Creating Trim Sheet Textures for Games using Substance Painter & UE5 | FastTrackTutorials | Skillshare

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Creating Trim Sheet Textures for Games using Substance Painter & UE5

teacher avatar FastTrackTutorials, Premium 3D Art Education

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction Trailer

      2:29

    • 2.

      01 Doing Our Planning

      12:03

    • 3.

      02 Creating Our Blockout Part1

      19:25

    • 4.

      03 Creating Our Blockout Part2

      24:43

    • 5.

      04 Creating Our Blockout Part3

      23:58

    • 6.

      05 Creating Our Blockout Part4

      24:54

    • 7.

      06 Creating Our Blockout Part5

      21:44

    • 8.

      07 Creating Our Blockout Part6

      14:36

    • 9.

      08 Doing Our Trim Sheet Planning

      21:59

    • 10.

      09 Creating Our Trim Sheet Part1

      19:28

    • 11.

      10 Creating Our Trim Sheet Part2

      21:25

    • 12.

      11 Creating Our Trim Sheet Part3

      19:54

    • 13.

      12 Creating Our Trim Sheet Part4

      26:25

    • 14.

      13 Creating Our Trim Sheet Part5

      22:41

    • 15.

      14 Baking Our Trimsheet And Setting Up Our Painter Project

      10:50

    • 16.

      15 Texturing Our Trim Sheet Part1

      21:21

    • 17.

      16 Texturing Our Trim Sheet Part2

      21:36

    • 18.

      17 Texturing Our Trim Sheet Part3

      11:14

    • 19.

      18 Texturing Our Trim Sheet Part4

      22:36

    • 20.

      19 Creating Our Final Models Part1

      26:30

    • 21.

      20 Creating Our Final Models Part2

      31:42

    • 22.

      21 Creating Our Final Models Part3

      9:59

    • 23.

      22 Creating Our Final Models Part4

      21:11

    • 24.

      23 Creating Our Final Models Part5

      16:06

    • 25.

      24 Creating Our Final Models Part6

      24:08

    • 26.

      25 Creating Our Final Models Part7

      21:05

    • 27.

      26 Creating Our Final Models Part8

      22:15

    • 28.

      27 Creating Our Final Models Part9

      29:48

    • 29.

      28 Creating Our Final Models Part10

      12:48

    • 30.

      29 Creating Our Final Models Part11

      28:32

    • 31.

      30 Creating Our Final Models Part12

      22:13

    • 32.

      31 Creating Our Final Models Part13

      22:59

    • 33.

      32 Creating Our Final Models Part14

      22:44

    • 34.

      33 Creating Our Final Models Part15

      24:58

    • 35.

      34 Creating Our Final Models Part16

      22:53

    • 36.

      35 Creating Our Final Models Part17 Timelapse

      13:21

    • 37.

      36 Doing Our First Lighting Pass

      23:54

    • 38.

      37 Balancing Our Material Part1

      28:23

    • 39.

      38 Balancing Our Material Part2

      20:02

    • 40.

      39 Polishing Our Environment Part1

      30:22

    • 41.

      40 Polishing Our Environment Part2 Timelapse

      14:40

    • 42.

      41 Creating Our Crate Part1 Timelapse

      15:29

    • 43.

      42 Creating Our Crate Part2 And Tutorial Outro

      12:05

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About This Class

Creating Advanced Trim Sheets for Games

Learn how a professional environment artist works when creating complicated trim sheets for games. You will learn how to create an entire environment using one single trim sheet texture. Including planning, blockout creation, trim sheet modeling, baking and texturing, final asset creation and UV unwrapping, unreal engine environment setup, lighting, and final presentation.

MAYA, SUBSTANCE PAINTER, AND UNREAL ENGINE 5

All the modeling will be done in Maya 2022, The trim sheet baking will be done using marmoset toolbag, final texturing using Substance 3D Painter and our planning and additional details will be done using Photoshop. The final environment setup will be done in Unreal Engine 5.

At the end of this course, you will have a deep understanding of how to create trim sheets for games. Along with how to do modular modeling, interior environment lighting and post effects, and much more!

14.5 HOURS!

This course contains over 14.5 hours of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time.

We will start by doing our environment planning and creating the blockout. Then we will put our full focus on creating trim sheets (If you only want to learn about trim sheets, you can just skip to this part) The trim sheets will be created partly in maya and the rest in Substance Painter.

After that, we will turn our blockout models into final and UV unwrap them on our trim sheet. Then we will get everything into unreal engine, create a special material with a lot of flexibility, do our scene lighting and post effects and after that, we will balance our trim sheet texture to work perfectly with our scene and do some final scene polish.

SKILL LEVEL

This game art tutorial is perfect for students who have familiarity with a 3d Modeling tool like Maya, Substance Painter, and Unreal Engine – Everything in this tutorial will be explained in detail and can also be replicated in 3ds max or blender as long as you know this software. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)

TOOLS USED

  • Maya 2022
  • Substance 3D Painter
  • Unreal Engine 5
  • Marmoset Toolbag 4 (can be replaced with Painter)
  • Photoshop

YOUR INSTRUCTOR

Emiel Sleegers is a senior environment artist and owner of FastTrack Tutorials. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.

CHAPTER SORTING
There’s a total of 42 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.

Meet Your Teacher

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FastTrackTutorials

Premium 3D Art Education

Teacher

At FastTrackTutorials, we are passionate about empowering creators in the 3D art industry. We specialize in developing and publishing high-quality tutorial courses and learning content designed to help you master the art of 3D design. In addition to our educational offerings, we also operate as an outsource studio, delivering top-tier 3D environments, assets, and materials to meet the needs of our clients.

Explore our website to discover our full range of courses, each crafted to provide you with the skills and knowledge to excel in the 3D art world. Whether you're just starting out or looking to enhance your expertise, we're here to support your learning journey.

