can
also organize it. For example, this is
our main reference. We can make our main reference a little bit larger like this, and then we have our add
on references below it. And just like that, we can
add more references to this. I think that this is
a pretty solid idea. So let's go ahead and
start with this one. It is quite different than
the idea I originally had, but I do really like
the general look of it. But definitely like when you try to find any type of
reference up close, we will pretty much have
to make up most of it because this is just
a jumbled mess, and that's the thing
that we have with AI. Like, AI is nice for quick ideas and previews
and everything, but not for, like, a super refined preview,
for example, like that. So in our next chapter, we
are just going to go ahead and start gathering
our Adon reference.
3. 02 Finish Gathering Our Reference: Okay, so we got some pretty solid main
reference right now. And the next thing that I want
to do is I want to already start by gathering some more
inspirational reference. For example, this is
great for the main shape, but maybe I want
to know some type of Sci Fi legs and
stuff like that, and how that they often use cables in Sci Fi environments. Just like a bunch
of stuff like that. We just want to go ahead
and just figure out, like, for example,
also the panels and everything, what
everything will look like. For this kind of stuff, I
don't really want to use AI. You can use AI in some places, and we might end
up later on also generating again
some more images. But for now, I'm
just going to go ahead and have look
around art station, see what other people did, and use that for my own
inspiration, also. So over here, if we go to
ArtStation, at this point, I don't really need it to
be a to the environment. So what I can do is I can go ahead and
say, let's close this. So we have Sci Fi, and then
if we go into subject matter, we can go ahead and we can grab three environment and concept art like this and just make sure that your
medium is set to nothing. So in here, it's just
for inspiration. It's not really something
that we will follow, so I'm just going to go
ahead and just middle click some stuff that I
think might look nice. And of course, I'm
going to start basic with just the word Sci Fi. Unfortunately, we cannot really
do the refinement that we do in sight of AI
in stuff like this. So as you can see over here, there isn't too much stuff that really sparked my interest. Some Sci Fi panels
would be nice. So let's also just get
some of those in there. This one shows, like,
a little bit of, like, the door opening, so that
might be interesting. But yeah, here, as
you can see already, most of the sci fi stuff
seems to just be like exterior and almost nothing
seems to be like interior, sorry, almost nothing seems
to really be like exterior. So we have this. Now what we can also do is we
can also go ahead and do some other things
like instead of Sci fi, we can go for
future, for example. Oh future. There we go. To see if there's maybe
something that's, like, close to that. But it's really tricky to
find exactly what you are looking for because the thing
is that also most people, they don't really call it science fiction,
per se, I would say. So I can go ahead, but I don't see a lot.
Now, there is one. There is a subject that is literally
science fiction, I believe it is called. Let's have a look.
Here, science fiction. We can do is we can
also go ahead and art this one and then get rid
of the environment design. Now, if we then also get rid of over here, the search bar. Now we basically get everything that has to
do with science fiction. However, we of course, have the problem that now we pretty much only get characters. What we can do is subject matter includes science fiction, and I then also wanted
to include by going next this find environment
concept design. Often, what you can sometimes do I don't know if they still do it, you can add it on top. If you press art filter here. And then probably like
sub check Metter no, wait, it doesn't
do that anymore. Okay, never mind. Then we
need to do it in here. It just means that we will have a little bit more characters
and stuff like that. So this one and I also want to go games in real
time environment. Okay, so ooh, that's not
really working well, is it? Now, I'm afraid that
we just have to go in science fiction and just
have a look over here. It just means that
we might need to do like a lot more calling. Let's go in some
cyberpunk stuff. Some of these ones might be interesting
for, like, panels. But at this point, it's a bit difficult to really
pinpoint what I want. But we'll figure it out. This is where the blockout
stages come in. We will do a lot of stuff
during the blockout stages. And, of course, this
stuff take your own time, you don't even have to look
at me or listen to me. I'm just doing this
because I know that some people really like me
literally showing everything. So Yeah, so what if I do
science fiction and then type in environment. Hopefully I get science
fiction environments. Okay. With this one, some sketches is
also always nice. Some buildings, some of this. So many images to have look at. Let's do this one also, which is the unreal demo. This one shows a little bit our color palette, so
let's also add that. This one and of course, all of this concept
and reference all goes to the artist.
Sorry about that. I knocked against my microphone, goes to the artist
with a copyright. I just want to let them know I'm just using your artwork
for inspiration. I'm not basing my artwork on yours because then of course, things would be very different
in terms of copyright, but you're definitely
allowed to just look. However, these images as
for respect to the artists, I will not include these images
in the file source files. But what I can do over
here, we have this one, we can go ahead and we can just press the download
button down here. And just add it two. What you can also always
do is you can also always have a look at, for example, the guys
that made the stuff, and then often you can
find some more stuff. Not in this case, but it
is something that happens. So over here, so
that's more concrete. Not really the type of stuff
I'm looking for, exactly. I do like the lighting, so I'm just going to go ahead
and download this one for, like, the lighting for, like, a mood. Oh, that's really cool. But, yeah. So let's go
ahead and over here. Yeah, these are like Sci Fi
material packs, I guess. Not exactly. Now, I'm not
going to include that one. Like, I was just hoping to find some really clear
metal panels, like, stuff like this that
I can kind of use as inspiration also when adding
some smaller details. Maybe this one also. Yeah, this one's handy because I can
download this one image. So of course, Sci fi panels is something
that will come when we do our texturing and our trim sheets and
everything like that. But what we're going to do
is we are going to later on, have two types of Sci fi panels. We have the ones that
are actual geometry, which are like the large
stripes and stuff like that. And then on top of
that, we will have the actual texture ones. So it's like a balance that
we're going to create. And we of course, also have trim sheets and stuff like that. But yeah, so this
balance that we are going to create is
something that we will only know once we really do our blockout like which
ones we need to wear, but there's still a useful
design to Um, keep in mind. Yeah, that's nice. I'll
just add this one. They look really cool. These are a little bit too over the top, so I'm not going
to include that. This one is the same where concept is not
really specific. Yeah, of course,
cyberpunk they are really good with all the Sci fi stuff. I'm gonna art this one just because I like the
inspiration from, like, the pipes and
stuff like that. But of course, it's an interior. And it's highly detailed. Like making this for an actual
tutorial, this detailed, it's got to be really
difficult because it will just take such a
massive amount of time. I'm gonna also art this one
just for, like, inspiration. Even though it's an interior. Here, this is what I
mean with, like, size, where almost anything
is like massive sizes. That is really cool.
Not exactly what I need, but it
looks really cool. Also, not exactly what I need. Although this would
be like a nice thing for tutorial, like, a slice. Yeah, I'm just
gonna add this one just again for inspiration. Again, it's just, like,
not exactly what I need. Yeah, this one also not No. It does have some cool stuff. I really like the
text and everything like that, so I can use that. Yeah, let's do this one. I can use the text as
like inspiration. Like we can add some texts and stuff like that to our scene, almost make it like an area. I'm also just going
to go into, like, the portfolio of the
guy that made this, which is Chris Doret. To see if there was
maybe anything else. But now, okay, so let's
just say that over here, we now have a bunch
of extra reference, so we can kind of
take it from there. And I think this pretty much
shows like the overview. Now, I'm going to off camera just find
some more reference. It's going to be just like
some general reference, and maybe I'm also
going to try and find some more
specific reference of, like, Sci Fi entrances and
doors and stuff like that, and maybe like legs and stuff. For this kind of stuff, you don't have to go
with environments. Let's say that we, for example, go and type in like
a Mc over here. And often here you
can already see that. Okay, this one is
a bit difficult. But sometimes you can already see some actual details
that you can just, use that is from a robot, and you can kind of,
like, translate it into this kind of stuff. Just like that, we can
also do things like finding kit Bash kits
and stuff like that. If this one is it, you can
Fox and Bogo Git Bash, and often you do find like here, a lot of sci fi type kit
Bashes which can again, give you a bit more
inspiration on, like what did we want to create, as you
can see over here. This one is, like,
full on buildings. But it's all great inspiration. So like, for example,
here, like this one, this I can definitely use an inspiration to kind of, like, have a look over
here, like, Okay, what would the backside
of this look like? Maybe it has, like, a
structure like this inside of it and stuff like that. Of course, these are
a lot of pieces. But Oleg is really good. Like he's a really amazing
artist when it comes to Kibahs and probably a
lot of other stuff, of course, that came out. But yeah, so there's,
like, a bunch of really interesting stuff
in here that we can definitely use and
take as inspiration. So I'm just going to go
ahead and continue on to the next chapter where
we will start with our blockout and our project
setup and everything. And in the meantime,
I will just go ahead and I will find a bunch of different reference
images just to help us with the Sci Fi environment.
4. 03 Start Creating Our Blockout: Okay, so we are now going to get started by
creating our blockout. Now, we are going to
use Unreal Engine 5.3. So depending when
you watch this, that might be also the
latest version for you. But anyway, just go ahead and
create a new project games. I'm going to do third
person because it will be really
useful to overhear. Like, this is probably going to be an entrance for people. So we are kind of going to guess the scale based upon this. So it's good to just have
a third person character and just choose your project location and your project name. Now one more thing
that I do like to do is I like to turn on rate raising because
we are going to go for the highest
possible quality, so else we would need to
turn that on later anyway. So let's just go
ahead and create. So basically, for our blockout, seeing this, what I want to do is there is some reusability. However, we cannot go super moodular with
something like this. Often with Sci Fi, if you've
seen any of Md tutorials, I always try to go as
modular as possible. And the reason for that is
because then I can create much larger environments
with less work. However, with Sci
Fi environments, this is often quite difficult because it's really
unique stuff. So of course, we can like these
legs and stuff like that. Those can be modular
and re used. Also, the doorway that
we have over here, we can probably also
place on the other side. And this tower over here, if we just create
a tower module, then maybe we can do it
in like two modules, like we have a front facing and a side facing which we
can also use later on. We can also use
that over here on the left side and maybe also create some
additional stuff. And then for these pieces
like sure these doorways over here can be
modular and that we can also use them in
the back over here. However, this piece over here, I will most likely go ahead and make these really
large scale pieces. So I will have one
straight piece and I will have this almost looks
like a band piece. And that's pretty
much going to be it. This one over here is also
going to be pretty unique, and we're going to have
some additional pieces like aircon units, stairways and stuff like that. However, I will employ the help of some of
my artists with that, so there will be
more bonus chapters to get all kind of things. Are you done yet?
No, you are not, so I will pass the
video until it is done loading up
in real engine. Okay, that's done. Now a few
things that we need to do. So we do not need
this scene over here. But if you want, if this
is your first time, you can press play, you can have a look around and walk
around and stuff like that. But I do not really expect you to follow this
course if this is your absolute first time in real since this is an
intermediate course. Anyway, what we're going to do is create some
folder structures. Create one that I will
call Lounge facility. And in here, I always like
to make pretty much like the same folders on just
moving my microphone. I like the one called assets. Another one that I call scene. So the assets will
have our model files, the scene will have our scenes, another one called textures. I'm guessing you know
what that one is for. Same with another one
called materials. And for now, let's leave
it to that. Okay, cool. Now, we are going to create
a brand new scene over here. However, it still be
like a blockout scene, so I do want some lighting, and then we're going to start
by creating our landscape. Let's go ahead and just file new level and I just want
to have a basic level. I don't want to have open world because then you get a lot of features for large
scale environments which we don't want to use. Here we are in a very
simple basic level. Next, what I'm
going to do is I'm going to go ahead
and just delete my floor and I'm going to
go down here down there. I go down here to the selection
mode and go to landscape. Then what we can do is we can
create a basic landscape. Now as you can see, our
landscape doesn't need a lot. Like, we have a little
bit of high difference on the foreground
and background. And of course, we have a
really large mountain. However, this mountain,
I'm actually want to make that as a static
mesh and not so much as part of the landscape because I think I can get better quality if I
make it as aesthetic. So knowing that, we pretty
much can just get away with, like, something quite
basic like this. If you want, you can go
down here and you can set the size a little bit
larger. That is up to you. And over here, you can also set the double the size even more by setting
these sections over here, as you can see. But honestly, we don't need
to do much at all here. We just want to go ahead
and want to press Create. It's fine that the
location is set to 100. The reason the location set
is to 100 is so that you can also push the
train in and out. You can set it to zero
if you are pretty sure that you only want to go
upwards with your train. But since I'm not completely
sure, this is fine. So I'm just going to go
ahead and press Create. Okay, so sorry. When I say terrain,
I mean landscape. I now can go back to
my selection mode, and we are now in our
landscape. Awesome. Now the next thing that
we're going to do is we just want to make sure that you have your modeling
tools turned on. If you don't see it over here, although it should
be on by default, you can go to Edit, plug ins, and type in modeling. And then you have the modeling tools editor mode
and just turn it on. With this stuff, like I
said before, normally, what I would do is I would
already create my blockout in modular pieces so that we can basically later on just
replace those pieces. However, with Sci
fi environments, it works a bit different because of the scaling and of
the unique pieces. Instead, what we are going
to do is we are pretty much just going to literally
create like a raw blockout. This means that
the blockout will literally just be
of our environment, and I will make it more detailed than most
blockouts that I can guess, where the pipes are going to be, and I can just make a good guess what the
general design will be. So our blockout is going
to be more detailed, but it will be one massive chunk of mesh almost inside of unreal. Of course, multiple meshes,
but you get what I mean. And then what we'll do is later on we will go into three Max, and we will actually turn
this into final models. So knowing that, let's go ahead and get started by just doing
a simple scale reference. For this, I normally just
import the scale reference, but I guess what you can also do is you can also
go to your characters. And then if you just
go ahead and trap in or sorry, third person. Oh, really? Did they
remove that stuff? I guess you can also just grab your counter over here
if you really want to. To get a scaling of things based upon your
real life character. What I'm a little bit more interested about is there we go. If we just click on
here, there we go. Because I don't want all the
cameras and stuff like that. This is better. Yeah, I guess, for some reason, there's no more static
mesh, interesting. If you don't have these
filters over here, you can find them by
simply clicking on here. If you just press reset
filters, it will go away. But if you go over here, you can choose, for example, filters like static
mesh, texture, material. I like to also go for
material function over here. And then a nice thing
with this is that you can turn it off to
have everything. And then if you want to quickly navigate the stuff, you
can just say, Okay, I want to find all my textures or I want to find
all my materials. So it just makes things
a bit easier. Awesome. Having that done,
as I said before, we are going to get started
with the scaling of this. I basically want to go
ahead and I want to make entrances over here that
are then sticking out, and then we have these
large hydraulic, like, legs or whatever
they are called that are kind of like holding
up most of the structure. Having our character over here, the first thing that
we want to do is, let's see, so this
is the front view because these characters
are always facing forward. We want to get started by just figuring out that entrance. Now, for most of our blockout, we are going to use the
new modeling tools, and I can see that
they once again change the UI because I'm
coming from 5.2 to 5.3, but it looks pretty
straightforward. So let's go ahead and
grab a simple box. Now, our character is
around 1.8 meters. So what we can do in our
height over here is, let's say that this, like, a character would walk below it, and then it would still
have a bit of height, but it would be cutting
it quite close. Let's do 220, which is almost
like a normal doorway. 220, and then it will
give us some spacing for, like, Yeah, so let's do 220. That something like
that is pretty good. Next one I want to do is I
want to go ahead and have a look at my wit,
which I want to make. I like to go for even number. So if we say, Oh, so, needs to be in the depth, I guess, for 100. I like to go for even number. So if we say 400,
this mesh over here, let's press except, we can make this doorway
modular, basically. So we'll basically have
a flat wall that has, I don't know, we'll just make
up what we will have on it. It will just have some of
these structures on it, and then we will also
have a doorway module. So these ones can be modular. The way that I'm going to
do that is, let's see. I have this one, actually,
you know what I'm going to create a new one, and it will save our settings. Let's make it like I think 30 30 centimeters in the width. Yeah, that feels quite
good. Let's grab this. Now over here, we have a
simple wall piece already. We don't really need to
do much for this one. This one would be like the ones that go inside of other walls. Now, the way that we
work is we first of all the bare shapes that are quite rough and then we
start detailing them. We have, for example,
this one, and now I duplicate it over here. Now, because I duplicate this, if I would edit this mesh, what would happen is that
it will also edit this one. If I go ahead and go
to my model here. You can see that if I change something over here
and press Accept, it will still use
the same measures. What we want to do instead of that is we want to
go ahead and we want to give me 1 second because they move
things around again. But we want to go ahead and
we want to duplicate it. X form here, duplicate. And then just go
ahead and press. Okay. So now this has
become its own unique mesh. Also nice because we are
keeping exact even width, you can see that snapping works. So for our door, I pretty much want
like a smaller version of what we have over here. And what I often see
when it comes to Sci Fi, if we go to mesh, sorry, model and then our poly group
it is that often you have like a straight piece that goes around and then
it goes kind of inwards. If we go ahead and just
go up here and of course, we can later on make this a
little bit more accurate. But let's say we have
one mesh over here. And I'm going to just have, let's say, one
here and one here. I'm just using basically my grid points to make
things a bit easier. I then can go in, select these vertss and hold Shift and select these
other ones also, and we can kind
of scale this in. Over here. I can also
see that based on this, I probably want to also this and these once again
push these back. And I feel like I also
want to move this down. I feel like, Well, actually, I need to check. Oh, yeah, no, I probably
don't want to move it down because then it
becomes too small. Let's do something like
this, for example. So I always press done, but I should not do that
because then it removes it. I'm then simply selecting
these faces and deleting them. I then select these
edges over here, and let me check if they
finally already added the multi bridge edges. No, still not. That sucks. I was hoping that they
would have done that because of the update. Funny enough, I
did check out 5.3, but the one thing that I did not check was the modeling tools. But it's always so
straightforward that you don't really
have to worry about it. So over here, we are now
adding these bridges, which basically creates
these tretches. And then what we
can do is we can go ahead and we can try to sort of get a bevel over here. However, unfortunately,
it's not as flexible as in
modeling software. So we would go for
something like this. Then in modeling Soffash you
would often be able to add some additional edges in here
to kind of match things up. Unfortunately, we
cannot really do that. So what we can do is we can add an insert edge
loop here and here. And if you want, you
can even use mirror. It's p done instead
of accept design. And then what I tend
to do is I tend to move this if I'm allowed to. Oh, sorry, snapping
is turned on. I can kind of move
this, and I need to also move these ones
back because else, it's not able to
properly rotate. So move something like this. And of course, it's a blockout. We don't need to
go super precise. But then what you can
do is you can add an additional bevel like this, just to kind of, like,
indicate that we want this to be around,
as you can see. So we can pretty much
do the same over here. We just kind of,
like, move this. Looks like it. I do need
to move these back also. Yeah, okay. And let's
do a where are you? Bevel, and just press
Okay. There we go. So this is pretty much like
a very basic entrance. It doesn't have any really
interesting features or anything like that. But what we can do now
is we can have a look around on our additional
reference to see if there's, like, any really
large scale features that we kind of want to give it. On top of the rest. So
for example, like this, I quite like these type of features that
we have over here, where it kind of
breaks up the shape. So we are going around and then kind of breaks
up the shape. And we can do
something like that. So we could go in
and probably create a new box over here. And I'm just going to
make this 130 by 30 by 30. And let's just place that. This is going to be just
like a human entrance. It's not going to
have any entrance for cars or anything like that. That's what the big one
is going to be for. But what I can do is I
can just go in and kind of create this additional
piece over here. Let's see. I think something
like that should be fine. Like I said, most of our work is going to be in
the blockout phase because this is where we actually
are going to make up what we want to create. I'm then going to
go ahead and insert and act loop probably here. Another one here. Now, before removing some stuff, I probably want to
go in and select these edges over here and maybe give it some kind of just
like an additional bevel. That's quite large,
something like this. And then at that point, we
can go to our edge loops. Sometimes I like to
just turn off over here my vertices and edges. This way, it doesn't get
confused and I can simply just drag and drop to have
these pieces over here. Now, at this point, do I
just want to remove them? Yeah, I think just removing
them should be fine. You can also go up here to like a border select I
think it's this one. No, this one, it's not able
to select it like that. That's annoying. Normally, there's also a
board of select over here, but I think because this is not the same as in modeling software
where you can just press Shift double click. So I guess instead of that, what we can do is we
can simply select them by hand holding shift. And then what we can do
is we can just press a fill hole just to quickly fill it because I don't really want to
spend time on this. You have one that you
can select edge loops. It's this button over here, but it does not read holes
as edge loops unfortunately. So we got something like that. That's pretty basic. Now, of course, we
can go in and add some additional
stuff through here. And I don't know if we should
even bother with that. Now for now, let's
just, first of all, just go ahead and
duplicate this. And the pivot points should
pretty much be in the center. Check. Yeah, Pivoints in center, which means that we
can kind of just push this in here to kind of, like, indicate that there
is something there. I think that is pretty
good, something like this. So let's have a look. Yeah, I think for the rest,
like Wi small details like we have over here with the panels and
stuff like that. Yeah, we're not going
to go dead overboard. So I think for
now, this is fine. So, okay, let's say that
we now have these pieces. We have the doors and
we have the alls. The next thing that we
will do is we are going to build a quick while over here, and we will just make it
long enough that it kind of goes outside of the screen, and that's where we will end it. And then what we
need to do is we just need to create a structure, and I think I'll make it in, like, a few different parts. So let's see if I have this one. But you can also do is
you can also select these pieces and combine
them if you want to. But I'm just going
to for now because I might want to reuse this, do make sure to
turn on snapping. For now, I'm not going
to combine them. Let's say we have something like this and should I places where there is doors
or where there is no door. Let's do it more like this. So we will have these structures in the places
where there are no doors. So this one will pretty
much be coming over here, although I might want to
go ahead and just, like, add an additional wall
here and just kind of push this wall
inside of our tower. So we'll have a door here. Then we will have, like, a
large structure like this. And then what we can
do is we can have another door next to it, and maybe make that
like a double door. And then we will end things off over here with one
of these things. I think that should be good enough for our general purpose. So the next thing is
that we are going to create pretty much
like the bottom side. And what I'm going to
do is I'm going to create the bottom
side and I just want to end it after we
created a turn. So almost like have a
natural split over here. And for our bottom side, we
can probably once again, just go for something that's
like four by 4 meters. So if we would actually, yeah, we can probably
grab this one, rotate it 90 degrees, make sure that in the X
form, we duplicate it. Let's set my snapping to one so that I can do a correct
snapping over here. Okay, so we got
something like this. Let's go to model and
our editing group. Now, is this extended out
enough? I feel like it is not. I feel like maybe we
should make one of these pieces to know how
far to extend things out. So let's go in, create, create a
box, and let's see. This piece, it's
extending out quite far. You would almost
think that this one is also, 400 centimeters. Yeah. And let's make
the depth like 50. Ah, right, the depth
is set to this one. I mean, the height
to 50, maybe 45. Yeah, 45. And then
for the depth, we want to probably
go. Let's see. If this like a full well and we have a large
piece and a small piece, this piece would probably
be like 2 meters. That kind of feels
like not enough. I feel like we want to go
for maybe let's do 250. Okay. And then we will have another one
that's 400 meters. So let's say that we have
something like this, and then what we want to do is we probably want to rotate it. If we go set the rotate to five, by around Oh, sorry, set the rotate to five. Not the snapping
and rotate it to, let's say, 45 degrees.
Now, that's too much. 40 35, I think 35 degrees
is pretty good. And now what we can do
is we can kind of, like, start judging where we
want this piece to be. I'm also ready going to
place another two over here, just temporarily, that
I can make a guess. Yeah, that's a pretty
good extension. And if we will make
the extension, this one is around 4 meters. I want to give it at least a little bit of space because then I also have space to run pipes and all that
kind of stuff here. Let's say somewhere over here. I don't need to see
how we are going to make the ends for it. But I think something like
that should be pretty good. So knowing that these ones
we can for now remove, we now know how far to extend
this piece out because you can see that the
extension is pretty far. So if we go to our
model poly groups, let's turn on all of
our selection modes. And most of this is just
guessing work, of course. Like, I want to extend this out probably somewhere Over here. Now, what you can see
is that I quite like having these additional
details here at the bottom, and then that it
starts going around. I almost want to just use this area over here for
those additional details. So if I go ahead and just
set my snapping to five, I should be able to kind of
lower this a little bit more. Yeah, that's a pretty
good thickness. And then what we can do is we can create that
additional detail. This one will probably
run around here, just over the edge. And then what we can do is we
can go up here to extrude, and we can give the
nice extrusion. Now, it would be nicer is if
we set our snapping to ten, and then we can make
the extrusions, like a little bit more accurate. So it can be like
ten, 20, 30, 40, 50, 60, 70, 80, 90, 100. Yeah, I think that's
a pretty nice bend. Then what we can do is
we can select this one. We can bend this one
out a little bit more. So remember that we are going to rotate the bottom
to make it smooth. So you kind of want to bend
it out more like this. And then we want to
just grab this one. And here what we can do is
we can simply bevel it. And this bevel will
basically dictate how large it is rotated. Yeah, let's start with
something like this. And then you
probably guessed it. We're just going to
go ahead and again, create an edge loop and done. And this edge loop, pretty much what you want to
do is you pretty much want to make this back into
like a corner over here. Oh, sorry, no, not
a corner. One back. Um, maybe not a one back. Yeah, let's do
something like this. And then what we can do
is we can again bevel it. Over here. And just
for good measure. Let's also grab this one
and like a small bevel, kind of, like, make
it a little bit more nicer around like that. Okay. Yeah, sorry if I keep pressing on except
instead of done. I just keep forgetting that. I always do that. So we
have this piece done now. I'm going to just go
ahead and I'm going to, like, extend this
out a bit more. And kind of call this
piece over here done. So it's almost like
a nice cut off line where we can place
like a simple line, and then we can go
ahead and we can start creating some more wells
and stuff like that, which technically we could make the well pieces a little
bit modular if we want to. So for the rest, this piece, yeah,
it's quite flat. But what we now kind of need
to figure out is the height. I would say that the
height from this piece to this wall is
probably double this, which means like
around 8 meters. So first of all, we have
this piece over here. I don't think we really need
to do anything special. So what we can do is we can
simply start duplicating it. So this will just be like
one of those modules. I'm still twining
to make it modular. It's just a bit
tricky sometimes. So we have this one. Next, we
have this piece over here. And what I want to do
is I want to kind have it pretty closer door over here. Then I'm going to
have another one. And with this one, what was it? We made it 2.5. Yeah, so we made it 2.5. So if I just go ahead
to go to Add it, then to make it back to four, 2.5, because you cannot use it. One, two, three, four,
five, that is three, one, two, three, four, five, six, seven,
eight, nine, ten. There we go. Old school
way of just kind of, like, measuring things out. And I guess if we just stay
on the Oh, hey, we are not. I think we missed one, or not. Let's do five. There we go. Okay. I'm just
basically trying to use all of my grid points and
everything to my advantage. Now, I just realized
that I'm editing the original one, which
is kind of awkward. That means that it accidentally snapped
it back to that one. And that's yeah why you
need to be careful. But actually, knowing that, let's maybe give this a
little bit more detail. So down here, it pretty much
let's see. If we go edit. But now you know how to
duplicate that later on. Down here, I feel like
that we would have, sorry, two meshes in one. Let's try again. I
just deleted one mesh. Here's my keyboard
registration still. Let's see. We are beveling this Over here. Next, what I want to do
is I kind of want to, like, Let's turn off snapping. Kind of push this one and I
guess I need to push this up so that it has a little
bit more support down there. Now, do I want to also
add a bevel here? I don't think so.
And then over here, what I'm going to do is
I'm just going to go ahead and add another edge loop, probably somewhere
along this line. And then I can basically
grab this and just do a really cheeky
extrude over here. Yeah, I think something
like that works. Then I also kind of
like having some kind of hydraulic systems in here. However, for that for now, what we can do is we can
make that very simple. But first, let's
make a duplicate and this time actually go to our X form and press duplicate. I might forget that more
often, keep that in mind. But now, let's go to our model. Wow, we already working
for half an hour. Getting the start
is always annoying. So 2.5. Let's set to 100, 3.5 set to 54, except. There we go. Like a slightly quicker
way of doing things. Yeah, placing this exactly in the center is always a bit Oops. Let's turn my snapping
back to like one. Yeah, placing this exactly in the center is always
a bit annoying. I guess what you can do
is you can look where the lines are running and
they are running here. So now it is pretty much
like in the center. Okay, cool. Now,
over here, I want, like I said before, some
hydraulic press type things. However, that's a system
that we will develop. For now, we can pretty much start with just
like a simple queue. We are going to later on
do another detail phase where we refine the
details a bit more. But until that time,
because, of course, the modeling tools are not
the easiest to use inside of unreal for high
detailed measures. So it's more like just for basic stuff like
blockouts and stuff. But let's for now, do
something like this, and maybe I will give it a
little bit of like a rotation. Maybe it makes sense
to have the rotation the same angle as the rest. Yeah, I think something like that will look
quite interesting. And then we basically
just duplicate this one and we can kind of do the same Here. And again. Here. Okay, cool. Then we have two pieces here, and then let's say that we
just quickly grab this one. And just throw it
somewhere over here. And then at this
point, what would happen is that later on, we are going to create a
piece that bends like this, and we are just making it that that piece also happens here, and by that point,
it's outside of the view and not really
our problem anymore. But anyway, so this is
already a pretty good start, so we kind of have some pretty decent scaling
going on over here. Now, you can also later on
decide that you, of course, can add some interior in here. For now, what I
often like to do. So with your interiors, something to keep in
mind is that you want to keep the thickness of your walls to around 25 centimeters. The reason you want
to do that is because else lumen might start
clipping through it. So with the new lumen systems, the lighting is really nice, but the lighting it
needs quite a bit of depth before it stops bleeding. And when I say
bleeding, it's like when you just see light
shining through, I don't know. You know, I cannot
show you right now, but we might have an
example for that later on. But just trust me, just
try to make your walls around 25 centimeters
deep if you can. And then for this kind of stuff, because it's just like it's going to be an empty interior, and we are basically relying on shadows to make it
extremely dark. But what we can do
for now is we can simply do this and just say
that it's like a hallway, extrude it out a bit more. And this time, I'm guessing
the 25 centimeters. Oh, let's know that. Before I do that,
I need to go add another insert edge
loop over here. And I guess, although here
there will be a wall, yeah, there is going to be
a wall, so we don't need to do anything. Let's grab these pieces and let's extrude
those in and accept. So now here you
can see that from a distance, this is what we get. It's going to be quite dark, so you will not really be
able to look inside of it. But this is already
a pretty good start. So let's go ahead
and continue on to next chapter where we'll
continue with our blockout, and that will be it
for a lot of chapters. For now, we can go ahead
and we can save this. And for our level, we can go to our
lounge facility scenes and just call it like facility or scene or whatever you want. And now let's go
ahead and continue on to the next chapter.
5. 04 Continue Creating Our Blockout Part1: Okay, so let's go ahead and continue on with
our side structure. And pretty much once we have
created this structure, we automatically can pretty
much also use it over here. Of course, this is bend. So real, it might be a little bit more annoying,
but we'll figure it out. So, okay, we got
this stuff done. Now, the first thing
that I wanted to do is I do want to extend
this out because, of course, I want this
to later on bend, so I want the structure
to be a bit larger. Luckily, because these
are all duplicates, we can simply go ahead
and just select Oops. Select these pieces.
Yeah, these three. And I'm just going to move it. Remember, we are going to
probably flip it later on. So we don't want to
make it too thick. But let's say something like this and
accept. There we go. Now all of them
will snap to here. Okay. Yeah, that
looks pretty good. So let's go ahead and just
create this piece over here. Now, we don't yet need to add all of the lines
and stuff like that, so we can make this quite easy. The thing I'm
thinking about more is about how high it is. I feel like it's twice the
size of this one over here. What I can do is
if we go ahead and go for probably 8 meters. Well, it's a bit snappy. Let's go ahead and shall
I do this on here? I'm just thinking if I
want to use this one or if I just want to
create a new mesh. It might be easier if we just
create a quick new mesh, and we are going
to set the height, I believe it is to 800. And then I think it
was the depth was 400. Yeah, depth was 400. And I guess for the
rest, we can just kind of place it by hand. Et's have a look. So at this point, what might also be nice is that we kind of, like, set like a camera
angle that we can use. So first of all, I'm
going to save my scene, and there's two things I
want to do at this point. So first of all, let's go
ahead and create a very quick, just like a simple
white material. We can do this by going
into our materials note. And sorry, I'm just moving
my microphone a bit closer. And then we can go ahead
and create the material. Call it plain underscore master. And now in here,
what I can do is if I just double click
on this material, all I need to do is I need to
add a constant three vector and just right click and
convert this to a parameter so that we can edit it in
our material instances. Call it color, drag it into base Color and just set it
to be not completely white, but quite close to white and add an S, click
scale parameter. Call it roughness, and I like to off to set
this one to 0.7. If it allows me to.
0.7, there we go. And throw this into
our roughness. And that's pretty much
all that we need. So if we now go
ahead and just save our scene or sorry,
save our material, we can now right click create material incense and just call this blockout underscore white. A so okay, so now that we have our
white shape over here. The next one was going to
be that we need to kind of create a camera that is sort of in this
position and knowing that. So this is a 16 by nine image, so we need to keep that in mind. Like when we know that, we can kind of
guess a little bit better the positions and
the lengths of everything. So what I'm going to do is I'm just going
to go down here, go up here in the
three little dots, create camera, and
I want to have a cinematic camera actor. Go to perspective
and just select your cinematic camera actor. Now the film back is 16
by nine, that is correct. And the lens settings, that's one we can kind of choose which lens
settings you want to go. Like 50 millimeters
is quite zoomed in, as you can see over here, so that might not work really well. So let's go for,
say, 30 millimeters. And we just want to guess
something that feels closer to this
perspective over here. Now, this one, it's quite
difficult to actually match it. I'm talking about
our Zoom amount. I guess what we can do is we can look more over here
on these pieces. Now, knowing that 30 maybe
if you just boosts up, let's set this to 35 by 35. Because, of course, I want to be able to see most of the stuff. Let's say, if I do 12, what will most likely happen is that it will look
way too far away. If I do 50, I will need to move really
far away over here. It's quite important that we
get the camera angle right. So because we are going to
base everything on this, let's set it to 40 millimeters. S 40. Looks a little bit more
logic. This one is tricky. It's mostly like
over here getting these pieces to kind
of, like, look correct. Like, we did do the dimension, but I feel like we did not leave enough
space in between these. So right now I'm at 40, and this is starting to
look a little bit better. So it looks like we need
to go quite close up, but then we would also
need to be able to see a larger part
of our environment. So let's try 30 again. Yeah, I think, like 30
is probably the best one. And let's see. It's quite close to the
ground somewhere over here where we can still
read quite a bit of stuff. I feel like like
it's not perfect, but I feel like that is pretty close to what we want to have. So yeah, let's go for
something like this. A little bit out, a little
bit more like this. And then I can see that I need to change the
spacing a little bit. This spacing over here is fine, as you can see.
It's not that big. It's just like the
spacing at the end. So okay, knowing this,
we can now go ahead and we can just turn this off. If you select the camera,
you can see it down here. However, something
that you can also do if you really want to
keep track of things is you can go to Windows view pods and create an
additional viewpoard. Now this viewpod over
here, it will, of course, make your PC run slower
because it needs to render your environment
twice, essentially. But if you set this to you like your camerangle and then there's a little
trick if you go down here and um set the screen percentage over
here and just override it. And you can set
it over here like quite low, something like 30. So what this will
do is it will lower basically the resolution
of this specific viewport. Now, if I just make
this a bit smaller, I can then move this
over to my other screen. So of course, you guys would
not be able to see it, but I will just switch
to it sometimes. But knowing that, based on this, we can now go ahead and we can start making some
essential edits. One of them is that
this is way too high. You can see over here,
it is quite lower. So I have overestimated
the height quite a bit. Now, we're not going to make this a fully fledged
game environment. However, I do want to make it
almost like a closed space. So this one over here, what I probably want to do is
I probably want to bend it. So this one, I probably
want to bend it behind us and then bend it again and then have those
ends go up into this area. And then what we'll have here is we will have this
one in the back, and we will do the
same. We will bend it. And that way we can close off our environment just to make it still a little
bit more logical. And then what we'll have
is we will, of course, have these pieces over here. So since we are
making There you are. Since we are making
these pieces modular, that should work
decently well, I hope. But okay, so we
now have this one. So the next thing that
we would need to do is probably work on the tower. Yeah, once we have the tower, we can move it over here, and then we can, like, start
creating the in between. And the most work goes, of course, into the entrance, because the entrance is
going to have a lot of really heavy duty sci fi type
pipes and stuff like that. But for our tower,
we need to have a little bit more like a
closer think about it. And I'm talking mostly
about the logic. First of all, the
logic over here is, now, this tower, it's not
extending all the way out. It looks nicer like this, but we would need to
probably create a module to support this piece over
here going into it. Because you would think that if there is an entrance here, there is a bay area below
here, and then over here, you probably have a
really large hallway that has maybe some steps going down that also go in here. And this hallway and
everything can be accessed by this bottom area, which is almost like
a storage area. So that's the general story I'm just giving to
it on the spot. Now, having these
modules over here, the tricky thing is basically
to make everything work. So what would be nice to do is almost if we have
one of these modules, then what we can do is we can pretty much place this module, and we can place it also on the back and we can
place it on the side. And then whatever
is in the center, we just need a top module, but we don't really
need to make internals because we are not
creating the interior. And this module, we would then also be able to maybe place this module sideways over here. So this would almost
be like the side view. No wait because we
have these pieces. Yeah, so we will
probably need to make a few variations of this module. But we can do that
to then also create this tower and later
on we can also use it to create a larger tower in the background or something
like that for composition. So that's a general idea. Now, in terms of
the logics of this, I would assume that this
is quite a large tower, but it's mostly just like
lifts that's inside of it. Like these Sorry about that. So yeah, I think that's a good story telling
that, you go in here, there's really large
bay area lift going up, and then up here, there is
like observation stations. So we will have something that's like an observation station. And basically, this
one over here, it's just a cut up
version of this one. So we don't really need
to worry about that. Let's go for
something like that. So let's try and split it up
into, like, a few modules. So yeah, storytelling
is quite important, especially with, like,
Sci fi environments. You just want to kind of,
like, give it a story, to also give it some logics. So anyway, seeing this module, I'm just having a
look at my reference. Yeah, so we will
pretty much make this module this tick over
here, and then we will end it. So it will become its own
and also on the outside, and then what we can
do is we can place the door as like its own
module also on top of it. So yeah, let's just go
ahead and just start making a beginning and making the
beginning is always tricky, but let's make it 800 by 800
for now and just place it. Now what I'm going to
do is I'm going to go ahead and let's see. I'm, first of all, going to just push this in
here a little bit, and I'm going to extend
this out to a place that feels more logical. Maybe I can just
turn on my snap. So I really like having
these are like stairs. That's what I'm going
to make for it. So I really like having
these additional props because we can place them
in, like, a bunch of areas. And what we can then
also do is we can also basically place like a
decal that is like a hatch, which means that we can place the stairs wherever we want, and then we just
basically place a decal where we want the stair to end instead of making
it uniquely on our mesh. But anyway, so we have stairs, have some additional assets. Where is my character? So for my character, I
would say that of course, the stair would
probably be well, probably be the width of
her arms from here to here. So let's say that the stairs
are quite close to the side. Then we have the
width of her arm. As that. I feel like I
need a little bit more. Let's set this now
to 50. There we go. I think that is a
pretty good position. And we're going to start
making the base shape, and then what we will
do is we will go in and so let's go polic. Then we will go in
and we will make this a little bit more details. M. Hey. The The Okay, so we have now
something like this. Now, what I would do to
make it more flexible is, of course, over
here, you see, like, a lot of pipes and
everything like that. However, I will
probably only add the pipes when this
area over here is starting and basically try
to make this area over here flat and later on just add some additional
pipes on top. This way, we can basically
move this in places in multiple locations
without having anything interfere with
the pipes and like. I don't like it when it's
like clipping really strongly one through
different measures, if that makes sense.
So I hope that. But yeah, in general, I don't know if I can
probably do this. I hope that the
recording still works. But yeah, so
basically over here, I don't like it when we have, like, a lot of pipes, and
then it's just, like, clipping through from
another mesh like this. So I like to have it only
have the pipes motion in like these areas and just have it flat in this area. There you go. And I did all of
that with my mouse, not with the drawing
type of thing. But, okay, so we have this one. Now, because we are going to reuse this one
over and over again, it might be nice to add a few
additional details in here. However, I'm not yet sure what the details
are going to be. So for now, what I will do is I will pretty much just
make something like this. Let's grab a box. Let's make the box
like 25 by 25 by 25.
6. 05 Continue Creating Our Blockout Part2: Okay, so let's go
ahead and continue. Now, basically, because the blockout is taking a little bit longer than
expected, at this point, I'm going to go ahead and I'm going to work a
little bit more in the rougher shapes to get the
general environment done. And then I will just
time lapse getting, the more smaller details because I do like to
have those details, but, like, I cannot spend
too much time on it because, yeah, it doesn't really add
anything to this course. So, anyway, we have this piece over here
done, so that's good. Now what I want to do
is let's first of all, go ahead and just
create this top piece, and that one will
be quite white. But it's probably
going to be one of those pieces that we
can just rotate 180. And then what we'll do is
we will just go ahead and continue on with the sides
and all that kind of stuff. So top piece. Let's go and let's go back into
our modeling tools. And we know pretty much
where we need to place this. So if I just go ahead and yeah, I'm just going to start
with like a simple cube. So here we have a simple cube, and I'm just having
a look at my scene, and I would say that
probably somewhere over here is where
it is starting. I'm now going to turn
on my snapping model and poli group edit. And let's have a look. So I would say that
there's like 1 meter here, 1 meter or 1.5 meters and
then another meter here. I'm just trying to
kind of like decide. Yeah, that feels like
a pretty decent size. For now, I can just
kind of move it here. And then the next
thing that I would want to do is I want
to kind of like decide on the depth. And, of course, we are
going to rotate this 180. So making this depth here, it will also make this
depth on the other side. But anyway, let's just get started with
something like this. Next, I want to add a
quick but very large bel. Over here. There we go. And then what we're
going to do is also, and I'm just going to
make this quite rough. I'm going to somewhere
see over here. Move it down. Another one, let's say, somewhere over here. And we can change this later on. I just want to play
some very quick pieces so that I can indicate, Oh, turn off snapping, so that I can indicate that
there's going to be a Oh, delete this phase,
a window over here. Yeah, that should work. Now, at this point, in order to basically
know roughly how large this has to be. We want to duplicate
this piece over here. Don't worry that there are
holes or anything like that. That looks pretty decent, but let's just go in and
now start duplicating this. Oh, I accidentally turned
off my second view pots. I'm just turning
that one back on. Okay, so definitely, when I look over here,
I can already see that. Yeah, we have some problems
like the thickness and everything's way off in
terms of, the scaling. I have the urge to kind of make it one more bigger,
but doing that, it would go out of
the view quite far, so we might want to alter
our design a little bit. I'm just having a
look over here. Here we go. Okay, and so, so to know Willie the thickness
from this point on, what we should do is we
should probably just start by creating our door because we
know we have like a door. And then this almost
looks like it has two additional pieces
sitting next to the door. And we can make
some kind of like a structure sitting next to it. So for our door, this is
quite a large doorway. So we don't really
have any type of, like super logical
scaling that we can do. But let's still try to
make it somewhat sensible. So let's go for a box and try to go for some even numbers. So over here, these doors over
here, they are quite thin. This one will be quite bigger. Let's say, in terms of the size, it is probably well, actually, yeah, it's
not even halfway. Like, it depends
how you look at it. I don't know if this is like the opening of the door or this. So that's something that's,
I guess, we can decide. Let's just go, first of all, for the large
opening, by the way. So let's say that over here, if I go for 500, so 5 meters. Really, 5 meters
is only that high. Hm, then I might need to think about
the reservoir scaling. Let's go for 4 meters for now. Because we still
need, of course, place a lot of stuff
also above it. Although we can, of course, make sure that it's not
that much stuff, but Yeah, and let's go for a
I don't know if the width. Just need to check. Okay,
yeah, so the width, we don't really need to
do much. So the depth. Let's say 800 to
get started with. I'm looking on my
other screen again. Do you double check? No, 800, we need to go 10 meters across. Yeah, you probably don't want
to go more than 10 meters. For the width, we can
set it back to 100. Yeah, I do want
to make my height bigger, so let's say 500. Let's start with
something like this. Like this feels
if we have a door and it looks like our door has some really large bevels,
which we can also do. So let's just grab these two and throw on a
really large bevel. For now, something like this. Okay, so we have a
door, then we will have the structure
sitting next to the door. I have no idea yet
what that will be, but let's say that it's
just going to be something like that guides cables. I don't know. So let's go
ahead and create another box. This time we can go back to 100 by 100 by 100 because we can just do
some manual editing. Let's set by snapping to ten. Let's have a look. So our model will probably stop. Well, here there is going to
be the piece that kind of, like, holds up this
entire structure. So probably just before that. Yeah, this is probably
a good point. Let's snap it on the
grid line over here. And I assume we would
push it all the way up. Let's see. Let's push it out and let's then just create something
that kind of like, if we just do a what's it
called? At some edges. Let's say that halfway
across the door over here, we will start to push
those edges out. And here we'll be
like, of course, a lot of pipes and
everything like that on the inside. I'm not sure. I feel like we would want to make this probably a
little bit thinner. And you can also, of course, I'm looking mostly at
this one right now, but we can definitely
have a loop around. Here, this is more like
what I was looking for. Something like this, actually. So that's good that we are
looking around a bit more. Seeing that, however, we probably want to
select this loop and have this loop go all
the way to the top. I and grab this loop, place close to the bottom. Mm. I would want to probably create some additional structures here, because, of course,
here it kind of looks like the entire
building is tilted, which we do not have over here, but then it would
look way too chunky, so we might want to later on add some additional
stuff on top of that. It's pretty cool to, like, create an opening like this
or like we can see over here. Just having a look around and coming up with
some good ideas. So just bear with me. That's something that sometimes also takes a little bit of time. I think what I will do
is I will move this, and I will also then move this
one forward a little bit. At that point, this one, let's say that I'm
going to extrude this and I will just
extrude this up until this point because what
we will do later on is we will simply mirror it from one side to the other side. Now at this point, let's go in. No, let's not do this one. So let's instead select these
sides and let's do a bevel. I think that will
look a bit nicer. So we will have a large bevel. Next, what we're
going to do is we are going to grab these
few pieces over here. Let's do a quick inset. To give it some
additional edges inside. And now what we can do
is we can do an extrude. And I want to set my extrude
from a single direction to selected triangle
normals so that it kind goes in the same
direction as the other faces. Probably something like
that should be fine. Yeah, so that actually makes also quite nice shape
for our entrance. Of course, some of
the shape will kind of be blocked later on. But it looks pretty good. And if we then add some
additional interesting shapes, maybe in the center,
we want to later on, add a little bump
or something just to improve the shape a bit more. But let's say that we have
something like this. 1 second. Just looking at my
original reference. Yeah, it still has quite
a bit of space coming down here where
we will have some additional pipes and
stuff like that. Yeah, I'm quite happy
with that. Okay, cool. So now we have over
here our door. Probably want to push that
in a little bit more, and then we would
have another shape sitting next to it.
Let's have a look. If I make this white that
we can properly read it, then definitely our camera
angle is not good enough, but I also feel like our door
is a little bit too short. Let's say that our camera angle would probably be a little bit more in this direction, and I quite like the thickness. I think we got the
thickness down quite well. We can even make it a
little bit thinner. Don't know if I can just like, I might be able to do that
just by simply moving this. And then grabbing
these pieces and also moving those up a bit that
might just do the twig. Press accept. However,
I'm not yet happy about the door. Yeah. Let's say, with the
door, let's edit it. Let's select one
side by snapping to, like, 1 meter increments. 2 meters probably. Yeah, we are going to go a
little bit away from our original design,
which is no problem. Like, we are free to, like, alter it however we want. So, okay, so we have
our door over here. We have these pieces, and these pieces
now block our door, but later on we will
also have the leg. We are going to have something that's sitting above the door. However, for now, just
to kind of, like, oops, finish this thing off. What I would want
to do is I would go ahead and I would select let's say these two pieces over
here and inset them. Like this. I guess for now, just
because it's a simple door, we can go in and just delete a And in here, I have the idea of basically
having a double entrance, but this one will
be in a pill shape. So if I'm just checking, it will probably look
something like this. Let's create a because
a pill shape is a little bit annoying to create
inside of this software. So having this one,
we have our slices. So 16, that's good. You want to go for,
like, an even number. And then what I'm
going to do is I'm pretty much for now just
going to accept this. Go to our model and edit. And now, what you can
see is over here, so it is not properly
allowing me to edit this. What we want to do
is we want to go ahead and we want to regenerate our poly groups and give it
to each individual phase. We can do that. So just
press cancel on that one. We can do that by going into our attributes,
generate poly groups. And now you can see that
over here from normal, let's say press or
press find quads, and now it will
basically allow us to edit every single
phase individually. Because often by default, it tends to just
merge those together. So now if we select
our model and add it, now you can see that
we are able to kind of select all of these. And then to create
the bill shape, it should be as simple
as selecting half of it, pressing extrude, and
let's set the extrude to a single direction.
Here we go. So now we have the bill shape. Then it's just a
matter of rotating it. We can already make
it a white blockout. And the pill shape would
not go literally like this, like it would kind
of end just below. So this is just going
to be the shape. We are, of course,
going to then edit it. I like to also set my
pivot point in the center. If I just quickly go to X form and then add a pivot and then
just set it to center. I will snap and press except, I will snap the pivot
back into the center. Of course, be careful
with this because if you are using this on
multiple objects, the objects will move. But anyway, I'm going to
make this pill shape pretty close to the additional scaling. It's a little bit too close, but it's good that we
found it in the center. Let's go something like this. Let's push it up a
little bit more. Yeah, I think something
like that should work. And let's start by
pushing it back, and let's go into our 1 second? Am I happy with this? Yeah, I think that should
be fine for now. Let's go in and select the back and push it
back in a little bit. So, of course, this is
going to be an opening. But what we often
do is if we just place a quick inset
around this stuff, then we can extrude the rest and then we can create the opening. Yeah, I think that gives a pretty interesting
looking shape. Then, of course, up here
we will have some stuff, and now what I will do next is so I'm quite happy
about like this width, I think, but I can kind of check by grabbing one of
these pieces for now, although I'm not sure if
we will probably make, like, a new version of this. But let's for now
just grab this one just so that we can see
what it looks like. Mmm. Yeah, I feel like we would
need to extend it a little bit further out,
something like this. You select all of these
bool groups except. Yeah, that feels a
little bit better. Describe this one, scale it out. But for the rest, that's
looking pretty good. What we can also do
now is over here, we now know that
this is going to be the end on this side. Let's just quickly edit
this cube to let's see. We have the end here. Then we will have one of those pieces sticking out a bit more. Let's go ahead and grab this one and just
push it back in. Doesn't have to be
super perfect yet. But something like
this. It's lined up. Now what we can do is we
can grab our original. If we just go in, and we know that this is
going to be the new end, but we need to push it a
little bit more forward. H here we go. Now you can see that if you just met it in the
middle for now, that's fine. It's fine if there's
a little bit of clipping also. There we go. So now we know the general
thickness of our doorway. For these pieces, what
you can do is you can go in and grab a mirror and we want to mirror it in the
let's see, left, right. Yeah, we want to mirror
it in the right axis. Like this. Then you can see that it's just simply
also alters things. If you depress apply, it will automatically also
place that over here. At this point, it's very easy. We can also grab this piece. I'm going to rotate it 180, but I have a feeling
that it will not be in the same
location anymore. Oh no, this nice. Push this stuff back over here. And I think we should probably
end the chapter here. But that's looking pretty good. So we now have the
most important one. I'm not completely happy
about the scaling yet. I actually think that it's
a little bit too thick, so we might want to just, like, push the bottom down a bit, but that's something that we can work on a little bit later. Now, one last cool twig
is that over here, we can barely see
where the windows are. But if you just
go to attributes, normals and set the normal to per triangle
and then press accept, you can see that now it
just resets the normals or the smoothening so that it's a little bit
easier readable. Okay, let's go ahead and
continue on to the next chapter.
7. 06 Continue Creating Our Blockout Part3: Okay, so let's go ahead and continue with our large
shapes over here. So we now have something
that is already getting a little bit closer
to our concept over here. So what I want to do first is, let's first of all,
just go ahead and polish up the pieces
that we have now. And then I want to start
working a little bit more like the inside and start by
creating the legs over here. So seeing this, the
first thing that I know is like this
pillar over here, it still feels a
little bit too thick. But I do also want to have
something here to showcase. So here, this for
me. So right now, it stops, and of course, this is not very logical. Oh, I have some weird Sorry, I had a weird pop up on my
other side of the screen. So anyway, with this one, what I want to do is I want to make probably a
little bit thinner, and then I'm going to just make a super basic structure that kind of goes around
here that we can just, like, art on top of it. And also, we also
need to later on, have something in the center. But we can see maybe we will instead of having
an outlook post, we can make it like
some kind of like an antenna system or
something like that. I guess that makes a
little bit more sense when it's a lot thinner. No For now, let's go ahead and
actually start by creating that lag that we have over here. So down here, we now
do have this piece, which makes it a little
bit more annoying unless we kind of make
the lag inside of here. But if we would make
this lag inside of here, what would happen is most likely we don't have anywhere
for the pipes to go. So that's actually, that is a
good point that I'm making. Let's go in and just grab
a cube mulling tools box. And I'm just going to try and create this piece first to kind of see what it will turn into. So if I have a distant
look at things, I'm guessing it would probably
be like 200 in the width, maybe 250 in the width. And then in our
depth, we want to go probably for like 400. No, it needs to be way more. 600. We that much. Well, it is a long piece,
so I guess we have to go. Let's for now go 1,000. I know that is a lot, but then for our height,
maybe 150 centimeters. Now, that's too much, 120. Let's say a cube like this. Still feels a bit too thick. So I'm just sorry
about that. I crashed. Anyway, as I was saying, I wanted to scale this down. And I think we should make
this a pretty even rotation. So to keep it more
logical, let's go. So this is 55 degree rotation. If I could make it
fit inside of here, that would actually
be probably ideal. If it's just in front
of this area over here. I guess I could then just
move these up a little bit and just do the same
later on with the door. Let's have a look. So I'm just going to have
a look also on my camerngle It feels really steep on my camerangle also it feels a little bit too
long, almost, I would say. It feels more like
something like this, but it would be smaller. Mm, that is tricky. Maybe I've overlooked
the height a bit, but although
compared to my door, the height still makes sense. But it is blocking
quite a bit of stuff. Let's scale this in a little
bit. Make it a bit thinner. Yeah, okay, so that already does read a little
bit better when it's a little bit thinner.
Duplicate this one. This one would go over here. I'm just checking if
that is too disrupting. I guess I want to go
one rotation back. So now we are at 50 degrees. To be honest, if I look at this, I want to probably like lower it down to something like this. But before we start making
such a big decision of lowering everything
down, let's first of all, just create, whatever
this is going to be, like some kind of
like a standard. Now, I have over here, also a bunch of references, Where are you off kid bashes. For example, I quite like
having something like this type of shape for our leg, but we just need to find
something that can kind of, like, be the base that
everything fits in. And that's mostly what I'm
having a look at right now, just to see if there
are something that we can use kindness like a base. And I just look at your da. Reference. No, is there really nothing that gets even close to what
I'm looking for? Come on, give me something. Because else I would
need to, like, start guessing a bit much, which is fine for,
like, the blockout, but then I would need to
start refining it a bit more. Okay, let's just see if
I can kind of, like, guess a little bit with
this kind of stuff. Let's see. Let's go
ahead and grab a cube. 100 by 100 by 100. So yeah, like I said, often, you do want to try and
get some reference. However, if you really
cannot find it, then go ahead and let
your creativity loose. However, of course, always
let your creativity loose. However, my creativity
is not very good. I've never been super good
with that kind of stuff. Like, I'm more of
like just an artist that can recreate life, but I'm not one that can make
up things as I go along. I think that looks good. I think what is maybe throwing things off
a little bit is that we have this angular line, and then right behind it, we
have another angular line that is close but not
completely similar. So that's something
that we might want to work a little bit. But I'm not completely sure
yet what would be best. It could be as easy as maybe just grabbing this one and if we just go
to our main angle, moving it back or making
it really strong. But let's for now
just not do that. I'm a little bit worried
because I don't want to alter everything too much just based upon one single asset over here. Let's say that just to finish this chapter off,
we have these pieces. In the next chapter, I want
to start working more on this back side and on this side over here because they're
all kind of like the same. So for now, let's
just build a quick, simple room on the inside here. Let's go ahead and accept. It's going to go in and
I'm going to Move this. And I don't really care too much about the lumen thickness
and everything, because what we will
later do is we will just create like a bunch of
modular walls that we can use to build in our
interior rooms, pretty much. But for now, of course, we
want to keep this very simple. I'm going to move it here, and now I'm just going to
close it off for now. But of course, I
want to also make sure that you cannot
actually see it. But later on we will, of course, place that additional piece. So et's place one extra loop here. And for now just nuke this loop from one
side to the other. There we go. Save, my scene, because it's starting
to lag a little bit. Here we go. So I was downloading something
in the background, and I have to do that
because the fight was like 200 gigabytes. Okay, so here, this is what you actually can see with
the lumen bleeding. See? That's what I mean
when it's not thick enough. If we would make this ticker, then this would go away. So if we would literally just grab this piece,
just to show you already, a little bit concept that
it is important to keep the metrics of lumen
fairly acuate. But often if we would make
this a little bit thicker, let's now because I know that these ones are probably
also not thick enough. Make this one
ticker, except. See? Now there's a lot less blending. Okay, now it does come back, but that's because these
balls over here are not yet using that technique. But from a distance, there is a lot less bleeding
and stuff like that. Okay, so we have now entrance over here that
you cannot really see. We have over here
are leg pieces. That's what I'm just
going to call them. I will have this one and
I will move it a little bit more in this
direction over here. And this one I'm going to move. Actually, let's
move it like this. If I move it like this, it
does not look as bad with, like, the anglo
pieces behind it. Let's also move this
one back over here. In our next chapter, what
we will do is we will start working on these
back walls that will also end up connecting here and we are going to
also just work on this additional wall piece over here that I want
to make fairly generic. And once that is done, we are going to have another polish chapter
where we will just polish the bigger shapes and
add some additional details. And then we will go
in and we will do some time lapses where
I'm going to just do some very basic modeling in
three Max and also adding some additional details and just breaking this up
a little bit better. But that's not really
something that you have to worry
about too much. It's just a nice extra bonus.
8. 07 Continue Creating Our Blockout Part4: Okay, so we are
getting pretty close to having the broad shapes. So what we're going
to do is we are now going to continue
and we are going to work on most like the
back view and this view, and I want to work
on the side view. Now, I took a break in between, of course, last chapter, this
chapter, and I had, like, a pretty cool idea on
how we can kind of, like, reuse some
of these pieces. So basically, we have
this piece over here. And what if we kind
of just, like, place these beams behind
this area over here? It does mean that everything
will probably become a little bit wider, I would say. But I think it will
also work quite well. L here, that's still aligned. Let's say that we have
one of these pieces and then pretty much
what I'm talking about is that we grab a
very simple box over here, make it a bit thinner,
maybe a little bit thicker. For the rest, the goal
is that we want to place this box
behind this point. Then behind there we will
just place another ball. I think something
like that should work quite well for
this structure. You might think, like what
we are doing right now, it might seem at first really unorganized and feels
like that we are just randomly making some stuff, but this is because when we get more to the
timeless chapters, that's where we
will really start to make the environment shine. And we are going to
also incorporate some traditional modeling
tools and stuff like that. In my case, it's going
to be three years Max. But yeah, basically,
once that has started, things will start to look quite a bit better quite quickly, and also there will be
more logic to everything. So let's say we have
something like this. And then what I'm going
to do is for now, I'm just going to grab
one of these pieces. And place them in here. And this will be almost like a divider. So that's more how I see it. It's just going to
be a simple divider, where we have one of these, and then we will divide it with
another one like this. So now we have this divider
piece, and then over here, we can have just like
we have over here, this piece, but, of course, we will go ahead and rotate it. Now, it is also kind
of dependent if we can rotate is enough so that they kind of
stick into each other. But else I do have another idea. So let's say we have
something like this. Going to go ahead and duplicate them and start turning
on my snapping. And I'm going to
go to my X form, and I'm just going to go
ahead and merge all of this together so that it
becomes one new big piece. Now if we go to
our molling tools, and let's go ahead and
add an insert edge loop, and let's make it even and
just like a bunch of them. Like something like
eight is fine. So eight here, eight
here, eight here. And you want to
basically have this even all the way around because we do have bend modifiers inside of wheel that we could
use for this stuff. So basically, we have
this piece over here. I'm going to go ahead and
I'm going to let's see. I am going to probably for now, keep this one piece over here, unique and then select a piece that we
have duplicated it, and this one, I want to just
go ahead and duplicate. This is basically so that I have a backup because this piece, what we most likely
need to do in order to bend it is
we need to merge it. I'm not completely
sure something that I need to
just double check, and I'm also not sure how
well the bend will work because it's a really
beefy looking shape. But if we go ahead
and For example, let's say that we want to
make a bend like this. We can go into the form, and here you can see, so nothing of these
pieces are working. So if we just go to
X form and merge those together into
one large piece, I then am going to ddt my pivot and I'm going to
set my pivot, first of all, in the center and
then set it towards the oops left right back. No front. Where is
front. There is front. Center front over here, which means that when
we start bending it, it will bend from this
position on over here. We can go ahead and select that. Next, if we just go ahead
and go to our Deform tab, we can go to warp and here you can see that it
will start to bend, but we want to bend it in see. So I need to probably rotate my
gizmo over here. But it's annoying because
it doesn't show me if I do, like, a rotation of There we go. That's 90 degrees, right?
Yeah, looks like it. Okay, cool. Bent,
I was saying -90, but I mean minus 180, so that goes all way around. And then we want to
set the lower bound. To zero? Yes. So the lower
bound to zero. Oh, no, sorry. I do need to go -90. That's a really sharp
bend it is giving me. Let's set the higher over
here, the upper bound. You can increase the upper
bound and as long as you don't go beyond
the end of the model, it will still end up with a 90 degree bend,
something like this. Now, over here, I can
see that the bend actually is quite a bit larger. So what I might want to do is I might want to
make this a little bit longer so that we
basically have more space. No, wait, actually, yeah, now that we should we should
be able to make this work. Yeah, there we go. So not a lot of rocket science or something. Let's do 1775 and just basically make a bend like this and just press accept. See? So we can very easily keep using this bend on
multiple different locations. So, for example, what
I can do now is I can go ahead and I can rotate it. Now, most likely,
the snapping will be off but we can check. Yeah, HeRC, the snapping
is pretty much off. We can twice snapping by ten because we did use even numbers, I think, but most of the time, it's just easier to place
it manually by hand. R C. So that does work. So we have this piece.
That's pretty good. Now what you want to do is you
basically want to move it, and then we are
going to grab one of these additional pieces
over here from the side. Yeah, this one definitely
doesn't match up, so let's turn off
my snapping grid. And for now, I'm
just going to, like, manually match it up. Over here. I cannot see
there's a slight difference. Sometimes there's
difference over here, it happens because the bend is slightly
stretching our model. Now, we don't really have to
worry about this too much because we are going to
do our band modules, actually inside of
Trees Max where we can be like super sure that
the snapping works. So for now, all we need
to do is we just grab this piece and we can just
turn on snapping again. And most of this, it's more like I would
probably need to place another point over here so that I can actually know up until which point, we
need to do the snapping. So let's say that we have
a snapping over here. Just go to move it
manually a little bit. And then what we can do is
we can pretty much for now, just copy this over until we reach this point. Perfect. Now, let's go ahead and
select all of this. See, this one is luckily
not that difficult, and it also kind of
fits really well. And I'm going to go
ahead and I'm going to probably move it up
until this point, where, as you can see over here, it leaves a little bit of space, and we are going
to, of course, make something to kind of fit space, but it's not going
to be over the top. Now, at that point, we
can grab these pieces. And for now, I'm just
going to clip it in here. And once that is
clipped in later on, of course, we are going to just match this up a
little bit better. But that is working pretty well. The only thing is
that now if we go to our camera angle,
we kind of, like, that's the only bad thing about this is that
we lose a little bit of our angle. Now
9. 08 Continue Creating Our Blockout Part5: Okay, so we now have, like, the large stages
of our blockout done. So now what we're
going to do is we are going to start a
little bit more into, like, the refinement territory. Now, with the
refinement territory also comes a lot of time lapses. That is because
basically our goal, now that we have
the general shape and scale, let me just press. Here we go. Now that we have the general shape and
scale of our environment. And it is looking quite fun. Like, it's a nice
little environment. Um, the thing that we are
going to do now is we are basically going to create all of our final pieces
that we might need. We have done like
really large shapes. However, we now
would need to break these large shapes up into more manageable final shapes that we will later
on turn into final. This will come in a few stages. The first stage, which we will
be doing in this chapter, is that I want to show
you how to basically refine one of our
blockoutslittle or like this leg over here or this support on how to
refine the blockout. So we are not going
to take it to vinyl, but we're going to refine
the blockout to a point where it accurately represents the silhouette that we want. And that's quite
important because we just really need to make
sure when you are creating sci fi environments that you have all the pieces in place because there's
a lot more guesswork when it comes to
this kind of stuff. So that will be basically
the second stage. The second stage will be going into time lapse
territory, unfortunately. And the reason for this is like I will narrate over time lapses, but literally just creating
the blockout pieces for this environment
alone could take me, I don't know, 10
hours, maybe more. So because it will take me
so long to create all of those smaller pieces and everything to make
everything fit, that's why we will
time lapse it. But it will still be
very simple shapes, and then we will move on into the real them chapters again. So in this chapter, what we're going to do is we
are going to first of all, focus on taking this
asset from unreal to, in my case, three years Max, but I will be using universal
modeling techniques, so you can use Blender or
Maya or whatever you want, as long as it's a
tree moding software, and we are going to create
a slightly better blockout because now we have a general sense of the
scale that you want. But of course, this is not a proper representation
of the blockout. I just placed it here so
that we can now export it. So what I'm going to do
is I have these pieces. I'm going to go ahead and go to my modeling tools over here. And what I like to
do is, I like to go ahead and just
select these three. The reason I need to select
the top one is so that I know where the ending is. I'm going to go ahead
and duplicate this. And then if we go to X form, we can merge this mesh together. When you merge it together, if you then go ahead
and press research button down here in
the static mesh, you can see that we now can find this mesh and
we can export it. As for the exports,
in our source files, I have created an Export folder and a from wal folder in here. Just go ahead and
copy that location. You can simply right
click Asset Actions and press Export to quite easily
export these type of meshes. I will call this one
Support Beam underscore 01. Now, we don't need
level of details or vertex scholars or collision
or anything like that. So we can just go
ahead and turn all of that off and then
we can export it. This point, you can
just delete this one so now we are back to normal. Awesome. To turn
this into final, what we're going to do is
let's go ahead and go into three Max and start by
simply importing our mesh. Once we've done that,
what we're going to do is we are going to
focus a little bit more on what kind of a design do we actually
want to create for this? Now, here introduce Max, these assets, they
are very, very large. So what might be easier
for me is if I go to customize and in my unit setup, set it from centimeters,
probably to meters. That might make it a
little bit easier. Also, if you want to
increase your grid scale, just right click on any of
these four buttons up here, and then we can go
home grid and we can set the spacing to
one by 1 meter. So every grid point is one
meters across basically. Now just plus W, I will
not go over the basics, by the way of three Max. I will mention it sometimes, but most of the basic molding, I do expect that
you already know some basic molding if you dive
into something this large. So over here, that's
pretty much fine. That's all that we
really need. So good. Going to go up here,
edges and faces, and now we can get started. So the first thing
that I would want to figure out is I want to figure out a little
bit more reference when it comes to
these type of things. Now, for this beam over here, I already know that I saw this really cool looking shape
that is similar to this, and I wanted to create something
that looks like similar to this shape with maybe combining some
additional elements. However, the one that is
little bit more tricky is over here like this sci fi, I don't know, it's just like the brackets that
hold it to the floor. Now for these brackets, you can, if you want, make up
some design yourself. However, what I often like to do is I like to try and find some additional reference that gives me a few more options. In here, I currently don't really have too much
of that reference, but I will show you like we are just
going to use some AI, and I like to combine
that by just looking at multiple different
reference images to get a general idea
what I want this to be. Now what I can do is I can go ahead and I can
take a screenshot. If I take just a
screenshot of this leg, there is no way for me to, like, Wi properly explain what it is. But what I can do is I can try to take a larger
screenshot like this to hopefully generate some more inspired legs
and stuff like that. So at this point, we
can go ahead and go to Discord. Here we go. Then just like we did
before with the image, we can go in here slash Imagine and then just
paste the image, a link in here, and I'm
just going to go ahead and so I do have large support
beams for Sci fi building. We try to already
generate something, but it was not great, so I want to do two versions. First version is I'm literally just going to grab this one, the same thing that we have
used before, the same prompt. And then the next thing
that I'm going to do is I'm going to just recopy this, so it was okay. And now, slash Imagine
again, paste the link. And then I do want to add just some additional large
spot beams because the last time I took a picture of the spot beams that was
a little bit closer. I just want to try out if I take some pictures a
little bit further away, if I can get something
that is close to what we want. Okay. Here we go. So we are
generating some stuff. This is still quite too large, but I'm sure that by this point, you kind get what I mean. So what I will do is I'm going to go ahead and I'm
going to kick in another Taps where
I will just do some very simple
reference gathering. And in the Taps, of course, I will talk about which
other versions I might use. But there is already some
interesting stuff in here. So let's go ahead and
kick in the Taps. Okay. So I have now gathered
a bunch of reference images. And the cool thing is that
because these were doorways, I immediately also gathered some reference images for
the doorway over here. So it's kind of like a win win. This should be enough of, like, some pillar bases and some interesting variations
that we could add to kind of, like, take a general guess
of what we want to create. So knowing all of that, I'm going to go ahead and
move my reference up here, and let's get started by
actually turning this into somewhat of a
final model or sorry, final model, detailed blockout. The thing that I do want to mention that what I
often like to do when I create my blockout
is I like to keep my workflows quite
non destructive, which means I don't completely
destroy the geometry. I try to keep it quite
clean so that later on, I can very easily turn
the blockout into final mesh without needing
to completely remake it. But in any case, we
are going to get started just like this
front beam over here. And for that, I want to
start by just grabbing, for example, this
reference over here. Now, for this one, it shouldn't be too difficult. The only thing is
that, of course, we are not going to model
at an actual angle. So what I'm going to do is I'm just going to go ahead and go to Mtop let's see. Let's go in here and I'm
going to grab a box. I'm going to get started
by just creating quite a long box and
we'll take it from there. Here we go, just
like we did in real. The only difference
for this box is, well, first of all, we need to figure
out the thickness of it. So I might just quickly rotate it just to kind
of guess the thickness. Next, I'm just going to
snap it nicely to the grid. So let's say that
this is going to be the thickness of our beam. It's definitely going
to be different than what we have over here, but it should still give us something like a
quite interesting look. I'm going to go ahead and convert this to
an editable poly, which is needed in three Max, and I'm going to get started by creating let's see let's create two edges using connect
over here on the front, and I'm going to set that to 45. Then select the
site and also just place two connect edges here roughly to the point where you want to start
tilting this stuff. So let's say
something like this. And then I want to
have one swift loop. That basically determines
the thickness. Now, knowing that, I can simply select these
two edges over here. Inside the tree is MX you sometimes need to go
up here next to view. And if you want to
scale two edges, as if they are one, you want
to select the second button. I will start saying
these kind of things less and less the
further we go along. But basically, I'm just going to push this back so that we get a shape that is a
little bit more like this. I'm going to go ahead and
maybe make this a little bit thinner over here.
Yeah, something like that. Next, what I'm
going to do is I'm going to just select
these phases. This kind of modeling, it's so much easier
to do it, of course, inside of three is Max
compared to in real. I'm doing a border select, which just means selecting
all of the edges around it. I'm then going to go
ahead and I'm going to deselect the top bar over here, and I'm going to go
ahead and press bridge, which will basically place
some additional loops. At this point, you can
probably get rid of these two because they are sorry, the selection is not going well. They are creating engons just control backspace to
get rid of those two. And now we have
something like this. Okay, so because it is quite important to see this
roundness over here. I do already want to often, I'm not going to
art small bevels, but I do want to art
roundness to like these really large
shapes over here. I'm also going to temporarily move these next to each other. That's also really nice thing
about let's do this one. Uh, no, let's do this one. That's the nice
thing about Puref. You can just very quickly move it all on top
of each other. So this is basically
what I was talking about that is so easy in
Max but not in real, which is that you
can create a bevel using your chav settings, and then you can simply add
roundness to the bevel. So it's, of course, way
faster for us to just quickly add some additional roundness in here and take it from there. Okay, so we have this one. I'm probably also going to add
a little bit of roundness. Now, actually, you
know what? I'm not going to do that one yet. So having this piece, I feel like I might want to
make it a little bit thinner. I should be able to still do
that just by grabbing this. Maybe I also want to make it a little bit thinner
in this direction. Then it does break. 1 second. Let me just do that before
we do the roundness. Let's do this, scale here,
make it a bit thinner, and also make it a bit
thinner over here. That is annoying that of course, you need to just go ahead
and select the entire loop. I wasn't really
thinking straight. There we go, so that we can push it all down at the same time. Now as I was saying,
add some roundness. Not going to make it too
bad, something like this. Then what I'm going to
do is, I'm just going to add a large detail that I can see over here and it's basically
detail like this. See it goes in here. Basically at the top part. It's like a face
that goes inside. So just extrude this inside. Inside of Max, you can hold Shift and you can
simply move it. But while it is extruded inside, it's like a panel
that then merges back into the rest of the shape. And I'm doing that using
just like a target weld, so I'm just welding one
vertice to another. So that I just have this
additional panel detail because this is how it
roughly will look like. If I just go up here
to my hierarchy, effect pivot only
and sent my pivot. I can now rotate Oops, turn on snap rotations up
here. I can now rotate this. And this is basically going
to be the front shape. I'm still not done
with it, of course, but it's just going
to be part of it. Now the next thing
that I want to do is I'm going to let's see, probably create one
loop over here, and I'm just going
to flatten this loop by simply using my scale tool
and just scaling it flat. And use over here so that I can basically create almost
like a side panel. And then I quite like just having some very
simple side panels. We might refine those
quite a bit more later on. But let's do like two
side panels like this. And for now, I'm just going to place a simple
bevel, but later on, it would become really softly beveled and
stuff like that. But yeah, I think this shape is a shape that we will need to
completely remake later on, but that should be fine. So we now have this
version over here. Now the question is, what do
I want to do on the inside? I will already have a bunch of pipes and everything
running along here, so I probably don't want to
place those in this version. So let's say that I just go
ahead and just grab like, okay, some kind of,
like, internal system. That can join this.