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Level: Beginner

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Transcripts

1. Introduction Trailer: My name is Emil Sligas. I am a senior Tri environment artist, and I will be your instructor in this course. This course will be all about creating trim sheets for games, and we will be teaching you this while also holding a little challenge for ourselves. What you will learn is how to create this entire environment you see here using one single trim sheet texture. This means that this entire environment uses one trim sheet, which includes a base color, a no map, and a special map which combines our roughness, metallic, emissive and crunch map. We will be using Maya for the modeling in this tutorial, substance tree painter and Photoshop for the texturing and Unrealizing five for the environment building and setup. We will start this tutorial off by going over the planning for our environment, and then we will jump right in and start by creating the blockout for our environment. We will be using the modular workflow for this. Then the real deal starts, which is our trim sheets. We will first go over on how to do some detailed planning for our trim sheet to make sure that we have everything included and at a decent texture resolution. After that, we will move into Substance Painter, where we will be creating our final trim sheet ready to be used on our models. We will then go back into Maya and start by turning all of our models into final geometry. During this time, we will also create a special material inside of unual engine that has some special features like changing the colors based on vertex colors, adding world space dirt and grime, and of course, our usual controls like adding roughness, missive, et cetera. For our models, we will be using weighted normal techniques along with smart UV unwrapping to make everything work with our trim sheet while still having a high quality. Finally, we will be setting up lighting in our scene, balancing our trims texture to make it look perfect in our scene, and do some final polish to create the final result you see here. Now this tutorial does have some small time lapses for very repetitive functions. However, these time lapses are also included in real time, only they will simply not have any narration under it. All of our source files are also included in this project. With a total of 14.5 hours of video content, I feel confident that at the end of this course, you will have to know how on how to create advanced trimsets for games. 2. 01 Doing Our Planning: Okay. Welcome to this toil course. So in this course, as you probably know, we are going to go over now to create trim sheets for video games. Now, our version is going to be a little bit more advanced. And what we're going to do just to push everything a little bit to its limits is we are actually going to create this entire environment out of one single trim sheet. Now, when I say a single trim sheet, I do meant textures to be precise because we will have the base color, the normal map, and then we will have a special texture in which the RGB channels are used for the roughness, metallic, and extra crunch maps. So that is the general plan for this. Now, as you can see, so this is a concept art. This concept art has been made by Stas urev and he was kind enough to let me use it for this tutorial course. So he's a really awesome concept artist, and you can find it over here. And yeah, definitely give him a follow. And, oh, I can remember that they all some extra sketches, but I'm sure that on a way, these were, like, some extra cool sketches. If you want to have, like, extra inspiration, he has, like, a bunch of sci fi stuff. So for this environment, I do have a few other concept images. They are mostly just other environments. I found an art station or from games. Like this one is from Star Citizen. This one also. And here, it's just some random concept. I really like this stuff. This stuff looks really cool, but it would be way too much work to create in tutorial and also it would not be very logical for trim sheets. Yeah. So, in any case, this will be our main reference. Now, what we're going to do in this chapter is we are going to get started with the basics, which concrete planning our environment, which includes planning the modular pieces because we are going to use a modular workflow for this. And after that, we are going to get started by first creating our blockout. So once we have created our blockout, then what we will do is we will just move modeling aside, and then we will focus on the main topic of this soil, which will be our trim sheets. Okay, so here we are in Photoshop. Now, as you can see over here, I'm going to keep the modling limited because I want to go ahead and have most of the focus on the trim sheets. So if you followed any other tutorials of mine, you know exactly what to do here because I always do the exact same thing. Very easy in order for us to basically see which models we all need to create, which is good to do some planning up front. I always go down here. I create a solid color and just make it any color you want. Then click on a mask and press Contra I. Now, once you've done that, what you can do is you can go ahead and go up here to the polygon ser tool. And if you have the ser tool, just click and hold and go to the polygon ser tool, you basically want to go ahead and just give it every piece that you're going to make a color. So when I have a look at this, I would say like this piece over here, as you can see, this piece would then get a color. I'm just going to go ahead and it can just be rough. So you basically select this piece, and then you go ahead and press X to flip around the color so that the color is black, and then just press delete. So what this will do is it just fill your selection. At which point you can go to the opacity slider and you can just tone it down if you want to be able to still see your model behind it. So what are we going to do now? We're going to do our planning. I can see that this one I can also use here, I can use it over here and I can use it over here. If you want, you can even give all of them the same color just to give you a better idea of where every piece is going to be. Those circular things I am not going to actually create. So let me just Go ahead and, like, do this. There we go. And I will just do this, quite neatly, just to show you the power of using this type of planning because it's making things so much easier. Sorry, for some reason, I need to warm up my English a little bit, because I cannot seem to speak properly. Like I feel like I'm kind of stumbling over my words, so I do apologize for that. But I'm sure that it will improve as always. So, okay, we have that one. Now what we're going to do is we are going to just create a selection over here. And by the way, you could have also done this for the first one, but I wanted to show you the concept. So often what I do is now I just create a selection. Then I go down here and create another solid color. And when you have already a selection, it will just use that as your mask. So you can tone down the paste and we know, so this one will be its own little piece. So we can just go ahead and go down here. And then click on your mask again in your layers, and just press delete. Okay, so see, now we have already created this entire piece over here. Now what we can do is we can say, Okay, so the door is going to be a unique bespoke piece. It just has to be like this. And we can just go ahead and solid color and let's say that we make this one like this color. It it doesn't matter what color you make it. So we can do that. Then what we will do is we will have a floor. Now our floor will actually have two different pieces. So we are going to have a straight piece, and the floor is one where I cannot really make the entire floor the same color because then it does not show what I mean. So if I make all of this, let's say that I make this color over here, like around greenish, yellow, greenish, now you understand that we will create a slab or floor like this. But if I make everything green, we might forget that later on. So I will just keep it like this. And then over here, what we're going to do is we are also going to create another piece that's almost like a transition piece for a floor. That makes it go into, like, a higher level over here, like a little ramp. So we can go down here and we can make this one let's say orange. Okay, so we now have these pieces. These pieces are very once you have the floor, this one is very easy to create. Now, we have this side piece over here. This one will actually just be its entire here, this entire thing will just become one piece over here. So it will still be modular, so we will have this piece. And let's go ahead and make it like like purple, for example. And then this piece will also come back over here, see? So we can reuse it also over here. Now we have this wall over here, so it is like a flat wall that we're going to create. And I'm just going to go ahead and also make that one. I already have a pretty good idea of which pieces I'm going to make because I already create a little prototype for this environment. The reason I do that because normally, if you follow my tutorials, you know that I don't often create full and prototypes. But in this case, it is quite important because it's such a specific environment in terms of the trim sheets. By the way, I'm also selecting the bottom over here because all of these back walls, they can just be the same back wall that you see over here. Okay, so this piece, the big window piece will actually be the only piece that is pretty much just one unique asset. So it's just going to be a massive asset like this because I don't really feel the need to make that modular. As I said before, this focuses on trim sheets. I will go over the modeling, and I will go over the level setup and just getting everything together because I think it's important because we do even the geometry and UVs need to go in a very specific way when we create trim sheets. But I'm not going to go too overboard when it comes to just creating the final scene. We have this one, and that one will also be used over here. Of course, there we go. Okay, so we got these one, so the floor is handled. Of course, yes, we have the crate. And of course, this piece over here, you could argue that this piece is going to become we will reuse just the ramp and we will just place the ramp over here. Now, for this piece over here, what I'm going to do is I'm just going to go ahead and we will create one of these extra pillars just because they are very, very long compared to the shorter ones that we have. So we will create one extra pillar like this. And at this point, you kind of run out of really strong colors. So you kind of like me to change the colors around a bit and make them a bit darker, just so that you can see the difference. So we will have one of those, and that one will actually also be used then over here, and we will just scale it down a little bit. So at this point, we are just going to cheat a little bit to save some time. Same over here. You can just go ahead and let's see what does this look like? Well, I'm just going to do this. Yeah, I'm just going to make this entire thing. Green. We do have a ceiling over here, so the ceiling is just going to be a plane, so I'm not really going to connect that. And then we have this transition piece over here, which is a piece that we need to create. So this piece, we're almost done here. So spare with me. There we go. Transition piece. And then you would also have a light piece over here, which I can just go ahead and just select over it. And then as long as you have your field that you're sitting on top, that should work totally fine. There you go. And I think that's it. So, one, two, three, four, five, six, seven, eight, around nine pieces. And yes, we have the crates that we are going to make. Oh, yeah, we are also going to create the railings, but the railings are super easy to create. And yeah, the crates that is going to be a little bit more unique. In any case, you should have a good idea of how we are going to divide up our environment. So you can see that even though it might look overwhelming at first, now that we've done that planning, we can see that we can just reuse elements and the modeling will actually not take too long. I think we will only spend maybe like a few hours on the modeling. So having that done, what we can do now is we can just go ahead and file and do save a copy. And let's save this as a JPEG file. And let's call this modular underscore planning. Go. And now, so over here, this program that I have, it is called PUR Rv. Sorry, I forgot to say that. I always use Puref in tutorial. So it's a willy handy program that allows you to basically drag in images. You can just move them around. You can scale them. You can do whatever you want, but they will always stay at the same resolution. So you can just completely zoom in and out and get full resolution images all in one place. And the best thing about this is that it is completely free. So you can just go to Google, type in PUR Rf and get this environment. So here I'm dragging in this one. I move it. I scale it down, and then if you click away, you can see that you no longer have it selected. Perfect. So this planning is now done. So we will go ahead and do the trim sheet planning, which will be sort of similar to this. We will do that a little bit later so that I have all of my trim sheet creation all in one place. So what we're going to do in the next chapter is we are going to go ahead and we are going to get started by creating our blockout, which is going to be some simple blockout pieces that are actually already going to be quite close to the final, but not completely like you'll see what I mean. So let's go ahead and continue with this in the next chapter. 3. 02 Creating Our Blockout Part1: Okay. So before we get started with our blockouts we first need to set up a Miocene with the correct metrics so that they are exactly the same as the ones that we use in Unreal, which are meters. So what I have for you guys is in the export folder, I have a scale reference, and the nice thing about the scale reference, along with a quick picture for your grid settings in case you want to copy it over. The nice thing about the scale reference is that it is exactly the same scale as a normal human character inside of Unreel engine. So all I need to do is go to file and import. Oh, it's not ready here. I cannot remember that. Oh, yeah, here, so it is a different location. So then we want to go ahead and just import our scale reference over here. And as you can see, it is quite big, but that is because we still need to change our grid. So having this scale reference, if we now go ahead and first of all, let's go to Bata Windows settings preferences, preferences, settings and then set this to meters. There we go save. And now you can see that now it looks a little bit more reasonable on our grid. And then if we go to display and grid, h? Oh, I must have miss clicked. Sorry about that. Click on the little button next to it. And these are the settings. 121, one. So if we go 120, one, one, and press Apply. Okay, yeah, there we go. So basically, what the length and width do is they change it. I should have actually showed you, but I don't think I can reset it. Basically, these are just the settings that I always use. The subdivisions basically mean if I set this to two, it is the lines in between. So if I set this to one, this will be a one by 1 meter cube right now, and grid lines every 1 meter. So if I set them every two meter, it would be four by four right now. No, wait, 22. Sorry, yeah, two by two. And the length and the width is just how far along do we want to extend our grid? So, sure, you can go to 50 if you want to make it a little bit shorter or maybe even 20, and then you can see here or see, so the grid becomes just a little bit smaller. I tend to set it really high, but let's just set it to like 50 then. Sure. Doesn't really matter. Okay, so now just to test it out, we want to go ahead and create a quick cube. So shift right click. And I realized I almost forgot to turn on my over here. I have a little keyboard registration, so I almost forgot to turn it on. And now you can see that, yeah, this is one by 1 meter because if an average person is about 1.81 0.8, you can see that that pretty much fits 1 meter 80. And then the character, because of the height of the ice in the character in the wheel, it is slightly higher than this. But yeah, okay, so that is all looking correct. And what you can do if you want, you can go ahead and you have this scale reference over here, and we can go in and you can already export that if you want. Well, actually, you don't have to export it because you can just import this one, and then you can later on also import it into Unreal. So in my export folder, I will already create a quick folder called to underscore Unreal over here. And let me just here, there we go. So in the two unreal export folder, we will just export all of our meshes. Okay, perfect. Having that done, what we're going to do is we are going to pretty much get started with our first model, which will be let's just get started with this model over here. So that's the first one that we will do. So we will first build up this area over here, along with our door over here. Or shall we do the floor first? Now, let's do that first and then the floor. It doesn't really matter what order you do. So let's go ahead and create a cube. Over here. And I'm just going to move this up a little bit like this. And I want to go ahead and set this cube, so the thickness is Oh, the thickness is pretty much fine. And then I want to go ahead and set the Y axis to five. No, no, let's set this so basically, it needs to go around. So that's why I was thinking of five, but I have a better way of doing it. I will show you why I was thinking of five. Yeah, this pretty much is like the same thickness, right? So I think it's just one by one. And I don't know, we go for like 10 meters, maybe. 10 meters feel a bit long. It might feel a little bit long, but we will go ahead and we will just give it a twist. So if we go over here and we set this around this area, now what you want to do is you want to go ahead and I have my shelf over here that just says a few things. Creating custom shelf is quite basic, so I will not show you how to do it. But you can also just use the poly modeling shelf if you really want to, or you can use shortcuts. Honestly, it does not really matter. But what I'm going to do is I'm going to go ahead and press the split selected edge ring over here, and I'm going to set this to around 1 meter because I want to keep an even thickness. And then if I go to face mode, and once again, I do expect that you have a basic understanding of Maya so that you know how to do this. But yeah, basically, shift click and just set this down. And I don't know exactly how far. The reason I want to go this far down is because we are also going to use it over here. So that's basically what I'm thinking about because we are using it over here. It will just be clipping to the ground, but I need to make sure that, of course, it sits at, like, a good level. I feel like, yeah, that's far enough. We can always extend this out. So we got this one over here. That's pretty good. And let's see. The thickness is yeah, the thickness is fine. Do you feel like the width could be a bit better. Okay. Now, at this point, what we're going to do is we are going to use our target belt over here, which is the merge two vertices, and you just want to go ahead and you want to merge these edges together. And the reason we do that is that we can then go to edge mode and double click on this edge. And then it's just a simple matter of pressing Control B. Over here, and that we add a bevel. So let's set the bevel to 0.3, and you can see over here that we just create this bevel, 0.25 maybe. Yeah, I do want to keep some space left. So 0.0 0.2 maybe. Now, I think 0.25 seems about fine. The only thing is that the bevel up here does not feel as strong in our reference. So you might want to push this back in a little bit like that. Now what we're going to do is we're just going to go ahead and move this up a little bit until we get to a point that there's still some empty space left. So we got this one over here. Now what we can do is we can just set it in the center because this is where the pivot point will be. Whenever you export to unreel, the pivot point will be in the center over here. So we got this one, and at this point, we are just going to because it's a blockout, we're just going to give it a generic shape. So let's go into our tool settings and press reset to basically reset our pivot into the center. I'm going to scale this up a little bit. And then what I tend to do is I tend to go to my Edge select, select all of these edges over here, and then press the connect button over here. You can find all these settings up here if you didn't know. And we are going to add two segments to this, which once we press Enter, we can just go ahead and push out, and then we can create like this extra height bits that we have over here. So you push them out. Let's go ahead and just Oops. Delete the back over here. We don't need that. And then what I'm going to do is, I'm just going to go ahead and select these. Yeah, here. Let's also delete the bottom because that one will be in the way later on. So here, let's select these bits and then press Control E to extrude. And you just want to go ahead and just move your blue arrow up. What this will do is it will extrude, but it will extrude based upon the direction of your face, so it will nicely extrude everything out evenly. So we got that stuff done. And now over here, what I want to do is I probably want to go ahead and because over here, you can see that there's sort of like a cavity almost. We probably want to go ahead and now scale this in a little bit more so that it becomes a little bit of like a thicker area. And at this point, I'm going to go ahead and let's delete this vase. Select these phases. So I'm still warming up because I just came from three years Max, so warming up in Maya. And then just hold Shift and extrude this out. And at this point, you can just go ahead and quickly delete this phase. And if you want also this one, so that we just have like this one slap over here. But we are basically just going to go ahead and extrude this to the very end. Once again, press delete. And now it's just a matter of selecting these two vertices. Hold Shift and merge vertices to center. Here, merge verts, merge into center. So basically the modeling is going to be very simple for this environment. And all of the modeling you will have already covered if you've followed any basic tutorial in Maya. So we got this one, and now we can decide, and I can say, like, Okay, I want this to be a little bit ticker over here, and just keep checking with your guy. And yeah, because this is a big Sci fi environment, so I'm fine with it being a little bit ticker like this. So there we go. We already have our first piece done. Now, all that we need to do is we need to go ahead and save scene, that would be handy. And I'm going to go ahead and let's go to our saves folder, and I will just go ahead and call this modular underscore pieces. There we go. Let's save. And then what I also want to do is I want to keep everything nice and organized by going down here to layers, pressing the plus button, clicking on it, right click Art selected Object to add this object to our layer. And then just go ahead and call this one I don't know, beam underscore 01, something like that. Okay, perfect. So we got this one done, and we immediately have four of them done. Of course, you want to play around to it a little bit later on and just finalize it, I mean, sorry, not play around to it. Finalize it later on. So for now, let's go ahead and also create this piece over here. And that piece is actually quite easy because all we need to do, and by the way, if you go up here, you can see your Y frame. But yeah, all we need to do for this one is we just need to go ahead and scale it to be pretty much the same width. So if we just go to our let's see. If we just say 1.5, over here. You know what here. Let's keep it an even number. So this one is going to be pretty much I'm going to on purpose, make this a tiny bit bigger so that this one kind of, like, gives me more flexibility to sit on top. So 1.5 by, I don't know, 3 meters. And the reason I say tree is because if this is a guy and so this is already 1 meter 80, then this is probably like 2 meters, like, two, 3 meters, something like that. So that's my logic behind it. Okay, so we got something like that. And then it's just a matter of, let's say that in game, it would be sitting around here. So let's now go ahead. And let's push this a little bit further back to the point where it will just go inside the val, so it will be connecting with the door, which means that we can no longer see it. So it's not our problem anymore at that point. So we got this one over here, and then what I'm going to do is I'm just going to go ahead and let's say, let's add an edge loop. Let's add one over here and another one over here so that is just outside. And I don't know, maybe push one back up until this point. Let's go ahead and press the isolate button over here so that we can select these faces, delete them, and then just double click on all of the border faces, hold Control, Deselect horizontally so that we only have the top and the bottom, and then just shift click and bridge it to basically add some edges. And probably even though it's a blockout, you can already do this, let's go ahead and let's Here we go. Let's give it like a tingi. I don't know what it's called. Like a ventilator style thing. Just something to make it show that I feel like that here, see. Now that I make the ventilator, I can see like, Okay, so we pushed it probably too far back, which means that now I can just go in here and I can just move it. And that's what the blockout is mostly for just to get the generic or the general measurements and also to just make sure that everything fits. So then what we can do is we can just hold Shift and move it down. And then it's just a matter of pressing Shift D, which will repeat your last action, and we can just move it down like this. And at that point, it will be hitting the background, C. Okay, perfect. So B one is done. Now move this nicely into the center over here. Add a new layer, assign selected objects to layer, Beam on the score of zero, two, because I don't know what else to call it. A ventilation thingy, something like that. And we now also have that one done. Okay, so check, check, check. Now, let's go ahead and yeah, let's start by defining our floors first because I don't know the width of my door yet until I've placed this into unreal and had, like, a good look. So for our floors, yeah, same with our floors, actually. We first of all, just need to have a quick look inside of unreal before we know what to do. Floor, floor. Okay. Let's create a cube because that's pretty much what this floor is. And I'm going to go ahead and let's make this 4 meters, maybe five. I don't like uneven numbers, so let's keep it at four. Yeah, let's keep at four and just have a few more. Like, I'm just not a fan of uneven numbers. And 4 meters is actually quite a big piece. It might not feel very large, but here it is still quite a large piece. And then what we want to do is we want to set the thickness of this for which I guess maybe 0.8, like here, let's not make it stick, and then probably the most important one is going to be C scale, which I'm going to make. If this one is four, let's make it eight so that we just have a perfect rectangle. Yeah, let's move this up over here. So the idea is that this will be a floor piece that we can then just reuse. I will set it into a proper location later on. For now, let's just very quickly. If you just click Hold Shift and just double click to select all of your edges around here. Let's do a double connect. Move it up a little bit and then do contra B at like 0.2 to basically split those edges into two. And then what you can do is you can just kind of move this down. Here we go. So just to give us that idea. Now, in order to have this on a proper location, so we want to make this modular, but it is not modular like this because it cannot snap. So we need to have it exactly on 000. And the way that I like to do that is I like to turn on my snapping to points and press dit pivot in our tool settings and then simply move this down and turn off AdditPivot again and then snap only to grid. Because at this point, you can literally just snap to the grid, and you can see that if we snap it exactly here inside of Unreal engine, if we set our snapping to 1 meter, it will just nicely snap along. So we got this one. I believe that that's all we need to do for now. So we can just go ahead and assign selected object. Floor under score 01. And then what I'm going to do is I'm just going to go ahead and press Shift D. Do not press Control C and Contra V because then it will also copy over your layer. So Shift D if you do not want to copy over your layer, then create a new layer, a sine selected object and call this floor under score 02. I do apologize if I go a little bit fast. It's begasa. I really want to have this tutorial focused on the trim sheets and not to be like modeling tutorial. Just a nice extra that you guys get. So for this one, we are just going to give it like a raised level. That's all it is. So we just need to figure out the exact angle for that. So if we have floor number two, let's add a single connect. And because it is a single connect, it will be exactly on 2 meters because we are keeping even meters. And then if we go ahead and add another single connect over here, there we go. That will be exactly on 1 meter. Now, for this one, if we go ahead and what are we on the side? Okay, that's not a lot of help because it, it would just snap over here. In that case, I'm just going to go on feeling. It doesn't really matter. I'm just going to go on feeling. And once we are in real, I will just go for, like, a more precise measurement because I want to go for something that, you can see that it looks quite steep. So I don't just want to go like, Oh, yeah, just go 45 degrees or something like that. I want to kind of just make sure based upon how it looks. So let's say that for now, we have this one over here. Okay, floor number two also done. What we will be doing in the next chapter is we are going to go ahead and, at this point, we probably want to already import it into reel in the next chapter so that we have a rough idea how big our window is going to be. And once we know how big our window is going to be, we know how big our ceiling pieces are going to be and our door. So everything kind of, like, falls into place. So let's go ahead and continue with this in our next chapter. 4. 