So let's have a look. And I also need to keep
in mind that I most likely will need to scale
all of this stuff later on. I'm gonna go ahead. And I'm going to create
so I'm just having a t here for what kind of internal
system would be nice. I quite like that over
here that we have a little bit of an
extension going on. You cannot see that here, but I do want to
probably add that. I'm going to just have
a quick look around. These things also look
really interesting. I might just create
some of those as stand alone assets
so that I can just place them randomly
against walls. I feel like that would
be quite cool. Yeah. So let's go in and let's say that I will probably
just create another cube. For now, just create it here so that I
can start measuring, convert this to an added poly, and let's start by simply moving it from one side
to the other side. I want to stop it just
before we start tilting it. Yeah, this is actually quite
a good location. Let's see. A over here, just before
we stop tilting it. L this. Let's move
this one down. And I do want to make
this probably hollow. I think that will be
nice to make it hollow. And I also quite like that
there is some spacing in here. So I might steal that
idea, although Bin, I'm stealing quite a few ideas, but it's just inspiration. I shouldn't call it stealing. I'm going to go push
the cube up here, or shift to extrude this
out a bit more. Scale it. Now if we just select the base, we can start by just
smoothing that out by adding a few ChEVAS just like
we've done before. So something like this. I'm just going to extrude this
out a little bit more. Okay, so we have
something like this. Now if I go in and actually, I can probably just select
all of them and inset them. I basically working to create a hollowed out version of this. 1 second, I need to like Oh, it looks like I need to place
a brand new loop also here. So let's place a loop here. Okay. So these versions, we would basically go ahead and grab this one and this
one and just delete it. So this would become
hollowed out. So you can just go ahead and
select all of these loops by doing a border select
and bridging them. Okay, so we've done that. Now, if we go and
place let's see. Let's go in here.
And I don't want to really refine this too much yet because I don't want to spend a massive amount of time. But I would argue this is quite an important element
of our environment. So I'm going to go
ahead and I'm going to select these two
loops over here. So it's sometimes
a bit difficult to select them. Let's see. So I'm keeping that,
although I want to probably smooth it out a
little bit more later on. Yeah, you know what
I'm going to do? I'm going to also place two loops over here and push those
a bit further in. And I'm just having a thing.
Like, I want to kind of, like, hollow it out here, but then I do I want to add some spacing in
between here because else, it doesn't make any
sense to hollow it out. So maybe let's select these two. Yeah, most of this is Liti. It's just making stuff
up as we go along. And I decided to do
this in real time, the making stuff up because I wanted to keep the cost
of the tutorial down, since Else, if I
would need to spend double the time just
creating stuff, then yeah, unfortunately,
that will come at a cost. So let's say that we
have this version, and now over here, it looks
like I'm missing some loops. I am missing some loops. Give me 1 second. Let's not forget that we need to scale also the inside
loops because, of course, those are separate and then select both the
inside and outside loops. And now let's jumper it. Okay. So we're going to
go ahead and almost do like a beam shape. Yeah, I think something
like that works. Now, let's go in and do
a border select over here and just press bridge to
bridge all of these pieces. And what I kind of
had in mind is to basically just grab
every single corner, although I'm not sure how well it will work
on those corners. And also, you can keep this jom tree I know
that I said previously, like, keep your jump tree clean so that you can turn
it into finer models. But if you know that you are most likely going
to recreate again, your blockout later on, then you are allowed to
kind of do stuff like this, which is breaking jump
tree a bit by just adding some really large round
corners and everything. You can see that, of course, jump tree is not very nice, although we could probably
still clean it up, but it just gives us
this large shape. Only thing I'm not
really happy about is this stuff over here, and I'm not sure if it's like because it is too sharp
or something like that. I should probably not go into the details too much right now. I'm just going to rotate it and probably just
keep it like this. We got stuff like this. Now what we need to
do is we need to get, of course, something
that goes inside of it. For that, let's
have a look around. What can we basically throw
inside of these details? We could do some pipes, I guess, have some pipes
that go inside of here. Mm. Yeah, let's try that. Let's try to have some pipes
that are going inside. But at this point, before
I want to do that, I probably want to go in and
start placing it somewhat in its final position
because we also need to create a system on how it's
connecting to the top. So for that, let's go
in, rotate it 180. Logically speaking, I
believe that in real, we would have done the
rotations in steps of five, which means that I should
be able like this, very easily find the
correct rotation, which we were able to. That's good. Thank you, Pasemo for not messing that up. I'm going to place
this over here, and at this point, you can I just like to art
and at a Poly modifier. If I have multiple
objects selected, depending on the software you're using, you
don't have to do that, but I like to go in and
actually before doing this, I like to always place a guide, which is if you go up here to create shapes and
create a new line. I just place a line
here and I basically just make sure that it touches the end of my model
and then continue it on. This way, I know exactly like
the direction of the model, which means that if I now
start moving my vertices, I don't accidentally
start bending stuff. I'm going to move them. I feel like moving them probably
in here would be enough. You can once again just isolate it down here to double check. That is looking I think pretty decent where we have this joint. What I also like to do is
I like to often just grab my blockout and when I don't need the piece
anymore, just delete it. You can see that now this
ready gives us a little bit more of a logical
look into things. Now, another thing that we also need to do is we need
to create something that holds this joint together. Unfortunately, up here, this
is not really a lot of help. I do see some kind of
roundness in here. What I want to try and do
just to see if it works. Because we want to do
some playing around. That's one of the reasons
again why I would time lapse part of this
because sometimes I just want to play
around with stuff for a while and it might
take a long time then. But I wanted to see if there was some weird bracket
that I can create. Basically, we have the
cylinder over here, and maybe it would
be more logical if the cylinder sort off, sorry. Let's see. First of
all, move it here. And it would kind of
just start clipping. So it would be cut off. And then if we grab
the center and just scale this in and
then move this, and we can just mirror the rest. And now if we just
kind of like move this in front so that it's not clipping, yeah,
something like that. And then use a
symmetry modifier. And by the way, if you
don't have these buttons, you can go up here and
press show buttons, and you can also
configure them to add the modifiers that you use most if you are using
Max, of course. But most pretty much every single three D
moling software has like a mirror or
symmetry modifier. So let's see that
we have something that's cut off over here. But it's still not it would
not support too much weight. I like having a bit of
some roundness coming in, but I still need something
that can support the weight, and I do want to
make it somewhat logical and I just
push in random stuff. Just having a tin. Maybe some kind of
guides that are going along the bottom part.
Yeah, that could work. Let's see if we can do that. Let's go and you can also use the line not just for
some shape creation, but sometimes if we are already
having the model tilted, lines are amazing because
you can basically, even when the model is tilted, quickly add your
own models to it. So what if we create a line? We add a sweep modifier, which will basically turn
the line into a model and we choose it to be a
I think for now, we can do a bar. But if you want, you can do a channel, which is maybe a bit more interesting. But let's go for a bar. Then I like to go up here and set my pivot point position. I like to set it to
the left center one, which means that it will
just not clip into our mesh. I then place it here. I'm going to make
the width thinner. Yeah, I think that's
actually already fine. Let's go in and push one here. Yeah, it's looking
pretty interesting, add some additional
shapes there. And now, basically, to kind of, like, put this into a block
because it's a blockout, I'm just going to
go ahead and I'm just going to make
it quite simple, and it just plays like
a cube. Over them. Then later on, of course,
I will make it really nice and interesting how the metal goes inside of this
beam and it has really large bolts or
something like that to hold up the beam. But that stuff is too
overkill for now. So for now, let's
do this and maybe just make the corners
a little bit smooth. There you go. Okay. And
having all of this, now the question is, what are we going to do with our pipes? Because we are going to have the pipes running
also over here. However, we will have these
joints in the ticker area. What might be interesting
is if we create the pipes and they just
plug into the wall, and then later on
we can also have them continue on over here, or at least we will make it
seem like they continue on and just assume that the pipes of these ones
are in front of it. Knowing something
like that, let's first of all, save my
scene, by the way. In 1 second. I will create
for you guys a safe solder. And in here, I will
save this as lockout. Assets, probably.
And the reason I like to keep everything in
one scene is that I can very easily copy and paste specific details
from one area to another because Sci
Fi environments often do reuse a lot of details. Okay, so we have
something like this, and we will then
create something that holds this entire
shape in place so we can have it kind
suspended in mid air. Let's now go and go to the site. Let's see if we can
maybe create an line, but I probably want
these pipes to be heavy duty, not soft, but literally if I just
select a line here, here, I literally
want to make it into a corner and then I will
simply smooth this corner. Then at this point, I'm going
to push it into the wall. I assume that we can
just clip it into the wall for now and we'll
figure it out later on. But having something like this, if I go in and add a
sweep modifier to this, and set this to be a cylinder. You can see that we very easily can also create large cylinders. I can go ahead and set this to the center because I
placed into the center. I probably only want to
have two pipes per space, and I also want
to probably make, here, let's change
this up a little bit. So you can just click
back on the line. And if you just
press this little button, show end results, I will also still show
your Sweep modifier. With all this stuff,
I will mention it once just in case you are an artist that was really excited and you
just want to follow along, even though it is already
at quite a high level. Then at least you know which
buttons to use and you still have a chance of practicing
and all that kind of stuff. I'm going to try and make this
pipe follow the same line. Next what I'm going to do is I'm going to select the top and the bottom line section. Go to fill it, and then if
you just click and hold, see, you can bend your pipes. That's why lines are super powerful inside of tresMx and
I would like to use them. Of course, you can just
use the spine modifiers. I Maya it's also
called Sweep modifier. In Blender, you
can use a spline, or you can just do
manual modeling. But let's say that we grab
basically two of these Yeah, and they are quite
strong and heavy. I think for now that is fine. I'm still not completely happy about this thing over here, because, like, yes,
it is connected, but it doesn't feel
like super connected. If I just hide it, it
does add something, but it is something
that definitely we want to later on,
just kind of improve. But for now, let's go ahead and just pass
the chapter here. In the next chapter, we
will create the base. Then we will tow
it inside of real, and then once we've gone
over that workflow, then the time lapses
start to happen where we basically do that for
a bunch of assets. But don't worry. I
will, of course, narrate over the time
lapses where needed.
10. 09 Continue Creating Our Blockout Part6: Okay, so let's go ahead and
continue on with our base. And for the base, what I want to do is I want
to go a little bit more in this direction of the generation that
we have done over here. I know that it's, of
course, quite different to what we have
here, but I know, I just kind of like this more minimalist look, and of course, we will, like, give it a nice end and all
that kind of stuff. So knowing that, first of all, let's go ahead and
go to our site view, and let's actually figure
out the shape that we want. So we want, just go
ahead and grab my line. So let's say that we would close it off near
the end over here. That would mean that I will probably start
somewhere here. Here we will close it off. Let's move a line from here. If you hold shift,
you can make the line straight to around here, just passing over it. Then I want to follow
the same angle. As we have done before,
something like this. Now, what I'm going to
do is I'm just going to temporarily select these two points over here
and move them back. And I do that so that I can see as noticed that the
angle is not the same. So I can just move them so that the angle is the same, and then move it back again. So my idea was to have
something like this. And then, first of all, these ones over here we
will need to connect, but I probably need
a bit more space. And the reason I want more space is because I want to
make this quite smooth. Oh, actually, know what?
I noticed something. I'm going to change
this a little bit. Move this back. Move these up probably around this point and then
move this back again, something like this. And then what I
want to do is I'm just going to go ahead
and I'm going to delete, just by pressing two to go into my edge selection
mode. Delete this one. And now I want to go
ahead and press one, go to Insert, and then you can just go ahead and you can
continue your line again. And while we are here anyway, I will also just go ahead and I will move it up until here, move this one back
because, of course, we want to make sure
that this is really straight and when they
are close together, select them both and
just press fuse. Something like that looks
a little bit nicer. The reason I wanted to do
that is because now I can grab my fillet note and I
can select the top one. Let's make it nice and round. Select this one. Let's
make it nice and round. Over here we are
going to actually do some edit so this one
can stay straight. Now over here, I guess, this point I just want
to see because what you often also see is that
sometimes this is fine, but sometimes they move
it somewhere along here. And then they kind
of fell at it. I cannot do that from my side, you need to do it
here. Oh, wa, sorry. Make sure to press weld next to fuse and then press
weld because else, it's not one point. And you can see over here
that the fild is broken. This is something that sometimes happens when you
make too many edits. So you need to do,
like, a manual edit. I'm just having a think
about what I want to do, and I probably now I
think I'm going to go ahead and move it
somewhere along here. So, of course, like
in the beginning, getting the right style, it
takes a little bit more time. So we need to think about
things a little bit more. But once we kind of have the feel for the
style that we want, that's when things start to
become quite a bit easier. Now, knowing this,
at this point, honestly, this version,
I can just delete it. I don't think we
need it anymore. So we have this stuff over here. Let's go ahead and let's start by just adding,
in this case, I want to add an
extrude modifier over here because when you
have a closed up space, you can use your
extrude modifier. And I'm going to
first extrude this, and then I'm going to just m. Over here. Now, this edge, as you might see
this edge over here, I'm not using my
filled note for this. And the reason for that is
because it's just a pain when your filled note is not working, as you can see over here. Oh, wait, now it is working. I guess it is working because
I didn't move it back. You can normally also
just use a Jamfer. If it is not working, you
can just use a Jamfer. That's basically what
I want to teach you, but it looks like
that I don't have to. In that case, I'm going
to kind of, like, try and match it somewhat with the amount of rotations
we have over here. You don't all of
a sudden want to have really smooth roundness, and then all of a sudden have
a massive around far off. Let's say something
like this and I'm just going to keep moving. I feel like this
is quite logical. Yeah, I think that should work. Now, if we go to
my extrude notes, I'm now at -2.2, let's try minus three and
move it in center to give us a little bit more
spacing, maybe -2.8. There we go. I just want to give some spacing because, of course, we are going to make it so you can put this stuff in here. Now, before we do that,
however, let's go in, and I often like
to keep it fairly non destructive by adding
an added pool on top. And as you can see over here, I quite like having
this separation going on that we have over here. Now, for this separation,
it pretty much happens. And if I would go in
and just place a loop, and for now, it doesn't have
to be perfectly straight, but just place a
loop around here, select this loop
and then scale it flat and move it back
into place like this. So now we have at least some
guidance that we can use. So we basically want to just
create like a loop where we want to create all of these
indents and stuff like that. I'm going to get started by
placing another loop here, double clicking, scale it flat because we want
to have this straight. So this loop will pretty
much go from this point on. Then it will need a
little bit of space, and I'm guessing if
I place a loop here, it's always a bit more annoying working with these
really smooth shapes. Now, this one, I need
to be a little bit more careful that I
don't accidentally move my edges too
much. Here we go. Okay. So let's see. I would go from here to here. And then if we select the
center one and the end one, Let's see, so from here to
here, and then we move it. I feel like it would be
nice if the movement is similar to this
angle over here. So let's say that I
move this over here, that would mean that
I want to probably move these points here further in until we get somewhat the same thickness
and angle, like that. Okay, cool. Let's say that we have something like
this to get started with. Now near the end, it should
be fine to also push that in. If I just go ahead and hold contro double click
to loop it around, by the way, I'm just
going to get rid of my bottom because that one
will just be in the way. I'm just going to extrude
this in local normals. And just crave quite a
deep extrusion over here. Now, just go ahead and get
rid of these additional pass that often get created. So
I got something like that. That's looking pretty good. I'm going to place one. Can
I just do a swift loop? Now, I'm just going
to place one cut. And this is just a
classic knife tool in case you didn't notice. And I'm just going to go ahead
and scale this flat again. And for this cut, what I want to do
is I will have, let's say, one version here. Let's go in, add
two more connects. Let's just say
somewhere along here. I will probably clean
it up later on. And then we have
these two edges, and I just want to go ahead
and I want to extrude those in a little bit further,
delete the bottom side. And now, basically,
what I want to do is I want to make this
like super smooth. However, I don't
think I want to make the corner smooth.
Let's have a look. If I chan this stuff, Hmm. Or do I want to make
the corner smooth? Yeah, okay, I guess I do want
to make the corner smooth. So let's just go ahead
and select all of them. And this is just for
me to kind of like indicate that we are
going to create some kind of an interesting system here which maybe we can use for bolts and that
kind of stuff. So for now, just go ahead and
kind of place it like that. But there's definitely not
yet the look that we want. I quite like over here, it almost looks
like a wavy look, so that's something that I kind of want to also incorporate. So we got stuff or
something like this. Now the next thing is
that we would also now need to smooth the
edges just to indicate. But before we do that, let's
start by first of all, just creating some strong loops around here and another one. Let's say around over here. Then this one we can move back. And for this kind of stuff, I'm guessing what we can do
is we can kind of just, like, move it back in and then rely
on the shadows to make this just fall into an area where they cannot
really see it anymore. Yeah, something as
simple as that. And then I also want to kind of create something like
you can see over here, which is quite interesting. Just create some kind of detail. So let's go ahead and
select all of these edges. Add one more connect or sorry, two edges, but as a connect. Mm, I'm just going to go
probably 45 in the spacing. Of course, your spacing will always be
different than mine. So but let's go in. Let's go from here to Um I probably want to
loop this around, right? So let me just go
ahead and press isolate because else I
cannot see what I'm doing. I was going to say
from here to here. So we have that loop. Let's
go ahead and extrude this in. And then over there, we would just need to kind
of like clean it. So let's say
something like this. And then over here just to
clean this kind of stuff up, you just need to kind of,
like, merge them together. So I'm just going to use a
target belt and merge them from one to the other. Just something like
that, and then later on, maybe I will just throw in some pipes or
something like that. Now, at this point, just a quick little twig. So we need to select all
of these outer edges. However, because we
have a lot of end guns, that is a little
bit more annoying. Now, end guns, right now,
I'm kind of fine with them. But if I just go ahead
and select these pieces, hold Shift and click on Edge, it will automatically convert
everything to my edges. Now at this point, I can go
in and I can select all of the additional pieces
I want to select. So those are like
these really large corners that I have over here. And also, let's
deselect these ones. And let's just go ahead
and make this into a chef, and then probably
going to go for, like, a simple jefa like this. So a single one. Yeah, probably something
like that should be fine. Now, do some very
quick cleanup because over here you can see that it accidentally has some overlapping
vertices. There we go. Honestly, for a blockout, this is more than enough. At this point, what
I'm just going to do is I have this stuff. I'm going to go in, and I'm
just going to grab a line. And I'm going to move
this line in here. And this will let out a sweep. This will just be like a pipe. I guess because Rs is a lot
thicker than my reference, I might want to go
for like two pipes. But first of all, first
goal is to let's see, is to go into my line, create a fillet here. Like that? Yeah, my line is
going pretty much around. Go here. Create another one. I'm just pushing this
a little bit up. Selecting the ends over here. And just for now, I'm not going to make it super
nice, something like this. Let's go ahead and
just duplicate that. I moved a little bit
more from the sides. There we go. What does something like this look in
terms of the silhouette? I think in terms of the silhlouette this is
looking pretty good. There's still some stuff that I probably want to
end up fixing here. But I'm not sure if I
should do that now. It would just be like
some kind of, like, interesting movement
going on down here, which could be as simple as
literally moving this back. And then creating, like some, some strong bevels.
Do we need that one? I guess we do. Sometimes
if you have problems with. Sorry, that's a
bug. There we go. Sometimes if you have problems
with the bevels clipping, you might want to move them to a point where you have a
little bit more space. Like over here, this
is a flat face. So it's a little bit
easier for us to clean that up than to
clean up the bottom. But it looks like
that, in this case, there isn't much that we can do. We just need to kind
of clean up the core. So we have these.
Let's let's see. Can we just collapse all of them together? For now, that's fine. I'm just going to go
ahead and collapse them. There we go. So just to indicate that we are going to create some
type of detail there, for now, I think this is more than enough for our blockout. Okay, cool. So we now pretty
much have a base blockout. If you're not happy
with your smoothing, you can always go ahead and add a smooth modifier and just turn on maybe
like outer smooth. I also see, by the way, over here that this
stuff is also broken. What I'm going to do
is I'm just going to go ahead and remove all of the edges except for one
because they are all connected. So just select them
raschontr backspace. And I'm using tx, by the way, to go into X ray mode in
case I did not tell you yet, but you can also
see it down here in our keyboard registration. There we go. So, something
like that is fine. Cool. So we got that one. I'm still not convinced
about this piece over here, but let's actually see what this looks like inside of in real, and then we can
judge based on that. So now with this match done, you can go ahead and
just select everything. You can go ahead and do a very simple export Export Selection. Now I will create a folder that's called to unreal
inside of our Expos folder. So we're from unreal to unreal. And I'm just going to now go for at least a
little bit better naming because I want to later on turn this blockout
automatically into the final mesh. So this is already going
to be the final FBX. So let's go ahead and call this entrance Entrance pillar tilted. Yeah, yeah, pillar
should be fine. Entrance pillar tilted,
and I always do 01. And the reason I
do that is in case I'm going to have more
variations of this. So let's go ahead
and just save that. And safe. And now we can go in and reel. And as you know, we have
over here our Assets folder, and we can simply drag our
mesh into the Assets folder. A few important things. Just go ahead and already
build Nanite because we are going to use nanite for this mesh or for this environment. You should always
have Nanite on, even if you're
creating a low polar environment when you are using Unreal Engine five
because Unreal Engine five actually uses Nante
also for the lighting. So it's just important for
automization to have it on and make sure to turn on the combined meshes in
the advanced settings. If you do not do this, all
those separate meshes that we created will all import
as one single mesh. For the rest, the
input scale should be exactly the same because we
did not change anything, so we can go ahead
and press Import, and now it should be fine. Now one thing to always
also keep in mind in case you didn't know
is that unreal engine, it will always read the
PIV point from 000. This means that our PIVOPoint will be placed here
at the bottom. So always make sure that
your models are located at 000 on the position where
you want your PIVPoint. At this point, you can
open up your mesh, add our classic blockout white. There we go. For some reason, took
a second to load. And now we can go in
and we can import this. Oh, looks like I did mess up
the scaling a little bit. Do I still have the old one? I don't think so. I
think I removed that. If you accidentally mess
up the scaling like I do, which is a little bit awkward,
then all we need to do is, I think we probably need
to, let's see if I scale. An, yeah, looks like I definitely
messed up the scaling. I think it's supposed to be 2.5. I do apologize for
that. That is my fault. Now, basically, I can
still salvage scaling. That's not really a problem. Although I can see
over here that also we have overestimated how low
these areas over here are. Basically, the way
that I tend to fix this in just a quick fix, is I go in here and I have a
look how large my scale is. So my scale is going to be
2.53 blah, blah, blah, blah. And then I could go in here, or I can do this in real. But let's say that I go in here. Then what I tend to do
is I tend to go ahead and I need to kind of group
all of these meshes together, and I need to set my scale
point at the center. Often, I just tend to go
up here to my Create tap, create a very quick dummy, and dummy is just
like an empty object. I right click on
my arrow buttons here to snap it all to zero. And now what I can do
is I can go ahead and select everything
except for my dummy go up here to the select and ink and simply link
this to my dummy. This way, I can go into my
dummy, I can go to scale. And if I can remember, so 2.356. Now, what we have is
we have in hundred, so that would be 253.6. We can do 253.6. Copy that. And just paste it. Now you can see that
everything has scaled quite a bit larger,
at this point, we should be able to
select everything, press the unlink button, and then we can
delete this again. Let's have a look. I now go
ahead and export this again, so I do like often keep in if I make a mistake or if it's just
small mistakes like this. Now we can go ahead and we
can set this one back to one. So it's small, and
then if we right click and reimport, it shoot snap. There you go. Back to
the correct scaling. Awesome. So we got this
stuff over here done. I'm going to, first of all, move it roughly into position, and I'm just going
to already delete my blocko because here we go. We need to now hoy that
makes sense. Yeah, yeah. I was a little bit
worried about that stuff. But that looks more logical. Now, what I also
notice over here is that we would need to change
the spacing a little bit. I feel like, I'm
going to get rid of that round thing. Go ahead
and get rid of that. I end up not really liking it. It just feels out of place
compared to the rest. For now, I'm not 100% sure what exactly I will
include in its place. But let's go ahead
and just do that in, like, a polishing phase. Let's go ahead and
export this one. And most likely, we need
to push some stuff back. So let's re import.
Okay, so now I can see. So I definitely need this
piece to touch over here. However, I think in this case, what I can do is I can more or less because we are already
really pushing the door. Actually, we are even
pushing it too far. We would want to go
probably around this point. Now, we are able to of course move all of
this stuff later on. We don't have to
worry about that. We are going to plant that. But for now, let's say that we push this one up
until this point, and then we have
this cube over here. I know that is it's one
cube, that is good. I can just go ahead
and do an edit. And I can just move
this over here. Then these pieces over here, we are going to later on
improve this top piece anyway. But we will do that
in the time laps. Let's say that for now, we
have something like this. And I guess Yeah. I guess for now,
what I could do. So if I just go to the top. Oh, wait, that's actually really annoying to turn
this top into, like, a flat piece because of
everything that is located. So you cannot just do a very
simple rotation on this. I don't know. What shall we do? Would that be too simple?
It would be very simple, yes, but maybe for now, just to have a better support. Well, yeah, that definitely
doesn't look good. But we need to do, like, some quite large changes
in order to fix that. So for now, let's just go ahead and do
something like this. Oh, wait, before I start
exporting it again. Yes, I'm happy with the pipes.
I'm happy with like this. Look over here, this is, of course, like,
quite a large pillar. Just checking. If I go
in and don't worry. I'm also going to solve this
thing where we need to, like, hide this later on. But for now, h.
Yeah, you know what? I can live with that size. That should be fine. Okay, cool. So I would say that
for now. Right click. Oh, wait, we still need
to export it, I believe. File Export Selection
ugly as you can see, this kind of stuff, making up the blockout
and everything, it is really time consuming, which is why we are
after this chapter, going to do a bit
more time lapses. For now, let's just go
ahead and delete this one, and we can then
also start placing this into the
different locations. So we have these. And
let's say for now, although we probably will
change them later on also. Let's go 180. Let's move it so that
it flips around. And I'm just going
to move this here, and we can see that over here. We need to go in and again, like, edit our cube. But this is something that we're going to refine later on. Okay, cool. So as you can see, yes, it was more time consuming, but we do now also have something that is
a little bit more refined in our blockout that we roughly know what
it will look like. And that's basically
what we're going to do the next few chapters. Now, we are going to deal with these chapters in two parts. The first part is that I
will have a few time laps chapters in which I will be creating the pieces that
we have already created, and I will be creating some really simple pieces
like, for example, an dt over here, like I don't know
what is sealing. Window or whatever like that. Then we are going to have
the second part in which I will not time
lapse everything. And that part will
basically handle some additional pieces
that are like modular, which means that we can just repeat them
over and over again. For example, for sealing
details and for, like, these pipe details
and stuff like that. So and then of course, there will also be like
some quick time lapses of some air con units that I
will just very quickly, like, create so that I
can place them over here. So that's the general idea.
Now, once that is done, we already have a
really good feeling for our environment. And then what we can do is
we can start by turning everything into final and also discussing how we are going
to handle the materials. So let's go ahead
and continue with this in our next chapter.
11. 10 Continue Creating Our Blockout Part7 Timelapse: H Mm. I like that Mm. I I I
12. 11 Continue Creating Our Blockout Part8 Timelapse: No. A and DT. Don't The Mm. I like that. Oh. Uh
13. 12 Creating Small Asset Blockouts Timelapse: [No Speech]
14. 13 Creating Our Metal Material Part1: Okay, so we now have
a base blockout done. It was quite tricky
for me to, like, decide between how high
quality do I want to be the blockout and
how long I want to keep you guys in the time
laps before we continue on. And I kind of decided on this. Like, at first, I was planning
to go much more detailed, but I feel like I just
don't want this to be like a time laps with oil. But unfortunately, that's
just how it is with Sci Fi. A lot of stuff is just
really time consuming. However, I think we now
have a pretty solid idea. We can, of course, later on when we start creating
our final models, refine it, art more details,
all that kind of stuff. But let's first of all, actually go over the general techniques. The biggest change
was definitely that I changed this
tower over here, which you will have here in the narration of my time laps. But yeah, for the rest, I think it is pretty
straightforward. We got something
pretty nice looking. So what we're going
to do now is, yes, we want to take our
models to final, but before we do that, we kind of need to first
create some textures. This is because yes, we do have nanite in
Unreal Agent five, which means that we
can be a little bit more flexible with
our polygon count. If we actually add a lot
of these details like we have these panels and these
lines and everything, if we actually add these into a texture and then
add them as decals, pretty much on top of a mesh, it will be so much faster to
create this content instead of literally needing to model all of the geometry combined. So we are going
to do two things. One, we are going to
get started by creating a simple tilable metal material. And two, we are going to get started by creating
our first trim sheet. So tilable metal. That one is quite
straightforward. It's basically a metal texture
that can be repeating. We basically want that because
as you can see over here, this entire environment
can almost be like one single metal texture.
Because what do we have? We have white, we have orange, we have darkish black
or let's say gray, and we have pretty
much black in terms of if we talk about metal. Now, all of these,
if we simply make a white metal material, we can actually later on inside of unreal change
the colors of that. Now, of course, we have
other stuff like we have additional dirt added on
and all that kind of stuff. However, these things
we can do using decals. So we can be quite flexible and actually keep the
texturing stages quite low. However, the second
thing is that we are going to also
create a trim sheet. Now, a trim sheet is going
to take way more time. So basically what the
trim sheet is is it is one square texture in
which we will basically place a bunch of details which we can use in
our environment. For this, you can
think of, like, we will have some lines. The lines themselves, so let's say that we
have a straight line, we can make it tilable also
so that it will repeat. I will go over
that later. We can add some panels to this. We can add here. If I just go, let's
have a look over here. We can add some structures. Let's say that we want
to add, I don't know. Let's say we want to add some
of these smaller details, like we have some hinges, brackets we have over here, like these framings and all that kind of
stuff like there's just a bunch of details
that we basically later on, want to kind of stick
on our environment. So you can imagine it being
like that these details float just in front
of our actual model. And that's basically
what the decal is. So that is the second trim
sheet that we will create. We are basically just
going to create, like, a bunch of details
that we can use. And then, of course, later on, we are also going
to create a trim sheet for, for example, branding,
like we can see over here, like a logo, some branding,
all that kind of stuff. And of course, we will
need to refine to add a few more additional
materials like, for example, like a material for the rubber or the pipes and
all that kind of stuff. But that will come a little
bit later because yeah, also we are now using kind of like this concept. You
can see that this one. I really liked it
because it had so much more refinement in terms like
everything that we can see. We might also make
a trim sheet that, for example, has almost
like an electronic look. I'm not sure. I have anywhere
where I can see this. But yeah, this trim
sheet can include all of these line or the smaller line details
and everything like that. And the bigger line details
and these large details, like you can see over
here, of course, we would use geometry for that. So it's like a balance,
and you can kind of choose the balance that
you want to get from this. So we are going to go a
little bit high poly, thanks to Nanite,
but we are still going to use traditional
trim sheet techniques. Okay. So having all of that set, over here, you can see, some
really interesting details. Having all of that set, the first thing that
we're going to do is we are going to get started with our tailable material, and we will do this inside
of substance designer. Now, for this, if you
want to find reference, I will also add the
reference just in here, and I already got
some reference. I have it placed in
the reference folder. But basically, I just went
ahead and just looked up, well, I didn't look up some
reference of painted metal. So a few ways, the way that I did it is this
is just my own reference. You guys can have it. I
literally just went outside and I took pictures
of painted metal. That's pretty much it. Now, next to this, of course, if you don't want
to go outside and you just want to quickly
find some reference, there's a few places
where you can find it. One of them is going to
texts.com, which is a classic. If you go to their
library over here, you can go down and
you can find metal. And then you can,
for example, look up here, painted metal. Then if you would log in and you can download it for free, or if you want to download
larger versions of this, for example, here, you want
to download a six K version. When you have a premium
account. Here we go. Quickly loged in like I have. So when you have a
premium account, you are able to download
much higher versions. But if you just want
a free account, you can get lower
resolution versions. Over here, you can
simply download it. And you can add it. So let's for now, just for fun, add this one in here,
and you can see that we have really nice
high resolution. Although, for this one, it doesn't show a lot, but that's just because
painted metal, there isn't too much to show. Especially the metal for, like, outdoor sci fi, like
we can see over here, it's often like really
clean and refined metal. Of course, you can see, a lot of dirt and everything,
but that dirt, it's more something
that we add on top, and we will be using decals to add that kind
of stuff on top. And we are going to probably
also use a mask structure, which I will show you
a little bit later. It's just a very simple mask we can generate inside
of subsisPainter, to just add some
additional dirt and leaks and that kind of
stuff on our models. But it's all quite
straightforward stuff. Like, most of the stuff with Sci fi is very similar
to other environments, with the only difference
being that you use a lot more trim sheets
and everything and like, coming up with the ideas
and stuff like that. Unfortunately, I'm
not super creative, so the idea part is actually the most difficult one for me. So we got a bunch of
reference over here. I'm going to make it
probably similar to this, not too over the top with, like, the damage and everything or
like you can see over here, like the spots on the paint, more like something like this. Like here and there,
there's, like, a little bit of, like, a spot, and then we have some scratches going on and that kind of stuff. Now we will go over the trim
sheet a little bit later. If you don't want
to use text.com. One last thing is
that you can go ahead and you can, of
course, go to Google. And you can go to
tools, and in the size, there are a lot of plugins
for Google Chrome that allow you to basically
refine the texture site. You can literally just type in Google Google Chrome like image resolution plug
in, for example. So I'm not really
going to go over that because it's just like
a super quick look. But over here, you
can say, like, Okay, I want only large images. And then as you can see here, you get only two K images, you get really large reference
images because often you want to be able to
zoom in whenever you are previewing your
reference images. Don't know if this
one is working? No. So I just wanted
to tell you that, yes, you can use Google. Here, this one is like
a great reference. It's nice three K resolution. And if you just view
the image, here, see. So that kind of stuff
is really good. I'm actually going
to add this one. So I'm going to go ahead
and I'm going to close this I'm going to go in and
I'm going to add my last one, and we are going to simply now dive into substance designer. Okay, here we are in
substance designer. Now, honestly, you probably don't even
need experience for substance signer for
this part because metal is one of the more basic
materials to create. However, I do expect
that you have a basic understanding
of substance signer. It's a tool that allows us to create
procedural materials, which basically
means materials with a high flexibility where we have full control
over everything. We create these materials
literally from nothing, and then we turn to the metal. Now, we are going to go for PBR metallic roughness over here, which is the one that
unrealgine uses. I'm just going to call
this one painted metal. And I'm just going
to leave it at four K. Since the metal is
going to be so important for this environment and
we literally only pretty much use one painted
metal texture, we are just going to go
nice four K. If you want, you can even go eight K with only one texture for
the entire environment, but that would be overkill. So it's still a game
environment. Okay, cool. Now, as you can see over here, you can use Middle Mouse button, and I will just have my
keyboard registration up here. And this is basically
what we load up with. Your UI might look a
little bit different, but it's just because I
drag some stuff around. So you can drag it around
the way that you want. I never use my TD view because I use Mamoset
for the previewing. Anyway, metal. So for our metal, first of all, we have
our default outputs. We can just delete all of these, and we can get rid
of a height map. We can get rid of an ambient
occlusion map in this case, and we can, that's actually it. The reason I do that is because this is going to be flat metal. We don't need a height
map for flat metal. And because it is flat, we also don't need an occlusion. The way that I always work
is I start with my norm map. I then use my norm map to basically the height elements of my norm map I use to
generate my base color map, and then from there I
generate my roughness. And metallic depends. Painted metal is not metallic, but if the paint
layer is damaged, the metal below it, which is
often raw metal is metallic. That's the way that
you should see it. Like metallic literally
means raw metal. If something is painted,
it's no longer metallic. That's a really good
rule to keep in mind. So let's get started. Here we have our
reference. First of all, we need to define
the elements that we want to capture in terms
of the small details. I quite like this reference over here although it's a
little bit too strong. So let's say that
what do we have here? We have some small specs, maybe some general
noise on here, although we will
make that, fine. We can have some additional
very soft scratches and bumps in here. Can see some small scratches.
Let's have a look around. Although most of these scratches are more in, like, the color. And if you want,
you can also have a tiny bit of streaks
from the painting. So let's start with
that. Let's go. Yeah, let's go like a
really will easy one. So let's go over here. And now, basically, if you
just go to your noises, your noises are your
friends because we can use these to generate
whatever details we want. So we are going to
get started with like a super fine bass noise, just to give it like something. And for that, let's
go ahead and let's try probably like a
fractual sum over here. The fractual sum note is
quite nice because it allows you to basically
control the roughness, which is the strength over here. And it also just
controls the levels. How refined do you
want this noise to be? I quite like it because
the way that this works is we are converting
height maps to norm maps. This means that in
our height map, everything that is white
will stick upwards, everything that is black
will stick downwards, and default is
basically mid gray. Over here, you can see that
there's some white parts, some dark parts, so it just
gives a bit more variation. To convert this to a norm map, we simply press space while
we have the nodes selected, and we type in normal over here. Once again, just like
with everything, I will just explain to you
the basics in the beginning, and then I will start
explaining it less and less for the people that are already experienced in designer that
might be a bit annoying, but I just want to
include everyone. I always like to work
on OpenGL because it's easier to read our
norm map from that. Only difference
between the two is that the green
channel is flipped. So I'm going to go
ahead and I'm going to set this intensity
will, will low. And let's go for 0.02, for example. And you
can already see that. That already gives a little
bit of this metal feel. So this is like super fine. Now let's go for the second one, which is going to be
just some random specs. I want to have not this many, but at least I want to have
more than you have here. So the way that we can
do that, quite simple, is I often like to use my dirt too if I don't
want a lot of specs. If you don't like
the configuration, you can always use a random
seat to slightly change it. Let's say tree, for example. Now, next thing
that we need to do is we need to refine our scale. So we want to have these
specs like quite small. So let's set the scaling to two. And then the next thing
what I'm going to do is, yes, I'm
going to zoom in. I like to often add something
called a histogram scan. With a histogram scan,
I basically have this top note over here and
I can control the position, which basically allows me
to remove a lot of specs. You can see that the more I add, the more specs I get. I have no idea what that
pop up just was, but okay. Now that I have less specs, I might want to just play
around my random seat a bit more, maybe
something like this. We got these small specs. At this point, we
can already add a normal note over here. That's open GL and low down the intensity just to see
what it looks like. Oh, God. Sorry, that's automatic
program updates. It's always annoying. But they always happen when
we're recording. So anyway, we have
these Bi small specs. I'm not sure yet if it's
too much or too little, but for now, we are
working on the basis, just like we do
with environments. We start with creating the blockouts and then we
start refining everything. And this is the
same, although these are a little bit more
advanced than blockouts. Okay, next thing is maybe some really fine scratches
or something like that. I feel like that would
work quite well. So for us scratches, there are two things
that we can do. Yes, there is a scratch
generator over here, but there's also some grunges. So it's like a bit
of a difference. We have these grunges over here, which do give us a
few more scratches or we have the I think
it's in patterns. Where are you? Let's type in. Scratch, here, scratches
generator. There we go. So there is a difference. These ones, I feel
like are always a little bit too artificial, but you do have more control. These ones, like
it adds some dirt, but we should be able
to balance it out. I often prefer these. What I'm going to do is
I'm going to go down. I'm just lowering
my dust intensity. I do not need dust for this. I then go ahead
and set my scratch tiling quite small, like this. And then I set my scratch
quantity. Over here. Now you can see that
it's really repetitive. So we just want to go
ahead and see if we can maybe play around with this. If you cannot get your
preferred method. What I like to do then
is, I like to set my scratch tiling actually lower. So let's say two. And now I'm still playing around with, like, let's see, the width. Let's make it like quite small. Scratch dirtiness will basically break up your scratches,
which I quite like. So let's say
something like this, for example, however,
this is way too large. What I like to do is
I like to use a node, and it is called if
you press space. Make it tile patch
gray scale over here. Good thing about this note
is you can use the octave to set how often you wanted
to tile, for example, two. And then in here, you can
set your rotation random. You can add size variations
and you can add disorders. So instantly, you can see
that now these scratches are much more just like
all over the place. Now I can still see
that over here, like I have a bit
too many scratches. I could go in here
and set the quantity, but then I have way
less variation. So instead, what probably
would be better is that we use a grunge map to remove
some of the scratches. Now, we can just do
this quite basic. We press space and we add a blend node and then we can
blend some notes together. Let's blend our
scratches along with just something like grunge
map 001, for example. I like to always
change my random seat, and here you can
control your balance, which basically means
white means where we will remove the scratches
or black, we can choose. And you can use your contrast to basically decide if you
want to have the scratch like Wy faded or if you want
them to abruptly cut off. I often like a little
bit of fading. So I'm going to set my
contrast not too high, throw it into your blend
and set the blend mode, for example, to subtract. And now it will subtract
the white areas. At this point, you can use
your balance to, for example, increase or decrease
the scratches, and you can use your seed
to basically play around with where you want the
scratches to happen. Like this. So now we have
some really small scratches. I can just copy the normal
note by pressing Controz and then Controv and let's double
click and have a look. Okay. The last thing
that we need to do is I probably want to have
the scratches indented. Like, sometimes you also
have something like this that it is laying on top, almost like you can see a
little bit like over here. However, that's often happening when the surface you're
painting is not clean. For example, imagine
that there is a hair on it and they paint
over the hair. Then you get them
sticking outwards. But most of the time
it's like damage. So it's something that
sticks a little bit more in. Also quite like these
little nicks over here, but I think I'm not
going to do that. I think we have enough
small bits here and there. But in order to invert this, don't be tempted to press
direct X to invert it. Do it the right way.
Select the line in between your
blend and normal. Press space and type in invert. Press Enter, then it will automatically place this
node in between there. You can press D to dock it, which means that basically
it becomes a small node. An input node is something you rarely need to touch
after you placed it. So often you can just dock
it and be done with it. Awesome. We now have
these pieces together. Let's end this chapter
off by combining them, and then we have a really
solid base for normal. Like I said, super
easy material often. To combine them, we simply
add a normal combined node, and you can see that we
need to combine three of them and we only
have two inputs. So just set the technique to high quality Contra Contrave. We plug in two normals
to combine them. Now you can see that
we have our specs, along with our very fine. And then we can go ahead and we can combine them once again. By pressing the normal
combine into our next normal, and now we have everything
kind of combined. I'm going to make my specs
a little bit softer. Let's do 0.2. And we
have our scratches, which is looking pretty good. Maybe 0.3. Sorry, 0.03. Now you can see that
when you zoom out, there isn't a lot going on,
but that's what we want. Just like over here,
when we zoom out, there is a lot going on, but as soon as you really
start to zoom in, that's when all the
details happen. So we are kind of like
mimicking that same stuff. Awesome. Okay. At this point, I'm going to right
click and save. And I'm going to
let's go over here, make a folder called textures. And in here, I will make a
folder called painted metal. And in the next chapter,
we will just go ahead and finish this.
So painted metal. Let's just go ahead and save it. And yeah, let's go to the next chapter where we
will finish this material.
15. 14 Creating Our Metal Material Part2: Okay, so we now
have our non map, and now what we're
going to do is we are going to get started
with our base color. So for our base
color, basically, the things that I want
to kind and capture is it's got to be
pretty plain looking, I would say, because most of the dirt we will
add on top later on. However, I do want
to have a little bit of dirt and just a little
bit of color variation. If I can see over
here, for example, what you can see is that there's some light areas and
some dark areas, but it's all within
the same color range, in this case, blue. So it is darker blue
to lighter blue. I want to also try and
get that a little bit. Same over here, you can see
this one is a little bit more like gray greenish
type of colors. I just want to capture that
very soft color variation. And on top of that, we can also add some grinches on here, just like add a little
bit of extra dirt. I will show you cool trick on how we can actually
use substance painter, the grinches from
substance painter on here. But let's first of all, go ahead and get
start with this. Now, this comes in two stages. First of all, let's
generate our overall base. And the way that we
are going to do that is quite a classic method. Let's go ahead and add a
gradient map over here. In a map, you are
basically able to map specific colors
based on gradient. Now, we cannot really use these gray scale maps over here because they don't
really have a lot of detail. Instead, we are just going
to use a simple grunge. One of the grunges that is
often quite nice is like, Oh, grunge map, zero, 01 is often quite nice. Grunge map 013 also, but it's a little
bit softer than one. I'm just basically
having to think about which grunge
map do I want to use? For this kind of stuff.
Let's just try both. Let's go ahead and just grab
both of them over here. Now, as I said, with these gradient maps, they look at the full gradient. So you don't really
want to have massive spots of pure white. So let's set our contrast
all the way down and just play around
with our random sat until we get something that
is quite like tilable. Also, a cool trick to make
sure that it is fairly tilableh can press space,
and then you can zoom out. Of course, like here, we
can see the black areas, but keep in mind that we are going to make this
really subtle. We drag this into
our grading map. Then in your gradient editor, if you just click on it and oh, I don't know why my keyboard
registration is here. I'm so used to seeing it that sometimes I just don't
notice it anymore. But click on Gradient Editor, and now we can grab a gradient. We can actually grab a
gradient from an image. Now, let's see if I can I'm afraid that I cannot really
do that at the same time. But basically, what you want
to do is you want to press Big gradient and just
click and drag over here. I'll show you as an example, you pick gradient
and then you can click and drag like that, and then it will
grab the gradients that were on the image. In this case, it's
literally just gray. Funny enough, I sometimes do this technique when I want
something like rubber. I just really quickly just drag somewhere on my interface. But let's pick gradients, and I'm now just going to
go to the image on top. I basically just paint. Now you can see that now we
get something like this. Now you can see that most of the gradings are located here. With metal, I often want to get quite a few spots because I want it to be a little
bit sharp and grainy. So often what I do is I
literally just let go like zigzag like a lot in here. What it means,
literally just do this. When you do something like this, you gather so many points that often it will just become
noise, but that's what I want. So let me just go
ahead and do that. Just give me 1 second. Here, see, now we have
quite a few extra points. Now you can see that, yes, it's a little bit over the top, but we got quite a
few color variation. The only one that
I don't like is I don't like the brown colors. Now, you can see over here, you can see better if you make this bigger that over here, there are some brown colors. I probably just went
over some brown pixels. If you click, you can actually delete by just clicking
and pressing delete, you can delete some of
these places over here. You can also go in and you
can also just click on it, and then you can change
the actual color. I wanted to do that because it actually made quite
a big impact. Just like this, you can
drag in, for example, your Grinch map 013
and you can see that that one gives us a
different variation. So you can play around with your contrast also to get
more or less variation. Let's have a look. Yeah, I think probably Grinch map 001
is the best one for now. So we have this one, but these details that
we have over here, they are way too strong. Like this is something
that we want, as a subtle ardon. So what we're going to do
is we are going to blend this one using a core color. For core color, if
you just press space, you can go ahead and you
can add a solid or soil. I'm thinking of unreal
engine, uniform color. For some reason I
was thinking of a constant three vector, which is the unreal
engine color. But a uniform color is
just a plain color. And once again, you can grab the picker button
over here and you can just pick a plain color from
your image, for example. Just give me 1 second, so
pick This one looks fairly. See? That looks like a
fairly whitish color. Maybe make it a little
bit brighter just because I know that we are
going to later on turn it into
different colors. So keep that in mind that
later on, in unreal, we are going to overlay
colors to turn it from white to orange to
black to gray to let, whatever color we
want, basically. Something to keep in mind.
We plug this into the top and now you can simply
use your opase slider over here to very softly, bring out that color below it. Like I said, it's going
to be very subtle. If you press space, you can
only just see some noise, but the noise does have
various different colors. Let's say that we have
something like this. Now basically what we want
to do is we are going to just add on a few
tiny bits of colors. We have over here these
specs, and for the specs, what I sometimes like to do
is I like to use a blend, and then I like to
use a uniform color that is completely black. Then with things like specs, I like to add a shadow. If you just type in shadow
and grab the shadows note, you can drag this in here, and now you can
see that basically creates these why Well, now they're will long, but it creates these willy
small shadows. It's kind of funny
because we can set the shadow distance low and I often just point it downwards. Give a tiny bit
of like a shadow. You can also increase
the samples if you want. And now, if you
just go ahead and invert this by adding
an invert grayscale, you can see that now
we have just like the tiniest bit of dirt, which once we plug it in
here and set paste down, it just adds some darkening, which will kind of like enhance those willy small details. So that's like a
simple one just to add a little bit of stuff
around the specs. And next we have
our scratches, yes. So our scratches, I probably also want to go ahead
and do the same. I'm just going to get a blend. And honestly, I
can probably just grab also the black
color because nice thing of the black
collar is that we can often just here we go, drag it all the way in here. We can just change the
opacity to kind of, like, minimize the look and just have very subtle scratches
going on over here. Now the last thing
I want is maybe I want some kind of a dirt dm. I can go ahead and
I can add a blend. I can just press Contra C
and Contra V to duplicate my uniform color and make it if you click on
the colors over here, like some a brownish
type color like this. Now, for my grunge map, what I want to do is you can actually use the grunge
maps from SubssPainter. So we will be using Substance Painter also in this project, although not that much. But if you just go
ahead and open up Substance Painter and you can go down to textis over here, you have a lot more really
cool looking grunge maps, as you can see over here. A lot of them are
actually made by me. You guys will
also have them. It's just that I worked
with Adobe on them. But there's also some really cool leaks and that
kind of stuff. So what I often like to do is I like to go in and just
have a look around. This one is made by
me, for example, and just have a look
around and see if there's anything that we
want to add for our dirt. Okay, let's see.
What do we have? So we have some wood. I want something
that's really soft. So often over here, you
have these very soft. But also, you want
to make sure that the details of the grinch they
are still fairly uniform. You don't want to have
them like super obvious. So I'm just having
some scratches. But we already have
some scratches, so just give me a moment. Like maybe something over here, these I know they
are fingerprints, but just like something
that's really soft. How about this
one, grunge d tin. Let's say that we want
to tie this one out, although there was
another one that doesn't here scratch okay, so we right click Basic on it, and then simply show in and just show it
to your explorer. And now it will be here and
it will also be selected. These are dot Sp SAR files, and these files you can simply
import just like that and use them exactly
the same way as in painter inside of designer. So I can go in. I can
plug this in here. Now you can see that
we have some really nice looking dirt over here. This is a really nice texture. I honestly, I wish I made it like it's such
a good texture. But of course, you can see that it is
very tilable we want to lower it down until it's
not super noticeable anymore. Later on what we can also do
is we can also blend between the various metal textures
to break up the tiling. But that's something I
will show you a bit later. Let's have a look I I have this. I'm just having it ty. If I push this up
and then invert it, yeah, that doesn't
look very good. I'm just having a look like C and playing out my balance
and everything until I get something that is noticeable enough
but not super table. Let's for now, stick with
something like this, and we'll just see how it goes. If you want to live
organize your materials, you are always able to just
right click and add a frame, and it will add a frame around whatever you have selected. So we will call this
one, normal map. Right click art frame. This one. Base. Color. And now, what we're going to do is we are going to generate our roughness. Now, normally, I actually have a note that
I created myself, which is just like a simple
roughness generator. But since we are only
doing one material, I will just, like, do
some manual generations. First of all, you
can already drag your normal into normal, your base color into base color. This metal is painted, so for our metallic, we can just add a uniform color. It to grayscale and add that to your metallic and just
press D to docket. We probably won't even
use our metallic, but just in case we want to
make some changes later on, I will still keep it here. And now for our roughness, especially with metal, your
roughness is super important. However, for something
as simple as this, it's not that
difficult to generate. I often start with a
grayscale conversion. And what I do is I convert
basically my base color. So I go over here and I have this color over here and
I convert it to grayscale. I then add a histogram range
and with my his come range, sorry, I need to set the
range all the way up. With my position, I can
make it darker or brighter. Dark means shiny, bright means
looking dull, basically. So I'm often because
this is metal, I do want to make it a
bit more shiny like this. And then it's just a matter of, like, adding some stuff on top. So we have some scratches. We have some dirt
on top of that, and let's start
with that for now. So for our scratches, very simple because we
only need gray scales, we can actually just drag in right away our scratches into the top and set these
to let's say subtract. Let's make them like a
little bit more shiny. And then you can play
around with your opacity to make them more
or less strong. And let's grab our dirt
that we have over here. Let's set this one
to art because DRT, I want to have it looking
a little bit more dull because it's like
sandy and stuff like that. I can just add that like this. For now, let's just go
ahead and drag this into our roughness and actually
see what this will look like. Now, to see what
this will look like, we will first of all,
export our textures. Let's go into our textis
folder, painted metal. And I like to often make
a folder called final. And if I just copy
this file location, I can go over here to my explorer and in
the painted metal, right click EpotOput as Bitmap, and just paste
your final folder. Are going to export. I like to always export as TGA, except if there is a
really strong height map, then I like to export the
height specifically to PNG. It's just like a preference, but you can use PNG. You can use TGA, don't use JPEG because those will
have compression artifacts. I like to turn on automatic
export when outputs change. This means that whenever we
make a change in our graph, it will automatically export
so that we can preview it in Mom set Tolbag without
needing to go into this window. Now, I will quickly grab
a preview scene from Mom Set Tolbag that I
will give you guys so here's a preview of the Randall scene because our focus is not about
creating materials. I've had many tutorials and also on my YouTube
fast track tutorials, you can find out how
to make this scene. But it's super basic.
It's in Mom's head. It's just like a sphere
that I have just inputed. And we have a few lights. We have a main light
that comes sorry, let me just do it
like this. 1 second. Here we go. I hope
you guys can see it. So we have a main light that
comes from this direction, which will give most
of the lighting, and then we have
three rim lights which will just give us some nice reflections
around the corner. With metal, it works a little
bit less good, as with, for example, stone, like you can see here, which is
why I use this. You basically plug
in your materials here and you are able to change your sky along with all of your lights
here at the side. Frees there's nothing
that you need to do. Yeah, you guys like
my arrow tool, so I don't often use it. But basically, what
I'm going to do, of course, is I'm just
going to delete this one. I know it's a really
nice looking brick. It's photogram try from
our photogram try course. But let's go in and
let's first of all, save this seam, and I will
put it in your sae fold. I just call it material. Ender. There we go. And now let's create
a new material. Painted. Metal. And with this material, what we can do is we can go in and text painted metal final. Just start dragging your base
color into the albedo map. Well, your metallic
doesn't metal, so you don't technically
have to drag it in your normal and your roughness. Mom Satube reads as OpenGL.
So this is correct. If you are X using the norm maps as direct X,
you need to flip the Y. We drag this on here.
And then in our texture, we can go in here and set the texture tiling, for
example, to two. And there we go. Now, it might
look a little bit noisy. This is just because
we are rendering it at 256b by 14 40 P, yes. And it messes around with
the noise a little bit, so the sharpness
doesn't look as sharp. The way that we fix this is
by rendering out an image. But first of all, like I said, it's a plain metal, so we often need to go
in and just lower down our light intensity
of our rim lights, which are the last
three ones over here. And for the rest, we just want to go
ahead and have a look. So this is our metal. Now what I like to
do is I like to often just already
generate a quick image. It's going to make a folder
called images for you guys. Just copy again this folder. And now, if you go to
your endo settings, you can go down here
and in the output, you can simply set your image. And let's just call this
one, um painted metal. I'm going to just render out a JPEG image and I'm
going to render it out at four K resolution so that we can nicely zoom in and
have a look around. Now what we can do is we
can simply press render Image and it will quickly
render out an image for us. Let me just pass the
video until that is done. Okay. It is done, let's open it up
and have a look. Now you can see that we
can zoom in and we'll have a good look at the little specs
and everything like that. It is looking pretty
good. I would say the things that I want
to change is I want to make it a little bit more or a little bit less
rough, so more shiny. And I want to also sharpen
the dirt a little bit. But I like the micro
sketches that you can see over here and
the little specs, which from a distance are
not too overpowering. So for the rest, it's
looking pretty damn good. So let's go in, um, as Mom said, I designer. And we are going to get started by just grabbing our grunch over here and adding a cheeky
little sharpen note. This often does wonders, just adding a bit of sharpen. See, honestly, an intensity
of one is probably fine. And I was going to go
in my histrum range and set the position
a little bit down. Then also, you need
to kind of, like, play around with the dirt that
you have ed on top of it. Over here. Okay. So we got that stuff all done. Was there anything else
that we might need to do? Now we got our micro no map
details are also on here, so that's also fine. It is not too tolable. So yeah, let's try
something like this. Just go to save my scene. It will have
automatically exported. So when we go now in here. And by the way, I'm just
going to close painter quickly. Let's have a look. So now it has out exported, and I often just like to wait until this bar at
the bottom is down, and then I can have a bit
of, like, a better look. I'm going to make it a
tiny bit more shiny still. Let's do something like this. Yeah, I think now we're getting
in, like, the right son. Now, the dirt is starting to come out a little
bit too strong. This is because in my
roughness over here, when you add a really dull detail to
something that's shiny, it comes out much stronger. So I'm just playing around with just like trying
to find a balance, basically, to not have too
much overpowering dirt. And let's just go
ahead and probably render out one more image. It's going to save my scene, and I'm going to
render and I will pass the video
until that is done. And let's have another look. So this one we can close and
we just need to reopen it. So here we have
old, new, ld, new. Here you see, you
can see that we definitely increase the shin. And we also have increased
the dirt sharpen. I'm going to probably sharpen
it like a tiny bit more, but for the rest, I'm
pretty happy with this. And I'm going to make the
dirt a tiny bit less strong. So let's go in here
in our base color, set the dirt a little
bit less strong. That set sharpened to 1.5 or something, and
that's probably it. Now, although showing it inside
of Momset is not perfect, but just to show you the
general concept in marmoset, what later on will happen
is inside of unreal engine, we simply using a shader
can do this stuff where we can just instantly change the color to whatever
color we want, and that is basically how
we can get away with only creating one metal material
for almost everything. Sure, there will be some more
additional materials also like actual just plain old
real metal, like bare metal. But all of those are again, quite simple to create and
follow the same workflow. And with those metals, it's more like that we first need to start
doing the modeling before we really know which
type we need, basically. Now, having that done, I'm going to go ahead and end the chapter here in
our next chapter. What we will do is we will start by planning
our trim sheet. We are going to create
already our first trim sheet, which will just incorporate
a lot of additional details. And then what I want to
do is I want to start with like a small
asset and just model a small asset to get a feel for the final modeling and how we are going to
organize things. Then once we've
done that, we are going to go over on how to model a medium scale
asset completely in real time like this
leg over here. And finally, we're going
to go over on how to model a large scale asset
like we have over here. Once we've done
those three things, what we'll do is we are
going to then kick in a few more time lapse chapters where we are basically just going to go in and we are just going to do the
bulk of the work, which is like all of the
additional modeling, which just takes a lot of time. But it's literally
the same workflow over and over and over again. So let's go ahead and continue with this in our next chapter.
16. 15 Creating Our First Trimsheet Part1: Okay, so what we're
going to do now is we are going to start working on our trim
sheet texture. So our trim sheet
texture is by far the most important texture
that we will be creating. This is because it
will contain most of the more high quality details that do not actually
need real geometry. Those are things like these
why thin lines like, yes, you can make those thin
lines as geometry, but it's way easier to
just use map and just stick it on top of there so that you have the flexibility. So the way that I like to
do this, is I, of course, grab my main reference, and the first thing I need
to do is I need to actually, figure out what I want to
create in my trim sheet. We are most likely going to
create multiple trim sheets. This one is just going to be for the construction of objects. So construction lines
and additional details, fence, all that stuff. I tend to go in and just
input in Photoshop, my texture or whatever
I want to create. And I just basically
use the Crop tool to make it much larger. Normally I would have
one main reference, and I would basically only
use this main reference to showcase which items I
want in my trimsitecture. However, I cannot do that with AI because the reference is not good enough to do
that kind of stuff. However, we can
just go in and we can basically import
multiple images. And I basically just want
to look at the elements that we can find in all of these images that we
might want to use. So I basically just
look around and look for the elements
that we want. Now, of course, the lines,
we are not going to do that. So over here, I don't
see too much stuff that really adds on top of it because most of these are
lines and stuff like that. I guess maybe like
some of these things, but I like to use the trim
sheets for that kind of stuff. I like to often also
just have a look over here and just see if there's any interesting
elements that we can use for this kind of stuff. This element over
here, for example, looks quite cool,
just like this part. So when I identify an element, I go in and I'm basically importing that image in which we have the element, it doesn't need to be
super high quality. But do try to place it a bit nicely because we are going
to have more of them. Then we can basically just pick the elements we want from that. We can slightly alter
them if we want. However, normally, of course, I spend more time making
up the elements myself. But for tutorial, it's often easier if we just already use the inspiration from
other people just because else it will take way longer to really come
up with all of that stuff. So like over here, I also quite like this one, but it's included in here.
Let's have another look. So basically what I'm
looking for is stuff that I can use to enhance
most of these details. They are going to be
construction lines. They are going to be vents. They are going to be like
small details that you can just randomly stick on stuff. Basically, that kind of stuff. So that's more what
I'm looking for. And the rest we will
just make as in actual jom try, basically. Now we later on also want to
probably create a ceiling, but those we will also do
partly in like actual geometry. So for now, just
move this along. These kind of vents over
here are also pretty good. And we are going to create a few more additional
vents that look a little bit different
just because they're a really easy
detail to quickly add. But for now, let's
just add this one. And now we go over here. Most all of this over here, by the way, is just geometry. They have not really
used textures. But we can still have a
look and see if there's anything that might interest us. Most of this we can
honestly do as geometry. So I'm not sure if
there's anything in here. These things are, of course,
really, really cool. And the thing with these ones is like it shows
some really good, like, hinges and
that kind of stuff. So that's also quite nice. So let's go at this one. But also something
that I want to do is just like to
have some ardons, we are going to also go and use some stuff from a
good friend of mine, JO Tools or Janas
Rengard and basically, he has a lot of Alpha
packs like this, and we are technically
going to do the exact same stuff as
what you can see here. Like, that's pretty much what we are also
going to create. And so we are just going
to use this just to, like, enhance some of our
details a little bit extra. And that's just because, like, for us to create this
many variances in Alphas, it would not be logical
inside of a tutorial. So I just wanted
to show you that. Here we go. Oh, God,
where is it? There we go. We might also just
go in here and see if we can find anything that looks interesting that we could use on top of our
additional details. But of course, I will teach
you exactly how to create these type of details in
this dream sheet basically. So anyway, I was saying that I wanted to grab so I'm
just having a look. Going to grab probably both
of should I grab both of these Should I
just use this one? Oh, this one is too
low resolution. So it might be better
if I just grab both of these over here. And over here. So this is all
still just simple planning. We are just planning what kind
of stuff that we want to, like, add to our details. But I think for the rest, like, we pretty much have
it down quite well, the type of details
that we want to create. Like, there's, like,
some small stuff like brackets and hinges, which would be quite nice. So I do want to art that, but I will need to have
better reference for it because it's quite small
over here, as you can see. I'll just add that one, and I think that is about it. Yeah, that should be good enough for just showcasing you how to do a nice little trim sheet. We will also add some
additional details on here. Let's say that now we have
everything that we want. Now we basically are
going to decide, okay, what is going to
be in our trim sheet? What I tend to do for that
is, well, first of all, let's clean up our cropping
a little bit. There we go. I tend to just go in down
here and add a solid color, and I just make it red. I then click on
the mask and press Contra I to invert the mask. And now I can simply
use a paintbrush, and I'm going to
set this to like a hard round brush over here, and I can start
indicating what kind of stuff that I want to
have in my trim sheet. I can, for example,
go in here and I can select that. I can go in here. Of course, this is not perfect, but it's just to
indicate that I want to have a corner piece and a straight piece that
we can basically use create a bunch of stuff. I also want to have a
more round corner piece, like we can see over
here. And let's see. What else do we have on this specific item
that I want to create? Like you can see, there isn't really much that I
can select here. However, at this point, we can just go on to the next one, and we can just have,
like, a look and see. And I quite like this type
of detail where it's like, some kind of the shape. Of course, you can
make this way nicer, but we're just doing
this for planning. I quite like these
type of details. Let's make this a bit smaller. Over here, let's do
something like that. I quite like having
some kind of, like, quite a strong
panel detail. So I will edit it, of course, a little bit, but something
like this could work. Let's see what else? Maybe some additional line that looks a little
bit more interesting. We can definitely
do that. Maybe also like some kind of like a panel. Over here, we can
definitely do that. I quite like these little holes and stuff like that
for ventilation. Definitely just like a normal
ventilation is also totally fine to have yeah, we can also do some specs and small details that we can later on just like
scatter around. Maybe another ventilation type. I feel like with all the metal, there would be a
lot of ventilation in this type of environment. And what we can do is we
can move down over here, once again, like another
type of ventilation. And so we are later on now going to model
all of these details, and then we are going to bake
them down into a texture. To show you the general
concept of Let's do this one. The general concept of
trim sheets, basically. But you can go super
advanced with this if you really want
to. It is up to you. Is going to indicate this
one just in case. Let's see. This stuff looks quite cool, but I feel like at that point, we will probably do it
as actual geometry for, like, the ring and
everything like that. So I'm not sure if
I would want that. I will indicate this one, although I can't
remember that already did that, but maybe not. And maybe also like
some kind of like a small panel, like
we can see over here. I really like this effect. I think what I want to do is
I want to get this type of stuff in our ceiling over here. I quite like that.
And then, of course, we also have some
floor paneling, but the floor paneling is probably going to
be quite simple. It's going to be
metal paneling and we will just add like
stripes and everything. And I will just say,
something like this. So basically, I just make
these marks in order to remember which ones
I want to create. For something like this,
I tend to then create a quick solid color
blow here and set it to black and just
change the opacity so that the marks
stand out more. And also for your marks, don't set the opacity to 100%. Just kind of set it to 50, and it's just to kind of know which details we want to create. At this point, we can just do a very quick saves and
I can just go in and jab Trim sheet planning. Save it in here. Here we go. And then we can just go in here and let's see trim sheet
planning, throw it in here. There we go. So we can just
basically keep going here, look for detail, go to the original reference and find detail and then create it. So that was basically
it for the planning. Now, our trimset I'm going to use Trees Max once again, universal
modeling techniques. You can use whatever you want. And for the trim
sheet, we are going to basically place everything
into a square format. I'm going to start
with something simple, and then we can just
continue from there. I might be a little bit
slow with the ding. It's because I'm
using a special mouse that does not have the clicking. So if I click, see, you can barely hear it
compared to my original mouse. And I'm just saying that
basically to justify that sometimes I move a bit slow because it's not the
best mouse for modeling, just so that you guys
know that I'm not that ****** of an artist that I cannot even
move around in three. Anyway, so new scene
in three s, Max. We're going to
create a plane over here and just make the plane, let's say, two by 2
meters, for example. Just make sure it's
perfectly square. We can get rid of the length and the width
segments over here. And we can have this
into the center. The reason we can
get rid of that is because we are not
actually going to detail these details
into this plane. But instead, what we're going
to do is we are going to model them on top of the plane
and then bake it all down. So it's almost like using
a decal on top of a decal. I like to just move
this down a little bit, and let's say that
we get started with the most basic one, which is going to be some
lines that we have over here. Now I can still remember, so we have one line, then we were going to have
another more special line. Now what we're going to do
is we are going to create some corner pieces and then what we'll also do
is also do some of these, which are a little
bit more straight. For our normal lines, we want to actually repeat this. We want to basically touch
both of these edges over here. By the way, this point, you
get right click and you can press free selection
to freeze your plane. Basically what we want to do is if you have this
square over here, default shading, Let's
go ahead and do this. Now, basically for these lines, we are simply going
to repeat them from one side to the other side. This way we can simply just repeat them over and
over again in our UVs. We are basically just
going to create a bunch. We have a line here, then
we would have, for example, a large detail below it and then another
detail next to it. We try to keep
everything horizontal. And maybe have another line, although we will have different, then we will have
maybe a panel and then we'll have some scattering
of some small assets, and we basically just keep
going with this until we have created everything that we want to create or we
have filled our trim sheet. So for our line, quite simple, I'm going to go ahead and just
create a plane, and I basically just want
to make the plane just beyond the borders of
our original plane. I'm going to go into
my iframe of right. So this is totally fine
what we have here. And we are just going to
leave this in the top. I'm going to go ahead and
convert this soon added ply. Now what I want to do
is let's first of all, decide on the
thickness of the line. Going to make it a little
bit bigger like this. And the reason I want to do that is because I want to select my edge and faces on. I'm going to select my
font and my back edge, and I'm going to place
a double connect. Because we want to
have this floating, we need to end up with a completely flat plane and only then we want
to start our details. This is like a buffer
to make sure that we don't actually see
any wrong details. I can then go ahead and
again select these lines. This time, I can go
ahead and move this in and then I can
simply move this down. If you want you can have
a quick look at the site. Now the reason why we
move it down like this is because when we are baking
this down to a norm map, we will have all of our rays, very quickly because we
need to do this very often. I'm sure many of you already
know this because it's like a classic non map
baking one on one. But if we have this, basically, what will happen is over here, all of our no maps, the rays that will basically
bake our nomap they will come from the top
down to the bottom. You can see that when
we have a bevel, they can actually see
the depth of this bevel, so it will bake really nicely. But over here, what
will happen is it will hit a ray here and
then all of a sudden, it will hit another array here, which means that it cannot
actually read this edge, and it will basically
show as if there is no depth at all
in our norm map. That's basically the
reason why we always want to bevel
everything pretty much. Now at this point,
like I said before, we want to pretty much
bevel everything. What we're going to do now is we are going to turn
it into a hi poly. If we turn it into a hipoly
now by adding a turbo smooth, you can see that it
just becomes like a wy soft edge,
which I do not want. So instead, I'm going to
go into my editable poly, go to my Swift loop, and I want to add
a swift loop here. Basically on every corner. What this will do is it
will stop the smoothing, which means that it will retain the shape a little bit better. So this is just
classic to loplmding. If you don't know what
height to poly modeling is, I highly recommend that you watch it on that before
you actually watch this. But now if we turn on Theba smooth and just turn
on isolate display, and, for example, turn
off my etche and faces. You can see that now
it's like a really nice, high quality edge. When we go to our top view, for example, see, I can
probably do that over here. You can see that the edge kind of looks like it's
going into the plane, like it's part of the plane. And that's the
whole goal of this. So we have this edge over here. I'm fine with the thickness, so that's looking pretty good. Now what we're going
to do is we were going to go in and create one additional edge that
looked a little bit longer. So that one was like
something over here, and I'm just going to create some kind of interesting detail. Now, mine is probably
going to be quite simple, so I just want to
go in and duplicate this line and just give it a little bit of space
between the lines. I'm then going to go ahead
and turn off my turbosmoot. Let's go back to
etching and phases. And I'm just temporarily
going to get rid of all of these super loops
because they do make it more annoying
to here we go to model. Now, as you can see over here,
what I quite like is that basically the edge goes
into these little gaps. Of course, this is not exactly
what is happening here, but that is what
I want to happen. So what I'm going to do
is I'm just going to go in and probably
select these edges, yes, it's really annoying to model on such a long thin shape. Place double connects. I'm just going to set
it to around like, quite close to the end, but not all the way to the end. And then I'm going
to champ for these connects by setting it to zero, which basically
will just duplicate it, something like this. Now at this point, what I
want to do is I probably just want to extrude
this into our face. I'm going to place a
swift loop probably over here loops in the
center like this. And then what I'm going to
do is I'm going to delete this phase and this phase. Then simply select
these two, hold shift. And just move these
to the center. I'm going to also go in and I'm probably going
to scale them flat like this and move them
to the center again. Now we just need to merge
some stuff together. I'm going to start by down here, deleting the pace that always gets created whenever
you extrude something. It's really annoying to model
with something like this. You might also want at
this point to maybe switch your units to centimeters because we are working with
such small assets now, it's no longer logical
to work in meters. Anyway, I'm just going to pass contra A and then go over here to weld and
my weld settings. I'm just going to
weld this until the close welds are merged. You can see here
before and after. And at this point,
what I want to do is, yeah, we can probably
make this smooth. Now, you can see that
this is a sharp edge, but when we smooth it, it should show up, fine. So if we place a
super loop over here, and I place it a little bit
further away from the edge, and I'm doing that on purpose
to basically make it a little bit smoother because the further it goes
away from an edge, the smoother it becomes. I can then go in
here. Here, see, I place these quite far away
and place my super loops. And that should
give us, just like an extra edge that is a little bit more interesting
that we can just, like, put in there also. If we turn on our tb smooth now, I can see that over here, I forgot an edge, which makes
sense. I forgot this one. So it was, like, smoothing way too strongly. Oh, it looks like I
forgot it only on two sides on three sides. Here we go. Now if for example, turn off edge and faces,
we can have a look. Yeah. If I turn
off my eyes slate, that does add a little extra. Yeah, you can go up here,
default settings. Here you see? And then what you can also do
is you can also have a look so it feels like over here, it's losing quite a
bit of these edges. You can always go in and
add a few extra loops in here just to limit the
smoothening even more. Because now this edge cannot
smooth beyond this point, which means that over here, it becomes a little bit of
like a stronger smoothing. And I can do the same over here. This just happens because this
is a really long shape and really long shapes always
have a bit of trouble, especially when they're
also thin with smoothing. So I just add, like,
a bunch of edges, and now the smoothing just gets divided a
little bit better. Awesome. At this point, I'm going to go ahead and
I'm going to save my scene. And then in our next chapter, we will just go
ahead and continue creating our trim sheets. So saves Trim sheet
underscore 01. Doing this a lot now and spending a lot of
time on modeling will also save us a lot of time in modeling our larger
shapes later on. So let's go ahead and continue
on to our next chapter.
17. 16 Creating Our First Trimsheet Part2: Okay, so now let's go
ahead and continue with some more longer shapes
for a trim sheet. So the next one that we were
going to do is where was it? So we did this one.
There was another one. It's Oh, yeah, these
things over here. So I want to do these ones, and then is there something
I can place next to that? I guess that what we're going to do is we are
going to start by creating some of these grids
like we have here and here. This one, I can also place this one next to it.
Let's keep that in mind. Let's go to the original
one, which is here. There we go. Okay, cool. So let's have a
look for this one. Now, this one should
be quite simple. So it looks like all we need
is just a simple cylinder. And you scale it to the
size that you want. I feel like something
that is a good size. Next, I'm just going to
turn on my edge your faces. And in my settings, I want to go ahead and set the
height segments to one. And I do want to make the
cylinder an even amount. So right now it's at 18, but I do want to add like a
little bit more geometry. So let's go ahead and let's
go for I don't know, 32. And just make sure that you have a line exactly in the
center on both sides. I think 32 is pretty much fine. So what I'm going to do next
is I'm going to go ahead, right click, convert the Able. I would then go to my face
mode and I'm basically just going to select half
of it and press delete, so that all that we have left is just this half piece over here. At this point, I can also
go ahead and make this a little bit smaller.
Let's have a look. We pretty much only need
to create one of them, and then we can create all of them. So that is quite simple. Actually, what I was saying
is that this one is pretty much the same as what I
wanted to create over here. Well, actually, there
is a little piece. I might just change
it a little bit, but we can just
reuse that stuff. Just to save a
little bit of time. Anyway, we have these two
edges over here selected. We can just hold shift
to extrude those out. At this point, I'm
just going to go ahead and have a look in my top view to make sure that
I don't make it too short. I want this one
to be quite well, not super long, but
something like this. Then nice thing is that we
can just go in and we can do a symmetry modifier
on the X axis, and then we need to press flip to flip it around.
And now you can see C. Now we can pretty much
just decide ourselves. How long do we want this to be? I'm pretty much happy
with something like this. Like this is looking fine. Cool. So let's convert
this to an added pony. I like to get rid of those
cantlines over here. And now what we want to do is we want to go ahead
and we want to make this like an
actual inserted bevel. Over here, you can see that
it kind of goes inside of it. However, this is something
that does not translate to D. So we cannot really do
that kind of stuff. We can try to do it just
to get a little bit of AO, and yeah I can show you that. But for the rest, don't expect to get exactly the same look. The first thing I like to do is, I like to just go ahead
and go to face mode and press A to select
all of my face and I like to go and press flip over
here and add the polygons. I'm basically flipping
around polygons so that they are on the inside. Next, we select this top piece over here and we
can go to extrude, extrude settings and
just revert those back to zero and then use your extrude
settings over here, see to give it an extrude. Like I said before, just like
we did with these planes, we need to have a flat area. At that point, we can select
this area and we can give it a nice little bevel
or Java like that. And now we can select the
top of the bottom area. And this is basically
what I was talking about. So let's say we make it around this teep If you just go ahead
and hold Shift to extrude, and then what you can do is you can go in here and
you can pretty much let's just bridge it. I'm just thinking of which
way I want to bridge it. I guess if I deselect
these pieces and bridge. You know what? Let's
just do a Cali. Are you there? No. Okay, for some reason
that isn't working. Basically, what the Caple does, I think I need to
do it this way, is it will just create
more of like a clean face. First of all, then before
we do the Caple is just go ahead and do an extrude
settings along these lines, set them to local
normal and then reset and make it go
inwards over here, see? And then we can
kind of like fake as if that it's going inside. And hopefully our abut occlusion
kind of does something. Now, at this point,
you have this one, and now you can do
Capli as you can see. And I want to select this edge over here and just in case, I want to again, give
it a nice little bevel. So here from the top, as you can see, you will
not really note it, but hopefully we will have later on that we bake
some embotclusion, and the embclusion just like
over here, is just able to, like, show some of those
details going inside of it. But honestly, I don't
hold my breath for it, if that makes sense. Anyway, I'm going
to turn this into a hypol and then we can
just, like, copy this over. Actually, before I do
that because I want to make an alteration
to one of them, I'm going to duplicate one. And now turn this one
into like a hypol. So just add your spot loops. I guess here in
the Bevel section, I want to just add one
single loop in center. Now over here, this
is quite interesting. So over here, you
can see that we have a bit of trouble
selecting the loops. What I tend to do then
is I select one edge and press ring to
select all the edges, and then I just add a single
connect. Same over here. Ring. And for this
one, if you want, you can even do a double connect because it's a bigger edge, and you can use these
modes over here to change the distance
of your connect. Just to show you a
little bit more clear what happens as
you press a ring, and you basically do like a
double connect and then over here you can push them
out, as you can see. And then I just
place one loop here, and I don't really care for this flat area because it
should not really affect it. One thing I do care for is make sure that you also place a loop. First of all, on the
centers here and then place another two or three
in the center here because else the shape
kind becomes too long. Arturbsmoot, isolate. And now you can see
that over here, it does create a
few problems with this flat face if you want. Although I don't like you probably won't
notice it too much, but you can use your
cut tool to just place a singular line here and here. I guess we need to
then also do it here because we made that connection, and that will just catch those stray polon and now
it's a little bit cleaner. Now from the top view,
just go over here, see, it just looks like a simple
additional shape. Okay, cool. Now at this point, we're
going to make oops, a long one, and then
a short one again. And we can just go
ahead and do that. So first of all,
let's go in here. Duplicate, give it some space. I'm going to go to my top view. And now just in my
Adipoli I just want to select half of it and
I'm just pushing it out. And I'm just going
to go by feeling pretty much,
something like that. Then I do want to keep the same spacing between
here and the other side. What I like to do is I
like to quickly create a line that goes
from here to here, we've done the line,
I believe before. I've done the line
before for measuring. I just place it on
this side so that I know that when I push it back, it just needs to be the
distance of the line. Now this is the perfect
additional distance. That one is now done. Now the next one
that I was going to do is I was going to go in and create this type of stuff. I quite like where it has
this little lip around it. And over here, it also has
some interesting details. So I was going to try and just make something like
that, just for fun. Now, at this point, this one we can kind of just
place a bit further away. I'm going to make
this one a little bit longer. Probably like this. And then what I'm going
to do is I'm going to get started by let's see. So there is a little
detail there. It always looks like
the details kind of doing this and then
creating a bevel. I'm going to select these edges and place a single
connect, and for now, I'm just going to delete half of it so that I only have
to do the details on. So let's say that I
move this in here, turn on my edge faces like this. And then I'm going to give it a little chem fo axion
all these sites over here. It's a bit sensitive. I think that's already enough. Just to give it a little
extra and then this one, I will go in and I will
just make it flat. It doesn't have to be
perfectly round, of course, because this is just like a
detail that will go away. But let's say
something like this. Next what I'm going to do is I'm going to select these edges because I want to create
this detail over here. I'm going to go and place
a connect honestly, yeah, that's a pretty
good place for connect. Place to connect. Now what I
want to do is I just want to go in and I'm going
to let's see, I'm going to probably
just extrude this one out a bit and I want to kind create my
detail in here. Going to make this a
little bit bigger. So to make this detail here, it's just like a little
trim that goes around it. All we really have to do
is just place like a loop here and then another
loop where you kind want the detail to
stop something over here. For this loop and this loop, I'm going to now add a chamfer. Oh, God. It's really
sensitive for some reason. Something like this. It's
like a really thin edge. Oh, yeah, that connection. Before we add the chamfer, let's select this vertex and
then add another chamfer. Hopefully, here, see, it should give us a
little bit of a rotation. It's often really messy, but it is also quite quick. So let's say
something like this. And now in here to
clean this kind of stuff up because we only
really need the outside. Let's just go in and for now, kind of just like merge
some of these together, and then later we
will just do an outer merge for the rest. But I need to move
these edges closer away from the outside. So it might look messy,
but now at this point, pretty much what we can
do is we can select Oops, all of this stuff. Over here and just
pla, like a collapse. And then maybe just
merge it to the side. Oh, this one is also double vertices, so
let's collapse the two. And then use the
target well to kind of merge this to
the side over here. So over here, actually, just to avoid any confusion, push this to that side. Okay, cool. Now,
we got to go ahead and the chef honestly, I only need the chef up
until this point, probably. Let's do something like that. Next, just go quickly
to our top view and just move this one
in so that it's, of course, a little bit more
nicer around over here. Now, it should be as simple
as just grabbing these faces. I just want to stop the faces in the bottom, so
let's just do this. Grabbing them. In this case, I like to use a bevel
because with the bevel I can already give it well, a bevel. Over here, I can do this, and
then I can move this one to give it a little bit of
a slope, as you can see. And let's make it not too deep, something like this
should be fine. Now, at this point, we can
add a simple loop over here, another loop in the
center over here. These loops over here, they
break, but that's expected. And these loops over
here also break. So what I tend to
do is I tend to just place the loops
as far as I can. Then over here, in this case, I need to place some additional
connections. Over here. Okay. And then when I
place those connections, I'm able to just
use my cut tool to manually place the
rest of the loop, and I kind of just log
on to end the loop here, and then this connection over here will kind of take over. Over here, this one
is a bit easier, so you just want to place this loop along your
shape like that, that should take
care of most stuff. I'm just going to
go ahead and select these back faces or at
Javi and push those in. For the rest, I'm going
to go ahead and place a swift loop over
here and over here. We are now already
going to turn it into hypol and then we will just simply do asymmetry to
cover everything else. Over here, we want
to have a loop on the insides and outsides
and all that stuff. Yeah, the loops like
they don't have to be absolutely perfectly
placed, of course. Just make sure that you
make it fairly consistent. It's going to ring,
and I'm going to place a double connect over
here on the inside, and we had to place
another loop over here and maybe also place a loop
here because we now made this shape and I don't want
the shape to get destroyed. I also probably need
to place a loop here. But this loop I can
just finish over here. And then I also need to
probably go in here. No, I was saying go in here and just kind of like
finish this loop like that. Same as that we do over here, I just kind of like
covers the corners. And in these areas, we can
kind of just leave that open because I hope that if we do Turbosmooth C that
it just looks fine. Turn on isolate display and set our iterations
to two to give it a bit more geometry and turn off edge and faces and
just have a quick look. I think that's
looking pretty good. Now over here, it gets
a little bit destroyed, but don't worry
because we can go in add a ply and we can add simply a symmetry modifier on the x axis with the
flip turned on. And here, if you
want, you can even make another detail like this. You know what? That is actually pretty
fun. Let's do that. Let's add this
one, duplicate it. See, sometimes you just find these random details
that could work and then add this one over here. So this one tiny detail,
but it will just work. Nice. And this one. I'm sure that I can find, like spots to,
like, place these. We need to add these random
details later on anyway. So if it literally takes
almost no extra work, then that is pretty good. So that's looking pretty good. If we just go and have a double
check from our top view. Yeah. Like, I'm totally
happy with that. Awesome. Okay, is there any last detail that we can
probably art on the sites, or are we just going
to go to our frames? Like, these are all like
a little bit too big, and else I would just
leave the site open. I don't know what some of
those pieces over here, we could use those reuse them. So I'm just keeping
in mind where it is. Yeah, so let's just do a simple grid like
this to kind of, like, end this part over here. Now, doing a simple
grid like that, we can probably just once again, reuse one of these shapes. But in this case,
I probably want to simplify the shape a
little bit because this is not I don't want it like going inside and all
that kind of stuff. So for now, let's just delete our Adipol and we pretty much just want to
get rid first of all, of our but supporting loops, which is a bit
difficult to select. There we go. And also this one, we can keep these
supporting loops. But what I'm going to do
is I'm basically going to finish the edge
already over here. Let's just double
click and select this entire loop and
just press delete, and then we can double click and just delete the entire bottom. Finally, double click this
one and also delete that. Now if we just select this
loop over here, we can go in. We can push it in. And then the first thing I'm going to do is I'm
just going to do a very simple extrude and extrude this in like here. And I'm going to select
this edge over here, and I'm just going
to add the chamfer. But this time, I'm
going to give it like a few loops to make it more like a softer
chamfer, like this. And then this one, once again, you can just do like
a simple Caple. No, it looks like it doesn't
want to do the Capli. In that case, just
like these two edges. These like these two edges
and just press bridge. And then select the ends and I use three to go
my border select. And I just do like
a simple Caple on both sides to kind
of fill that in. And at this point, if I
just do a turbo smooth, I say display,
iterations, there we go. See? So we now got
this simple shape. At this point, we can go in
and we can center our object. I only now realize that I
was using the wong mouse. So I really apologize if
you hear it like clicking. I have switched over
now to my other mouse, which is like a silent mouse. So I'm really sorry. Like, you get so used to using the same mouse that
you just kind of forget. Anyway, what I'm going to do is I have these pieces over here, and I'm going to
have two versions. I'm going to have a normal
version and a zigzag version. So first of all, scale it down. Let's go to my added poly. Oh, God, I'm a lot
slower with this mouse. So yeah, I'm really
sorry about that. And I'm going to kind of, like, just push these pieces in. Still try to keep it a bit even until it becomes
like a small piece, which looks like it does. And then what I'm going
to do because of course, later on when we start texturing this or when we
start placing this, we can scale it up and down. So let's grab this piece,
and this one is quite easy. We are just going to go
one, give some spacing, and then set the number
of copies to two. So this one is just like two
or sorry, three together. And then I'll set
down like that. So that's just like extradita. And then the next one is going to be here, let's
just select these three. And we just need to kind of
keep in mind that this is like a separate one. And
we basically do this. We place this one halfway, and you know that it's
halfway by just looking at your pivot point and kind of
aligns with the other ones. And then for these
ones, what we can do is we can simply
place it like this. Here we go to zigzag. And then what you
can do is you can end things if you want. But often that doesn't transition as well if I end
this. I can end this here. S. And then I would
continue it here. So 1 second. It would
I'm just worried. Basically, what I'm
worried about is if I end this connect, so I can show you, of course. But if I end this connection here and then move
it along over here, we might get situations where we don't have a
proper end over here. So normally what
you could do is, let's say that we
have this piece, and I could literally
place a slice along here on the x axis and just place this slice
basically on the end over here. And then you would go
move this object here. Although, I guess, in this case, we need to that's interesting. So our spacing is not very good. I guess I still made a
mistake with the spacing, and the mistake I made was that this one is not supposed to
be on the end over here, it's supposed to
be on the center. So it's supposed to be
more like like this. Yes, that looks a little
bit more correct. And then, like I said, you could add a slice over here. And this is like if you
want to make it repeating, and then you
basically go in here. And then in here, you want to go ahead and
place a slice back. But once again, this has
to be in the center, which means that this
slice would not work. But basically, you would
place it around here. 1 second. It's because I'm trying to show
you this quickly, but I should take my time. At that point, if you would convert it to add a ply,
you could, of course, delete one side
here, go over here. I guess this one needs to
also then be near the end. And then for this one, you
would delete one side here. And then it will basically
just like repeats. So yes, that's one
way of doing things, but I have a feeling that
this will not look very good. So you can definitely
repeat it like this. Of course, do it a little
bit cleaner than I am doing. But what I'm going to
do is I'm going to, I think, just leave these out. I'm going to make it like this. And then when we
want to end things, I can always just go in and I can just add like
an additional one. So I can basically cut
out one of these shapes, and I can simply
place those over here to repeat things or to end things. I hope
that makes sense. So that was not the
best explanation. I don't know why I had so
much trouble explaining that. But anyway, for now, we have now these additional
shapes over here left. So what we'll be doing in
next chapter is we will start working a little
bit more on our grids, which are going to include
these grids over here. The ones over here.
And once that is done, we will probably go ahead and continue onto the
more bigger ones, which are the ones over
here and over here. And after that, we'll just
add some additional details. We most likely have
quite a bit of space left on this trim sheet for details, but
that's totally fine. We can always add more
details if you want later on. Or what we can do is we can fill in the rest of the trim sheet with already existing
details using, for example, the
Alphas from JROTols. But that's something
we will, first of all, just go ahead and
see how far that we get with this trim sheet. So let's go ahead and continue
on to the next chapter.
18. 17 Creating Our First Trimsheet Part3 Timelapse: [No Speech]
19. 18 Creating Our First Trimsheet Part4 Timelapse: Uh a I. D. D. D. D. D the h. Mm. I I So
20. 19 Texturing Our First Trimsheet Part1: Okay, so I have now
created what I consider like most of the
essential details that we had to create ourselves. As you can see, we still
have a lot of space left. However, I did this on
purpose for a few reasons. One, I did not want this entire tutorial to
be creating a trim sheet. That's quite a simple reason. And two, is that we are going to go ahead and use a lot of pre made Alphas on the
empty area over here, which I will show you where
to get them and everything. And good friend of mine, creates
a really amazing alphas. Basically, we got over here
our construction lines. Those are by far the
most important one and some of these extra
circular details, as you can see over here, we got some events, I guess
I would call them. We got an extra large detail that we can maybe use somewhere. Although this one
was just to show you that you can also create
depth and stuff like that. I'm not yet sure where I'm
actually going to use this. We got a few more
smaller details and handles and stuff like that.
That's looking pretty good. Awesome. Now what
we're going to do is we are going to go ahead
and export all of this, and we are going
to bake it down. Now for that, what
I'm going to do is I will be using substance painter this time for baking it down. Let's first of all, go in here. Whoa, that's really
big. Give me a second. We'll do pots and just go ahead and create
a voltical trimset. This is where we can
place it. Now for the plane, that's very easy. We have over here our
plane, which hello, can I select you or Oh, sorry, right click on
freeze to select a plane. It's because when you freeze it, normally the color changes,
but on a plane, it does not. Anyway, so we have
a plane selected. It will already have a perfect
UV because it's a plane. It will have an automatic UV. So let's go at an
export selection, and we're just going to go
ahead and call this LP in our exports trim Set
folder. Nice and easy. Now, with our hypol if I just
go ahead and hide select, our hypol what we did is that we went in and
in our turbo smooth, we turned on isolate display. Now, doing this,
what will happen is that if you export
with isolate display on, your geometry will break. So you want to turn this off. Now, of course, we have
quite a few pieces. So what I like to do is I like to use something
called Zorb modifiers, which will automatically allow us to turn all of them off at the same time because selecting them does not allow
us to turn them off. So yes, you can go one by one, if you want, or you can use the script
that I will give you. And I have placed
it for you into a scripts folder into the
source files over here. And all you really have to
do is just drag it in here. And what this script
allows us to do is it allows us to multi edit with
multiple selected models. So we can literally
select everything. Then in order to update it, you just need to go ahead
and click on Selected, or you can just switch between the two, and
then it will update. You can see over here that
we have 69 Turbo modifiers. That would have meant that
we had to manually by hand 69 times turn off Turbo
smoot, which I don't want. I can click on it, get
modifier properties, and then I'm just
going to go ahead and in the isolate display, I'm going to turn it on.
And turn it off again. This way, I am sure that
everywhere it is turned off, and then what we
can do is we can close this and double check. So you can see here,
isolate display is now everywhere turned off. And you can also go to
your edge and faces, and you can see that now the jom try amount is way, way high. Perfect. So we got
that stuff done. We can now go ahead
and select everything, file export, export
selection, and call this HB. And go ahead and just export it. Now, this one will take
a little bit longer, but there we go. Okay, cool. So we
got that stuff done. Now at this point, you can
go in and if you want, you can just save your scene. I will save it for you guys so that you can
easily export it. And now we're going to go ahead and open up substance painter. Okay, here we are in
substance painter. Now, again, I do expect that you know the basics
of substance painter, so we will not go over the UI
and all that kind of stuff. But you should be able to follow along because we don't have to do that much stuff
inside of painter. We're going to go to file
and create a new scene. PBR metallic roughness
is totally fine. Then in the file, you want to go ahead and select your low ply. Let's navigate and select our low ply that
we just exported. I'm going to go nice
four k resolution, and I personally like to always work in open GL with my norm map because it makes it a
little bit easier for me to read the norm map. Now once it's done,
we can press okay. And the first thing
that we, of course, need to do is we need to get
started with the baking. So we have over
here a few windows. If you don't have these windows, you can find them down here in views and here you can
find all of your windows. What I'd like to do is, first of all, in our
texture set list, I like to call this Trim sheet
on score 01, for example. This is basically the name that your file will have
when you export it. Next, we're going to go to
our texture set settings, and we want to press
bake mesh maps over here or you can press a
little bred icon up there. Now we're going to
go ahead and set the output size to four K. Then what we want to do is we want to go ahead and go in our high definition measures. And import our hi poly. Now, give the second to load in, and now we should be able
to start setting our cage. So if we go ahead and
go into our cage, do make sure that you are using the latest versions
of substance painter, because in all the versions, you don't have all
these tools because these are quite new at the
time of recording this. But what we can do over
here is so we can see our cage and we can go to our Max frontal distance
and push this up. Your goal is to push it up
until you see no more red. Do, of course, ignore this because it's just sticking out. Now what will happen is that our bags will basically
start where the plane is, it will start above
all of aditas and it will just push all of the rays down and the rays are just like a bunch of invisible lines to calculate where all the models are and
what they look like. So, but yeah, I'm
not going to go over what baking is exactly. But basically, it allows us to have all these details onto a two D plane while still having a fairly
realistic look into it. So we got all of
that stuff done. Now, yes, we want
to have a norm map. World space normal is fine. Let's turn off the ID map
because we don't need it. And let's turn off. Well, we can have
the position map, but let's turn off
the thickness map. So these maps we mostly use, like the one that we are
most interested in is the norm map and the
ambulate clusion map. And for the rest
of the other maps, they are mostly used
for, like, generators. To, for example, generate scratches or dirt or dust
or anything like that. So at this point,
you can go ahead and you can just
press baked textures, and it will start baking
all of these textures. Now, the one that
I'm most worried about is the ambient occlusion, because often what happens
when you bake trim sheets, is that the ambient
occlusion it, oh, wait. I forgot to do one more thing that I will show you in a bit. What I was saying is that
the ambient occlusion, sometimes also like
arts occlusion outside of our meshes,
which we don't always want. So one thing that I forgot to do with this is the
opacity over here. We definitely need an opacity
map and the reason we need that is because we want to cut out all of these shapes. Grab your opacity and it should still also
bake your opacity. See? There we go. That
should all be fine. Now what we can do is
we can go ahead and we can go back into over here, for example, our painting mode, and now here you can
see our details. Now, with our past map, one thing that we do
need to keep in mind is that we are going to add additional details
in here later on. For now, if you want to be
able to see the Opacity map, although I don't
want to, right now, just to show you, you can go and make sure that
your paste is plugged in. And then if you go up here
to your shader settings, you can go up here
to your shaders and you can grab
the cutout shader, PBR metallic graph
with Alpha test. And when you do that, I expected
it to have our opacity. Let's double check that we do X. You can also go in here
and in our channels, set the opacity channel. And then let's go to our layers
and just do a fill layer, and let's tie it this way. So fill layer opacity and
then select the opacity, which is it called? I just need to
fight my bake maps. I kind of expected
it to work when it is in bakes, but
for some reason, it is not maybe because the opacity is
technically transparency. So technically, I guess
if we would go over here to transparency, no, weird. I don't know exactly
why that's happening, but like I said, there's another way that
I can easily do this. I just need to type
in opacity and drag this into my
opacity over here. And now you can see that
it is reading all of that. You can now also see
the power of normps. If we hold Shift and rotate, you can see that now
it really nicely rotates around over here. So that's all
looking really good. So I quite like that. We have all of these
additional details over here. And yeah, I'm just basically now also having a look
at my opacity map. Over here, this one it's
really extreme details, so that one is not the best, but from a distance, it
is still totally fine. We could have maybe given it a little bit more like a bevel. But in general, this looking
pretty good and also the ambient occlusion map
has generated pretty good. Like there's no weird
artifacts or something, but it might just be because
we are using our opacity. So let's go in here. And first of all, let's
get rid of the opacity in our opacity map. And now, weirdly enough, it is generating
the plane again. It's behaving a little bit
strange, to be honest. For some reason, it
requires it on both sides. So weird. Um, now it's
working again. Okay, weird. Anyway. So this is all working. Now, for my opacity map for now, I'm just going to
go ahead and I'm going to get rid of it, and I'm going to make my opacity full because we want
to first of all, start adding a bunch of
additional details to this. The only thing that
I'm not really happy about is that right now it is adding a lot of
padding to our mesh, which makes it
really difficult to see what everything looks like. The padding is normally
used to avoid seeing seams. I'm just going to go
to my baked mesh maps, and I'm just going to go
in here and I just want to um where are you?
I'm super blind. Uh oh. Of course, it's not called
padding in painter. It's called dilation width. So just set that to zero
and then just press rebake. Inside of Mom's set,
it is called padding, and pretty much in any other program,
it's called padding. But anyway, let's go
back to painter mode. Now you can see that now
it's kind of like just stopped our textures where
the end of our model is, which is what I wanted. So this is now done. Now what we're going to
do is we are going to prepare a bunch of
additional details. Now, for this, what we're going to do is we are going to use an Alphabec that is
made by JROTools. Here we go. So JO Tools, also known as Jonas Ronegard. He makes some really
amazing products. I'm sure you guys have seen it because he's been
around for a long time, and he has some
really nice stuff. If you want to go to Gumroad, you can go to environment
design.gumrod.com, and then you can find his store, or you can go in Station
and you can just type in Jonas or Jonas Ronegard
or JROTools whatever. Now, anyway, you can
see over here that he has a bunch of
really cool alphas. I'm specifically talking
about these and only for $6. And what we're going to
do is, as you can see, there are so many Alphas for
us to actually create all of that stuff to fill our trim
sheet into a tutorial, that would be a tutorial on its own because it just
takes so long. However, over here, you can, for just $6, find
a bunch of stuff. So we are going to use
probably this one, these subs pain, 325 hard
surface and height alphas. However, always just have a look because he does have a
bunch of other stuff. Also some stickers, the hard surface
collection over here, which includes pretty
much everything, like all types of
surfaces and everything. So I am allowed to use
these in the tutorial. So the ones that we
will end up using, I will add on here, and I will not remove them, even though normally they
would be like copyright. However, I'm not allowed to actually include this
product into the util, which I assume makes
sense to you guys, because, of course, I
don't own the product. But yeah, so a bunch
of cool stuff here. So let's go ahead and use this. And for now, I will just
actually I got this one, the hard surface collection. So I'm just going to
go ahead and collect a bunch of Alphas together, and I will temporarily
place them in our source file so that we
can use them in painter, and I will show you how
to use them in painter. Okay. So here we go. Now, I
got all three volumes, which you can find
them on there. The only thing is that there
are a lot of images in here. I'm talking about Honda.
So I don't just want to import literally everything inside of subsptm because then it just becomes a
little bit too overwhelming. Instead, what I want
to do is I just want to go through and basically just pick whatever I think I would want to use
and then import those. Go start with volume one,
and I just tend to do this. First of all, I find out
which file format it is dot TIF then I just press TIV
in my search over here. And then I set a view
to extra large icons. And next this, normally,
I do this on two screens, but I just go to file
and Import resources, and I then basically just start dragging stuff in that I
think I might want to use. So let's say that like here, I have some vents, some cables, and I can just
go and start scrolling down, and just anything that I
think might look interesting, most of them are just
like random holes and random shapes
and stuff like that, like you can see over here, but they could be interesting. I can just go in and just hold Control and just
select all of them. You know, maybe like
some of those and those. And just basically, find
the stuff that you like. I guess for this,
yes, you will need some experience in just
reading height maps, just knowing what a height
map will look like. But of course, in your case, you can literally just import
everything yourself if you want and just use
whatever you like. So for me, I'm just doing it to keep everything a
bit more organized. But most of these are
pretty simple stuff. And it's just like
small details, just some handles here and there and some other
random details. And it's just nice to have
these extra details here. I'm not even sure if
I'm going to use all of them. That's totally fine. It's just that I
need to make sure that we do have enough options. See. I don't need any
of these type of bolts. Maybe some frame. Yeah, let's just try, like, some framing. Why not? Maybe like these little details.
All good with me. And these are more
likely. Okay, cool. So this is Volume one. I now find one that I have selected and
just click and drag. And for all of these, just press contre A to
select all of them. And we are going to go ahead and you choose you
can choose Alphas. I like to use them
as texture because a texture can be used
as an Alpha anyway. So I'm just going to go
ahead and import them. Now I'm going to go ahead
and just keep doing that and I will go over here. And yes, of course,
try to find something that's not super similar
to what we already have. So we can go Volume two, Da TIF, set our view
to extra large. And then we're going
to have another look. Oh, that looks quite cool.
That one looks cool. That's one. Yeah. So there
are some frames in here, but they don't look like
the frames that we have. And I quite like that.
Yeah, I do try to go for fairly flat details because often since we are baking it down onto plain
and everything, like only Wi flat
details will look nice. If the details have a
lot of height in them, you would kind of want to have
some actual displacement. This one, this one, these are not really
details that I care for. No, these are UY details. I don't need that kind of stuff. And maybe some of that framing, I'll try this one,
maybe some of this. And remember with height maps, when something is white,
it will stick out. When something is black,
it will go inside. Although, in this case, because
black is the base color, it is basically only that
it will stick out if it's black and then gray will basically mean
that it goes inside. It just depends on
how you level things. Anyway, we're almost done here. I don't see too much additional
stuff that I'm like, Oh, I really want to use
that or anything like that. Yeah, let's do this. And I
need to quickly go file. Well, actually, you can
just drag it in here. You don't actually
need to open it up. That's a force of habit
from old school days. So once again, texture.
We can add those. And then finally, we
have the last one, but the last one is not as
big as you can see over here. So you can just kind
of choose if you want anything from here. So maybe like this or most of these are a little bit
more clean and minimalist. Yeah, so that's fine. Just go ahead and write those also in. Awesome. Okay,
that's already it. So we can set all of
these to texture. Now, to place these things
is going to be quite easy. So we have over
here already that we create the fill
layer for our opacity. I'm just going to go
ahead and I'm going to call this base over here. Now having that one done, the next thing that we want to do is let's just go
ahead and first of all, start by adding some of
these non map details. I'm going to go in my
libraries and close it. At this point, what
I also want to do is I'm going to 1 second, make a folder that I will call Trim Sheet 01 and then file save as going
to save my scene. Trim Sheet 01. There we go. That's number one.
Now, next thing I want to do is I'm
going to go ahead and create a new you know, let's start with a new fill
layer and also a new folder. I'm going to call this folder. Trim sheet don. And in here, I'm
going to make one fill layer that I will call up. And I just want to go in and just turn everything
except for the height. And I'm going to set my height over here just like upwards, which basically means
that everything I paint in here will
be sticking out. And then another one that I
will call down and this time, I just stick the height down. Now, doing it this way, I'm
able to basically edits, my height, even
after placing stuff. So I think what I
want to do is I'm probably going to
go ahead and go in my Tuview because
it's a bit easier. And I want to start by adding a black mask to both
the up and down layers. Next, I can go in here and I can basically just navigate to the area where we have all of our Alphas,
as you can see here. And there's various ways
that we can do this. Now, the way that I tend to like is that I
tend to like using a projection because it just gives me full control
over everything. You just go up here to the
left and go to projection, and then you want to place
this into your gray scale. So I can go in here
and I can say, Oh, I guess that they are
a little bit split up. What I, I guess they were
not as many as I thought. But let's say that I have,
for example, this one. I can now hold S, and when you hold S, let
me just move this. When you hold S,
what you can see you can see over here
your instructions. So S Miller Mouse button
is moving around and S Lev Mouse button
is scaling it. Now I can basically just
set it wherever I want, and then I can go in and I
can start painting this. Now, as you can see
when painting this, we can choose between
going inside. Let me just quickly switch to my three view. Go
out of projection. We can basically choose by going outside, you
can see over here. It's a bit difficult
to see. Or if we paint it into down,
it will go inside. Now, in this case, it
is actually really difficult to see
what is happening. But once we start
adding more textures, this will become a
little bit more clear. For now, this one over
here is totally fine. Now, unfortunately, we later on also need to create a mask because you are not
able to basically paint the mask at the
same time as your height. I'm going to show
you some tricks on that we can how to
generate the mask. But of course, we want to create a mask so that we can
easily select stuff, just like we had
the mask over here. One of the more bigger
problems that we have right now is also our
ambient seclusion. So our ambient
clusion right now, it's kind of like just
overpowering all of the shapes because if we just go ahead
and go to our base, we want to edit our embit seclusion
because our base is fine. Like here, we can
just make it white. If we go to your
texture set settings, and in our channels, we can go to art and ambient
occlusion channel. And next above our base because we don't want to
overwrite everything, we can duplicate this and call this AO underscore over white. Turn off everything except
for our ambit seclusion and set our
embitoclusion to white. Go down here to ambit
seclusion and set this one to normal over here. And then if we go to
our what was it texture set settings in the ambit seclusion
mixing, set it to replace. But now add a black mask. Now the old ambit
seclusion will be back. I do see over here, see? This is where we have
some problems with the ambit seclusion that
I was talking about, where we might need
to paint some out. So that's something that
we'll go over in a bit. What I was saying is, yes, we have our ambit
seclusion overweight. If we just go ahead and we
have a brush already selected, set the hardness of
the brush to one. I'm just going to Okay. That's weird. Let's go ahead and just double click that feels a little buggy. Let's go into our brushes and just double
click on Basic Hart. Uh, interesting. That
seems like a bug. Basically, the way that it would normally work is we
would basically just, like, paint in the area that
we want to have this, see, you can see that I can
just paint into the area. But for some reason,
there is, like, a small problem with it, which I've never seen before, but that's how it always works. Whenever you're recording, that's when this kind
of stuff happens. So instead, what
I'm going to do is I'm going to pass the
video and figure this out. And like I said,
I figured it out. I forgot that in the base
because we add the AO later, we need to just click on AO and just select the
AO. There we go. So anyway, this is
now pretty much done, and this basically just
means that we have no embitclusion in this area. We can later on generate
embitclusion if you want, but it's often not really needed because embitclusion
is not that important. So anyway, we have our
base, our AO override, and now we can get
started by just really painting in all of
the details that we want. So I'm going to go in here. And just like a lot
of these details, even if I'm not sure
if I want to use them, just add them if
you have the space. So we just drag this
into our gray scale, and then we go over
here, and we can, for example, here we go, paint another one of those details. And just like that.
And often what you can also what you also want to do
is you want to have a look. And if you feel like that it is not in the right direction. You can go up here and you
can press TD and TD view. Now, I'm trying to avoid
it because as you can see, it's a bit tricky to
show in the tutorial. But we can always go in and just hold shift and rotate
the lighting around. And you can also play
around over here, and you can see, like, Okay, do I want this
pushing in or out? So that's up to you. So right now, this
one is pushing out. So maybe I want to
have it pushing in, so I can then go
ahead and pass Undo. I can go back into
my projection, and still over here, I can just paint the
projection in here. Oh, now I do it again
and just go to down. And here see. Now
it's going downwards. And that one feels a
little bit better to me. So knowing that, let's go
ahead and at this point, just kick in the time laps where I will just basically
be painting in all of these various details that we have just downloaded. Y. Do Don't do.
21. 20 Texturing Our First Trimsheet Part2: Okay, so we have now
placed our details. Now the next thing
that we're going to do is a little bit of cleanup, and we're going to generate an ambient occlusion
for all of this. So basically, for the cleanup, the first thing is that we have this quite strong
difference between the AO. Now we can actually
fix this quite easily. So we have over here AO overt, and we can just include
our mask to also have the AO like outside these areas. So that's super easy. Just go down here, add the fill, go to a grayscale and just
type in. Oh, I already did it. So just type in OPA to go to opacity and then select your opacity mask that
you have over here. And I always forget
which one it is, so I'm just going to
use my scroll wheel. We want to go to Divide. With Divide, you can see that we still keep our ambit occlusion, but at least we now
have a more clean AO. The next thing that
I'm going to do is I'm going to go ahead and
I'm going to press C and then I'm going to
keep pressing C until you switch to
your ambit oclusion. As you can see right
now, we don't have any embitclusion on
details that we added. However, this is actually
not too difficult to do. What you want to
do is because we basically generated
height maps here, alt click on my mask, see, these are pretty
much a height maps. We can go in and we can
add an anchor point to each height map for up
and for down over here, then we can go ahead
and we can add a quick fill layer to the top. Called AO don and I'm going to only turn on the
embitoclusion for this. Then what we can do is
we can go ahead and go to our masks, r black mask. In here we are two field layers. Number one, you can go to your grayscale anchor points
and grab, for example, up and number two, grayscale anchor
points and grab down. Now, with the down version, what we need to do is if you
just d click on the mask, we need to set this to
our linear Dutch art to basically add these
additional details. Now, once that is done, all that we have to do
is we can go back to our main fill layer. We can go down here,
add a generator, and you want to go ahead
and want to select the ambient occlusion generator. Now, you just want to go
ahead and turn it off for everything else but our AO. And now what it will do
is it will basically grab all of the
details that we have in our mask and simply add
this as an ambient occlusion. You can see that it
is quite strong. With this method, you
are not really able to use any of these sliders, unfortunately, also
not over here. So what you can do is you can go ahead and set the
ambient occlusion for multiplied to normal and then just change
over here the opacite. And now if we just press M
to go back to our material, you can see that now here
S I can just quickly add a little bit of AO which will just give us a little
bit more depth. There we go. That's
looking quite nice. Okay. Awesome. So
we got that done. Now that we have our details, the next thing that
we need to do is we need to generate our texture. Now, for something like this, that is not going to be too difficult because
we don't have a super detailed in depth
texture or anything like this, since most of our materials will actually happen inside
of unreal engine. Now, what I mean with this is
that some of these details, like for example, over here, the lines and these details, we only really are going to use the normal map inside
of Unreal engine. We are able to
create a shader that it will only show
in the norm map, and it will just use
the base texture of whatever is behind it, in this case, our tiable metal. Of course, for some of these frames like we have over here, it would make sense to
go a little bit more in the direction of
something metallic. Also, by the way, I
almost forgot that I needed to fix
this one over here. We can go to the AO overt, and it's probably easier if you just go ahead and
art a quick paint. Set the hardness of
your Alpha a bit lower, and then just go
ahead and click here, hold Shift. And click here. And then, as you can see, just need to be a bit careful
around the edges over here. So that's what I've
been doing first. If you hold shift, we can go
ahead and art these edges. And now we can just go
ahead and let's just get rid of this ambit
clusion in this area, because it's not
really worth it, and it's like, there is a way, of course, to make it all work, but it's such over the top difficult that just doing
this is just way easier. Okay, cool. So for our textures, we now have a trim sheet ard on, and we have over here
our AO and our base. Now, what I'm going to do is I'm going to go ahead
and I'm going to actually import my paint. So Import resources. You can, if you want,
with your painted metal, export a dot SpCR file. I'm not going to go
over that because we really only need the paint for, like, something super simple. Actually, we don't
even need metallic. We just need our base color, normal roughness, dit
as like a texture, and just input it
into this project. Next, add a simple fill layer. And I want the
artist's fill layer, think below our
trim sheet ardons because these are
just normal maps. Go ahead and call
this base metal. In here, we can turn
off the height. We can turn off the metallic and the opacity and
the emit seclusion, and then just drag in
your base color. No map. Roughness map, and maybe in your tiling set tiling
to like two or three. That's a bit much let's do two. Now as you can see
over here, we now have our base metal already
applied to this. I just like to have this base
in case I forget anything. Now at this point, what we
want to do is we want to basically decide on a
few different metals. If we just go up here, we have
a lot of smart materials. The first one that
we're going to make is, for example, going to be
an actual raw shiny metal. I think something like
that will work quite well. If we go down, and I need to make sure that I'm using metals that you guys also have because a lot of these are actually custom made, which means that they
are quite a bit nicer. But again, just making an
entire new material for something this small,
it's not really logical. I feel like it's twice silver armor and
just have it above our base metal and then
give the second to load in and then we'll see which areas of this we want to use. Silver armor is not
really the best one. Let's delete it. Let's go for
maybe just a simple steel. I do like the steel, however, there are still Oh, wait. It's because I'm not
in the right viewport. Treat view. There we go. Now we can see a little
bit of reflections. That's more what
I was hoping for. What I'm going to
do is in my steel, I'm going to go
ahead and I want to get rid of these
damages over here. I can go probably
my surface details. There we go and turn that off. Now, next is that I have my
roughness details over here, which are okay ish. I'm going to go ahead and go in the mask editor and's play around a little bit
more like my textures. Mmm. I think I'm going to
add my own roughness detail. So just go ahead and
remove the mask, add a fill layer, and I'm just going to
add a simple grunge. So just add something
that's like really soft, like the grunge dirt tin, for example, and set the tiling maybe to like
three or something. And now you can go in
here and you can go ahead and play around with
your roughness, here, see? That looks a little
bit more interesting. Just having a little
bit of that dirt, move your roughness around. Next, we have over
here a brushed base. I think what I want to do
is instead of brushed, I want to go ahead and I want to select something like rough. Here, you can see that this one, it just adds a
little bit more that roughness and then
if we just set the brushing intensity down
a little bit, there we go. That creates quite an
interesting detail. Let's go back to my
base, maybe my roughness a little bit shinier and my base color a little
bit whiter so that it stands out a bit more like that, you can just play
around with things. We also have over here some
edges, as you can see, and it adds a little
bit of edge damage, but I'm not sure I want that. For now, let's just
turn it off and we will just like art our own
details a little bit later. These details will
not work anyway because we do not have
them set up in this area. Now, once you are ready and you know that you
have your steel, you can go ahead and
art a black mask. And then if we just go back
to our to the Oni view, pretty much with the black mask, all you have to do
is go to your brush, your basic h brush and eight
just off the manually, do something like this where basically where I want to ended, I click and I click again. Okay, in this case,
I need to go quite far in terms of length.
Don't forget it. We actually do have a mask. Yeah, we have a mask, so you can pretty much
just go out of it. That's no problem. I like to still stay a little bit close to the shape just because it
looks a little bit cleaner. But I do like to often just, like, go past it a little bit. And I can see that over here,
I kind of missed the mark, so sorry about that. Try it again. There we go. And then once that
is done, you can just click hold Shift, and you can just in
a zigzag motion, fill this all in,
and this will just become metallic, like that. And we can pretty much do that with everything that we see. Now, for example, over here, we have a square one. These ones over here, I probably don't need to add anything. These ones. Now, I'm also
not going to add anything. So pretty much only this one. Now, if it's square, if
you want, you can go down. And in your Alpha, just press
the X to get rid of it. And now you can see that it
has become a square button. But that should still work
where as you can see, we can just go around like a
square, nicely go around it. And if you want,
you can also set your brush size at this
point, a bit bigger. So just do one big click and
there we go. Okay, cool. And then later on that
ambient occlusion will also give us a
little bit of darkening, but we might want to add some darkening ourselves
just in case. So we got those pieces done. Now let's go ahead and also have a quick look over here to get some inspiration
on the materials, I quite like this one in
terms of, like, oh, sorry. Where are you? Here you are. I quite like this type of
stuff, just for inspiration. So knowing that, we can go in and double click on
my brush to reset it. Oh, es makes it
like a bit bigger. Also, something that we
need to do is we do need to generate an
Alpha mask also for all of these pieces
to make sure that they all properly work. But that's something that
we can use some tricks to hopefully generate that
mask mostly automatic, and then any additional
details we will do by hand. Okay, so I got this
one. What I want to do with this one is
I'm going to make this frame over here a different color and this
over here, a different color. And think for the rest,
it should be fine. So let's go in, in this case, it's just easier for me
to just go outside of the corners and rely on my mask. Like I said, I want
to do it clean, but I'm not going to
go that over the top, at least not for tutorial. If I would do this for
production, of course, you want to just make
sure that everything looks really nice
and clean so that it does not create any
misunderstandings when other artists are using
your work, for example. But if it's just for a quick personal project
or something like that, we can be a little bit sloppy.
So I'm going to do this. Going to press X,
and I want to go in, and I like to already remove it. The reason I like to
remove it and not just overlay another
material is because sometimes the roughness or metallic details will
shine through this. Actually, you know what?
I'm not gonna do that. I'm gonna use the
inside over here. So this one, you want to
do really acrid Like this. There we go. And this one, we want to do even more acrid so I'm gonna make my
brush really small. And I'm got to bake
it's a bit bigger. And now we can
just fill this in. Okay. So let's say that we would be doing that
with all of the other pieces. Now, because it
would take a while, what I will first do is
I'm just going to do a few more materials and then
we'll take it from there. Now the next one is that I just want a darkening material, bit like you can see over here. We have a gray and we
like a black material. For those, we can pretty
much use our base colors. Just duplicate your base metal. Let's move it above steel. Let's go ahead and call
this one, um gray metal. Now, next, what we
can do is we can go up here and add
a levels to this. And if you set your levels
to base color and then set the mode from color
to luminance, you can now go in and
you can basically, change your colors amount. Here. You can play around
with your darkening. I'm going to go ahead and I
want to set like quite dark. And I should really
look only over here. Till I still see a little bit of detail, but
something like that. Next, you can, of course, go in and ask, for example, a black mask like this
so that we can see, let's go in and let's paint,
for example, over here. Yeah, that should
be good enough. Then while painting it in here, we can then go in and
do some more balancing. We got something like
this. I feel like that's a little bit like this would
almost be like black metal. And actually okay,
making this black. Let's call this black metal. Let's go in and duplicate it, and let's make
this 1 gray metal. Then in our base color,
you just want to go in and make it a little bit
less strong and of course, reset your black mask
and let's say that we add the gray metal over here. Yeah, that should do the trick. Let's go in and make
a brush bit bigger and some extra
details. There we go. So now, we have gray
metal, black metal. And the last thing I
would say that I want to do is I'm just going
to add a fill layer. And I will call this darkening. In this one, I'm just going
to only have my color, set it completely to black. But then what you want to
do is you just want to go in and if we switch
to base color, set the opacity over here a bit down to, for example, 40%. Once again, add a black mask, and this one is great
for if we want to add some additional darkening into some areas like over here,
just in case we need it. You see, just adding
that extra bit of darkening makes everything
stand out a bit better. And we can definitely
add this one. Just in case I feel like we
would need to indicate that, yes, this is actually
going pretty deep down. For this one for now,
I'm just going to place it because these are
all the right format. I'm going to first of all,
like, place all of these. And then you can always
go in with your size, set it lower, and
just get rid of, like, darkening on these
little points over here. I'm pretty sure that you
get the general idea. So that's basically it for
most of our materials. What I'm going to
do now is I'm just going to go in and
kick in another time laps where I will apply the materials to all
of these meshes. Once that is done, we
will go ahead and do a dirt and damage pass,
and after that is done, we will go in and we will
generate our final masks and just complete this material so that we can actually
start using it. And then the
exciting part starts where we will create
our final meshes, and I will showcase to
you how we actually use these strimsets in a
really efficient manner. So let's go ahead and continue with this in our next chapter.
22. 21 Texturing Our First Trimsheet Part3 Timelapse: M. I
23. 22 Texturing Our First Trimsheet Part4: Okay, so we have now finished
painting in our materials. Of course, later on, we can just change the colors
and stuff like that. The general goal for that
chapter was simply to generate our actual masks
that we will be using. So having that done, now what we're going to do is we are just going to
quickly generate some, like, dirt and some edge
damage on our shapes. And once that is
done, we are going to generate our final mask, and then we can already
start using the trim sheet. Of course, we still need to balance things in
our trim sheet, but we will do that when we are having a preview inside we engine so that we
can properly balance it. Now, unfortunately,
because we have a lot of manually
painted details. There's a lot of
techniques which you would traditionally use when texturing objects
that we cannot use. These are things
like, for example, using anchor points to
reference them inside of your mask generators
to generate additional, like, dirt on your shapes
and everything like that. All these techniques
don't really work because of the way that
we have baked our maps because we only baked part of our maps along with the fact with how we
place our shapes. I've done a lot of testing
and everything like that on trying to get it to
work only a subs painter. But honestly, at this point, the easiest thing is for
you to just first of all, make sure that you have everything that you want
on your trim sheet, so all of the shapes that you
want on your trim sheets. And then what we're going to
do is we are simply going to export these shapes, and we are going to quickly throw them inside of substance Ziner and generate a new
curvature and ambient occlusion. We can then quickly
import those and use those for all
of our generations. That's often just
like the easiest way because as I said before, traditional anchor points
are not working in here. So what I'm going to
do is I have this. I want to quickly go
ahead and turn off my materials because
the materials will add very small
nor map information, which I don't want. I want to have only
the raw shapes, and then I'm going to
go to exportexturs. I created already a Bags
folder for you guys in textis trim
Sheet 01 and Bags, and I'm just going to export
it as a PBometallic graph. Now, one thing that you
guys will not have, so I will just redo it is in
your PBOmetaic graphness, I always added an
extra AO Map export. Just to show you, you
can simply go in here, add a gray channel over here. Just quickly copy this
name and paste it in here and change the word
emissive to AO. And at this point, just drag
in your Embase occlusion. I always do this because I sometimes want to use
the AO separately. Now, once that is done, we are going to go ahead
and we are going to export this as
PNG on 16 bits. And this is because the no
map is really important for generating our curvature map. So we need 16 bits to
get the full range. Now, if we just quickly
go in designer, you want to go ahead
and just create a new substance graph, um I'm just going
to call it Gen. I'm not even going
to save this graph, to be honest, because
it's really fast. And you simply want to
go in and just link in your norm map node over
here. You can see. I also want to go ahead and I want to just double check if my AO map has
exported. Yes, it did. And now with this, I'm
going to go in and I'm going to add a
curvature generation. Sometimes curvature smooth is
also nice, but not always. So let's just check. Curvature
is smooth over here. The reason it's nice is
for some softer details. But I think in this case, we probably want to
go for this one. Now, this map over
here is currently set to direct X. I
don't really like that, so I'm going to add
a norm map invert to switch it to OpenGL. And then over here because
I like to work in OpenGL, and when we import
our curvature, it also needs to be OpenGL.
So now we have this. Unfortunately, these
kind of details, even with 16 bits, because of the height maps
that we have imported, it's really difficult to
kind of get rid of them. The thing that you
could try to do is add a very soft blur high quality
over here to kind of, like, minimize those details,
but that's pretty much it. For the rest, it's not
that big of a deal. Like you won't really
notice it. But here we go. Now we have, like, a
really quick and dirty, not that dirty, curvature. But we did not generate it, like the absolute best way, but that's not really
needed right now. I then just quickly
go into an output. Call it like curvature. And then all you have to do is I'm just going to go
ahead and export this, and I'm going to export this
into the same Bakes folder, and it will just be
called curvature. There we go. So really quick. Now what we can do is
we can go back in here. We can turn on our
materials again. And now if we just
go file and import, I'm just going to select
my curvature and AO. Of course, you can
also just drag it in. This is just a force
fabit and just import it as a
texture. Okay, cool. So having that done, now if we just go ahead
and create a folder, it's going to call it dirt and just to show you the concept. So let's say that we
have a fill layer. We only really need a color, roughness and metal
for this fill layer. For a color, let's make
it a little bit of a slightly darker
brownish color. Don't know why it's
so slow in selecting. And then for
roughness, we want to set our roughness really low because dust or dirt
is often quite dull. And make sure that your
metallic is set to zero because dirt
again, is not metallic. G to probably make it a
little bit more brighter. Let's do something
like this. Just going to call this one Ao Dart. I then go ahead and add
a black mask to this. And once that is done, if you go into your mask generators, you can just drag on your
dust occlusion mask. Now here you can see
what is happening. So these ones, because it automatically uses
our baked maps, you can see that these
are working totally fine. We can play around a little
bit more with the dirt and the contrast to get
whatever we want. But unfortunately, over here, it's not able to generate here. Normally, you would be
able to use microdtails, but in this case, that will not work because it
is a flat plane. And even though we have
our height maps over here, even if we would use our
height, it just wouldn't work. So instead, what
we're going to do is we are going to
navigate to our textures. Which I'm trying to find. They're often near the
bottom. And here we go. I'm just going to use this one. This is our loplyi
into sorry, our loply. It is our abit occlusion. And then we also should have a curvature map that's
just got curvature, so it's near the sea, so it
should be up here, here. So no, that's not the one. Those are the old ones. Let's just type in
curvature. There we go. And grab this one. So having that done, now you can see that now we
are able to also generate these details on here,
just like normal. So that's for that one. Now, let's say
that we also want, for example, some edge damage. Now we can do that quite easy. So let's go ahead and just
probably duplicate this one. It's called edge damage. And in here, I'm going to
set my do I need these No, I don't need a base color, and I'm going to go ahead and I'm
going to turn off metallic, which means that we'll just use whatever metallic we used. I'm going to set my roughness. Yeah, I'm going to set my
roughness a little bit dull, and I'm going to set my
height and turn it on. Now in my height, I'm
just going to give it the tiniest bit of
height in the minus. You can see that it
adds high to the dust, but that's just for an example. And now if we go in here,
I'm going to remove my dirt, and I can just go in and
I can use, for example, a nice edges, like
a damaged edges, maybe something like
For some reason, it's really slow with loading. I'm going to restart
MPC after this. Let's try, for example,
like gun edges. Here we go. So gun edges, it's a little bit intense. But what we can do
is we can go in here and we can play around. So first of all, let's play
around with our global bands. I like to go ahead and
add a tiny bit of, like, dirt to this. Dirt blur to this, maybe 0.04, bit more. 0.06. And you can also play rounds with your
textures over here to, like, add more or less damage. See? But in general, like, I'm gonna only I
just want this to be like really small
bits of damage, like you can see over here, like, let's say
something like this, then going to go in
and I'm going to set my height quite a bit lower, 0.01, no 0.005. There we go. So it's just like
some really small damage, and we can play around
with this later on. Next, the final thing that you want to do is just
go all the way down. And in here, we can
go ahead and just import our curvature and
we to glusion again. Just go to type in curvature. There we go. That's the
most important one. And then we also have Ambit
glusion. There we go. So now we should also have
these damages on here. Let's just check. Yeah, see? Yeah. So now we also
have some subtle damages on these areas over here. So for now, let's
leave it like that. Like, we are going
to play around to this a little bit later,
but let's first of all, continue on and show you
the concept of how to use these trim sheets
on our actual models. And later on, we
are going to have a polishing phase where
everything will come together. So that's often
how I work where I don't try to make one element already perfect because often, later on, we will just have
to change that element again since things
might have changed. Lighting might have
changed the way that the models look
might have changed, colors might have changed. So anyway, for our mask. That's the next one that
we are going to generate. Going to go ahead
and create a folder that I will call mask. In here, we're going
to go ahead and yeah, we have an opacite
slot. Yes, Obaste. First of all, let's
start with just grabbing the mask that we already have
right now if I have a look. My base has the ambidclusion. I have not used my mask yet, so I just need a
quick refresher. If I go ahead and
just in my opacity, Navigate and find my
opacity mask over here. Okay. So we got that one. Now what we need to do
is we need to start generating on additional
masks to this. Actually, sorry about that. We need to add this
into a black mask. So black mask and then fill, and in here you want to
select it. There we go. So now you can see that now
we are generating this mask. Now the next thing
that we need is we just need to figure
out, like, okay, what do we want to
go in and mask? Yeah. So as you
can see over here, we already have a bunch of masks that we used
for our details. And you can see also some steel, although steel is
not really needed. I think that it's
probably best to use those like you can in
your trims details, you can try to
generate masks from your over here from
your height maps, but it will not work perfect, but we can try both of them. Let's say that we have
over here our AO ardon. Let's go ahead and art
and anchor points. Call it height
combo, for example. Then what we can do
if we just alt click, we can go in here and
add a fill layer. And for this fill
layer, we can go into our anchor points and
use the height combo. And just set this Oh, we need to set this
one to a paste. Set this fill layer to
just linear Dutch art. Now we can play around
with our levels on our fill layers to already
generate some base masks. It might not be perfect,
but it should work. What you can also do
is in your material, set the color to
something really strong like red, like this. And then you can use that to basically review a little bit. Like the shapes that
we want to get. I'm going to try and get width a little bit more like
these gradients over here. So I'm trying to find a clamp or clamping value where
these gradients here, something like that
looks pretty good. So we got something like this, and now what we can
do is we could go in and then over here we have our gray metal and our
darkening and everything. Let's say that in
our gray metal, we can go ahead and add
another anchor point, our black metal, anchor point, and our steel anchor point. Then if you just go, Oh, X, now we don't need
to do it for our dark. Maybe. Let's just also
do it for our darkening. Next, I often like to
go in and I like to add a layer and just call
this layer combo. And in here, I'm going
to add a black mask, and then I'm just going
to add a few fill layers, which will basically combine
all of those anchor points. That way, we can use
this one fill layer later on also in here
and in anything we want. So we can go anchor
point, black mask, anchor point darkening
mask and just set this to art Anchor point gray mask. Once again set this to art, and anchor point steel mask. And once again set this to art. That if you Alt click, as you can see over here, it has added all of these
additional masks. This way, we can now add
one last anchor point. I know there's a lot
of anchor points. And call this
material mask combo, just to keep it descriptive. And then in our mask, we can
once again add a fill layer. And this time, we can grab material mask combo and
once again set this to art. So now you can see
that now quite a bit of stuff has been filled in. Now it's not absolutely perfect. I'm still missing some stuff. And actually, the one that I'm missing is quite surprising. We not have black
metal. Oh, wait, because we did not use it. Yeah, so the one that we
are missing over here, what you can pretty much do at this point is just
add a simple paint. And then if you just
go in and grab like a Why are my brushes
so messed up? Um, that's weird. I cannot find my default brush. Oh, wait, because
A O we do it on. There we go. So we can
grab our basic hard brush. And you can basically just go in and just like you
did with the colos. But, of course, this time
it will go a lot faster. Old shift. And simply select
these additional masks. Like over here. Most of
these are already fine. Here we have a few more. I just want to make this
a little bit smaller. Basically, this is going to be your final Obacte mask
which we are going to use later on. These
things are really easy. You can even do it by hand.
You don't have to hold shift. And, this one, I do want
to probably go in and this. Don't worry. I won't try not to take too
long for this because this is not really teaching you anything after you've probably already done this for like an
hour or something. When you were selecting a mask. We got these ones
over here and yes, you can go in, clean things
up a little bit if needed. Most of this stuff all
looks totally fine to me. I think that's about it. Cool. As you now Alt click,
you can see that now we have finally
generated our mask, which means that at this point, we can turn off the color,
and we now have a base color. We have all of our additional
maps, and we have our mask. Let's go in and
export it and then we can start by actually
using the stream sheet. Let's create a folder
that we call final. And in this folder,
if we just go to file and let's
save our scene first, and let's go to Export textures. Next, select your final folder. And now for our output template, because I also want to art an opacity map, I
just need to check. So base color
roughness metallic, normal height, emissive NAO, I'm going to go in
and I'm going to add an additional opacity
map for this. Although, wait, sorry, the
opacity map is actually in the opacity or sorry
in the Alpha channel of your base color. That's
what I was looking for. We can probably just use
PBometallic roughness. You can also use
channel merging, which I will explain a little
bit later inside of heel. But for now, let's do
PBmetaic roughness. I like to always export
as target files, and we can just set them to
four K. Let's go at export, and that is now all done. In the next chapter,
what we are going to do is we are going
to start creating our very first model and we will completely take
this model to final, like creating the model,
adding our trim sheets, getting it into un reel,
creating our shaders and setting it all up just so that you can see
the entire process. Then I will show you a
few more examples of, like, different
scalings of models. And once that is done, we
will kick in the Tinaps and we will just go
ahead and complete all of the other final models.
24. 23 Creating Our First Final Asset Part1: Okay, so we are now finally going to get started by creating
one of our final models, and I decided to just create this one because
it's not too difficult, so it's like a
good introduction. Once we've done this,
we will go over on how to create something
a bit more complicated, like we can see over here with this pillar and after that, I will also show you how to
create a really large piece, and then we can go ahead and continue on with
our time lapses. So for this one, what I have is I have my
trim sheet open over here inside the Photoshop
just so that I can have an actual look at it and I
can remember all the shapes. So I will do is I will
go ahead and move that one over to
my other screen. And I, of course, have TS Max open over here. Now, what we're going to
do is we are basically going to work from large
details to small details. Now, this shape is
not too difficult. Most of it is really
just like metal panels. On the bottom side, I do
want to create some kind of, like, a cool framework. And I also want to create some hydraulics that you
can see over here that are kind of like connected to the floor and
stuff like that. Connected to the floor is a
little bit tricky because we, of course, are sinking into the floor a little bit,
as you can see over here. So we would need to
kind of play around with where the connections are going to be. But
that's totally fine. Having that done, what I'm going to do is
I'm going to go ahead and probably recreate the shape. Let's go ahead and
go to our side view. Let's go to our line and we are going to just
use lines for this. I go to start here. A board. Make sure that you select
over here this button. Also what I will do is
normally I just over wide it, but I will do a saves of my maxine and call it
final assets and safe. There we go. It's actually pretty important that
I remember that. So I can go over
here, hold shift, and you can see that it's not
like a perfect flat area, so I'm going to
go ahead and also make my models a
little bit cleaner. So you can see that here, I'm fine with the angle because I was happy with the angle.
I can then go in here. But what I'm going to
do here is I'm going to go ahead and make this
a little bit more logical. So here, let's fit this
up until this point. Go here. Oh, 1 second. Go here and close. And then for this one,
I was going to go in and I was going to make this or push this a little bit out. And push this in.
So this one is just like Wi stuck inside
of the ground. Now, what do I want
to do with this? Let's have a look because the shape still feels
a little bit off. The reason why it
feels a little bit off is because over here, as you can see, we go
from tin to ticker, so I might actually want to
push this back a little bit now to make it here to make
it a little bit more even. Something like this is
looking pretty good. Okay, cool. So we have
something like this right now. I could also just to make it maybe a little
bit more interesting, although you probably won't
be able to notice it, go to insert in my line. Select a single line and
just click it in position. That way I can move
this one and I can make this one straight over here just to make it feel a little bit more like
an interesting shape. Okay, so we have this
shape, and then of course, we would have our
hydraulics with it. I'm going to go ahead and I'm going to already just delete. Oh, wait, sorry, I cannot delete that because I first need to make sure that the shape
is the correct scaling. Let's grab our line and
add a extru modifier. I assume it was 4 meters right. Let's move the line here. Yeah, 4 meters. Okay, cool. And now we can
delete the old one, and we now have this
shape over here. So what we're going to do
is we are, first of all, going to define the
large shapes in this, and we're also going
to use something called weighted normals, which I believe I've
spoke to about before, and it's basically a technique to make your smoothening of your mesh look like it's hypoly with minimal amounts
of extra geometry. Of course, we are using
nanite but I still want to be a little bit more
careful with my geometry. I'm going to go ahead and
I'm going to at this point, probably just convert
this soon at a ply and start with these center details if you look at your reference. So let's start with just two. Actually that's already fine. Two lines over here,
and I'd like to move them a little
bit this direction. I think it's quite nice
when it's not off center. Sorry. I'm going to quickly just
place a line here and here, just to keep things
a little bit clean, and also probably a
line here and here. But later on we are also going to add some details in here. But anyway, we now
have this one, and as you can see,
I kind of want to, like, make this one dent
in more and this one less. So I'm going to go in and
probably around this area. Yeah, let's do it
around this area and then another swift loop. Probably around here,
and then another one that Bill be sticking
out here. There we go. And I had the idea of
basically grabbing, well, first of all, let's grab these pieces that go
all the way down. Although over here, I
will need to kind of like 1 second, let's check. It would be nice to
create some type of trim detail around here. You can kind of also
see it in here. Maybe we can just
simply push it in. I think that might
be an easy way. Let's say that we place edge
here and one just below it. I guy like pushes in and
it's go to our side view, and I'm going to just already, just make this
straight, actually. I first of all thought like
I was going to do a bevel, but like I said, I'm mostly making
this up as I go along because we simply don't have good enough reference to really, like, refine this perfectly. So, something like
that should work, yes. And then at that point, I can go in here and
I can let's see. Let's end it here so we
can delete these phases. Deleting those just makes
extruding a bit easier. We have these phases,
and then over here, I'm going to probably ended up until this
point over here. Because I assume that
you can, he or see. I will just kind of
go into nothing. A little bit? Or do
I want to do this? Now, I'm going to do
this. Actually, I might even do, I'm
going to do this. Sorry. So okay, we have this. I'm going to go ahead
and I'm going to do my first extrude on
the local normal. And this extrude is basically to define this area over here. So what we want to do is we want to kind of
like the extrude this. A little bit in like this. Then I'm going to
deselect this area. Then for this area, I'm
going to go in and I'm going to extrude
this a lot more. I had another idea. What
I want to do is I want to extrude this until
it has quite thin area. Then I want to press the plus, extrude this in quite a bit more like you can see over here. It might be a little
bit too much. Something like
something like this. Then if we just grab
these edges and hold Control double click
to loop them around, I was thinking of also
extruding this back. Just having these floating
panels often feels quite Sci FIE, if
that makes sense. Now over here, I'm
checking because I do get a bit of clipping since this area over
here was too thin. Let's go in and actually
just delete this. I don't really think
I need it for now. I, of course, do
need to clean it up. But let's say that for
now, I'm just going to go ahead and delete
these faces over here and go into my site view. Well, let's first of all,
move this back like this. And then you can
just go ahead and you can scale everything flat just to make sure
that my site view is just completely
flat like this. Okay, so that already creates some large
details on the front. Like I said, like
most of this stuff, we want to rely a lot
on our trim sheet. Like all of the construction lines and everything
like that and all of the vents and all
that kind of stuff, we can just go ahead
and place those here. So already keep in mind roughly where you want to
place, what, basically. So I have this stuff. Now what I wanted to do is
I wanted to also create like a little trim around here. And if I just have
a look around this. So for this trim, I guess it would
be easiest if we just And it somewhere here or do you want to
end it a little bit? So I'm just thinking
if I want to end it in front over here, I'm just doing, almost
like a quick sketch. Yeah, that makes more sense
if we end it in front. So what you can see
over here is that I really place this line. We do not have the line
over here, but don't worry. We can later on just
flip it around. So for now, let's go in and
we are in my left view. I'm just going to
go to my sorry, right view that we got that I can read,
it's a bit better. We, of course, do kind of
keep this at the same size. What I tend to do is quite easy. I tend to just place
a quick line here. Then I place that line closely
near the same junction. I do actually need to check
before I do this if I am at the right bologon. See, I'm not at
the right polygon. I need to be at
that one over here. What you can do is you can place this line in front
as a measurement, and then you can decide how
thick you want this to be. I want this to be
around this tick. Then if you just
place this line, and move it over here to
some of these areas where we are getting close to changing. Okay. Then this area over here, I want to also have the
same thickness, like this. That's just a quick way to do some three
dimensional measuring. If you are using a program that's not as good with splints, then what you can do
is you can also use, for example, just simple
cubes for this stuff. But anyway, I'm just going
to go ahead and move this in And there we go. So that should now
pretty much be fine. I can then go in and
I can select all of these small lines
and just lead them. Now, what I'm going
to do is I'm going to grab this piece. I feel like I kind of
want to move this one. No, I don't want
to move it down. It should be fine. So I want
to grab this piece over here and I'm going
to go ahead and I'm just give it
a little extrude. And then later we will add some additional bevels to this. So we have this extrude. Now over here, what
I can do is I can add some trims degals. I'm going to probably select
this side, and 1 second. I just need to check
where about Okay, so about here, it will
go inside of the ground. So it might be nice to just do it along the entire side
where I would just do a simple inset
somewhere along here. And I just push this in also,
like you can see over here. Okay, cool. So we
have this piece done. Now, of course, the other side, we would also need to do this. However, we can just delete
the other side for now. And then what we can
do is we can go in and basically go to the top select this
entire site over here, making sure everything
is selected. I'm going to detach it for now. And then I'm just going to
go ahead and I'm going to do a simple symmetry modifier. Oh, and press flip. And we want to
place this as close as possible. That's
not very close. Like this, we can then convert to at the
poly and once again, just press attach, and we can just combine
them all together. And now I tend to just go and press contra A to select
all of my vertices, go to weld and then
in my weld settings, and you can see if we weld it on a very low level. Zero point. Okay, that's actually
really sensitive. 05. Just make sure that you do not weld anything that you
don't want to weld and just press ok now it has
become one object again. So let's say that we have this. Now the last thing that I
wanted to do is I do want to create some kind of a very simple framework on the inside. Now, I don't really need
to do that on this side. Like here, we can just have
some vents or something. So what I will do is because
it's going to mostly be from different objects,
I'm going to insert this. And I actually want to
make the insert not to tick because I want
to have some kind of like a hydraulic system
sitting just behind it. So let's do this. And let's go ahead and just
extrude this in. Somewhere along here. And then I will apply
other models later on. So having this point, now we are pretty much
ready to just start adding our weighted
normals for this. So for our weighted normals, there's a few things
that we can do. You could actually go in and use a HAMFO
modifier, which will, if you set these segments to zero and lower down in density, it will instantly add
HEMFOS everywhere. So that's definitely easy for these measures to just very quickly add a bunch of Jen fos, and often it works totally fine. There's still some areas where
it doesn't work perfect, for example, if we don't have vases or something like that. Another thing is that if
we want to do any type of larger chen fos, in some areas, we would
not be able to do that. Knowing that, like
you have just seen, I often just like to quickly add a chef modifier and
it looks like that I just need to go in here
and finish things off. So we just need to well, actually, this edge
over here can go away. And then what we're
going to do is we are going to fill
in these phases. Just give me 1 second. This edge goes, oh, yeah, it goes up
until that point. Let's just leave
the edge for now. If you want, you can go
in and merge it later on. The reason I don't like to do a lot of merging like this right now is because it can mess up our bevels or afls or
whatever you want to call it. Instead, let's just
create the entire shape, and I'm just going
to do a cap poli and this way just
becomes one large mesh, and now I can go in and I
can just decide Here we go. Here, like I said, I'm being pretty
careful about it, especially with these ones, how I place my edges. So this and connect this. But yeah, you do
want to definitely connect all of your vertices. Over here, I don't
choose to go for this one because it
is a we short part. I go for the further one to avoid any errors with my edges. Now, for this stuff over here, I'm going to see and hopefully we can get away
with just doing like a Jenvae because I
don't want to have a floating vertice like that as it could
create more bugs. So let's just try
something like this, or you can try to merge it down, also, you can try to simply merge these
types of things like this. It's kind of up to you. Over
here, it's not as hand. Well x I can try it. Might textual be better, but both of the techniques
will probably work. So we are going to art our Jefa, set the segments to zero, and I'm going to set the
amount quite a bit less. So this is mostly just here to, like, make the shading
look really nice, and you will see
it in just a bit, double checking that all of my edges are correct,
especially here. Here you can see that we
have a few small problems, and I don't know if
those problems are. Let's press Centre. I
think those problems are just like some
unwelded vert ss. Try again. Yeah. They were
just some unwelded sis. That's all looking pretty good. At this point to really
make this model shine, you would then add a
weighted normals modifier. Inside of Maya, if
you are using Maya, you would need to download
a weighted normal script, and Blender also
has the modifier, just keep that in
mind. We go in here. I'm going to turn on
snap the largest face. You want to do
this when you have really large flat
faces on your model. And now if I turn off
weight to my sorry, edges and faces, you
can see that now. See? It looks really
nice and hi poly. So what we can do
then is we can, of course, go in and add
some trim sheets on top. For now, however, let's
go ahead and save this. And let's just go in and create like some
kind of a framework. And for that, I'm just
going to see if there are some inspiration I
can find because, of course, I can make a
really basic framework, but sometimes it's just
nice to have a think about what kind of framework would be
the most interesting? I guess something like
this would be pretty well, yes, it would be pretty default, but it would also
just work quite well. And maybe we can,
like, make it a little bit more interesting in
terms of the frames. Yeah. Definitely
like with Sci Fi, you can go way more
crazy than I'm going and like a ton of
detail everywhere, but, of course, expect to spend a huge
amount of time on it. But yeah, okay. Let's just go let's
keep this one on, and let's go for
something like this. So what I'm going to do
is I basically want to let's say that I do two
frames on the side, and then I do like
some angled frames. So if I just go ahead
and create one of them, I can go in and I probably just want to do a
simple box for this. And just start
dragging in a box. It's going to go
to my side view. I'm going to go ahead and already place this and I
need to place it over here. Convert to aipoli move
one here and one here. Okay. And then this one
we can kind of push back. I want to push it further back than this edge to give it a little bit more of
a depth feel to it. So we got this one. Now, let's probably
go ahead and make it a little bit more classic. Let's go in, select ring to
a double connect like this. And then I'm just
going to go and do a simple extrude and make sure that
your extrude is on the local normal and just
extrude this out. So it is going to be a
fairly classic frame. I'm going to also select
this and I'm going to pass control I and delete
everything else. The only thing that
I want to do with this frame is just to also make it a little
bit more interesting. I'm going to place another
connect and this time, I'm going to place it quite close, as you can see over here. And what I'm going
to do is I'm going to go in and let's see, I don't need these.
Actually, you know what? I don't need, I don't
need any of them. It's actually easier if
we just remove it because then we can just bridge
it instead of extrude. So let's go ahead
and remove these. Then just go in and bridge
and we only need to, of course, create
one of these frames, and then we can reuse them. Bridge. But I do try to keep this type of sci fi environment a
little bit more simple, not only so that most
people can follow along, but also just in
general, not to, like, spend a massive amount
of time on everything. I'm going to I forgot
to select the corners. I'm going to select the corners, and then I'm going to
just extrude this out. And then what I can also do
is later on I can just add some bolts here using my
trim sheet if I want, or I can do them as
actual jom tree. Might be nicer to have them as actual jom tree in this case. But for now, yeah, let's
do something like that. Just select the
entire bottom side. And rotate it a
little bit better. There we go. Same over here. I do want to make sure
that it's rotated in a more logical way.
Something like this. Okay. Cool. So we now
have a basic frame. Of course, we do need to
create also an angled frame. But let's say that we have this one and I'm going
to make it a little bit thinner over here. And then what I want to do is, let's go ahead and add a
simple HAMF note again. Now, at these points, you can decide yourself if you want to
optimize Jem tremor. For example, for these
kind of optimizations, you are able to, for example, target weltem to the site. However, because we are using Nanite and for me to
save a bit of time, I'm honestly not too worried about those type
of optimizations. The only thing I do want
to make sure is that it doesn't have these backfaces because the JAM gets confused. So let's delete it here. And and also here. There we go. So we now have this one mesh. Let's move it out a little bit, and all we need to do is
just create a simple bolt. And for that, as I said before, you can use your trim sheet. However, what I want to do
is I'm just going to go in, I'm going to create a sphere, and I like to turn
an outer grid, which means that I can paint the sphere directly
onto my model, which is handy when
it's an angle model. I'm going to make it only
16 segments probably, and then just click
and drag over here. There we go. Yeah, that
should already do the trick. Now what I'm going to
do is I'm going to go to my side view, probably. Convert this. Just delete
half of it like this. I'm going to go to my
scale and I'm going to set my view pot from view to local. And local means that
basically it will align our Pivot points based upon
the direction of our model. Doesn't always work, but most
of the time it does work. So we got something like this. Now, over here, what
I think I'm going to do is I'm just going to go ahead and I'm going
to extrude this in. Yeah, let's do Extrude
on the local normal. Actually, no, I probably don't want to do
locoormal and probably want to do it group.