03 Creating Our Blockout Part2: Okay, so let's go ahead and continue. So as I said before in the previous chapter, now what we're going to do is we already going to go ahead and just import this into un reel so that we can already set up the basic scaling and so that we know pretty much like all of our dimensions because everything is based upon the door and the floors over here. For this, we created a folder to unreel over here, let's copy. Now what we are going to do is we're just going to export selections and just name your models always the same as your layer, then there will be no confusion. Let's go ahead and set it soon FBX export. Floor underscore zero, two. Now, the triangulate option, this one is actually something that we need to prepare for later on. So if you are having models that you are baking down from high to low poly which we will not be doing because we are using trim sheets, then you want to turn on triangulate. If you do not have that, I recommend just leaving it off. The reason for that is because we are later on going to use vertex colors as one of the ways to basically change the colors of our trim sheet without adding extra texture. Oh, sorry, my voice broke up for a moment. See, because of those vertex colors, if we add a triangulate in Maya and then try to import those vertex colors into unreal, they tend to break. So keep that in mind. So we will not be using trianate, but if you ever do high pool to low pool baking, then I highly recommend using triangulate. So floor two, export selection. I also don't care about materials yet or anything like that. I just care about getting these models into unreal. File, Export selection. This is Bam 02. Beam 01. There we go. Easy doesn't. Okay, so in Unual engine five, for this, I do once again expect that you know the basics. So UnualEgen five, I already set up very basic project. It has nothing in it. It's just like a bare project over here with the default map. And yeah, for the rest, if you are coming from Unwel Agent four, it's fairly much the same. You might see that your content browser is down here. So you just want to click it and press Doc in layout to get it the same way as Unreal Agent four. For the rest, we have our world Outliner here, details, which are all of our settings here. And those buttons about world settings and everything, they all moved over here, see? World settings, project settings and your engine scalability and your create tabs and everything, you can find them over here. So throughout this project, you will get a know UnwelEgent five. So let's go ahead and go for our setup let's do a trim sheet environment. Let's create a new folder like that. And then I'm going to go ahead and in here, create a folder called assets. And I will already also create a folder called materials for all of our materials, another folder called textures for all of our textion maps, and another folder called saves for all of our saved maps over here. Then the next thing that I always tend to do is I tend to go ahead and save this scene, and I want to save it into your saves folder and just call it like I just tend to call it, like, main because it's like the main environment. Unless I work on, like, a game, then we have specific naming conventions that just really describe everything. But for this, I just call it main. Now, okay, in our scene, let's go ahead and let's get rid of the players start. Um, you know what we can. No ways, we do not need the floor. So now all we need to do is go into assets, and we just want to drag in all of those FBX files that we have. Now, do not yet press Import. What you want to do is go to mesh, and down here, just press combined meshes. What this will do is it we'll just make sure that whenever we import and mesh, it will not try to import every single mesh in there as a separate thing. So it just combine into one. For RS, yeah, you can leave generate light maps only if you want. We are not going to actually use it. We are not using Nanite. The uniform scale, I believe one should be correct. So file units are centimeters. Okay, so we might need to set that to ten, but we'll see because the file units are centimeters, but our myocin is meters. But we know soon enough because all we need to do, see, here. So it is too small. Don't worry. That tends to happen, so it's just the simple upscaling. So if we go ahead and just upscale this to what is it? 100, I believe, and I will show you later on. So that is really small. So it's probably 100, although it might be just ten Yeah, 100 looks more. Yeah, okay. So we had to just scale up to 100. So don't worry. You can also set this on input. So later on, I don't have to do this. It's just like this for these ones because I already input them, I just need to set them quickly to 100 as an upscale. And you can also test it out. So if we go ahead and set this down here, we can simply go to create and create an empty character. And here you can see, so this is a scale of an empty character, which if you look at it, yeah, that looks pretty much like the way that we had it because this was a very large asset. So 100 is definitely correct. And if you want, you can also input your scale reference. I will input it a little bit later. So what I'm going to do now, rotate my sky a little bit is pretty much set this up, I think, yeah. So let's get started with, like, the floor. And then what we can do is we can do like overe these pieces, and we can take it from there. So for our floor, let's get rid of that one. Square by floor. Let's start it at 000. Whenever you have it off 000, you can use this little arrow button to reset it. At that point over here, you have your grid snapping, so 100 centimeter, so 1 meter. What you will see is you can see that now the grid would be exactly the same as in Maya. So you can see that we have perfect four meter snapping. So at this point, it is for us to decide much how long this area is and how long the transition areas are. And it's a bit of back and forth. So we are basically just going to go ahead and mostly do it on feel. Yeah, maybe if I just quickly input my scale reference, might actually be fine. For this one, I'm not sure here, because this file unit is meter, so this one should already be fine because the scale reference is of course here. The scale reference is, of course, specific to unreal, so it already had the right scaling. These ones, I probably just accidentally set my scaling in here because you can set your scaling. There is a place here, but I never use it because I just use the upscaling. Anyway, there is like a place here though. I'm having trouble finding it here. Advanced Options, units here. Oh, that's interesting. So yeah, you can set it to meters here. You can set it to whatever you want. It turns out for some reason, this time it decided to even though we set it to meters, still input in centimeters. Honestly, it does not matter. So what we can do is we have this one. Now, let's import our beam one, and let's have a look. So our beam one is just sitting on the tip over here. So what I'm going to do is I'm going to turn off my snapping probably at this point so that I can do like some more even. So it's sitting just on the tip over here. Let's turn on our snapping again up here. And let's see. So for our entrance, if the entrance is going to be probably around here, then just have a look at this guy. So if this guy would be standing over here, Yeah, okay. So these things are probably in our case, they are a little bit bigger, but honestly, I don't I'm not too worried about it. I'm just going to go ahead and say, probably that looks like a decent or maybe one less. It's a tricky one. But it is a very important one, so that's why I'm still having, like, a think about it. Okay, so yeah, that should be pretty much fine if we do it this way. You know what? I think I'm going to go this direction, yes. Yeah. Okay. Let's do it this way. We can, of course, change it later on if needed. So at this point, let's move this a bit more into the center. So it looks like we have a flat area, and then at this point, so that's quite a large flat area. You can go ahead and you can just duplicate this piece and then simply drag onto your static mesh your floor two. See? And now what we can do is we can duplicate this again, set this to floor one. And then over here, it becomes a little bit trickier where you just need to go ahead, turn off snapping and you just need to do a quick manual placement. You can try and hold V and then snap to vertices, if you're the V button, but doing that from that side over here, here, you can see like it rarely works. It's not the best feature inside of unreal. But if we just do this, you can often get it totally fine. At which point, you can just go ahead and continue. And don't worry about these things like we will not be able to see them. Later on because we are just going to hide them. And even if you can see them, all you need to do then is just do this. And then we will make it work like that. So we got this one. Seeing this, it might actually be nice to have it a little bit more even. And what I mean with that is if we have our floor one and our floor two over here, let's just quickly duplicate floor one. Add it to floor two. And the idea that I had is that if we have a floor one over here. Sorry, I'm just trying to make it. Oh, it's not very precise because I'm on the wrong side. So we have it over here. Okay? We can even do, like, snapping to make it more accurate because I can remember that we made our floor a very specific, 0.8. So if we would go ahead and set this one over here and we snap it to the top like this, this one is exactly 0.8 that might actually help us because if we now go export selection, floor 02, because just like a tiny bit. And then if you go in here, click on floor 02 and reimport, then my idea is, let's just press height temporarily on this one, is you grab using snapping here, you just grab like this one. But then you can set your snapping, also to something more specific. So 0.8, which means that if we set this to ten, we should arrive at 80. And hopefully I can snap it exactly up. Ah, not ten, maybe five. One, maybe? Okay, fair enough. I guess that's strange that my plan does not work the way I want it to. Does not matter. In that case, just delete this one plus contra to unhight the old one and external snapping and just do like the old way. There you go. And then for this one, it should now still work that if we move this down or we just move this one in 100. Hey, what's that? Did I lined it up incorrectly. That's why it does not work. Oh, I probably got confused because of the line over here, see? So I should have I should have duplicate this one up here. Okay, so yeah, we do need to go a little bit steeper, and then it should work. So that's probably it. So if I just assign this to an off floor one, And then just move it up and then snap it by moving your mouse down here. Okay, so that is exactly double. And then if I just go ahead and just go to Edge mode, maybe, oh, don't do snapping. Maybe, push it out a little bit more like this, give it a bit more space. Okay, so that should work. I was just sitting one below it. Can happen. Let's go ahead and tile it again, floor two. That was strange. But that's nice thing about the mike, if something doesn't work exactly the way you expected it to, there are so many ways to just fix it. So let's go ahead and set this to ten. So now if I go 80, it should exactly line up perfectly. That's more what I was expecting. And then we will, of course, make this look nice later on. So we got these ones, and if you want, you can just use like a double one or a single one, and we are, Oh, set to 100, else it becomes really annoying. And at this point, you kind of just want to snap this, and this is probably where the window ends. So we will just figure out how big our window is going to be later on. Now, we also want to snap it over here on this side, which can sometimes be a little bit annoying. So what I want to do is maybe see if I can do no wait. I don't need to do multiple. I can just do one. So you want to basically rotate this 180. Move it forward. Do this. And then, of course, we will make sure that that fits because we only did it on one side, but that's just something for the final to do. And now if we go ahead and do this, we should be able to just continue on like normal. There you go. And that's the 100. Move these. So everything will just slowly come together. We use all of the models together to basically figure out exactly the scale that you want. Now, the Window scale that one is a little bit tricky because you kind of like, Well, you can kind of guess. So if this is the center of the window and we will use symmetry, all we need to do is we probably need to just have the center of the window stop, probably, like, over here or maybe like in the center of here. And then what we can do is we can just do it symmetry, which means that this has spent over one, two, three, four, so it would be like, one, two, three, four, and then around here, it would technically like go down again. So you then want to, like, probably grab these pieces and do something like that. So it would just transition down again. But that's something that we will go a little bit more precisely later on. So we have this piece. I feel like the scaling or scaling. The distance was a little bit too much. Let's move it down. And now once we've done these ones, what we can do is we can duplicate them, rotate them 90 degrees, at this point, turn off snap. We want to basically set these to be exactly on the right side. No, wait, looks a little It looks like these ones are further back because else this would hit exactly the same. So I assume that these ones are sitting on this corner over here, and then you basically move these up. And in order to know the height, we have this one. So it all just kind of comes together. So we got this one over here, which we just need to set nicely in between here. And for this one, it's mostly just like guessing about how far back you want this to be. So if I have a look over here, I can see that we have a panel over here, although we will just be using this one, so it will look a little bit different most likely. Although we could throw it on top. I don't know. We'll have a look at that. So we have this one, and it looks like that it has not a lot of space. So it'd probably be around here so that there's not a lot of space for these. And at this point, you just kind of like move this down just like that. And there we go. Now we have the size of our entrance. Also ready to go. See? Just like that. For the floor pieces, what we can do is we can simply see. So they will have a metal thing, which means that we probably want to go ahead and just rotate them 180 so that we do not have the metal included, metal strip. So the metal strip will be here, but at that point, we already have a door. So we got that stuff also already done. That's great. So at this point, yeah, at this point, what we can do is we can pretty much do this. We are going to create some cubes, and these cubes we will use as scaling. Let's save our scene. Let's go ahead and create shapes in a cube. And basically, what you want to do is you want to set this over here and it's a 3 meters, 6 meters, 55.5, I want to try and keep even numbers. So 5.5 meters is fine. It looks like it ends at the top over here. So what I can do is I can just go ahead and scale this. And I have my snapping over here turned on on my scaling. So just like the grid snapping, you can turn it off if you want. Yeah. So this is like 5 meters. So let's make it like 5 meters by 5 meters, and then they can always sink it in a little bit, and the thickness doesn't really matter. So just do this, and this one will basically be sitting over here. Okay? So that is going to be our door. And then what I can see is I can see that this door is not square. This door feels very square. So based upon that, I can say that I feel like we would need to push it out a little bit more. And just like that, we can also figure out the exact scaling here. So I'm sure that by this point, you kind of get how everything works. Like you just basically keep looking at a reference and you keep trying to match up the general dimensions, and based upon that, you are balancing everything. So we got this one over here. Yeah, I'm fine with that. Then what I can do is we have the elevator shaft, which we will make five by five. Well, this one would be like, oh, sorry, do you mean to do that? Oh, in that case, 6.5 by 6.5 B 15 or something like that. So let's see. So it would have the elevator shaft over here in the back. So this scaling is makes it a little bit less. Let's make it six by six. So that's the elevator shaft scale, and that one needs to go up until it is below it, so this might actually be fine. Yeah, let's keep it at 6 meters. Okay? So we have that one. That's great. So elevate the chef check. And then for our large window, as I said before, we want to end it roughly over here first, and then we will just mirror it, which means that if I look at this, start with 10 meters, 15 meters. 15 meter seems Let's see. So I don't feel like I have a lot of space here, to be honest. Yeah, it does not feel like it would really give me very impressive looking windows. But I'm not sure. Maybe Maybe we need to have a little bit more space over here. I'm just having a t. Yeah. What if we make this 17 meters? Then this basically becomes into the center. There's a center point here, there's a center point here, and then it will transition. Let's do something like over here, which means I just need to quickly grab all of these pieces over here and push them a little bit further back. Yeah, that does mean that later on, once we have our window done, we just need to, in our blockout, at least, we just need to figure out how to place this. So we got this one now, and then when it would be duplicated, it would be over here, which means we probably just want to go ahead and go one less. Snap this, and then over here, you can just transition this normally. At which point you cannot see it anymore because our camera will be like this, so you can never look beyond that point. Okay, so that is good. And then I had set this one to 15 meters, which means that this one probably also wants to be 15 meters. Okay, perfect. So we got those. So we've covered the elevator shafts, the big windows. And, these ones. Okay, so that should be Fine, because we can do these ones later on. Okay, perfect. So in the next chapter, what we will do is we will just go ahead and export these pieces, and then what we're going to do is just continue creating our blockout. Oh, and quickly rotate another one. You don't just want to move it around because then it would mess up our tiles because we have tiles over here. So do not just, like, move these to the side instead, just add another one. Okay, let's go ahead and continue with the rest. 5. 04 Creating Our Blockout Part3: Okay, so let's go ahead and continue. So these models sofa, let's go ahead and export them to Maya. Now, what you will see me do is and I'm doing this on purpose, I'm exporting all of them at the same time. This is because there is a bug in Unreel. If you export them one by one, they will not actually keep the scaling. So you want to select all three of them at the same time, right click and convert actors to static mesh and just press Save. And then what you can do here is you can just right click again, Asset actions, and you can export this. And we are going to export this new folder from Unreel and let's just call this block out on score 01 or something like that. And just turn everything off except for well, actually, no, turn everything off. And that's pass export. Perfect. So in Maya, what we can do is just go ahead and input it. From in real import, and there we go. There we have our meshes. And if you want, you can just go ahead and double click on them. Shift click, and then just extract the faces, which will basically Oh, I don't know why it was so slow. Here we go. It will just split it up. Oh, what am I doing? You can just press separate meshes, also, as we'll also split them up. Sorry, that's just me not thinking. Okay, door. Let's get started with the door first. So let's turn this off. Let's go ahead and's got tool settings and press reset on a pivot. And let's just have this one pretty much in the center over here. Okay. And then these pieces, I can just temporarily press H to hide them. New folder. Alright, folder, new layer. Let's call this door. Okay. So, D, let's have a look. If we look over here, here, it's pretty much like flat and then it's like a top area. It's just a blockout, so all we need to do is we just need to go ahead and create a cube. And I'm just going to press added pivot, snap to points and then snap my pivot to the point of cube, turn off added pivot and then snap this one over here. There we go. At which point I can just go ahead and I can just here snap this to make it the same size because I know that we did like pretty even sizes over here. There we go. At which point, I can select the gaman. Let me select this one over here and just delete it. So our door, let's turn off our snapping. Let's have a luce my side view, and I would say that I will place a line probably around in the center of this cube over here, which will control this piece over here. Yeah, it should be fine. And for our door, yeah, we don't really need to make it back. I am going to make it probably a little bit thinner, and I'm just going to go ahead and I'm just going to extrude this out. And I feel like this far should be fine. Go to Edge mode, press contre B. Oh, that's also really fine. There we go. So that will just create that shape that we have might need to let's have this guy up here. So, we do have actually a little bit more space, so we can move this down a little bit more. So this door is going to be pretty close to this guy over here. So I would say, Oh. Yeah, right now, it does not look very nice, but we'll figure that out. Let's go ahead and just select all of these edges and add a double connect. So connect with two segments and scale it out of the way. This will just create the outline of the door. And then I'm going to also go ahead and create another outline over here. At which point I can go ahead and I can just delete these faces. And then simply go ahead and bridge these back. And the reason that I'm doing this is because it makes it easier for me to create these corners by simply selecting these two bits and moving them, setting them to like two over here. And now when you set them to two, so when you set it above one, it does tend to break because it tends to, like, clip. At which point you just need to go ahead and use your target belt to clean it up by looking on the inside and in this case, just kind of moving it out here, there we go. And that we'll just Come on. There we go. That's we'll just clean this up. So pretty basic. And then it gives us a little bit more free range to see how we want to fix this. By the way, this edge, it's not really doing anything except for over here, so we can just press control backspace. You guys do the same over here. If you merge one point to the center and another point over here to like a center, this means that this edge is no longer useful. So you can just select these points, just press control backgspace. Okay, let's have a look at this because right now this looks quite ugly. So I just want to see if I can improve it. Let's get started by giving it a little bit more space up here. Because it looks like we need a little bit more space. And then what I'm going to do is I'm also going to go ahead and I'm going to give it a little bit of, like, a wider range. Like that because that feels a little bit more logical to me. Maybe move it out a little bit. It doesn't need to be exactly on the grid, so Okay, so wide space, we have something sitting in between here, and then we have this piece, which it kind of feels like I'm tempted to go a little bit higher with it, to be honest. So I might just do that. I might just go a little bit higher. I don't know exactly how high I need to go, but we'll see. And I'm just going to grab a really quick cube that I throw in between, and this will just block off the door. Because the door that we are going to also later on create, it will not open. It will just be a static asset. But if I do this and assign everything to my layer, I can then go ahead and export it as door. Go in here, go back to assets, import my door. Oh, I forgot to Damn I forgot to set this import scale. There we go. Okay, so we have our door. Now, our door will actually have a height difference. So that will probably also have already changed things up. So if I just temporarily use this one, we will actually later on grab a different one, but I will only do that when we have our final. So temporarily use this one so that I can measure out how high my door is going to be. Which is going to be probably around here. And then I'm also going to measure out how far away like this. Yeah, and then we have elevator shaft. Okay, so knowing that my door is a little bit too high, but that's no problem. Like we can just go ahead and go in here. Move it down a bit. And right now I'm just kind of like eyeballing it, so I'm not really measuring properly. I just want to get it pretty close to the top over here. That's pretty much all I need to do all I care about. Yeah, like a tiny bit more. And yeah, some people might think it's time consuming, but honestly, for something that small, I don't really care too much. If I just need to go back and forth a little bit instead of that, I need to go in and, like, create a cube and then measure out the cube and then export the cube and import it. And then this just becomes a bit more tempting because here, it might not be perfect, although I was really close, actually, but that does not matter too much for something like this. So we got our door done, also, perfect, fine. If you want to get rid of the flickering temporarily, you can just kind of, like, move it down a tiny bit like that. So door check. Let's go ahead and create the window next. Save scene. So door spurs Oh, I don't have it. In my shelf, let's spread unhide all over here. And we're just gonna go ahead and just high dose and just continue with, like, my window. Okay, so if this is the window, how is it like on top Yeah, pretty much. So we just want to go ahead and we want to make sure that the windows sitting on top of the grid point over here. And now all we need to do is so this shape, it's pretty generic. We just need to go down here, down here and then move it up. So pretty much what I mean with that is if we go ahead and create a plane, maybe. Yeah, I think a plane might actually be easier in this case. Set these segments to zero. Hold J, if you want to snap rotate. And I'm just going to go ahead. I'm going to move this up over here. Let's move this out of the way. If you want, you can just snap your pivot like that and then snap it in, like, zero, zero, zero. Speck a little bit. Okay. So we got our little guy over here to kind of give us a scale reference, and I'm basically just going to go ahead and I'm just going to roughly make the shape that you see over here. So just follow my lead and then it should be fine. And we can then once we have it into in reel, we can kind of, like, adjust it. So if I have a look at this, it looks like this one needs to be quite a bit higher than the person like this. It does have a quick segment over here because it looks like that it kind of it's like something that's going out, and then I want it to go out up until his heels. And over here, you can just go ahead and you can use extrude if you want. So it looks like it does something like that. And then when I've done my extrude, I just delete those faces. You can also place two segments really close together if you want, but yeah, I don't really care. Let's move this a bit further back. Okay, so we got this one. Then it's just a matter of going in here. And giving it like that in between bit. I think that needs to be quite thick. And then what you can do at this point is you can snap two points, and then you can hold Shift, click, and then just snap to this point. And here, that should measure and just to double check. Yeah, you'll see, so that should measure exactly. And now we have quite a large one. At which point let's see. Now, you know what? I'm going to just measure that out inside of unreal. So for now, let's just do this. So we have like this large point, and then we basically do the same thing where we push this back in. Out. Then again. Of course, if you want, you can also make your entire blockout inside of Maya, that does make these kind of things a little bit easier, but then you would need to do the extra step of then turning that blockout into modular pieces. So in the end, I don't think there will be a massive time save, but they are all options. So I'm going to do this. But now I'm just going to basically extrude this out a bit more like this. And then basically extrude this again because then what I can do with this one for the panels, I can simply move it back. And I feel like that my measurements are quite a bit off right now. So what I'm going to do is I'm just going to go ahead and set this, say like 5 meters from now, and I'm just going to already export this. Main underscore window so that I can basically move things up and down a little bit better before I start trying to fix things. So import and this time set your uniform scale to 100. There we go. I did not forget it this time. And now at this point, I can hide this. I basically want to grab this one. Yeah, here. So move it pretty much in this location. Actually, if you want, you can temporarily move it like this that you have a better view because we can use these points to basically measure this. So here I can see, for example, that I was pretty much close enough where you can see over here like the height. And you can also see the thickness. So if I have a look at this, I would say, and normally I would just have my unreal scene on my other screen, but that does not really work for Toil. So I would say, push this out and it goes up, it's fine. It gives me, that's a nice thickness. And then over here, I would say that this one is way too far up, so I need to kind of, like, tone this piece down. Here, so, move it down until it arrives roughly around this point. The thickness of this is, it's a little bit hard to see because of the sun, maybe make it a little bit thicker like that. And then it has another piece, which probably is it needs to be a little bit thinner. And then it would have quite a thin area. So here, this is why I said that I felt like everything was a bit off because I expect to have, like, a large slab basically of nothingness here at the top, but we won't really see that because we have a roof connecting over there. So we need that buffer zone, basically. So if I now give this another ty, it should work a little bit better. So export the main window, re input this here, see. Um, this pretty much fine. I would only say that this is a little bit too white still. So you probably want to go ahead and just set this like a little bit lower over here. And there we go. So that should do the trick. Now, at this point, so this piece is what's this an entire? I probably Oh, no, okay. So yeah, it was half the window, so I need to keep that in mind. So what I'm going to do is I'm just going to go ahead and move this pretty much up until this point. Then we do, of course, have a place where we are raising it. So for that, what we can do is see, let's grab our floor two, temporarily duplicate it, and assign it to our door. Oh, sorry, not a door. Create a new layer, assign it to our new layer and just call this layer main underscore window. Like that. Also assign this one to it. And now at this point, let's just get rid of a blockout. So basically, the reason why we have this one is just so that I know the angle. I don't have to know, well, I can roughly see because this is set to 1 meter. So I can roughly see that I need to be a see, one, two, three, four, one, two, three, four, 5 meters, and then it needs to start. So based upon that, I can say 1234 5 meters, and then this one needs to start. And then I can just go in here. And now at this point, it is just a matter. Oh, do move this down a little bit because else it does not actually make sense. Now it is just a matter of adding a segment over here, adding a segment over here. And at that point, you can just go ahead and you want to move it up up until this point and simply move this up. See? Easy, does it? And then you also have to go around here, but that one is also not too difficult because all you need to really do is select this side, and can we just do like a 45 degrees? No, I was expecting that to break. In that case, just extrude this out. Set this to like 90 degrees over here. Did I do that? Let's go to a top view because I 90 degrees. And then we can just select this one. And now, if we just move this, it's just a matter of basically going in and giving it some proper movements. Oh, why aren't you selecting those bits? There we go. And I'm basically just looking at the antsing on top of my edges to roughly make this straight. Like, I will make this, of course, properly later on. So for now, it's fine to just quickly do something like this, just to get it's properly angled because then what I can do is I can select this entire piece. And at this point, I do like to often reset my history and freeze my transforms. So the history, I'm sure everyone knows, you can go here, delete by type history. But the transforms one, you want to go and modify, and then you want to go to freeze transforms. This is because whenever we make a movement like this, where we manipulate all the rotations of our edges and then try to bevel, it sometimes tends to break. Now once we have reset it, if we now press bevel and we add some segments, you can see that we can basically create very quickly that round effect, and you can choose yourself how sharp you want this round bit to be. But in this case, I can go ahead and I can go in here, and I'm just going to go ahead and just give this like an extra extrude, so that it goes far enough back that we don't notice it anymore. And at this point, yeah, we can pretty much probably delete that one, export this as our main window once more. Go in here, re import. And now it's just a matter of Oh, stir of our snapping because that might be a bit overkill. Yeah, that's nicely placed into place. And I'm just going to place it very close like this over here so that there will still be a gap over here, but don't worry, we will fix that gap later on. So we have this one. Is that already correct, or is there I feel like I'm missing something, but Oh, no, okay. Oh, no, wait. I was not missing something. I was seeing if I had to move this around a little bit. There we go. That's what I was doing. And then what I can do at the end because there will be a close off point, you basically just want to grab a very quick cube. Just make it like a bit thin, and you will not see this, or most people will not see this because it will be in such a small dark area. But what we can do with this, basically move it over here. Let's go ahead and move this back a little bit and just move this up. There we go. And now at this point, if you want, you can just go ahead and combine these pieces, save them. What I'm going to do is I'm going to duplicate it and then mirror it because I do not want to have this piece to be part of the other piece, because if we then do a mirror, it would merge. But if I just do this, I can then simply delete this side. And just temporarily just move this and just clip it in here like that. Still get quite close, but it's not a real mirror, pretty much. And there we go. So we can now go ahead and have the fill window exported. Of course, we still need to create the holes for the window. I just remember that, but we are running a little bit over time over here. So yeah, so here, so we will have this piece. And as you can see now there's no more empty space in between here. The window is working properly, and based upon that, I can see that I have to move this 11 further. And then just these ones, and there we go. So at that point, you will not see anything, so there will just be a wall over here. But okay, so we got these windows over here. That is pretty good. Now, I can definitely see that we have not enough space in between here, but what we will do is we will go ahead and pick this up in the next chapter, and then we will really balance out to balance this out, sorry, to make sure that we have enough space in our windows. So let's go ahead and continue with this in our next chapter. 6. 05 Creating Our Blockout Part4: Okay, so let's go ahead and continue. So as we said over here, we need to kind of balance things out a little bit. So let's have a look. Well, you can just, like, if you want to hide this one, I'm going to go ahead and probably just move everything up a little bit. So we need to kind of get this effect that we get over here. And you know what maybe what would be good is if we just go ahead and create already a cube, and this cube will basically represent the whole. So I'm just going to go ahead and already do that. Just move it. Looks like they have only a little bit of space left here and a little bit of space left. Over here. So what I'm going to do is I'm going to move it like this. Then I'm going to basically guess the width that I want to make it if I had an ideal situation. And I can select these vertices and give it a little angle. Okay, so yeah, that seems like quite a good width to me. And based upon that, I can go ahead and go in here and Hmm, that is quite a little space, but it should not be too bad. Nah, that should not be too bad. But, yeah, we kind of need to balance it out because right now I do feel like I know something feels off. I don't know what it is. It's just a feeling. So it's really hard for me to describe what I mean. It just feels that everything is a little bit too high. I think that Oh, no, no, not too high, not high enough, I should say. I don't know. Let me just this one was already fine. So what we can do is we can just grab this one and we can just go ahead and also move it over here. So this one looks a little bit different. So what I'm going to do is, oh, you know what? Let's just select this, scale it flat. So let's see. So this one goes like, around here. Then it basically goes down. And then it ends roughly around here, which means that we want to go ahead and move one edge here, one edge around here. So let's see. So it ends around there, but it gives me off like a little slope. What I believe is that this slope should end exactly on the same level as the other windows. We have this exact same level over here. Then we need to definitely make this a bit more dramatic in terms of the shape because right now I don't really like the look of it. Let's see, we push this up, we push this out. And then over here, we kind of like need to move this back. And maybe I'm just going to improvise it a little bit and make it. Yeah, because there is technically, it should be like this probably. No, actually, technically, it should be even further back, but then it doesn't look as nice. So instead, we will probably just move things up a little bit to this area. And what I also want to do is just quickly duplicate this. I want to make sure that our angles are pretty much the same like this. Make everything fit a bit better. So let's say that we got something like this to get started with. Now, if you just go ahead and oh, sorry, select this one, go to edges, and we are just going to select these two edges over here and press a quick Contra B, give the few segments. Here we go. So we are just going to use Booleans to basically cut out our shape. So we got that one and then over here, it looks like that. These should except for these two, should pretty much be the same. So if I just do Contra B give the few segments. Maybe also, it allows me to select it, do a contra B here. Mm. Yeah, this shape, I don't like this shape. It's Undo, this temporarily. I feel like first of all, there is not enough space between this area and this area. So let's just see if we can maybe move that back. Maybe make this a little bit higher, and then we will just make this winter also a little bit higher. I will make it nice and precise later on, so I don't need to worry too much about this stuff, but I do want to give, like, a general impression of what we are actually going to get near the end. First of all, just do contra B on this. And now that do Control B specifically on this one, just because it's on quite a strong corner. And now Control B on this one. There we go. Okay, let's try out something like this. So just make sure that your shape is going straight through the entire thing. And then for this one, what we often can do is we can go mesh Booleans and go a difference, and that's what cut it out. And then what you basically want to do is, if you go to your modeling toolkit, if you don't have it, you can find it in Windows and I believe modeling editors. And what you can do in here is you can set a selection constraint so you can select bi angle, basically. So what we can do is we can push it out like this to basically give it thickness and then just delete. So that temporarily, it will just look like this. This one, because it is sitting near the end and it's actually crossing over, you tend to want to use union because Union in this case, when it crosses it over like that, it will just cut it out. So it will actually give you a better result. And then if you just click Hold Contra Shift and click down here, you can basically also go ahead and in here. Just extrude it out. So we now have something like this, and at this point, it would probably be good. On no way, we don't need to triangulate. Unreal will triangulate for you, but it would be good to maybe just quickly connect some of these edges just to avoid any extental problems. Same over here, just to avoid any problems, connect like one edge because else the system needs to calculate the triangulation like so much of it that it might get confused about where to actually place the edges to keep the shape correct see because this is just one large piece. So that should do the twig. Let's quickly, first of all, just export this as a single piece again because I need to see how it looks. Reimport. Okay, so yeah, that gives me the nice large window effect. It even is. Yeah, I can even probably, push it up a little bit over here, and I don't know. No, it has enough maybe tiny bit of space. So let's go ahead. Push it up a little bit. Over here, and then maybe give it like a tiny bit of space more down here. I think that does a tick. I think that will give us a decent looking window that is not too large or anything like that. Yeah, that should do the twig. So at this point, let's go ahead and show all Oh, God. That's just the height, all of that stuff. And I'm just going to delete it. And yeah, okay, we can just do a mirror here. Just make sure that you set your merged threshold to zero and then push it out. And then you can also just go ahead and just press the separate button. You need to then combine these two again, and let's combine these two. There we go. So now we have just separate it. And instead of already doing a merging mirror, we just have this piece. Export, data main window. Okay. Yeah, this window is a little bit bigger than we have, but that does not matter. So that is fine. And what we can do is we can just go ahead and we can move this over here. Let's see how much space do I have left? Not a lot. And here, I feel like I would need to give it a bit more space. Oh, wait, actually, no, I do not want to do that. I want to make sure that over here it's. So actually, that's fine. Let's leave it like that. And at this point, we just want to grab these pieces over here. Turn on snapping, and then I accidentally deselect it. Here we go. So of course, you can never ever see this point, but I think it is just nice. To have it over here, just to nicely end it. But yeah, we will have a camera over here, so you will never ever see that. Okay, so that's already looking pretty good. So we already got a pretty decent layout going on over here. The next stop would probably be to, probably let's create the Ni You know what? Let's do the ceiling first because that might be a little bit easier. So for our ceiling, what we're going to do is we are going to go ahead and we are going to duplicate one of our beams or art this to your main window. So let's turn it off. Let's grab our beam 01 because it's pretty much the same thing. So we would like later on just adjust it, but for now, we can just leave it. So let's do a control or control. Shift D. New layer. Call this ceiling beam underscore 01. And I always say underscore 01, even when we only need one. And the next thing I would need to do is pretty much Oh, God, what did we make this? Oh, yeah, of course, I don't have. Oh, no, wait. I do have it. Was it 17? Yeah, okay. So 17. So let's say like 34 meters to have the double length. I do not have a length anymore. So what I'm going to do for this one, I'm going to start by deleting those faces, and you can either bridge these back together or you can just use a target weld to basically weld it from one side to the other. And then if you want, you can even get rid of it, but it's a blockout, so I don't know why we would be optimizing. Okay, so this one, move it over here. What did I say 32 white? I need to go on this angle 32. And then just kind of like, it doesn't need to be precise, as I said before. Like we can probably even merge it back. Yeah, maybe we want to do that. Maybe we want to just invert it. No, yeah, I don't know. Honestly, it does not matter. You cannot see it. I'm just going to leave it like this. I think I'm thinking too difficult about this because I can just grab this one. Export selection, call this what do we call this sealing the score beam underscore 01. And then if we just also go ahead and just create a plane set us to zero, zero, zero. Let's turn off sealing beam one and just make this 117 by four. Oh, no, sorry, not that one. On the X x is by four or five or something like that. Let's do five maybe. Then let's go ahead and just snap the pivot to the corner over here. And then we just want to snap this over here, and this is going to be our sealing. Assign this to new layer ceiling on score 01, and let's also go ahead and export this. Like that. And that's all we pretty much need. Yeah, of course, we have lights and everything, but I'm not going to create those lights in the blockout. I don't care about those. They are too small and they don't really add any value to the blockout. So we can just go ahead and sealing beam and sealing one, import them, double check your settings. Here we go. And then it is just a matter of grabbing. Start with this one. The reason why I wanted to maybe make it smaller is because it is sometimes a little bit annoying to manage. Oh. Oh, I accidentally have to seal on us. It's sometimes a little bit annoying to manage something this large, and that's basically the reason. So I can go ahead and move this up here and it looks like that I want to move it, turn it off a bit, probably around this point, maybe a bit further down. And the first thing I notice is that these ones, they look way bigger. But then again, that would not make too much sense. 'cause we will probably go for something like I will set the camera angle, but it will probably be one that is, like, a little bit thinner, so we would just scale it. And it looks like we have another one probably around here. Okay, let's go ahead and create the camera angle so that we can actually see what we're doing. So if we go ahead and just get roughly the camera angle that you get over here. So let's say it's see, we got probably around this point. Then you want to go down here, and you want to go ahead and go to create camera here, and we want to create a cinema camera. So cinema camera gives us a little bit more control because what we can do in here is we can go ahead and we can set the film back, digital film that is fine. And then the lens settings, we want to, actually, let's leave the lens settings also. If you now go down here to perspective and set this to be your cinema camera. Okay, so that definitely feels like far too much space. Our environment is bigger. That's the problem with this one. Our environment is a lot bigger. So you can set your focal length over here, which is like your field of view, pretty much. And I'm just trying to see, it set this to like 20. I'm just trying to see if I can maybe get it to look a bit better because what you can do with the vocalcts you can almost make it feel like it is less big because you are from quite a distance, and then you are zooming in. And I'm just trying to hit this corner over here, and then over here at that point. And it looks like that's something like this over here. Yeah, it feels like this would be probably the angle we want to use. Probably this. Okay. So having this, what I can do now is with that angle, if you want, you can go and go down here to Window viewpods and create a second viewpoard and in this second viewpot, you can set this to be your camera angle so that you can see it while doing changes. And I would then, for example, have it over to my other screen. And once I have this over, I can go in here. And I can basically start by moving this down. And based upon that, I can see that this one I probably want to make it a little bit more beefy. So I would go in here. And you know what? Just to make it more manageable, I am going to make it a little bit less long over here. And then I'm going to turn off my snapping. Here. Let's make it like a little bit ticker. On all aspects like that. And then the way that we are going to basically fix the length. So if we have this ceiling beam 01, reimport RC. So now it looks a lot more beefy. I'm looking as I said before, I am looking on my other screen over here. I just cannot have all of these windows over in one screen. That's why it's quite important and quite handy if you have multiple screens. But what we can do with this one is we can go ahead and we can do a 180 move it over here. And what I would need to do is I would need to have this exactly in the center. So if we reset our pivot and then snap this exactly in the center over here, and then we can move it back. But the goal is, if I now export this because the PIV point is exactly in the center, it should give us just a simple rotation. So if we now rotate or reimport here or see. So I have this one over here, which for some reason, BIV point on the way the PivPoint is looking correct. I'm moving this to location I want based upon my camera angle, which is roughly this location. And now I should be able to duplicate this rotate this exactly here or see on the axis, at which point, if we just move this using snapping, it should snap properly, and there you go. So we got these ones over here. And as you can see, if I show you my viewpoint, There you go. Here, see. So you can see that we have this beam, and based upon that, we can pretty much let's see. So right now, we are hiding quite a bit of, like, the top part of our window that should not happen. We should have this probably a little bit higher. Like, it can hide a little part of it, but not too much, which means that we probably then want to go ahead and go into our camera. Move it up a little bit like this. See, now we have these ones, and we might want to just make our windows and everything a little bit larger. So we got this one. Then I want to have another one, and I move it probably around here and just scale it in a little bit more. Maybe it might be better if I snap it because it will give me an even look, one, two, three, scale in. And then we know for this one, one, two, three, one, two, one, two, three. Okay, I think we need four. Is that? If you are not sure if it's an even space, you can just go ahead and go to create a cube, turn off your snapping and simply scale the cube roughly to this scaling. So here I can see, okay, so this is the distance between these two. And then if I move the cube over here, I can just make sure that yes, okay, in this case, distance is the same. It's just because of the length, it looks a little bit strange. But okay, so we got these pieces over here. At this point, we can just also grab a ceiling piece, rotate it 180, move it over here. Maybe turn on our grid snapping and snap it into location. And, so we want to end this ceiling over here because we will have a transition piece like that that will basically just cover the rest. So let's just go ahead and duplicate this. And at that point, you can no longer see anything. So what we can do is we can just go ahead and move this over here like this. Now, we should be able to just select all of this. I don't know if Okay, so this one did not measure correctly, which means that we just need to go in, rotate this 180 and then just quickly move it back into its correct location. Like that. And then it's just a matter of moving this one roughly to a point where we like, which is going to be probably around here. There we go. So now in our camera angle, we can see part of the roof, but we can still see like over here these panels. So yeah, we are shifting everything around a little bit to make it work for us. Now for this ceiling bit over here, I would say that we probably then want to make that one a little bit longer. So we probably want to go ahead and start with beam one. Select this side. Oh, I did not snap that, but we can always snap it. There we go. Let's make that a little bit longer. Expot selection, beam 01. And now we have also figured out the official height pretty much needed. There we go, see so that it just goes all the way up. Then what we can do is we can go ahead and also go to our main window, and we know from our main window, we just need to maybe go to, like, a side view, select this top, maybe make it like 2 meters long. And let's go ahead and import that one main window. There we go. So just to make sure that that one is going to the top over there. I probably Okay, so we will have a wall over here that will basically take care of the rest. Perfect. Okay. And at this point, we are again at our time limits, but that's looking pretty good. So we already got like a really decent what we're going to do next chapter is we are going to go ahead and just start with over here, the brain freeze elevator shaft, along with the shapes and everything that we have in there. And we can also use those components down here. And after we've done that, I will just do some quick lighting and everything just to get a basic scene together and we'll take it from there. So let's go ahead and continue with this in the next chapter. 7. 06 Creating Our Blockout Part5: Okay. So now that we have our main window done over here, the last one that we need to do is, yeah, pretty much elevator heft because like these extra small props, we can just do those later. I don't really care about it. I just want to save some time, in that case. So elevator heft. Oh, no, wait. Also the walls, I believe. Or did I already do those? No, I didn't some reason, I have it in my mind that I did those. Okay, weird. Anyway, for the elevator shift, let's go ahead and so I just need to, like, there we go. This is the one that we need. I don't know what this is. This is like an old one, I guess. Yeah, okay, so that looks correct, so okay. Whoa. Hello. Let me just quickly hide this stuff because for some reason, it's really large. Okay, so we have over here elevator shaft. Let's go ahead and just reset the pivot and just place it over here. So we need to yes, create the back walls that you can see over here, and then we also need to create the actual shaft over here. So for that, I guess that we can just use a simple plane. Yeah, let's go ahead and just create like a simple plane and set your subdivisions to zero. Scales up a little bit. Hold J and rotate this nine degrees. And let's just place here. And I will make this properly later on. So for the width of this, I do probably want to go ahead and go a little bit larger. Let's do 7 meters on all sides. And the reason I want to do that is because, of course, I need to have some space between the elevator shaft and the walls over here. So I feel like 7 meters would be fine because I don't think that we need to really, like match this up with anything like the floor or anything like that. That does not really matter in this case. So we got this one. Let's go ahead and go to Edge mode, move this yeah, up until here. Once again, this one, it doesn't need to be too precise. And then I'm just going to go ahead and temporarily hide this. And if I grab this one, let's snap two points, edit pivot and just snap our pivot down here. Then let's go ahead and just do like a rotation, and then let's just snap this one to our grid. There we go. And as you can see, there is like these bars sitting out of it. So with these ones, what I'm going to do is I'm pretty much just going to go ahead and there is empty space here, but I think in our version, we probably just want to have them in the center. That's probably the most logical thing. So let's go ahead and just create two of these bars, maybe, like, push them out a little bit more like this using your scale tool. Then if we just do it like a Contra B and for some reason, it's frozen. There we go, Contra B. Let's make it like 0.4. Let's do 0.35. There we go. And then for this one, we are just going to go ahead and we are going to extrude, oh, I still have snapping on. Extrude this out. Probably like this. Then you can go ahead and you can get rid of the top and the bottom faces. And then the last thing I'm going to do is I'm just going to go ahead and I already give this like a quick bevel and maybe like 0.3 again. There we go. So that's like a wall, pretty basic. It doesn't need to be anything special. And now for elevator shaft, what I'm going to do is do we want to have a midpoint let me think. So the midpoint, basically, what I mean is we can create the entire length or we can create only one half, and then we will basically just duplicate that half over and over and over again. So that would be more modular. But I'm not sure. Yeah, that might be handy. So just in order to find the midpoint, let's go ahead and place like a single connect here, and we can use this to our advantage. Oh, that feels like a really small midpoint, but again. So first of all, let's go ahead and assign this model to a new layer that we will call back while underscore 01, for example, something like that. And then if we just go ahead and unhight this one, we want to go ahead and make this length over here. So let's go ahead and I think we can just create a cube that matches this stuff. Let me just snap my pivot down here. And let's snap this over here. Let's see. 5 meters, 6 meters, looks like. Yeah, okay, so we went for exact measurements. So it's been like a few days since I worked on this because I got distracted. So I just need to, like, have a quick refresher. Okay, we went, like, for eight. 7.5. In that case, I'm just going to do eight. I'm not going to go for a 7.5 that would just be annoying. Let's hide this. Let's go ahead and move this one over here. So this is going to be the midpoint. So what I can do is I can create another layer, call this one layer elevator shaft. Then basically what we want to do is we are going to keep this very basic. We need a top piece like this and the stop piece will I always forget to n on snapping. The stop piece will basically just stand over there. Let me just quickly put height because my cameras are being annoying. It's really weird. I don't know how I managed to scale up my cameras in that way, but the stop piece will be extruded out. Then we will go ahead and we will create a double connect. Scale these out and these bonds will be like the side bars. So we need to do the same over here, double connect, scale these out. And I will make this like super precise later on. So we have the side bars over here, and that is pretty much it. So if I now go ahead and let's see. So let's you know what? Let's hear. Let's delete the bottom because that one will probably be in our way. And then let's grab these side bars over here. And let's just go ahead and just extrude these in using your blue sliders so you can push them in like that and delete those. Okay. And then for this one, we need to go ahead and we need to extrude these out to indicate that there will be a bar here. But if you extrude this out like this, you do need to go in and you need to scale this flat because the extrusion along normal, it doesn't work around sharp corners, most of the time. Sometimes it works, but not yeah, there is a limit to it. Okay, so this one will be pushed out, so there will be a you can even do like a bevel just to indicate. So there will be a bevel here. Then we have these bars sitting over here, and we do have something sitting on top. That is just below it. That is like a shape that we can use. But let's first of all, go ahead and for these bars, you know what? Bridge them. It does not matter too much that they do not look logical right now. I do need to make sure that I select. Once again, I do need to make sure that I select the right edges. They're a little bit difficult to see. There we go. And I don't know. Can we just do like a bridge here? And maybe then just do like a double click and just fill these holes like that. Okay, so we got this one over here that is fine. Then what I'm going to do is I'm just going to go ahead and I'm going to create a cube over here, and this cube will be that random shape that we have. So let me just make this a little bit thinner. Push this over here, scale it out a little bit, and let's go ahead and go to probably vertex mode. And I'm just following my reference over here. I'm just trying to create the shape. So it looks like it's basically pushed out. Then over here, it's just above it. Then it has a loop over here, which means you can then push this out a bit further. And then it has another loop over here or to be exact push this out and then maybe push this back in, push this one down a little bit. Something in that direction over here. There we go. So we got this one, and if you want, you can go at it, you can, like, mirror this. You know what? I'm just going to selected. Sure, you can set an offset, but it's often just faster to do this. And then you have this one, just reset your pivot again so that it is in the center. And then maybe let's mirror it once again on the Zaxs, I believe. Maybe direction in the plus. Now I'm going to push this out. There we go. So yeah, it feels logical if it is on four sides. And at this point, the last thing that we need to do is we just need to go ahead and create another cube and this cube is basically going to be like a metal bar that you have over here. And we basically rotate this bar, I don't know, like 30 degrees, hold Shift J and another 30 degrees. So it just becomes like a cross, and this one will become the cross section. Let's first of all, scale them out a little bit. Push them in like this. And you know what? Even though it's a blockout, just to indicate, later, what I want to do is this is quite a classical look that you can get from these kind of bars where they have basically like a joint, which is just like a simple cube pretty much that is sitting in between. Sometimes it's a little bit longer, and it just has a bunch of bolts. And basically, everything always then comes together in this place. And once you have this, you can, for example, combine this, and then duplicate this up. And then just like that, you can very quickly clone this over here. Collapse all of these, and then clone these and rotate them 90 degrees. So yeah, sure, okay. So we have some points sticking out. If you really want to, you can just quickly go in. Don't know how I didn't notice that, but there we go, see. So we can just quickly go in and we can push these back a little bit, and there we go. So that pretty much covers this. And it will give us the minimum amount of work because what we are going to do in real is just place it like this. And just like that, you can kind of just keep doing that and make it as long as you want. But yeah, okay, so we have this one over here that is fine. Let's remove history, and I think that we can start exporting this. So let's just make sure that everything is selected and added to our layer. And let's start with the B wall over here. So let's go ahead and file export selection. Exports to unreal FBX. Do we need to turn No, I don't need to turn on triangulate. This is back WOW under score 01. And then I can also go ahead and grab this one. File Export Selection. An elevator shaft over here. And now let's go ahead and go into unreal. Let's go outside of a camera mode, and then we can just go ahead and add these assets and just grabbing them over here. And let's press Import. Here we go. Okay, so let's see our back wall. Oh, hey, it looks like I did not extend this out far enough, because, of course, I changed my size, so I forgot about that. But that's no problem. So we can just go ahead and at this point, I would recommend just placing this like very close because you will not really be able to see a lot of specific details, especially not because it will be very dark, so this should be fine. I'm just going to go ahead and I'm just going to go because that also means that our elevator chef probably needs to be a little bit longer. But let's grab our main window. Let's move this up over here, and we will see how our elevator shaft pays. Maybe we can just duplicate it duplicate it up, sorry. But yeah, we'll see. So let's go ahead and just re input this one. It's a look. Okay, fair enough. Looks like I need to go even higher. It does not really matter this one, so we can just stick it out if we want to because it does not need to be repetitive or anything like that. Technically, it doesn't even have to be modular in a way. There we go. So now it's sticking out, which means that at this point, I can go ahead and duplicate it. Rotate this 90 degrees and move it over here. Duplicate this again, rotate 90 degrees. And let's move this roughly out here. There we go. And let's not forget that you can also use these ones for the bottom walls over here because we will just add some lights there to that. My English is not very good today. Sorry about that. But yeah, what I can do is I can just go ahead and I can get roughly this point. Yeah. I can go move it down here, and I believe that we did do even numbers, so I should be able to just snap it. There we go. And that will just basically block off these walls that for our camera, we cannot see it. There will be nothing else here except for later on that we will create some cubes that just block the light and everything. But for the rest, this is all that we really need. So we can just push this here. See? So now you can see just like the bottom wall over here, and we can see that over here, everything is now also properly placed. So at this point, we can go in here and we can just grab our elevator shaft and turn off our snapping. I think in here, I'm going to place it this way because you cannot see the flat pieces. And then in here, I'm just going to rotate it 90 degrees. So for this one, I'm going to probably let's see. Let's scale this down a little bit over here. There it goes, that it does fit, feel free to scale, especially because this is almost like a concept environment, sort of. It's not really a gameplay environment. In my case, it's just to showcase, of course, the trim sheets. So I don't need to be as picky about, oh, is the player going to use the elevator shaft and all that kind of stuff? And that's also why over here, at this point, it will just go into nothing, you see? So I'm not too worried about whatever happens beyond that point. So that is looking pretty much fine. Like, I'm not too worried about that. See here, that's looking good. And then what we can do is we can go ahead and we can select this one, place it over here. And this one is a bit more tricky. What I always do is I always go ahead and create another viewboard and I set this viewboard to my camera so that I can match it up with my reference. So if I set it to my camera and I just need to move this over to my other screen, I just want to kind of, like, block off part of my view because it's always nice if you have something in the foreground. So I'm just basically going to move this in a place. Yeah, it feels very empty right now. We definitely need to make this more beef here and more interesting. Let's see. I want to move this over here. Yeah, so I'm definitely going to make this one a lot more thicker because I do not want to Oh, yeah, of course, you guys can see it because I do not want to have this much empty space here. So what we most likely will do is we will actually most likely just play some valves in between here. So we would have, for example, this one, and although it will change a little bit, what I probably would want to do is grab a back wall like this. And basically place it in between here. Now, that might not make much sense, but it doesn't have to make much sense, in this case, because we place it in between here, but of course, we can argue that it is just simply sitting on top of it. So if I do this and I push this out just upon this point, here we go. Let's say, 1 second. I'm just looking at my other screen. I'm just trying to, like, match this up. Uh, feel like I would need to. Oh, yeah, that's tricky. I need to have a look and see. Because on my screen over here, you can see that we need to choose if we have it in front of it or behind it. I think I'm going to go in front of it, and then I'm going to basically rotate this 90 degrees and also move it over here. And honestly, this is already fine. So if you have it like this, push this in front a little bit more. So we have these bits over here, and then if you want, I would just place it over here. But if you want, we can go ahead and we can gate this down in case you can see it. The reason I do not want to move this properly like over here. Yeah, you can do it, but then you need to match up this line perfectly because right now there would be a split exactly where the camera is. So that's what I'm a little bit worried about, but I guess I might be worried for nothing because if I just go very close, remember, I did not make this in, like, a proper size, so that's why I'm just a bit careful. But yeah, I'm sure that I can make it close enough. So now that we got something like this, it's just so that we have something blocking of a camera, so that will look totally fine. Okay, so we pretty much now got everything that we really need. All those small extra pops, we'll just go ahead and we will create later on. So at this point, what you would want to do? Let me just close that view. Well, first of all, save us in. And in the next chapter, I will just go ahead and very quickly finalize this space over here just by doing some basic lighting and just by creating like some cubes around here so that it becomes an enclosed space. And after we've done that, we will go ahead and we will start by creating our actual trim sheets. 