It's a bit stuck. Let's maybe do bad. I guess it's stuck because
we are working on meters. But I should really be in
centimeters at this point. So zero or five. Let's for now, quickly do it this
way. Here we go. So I think at this point, I could go to customize
unit setup and send it to centimeters to give it a bit of an easier time when working on really small
assets like this. Now we have something like this. I'm going to go
ahead and just give one quick cha for here. And honestly, that's
all I really need. Like, it just has to
be something simple. You can add some weighted
normals to this if you want. Then on the inside, you do need to go in and you can
choose two things. Or you can add a
bevel on the inside. But just to show you, if
you go ahead and select your entire model and set your own custom
smoothing groups, which in this case, you can
do over here by going to polygons and setting
the smoothing to one. Then I'm going to go
to select by angle, and I select basically
set this to five. Sorry. Why? I'm going to basically
select this inside, and I turn off the one. This means that there are two
different smoothing groups, and now inside of
weight normals, you can go ahead and you can
turn on us smoothing groups, and you can see that now, it basically splits those
two meshes apart. At this point, you
also probably want to actually select this inside, and you want to go ahead and
set this to outer smooth. Right now it's not
perfectly flat. That's why we had some
problems with the smoothing. But when we sell it
to outer smooth, you can see over
here that that does give a nice separation, which for a We small model can save you a little
bit of pool con count. The smoothing groups
are a little bit more specific to threes max. So do keep that in mind. That in Mayo blender, it might not be as easy. I think in blender,
it is actually, but yeah, just in general,
keep that in mind. I'm going to go
ahead and I'm going to move these over here. And next, what I'm
going to do is M gonna. Go down here. Place one here, and at this point, I'm going to go ahead
and set this back to local so that I can simply
hold shift and move this up. Of course, I'm not sure
how perfect our angle is, so I do want to always double check to make sure it's correct. And that nothing is floating
or anything like that. But that's looking pretty good. Let's select our pillar and add a weighted normals along with Snap ilgFace
to that one, too. And now we got that
piece also done. At this point, we can
go in and select these. If you want, you can
also, of course, merge these bolts together. I might want to
do that later on. So let's temporarily, for
example, deselect the pillar. I'm just going to
go in here and I'm just going to isolate
these pieces, select one of them.'s
converts at a pony, and then I'm just going to
directly attach all of them. There we go. I can later
on just unmerge it, but just for now,
it's just easier. What am I going to do? I'm going to definitely not work on local because else we
cannot move it around. We have one probably
in the center. What I kind of want to decide, so I mostly look at the
bottom is one in the center. And then I want to have one in the center of that
on both sides. Over here. Now I'm going to basically delete
the one in center. If your models look black, it's because you merge them together after you did
the weighted normals. So you just want to go in and
again do a weighted normals and that will instantly fix it and make sure to
press smoothing groups. So now I have this
one. I'm going to use this one again over here. And again, roughly over
here, something like that. And now in here, what we
can do is we can also work on a more angled piece. Now you can see
over here that this is quite interesting
for the angle pieces. But in our case, this is something
that you most likely will not even see
most of the time. So we probably don't
have to go that crazy. What I'm going to
do is I'm going to just select this model, get rid of my weight normals and my chEMFS which
is really nice in three Max that I'm able to
basically just remove that. I'm going to only
keep the center, schtoi and delete
everything else. And now for this piece,
what I'm going to do is I'm going to angle it. So first of all, let's go and center up pivot so that
we can do a proper angle. And then we can go in here, and I tend to mostly just, like, look at it from the
side. That's probably easier. Turn on angle snap
and start with, like, snapping the angle. Sorry, I'm just
trying to switch to local to make it a bit easier. And let's see. So yeah, I probably want to go ahead and just make the angle
go all the way from this side to
that sit over there. Now, I was just going to basically create the
base of the angle. Once we've done
that, we can go in. Oh, and we need to
move this down. And we are just
going to basically push it all the way through. It's a really annoying angle
to actually work from. So let me just go ahead and just carefully try to do this. It will make sense in
a bit. Don't worry. I basically want to go
ahead and I want to try and push this through to almost
like the other side, because then what we're
going to do is we are literally just
going to cut it. So just make sure that it's
clipping on both sides. But also make sure
that it's sort of like already in the right
position over here. And then over here, what
I'm going to do is I'm just going to it's really annoying. Move it like this. Definitely one of the
more awkward angles. Of course, what you
could do is you could make everything on a straight area and then
just push it in here. But it's morning and I
wasn't really thinking of doing it like that. So what I'm going to do is I'm going to go ahead and
just push this in. We might also, as you can see, need to do a little
bit of balancing because it's not
perfectly straight. You can at this
point, for example, turn off your snap
rotate and just rotate it a bit so that it's aligned a little bit straight. Okay. And now, what I want to
do is I'm just going to use some slices that we've
used before on the Well, it doesn't really matter on
the Y axis, for example. And what you can do is
you can simply rotate this slice. Over here. Cool trick. So right
now the slice has a really annoying position because of how we
moved this model. What you can do is you can
quickly reset the X forms, and this will basically
reset all of the positions. This means that now if
you convert this to an added poly and
then add a new slice, now the slice is really just based upon worldspace
dimensions, which means that it makes
it easier for us to now move it and have a look and place the edge
just in front over here. Copy the slice and
paste it again, and now just end up with also
an edge on the other side. Over here, once again,
convert the ipoli, select the center, contra I, and just delete all of that extra junk that we do not need. Now, at this point,
we have over here, the center, which I'm
just carefully moving down over here we have the top, which I'm also
carefully moving down. I think something like
that already goes a pretty decent way.
Carefully moving piece. If you want, you can also
once again go in here. Let's say that well, yeah, basically folks place a
loop here and then we can add some additional bolts over here and probably also
do the same over here. But before we do that, I just want to make sure
that this is correct. I feel like it did not something
is a bit wrong 1 second. It did not remove
the faces that I wanted to remove contra
A, the select, delete. Okay, that's better. Yeah. So again, we can
choose if we want to do like a cross or if we just want to do like
an angled version. I think I'm going to do an angled version
just because we have very little space to do across because if we
need to do a cross, we want to also create like a
plate in the center to kind of combine everything and it's just a little bit overkill. So what I would do at this point is I'm just going to
go in and I'm going to place a few more additional
slices just in front of it. So one of them is
going to be like here. Copy and paste. And the second one is
going to be at the top, over here. Convert apol. And now I just tend
to delete this one. Actually, I can probably do this easier if we go to isolate. Select these two pass and
just simply bridge them. Over here. I think I will need to do some movement because it's not really perfect. Let's also just delete those unneeded faces.
Yeah, here, see. So 1 second. Let me just do this one manually just because it's getting
a little bit too confused. So we have this piece
and this piece, and I just want to bridge. There we go. That
is looking a bit better. Same over here. Let's just do it manually because I don't
really trust it at these angles to work
out. Interesting. It's getting really confused. Let's go in and I'm just going
to do a quick outer weld, make sure that I do not
have any weird vertices. And if you still have problems, what you can do is you can just do all of these
phases one by one. So now you can see
that over here, I go one by one to make sure
that they're still working. But definitely this is not really an angle I
like to work on. I'm going to go in and and
move this a little bit closer. I can do that like that. It's
going to weld this area. Over here, we definitely
do have the problem where we cannot just a simple bridge. We
can do it over here. That's fine. But
on the other side, we will need to do
some manual moving. So please bear with me. Then that's we're going to do is we are going to bevel it, add some bolts there, and then the main shapes for this
one is already done. Over here, Okay We want
to start connecting that. Just have a quick look. You
can see that over here, we definitely something
went wrong on this side. It looks like that we want to do a really awkward movement. A little bit like
this. Let's quickly go into isolate mode again. And let's press control
backspace to remove those. Give me 1 second. I'm just
trying to line things up. It's been a long time
since I've worked in this annoying angles. Make sure to not accidentally
select the backside also. Okay. Yeah. Like, you can try to move it based on
the local version over here. And sometimes that works, but it's not really perfect when it comes to Vertis because
as you can see over here, fertss just kind of like have their own local position
based upon their own self. So what I'm going to do is I'm going to
move it up until here. I'm going to place a simple cut, and I'm just going to move this together. I think
that should be fine. If we just do that,
it should be enough. So let's go in and
I'm just going to go to my isolate view, bridge these together, and
bridge these together. And I'm not too worried with
it clipping in, of course. You won't really
be able to see it. The goal is that when we
look at it over here, that at least it looks
like a little bit nice. So something like that. Just go to switch back
from local to view and try to see if I can somehow
manipulate this. There's another
one that's screen, which basically allows you to move it based upon the screen. Or what you can
do is you can do, was it local aligned. But honestly, I don't think anything over here is working. So I think it will just be like an awkward movement all around. We just kind of need to move
in and then keep moving it back and forth until we get roughly to the
position that we want. I wish I had a better
solution for you, but I don't. Let's see. Is that enough? I feel like, yes. For
something that we can barely see, it should be enough. Also, over here, I do need
to once again move it. I'm not able to
move it over here, and the reason for
that is because, of course, the pillar below it. So what I'm going to do is I'm just going to
leave that one. I'm going to quickly
duplicate these bolts, convert to Adipol,
select one of them, and press control I and just
delete everything else. And now let's just
finish this off. So we got this one over here. And I will just probably pass the video at this point
because this is just really, really boring stuff where I basically just going to
go in and I just need to awkwardly and manually
place all of these bolts. So let me just pass the video and I will get back to
you when this is done. Okay, so I finished
placing the bolts, and now the last thing I'm going to do is I'm just going to go ahead and copy my chen fa and weighted normals from one of my pillows and just place them over here or beams or
whatever you want to call. And double check. But
that's looking pretty good. So I would say that for now, that is more than enough, like a bottom side
type of um support. I might want to change it a
little bit more later on. Like, I don't know if I maybe
want to go in and place some supports like this
instead of just straight, but that's something
that we will see when we are inside of wheel or when we do our
final check of our model. The first thing I want
to focus on now is I want to start focusing
on the hydraulics. So let's go ahead and continue with that
in the next chapter. Then do a little bit of pilish. And after that belt we can do is we can get started
by actually using our trim sheets to add a lot more life to
this type of model. So let's go ahead and continue with this in our next chapter.
25. 24 Creating Our First Final Asset Part2: Okay, so there's just a few more things
that we need to do, and that is that we
need to go ahead and create just like some
simple hydraulic system. Yeah, for the hydraulic system, I want to go and I do want to also have it set on
the train over here. Now, I can guess with that
by looking over here. But actually, these pieces, it doesn't make sense
for it to be floating. So logically speaking, I would
want to make it like this. I might need to
actually do a tiny bit of movement here and there. If I see, for example, this, what I could do, and it's a quick and nasty
way of doing things, it's just basically
autocrat placing a plane, placing the plane roughly
where the floor is right now. Although I completely
forgot that, of course, we
changed our design. So right now it actually
doesn't matter anymore, this part. So yeah. Now now that I mentioned it, it does not matter anymore. But let's guess that around here was roughly the place where
the floor is going to be. So let's just use
that as a balance. Now, hydraulic systems. So I don't need
something special. I'm just going to go to Google, and I just type in hydraulics. Let's just go to tools
and let you set this to, I don't know, larger than four. Okay, maybe that's
a bit too much. Let's do larger than
two mega pixels. This plug in over here. Once again, it's
something that you will learn in the
reference chapters, and it's just a
very easy plug in to control which scaling you want the images
to look like. So knowing that, I
just need to check. So what would I do? Stuff like this
we can definitely use to place on the side, and then it would push into
some kind of hydraulic. What I will do is I will
just save it for you guys. I'm just going to
save a few images. Let's go ahead and do a
quick bit of research. Press a visit image here. I'm also going to
go ahead and just do any size in this case, because there isn't that
much reference for this. I'm just going to go ahead
and I'm just opening up a few Images. Let's do hydraulic system. Wow, that's really
little image information or am I just calling it one? That might just be it. Beam. No piston. Hydraulic piston does give us a little bit of,
like, something. And else we can just make it up a little bit. There is no pump. This one, let's
this one over here. Not a huge amount of
detailed reference. This stuff is quite handy
to see these things. What I will do is I will grab these ones and throw them
into our Pure Rv documents. Then the other stuff, I will just keep a Google
Tap open on my other screen. Bear with me for 1
second, one, two, three, four, going to throw that
in here. There we go. Hydraulic system. We are basically just
going to make this. The only thing that I want
to all I need to think about is how I'm going to
basically attach this to the ground itself. But this stuff over here,
that one looks fairly simple. I guess that we can make
something like that here, which is a beam or something. So let's go in and
let's get started by creating a simple cylinder. I go to turn on my edge faces. So segments, let's
go 32 segments. Just make it nice and around. I'm going to go ahead and turn
on snap rotation for now, I will just basically
make this straight, we're not going to angle it yet, not like we did last time. Now we're just going to
make this nice straight. What do I want? I want to make this probably
a little bit smaller. I want to also go
in and make this a little bit thinner,
something like this. Then what I want to do
is I want to hold shift while scaling to
duplicate this mesh. I'm going to basically use
this later on as a boolean. So for first do this, now let's grab the original one, convert the Adi poli
and lets you select the half of the faces over here. It's delete that. Let's delete
the front and the back. Ben what we can do is we
can simply grab this. Let's say that we
make this, like, a little bit more extended
out and then bridge this. Yeah, that feels like
a correct scaling. Now let's go in, and I'm just going to make this
one a bit smaller. So that it all fits. I do have the urge
you to do this, but I don't think that will work or really look
good. So let's see. Let's go in and I'm going
to cap both of these holes. I specifically cap them
because when we do a boleon, which means cutting out one
shape from another shape, it's best if you
don't have a lot of geometry on those shapes. But right now, I'm just not sure if I really like
the look of this. Maybe if I make it
like a bit larger. But I do also feel
the urge to maybe, scale this in and let's
then go ahead and use our vertex points over here to then balance
this out a little bit. Yeah, something like that looks
a little bit more better. Now, to create a boolean, just go up here and you can use a Boolean function in every
tree molling software. We just go to compound
objects. Pro Boolean. Then first of all,
before you do anything, go into advanced options
and turn on remove only invisible because else it
will mess with your geometry. Start picking and just pick
your mesh, and there we go. Nice and simple. We got
this one over here. Now we can already
go in and just add a quick chamfer to this mesh. I rather add the
chamfer before I start connecting anything just because it will look a bit better. After doing that, I can see
that I do want to probably push this one down a little
bit more there we go. So that creates a pretty
nice chant for note. Now the next thing
is that we would need to attach the
piston to this, which kind of looks like
what you can see over here. Then that piston goes in here and we could probably
do a system like that. Do I have some better reference? I do not. I'm just looking
on my other screen. Here I do have some
more reference where we can basically, I
can think of something. I should be able to do that. Let's go to our top view. Let's go ahead and
start with the piston. Standard primitives, cylinder. We are going to go from
32 a little bit lower, just to make it more manageable. Let's say 26. And then just going the center
and just create a piston. Then my idea is that I'm going to actually
attach this and then I'm going to just
like a Willy soft bullion. However, I could also choose
to attach it like this. But I feel like that
people would find this, even though it is in real life, look more like a bug compared to if we just attach it in here. Let's just do here. It's going to go in and we are going to do some
movement later on, but I just want to
make sure that it is somewhat a correct scaling, and then we can convert
this soon at the ply, basically extend this out
to the point where we want. Then next, what we're
going to do is we need to create this
shape over here. Now, for this shape, it might be easier to
simply duplicate this mesh. Contrave and copy it, paste it somewhere here. Oops Sorry about that
and push this out. For I'm going to just
make this quite small. And let's go ahead
and just start. First of all, let's hold
shift and extrude this in and do something like this
so that it goes inwards, maybe scale this
flat a little bit. Then let's have a look. What does it do? It goes roughly to this height, and it is a little bit thicker. Once it has done that, we can hold shift and
just the X and the Y, we can go ahead and
extrude this out because you can also
just extrude like that, as you can see. I can see over here
that doing that, it's a little bit too
white weight white. So I'm going to maybe
push that back in a bit. Now, I am going to add a segment roughly in
between here later on. But for now, let's just go
ahead and push this back in and extend this out. Now in here, select
an edge, ring, connect and just place
a single connect, and then just chem for it. And I'm just going to
go ahead and yeah, just one chamfer is fine. Because what we can do is we can basically just select this, scale it in, and add
another small chamfer. Bevel. There we go. So that we'll take care of that. And of course, we
are going to bevel all of these things later on. Now, next is that I'm
not super comfortable with deciding what
that end looks like. But looking at it,
it looks like this. It looks like an end like this, and then what we can
do is we can create a system on top of this. So yeah, that should be fine. I'm just going to What happened? Oh, yeah, I got the image. So what I'm going to do is
I'm just going to go ahead and I'm create a
system like that. Now, first of all, seeing this probably want to, like, push this a
little bit more in. And I will later on
also connect this, of course, so don't
worry about that. Let's push this down. Let's go ahead and add an
additional small extrusion. And what I'm going to
do is I'm just going to go ahead and hold shift and extrude this out to turn it
into, like, a little lid. I can also add a
quick segment here. And although this will be
bit annoying with bevels, I can just push this
in just to really make it like a lid and just give
it a little bit extra detail. Then next, what we're
going to do is we are basically going to scale this in and then it looks like you want to
push this in over here. And that's sort of
where you want to stop. We might need to play around to the scaling a
little bit more. Well, we definitely need to play around to the scaling
a little bit more. But let's say
something like this. And although maybe make
it a little bit longer, now we are going to go ahead
and I will just 1 second. This image for some reason, I cannot save the image. It also looks really
low resolution. But what we're going to do now is we are just going to create this little module over here and then we'll
take it from there. That module, let's go in and it looks like it's pretty
much like a semi cylinder, the cylinder is about
as white as the rest. Let's say we have the
cylinder over here. What I'm going to
do is I'm going to scale this down actually a little bit. Okay. And then pretty much what it looks like is
that you select half ID. So let's go to our side view. Right click, convert
to add a Poli. So it looks like we select half ID and we scale this flat. So it's kind of
just sticking out. Next, we can select these
sides, called shift. What I'm going to do is I'm going to go
ahead and I'm going to actually, you know what? Here, let's make it a little bit more interesting pattern. Just going to go up
here and just set it at my pivot point is exactly in the center, and then I scale. This one is more specific
to three years Max, but basically just end up
with this scaling out. Once that is done,
we can go in and we can so just making sure
I'm on the right scaling. We can extrude this in
scale a little bit more. Then what we can do is we can go ahead and extrude
this in again. Push this out. In again, and then we can just go ahead
and we can delete this. Now at this point, if you
just do a border select, we should be able to simply
bridge this and there we go. Maybe make it a
little bit thicker. But the general idea
is that we have this and we are going
to rotate it 180. And I need to scale
this more flat. Just select these
faces over here. And what I'm going to
do here is I'm going to probably like quite
a simple, extrude. Select the sides. Extrude again. And of course, we're going
to mirror this later. But for now, let's select
this side over here. Let's just do JEFR and
make it quite round. What you can see over here
is that it's not like a perfect 90 degree angle. Whenever you have this, all you want to do is you
just want to quickly reset your transforms
or in Maya, freeze transforms or in
blender, apply all transforms. And then what we
can do is we can go in and now you can see that
here it's now a better bend. So okay, we got
something like that. I feel like it would actually also make sense to
probably have a bend over here and maybe not
push this out too far. Yeah, let's say something
like this should be fine. Um, I'm guessing at this point I already want to go
ahead and just add some weighted normals. These weighted normals are
a little bit more specific. So the ones over here
are quite traditional. So you can just make
this like very small. But these ones, we basically
do want to add weightnomals here because else it cannot
really read from it. However, these
weighted normals are going to be quite a bit smaller. Now, well, I'm also going to Oh, I should have done that earlier. For now, just do it by hand. Normally, what you
can do is you can just select the pass and then convert your faces to polygons. But because we already have
a lot of polygons selected, we would have to redo
that entire selection. So at that point, it's
just faster for me to just by hand selected. Okay. Yeah, that should work. And let's just give it a
quick chamfer over here. I'm not sure if I want
to make this chamfer quite a bit bigger,
to be honest. Yeah. Sorry, guys, I'm going to make that
a little bit bigger. So let's select these.
Also on the other side. Except for the outer ring. These ones can just be
quite a small jamer then over here and
now we can just go ahead and we can just double
click and you can select by angle and just basically end up with selecting
these things. This point, I am going
to say a little bit less the things like every
single function I'm doing. So most of the time
it's just like more about getting to the goal
that I'm trying to show you. In this case, the goal is
to just make a selection, I should not need to explain it every single
time, I feel like. At this point, you
can see that yes, there is now a little
bit of merging going on, but we can now just go
to our vertex mode, select all of our vertices and just weld is at a
very low level. 0.05, for example, over here. Just checking if it's,
that's now one bit. We now have those pieces done, and then all that we
need to do is over here, do one last quite
small EF. Okay. And what I'm going to do is
I'm just going to go ahead and ld X to go into X ray mode, and I'm just collapsing
those ends together. Collapse and collapse. Now at this point, I will go and just already add the weighted normals
and then turn off my edge and pass just to make sure that everything
is actually working. Yeah, that's working
pretty well. Okay, so we got that one done. And next, we are going to temporarily remove the weighted
normals and we are going to add a symmetry
modifier on the Y axis. And just nice place
it into the center. Okay. Yeah, the chute work. So next, what we will do is
we will basically just create a system fairly similar
to this, but honestly, it's pretty much is going
to be this one in a way, but then it's going to
be just like filled in. So yeah, I can probably
just select this one. That's probably better.
Remove the chenva and just remove
that center hole. Wait, we can just select
the side faces and remove those and then double click to remove
the center hole. Again, Capli and this time, I'm just going to
send my pivot quickly so that I can easily remove it. So, often, of course, right now in a tutorial, doing all the type of modeling and everything, it's quite slow. When you are more
experienced in modeling, things will go way faster, especially if you
have the hardware. That can really handle
with these things. What I mean with
this, for example, I'm now using a specific mouse
that I don't really like, which actually slows me down. So don't be too worried if
at first, it goes slow. Sorry if the tutorial
goes a bit slow, but it's just
really difficult to go faster with this
kind of stuff. Now what I'm going to try and do is I going to create this one. And then my idea was
to basically create a connect and literally do almost the same
thing but reverse. So we basically go in here. But this time it's
going to be like flat. We are going to
select the corners. And give those quite a
nice, large rounding. I can see over here
that I need to reset my select it again. Try again. One,
two, three, four. Yeah, there we go. Okay. Then later on, we
can, of course, push this to a level
that is more correct. Now, of course, we are also
going to work on an angle, so that's something that we
do need to keep in mind. But for now, if I
just push this out, add asymmetry again
on the Y axis, and for now just move
it in here and then add and add a poly behind it so that I can push this
a bit further back. I think that something like
that should pretty much work. Yeah, I have another idea for something that we can make
a bit more interesting. But let's first of all, place
a cylinder in between here. Basically, what I had in mind, if we just place a cylinder here is that I wanted to
make a hole on this side, and we can do that by just
holding shift and scaling this cylinder up and
then isolating it. I wanted to also go in
and I wanted to kind of make a hole over here, but then make this hole
like a little bit larger, something like this and this. And then the bevels will kind
of take care of the rest. So let's go ahead and just grab this piece, convert to adiple. It's going to get
rid of the centline and I can just go in
and do pro Boolean. Of course, I could
have done this before we did the symmetry, but I only now
thought of doing it. So there we go. These ones, I want to select
or push the mild further in. And then I wanted to just
go in and I wanted to, like, scale them
in a little bit. And for these ones,
I kind of want to just go in like this, and then the bevels will kind
of take care of the rest. So let's go ahead and
just add a quick chamfer, modifier to this, and give it quite large chamfers,
you can see here. And then if we just add
the weighted normals, now, if we look at
it from distance, I would say that the center one, I actually want to make
it closer to this piece. So I'm just going to go ahead. And a cool trick
that you can do is, if you just go ahead
and turn off the Java, we can just select these
center lines over here and just press grow
selection to grow it once. And now if we go outside
of Isolate view, we can now, it's a
bit tricky to see. But we can now, scale this over here, add another chamfer. There we go. That
looks a bit better. Okay, cool. So we basically have quite a simple
hydraulic system. We still, of course,
also on the top end, need to create a similar type of system where it will just
kind of go sticking in. For that, what we can do is
we can pretty much just, like, duplicate this probably. But these ones would become
quite a bit, thicker. So what almost would be handier is 1 second, if we isolate this,
go to our side view, and then just scale
up the entire thing until it kind of
fits in that hole. Something like this. And then just grab
this piece and start by scaling everything back down. So I'm just going to go in and push this one in,
push this one in. Select the center and push this one down
as far as we can, something like
that, and then grab the cylinder and again,
push that one in. There we go. Easy, does it? So we have these things that actually looks a little bit too big now that I look at it. So I might want to, if
I just scale it down, that feels more like
a logical size, what we have over here. So that is no problem. You can just quickly grab
this centerpiece over here and again, just
do some scaling. Sometimes you just
figure out that the scaling is not exactly the
way that you wanted it to. Can happen. Unfortunately,
we have a broken loop. The reason that we
have a broken loop is because when
you do a Boolean, sometimes your
vertices get a bit confused and you get
these floating vertices. Now you can remove them by hand by pressing Controlbgspace, or a really cool tricky
side of three is Max, is that you can go to selection, set the edges to two,
and press Select, then it will select all of the vertices that
only are connected by two edges because
normally vertices are connected by three or more. Then you can just press
Control Backspace, now you will see that
if I double click, it magically goes
all the way around. And then I can just go in. And push this in,
turn on Chevro again, add some weighted
normals, and there we go. Now we still also
need to connect this to this part over here. I'm just having a think
about my hydraulics. I need to have a system
where I can pretty much rotate it and that
system would be this one. I can rotate everything from this piece to
make it angled. But then over here, I
would need to slightly change the base myself. Knowing that I should be able to already
start connecting this. I need to connect this,
and that's the last thing, I think, and add some
weight normals to those. So to connect this, there's multiple ways that
you can do it. I'm just going to
quickly get rid of my chamfer because it's cleaner. And what you can try is actually
to also use the Boolean, if you go pro boolean, but set this to be union and once again,
remove only visible. If you then start picking
and you select this, it will become one model and it should most of the
time, not always, but most of the
time, if you just look inside of the faces, here, it basically
creates like a hole. Now, at that point, you can go ahead and you can start by doing a little bit of cleanup, which would consist
in this case, for example, nicely
connecting these edges here because I do want to export these with
connected edges. Now, when it comes to creating models that will
mostly just have tilable materials
like these models, there is a little bit more
flexibility where you don't technically have to connect all of these
ford sees together. The reason why you
often do want to do it is because when you
create unique assets, and you start baking
those ss down from high ply to low poly like we've
done with the trim sheet, what will happen is if you
don't connect them together, you might get baking errors. Now, these pieces will technically automatically
be connected anyway when we export this to Unreal because unreal automatically connects
floating vertices, but you just have so little
control that I personally like to have just
control over my jumtry, especially when I
boolean because here you can already
see some errors and those arrows come from
our boolean specifically. V AFD, for example, now, you cannot press
control backspace because then you lose your edge. You just want to do target weld and you want to weld
them often down. If you weld them up. Sometimes
when you weld them up, you will lose her see. Actually, I did it one. You can see over here that
we lose our vertices, but we can just do a
simple connect again, to connect it together. This is now one solid chunk. Now, at this point,
as I said before, I also want to go in and
I want to oops, connect. All of these pieces
together over here. Now, what I will
do is I will just very quickly pass the video and do this because this is not exactly teaching
you anything new. Let me just pass the video and connect all of these pieces together. Okay. Here we go. We can now go ahead
and add a EMF to this. Also, technically, those vertices over here in
the center we don't need. I know that we are using
nanite but just for the sake of cleanliness, I'm
just going to remove it. Here we go. And
I'll say this one. The reason I have a
center line is because I just mirrored it to save time. So let's go ahead and chamfer. One segment, push it down. I can see over here that I
have some loose vertices. Let's go back into
our added ply, select all of our vertices, and just do an outer weld
on a very low level. And now you can see that
that has fixed those things. And over here, you can
see that over here, it also gets pretty much fixed. Yeah, I'm fine with also
having a bevel down there. I'm just going to press Addipl and I want to just
go in here and just collapse these two together because they are
so close together, we can just as well connect
them and wait normals. Awesome. That is done. This one has weight normals. That one is done this thing. Let's go in and just remove the side faces so that we
only have left what we see. And now we have this one. I'm pretty much fine actually
with the dimensions. Yeah, that looks
fine. What I'm going to do is this side
you will never see. However, this time, I want to manually add my
weight to normals, just because I know
that over here, there is some messiness
where it's so small that I just don't
want to break things. I'm just going to go
in here. Start by adding some chamfs Yeah, let's do 0.2 over here. No, you know what? I feel like this is all like
Wi smooth metal, so I'm just going to make
it a little bit more. 0.3. Then we have the
Wi small versions. Oh, let's remove that line. One, two, three, three, select this, four,
five, six, and seven. So small chen fas. And then this one over
here, can you see it? Yes, you can see it.
So in that case, it's just better if I also
add a simple champ over here. 0.2 or something like that. Wait the normals, and that
seems to be working just fine. Okay, cool. So we
got those ones done, and yes, it kind
of merged in here. If you want, you can
go in and, like, completely combine this together
like we've done before, or if you are like me and you're a little bit in a rush
and you don't really want to do that kind of stuff or maybe leave it to a
polishing phase for now, just go in here, and I
basically do something like this where I
push it up a bit. Move this one up again. Select the bottom
line and just scale it out so that it
creates like a bevel, and then just push, Oh, God, make sure to then
select your edges and just push this
down over here. There we go. See? That
just makes it feel a little bit more
grounded without actually needing to do a
massive amount of work. And don't forget to add weighted normals to this piece over here. And to this one,
select the sides, contro I and just
delete everything else. Okay, awesome. So now
what we can do is we can start actually setting
this on a nice angle. Now, with that stuff, I can pretty much
just delete these. Let's go in and let's go to my side view so that I can
select everything in one go. Here we go. Okay. Now, let's go to the site, and I'm just going to go
ahead and I'm going to carefully rotate this sideways, and then I'm going to just
turn off snapping and I need to rotate this manually
a little bit more. The goal is that this one
is going to basically oh, wow, that's way off. It's going to be sticking
somewhere in here. Here we can see that we are
already hitting the ground, but there's no problem
because in this case, we can be quite basic
and just push it in. Then what we're going to do here is we are basically
just going to alter this frame
to make it work. Let's say something like this and let's make the hydraulics. Let's make it a little bit like in the center,
something like that. Now for this one, the only thing that's a
little bit annoying is that I added these round pieces here. But let's just turn off my
weight norms and chevas. Honestly, for
something like this, I think we can literally
just get away with just doing a nice push over here. And same over here.
Since I do not yet know where exactly the ground
is going to end up, what I'm going to do is for now, that was a mistake for me to add this round piece already. So just press controlbgspace. And I'm just going to go, let's do controbgspace
on this one. I'm just going to
go ahead and make this angle for now.
Same over here. Let's see. Can I just do this? There we go. I can see over here that we
have a little bit of, like, a weird connection. Oh, it's because we did not connect those pieces
together yet. Yeah, that's fine.
I first of all, want to actually see inside
of unreal what it looks like, but I feel like something
like this could work. I think that will look still fairly logical. Let
me say it like that. Just go to go ahead and press Control
Backspace over here. Mm. Contrabgspay? Yeah, okay, so right now the jump tree is a
little bit too broken for us to actually do
this kind of stuff. So let's for now just like, do a target weld down because I, of course, want to make this
like, absolutely straight. Let's also do target weld here. That's for now just throw on
a quick way to normals here. So see? I feel like that
actually looks quite cool. So we now have a
hydraulic system like this before we actually go in and duplicate this because we also
want to do some cleanup, the first thing that
we're going to do now is we are just going
to export this. At this point, I'm just going to go ahead and hide my plane. And I can just pretty much
select this entire piece, file export, export selection. And we are going to overwt
this with our original. So our original,
just as a refresher is called support plate long. We can go in here and just
simply add Support plate long. Yes, I want to override it. And now it's always
nice to just see it pop from our blockout, right click reimport.
Reset the AVX. There we go to our final
scaling, as you can see. Also double click
on it. And yeah, just make sure that
Nanits turned on. Okay, so you can see now that
we have a weighted normal, so that's all
looking pretty cool. However, I was quite
far off with my ground. My ground was actually here. Ah, that is tricky. What do I want to do with this? I'm tempted to just scale it. I feel like, Okay, if I do this, it
looks nice here. Yeah, or I can just push this entire piston
down a little bit. But it was kind of
nice to just have this little piece down here
that's kind of bumped in. I I don't know. Shall I just change the piston? I feel basically
what I'm thinking about is that if I
push the piston in, oh, I cannot see it
on my camerangle. If I push this piston in, what will most likely
happen is that it just looks really small
and really short. I can also go in and actually do something
like this where I have this and I just move the entire piston
up a little bit. That might be a better solution. It does mean that we do not have this little lip over here, but yeah, I can live with that. Let's just deselect everything
except for the piston. Okay, so it needs
to be in there. Let's just try moving it here. Do a quick export. Just to see. And yes, I am just
using guessing. I can, of course,
show you how to, like, do it completely
accurate and everything. But often just guessing it
a little bit is no problem. Like little tis takes
a couple of minutes. So here I can just
do this and be like, Okay, so that didn't work, so let's move it down a little bit. And once again, let's
just export that. In many tutorials,
you will see people calculating the exact distance
and everything like that. But often when you are
working in production, you don't do that kind of stuff. You just do this, see? And then you're like,
Okay, good enough. It's also sinking in, so I don't really need to, like, art any type of bevels or
bending or anything like that. And also from the side, the only thing that
I don't really like is that I think I want to rotate these beams over here because it just feels a little
bit too boring right now. Even though you
probably will never ever see it, I will know it. So first of all, let me just go ahead and
clean up this shape. So what I will be
doing is I will just do the same stuff that
we've done before, turn off the chefs for
now and just once again, do all of the connecting
like you've seen here. So let me just go ahead and pass the video
until that is done. Okay, so I cleaned
up my Jon tree a bit and just
connected everything. So now at this point, what we can do is we can
basically just select our piston and simply
move it over here. Of course, later on when we are going to do our UVN wrapping, we probably will move it again. But right now I'm more
focused on just making sure that the shape
looks correct. Now, this one. What
I'm going to do is, I'm just going to turn off
my weight alms and Java. See how easy it is to just have the Java as an arnon
that you can turn off. But what I want to do is
let's start by just setting this to local and I'm going to then snap rotate and I'm
just going to rotate it exactly 90 degrees over here. Once that's done, I'm just
going to edit my added ply and hopefully we don't have to do any type of
really weird editing. I can see over here
that the movement is a little bit awkward. But let's just
push this back in. And then this one,
we want to just push it back there. Just
give me 1 second. Going to push this back in here. And then this entire
thing needs to be pushed up. It looks. I just want to try and make
this somewhat straight. And it's totally nuts wight. I hate these angles. R is something I should
have planned out better. So I do apologize for that. I hope you guys were
smarter and just did it first straight and then just
simply rotated everything. That would have definitely
been the better way. Okay, anyway, so I
now have this one. Let's just turn
on my chamfer and wait enormous again.
It's looking good. Can I by any chance
go for local? Yeah, it looks like local
versions are working. And what I was thinking
is, first of all, let's say that these bolts I'm going to get rid of
the weighted normals. I'm just going to go ahead
and select one of them, contra I and just
delete the rest. And then, of course,
you center your pivot, so we can basically
place these over here. I don't care that they
are black right now. This is something that
I will fix in a bit. First of all, I
just want to very quickly, place them here. Move them. Next, what we are going to do is let's just go in and
already attach them. I can see over here that
I also need to change the rotation of my mesh.
Let me just have a look. Here, see it's slightly angled. I want to probably go in and fix that by just
moving it a little bit more. I also need to go in and I'm just going to do
that on my side view, move it down so that
it fits better. Now we can just quickly alter our bolts also a
little bit based on that. You can just go
back into face mode or element mode and
then move them if you accidentally messed up
the shape. There we go. You can just quickly add a weighted normals.
We got that one. This one over here,
that's interesting that it gives me a little
bit of a smoothening issue. What I'm going to do, I'm just
going to do Adipoli Sorry, I'm going to art
Adipol after my chef, select all of the ertzes and just do like a
really quick weld. Just make sure that that
is all working correct. Yeah, seems to be working fine. Interesting. That is something that I will fix in just a bit. Let's first of all, just go in and do a very quick
symmetry modifier. Flip the symmetry.
Where are you? Sorry. There you are. Push this somewhat over here. I can see that unfortunately the symmetry modifier
isn't working perfect, let's go ahead and
do an added pool and just move all of
this a little bit down into position. I was going to go
ahead and have a look at this smoothing over here. Sometimes just simply
wiggling around an edge like that can
actually already fix it. So sometimes there's
a little bit of a weird error during
the smoothening. And you just need to
give it a little bit of wiggle and then
it works better. I will do that. Then I will place this and I only
have to place this once, and then I can just
move it over to the other side. There we go. Okay, cool. We got these
pieces over here ready to go. Going to select both of them. And at this point, I want to also select this
side beam over here, and I want to go
in and I want to select this piece
and just isolate it. By isolating it, I can way easier or way more
easily go in here. Make sure to set the
movement to view and I can just go in and in this case, I will do a little
bit more guesswork. I'm just guessing it
to be correct or not. Here we go. Then let's say that I will also place
another one just here. And I will place another
one roughly around here. Okay, so that should
pretty much do the trick. Now let's go in and we
can just temporarily,
26. 25 Creating Our First Final Asset Part3: Okay, so our model is
now pretty much done. Now what we're going
to do is we are going to go ahead and start
with the UVN mapping. Doing the UVN wrapping for these type of assets
is actually really easy because we will be using tib materials and the
assets are quite blocky, so we are just going to
do automatic UVN maps. We can only not do UVN
maps that are automatic on some shapes that
have round elements, which happens to be all of
these shapes over here. So for those, we
will do a little bit more manual UVN wrapping. So now, for this, I am going to use a tool and
it is called text tools. So text tools you can get in
both Tri IMAX and blender. Just give me a
second. Here we go. As you can see,
if you just go to renderjs.net slash Tex tools, then you will already
be able to find it. It's just an improvement upon the original UV
unwrapping tools. Of course, you can use whatever
you're comfortable with. I often also tend to use RSM UV. However, whenever I create objects that are mostly
out generated UVs, I don't really need Rhythm
UV per se because Rhym is more for really complicated
and detailed UVs. So what are we going to do? First of all, we
need to kind of like the fine of our materials. I, of course, have my reference, and I pretty much wanted to
go ahead and go for one, and then we have two materials, and then we will also have, on the bottom side and
on the hydraulics. So we can definitely just go ahead and create
a few materials. And we can easily do
this by going up here. If you happen to have this one, just click and hold, and I like to often use
my 1 second is load. Here we go. I like to often use the simple material editor just because all of our
materials are quite simple. Now, once we've done that, we can go in and we can already navigate to
our painted metal, and that's basically
the base material that we will be using. Even though inside
of unreal engine, we will switch the
material around. We will just use this
specific material just for showcasing. So we
have the first one. Let's go ahead and
for the first one, let's just call it. White metal. Then the second one is
going to be gray metal, third one, black metal, fourth one, raw
metal, fifth one. Orange metal, we pretty much only have
metals in this case, but this already gives us
a pretty decent overview. Now, I'm just going to go
ahead and select the first one and just over here
next to our color, just click on it, and then scroll down and grab a
bitmap and just press Okay. Now you can simply
navigate to your site. What you do want
to do is turn on override because
else it twice change the brightness or gamma of your texture and it will
look a little bit too dark. We got this one. We
can go ahead and we can also convert this over and it should keep
the naming over here. So I think it looks like it did accidentally also replace the name.
Sorry about that. Gray metal, really quickly
change that again. I forgot that it also replaces the name raw metal and
orange. We've done that. White metal we can stay.
Then we have gray metal. Then what I want to do is I do want to go in
and just give it a little bit of an overlay and we should be able
to just do this, sorry, go in here. Uh, not that one. This one over here. So this is just
like a quick way. I often don't even
change the colors, but it's just for you guys
to kind of, like, see. So here we have the clear
coat and what I tend to do. If you just want to
go for darkness, you can actually just
change this value to like 0.5, for example. This one I want to set to white. And now you can see that it
has changed darkness and then this one can be,
for example, 0.8. But if you want to
change the actual color, I tend to just quickly
throw on a coating and set this to one and then quickly make it
like an orange color. But yeah, the overlaying doesn't work the same
in Max as it does real, but honestly, we
don't need it to be. So this one over here, I can go ahead and well, actually, there's not much I
can do. It's just raw metal. So for now, I will just leave
it like this. This one? Oh. 0.2, I mean, not 0.8. Here we go. So it's just a very
quick overview. That's all you will need. You just need to make
sure that you can see that there's, like,
no stretching going on. So, for example, now
I apply my material, and I'm actually
going to move this over to my other screen
to keep it open. I'm going to apply my material, and as you can see
nothing is really happening because we
don't have any UVs. But this is where basically
the magic comes in. So what we can do
is we can simply add something that
is called a UVW map, which is only two Tris Max. You guys, you will
have to probably do manual UVs or you will have to do the automatic
UVR mapping tools if you are using anything
else but Tres Max. But for us, it's really
easy.This UVW map box. And then I like to set always
the box like exact value. So like say, 200 by 200 by 200. When it is exactly square,
it will tile better. And now you can see that
instantly we have our UVs. At this point, we
can click once on our modifier to scale
it up and down. So we can choose the scaling
of our metal and we can also do some rotating
just to make the metal somewhat follow this direction, but this metal doesn't
really have a direction. Now you can see that that
is really easy to just very quickly apply these
type of things. Now on top of that, what
we can do is we can add a quick added pol and
then we can, for example, go into Face select and we can decide which material we
want to give to which area. Now, this one most of the time it doesn't
always work on Adipol. So let's just check. Sometimes you need
to collapse it. So if I go gray metal, here you'll see,
that's what I mean. Sometimes it doesn't
really when I go down here to gray metal and press
the assign to selection, it doesn't actually read
the selection very well. In those cases,
what I tend to do is I tend to just go
ahead and collapse this. Now, at this point,
because we are going to do collapsing of
our HEVAS I would like to save a copy
and just call it final assets score backup 01, for example, just to get a quick backup in case we
need to mess something up. Now at this point, I can get rid of this at a pool
because I didn't use it and I can convert this
all to Adi pool because now, if you will see, let's see, we need to go Actually, this stuff over here,
I'm going to remove it because it looks a bit ugly and it's
not really needed. So basically, let's go
in and let's have look. So this one we want
to probably lead up until this point over here. So what I can do is
I can just quickly select this one,
Control click this one. And now at this point, we
also want to go ahead and we want to probably grow
our selection a bit. It's a bit tricky because we don't want to grow
it everywhere. Like, we want to
make this area gray. Let's see. Probably
up until this point. Like, we just want these to be almost like gray
panels that have been put in here also. And I'm fine with just keeping
these sental over here white because this will just
have a bunch of occlusion, so you will not
really notice it. So I'm just checking bit
awkward angles to check, but I'm sure we'll
figure it out. Yeah, I can live with that. Not this one, though,
that will look very nice. So let's actually de select
these. And these ones. Okay. So when you're pretty much happy
with your selection, this looking good, we
can then go in here. And now, if you would
press this button, you can see that
now it does work. So that's just a
little tree smec thing that in the apol it doesn't
really work always. Now we have those done. I'm going to go ahead and to me, this feels also like
a perfect place to have a different material because it's like,
embedded inside of it. So let's also make
this 1 gray over here. So we have gray gray gray. Then we have just a bunch
of white sitting in there. Now over here in the center, I'm going to go ahead and
make this one also gray. Over here, I feel like
that also makes sense. And now what we can do is this one is actually
pretty much fine. So right click and just
height selection for now. We have these pieces which we can choose if
we want to make them raw metal if they have been
placed after the painting or if they have been
placed and they are also already painted
the same color. I guess just to give it a
bit of color variation, we want to probably go
for some raw metal. What I'm going to do first, however, I select all of these. And yes, we can literally
just do like a UVW map. Oh, let's apply. Let's do gray metal for
this one, UVW map. Let's make it again
200 by 200 by 200. Try to keep everything
fairly even, so I'm going to scale it
up also a little bit. And just for the sake
of just in case, I'm going to give
it the same angle. Just in case I later on want
to change the material, at least then the angles
are pretty much similar. Now, you can see over
here that actually, I want to probably
scale this down because the metal is really
large in this one. So I'm going to scale
this down a bit, and then we can just go ahead to convert this to another pole. Now, at this point, I don't
really have to do anything, so just height selection. We have these pieces. Now, what might happen
and I will show you is, let's say that we
have these ones. If I try to now convert an
ti polly and do a UVW map. This is basically what
will happen most time. I don't know if it'll
happen this time, but it might add unwanted seams. So if I now, for example, use my text tools
and press added UV and have look here, see,
this is what I mean. It's just not able to kind of properly add these seams,
as you can see over here. So for these ones, it's actually really easy
because there's no back. It would be as simple
as just selecting everything and pressing iron, which will apply a new
UV, then you would, for example, go in here and just very quickly pack
them all together. Now, if you see this
that it is a bit broken, I like to use the quick peel
to very quickly fix it. So you can see like this, we can instantly just, like,
make them work. And then later on we can
also scale them all down. So what I will do for now is
I'm going to select all of them and just do it all at the same time.
So let's go in here. I think that's all?
Yes. So now we can go ahead and just add an
edit UV, select everything. Iron. Now that will
take a while because the more objects you are ironing at the same time, the
longer it will take. So let's give that a moment. And I'll probably pass the video because it's taking a bit longer than expected. Here we go. And now let's go in and
just do a quick peel. And honestly, that's already
in the correct position. So I'm already fine with that. Now what we can do is we can
just go in and of course, let's add our raw metal to
this one. And just check. Yeah, that's already,
like, a pretty decent. If you, of course, want to make your texture feel bigger,
just select everything. Go up here to 34 mode and just hold Cotrol and
just scale this up. And then what you can see,
oh, sorry, scale this up. Yeah, yeah, scale it
up. Sorry about that. And then what you can see is
that the textual tile more. So we got those ones done,
right click, height selection. Now we are getting to the
ones that are a little bit more annoying just
because of their shape. So most of the time I just tend to do manual UVs for this. So, for example, we
have these ones. I can actually just
select everything, and I can already convert
it to an added ply. Now, the nice thing is
that you can actually copy UVs from one to the other if the model is
exactly the same. This one is actually quite
easy if I really look at it. Um, so I'm checking that
the bevel was not broken. What I can do with this is I
can just go ahead and it UV, pretty much for this side, first of all, I select
everything and I press iron. This will just make it all
one solid chunk of UV. I can then go in here and
what I want to do is I just want to double click and I'm
going to play some seams. So I'm going to go in here and I feel like placing a seam here. What it will do is it will then unfold this entire
center over here. So I'm going to go ahead
and place a seam here. Now, I'm a bit worried
that over here, it will not be able
to unfold enough, so I'm just going to
place one seam here and I can do that by
going up here to break, and that will place a seam. So here we can also break. And now we have the back side.
We can do another break. And this side, which
I do need to do a bit more manual selecting and do another
break. Okay, cool. Now that that is
done, or what we have to do is we can just go
ahead and do a quick peel. Now you can see
that everything is quite in a messy position. But what I will do is
I will just quickly do the UVs for all of them, and then I will fix all
the positions and place everything together.
For now, this is fine. I'm just going to go
ahead and continue on to the next one, which is this one. I isolate it. This
one is very easy. All that we have to
do is just iron, then select an edge that
is the least visible, for example, one at the bottom, and then break quick
peel and I do like to sometimes also do
a relax over here to make sure that it is
properly UVnwpped. And also, what you can do
is you can actually use your checker box
over here to double check that everything is looking correct. Now, that's
pretty much it. We can now go ahead
and go in here. Again, select everything iron. Then we want to decide which place that you want
to place this. Over here, and we
can go ahead and let's do a break here so that we'll just unwrap
all the way around. Then it will also unwrap
if I place a break here, let's also place
one on the inside and another one here,
another one here. So we'll have one that
goes all the way around here, all the way around here. Then lastly, we can
go ahead and we can select an edge here just
to break this cylinder. And that hopefully
already does the trick. We'll see. So this,
select everything. Do a quick peel and let you double check
by going up close. And you just want to kind
make sure that you don't have any overlapping edges
or anything like that, which sometimes happens
if you are not able to if it's not able
to unfold enough. But this all looking like fine. So I'm totally happy with this. I can now just go ahead
and go on to the next one, which is this large
chunky piece. Just go ahead and add
it, select everything, iron now, over here
because this is a calm we can pretty much just completely unwrap it except
for this area over here. Just going to go ahead
and do a break here. And then I just basically
want to place like a singular UV seam, let's
say that, like that. And now, if I go ahead
and again, unfold, you can see that over
here now it has just become one entire piece, which makes it quite handy to UV unwrap something like
this. Same with this one. Oh, no, wait, sorry, this one is not the same because
we have merged it together. I'm
going to get rid of. Yeah, let's actually get rid of this entire bottom side
because you will never see it. So let's go ahead
and select this. Iron. Let's go in here. And I'm just going to
go in and I'm going to first of all, get
rid of this cylinder. Then I probably want to go in, and I probably
want to let's see, I'm going to cut
it up over here. And I'm also going to cut
it up along this side. Yeah, I think that's fine. So let's go ahead
and break that. And then finally, we also want to go in here
and just place, like, a single cut all
the way along here. I think that's about it. So now let's go ahead and
select everything. Let's go ahead and
do a quick peel. Yeah, that is looking fine. Okay, so we got that one done. Then the last ones, we have a cylinder, which
is not very difficult. Just select it. Iron, place, break, peel, collapse, which you
can see it goes really quickly when
you get used it. And next we have this
one. So this one is is it exactly the
same as this one? If it is, what we can
do is we can just right click and press
copy on the bottom one, go to the top one, right, click, and press paste, and
it looks like that. No, it's broken. So we have changed too
much on it probably because we removed the
center line, unfortunately. That means that we have to do a unique unwrap for this one also, although it's not
that big of a deal. So let's just go
ahead and iron it. So this one we were going to go ahead and we
were just going to loop it around here. It's iron, iron. Let's break. Sorry. I was going to A up around here because I was worried that it might
stretch too much. Break. And then
this one, honestly, this one is fine, just because
it's so how you say it. It's such a thin
bevel, I should say. So what I will do is I
will actually, oh, God, the loops are not working
really well in this case. I'm just going to go
ahead and I'm going to do some manual looping or some manual selecting,
I should say. You can probably keep this
attached to the larger part, but I like to just
split it up just in case to avoid any messiness. Oh, hey, look at that.
That's not correct. I will now place a loop, but I need to keep in mind too, so that's probably
causing problems. I'm just going to convert it to Adiply do a target belt and I need to target belt this
together. I just need to check. I think that was the only error. Let's just in case, select
all of our vertices and just do weld on a very low level, just to make sure that we
have everything connected. And now what we can do is we
can once again select this. So you can see that the
loop is still here. Also, if you want, you can actually do this trick
where you can actually go in and do a phase select that might be
faster in this case. I don't often use this
technique anymore, but you can do a phase select. And then what you can
do is if you break, it will only break the
ends of the phase. So you can see that that kind of creates an instant unwrap also. Select everything, peel.
That's looking good. So yeah, and now what
we're going to do is we are going to just combine
all of this stuff together. So let's just go ahead
and select all of them and do one more at GV. Next, what we're
going to do is we're going to start with
a simple pack. Just go down here,
turn on rescale, rotate and set the
padding to 0.001, and just press this sorry, first press this button
over here to rescale. What it will do is it will scale our elements based
upon real world scale, and then we can do
pack normalized. So, okay, we now have a pack
and you can see that it's already rotated some
stuff, but not everything. So we just want to kind of go in here and select
the pieces that are not rotated correctly. Tres Mx is pretty
bad with the system. RsmUV is absolutely
amazing when it comes to properly rotating
your UV shells. But as soon as there
are cylinders in here, Treismx is just
getting confused. And if you have cylinders
along with these squares, it just gets more
confused and it will even miss rotate the squares. We now have this stuff,
and now if we do, go ahead and do another packing, you can see that now
it does a better job. So at this point,
what we're going to do is convert Adipol. We are going to get started
by applying a material. Let's start with our let's
start with the gray material. Then double check
to make sure that our UVs are correct.
They are not. I want to select everything
and want to hold control, I want to scale up a little bit. Yeah, that looks fine. Now what we're going to
do is we are going to go ahead and let's say
that we have this one. I wanted to go in and I
wanted to select this. Yeah, we can probably leave
it up until this point. I feel like this might
not look as good. So what I want to do
is I want to raise a very quick swift loop here. Select this edge,
and I'm just going to extrude this inside
a little bit like this. And next, of course, don't
forget that we do need to add some bevels again.
So let's do this. Chafer and just give it
like a super small chamfer. And just throw on the
weight normals again. Now, of course, once
we've done that, we need to go into UVs. But often all we have to do
is we just have to relax UVs. So we can select contra
and just press relax. And that should add
that additional piece in here without any problems. So now that we've done that, now what I can do is I can go in, select this, grow
it a few times. Like this and set this to
be raw metal over here. Raw metal goes into gray metal. I don't think I want
to make this gray. So what I will do
is I will press contra I to invert my selection, and I'm going to make
this one orange. I'm going to make
this piston orange, and I'm going to
make this orange. I'm going to make this
one over here, raw metal. This one can stay gray, and I want to make the
inside also raw metal just to give it a bit
of color variation and this one can stay gray. I think that's
looking pretty good. At this point, because we
also did material selections, we're not just going
to copy it over. We are literally just going
to copy the entire model, placed into position, right click and press Hight selection. So just hide your model
and delete the old one, and then we can right click
and we can unhide everything. And there we go. AUVs are now completed along
with our materials. So at this point, we are
pretty much ready to just go in and start exporting this. Checking if I did
not forget anything. We could have placed
maybe some bolts here, but I think for
now, this is fine. I can maybe do that
in polishing phase. So support plate long,
we can export it. And then if you would
go into Unreal, right click and reimport, it will ask you because you have new materials and just
press reset to FBX. And now it has imported
it with the materials. Awesome. So what
we're going to do in the next chapter is we are going to go ahead and start
importing our textures. We are going to get started
with the base of our shader, and we are already going to
then apply these materials. Once that is done, we will continue on
with the trim sheets. So let's go ahead and continue with this in our next chapter.
27. 26 Creating The Base Of Our Master Material: Okay, so let's get started
by setting up our materials. So first of all, we need to, of course, input our materials. Let's go to textures.
Right click New folder. I will call this
one painted metal. And then you just want to go
in and you want to select your painted metal over here, textures and just import them. Now, a few things
that I want to say. One, we have created these textures inside
of substance Zener, which means that
the nomp is OpenGL. So we just have to go ahead
and go inside of the no map, and we want to go to Advanced and turn on the
flip green channel. This way, it will
convert it to direct X, which is what
Unreal Engine uses. That's literally
the only difference between opium GL and direct X, the flipped green channel. Now, next to this, I would also say, of course, you can combine
maps if you want, for example, the
roughness and metallic. The roughness only uses the
red channel, pretty much. So what you could do is
in your green channel, you could place metallic. This is something that we might change later on, but for now, let's start with just like
a basic setup to give you the general concept of
creating a material. I know that we also
have raw metal, but same with that one, we can go in and we can actually
use our painted metal to kind of convert that All
inside of one single material. Let's go to our materials. Right click New material. And call this Tile I would call it like tile
master, or shall I do main? Yeah, we'll call it main just to make it a bit
easier for you guys. Main underscore master. And then let's go
ahead and open it up. Don't know why it's a bit
slow, but here we go. Okay. Now that we've done that, we can go into our
painted metal and just select all of these maps
and just drag them in here. So there's a few things that
we want to create with this. Some of the obvious ones, if I just load this over here is, first of all, we have
over here a metallic map. Although we do not need it, as you can see, I still input it. Now, the first thing
that we want to do is we want to have the options to swap out our textures without needing to actually
create a new material. We can do that by
right clicking on our textures and converting
them to a parameter. Parameters basically allow us to edit this material
using an instance, which I will show you in a bit. So I create parameter
and I give it a name like base color. And I want to do that
basically with all of them. So this one is metallic. Normal roughness. Okay, now let's go by
each map one by one. We have our base
color over here. Now, what's the most
important thing that we need is we need to be able
to control the color. We can add a constant
three vector and once again, right click, convert to parameter and
call this color. Overlay. We are going to
go in the default value and set this to white. And next, we want to
just add a multiply. So what we're doing is we are multiplying our base color
with the color overlay, which inside of unreal
will mean that it will basically well overlay
this specific color so we can make it orange,
black, whatever we want. We can go ahead and just
add this to our base color. Next, we have a metallic. What I want to do is I want
to be able to switch between a metallic map or just setting something to
metallic yes or no. We can do that using a static
Bo parameter over here. If you just type in static
B, you can find it. Static B Static switch. Sorry, I was thinking
of programming. In programming language
is often a Boolean. Static switch parameter, we are going to
go ahead and call this one has metallic
map, for example. Now quite easy if it is
true, we enter the metallic. If it is false, we
do S click to create a scalar parameter and
call this metallic. By default, I'm just
going to set it to zero, and basically what
it will do is, if it is true, it will
use a metallic map. If it is false, it
will use this value. One means that
something is metallic. Zero means that something
is not metallic. So this one will
just make everything metallic and just drag this
into the metallic slot. This is really useful
for when we want to turn our mesh into
a metallic mesh. I can also go in here, and I can also do the same
over here actually, because we probably
want to do that, where we duplicate
our color overlay and just call this color. Now what we can do is we can do a static switch
parameter and call this has Bay scholar map. If true, and if false,
we can do this. Over here. If it is true, it will go in our multiply. And if it is false, we just
need to keep in mind that we don't want to use
the color overlay. Although I guess we could just here if we just
switch it around. Let's just do this. There we go. That's probably easier
for you guys to read. So if it is true, it will
do the base color with the color overlay,
and if it is false, it will only use the color because we assume
that we don't need a color overlay if we have
just a simple plain color. So that is now done. The default value, I want
to set the true over here and also over here by
selecting this box. Actually, in metallic, I'm
going to set this to fills. Next, we are going to have our our norapF now, we
don't need to do anything. So we just apply our nor
map and our roughness map. For our roughness
map, we want to go ahead and we want to again, do a static switch parameter
has roughness map. So we pretty much
can turn it into a plane material if we want to. And what we also need to do
is we need to do a multiply, and then we have our
roughness into the multiply, and we add a a click and just
call this roughness amount. And now that I think about it, let's set the roughness
amount to one, probably best not
to do a multiply. Let's do a Power node. A Power node, you
can do a multiply, but the power node gives you a little bit more flexibility. So plug in the base
your roughness texture, and then in the exponent, you want to go ahead and plug
in your roughness amount. Has roughness map?
Is he got to true? And then just a click
and just call it normal roughness
and maybe set this to like 0.2 as a default. And if it is false, it will use a plain roughness and set
the default value to true. We throw this into our
roughness, and there we go. Now we already have a
little bit of control. Now, quite an important control is that we want to also
control the tiling. For that, this we add a texture coordinate
node over here. And the way that we can
control the tiling, so you can see over here
that we have the U and the V tiling is by simply multiplying it
using a scalar parameter. So multiply our taxi
coordinate using an S click and just call this tiling and let's
set the default to one, meaning that no
tiling has changed. In order to apply the
tiling to our textures, we just want to drag this into our UV slot on our textures. There we go. Super basic
material to get started with. Let's just save it. And now
we can go in our materials. And let's say we have a
main master, right click, create material
instances and just call this white underscore metal. Now, having that done,
let's open it up. And the first thing I want to
do is I just want to check everything on over here. Like this. I'm just
going to save it. Then what I want to
do is first of all, I want to apply this and just make sure that it is working or looking the way
I want it to look. Of course, take it
with a grain of salt because we still do not
have any proper lighting, so we might want to balance this out a little
bit more later on. For now, let's apply
our white material. Moving this over to the
screen. There we go. Here we have our white material. As you can see
with the lighting, it's not super special, but over here, you can definitely
see the white material. That's actually
looking pretty good. I also like that it has
some roughness glare. Maybe I want to go in. Um, my keyboard shot
cuts in the way. White metal, let's open it up. Just gonna go ahead
and throw this into my other view. Here we go. And next what I'm going to do is let's set my roughness
mount maybe to, like, you can see,
like if I do zero at five, it becomes duller. Okay, it might be
a bit hard to see. But if I said it's
two for example two, sorry, two, it becomes
a bit more shiny. So like this, we can
kind of control. So let's say I want to set
this see this default. Let's do 1.5, just to give it a little bit more shine in there, and I'm quite happy with that. Now, you might also
get a little bit confused about the metallic and the roughness over
here because it is along with my
roughness amount. But we can just go and maybe redefine the names a little bit. Although I'm surprised because
normally the roughness should not show up when
this is set to falls. So that is quite interesting. But what I can do is I
can simply just go in here and I can, in rough value. Let's do something like
that. Plain rough value and this one I'm going to call plain metal value. There we go. Just to make it
a little bit more clearer. We now have that one done and now we can just
right click and duplicate two instances and
call this 1 gray metal. Right click duplicate. Black metal. Right
click duplicate, orange metal and right
click duplicate raw metal. See, we can really push
this one texture far. I'm just going to
open it up. So we have raw metal. Just
give me a second. I'm just moving it
over to my screens. We have orange metal. We have gray metal. And we have black metal. Okay. So I moved all
those over here. There seems to be a
buck where it does not show. That's a bit weird. Anyway, so we now have this. Unfortunately, we cannot
really do the isolate well. Oh, wait, here we can do it. So yes, we can use the isolate. Normally in the older versions with Nanite you
cannot do isolate. But what I want to do is I
just want to apply my meshes. So this one is going
to be gray metal, yes. Isolate this one. This one is going
to be raw metal, and that means
that the other one is going to be orange metal. At this point, I can have the white metal. Let's
go to raw metal. For our raw metal, which
we will be using here, what we can do is we can say, I don't want to have
a base color map, and I probably do want
to have a roughness map, but I guess it will add that
little bit extra to it. I'm going to go ahead and set my plain metal value to one to make it
completely metallic. Now the cool thing
is that our nor map will still be applied here. We can go ahead and control
our color to maybe make it like a little bit
of, like, a dark metal. But you can see that
now we still have this plain metal
which works quite well and maybe set the
roughness value to like two. See? So we instantly just deform this into
a simple plain metal. Now, our gray metal is
not going to be super special because we just go
into our color overlay. And we just set this to, like, a more grayish color. Let's start with
something like this. Now, what I also want to
do is probably want to push the roughness
back to one to make it a little bit duller and
maybe then also push the darkness a little
bit over here. Now, the gray one
really depends on our how would you say it? It really depends
on our lighting. So it's something that we
just need to keep in mind. Yeah, that's all looking
a lot more defined. That's nice. And orange metal. So with our orange metal, I could go into my color overlay and
grab the color picker, and then I can pick like
an orange color for my reference if I want to just to get started with
something like this. And I just picked it over here. And then what I'm going to do is I'm going to make
it a little bit more stronger over here. Let's see. I'm going to make it a
little bit more yellowish, something like
this, for example. So just play around with
it, grab whatever you want. But that's working quite well. Okay. Awesome. We now have all of our base
materials defined. As you can see,
that already starts to look a little bit
more interesting. Definitely, it feels weird without anything else around
it that has textures. But what we're going to do
now is in the next chapter, we will start by applying
our trim sheets, and then we'll also create
a trim sheet material, and we'll take it from there. Let's save your scene and let's continue on to
the next chapter.
28. 27 Preparing Our Trim Sheets For Use: Okay, so there are
two more stages left to finishing this model
that we have over here. And the first one is going to
be adding our trim sheets. And the second one we
are not going to do yet, which is going to be adding some additional
decals on top like leaking and dirt and
everything to refine it down. But those things
we will do later when we actually start
going into DGA chapters, but that's way later once we have already finished
all of our assets. So let's go ahead and start
by adding our trim sheets. Now, this is not too difficult. The first thing that
we need to do is we do need to start defining
our trim sheets. For this, in my trees Maxine, I like to create a new folder. And I will call this
trim sheet just to keep things
organized because I'm already going to
prepare everything like all of the
models, basically. I'm going to get started
by just creating a plane, and you can just kind of
create it off the side here. And all you really
want to do is remove any segments and set the length
and width exactly square. So let's say 500
by 500 like this. Next, we are going to go in
and we are going to just grab a new material.
Call it trim sheet. Go in here and let's
create a bit map. Press okay. And
let's have a look. So we have our trim sheet, final base color and just
turn off the overwrite. Although, actually, know
what? I might want to choose the norm map because
the base color, since it's PBI, you cannot
really see what is happening. But in the norm map, you can actually see it a lot better. So over here, we
have a norm map. Now let's go ahead and go back in here and
just apply this. So here we can see
that we pretty much have the details
that we need. Now, next to this,
the next thing that we would want
to do is we would want to go in and we would want to start adding
some segments. So let's go ahead and convert
this to an added pool. Now I can also see
that my norm map right now it is in DirectX format. I'm going to be very
honest. I don't like that. And the reason why I don't
like it is because it's difficult for me to
read the shapes. So I'm just going to go inside of Photoshop
and just invert it. And there we go. Now it's
automatically updated. See now at least I can more easily see where
the shapes stop. Some of these are quite easy. We basically want to place a
line and we want to place it just beyond the point
where our shape stops. This will give us a little
bit more room for when we do our Alpha masking
inside of Unhel engine. I'm basically going to go
ahead and just do this for most shapes that we have. And once that's done, it will be more about
just cutting things out. So let's say that
we have this one. Basically, when you
are happy with it, like you have this line, you can simply go
ahead and press Detach once you selected it, and then it will
become its own model. Now, for these ones over here, we might want to go in and
just do, like, a simple cut. Here. Here. And you basically just split up your model like this and you basically want
to do that for everything. Now, this is going to be a little bit time consuming to do. So I will just finish this row, and then what I will do is I will kick in a very
simple time lapse. So you basically want to end
up with individual planes, which we can then
place on top of our meshes. It's
not too difficult. Over here, you also
sometimes have this problem. Now, you can use your cut tool to kind of
place cuts in mid air. This is one of the very few
times where that is allowed. However, be a little
bit careful about it. Now, over here,
what I can also do, just another trick is I can place a cut and let's
say that I want to move these two vertices down
without changing my UVs, I can turn on preserve UVs
over here in my edit settings. Every single Tremeing
software has some type of preserve UVs. You need
to be a bit careful. As you can see,
there were already, a little bit more glitches, which sometimes happens
when you do this. So be careful, but
as you can see now, you are able to just
place all of this. Don't worry if you don't make your cuts exactly straight
because like I said before, all of this stuff,
it will be masked. All of those uneven edges, you will not really
see them because we will just perfectly mask everything thanks to that mask we created in painter. I can now just go in and I can start by detaching all of these. Okay, let's go ahead and
just kick in the T labs and I will do that for all
of these shapes over here. But we only have to do this
once, so it's not too bad. O. I
29. 28 Creating Our Trim Sheet Materials: Okay, so our trim sheets are now done or at least
the organization of it. So now we have all
of these models. Now, the first thing I'm going to do is just want to
select all of them. Go over here, affect pivot only and just center the pivot. This will just make
your life a whole lot easier so that you don't
have any weird pivots. Now, what we're going
to do is we are going to apply these trim
sheets to our model, not all of them, two
of them as an example. And then what we're going to
do is we are going to set up our systems in
unreel to make sure that everything is working.
Now, why do we do two? This is for a simple
reason that one of them is going to be a
norm map only type decal, like these lines over here. And what that means is that
it will only show a norm map, and it will just show the
materials that's blow it. And the second one is going to be like a fill on material. Let's start with
our line over here. Always make sure to do a copy of your line and don't use the original because
else you will lose it. That's what we're going
to do is I'm just going to turn on snap rotation, and let's say that I place this 19 degrees
somewhere along here. It's probably easier if we go to our side view because I can remember that we did not do perfect degrees with
this, see, here. So we cannot use snapping. You want to basically place
this just on the line, and that's just so
that we can kind of make sure that it is
in the same angle. And once that's done, you
want to hover this decal just above the line because that's
the whole logics of decals, that you hover it just above
the line, and that way, it will almost look
like it is part of your model but in reality, it is not even attached. I'm going to scale this line
down to a point that I like, and I'm probably
also going to scale it a little bit
thinner like this. Now, what we can do
just to refine things is we can go ahead and
edit the vertices. You can turn on preserve UVs, and because this is
a straight line, as long as you keep
going straight, it will really nicely just continue on the lines that we
don't have any stretching. I'm going to place this
on both sides over here. Until it is hovering just above. And the way that I check
is simply by seeing if there's any clipping or any flickering or
anything like that. Now what I want to do is I want to go ahead
and continue this, and if you have
preserved UVs on, and if you're lucky,
you can just go ahead and hold Shift and
extrude this along. If you are not lucky, so here you can see
that I'm not very lucky because I can see that there is
stretching going on. Then what you can do is you
can later on just go into your UVs and you can clean things up, and that's
what I will do. So give me just a second. But it kind depends
on the model if you are able to use
preserve UVs or not. I basically just going
to move this here, and I just want to end this
one down at the bottom. That's totally fine.
Now, over here, I want to do the same
where I just continue this. There we go. Okay. And I probably
just want to end it. Like just behind heel or something like that,
that should be fine. Maybe I will give
it this last bevel. There we go. Okay. Awesome. So we have this one
done. Now, just to clean things up a little bit, I'm just going to go
to my text tools. I'm going to quickly open it up. So we have this one as you
can see, it's not continuing. You can try to just do a relax. Oh, make sure everything
is selected. A relax. And that often already
does the trick. Now I'm going to relax
and then I'm going to also go over here,
and in my checker, I'm going to switch this to my trim sheet view because what I noticed is that the
scaling went a little bit off. You can also press
this button over here to see the tiling. But what I'm going to do
is I'm going to give it a little bit more
space along the edges. And that should do the trick. Awesome. Okay, Covert is to air the ply, and
that is number one. Now for number two, let's go ahead and just pick
something else. And let's say we pick, for example, just
this vent over here. Let's go ahead and
move it over here. Then what I want to
do is, first of all, let's go ahead and go to
our side view and kind of position it correctly so that
it's hovering just above. Wow, I was really
close with my rotation without trying
something like that. Next, what we want to do
is we want to go in here and maybe scale it
up a little bit. As you can see, I have
already set to local, so that allows me
to basically do pretty accurate movements,
even on an angle. Yeah, that's floating
above it quite nicely. Awesome. What we can do
now is we can go file export export selection and just export this model
like we've done before. I save a scene.
Let's go in Unreal. For some reason, I don't have
the correct scene opened. Oh, yeah, because I
restarted Unreal last time. Here we go. We can
select our model, right click and press Rinpot. This time, what I want to
do is I want to press Done. The reason I want to do that
is because I don't want to overwrite my existing
materials that I just placed. Now you can see that
over here we have our decals placed on it. Next, what we're
going to do is so we are going to create two
different materials. One will be very simple, and it will be a
nor map only decal, and the second one will just
be a simple cutout material. So for the first one, let's go in and create a new material. Oops, normal, only master. I think that should be a
pretty decent name over here. Now what we want to do
is we want to go in and actually import our trim sheet. So trim sheet on
the Scroz here one. Now, there's one thing
that I forgot to do, and I did it off camera
because I forgot. And that is that
what you want to do is you want to
quickly go into painter, go down into your base and
set your opacity down. Because if you don't
do that, what will happen is that everything
will just be white. Now the next thing that I'm
going to do is I'm just going to go ahead and I'm going
to quickly export this, and I want to go ahead and press export so that we are
exporting a correct Alpha. Next, go inside
of unreal engine, and all you really need is
you need the base color, AO metallic, normal,
and roughness. And I will later
on also show you optimization techniques
on how to optimize this. Let's just double click
and just make sure that our norm map is correct. Because I re export it, it is back in direct X, which means that we do not
have to go into Advance and we do not have to press the flip green channel because it's the same format
that we need. Now, I will only need to import my base cooler normal in here. And really, the only
reason that I need a base color is because
the mask is in alpha. Now, super easy. We want
to go to our material. We want to go and set this
from surface to deferred decal and the blending
motor translucent. So the reason we need a
decal is because yes, decals are more expensive
than a simple cutout shader, but only with a decal are we able to actually have
normal maps only. Normal cutout shaders do require
still like a base color. I'm going to go ahead and well, just in case that's converts to peremeter normal
and this one also. Convert to pemeter base color, and then I will do
bracket A bracket, just to indicate that the
Alpha is in the mask. Our base color can
be in the opacity and our norm map can
be in the normal. We don't need any type of
tiling on this stuff because we are going to create pretty
much unique textures. Let's go ahead and save this up, and that should
already do the trick. I can go in here, right click,
create material Instance. Trim normal only 01,
something like that. And now let's go ahead
and just test it out. Now, one thing I realized is because I am going to
create two materials, I actually need to select a different material
for the events. So here we can already apply this just to show
you and press Save. And there we go.
Now we can see that now we have this decal. Which is working quite well. I can see over here
that there are some clipping that
I need to fix. But the general idea is now, see you have this
decal, and it just feels like it is
part of your model. Now, imagine that
over on top of this, we are going to add some more like decals for dirt and
rust and stuff like that. Probably not rust,
but just dirt. So the only thing
that we need to do now is just quickly
go into Trees Max. I want to go in here, and I'm actually quite surprised that this one is giving me problems. So I'm just going
to go in and I'm going to just push
this out a bit more. And I also saw that over here, it was giving me
some problems, so push this out also a bit more. Next, what I want to do is
I also want to go ahead and just select
everything and set the smoothening completely
to one to give it like completely smooth edges. I can go in and I can
just copy our trim sheet. Trim Sheet underscore V two. And then select this vent
and just go ahead and add this second material because that one we want to have
as a different material. I think that's about it.