8. 07 Creating Our Blockout Part6: Okay, so let's go ahead and continue. So I just wanted to kind of finish off this blockout and make it a little bit more proper or better. So let's get started by first of all, just cleaning up our scene because right now it's quite messy. I'm just going to go ahead and I'm going to just select everything except for, like, the lights. So let's hold Control and deselect and the camera, also, basically every single mesh. And let's create a new folder called assets, and it will just automatically add your selection to this folder. Now, let's have a look. Um, the light source I don't need, but let's first place my cubes because else I cannot see anything anymore. So I'm just basically going to create some fake walls. So they are going to be these cubes over here, and we are going to use those to basically close everything off nicely and just make sure that there's no light bleeding or anything like that. So it's going to be quite a big space, so let's just go ahead and do this. Let's go, and I need to be a little bit careful with my window because if I move it too far, I might be able to see it from a low angle. Okay, so that looks pretty good. It looks like we can move it. So if we can move it just beyond that point, yeah, that would be nice. Okay, so we got that one. And now it's just a matter of duplicating this. Rotate this 90 degrees and just move this one way further back like this. And then we can also go ahead and just do it 90 degrees, move one over here. And if you want, you can make this nice. It's just basically to block the lighting. Because we will have these really big windows, so there will be sort of like light from the outside, but I do not want to have any light in here because there are no windows or at least in my story, there are no windows beyond that large window point. So basically just go ahead, make this. So now it will look really dark in here. Of course, there would be a little bit light here, you can see that it starts to the GI starts to basically work. So now that we have this, now what I'm going to do is I'm going to get rid of my light source, my sky sphere. My sky no, I probably want to leave my skylight and my atmospheric fog. So now it is just like a pitch dark scene pretty much. Now what I'm going to do is I'm just going to go ahead and because you can still see some light coming from here. Let's see in our skylight. Yeah, we don't really need to do much in here. So what I'm going to do is because there's still some light bleeding. I'm not sure Okay, that definitely comes from skylight over here. So let's turn off my skylight for now. And now what I'm basically going to do is, first of all, let's go into unlit mode that we can actually see sort of what we're doing. It's not the best because all of our materials are plain, but we basically just want to go to lights and we want to create a rectangle light. And often in order to know which direction it is pointing, I just change my barn door angle over here, and then I can see like, Okay, so I need to move this 90 degrees. Now I can go into lit mode. And if I set my radius a little bit higher and set my source height, also a little bit larger. So this is roughly where the lights will be. So we are basically just going to place these lights to already light up the scene a little bit. So maybe like an intensity of, you know what? An intensity of eight might actually be fine. So let's go ahead and do this. And we can just keep it simple white colour that doesn't really matter. I'm just going to place a few of these over here. And then I'm just going to select them also place them over here. You can do another one here if you want. By the way, if you get this problem over here with the cost, we just need to make sure that we set our lights to be movable so that they are included into the real time lighting. So at this point, I'm also going to go ahead and just duplicate all of these and move them to the other side so that now we have a few lights over here, and then let's go ahead and just have one more. Let's set our radius a bit lower for this and also our height a bit lower. Rotate this a little bit, so there will be one roughly in this area over here. And of course, I will make this look correct once we actually have our textures and everything. So we got this one let's set the radius a bit higher, but let's set the intensity to maybe like two. And then what I'm going to do is I'm going to have another one that is basically going to be like a square almost. Oh, yeah. Our light, of course, does not shine through. So what we need to do is we need to set the radius a little bit higher for this, yes. And let's move this down. And I just need to quickly go inside this scene and just go ahead and delete these two edges, because, of course, in our final here and then bridge them. In our final, we will, of course, have a hole over here. There we go. Let you do the trick. Let's go ahead and export this. Here we go. And then if you go in here, re import this, and then the light should be able to shine all the way through. There we go, see. Maybe set a bit higher just so that you get a little bit of lighting here. And if you want, you can also do the same. Oh, it was not completely rotated correctly. But yeah, you can do the same over here. Just don't do it too much on this one, because in our camera reactor, we just want to give it a tiny bit of light. So that we can see like the inside. But over here, now you can see, so we very quickly just play some basic lights, and you can see that that actually arts quite a bit. And now our environment is just basically ready to go for our actual final models and final trim sheets. I'm just having a think if there's anything else I want to do. Let's first of all, let's push this in so that there's no space left over there. Okay? We got that one done. Oh, yeah, one thing I probably want to Let's select these cubes. New folder and call this folder Light block, for example, select all of these lights over here. New folder, and call this lighting. And then our skylight you can see our skylight does not really work right now, so we will work on that a little bit later. So we got those done reflection capture, I just want to check, and I can see that we need to make them a little bit larger for now, I'm just going to leave it at one for now. Later on I will place like a few more. So we got this one, and if you get this message, you just need to go to build and then build your reflection captures to get rid of that message. And then the last one that I want to do, by the way, throw this into lighting is I'm going to go to create visual effects and at the post effect volume. Let's go to my camera. And what we can do with this is we can control basically all of our post effects, which are effects that are added to your camera after everything else. So it's things like bloom, exposure, pretty much the same stuff that you also have when you take pictures with the camera, color grading, all that kind of stuff. But what I want to do is for now, first of all, just scroll down and turn on infinite extent. And what this will do is it will just make sure that wherever we are in our level, the post effects will be applied. And then if we go to the top, we can go ahead and go to exposure, and we want to turn on these three. So the minimum and maximum brightness, basically what they do is whenever you look at a very dark scene and then all of a sudden to light scene, you can see that it takes a while for the light to for the scene to be lighter. This basically because it is trying to mimic the way that your eyes work if you move from a dark room to a light room, but we want to have full control. So we are going to set this to zero and zero, which will make it very, very light. But then if we use our exposure contrast over here, we can now just have fill control and we can set this to -8.5 in this case. There we go. So now if you save your seam. Now it does not matter where you are moving. It will always be the same lighting, so we know what to expect. And of course, after that, we will do this later, but you can play around with things like your bloom and everything a little bit, or maybe you want to, like, go into your color grading and in your shadows. If you turn on Gamma, what you can do in here is you can always make your shadows like a little bit bluish, see, which already gives a bit more like a cinematic feel right away. It's small stuff like that, but all of this stuff we will work on later on. One thing I do want to do is over here. So the post effects, you don't need to do as much as you had to do in Unreal Agent four because in Unreal Agent four, there were a lot more settings. But now with the new lumen system, all we really have to do is go into the global elimation and I like to set this to two. And in the reflections quality, I like to set this to two just to give it a lot more of a better quality. Save scene, and that's pretty much it. So our blockout scene is done and it looks pretty similar to what we have in our reference over here. So yeah, that's quite nice. Maybe over here like this panel, it's a little bit higher. But yeah, you can see that this is also slightly different. It almost looks like a this in our reference in our this high, and then these ones, it looks like they are scaled up. So if I have a look at this, this feels almost too long for me. But this then again, feels like too short. Maybe, let's see. Let's do this as one last thing. Let's set this a little bit higher like this. If you want, you can scale these, but we will do this in our model, maybe a tiny bit higher, like this. And now let's go ahead and just quickly change our model. So what is it Beam 02 over here? With this one, I'm just going to combine all of this. Let's reset up pivot and actually, let's set up pivot. If you just go ahead and press Add a pivot and turn on snapping, you can snap it down to the bottom. So we are pretty much going to scale it in here. And the reason I do it in here is because the scaling does not really matter, especially not for a blockout, but I do want it later on for the final, just to make sure that our UVs are not stretched. I want to make sure that, of course, the scaling is correct. So what I can do is I can export this. Re input this here. And yeah, that's fine. Like if I just move this down a little bit, there we go. So that looks already like a little bit longer. And then the last thing I probably want to do is I just want to re add this to your layer. And let's just go into our door and let's just make a guess. That's pretty much what I'm doing now. I'm just making guess to see how long it needs to be. Like, not everything has to be absolutely perfect. Often, you just want to get results quickly because in a production environment, you don't have time to make every single thing perfect. Even if it only takes 30 seconds, between what I'm doing and like the other one, in the end, all of the time still adds up, while I can just do this, and I can then move this down like a tiny bit. There we go. Then it looks totally fine. Okay, so pretty much we got these pieces. The only thing is that, yeah, this one is a little bit thicker. We can maybe work on that when we start creating our final. But for now, this seems to be pretty much fine. Yeah, although for the thickness, honestly, you probably don't even need to do it for the final because all we really need to do it looks like it's going in here and push this one out. And push this one down. It seems like this is the only thing that's really different. So if we just go ahead and export this to be beam 01, yeah, you can also choose to just in the final work a little bit more on this. You see, so I can do this. But then, of course, you get the thing that, Oh, yeah, but now the door is not right. So that's why sometimes it's just easier to wait until you have your trim sheets and everything because all of these models we pretty much need to remake since we are going to use trim sheets. Your door in pot. There you go. Good enough. There we go. Okay, perfect. So let's save your scene. And for the people that have seen my editorials, I always do this. I always go down here to my screen percentage and set this to 200, just to give you, like, a sharp result, just to make sure that everything looks nice and crisp, and then you can just basically have a look. But this is looking fine to me. So what we're going to do now is in the next chapter, we are going to start with the planning of our trim sheet, which is pretty much the same as the planning for a blockout and then we are actually going to create our trim sheet. So this is one of the few tutorials where I first completely create all of the textures, which is one texture, one trim sheet, and only after that, I'm going to turn everything to vinyl. So let's go ahead and continue with this in our next chapter. 9. 08 Doing Our Trim Sheet Planning: Okay, so let's get start with actually creating our trim sheet, which is probably what most of you are here for. Now, the step that we are going to take now, which is our planning is super important. Probably one of the most important steps that we are going to do because the plan is to create this entire environment using only one single texture. Now, of course, I'm pushing it like you don't have to do that. You can use multiple textures to really push the quality. But in my case, I'm going to sacrifice some quality to teach you how to go a little bit more in the extreme lengths of this. So what we're going to do is we are going to go ahead and we are going to use this image and use the same technique as our modular planning to plan out exactly the layout of our trim sheet. So for this, we need to have this image loaded into Photoshop. And what we're going to do is we are going to create a new image, and we are going to make it 40 96 by 40 96. So, yeah, we are going to go for four K, but you can always downscale it later on if needed. But I feel like with the extreme amount of stuff that we are going to push into this trim sheet, we just want to go ahead and go with something like this. Let's go ahead and press Create. Now what I want to do is I kind of want to start dividing this template up into let's say 512 by 512 areas. So I'll show you what I mean. The first thing that we need to need to do is we need to go to view, and we need to turn on our rulers over here. And you also need to go ahead and I believe that in extras, also turn on smart guides. Yeah, and I believe that's about it. Yeah. So the reason we want to do this is because if we would go ahead and click on our ruler and just click and drag, what you can see is you can actually drag in over here like a shape. And what it will do is it will try to snap to like the center. So right now it's snapping, and then you can see that we get this blue line over here. So we can do the same over here and try and snap it over here. And now we know that this is 2048, 248, 248, and 248. Just like that, we can also go ahead and we can go to 1024. This one is a little bit more tricky to get right. Oh, this is actually more tricky than I expected because it needs to be in the center. Well, it doesn't need to be perfectly in the center, but I do want to try and get that. Normally it does snap, so I'm not sure here, if you hold shift, it can try to snap, but it does not seem to snap properly. But this is no problem. It's a little bit more annoying, but what you can do is you can go up to view, and this is called the guide. So we can create a new guide over here and just set this one, 1024. Although normally I don't have problems with snapping like this. And I also get the guide here. We basically need to go 2048 plus 1024. So if we go view new guide because that is 30 72, there we go. So now we are splitting this up just like that. And then we pretty much need to do the same way for these areas. So view new guide, and we need to go horizontal, 1024. Few new guides, horizontal, what was it? 30 72. There we go. So now we have blocks of 1024. Yeah, that's actually fine. You know what? 1024 is fine. I don't need to go even smaller than this. So basically doing this, it will just make it a little bit easier for us to evenly divide everything up. Now that we've done that, what we need to do is we need to go ahead and look in this image, and we need to see every single texture that we need in order to basically create this entire scene. So the way that we're going to do this is very simple because we've done it before. We basically go ahead and we create a solid color. Oh, actually, first create the selection and then create a solid color. So let's say that's over here. This is probably the most important one, and it is going to be like this white stuff. Um actually, let's first do this one because I want to have this one on top. So let's go ahead and first do this one. So basically, select it. We once again give the color, but it's important this time. The colors are very important. So we give it the red color, and you can just go ahead and, like, tone it down. And the reason why it is important is because we are immediately going to go ahead and go to this canvas. And here we can see, like, it's not too thick. So we can go to this canvas. We can make a selection, and we can say, Okay, so I want this one probably here. Don't have it taking up too much space. So I'm basically just guessing the thickness, which is fine. I only want to, like, end on every cube over here. I'll show you what I mean, because it's a bit annoying to show you. So what I mean is that now, okay, we have this red, and it corresponds with this red. And now let's say that we want to have the white, and we know that this white area, because it's being used almost everywhere, it is the most important one. So for the white, this is basically what I mean that I go up here and I basically make my selection and I end my selection pretty much on the line over here. And what this will do is it will just give us, like, a nice division. So we can go ahead and we can go in here. What did I made that green white. Oh, no, wait. I did not. Wong button. Solid color. Let's make it green. Here we go. So now we have these too. So now we can see that now we already have this area, which is like, 25% filled up. But it is an important area. Now, another one that I want to do is we have these lines over here. You can see them very often, like a construction line here, here, here. It's just pretty much everywhere. This is quite a classic, like it often happens in Sci Fi. So what I want to do is I'm going to go ahead and I'm going to create a solid color. For this line over here, fine, like that. Okay. And then you know what I'm going to do. Actually, you know what? I'm still going to include that into the top over here. Here, let's make it like a very thin strip, and I made it like bluish. There we go. So we are just going to have this very thin strip that we are going to use. So that's totally fine. Okay, so we've done those. Now let's go at, and I always like to transition it a little bit and, like, have now a row that's, like, smaller details. And then if needed, we can add some larger details later on. So if we go ahead and have a look, um, let's do these ones. These are quite typical. So we have one of these pieces over here. It doesn't need to be precise. We just need to match the colors that we know exactly later on when we are going to create this, which detail needs to go where. So we can do this one, and this is quite an important detail. It's quite large, quite important. So what I want to do is I probably want to go ahead and fill my entire space, and you can see that this selection nicely snaps to this, and I want to fill my entire space with this detail over here. What we will do is we will make this tlable. What we can do later on with our U Vs is if we simply place our UVs here, it will just transitional and it will just become a tilable texture, even though it's a tiny tilable texture. Now the next one would probably be like these ones over here, but I cannot see them there. Let's just do it over here. These ones. So this is another one of those details. So what we can do is we can go ahead and make this I don't know, pink or something like that. And let's do that for the next one. So here we go pink. There we go. That's basically how we are going to do our planning until we have finished everything up. And the nice thing about that we can always move things around if needed, of course. So it just kind of depends how much we need for this or scale things up. But if you do not do this planning and you just dive right into modeling, you will probably have a bad time. Like, you will probably just end up with, like, missing some pieces or having too much wasted space and stuff like that. So the next one, let's do some combining. So we are going to go ahead and we probably want to combine these details over here, so we have these ones. And this one, as you can see, it's pretty much the same at the bottom as it is at the top. So all we will need to do is we just need to create the top piece, and then we can reuse this by simply flipping it around. So we got this one. There we go. Let's do this. Then we can go in here, and I'm just going to go ahead and I'm going to have this like halfway, which is around 512. So if we just go Yeah, that's good enough. 513 is good enough. So we can go ahead and we can make this. What did I make it? Oh, God. I already forgot. I think it was this color white. Yeah, okay. So we got that one. Now, the next one that we need to do is so we got this det. This detail because we are re using this, this detail, kind of, is not that important anymore. So I'm just going to go ahead and I'm trying to find another detail that I can use instead. So yeah, this stuff just requires some thinking. I think I'm going to go this one. I kind of wanted to combine this one with this top one, but I'll probably do that later then. So we got this one over here. Let's make it like I did not do bright yellow yet. So let's do bright yellow over here. And we can just stick this one next to it. Here we go bright yellow. And then we have one more left. And for this one, I'm probably going to go ahead and do some flooring and stuff like that. So let's go ahead and for these ones, once again, this is pretty much a mirror. So what we can do is to save space, we only need really like half of one. So we don't need an entire tile. We just need half of it. And then what we can do is in our UVs, we can simply flip it around, and then we can just reuse that all over here. So we got this one, which I'm just going to go ahead and I'm giving it like a more darker red color. And then we also have this one which kind of belongs to the floor. Over here. And let's make this one a darker olive style color so that we can go in here and we can once again split this up. And I'm just setting this around 512 over here. So this one was going to be the darker red color. And then we are simply going to fill this up with the darker olive color over here. Perfect. So now we already have this entire row. So we are already able to create most of these pieces. Now, let's do some long pieces again. So we have some quite important ones. We have this strip over here, just like a color strip that shouldn't be too difficult to make, but we still need to include it. So Actually, we don't have purple yet. And then we have another strip over here, which is just going to be like this side strip. And let's go ahead and make that. It's always annoying running out of colors. So we have orange and we have purple. So let's go ahead and go in here, and let's get hoops. Come on. Sorry, that's annoying with my but I'm hiding it so that you guys have more of like a screen to see. So this one can be quite thin, I believe. Purple. So we can go ahead and just make this quite thin and make it purple. Then below it, we need quite a thicker one. Matches up. And then I want some space left because there's one more that I saw that I want to do. So quite a thicker one, this is going to be our Wow. Am I dad forgetful? Orange orange. Don't judge me. We are working with a lot of colors. And then over here, we have this one, and I can already mark it. So let's just give it like a marking. Just trying to, like, properly. There we go. So we have this one. This one will take care of most of the flooring, and then this one will gum like a special detail. Let's make it like dark blue, and this special detail, it's this one over here, because this strip with all of the edge damages and everything, that's not something we can just do by changing our color. One thing, however, to keep in mind is that this white color, because it is white, we can actually change the color based upon the vertex colors. So it doesn't require any extra textures. It just requires a little bit of shader work. So knowing that, you can imagine that whenever you see this white color, you can see it over here and just in like a bunch of other areas, like also even over here, like this stuff, we can simply change it around based upon the vertex color so we can change that color around. So this one was going to be a dark blue color. And if you're not yet sure what I mean with the vertex colors and everything, don't worry. It's something that we will, of course, go over a little bit later. So we have the dark blue color. What do we have left? Okay, we have a small area left. One area I need to leave open for the crate, which is just going to be a 512 by 512 oh, oh, even 1024. We even have a 1024 by 1024 texture. So this one, I need to leave open, and let's just make it like this type of color. That's just going to be like for this crate. Technically, I guess that you can also combine this with other stuff. Like, you don't technically need to have a unique texture, but it will just make it a bit easier. And I think that we have the space for that. So I'm not too worried. So okay, another important one is going to be these two. So we have this panel and we have this panel over here. So let's go ahead. Start with this panel. Let's make it like a very light orange. And then we can just go ahead and go in here. 5514 is fine. I don't really care about small stuff like that. So we have a light orange, and then we're going to go ahead and do another panel. And this panel, I will just make it like another color, maybe like a light pink color over here, and that one will take care of this panel down here. So, you basically need to think about how are you going to construct? Like, what are all the textures that you need to construct this environment? And right now, because this takes quite a lot of thinking work, I might not be explaining too much, but you should see what I mean because you can see that with this orange, we can create this entire strip. With this purple, we can create this entire strip. W is green, we can create this entire strip. With this red, we can create the entire floor. The white we can reuse everywhere. We can use the white here, here, on our windows, on our sides, on here, on our door, we can use it everywhere. And we can also turn the white into like a darker shade down here, on our door, down here, if you want to have brackets down here, so you can use it everywhere. This one makes a lot of sense. This one is just a simple panel over here that we are going to use, and we can reuse this panel here and we can reuse it here. This one we just need to have on these strips. So just like that, we can just create more and more and more. So we got these ones. Now, let's see because I feel like I'm forgetting something, we got this one, so we can create this strip. What am I missing here? Let's see. So this strip, this strip, we can create this, this. We have those extra lines. We can create this entire thing. This we can just take from here, we can create the entire flooring. So we will need to have a generic section. And this generic section will have, for example, stuff like let's go over here and this is just going to be a random color. It is not marked, but basically what this color will be. If we just go ahead and create a text and let's make it like white text. We can just call this random normal details in case we need them. So these will just be a bunch of random no map details that you can use. And then we probably also want to go ahead and we need to have text and everything, but I probably want to just use this one for that. Sorry. There we go. We can probably just use this entire thing. So if we use this one, and if needed, we can always just go ahead and like break it up to get more. So we first of all, want to go ahead and just go for some text decals, which are decals, like you can see over here or sector 78 and these kind of serial numbers. So that kind of stuff we can use for text decals. So let's go ahead and text and decals and maybe like warning signs and all that kind of stuff we can just use in here. There we go. So we got that one, and now we have this last little bit left. So I just need to make absolutely sure that there's nothing else or that I have forgotten. The white basically takes care of 80% of the entire environment. That's just the case for this. Technically, you will have the ceiling, but I can remember that we cannot even see our ceiling. Here, we cannot even see it. And else we can basically combine, on one. Else we can basically go ahead and we can combine our white like an even lighter color or a darker color to create that effect. A missive, I guess, is one that you can do, or you can just create, like, a plain material that has no textures in it. This strip, we don't need. So yeah, this entire thing, we can already create this entire thing, we can already create maybe like some construction panels, but I don't think for us, that would be a little bit of overkill for just the tutorial because that would take a lot of time. So I think that I'm pretty much fine. So we have, this tiny bit of space left over here. So let's say that this space, it's just empty space. We can use it. If we forget something, we can just add it on top of it. And that is pretty much it because from what I can see, I cannot specifically see, like, a lot of extra stuff. Like, maybe if you want to create these panels, you can also do that, but because we are re using these ones up here, it wouldn't work as well with us. Or, actually, we can add one on top. Nah, you know what? No. I'm probably not going to do that. But I will leave it empty just in case we want to change something around. So we got our planting over here. That's perfect. So what we can do with this one is we can do save a copy, and we can just go ahead and just save it as a PSD and call this trim sheet. Planning, and that's safe. Okay. And now, what we're going to do is we're also going to go ahead and in here to save on this and call this trim sheet layout. And then let's also go ahead and then turn off your text over here and save a copy and save it as a JPEG. And the reason I'm doing this, so also just call it trim sheet layout is because we can actually use this also as a mask later on the inside of substance painter, because we will be using substance painter to basically turn this into final. So we got over here our mask, so that's also fine. Yeah. I think that's pretty much it. So what we will be doing in next chapter is we will go ahead and we will start by creating our trim sheet. We are first going to go ahead and do all of the modeling work. So whenever it is needed, we will go ahead and model, and after that, we will bake it down, then in paint will, we will just go ahead and complete the rest of the work. So that's a plan. So let's go ahead and continue with this in our next chapter. 