Let's just quickly check. Yeah, that should pretty
much cover everything. So let's go in. Once
again, select all of this. File export, export selection, support plate two, long, and re import and
just press done. Oh, that's really interesting. Just trying to check
why it is doing that, but I am not sure that looks a little bit like a
bug because it's not supposed to
actually do that. Move this over here so that I can have a better
look at things. Yeah, that is actually
something I've never ever seen, to be very honest, because
it should be fine. Now, what you can try to do, maybe there's some kind of weird flipping so we can right click object properties and
turn on B fiscal. This way, we can see if
there's any flip faces. But it seems to be looking
fine. Mm, strange. Let's cycle back to that because that is not actually
the focus of this. This is just like some
small bug fixing. What we want to do is we also want to focus on this backside. If we just go into
our materials, right click material. Trim sheet. Master. We can now go ahead and open
up this specific material. So this one is a lot
easier to create. All that we need is we just
need, well, all of the maps. And what I'm just
thinking about is that we could probably save some
time. Let's save some time. Let's actually delete
this material. Trimset master, where are you? Let's delete it, and let's grab our main master
and duplicate it. Color trim sheet master
because we cannot use our main master since we need to change the core of our material. But what we can do is
we can grab this one. I'm going to just go in and make this like
a second window. Let's select our base color. You just basically want to go
in down here and just press a little arrow which
your base color selected, and then
it will replace it. So this way, we can
very easily roughness, and I guess we do need to
add a ambit occlusion. We can just reuse all of that stuff that we
have already created. Now, at this point,
I'm a bit worried because my PC is slower
than it should be, so I'll probably double
check that later on. Let's convert Superemre
and call this AO. Let's also just art a tiling
just in case we need it. I'm going to go
ahead and I'm going to alter if you want,
you can alter multiply. And multiply your AO
with AO strength. Which will basically give
us the option to reduce it. So I'm just checking. So one believe we just need
to keep it at one. You can we click and
you can press start previewing note over
here, let's just check. So one, zero, one,
two, three, five. Okay, so yeah, we can
just boost it up like that to basically
control it. Okay, cool. Then the next thing that we
need to do is we need to go into our trim sheet
master and simply set it from opaque to
mask and then grab your Alpha for your base color and throw it into
the Opacte mask. And just write,
click and press Stop previewing. There we go. So now we have our
normal details on here also. Let's go ahead and save. At this point, I'm
actually going to set the default values on for my metallic. Save again. And then we can go into our
materials. And let's see. So we have our
trim sheet master, create material instance. Rim Sheet underscore 01. I think that's probably fine
to just call it like that. Open up our model. Go back to our material
and select Trim Sheet 01, and then you can go into
your model and you can press the little arrow
button and save. At this point, we
also want to turn on preserve area in our Nant. The reason we want to
do that is because we are using ELS plus By. It is because we are
using cutout Alphas and Nante really hates cutout Alphas if we
do not turn it on. I was kind of hoping
that that would also fix this problem. This
one is actually new. I have no idea what it
does. Supposed to Bly. Nah, I didn't fix it. But, okay, I'm not going to
turn it on because I have not looked into it yet. But anyway, as you can see, we now over here have our whatever it is called
Vent. We have a vent. That's the name of it. Now, what you can see
over here is that we also have a few issues,
and let's have a look. These issues are just because our images are not in the
correct rendering mode. Now, what we can do is we
can just alter our images. So I'm just going to go ahead and have a
look at the first. Sample texture as grayscale, SRGB should be disabled. That means that we want to
go into our embitoclusion, open it up and we want
to disable the SRGB. And then it should say
should be linear gray scale. Let's just save that. Let's go back into our trim sheet master. And just set this to
be linear gray scale. And that should fix
that problem, I hope. That's safe. Give the second. Oh, it still shows the sometimes you just need to reapply it. Okay, in that case,
what I'm going to do? So we have this one. I need to set, it
is set to greyscal. I'm just going to
set it to default. Default is sometimes a
little bit less buggy. So we have our AO
selected so for switching so fast between
windows. Apply it. And let's just set this
to be linear color. And let's hope that
fixes things a bit. It's still giving me the arrow, which is a bit strange
because I did fix that. So I'll cycle back to that one. Metallic sample
texture as grayscale, SRGB should be disabled. Let's just check that one. So if we go into our
trim sheet master, metallic is set to grayscale. I'm going to just go ahead
and set that one also to not color, linear color. And then if we just quickly
go into metallic texture, we can go in here and
just set this to default. I don't know I keep switching. And I believe we I don't know if we need to set
the SRGB off. I believe so. I always forget
this kind of stuff. So there we go. That fixes that
one, save my scene. Roughness texture
should be gray scale, that one is just again, here, we can go for linear color, go in here, Roughness, default. And we can turn off ARGB. Just to quickly get
rid of those arrows. Of course, you can
go for gray scale, but I often find
that the gray scale just is giving me a lot of issues like
you can see over here. It's got to drag in my
metallic and my roughness. Still giving me these arrows, which is really strange
because it should not do that. So give me just 1 second
and let's have a look. So this is linear color. Yeah, you are you are fine. Like linear color. I set my
roughness to linear color. And if this doesn't work, I will just pass the video
and I will have a quick look because
that should work. I see over here, it
has changed now. So I think it is working, but for some reason, it is
still showing me those arrows. So I'm not sure. I will have a look
off camera. Oh, see? It's just a buck inside
of nul gen five. As soon as we reopen
the material, everything was working fine. So yeah, I was already thinking everything is
totally fine on paper. But now you can see that also it reads the metallic and
everything correctly, so you don't have
those weird issues. Now, of course, we do need
to definitely balance our textures and materials
and everything later on. But for now, this is
looking pretty decent. Now, this issue that
we have over here, it logically should not exist. So I don't know if it is
lighting or anything like that. I don't think so because
if I would rotate it like this, you'll
see it's gone. What I'm going to
do is off camera, I will have to have a look at it because here you
can see over here. So probably there's probably something going on with
the decor rendering. So please bear with me. I will have look and we
will just continue on the next chapter where I will hopefully have
a fix for that. And then what we can do is we
can start by placing all of our trim sheet details on this final mesh to
complete it even further.
30. 29 Adding Trim Sheet Details To Our First Final Asset: Okay, so in our last chapter, I went over that we
had some problems over here where the mesh just
wasn't working really well. I was missing, there
were things cutting out, and I fixed the problem. Basically, it was the Nanite. Lanite was being a
little bit annoying. So what was happening is
if I just go ahead and said this to Auto, you
can see that over here. For some reason on
this specific mesh, the Nanite even up close was optimizing the
mesh a bit more. Now the way that you normally fix that is that you can set your fallback target to
triangles or arrows. And the lower you go, the less arrows you
have on your mesh. However, the less optimized
your nanite also is. Now, unfortunately, for
this specific mesh, we had to go really low to
like 0.01, sorry, 0.005. Because if you would do 0.1, you can see that over
here, it might look fine. But then when we go back
here, you can see that, for example, on our bolds,
they are completely gone. So we had to go for
0.05 in order to still have a decent amount of polygons on our bolts
and everywhere else. Although, honestly, I'm
still really not happy. Oh, wait for this. 0.005. That's why I was
not happy. There we go. So keep that in mind, it will be less optimized, but to be honest, this mesh is already, not that hypol so we don't need to worry
about it too much. But anyway, that will
have fixed the problem. So knowing that, what we're going to do now
is we are just going to go in and add all of our
trim sheets to this model. Now, this will be quite easy, but also a little
bit time consuming. We are just going to go ahead
and add a bunch of lines, and I will just see if there's any interesting shapes that
I can add on top of this. As I said, I already
showed you how to add the trim sheets because this
is quite time consuming. What I'm going to do is I'm going to kick in the time labs, and we will start by
adding these trim sheets and then we can export
them to unreal. Okay, so I added a
few trim sheets. I end up adding less than I
would have tart. I would add. But for now, this
is totally fine. Like this one doesn't require that much detail simply.
It just doesn't need it. There's no, doors or handles or vents needed
for something like this. Now, one thing I do want
to do is I want to have control over the
strength of my norm map. So for that, I
just want to go in my norm map master or
normal only master. And I want to add a
node that's called a flatten normal node over here. Now, what you can
do with this is you can plug in your norm map. Then in the flattenss you
can add a scale parameter. Call it normal strength, for example, and just
plug this in here. And zero should be the default to just already
show your default norm map. Checking here. So one. Yeah, definitely,
zero. Okay, cool. So once that's done,
we can save this. And now we can go in our trim normal only zero,
one, for example. Let's make it a bit smaller. Go in here, no map strength. And now we can set
this, for example, sorry, we set this in the minus. So minus one to make
it twice as strong, which just makes it a
little bit easier to read. You can also go minus two,
for example, just like that. So that just makes it
easier to read because it's such a much
stronger detail. Of course, remember
that that will also make these lines stronger. But I think in general,
it does look quite good if we can read those shapes a little bit
better from distance, especially when we
do our lighting, then everything will
become a lot better. Now, just to finish
this thing off, I will not go over
it too in depth, but we can do some very
simple additional settings. So we have our nanite
over here turned on. Now, next thing that I
want to do is I want to go ahead and I want to go in here. Let me just duplicate this. And I want to make sure
that my mesh distant fields are correctly generated. This is needed in order for Lumen to properly bounce
the light of your assets. So if we go to our and
let's see where are you? I normally have a shortcut, so that's why I'm a little bit, it's a little bit
difficult to find it. So here we go, visualize mesh distance fields. I recommend you setting
it to a shortcut. And basically, what
you want to do is you want to make sure that your mesh that the shape looks fairly similar
to your mesh, which over here,
it totally does. That's totally fine. If
you do not have this, if you have any type of weird holes or anything like that, what you want to do is you
then want to go down to your bult settings over
here in your LOD zero, and you just want to
increase this value. Now you can not always get
it absolutely perfect. Increasing the value does make your mesh more
expensive to render, try to find a nice
balance between that and I will check if we happen to come
across that problem. However, the system
is getting better and better at recognizing
the shapes. The last thing is that
if we go to our show, and turn on a simple collision, you can see that we
don't really have a really nice collision over here because it
is outogenerated. So what I like to
do is, I like to just go to collision
and remove it. And for simple shapes like this, I like to go to the auto convex collision and
then press apply, and then it will automatically generate a collision that is often pretty accurate, as
you can see over here, and it will just give us a
slightly nicer collision in case we want to walk around it and walk against it and
all that kind of stuff. Just going to go
ahead and go out of the view mode, and there we go. Okay, our first model is
about 80 to 90% done. All we need to do later on is we need to add some details, but that will come
quite a bit later. So that's already
looking pretty good. We got a nice sense of
the colors and the style. And now that we've done
that, we can go to a slightly more complicated
model, which is going to be, for example, over
here, these pillars. So we'll do that one.
Also in real time. Then we will do this
one in real time, and then really large
time laps will be kicked in where we will complete all
of our additional assets. But of course, you can
also follow along with those assets in our
untime lapsed videos. So let's go ahead and
continue with this one.
31. 30 Creating Our Angled Pillar Part1: Okay, so we now have
our first model done. So what we're going to do
now is we are going to go ahead and take this one
to final over here. So basically, we already got a decent
design, but as you can see, it's missing a lot
of elements and a bunch of stuff I
probably want to alter or remake a
little bit just to improve the general
design a little bit more. So let's go ahead and just
continue with that one. And we will do this
in semi real time. Like there will, of course,
be some time lapses, just like we've
done with this one, but it should be pretty good. So let's go ahead and first of all, turn
off your trim sheets. As you can see, I
dragged in all of my trim sheets that I placed
on here into our folder. And sorry, turn off your trim
sheet. Turn off your model. And the trim sheets we can
just kind of leave on for now. Now we need the entrance
pillar tilted. Yes, this one. Okay, so let's have
a look at this one. As you can see, I really
like this design. Of course, these lines and everything are going
to be details, but I quite like just like
the general look of this. It's also this bottom layer. I have some cool ideas for that. But for that, what
I'm going to do. In my case is, I am going
to remake the base. I want to get started here. Let's just go ahead
and isolate this. I wanted to get started.
Let's go to our top view. And I'm going to pretty much separate the base from the rest. That's just a little bit easier. First of all, I can see
over here, a board. Let's make sure that
you turn on this layer. Let's create a line
and I'm going to get started by just placing
my line over here. Next, I'm going to go around
the corner and for now, I will make it corners, but this is because we
are going to later on add a fillet to make everything
like we nice and smooth. Let's say that I go around here, then here, and then
I push it out again. My idea is that if we just quickly go in here
and same over here, I want to just push
it out like this. And then what I was
hoping is that I can basically go
in and I can do, some small and some
strong fillets. So if you just go ahead
and do a fillet here, this one is going to be a
simple one, like a small one. This one is going to
be quite a bit bigger. And then these ones, I
wanted to make to the max. I wanted to make it probably
even stronger than this. So what I can do is I can probably push this
out a bit more. And let's say that these ones, I'm going to then make like quite strong, like,
something like that. But then these ones, I
wanted to really push it in. Yeah, I think something
like that should work. Now you can see that over here, we have two vertices
on top of each other. You can press fuse to kind of like merge
them all together. So let's see. We have that one. Now we have this one. I should have probably done it at
the same time as this. But what you can do is
you can quickly drag, and then if you just
drag your mouse onto the other point, it will kind of just match up. And over here, I
want to once again, push it really to limit. So this is basically
what it looks like. Of course, this is
just a part of it. I'm going to go
ahead and quickly add one more insult here. And let's just in case also fill this just in
case we can see it. And then over here, I'm just
going to do another fuse. Okay. Awesome. So we
got that piece done. I'm going to go ahead
and I'm going to connect these two
pieces just by connect. And the reason I
do that is because I simply want to
extrude this out. And it's easier to extrude
this out when it's just like a solid shape
and then mirror it. So we have now this shape. Let's go in and add
extrude modifier. And let's not make it that high. So somewhere along this line, we can just follow
the same stuff. Um, yeah, that should be fine. It is sticking out a
little bit too much. What I might want to
do is I might want to just push it back
in a little bit. Then what we can
do is we can add a symmetry modifier over here. Flip it around. Click on it so that you can edit it and just push it back. There we go. That's our base. Now what we're going to do is
now we're going to go ahead and basically add this
entire chunk on top of it, and then I will do some
extruding inside of it also. Let's go in. Let's see. This chunk is pretty much going to be I'm just
going to isolate this. Oh, 1 second. Before I do that, I probably want to just go into
my lines and just grab all of these lines and then turn
on this little button to show the end result
and show everything. And I'm going to push this back because I feel
if I don't do that, it will not look as nice. But that should still keep everything on the ends correct. Yes. So, okay, I'm going to go
ahead and now create a shape on top of
this, basically. Which we will be using,
I will be using, I think I can just
use a simple box. I think that's probably easiest. Let's create a box and let's already just go out
of isolation mode and just kind of place this
somewhat into position because, of course, we are not creating
exactly the same thing since we have this pillar. I do want to actually
before I do this, I want to check the pillar if I'm happy with the pillow width or if I wanted to make it. Now, I feel like if
I make it thinner, it kind of takes away from
the heavy duty shape. Okay, so I'm happy
with the pilar width, which means that
I can go in here, and I can start by just
capturing this general shape, so we can just capture this one. Let's make this go up. And this one goes out here, but I actually want to
have this one sticking out a little bit. Okay. So we got that shape. Now what I'm going to do
is I'm going to let's see. I think I want to actually
place a edge here, so I'm going to alter the
shape a little bit more. I do need to not push
it out too much, but of course we have pushed it out a little bit more over here. I think what I want to do is I want to probably push
this in a bit more. But then over here,
I'm also going to grab our original and for now just do an Adipol
and I'm just going to move this in along with it. There we go. Now, at this point, I just want to go in and just move this over
to the side so that I can kind of see
what I'm twying to do. Okay, so we have this shape that goes around there
and around there, I'm happy with that. Yeah, I'm quite happy with that. So I will go ahead
and also alter that. Let's go in, and probably
easiest will be to just select these faces and start by
doing a simple inset and say, let's make it quite low. And then, of course,
over here, we need to extrude this down, but for now, I just
got to push this in. And after pushing it in, I do need to clean this up, so I'm going to merge
these pieces down. Okay, so we got that one done. And then I wanted to go in and I wanted to just make a
really straight line. Of course, I can
probably not make it straight by hand
at the first time, but I can select this line now and just flatten
it straight over here. Yeah, that looks pretty clean. So we got that one done, which means that this will be the part that will
stay extruded. I can then go in here
and then this part, probably just like, select
the entire chunk of it. I can go in and I
can extrude this in on the local normal. Make sure to do that because
we go around the corner. And I'm just trying to have
a look on, for example, like my top view to make sure that I don't
extrude this in too much, something like this. And then at the bottom,
we were going to go in and delete this phase, move this down so that it
becomes one piece again. And then again over here,
I just need to go in and I want to quickly push our original shape back in a bit so that we do have
a little bit of space. I probably want to do that
also on all the other sides. But so here here. And for this one, yeah,
let's push back in. Okay, so that shape looks pretty decent to get started
with. Just double checking. Of course, we are
going to, like, make the corners round and
all that kind of stuff. But you always want
to go ahead and start with like a simple shape to kind of define all of
the broad positions, and then you want
to kind of continue on with the smaller details. For example, over here,
I now have a detail where I need to
place a line here. That might not be as handy. Let's just do a connect here and a connect here to
basically merge those loose vertices together. So you can now go in and
just select these vertices, collapse. So these collapse. And at this point, I can just as well
probably continue on this edge because
I need it up here. So just to keep things clean, I'm going to do a loop and the loop is going to be,
actually, you know what? I will make it a double loop. Let's go ahead and just select all of these
edges and just use a connect with two lines. There we go just to
make it a little bit more even over here. So we got this loop,
and now what we can do is we can just
go ahead and connect. And honestly, you
can just do this. Just connect these
over here just to keep it clean for when we
start beveling things. So we got that one done. Now time for the
more broad shapes. So first of all, we want
to place a loop over here. Because we want to create
a similar cut out. You might want to go in and just scale these edges flat so that
they are exactly straight. Then we will do a similar
cutout and the cutout will go from over here, it will go all the way
around and then over here, it will go inside of it, which means that I need
to place a cut out somewhere here and another
one somewhere here. Let's see. If we just go
ahead and grab all of these faces We can
go in and we can do, like, a quick extrude. And I probably, like,
I need to check. So first of all,
go local normal. But of course, these extrudes, we want to make them quite
extreme to push it all in. I'm gonna probably place it up until this point,
that should be fine. And then, yeah, I have an idea for this
because, of course, you can see the difference between this and this phase
is a little bit different, but I have a good idea for that. So we have this one. Now,
this loop over here, I was not really expecting
it to go down far enough. So what we can do
with this is we can go in and extrude this more. Now, most likely we will need to go and make it also a
little bit more angled. So if we just go
to our side view, we need to grab which angle? Check, do I need
to grab this one? It's a bit difficult to see. Yeah. Okay, so I need
to grab this one. And then I also need
to grab this one. Okay. So let's go ahead and
place this one at an angle. Deselect the top one, and place the second one
also at an angle. And it also needed so that
we are not accidentally clipping through this
space over here. I'm going to move this back a little bit so that
it's not clipping. And at this point, my
idea was to basically just grab both these edges. Let's go to isolate display. And these edges will go
up until that point, I probably want to
just have them, kind of space out like this. And then I wanted to do a chenFA but make it like a
smooth Java like this. Maybe set the mode to, let's see, triangles uniform. Mm It's a bit lower. Let's see. So this is like the ideal amount I wanted here, but then over here,
it does break a bit. But I cannot already
add my edges. So sorry, I'm just trying
to make this work. Let's, let's do something like that. That's
probably better. And then what we're
going to do is we are now going to start
with all the beveling. So yeah, I think this is looking quite nice
for, like, a start. Of course, everything is
super sharp right now. So let's get started
with the next thing, which is going to be
our beveling in here. So let's select. I'm going to select
the outer side, which is going to have
quite a strong bevel. I am not I'm a bit worried that if I do
it on the inside also, that the inside will be
a little bit too thin, but we can check.
So let's do Jefa. Do I want round? No, I think it feels
nicer to go for, like, something a bit like this. Yeah, actually, you know what?
I'm fine with the inside. We definitely need to make
the even more inside version a lot less strong. So over here, we
have these versions. Now, I do want to keep
the corners the same, so I can kind of, like,
check and see, like, Okay, I want to probably make
these corners all a little bit more round, except for maybe this one because that's like
the bottom one. So let's go at tacheva. But this time, give it
a few more segments. I always just quickly
check going from uniform to dress or renting, if that looks correct, but looks like uniform
is the best one. So yeah, we are making
this quite nice and round. That's fine. And now
I just want to go in and make 1 second. Let's go into isolate display. Over here, make
these smaller edges and give those also a bevel. And over here, I feel like I should just continue the bevel. But here we will
probably get some arrows because jom tree is not clean, but I don't want to lose my entire selection just
to clean up the jom tree. So let's see, we have that
one goes all the way around. I'm guessing that over here, it would make sense if we
also continue it on here. D select those pieces,
we don't need those. And yeah, we'll clean up
the jump tree in a bit. Let's see. We go all
the way around here. You, we need to just do
some manual selections. Okay, so go around there. All those corners. I guess I will just also just
in case art the bevel here. And now I just want
to make sure that they don't accidentally
have selected any unwanted etches now
that you'd look good. So let's go at an art Java. And this one is going
to be a norm one again, but we're not going to make
it as strong. Oh, see? That's when you can
sometimes see if you accidentally forgot one. Also, I probably
want to go in here. I probably want to
also bevel those. So you can just add
to your selection even after you already have
the modifier turned on. That's also really nice to
have this live feedback. I think that will work. That's okay. Then, of
course, here on the inside, we also still have these etches. Which we need to move over here. I guess this one, definitely need to clean up that Yom tree. But this one we also should
place a bevel here because else we lose too much detail when we start adding
our weighted normals. So let's go ahead
and again here, not make it too
storm. Here we go. Now, of course, later on, we are going to check because over here with these bevels, what will most likely happen is that when we to
weight in normals, they will look wwe smooth. As you can see over
here, they don't really feel like a original bevel. Now, there are multiple
ways that we can fix that. One of the easiest
ones is to simply add a loop on both sides. And then you can
see that over here. I kind of like covers the weight normals a little bit better. Or what you can do is you can
simply bevel these edges. For now, however, let's go ahead and get
rid of that loop. Let's first of all,
clean up our geometry. Because that's always
good to keep in mind. I'm going to go ahead and
just do a bunch of, like, you can see over here,
just kind of like merging our loose vertices together
and stuff like that. Alright, that one Wi
doesn't want to merge. Sometimes it will just not allow you to and
then you can just select the edge and
just press control backspace to kind
of get rid of it. So yeah, there are still some
stuff where technically, you don't really have to
remove it, but if you want, you can just go in
and you can merge these edges together
and then just double click these and get rid of them. I definitely do want
to add something here. I know that in our old version, I added like an actual
detail here where it goes inside. I still
have that detail. I don't want to add it on top. So instead, what I will do is
I will add some trim sheets on here to make it still look a little
bit more interesting. But for now, that
should be fine. Let's also just go in here. Here we go. We got
all of that stuff. And for these kind of things, I tend to just merge them down. And yes, of course, we also need to connect a bunch of Vertzs. However, that kind of stuff, because it's really
really basic, it's literally just
me doing this. I will go ahead and do
that one off camera just because it will be way too boring for you guys to
just watch me do this. So just connect your Vertzs
like you do normally. And also, one thing that
I forgot is in here. I want to slack my
face, hold shift, and go to my edges to convert it to edges I want to give it a tiny bevel just
to make sure that the weighted normals are working correctly also in that area. So having that done before I clean up the
rest of my jump tray, I just want to check if
there's any type of, of course, this center, this
will be a separate objects. So I'm just checking
if there's any type of additional shape that I want art that I might have
missed or if we are gonna just continue with
something like this. Mm. There is an idea I have, but I don't know yet
if it will look good. My idea was something like this. Let's just go to
tofu and let's just select these edges
over here because I need to have basically
a double connect like something probably quite
white, something like this. Then my idea was
to place a loop, let's say, around
here and around here. Extrude this thing
out a tiny bit. So let's say this local normal, and let's just move it
up, something like this. And then I wanted to just merge these pieces down over here, almost to give it just
this extra detail that is kind of sticking out. And now we can kind
of decide ourselves like how far let's
go to side view. How far do we want to
have this sticking out? And then my idea was
to simply bevel it. So I then go in. So let you
see what that looks like. After I bevel it because
the bevels do make enough of a difference
that I want to just make sure that I
have those already on. Here we go. HNFR. Yeah, if we combine this with some
weighted normals later on, I feel like that
something like that might look quite interesting. Definitely to fix
my weighted normals because something is Oh, wet it's not correct because
I managed to forget art. Oh, no, wait. I
added my bevel here, but the reason
because of over here, it messed up a little bit. So what I'm going to do is
I'm just going to undo this. So this area over here is kind of like
breaking everything. You can try to just filter it out by adding a
slightly larger area, as you can see over here, and it does sometimes work. Also, what I want to
do just in case I want to go in and I want
to reset my X forms. And then try again, just make sure that there's
not any type of weird beveling going on. Okay, so that does look
a little bit better when we do it that way.
So let's do that. And over here, I'm just going
to merge these together. And for now, I'm just going
to leave it like that. Just quickly up
weighted nomals here. You can see that now
the weighted normals definitely work
quite a bit better. So, okay, we've done that. I would say that at this point, the last thing I'm going to just quickly do for this
is I'm going to art. I decided to just add
some bevels only on, like, the really large areas. And it's going to be
like ahi tin bevel. And then the goal is
that this bevel is just here basically to cover
the weight normals, because there isn't really
a difference in bool count compared to adding just like
a simple loop or a bevel. It takes just a bit longer to add the bevel,
but that's about it. So I can go in here. Loop this all the way around. Okay. I think that's the
only large bevel that I want to add something. Let's add the Jefa, and
just make it while tin so that it becomes a
sharp bevel like this. I would say at this point, we pretty much got it, I think. If we now would the weight
to normals and turn on snap to the largest phase,
turn off our edges. Yeah. Of course, snap
to largest phase. It doesn't really like
doing that in a round area, so that's a bit of
a tricky place, but that's something we can
fix manually if needed. For now, I think this is
working totally fine, as you can see, here,
so we got this shape. And this one, we don't
really need to do much. We can go ahead and we
can remove the bottom. And I guess we can
also remove the top. And for the rest like a
quick weight normals. Actually, you know what? No, I'm not even
going to do that because we just don't need
weight normals for this. So that's the top and
the bottom over there. Yeah, I think that's
an improvement compared to our blockout. It's looking a little bit more
even, a little bit nicer. So now let's go ahead and start with the cables in
our next chapter, and of course, then we'll
continue on to the actual arm. Yeah, so let's go
ahead and continue.
32. 31 Creating Our Angled Pillar Part2: Okay, so this is now done. Now the next thing that
we're going to do is we were just going to
go ahead and create some cables over here that will probably just move
along down here. So for that, actually, this one we can at
this point remove. Let's go ahead and slack both
of these and isolate them. I probably want to
have the cables going like a little loop. So if we go here, I was thinking of making
them pretty static. So they're not going to be
like really soft cables. They're going to be
more like pipes. Let's say we go, for example, it's a
bit difficult to see. I think down here, then here, then we go up here,
and at this point, I want to probably start click
and rotate to bend there. Ma sure that you
have to drag type to Basier and then go
down here and yeah, down here at and rotate again. Nah, that's not looking
the way that I wanted to. Let's just backspace. I'm going to instead
just move it down here and I will
just move it later on. Go here and then hold Shift. And yeah, I think we can
already go at an angle. Okay, I need to quickly have a check because it's
really difficult when you have so many segments to even see what you're doing. So at this point, I'm going to go ahead
and probably already add a quick sweep tool just so that we can see or we can figure out the thickness
and everything. Add the sweep tool and just set our radius a little bit bigger, something like this. Okay. And now that I've done that,
I can go into my line. I can grab these lines over here and push them
out a little bit more. This one will not fuse, fill it. I'll become nice
round like this. This one over here. We also
want to make pretty round. Same with this one. So this one and where are you? Come
on. There you are. And this one? Okay. Yeah, that taxi was really close to
what I was looking for. Awesome. Nice. So we
got this version. Of course, we need to
check how we are going to clip it in here
because we do have, of course, a little
bit more space than we had in our blockout. But I do like that
we have a little bit more of a high difference
between the pipe and the rest. So at this point, you would
basically have this one, let's say that it would just
duplicate it over here. And that might already
be good enough. See? Yeah, I think that will
already be good enough. I think now at this point, the base is pretty much on. We are going to just
go in and in here, we will add some trim
sheets to improve things. We are going to start working
on this piece over here, and definitely up here, we also need to have a think
about things. Let's see. I'm just moving this
so that I can see. I use these lines over here. I'm just checking how we did our blockout I think our
blockout is pretty close. So we might be able
to actually just use our blockout and
improve upon that. But just look at it
from a distance. It's the silvert the
way I wanted to. Yeah, we can, of course, add
a little bit more details, but I think it is pretty decent. Over here, I wanted to make these areas over here
quite a bit more round, and over here, I need to
have a think about it. So this one is a little bit tricky where we need
to find a way to basically connect this
properly and not just have it clipping into the top however, that's easier said than done. What we could do is we could
make it go around and then go inside around this point. I think that's probably
the best technique. So we have this on an angle. Let's go ahead and turn
on our edge and faces. The geometry is
not the cleanest. Let me just first of
all, isolate this one. Like going down here, it's fine. I'm not really
worried about that. But in general, the geometry
is not super clean, so we will need to clean up, but I think we can use the blockout. So the first thing
that I want to work on is that I probably want to go ahead and just make this
at a different angle. And probably the easiest way to make this
straight is to do an actual slice over here.
So let's do a slice. And we want to have the slice on the I can see over here that
I do need to rotate this. I do not want to
lose my rotation, so I'm just going
to rotate a slice, and it looks like it we use snap rotation, which
is really good. Literally move it up here
and just use this as a cut. G move it quite close the
center, something like this. Then at this point, yeah, we can just go ahead
and convert this to add a ply, go to our side view. And just select all of these
vases and just cut them. So that's step number one. So yes, we also need
to add bevos to this. I'm just checking because
it is quite messy jom tree. I guess I figured that I
was going to remake this. I also want to
mention that this is pretty good for a
symmetry model. So I'm going to place a
single cut in the center. And for now, I'm just literally going to delete half of it. Now I can go in and I can start
working a little bit more on my positioning
and stuff like that. I'm going to probably
place a cut. I just continues on here just
to keep my jom tree clean. Actually, before
I do that, I want to grab this one
and I want to move it a bit further down like this. Okay. And now I
can place the cut. Over here, I was going
to rotate or sorry, rotate, make these areas around. Oh, I can see that I ended
it literally on the edge. Why would I have done that? Probably because
I cannot see it? Yeah, that's why.
Because I can't see it. Okay, fair enough. But
that's the problem. Like, we can just go
ahead and actually, we can probably leave those, but we do need them
for weight normals. So what I will do is these ones I will leave
because I believe that yeah, here, we cannot see any of it. So those ones I will leave, but these ones we
can definitely see. So I want to give them
a nice round, Jenfer. You can see over here, something like that is already
good enough. We definitely need
to do some cleanup, but let's focus on that
a little bit later. Let's see. We have a mesh going down here and for rest honestly, this is quite fine. I'm not really worried about L, I'm going to delete this side and most of this you
cannot even see. I'm going to just check
how far down it even is. Here it is quite here. It's literally down there.
Let's make our lives easier by literally placing a slice and just
removing part of it. So I'm going to add a slice. I'm going to rotate
it until it's flat and move it just below
here. This is not flat. Now, this. No way, that's also not it.
Ah, interesting. For some reason, this slice
does not work correctly, so let me just there
we go. Now it's flat. Okay, so just move this
probably around here, converts to Addipol and
to make our lives easier, just nuke out all of these shapes because we
simply don't need it. Like, you will not be able
to see any of it anyway. So we got that one done. Now all that we need
to do is we just need to make this jump tree
a little bit cleaner. I'm going to get started like
I have over here this edge, which for some reason, I
cannot even loop around. Oh, okay, so the edge is here
because of this loop here. But for the rest, the edge is
not really doing anything. So what I want to do is we have over here
these two loops. It might be better if I just
simply do a target belt like this and get rid of the
entire other edge over here. Next, we have some messiness
going on over here. I'm going to first of
all press contre A, and I'm going to do a
welt on a very low level, make sure that anything that's that is overlapping
is merged together. And for now, I'm just going
to do simple welds like this. Over here, this one is a little bit more tricky
because as you can see, it kind of breaks our
edge a little bit. So we might want
to move this back. Maybe target, well, this
edge over here and this edge over here PractroZO sorry, press C to Zubin. And I'm going to for now, I probably want to go ahead and just cut some of these edges. So these ones are easier.
I can just do this. But then here, I will need to
place a cut here and here. I am worried that it will mess up our bevels a little bit, but it's more like
something that we can just check when
we get to that point. And over here, I
guess I can also. Well, actually, for
now, let's leave those because I want to start
adding some bevels. So yeah, jom tree is not super clean,
but this is good enough. Like we will do
some more cleaning after we place some bevels. We have a bevel here, here, and then I also need to
add it on this side. Over here at the
top, this side will just be pushed into
other jom trees, so we again don't
have to do anything. And then over here, this
is where the bevel becomes quite tricky because
as you can see, it will probably not work,
so let's just check. Let's add the chamfer Uh, yeah, it works pretty
decently, actually. So we'll just make this, like, a quite small bevel, probably. Yeah. Something like
that should be fine. Let's go back to isolate
mode. It's going here. And now, first of all, press contre A and again, do a weld or like a low level. And then you can see
that some of these edges over here will be
welded together, and I can just push
them a bit further out. I can see that over here, I probably need to select these two and just press collapse. There we go to merge
those two together. And over here,
let's press Alt x. Collapse this one and probably
also collapse this one. I can see that I have
some kind of double face. So let me just zoom in into the mesh so that
you can actually select it. I'm just going to
delete most of it, and now I'm going to
collapse this and this, which allows me to
just do a border select around this empty
face and just do a cap poly. And now that that is done, we still need to add
the bevel around here, but for now, let's also
double click this one, and maybe I want to move this xi plus control
backspace, maybe. Do we want to make this I'm just checking what I want
to do or maybe I want to add a few HEVAs to make it
round. No, let's not do that. That's a tricky one.
I'm just thinking of, like, what kind of shape I want. I think having a
pretty strong bevel, going from round to
something that's, like, more sharper
might be nice. So we can just press Control backspace and remove it for now. And then we want to place
a bevel around this area. For that, we can just
select this face, hold shift, and select our edge. And I probably want to make
these bevels quite small, so I'm just going to select
all of them already. Yes, over here, I want to
continue on the bevel, because if I don't
continue it on, it will look very messy. Don't forget to double click and select the rest over here. Sorry for the wild movements. That's just me quickly
checking stuff. And now let's go in and just give it like a
really small bevel. I think something like that, but what I probably want to do is do I want to like
mergese together? I might want to literally
just get rid of one of these etches and that might already be enough for our weighted normals
in those areas. And we have that one
here. So let's try. Adding weighted normals,
snap the largest phase. Yes, so that is working. Okay. Now we just want to go in and want
to add a few more pavls, so we need to add one here. We don't need to add anything on top because
there are no faces, but we do want to go in and art. So here. And then over here, we probably again have
that small problem where the bevels kind of come
together, but we will see. Oh. See, first of all, Chafer. Um, check my weight to normals. Are you surviving that? Yeah,
you are surviving that. Okay, so that should
work pretty decent. Let's scroll down
and have a look. Yeah, I think that's
pretty much fine. And at this point, if you
want, you can, of course, go in and you can start by just merging these vertices over here together to make your jom
tree a little bit cleaner. That's all up to you. Of course, because we are using Nant, I'm not really too worried about highly
optimizing my jomtre, but I never know what
you guys are using this for or like what you intended. So I always just
want to mention it. So that's like the outside. We have the outside, and
this is basically where we are going to end up pushing things in just in case I can select let's
go to my site view. Just in case I can select these edges over
here, just the top. And I can give it here, let's give it an
extra loop just for my weight normals. There we go. I can give it just like an
extension going upwards, just to make sure that
it is pushing inside of our mesh over here. Now, at that point, of
course, the last thing that you want to do is
you want to go in and just quickly just go to
quick place and connect here. Just cut these just to keep
them clean. Here we go. And now temporarily remove your weighted normals
and add instead a symmetry modifier
on the Y axis. I think we need to push
it a little bit further back. Yeah, there we go. That seems to work, and
then weighted normals again with snaplgis phase. So that does that.
And then, of course, we are going to once
again add a bunch of trim sheet details on here. Now we had the bottom part. So definitely these areas
over here, I'm not happy. Like this is something that
I want to definitely fix. I also want to add some
kind of brackets that are holding our actual
pipes in here also, because, yes, these go
just around the corner. So definitely something
I need to fix. But this one over here,
let's have a look. Like the inspiration I end up using was
this kind of stuff. So it might be nice to just
work on it a little bit more. So for now, what I'm
going to do is if I can, I'm going to center my pivot
and I can rotate it back. Yes, there we go, like this. And now I can isolate it. Okay, so what do we have here? So we basically have a
piece that is sticking in here and going towards the end. Now, technically, we do not really need
an ending for that. So that's the first
thing that we can do. We can get rid of the ending.
So let's go over here. And I want everything
to kind of, like, look a lot more smoother. So that's also something that
I kind of want to try out. I think what I did
over here is I just tried to give it
like a random shape. So yeah, I think I do actually
want to change the shape. Okay, so the rough idea, I have a mind I cannot
really show you because there isn't really
exact reference for it. But it was something like this. Let's first of all, just place this kind in the
center so that I can easily draw my lines. And I had the idea of
basically placing a line. First of all, just like a
very simple line like this. But we're going to make
the ends willy round. So we do something like
this. And we go in and we make the ends will
round. Like that. And then the idea was basically
that when we have this, we can, let's see. I'm Wi just making
this up as I go along. So please do bear with me
because I'm a realistic artist. I don't often have to
actually make stuff up. I normally just look at the
picture and I create it, and that is a real
luxury in my case. But we'll figure it out. So let's just choose a
thickness, maybe like 12. And then what I wanted
to do is I wanted to go in As an dipole. I'm just going to scale
the other end or move the other end over here
to get started with. Let's go ahead and
isolate this one. Then I wanted to go
in and I wanted to place on the bottom, I wanted to place
a double connect. Let's say somewhere here, and then this one will
curve in quite drastically. Maybe give it a little
bit more. Let's do 60. What I can do is I can place a swift loop probably
around here. My idea was that basically
this one we can cut away. We bridge it, and then we add
some really strong barrels. And then on the top, we want to do almost like a double connect. Though just bear with me here. So that's like these corners, and hopefully the chamber
is round enough that I can just kind of work with it. Yeah, yeah, that's
fine. Maybe I'll give one less segment. Actually, no, this is
like William Large model, so let's give a few
more extra segments. So that's the bottom. And then what I wanted to
do in the top is I wanted to place mostly just to connect
on the center over here, but then remove most
of the other ends. So let's see. Look this. And if we go to our top view, let's go in our swift loop and place another
loop roughly here. And just bear with me. I'm just checking to see if it doesn't look like W strange
or anything like that. Then the idea was to
basically just grab these sites and these
sites and remove them and do a bridge here
and the bridge here. Then once again, we
grab these ends. And we add large emfls to them. Something like that. That
was kind of like my dear. And then, of course, when
we do a symmetry on this, hopefully it will
look interesting. So let's see. So we have this. Oh, yeah, doing a symmetry
on here that would make these shapes a
little bit strange, to be honest. Let's just try. And else you might want
to do some small editing. It doesn't show me
where the symmetry is. Let me just once again isolated. So symmetry y X xs. There we go. Oh, that looks really boring. As soon as we go for, like, something like
that. Oh, that's tricky. Like the idea was right, but I would say, probably, yes, I want to
do it then asymmetry. But what I want to
do, first of all, let's go into a symmetry
and just make sure that it's the right width. It is not. Let's do
something like this. So I'm going to do a symmetry
probably somewhere along this point and
then go in and art at poly and let's now go and just make some
additional changes. I'm going to start
by just selecting these edges and these ones. Let's do a double connect. Let's go in and by the
way, next to scaling, you can also go in here and just in this case, the X axis, you can align it, which means that the connections
become really straight. Now, let's see if
we remove this. And we just want to select
this stuff and scale it flat. Do the same on the
other side like this stuff. Scale it flat. Okay. I'm just going to go
in and select these pieces, then I want to deselect. So I just did the border select. But basically, it's quite easy. End up with selecting again, these pieces that
you can bridge them. Bridge. Okay? I guess
that's not working. Maybe if we do it one by one, there we go. Now it is working. That's unfortunate. I guess
it sometimes happens. Sometimes it thinks
like it doesn't always know which direction
the bridge needs to go on. So okay, so we have
something like this. Now it's a bit annoying
to work on the insights. Now let's go in and just
select all of these sites over here and then
around them again. Here we go. Just
make sure that I don't have anything
weird selected. And CHEMFA There we go. So we make those quite round. And now what I want to
do is I want to go in, and I feel that I do want to make the
bottom side larger than the top side because else
just doesn't feel right. So I'm just going
to go ahead and grab these areas over here,
that should be enough. No, here, see it
breaks a little bit. In that case, what
I will do is I will merge this weld and this
weld together this virtue, this virtue together
for now on both sides. That way I can move it
a little bit better. Of course, cleanup
will come later. Don't worry about it. It's
just an awkward shape because we need to work
on the inside of things. Okay. Let's try again. Let's select this
side and move it out. And I will move probably like
the center of this hole. Next select this side. Move it in the center
of this. There we go. One is a little bit bigger,
one is a little bit smaller. And what I also want to
do is I also want to grab these corners over here because
if everything is smooth, it would make sense to just
make everything smooth. And make this quite large, also. There we go. I think
something like that. Yeah, that can work if we
do something like this. So we got this one now. The next thing that we
would want to do is, I'm just going to add a simple chamfer because
it just makes it so much easier for me to add all the bevels than
selecting stuff. And then, of course, we
will also do some cleanup, but before we do, we
want to make sure. So yeah, you can see like
it's a little bit smaller, but let's just go ahead
and work with it. So let's delete
this one already. Let's go in and just do
like a center pivot. And next thing I want to do
is I kind of want to fig out, like it's got to be on 50, but which direction do I want? Because you can see that over
here. Both of them work. I guess this one because it
shows most of the stuff. So now I can go in and let
me just move this over here. Yeah, so we would need to
stretch this out a tiny bit on the center because I think just scaling
it is probably not going to because
when you scale it, of course, your edges
are getting pushed out. So let me just do that. First of all, I'm going to
move it to the side over here. Got to make sure that it is
at a nice angle, which it is. I'm going to remove these, and I'm also going to quickly check it in real if they are even really needed or if they
feel a bit over the top. I think that they are not even
needed because what we can argue is that we
have really large bolts on the inside over here, which are kind of like
holding this mesh up. Now I'm going to go in and before we do
our cheva quickly, select half of it exactly. So just give me a second. There we go. Hopefully it will look fine when
I push this out. Over here, Add chenvR again, add some weighted normals. Snap Actually I probably
don't want to snap the large space for
this one because we have so many round faces. Yeah, that can work. I think that will work.
Cool. We got this one. I can go in and maybe
move it up a little bit over here because you
cannot see the inside anyway. And I think that
that will work nice. So having that one
done, of course, we do need to do quite a bit of mash cleanup with all of
these connected pass. Now, because they are so much this time, what I
tend to do is here, if I just after my chever, I can go in and
alter the poly and because we know that this
will only be table textures. That's the only reason
I'm doing this. If I bake my low poly, I don't. But you can do a trick
where you basically place one edge like this and
leave the arrest open. Then what will happen is
when we export this to reel, it will connect all of those
loose vertices together. But basically, what I want to avoid is to have
the connections go from here all the way to
some really dramatic area. So now those connections will
just stay within this area. And you can kind of do that same over here, you can
kind of leave those. But I would say that over here, I don't like these
floating rtses, so I do like to merge
these together. And I can do the
same over here to collapse and then target belt. And at this point, if you want, you can just do like a
loop here and a loop here. And just because to keep
your geometry clean, we can just place a
cut along like this. So again, these ones are fine. They will just start connecting. This kind of stuff is not fine,
as you can see over here. So you can just alt X
to go into X ray mode and basically just focus on merging all of
these together. And speaking of merging, you can also do a contra A and just do a weld on quite a low
level just to make sure here, see that we remove some edges. I want to go in
here and over here, I can see that I have
the same problem. I'm going to go ahead
and connect those. I doubt many people
are still watching at this point because
it's just going to be this kind of stuff. But yeah, place it connects
like that. It is allowed. Of course, if you
have problems, then you will just need to fix them. But if you want to save time,
you can definitely do this. So what I will do is I will just quickly go ahead
and pass the video, and I'm going to clean up my mesh exactly like this so
that it is usable for us. And once that is done, what we'll do is we will
just go ahead and continue, probably starting with the
pipes and also starting with whatever we are going to create
down at the bottom here. But we're getting
pretty close to, like, having a pretty
decent model already. So let's go ahead and
continue with it or continue with this after I
cleaned up my mesh.
33. 32 Creating Our Angled Pillar Part3: Okay, so I end up
cleaning my mesh, and I also went ahead and
I just expoiled it to unreel just so that I can have a look like the silhouette, and it is looking pretty good. Yeah, I'm happy with this. So of course, I do need a bunch of trim sheets, but
for the rest, I'm happy. Now what we're going
to do is we are going to work on
this area over here, and then all that is left
is doing the pipes and also creating maybe some connection points for the pipes
and stuff like that. But that stuff should
not be too difficult. So let's go in here. Now, we have this
shape over here, and although it does
work pretty decent, it feels a little bit
more disconnected. So what I was hoping to do is to kind of
try and see if we can somehow make this more connected to this
shape over here. But we can probably do that
simply by just as an example, making it go inside of here
and then, cutting things up. So let's first of all,
place a single connect. Going to place it
somewhere over here. And then I'm just
going to go ahead and select this side and press Contra I because that's easier than selecting
the short side. Place a double connect. Over here. And next what we can do is
we can push this in here. There we go. And that should
already do the trick. So now, of course, we are going to make this
a little bit more smooth, but that's just a really
simple way to very quickly give this a little
bit more information. But it's going to be a
really small detail. That's all the way
in the top, and by the time that we're
done with everything, you will barely even notice it. So I'm just going to make
this nice and simple. So, I got this one. I wanted to go in and here, here, here and here, make it a bit more round.
Something like that. We also need to on the
side, make some bevels. But before we do
that, I just want to select this corner over here. And Oh, no, wait, actually, I can just remove this
now that I look at it. Yeah. This one, I don't think, I don't need any
faces in the top. So that means that I can
just do a select by angle, the angle to five, select the top, and
just delete the top. And now let's go in
and isolate this. I guess what we can do is we
can again select by angle, select this entire
angle, hold Shift. There we go. And then
deselect this top selection. But we can just give this
also a simple bevel. Just go to make it a really simple bevel,
something like this. And once again, same optimization
technique you can use, play a cut over
here and over here. Here and over here to just very quickly optimize this kind of stuff or still keep it clean, wait the normals, maybe
snap to large face. No, that's not needed for
this one. There we go. Something that goes inside of it that will hopefully
feel more connected. We, of course, need
to check for it, but for the rest,
it should be fine. Now we have these
pipes over here, and these pipes are
actually already in a really good location. I'm actually already
quite happy with that. If I just have a look,
also from a distance, I just want to check if
they are maybe too thin. Maybe they're a
tiny bit too thin. However, our sweep
is still working. So let's set that
to 25. Maybe 27. Yeah, let's try 27. And I want to go ahead
and export this before I finalize it because I'm
going to get rid of my sweep, just want to make
sure over here, right click reimport
that from a distance, it doesn't look like
two over the top. No, that's working quite well. Now what I'm going to do is I'm just going to go ahead and add a very simple loop
around this pipe which we can use to our final detail. Now, for that, what I will do is I will probably
just duplicate this, convert it to addi poly,
select the center, pros conta I and select
everything else. Now we have just this
if we center the pivot, this simple cylinder over here. We need to go in and just do a quick align to
make it straight. And now we can go in and we can scale it to the point
where we want, for example, something like this and make it a little
bit more thicker. Hold shift and the ser, and extrude this in over here. Select this. Let's do a ring. Let's do a double
click and just place a simple ring here.
Then another ring. Again, connected over here, maybe a little bit
in for this one, just scale it down to
give it a bit of a bevel. I'm going to probably
go in here and actually also plays a
loop here and here. Select these pieces
scale them out to give them again
a little bit of a bevel look like this. Now I will probably just for the weighted normals need to add a quick chamfer over
here in this area. But for the rest, let's just double check
the weighted normals. I also want to probably add the weighted normals
on this one. It's like a we thin one,
something like this. And now for the top, what we want to do is we just want to go in and create like a connection, we can just go to the top view, create a simple cylinder. So we're just creating
a simple bracket. I don't really have
reference for this. I know that I always say do it with reference,
but in this case, I'm just doing it
a bit more out of my head just because I've made these type
of brackets before, so I'm not too worried about it. Let's go ahead and just
push this one in here. And let's see. That's a little bit too thick, so I'm just going to
scale this a bit thinner. Move this one just below here. First of all, just select this, press onto I and lead any
pass that it has selected. Next, what we're
going to do is we are going to place probably
two loops here. Scale this in Let's
see for this one, we're going to go
ahead and again, we are going to place
probably for this one, what I actually will do is
I will go ahead and I will extrude this out on the local normal and then place
two large barrels. And then probably two
really small bevels just to cover the weight
normals like that. And just add some very basic
weight normals to this. Let's just check
from a distance. Yeah, that feels
totally logical to me. This one over here, however, oh, wait, I still need to
outweight the normals. That's why I looked a bit off. So let's say that
we now just have this really simple trim around, which I can then
also go in and just place on this side over here. Oh, that's unfortunate. I deselect it for some reason, the top. Let's try again. Oh, wait, the reason
I deselect it is because I set my
moving to local, and I need to set the
view because I cannot do, an even movement on multiple
objects at the same time. So we got something like that, and honestly, that is
probably already enough. Like, these ones are
going to the top. Now, in terms of the pipes, you can add connection points and everything
to the pipes, but I personally think that
won't really be needed. The only thing that I want
to do is I want to give the pipes over here
a special texture, and for that texture, we
need to go into designer to do to create a
texture, basically. And it's going to
be really easy. It's just going to be a
metallic vent texture. I will go over that
a little bit later. However, at this point, let's first of all check if our main shapes are
to our likings. Pot, entrance pillar tilted. And once we know that, we can
add our trim sheet details. And then we can, of
course, do another check. And, of course, we also
need to do the texturing, but let's first of all, just add our trim sheets and then
we'll work on dress. Yeah, I think that works. If we do this along
with, of course, casing some interesting details here in the ceiling and
everything like that. I think that should
work quite well. Yeah, it doesn't
feel out of place, like it feels like it belongs to this environment
specifically. So that's looking
good. Okay, awesome. So let's go ahead and save seen. And now what I will
do is I will go ahead and kick in the time
labs where I will start by placing all of these trim sheet details that
we have over here just on our model just because it's the same thing
over and over again. So let's go ahead and
kick in the time labs.
34. 33 Creating Our Angled Pillar Part4: Okay, so all of our trim
sheets have been placed. I already imported them into
unreal just to have a look. I'm a little bit worried
about this one over here. Like, it does look cool, but I just need to
check if it will look like, logical
and stuff like that. And I also feel
like with this one, you probably want to end up, like, making the mask a little
bit closer to this edge. But that's like little bits of polish. We can
always do it later. Oh, in this one, I want to
move a little bit to the side. That's pretty much the
last thing over here, so just grab this
one, do this. Okay. Now what we're going to do is we are going to get
started with our UVs. For our colors, I want
to go a little bit more in this direction that
you can see over here. So what I do need to
do is I need to figure out how I want to color
this specific pillar. What I had in mind is
just make it orange, but make these pieces that are sticking out
white, for example. So knowing that, let's go ahead and just open up our
material editor. And we are just going to go ahead and get started
with the first one. So first of all, we have let's just make this
gray metal over here. Or shall I do black? I do want to like a bit of color
between these two. Let's make this one black. Let's go in here,
and I want to go ahead and convert to a apol
and just isolate this one. So for this one, first of all, on the inside, I want
to make it black, just to kind of,
like, really indicate that you cannot really
look through here. So it will almost be like a
fake shadow, pretty much. Oh, it looks like I accidentally selected this loop around, which I don't want
because it's too visible. Yeah, something like that.
Let's make this black. Now, I can see over here that it's turning the entire thing into like a different color.
Let's press Contra I. So this one, I'm going to by default, make everything white. I am fine with this being white, all I want to do is I
just want to select this area around here. And I will just in case I
also select the bottom side, and I can see that over here,
we need to fix something. So let's go ahead and make
this 1 gray over here. I need to go ahead
and fix this area. Let's see. I think it's like
these two edges over here. So if I just push those out, I can see over here that
I actually need to go in. On the way, this is a pace.
Yeah, yeah, this is a phase. So all I need to do is just use my cut quickly place two
cuts to clean it up. And of course, we
are still needing to do the UVN mapping,
but that's no problem. So we can keep that
white, and I don't know. I had the idea of maybe making this stuff
over here orange, but I don't know if the
blending will look very good. And we would also need
to clean that stuff up. So I'm not sure. It does look interesting.
Like over here, you can also see
spots of orange. So maybe we just want to
select all of these bits, go to our side view, and carefully move them
until they are straight. And then make these
areas orange. It doesn't want me to make
them orange. Probably. Actually, that's
w weird Why don't you want to become orange? My color is fine,
my coating is fine, so that is very strange. Let me just also select this one and then
have another check. Like, I don't want to detach these models. That's
basically the problem. So I'm just wondering
why any other color, but orange, it can handle. Now, I'm not completely sure. It's also a bit hard to
check which color it is. What you can try
to do select here, pick the color picker
and then click on here, and then you can see what
it will have attached. And it does show
as orange metal. So let's just have
a look and see if it's just like a visual
bug or something like that before we jump into conclusions and try
to fix all of this. Now my weight normals are
still correct. Yes, they are. So we would need to
later on add some UVs, but for now, t's just
hight selection. Yeah, here definitely
there's a bug. See? I'm not able to. Oh, wait. There we go. I will
sell his leximon. Wow, that's a newbie mistake. Really sorry about that, guys. These ones over here, I'm going
to make them also orange. Yeah, S here, it's probably just like a visual bug, because, as you can see over here,
I made them orange, and they also don't turn orange, even when it's the entire model. But I'm not too
worried about that. I'm gonna go ahead and just make this
entire piece orange. And then if I just go ahead
and convert this to add pol I want to do a
select by angle. Select this side, and make sure that you don't
accidentally select more. Grow, grow, grow. Let's
do one more grow. Double check? Yeah, it looks fine and just
make this one white. We have white and orange for this entire pillar
hight selection. This one, we can just make plain white that should be fine. Yeah, I don't think
there's really any where I want to
change the color. This one, because it
goes into orange, I want to also make
this area orange. Now we have these
ones over here, which are going to
become raw metal. Hight selection. What
I like to do with these is I like to make
the center raw metal. Let's just go ahead and
convert them to add poly. First of all, make it orange and then simply
grab the center, maybe grow it once and
make this one raw metal, hight selection, center, grow raw metal,
height selection. A that is left is going to
be over here are pipes. What we're going to
do for that one is I'm going to go in and I'm going to, Ridges. Let's just make a material called ridges and
apply that one. And for that one, what we want to do is we want to go into designer and start making a
unique material for this. However, I'm not
going to do that yet. I first of all I want to just do my unwrapping because I don't like to inside of a tutorial jump back
and forth too much. So first of all, let's go ahead and let's start with
grabbing these two pieces, UVW map, box, and let's start
with 200 by 200 by 200. I can see that 200 200 by 200
is a little bit too small, so let's scale this
up a little bit. Well, actually, let's do
it even 400 by 400 by 400. Yeah, so 400, that
is looking good. My PC made a noise. Not
sure what that was about. Now we are going
to have this one, this one, and this one. We can just all three of
them, go in and again, UVW map, 400 by 400 by 400. And the only thing I
want to do with this is I just want to go ahead and already rotate it at an angle just in case I ever
want to change the material. Convert at a pol, right
click, height selection. And now all that we have left is we have these pipes over here. Oh, and those pieces.
But these are all round in round detail, so I can just isolate them. And first of all,
for these ones, I'm just going to add a poly
and get rid of the site. Oh, and I also realize that
I might have made a mistake. And the mistake
I've made is that my pipes are probably clipping. Let's first of all, Uvunwp them, and then we'll
figure that one out. So let's just use the text
tools like we've done before. Contra A, iron double click, break, and then we can just
do a simple relax over here. Now that should
already be enough. And then what I like to
do with pipes is also, I like to often just
press the relax button. Looks like in this
case, it didn't work, but sometimes that does
relax things a bit better. For example, what
you can see over here is that it's
a little bit of, like, a strange relax. I don't really trust it. I can
try to turn on my checker, but then I lose my material, which I actually
already lost by now. Another thing that
I like to do is, I like to often Oh, 1 second. I'm messing things up.
Break. Quick peel. One thing that I often like to do is I like to go up
here and I just like to straighten my selection
and then try to do a relax. Wow, this one really does work. Sometimes just doing a simple
apply transforms will work. So if we just go
ahead and convert this to an dipole,
give me 1 second. I'm messing things up here. Go in here, reset X form.
That's what I meant to say. I'm not really good in this
tutorial for some reason with mentioning the tool names. But now if I go ahead and
try and iron it again, Double click. Break, quick peel. Now, there's something in here that the peeling just
really, really hates. Yeah, I'm afraid I cannot
do much with this. In that case, then it should
be fine if we just do a simple quick peel it should
not do any stretching. Normally, quick peels
don't do any stretching. Anyway, at this
point, for this one, I also need to reset my X form because else, the
copying will not work. And then right click copy, go near, right click paste. And I just like to open it
up just to double check. Yeah, that's still
the same shape. So UV mapping these
is really easy. Now, for these ones, again, I can just go in and
art a quick at a ply, delete this and this side. Go on here, delete this
and this one, selected. And now we are going
to make a material, and I already know
that the material will just have simple ridges. So for the UVnwapping, I could just iron it in a place where you cannot really
see stuff, press a break. Quick peel, and you just want to go ahead and
make it straight. That's all you need to focus on for now. Just
make it straight. Copy your UVW onwap and paste it over
onto the other side. Right click Right selection. Now we have this one. So this
one should be quite easy. We can just go
ahead and iron it, and then on one area, double click and
press break and do, again, a quick peel
and you can see that that has done a
pretty decent job. I'm just going to relax it.
And in this case, finally, the relax is working
the way I wanted to where it straightens
things out. Copy, paste, height selection, and again, for this
one, let's just for now delete the weight in normals because we need to go in here. And a cool thing that
you can do, by the way, is if you add an added pool and then start deleting stuff, this added pool will also work if I copy it and
paste it over here. You can see that here. It
adds the same changes. So it just saves us again
a little bit of time. Now, I'm just going to
iron this, place one loop, peel and there we go, copy it, select here, paste. See? That's what I call quick. So we have that stuff done. Right click on Hill No, we
don't need to do anything. So that is all
looking fine for now. I want to save my scene. And at this point, I'm forgetting
something, but I forgot. Sorry, I will probably see
it if there is a problem. What I'm going to do now is
I'm going to first of all, export this, and then what we can do is we
can create our texture. So this one is going to be
entrance pillar tilted. We can go in here,
right click reimport. In this case, I'm going
to do a reset to FBX. One of the few times that I do that because
we have just made so many changes that we
just need to do this. Now, this one looks like
it's supposed to be the orange material. Yes. This one, which is now trim
sheet normal is supposed to be I believe it's
like the white metal. Yes. So that's the white metal. Then we have this one, which is going to stay the same for now because
it's the bibes. This one is going
to be gray metal. No, that's not This one's
supposed to be black metal. Sorry. Black metal, which I
still need to make black. Willie. I didn't
make that black. Gray metal. This
one's raw metal. This one is trim sheet one, which is already correct
and trim sheet normal. Okay, so we got that stuff done. Now, another thing
is that once again, for some reason, Nanite is
messing with our areas. I actually have never had this, so I have a feeling
that maybe ever since I updated that something is different since I
updated unreal. But in any case,
what we can do is just relative error, and I'm
going to just said this. To the same value
as I did before? Yes, it's less optimized, but our mesh is pretty
optimized anyway. And probably what I want to do with these bolts is I want to make them the stru gin, so I'm just going
to very quickly. Although it can also
make them raw metal. Would make more
sense to make them raw metal later on also
in the trim sheet. But for now, we can
just make this the first trim sheet like that. Okay. So that is done. Anything else that I
might have missed. Let's have a look around. Yeah, so here you can see,
like the orange metal, which is, yeah,
it's looking okay. Oh, yeah, I was going to
make the black metal black, which I thought I
did, but I guess not. Just make it like
Wi close black. You never want to go fill
black because almost well, actually, nothing in
real life is fill black. The closest you can get is
charcoal and charcoal is still only 80% black. Let's see. So definitely like
the trim sheet. Like, it looks interesting. I just have to have a look when we have
our actual lighting, and then we are going to also, of course, polish all
of our materials to see if I want to change
some stuff around. So that is no problem.
Now, let's go ahead and finish things off by opening substance designer, and we're going to create
a super easy material just for our pipe over here. The cool thing is that
we only really need to create a no map
because once again, we can just reuse
our metal for this. I can go in, create a new substance
graph, just make it empty. Um, Pipe ridges, for
example, and just press. Now I will quickly get some
reference, just bear with me. Here we go. This is what
I basically had in mind, these type of ridges, like
you can see over here. Let's just go ahead and try to find a larger picture for this. Yeah, so that's basically
what I had in mind. Maybe we are going to make
it a little not as flat. I wanted to give it a little
bit of, like, a punch, so to say, so to speak, so more something in this
direction over here. And yeah, I think that something like that just looks quite fun. So for that, it's going to be very simple
because all we really need to do is just create some shapes and have
a little bit of, like, clot type warping. So first of all, let's go to
our patrons, and 1 second, I'm just checking yes, so it looks like that
we want to probably go for a simple gradient, linear tree and set the rotation to 90 degrees and just
boost up the tiling, way more like 32 to
get started with. Oh, sorry. I need to keep it at zero because I
remember our UVs. So something like this. Now, next what we want to do is we want to give it a
little bit of deformation, and we can do this by adding a multidirectional warp
gray scale over here. And then you can plug in. So we probably want to
do two variations. So let's do another
multidirectional grayscale. One of them is got to be
really large variations. If you go to your noises, you can go and add a
simple purlin noise and set the scale quite low. This is just like a
really common noise that just gives you
really soft variations. And as you can see over here, I can actually, I want
to keep this at average. I can go in here and I can add some very small
quite large warping. And based upon my
pearling noise, the warping can
become more or less. The second one is more
smaller variations for which I want to
use like a clouds too. And I like to set the
mode, in this case, to minimum to cut
into the shape. I just want to give it a
little bit of soft shape. Now, at this point,
I like to add my normal map modifier to
convert this into a norm map. Sets to open GL. And then the next thing that I want
to do is I want to start focusing a little bit more on getting a clot type
feeling to it. Now for that, I can
go in and I have over here a crystal to noise. But if I set the
scale really low, you can see that it just
adds these clot type things. Now for this one, the only unfortunate thing
is that it will be a bit tricky to render exactly like a a mask which
allows us to shuffle around this mask
because what will happen now is if
I have this one, and I don't know if we want to add this to
our height or a norm map. We need to check. But if I blend this with my
normal, for example, and set the mode to, let's say, multiply or something
like that, you can see that this does not
feel very realistic. We want to kind of shuffle
things around a little bit, and for that, we need to
generate some type of mask. Now, the first thing I can
do is I can try to use a histogram scan and
use it over here. And our mask would basically become if we
set our contras up. Oh, actually, pretty close. You would want to make your mask simply individual shapes that are not touching each other. Yes, that's how I should say it. Now, the reason for that
is because what we can do with this is we
can add a flood feel, and a flood feel is able to detect all of those
separate shapes. Once you've done
your flood fill, you can start manipulating it. Your flood fill note has
a bunch of notes like you can turn the shapes
into random gradients. You can turn them into position
maps, a bunch of stuff. But what we want to
do is we want to add a random gray scale. Looks like here, let's go from complex to
simple and small. I think what is happening
is probably because it is tilable that it is
not working as well. That is a little bit tricky. What we can try to do is
we can try to add a blend. If you just grab a
simple shape and you set the scaling a tiny bit down, I don't know if this will
work, we'll have to see. We can then set the blend mode to multiply and it will
basically like a black border. Now Yeah, see? So
that was the problem. Flood fills really don't like it when something
is long and dlable. So doing it this way if we just make our shape as
small as possible. So 0.00 0.999 Does
that still work? Yeah, that still works. I think that should be probably enough. Now, the cool thing with this, what we can do is we can
grab our crystals over here. Now, we want to make
some small changes, like we want to
add a quick blur, high quality gray scale, just to blur it to make
it more like soft flows. And then we want
to add something that's called a
directional warp, very similar to the
multi direction warp, which is an older node. And if you plug in
your gradients, it will warp based
upon the gradients. So if we set our warp mode at a random angle and set the intensity
extremely high to 500, you can see that now it will have warped in various
different angles. It does depend on the flow. So here you can probably
see it a lot better, where the warping
is quite different. Now my hope for that
is that if I go in here that I get all of
these different flows. What I also want to do
is because we now have this really sharp edge
over here is that we probably want to artist blur after we've done our
directional warp over here. See? And then we can
also use our blur to basically control how
much we want this. And that's just for some very quick shapes a bit
like you can see over here. See? So it's not perfect, but it's just a quick material that we want to create and you can spend a lot more time on
this to really define it. Another way that you can do this is you can convert this to a norm map and convert
the shapes individually, also to a norm map like this. That's to open GL. And then you can add a
normal combined note. They both have their
ups and downs. It's just that you
need to kind of like, have a look around and see what happens or what looks good. I'm actually going to go
ahead and go for the height, and that's because I want to show you guys something cool. So what we can do,
can we do that? Like, we can add
thanks to Nante. We can technically
add displacement to this mesh based upon our shape. But now that I think
of it, doing that, we cannot do it while
it is attached to the rest of our shape. That might be something
that I will cover in a polishing chapter
just because it is a chapter on its
own on how to separate it and we will go over
that a little bit later. So please bear with me. But if you want to already
have a look at it, you can very easily look
online and simply look for nanite ometry displacement,
and then you can find it. Anyway, I have this
part over here. The only thing I would
say, what I might want to art on top of it a little bit is if we add a normal combine and set the technique
to high quality, we can go in and
invert gray scale are blend over here so
that we have these lines. And I'm not sure. Oh, way, these lines
are not the tips. No, these lines are the bottoms. Well, I can already
start doing it. So art a quick blur. And then the idea was
that if I add a normal, but we need to turn
this into a curvature. If I add then the normal,
we can add that on top. But as you can see, it's
in between the lines, and that's, of course,
not what I want. Instead, what I can
do is I can add or an edge detect note
or a curvature note. Let's start with dgetect. Throw in over here our Etche detect and let's set the
edge roundness a bit down. Looks like edge detect is
not working this time. In that case, what
I will do is I will add a curvature note. And the curvature
requires a non map. So what you want to
do is you want to just copy this norm map over here and plug it in here. Now when you plug this
into your curvature, you can see that
this will generate a fairly I was hoping to say
fairly decent curvature. Unfortunately, in
this case, yes, it has those things, but
not the way I want to. That's why curvature smooth. Mmm. Okay, let's just
try this curvature. All the hcrum scan to see if we can slightly
manipulate it. Okay, yeah, so we can
kind of manipulate it. Good enough. Let's throw this into our blur high
quality gray scale. Get a bit thinner because it's
just like a very soft non. You just want to go
ahead and set this normal super soft over here, just to kind of push out some of those shapes a
bit more, as you can see. See? It's just very subtle. That's why I'm not too
worried about these being slightly double
lines and stuff like that. Anyway, we now have this done. So pretty much for now,
we only need no map. Later on, we might
need a height. Go ahead and add a output node, set the identifier to normal Copy that
also into the label, and then up here
in my components, I just want to go
ahead and press C plus and also set
this to normal. I can now go in here, text, Scarlet pipe for now.
Save that location. And first of all, let's go
ahead and save our scene. Pipe bridges, save
right click and Export. Once again grab a pipe, export outputs so automatic
export, let's turn it on. And let's go ahead
and export this. Save machine. And now if we
go ahead and go into reel, we can go to textis Make a
fooler called pipe ridges, and I can go ahead
and import this. And this is open GL,
so we just need to go in and just flip the
green channel around. Okay, cool. So pretty
much this one. It's pretty much a raw metal.
So let's duplicate this. But then this raw metal will
have just some balancing. So the first balancing
is going to be that it will have a no map in here. And also the roughness amount
is going to probably be like 1.5 to make it
a little bit less. Save it and open up our model. And just apply this material. So I'm just going
to do it the easy way by selecting
our pipe bridges, going back into our model and grabbing our blockout
white and applying that. There we go. Okay, cool.
So we now have this. This, of course,
doesn't look very good, but we can go in here and set the tiling to something like
five or you can change, of course, your actual
UVs, if you want to. But actually, yeah, I
might need to change my UVs because this is
looking a little bit wonky. Hmm. Not what I expected.
Let's have a look. So roughness map that's
fine, tiling is fine. Yeah, we definitely also
want to go ahead and, like, add some
displacement on here. For now, however, let's
just go ahead and go in three years Max
and see if we can fix the wonky UV
is a bit better. Let's open up our UVW map. Let me guess it's around here. Okay, so that area. That's a little bit tricky. A few things that we can do.
We can try to Never mind. I was hoping that
we could relax it. What we can try to do is we can try to straighten the selection. Now, straightening the
selection will often create some warping
and stuff like that. So most of the time, if we
do something like that, we would have to go into our material and we would
have to preview our material. So let's just grab the ridges, select a base color. But of course, I'm
going to select the norm map as the base color. And turn on overweight so that we don't
have the same stuff. So now, at least, if I go ahead and turn
off my edges and faces, you see, that's what I
meant with the stretching. It also means that I'm just
going to scale this up to, like, a scale that
I already prefer. But yeah, as you can see, like if we do a quick peel, at least, then it
is a bit more soft, but it is definitely not giving
me a favorable position. And it is honestly quite difficult for me to just casually scale
this because here, I can try to scale it. But often it will just not work. It will just create
too many stretches. The only thing that we
could do is to, like, double click and on
every single line, go in and straighten it out. However, this is not really
the best way of fixing it. But it could work. And the reason why is that by the time that
we get to the end, it should be fairly straight. Just give me 1 second. You see? So now it is starting
to straighten down. It's just like a really time
consuming way of doing it. And of course, yeah, you have more areas where you can have arrows and stuff
like that or stretching. So be quite careful
when you use this. Another technique
would be to use sum V. Resume V doesn't
have this problem, but I don't want to
start introducing smuV only to fix one single
problem in an entire soil. So it's easier for me
to just do it this way. Now, I can see over here that definitely, this one is fine, but Yeah, here, some of these
are not looking too fancy. You can move them around a bit, see if you can balance things. I think we are getting
a little bit closer to balancing things out. Yeah. Like a little
bit of stretching, that's actually
preferable because that looks a bit more realistic. Stretch this out flat also. Yeah, I think
something like that is probably the best that
we're going to get for now, at least for a simple tutorial. Definitely, if you are
doing this for production, spend a little bit
more time on it. Like, I'm literally
doing this in just a minute while recording. So it's not really
fair comparison. Let's go ahead and export. And let's go in here and
right click and reimport. Oh, and we need to now go
back into our material. And just change
the tiling amount, for example, one, or maybe two. I think one because
from a distance, it will else quite
difficult to see anything. Oh, there we go. Okay, so we got that done. We got all of our
trim sheets done. Of course, we don't have
the decals done yet. But I think in general, that
is a pretty solid start, and all it needs is
just a little bit of polishing and adding our decals. Definitely, we need to
polish our trim sheets. But for now, that's a pretty solid base to get started with. So having that done, and I know, don't worry. Like, the thing with
our viomin art most of the time is that it will look pretty **** for the first 90%, and then in the last 10%, everything will all of
a sudden come together. So having that set, now that we have this piece done
and we have this piece done, what we will do in the next
chapter is I will go over the techniques on how to
texture, really large pieces, which is actually way easier than creating
these two pieces and applying our trim sheets to this and just
taking it to final. And once that's done, we're going to get started
with the big stretch, which is going to be a
massive time laps to just finalize using
the same techniques, all of our models over here. So let's go ahead and continue
on to the next chapter.
35. 34 Creating Our Large Hallway Module: Okay. So now that we
have our pillow done, what we're going to do is we
are going to go over on how to finalize a much larger
asset like this one, which is actually going
to be super easy. Like, it's almost but it's way easier than creating the
pillars and stuff like that. I just want to have a look,
sook, so this one piece. And we already have most of the piece is
already ready to go. So let's go ahead and
go into three Max. Turn off our pillar tilted and most this is just going
to be trim sheet work. We need our wall, no. Hallway module. That's
the one that we need. Let's start with a
long hallway module just because it's a little
bit easier to show you stuff. So as you can see, we already refined
everything quite a bit. We even got our bevels and
everything already set up, so that's all
looking pretty good. Now, what I want to do
is let's have a look. So on top, yeah, I'm fine with that geometry. I'm honestly already fine
with what we got here. The only thing that
we need to do is we need to add a few more bevels. And also see that over here, this one, it's a
little bit messy. So let's just go at the plus
control back space for now. So we need the bevel here. We do not want to have
bevels on the sides. The reason we don't want that is because we need to
make this modular. So what I'm going to do is
I can go I will probably mirror it on a weight
that cannot mirror it because then we will lose our shape and I'm a bit
worried about that. In that case, what I will do is I will place a bevel here. And then on this side, I'm just going to
go ahead and place two really small bevels just to basically cope with the weighted normals
like we normally do. Don't worry about the black faces and all that
kind of stuff. That's something that we will clean up a little bit later. Now, next is that we already
have over here these lines. And I'm totally fine with keeping these
as geometry lines. I think that will look
a little bit nicer. The only thing
that I, of course, need to do is I need to go in, and first of all, let's
check the thickness. Yeah, I'm fine with
the thickness. So then we can go in and add
again, an additional bevel. But keep it quite small. So that it does show up
still as a sharp face. Now, pretty much for that,
that's literally it. Of course, we will need to go ahead and create some materials. But what you can do is we are going to add some
smoothing groups. First of all, let's just
go ahead and select everything and press
clear smoothing groups. Then select only the center
over here and just press one. So now we have a
smoothing of one, which means that if we add
our weighted normals and turn on our used smoothing groups, you can see that now we have
a sharp phase on the side, and that will simply continue on to be nice weight normals, as you can see over
here on the center. And you can try snap the
largest face if you want to. But over here, I can
see that that actually is not looking as good, so
I'm just going to leave it. So like I said, most
of this work is going to become
doing trim sheets. Now, trim sheets do need
to stay basically modular. So if we have it on one side, we probably want to go ahead and continue it on the other side. Later on, what we
can also do is if we have any type of
special details, we can basically construct
trim sheet models. So basically models that I
just like a collection of trim sheets that you can
almost use as a large decal. However, for now, let's go
ahead and say that we just want to grab I quite
like this one. So what I'm going to do
is I'm going to grab this one and this one, and I want to use
let's go for this. Now let's do this one
over here. Here we go. I can go ahead and
just duplicate these, rotate them 90 degrees. And as always, just
move them nice and close over here. Okay, awesome. So what I wanted to do is I wanted to
basically go and start with a simple line like we
have over here, just above it. Then what I wanted
to do is I wanted to use this line to
basically create like a change in position. I think what I want to
do is, first of all, get rid of that messy edge, but I'm just going to go
ahead and I'm going to push this further in because we
want to have this line, of course, connecting
along with the rest. Like over here.
Don't worry about the no map position that should fix itself
inside of unreal. So what I'm going to do is I'm
just going to go ahead and I'm going to push
this one in also. So we have this line. Now what we can do is we can decide, like, do we want to
add an extra piece, but I don't want to? I'm just going to go ahead
and simply rotate this. I just place this line
onto the same position. It might look a little
bit messy in here, but it should look correct
when we actually add our normal to this.
Now I have this one. I'm going to go in and I'm
going to just rotate this. And it looks like that we are a little
bit off in this line. But let's just go
ahead and check that out inside of the engine. So let's say that we have
something like this, and now I can simply go in. Oh, make sure to set
the mode to view. I can go ahead and
duplicate this. And in this case, I'm just going to
temporarily combine these so that I can
basically go in and I can do this very simple
rotation over here. And then don't make
sure to just add a normal modifier
or flip your faces because else your faces
are in the wong position. But it should still be
on one line. Yes, it is. So over here, I'm just going
to end this nicely in here, and then we can go ahead
and we can continue this. So with this one, let's go
ahead and select the end. And I'm okay with a
little bit of stretching. That's often totally fine. So let's go ahead and start
with something like this. I want to go in, and I
just want to quickly check how my UVs are holding up. So actually, I can just go
and select all of this. What I also want to do
is our mount is going to change actually the
materials already. So in here, let's go ahead and start by converting
this to added pool. I want to have a white
material for the majority. And then what I wanted to
have is I wanted to have the site over here, and I will probably
end it before we start creating the trim. So give me 1 second. I'm
just selecting everything. There we go. Double
check your work. Yeah, and let's go ahead and make this one orange over here. And the top I was, I think we will probably keep the top
white like we have over here. But what we might
do is you might want to add some details. One very simple
detail that we can do is we can select, for
example, the center. Maybe select also these
pieces over here. And with this one, I can
also make this line orange. And later on, we
can also just add some additional details
that are also orange. But for now, let's go
ahead and first of all, export selection,
hallway module long. Oh, it would be nice
if you actually quickly select your
model, UVW Unwrap box. 400 by 400 by 400, I believe was the scale and now export it.
Sorry about that. But see how quick it was
to UVUnwp stuff like this. That's why we love Tres Max. Now we can go ahead and we
can go inside in wheel, way module long,
let's re import that. Yeah, we can just reset the FBX. Let's open it up. How is
my nanite holding up? Make sure that preserve
area is also turned on. Yeah, I think that's
holding up pretty well. So we have a let's see. Blockout is going to
be white material. This one is going to
be orange material. Then we have our no map
only trim. Okay, let's see. Over here like that,
that's totally fine. You can see that
it nicely repeats. Over here, I can see that
we do have an error, which comes from Ananit. I'm guessing for this
one, I'm just going to once again relative error. 005. I really don't
like doing it, but there isn't currently another solution, unfortunately. But now it transitions
perfectly. Over here, you can see that here it transitions nicely, see? I can see that I
like a tiny mistake. But for the rest and over here, I probably want to push it a little bit more just
by changing the polygons. But you can see over here there is already almost no difference. So let's go ahead and just
fix these tiny mistakes, and then we can go
ahead and continue. So for this one,
I was just going to push it a little bit longer. The same over here, convert the pool, push it
to be a little bit longer. And then over here, you
can kind of choose. So often what I tend to do is just add a simple edge here, which then allows me
to kind of, like, just move things a tiny bit, but often you will
never will be able to see it from such
a large distance. So let's say we have
something like that. That's looking
already pretty good. I'm going to go ahead.
I'm going to place another additional line
probably somewhere here. And this one, I'm just
going to simply continue. It is okay with these type of decals to overlap
them a little bit. Don't go crazy, but
you will often not see overlapping because they
are non map only decals. I'm just going to go
ahead and set the two. And then over here, when
I want to cut it off, I can simply place swift
loop and just literally delete the rest of
the model like that. So that's like some
really simple stuff. I can see over here like
there's like a bunch of just different interesting
looking pieces. So let's say that I
want to, let's see. Let's go in. Let's grab another one that's
going to go up here. I want to go ahead and want to continue this one a
little bit longer. Let's say that I want
to continue it up until this point over here. However, we do need
to, of course, make these lines
come down again, or we need to merge
them in together. If we don't do that, then it
will no longer be modular. So you have to be a little
bit creative with it. But what I can do
now is so I need one that actually
goes like this. Oh, I did not create that. I can manipulate it.
That's no problem. Just curious that I
did not create it. Okay, so we can definitely
manipulate that. Let's just go ahead
and grab this line. And let's just start
by just moving it here. Then what we can do. There's multiple ways.
One of them is that you can simply add a
symmetry modifier. Now, the worry for
this kind of stuff is that your normal maps
might alter a little bit. So we need to check. But
let's say that here. We do like a simple
line like this. Then if we just go at a copy and paste our symmetry again, this time we can
just go ahead and we can tu it on like this, and then we can just go ahead and convert this
to an added poly, delete this side, and
just scale this flat. See? Really easy and
quick way over here, I'm going to also go in and I can place another line here, scale this one flat
and just there we go, delete and also
somewhere over here, I will probably also delete it. Place an edge, delete, sent to object, and
push it back in. There we go. Now at this point, yes, we can continue this line. However, we would want to
go in and later on start by even if you move your pivot like
this and then move in, it will keep the axis reminded. So you can then go
in and then you can do a close up
and move again. Basically, what
I'm saying is that over here near the end, we will have to once again go
down to continue this line. Now, what I have in
mind is that I will actually move this quite
a bit further away. Let's say, all the way over let's go to Adipol
all the way over, let's say here. And
then just delete it. And at this point, you
can grab this piece. You can go in up here
into your mirror tools and simply mirror it
and then push it in. Now, sometimes that
will flip your normals, do keep that in mind
that if it looks incorrect or if it looks
flipped inside of unreal, you want to just go
ahead and flip it back, which is just like
using a no modifier or just flipping your faces. So let's say that we
just have a random line like this that also looks
pretty interesting. I'm just going to
check if there's any specific details that I might want like this
one, looks quite cool. Yeah, I don't think I want
to do any vents on here, although maybe in the bottom, but I'm not completely
sure about that. Let's say that we grab this one. Move it up here. Here we go. Rotate. I'm not completely sure yet what they
will look like, but I know I have a good feeling
about that. Let's go in. Okay, I'm going to make it a little bit smaller over here. And then what we can do
is we can go in and we can go to tools, array plus preview, and
now you are able to basically evenly
distribute these. I don't need ten. I need
five maybe or four. And also, what I want to do
is because this is modular, when I start here,
I want to make sure that I don't
actually also end here. Now, I'm doing this mostly just guessing by eye and
then of course, when we repeat this, this one will start over on
this side again. So just like that, we can keep adding
more and more details. And later on we are
also going to add some specific trim sheet
details on some of these areas. Now, I can see over on the top that it also has
just some interesting, I would say those are
vents on the top. Now, let's see
what could we use? Definitely, also,
I like this one. This one I would like
to use this one, and I like to use it as just
like some subtle details. Let's say, for example, over here, you will
probably not see it, but it will just add that little bit extra in case people see it, that they can appreciate the small details just
hovering around here. So I'm just going to go ahead
and I'm going to move this, and I'm going to
actually just do a very simple copy and
copy it a few more times. Oh. Once more. Now, we now have this
problem that over here. Like to logically copy this, we want to end this over here, but you can see that we
cannot just scale it. Instead, what I like to do is I like to use an FFD modifier. Your FFD modifier, if
you go over here and press FFD two by two
by two, in Maya, it's called lettuce, and I think late no lettuce,
I don't know. It's called something
I cannot pronounce. I know that lettuce is the food. And the same blender. But what it allows you to do is scale all of the models as if it is basically one model. So you can see over here that
they were able to basically scale them all along
the antena ini. And because they all
stretch a tiny bit, you end up not noticing
the stretching. So we got this stuff
over here done. I also need to keep in mind
that if we are mirroring, we probably also want to
have it on that side, but I need to check when we
actually start doing that. Now, here on the top, it's up to you if
you really want to add something. I'm not sure. I feel like adding
a vent across it will just look a little
bit too over the top. I'm not going to go for
super smart details. I guess just adding a vent
just over here on the top, in the event that you can see something would be totally fine. So here we place like here. You will probably
never notice it until you're actually looking down or something,
but just in case, and I'm going to once
again just go here, add a number of copies, delete the ones
that I don't need, and once again, we can
just select all of this. We can go and add an
FFD two by two by two. And we can nicely push
this back. There we go. So just like that, we can keep
adding a few more details. What I will do is
I will probably go in and just select
this entire thing over here because I'm
quite lazy, duplicate it. And in this case, I'm
just going to isolate it, go to attach and just attach all of these models
until they become one singular model and then
just center your pivot. And I'm just going
to have a look. So let's say that
we go to mirror, X mirror, Y. I quite like
doing it on the Z mirror. So let's move it
on the Z mirror. Move it somewhere
over here and maybe just to give a bit
of unevenness, I'm just going to
move it like this. Doing small movements
like this, yes, it does stretch out our line, but our line often you cannot really notice that
type of stretching. So we have, like, a bunch
of stuff like this. I don't know if there's
anything else that we might want to art or
any type of, like, specific detail, maybe, like, something like
this, throw it in. I don't know where
to throw it in. Throw it in here. 90.
Nicely move this over here. This is once again
just like a detail that's only in the norm map. We just have one here, maybe make it a little bit smaller. Maybe I will also just
randomly place it here. No real reason for it, just
think it will look cool. Let's go ahead and
just have a look. File Export Export selection,
hallway module long. Of course, creating the small sorry, short modules, English. You see is now
pretty much fixed. The short modules,
we can, of course, go in and um make them
based on these ones. I can also see over
here that we do need to fix some of these bits. I quite like this, although
I might want to actually end up giving it a
little bit of texture. I also quite like
having the orange bits. Now, you can see over here
that where I mirrored things, they are missing,
and that's what I meant with the flip normals. So we need to go in here, flip these normals,
flip these normals. Anything else that's missing? No, I think that's about it. Okay, so we got those pieces. These ones on the top, I want to give them a
different material. You can become trim sheet number two. We have
something like that. The general goal is that if we look at it from a
distance here, see? Now we have three of
them, that it still looks pretty decent and then when we would add
details and everything, of course, everything will
just fit a little bit better. Let's see. Um, I think the rest is I'm going
to also make heavy use of, like, color decals,
which are just going to be shapes that have color to them that
we can art on top, just like improve the general
look of things a lot more. I think the only
thing I really might want to do here is I
might want to see, do I have anything for this? I know that a bunch of decals
we are not really using, but I might find a use for them. I did not intend to
maybe use all of them. Ah, I don't find anything,
so let's just make one. Let's grab one of these lines. And I was thinking
of just making a simple box that's
like a thinner line. So here we make the
line a bit thinner. We place it somewhat here, then go to symmetry
modifier on the x axis, rotate it exactly 90 degrees.
Let's push this out. Then copy, paste the
symmetry modifier. Oh, no, sorry, let's
make a new one on the x axis and press flip. So now we have
something like that. And then another
symmetry modifier this time on the
Y axis and again, flip to create
something like this. I do notice there is a slight difference
in the thickness, so I'm just going to
select these and just push them back in to compensate. Here we go. And maybe
also center your pivot. Super simple, let's say that we add one here and
just keep adding one in every single area. Oops. Now, of course, with these ones, what
you want to do is want like push this
one down there. Yeah, see, that
should do the trick. So I'm going to go ahead and I'm going to export this once more. Hay module long. Go in here, re import. Just press Done in this
case, and then we can go in. That's so annoying when it
opens up in the big window. Last, if it happens a few
times, it's not annoying, but I need to open these windows every single day for
hundreds of times and then it becomes annoying fast that it doesn't remember
that I just want it small. But anyway, we do now have a few issues, as
you can see over here, and these issues happen when the norm maps
itself are flipped, which is a little bit awkward. It's basically actually norm maps flipped in those events, what we want to do is, although logically speaking,
how did I mirror this white? So for these kind of pieces, logically speaking, if
you just rotate them. Yeah, let's say that we
remove this one. Do that. And then art the map,
it should not flip. So I might just
have made a mistake in that that I was thinking
of the wrong thing. So let me just quickly check. And else when I make a mistake, if I can fix it fast, and
you guys just learn from it, that you don't make it yourself. Rimport? Yeah, see here. So that actually just
makes it normal again. So that was my fault. Now, up here, that one is a
little bit more annoying. What we would need to
do is we would need to select all of this. Again, duplicate it.
Sorry about this, guys. Select it, attach. There we go. Click Center, move the object, and then we literally
just do this. 180, add a nor MP modifier, convert back to Adipli, move it in the location
where we want it to be, and then once again, just move this along a bit like this. Okay. So hopefully
the last export. Then what we need to do is
we just need to check if we did any type of mirroring, which means that we also
need to create the backside. Of course, you can just create the backside. Yeah,
I'm fine with that. I will say that
on here, they are actually a little bit too
strong the norm maps, so I would want to probably
duplicate this one. 01 on the score weak. For example, if I just throw
this in here temporarily and just edit it sent this to zero. Even zeros. No, wait, here, zero is actually a
lot less strong, it's mostly also
just the shadows. Maybe -0.5. Let's do
something like that. Of course, you need to go ahead and open up your model and actually see what I mean,
how annoying it is. We need to select this and
apply it in ASOR model. Cool. Basically, the way that I can check is I can
simply check for these details to make sure that they are all on this side, and then I know that I did not accidentally mirrod anything in some way that breaks things,
but that is looking good. And we got some nice orange already starting to get in here. Definitely, we need to
use more details than I would have expected, but
that's going to come later. So that's already pretty good. We're very slowly
starting to get some colors in these pieces. That's honestly it for now. Most of the other details are
going to be added later on. So what we're going to do is
it is time for the big one. This is going to be the biggest time laps in, like,
the entire tutorial. And basically, in
this time laps, I will simply complete
all of the models. Using exactly the same
techniques that I've showed you. Like, I will make
sure not to use any brand new techniques
or anything like that. Now, next de, I will not
be narrating over this. However, I will include
the untied laps versions, and frees I will just throw on some relaxing ofi music so that you can follow along with the stuff that I'm doing. But yeah, basically going
to go ahead and just apply these techniques
to all of our models. And then also because
it's a time naps, I get a little bit
more time to think and a little bit more time
to polish things around. So I might still move some
things around here and there. But in general, the
shapes will stay fairly much the same as
what we have right now. After the time laps is done, we are going to publish
another deca pass and yeah, just like some
improvement passes, and after that, we will probably start with our lighting already. So let's go ahead and start with the large time lapse phases.
36. 35 Creating Our Remaining Final Assets Part1 Timelapse: H No.
37. 36 Creating Our Remaining Final Assets Part2 Timelapse: [No Speech]
38. 37 Creating Our Remaining Final Assets Part3 Timelapse: [No Speech]
39. 38 Creating Our Remaining Final Assets Part4 Timelapse: M. No. H that B B Do.
40. 39 Creating Our Remaining Final Assets Part5 Timelapse: I my I D So A
41. 40 Creating Our Remaining Final Assets Part6 Timelapse: [No Speech]
42. 41 Placing Our Vista Mountains And Foreground Assets: Okay, so we are getting closer
to finishing our models. Now, one thing that you
should keep in mind is that when you are creating a large environment like this, you might be looking in
this and thinking like, Wow, I've spent so
much time on this, and it still looks
****, because, like, right now, it
doesn't look the greatest. Like, we got the elements there, but there's still a bunch of
stuff that we need to do. Now, one thing that you
want to keep in mind is that when we start
doing our lighting, a lot will change. Like the lighting is just such a massive part
of our environment, and we are going to do the
lighting pretty quickly. The lighting will also bring
in a lot more contrast, and then we can do is we
can balance our materials. And also one thing or pretty much two things
that will bring a lot more detail to our
scene is going to be our degals that we have
over here and of course, our foreground and
background elements. So, knowing that, what we're
going to do first is we are going to focus a
little bit more on this mountain that we have
in the background over here, and maybe we can also like place a few foreground
elements over here. Initially, what I had in
mind was, you know what? Let's go ahead and create this mountain completely
from scratch. I would have been using World Creator or World
Machine for that. However, since last time
that I use those programs, it seems that both of them have decided to no longer
supply monthly licenses. This means that if you
would want to create one single mount in
using those softwares, then you would instantly
need to pay $150. And for just a Vista mountain, I don't want to do
that to you guys. Like, that would be
really ****** making you pay for such a
expensive program. You can try to use the Unreal
engine landscaping tools, but those tools just
simply are not really up to the quality
standard that I want. So what I'm going to do instead is I'm going to use a classic, which is also a little
bit of a lazy method, and we are going to
use some free content from the Unreal marketplace. So if we go over here to
the unreal marketplace, this content has been around
for a really long time. So you can go to free permanently free. Let
me just move this up. And then here you get a bunch of free content that is
just free forever. That's why I'm confident
in using this. Now, if we go, I
believe it was here, page five, we have
landscape backgrounds, and these are basically
like stand alone measures, which is exactly what
we would have been creating on how to create
these landscape backgrounds. Now, just so you know,
just give me 1 second. If you still want
to learn how to create landscape, excuse me, background mountains, buildings,
all that kind of stuff, have a look at our creating mid to Vista assets
for games over here. In here, we will
cover exactly how to create you can see
background mountains, how to create these buildings
and all that kind of stuff. So that will definitely give you the skills needed if you want to have
something like that. However, in our case, we're
going to use this one. Now, another tricky
thing is that this one only works in unreal
engine up until like 5.0, like the Alpha engine. So what I tend to do is I tend to just add the project and just add it to a project that
is an unreal engine for, and then just simply
open up this project. I always have this
standard project, which I call Where are you? Where are you? I call
like migrate scene, but I'm just really
blind, I guess. Material migratee
no Now, come on. This is really strange that I'm so blind that
I cannot find it. Just give me 1 second. It was literally right
next to material migrade. Okay, so, I have this migrate
UnrelgentFour project, and whenever I want
to get something from UnrelgentFour to
Unreulgent five, I basically throw
it in this project, and then I migrate it. Please note that
transferring something 4-5 might sometimes cause problems that it is
not able to transfer. That's one of the reasons why
some publishers just don't bother updating their content
for Unrule Agent five. However, I just happen to know that this one
will work fine. So over here we have our
photo real backgrounds, which is the one. Unfortunately, this Oh no wait, I can include this mountain because it's
completely for free. So I will include this
mountain in this project, but you just want to right
click and then press migrate. Press Okay, and just go ahead and migrate it to our project. So you want to go to
your project folder. En real, lounge facility,
and just content. This is where you
need to place it. You cannot go in any other folder than the content folder. And when you press Select, it will simply copy
over the files. Here we go, and then we can already close this project down. So now you can instantly see that over here, the
folder has showed up, and in order to load
things and know what we want to actually use, we can go to Maps, overview map, and
just double click it. Of course, when you are creating mountain yourself, 1 second. Let me just set my microphone
a bit lower. There we go. So when you create a mountain
yourself, you, of course, do have a lot more flexibility to get exactly the
composition that you want. But as you can see, we
just want to go for, like, some kind of
like a snowy mountain. I quite like this type
of mountain over here. So I'm not really too
worried about it, but just going to have a look around and see what kind of cool stuff that
we can create. Now, as you can
see, we also create already like a basic floor. However, we do need to improve this floor later
on, but we can already, start by just working on
maybe adding some snow and stuff like that on the
floor and also some rocks. For that, we will be
using mega scans, because normally, I
cannot even sculpt rocks. Like, I normally also
use photogrammetry. Whenever I need to
create rocks myself, however, I live in
the Netherlands, and right now it's
boat, not snowing, and there are no rocks here because our entire
country is flat. So we're just going to go
ahead and use some mega scans. Now, for now, I
will just go ahead and pause the video until
this is done loading. Here we go. So as you can see, there is a bunch of stuff. You have entire just like vista mountains that you
can use all the way around, which we will probably be using, but we will also be using one, which you can find over here, which is like stand
alone mountains. And these are the mountains
that we just want to kind of see if we can
have one that is, like, really close up here. So knowing that, what I'm
going to do, first of all, we need, just like some
general Vista mountains. Because, of course, in case we have multiple
camera angles, it would be nice to
just see it everywhere. I want to have mountains
that are quite high. Unfortunately, over
here, not many of them are super high, but it just depends
on our scaling, of course. Let's see. So I just want to check
between this one. Nah. I like something like
a little bit more rock. Yeah, so probably like this
one would be the best one. Like this one. Yeah,
this one kind of fits. So what I can do super simple is I can just go ahead and grab
these pieces over here. And you can see that
they are simple models. That's why this is so easy. Contras. I'll just go ahead and go back into
your lounge facility. I don't need to save this. And in here, I can
just press Control V. Now I need to figure out
where they are located. So let's go ahead
and press F. Okay? They're on the map. That's
why I couldn't find them. And now what we need
to do is we just need to make them
really, really large. And it's up to you, of course, to decide how large
you want this to be. I'm going to go ahead and I might already be able
to use these mountains. Let's go into our camerngle you can literally see nothing. Et's go ahead and do this. Let's go and create another view port over here and do the whole thing where we set a
camera angle here. Then I'm just going to
see if I can already use these mountains or if I need to add an additional
mountain to this. Let's go ahead and
just rotate this. Okay, so I can kind of
get some mountains here, but it doesn't look very good, not the way that I
would want it to look. So what I'm going to do is I'm just going to
go ahead and I'm going to probably scale this up. Oops, scale this up a bunch more so that
they become larger, but also further
in the distance. Then I'm just going to rotate
it to a point that I like. Just give me a second. I'm
looking on my other screen. Okay, so there wasn't
too much, but of course, it's also dependent
on other camerngles. If I have different
camerangles oops, over here, as you can see, at least I have, some of the mountains still in the background. So
that's really nice. And what I'm going to do is
I'm just going to go ahead and see if I can get an
additional mountain. Now, I also wanted to
just check because sometimes what they do is they optimize the actual textures, which means that
everything just looks a little bit more
lower resolution. So I just wanted
to double check. This is just a slab map. And you can go in here
in compression and you can check the maximum resolution
size. That seems fine. Let me just check because let's open up my
material and let's see. It's weird that they didn't
use instances, but okay. So here we have a
mountain norm map. I was more hoping to find
like a snow type map. But if the mountain norm
map is also not compressed, I have a feeling that
nothing will be. Yeah, let's just go
ahead and open up snow. Yeah, here, see, everything
is just not compressed. They just use quite a
low resolution at two K probably because
they intended to be like really far
distance mountains. So what we were doing here
basically in order to compensate is that we are
going to use D field. So that's like a
little bit of, like, a way that we can still have
those mountains up close without making them look really messy and blurry
and something like that. Going to go back into
the overview map. Oops, I'm going to go in
and I'm going to find a tall mountain or at least a mountain
that I can make tall. That we can also use this one. Yeah, this one seems like
the most logical one. That we can just also
use in the background. Yeah, this one has, like, too
much mountains around it, so this is definitely
probably the best one. So let's pass Cross. Let's go back into
our lounge facility. And let's do contra
V. Need to find it. There it is. Okay, so
here we have a mountain. Now, what I can also
do is I can also, of course, scale this
out a little bit. And what I'm going to do is
I'm just going to go ahead and on my second view pot,
I'm going to have a look. We, of course, want to make sure that we do not have this. Clipping or anything like that? Oh, that looks really. You guys can see it,
but I'm just checking, and it does look
quite low resolution. Let's see if I can maybe set
it further back and higher. Yeah, that already starts to work a little
bit better when I said just like higher
and further back to basically avoid
that low resolution. So let's just see what
we can do with this. And this why it's really handy
to have multiple screens. Now, I also want to, of course, be careful that I'm not just
floating this stuff in here. Yeah, I definitely need
to use Dapt fields for this. It's not ideal. If we would have had our
own custom mountain, then of course, what you
can do is you can push the texts a lot more. What we can try to
do is we can try to replace the actual
snow textures in this. So let's say that we have
something like this over here. Yeah, I feel like that's
probably the best place. And I don't know if I also want to maybe
add an additional one that's a little bit more in this direction so that we can see also
something from the side. Just give me a second. I will show you in a bit
what I'm working on. Oh, that's actually quite nice. So now we have
something like this where at least also have them a little bit towards
the side over here. So, let's try
something like this. Now what I was thinking
is that, of course, up close, it's really low resolution in
terms of the snow. What if we go in and we actually replace the snow with some
mega scan snow. Like, mega scans is always eight k. So we can,
like, really push it, although we don't
need eight K. The only thing that I need
to do is I need to actually see how they
divert the snow. Okay, so they just add the snow here and then the rock here. Okay, so different
snow and rock. So if I import one snow
texture and one rock texture, that should pretty
much do the trick. Now, one thing that
you do need to keep in mind is that I'm not allowed to give you mega scan assets. So all of the mega scan
assets that I use, I will revert them back when I give you the source
files because mega scans has really
strict copyright when it comes to
that kind of stuff. So what we can do in nlog five is we can go up
here to Quixobridge, and let's wide
away also download some foreground elements while
we're doing this anyway. Just type in snow. And
let's go and have a look. So we have a bunch
of stuff here. Now, as you might remember, you can see over
here that we have some foreground elements
which are just like some small rocks and
just like snow piled up. That will actually add
quite a lot to our scene. So it will be really nice if
we just add like some here, let's oh, I need to sign in. Here we go. So once
you sign in to your nu engine account, well, I like to do is I
just like to go in and shall I use nanite? Yeah, I can use
Nanite for these. It does make your project
size really large. And also, what it tends to do
is that when you say nanite it also tends to import the
texts at eight K resolution, which is way too high, kind of. But we can go ahead and just use Nanite and then lower down
the texture resolutions. So you just basically
want to go ahead and select it and press Download. I can go in here and I can do
this with like a few more. So download this one. I want some rocks. That one is probably standing
out a little bit too much. Download some of these
like snow clumps that we might be able to use. And now we have also here, we have a bunch of
different snow. So we have, like, fresh
snow, trampled snow, um I don't know if I
want trampled snow, so I need to check if
there's anything else here. Also, you have tire snow cliffs and stuff like that, but
we don't really need that. This one, let's also add that. Well, let's also do
this one over here. But as I said, the snow is not really
what I'm working for. Fresh windswept snow. That's the one that
I kind of want. So for this one, we can
go ahead and download it. So that will basically
take care for the mountain off the
mountain, sorry. Snow embarkment Well, let's
try this one over here. We can maybe use this one
in front of our camera, and for the rest, it's just
like some snow materials. Now, when you downloaded it, don't forget that you still
also need to input it. So what I will do, and
sometimes you just kind of need to remember which
ones you've had. But you can see over here
that when it says the plus, then you have at
least download it. So I can just add this one. I can add this one. Snow rocky pile that one? This one. Yes, this
does definitely increase how expensive
your seniors and also just in general, the size of your project. So what I will show
you after is how to quickly just tone down texture a little bit
more if you want. So now everything has
pretty much been added. So Go ahead and go in here. Oh, God. That's a
really fast camera. Let's go in and say,
Okay, later on, what we want to do is we want
to go in and we want to add a rock spile opening it up
so that the thumbnails load, and that the shade is load. You just need to open it up
for the first time. Come on. And what we can also
do, we can also use some snow decals later to kind of blend
everything out and go over into our normal flooring
and stuff like that. So okay, we have
over here our asset, which is looking pretty cool. Now, this asset, Ma bet if I go in here that it's
eight K resolution here. See, you can see
that the display is eight K resolution for this. Maybe if it's like the one that is white up to your main camera, you might want to set it for eight K just for your images. But if you want to lower this, you can go in compression and advanced and set the maximum
texture texture resolution. I'm just going to go ahead
and set it to 40 96. I really don't need
much more than that. You do need to go ahead and
do that in all of them. So what I will do is
I will, of course, just do this off
camera because it's not exactly the most
interesting thing, and it's also quite slow to but this is basically
the way that you can always lower
down your textures. And this is also why we
always just imported our textures at four K because we can always lower
it if needed. And then you can, of
course, import this and here you can see our snow. Now, definitely, when
it comes to snow, lighting is really important. So right now we have like
super basic lighting, which will look really bad. So for now, let's just
avoid doing that stuff. And first of all, start finding a rock material
that we also need. So let's go rock,
click on surfaces. Um Concrete, grass, historical, not just rock or stone. Let's have. That doesn't really need to be
something much special. Like, here, rough rock. Like,
that's already good enough. Let's go ahead and also
download this one and add that, and then we can replace
the original textures, hopefully with this stuff. So we've added those. Okay. Awesome. So we have? I don't know why the? This is the original one. It looks very different
than a few seconds ago. It might be that I
just need to restart Unreal engine because it
might be a little bit confused from importing all of our textures and
stuff like that. However, oh, there we go. After saving it, see, sometimes Unreal gets a little
bit confused. I was already thinking
that was really strange. But anyway, see and now
it's messed up again. It doesn't matter. What
we are going to do is we are going to
replace the materials. It looks like that
the only ones that we need to replace is over here the snow and then
we have our rock. So if we just go in our
mega scans surfaces, fresh swept snow and just grab your diffuse and
just add it in here. Next, you want to go down.
This one is your no map, select your nor map, and just press this button
to add it in here. Next, we have rock,
and it seems that these rocks are all the same, so we can just go
ahead and add those. And here we need our texture. There we go. And safe. Now, you can see that the snow now already looks a lot better. For some reason, it's
still a bit messed up, so I'm just going to again, restart. Here we go. So I restart, and now you can see that this definitely already looks a lot higher
resolution. Also up close. What I would say is that I
want to go in and I want to quickly go to a rock and just double
click on the base color, and I'm just going to set the
brightness a little bit up. Maybe 1.5 and press Enter. Tyga, 1.5 enter. There we go. Okay, so now
it's a little bit brighter. And also, let's just
double check my snow. So my snow is at
eight K resolution. I'm going to go ahead
and I'm just going to set this down to 40 96. Even for this, I don't
need eight K resolution. 496 over here. Now, the rest,
what you would see over here is basically
the norm map, and the norm map is still
from the original one. I'm not really
going to change it, but the goal is that now if
we look at it from distance, you can see that
everything feels a little bit higher resolution. Lastly, what I want to do is I'm going to grab this material, right click and create a
material instance out of it. Um BG Mountain. That's, I had epstcon I think. There we go. And I'm
just going to go ahead and drag
those onto my rocks because this way I
at least have like I was hoping that it had
exposed parameters. Sadly, it looks like
that is not the case. This was the one,
right? Oh, God. Let me just know that because I have no idea which one was. Yeah, yeah, this was the
one. I thought I saw, oh, no, they just use constants. Okay. That's a
little bit awkward. Yeah, that means that basically we have nothing about
material instance, but it's also not
really worth it for me trying to change this. So instead, what I will do
is we have over here a snow. I'm just got to go ahead and
set that one to Actually, you know what the snow
is probably fine. I think what is causing problems is just this
norm map over here, just because it's nor
map, but it is four k, but it is a strong
four K norm map. I am not sure if I even want to change
that, that space gear. What I will do is I will go in, quickly grab these mountains. See here they just
change the material. I am going to actually
enable Nanite. The reason I do this is just
checking if it's not broken. I think it needs to reload. The reason we want to
make it nanite is because Lumen still uses nanite to
basically calculate stuff. So by turning this
into a nanite mesh, it will at least stay at, like, a correct resolution. Now, I probably want to do the same for these ones over here. Unfortunately, it means that I need to open up every
single one of them. And turn them to nanite But at least then we know that everything should work totally
fine with lumen. So even if something
is low poly, always just turn on nanite if you are using
the lumen system, which I assume you are
using if you're using nV because lumen is more optimized when
it runs on nanite. There's a bunch of much more technical stuff
behind it, of course, but I'm not a technical artist, so I would not feel comfortable
teaching that in depth. But anyway, okay, so here you can see basically
now the difference between our old or our
new one and our old one. And you can see that
the old ones definitely have that much more
lower resolution. I'm still a little bit worried about the norm map that
you can see over here. However, what I suspect is that when we start
doing our lighting, there might actually
be quite big changes. So I will leave that for
the polishing stage. For now, I'm just
going to go ahead and I'm going to also open up this material over here, and I'm going to apply my snow. And also my snow normal. And same again, I'm
going to apply my rocks. Rock, rock, rock and rock
and the normals of it. To make sure that it also
just uses to fill resolution. See, so often, you
can just download assets and you can just
tailor them to your needs. Now that I've done that,
hopefully, yeah, up close. I definitely shows that rock. But yeah, again, still
from a distance, it does still show
that norm map. But for now, this should
be actually pretty good. So now you can see
that in the distance, at least we already have
these rocks over here, and then what we
can do later on, make these a bit smaller is
that when we add our depth of field effects and we add our correct lighting
and everything, it will actually make
quite a big difference. So to finish this
chapter of what I will do is next
to saving all of my scenes is I'm just going to go ahead
and I'm going to place a few more mega scan rocks
just to give it a little bit more of a composition on the foreground
and stuff like that. Now, for that, it's annoying when I always
have the fast camera. What I need to do is
I need to go in and definitely add my
second view board, which I will have on my screen because s is really
difficult to do this. And now we have a mega scans. We have our three
assets over here. So often if it is not loading in the Tumnail
just double click on it. And then it will load
in. What I like to do sometimes just
click on 20 assets, and then in my filters, and if you don't
have these filters, you can find them here. Just select static mesh. In my filters, I can just go
in, double click on them. There we go. Now all of them are
here. So what I want to do is I want to
basically just like my concept, and you can see over here that even AI understands
that it's good to have something on
the foreground and the background to basically
dry your eyes in. What I'm going to
do is I'm going to based on my
main camera angle, although it might
change later on, I'm going to place some rocks. First of all, I
just want to figure out which ones I want to place. I quite like this
one because it has, like, a lot of contrast. But what I would need to do is I would need to
probably, like, scale it up a little
bit, place it over here. And this one, what I'm
going to do is I'm going to place it Let's see. I of course cannot go too crazy because it still
needs to be logical, so we will, of course, make it look a little bit more
logical later on. Let's try. Let's try this, but then maybe put a
little bit more towards the side over here. And then what I was going to do is I was going to also add one a little bit more like
outside of the screen. I'm checking maybe this one. There we go just for
some composition. And then what you can do
is you can, of course, also go in and you can
add a few more over here. And then what we
will do is we will pretty much like
connect all of them together with models
and also with decals. So for now, let's say that
we have this kind of stuff. And this is just like
a small formation of some small rocks
and stuff like that, that we can just
kind of place here. And then over here, these things we can kind of also fix by just having these clumps
that you can see over here, you can kind of just like,
push those in and rotate them around to hide the fact that
there's clipping going on. You can also scale them.
Later on what we can do is we can even use foliage
painting for them, but just to avoid some clipping. So let's say that we have
a bit of stuff here. Say that we have an embarkment
somewhere over here. Then we'll have
some decals also. Yeah, we definitely
need some more stuff to kind of cover the ground. Let's see if Quicksil has
anything in that range. Of course, we'll just
place a bunch of decals, but just to see if there's, maybe some snow piles. Let's set them to nanite. Let's try Snowpile
and this one also. And I was hoping for
something that's a little bit more like flatter. Yeah. So just these snow piles. I think they will actually
work really well if you just add a bunch of them. What is this? Snow ground. That's actually also
a really good one to grab some snow ground. Snow hill? Probably not. Snow huge snow hill. Let's try that one,
too. And now we get to the problem where I need to kind
of remember, like, Okay, which ones did I just download so that you don't
add like double stuff? This one. This one I don't think it will actually art
double like the assets. It will just tell
you, do you want to override it and
then you can say no. But it's still heavy
to just remember. Now, I don't know
why these ones are a little bit stuck. Come on. I'll just pass the video, yeah, until this one is done. Or are these? No?
Okay, there we go. Now they are done.
There's no ground. And then we have that
one, but that one I will just leave over on
my other screen. So let's go in
here. First of all, go in and just open them up. And later on, I will,
of course, optimize the textures, that
kind of stuff. We're just now kind of working on just placing some assets, and we're only really focusing now on placing the core assets. Later on what we will do is we will go in and we will place like a lot more big
and small stuff. Around. What we can also do is we
can also have a look on the and we'll marketplace to see if there's maybe
some kind of interesting. Oh, this one cannot be as big, some kind of
interesting like sci fi objects that we can use to enhance our scene
and stuff like that. So that's also what I
will teach you like. What I've shown you
right now is on how to create objects using
just tilable materials. That has its limits. So
what we will do is we will also go on how to create
like these air units, and they will have more
traditional asset creation. So it will be like texturing
and all that kind of stuff. Now, I had this, there we go, like the snow ground. And I was hoping yeah, that's what we can
do is if we just throw this a few times in here. I'm just going to add
that other grounds that it was still downloading. And of course, there's going
to be a lot of snow and everything here. Let's see. Yeah, so we got
something like this. So here it just
like rocky ground, then we have these pieces. We have, of course,
our snow piles. This one is actually quite good. So this one can kind of be
used in many locations. Gonna lower this one down
a little bit because it is clipping too much
with our main view. But here, see, these
ones are great to then later on add
some decals to kind of, like, blend everything together. But like I said, we need
to have a look around. We need to see what
will look good and not what I'm doing
right now is itty, just like some very, very quick and messy placement, just to get, like,
some kind of, like, a composition going, and then
we'll take it from there. Yeah, and then if you don't like this transition over here, what you can do is
you can, for example, this one probably
won't look good. You can try to fight like
some stuff that can kind of, like, blend into it on top. And then once we have
some details in here, this is going to
look quite nice. This kind of like also
the way that they did the when Un Wheel and
Surv got announced, they had the desert demo, and this is kind of
the same way that they did that kind of stuff. So just like that,
you can start by just placing more and
more stuff together. Right now, it will
not look good, which I've said many,
many times by now, but it's more about that when
we have this camera view, you can see that we have over
here like a little bit of snow and a little bit of just whiteness going
already around. And the good thing
is for that, that we can later on just refine it. Um, over here. Okay. Awesome. Now, what we're going to
do in the next chapter, now that we have a
basic composition is, I think that it is finally time to start with our lighting. Now, we often do multiple lighting passes and every lighting pass will just improve our scene more and more. So let's in our next chapter, start with the first
lighting pass. Once we've done that,
what we're going to do is we are going to
do a decal pass, which is going to
be quite important. I'll add all of these
decals over here, but also all of these
grunges that you see over here because right now everything is perfectly white. So all of that little bit of grunge detail and
everything like that, that will be added
using that decal pass. And also even, like, yellow stripes and that kind of stuff. So it's quite a big chapter. And once that is done, we are going to go in
and let me just check my notes. Deco pass. Then we'll kind of do a
polishing phase, and after that, what we'll do is we will start working on our aircon units and some antennas and stuff like that to just enhance
things even more. The antennas, however, I might just download them
online, for example. And then what we'll
do is we will just start finalizing
our environment. But it's already starting
to look pretty cool. So let's go ahead and continue with this in our next chapter.
43. 42 Doing Our First Lighting Pass: Okay, so we will finally get started with our
first lighting path, and this is going to make a massive difference
in our environment. Of course, there's
still a bunch of stuff to do after lighting pass, but this will already make
a lot of improvements. So what I want to do
is, first of all, I just want to make sure
that my camera angle, You know what I'm going to
hide this model for now. I want to make sure
that my camera angle is sort of like in a position that I like yeah, let's start with
something like this, although I have a
feeling like we are definitely going to change the camera around
quite a bit more. And now this support plate, I'm just going to
remove it because else it will be clipping
with the camera. So what we're going to do
is we are first of all, going to just nuke out any lighting that we
have in the scene. We want to have a fresh start. So volumetric
clouds, sky sphere, skylight, sky atmosphere, all of these things
can just delete. So we have absolutely
nothing in here. Now the next thing
that we're going to do is just going to double
check our settings. First of all, let's
go over here. And whenever I do lighting, because I assume
that lighting that I'm making at least
in this case, it's going to be for
some final presentation. Of course, when we do
final presentation, we want to push the
limits as much as possible to basically get a really nice
looking environment. I like to set everything
to cinematic. Of course, if you
are playing game, you would want to stay
with high or epic. There isn't a big difference, but especially in the shadows, there will still be
some difference. I then like to go to
my project settings, and this is actually the
first time that we are going over our project settings. One quick thing that
I want to do is quickly go into maps
and modes and just change the editor
startup map to be your facility over here and
also your game default map. This way, I'm sure plenty of you have already done it.
Is it also in here? Here we go. This way, whenever you restart
Unreal engine, it will just load up this
specific environment wide away. But anyway, I just want
to double check by going all the way
down to engine and then to rendering over
here and just make sure that everything is turned
on to the right settings. We don't need virtual shadow
or sorry, virtual texturing. For our reflections here, we're just going to use lumen
for most of this stuff. Enable hardware rate
racing were available, I do like to always
turn it on just because I do have a graphics card
that can support rate racing, and rate racing
is very powerful. High quality translucent
reflections. We don't have translucent
like we can turn it on, but it's more like if you have glass or
something like that, but we don't really have glass. So let's see, support I don't
need rate raced shadows, like I want to have
lumen shadows, so I can just leave that off. And I think, I think
that's about it. Okay, cool. Now, the
next thing that we need is that we need to
go ahead and make a plan. The first thing is that we
need to work on our sky. Now, because this
is an environment that is very cold, like, because of the snow and
everything like that, we are going to use
a semi HDR type sky. So it's not going to
be the classic HR, like you would use in Momset, but it would still
impact our sky a lot. We are not going to
use procedural skies. Next, that, what I really like with this is, yes, of course, we have our sun is quite white, which makes sense in like this. But I really like the contrast, the contrast difference between the darkening where there is shadow and the
lightning over here. Our next dis, of course,
you cannot really trust lighting in an AI program. Like, it looks cool, but yeah, you just cannot really trust it. So we're going to mostly just, like, wing it a little bit and just come
up with our own things. First of all, what we
need is we need our sky. Now for that, let's go in and just go in our lounge facility, texts, create new
folder. Call it sky. And I often get my skies
from polyhaven.com, and then you can go in here, click on HRI, so we're basically
going to get an HRI map. Now, in here, I'm not
sure. Let's see, outdoor. I guess I can just scroll
to find what I want. And yeah, I'm looking
for something that's like a little bit cold. So ideally, if we can find something that's
made during the snow, that would be extra nice. But else we can also just take a sky that looks fairly cold. So I quite like the
Kloppenheim sky, so I'm just going to middle
click on it to open it up. But I do want to go
ahead and just here. This one is like, for
example, with snow. This one is snow. And then this one is
just like the sky. So let's see. Is
there also maybe some snow that actually has
the environment still in it, because most of the snow
is just, like, plain. And it would be nice if it's
like snow combined with, like, some building type stuff. Yeah, but this one
is during the night. You don't want to Let's
try this snowy cemetery. A little bit incentive to take a sky there, but fair enough. And let's see. Is there anything else
that just in case I'm just going to grab this one even though it doesn't
have any snow. So now that we've
done that, what we're going to do
is we are going to add these pieces. Oh, that's models
for some reason. So with this, what
you want to do is you want to go ahead and you
want to set this to EXR, you basically want to just
go ahead and download all of these EXR files and just track them into your source files folder wherever you want. So EXR, I'm just going to pass the video until I've
downloaded all of them. Here we go. So I
downloaded the EXR files, and I've now imported
them into Unwil. The reason we want
to use EXR and not HR files is because we
need them as texture files. So now, it still has the
properties of an HR, but it reads as a texture file. Now in the compression settings, it says HR compressed. I often prefer to go for just the normal HDR as to avoid any compression
because it's just really important
that these textures are just highly accurate and as high quality as
possible because they will affect everything from reflections to
lighting to color. So let's just go at the set
that. And that's about it. Now the next thing
that we need to do is we need to go in and we need to create a material
and create a sky. The first one is pretty easy, which is just going
to be our material. Let's go into materials and just right click New material. Call it sky master. Now, I'm calling it sky master, but it's actually like the
most basic material ever. All you really need to do
with this is you need to go ahead and go into your main sky, and you want to set this
to surface, opaque, and then the shading
model to unlit over here so that it is not being
affected by anything else. So it's like pure
light, pretty much. Next, we want to go
ahead and grab a sky, and we can later on just swap out the skies to
whatever we want. So let's say we grab this one, right click and convert
to peremptor so that we can change the colors.
It's called sky. And then all that you need to
do is you need to multiply this with a scalar perimeter
that we'll call intensity. Let's set it to one for now, although often we need to
boost this quite a bit. So often actually, we need to go for 100 or
something like that. Let's go ahead and just plug
this into our missive color. You see, you can
now see with 100. And if I do one, you can see that makes
quite a big difference. So, we plug this into our missive color and we
can simply save this. The next thing
that we need is we need a sphere that is inverted. So if we just go ahead and
we have our sky over here. Now, if we set this to unlit modes that we can actually see our
environment again. What we need is we need a giant sphere that basically
covers the entire sky. But the sphere has a few
specific things that it, needs to acquire. So what I tend to
do is I tend to often go to my settings and just quickly turn on the
show engine content. And I just want to
type in editor sphere, just to make sure I got
the right one over here. So this is like
the editor sphere. It's like the default sphere
inside of Unreal Engine. Next, what I tend
to do is I tend to just quickly go to
my modeling tools. And in here, I want
to first of all, in the XFm, in the X form. I want to go ahead and I
want to press duplicate and just go ahead and let's
call this sky sphere. And just press okay. Now
that we have this one, we just want to
go in and we want to go to we probably need
poly groups for this. I'm having a brain freeze. Attributes, yes. No, maybe not. So I want to basically
flip my normals around. Oh, no, way, that's
those normals. I'm going to go ahead and
just generate poly groups. Just say from connected TRS, I just want one giant
model, basically. And then what I need
to do is I need to go. It's been a while
since I've done this, so please bear with me. I need to go to my model, poly group edit, selected. And I was hoping
that I can now just press flip over here and
press Accept. There we go. So now we have a sphere
that has flip faces, which means on the inside,
you cannot look outside, but on the outside,
you can look inside. That is important
because you need to still be able to have
lighting passed through it. Now pretty much the
most important thing is that we need to go ahead and we need to set the
scaling for this. So let's set the location
just to zero, zero, zero, but the scaling
needs to be above 10,000. 10,000. There we go. If we do not do that, then basically what will
happen is that the sphere will interact with everything else,
and we don't want that. So we now have our
editor sphere. We can go ahead and
go to our cinematic, and I'm going to
create a new folder. Oh, wait, actually, we have
already a lighting folder, so I'm just going to drag
this into my lighting folder. Also, just to clean things up, I'm going to go ahead
and I'm going to grab all of these models. Let me just check. Yeah,
let's just select everything. And then deselect everything
that's not the model. So we have over here, the, and we had a player start, and let's also deselect
the landscape. There we go. Let
you do the trick. Not that many models, actually. But we will out
more. And then go ahead and just arts
to a new folder. And got this folder assets. There we go. This way, I can easily turn it off like this so that our scene is a little
bit more clean. And folder one, I guess can
just throw into assets also. Okay, cool. So yes,
we have atmosphere. Let's go ahead and
set this back to IT. Nothing will have happened. But what we need to
do is, first of all, we need to go into our
materials and apply our let's right click create material instance
and call the sky. Apply our sky to
this additosphere. So there's a little fly here. I had to get rid
of a little fly. So, okay, now, not
much has happened, and this is because
we still need to add the skylight and
some other stuff, also. So what I'm going to
do now is I'm going to go in here at the top, goes a light, and we want to start with grabbing
a simple skylight. Now you can see that
quite a bit has changed because what
this skylight does is, well, we need to
set it to movable. I will sample from the actual
sky that we are using. So we want to set
this to movable. SLS captured scene is fine. And over here, you
can also control, if you set to 0.5,
you can control the amount that the sky will
affect our environment. Now, I don't know yet how
much I want it to affect, but let's start with
just a simple 0.1. Now that I have done that,
just let me check my notes. Yeah, that should be it. So I just like to voice double check. I can open up my
sky and of course, I can play around with
a bunch of stuff. One of them I can play with is the intensity, say
that we said to five. You can see that that instantly also increases the glow and
a bunch of stuff like that. But what I'm more interested
in is, of course, playing around with the skies and seeing which one works best. So I'm just going
to drag them in. This will be off screen.
But if I drag it in, you can see how drastically
everything changes. Okay, this one doesn't
make a drastic change. Let's try this one.
And you sometimes need a little bit of time or you need to recapture your sky over here. The reason for that is because
it needs to recalculate. Let's actually try
the previous one because I did not recapture. Here recapture this one. This one feels very
neutral, as you can see. Now, we have the snowy field. The snowy field instantly
feels, in this case, a little bit more warmer probably because
the snow itself, it was probably a sunny day, so then the snow reflects
a lot of yellow. Now, if we go ahead and
just grab the next one, that one doesn't
do much probably because it's from like
the same type of sky. This one I hope is a
little bit colder. Mm, a little bit too cold, to be honest. Let's
try this one. Okay, so I quite like this one. Of course, we do need to later on change our sky
and what the hell is happening with our
rocks over here. That's, interesting. But let's go ahead and just
focus on that later on. If you feel like your textures are low resolution
that they should be, you can go in here
and just in case, type in R, streaming, pool size, and set
it to 9999 for now. Only do it if you
have a strong PC. Now, in this case, I have no I think something got mixed
up in our materials, but honestly, we can
fix that later on. Let's first focus on lighting. So many distractions.
So we have this one. I quite like this one.
It's a little bit colder. Let's try this one once more. Yeah, this one is way too warm. So maybe let's go for
snowy field four. Of course, later on, we can
also make sure that you do not see this
actual sky because this sky doesn't look as nice. But what we can do is we can add an additional fake
sky on top of this. But for now, let's go
ahead and grab this. And let's also play a little
bit more with my intensity. If I set this to five.
Okay, let's see. One, recapture. And at this point, one thing that's a
little bit tricky is that because we don't
have a post effects, our camera will try to
automatically adjust to give us a decent exposure. So I think that's probably
something that we want to first of all, work on. We can go turn off
the modeling tools. We can go up here and we can
go to our visual effects, and we want to add a
post process volume. Post processing is
basically effects that are on the camera after all of the
rendering has been done. These are the classics
like vignetting, bloom, color grading,
all that kind of stuff. I'm going to first
of all, scroll down and turn on infinite extent to make sure that
wherever we are in the level, this is active. Next, what I'm going
to do is because I want to have full control
over my lighting for now, I'm going to go to my exposure, turn on the min and
max and set both of these I often set
them to one or zero. Let's do zero. And then I like to use my exposure
compensation to basically give me a default
exposure to get started with. 4.5, for example. Now, based on that,
now what we can do is we can play around
with the intensity of our sky because now our
sky will be impacted a lot more as you can see,
based on the intensity. So if I set this
to, for example, two, I can recapture. Let's start by setting this to 1.5 because we still need
to add an actual light. And also something
that you can keep in mind is that just like a moms, you are able to rotate the sky, and then if you press
recapture, it does. Okay, not in this case. But depending on the sky, it will add changes
to your environment. Now that we have done this, the next thing
that we need to do is we need to probably get started with actually
giving it a sun, which is the next
most important one. Let's go in here, lights and grab a simple
directional light. Now, a lot happens straightaway, let's go ahead and
give me a second, throw this into our lighting. Is going to throw
the post effects and skylight into our lighting. We now have over here
our directional light. If you press G, we can
see where it is pointing. I quite like the shadows
that we have here. I like where the shadows are covering parts of the models. It looks quite interesting and I don't think I want to have my entire mountains
covering areas. Now, what I'm going to do
first is I'm going to go ahead and I'm going to win basically capture those
shadows. Here, see? Let's turn off our snap
rotation. Makes it a bit easier. So it sometimes
just takes a while, and then we will focus on our
colors and all that stuff. Maybe set the intensity
for now to five just because it's a
little bit too intense. And you basically want
to just go ahead and find a shadow position
that you like. I quite like over here, having also quite
a bit of shadow. But as you can see this
also changes a lot. Oh, by the way, make sure to set all of this stuff to movable, because if we do not
set it to movable, then Lumen will think that
it might be baked lighting. So just set it to
movable, basically. Okay. I quite like having also a
little bit of light there. However, I wish there was
a little bit more light on the ground over
Whoa, over here. Let's go move this here. So right now, the reason that there's not on the ground
is probably because it is simply not
being infected by it, but if I do something like
this, let's have a look. Yeah, we do get a lot
more ground effects. Right now, everything
is also way too bright, but that's something
that we will, of course, work on to
balance things out. Um, Yeah. Like I quite like having this and having
it on the ground. But then what I probably
want to do later on is I want to grab some of these mountains to add some
additional shadows back in. So let's have a look at this. I quite like also having, like, a little bit of light
catching up over here. Let's start with
something like this. I think that will
work quite well. Now, the last thing that I'm going to do is I'm just going to already grab one of
these mountains. Oh, now it works again. So I guess if I wiggle it
around, that's really weird. I have no idea what's
going on with the shader. So that is very strange. But I guess when I
wiggle it around, for some reason, it turns back. I honestly cannot tell you
why that would be happening. So I'm sorry. But anyway, what I
was going for is, and I probably
need to do this on a second viewport because
Elsa just cannot see it. And I will show you in a bit. I'm basically just trying to use these mountains to capture some more shadows. But it seems that
these are just, like, such massive
mountains that we probably might not be able
to get like what we want. You can see over here
that the shadows are also not sticking out that far. So we might just want to probably use some kind
of cubes or something like that to kind of
like fake things a little bit more.
Yeah, let's do that. Let's just focus
on that later on. Okay, so let's say that
for now we have this. Now what we need to do
is we need to balance out our sky versus our
light and stuff like that. So the first thing that I want to do is I want to go ahead and I want to start to get a
little bit more closer into, like, this direction
in terms of, like, the overall brightness levels. First of all, I'm going
to set my sky back to one and go into my skylight. Recapture. And what I want to do is I want to go into my
directional light over here. Surprisingly, the
light is white, so I'm not sure why there
are so much orange in here, but we can use the temperature
to actually make light a little bit more whiter
into this direction, which makes sense because the snow will reflect the light and because
snow is white, the light that will be
reflected is often also white. I'm actually going to
set this quite high to probably 12,000 even
to get started with. Next what I want to do is I
probably want to go in and I want to set the
intensity quite low. I feel like this would not have such a strong intensity,
maybe like 0.5. And also one thing
that's a little bit difficult is that we still need to balance
out our materials. As you can see, these materials are less white than these, which now in turn makes
it a little bit more difficult with our lighting. But we can already get some nice reflections and
everything in here. So it is slowly starting
to get somewhere. So 0.5, you can also use your source angle to make your shadow softer or sharper. And I'm going to
set this probably to probably one looks fine. You have your indirect
lighting intensity. If you set this to
five, it will just basically add more light
where there is shadow. But if you set this to 0.5, it can make everything
a little bit more darker, which is
probably what we want. We want to get, like, a little
bit more darker shadows in these other areas. Same with my skylight, I can go in here and
can play around. Although most of this you
will see in the reflections. And what you need to do
is you need to, like, keep pressing the recapture to kind of make
sure that it works. Yeah, it looks like there isn't much of a change in this case. Okay, so we already have
something quite interesting. Now, right now, there's a few things that are a little bit too overpowering. Our sky is too overpowering, so it is way too
bright right now, and also our general
light is too bright. But what we can do is we can use our post effects to basically start balancing things
out a little bit. Let's go into our post effect, and let's go from the
top to the bottom. First of all, we have
our bloom over here. Now, when you are
using cinematic mode, you can use a bloom
standard that is way too expensive for games,
but not for cinematic. That's convolution.
Convolution is just like the most acro
bloom you can get. So often you want to
just use that and set the intensity often
around default, 1-0 0.7. I'm going to go for 0.7. Chromatic aberration. What
that will do is it will add the tiniest bit of
lens distortion, which you also get in real life. Of course, if we set
it's really high, although this actually
looks pretty cool. I often like to set
it super, super low. 0.15, for example,
something like that. It's just that on
the outer edges, you get the tiniest bit, which people that are watching this kind of stuff
like they will appreciate it. Now, next what we can do
is we can go ahead and go down and we can pretty much
ignore all of this stuff. In our image effects, we can control vignetting and
sharpening is actually new. So the vignetting will just add some darkening
around your edges. Let's is a little bit higher. Let's do 0.5 and the sharpening, it will just add a sharpening
on top of your environment, which we can also set once
again to 0.5 for now. Now we have our color grading. So our color grading for
now, I want to leave, but we are definitely
going to work on that a little
bit more later on, especially the temperature
is nice because it can give us full control over our environment and
change the temperature. But first of all, I
want to go down and make sure that all of my
settings are correct. So first, we have our
global elimation over here, and we have a set to lumen. That's totally fine. Like
yeah, honeestly that's fine. Now, I do like to often go in here and if you
really want to push it, just push these values
up quite a bit more. You can even push them beyond
this distance, but for now, let's say we grab this
one. See reflections. In lumar reflections, I'd
just like to go ahead and turn on the high quality
translucent reflections. Ray lighting mode,
project default is fine. Quality because we have
really shiny materials, let's just go ahead and
push the quality to two, and that is about
it, I would say. You can also do rate race
emit clusion over here, but I don't think
it will do much. No. So I'm just
checking something. Yeah, so basically, that's pretty much all
that we need for now. One that I do also like to often use is I do let's
press G, by the way. I like to often
use my film grain. And that is something that a friend of mine, Tilman Milder, who made an amazing
lighting art course, also, if you want
to follow that. He kind of got me hooked on it, and I will like it now. So if we just go ahead and turn on all of this film grain stuff, let's go in and set the
film grain intensity to start with 0.2. Here we go. So it
will just give you, like, the tiniest
bit of film, g. Let's do 0.25 maybe
to get started with. Oh, yeah, I'm gonna do 0.2. Now we want to go
ahead and we have our film grain inside
of our shadows, which basically means
in the dark areas. I often like to boost it
up a little bit more. This means that you
get more grain in your shadows. See, let's do 1.5. And for the rest, you can also splay
around this over here, for example, the size
of your film grain. But for now, let's
leave it to one. There's still so much stuff that we need to do
on our environment, but it's already starting
to look pretty interesting. So at this point, we have
arrived at our color grading, as you can see over here. So with our color grading, what I like to do is I like to, first of all, play around a little bit more
with my temperature. I know that we've
played around with our temperature in
our actual light. And what I want to do is I
want to make my actual sky light a little bit less bluish. Just to match our
reference a bit more. Let's go for 8,000. And then what we
can do is we can use our Post effects
to basically create some additional
small changes in this. So right now we have a
temperature in our post effects, and you can see that that
makes a small difference. We can then get started by going into our global settings. First of all, let me
just check if I want to. Actually, 6,500 was pretty. No, I want to go a
little bit lower. 6,000 let's use 6,200. It's often quite sensitive. Now, let's go into our global. So in here, we have saturation and again are the ones that are
often used the most. So with our game,
we can just give it some overall
lightning and darkening. So I do like to use that
to often push things down, and we can use a saturation or give it actual color
in the saturation, but I do not advise that
should not have touched it. Or what we can do is
we can give it like a tiny bit of a color boost. Now, in this case,
I think for now, I want to leave it
because I'm not yet sure which colors I'm going
to make my materials. Now, in my gain on the Global, I want to go ahead and I want to push this down a little bit. So let's say 0.9. Now, next, I want to also go into my highlights over here, which is definitely
our sun, for example. And in here, I also want to go ahead and go into the gain. I want to lower down
my highlights a little bit more. Maybe 0.7. And I also can go in here
and I can make my highlights actually like a little bit
more reddish or orange, which is nice because it is really more like art direction to get
something you like. But doing it in here, although maybe gamite
would be better. You are not changing
your entire environment. Of course, if I
change the lighting color in my actual light, what will happen is also in shadows, everything will change. So I'm just going to go ahead
and see if I can let's see, go like a little bit more. And it just has
to be like really subtle, something like that. Now, next, we have our
shadows over here, and for my shadows,
let's have a look. I often like to give my shadows a little bit of, like, a color. Now, because this is an
environment that is snowy, what I would expect is that
my shadows itself here, you can see if I
boost it up a lot. My shadows itself should probably be like a
little bit more bluish. So what I'm going to do is
I'm just going to give them a little bit more of
like a blue tone. And now over here, I
also want to go in, and I do want to make my shadows
a little bit less storm. But I should probably play around a little bit more with my global because Oh,
no, that's fine. Because right now we
are getting some wy Oh, God. I always happens. So wy dark shadowing over
here in these areas. So I want to find
a nice balance. Now, of course, if you would use your exposure in
here, for example, I said this one to
five or even ten, you can see that the shadows do change because what
it will do is it will change exposure based upon if your camera
gets closer to it. You have a set of one. I guess I messed up too much because I use my
exposure compensation. I will go over that
a little bit later. It's honestly not
important right now. I'm just going to
go in my direction light and play out a little bit my source to set that a
little bit less strong. Maybe like 0.4,
0.3. Let's try 0.3. And let's have a look
at that post effect. So okay, we have our
temperature, we have our global. Now, when I see this,
definitely what I notice is we need to
balance out our materials, and I feel like there
are still too much of a contrast between
bite and dark. I would like to have my just like everything that's in shadow, a little bit darker. And I would like to also
tone down the brightness. Let's start by just
setting simply the intensity of my light
a little bit lower to one. And then over here
we have my skylight. So, if I set this to one, it's I probably want to
lower this down quite a bit. Let's go and set our
actual sky to 0.5. And now you can start
seeing the sky also, which you can see that it starts to match a little bit closer. Now, I definitely do not like this sky in terms
of what is shown. So for that, I ideally
want to have something with clouds like well, okay, that one
definitely does not. Oh, yeah, yeah, you can see some clouds,
something like that. So when we are at
such a low level, I'm just double checking to see how much my sky still
impacts everything. So, oh, and I'm just
going to also set my distant field oclusion
over here to 20,000. Let's make sure that
our shadows are being cast also on our rocks
and everything like that. Let's go ahead and recapture
and recapture this one. Yeah, it makes too
much of a difference. Yeah, I'm going
to keep this one. It just means that we kind of
need to create a fake sky. So yeah, I quite like
then keeping this one. Now, my shadows over here, it is missing some,
like, interest. Right now, I feel
like there's too much currently in shadow, and
I don't really like that. I do like to give it a
little bit more shadow. I can, of course,
also just play around with it and see what
happens if I, for example, completely rotate my sky
around, for example, this site over here, which is also pretty
interesting, to be honest. And we can see we
already definitely have much better lighting
than we had before. I'm just it's always I always
am super picky with, like, the shadow angle,
and I never know, like, which one I want to do. Of course, we can also fake
the lighting a little bit. But yeah, initially, I was really focused on
this area over here. Now, what we can do
is we can go ahead and playout with that area
a little bit more later on. And then in turn
maybe actually set by lighting something like this where it's coming
from the other side. It has also some shadow on our actual mountains
and stuff like that. Maybe make it a
little bit lower. I didn't know trying stuff out. I'm just going to hide
my mountains just to see how much they
impact our shadows. Not. Okay. No problem. Yeah, I think
something like this is already a little bit
closer to what I want. Now, another important thing is, we can see these really
dark areas over here. It wouldn't really
be fair to keep compensating those without
actually introducing some fog. So we can use our fog over here. So if we go to visual effects, and then we can just grab
a exponential height for. The first thing I
want to do is, I like to turn on volumetric. So we'll just like to have some volumetric for and
this fog also once again, interacts with our lighting
and everything like that. Now, having this, there isn't much I will need to
do maybe give the albedo like a tiny bit of
a bluish green, bluish tone like this. And what I'm going to
do is I'm also going to go up and in here, I want to just play
around with my density. And another thing
that you can do is if you go in your skylight, the volumetric
scattering intensity, that one controls how much the light interacts
with the four. If I set this to zero. Okay,
I guess on the skylight, it doesn't do much, but let's try it on the directional light. If I set it to zero, you'll see, it will
no longer interact. So what I can do is I
can set this quite low. Like it's not going to
be super foggy day, maybe like 0.7 inch, and that already gives quite
a nice feel to things. Okay. Okay, so we
now have our sky. However, I'm not really
happy, of course, with what the sky looks like,
because as you can see, it's fine, having the clouds, but you can definitely see over here that we have all
these weird looking trees. Now, quite a simple solution. So the tricky thing is
that with these skies, you will need to keep
this in as soon as you, for example, turn it off, and then as soon as it
tries to recapture, you can see that it just
doesn't get affected. There also, unfortunately,
isn't a way to really hide it. Like, the classical
way would be like, Oh, you go down and you turn on Hight actor in game and then
hope that it still renders. And there probably are still
ways that you can overhear make it hight actor but then make it like visible
but I probably won't work. Like, I can try it
out. Yeah, here, see? It doesn't work. So Oh, God, where did I now put it? Only On makes it
visible. There we go. Honestly, quite an easy solution that I tend to do next to, of course, trying to find a sky that
happens to also work well, is that I just go
into my sky sphere, and I basically said,
like the location we have where is my sky? You can see over here that we are still able to
move it up and down. So knowing that, we can go
into our cinematic eachor. First of all, let's just
recalculate our sky. There we go. That
looks a lot better. Go into your sky sphere and
just go down here on location and set this to
minus I don't know, 99999. Wow, even more. Let's add a few nines to that. Too many nights. One less. To basically until we
get to a point where we mostly just see this clear
sky as you can see over here. So everything else
is kind of hidden. Now, next that, we can, of course, also go in, and I don't know which
this one over here. We can use the ZXs. Yeah, the ZX is on the rotation. We can use to for example, give it some clouds over here. Now, the last thing that you would need to
keep an eye out is, of course, the intensity of your sky if you want to
have a brighter or darker. I think this one looks pretty good, but I might
want to go for, like 0.3. Now let's do 0.4. But once again, everything is linked together,
especially with lumen. So when I change
this, if I now go in my skylight and recapture, you can see that once
again, things change. So you kind of like need
to justify the change. I'm going to keep it at
0.5 because I was not happy with the drastic
change that happened. Even moving the sky around
does make a change. So you just kind of like
me to balance things out. Okay, so we now have this. Now, I think what I
will do to finish this chapter off is
I'm just going to go ahead and play around
a little bit more with this camera to get a
more cinematic feel. And once that is done in our
next chapter, of course, we still need to also do some polishing and
stuff like that, but we are going to
work on our decals. And during that time, we
will probably also just play around with
our colors a bit. For example, the orange
that we have over here. I want to turn a little bit more like more reddish orange. I can maybe do it over here. That's a nice thing
that we can just change all of this very quickly. Trying to get the
right orange here. Something in this direction. But like I said, we are
44. 43 Polishing Our Background Mountains: Okay, so we now got something that is
already looking pretty good. What I want to do
in this chapter is I just want to
go ahead and do a little bit more polishing so that we can properly go
into the next chapter, which will be all of decals and which will add
a lot to our scene. Now, when I see
this, there's, like, a few things that are
really bothering me, and the biggest one is that these mountains over here,
they just aren't working. I'm not talking about
the ones in the back. Those are fine, but
these ones over here, they are just too low polly
Like here, from a distance, it looks fine, but just because our camera has such
a Zoomed in angle, yeah, it just doesn't look good. So what I'm going to
do is I'm going to go ahead and actually
delete these over here. We can keep the background
mountains, I think. It's surprising that even here,
it doesn't look too good. But let's keep the background mountains so that
we can just see it. Instead, what we're going to
do is we are going to use the landscaping tools
inside of unreal engine, but we're not going to go ahead and paint in the raw tools. Instead, what I want
to do is I want to use something called
the landmass tools. These tools, it does mean
that we need to have a automatic type
landscape material, but we will get back to
that a little bit later. But to basically use
the landscaping tools, what you want sorry,
landmass tools, you want to go ahead and
go to Edit and plug ins. Type in landmass and go ahead and just select
this one and press. Now we just need to restart
the engine. Here we go. And the reason I basically like the land mass tools is because
they are a little bit more procedural and they almost feel a tiny bit like what you would
have in like wild machine. So the way that it works is
we would go to our landscape. And yet, this
landscape is correct. And then what you will
get is over here, you will get an additional
sorry, not this one. An additional mode. I'm blind. Where are you? Oh, wait. Sorry, it isn't
Blueprint. I forgot to select my blueprint brush. And over here you want
to grab the first one, the custom brush landmass. And then you just
want to basically click over here on our view. Now, give the second.
It needs like loads. There we go. Now what you get is we basically get
this spine over here, and the spine also has
some actual height to it. What you can do is
you can simply go ahead and you can move
this spine around. And what we would,
for example, do is we would kind of move this spine to start creating where we want our mountains
to be, for example. So with the spine, if you go in, because, of course,
we want to have these mountains a bit further, we can hold Alt, and then we can simply drag out this
spine a little bit more. Hold Alt. There we go. To start creating a mountain. And you can see that over
here, like twice to kind of, like, close the view. So what you try to do is you can try to already go in here, see? And use this to kind of close
off the mountain or create, sort of like a mountain range. And then, of course, later on, what we're going to
do is we are going to work a bit more on our shape because right
now it's really boring. But let's go in and just try to start by generating like
some kind of, like, a mountain range yeah, having a little
bit there is fine, but definitely like over here, I would want to have a bit more. There are a lot of settings
here in the right. However, one of the things that this mountain range does
do is that it creates scale based upon how like
large the mountain is. So in that sense, it
is quite procedural. So what I want to do
is I want to try and get I need a second view pot. I want to try and
get already some of the peaks that I have over
here in the right locations. And when I get them in
the right locations, then what I can do
is I can actually make it look like a mountain. So let's go and add
a second view pot, and I'm just doing that
in my other screen. Let's go ahead and
just move this around. Yeah, something like this. Just give me a second. I'm just like playing
hard to things. Yeah, I do definitely
want to keep this one lower because
else what will happen if you look
at your viewpot is that it will just become
one massive mountain. So let's start with
something like this. The nice thing about
these tools is that we can always change them later on. So now let's actually make Okay. Now let's actually
make this look a little bit more
like a mountain. Like I said, I'm mostly using
this for art direction. If you want to actually,
use this more, you can always later
on create multiple. I tend to only create these mountains based upon the camera angles
that I will create. But due to the environment, my camera angles will
be really more like in, like, the close up ranges. Also, be a little bit careful that when
you place a mountain to close that it does not deform the terrain inside of
our shape over here, Oh, that's a weird shadow. I'll get back to that.