10. 09 Creating Our Trim Sheet Part1: Okay, so now that we've done our actual trim sheet planning, and I've added them over here to our perforce perforce to our Pure rev, I mean, sorry, pure Rf. Perforce is a very different program. We are going to go ahead and we are going to actually create them. So for this, I do want to go ahead and create a new scene just because this one is very specific. And all we need to do to get started is we need to create a plane. Let's set over here our subdivisions to zero. And then we just want to go ahead, everyone to scale this up, let's say ten. Yeah, ten seems about fine over here. Perfect. So now that we have this plane over here, what I'm going to do this basically will be our low poly plane. It will be everything that we are going to create for a trim sheet, which is going to be baked down from high ply to low poly. I will basically be on top of this plane. So what we can do is we can move this plane down a little bit more like this. And then what I want to do is let's go ahead and just create an assign favorite material. Oh, I think it's out of saving just when I was there we go. Assign favorite material, Lambert. And just call this trim sheet. And then what you want to do is in the color. You want to go to file and you want to go ahead and we are going to open that 496 by 496 map that we created. So let's look trim sheet layout over here, this. Perfect. And then if you go up here and just press show textitw, there we go. So now we have our trim sheet layout ready to go over here. So at this point, we can pretty much just do like some basic modeling. So we are just going to go ahead and whenever needed. So for the modeling, we probably need to model this one. We will need to model this one, this one over here. These ones we don't really need to, okay, maybe we can do, like some basic modeling for that. This one we need to model over here, this one. But yeah, as you can see, most of these pieces, we don't need to do a lot because a lot we can do in substance painter. So for example, let's get start with the first one, which is this one over here. Yeah, it seems pretty straightforward. So what you want to do is you want to go ahead and create another plane. And what we can do is we can go to our segments. Let's set to zero. And then what I tend to do, in this case is I tend to just snap the points, snap my pivot point to the corner, and then we can just go ahead and go for snap to grid, and we just snap it to this grid over here. At which point, yeah, you can snap it like this. But then this one, of course, it's not even because it's not just like one grid point. So at that point, you kind of want to just go to the top turn on textured view and just move this back until it is pretty much over here. There we go. So now we know that, okay, so this one, this is going to be that specific shape that we have. So it is pretty much just like a bunch of squares. Let's see if we can do this all in one go. So let's go ahead and just select these lines over here. And let's go up here and just like a connect. And let's set this to like we actually need quite a bit of them. So probably maybe like 15. Now, I think even more 20. Let's do 20 and press Enter. Okay. And then what I want to do is I just want to go ahead and I want to press Control B, and this will just add like a fraction. So let's do 0.4. So yeah, this will just add like a bevel. 0.4, 0.35 maybe. I don't want to make them to tick. I also feel like that there isn't. Well, maybe. So basically what I want to do is I want to go ahead and go in here, and I want to tilt this. But we do want to go ahead and make this tilable. So right now we have too much space over here, and I can see that everything is a little bit too thin. So what I'm going to do is I'm just going to go ahead and do this, and I'm going to just do another reconnect. It's a little bit higher. So probably see probably like 30 or something like that. Might be too much, but we'll see. And then I'm just going to go ahead and do a fraction. 0.5, for example, and then basically go ahead and just grab the top, move it back, and grab the bottom over here, and move that back so that it is tilted over here. Now, once we've done that, so it looks like that there might still be a little bit of space left here. So we will have to see. First of all, I just want to go ahead and finalize this before we do that. So let's go ahead and just select this row down here and that's two connect segments. Actually, you know what? There might be better way to do this over here because else we cannot properly move it. So let's go ahead and do place two of them by hand like this. And now what we can do is we can basically just, like, select this stuff and extrude this down. And yeah, the only thing I am a little bit worried about here because there's too much empty space, but that's something that we can work on after I've already done this. So let's see if I look at this, yeah, looks a little bit. Maybe s is a little bit more even than the one in our reference, but that doesn't really matter too much. We just want to go ahead and create an interesting detail. We don't need to follow our reference one to one, in this case. So you just want to select every other one like this. There we go. And now, because we are going to turn this into like a hypol there's a few things that we want to do while we are scaling this. The first thing I'm going to do is I'm going to set my excess orientation to components. And then what you can do is you can kind of, like, scale it a little bit wider like this so that we can make it a little bit wider. Let's then go back to objects. And now, basically what we need in order to turn this into hypole we need something called super loops. I'm sure many of you already know. Basically, right now, if you would go ahead and press three to turn this into a hypole, Okay, it's a plane, so it doesn't really work. I'll show you later on. But you basically need to Oh, God, I lost my selection. There we go. You basically need to go ahead and you need to add some extra spot loops. However, if we need to do this after we've already created this stuff, it will be very time consuming. So instead, what I'm going to do is I'm going to actually, let's go to components once more, scale this out a little bit more. So we scale this out a little bit more, and the reason we do that is so that now if we go ahead and press I have it set to Control E, which is short extrude. I don't know what the original Hot key is for this. So just go ahead and go to extrude. And then in the offset, if you set is to like 0.1. Okay, that's too much. 0.01, you can see that we can create a little line around it. Now, once we've done that, what we can do is we can go ahead and we can actually do another extrude. So let's do contre E again. This time in this extrude, I'm going to set this to 0.01, Okay, -0.01. And then I want to once again set my offset to 0.01 so that I give it like a small bevel. The reason I'm giving it a bevel is because if we make it completely straight down, even though in real life, it is completely straight down, when we are baking from top to the bottom, you will not be able to see it very well while if I do this, and if I would now go ahead and hold shift and extrude this down, this far, and then extrude this down again. And you can see that the reason I do that is to place an edge here and here again. Now what you can see is what happened is we have added all of these support loops. So I will go ahead and I will show you if we now, first of all, do one last Control E, 0.01, offset. So now if I press three, you can see that everything collapses. However, these edges do not collapse. The reason why the rest collapses is because we have not yet placed any support loops around here around the corners. So that's basically for the spot loops. I do expect that you like basic understanding of how those type of things work if you are following a trim sheet to oil because trim sheets often come a little bit later after you already know the basic workflows. But what we can do now is we can go ahead and we can go in here and we can do, like a double. Actually, why why do I keep doing that? I mean this one. It's because I just came from Max and in Max it works a little bit different. But now what you can see here, if I also place like spot loops here, now you can see the difference that it does stay over here you can see that the edges are still too round because we have not yet placed any support loops, but for the rest, everything looks fine. So at this point, you kind of want to go ahead and place these edges over here. So this might be a little bit time consuming because we have quite a few of them. But we can just go ahead and we can do this. And after that, we just need to make sure that the timing is correct. And for that, we might need to move some stuff around or something like that. I kind of like need to see because it is very important that this one stays tilable because we need to reuse it over and over and over again quite often. I think with most of these pieces, it's quite important that we keep it tilable. So let me just go ahead and just continue doing this until all of them are done. Here we go. That's now done. Now if you press three, which is a Maya, in Mx, it is turbosmooth, and in blender, it is multi resolution. So it just depends on whatever program you are using. But now we can see that that is working totally fine. So from the top, you can see that we get this pattern. So the next thing that I would need to do basically in order to make sure that it is tilable and I can see that it is not because you can see that we have a lot of space. But normally what I tend to do is I tend to go over here and snap two points, and I then basically snap this. So here we can see that, yes, we are quite a bit off in terms of, like, how to snap this one. Now, what we can do in this instance is we can try to add a mirror over here. So if we add the mirror and we are not so much here, let's set the exposition to object, we are not so much adding the mirror. Oh, no, wait because the mirror would, of course, flip it. In that case, I'm going to do this a little bit different. Let's Uo this. So it's morning for me. I'm still warming up over here. Cause yeah, the mirror would be a little bit different. So instead, what I need to do clone this, I probably just need to push this back. Oh, that's the object. Turn off my snapping. So I'm going to go ahead and I'm going to push this back over here to make it a little bit more precise. I and now my idea, although let's see. So these follow the same. What I had in mind is to just go ahead and select all of this and let's go ahead and set our selection to like a lesser selection. So I just wanted to basically select one of these pieces over here and then just shift, right click and extract pass Where are you? There you are. Reset or pivot. So the idea was that we just basically continue this one on and we wouldn't need to merge this together. But I'm not sure how well this will fit Yeah, I'm not sure how well this will fit. But basically, the goal is to just go ahead and extend this out. And then if we go to our top view, all we want to do is we just want to mark where it is hitting the end over here. And the way that we can mark that we are not able to do it using a split slack, but we should be able to just use a cut. If you just click on this end over here and drag it, that's just past it. Let me just zoom in. There we go. It needs to be quite precise. You can be off maybe like a tiny bit, but if you do this, what it will do is it will just place this cut over here as you can see, see? And the nice thing about it is that now with this cut, I can just go ahead and I can just go to the other side. Oh, I accidentally press Undo. I meant to say, go to the other side over here. And then for this one, you kind of want to do the same thing. So we are basically just going to fit this together. So we have this one, and all I need to do is I just need to place this on the cut. And then we know that they will transition correctly because they are on the same side. There we go. And once that is done, all we need to do over here is let's just go ahead and let's select pretty much all of them. It's a little bit sensitive all of a sudden zooming in. So let's just go ahead and combine this. What I first tend to do is I just tend to press Control Shift A to select everything and then just merge go to Merge Vert C. Shift click. And then in the merge RTC step, just at a low level, 0.005, for example. Oh, here, C, that's still too much because it's really sensitive. 0.001 and just press Apply. And once you've done that, well, for this one, here, we can see that this one is not correct. So then we just shift click and we just want to clean this up. It doesn't need to be super clean because we are not going to use the actual geometry. I just want to go ahead and make it clean so that I know that when I smooth this, it will smooth correctly. So we got, for example, this one, and I can see over here that I probably need to then push this further out to the point where it is sticking. There we go, like that. And then if you press three, you can see over here that that works. Only over here, I can see that we have a double vertz let's just move this back. There we go. S. So that one now works, and then it shoot over here. All we should need to do is if you go ahead and use your target weld, which all of these tools you can find in here. So this one is just, Oh, well, it's actually called Target Weld. We can go ahead and oops, make sure that you only have one selected. Let's go ahead and just simply weld this together over here. There we go. And if we just pass three, there we go. So now this all transitions properly, so that when we bake this down on this plane, it will basically transition from this one, and it will just go ahead and continue on over here so you will not be able to see the difference between it. And that's basically going to be the general gist of this entire rim sheet. We are just going to go ahead and for all the models that we need to make, we can just use this. So the last thing. So this one, this green plane over here, for example, for this one, we do not need to actually have anything there. Well, we need to have a plane there, but I mean, we don't need to have any actual geometry. So all we can do or all we need to do is we need to create a plane. Go ahead and set this to zero. And then all you really want to do is if we go, do we have Okay, so well, it doesn't really matter. So we do have a vertice over here. So what I tend to do is I do tend to go ahead and just set my pivot point if it allows me to over here. But as you can see, so we do not have it perfectly aligned. So just snap it to the top and then simply move it. So just move it just beyond this point. The reason it doesn't matter is because it's just going to be a flat plane. The reason why we need this flat plane, however, is because else the Baker does not register it as geometry, and it will just give us an arrow. Well, not an arrow, but it will just look strange in case we are using padding or anything like that. So just safe to do this. Then once this one is done, all we need to do turn on snapping again, hold shift, and then clone and move this down because, remember, we have another one, which is just like this very thin strip. So we basically just clone it, and we move this one down. And for this one, if we go to our site view, it's always a bit annoying working with really long meshes like this. All we need to do is we just need to go ahead and select the top and the side over here. Oh, oops, didn't mean to press mirror. Let's try again. Select these two edges and then go ahead and go to Connect. Press Enter so that we have these two connect here and then we can use the scale tool to basically scale this out. Then once again, select these two edge over here. Enter another two, scale them out, but this time, just move it in. Oh, turn off your snapping. Here we go, and we just give this, like, basically a ridge like this. And that is pretty much all we need. So now we can just go ahead and we can just add some edge loops over here. One here, another few over here. Like that. So that when we press T, you can see that now it has just become like this little ridgi over here. Okay, perfect. So we have 25% of our trim sheet done. Now what we're going to do next chapter is we are going to go ahead and get started with the more complicated modeling that we have over here. But it is actually still quite easy modeling. So let's go ahead and save sin and we just want to go ahead and save this as trim sheet. Yeah, okay, that's fine. Save. And let's go ahead and continue with this in the next chapter. 11. 10 Creating Our Trim Sheet Part2: Okay, so let's go ahead and just continue, and we are going to get started with orange, which is this one over here. So yeah, we're basically just going to create this. Now, I'm going to cheat a little bit just to save some time. And these handles and everything, I will not actually be modeling those because I have some alphas that I can use inside of substance painter. So yeah, we will only go for pretty much like quite easy shapes. So for the rest, let's go ahead. And what I like to do with these is I always like to start with the plane. That's often the safest way to get everything to work properly and still have everything tilable. So we go ahead and create a plane. Set once again, subdivisions to zero. And if we just go to the top, nice. So it's exactly on the corner, which means that all I need to do is I need to snap the points and snap to the corner of my plane, and then just simply snap it over here and go ahead and Oh, I see. So at that point, we are going off track again, so we just need to turn off snapping. That doesn't really matter. So it has nothing to do with tailb. It's just that I'm twining to keep it nice and precise just so that it looks clean, basically. But in the end of the day, those few centimeters or millimeters that are different, it honestly does not really matter. So I can just go ahead and do this. There we go. And now for this one, so it looks like we have Let's for our version, do, like, two large pieces. And like two of these large pieces, then have like a centerpiece, and then just have like this console in between. Now, in order to keep everything even, all we really need to do is we are going to start by selecting these two at your rear. Let's turn on our wire frame on shaded. And I'm going to go ahead and get started with two simple connect segments. Scale these out. See, so we will have the gap sitting over here. So if I scale these out, and if I then go in and add another double connect here, have this one pretty much on the end. So there will be some space over here that's quite important. And then if we go ahead and do another double connect, this double connect. So we are going to go for a more simplistic version. We will not have this effect that you can see over here. So this double connect, it will be oh, that's actually, maybe we can make the bottom one bigger than the top one. That would be a bit more interesting. If we do that, do we have space? Let's see. If I make this a little bit thinner and move this up yeah, it does feel like I have space for this. Let's scale these in a little bit more. So these would become the first double connect. Actually, that means that I need to scale this out. So this one would become a double connect. This one would become a double connect, and then if I go and maybe play something in here, that's the center console. It does mean that we will have quite a bit of space here. We might want to go in and do maybe something interesting over there. What we can do is we can have the handles there. So this one, this one, this one, this one, this one, and this one, they will all go down here and here, and here and here, we would have a handle or some console, and these ones would also go down and they will also include something. I think that's quite an interesting plan if we go for something like that. So I'm going to go ahead and I'm going to get started by selecting. Yeah, actually, you know what? I think we can pretty much just select everything over here. And I believe that in this case, we can just extrude this down. We don't need to do any bevels because I'm going to add them after. So if I just extrude this down quite a bit, Yeah. Because the reason I want to do the bevels after is because else we would break our tiling and I don't like that. Now, of course, what you can do is you can scale things after the fact. But what I tend to do is I tend to just go in here, select all of these, move it out a little bit. And then also go in here, move this one out a little bit, and then just do the same for this side and for the other side and that should be everything. There's a little bit of trouble selecting the edge I want because I don't know why, just because Maya sometimes does that. Okay, so we got this stuff going on over here, so it goes nicely around there. Then what we're going to do is we are going to first of all, hold shift and scale this in to basically give also like a flat area around here. Then what I want to do is I probably want to go ahead and scale this down and then or extrude it down, then let's scale it in again and then just have it go all the way down like that. So what we can do with this version, is we can go ahead and we can have these little consoles in between here, so that should be totally fine. So we got that one. Now, this one I want to keep sharp. But over here, I want to go ahead and yeah, I think we only need to do it here. I was thinking of maybe adding a bevel around it, but I don't think it will really art that much. So I just want to go ahead and select these few pieces, press contre B to basically go to our bevel. And let's give it a few segments, like I don't know, four. And let's just go ahead and add this. So we got those pieces done. We got something in here that we can just make something interesting. Am I happy with that, or do I want to change anything? I don't know. It might feel a little bit too simplistic if I do something like this. So maybe I want to just create one extra. Maybe I just want to basically select this. Let's see. What if I move this one? Oh, I don't know why I'm selecting it like that when I can just select all of these vertices. Yeah, that might look nicer if we go for something like this. So it is like a little bit thinner. Yeah, you know what? I think I'm going to do that. It's not that much extra work. So let's go ahead and just create these lines and then just double click on the line and scale it flat to make sure that everything is just completely flat. And then I'm just going to go ahead and I'm going to roughly make it like the same size, and let's move this also back over here and see. So that looks, that looks about fine. So let's just go ahead and move this down and let's scale this in and then just grab this one, scale this in a little bit, and let's scale this in a little bit. Also, if you want to go more precise than me, you can go ahead and you can go to your side view in which you can twin and see if it's just both of them. I can then go to, like, CitroVew just to make sure that everything is fine. Oh, wait, that's the wrong side view. I think I need to go this one. Yeah, or C. And then you can just basically match it up with the ones that are sitting in front of it. So now we are sure that is looking fine. Yeah, I think that this works a little bit better. I'm not sure if we then want to go ahead and maybe do another contro E and then set the offset to 0.1. Um, that might be interesting, but just give it like a very thin slip. So let's not make it as deep because then it just becomes too generic. I do want to try and get some variation in here. Now, most of the variation will come in substance painters, so we don't need to worry about it too much. But let's say that we now have a pretty base. Yeah. Like, that should work totally fine. So what I can do is I can already go ahead and turn this one into, like, a hypol. So let's have a look. Let's add some supporting loops. Yeah, these edges here are going to be a little bit more annoying. So let's first of all, add some simple loops. Around here. And same over here. So yeah, place it quite close to the edge. So that's when we select three, then it will not just, like, collapse into itself. So we got this one. Let's do only one over here. I think that's enough. This one, and just on all of these, let's just go ahead nicely. Laser Edges, one over here, another two here, and here. Okay, so we got those done. Now for these pieces, let's go ahead and first of all, let's go into our modeling toolkit over here, which you can also find I don't know, Windows modeling editors, and then here is your modeling toolkit. But I'm sure most people already know this because yeah, this tutorial is not about the basics of modeling. So let's go ahead and let's select these two. And let's do contra E again. Set the offset to 0.0. Okay, 0.05 weight 0.01. 0.015. There we go. That we just instantly create a loop all the way around, which will save us some time. And then what we can do is we can just go ahead and create a few more loops over here. That's a nice thing about using symmetry or having a symmetrical model, as you say, we didn't actually use symmetry. But, yeah, it just makes it easier for us to basically place all of these loops. So we got these ones and they will basically end up here, but that's totally fine because what we are going to do in this one, oh, I forgot to add the loop here. Did I add it over here? Yeah, I did. Okay. For this one, let's go ahead and yeah, for this stuff, we can pretty much just do another insert. So we can just go Console E, 0.015 or something like that. But for this one, in order to not make it collapse, we need to go ahead and use a cut tool and we just need to place another edge like this because if we do not do that, you can see that here, it starts, go a little bit too round while over here, you can see that it just stays a little bit cleaner. So since this needs to be tilable, I do think it is best if we place this little extra cut here and also on the other side. Come on. There we go. Okay. So we got those done. So now if I press three. Oh, yeah, here, over here, you kind of, like, had the same problem where we just want to place a very quick cut. I believe I only need to do it also on this side. Oh, no, wait. Also on the ends. Which means over here also. That might be a little bit tedious, but it's still faster than us trying to place a lot of custom lines around the top. And what we can see is we can see if this actually works the way that I wanted to. And then I can just create those center consoles, which we only need to create one, and then we're just going to duplicate it over and over. Okay, so here you can see that you sometimes get this broken edge. That's once again something you can fix just by placing another line over here and then Oops Wong button. Another line over here, and then it will be fixed a little bit better or if that still doesn't do the trick, just place a line really close by like this, and then it should be fine. We can have a little bit of playing around with it. It doesn't need to be as super precise. So I guess in this case, we do need to go. Sometimes the snapping is a little bit annoying. Yeah. We can just zoom in, but we don't have to go crazy with, like, getting this to work perfectly. Because you will never notice anyway. Okay, so we got those. Let's turn off our wire frame so that I can see. Yeah, that looks pretty much fine. Okay. So we got that hypol over here. So now all we really need to do is save our scene. Let's create a cube, and now we're just going to create this console, which looks pretty basic. So it doesn't look like it needs something very special. So let's go ahead and go in here. Let's scale this and just have it kind of like so these locations. Let's go in here, let's push in to roughly match scale. Yeah, we will just have this one on the end over here. And if I have a look at this, it pretty much looks like something like this, like deleting the bottom face, selecting the tops, and then doing a quick bevel all around, maybe at 0.1. And then it looks like it just basically has a bunch of little buttons, which I believe we can also just create simply by going down here, so let's create an edge over here and edge over here, another one over here and over here just so that we are away from the ends. Then let's do another one here, here and here. And here, so there will be two gaps in here. Then let's go ahead and do a double connect Triple connect maybe. Let's do triple connect. Control B them at like 0.1. So now we have some buttons over here that are not completely straight or square, I should say. So what I'm going to do is I'm just going to go ahead and first of all, let's move this out so that it matches a little bit better. And then I'm just going to go ahead and grab these and just scale them until they are a little bit more square. And what we can do is we can simply move these oh, sorry. I forgot to do something before doing that, and that is that we add an extra quick line over here. And now we can just go ahead and make this square and then move it out of the way temporarily. Make this one bit square, and let's line this one up in the center of this thinner line. Let's try to do the same over here. So it's roughly in the center, and if that does not fit, we can always go ahead and we can move this entire thing out a little bit more. Okay, so we can push these down. We can push these down, and then all that we have left is if we just go ahead and select these, let's do like control E at like 0.00 0.01, maybe. And then let's also go ahead and just make these a little bit thinner. So that when we are done, we can select all of this stuff. So we have some bigger buttons. We have some smaller buttons. We have these ones over here, and then we can just go ahead and we can extrude this in or even better. Let's do Control E extrude. And let's push this in and then also give it like a small offset of 0.01, maybe. Let's push it out a little bit more. There we go, just to make it read better on our norm map. So as you can see, yeah, it's just like some random different buttons, stuff like that, there's nothing too special. Do I like? So over here, I will need to select this, and I do want to make this also properly square. Let's see, we have these two over here, so I mean, from a distance is fine. So this is a little bit interesting that we have these smaller bits. I think one thing that I will do is I will go ahead and I will delete these faces. And let me just turn this into by merging them into a longer piece again, just to add a little bit more variation. But we cannot go too crazy because these pieces will be repeated very often. So we just want to make sure that this works correctly. So here, let's do something like that. That looks fine. All we need to do now is turn this into hypole let's go ahead and just add some sporting loops. S, one here, let's do just in case one down. I'm going to probably leave my bevel to make it extra smooth because if I just do not add an edge here, it will just smooth that little bit extra. Then over here on the inside, we can also go ahead and we can just place like a single Go a thing like this. Let's play a line here. Let's place another line here. Another one here, here. And, we already have that line, so we need another one in the center here. So, this one is going to be quite a smooth object. So that also makes it a little bit simpler. Let's see. We kind of need a line around here, but oh, no, wait, actually, we need to have multiple lines. So that should be fine. If we just run them along here, that should be totally fine. Et's not forget this side. So it might look a little bit messy, but let's see, one more here and one more here, I believe. But if we then press three, here we go. So you just get like this quite smooth looking console. I can see that over here. I just want to go ahead, use my cut tool to basically continue on this line because it broke. And for the rest, that seems pretty much fine. There we go. Yeah, that works. Let's for now just press on that we do not have the smoothing turned on, and then just hold Shift, move it over here, and then just shift the it so that we basically exclude it enough time. So let's see if it is this large. Do I want to have one less or one more? Let's have a look from like the top. I probably want to have one less. So let's make this a little bit more clear. So what we're going to do now is we're just going to go ahead and select everything. And a nice thing if you just want to go for very precise movements, if you go to the form and Lettuce lettuce, I don't, I don't know how to say it. But basically, this one, what you can do with this is you can go at a right click on now I feel self conscious about how to say it. I'm just going to call it lettuce, like the vegetable. So you can just go ahead and select that the lettuce point. I know that I'm saying this incorrectly, but sorry about that. So what I can do with that is I can do some very precise scaling like this, and it will scale everything evenly, which sometimes works a little bit nicer compared to just trying to use your gizmo or your pivot point, I should say. Once that's done, if you want to get rid of it, just simply clear your history. And then it's just a matter of pressing tree again on them, and that should be all good. So we got these pieces. And as you can see, that's pretty much it. Because all of the handles and everything will be done inside of substance painter. All of these lights and everything will also be done inside of substance painter. So this is pretty much it. That's all we need to do. Now what we can do is we can save a scene. And in the next chapter, we will just go ahead and we will continue on with this one over here, which also has a lot of substance painter stuff with all these things. And after that, it should be very easy to complete the rest. So let's go ahead and continue with this in the next chapter. 