That's a will weird shadow. So, how to basically make
this look a little bit more like a large mountain top. So let's dive into our settings. Now, over here, our first
settings are brush settings. We don't really need
to do a lot here, but just one that
I want to show you is that you can
use your file off. And if you higher or lower it, you can see that
it will basically higher or lower your
mountain a little bit. But like I said, we
use actually the shape to fairly accurately generate
the mountain that we want. Now the one that's way
more let me select this. The one that's way more
interesting is the effects. In the effects, we
have a few effects. We have an effect
that's blurring. However, we don't
really want to do this. What this will do
is, as you can see, it will just soften the tips, but we actually want
them to be quite sharp. However, I'm not going to go for zero because then it
just creates artifacts. What I'm interested
in is the curl noise and the displacement. With the curl noise, what you can do is it will basically add noise to make this feel more like the peaks you
can see over here. So if I, for example, set my curl strength
to start with one, Oh, one is really high. But you can see that it
still maintains our shape, but it just starts to
create these peaks. I'm going to go ahead
and just click and drag to lower this and you can see that this
makes a massive difference. Then you also have your second strength
and the second one often creates normally
creates some finer details, or I like to use it
for finer details. So let's set the curl
tiling to 25, for example. When you set the tiling higher, it should start creating
some more smaller details. It is definitely a balance. In my case, the balance will
be just looking over here. And seeing what it looks like. Now, knowing this, although
let's first of all, do our final details also, let's set the final details
to 100. There we go. Now we get something
that's a little bit more it does destroy
our shape a bit, but it does add a little
bit to this stuff. Let's start with
something like this. Now we can see that it does look a little bit more like a
mountain range, of course, it will not be as perfect as
what you can see over here with all of the really
nice, what do they call it? I forgot what they call it, the sloping where you can see
where all of the water and everything as fall
off the mountain and just creates those
really nice grooves. I used to know
what it is called, but I forgot, sorry. Anyway, we have a curl noise, and now let's go into our
camera and use our far off to compensate a little bit more for that really strong
noises that we have. But that's already
starting to get somewhere. Now the next one that
we want to work with is our displacement over here. I often has a
pretty basic noise. But what we can do with
the displacement is it will art well, normally, it adds quite
a strong satis to ten. That is strange. 100? Normally, it adds some quite strong
displacement to it. Let me just check. I guess I just need
to set it, like, way higher, so let's to 10,000. Okay. So, for some reason, it was not you can definitely see like
this is really strong, so 10,000 is too much. Apparently, it
needs to be higher. I can remember it was
like in the hundreds. But I don't often use this tool because I'm not so much
a landscaper artist. Let's start with 600 gives me a little
bit of displacement. Let's start with 1,000. And here you can see
that it does start to already art a little
bit more displacement. Let's do 2000. And I basically want to try and get a little bit more
of that rocky feeling, which we are now starting to get a little bit of what
you can see over here. Of course, it won't be perfect. We might later on even
be able to supplement our mountain with
actual rock meshes for mega scans to just bring
it out a little bit more. But for now, I think this
is looking pretty good. I think what I want
to do is maybe you can see that
when I change this, it does actually still change. Based on a camera angle, I'm going to quickly just throw on again a second viewpod. The reason I keep closing
it is because, of course, two viewpods means that it
needs to render twice as much. So I don't have to
like to do that. Give me 1 second. I'm
just moving this around. I have some trouble
selecting it. 1 second. Come on. Thank you. And you can also rotate it
and then move it a bit. No, that one is not really
affecting too much of it. I'm just trying to get
more interesting shapes and I keep miss clicking. Okay. This one is creating most of the more interesting shape. So let's do something
like that. My noise, 2000, I'm quite happy with that. You can also play around with
your displacement dialing. One, two, three, four, five, I'm going to
stick with two. 2000. Let's try 3,000. I'm just looking
on my other screen right now what is
more interesting. Now, let's go for 2000, but then let's go in and
supplement this shape a little bit more later on
with just additional rocks. I guess last thing I want to
show you is that over here, we can control the fi off, although we don't really need it because you will
never be able to see it. Just in case you want to know, you can use your smooth
blending over here. And if you just basically
play around with this one, inner and outer threshold. I guess we need to
go really high, 100. 100? It does normally
create smooth blending. Do I need to go 1,000? There we go. 1,000, needs
to go a bit higher. And the inner I'm not really sure often
what the inner one does, but it's most likely just like the out one
that we want to use. So if you set it to
like 2000, for example, you can get really smooth
blending with your train. And right now because we are using the noise,
it does impact it. So maybe if you like, set it to, like, 6,000
or something here. Now it becomes really like just smooth rocks that are
kind of like stepping out. But of course, at this point, because it is really
close to our mesh, we always want to make sure that it is not
clipping or anything. And I'm going to get rid of this let's go out
of landscape mode. I want to get rid of this one just because it's annoying me. Now you can see that we
have a mountain range that is looking pretty good, pretty nice from a distance. And yes, we do have also these mountains
in the background. For now, I think it is fine
to leave those mountains. You can see them like
a tiny bit over here, but they are quite far away. The reason why we
did this is because we can now apply material
to a mountain range, and this material, it will have a lot more higher
resolution textures. The only thing that
we are missing is that we will not be able to use the really nice norm map
that you can see over here. But that norm map
that you can see on here is actually the
one that is causing all of our problems
because it's just not a high enough norm
map, basically. So for our landscape material. What we're going to do is we're going to be
a little bit lazy, and there is a free
landscape material, again, on unreal. So
let me just open it up. And it is called the Landscape P 2.0 out generated material, which you can see over here. So, this one is quite nice
just to give us a base. It's way more advanced
than we need, like it will place grass and trees and all that kind of
stuff, which we don't need, but it is handy because instead of us needing to dive in and create a landscape material, all we really are looking for is a material that
will automatically based upon the slope that we have over here, a different material. Art or snow or art, rock, and then even if you
want, you can even add some grass and
stuff at the bottom. I already went ahead
and I imported this, just to show you again, landscape pro 2.0 out
generate material, go to free, permanently free. Scroll down and it will
be on the first page. But yeah, I went ahead
and imported it. Now, what we need to do? Is select our landscape. Scroll down and
it is called STF. And then in here, you want
to go into environment, and then you want to go
into Landscape, I believe. Yeah, because I'm just
checking because there are so many
materials. Let's see. These ones are landscape with tesselation,
which I don't need. And we want to have an instance. Let's just first of
all, try this one. Landscape Pro V two instance.
It's a newer version. So normally I use
the V one version, and you basically just want to drag this into your
landscape material, if it allows me to. There we go. Drag it into your landscape
material by, of course, selecting your landscape, and everything will be pitch black. Perfect. Let's ship it. But no. Let's go in and we
want to go into our landscape tab and then
we want to go into paint. And what we basically need
is we need to have all of these layers over here, and those will basically
control things. Now, I honestly
don't really like the look no, I don't
like the look of this. Let's go one back
into landscape and use the landscape
ground adjustable one. That's the one I normally use. I was thinking that
the V two version would be like super similar, but here you can
see the difference. This one is really
nicely organized. So what we're going to do is we now are in
landscape and paint. And we basically
need to click on these layers and
just select them. And then you can see that
it will instantly start adding all of our
details in here. Now, of course, this is
not the one that I want, sorry, not one, not the
materials that I want, but those we can
swap out in a bit. But now what you can
see, although it looks quite ugly, over here, you can already see that
it is basically generating the rock where there are slopes and it's generating the
grass in between it also. I hope that we can, along with some Mexican
acids make this look good enough to get a little bit more like this effect over here. Else we will just
keep working on it until we make it
look good enough. In the end, you guys are at least learning
multiple techniques to take in different types of mountains and stuff
like that. That's nice. Heaven, yes. At this point, we can pretty much because
it's all automatic, go ahead and get rid of our
landscape material, sorry, landscape tab and open
up our not that one, the adjustable instance
that we have over here. Now there's a bunch
of stuff in here, which we are going
to use to basically replace our textures. We just need to
kind of figure out which ones we want to replace. And there's a bunch of
settings for the blending, which is what it's over
here down at the bottom. So shall I probably just
replace my taxes first? And also, what I'm
going to do is in my shader I'm going to
nuke out this effect. I like automatically dds grass and everything,
but I don't want that. So that's one thing that I
will do first is go in here. And let's check because you can see like this
is quite overwhelming, which is why I did not
want to create it myself. I need to have let's
see embitoclusion, specular, tesselation,
fade distance, displacement, normal
roughness, diffuse. It's really nice that they
like, Oh, here we go. Grass output. So this is the one that I basically
want to work with. I'm just going to go
ahead and select it, and I hope that it will
not create any errors. Let's delete. And this
one also we can delete. I think that is not
creating any errors, so let's go ahead
and just save this. Else you would see it down here. But now, you can see
that we have this. So no more grass, which
is exactly what I wanted. So at this point, we can start by just replacing
our textures to make it way more simplified compared to an
overpowered material. Let's go in here and let's
go to our mega scans. Where are you? Mega
scans surfaces. Let's start with the snow. So we probably want to have snow wherever there
is grass instead. Of course, I need to
kind of, like, check. So I think this one, let's
just replace it. Perfect. Okay, so that is the snow. I just need to make
sure that this is the only snow that we are using. And I also want to play around a little bit
more with the tiling. Let's go ahead and just replace
this and our roughness. We can go ahead and try and
use this one and it should still work good enough for
what we are looking for. Also, sometimes you have
these problems over here. I will go over that a little
bit later where there's sharp shadows on our landscape. But for now, that does
look pretty snowy, if I would say so myself. You can also control the normal strength
and stuff like that. And tiling, on a way the
tiling is probably down there. Oh yeah, here, so you can
control the normal strength. I guess what I will do for now, I will leave it to default, and it's more based upon a camera. The second one, which is the one that we have now is
looking really bad. Let's go in and grab our rock. And I don't know which
rock it will be. Let's try this one. No,
that's not the one. Or, actually, maybe we
should try the normal map. Yeah, let's try the
norm map, actually, because that one is the
most overpowering. Okay? So it's not rock
one. Not Rock two. Hm. Let's see, triplane
or normal detail. Is this rock causing
any problems? No, that's just like
the small detail. Triplanar mapping, no map. Okay. That one is
causing problems, but not all of the problems. So it looks like that
it has a special mask, which is a little bit annoying that we need to go
ahead and alter. So knowing that,
what I will first do is I'm first just
going to drag in my rock in all of these slots
because I'm not completely sure which slot is using
which rock and when. So it's better to
just drag it all in. And then what we'll
do is we will have a look at the
map and alter it. Just in case also
just change dirt to rock. You never know. Not that we need to parallax
or anything like that. Okay, cool. We have this no
map, which is pretty basic. We can just go ahead
and dd this one and then we can control the strength, but we
don't really need that. The one that I'm more
interested in is this one. The cliff Rock mask, let's have a look and see
what it exactly does. If you just go ahead and
turn off the channel. It's just a channel
pack texture. It looks like it's a height
map, ambient occlusion map. And then roughness
and another one. It's going into our mesh. So what we can do is we can probably just, like, alter it. So it's using this for
the triplanar mapping. I kind of do not need
triplanar mapping. So I'm just thinking
if I can literally replace it because
as far as I can see, it is not controlling
the base color. It's only controlling the stuff. And if I look at it
from a distance, as you can see over here,
it is looking fine. So rather than
creating a new one, want to try and see if we
can just simply remove this. And if we would remove
it, it would probably become a black texture
to remove it with. So let's go in and very easily, let's quickly go into
Photoshop and create a black texture. Here we go. It's just literally A 512 by 512 resolution black
texture. That's all. And I'm just going
to go ahead and just export this as TGA, scarlet black. There we go. Because I just want
to not use this, but rather than
changing the material, because I don't know how
much of this is affecting the material since I did
not create the material, it's probably safer
to just do this. And I will just add it to here. Just drag this in here. Okay,
so that is causing black. Let's see. That's
probably because our ambient clusion
is supposed to be. So, this one is
supposed to be black, green is supposed to
be white, and blue. I'm not sure what blue is
supposed to be, to be honest. It doesn't really show
which is a bit annoying. So let's just try this out. Instead of just
calling it black, let's go in and let's
go into our channels. So red is black, green, contra I, blue, and then we have an Alpha that's also black. So
let's try this one. And I'm just going to go ahead and I'm
going to call this. Let's just landscape flat, and let's save that Because right now what you're
seeing is most likely just the
ambient occlusion, like it's thinking there's
in black ambient clusion. See? There we go. Okay, cool. So we got those pieces done. Now, we have control over here. So as you can see if I just you need to let it loose
to control it, but we have control
over here over our just general mapping. And then we also have
control over the blend bias, which is just control like
how much do we want to blend it? Sharps detail. That's one I don't
see doing much. And we also have a bunch of control in here,
but I'm not sure. Most of the controls
will no longer work. So let's just have a
look, triplanar mapping. Over here, that we just add like mapping of
our overlay rock, which is this one, second one. That might be quite nice
from a distance, I mean. Oh, here the rock channels. I could have literally said
green probably to zero? No. Okay. But yeah,
let's not touch that. Rock AO strength, zero, one. Yeah, let's just
leave it. I'm not going to try and work on this. I think we are already spending way too
much time on this. So let's start with
something like this. I don't think there's much
else that I want to do. Of course, one thing that I do want to do is I
want to go ahead and work on my rock texture. I'm just trying to
find it. Here we go. Because I want to
make it more of like a blackish texture that
we can see over here. Now, probably what I can do
is I can just add an overlay. That might be easier. So if we have a diffuse
color, might be easier. It does mean that I need to
find the rock that I need, which might be less easy. But here we let's see. We have dirt dirt rock. Um, and I'm not
completely sure if these rocks are
actually the ones that are controlling it. For some reason, I have dt
count difuse as my parallax. That's a bit weird,
but not exactly what I don't really care
too much about it. I'm just trying to
figure out which rock I actually need for this. And you want to add
that just before it goes into your
landscape blending. So let's go in here and
let's basically add a constant t vector. Right click, not preview,
convert the perimeter. Rock color overlay and then multiply this one. First of all, set this to white. White means that we will
have no color changes. Although I already
probably mentioned it. I want to multiply this one to a few that I think are the ones that are
controlling the rock. If we go over here, we have our layer grass,
dirt, layer rock. Let's go ahead and hold control and just swap this one around. So lay a rock and then just
duplicate it and once again, have this one and then
grab layer rock, too. Since we don't really
need any of these rocks, let's just do this.
Layer forest. Let's start with
something like this, just to see if we have it. And then it should
probably show up here, there we go. And
that's just hope. That's too bad. So
that's not the one. It's just like
dirt, in that case. Let's just go ahead
and start replacing. So it's not forest.
Could it be dirt? Let's set this to like five. 1.2. Doesn't look like dirt, so that's why it is so
confusing to me. Okay. We definitely don't want to
change our grass layers. I'm just going to
go ahead and pass the video and figure
out which one it is exactly because
there's no difference in me doing it off camera. Okay, I had a look
around and it looks like that this material is constructed in a very different
way than I'm used to, which means that we
unfortunately cannot really not at least easily add
a overlay like this. Instead, what I found is that it already has some
values built in. So right now the
rocks are basically done using the triplan
on difuse map. Now, this texture is
not one that I created, but I'm fine with it using it. And then what we can
do is we can control, for example, the desaturation
and the power over here. Let's say that we want
to make these rocks a lot more like whitish, we can set the
desaturation to 0.5. You can see over
here that the rocks are now starting to change. I can also go ahead
and I can control my power to make them
darker or brighter. Let's say 1.5 to get
more darker rocks. Next that, the last thing
would be simply to play around with your
blending over here, and you world bias also. Like I don't want to
show too much rock. And finally, what you
can also do, actually, we can do that in this view is we can select our land mass, and now we can also play around a bit more with the
displacement, if you want. Let's say that we set
this two, for example, 3,000 and see how the material reacts
with this displacement. Okay, let's try 2000 gam
because that one I don't really likes a three here see. So you can see that the material
definitely reacts based upon these values over here. I would say that for now, that's probably more than good enough. I'm checking if
there's anything else that I might have missed. But else what we can do is
we can also start placing some additional rocks on these mountains to just improve everything
a little bit more. But it just depends how good.
Yeah, this is all fine. It just depends
how nice the rocks are from mega scans that
we can use on here. But basically, now like here, we already do have a snowy
top, as you can see. So it does kind of also
fit in with the rest. I would say that the rest is
a little bit more darker, but we can kind of, like,
play around with that. Let's now go in here. Let's go to our Quixubidge. And let's see if
there's some type of rocks that we can
use will like on here. So let's start by
just typing in clip. And tree the assets. And you see if there's, like,
like, most of these rocks, the colors are unfortunately
probably too strong, but I'm more like
N not sandstone. I'm just looking for maybe
I'm looking more for, like, Icelandic rocks, which I know that mega scans has
just because they are, like, a little bit more grayish. Tundra. Nordic rocks could maybe also work like
these type of formations, but these are, of course,
beach formations, so the rock will look
quite different. So I'm just trying to
find the best match. Let's try typing in Iceland and then just go for
nature and maybe like rock. Let's try over here to see if
we can find something that is that we can place basically
on top of the cliff. And that's the important
thing. Like needs to be able to work on the side
of a cliff, basically. Lava outcrop. I mean, we
can just download it, and I will only download it on high quality
and not on, like, Nanite quality because it's gonna be distance, and it's ddt. Rocky ground. Let's
try also that one. Like I said, I do
not know yet if this one will work correctly. But let's just go
ahead and just, like, add a few of them just to see, because it's always good
for us to just try it out. If it doesn't work, then we'll just go ahead and
move on to the next thing. And I do like to keep
this in instead of, like, showing you the
right solution right away. And to be honest, doing
it this way, also, keeps the price of the toy
down, believe it or not. So huge Icelandic lava cliff. Those ones are sounding a
little bit more interesting. So let's go ahead and add these because that's like
the kind of stuff that really will
work against, like, a rock the only thing is also with these techniques
that we have used, it's really annoying or I don't even know if it's
properly possible to actually change the shape of the cliff to form
around our rocks. Let me say it like that.
But we can play around. Let's see Mgcans three A sets. Let's say that we
have over here, these really huge
Icelandic cliffs. What my idea was that I will later on out
like a snow material. But what if these kind work as a standalone in some of these
areas where we have a rock. And like this. But then cross here, yes, we can artist basically add some more layering effects. But I'm not sure if
it will actually work well outside of
just the layering. Definitely here, it
does add something. Let's maybe place it
in an area where I can actually see it. Huge snow hill. Let's see, Icelandic
jacket, rocks. And we can make these,
like, nice and large. And let's see if we just, like, use these to kind of, like,
fill in some of the spaces. Okay, we don't have
a back for this one. Icelandic lava rock crop out. That one does not feel
like it will fit in here. Let's see. What do we have here? We have Icelandic rock. I was thinking like
placing these here, but now that I look at it, that probably will
not look nice. And here we just have
some rock formation. Once again, like this one
will not really work. So it's more like this kind of stuff that's probably going to be more beneficial to use. We basically use this to add some more additional
shapes to our mountain. Mm. I'm not sure. Like, I just don't
think we really have. Like, right now, what
is happening is that it is kind of like breaking up the shape of the mountain.
Like, this is fine. So I think we just need
to be super careful. So it's still good
that we use this. But let's try to avoid
these really large chunks. So let's try more to, like, go and, like, place
them a little bit, just in some places
to stick out. Because here you can see,
like if we place them in some places to stick
out, it looks okay. But when we make it
too overwhelming, then what will happen is that it just loses the shape
of the actual mountain. And that's not
something I wanted. So Here, let's see
if we can, like Use it a bit more like this. And don't forget that we
will art snow in a bit, well in a bit later on. So but let's see
something like this, and is there anything else? No, I think this one
is just too big. It's not like it's too big and straight like it works
great on a standalone, but not in other places. But once again, like I can
use this one over here. Just like kind of bring out a bit more
silhouette and shapes. No, not that one. And then the hope is that, of course, later on, I think for now, I will
leave it at this. You can see that
rocks are working. And later on what I
will do is I will just like in our polishing phase
when we have a time laps, we can, like, play
around with this. So, okay, so the technique is working to just improve
things a bit more. Normally, what I would do if
it was not an icy landscape, I would use trees to basically
add more visual interest. But unfortunately, right now, we cannot really add
something like that. So let's leave it for now. Now we are there 40 minutes, and we literally only
did like the rocks, so that's a little
bit unfortunate. I think at this
point that we are at a close enough point to
get started with our decals. So we got most of our
elements in here. Let's just work on our decals, and then what we want
to do is we want to do an entire polishing
chapter again. And this time the
polishing that chapter will focus more on balancing out the lighting and also adding some more foreground
and background elements and stuff like that. So let's go ahead and get
started with our decals.
45. 44 Creating Our Color Decals Part1: Okay, so in the
next few chapters, we will go over on how
to create decails. Now, it might sound like an
easy and quick thing to do, but it will actually make a massive difference
in this type of environment because
we will be using the decals to just give it
like the general grime, scratches, dirt damages, and also our logos and any type of, like, additional details
that we want to create. Now, if you want to learn a lot more about decal creation, I recommend we literally
created a course here, creating custom
decals for games, which will go over literally
everything you need to know on how to
basically create decals, multiple different type of
decals and stuff like that. Some of the paths that we will cover in
here, we will, of course, now also go over specifically
in this chapter, but it will be a little
bit less in depth. So, the first thing that we are going to do
is we are going to go ahead and start by creating some of these details which
are like logos and numbers and just like general stripes and all
that kind of stuff. That's the first ones
that I want to create. So for this, what
we're going to do is we are going to go
inside a vote shop, and we will pretty
much do this one just in votoshopFle and new. And let's go ahead and
create a 40 96 by 40 96. Canvas over here. And with these decals, because I'm going to control the color of them inside
of Unreal engine, what I want to do with this
is I mostly probably, yeah, I think I don't want
to actually give the color because I don't know yet which orange color I want. Instead, we're just going to simply make it a black
and white type decal. So first of all, we're
going to go ahead and get started with,
like, some sips. I'm going to well, first of all, let's go ahead and make a
black background. Oh, sorry. Don't select anything,
go down here, solid color and create
a black background. And now let's get
started by first of all, like we tick stripe which
I want to use in case I want to play some stripes
on my actual ground. So we can go ahead and
we can create a Tixmon. Then hold shift and
just also create like a thin one, like you
can see over here. And let's go ahead and create
a white color for those. Now, that one is quite simple. So we got these ones over here. Also, one thing that
we do need to keep in mind with these type of decals is that these ones we are still
going to map onto planes. And the reason we do
that is because else, for every single decal, we would need to place
its own unique texture, and I don't really
want to do that yet. However, we might later on
need to use, for example, if we want to have
something on the ground, we might want to later on also create some additional
texture files. I'll go over it in a bit. So we got these ones over here. Now, let's go ahead and
just generate a logo. So for our logo, let's go into Discord. And over here, I already did
a few tests, but basically, what we want to get is
we just want to get a very basic
minimalist type logo. So once again, we are just using Mid journey for this just to create something very quickly. So slash Imagine. And let's go ahead for
something that's like a, well, I will pretty much
just copy what I have here. So here I have a
simple minimalist. Let's just copy this one. We are going to start with simple minimalist black
and white logo for a Sci Fi facility,
something like that. Then what you want
to do is you want to give, of course,
a few keywords. So you just pass comma. Now, I like to do vector because often logos
are in vector. I can also try
illustration, Logo, Design, modern, Sci fi,
something like that. And then the last thing
that I'm going to do is, I'm just going to go
ahead and I'm going to press slashlash V 5.2, just to use the latest version, double check, make sure
that that was the one. Like, I want to keep
the logo square, so I'm not too
worried about that. I guess the version. Okay, I guess I didn't use that. No problem. Then
we'll just leave it. I'm not going to go over that. It's basically just selecting which version you want
to use of Mid journey. So let's just do
something like this and see if we can get
something quite close. When I was generating this one, I quite like this type of logo that you can see over here. Of course, Mid Journey
is not good with text, so the text inside of it would just be like completely useless. But let's have a look. Now, I did this time art the
word illustration, and I can instantly
see that that is not giving me
exactly what I want. But let's just wait
for it to finish. So although I don't know. I want to try and avoid wily tin shapes like
you can see over here. So let's just go
ahead and once again, let's select this slash IMAGINE gets rid of
illustration. Let's see. Simple black and white logo. Just do simple black
and white logo. So as always, we're just trying to get close
to what we want. And then what we can
do is we can start generating variations based upon that until we have exactly
what we want, basically. So I can see that this one
is already generating to be although this stuff over here is quite
interesting, actually. Yeah, this could be
quite interesting. The one that we have over
here because just lower. Let's do variations for number
three and start with that. But I also wanted to go in and do one more Imagine
slash Imagine. And then Sci Fi,
and then I will do, comma minimalist to just add
it back in the end again. B. So this one is
going to be used mostly like here and we'll
probably also use it here. We also need to generate a
bunch of texts and stuff to fill in all those empty spaces because we had a lot
of empty spaces. And then after that, what
we'll also do is we will go ahead and create some decals that are going to
be like to give the paneling impressions and stuff like that, and
it's kind of lucal. Just don't worry. This
one was the okay. Number one is pretty interesting and what
do we have here? No, I don't like
that. Let's see. Number one, although I
kind of like this one. Let's also upscale number three, and then we can generate
some variations of that. Let's also generate
some variations of number one and maybe also of number two,
since we're here anyway. Let's see. So we have
upscale scale this one. Let's try now to add some strong variations and
some subtle variations. I need to wait for some
generations to finish. But let's see if
there's something. Because I quite like this. I just don't really
like the we tin shapes, but we could play around
with that a little bit more when it is
finished generating, so it will be almost done. We have this one. Then we have this here that
looks more like alien. This one looks also
quite interesting, although it looks a
little bit too basic. This one might work.
Just keep looking. Oh, I like this.
This one is quite interesting because it feels like some kind of like a rocket, which is kind of
like the type of facility that we have
a lounge facility. And then this one is going to be oh, I also like that one. Um I think I'm going to go
for this one, actually. Like, I quite like that
it's like a rocket, but I like that this is
a shape that is more like it has an even size
on the top and the bottom, which makes it fit a
little bit better. If I would have this one let's
see this one or this one. I'm just checking. So, this one is just like some bottom lines. But I do quite like the cutoff, but I can create
the cutoff myself. Y Let's grab number three. So let's upscale number
three over here. And then let's use
that and maybe add some very small
changes to it. So we're going to upscale it, and let's just upscale it
times four on top of that. Let's just also add
some subtle variations, just in case there's
one last one that I happen to see
that I really like. Here we go. Let's just see
if there's a variation. Yeah, this one is
actually exactly what I was looking for.
This one over here. This one I don't like because
it's a little bit messy. I like this one.
Yeah, let's do that. Let's upscale number three. And that's the one that
we're going to go for. Now, let me just check
because it might be that this upscale is already
more than enough. Let me just 1 second. I'm just going to make a
folder called textures decals, Then a folder called
color decals and in here, I will just throw this in. And then I'm just going to
quickly check the size of it. So right now it is 1024 by
1024. Yeah, that's enough. So I don't really need to
upscale it to four K. So let's you go ahead and import
this one over here. Now, next thing that
I want to do is I'm just going to get rid of the text and stuff like that, and I also am going to get
rid of the background. Actually, I might want
to upscale it to four K. Oh, yeah, let's upscale it two times to not spend as much time. So I'll just wait
until this is done. Here we go. So let's
go ahead and just open this one. And audit. And then this one we can
kind of delete for now, just so that we have a
better selection, basically. Because what we're
going to do is we are just going to go ahead and select the white
areas of this. Yeah, here, that's looking
really nice and sharp. I like that. That's cool. Especially, it's just so easy. Like, I'm not a logo designer, and I'm definitely not going to hire a logo designer
for a tutorial, of course, when it's
just something here. So then it is really
handy to just use AI to quickly just
generate some of your designs. In those cases, I do
see it as a tool. I'm going to go in and right
click Rest, rise my layer. Select. Let's do color range and see if we can just
select the white color. And then plus control shift
I and just press delete. Yeah, that seemed to
work totally fine. Let's also delete
my text over here. And there we go. Now
we have our logo. Easy, does it? Oh, looks like there's some
stray pixels in the top. So you can just go
ahead and select around your logo and just
press the delete button. And now if you're free transforms now it's
working bit better. Okay, cool. So we have
our logo over here. Now let's go in and just do, like a few different type
of stripes, for example. So first of all, we're
going to go ahead and let's say that we
have one of these. Is going to go ahead and
make it a solid color. Over here. Let's see that we have three versions like this. And then what I'm
going to do is, well, I'm going to actually
scale them up a little bit. Let's see. So we have
three stripes like this. I'm sorry, I'm not happy
about the thickness of them. Let me just click. There we go. That looks a little bit better when it's
like a little bit thinner. Let's try again. One, two, and three. Next, what we can do is we
can duplicate this again. But this time, what
we're going to do is we are going to add a free transform and
hold shift to do like a 45 degree angle. And also what I'm going to
do. I'm else going to just like cut this over here. Next, I'm just going to
select and I'm going to select it on the same
line as my old shapes. Now, you want to
just right click and you want to
merge these layers together so that you can just do a delete at the same time. Here you can see that I
accidentally messed up and I did not extend this
out far enough. So right click free transform. Yeah, here, see?
That's what happens. So you need to really make sure that when you duplicate this, right click free transform, just make this extra long, something like this,
and then hold shift. And I'm actually
going to go ahead and I might actually
do two versions. So that's first of all, sorry, free transform
it like this. And then duplicate it again. So make sure to go up
here to your move tool, I'll shift and just
duplicate this again, a bit further out. Now what I can do is
with this version, I can go in and I can
rotate it 45 degrees, and you can see it
on near your cursor. We'll say 45 degrees. Done. Right click, merge and delete the
top and the bottom. Here we go. And then
we have this one. Right click, and
let's just merge it already. Free Transform. And this one I'm
going to go for, like, maybe like
only 30 degrees. Yeah, let's do 30
degrees over here. And then once again,
just go ahead and select it and just delete
the bottom side. Let's see. Yeah, that is great. I think the 45 degrees one is a
little bit too strong, but we now already created it. So it's like no point
for us needing to, like, remove it or
something like that. You can if you want to right click and free transform
and go in and, like, hold control to maybe
like shift things around a little bit or
get it to your liking. You can even do, like, some
crazy shapes if you want. But for now, let's
just leave it. So, okay, we have some of
those shapes over here. Let's just do some
really simple shapes. Let's say we have like
one of these. Here we go. So it's literally
just got to be like a white shape. Let's all shift. Duplicate and this one,
let's make it more of a Oh, sorry. More like a square shape. You can double check by
creating a selection and holding shift to make
sure that it's square. And I can see over here that
it's not exactly square, so I can do Control
shift I and then just press delete to delete anything
outside of that shape. So we have two really
simple ones like that. What do I want to do? I'm just going to select these ones. A, let's select both of them. And I'm going to go in and
go to select modify and smooth and give the smooth of five pixels or
something like that. Press control shift I to invert your selection and just press delete while clicking
on your mask. And this way, you can
see over here that we will add some rounded
corners to it. So we got some of those
shapes that is also good. What else are we going to do? I just keep looking
around also. To see. Like, of course, we have a bunch of texts and
stuff like that, but I want to, first of all, see if there's anything
else that I need to, like, art in here. So we got our stripes. That's fine. We don't really need too much
other stuff from there. Yeah, maybe some kind
of just weird shapes. Let's say that we
have one over here, and then another one
that's over here. And then you can
go to your polygon Slack tool or your lesser tool. And then if you
hold Alt, you can, like, start cutting away pieces. So let's say we cut
away a piece over here. And let's say we also go to our rectangular select
tool, hold Alt Shift. And I'm just going to, like, cut out a shape. Oh, sorry, not Alt shift. Alt. Sorry about that. Yeah, we go to, like,
cut out a shape, for example, and let's
go to our lesser tool. Actually, let's start
by already just creating shapes that we
don't lose the selection. So we got something
like this, but I'm not yet a fan of this. I'm going to go in and let's now go into our mask and just press delete and create a shape here. It's going to be
like super random. It's just like random Sci
fi shapes type thing. Maybe something like this. Now if I just go ad to select
the shape and go to select, modify, smooth, and this time at the smoothening to
ten and's beveling, copra shift I, and
I'm just going to go ahead and I'm just
going to use my eraser tool, which we have over here to
only around some corners. I don't want to kind
like route all of them, some of them. Like these ones. Then press conto shift I again, press X to flip
around your color. And then what you can do
is you can also include some rounded corners by painting
them in instead of out. Yeah. I think something like
that looks kind of fun. Just like a random shape. So like that, you can also go in and just create a bunch
of different shapes. Oh, we like this kind of stuff. We might want to make
that indica also. Let's go and keep looking if there's anything
else that we might need. Let's just do this
one also lastly, and then we will go
over to our numbers. Let's go to our logo. And basically, what I want to do is I'm going to grab this logo, maybe make it a
little bit smaller. I'll just place it here. And I'm going to select a cube, hold Shift, and you can hold space to basically
move the cube around. And we want to have
this a logo in, like, the center of this. I'm just trying to eyeball
it a bit. There we go. So now we have this logo. You can still use your
arrow keys to kind of move it around to
make it more accurate. Then what I'm going to
do is select, modify, and I'm going to smooth
it to give the nice. Actually, I'm going to
make it more smooth. Smooth, let's say, like 50. Okay, that's when you
smooth it too much, it's no longer like a
nice round cylinder. There is, of course, ways
that you can fix that, but I don't really or
I'm not really in mood. Let's do 15 instead. Here we go. Now what I'm
going to is I'm going to create my shape like this. And maybe I need to move it a bit more here
that might be better. Next, I'm going to select my logo below it by pressing Control
and then selecting it, and then go into your shape and press X to flip the
color and press delete. And then delete that old logo. There we go. Now, having this, I can see that there's some color differences
which are not correct. So I'm just going to
go file adjustments and levels and just
like, push these up. This is probably because
our logo is AI generated, so it's not perfect white. So I want to also
go into my logo, image adjustments
levels and just push up the levels to make
sure that it is a perfectly white
logo like this. So now we have these
two variations where we can also have one
that's just like a cube. Now next what I'm going to do
is I'm just going to go in, and I'm going to over here, probably create some
simple text boxes. So let's say that
we have this one, although let's do
that a bit later. Let's first of all,
create some text. Now for the text, it can be
something really simple. So let's say that we start
with, like, I don't know, G 31, for example, three to one, whatever.
It doesn't matter. Then, okay, three to one because it's like
counting down 31, two is maybe better. What you want to
go ahead and do is you want to find a cool
font that you might like. So I quite like product sons, but you can go in and you can just find
whatever font you want. For this, you can even
go for simple REL, but try to get for something
that fits the team. What I also to do
is I tend to click, and then I can use
my scroll wheel, although the annoying
thing is that there we go. Sorry, click and use
my scroll wheel. And that way I can find
whatever one I want. But I'm going to go for product
sons, which are now lost. But it's a font
that I use a lot. Now the MnOPPPP, where are you? Papyrus, which is
like the AvataFont. Come on, products. Product sons. There we go. Okay, finally. So yes, we now have this logo. We can right click
Free Transform to scale it up if you want. And we can start with
like a few of them. So let's do G 31. Let's have another one. That
is just like the letter G. And let's have another one. That's like section over here. And another one that's like
a facility dash North, for example,
something like this. Now the reason why I
place these in here and not in here is
because these ones will basically be engaged around like you can see over
here, around other shapes. So we now have a few
very simple ones. I'm going to have the
facility north up here. The section will go below the G, I can play somewhere
here and the G 32, I can play somewhere over here. Then I can grab, for example, this one, and I
can repurpose it. If you cannot see it,
just temporarily set your opacity down and
it makes it easier for you to then right click free transform and to
then go in and hold shift to do like a Nice
transform over here. And you probably guessed it. You can now just hold
Control and click on the G, turn it off, set
your paste back, and then in here,
just press delete. Oh, make sure that you select
your mask. There we go. So like simple G,
nothing too special. And we can basically do
this with all of them. So let's say that
we have this one. Oh, that's the won one. Guess I need This one
I need over here. I will just go ahead and
start placing these. Let's do this. And yeah,
it's up to you to, of course, decide, like,
how many do you want? So just have a think
about this we'll add a lot of colorful detail. So this one is not so
much about the dirt, but just like adding
colorful details. So it is quite nice to have. What I also tend to
do with these areas where it needs to become longer, don't just scale it
because when you scale it, what will happen
is that you will stretch out the circles. Instead, what I tend to do is I tend to just select part of it. I then go to my move
tool and I hold Shift and I just simply
move it like this. And then I just scroll in
until I see my pixels. And then I just use my
select tool to basically select from one side
to the other and then press press X to flip your color so that it is
black and then press delete. And now it just has
become one simple shape. When you go from
longer to shorter, it's often a little bit easier. So what you can do is
you can go in here. And then what you can do is you can just select
this entire shape. Use your move tool. Oh, sorry. Make sure that you have
your correct mask selected. And, normally it would also like here would
remove back the shape, but I guess all we have
to do after this is just quickly select this area because it's leftover and delete it. So we've done this
stuff. We can now go in. This one is going to
be section so I can Control click
section, delete it. Set your pasty back to one. I can control click the G Delete it pass it back to one, and I can control
click facility. Delete it. And back to one. Okay, cool. So we have
these pieces now. Now what we can do
is we can still use this text over here
as normal text. So we can right click
Free Transform, move it over here and just place those pieces
of text in here. I'm going to just organize
it a little bit more neatly. So we have facility north. Let's say we can go
ahead and we can just say, da da, da, da. Oh, it's not working.
Let's try again. Da da, da, dash, da da, something like that,
random numbers and text often works quite well. And you can have a
look around also over here. You can have lookout. I actually like having some more stripes that we can
probably use in some areas. That's actually a pretty
good one. Let's go in here. Let's do loading in
all capitals. 01. And you can also select this and then you can go
into your options, although over here it's
way the capital letters. And there are some
more options here. If you just go here in the top, you get all of your options. You can make it like
bolt or you can make it like tilted and all that kind
of stuff if you want to. Now, I'm just going
to go for something like this that is fine. Next, what I will do is
I will go in and I will add maybe some really big uh three, one, two. Yeah, let's do that. But let's make this one,
like a bit bigger. Over here. So we have some of that stuff
and just looking around. Oh, yeah, let's do some of
those. That's always good. Just like the
classic like cation, careful, blah, blah, blah,
all that kind of stuff. Not that one. That's crap
loading one. Like cation. Closing door. You can also over
here set the text to always start at the left
and just go to the right. So caution, closing door. We can be like I
don't know what. I'm just having a look around
in my reference over here. Watch your step. Sure, we can watch your step. And these are going to be
more smaller text, of course. Like, this is stuff that
is just a little bit in the background in
some small areas. B, da Just like some
more serial numbers tat. Now let's see, is
there something in our vimen specific that we can Let's go for Do not touch. Another one that's like warning. Another one that's
haolic systems. For the fun of it,
I will also have a fast track tutorials in case anyone tends
to pirate my course, which actually is
hurting me a lot. So please don't pirate this course if you're watching
it and you're enjoying it. So yeah, so fast track
tutorial. There we go. Because it is like
a space type thing, we can do launching By 01, Yeah, I think that's more
than enough text for now. So we got a bunch of
text and a bunch of those type of logos and pieces, and you can definitely
add more if you want. You can add some warning
signs and that kind of stuff. But for now, let's
leave it to this, and I will add
more if I need to. Now, having this stuff, the next thing that we
want to do is right now everything is
absolutely perfect. But this is like a facility that is in an area with a lot of snow and
all that kind of stuff. So I want to break things
up a little bit more. So I'm just going
to go ahead and export some grinches
from substance painter. I'm just loading in, again, my low poly trim sheet because it's just a plane, and that's exactly what I want. And just go in here and
create a fill layer, right click and then add just go in here
and add a black mask. And in this black mask, you want to add another fill. So I'm basically
just going to go into my grunge over here and find a grunge
that I might like. For example, here we
have grunge dirt, for example,
something like that. Now, when you have done
that, if you Alt click, you can see that now
we have this grunge we can also go in
and we can say, I want to make my tiiling
a little bit smaller, two or maybe even three. And I can then go in here, right click, and it
doesn't always work, but you can try to press
copy mask to clipboard, and I tend to press
it twice just to really force it to copy. And then if I go here
all the way to the top, I can go to edit and
I can just paste. And now you can see that
we have our mask in here. At this point, if we
just go in and we add a fill layer at
the top that is black, then we want to go
and select my mask, press Control A to select everything and
Control C to copy. Click on my mask and
go into channels. Turn on the final channel, which is your mask and
just paste it in here. This way now, now
that we have a mask, you can see that now we are like this additional dirt
everywhere on here. And now it's up
to you to just go to images, adjustments
and levels. And you can go in
and you can make this stronger or less strong, whatever you want to basically break this
kind of stuff up. And you can, of course,
also do some manual work. But for now, that's
try Let's see. Black just means that
it will not show up. I'm going to go for
something like this. That's okay. But I really don't like the
tiling over here. So what I will do
is I will just go ahead and use my
clone patch tool, set it a little bit larger and just go
ahead and just paint away some of the tiling by
painting it into other areas. There we go. So like this, you can go ahead and
you can paint away stuff that you don't
like or something. I can now go back in
here into my fill, and let's say that I also
want something that has some scratches. Over
here, these ones. And this time, I'm going to set my tiling maybe to only two. Right click Copy
Master clipboard. I go in here, and we can just go
ahead and add it and we can paste. There we go. With this one, once
again, we can just duplicate our mask
that we had before. Contra A, contra C, go into the mask, Contra
V, paste it in here. Now we have some
scratches. What I'm going to do with this one is
I'm just going to go ahead and use my brush and at a soft brush at
quite a large scale. I'm just going to paint in
black, sorry, paint in white. In my mask, I said, Come Weird. There we go. Paint in white, and I'm just going to paint away my scratches a little
bit where I don't want them. There we go. It's more
like just over here. I want to have some
scratches to just interrupt the shapes
and stuff like that, which I think will look a
little bit more interesting. And just like that,
you can just lay on more grunge and details. I will leave some space
at the bottom in case I want to add some
additional stuff in here. But let's say that for now,
this is looking pretty good. We can now go in and file, and I'm going to, first of all, do a normal saves,
and I will save it as a PSD just so that you
guys can also open it. Co details. I scores here one. ANAC I'm also going
to file save as copy, and I'm going to also
save it as a TGA. 01, underscore mask. Save and just press Okay. Okay, cool. Now all
that we have to do is we have to go
inside of TS Max. Let's go ahead and
turn off these things. Let's create a new layer
that is called color Dgals. And in here, I'm just going
to go ahead and create a plane, and I will
make the plane, for example, I know, let's say, 2000 by 2000. That seems like a decent size, gets rid of all of your
segments, center the plane. And also one thing
that I like to do, I'm centering the plane, but these are going to be planes that we are going
to place on the object. So I want to actually go to
my side view and hover it above just above the zero point because that means that
inside of unwheel engine, when we drag it in, it will also be hovering just above it. Now at this point,
you can just go in and select a material. And we're going to go ahead
and get started by selecting our Let's go over here
and just call this color. Details. Apply the material and just go into your
color, select the bitmap. You probably guess
what we're doing. We are just selecting
our collar decal mask. Okay. And then it will show up. Here we go. And now it's just a matter of
cutting stuff out. So because these are
going to be decals, it will only read
the white areas. So we don't have to
be worried about, cutting it perfectly,
but of course, I do want to make it
a little bit clean. So I'm just going
to try and place a few lines just to cut this out like a decent area. This is why I also try to keep everything a little
bit on one line. Here we go. And now let's say that we go,
for example, over here. Let's say that we have this one, selected, detach,
selected, detach. Now, the annoying
thing with that these are all going to be
separate models. So please do keep that in mind that we need to exput all of these
as separate models, but I'm going to show
you a little twig on how to make your life at least
a little bit easier. But before we do that,
let's go ahead and we'll probably pass
the video and just start cutting up all of these
details the same way that we did our trim
sheet. Here we go. Okay, so we now have all of our decals and everything
over here, ready to go. Now, there's one more
thing is that we have our naming convention over here. Now, it's up to you to decide if you want
to name everything exactly the same name or if you just want to
go ahead and go for, like, DGal 01, DGl 02,
and stuff like that. I will go for the letter
with DG 01 and 02. I am using a tool and it's
called Soul Burn Scripts. I'm not really
going to go over on how to install it and
everything like that. You can just look up online three SMAC Soul burn scripts and then you can
download it because technically, you can also just
rename them manually. But the reason I
like this is because I can go in here and I can go to my object or sorry, my name manager and
just press Apply. And then over here, I can just give some automatic naming. So I can just say decal, for example, and then I can do steps where it has
the different numbers, and I think this is it. So if I just press Apply, here see decal 001, two, three, four, five, six, seven, et cetera, et cetera. So at least this way, I don't need to do
the whole renaming. Now now comes an important thing and that is that we are
going to export this. However, instead of exporting every single thing as
one individual FBX file, which will take very long and will be very annoying
to import and setup. What we're going to
do is we are going to actually export this as one FBX file and input it into real as each individual models, which is why we need
to rename all of this. What I want to do for this is I want to set
them all in location. So we can remember that the Z, we moved it up manually. So only on the X, we
want sets to zero, and on the Y, we
want sets to zero. Now, everything is
basically in zero, 00 and ready to go, but still it has
that hovering effect a little bit over here. We can now select everything
export, export selection. And in here, we can
call this color decals. Et's go ahead and put it. Now, if we go into DTS Max, into sub into Unreal engine. That's what you get
when you're using so many softwares and you need to explain
every little thing. We can now go into assets, and in here, I'm just
going to make a folder. I'll call this color decals, just because when we
import it, they will, of course, become their
own separate meshes. Next, if we go
grab color decals, you want to drag it into import. But the important thing is that we don't need anit for
this. That's the first one. We don't need
collision for this. Well, it doesn't
really matter if you generate light MPVs. The one that you want
to do is you want to turn off this time
combine meshes. Keep in mind that it will
remember these settings. So please make sure that you
are turning this back on, if you want to import
any type of models. The uniform scale, that
one is a bit more tricky. I guess if we just have
a look and we grab, for example, our hallway module. Based on that, I would say that, yes, the uniform scale is fine. So let's just leave it the way it is so we can pass import. Now what it will do is
it will import every single decal with
its own decal name. At this point to, for example, start testing it out,
we, for example, drag in our logo, and we can go in and we can
set the snapping to 90. And now what you
can see is that it will hover just above it. So that makes it very easy
for us to just place it here. Now, of course, this
one, in this case, we just want to lower
the scale a little bit. But let's say we grab
it over here and we also throw it over
here, for example. Okay, next thing that we need to do is we need to
create our material. Now for this, we
might be able to just reuse our trimset 01 over here. So let's go ahead and grab our trim sheet master
and just double check. So let's see if we import
our color, Oh, no, this is not a decal, so I need
to go in, duplicate this, and I will call this
Color Diga master, and let's just edit this one instead because what we
need to do is we need to import our Cutextus decals. And here, input our mask, so give me a second.
I'm navigating to it. Here we go and just
drag that in here. So first of all, what we need is we have
our decal over here. We want to go in and remove
any type of base colors. So this is just going
to be a simple color. For our metallic, we don't want any of
this to be metallic. We don't need a
normal map for this. We just want to have
a roughness amount, so we can basically get rid
of a lot of stuff over here. And we also don't need our AO. So basically, this
is all that is left. I kind of expect more to be
left, so sorry about that. Right click, convert the
perimeter and call this mask. And then in here,
what we want to do is we probably want to go ahead and Ty already
set this as a decal. So if we go for deferred decal and what set
to translucent, we can then go in
and we can grab our mask and throw
this into our opacity, and our color overlay should
basically work correctly. Let's go in and save so I for some reason
thought save buttons here. We can then go into
materials, Cola decir Master, create material
instance and call this Colo decals on the score. Orange. You want to open it up. Just go to drag it over here. And what I want to do is I want to make my roughness amount, probably like 0.8 to give it
like a tiny bit of shine, and I want to open
up my orange metal. Just quickly click
on the color overlay and just copy by double clicking
46. 45 Creating Our Color Decals Part2: Okay, so I did most
of the placement. As you might have
noticed, I did not do any placement on these sites, and that's basically
a time saver for me because it's a tutorial. What I will do is,
later on, think, probably after the
decal chapters, I will go in and I will
set my final camera angle. So it will be like
multiple camera angles. And then when we have
our polishing chapter, I will simply polish based on those camera angles
and stuff like that. That's why, if I don't have
a camera angle like this, I don't really need to spend half an hour wasting my
time placing decals here. Of course, for you guys,
if you are play round and everything
like that you just want to look around and stuff, then I don't know what happened. Then I do recommend, of course, placing it everywhere.
What are we going to do? Now, there's one more thing
that I wanted to do with my collar decals and
once that is done, then I think what we'll do is we will move on with
the dirt decals. For my collar decals, we have this really large
plane over here, which does look
quite interesting. I quite like the idea of having some large overall stripes that go like this because I feel like that in
our composition, having those additional shapes like they look
really interesting, if I would do something
like this and then move it over here C. That looks like
really interesting. However, we can, of course, not do that with a simple plane because it needs
to follow along. I will show you how to
create a more traditional decal. It is super easy. So basically what
you want to do is, let's say that we grab a new and it doesn't have
to be four k. Let's do 1024 by 1024 pers
contra I to invert it. Basically in here, what
you're going to do is you are once again going to in the center place a
white beam like this. Then we can do a solid color
and we can make it white. Now, next, I will just
go in and I will quickly just copy my grunches and
just paste them in here. And let's see. This
crunch over here, I'm Let me also just copy and
paste this stuff in here. Control C, contra V because
I'm not too happy about it. I just want some
small scratches. I don't really want any
super large details. So what I'm thinking is that I can grab this
piece over here. I can do a Control C, and
you can see that it has actually scaled because we went from four k to one
k, but that's okay. And then I can go in
here and press Contra V. Now I have this one, and now if I go ahead and just play around with my levels, m you see, I just want some small
specs and stuff like that. And what you can also
do is you can also press this little
button over here, which de links are material, although I expected it
to kind of work better. Normally, when you
delink the material, what will happen is that
you can, move it around. I guess, in this case, because it is also linked
to our actual mask. We are unfortunately
not able to do that. But this is fine.
It doesn't matter. I'm rambling on as always. What I want to do now is I have over here my color decals, and I'm just going
to save this one, file, save a copy. And just say TGA and
just call it cool decal 02 underscore mask, for example, and save it. We then go into reel, of course, move this over here, decals, throw in our mask. Okay. Now that we've done
that, we can go into color decals in our materials, and we can duplicate
cool deco orange, duplicate and cool deco
underscore stripeceOange. And if we open it up and
drag in our mask in here. It should already
work totally fine. So the cool thing is that now we are not actually
going to make a mesh. What you can do with actual deco materials like
we have used here, is when you literally drag
on the deco material, and if I press G, you can
see that it places a mask. The nice thing is that
this mask deforms with our actual shapes, and I notice that I
need weighted normals. But thanks to these shapes, we are able to also, for example, go in more
drastic areas like over here. And what you need to do
is you need to rotate. Oh, it's just turn
on snap rotation. You need to rotate over here, your mask, and then
you can just go in. You can scale it up, place
it around like this, and it will map along. The only thing is it will map
along literally everything. So that's something that you
do need to keep in mind that we need to be a little bit more careful about how that
we want to place this. Also, what you can see
is that over here, of course, it does
some stretching. Now, you could literally
make it go all the way this direction over here, but it just kind of depends
what you want to use. Also, nice thing is that you
can use your movement over here to control how strong that you want
this decal to be. So let's first of all,
just see if this actually looks good or the way
I want it to look. Let's go ahead and play
around with my scale a bit more. I quite like it. I think this looks
quite interesting. Now there's another thing
that I'm going to art, which I had to art anyway, and that's that I want to
have control over my opacity. If I just go ahead
and go in my color decal master over here, I want to simply go in
and I want to multiply. My opacity with a
scale perimeter, which remember is a click, it's called opacte and
set it to one by default. And this way, we can control how strong we want the opacity
of our decal to be. And I can go ahead
and can save again. Now, if I go into my
color decal stripe, I can go in here and I can
also just like originally, I can just go in here and I
can play around with opste to make sure that I can still
see the stuff behind it also. So at this point, it's more a matter of just
going into your treaty view. M I'm going to sell
it to 0.8, probably. Here we go. So 0.8. Next is that we need to
figure out over here, we do, of course, have
now this overlapping. We need to figure out, where
do we want to cut this off? Ideally, I would want to
have it cut off here, but the only way that I can
properly do that would be to split up the bottom
side from the top side. Or what we can do is
we can technically create also a decal, sorry, a mesh that actually follows around here.
So I lost my decal. For this one because we
need something so highly specific it would be better to create a
mesh for this one. So I can go in and do that. It will need to take a
bit of playing around. However, I also wanted to basically place these
lines over here, and over here, we don't need to mesh because this is
a bit more simpler. But I still wanted to
show you the technique. So that is all no issue. I want to go in and create a second viewport
cause I quite like the idea of just having some
stripes that are almost guiding the player
towards, like some point. I'm going to a make Ml pasty for this one a
little bit stronger. And we later on will need
to work also on the sun. But what you can do
with this one is, yes, you can go in and just place a stripe all the way
along, for example, like this. I'm going to also show you
how to make it so that some objects are not
receiving the decal. So here sometimes just having some stripes and
stuff like that, just to guide the player
eyes is quite nice, or just literally just the
arts of visual interest. You can just go in,
place your decal. Then over here, we once again
have the prom where it is technically touching the top. Now, one thing that you can
also do is you can also scale your deca more flat like this. And that way, when
you place it closer, oh, wow, it's really large. Let me just do it. Here. When you scale it flat like this and then place it closer, what it will do is, as you can see
over here, it will not continue on as strong. Should have probably done
that for all of them, to be honest. Bear with me. I'm just going to go ahead
and quickly remove these and redo that just because it is technically the better
way of doing things. I just did not
really realize how large the box actually was. B, if I just place, like, one or two of these guidance
types, it would be nice. And then I will just
quickly create like that unique decal just
for that one area. Over here, you can also see that technically this
should also work, but I will, of course, still
show you the technique. It has to do with,
like, making it so that it doesn't map on some assets. Now I have these. I
can now go in and I can grab the Deca
orange stripe, and I'm just selecting
all of them, except for the very first one. I'm going to later remove that. And now let's say
that I want to place one here and let's say another one is going
to be probably here. For now, something like that. I think that looks
quite interesting just having those extra lines, and we can just improve
those later on also. If you want to make it, that
you don't have, for example, the blending proms like over here where you can see that
it is blending on the snow, which not what we want, you
can select your assets, or let's say that we
select all of them at the same time because they
all have the same name. And then you can go all the
way down to rendering over here and simply turn off
receive decals, see? And now it's no longer
being applied here. Okay, so we got that one done. Now the last one
that I was going to do is I was instead of this one because I
first figured like oh, it's a bit slow, that we could just run it all the way
down to the bottom, but I don't think
that will look good. Instead, what we
can do is we can simply use that deca
that we created, and we can go into
Tres Max and we can basically map it on here, just like a normal mesh, and then all we have to do
is place the separate mesh. The reason I don't
want to attach it to my hallway module
is because then it will always show up
everywhere, which I do not want. Now a cool little trick
that we can maybe try. Don't know if it
will work, but we'll try is that we can go in
and let's say that we place one single
connect line over here and then just right click and create a
shape and press o. Actually, I'm going to
do that even better. I'm going to add and add a pool, then create my connect line. Right click create shape, and just make it
linear and press okay. Now if you just remove
the added poly, your original mesh is
totally fine again. Now, it looks like that
it accidentally created this line inside my color decal, so I'm just going
to drag it into the Hull and module for now, just so that I can see it. And with this line,
I'm just going to go ahead and I'm going
to send it my pivot. Now, why is this line cool? It is because we can use it to basically add
a sweep modifier. And if we set the
sweep modifier to a bar and then decide on the thickness
of our line basically, let's go ahead and go
for something like this, and I will clean it up later on. So probably like a thickness
like this should be fine, which is like 120 thick. Next for my wit, I basically want to set my wit to the point
that it's just hovering above everything else. Now, the the idea that I had, although it might not
work, was to skew this. If we just add a
modifier and add a skew modifier and set it on the here on the Xxs. Nah, that's not what I wanted. There are a few more
modifiers that we can ty, but also one that might just
be more easy is to just go in and grab an FFD two by two by two and simply
select the top. And just push the top
out and the bottom out to the way that we want. Now, doing it this way, we also have still control
over our sweep. So if we just press the
show end result button, we can go in here and we can, for example, set this
a little bit bigger to 150 to try it out. You would then like your FFD. And once that's
done, you would art your added poly and
for your added poly, we are just going to go ahead
and select the outer layer, plus contra I and just
delete everything else. And next, I'm just
going to go in, and I'm going to, let's see. How does that push? Oh, okay, that pushes out
quite nicely, actually. Yeah, we can probably
just keep this. You can, of course,
go in and you can do a little bit of cleanup. For example, over
here, if you have some meshes really
close together, you can go in and just quickly, like, collapse these pieces. For this decal, what we want to do is we
just want to give it a simple smoothening of one. It doesn't need to be
anything super special. Let's say that we have something like this
to get started with. I think that should
probably work. We can then go in and we
can add a color decal. Now for the color decal, we
can technically just use our original mesh and decal,
all that kind of stuff. Let's just apply this
color decals material and then add adds
poplOly this stuff, we would not be able to Keep non destructive when
we change anything. So let's try to just do
it white the first time. I'm going to place my
seam just somewhere where you cannot really
notice it over here. It's like, break. Then, like, just press straight
in selection, and then I can
always, unfold it. But most likely just doing a straightened
selection is enough because we need to keep
this, like, super straight. We then go in here. And we just place this decal, as
you can see over here. Now, you can see that there's
some stretching going on, and this stretching
is because we did the straightened selection. You can try to relax it, but what will happen
is this stuff over here where it
doesn't really relax. You can also try to face. Technically, yes, relax
the entire thing, but then just double
click on the top, and then hold Shift
and flatten it out. Double click on the bottom,
hold Shift, flatten it out. And then move it
back into place. That's probably the
best way to still keep the no stretching intact while still also keeping
everything straight. At this point, we
can go ahead and Oh, let's not convert it at ply because I might want
to still change it. At this point, I
can probably just, like, move it here
in the center. And I'm probably going
to just throw this into the color details note by now. File export export selection. Um, Hallway. Module stripe, for example,
something like that. And let's go in Unreal Exports. To unreal. Assets, color decals. Yeah, we can probably
destroy it in here. Hallway module stripe.
Yeah, should be fine. And now, because we only
moved it left right, if we just copy our hallway
and then this dragon decal, it will automatically just
place it in position, and then we can just go
into our materials and grab our orange
material on here. And now it's just a
matter of placing it in the position that I want. And there we go.
I feel like that fits pretty well. Okay. Awesome. So yeah, we have
that one. I don't think it's too,
it's not too thick. So I'm quite happy with it.
So let's place one here. And it's okay to kind of just clip it through all
of our other shapes. It's like they
painted it on top. Ideally, I would have wanted
it exactly like in between, like some symmetry
like I have over here. But I'm honestly fine with it. So let's just do
one more Let's keep that one symmetry and
this one I'm going to move a little bit further back. I don't know, actually. Also because right now it's overwiting decals,
as you can see. There is a way that
we can fix that, but let me just, I think
something like that looks good. What you can do in
here is you can wait, it's not a real decal. In that case, all we can
do is move it forward. Basically, right now, the
problem is that it doesn't know the sorting order because we are overlaying two decals
on top of each other. Normally, there is an
actual sorting order in here when it is a decal. However, right now,
unless I have it in my rendering settings, perfect. Translucency, sort
priority. If I set this to, I believe you just set
this to minus one. No, I think one. I need to go in here and
set this one to one. Set this one to
zero. There we go. Now we have a soft priority between the two
translucent materials, meaning which one
will come first, which one will come second. I just want to double check, these types are not
overlapping anything. I guess at this point you could also just
probably do this. That's probably more logical, but still useful
for you to know. So we have these types
over here. Pretty cool. I can go in and also just
place one still here for now, and I can probably do the
same where I grab this one. I like duplicate it. I replace it with my hardware
module stripe. Actually, let's open
it up and let's change the actual material
because that's more what I want. There we go. So you have this one, and
I guess with this one, it still feels more logical
if I set the scaling. No, not minus one. On the red axis to minus one. There we go. Red
axis to minus one. Checking where I want
to place this line. Like, I kind of want
to place it here, but then I would need to
push it a tiny bit more. Yeah, maybe I can do
that. Maybe I can place one here and one here. And then sometimes if you cannot select your shape
because it's so close up, just hide your model, select your shape
and paschtro H. And I'm just going to oh, push that out until H. Oh, sorry, push it out, push
that back in, in this case. And yes, I know
that we, of course, need to fix the lines on these models and all
that kind of stuff. But like I said, I like to often do that
in polishing chapters. For now, I like to just focus on teaching you all of
the elements and then we can clean everything up that we need to clean up and all
that kind of stuff. But this is already looking
really cool that we have these large
stripes over here. I don't know if there's
anywhere else where we might need a stripe like this, maybe Um, over here, it might be nice, like,
somewhere, have a stripe. We can go and Just basically test things out, which also will
nice with the s d, because you can very
quickly just do, like, some scaling and it
might not look nice yet. But we can, like, get a
sense of what it will look. Ah. I think I mean, that is pretty cool. I don't know if it's cool
enough to change it. Yeah, that is pretty cool. Let's try that one because we can also just angle
it like that. Let's grab this decal over here. We are angling it this way. Let's just go in and set our rotation and set the
rotation this way so that we can now scale our decal in a bit too much. And we can basically
play around with all of this rotation stuff. There we go until we get
something like that. Also just make sure that
your decal is not too long. Yeah, I quite like that. That's pretty cool. Of course, you can also do a material change
if you want to, but I quite like just
going with the flow, and in this case,
the flow happens to be that I'm using a Digal. It's not anything special
or stuff like that. You can just use
whatever works for you. Of course, I want to also, like, mimic this on the other side. Okay. Yeah. Pretty nice. So you can
see that this already like art a massive amount. I
can literally show you. Yeah, a type and decal. And I just basically
select everything. And let's first of
all, save machine. Here you can see, like,
basically the difference before. I can I like press G 1 second. No, I don't think I can press G. Well, have a look before. Oh sorry, before, after. So that definitely
adds a lot more stuff. Now, one last thing
that I wanted to do is in our black versions, the grunge maps are a
little bit too strong. So I'm just going to go in here and in our black
material in my opacity, I can actually also boost
my opacity to, for example, two, and doing that, now you can see that
the grunge maps, like they still are there, but they are taking up less
space, maybe like 1.5. Oh, sorry, they are Yeah, yeah, they're taking
up less space. I guess that's good
enough English. 1.7, for example. And if I then go in
here, look at that C. That looks a lot better.
Awesome. So that is it for our color decals. Now, in our next chapter,
what we will do is we will move over and start with
creating our dirt decals, which are going to be
things like leaks, scuffs, scratches, just like a bunch
of stuff like that, just to make our scene
a lot less perfect. And also what I want to
do is I also want to address these lines
and everything, and I want to start adding an
AOMp inside of these lines. But that will come also
in the next chapter.
47. 46 Creating Our Dirt Decals Part1: Okay. So in this chapter, what we're going to do is we are going to go over on how to create dirt and leak
details, basically. Now, these come in a
few different forms. So over here, as you can see, one of them is going
to be like it's almost like an overall
grunge detail, which will just give us some
very slight grungy dirt and everything and we
can also use it to create little specs and
all that kind of stuff. Next that, we are
also going to have a decal that looks a little
bit more like like paneling. Like over here I don't know
if you guys can see it, but you have very thin lines often that just
have dirt build up. So here you can see
it really well. So here you can see, just these random little lines and paneling
and stuff like that. Although those panels
would not technically exist literally in the
geometry, we can just, like, go ahead and use some
decals, kind of like, add some dirt and
everything there just to indicate that it just
looks a little bit dirty. And we, of course, are going to combine multiple
decals together. And next that we can
also probably do like some classic leak details, but I don't want to go too
overpowering with those. Now, next to that, yeah, we also going to have some edge damage details like
you can see over here. Those I need to choose
where I want to use them because I quite
like having those break up over here
like my orange areas, but we just need to
have a look and see where do we exactly want
to use this kind of stuff. You could, of course, also do masking inside of
your entire model, but that will take
much longer to do. So that's something
that I've done in previous tutorials,
but won't do here. Let's start with
a simple concept. Let's start by creating
a paneling type decal that we can
just kind of like map over here to give
some visual interest. For this, what we're going to
do is we are, first of all, going to go in and open
up substance painter. Here we go. And in this case, we're going to use subs painter
to make them just because subsisPainter has a lot of generators and grinches
and everything like that, which could work quite well. But there's a few
things that we do need to do a few specific techniques. Let's start by
creating a new scene. Yeah, we just make PBR
metallic roughness. I believe that does
not matter right now. And for the file,
we are going to use our low ply
trim sheet again. We're going to go ahead and I'm just going to go for four K, even though I
probably don't need it and just press
Okay over here. So okay, our panels. Now, I'm going to go
in and once again, we only really need a mask, so I'm just going to go
and close everything except for my base color so that I can just
preview things. I then can remove the
first layer and create a fill layer and make
it completely black. Oh, I'm just going to quickly add a roughness map to this. The only reason I want to do that is that I can go in here and I can over wt
my roughness to make it look completely
dull like this. Now that we've done this, let's say that we are
going to start with the fake paneling type decals. That one is going to look, well, you can see it
everywhere a little bit. It's a very subtle effect. Let's use this one
as an example. The first thing that
we need to do is we need to create the
actual panels. Let's call this one base then
create a new fill layer. Scaled panels. And I'm going to go and add a
black mass to this. And then to that, I want
to add a fill layer. Now, for the pedaling, we have also generators inside
of substance painter. Over here, for example, we
have some brick generators. Now, the one that
I was hoping for, and here you can also
have different generators is a multi brick type generator, which I know is in
substance signer. I've actually never had to use it inside of
substance painter. But let's just have a look. So we have the tile generator,
which is pretty good. But I'm afraid we might
not have that other one. But that is no problem. Then we can just,
like, use this. So let's start by just grabbing a tile generator and
throwing it in here. Here we go. Okay, now, a few things that we
need to do is we need to go from Patron and
just set it to square. And then if we click on a patron or a patron
transformation in here, we have control over, for example, scale, which
is the one that we want. And we just create
very, very thin lines. Also, I want to invert this. I don't know if I
can do that in here. Would be nice Blending
blending mode. Revert, I'm afraid that I
probably cannot do it in here. Invert? No. Okay, in that case, what you want to do
is you just want to add another levels on top and just flip around the black and white sliders
that now becomes an invert. It's too bad. Normally, there's like an invert button, but okay. So now what we can do is in our panel patron transformation, we can create like
start up panels. I'm going to go for,
like, some really large ones. Probably
something like this. I then also want to go in and I want to set my
scaling to maybe 0.995 to make them a
little bit thinner. So this is quite easy. Now,
what I like to do with this is because I want to have
different sizes of panels. I'm going to go ahead
and I'm going to just duplicate my tile
generator effect. And I want set this to multiply. And then with this one, I
can go in and I can set my paneling numbers
a little bit higher, and you can see
that we now start to overlay different amounts. We can also set the middle size and over here to change
the general sizing, but I'm more interested in going into my offset and in here, setting the offset random. So this will just give us, random offsets that we can use. You all have some
global offset if you want position n. Okay,
let's not do that one. So now at least you
can see that we have a bunch of different paneling
and stuff like that. I'm going to just keep playing
around with things a bit. So let's say the X and Y. Ooh, something like that, maybe
something like this. Let's do something like this. So you can see
that we just have, all these random lines. And those are going to
create our fake panels. Everything is still tilable, which is also
really nice because these generators are tilable. Okay, so we have our levels. And the next thing that I'm
going to do is I'm going to go in art and
ankle point to this. And at that point, I can go in my panels and I can
turn off the color. So we basically only
need this for a mask. Now we're going to
get started with actually generating our mask, and we're going to start with a simple filler. I'll
just call it dirt. And let's make the
collar completely white, like pure white over here. Next, we're going to have a
black or sorry, a black mask. And then if we just go into
our smut masks over here, let's grab a simple
dust occlusion. Now with this dust
occlusion, of course, because we have not baked
anything, nothing will happen. But if we just go into our microhight and select
our anchor point, then go into microdtils
and turn on our microhd, you can see that
now it's able to generate based upon
these microhd details, as you can see over here. So what I'm going to do
is I'm probably going to do I want to invert this one? I'll definitely not
invert it there. I'm just having a t. So you
can go into your levels, and I can press invert
to invert it here. And then play around
with my AO radius. I think I want that
because I want to have the dirt or at least this dirt. I want to have actually
creeping up in between the bottom so that
we get something like this. We can play around
with our AO radius to basically control
how much dirt we want. Then on top of
that, I like to set my grunge amount quite a bit lower like this
is still just dirt. Then I like to add a
fill layer on top and just throw in a random grunge to basically break up our surfaces. Let's say here, Cp
web red for example. We just want to go in
and we want to set this to multiply,
and now we can see. Okay, maybe cobwebs
is not the best one. Maybe here just like
some random dirt and then play around with like a balance and contrast here. And then we can
basically start by just breaking up these
surfaces on top. Now that we have done that, the next thing that
I'm going to do is I just want to probably add some general dirt
on top of this. We can go into our mass
generators and just see which one you like. I'm going to manually
paint the leaks. So we can twice surface one, but often it's way too strong. Did it overwrite something? Oh, no, I did not. Okay.
So if we grab this one, microhd anchor points panels, and then go micro details
and turn on the panels. I think in this
case, like I said, only very limited amounts
of grunge or generators actually work with this kind
of stuff because we have nothing baked and it just
expects you to bake stuff. Let's try some sharp
dirt, for example. Let's get rid of the bitmap. I don't need that. Sharp
dirt microhdPanels. And let's just play around
with my Ambit oclusion radius. Okay, so that does start adding also some dart like
on the outside. And what you can do now
is you can set this to Probably just like a simple
linear dodge will work. Yeah, just a simple
linear dodge. Max lighting might also be
better. Let's do Max Lighten. So this is just like some
outside dirt and we can now play around in general with, like, our dirt
level and contrast. Here we go to get, like, some more broken up exterior dirt. And what I'm going to
do is I'm probably going to lowwn my
opacity because I want this to all be like quite
soft dirt over here. So now that we have
done this one, we can go in and
just out like maybe some much larger but
more generic dirt. So for that, let's see, maybe dust occlusion could
work, but then inverted. Let's try this dust
occlusion on top. Once again, micro height,
panels, microdtils height. I don't think this one,
this one won't work. Let's try a different one. You just need to kind
of find the right one. So we don't need
some edge damage. Maybe edge is dusty
because we are inverting it that might
actually look nice. Panels microdtils microhight. Oh, you really don't like it? No, let's try different one. Maybe some dust that's
like soft dust. Here, soft Dutch
dust edges, maybe. Oh, that one uses a curvature. Curvature systems are not able to use anchor points,
unfortunately. It might take a second to find the right one, so don't worry. Just keep trying to look around. Dust saddle, for example, let's see if that
one works if I add a panels mask over here. Like, I know that there
are a few that work, so I just forgot their names. This is starting to give
me something at least. What I'm more after
is a break up. Here we have our global balance, but then I want to use the textures to break
these balances up. Let's just go ahead
and first of all, get rid of all these maps over here just to make sure that it's not getting confused. Let's make our but
occlusion white. Our curvature can be gray. A and just playing around
with some settings. Like, I quite like this dirt, but I was hoping for
something that's a little bit more stronger. Oh, wait. The reason I
like this dirt is because we already have this one, so it's not actually
generating new dirt. Yeah, I kind of expected these textures to at
least blend over it. A let's see if we could subtract, sorry. But I'm surprised that these textures are
not really working. I guess then this
one doesn't work. What I will do is I will
go ahead and I will just have a look off camera to find the one that works
because this might take five, 10 minutes
or something. I found something that I like, and basically what I
want to do is this. I want to grab my duct
and duplicate it, and I'm just going to go
ahead and I'm going to close this and let's also
remove this one. I'm going to once again
use the dust occlusion, but this time with
this dust occlusion, of course, just do the same
micro height and everything. What we're going to
do is we are going to basically use our AO radius, along with our du
level and tone down our grunge map to get the
du leveling that I wanted. But the reason that we
need to split this up is because I want to add another grunge on top of this
to basically break it up. We now, for example,
add another fill layer. Then we go in and for example, we use I don't know, this one, for example, and set
this to multiply. Maybe set the tiling to
like three or something. So we are breaking this
up using another grinch, and if we would have done
this in the original dirt, then it would have
also destroyed all of our other details. So let's say something like this and let's go back into dirt and just
push the levels a bit more. But lower down our crunch map and go back then
into the crunch, just try to balance it
all out a little bit. Something like this. And
now I want to just go in and I'm just going to tone
down the opacity of this. There we go. Okay, cool. We now have some general
paneling going on. The next thing that I
wanted to do is I wanted to go in and paint in tiny bits of leaks and stuff like that. Now inside the subs painter, there's a few ways
that you can do it. One of them is by literally
using a leak generator. If I go, for example, at a new fill there,
but I don't know, it doesn't always look too good, we'll see if that works and
ls have another method. If I go in and sype a leak, and let's go Ntaxius here in our brush,
we have our leaks. Now, I have this
realistic leaks, which I created myself. Or leaks 01. But let's say that we
have a traditional leaks. You basically
double click on it, and now you can see that you can paint it. Let's just see. The problem with this
is that it needs some high detail or high
detail position data. So right now there
is no position, so it doesn't know where
to go because it is not it's just like a flat plane. So the second method
that we can do for which we still need to
keep this fill layer, is that we first of
all, go into Photoshop, go ahead and create
a new black scene. Let's make it four k, actually. 496496. And we're going to create something
called the stencil. A stencil is basically masks diverted from
real life images, which we can then use
to paint stuff in. It's very often used. I will probably cover it more
in the chapter when we go over how to create
our aircon units. But for now, the way that you
basically can do this is, I'm just going to go in Alphas, uh, I normally have all these tensils
already because I create a bunch of them myself. But just to show you, you basically want to
go to, for example, decals, and let's say
that we are looking for some leaking
inside of texts.com. It doesn't matter if it's dark or green or anything like that. What we are after
is we are after, like, really small leaks, like stuff like this, for example, maybe
this one over here. This one, and I'm just
middle clicking, by the way. Maybe some really soft dirt and these tiny leaks are
actually really good. Now, you then go in
and you basically just download the stuff
that you want to use. We can just use
the free versions. Here we go. And then
if we go in here, we can start by simply
dragging in these leaks And just place them
into your Alpha. And you can just
place them really neatly if you want to.
That's totally fine. I don't want to
scale them up too much because these are
still quite small, and I don't want to lose
too much resolution. But it doesn't
really matter where you place them as long as they are not clipping with each other and are inside
of the Alpha. Let's say something like this. Now that we've done that,
the next thing I'm going to do is I'm going to select
all of these pieces, right click and I'm
going to steize them. Right click again. Oh, we
need to do this one by one. Right click on one of them, go to blending options, color overlay and
just set it to white. I guess what you could do is you could just merge
everything together. And then blending
options. Color overlay. There we go to save some time. So now what you
can see is we have a bunch of leaks that
are now working. And you can do this with,
like, a bunch of other stuff like damages, dirt,
whatever you want. Just go ahead and just
add it all in here. And once you are happy
with it, you can save it. And I'm just going
to save it into our Alphas and stencils folder. You can choose. I'm
just going to use TGA. Uh, and just call it
leaks Stencil 01. I then go to Substance Painter, Import it and just import
it as a simple texture. Also, by the way, let's just
go ahead and save scene. Textis decals. Dir decals call it
panel dirt over here. And I was going to now, so I have over here
my fill layer. I can go up here to projection mapping and I can grab my leaks. And you guessed
it at this point, it's as simple as just like, following your here
if you hold S, you can see over
here your settings. I believe that we went
over this before. But in general, if
we, for example, go to our To Divie
that might be easier. Here we have a Tu Di view. Oh, I accidentally
already painted. And I can now go in and I can, for example,
say, like, Okay, I want to have some
small leaks over here, and I can just go ahead
and paint these in. And, of course, later on, we
do need to go and probably, like, clean this up
a little bit more. I'm surprised that
it's so strong. But that's, I guess, something
that we can fix later on. So we can go in here and
we can start by just like painting in some
of our leaks already. Now, this is all way too strong. So what I'm going to do
is I'm already going to add a levels on top. There we go, just
push down the levels. I'm also going to already
push down the opacity. So, that's more like it, just like really
small subtle leaks is what I'm after in this case. And like that, you can go in
and you can start painting. And sometimes you can go and paint like some more
stronger leaks if you want and just combine the leaks together, all
that kind of stuff. Just start painting in
some interesting leaks. And, of course, keep in mind, directionality and all
that kind of stuff. And we'll see in real
engine if this is too strong or if we want to actually have it stronger
or anything like that. For now, we'll just do this
like really quick and simple. I also don't need to
have them everywhere. You can just do
it as a per panel thing where some panels
have these leaks. So panels do not.
It's totally fine. It gives us a natural break. But here you can see that we have a bunch of different leaks. Yeah, I think something like
that's already good enough. Oops. Just trying to make this
a bit neater. There we go. So now we already
start to get also a few bits of leaks and
everything like that. Now, at this point,
what I'm going to do is probably do I want to, like, change my
panels? Probably not. I think I'm going
to finish things off with a simple fill layer, which is completely black, along with the black
mask and another fill. And it's just going to be some overall grunge
that we are going to layer on top just to break up everything
one last time. And for that, we can try, well, maybe these ones over here, like grunge leaks or something. So the tying made it two. Play around with your
balance in contrast. You'll see that we just completely break
everything up once more. Okay, so let's say
that we now have this. At this point, it's as easy
because most of these leaks, they don't really
need a base color because they're so simplistic. So we can twice just
already export it. And if we find out that
we need a base color, we can just create one, which is not too difficult. I'm going to go
decals, dirt decals, and I want to go in my output template,
create a new template, and just call this decal mask. You just want to set
this to be a simple, let's just do a simple RGB. Remove the name and just
press dollar sign text you set. On the score. Mask. And then what
we're going to do is we are just going
to grab our base color and just throw it in here. Now, one last thing is, I just need to go in my
text set and call this one Panel Deco
under score 01, which means that it will be
called panel Deco score 01. On the score mask when
we actually export it. We set our export location. We set our decal mask, Taka and let's just
export it as four k, even though we probably
don't need it. Now, let's see if our work paid off or if we need to
make any changes. I am now inside of real engine. Let's have our textures
and then our decals, and we can just
input it in here. Panel decal mask. We can then go and
grab our color decals. By the way, this stuff
we can remove materials. I need this one over here, the orange stripe, duplicate it and just call it dirt Sorry. Panel dirt. Decal the score zero, one. Open it up, dragon a
panel dirt and make the color like a brownish dirt
color to get started with. Say asin Go in our materials and grab
our panel dirt decal 01, and it will be very subtle. So let's this over here. And we can also play
around with our opacity. And when you set it
higher, here we go. See, now we start to
get some more panels. I guess we need to set
it. Let's do it this way. Let's set it in here.
Let's change this back to our full dirt. There we go. Just to get
the biggest range from it, and then we would just
lower it down inside of Unreal engine instead.
That should be fine. DecalsRClick, reimport. Now if I set this back to
one or maybe two, 1.5. Let's make the dirt. You see, this is why we don't
really need the base color. You can barely even see it. But you play around
with your dirt. Then when you're happy, you
go in and you scale this up to become quite big
panels in this case. I will scale it in
because I don't need them to be so intense. And then I can, for
example, go in here. I can set the decal sorting order to be something
like three, which means that
they will basically be on top of everything else, or I can set it to minus one, which means that they
are under some of them. But then if I just go ahead and I duplicate this and you can also move it around a
little bit more like this, what you can see is that
we will very quickly just get some general
panel dirt over here. Now, when we start adding
a few more variations, this will, of course,
look quite a bit better. And I think this one will
look especially good. I'm trying to find
it. There it is. For example, in here. And we're, of course,
going to combine this with leaks and everything. But this is a general concept. You go in here,
especially over here. I will look quite nice. See? And now it starts
art like this Dort. Also, one that I like
to do if I can find it. So here we go, is I sometimes like to just scale it only on
the X and Y axis. And I like to try and, like, sort of line it up
a little bit more with our lines that we have,
for example, like that. And that's what just
make everything feel a little bit more polished. If we line it up a little
bit more with the line. But like I said, it
doesn't have to be lined up with every single line
or anything like that. That's not really why
we made this one. I'm going to scale this
one up a little bit more. For example, this one, I'm
going to line up over here. It's just to give some
general dirt and grunge. And then our goal is to
also later on add on a little bit more general
dirt on top of this. For now, I will go
ahead and finish this chapter, and in
the next chapter, we'll just go ahead
and continue creating various different dirt decals to make this look a
lot more interesting.
48. 47 Creating Our Dirt Decals Part2: Okay, so let's go ahead and continue by creating our decals. Now, the second one I'm going to do is actually quite easy. All I want to do is
I just want to well, first of all, let's
save this scene, and then just do
a simple save as, and I'm going to call this
one panel dirt underscore. 02. I should have called the first one underscore
01, but Oops. Panel dirt underscore 02. Save. And I just want, like, bigger panels. That's
pretty much it. I'm just going to
go down here into my panels and my tile generator, and I'm going to basically
set this one maybe to like And also, what
I'm going to do. I'm just going to
temporarily turn off my manual painting. All of these are procedural, but of course, we did
some manual painting. And now over here,
let's see here, just go for something that's quite a bit larger like this. And once that is done, we can go in here, and I'm just going to go
ahead and add a black mask, but I want to remember you
can try to copy the effect, but often when you
add a black mask, it will remove the effect also. So then if you just
write, click and now press Paste effect. At least it will just
add the levels back on. And at this point, we can just
do the same thing where we have a projection mapping. And like for these
ones over here, they are pretty ideal
to use these leaks. Something like that. Maybe go for some more stronger
leaks that then go over. It's like weaker leaks. A bit like this. This kind
of stuff is totally fine. Maybe more leaks here. Maybe like a few
here. I feel like the levels is not working exactly the way it's
supposed to work, but we'll a bit more here. And that's pretty much all that we need for
now for this one. So let's just double
check my levels. Oh, no, it's working
fine. Then I guess it's just like
a little bit darker. So we have this one. We
can once again just go in our texture list and
call this panel Deco 02. And then we can already
save file export textures. And we can export this as
a simple deca mask again. Here we go and just import
it into unreal. There we go. Just move this over
here. And then if you just go into
your materials, we will have our panel D decal 01 just duplicated and it will automatically
be named 02. And then we can just apply this. Cool. And at this point,
you can, for example, let's say that I
don't like this one, for example, over here.
I'm not a big fan of it. And later we can maybe decide
to also add a tiny bit of normal map details in here
that could be interesting. But for now, let's say that
we have this panel dirt. I can just swap it over
to panel dirt number two. I can definitely
notice that this one, this one would only
work in specific cases, and it's really strong,
which is interesting. Compared to the rest. So
yeah, there is some strength. I guess I did end up
turning down here, the opacity a little bit. So let's just go
ahead and do that. Oh, wait. It's because
I did not art. So here, I can tone
down the opacity. I forgot to turn on
the breakup after. Now that should do
the trick. Re import. There we go. This
one, for example, I feel like it would work well around these
areas over here. Now, there are
still a few issues. We now do have these
panelings over here, yes. But I do feel like that
right now there is a little bit of a
disconnect between well, not actually seeing the
panels and the rest. We cannot really
art and norm map. Well, we can ard the norm map but then everything
would need to be super super even and that
would defeat the purpose. Instead, what I want to
do is I want to minimize the width between these panels. And once I've done that, I'm
also going to just minimize the intensity because I want this night to be like
a subtle detail. And then what we'll do
is we will add on top some of more like these
smudge details like you can see over here and just like some random details to kind of get this while at
least looking good. So that's the focus for now. I go to go in my
panels over here and quickly go to review. If I just click on my panels, I can see over here
their thickness. And what I will do is I
will set the scaling, which is over here to 0.998. And then I want to set
the scale on here, we have the X and Y, so we probably just
want to set that here. On the Y axis point let's see
if I do 1.1, Oh, no, sorry. It's because I have two panels. I forgot. So I need to go
to these panels over here. I thought it's something
that happens in substance designer that there's often like a disconnect
between the two panels. Anyway, now it's like a little bit thinner,
as you can see, and it still works
also with our leaks, so we don't have to, like, change our leaks or
anything like that. Just go ahead and
export this one. And let's also go in and
open up our first ****. I accidentally
pressed disregard, which means that
it did not save. That's something. Let's hope
I don't need to change it, and else I will just
redo that later on. Anyway, that was really awkward. Yeah, that completely
threw me off. Okay, patron transformation,
scale 0.998, second one, Patron
transformation, scale 0.998. Export. Okay. And what we also want to do
is we also want to go in, and it's for now
just reload these. Yeah, the here see that
works a little bit better. We also want to
go in and we want to create just like
individual leaks, basically. Now, for those, first of all, what I want to do is now that
I have changed my paneling, I think I do not really
want to have any, like, cuts straight
through my logo. I'm just trying to
avoid that and scale things up a little bit just
to get it a little bit nice. So this is really
concepty it's something that it will look
good from a distance. But of course, it's like, take it with a grain of salt. It's not the best solution. The best solution would
be to, of course, create manual decals or to use only single leak decals and it literally
place like hundreds of decals just all
over the place. But this is just a quick way to just add some general
dirt and stuff. See, from a distance,
it looks pretty good. So the next one is going to
be what I quite like here. It's just going to be like
smudges and stuff like that. And then after a while, I will also create individual
leaks which we can place on these areas over here. But I first want to
focus on this one. For our smudges, what we can do is we can probably still
use SubsisPainter. And yeah, I guess we can
just do like a saves again and call this one do I want
to do a saves, actually? Or do I want to use
substance designer for this? I'm going to use
substance Ziner. The reason I want
to use substance inner is because I can then export multiple smudges
at the same time. So let's go ahead and open up substance signer. You
can do it in both. Like it's made by
the same people, so it's not that different. Let's go new graph empty. And call this smudge decals, for example, and
just press Okay. So what we're going to do
first is we are going to find a bunch of grunches that
we want to basically use. And these grinches
can just range from adding little specs and dirt to adding really strong dirt
and everything like that. So I like to often just
hover over and just see. Like this one, I
think I quite like, and then I just press
Show in explorer. And then I go designer
and I just drag in that SPSER file that it
has just selected. Did I not? I believe I made this one. Yeah, I made this one
for substance, I think. Don't Yeah, yeah, I think I
made these for substance. So that's quite nice. That one. I can't remember it looking so good, or someone else made it. One of the two. I
also like this one. It's like a leak type thing, so let's go and
drag that one in. Let's see. I just
also like something that's just some dirt here. This one is like dust, which might also work well. Now, of course, there might
also be a chance that our details that we
are going to end up with will be too specific, which means that we need to start generating a base color, but we will take it as it comes. I have these leaks, but I don't know if I want
to use these ones. I feel like I just want to create my own leaks for
that kind of stuff. But I feel like there should be one more thing that
I kind of like. And later on, we also have like Wi directional stuff to
scratch away paint and stuff, and we do need a base
color for that one. But right now, this
one is still just like the more basic decals. Mm. Let's see, we
have some smudges. We have some yeah, maybe I should use this one. I don't think there's much else, so let's just go ahead and
see where we can use this. So we now have over
here our four grunges. And what we're going to do is we are just going to go
ahead and prepare them. There's a few things
that we need to do. First of all, we don't
want too much white, so we just instantly
press Invert, play around with our balance. And I just want to
basically see if I can get some small specs
and stuff like that. If you feel like it's
not working as well, you can try to blur your
grunch a little bit. Then use a histogram scan to control how much of
your grunch you want to see. Like, these ones, I want
to be like little spec or, like, smudges and
stuff like that. And then to kind of,
like, tweak things again, you want to add a
slope gray scale. And if you then plug in
something that's quite noisy, for example, clouds to different scaling,
what it will do is, when you set your samples
up, your mode minimum, it will start cutting
away at your shape, but at a very low level, it will just make your shape
feel a little bit sharper. And speaking about sharpening, you can literally add
a sharpening on top. So that's just like
a really quick way to alter your grunges. Now, the most important one
is that we don't want to have a grunge map like this because it will
have hard edges, since even though it is tilable we will not place
it as if it is tlable. Because of that, we are going to blend together our grunge map, which what I like
to often use is number 01 here grunge map 01, because the cool thing is that if you set your
balance all the way up and throw on
your brush pattern, see, you can see that it will basically create
almost like this mask. Then we plug in the mask
in the top and we set the blending mode to multiply, and now you can see
that it will only be left wherever there
was white in our mask. And finally, we output this, and we call this output, for example, smudge
underscore 01. Like that. And that's basically it for the more
higher level editing. For example, with these ones, we don't really need to do
much. We just have this one. We again, just like blend
this together like this. And then what we
can do is we can just once again just
do like an output, called the Smudge 02. Once again, this one,
just copy these outputs. We just have this
one and maybe here, we just want to, play around with our balance a
little bit more. So these are really just
going to be like small specs. Smart a tree. And finally, we have this one, but this one we probably
want to go ahead and also edit this mask, so
let's just copy it. And the reason I want to
do that is because I don't want to lose all of that
detail at the top here, see, then there would
not be much left. So I'm going to set my
brush pattern quite a bit back over here. But then what I want
to do is I want to do a multi now, let's just do, like, a Blur, high
qualtyGraycal, maybe? Mm, that softens it. I don't like it. Let's
just use it like this, but we'll see how bad it is, and else we can always go in
and start cutting it way, but then we would have to
cut it so much that it's probably not even
worth it anymore. So for now, let's just go
ahead and I'll say this one. CO four. So this is why we
use substance Zina because now we have
these four outputs, which we can all export
at the same time, and we can easily make changes which we can then also export. So if we just go ahead and
select our dot decals, we can, first of all, save this
and call it Smudge decals. And then we can right click. And just like we've
done with our other materials, just export it. Targa files,
automatic export when outputs change, and
we can just go ahead. And export all of those. Then all you have to
do is just go into Unreal engine and import
them. There we go. So let's just go ahead and
grab, for example, well, first of all, let's
make some materials, and then we will just
grab one of them. So let's do this and
smudge 01 decal. Open this one up.
For some reason, it closed all of
my other windows. You guys don't see that, but you can see that over
here, it does require, so it says that it
needs them as color, and this is because we
exported some from painter. So all we need to do
is just turn on SRGB. Later on, we will go over on how to optimize
this kind of stuff. But for now, it's more
about visual development. Or they often also just
call it Loop deaf. Are you color? Oh, you're
set to gray scale. Sorry. Make sure that's
also set to default. Stry again. Come on. You should be totally
fine. It probably is fine. Like, once we close it
down and open it up again, it will you'll see,
now it's fine. So we have Smudge decal 01. Let's just go ahead
and duplicate that. Oh, I need to rename
that properly. Smudge 02. Duplicate smudge 03. And 04, open them all up. And let's see Smit 01, 02, 03, and 04. Since I don't know yet what
opaciti I want for now, I will just go ahead and I will leave it open on
my other screen. And now let's go, for example, grab one of these panels. And simply grab, for
example, smudge 01. And now you can see
here, Sm 01 just asks these random
specs a little bit. And first of all, I'm just
going to balance everything. So when I see this one, the first thing I want to
do is I want to just change my opacity down to
0.5 or something, maybe even lower, 0.3, because I want these to be
like really small specs. And I will just
change my opacity for all of them. So
we have this one. And for this one, I want to
go ahead and set this also to 0.3 maybe, bit higher 0.5. Maybe 0.4. 0.4. Then
we try the next one. The next one just shows, like, a few specks, so I
actually want to increase that one
probably to like five. And now it shows some
more specs. Three, maybe. Two. Et's do three. But let's make the
color a little bit lighter and a little bit
less brownish over here. There we go. So we can
also balance it that way. And lastly, we have number four, which is these
really strong leaks, but they actually are
not that strong in here. Which I guess is good. Let's send us to
four. There we go. So these are just like really
large leaks that I guess you can use sometimes
if you want to, like, from the top or something. Yeah, that actually
looks pretty good. So maybe what I want to do
with this one is, again, I want to just set the
color a little bit less brown. Okay, cool. So we now have all of these
materials ready to go. And now what we can do
is we can, for example, start by just like, Well, I kind of like these leaks. So let's just go ahead and
add these leaks over here. Then let's say that we
switch over not to that one, but just to, like, more specs. You can also minimize the leaks. So if we, for example,
grab our leaks Digal, duplicate it and call
it underscore soft, for example, and use that one. In here, we can basically
fade out our leaks. So we sent this one
to like two, see? And then it kind
of like fades out. And at that point, you can
then just go ahead and continue on and say,
like, Okay, I want some. What do I want? Some, like, more like dirt specs, I guess. This one doesn't show too much. Let's do some of
this. Over here, just like some dirt specks. I'll move over here
and over here. And I think I'm going
to make my dirt specks a little bit stronger. Let's say 0.5. Here we go. And then maybe what we can do over here is we
can go back into, like, just adding some leaks and once again, fading them out. Now at this point, you can,
of course, layer on decals. If we now, for example, grab
these little specks that we have everywhere, we can go in. You'll see, we have all
these little specs, and we can go in and totally just place these also on here. So you can see that this very quickly makes this will
a lot more interesting, especially when we
go to our view. See what a big difference
this is compared to if you look at some of these
other areas over here. So this way, we
can definitely add a bunch of really
interesting looking details. Now, as I said before, I first want to go
ahead and just create all of our details
before we continue on. We now have these ones done. We have some individual leak
decals that we can make, but we can literally just
grab our masks that we already created for stencil
and just use those. So that one I'm going to see. Yeah, we have enough time.
Let's just do that one. For that, I'm just
going to super simple, make 1024 by 1024. Go ahead, press contra
I to invert it. And we are simply going
to go in and grab our No, where are you Stencil. There you are Stencil. Oh, God. I forgot that we
merge it together. Let's grab this one over here. Just press CtraZ. Go in here and press Contra V and just
free transform it. There we go. And place it in the center
to make it a bit more easy. There we go. That's
literally it. Save us copied. I
cannot be easier. And we're just going
to save it to decals, dirt decals, TGA, single leak
underscore zero, one, for example. Easy does it. Like I said, this
tutorials way over time, so I'm going to willy make the most of
every single second. I say that, but we all
know that I just tend to, like, keep talking and
talking and talking. So I am sorry for that. For now, let's just go
ahead and just do this. Single leak. And don't worry. I'm going to also clean up
our materials in just a bit. I just want to finish this one. So single leak,
throw it in here. Let's set our color
to be more like a brownish color and set our paste maybe to,
like, one to get started. Now, what I was saying
is if we go in materials and just create a new
folder called decals, I can go in here,
and then I can just grab all of these
everything that has to do with like a
decal, normal only master. I also find them to be decals. Trim only also decals. So all of these, I'm just going to drag them into
the decals folder. There we go. Now, we have, for
example, over here, Adcal, we can grab our single leak. You
can see over here. We can go ahead and
make that smaller. And that's great to add
some more specific details. Let's say we have
this one and then set the opacity to 0.3. My 0.5. Let's do 0.4. Here we go. 0.45. That's the last one. So now here. So these ones are great. If we just want to go in and we have not yet done this
with our larger decals, we can go in and just
add like a bit of leaks. I actually don't like
placing them too much. So I will literally just have
them just once in a while. Oh, Wong button. Say, over here, I can add like a few more. And let's say that
I can also make them leak, say down here. So you like that. We also
have our individual leaks, which again, dd
quite a bit more. Okay, it's finally starting
to look interesting. Also, the cool
thing is that these decals, they have roughness. So as you can see, we have a nice difference where the
decals are really dull, but then our metal is still
a little bit more shiny. So this is starting to get closer to what I
would consider inl. What was the next
thing? We've done our dirt. We've done this. I swear I said something
that had to do with color. 1 second. Let me just check my reference because
I am so forgetful. Oh, yeah, I wanted to
do, like, damages, that kind of stuff on
like It's basically just like adding some
damages where we can on like orange bits using, like, scratches and
stuff like that. Now, that one is
not too special. I'm just checking. Let's
say that we use this, for example, over
here as an example. It's basically just a decal that makes it kind of
feel like there is a like there is just like some damages that is
exposing our metal below it. Let me say it like
that. So let's go ahead and continue with
that one in our next chapter.
49. 48 Creating Our Dirt Decals Part3: Okay, so we have now arrived at the chapter where we will
create the last decal, and it's going to be more
like decal that kind of strips away paint. So it will just be like to
showcase the metal below it. It's just a little bit of
an annoying decal to make, I guess, because, like, it's a completely different
system and stuff like that. But after that, we have a really solid database of decals. And you can already see how interesting this looks just
for fun. Here, look at this. Without Width. Like, it's such a
big difference. So after that, we'll kind
of just do a time laps, and I'm gonna place
it everywhere. And yeah, I don't know yet how much we'll
do on the floor. I need to wait until I
actually know these. So, oh, yeah, we need to create the snow
decos. Don't worry. I technically forgot,
but it is on my list. So these decals, the way that we're basically
going to make them, they're like, not the most
ideal decals to make. I'm just going to use painter. I don't know. That's weird. Painter? Hello? Something
is a little bit broken. I'm just going to restart
painter. Okay, it works again. That was strange. Anyway, what we're going to
do is we have over here just one of our dirt scenes and I'm just going to go
ahead and do a save us. I'm going to call
this um Metal damage 01, that's pre save. Now for this one, we
need a few more things. First of all, let's
call this metal damage. 01. In our text set settings, I managed to actually miss
click and click it away. If you accidentally
click something away, you can go in here
and you can just go ahead and reload it. 1 second. Come on.
You can do it. Where's texture set setting? Display texture set settings and get in there. There you go. Okay, finally. We need a base
color we basically need, like, almost a normal material. So base color, roughness, normal, and metallic are the
ones that we need for this. Pretty much this
stuff we can remove. The only reason why I
wanted to keep this was because then I don't have to set up my plane
and everything like that. So yeah, just having
like a default base that is just nothing is fine because we are going
to generate a mask. And let's say, so it's like
some kind of just scratches. It's like a horizontal type
thing that we can create. Now, if we go in here
and just have a look. So let's start by just
grabbing, like, a Grunge. And let's make the base
color completely white. And let's see. So first of all, let's start by
creating our mask. And so, add a black
layer and a fill, and then we want to just
grab like something that has a little bit of
directionality to it, and it feels also a
little bit more metallic. Just having a look around
what would be the best one. Like this, this does have
some directionality. It's maybe not metallic, but it does give a
bit of that feeling. If I just said this to like two, to give it some more
scratch up type feelings. Let's say that we have something like this to get started with. We can also go
ahead and just set our contrast a bit higher. And it's basically
going to be like some scratches that
we are going to, like, switch off. Now, I'm going to
throw this layer into a folder. Called a folder mask. And then I'm going to go
ahead and art a black mask, and I'm going to get started by just adding a simple paint, and I like to always
paint in just like a normal paint to make
it more non destructive. Then just grab a brush and just grab some type
of interesting brush, something that has that
has some sharpness to it, for example, or some
sharp edges to it. Sorry, that's what I should say. Now, what we're going to
do is we are going to basically just make this. So if you just click
here on hold Shift, we want to make
this a horizontal. Vertical. A vertical shape. And this way, we can basically use it in more flexible ways. Now, having this one, I'm going to go in and then, let's say, add a let's
add a fill layer on top. And let's grab some kind of like a scratch
crunch to kind of, like, take away some of
the details a bit more. So let's go in here and we
have a grunge scratches. And we want to set
this one to multiply. And then we also want to
go ahead and invert it. So now, if you play around
with your balance, here, see, you can kind of take away some
scratches here and there, which should look quite nice. I'm just double check. Okay, so here are the scratches. And let's set the scratch tiling maybe a
little bit bigger. I know. Just Let's
go back to material. Yeah, so here, just like
some detail that we can just scrape away, basically. Now that we have this one,
all that we have to do left, next is we need to go in and create like a
plane material. Now, for this, we can
probably actually use our metal that we have inside of unreal engine because we have a bare metal
that we are using in, like, some small spaces. I can't find this right now, but I know that we are
using that one. So let's probably just
go in and use that. That should be good
enough. So once you have this one,
you can go file. Let's do a quick save, and let's export this. So in the end, I actually
did not need all of those roughness and metallic
and everything like that. Some reason I had
it in my mind that I had to recreate that. Anyway, the export settings
are still correct, so let's go ahead and
just export this. And now let's go into unreal. Decals, metal damaged
era one mask, but we, of course,
do need to change the material, so that
has not changed. Now, for this, we can
probably use our trim sheet. Let's go ahead and
duplicate that one. And let's call this
one Phil No, not fill. Mm. I have no idea what I'm
going to call this one. Metal damage deco. Master. Sorry for the bad name. I just cannot come up
with anything good. So let's go in and
just use this one. Now what we need
is we need to grab our decals, metal damage. And, of course, we can also
use other damages for this. Right click, convert
to perimeter. Call it damaged mask. And now in here, we want
to go ahead and set this from surface
to translucent. Oh, sorry, deferred decal,
and then translucent. So now we have this one,
and then we want to go in. And for metallic, we want
to set a plane value, like we don't need a
map metalness map. Our normal map is going to I can probably
switch that out. So I can go already
in my painted metal, select the normal, and
just switch that out. Next, we are going to
have our roughness. Honestly, for the roughness, we can probably get away
with just a simple value. We don't need to
fill on roughness map because you will
never really be able to see it because we don't have that much
detail in here. But seclusion map is going to go away and our base
color will become our, we can just make it
a painted metal. That's fine to just have
a plain base color, then we have a color overlay. I know what I'm going to
make it a normal color. So in the end, all
that we really need is we need our normal, and we need to also multiply our mask with a
scalar perimeter. What you'll call opacite. Wow, this material has
been all over the place. Like, I keep changing my mind halfway through.
Sorry about that. But anyway, okay, so we have
a metal damaged normal, and for res we will
just use values to basically set everything
up. That should work. Or not we'll see.
So let's go in. Of course, if this
would not be metallic, then you would need to
have normal textures. But because it is
metallic, that's why we can be a little
bit more flexible. Let's create the
material instance. Metal damage 01. Now
what I'm going to do is, I'm just going to go
ahead and probably use it up here to
get started with. Let's go ahead and rotate this. Let's go in and scale this down. Let's say that this
is something that I want to have on
here for the damage. I can see already see
we definitely need to work on it a little bit more. But we do have the
directionality. Now I'm going to
go and open it up, and I want to go in and I
want to set a few settings. Our collar is going to be let's first of all,
set our metal to one. So it becomes metallic completely. Then we
have our roughness. Let's set to like 0.2 to
make it a shiny metal. And now we want to go
ahead and we want to set our color to be a
little bit more like darker and bluish and set the tiling maybe to like five or
something like that. There we go. So where am I? Here I am. Now we have at least already the metal
a little bit working. Now the next thing that I'm
going to do is I'm going to make this mask a
little bit better. So let's see. We have
our mask over here. What if we can literally
just make it a little bit stronger that might actually
already do the twig. Decals, metal mask. Of course, we can create a
few ones of that. So that one would work,
but it would work more. That one would work better
in these areas over here. So let's say that
we keep this one. And then let's go in and
just also do another one. Let's do saves, metal damage 02, save going here, call this 02. And now for this
one, we simply are going to use a
different grinch map. Let's see, something that like No. Something that's metallic. There just isn't that much
metallic stuff going on. That's the thing. I mean, this one does
some specs and damages. That could work. Let's see. We also have this one, this one. Now, this one is a little bit
too scratchy, I would say. This one is too noisy. Yeah, so let's go more in
direction of leaks ester. Yeah, actually, something
like this might work. Maybe make it a
little bit bigger. I think this should work here. Then of course, you can always
also decide if you want to add a bit more
damage to this. For now, I'm just
going to leave it straight because that's probably the only shape that I need because this is very
subtle details. I can go ahead and
export this and it should export
under the new name, which it did. Let's import it. And let's then duplicate
our metal damage, and it will automatically be
called metal damage CO two. And now we can just swap out our mask Yeah, that feels like two
really different ones that will work quite well. And we also want to go in, and let's say that this one will mostly be used on orange. I don't want to
have it as strong. Here, it's more going
to be a darker color, and I probably need
to then do the same with the other
metal damage also. So in orange and darker values, it's just going to be
a more darker color. That's just going to
be here to kind of, like, break up the surface. A little bit more like that. Let's say that this one it
really shine in these type of areas over here where
we can go near. Of course, something
like these pillows. If you want, you could have made it into a unique texture, if you really want to give
it a lot of small detail. I will just work with details, but I will still show you
pretty soon, actually, how we are going to add
some unique details ourselves using the
more classical methods. But here you can see here.
Now I can damage this a bit. I can even go in here
and I can, for example, rotate this a bit and maybe use the slightly different
metal damage over here and maybe make this
like a little bit thinner. I don't think that's
a bit annoying that it's shining on the floor, but we can probably
balance that here. If we for example, do
something like this, just quickly select the floor
in this case and scroll down in our rendering
settings and just turn off the receive decals. I don't think this one will
need a decal, and if it does, then we will just alter this a little bit more.
Here you go, see. Of course, later on when
we are balancing this, we can once again
go in and change things out in terms of the material colors
and stuff like that. Now we can also go in here
and this one I probably want to make it a little bit bigger. Here we go. This is where
it can really shine, which is kind of
ironic choice of words, seeing as it's shining. But yeah, here we can
go in and we can, like, maybe we do want to, like, push this down a little
bit, but it can give us some really nice just damage details on top
of everything else. And you can really
push this with, like, more and more decals. So don't be shy. You can push this to
the limits if you want. Nowadays, decals are not anymore that expensive or unreal. So often we are pretty
much in the clear. I just need to check that it's pointing in the right
direction. It is. Make it a little bit thinner. There we go. And if you want you can also
flip this around. And place it over here. See? Just some extra damages. So that is it for those metal details that we can also add in
just some places. I would say that at this point, we will just go
or I will just go in with a really
large time lapse and basically place all of the details and also
additional details. Now, to do that,
what I first want to do is I first want to set
my final camera angles, and I again almost
forgot about the snow. Let's go ahead and create
the snow. Sorry about that. Snow is super easy. All we God, all that we
need to do is we just need to duplicate one
of our materials, which one do we
need to duplicate? Like one of the dirt ones. Let's say this
one, duplicate it. Scarlet snow underscore 01, and just quickly
go into designer. I need to restart designer also because it has the same
bug for some reason. That's probably because
my PC goes into sleep mode while I am using
multiple resolutions. So I will create the snow decal, but, of course, in the Tips, I also will need to
go in and, like, figure out where I
want to place all of these rocks. So we'll do that. Then we'll have one
new chapter in which I will prepare everything
for the time maps, which means creating
new cameras. And once that is done, then
the timeps will happen. So basically, for this one, all I really need to
do is I just need to grab these ends. Call this snow underscore 01. And literally, what
I want to do is at, I literally want to just
use this one over here. That's probably
already good enough. So set the brush pattern, and I'm also going to set the
balance a little bit down. So we don't even need
to have this blend. We can just remove
it. There we go. So this one snow 01, we can now just go in and we
can export this Go in here. Decals. Where are you
snow 01? Snow 01. And I want to use a Yeah, I guess that I guess in the
end, we still need, like, a decal, just like our trims
decals, unfortunately. So let's just duplicate this
and call this snow decal. Master. And the reason I need this one is because I need
to set it to be a decal, so I need to go deferred
decal and traslucent, but I still need a base color and I don't need a metallic. So what we can do is we
can remove the metallic. I need a norm map, and
for the roughness map, I want to just use the red
channel because I believe that mega scans uses the
red channel for roughness. So we can check here, occlusion roughness, diffuse, so I need a
green channel actually. Just plug the green
channel in here. You don't need an
ambient occlusion. And the only thing that
you need to do next is you need to go
in and just drag in your decal right
click Convert. Scarlet mask and throw
this into your opacity. That's everything pretty much. We can go ahead and
we can save this. We can go to our decals. Snow decal Master,
duplicate this. Snow 01 decir Sco 01, I guess. Go to open it up. Oh, hey. Sorry about that. I did
not mean to do that. I meant right click
material instance. Snow D Gal 01. There
we go. That works. And next, all that we need
to do is we just need to swap out some of these pieces. Here we have our
fresh swab snow, so let's drag in our base color, normal and our roughness. I can see over here that
we have one small error. ORDP is not set. I'm going to just go in here. I'm going to grab my roughness, and I'm going to just
press this button so that it has the
correct sampler type. Right away. That way, I don't have to go in and
try to change things. And now, at this point, we can go into materials and decals and we have our
snow decal over here. You can then go in and
you can scale this up. Push this back in a little bit. But I actually want to have
it overlaying quite a bit. And the general goal
was that we are placing this here and it will act, Oh, yeah, it actually needs
to be on these decals. So we need to make
a small change. Remember how we grabbed all of the snowy piles and
we ignore decals. Yeah, we can't do
that anymore because we need to have these
received decals. So instead, what we're
doing is we are going to turn off sorry, turn on received decals. There we go, see, because
then these degas, they blend really nicely
with everything else. And it just means
that over here, what we are going to do is
we are just going to, like, strategically place
these in some locations. Let's say that we have this one, here, I can just,
like, delete it. And instead, we just want
to place the snow here. And see, when you have this snow and you can just duplicate
this a bunch time, you can see that we
can very quickly start by blending in and out all of
these interesting details. You can also go in and set the snow to be at
a higher priority. So let's say one, so that
it goes over the line. Like that. And just like that, you can very quickly blend snow. You can do this with anything
dust and whatever you want. So we are just going to
go ahead and do this. And of course, we
will also place some more snow later on or some more variants
in the decals. But for now, this
should do the trick. Okay, let's go ahead
and save the scene. Now we now have all of
our decals ready to go. So in the next chapter, I will go ahead and
just place my cameras. It will be super short chapter. And then we are going to go in and do an entire
polishing phase again.
50. 49 Placing Our Final Cameras: Okay, this is going to
be super quick chapter. Like I discussed in
the last chapter, we are just going to start by
setting our camera angles. So at this point, what I
want to do is I want to, first of all, go
ahead and just do, a little bit of cleanup. So over here we have
all of our decals, and I want to just go in and
throw all of these if it actually wants to select into a folder that's
we'll call decals. Just to keep things a
little bit more organized. I will show you later on
also some cool twigs, if I don't forget on how that you can keep your scene
even more organized. But for now, let's just do this. It kind of depends how
much time we have left. That's why I'm not
promising anything. And I also want to
go in and these ones just to make sure that I don't accidentally leave
them in the project, I'm just going to call
these ones Mega scans. Because of course, I'm not
allowed to supply mega scans. Cool. We have this stuff
and in our lighting, we have over here our camera. Now, this is the first camera. It's already looking
pretty good. I would say that I just
want to double check to make sure that my
settings are correct. Let's see what we have
with our settings. Digital Zoom is fine because we are using
our cropping lens, as you can see over here. Now, with our focus mode, manual focus mode,
Unfortunately, I cannot set my focus
to be super smooth. Current focal length. Yeah, we should not be
able to change that. Crop settings is
2.39, that's correct. Let's go in and just
draw my focus plane over here. Well,
that's interesting. So my focus plane is correct,
but for some reason, the depth of field is
being really soft. And I don't think I
can set this much lower because
logically speaking, you would go to 1.4 here
see. You cannot go lower. This is because
it's trying to keep everything accurate in terms of the balance between your focal length over here
and your max and minimum. You can try to go in here
and set a minimum F stop to I wonder if we can go
lower. I never really try. Oh, yeah, we can go 0.1. At that point, we
must fake it, right? Yeah, here at 0.1, we are pretty much faking it. So this is impossible
for an actual camera. Now, I can go in
and just use this because I do want to
kind of get rid of, like, my mountains a little bit. I just want to have them a
little bit out of focus. But like I said, in real life, it wouldn't make sense when
you have a large scene like this to have the
mountains that are so close out of focus that
just doesn't really happen. So I want to be really careful with this that I
don't overdo it. So I'm going to go 0.2, just to make that back
mountain a little bit out of focus and also
make the front over here. I'm going to very carefully move my camera a little
bit because I want to get rid of my left corner over here and twice
something like this. I will only do this for
this specific scene and most likely I will
change it again later on. I'm going to duplicate
my camera reactor now and in this one, I want to set this back to 1.4, which is my default, let's
go ahead and just save. With these cameractors, we can
now go in and we can start by just creating various
different angles. For this, let's say that I wanted to also have
an angle that was like a bit more here. And I always like to have
something on the foreground. I just gives me a
better composition. Yeah, actually, quite
like a more higher angle, something like this
to get started with. Oh, I always do that.
I have control. Okay. I have Control D as
my roughness preview, but of course, in real engine,
it doesn't mean duplicate. Now I just duplicate this again. And I quite like something like this where we
can kind of see, I want to go if you go low
to the ground, of course, you get that grand feeling, and I want to see, some
of our reflections. I want to maybe have one of these on the
foregrounds over here. What we can also do at these
points is we can go in and, for example, play around with our lens settings
and stuff like that. Let's say that
well, for example, go for something that's like a little bit more 50
millimeter type lens. Mmm. Maybe let's
try 40 millimeters. Just go, like, a
little bit back. And we'll probably change
this later on, also. Right now, I'm just
like taking my time, finding the right settings. Something like over
here might be nice. It's twice something like this. Let's go ahead and
duplicate this again. I really like 50 millimeters, so I just want to go in and disc camerangle make one
that's like 50 millimeters. Maybe it's just going to
be like I don't know, like a side angle or it's
going to be like a slice. Maybe something like
forward facing. Yeah, forward facing would
actually be quite nice. And then if I play around with my decals and stuff like that,
Yeah, okay, let's do that. I once again press
the Wong button. Let's go ahead and
duplicate it again. And for this one, what
if we do like the tower? Because we do have these towers and everything, and
they're pretty cool. Yeah, let's say that
we have a tower in, like, the left side. No, it's more nicer if we
have it in the right side. And then, of course,
we will have antennas and stuff like that
on top of this also. Let's try, let's try
something like that. And I'm just going
to go ahead and I'm going to copy camera actor one again because that one has the field of view I want next. And I was thinking of
maybe, but I don't know. I just depends if it makes, like a big impact
to also have one. Like over here. Let's see, 27. Let's go for 35 by 35. Oh, sorry, no, we didn't
actually need to go low. I don't know. I feel like it's not going to make
much of a difference, but it will increase our work load a lot because
I would need to, like, do all of the
details also on this side. But I'm not sure if it
actually will matter much because over here it is
much more interesting side. If we go something like this. Yeah, let's do that. Actor five. And then the last
actor will probably be something to actually
showcase the doors. Although there is
nothing in here, so I don't know how much I want to present
that kind of stuff. Over here, it's a bit too dark. However, with this camera, what we can do is we
can go in our options. And then if we go over here
to the post effect options, you can actually
overt the options. So we can go lens exposure. And then we can play around with this exposure
compensation and stuff. But right now, of course,
the bloom is insane, so you would also need to go in here and probably set the bloom
down and stuff like that. But I'm just checking if this
looks interesting enough. Because it's nice to
show off, but honestly, I don't think I think
because we will show off our actual air con unit, that one will be much
more higher quality. Like, this is just
like a random piece, even though we did add a little
bit more effort into it, that's probably
just not worth it. It's just turn off
these settings. Loading 01. I'm not sure if there's really anything
that I would care for. Let's just check. So
we have this one. This is like our main angle. And in my case,
because, of course, also thinking about the
tutorial presentation, my tutorial will probably
have this angle, and then it will slowly zoom
in and stuff like that. This one, like a
helicopter view. This one just shows off, like all of our decals
a little bit more. Over here, it will later on
also show off the decals, and we also need to improve
our windows and stuff. This one will show
of the towers and all the antennas
that we are going to place. Yeah, and this one. Okay, I think for now,
this is pretty good. I'm just going to
leave it at this. So what I will do is I
will polish my scene based upon those cameraangles
that we just placed. The same comes over here with, like, all of our rocks
and everything like that. I will make it look fairly logical so that when
you look around, at least it feels okay, but it will be mostly
based on our cameraangles. Now, knowing that, I'm going
to in the next chapter, I have a Timps where
I will not only place the decals, I will
place the decals. I will place all of the rocks. I will place the snow. And what I might also
do is I might also already go in and
just start looking for some antennas and stuff like that that I can
just add onto this scene. If I do that, I
might probably like narrate over that part just showing you where I found
it, but that's about it. FRs is just importing
and placing. So let's go ahead and kick in again long Timps but
after the time is done, we will have a really
nice looking scene. So yeah let's go ahead
and continue with that.
51. 50 Placing Our Decals Timelapse: A S and D. D. D. D. D the m Mm. I I oh Do I understand I understand
52. 51 Placing Additional Models And General Polish Timelapse: A So D. D. D. Don't the
53. 52 General Polish: Okay, so we are getting
pretty close to the end now. I'm just doing this
very small pre chapter. And then what we'll do is
we will kick in the time laps to create our aircon unit. And the reason so over
here, I got, like, a few images that
for some reason, are not working anymore. Here we go. So the
next few chapters, we are going to create
like an aircon unit, and I just generated, like a few AI images over
here, which are pretty good. It's going to mostly
be like this one, but I will simplify it a bit by adding one of these
things over here. So that stuff will all be
done using a time labs. The reason for that is because
we are basically going to use all elements that
we've already used before. First of all, for the modeling, we are not going to
do high to low poly mooding the reason
that we are not doing that is to basically save time because else this would
become a really large asset. So we are using simple
weight normals. And then for the rest
for the texturing, it's the same elements. We are basically going to
apply our base materials, then add some mass generators
that just add some dirt. Add some norm map detas
and stuff like that, like we have also done in our
trim sheet chapters, sorry. And maybe do some
stencil work to just add some leaks
and stuff like that, and then we'll just kick
it over into Unreal engine because it is just a small
asset inside of here. So knowing that, so this
is what we got right now. I just wanted to mention a
few things that I've done in Taps because the Time
naps is not narrated. And that is that I
used a few assets. As you can see here,
I use some towers. These towers over here, I use specifically to create
some interesting shadows. But for the rest,
you can see here, I used a bunch of antennas
and stuff like that, and also in the background, some antennas and, of
course, our rocks. Now, all of the rocks
they come from MgScans, I end up making it a lot less. Over here, I still seem to
have some shadow problems, but I will focus on that a little bit later.
So for now, that's fine. And also what we're going to do is we need to go ahead and make our ground over here
a little bit more snowy, which we build
doing this chapter. But anyway, I just wanted to mention where
I got everything. First of all, the assets
that you can see over here, which are these palettes
and that kind of stuff and those you can find by simply going in
here and typing in FastAC Studio into
your search bar and when you find the
FastAC Studio account, we actually also
create environments. This one is simply the
warehouse environment, you can see over here. That just includes a bunch of these assets and you can just get a nice Indie license if you are interested
in using that. Next that's using some of the here some of the
I don't know what it's like watch towers antennas and all
that kind of stuff. But that's what you want to
do is you want to again go to our station. Here we go. And for example, those Antennas, I just got them as
like a blockout, in this case, from RM Manuka. And in here, he creates like a bunch of blockouts
and stuff like that. So in here, I just found here
see some rooftop assets. They don't have any textures
or anything like that, so you cannot really
use them up close, but you can definitely
use them just to, like, very quickly place some
interesting assets. And that is about
it for the rest, like there isn't
too much to say. Yeah, we placed our decals over here, which
looking really nice. Are there some
additional assets. Now the last thing that I
want to do is over here we have a ground and I was
thinking about like, Okay, what am I going
to do with the ground? Am I going to add so many
decals that everything becomes snow or am I going to build this
inside of the shader? I decided to build this inside
of our actual material. What we can do is we can go in and we can open up
our master material, which is main master
over here. Like this. And then what we can do is we can simply add the snow here. So we need a few things. We need our snow. Which I can just go at the
surfaces and fresh snow. Please note that all of the
snow will not be included. So what I will probably do is
I will probably or make it white or use a placeholder
or something like that. But anyway, let's say that
we have our snow over here, and our norm map, then what we want
to do is we want to blend this using a
wordspaceGrunge. Now, for that, the
first thing that we need is we need to
have a grunge map. Now if we go in our
lounge facility, textis and just
type in New folder. Oh, not for new folder. Yeah, your new folder.
Grunges. And now, I have a bunch of crunches that I already exported from
substance designer. You literally just select some grunges from
substance designer or painter and export it. So it's not really something
that's worth showing, but just give me 1
second. Over here. See, I got a few. And I'm just going to get
something that has, like, a bit of direction
or maybe this one. And you just basically
drag these in. You just need something to basically break up the surface. Now what we can do is we
can also drag this in here. And then what we want is
we want to go in and add a multi sorry, not multiply. Add a larp, so
linear interpolate. And then what we're going
to do is we are going to larp basically our base color, along with our snow. Now I'm going to show you because it's the
same on all of them. So basically, of
course, for your snow, what you want to do is
you want to just quickly copy the tiling
over here and just call this one, for
example, Snow. Underscore tiling.
And just throw it into your UVs and
just set the snow tiling actually quite
high to ten or something. Now what we're going to
do is we have this lp, and this lp is like a blend
inside of substance Zina. So you are basically just blending between
these two textures, and you need a mask to blend it. Now, what we can do
with our mask is we can actually go in and we can add a world world, Brain freeze. It's a world world
aligned texture over here. Sorry, Bavereeze. And what we can do with the
world aligned texture is basically a WorldSpace UV. So you can scale it up all over the world and
make it really large. So I'll just show you. First of all, we have
over here our grunge map. We need to right
click and we need to convert this to
a texture object. And then you can convert
this to parameter. Don't do it before because
else it will not work. And just call this snow grunge and you plug this into
your texture object. Next, what you need is you
needs click scalar perimeter. Snow breakup. Tiling, for example,
you want to set the default value quite
high to like 200, and you want to go
ahead and throw this into your texture size. And then just drag this
XYZ into the Alpha. I will show you what
this is in just a bit. Now, the last one that
we need is we need a static switch perimeter because we don't want
to have this snow. As snow? On most of the time. So if a snow is true, but if it is false, it
will just be the default. And by default, we will make it false so that we can just
turn it on only when we need. And that's pretty much
like the general idea. Now, we can do the
same. For example, for a normal, we
can go over here. And for this one, we need a because we
are going to do tiling, we need a Blend angle
corrected normals, and the blend angle
correct normals node, it allows us to blend
between two norm maps. So I can grab my normal, add my additional normal, plug in my tiling into
the additional normal. And then what I can
do is now I can just do the whole erb stuff, so we can just copy this stuff. In the Alpha, we
can have the XYZ. And in this case, what we're going to do is oh, yeah, yeah, we need I forgot
which 1:00 A.M. I doing. Number A is snow. So number A is snow, number B is no snow. And then if it's true
and if it's false, it will use the default normal. There we go. And
you can do the same with your roughness
map, go in here. And you can say,
like, Okay, number A or B is no roughness. Then over here I can grab the green channel for number A because this
one we can just overlay. Only in the norm map we can
want to blend them together. We don't have to blend
it together, of course, norm map, but it will hopefully
look a little bit nicer. And then we grab the Alpha in here and throw this
into our roughness. Oh, and set the falls
like this. There we go. So basically, I'm replicating the exact same one where I
just control the tiling, add my snow, and then I can choose what
to do with the snow. So knowing that, now to show
you the actual effect of it, we can go into a facility. We can grab for example
gray metal over here, and we can duplicate it
and call this gray metal. Underscore snow. We can, for example, for now just let's say that we apply it over here so that
it will be added. Then double click on it and
just search your main master. Oh, wait, sorry, the main
master is already fine. So we can now just go in and we can press has
snow and turn it on. Now at this point,
you can see that now the snow has been added. Now, we can go over here into our snow breakup
you can see that we can make this
quite large or small, whatever we want to add
a bunch of snow to this. Now, next to this, we can
also control the snow tiling, although that one is a little
bit more difficult Yeah, you cannot really see that
one too bad or too good. So I guess setting the tiling to one for now, should be fine. Now, of course, this gang,
I'm not really happy with it, so I'm just going to go
to my noise and use, for example,
something like this. And like that we can control. Of course, what you can also
do is you can also control your what's it called?
What can you control? You can also control the
opacity simply by going in here and then just before you add or after you have
added your mask, you can, for example,
use power or multiply. Now, I'm not sure
yet if I need that. First of all, I'm a
little bit distracted by this note. I
just want to check. Default, no SRGB, default.
Oh, yeah, that's the problem. I need to turn off SRGB and strike that in again.
It is probably fine. I just need to reopen it.
There we go. Now it's gone. Okay, now what we
can do is we can go in And it's probably easier because we are using
or this model somewhere else, it's probably easier for us
to just drag it in here. And then kind of
take it from there. I know that, of
course, over here, there should not be any snow. Now, in our case,
we cannot see it. In your case, you
can, of course, just make it that
in those areas, you basically do not
change the material. And then if you want, you
can even use snow decals, which we are going to
use to balance things a bit to improve things. So over here, what
I can do is here, see, I'm just going to, like, not place any snow here because I will just use some decals and then also over here, I once again apply some
more snow like that. So now you can see that we have our general snow ground here. And then next for the decals, if we go in and we have
our snow decal here, what I probably want
to do is I want to have another one
that is not as dense because this one here see it's like super,
super dense snow. I need something that's a
little bit more softer. We just go ahead and have
a look at the grunge. So this is our grunge. And if we now open up designer, we should have saved this. So we can just grab one that's a little bit more directional. Here, if we go to
our smudge decals, Yeah, something that's
a little bit more directional and a
little bit lighter. So let's go ahead
and just copy this. And you can just add more
decails if you want. I might also add more decails. It just depends
what I need. But I don't know what I
need until I try. So I can go in here and
let's say that I go for something leaks are too strong, something more directional,
something like this, but lower down the
contrast and the balance. Although that might
be a little bit too sharp, what about this one? This one feels a
little bit less sharp. Let's start with
something like this, and then you can
once again change your brush pattern over here. Let's start with this one, and do I need to do anything else? Sometimes I do like to add like a sloper which is
this one over here, just to make the edges
a little bit finer. Yeah, so to make a bit stronger. Let's just go ahead
and give this a try. So we export this. We
can now go into unreal. Textis decals, dirt gals. Snow. I'm just looking for
it on my other screen. There we go. Snow.
Okay. Awesome. Go into our materials
and our decals, we can duplicate
our snow de girl 01 and turn into
snow de girl 02. And next we just simply
change this out. And let's see how that looks. And if we need to
make any difference. So snow decals two
over here if I make it a little bit stronger. I'm going to set my Oh, I don't have control over
opacity for this one. Well, I do technically have control over opacity.
I can just do this. I can move this down
to an off snapping. There were going this way,
my idea was to basically go in and place like
some of these decals. Then on top of that, we're going to go in and
we're going to place some of these
more like white decals. But once again, I'm just
going to scale this down and I'm going to lower down the intensity so that it kind of
blends together Battles. Then the idea was if you then rotate it around a little
bit and this and that we get a little bit
of a soft fad where the snow just goes in
and then it stops. And what you can also
do, you can also go in here and let's make it
a little bit stronger in here. Here we go. We can basically just make the snow stronger or less
strong using decals in some areas to basically break things up a little
bit better again. Here we can do this.
Then of course, you can go in and
now, once again, make it a little bit softer. And use that softness to fade
out the snow a bit more. So a lot with the
environment art, which you will often
notice is fading. It's something that
you will need to keep an eye out or keep in mind is that fading often makes everything feel
really nice and realistic, and it doesn't need
a lot to really, like, get proper fading. But rarely do things
really stop abruptly when they are unless they are like man made
or something like that. But often if it's
more like organic and especially if it's nature, it doesn't just stop. It actually like very
softly just fades out. Here we go, see. And
now we instantly have a ground that already feels
a lot more realistic. I can now go in and I guess I can probably,
if I can select them. I can cheat a bit and just copy all of
these at the same time. I'm not sure if that one
is actually one that is, it looks like a line, so I'm not going to
select that one. Let's say this one for now. This time, I am going to set
my rotation exactly to 180. And I'm going to
push this back in here and fur in over here. That's not really working
exactly the way I want. Let's just check
what am I missing? I guess maybe it's like in a
place where I cannot see it. You can just press H to temporarily hide it
until you can find it. Where are you? And
you can also Oh, God, I never do this. You can increase the
scaling of your stencils, but to be honest, I
literally never ever use it. So I would not know
out of my head, so I'm just going to
go ahead and do it like The easy way and just
grab like here we go. Snow. Just search it in here. I should know that, but
there's just so many tools and techniques and
everything that I cannot keep track of every
single little button. So I'm just trying my best to
teach you guys what I know, but it might not always, I might just miss some tools. But the goal is, of
course, the end result. That's what's important. So I can do some
fading like this. I can grab one of
these and I can make these ones a little
bit stronger faded. And I'm going to just
make this area also a bit more stronger. Then duplicate it again. This time, it's a little bit
less strong. Here we go. Sometimes you can also,
although, of course, it's an unnecessary expense you can have two
decals on top of each other if you need a
very specific strength, but I do try to avoid
that because, of course, it's just an expense that's
not really necessary. O. But anyway, we can do this. And next what we can
do is we can go in and I'm just trying to
find. Here we go. One of these decals.
And if you want, you can also just grab one of these decas and just
make it like super, super soft. Here we go. And then just continue this
one on to kind of indicate, like, hey, these decals, like, people are driving here,
and they kind of, like, just push the snow out a little bit more or
something like that. See? There we go. Snowy environment.
Nice and quick. If we just go ahead and
go to our camerangles, you can see that over here, that feels quite close to
what we have over here. Of course, you
cannot see the road as much, but that
doesn't matter. It is looking pretty
good if I say so myself. Maybe done over
here in these areas like because I can see it, I would want to go in and polish them up by just like selecting, you can go in and you can, for example, press what
was it Shift G to Oh, no, wait, you don't need
to do Shift G. Need to, like, I forgot. There was a way that normally what I do is I press Chef g to basically just get rid of the group, and then
I can select it. I know that there is a way that you can select
within the group. It's like a shortcut. I
forgot. I'm sorry about that. But basically,
over here, what we can do is we can later on, and I will do that in
my polishing stage. Just apply these materials
here and then just again, apply some extra details. For now, however, I'm going
to leave it like this. And at this point, what I will do is I will go
in and I will start by creating the
aircon unit. Yes. So we're going to
go ahead and create the con unit, and after that, we will have one
final policing stage, and then we are pretty much
done with this environment. So for the con unit, again, it will just be like time
laps, sit back, relax. It's just going to be
like an extra model. It's not going to be
as detailed as you can see over here
because we are just making a tiny
aircon unit that we can have over here at the
top and at the center. So keeping that in mind, we also need to create
some brackets around the back, and that's about it. So it's starting to
look pretty cool, as you can see it wooly came together quickly near the end, let's go ahead and continue
on with our aircon unit.
54. 53 Creating Our Aircon Unit Part1 Timelapse: I I I like that.
55. 54 Creating Our Aircon Unit Part2 Timelapse: I
56. 55 Final Polish And Creating Screenshots: Okay, so we have arrived
at our final chapter, and things are looking
pretty damn cool. So what we're going
to do in this chapter is we are just going to do
some very final polish. And once that is done, I
will go over a little bit more like some optimizations
and just some bonus stuff, and then we'll create
some final screenshots. Now, in the last
chapter we went over on how to create
these aircon units, I just made a texture
super, super quickly. It's not really intended to
be looked really up close. So it's definitely just like something to look
in the background. I highly recommend when you are creating an
environment like this, like spend way more time on it. If I would, for example, do this for production, like for an actual game
environment or something that has to work in production like unreal
marketplace stuff, I would probably spend two or
three times as long on it. Yeah. That's probably
about right. So just to give you
some reference. Now, let's have a
look at my list. What I wanted to do is I wanted to go in and just add
some stronger leaks over here on this one because right now it just
doesn't really show much. So let's go ahead and
just duplicate one of these decals and grab
our strong decal. And because it is
in direct sunlight, I need to make this a bit more artificial
where I just need to copy the decal a few times. Of course, other thing
that you could do. Oh, wait. 1 second. It's not It's rotate a bit. Another thing what
you, of course, could do is you could change
your material strength. I'm just going over here
and rotating this a little bit. Yeah, that should work. And now let's also just rotate it a bit more
so that I can also add some over here on the top. And let's see for distance. Almost. Now I feel like that there's just like a disconnect
between these two leaks. So what I want to do is
I just want to go in. You know, the sexy
scale is a bit more flat. Same with these ones. I want to go in and just
scale them at a bit flatter. Okay, so let's see.
So we had this one. Oh, I miss clicked. There we go. Console H. Let's see, what's that like? And I'm just going to reduce
the one that's actually on the bottom. That's not this one. It's this no checking which one it is
actually. Not that one. Not that one. Let's
just hide it. When we hide it, at
least we start to no. And it's just magically gone. Oh, this one. No, also not. There, they're strange.
Where are you? Am I just really
blind or can I just not find you anymore? This one? I think it was this one.
That is so weird. This one? I just cannot find it anymore. That's weird. I've never
Yeah, there we go. Now press contra H. Okay. Finally, Jesus. Okay, so in doing that, I also remember something. I'm just writing it down so
that we can go over it later. Okay, so the next thing
that I want to do, I've like a little list here is, I just wanted to go in and it says change
color on the ceiling. With that, I most likely mean
that over here, right now, this is too white, and I just don't really like
the look of that. So I wanted to go in
and maybe make it like a black or a gray color. And from a distance here that
reads a little bit better, everything just stands out
a bit better if we do that, or maybe we can try
orange just to check. We have a lot of
decals. Orange. Now, I feel like orange
stands out too much. Let's do gray, but
then we will make the other one white
metal so that it still has a little bit
of white in between. Okay, so we've done those. Now the next one is going to be balance out the floor panels. And what I mean with
that is that I just wanted to go in here in
some of these areas, and I wanted to go in and just change this
to a gray metal. But because this is a
little bit time consuming, what I will probably
do is I will probably just pass the video. Like I'm now just ungrouping it, selecting it, and
just replacing it. So I'm just going
to pass the video, and I'm just going to
show you an example, have these panels,
and then simply just, like, grab these decals
that we have over here and just kind
of place them. And you can also switch them around with other
decals if you want, rotate them, all
that kind of stuff. Yeah, for example,
we can switch it out with our second snow deco. And it for example
be nice to have those ones in the
direction where we have, for example, our doors and stuff as if people have been
walking here with the doors. But it's pretty much
something like this. And honestly, if I
have a look at this, because I only need to
do it for my camngles, let's just double check. Yeah, I fix that camerangle. That one doesn't show, so I might actually don't need
to do anything else. Of course, you guys
should just have everywhere if you want to
have multiple camerangles. But yeah, you cannot really
see it anywhere else. I like the look of these
eagles. That's fine. Okay, so we got that one. Now the next one was that add more contrast on the
background of camera four. Basically, I was looking at my cameras and because
we have white on white, there's almost no
difference between the two, and it makes it
really difficult to even see any type of contrast. Now, the only way that
I can really fix that is by changing the
actual snow color. But with that, I do need
to be very careful. So I'm going to change it in my main camera to
just check or sorry, in my main material. Not sure I have
so many warnings. I will fix warnings
and stuff like that later on. That's okay. But basically, I
wanted to go in, and so this is our rock. I need to play around
with my snow intensity. So that's probably
here the power. If I set this to
zero or to five. Okay, here, see it
becomes a bit less. So what I wanted to do
is I just wanted to go in and see how dark I
can make this snow, which is probably
going to be two, unfortunately, not that dark. To get more of a difference
between the snow. And I also need to double
check my decals that they are not too overpowering. And right now, that
should be fine. From a distance, you
won't really okay, yeah, you notice
it a little bit. So let's go into our materials, decals, snow decal one. And that just makes a little bit Here we go a little bit darker so that it all blends
a little bit better. And that will give us already
a bit more a difference. So now we just go ahead and have another look
at number four. I think for now,
that should be fine. Over here, what you could do, but I have a feeling
it's not going to look good is you can try to add, for example, large rocks here to break up the
surface a little bit more. And then when you look
at number four here, see, you get
something like this. Now, I guess, yeah, it kind of looks okay. So we might want to
do it, but maybe this is not the
best rock to use. So let's just see if there's, like, a one that's a
little bit better. And that's also working
better as like a stand alone. Yeah, here, that one. This one is looking better for,
like, a stand alone thing. And I'm just going to rotate place another one maybe
like here, let's see. I I'm just rotating it
purely based on this view. I feel like right now it feels a little bit too overpowering. But if I do let's see if
I do something like this, maybe scale it down
a little bit more. Yeah, if I do
something like this, just to break things up and if I then add a few decals on here, I think that should
do the trick. Can I just borrow one of you? Thank you. Just go in
and move it over here. Go to make it a
little bit wider. Play around a bit more
with my material. There we go, see? So
we get that blending, which, yes, it brings back a little bit of the white snow, but not nearly as
much as when we would have our original snow
and stuff like that. There we go, see. So now we have a little bit of blending
going on. That's pretty good. I'm going to extend the
blending out a little bit more because as
you might notice, we don't have the
most ideal blending between the snow
and the mountain. But I don't really
at this point, want to change it too much
because then what will happen is that the snow that's inside of here is looking too dark because snow is
often super super white. Something like this is
looking pretty good. Gonna do one last one over here. There we go. Okay, so that fixes that stuff to bring out a little bit
better composition. Next, we have fixed brightness
on Cam number five. So if we go camera number five, or I just meant like the
brightness I see over here, I just want to play around with my camera and then if we
just scroll down because we did some manual
lens exposure, we did some manual
exposure over here. So what I wanted to
do here, let's see. So five is fine, but I probably want to then
go in my color grading and just push it down there a little bit more
just for this camera. Here, we have a gain here, see? Just pushing that down
so that we can see the logos a little bit better, that is totally fine to do. Okay, so we got that one also. Now the next one would
be and the last one, it was like an optional one, which is to just have a look at the color of my sky if I
want to play around with it. But I think I'm not going
to do that because I have the lighting pretty much
the way that I want it. So I really like what
we have right now, so I'm not going to mess
around with that anymore. So having that done, there's one last check that
I want to do and after that, I will go over a little bit of optimizations and things
you might have missed. So the check that I want
to do is that if you go to show buffer
visualization and roughness, I basically want
to have a look at my roughness and see if there's, like, a nice
variance between it. Now, coincidentally,
there's actually really nice variance
between this. So the only thing that
I would say is maybe my snow could be a
little bit darker. Dark means shiny,
white means brighter. So I really like that over here, we have all of
this nice darkness and grunge and everything
that's exactly what I wanted. However, I would have
expected the snow to be a little bit more brighter. So let's go to our snow and hopefully we
can do it this way, else we need to spend more time. We can grab our roughness because we only
use the roughness in here and we can
push this down. 0.5 in our brightness. Here see that instantly just makes everything
a little bit darker. Now if we just go back into
my lit mode, give the second. I think I made it too
much. Let's do 0.7. Yeah, I think 0.7 is
working quite well. Now if we go ahead and
again go to roughness, here, see, you can see that everything is just a
little bit darker. Now the next one
is also over here, we have these stripes
and they have a really intense roughness, but I don't really get why because they
wouldn't have that. I want to go in my roughness and I just want to push it down. I'm fine with it being
a little bit less. So maybe like 0.6 to make it a bit duller because
they are painted over and I also want
to bring them out a bit more. But let's
do something like this. Also, you need to keep checking because the roughness also alters the intensity
of the colors. So you need to always, just keep checking again,
and, of course, give it some time
because this is Lumen needs some time
once you switch modes to, like, catch up again. But, yeah, that's about it. Okay. Now, just like a few things that I
wanted to show you, it is not really relevant
for this specific tutorial, but it is relevant
if you want to make any type of game environments
for an actual video game. So what I highly recommend
is that you have a look at our YouTube tutorial and Fastutil and look up
for the video setting up a Tweedy asset for game
production in nel Engine five. The reason we want to do that is because setting up the
assets for production, it requires a little
bit more work. And there's a few checks
that you always want to do. So I just wanted to
go over these checks, and also over here, this kind
of stuff like the shadows. I'm not exactly sure
why this is happening. It's really weird. I think
it has to do with, like, the mega scans material
or something like that. But here, maybe like SSS or something
like that. Let's turn it off. But I don't really want
to spend too much time on this because it's not
something that you can see. So it looks like
that there isn't really anything
special happening. So I'm just going to go
and ignore it for now. I know that's a little bit lazy, but this is a highly
specific problem that I highly doubt I will ever get
in any other environment. Anyway, as I was saying,
there's a few checks. One of the most obvious
checks is your collision. Now, if you just go ahead and go to your lit and then
play a collision, of course, you need your collision to be
able to move around. For example, you can
see that these assets, they are created
for an actual game, and you can see
that the collision is really, really clean, see? Now, we have used outer
generated collision for pieces. Most of
it is looking fine. Over here, you can see
that we already went ahead and we already
did some generations, but it's just something
that you kind of need to keep in mind,
just in general. Also, um we have over her OAD these are
just our mountains. So over here, the collision
is pretty decent, but if you want to
improve your collision, you can always just
go into an asset, and there's a few ways
that you can improve it. One of them is by removing the old collision and doing another auto convex
hull and just press apply. And then what it will do
is it will out generate a collision fairly
close to the shape. However, another trick
that you can do, but it is much more expensive is that you can
go down here to collision and you can set the
collision complexity to use simple
collision or sorry, use complex collision as simple. What that will do is
it will basically use your actual model as collision, but that's, of course, way too expensive, so we're
not going to do that. But once you save it here, see, now your
collision has changed. Now, the only ones where
this would probably make a lot of sense to have
them very unique is, for example, this tower module. In here, I could generate
my own collision. I could use the outocvex, but I don't know if the
outocvex will work. You can set a Hulcunt a little bit higher to basically
make it more accurate. So let's just go
ahead and apply. Yeah, for now that's
accurate enough, but you can see it's
not super clean. That's why I recommend
that you have a look at our YouTube
video because we will go over on how to generate your own custom collision
and all that kind of stuff. Now, over here, I
also have my door, and the door is currently Wi messy collision because you cannot actually
walk through it. So that's another one where
I would want to probably go in and just press Apply, just to give it a little bit of better collision just so that my cameras and everything
don't mess up. It's looking really
ugly right now. That's why I said before. I recommend that you manually
change your collision. I also want to get rid of these characters because else I might just forget about it. But once you have a
pretty decent collision, what you can do is you can
just easily play the game. So if you just right click and press play from here,
hopefully it will work. It's putting me under the sky. Or up in the sky. That's
a little bit weird. That could be that it is that my sky sphere might have collision or something
like that. Let's see. So collision, collision
preset, no collision. Let's see if that hopefully works. I'm not completely sure. I go to press F to go to
my skylight over here. Let's try again. Yeah, I see. So now you can see now
we can walk around. Of course, Lumen
needs some time, but you can walk around
your environment, and it's looking pretty cool. So of course, it's looking
will willy massive, but that's what we intended to. We intended this to be really massive doors, really
massive everything. Now when you're playing
the game, of course, you also want to set automatic exposure so that you don't get these
really dark areas. But that's all like
refinement, which I recommend. There's plenty of other
tutorials that we have, which focus much more on actual game environment
stuff than these ones. I'm surprised it
doesn't have collision. Yeah, there's
definitely something over here with the shaders. It's something that
I will just off camera have a look at. But this is working quite well. Another thing is that I always have a shortcut
that's Contra F. What you can do with Contra F, although we probably you need to go to visualize and
mesh distance fields, you want to make sure
that your models are fairly accurate or sorry, that this preview is fairly
accurate to your models. The reason you want to
do that is because this is how lumen perceives
your models, meaning that if this was
not accurate at all, what will happen is that
the light interaction between your models and Lumen, it will be less accurate. You can improve this
accuracy, of course, improving it means also more expensive by opening
a model now, this is totally
fine, by the way, but just to show you, you
want to open up a model, go to LOD zero and go
to the build settings, and in here, you
can set your scale for your mesh distant fields. If you set this the two, it will more accurately
represent your model. It's not a perfect system, so just keep that
in mind like it doesn't always work
absolutely perfect. Don't know why over here, it's just Oh, there we go. See? But now it does have a
more accurate representation. Okay, so that's now also done. Now for the rest, I would say there are a few more checks. I recommend watching
the YouTube video, but I just kind of,
like, want to move on. Our scene is running
nice and fast. Let's see. FBS counter here. We are at 60 FPS on cinematic
quality. That's fast. It's probably because
we have almost, like, no textures, like we
have one metal texture, not counting the objects
that we are on top, but this is just, like,
really nice, really good. So to finish things off, I assume that you want to
take some screenshots, and that is what we can do. We can go ahead and create
some very easy screenshots, which we then can also, if we want balance a little
bit inside a Photoshop, for example, you must
make sure that you press G so that you don't have anything else
on your screen. Make your view nice and large because we are
using a multiplier, which means that we will multiply the screen resolution
that we currently have. And then what you can do is you can go ahead and go up here. Of course, make sure that you have all the
settings you want. I like to always go to
my screen percentage and turn on custom overt
and set this to 100. This will up the resolution
of a screen a bit, making it look a
little bit more quisp. And then if we go to our
high resolution screenshot, let's say we said it's to two. The higher you go, the better your PC needs to be in order
to basically render this. I tend to not go over two. However, normally, I render
these images at four k. Right now I'm recording
at 2560 by 14 40. So there is a difference. If I would render this
on the four k screen, I will get higher resolution. But just to show you guys, I will just render
one over here, and now it will take a second to load because it's like upscaling our screenshot
and everything like that. And then down here, it will show you where it will have
saved the screenshot, which is in your Windows
editor over here. Like this. And then if we open
it up, here we can see our screenshot over here. So we have this screenshot. Now, you can then go in, and if you want, you can
continue on to, for example, the next one like this and then just
again, press the button. But let's say that we have
a screenshot that we want. Let's go ahead and
put it inside of Photoshop to add some
very small balances. Yeah, here you can see. So number one number two. I can see I've like some few
reflection errors over here. These errors often
happen if you have a roughness that
is way too strong. And if I just have a look here, see, it's way too shiny. So I do want to just
quickly fix that, but that is very specific
of course to this. I don't know why it is so
shiny. It should not be. So let's go into our
afters multiplier, and let's set this to like 1.5, just to tone it down
quite a bit more. There we go. That will
work a little bit better. And then let's go in
and just like I will take one last
screenshot over here. Also, something that
might sometimes work. If you have any
type of weird bugs, you could go up here
to your settings and just turn off real time and
then take a screenshot. Then what it will do is
it will basically just take a still of what
we have over here. I'm just going to
push this capture, give it a second to load, and that should do the trick. Yeah, also, like, the shadows over here are a little bit soft. I don't know if we
want to do anything with that. That's up to you. I will, of course,
like, off camera, I might do, like, a tiny bit
of balancing here and there. But let's load this
into Photoshop. So what I always like to
do inside of Photoshop is I like to often just add
a little bit of sharpening, a little bit of texture, just to make everything bring
out a bit more. Now, we balance everything
pretty well inside of unreel. So we don't really need to do any type of color balancing, probably, but you can go in
here and chase that, too. Yeah, let's say that I
set my sharpening a bit. And I just like
to go into my oh, sorry, I completely forgot. I went to filter and then camera I did not show
I did not tell you, sorry, force of habit, filter, camera raw filter. And then you get this
window where you have the more basic techniques. Here, we can also quickly change the colors to make it more
brighter if you want. The reason I try
to stay away from drastically changing colors is because when I want to
render out my videos, of course, those videos would
not have the same effects. But basically, we have
over here our effects, and I do like to
sometimes just push up my texture and my clarity
a little bit more. Like this, you can also maybe play around
with your vignetting a bit more just to bring
things out a bit more. I know I've said the word
a bit more quite a lot. I don't want to go
into details and maybe like art a little
bit more sharpening. Now I cannot stop saying it. And for the rest, you can play around
with your color mixer if you want to quickly check different colors.
I'm not going to do that. But what I do want to do is
I want to art a little bit of more like saturation. Here, Color Let's do vibrant. A tiny bit more vibrant, here plus five or
something like that. If I just have a
check, zero, Yeah. Yeah, it's a plus five good. And you can go over here to see the before
and after views, also, just so that you can see the
difference a little bit. But honestly, what I also like to do is I also
like to press this button, and now you can see before,
after, before, after. It just brings things
out a little bit more. And then you can press okay. Now the last thing
that I like to do is when I have
an image like this, I like to often
create a new file and I like to check the resolution. So there's four K resolution. So let's do 3840 by 14 40, which is the default
four K. 14 40, sorry. New file 3840 by 2560. That's what I mean? To 160. 384160. There we go. So that's a 60 Mynine format. Now, with this format, I often like to make
it a black background, and then I like to
grab this layer, Contrace and contra Vd. Now, I do need to scale it a
little bit, as you can see. So let's just go in and scale, hold shift, scale it, and then you just want to move it until it snaps together. And this way here, look
how cinematic that looks, giving it a few black bars. You can often, throw in your
logo and stuff like that, which I sometimes also do when we are creating like
professional environments. But just like this, you
can file, save a copy. And let's go ahead and
just save it as JPEG. I'm just going to
call it 01 for now. I will make my own
files off camera. But here we go. Original, final original, final. See? So just like some
few small changes and it just makes everything feel a bit more cinematic,
make it stand out. And I think that we got a really cool looking
environment over here. So this environment,
what I would say is, like, yes, it went a little
bit overtime definitely, probably about one
third overtime. But I think that we got
something really cool. It is definitely the type of environment because
of the way that we constructed this with
only tyable materials, it means that it will take a really long time before your environment
starts to look good because you need a lot of
details and stuff like that to improve things
compared to when you do, for example, unique texturing, but doing unique texturing on such large assets is
just not feasible. There are many more
techniques that you can use, you can use like mask painting to paint in additional
dirt and stuff like that. I have many tutorials on that, so just pick and choose the
techniques that you want. But the techniques
that I displayed here, are techniques that
are really good to know when you work
in the game industry and to quickly and efficiently construct
your environments. Now, all of these techniques are often used in
the game industry. Of course, when working on production environments,
or production games, I should say,
everything is much more streamlined and everything is much higher detail
and more polished. But the general concept is here. Now, I hope that you
really enjoyed this oil. If you made it this far,
I really encourage you to leave a good rating because
it will help us out a lot. And I hope to see you next time. So thank you for watching
Fast tractor Oil.