12. 11 Creating Our Trim Sheet Part3: Okay. So what we're going to do now is we are going to go ahead and create like the one that you see over here, but you can also see it down here and over here. So it's like basically this panel over here. And once again, we do not need to create the handles or the in between stuff and things like that. All of that stuff is taken care of inside of substance painter. So we are just going to go for quite a simple pattern, and we're going to get started probably with the simple plane again and set the subdivisions to zero. Let's go ahead and just snap our pivot to, like, a corner over here so that we can snap this. There we go. Let's go to our top. Here we are. And I'm just going to go ahead and well, if you want, you can still hold snapping on and do this, but it doesn't really matter because we need to go off snapping anyway. So let's go ahead and just zoom in and get it pretty close to what I want. Come on. That's not what I want. That's what I want. Okay. And then if we just go ahead and go over here. So yeah, basically, the cut off will be here, and then whenever we have a model, we will simply place an edge for this model, and then we will just start the UV again on this side. So it is tlable. It is almost like a tillable texture inside of a much larger tilable texture. Which is not completely tilable but you get what I mean. So this one I'm just going to end here just nicely in front of it, and that should be fine. So we got this one. It will just end over there. And it looks like it is like three gaps, space. Okay, yeah, it looks like a weird thing, another one. Okay, so that's try because we need to go even. So Oops didn't mean to do that. So let's go ahead and start with like a double connect over here. And see this double connect it will basically take care of the ends. So it will just be flat. Then another double connect. So this one will be the three gaps. Oh, yeah, see, we don't have as much space as you would want to have over here. Like over here, because everything is long, there is a lot more space. Now, you can twice fit that in here, but I feel like we don't really have enough space in our trim sheet to do that, so I'm just going to improvise. Or if you want, you can, of course, create two trim sheets. You can, for example, create one that is only for long pieces and then have also these pieces as long pieces. And then you can have one like small details, and maybe for the second one, if you want, you can make it just like a lower resolution to still save a lot of texture space. So that's all up to you. I'm going to do is I'm going to probably leave mine here. Let's do contra B, 0.05, probably. So just give it some space. Okay, so that we'll take care of those gaps. Now I'm going to actually, I need to make this a little bit wider. Going to have one here. And then I'll do another double connect. So these ones will become these bits over here, which means you would have one thing left, but that feels like too much space to have left. That's an interesting one because I do want to, of course, have this handle in between here, but that would become a very large handle if I do that. So instead, maybe let's do a small connect also over here. Oh, yeah, I have an idea. I have an idea that we can do something that looks hopefully interesting. Let's get started by first of all, we need to go to this side, and we kind of need to do the same where we just have a double connect to end. These ends over here, that's fine. Now let's go ahead and have another double connect. And this one will basically create like those squares that I have over here like that. And then what I had in mind is so for these pieces, what we can do is so yeah, you can insert it, but I don't know if I want to insert it. So you can do contra E, and then you can turn off, keep phases together. And when you do that, if we set it to like 0.1, you can see that it will basically insert, but it will do it all separately. I'm just worried that over here, I might create a little bit too much space. Let's do 0.02. Now, I need more space, 0.03. Yeah, know what? That should probably work. So once we've done that, we can go ahead and we can do another contra E, push this down, and then once again, give it an offset of 0.05, a little bit more, 0.1. That's too much. 0.06 maybe. And see, let's push it down. And then, of course, we will make the corners round again later on, just like you can kind of see over here. So we got this one. Okay. Now, what I'm going to do is I'm actually going to go ahead and I'm going to make this a little bit thinner. Oops, I deselect it. Let's try again. Let's make this a little bit thinner carefully. So just create a little bit more space because it also looks a little bit thinner in our reference. And now, what I had in mind over here was for me to place one loop in the center or Galaxy, two loops. And what this will do is it will basically create an opening. And then I had the idea that for this one, and let's see this one. And then for this one, I only want to do this. So we have almost like a different space. So as you can see, it just has like a bevel near the end. So it would basically be something like extruding this up not too far. I wouldn't go too far, like this. And let's see. Let's give it a little bit of a thinner scaling. And then my idea was to just simply here, scale it in. But let's actually do this one and this one at the same time. Let's give it a bit of a thinner scaling, and now just grab these and scale them in. And, of course, we cannot do that with these ones because there is a gap in between, so that it would just mess up the scaling. But for this one, that's no problem, we can just go ahead and select them separately. Oh, hello, do I have a double edge? Oh, no, I must have accidentally clicked something that created the double edge. So I just undo that. Undo Define is your friend over here. Here we go. We give it a little bit of slope like that. Yeah, once again, the reason that we bevel is that it is easier to see from the top and then it will read a bit better. Now what we have is we have enough space for some handles over here and over here and maybe an interesting detail in here. But of course, that stuff, once again, we will make it inside of substance painter. Okay, so that is looking fine. Now, at this point, you can kind of choose if you want to place your supporting loops before or after. I think we have to place them before because else we can no longer bevel these corners. So I want to give these corners like a nice round bevel. So that means that we just need to do the insert technique that we also used in the other in this piece over here. And this one probably does require a little bit more manual work to get it all looking correct in our hi pool. So let's get started by just doing this. We do not have a lot of space. So let's just see how far we can go. Okay, yeah, that's fine. Like, yeah, yeah, I'm fine with that. And the nice thing is because we have inserted it, the edges will basically stop here, which means we are still able to place loops like that, see? So we can still quickly place like some loops. So I'm just going to go ahead and I'm going to place them on here. And just like near the side. So that should take care of this loop. Over here. Over here, it should not be needed, but just in case the edges start to flare up, let's go ahead and just do another one here. These loops are quite basic. You just want to go ahead and do this. And then on the insides, we are just going to select our faces and inset them. So this is probably the last difficult thing we need to model, and it's definitely not difficult. So it should be quite easy. Once we've done this, it should be a breeze to get the rest done, and then we can just go ahead and we can start baking everything. Yeah. And then everything comes together. Wait, I think you already have a pretty good concept of how the trim sheets work. So I'm sure many of you that bought this story are probably not even watching me anymore and just continuing on. But if you are watching, hello. Nice to see that you're still here. So let's go ahead and, you know, 0.01 in the offset. B, we are just nicely going to finish this all off. We need to place one loop here. Another loop over here. Oh, also, by the way, in between, another loop here. We also need to place two loops near the end, and then we need to loop them. Oh, this is nice. When I created my prototype, because I did do a prototype for this because as I said before, trim sheets create a lot of planning. But when I create like a quick prototype, I messed this part up and I actually did a lot more effort into this specific model. I can still remember that. But in this case, all that should be left is an edge around here. But what I always like to do is I always like to see if it's really needed because often, it is already smooth, it is quite smooth. So you can have a look at the difference if you want. And what I recommend to just very quickly do because yes, you can insert it. Or what you can do is you can just very quickly place a simple cut along these lines just to see if it is worth the effort. Because this probably would be the cleanest way of doing it here. So I basically just create this edge. So here you can see. So this one is a bit sharp, but you can see that it also starts breaking, while this one is a bit smoother and you can see, like I don't see enough difference for me to justify spending the time on this. So I'm just going to do that, and I'm just going to basically leave it like this. The only thing that I do want to do is over here. If you ever have this kind of stuff that it breaks, easiest method I found, it might not look very nice, but it is to simply place a cut like that. So we just basically create a circle, and that just kind of like holds up your geometry so that it does not break. It looks like that we need to do it probably on every one of these corners over here. So we got this corner. And the last one is going to be Well, not the last one, but the last side is going to be one here. One here, and you do the trick. Yeah, that seems about fine. Okay, so this one is pretty much done. That's looking good. Great. So let's save our scene. And that actually went really fast. So let's go ahead and just have a look. What is it? Like, Okay, this stuff, and next to it is this stuff. This one, we can do completely inside of painter. This one yeah, for this one, let's just go ahead and just create like a quick model. So what I'm going to do is I'm just going to go ahead and I'm going to create another plane. Oh, it's sometimes annoying when you accidentally have an object load selected. Here we go another plane, and let's have a look. Is there a grid point? We can Okay, yeah, so we have a grid point, which means that I can just snap my pivot to the corner. And then I can snap it to this grid point over here. And for this one, I do want to go ahead and just keep it as two separate planes. It will make it easier for organization. So let's turn off a snap but we can just reuse this plane later on. So I'm just going to kind of, like, leave it in here. I just don't really want to have a gap because if I create a gap, there will be a black line when we start baking. And yeah, just that black line even though we will most likely avoid it in our UVs. So trim sheets are actually quite flexible. You never know that it might still break or anything like that. So I got this one. I'm going to just snap once again to points, and I'm just going to hold Shift and I'm just going to clone this. And then I just want to make sure Oh, turn off snap to points. Yeah, okay, so that is all totally fine. And actually, what I can do is, you know what? I'm just going to go ahead and also duplicate this two more times. Okay. And here I can see it falls outside of the ring a little bit too much. So let's just go ahead and just push it back in. Yeah, that should be fine. So, oh, no way, that should not be fine because I forgot that we need to go very precise with our mask. And the reason we need to go very precise, although this looks very precise almost. The reason we need to do it is because we are going to use this mask later on in painter to select stuff. So that's why I want to just make sure that this is actually like it doesn't need to be absolutely perfect, but just get it quite close. Okay, great. So we got these pieces. I'm going to get started with this one, which looks like it is just like a weird random shape. So let's go ahead and see what we can make out of it. Let's give it quite a bit of space for the top. Let's not make it too thick. And then let's go ahead and just place like a double connect selection, scale it out, contra be it. I don't know, like 0.3. And then maybe like place another bit down here and another one over here that just kind of extends out of it. So that we have that general shape that you can see. So I think that this one scale this in a little bit. Let's make it a little bit thinner. There we go. And once we've done that, all we really need to do is let's do Control E, extrude this down. Set it at offset of zero pen 00.02, maybe. Here we go. So we got that one done. And then you can see that it has some little lights over here, we can pretty much also do that. So we've got this one done. For the lights, pretty much just create like a cylinder. And let's just hold J to snap rotate it. And let's just go ahead and, you know what? Actually, I know better one. Let's create a sphere instead. Yeah. Let's do that. Let's go to our side view because with the sphere, what I can do. See, let's probably rotate this. Yeah, it will look nice if you rotate this. Just create a quarter like this. Control it I to invert your selection, just delete everything else. Because what we can do with this one is if we just go ahead and select this out end over here, we can extrude this. And then if you just go ahead and you want to mirror this on the Actually, set your merge threshold to 0.01 to make it quite low. Was it on the X axis? Maybe if we flip the direction. Wait, let's have a look at it like this. Okay, not the X axis. YXs? No. Z xs. Yes, in the minus. There we go. Okay. That's what I meant. So ZX is in the minus and then you can just move your pivot until you get the correct shape, get rid of that centerline, reset our pivot, and now it's just a matter of scaling this down. Et's rotate this. There we go. So it's just like a little light over here. And we are just gonna go ahead and we are going to place this. Let's not make it too big. Let's move it out a little bit using our frutss. And let's just move it into our surface. If you want, you can press tree. It does not really matter too much for the shape, but it might be nice to just have a little bit more geometry. So we've got this one. So those are the lights. We can actually in our texture, we can make it light up using an emissive channel. And for this one, honestly, all we need to do is just place a support loop here, here, and on every single corner, and then this will work totally fine. Oh, more corners than I expected. Oh, wait. Another one on the outside. Let's not forget. But for us because it's a plane, it does it will not really change, see? So the corners like they should stay pretty much the same. It's just for this stuff over here. Oh, forgot one more line. You can right away, see if you forgot a line, so that's nice. There we go. So we got that one done. That's also fine. The next one was going to be all inside of subs painter. This one, it was like this Oh, okay, so that's the floor and that's okay, those two. Because those two take a little bit longer, what we will do is we will pick this up in our next chapter where we will be creating the floor and all of these long pieces, and who knows? Maybe we will actually already finish everything. So let's just go ahead and continue with this in our next chapter. 13. 12 Creating Our Trim Sheet Part4: Okay, so let's go ahead and just continue by creating over here, starting with our floor. So you're basically going to create like half the shape, and then it will basically be used all over the floor. And then for this one, I'm going to show you a new technique, which AS old school technique, but it will work great for this kind of stuff. So let's keep that in mind. Oh, yeah, and there's, like, some spaces, so that's handy. Okay, so this one, it's very simple. Let's go ahead and place. I don't know how much space we need to have L half a thing, so probably like this much space, just give yeah, that should be fine. So remember, this will become like a black line. See? So I just want to see, like, roughly how thick those black lines are. This might actually be a little bit too much. Let's move it down a little bit. There we go. And if we then go ahead and just select these sides, we can do a double connect, and let's this one is going to be Well, it feels like it has more space in between, but I also need to take into account how it looks on the other side. Of course, you can just create two tiles if you want. Technically, we would have space for two tiles, but it would not really be worth it for this environment. So that's something you can choose yourself to plan out. There we go. So we got this one over here that is fine. And now all we really need to do is we need to go ahead and extrude this out, I believe. Yeah, so all we need to do is just extrude this out. Not too tick. And then we need to grab this corner, and the reason we do it now is because it's easier to bevel something when it is already extruded out and do a contra B. And then at this point, if I set this higher than one, it means that it will start clipping. But at least then I can go for, like, a stronger bevel. Four yeah, let's do four. And now, basically what we want to do is on this side, let's delete this point, and let's go ahead and just isolate this because as you can see, whenever you do that, it will extend the bevel beyond our corner. So we just need to go ahead and use the target well to basically push it back in. See? Like that, and then it's clean again. And what I'm going to do in this case is I'm just going to go ahead and give it a very slight movement. There's nothing too strong. There we go. So we got a very slight movement. So that should all be totally fine. At which point, it is probably time for us to just turn this into hipoly. Let's place like one loop over here. That's probably enough. Oh, this one is a little bit annoying. We can actually fix some of this geometry by placing a cut from here. Down to here. So when you do that, now if you place a loop, you can see that the loop does sort of go around it. Although over here, it's kind of like breaks, so we probably want to move this. Yeah, it goes around it because now there is a connection in between. So we have this one. This one, let's press three. Yeah, it does not matter, so we don't need to do anything on that. Let's go ahead and select the stop faces, Control E at like an offset of 0.01. There we go. What that would do is it would go over here and it would break things a little bit, but we need to be here anyway because then we can just place a loop this NA loop like this. And the same over here, we just create one here and here. And at this point, yeah, this one is a little bit annoying. You know what? I'm just going to do this by hand. So I just basically want to place a loop around, and I'm actually going to just place one here, and I'm also going to place one here. And the reason I do that is so first of all, I can just add a connection like this and like this far corners. But also because I feel like I need to just select this one here, move it out a little bit because else I don't have enough space. And then we just basically continue on to the end, Like, it looks like an easy shape, but it's technically still a little bit annoying to work with. But yeah, what we can do is we can it now, just go ahead and place another circle around here just to close off that corner. And then for this one, we don't really need to do an entire circle. Yeah, but let's just connect this because else it feels a little bit like virtue is not working. Oh, yeah, we need to go in here. Just give it like a very quick connect. Come on. There we go. Yeah, I'm fine with the corner being a little bit bent. I am not fine with this, and it is most likely because I oops. As I said, it's a bit annoying to just select this. Come on. There we go. Because it's like a long flat shape. Okay, so if it does this, that is sometimes annoying. It might look messy, but just go ahead and see if you can place a bit more geometry that is a little bit longer. Let's try it again. Oh, it does not want to place my edge here. That means that there Oh, no, there we go. Sometimes that means that there's like double vertices. But here, see, because it's now a little bit longer, it just has a little bit more space to catch up, and that's pretty much it. Oh, wait. We probably need to do the same over here. So it was just like, a little bit too long or too short. There we go. Looks totally fine, especially from distance. Now for this one, this one, it looks like here, it has like these shapes over here. It has a dent. I'm not sure if I want to do. Yeah, I might want to do that. Yeah, I might want to make this like an extension. So if I want to make it an extension, we first of all, need to go ahead and almost create something similar to this. So let's do it like a double connect and give it a little bit of space. Let's actually C. I want to give a bit more space because Yeah, there we go. And now the question is, is one of these panels long enough? Yeah, because they are just as long as this. So they should be long enough, which means that all I need to do is also just place double connect over here. We basically extrude this up and then we can make the corners. If we just go ahead and extrude this up, this will just become one panel, and then we can also go ahead and we can make the corners. If you just double click, we'll just ring around. But let's not make these too large. Let's do maybe two, set them two. Then let's go a isolate this because we just need to quickly fix this stuff. This might actually give us cleaner geometry if we only normally I just merge it all together, but after just doing that last piece, I'm a little bit bored to just do the same thing again. But this might clean our geometry. Let's just see. So first of all, for this one, let's give it once again, like a little bit of, like, a bevel like that. Let's see. Does this? Okay, nice. So this follows the geometry just fine. And then this one, of course, broken, but that's no problem because what we can do is we can just do Control E on this because we are not actually going to have the shapes in here. We are going to use something that I just call floating geometry, which is basically we are going to fake our geometry in our baker. So in our Baker, our baker will think as if that geometry is sitting inside of our geometry, inside of our panel, I should say. But in reality, it is just floating on top of it, because it has a very thin edge that is sticking out, I'll show you what I mean with that. It will look as if it is sitting inside, but it just makes everything a bit easier. So we got this one here. See, that's a little bit easier to already turn into high poli so I'm fine with that. So for the floating yum tree, it looks like we have like two rows. So what we need to do is we need to go ahead and get started by actually creating one of these what do you call them? Tents. So I know there is an English word for them. I just I forgot. Sorry. So I'm going to go ahead and just create a simple cylinder. And for the cylinder, white way, just cut the bottom off and cut one of the ends off like that? Grab this end and extrude this. It's very similar to how we did the light. Let's reset our pivot, throw in a very quick mirror on the object in the plus direction. There we go. Get rid of this center line over here. And now, the first thing that we need to do is let's reset our pivot again, and we need to scale this down and place it somewhat close to the location I want. Okay, let's go ahead and make it like the width that we want. So that's looking pretty good. And then basically go ahead and select your rt season and then make it roughly the size that you want. So this size we still need to figure out a little bit more later on. But the goal for this on how to make this floating geometry, because right now it's just like a plane, so the lowest level is a plane. If we go ahead and we select this out of sight over here, and we would extrude this and give it a little bit of a bevel because else we will not be able to see it. And so, you know what? Let's do this a little bit further. I'm making this way too small. A little bit further so that from the top, you can see like this bevel. And now the twig is that if we now press CtraE, we want to basically extrude this out, so this becomes flat. Now, as you can see, it's not completely flat, so just select this top and just scale it flat because from a top view, if I turn off my geometry, this is basically what the Baker will see. And you can see that it basically just blends into the background. So especially when we turn this into a hypolet we'll do that even more. So if we go in here and we add a spot loop, say, here, here. Let's also add one on the ends over here and over here. And I believe well, I don't know if that's really needed. Yeah, you know what? Let's just leave that. I quite like that it looks this smooth. And then if we place it very close to our geometry, you can see over here that it will look totally fine. So at this point, all we need to do is we need to go ahead and copy this over and give it like some little bit of space like we have over here. And then we basically if you want to scale them all as one object because right now they do this, if you go, it's at your scale center to manip. What this will do is it will basically scale and treat it all as one object. So we want to go ahead and give it let's see. Let's give it some space up here, and then we also want to go ahead and give it some space to the sides. Push this out a little bit more and just try and nicely place this into the center. I think that looks about fine. So look at it from a distance. Feel like we need to go a little bit more here. If you want, you can measure it yes by placing a loop, like a single loop in here so that you know exactly what the center point is. And then you could select these and do that. Fine. See that makes it a little bit easier. Yeah, often you will not really notice super small differences like that. In any case, at this point, so this one we can just smooth, turn off the smoothing by pressing one and just quickly collapse this or combine it, which you can find in mesh and combine. And now it is pretty much just a matter of shift duplicated ones, and then just do a Shift D. Ta, ta, and hopefully it arrives pretty close, which I believe it does. Let's go and go ahead and let's go to our top and turn off our iframe here, also. See? That goes pretty close. If it was not close enough, what you want to do is you basically just want to select it and you just want to move this around a little bit so that it is in the center. I'm just lucky that it happens to be very close like this. So what I'm going to select all of these and combine them and then press three. And if you want, you can also remove your history. So as you can see, that very quickly creates all of these shapes without us needing to do like crazy bullying or something like that, which means basically cutting out shapes because that would just be a big mess. So we can now save our scene, and we can now go on with our longer section again. So for our long pieces, the pink one or the purple one, sorry, I believe it's this one over here, which means that it becomes quite easy because all we need to do is create a plane. Since that one will just be done inside of subs painter because it's just some lines that don't actually have any height map information. So basically anything that does not have directly height map information or it's just like a small detail that we can easily paint the height map inside of subs painter, all of those things we will just do in painter because it will be much faster than doing it in here. So let's just go ahead and create a plane. Let's turn off our snapping and just move this plane. Data. Over here, that's fine. And then the next one, it's going to be down here, which is yeah, a little bit more complicated to do. So for this one, what we will do, not that complicated, though. Let's hold shift, and let's just clone this. And let's go ahead and grab the bottom and let's move this out or down, not out. So I tend to say random words when I'm thinking when I need to think very fast in English, I just say the word that comes into my mind, but sometimes it's not completely as close, like out and down and stuff like that. Like, it doesn't really make sense. But what I noticed is that you guys will still, of course, understand what I mean because you see we do it. So I hope it's not too annoying. But basically, in this case, what we're going to do is we're just going to like this shape that you have over here. So let's go ahead and place a double segment. Let's move it out. So this one will be like the flat area. Like this, let's place another double segment. Move it out, and then this one can be moved down, which will automatically create the bevel. There we go. Let's not go too large, something like this. And is that steep enough? Yeah, that's steep enough. And that's already it for this one. Now, these shapes will be floating, and this one we will just need to create a small bolt. So what we can do with this one is pretty much just place like a spot loop around these corners. We don't need it on these ends because there is nothing there, so there's nothing to sport. There we go. Now, we can probably go ahead and steal one of these. So if we just go ahead and duplicate this, select this one, control shift I and just delete everything else. So this one we can steal for that center detail that we have over here. There should be no problem. So let's nicely just move it down until it's just above our shape. Let's go ahead and rotate this 90 degrees. And yeah, I don't know yet exactly how far the spacing needs to be. But what I can do is I can just push it down a bit and then let's go ahead and just scale it up a little bit more because it does look a little bit bigger. So let's say that I just leave my spacing at the very end, and then over here, I'm going to see, I want to move this down, and I'm going to also duplicate this because I want to create another one just below it. That's pretty much like a circle. For this one, I probably need to go ahead and get rid of these sport loops and just move this very close together like that. And then if you want, you can also just go ahead and quickly merge these vertices together. But there we go. Now it's just like a cylinder again. At which point when I press three, that's totally fine. So let's move this one out a bit more. Yeah, that looks fine also. And then we have this one sitting. We reset in here. Let's turn of edges. Yeah, that looks pretty much fine. Yeah, I'm fine with that. Move it maybe, move it into the center a little bit more like this. And what I'm going to do now is I'm just going to combine these, press three, maybe remove my history. And then it's just a matter of, well, mostly guessing. So I'm just going to give some spacing like this. And then I just shift the and hopefully I end pretty close to the end. Wow, that's impressive. Okay, what I'm going to do with this last one, I'm just going to delete it. I might want to just move some of these a tiny bit forward, and it's just basically that the spacing is not perfect, but it is so little that you will never be able to actually notice when we start tiling this. So we just tile this and it will just continue on from here to here. So that's why there's, like, some empty space in here so that it just immediately continues on. Now that we've done that one, all we need to do is we need to create the bolt, and that's probably the last thing that I will do in this chapter. So for the bolt, should not be too difficult. Let's go ahead and grab like a cylinder. And well, actually, let's scale this down, but we need two cylinders. So let's start with this one over here. And if we just start by grabbing the original one because when you duplicate it, you lose these settings. For the original one, set it to six sides so that it becomes like a bolt. And because this one is just going to be very basic, we are not even going to create the hole that is sitting inside of it. We will just justify that as in that this bolt is basically sticking out of it and that's causing it. So this will actually be all just baked down. So we have this one. It scale it out a little bit more. Like this. Probably something like that. Let's go to our top view so that Oh, I can see anything. Let's isolate this. Turn on our edge and faces so that I can sort of, like, here see because I can then just match this one up, and for the rest, it's just about matching it pretty much into the center. So we got this one. Now for this one, all I'm going to do is I'm just going to select the bottom and delete it. And then from the top, yeah, you know what? Let's give it like a very small bevel, 0.1. And then from the top, I'm just going to go ahead and give it like a swift loop over here, and it's going to muddling toolkit, angle constraint, and just extrude this in. There we go. So that's that one. Now for this bolt, let's see. Normally, I would do it a little bit different, but I have wanted twice something. I'm going to just go ahead and select every single edge, see if it works in this case. Yeah, so select every single edge, and then just deselect the centers like this. And I just wonder if I do like a control B, but I just add like a few more segments and make it very thin like this. And then if I press three, there we go. Same basic concept. Of course, if you do this for games, it might not always work as well, but in this case, it should work totally fine. And then down here, if you really want to, you could do something very basic like adding I don't know, ten selections, for example. And if I move these up a little bit so that they become a little bit smaller, I can then press Contra B. And then if I just go ahead and go in here and here, let's simply whoops. Come on, you can do it. So it sometimes gets a little bit confused which direction I want to go in. There we go. So what we can do is we can just go Oh, God. I messed it up again. There we go. Contra it. Wow, it's really hard to move. There we go. And you can also go ahead and you can use your scale tool over here so that you create a shape like this. And now if you just press three, it might look a little bit smooth. So if you want to spend a bit of extra time, you can just place, for example, one sport loop or if you want to spend a lot of time, you can also play sport loops everywhere else. But for me because this is going to be such a small thing, here, we have this one. Now I basically just go ahead and I combine these and I just place them here, make them quite a bit smaller see because they are so small. That's why I don't really want to spend too much time on it because it will be very difficult to really make out any large details in here. And it looks like the bolt is in between every single one. So if I just go ahead and start over here, here, it's pretty much like in between this one and you can just rotate it however you want. And this will also just be back down just like that. It might be a large detail, but it will work. So I can just go up here, rotate this a bit more so that it fits nicely. Slack both of them and combine them. And now at this point, if you want, you can already press three and then just clone them and shift thee. Oh, that's not exactly perfect. So let's just go in. So it looks like that that's the thing like the more time you do Chief D, the more time when you are, like, a tiny bit off, it will start to just, like, move off more and more. So sometimes you just want to go in, or you can try and redo it and see if you get a better result. But I don't have that many, so for me to just quickly move in here, here, you can see that we are now getting close to it being fine because it is less and less. Yeah, that's pretty much it. There we go. S. Okay, so we got these pieces done. So now if you turn off your mesh from the top I turn of isolate in here. This is what you will see. So you will see these bolts in here like that. So that's looking pretty good. Okay, great. In the next chapter, we will just go ahead and continue with this long one and then create these extra pieces and pretty much finalize it. The grate we will do at the very end once most of the environment is already done, so it's like a quick bonus. So that one we will just leave empty, and the rest will just be done partly in Photoshop and in painter. So let's go ahead and continue with this in the next chapter. 14. 13 Creating Our Trim Sheet Part5: Okay, so let's go ahead and continue. So the blue one, I believe it, it's this one, which is once again, quite an easy one. I'm just going to go ahead and steal this version. Let's turn on Snap to points. There we go, and let's just quickly go to our top view and select the bottom, and let's just move it. Is it on the grid line? Yeah, it is actually on the grid line. So can I just, like, snap to grid? Oh, no, it's not on the grid line. Huh. Interesting. Okay, doesn't matter. Yeah, so let's just go ahead and place it like this. That is fine. And now I'm just going to go ahead and just give it a bit of a pattern here. Doesn't need to be anything special. So let's have a look. I'm going to go ahead and go for, like, one here, and then goes down a bit. Empty space goes up a bit. Flat space goes down a bit again. Um, does this need to be tilable? Yes, no. No, it does not need to be tilable. And still still look totally fine, probably. Let's see. So in that case, I will go for, like, a flat space and go down again. So that means that if we grab this one, Is that enough? Move it down. Oh, yeah, here, that's enough. Sorry, my first intention was to actually do it the other way around and move these up, but I figured, like, just to keep these at the same size, it might just be handier to do this. So that's fine. That's moving down. Maybe move it down a little bit more like that. Okay, so we got that one. And at this point, well, if you want, you can already just place some support loops. So do one here, here, here. Let's go ahead and just finish this off. There we go. And then what you can see is you can just see these little extra details, which we can also do. So let's just go ahead and just select these. S, this is quite long, so I'm probably going to actually go for three of those details just because it's a much longer area than over here. So let's do three of them like this. Contra B them at, I don't know, 0.1. Yeah, 0.1 seems fine. And I'm just going to keep this extra simple. I'm just going to go ahead and place another loop here, another loop around here. And select one, two, and three. Control E it. It's always annoying working with really long shapes. So let's push this down with an offset of maybe zero, one, zero, one. There we go. And now let's just go ahead and just place like two super loops here, one over here, one over here, one over here. And one here. Oh, sorry, and also on the ends like this. So you can do the same just like, here, here, here and here, and that's pretty much all we need to do. And then this one is also done. That's it, white. Yeah. There we go. Okay. That one is As done. Next one. The next one was, Oh, yeah, that's stuff. So we got this one and what is next to it. Oh, this one. Okay. Yeah, those are not too difficult. They are basically just going to be like interesting surface. So let's go ahead and go to our top view plane. Let's go ahead and set our subdivisions to zero and just snap your pivot to the corner. Move this down here. Let's turn off our snapping, and let's just go ahead and, let's just turn on my show edges so that I can just kind of like move this over here and move this one pretty close. Like that. And once while we are here, I mean, we can just as well hold shift and also move it over here, just like that. I believe that that's the last one because the rest will be non map details, open space, text details, and then it will be the crate. So yeah, these are the last two. Okay, so for this one, what we're going to do is we are just going to give it an interesting pattern and you can sort of see rigs pattern over here. So let's just see if we can mimic something like that. And for that, I'm going to probably go ahead and just grab a cube, in this case. Oh, turn off my snapping. And let's see. So I grab this cube. I want to probably make it like Oops. I accidentally scale it incorrectly. I probably want to make it like quite thin. So let's move it like exactly on this and Let's go ahead and select the top face, smooth down. Let's move this in. And yes, this will probably once again be quite annoying to work with just because it is a thin, long shape. But my idea is to have something like this and to then move this over here. And you know what? When I see this, I'm just going to go ahead and I'm going to polymate. It's like a little bit thicker. Like that. Okay, so we get those. And now I just want to add a few segments here and we're just going to push part of this model out. So let's say five. No, we probably want to go for, like, eight, no six. Let's go for six. Contra B, D six at point no, not 0.1 because that would not work. Let's do 0.5 also. Let's see. So we have this one. So now I would actually need to go in Sorry, it's a little bit confusing because of I need to decide, like, what pieces I'm going to push out. So we'll see. Let's go ahead and select these, which is a little bit tedious on such a thin shape. But, yeah, we are going to basically we have this stuff. We probably want to go ahead and just scale it out a little bit because it's not covering everything. And then if I do 0.1 on this one, that should do the trick. So now if I go in, let's do my front view because that's probably easier. I was planning on grabbing this and then every other one. H. Over here, and then push it out to the side. So if we have this one, let's go ahead and move it like that C, so we get this pattern. And then maybe it might be interesting if we select this end. And then, oh, come on. I'm trying to. There we go. Select this end and then maybe give it like a little angle so that we once again give that bevel effect. Okay, so we got this one. That's fine. Now, once again, maybe for this one, I can just do Control B at like a bunch of segments Yeah, here, see. So that will save me some time. So let's reset my pivot, and now it's just a matter of duplicating this and then shift the ining. See? And that's basically the pattern that I was going to go for. Oh, that's a lot of geometry. You can see it up here, how quickly it raises. But that's no problem because once we combine it, it should still be easy to handle for Maya. So we got this one now over here. I believe it is not. See, so this one is at the end. So this one should actually end up like this. So what we can do. Oh, God. This is quite annoying. We can just carefully move this forward a little bit, and here you will not really notice, especially not for something this small. So I'm just moving it forward, but I'm not moving it forward as much. So here I move it forward, less and less, I should say, until we get to the point where it basically here covers less and less space. Like that. Okay. So we got that one now done. Let's go ahead and select all of them, and then just deselect if I can trying to deselect that plane, which is a bit difficult. There we go. So that all we have is only these details, and now we can just go ahead and combine them. There we go. See, now it's just one slap of detail. And if I just press three, yes, I do want to smooth this, or is it that much geometry that it becomes let's see. Alright, you know what? No, I'm not going to smooth it. I will just make my scene slower and it's not really needed. The goal is that we actually get almost that anti alysing effect that you can see over here. That's actually good in this case. Now, you could argue that this one needs to be cut off. But yeah, actually, yeah, you could argue that that one needs to be cut off. That is correct. So what I'm going to do. Oh, and it also actually needs to go in here. So let's have a look. Let's grab this one, and let's just extract pass for this one. So that you only have this one left? Now, first of all, I need to duplicate this over here because else it will just have a gap. So it will need to do something like that. But then for this one, oh, God, it selected the plane below it. I don't know. Can I just you are transitioning over. Yeah, here. This one actually almost needs to go like this. She's strange. So I must have just miscalculated. Like exactly, Oh, no, wait. I did not miscalculate. It's because of that corner over here. Oh, that is a little bit annoying. In that case, what I'm going to do is I'm just going to cheat a little bit. I'm going to grab this one, and I'm just going to move it forward over here so that it is not intersecting with the old one. Now, the mask will still work, and honestly, this one, it's not that white anyway. So this should all still be totally fine. Let's also just quickly go in here and just move this out because I can see that it was not even. So, okay, we got this one over here. That's totally fine. Let's go ahead and Sava scene, and we are just going to go in and steal this one once again. And go set this to one so that we don't have any smoothening. Only use one of those, rotate them, and as you can see, it's basically like a zigzag pattern. So all I need to do is for this one, I'm just going to create a simple single connect in the center because that makes it a little bit easier for me to basically measure this up. So what I can do is I can move this in the center. Sorry for my camera, it's a little bit sensitive sometimes. And I'm going to, let's see. I want to give it some space on the end, and then we basically duplicate one, and let's see, there is, there's a little bit of space between them, and then we basically move one of them like this. So that from a distance, if we just turn off, yeah, see here. So that's enough space in between them. You don't need when you do that, do not look at the i because then it might look like there's less space than there really is, as you can see. So we have these two. We then go ahead and just combine them, and then we basically just, like, do this, and then shift D. Okay, that's pretty good. Maybe move a little bit like this. Okay, so we got that one. If you want, you can also go ahead and combine this one now. And now we go in and see, I can just do that in this view, hold shift and just move it and then shift this one. Now, let's see. Is this too large, maybe? You know what? No, it's not too large because once we actually start repeating this, it should be fine. So now what I'm going to do is at this point is I'm just going to select all of these. I'm going to go ahead and combine them. And then if you want, you can make it a little bit nicer because these ones are technically a little bit longer because they do not match, they are not on the line. So what we can do is we can just go ahead and deform. Lets let's point and just select like the ends and just carefully move this forward a little bit. There we go. And that should still be the same over here. Yeah, like a tiny bit, but that's fine. There's a tiny mismatch. So let's remove history. And at this point, let's just go into face select and delete these faces over here. So that all that we have left is just this pat one, which if we press three and turn off our segment, here we go. Oh, wait, that's the grid below it. Here, you can see that that now also works. Okay, perfect. So we got that one. Now, I believe that the rest of this yeah, the rest of these are just nor map details, empty space, text, and crate, which means that all we need to do for this is we just need to create a very simple plane, gets rid of our segments because we still need to have something here. So let's add a pivot, snap it to a point. And snap this one to our grid. And now it's just a matter of, first of all, let's move it over here. So that nicely fits. And then just go ahead and oops, all of this stuff. There we go. We can just cover it up with the plane, and that should be fine. There we go. Okay, perfect. So we got all of that stuff done. Let's do a quick check if everything is on the same level. Perfect. As done. So as you can see, here we go. This is pretty much going to be our shape. Great. Let's go ahead and save scene. Now in next chapter, what we will do is we will start with the baking, but we can already prepare it. So just grab your plane below, which is the plane we base everything on. And we can just go ahead and file export selection. And if we just go in and let me just go Exports. Let's do trim sheets or trim sheet. Here we go. We can just go ahead and export it here. So let's go in, and let's export this as a simple FBX file. And call this LP. Yeah, if you want, you can turn on triangulate, does not really matter that much for a plane. Often, if you are baking more complicated models, then it does matter, but not for a plane. And then if we just put height. Now for this one, we can unfortunately not just select it and then export it. What we need to do is we need to first of all, convert these from this preview to an actual hypol because right now this geometry that you can see, it's not actually baked in. So when we export it, it will not bake that geometry. What I tend to do at this point is I tend to select everything, do a shift D. Which might take a while because it's quite a bit of geometry. This 3 million Polish. Add a new layer over here, assign or shift the selection. So it is still selected. And just call this HP underscore backup. Save it and then turn it off. So now we have a backup because what we are going to do, it's not reversible. So we are going to now bake down our geometry into the actual jometry. So I'll show you what you mean, what I mean. If we go to modify, convert, and let's just add control shaft, our smooth mesh previewed polygons up here. So that's what we are going to do. We are basically going to press this button. And what it will do is it will turn on our smooth preview and actually have it down into Jome try. Now, we don't need to do it for this one. Actually, I feel like I'm missing something. Yeah, here, I'm missing a bottom plane on this one, which is no problem. It just means that I need to go in and clone this version over here. Yeah, that should be it. I don't know if I want to I think I needed to push this one back a little bit. I must have accidentally selected something else. Yeah, let's see. So when we push this Oh, yeah, yeah, it's sticking over. But now that looks fine. So just leave it like that. Should be fine. No, weight, not fine. No, because the pivot has changed. Come on, select. I need to select this edge, and I need to actually snap this one. There we go. Now it is fine because, of course, we made this smaller, so the pivot, the pivot is different. But anyway, so we got that one. And now I just basically want to go in here. I don't want to do all of them at the same time because if you do that, there is a chance that you crash or that you time out. So I'm just going to go ahead and I'm just going to basically seleck these things and if you want, we can just hide just by pressing H. Yeah, these ones, especially, are quite, let's save cine. Definitely save vacine because these are quite expensive or in terms of, like, just turning them into final hypols. So I've had in the future that I sometimes crash here. You can see that takes a second if I do too many at the same time. So just to avoid that, I can go in here, and I can just do this. Let's see, this one, the one below it, this one also, this one is just a normal plane. These need to also be turned. This one, this one. Oh, that's an expensive one. There we go. Let's see. This is a normal plane and this one. So basically everything that has smoothing, we just want to go ahead and apply, and then we just want to unhide everything. And there we go. So now this is actual jomtre. You can see quite clearly if you've forgotten one because you can see how dense this geometry is. So this is all looking good because the rest are just simple planes. Great. Now let's go ahead and hide our low poly, select all of this, and now we can go ahead and we can just export this. So let's call it HP, press export, and that should then be done. Down here, you will see when it is done exporting. There we go. Okay, perfect. So in the next chapter, what we will do is we will go ahead and we will start the baking. I will be using marmoset, but this baking is very easy, so you can also use substance painter if you want. So let's go ahead and continue with this in our next chapter. 15. 14 Baking Our Trimsheet And Setting Up Our Painter Project: Okay, so let's go ahead and get started with our baking. So I will be using MomsetTbFour for this. And what you can do is you can simply go up here and press a little bread icon because this stuff is going to be very easy. You can, of course, also use painter. You can use X normal. Just any type of baker will pretty much do for this. So I'm just going to drag in my high pool and low poly FBX directly into Momoset and give it second. Here we go. And then simply drag in your low poly under low your high poly under high. And then a quick thing that you want to do is in your low, just quickly turn off out the bake because else it will try to bake while we do not yet have all of our settings set up. So now we can just go ahead and go into the high and just turn on the eye icons that we can see let's get rid of all of these extra materials just by pressing the lid. And the only thing that you need to do is over here, here, you have your cage. You just basically want to move it above your entire hypol. But just move it as little above as possible. So you don't want to just go like this, but just like just have it above like this. And it will just make sure that everything from our hypol is being included because this cage will basically dictate from which point on the baking will start from which distance. So that is already it. This now all working fine. Now all that we need to do is go into our bake project, and I'm just going to go ahead and go and let me make this a bit smaller. Textures Trim sheet. Wow, normally my text folder does not look this empty and then another folder called Bags, and this is basically the folder in which I will save everything. All I need to do is I just need to go down here into my output, and I just want to go ahead and just go to our Bakes folder and just call this Trim sheet, for example. We only have one, so I don't need to do anything special. Samples, I like to set this to 16 bits. This will just give us a slightly crisper result. Let's set the resolution to four K. And now if you go into your maps and press configure, we basically want to bake the same maps that we want to use inside of substance painter. So that's going to be normal normal object space, which is your world space normal, position, curvature. Thickness is not really needed, so we are just going to do ambient clusion and we also do not need a material ID because we already have sort of created that inside of Photoshop. So yeah, that's about it. All we really need to do now so just turn on your maps over here like this. See, four k, we have all of this stuff. That's all totally fine. The only thing is that the position needs to become 16 bits, so because a position does always need 16 bit data. So, yeah, we have this. Now what we can do is we can just go ahead and press bake up here, and that's it. I will just go ahead and bake. And after that, I should probably save my scene. But as you can see over here, it will just nicely bake all of our meshes. Emy dilution. Okay, that's all done. So even now also just go ahead and bake the position map, and for that one, simply set your format to 16 bits. Do another bake. Now at this point, what I will do is I will just quickly save my scene. Yeah, just save it in the same folder where you bake. So just call this bake scene. And now, if you, of course, want to preview it, what you can do is you can turn off the high, and you can press this little P button and that will just assign a material. Oh, wait. That only works if you've just baked these maps, but because we have, of course, baked our position, it does not work. In that case, just create a new material and drag it onto your low poly and simply dragging your normal into the normal slot, maybe you like your occlusion also into the AO slot. There we go. And now you can see that now from the top, it has baked like this. And you can see that also all of these pieces as you hear, they are pretty much fake. Now, they do have a slight outline. This sometimes happens when we bake our ambient occlusion, but it is often not that noticeable, so you often don't really need to worry about it. If it becomes too noticeable, what you can do is you can always simply go ahead and go into hot Shop and fix it. But yeah, this is looking pretty much fine. So yeah, I don't really think there's much just in case I will show you how to easily fix this into Food shop. Here we go, because I do understand some people might have, like, a more complicated model or more complicated trim sheet. So basically, you just kind of, like, select it, and often difference is so small that what you can do is you can literally just use your levels over here and push it out and you would still have your ambient clusion down here, but you already have your levels here because white means nothing. So that's why we can always just kind of, like, push this out however far we want. So we can also do this because the background is often so dark, as you can see that even if you push this out, it will still keep the background C here. So it will still keep those extra details. So that's a very easy way to do this. A more difficult or boring way would be that you go ahead and just use the clone stamp tool at, like, a low level. Like over here. And then you would kind of just twin and like, oh, I still have a selection. Yeah, you would kind of just try and paint out like this, but that would often take far too long to do something like that. So I do not recommend doing that. But yeah, for rest, also with these ones, you can just play around with it. I'm not going to do this one just because this one is simply not needed. So we're just going to go ahead and save a scene if you want to do that. And now just to quickly set up paint our scene already, we can go ahead and go in here, file and just create a new scene. You can just set this to PBR metallic roughness. Then in our mesh. Sorry, I'm just navigating to the mesh. Here, in our mesh, we want to go to trim sheet and just grab the low poly. Document resolution. Let's just set this to four K. Nor map format, we baked in OpenGL. The only difference, really between OpenGL and DirectX is that the green channel of your norm map is flipped. So that's about it. So yeah, FRs we can just go ahead and press. Oh, I've forgot to input the bake maps. Wait, let me just quickly press new it's quickly selected. It's because they changed the view. You now need to do this drop down in order to arch your baked maps. So in here, you can just go to textures, trim sheets, bakes and just select all of these maps. And that's it. Who column management is cool. So that's a new feature that came out like two days ago, so I still need to play around with it. I just noticed it. So let's disregard this scene so that now we have just the baked maps. And in order to preview them, there's, like, a few small setups that I want to do. I'm going to get started by saving my scene. And I'm going to go ahead and save it in our taxis folder trim sheets, and let's just go ahead and save it here. Trim sheet underscoPainter, for example, something like that. There we go. So give the second. Now, in your text set list, just make sure that this is called Trimsheet. This is basically the name that you gave your material inside of Maya. That's the name that we'll give. But you can double click and you can change the name. And then if we go ahead and go to our texture set settings over here, we can scroll down and we can go ahead and just click on non Mp, and here you can see you're baked in maps or the maps that we baked that we imported. So you can just go ahead and select them and position map, and we don't have a thickness map, but we don't really need it. And now, as soon as you click on your viewpot, it will have applied those maps. See? And this is what I mean with the ambient seclusion here. You can not really see the ambit seclusion anymore, but this gives us a really nice effect. See, I works really well. So this is all looking pretty great, but pretty good. And over here, you can also see the tiling. Pretty much like here, it now transitions properly and stuff like that. So we will know soon enough if I made a mistake, but I assume I did not. Another one that I'm going to do is I'm just going to import resources, and I'm just going to go ahead and I'm going to import my trim sheet layout JBAG file. And you just want to input it as a texture and input it into your project, which is this project over here. So when you do that, you can simply go ahead and drag it into your ID map. So right away, we have an ID map, which is basically like a mask based upon colors. So that's all looking really good. We got that done. Now, if you want to make everything a little bit more interesting, you can go down here to your display settings. And for the environment map, you can, for example, choose a different map. I tend to do Temoco and then Actually, you know what this is fine, our environment. Texture, shadows does not really matter in this case, no, because it's a flat plane. Scroll down, activate post effects. Let's turn on some vignetting. Next, we can also turn on the tone mapping. And I like to set my tone mapping to sensitometri over here. And then I like to just play around with a little bit more with my exposure and Gamma to make it a little bit lighter. Like this. So this will give me a pretty good view. However, the final balancing of this material will, of course, be done inside of Unreal engine. So we don't really have to worry about that. So we got this stuff ready to go. You can save your scene. And what we will be doing in the next chapter is we will start by actually texturing this. So we will just give it already some base materials and just get everything pretty much prepared and ready to go. And then once we feel confident that we got a very solid base, we are actually going to start by already creating our first final model, and what are the way that we are going to work with this is we make that model, we UV unwrap it, get it into Unreal, and then we will simply balance out this texture based upon what we see in unreal. But we first need a solid base in here. So let's go ahead and continue with this in our next chapter. 16. 15 Texturing Our Trim Sheet Part1: Okay, so let's go ahead and continue. Inside of substance painter. So what I want to do is I first of all, want to focus on just adding our non map details, which are going to be the stuff like you can see over here. It's going to be maybe like here, all of the handles and all of that kind of stuff. So this is one of the few times that I'm actually going to use a package. And this package, it's quite common. It's from Jonas Ronegat and it's really cool. It's basically just his hard surface package. It's really cheap. Like even now it's on sale, but normally it's only like $6. So this one is great, and it will give you 390 of these Alphas, which would take many hours if we would need to make them ourselves. So he also has a bunch of other stuff in here, so it's really good. I will go ahead and I will leave a link to this in, like, a text file. Let's say I will just go ahead and leave it in here. I will just make it like a text file in here that has, like, the link in it. So just know that this is the one that I will be using. It's really nice. So now let's go ahead and just dive for it in. So in order to use this, you basically just want to go ahead and just go to the folder. Of course, I assume by this point you have downloaded it. And if you haven't downloaded it, you can always model these details if you want to. So I'm just taking the shortcut. I'm just going to go in here and there is a bunch of stuff in here. But if I just go to my search and type in dot PSD, what I should do is it should show every single PSD file, which is every single offer. And then all I need to do is I need to go in substance, file and input resources. And then what you want to do is you just want to go ahead and select everything in this folder, as you can see over here, drag it in here. Then once again, press Contra A to select everything. And we are going to use these as, let's do Alphas. Let's use them as Alphas. You can also use textures if you want, but let's do Alphas. And I'm going to just input it to this project. For you, I recommend that you input it into your library. Then it will always stay here, even if you close down painter. The reason I cannot do that is because then I might get confused if I ever make torial that has, like, only the defaults of painter. So then I might accidentally use an Alpha that no one else has. So we're just going to go ahead and do this, and then we simply press Import. And that should start by importing everything nicely. So it might take a second, so let me just pass the video. Here we go. So those are now all imported in here, so that's looking good. And now what we can do is we can just go ahead and start using them. So pretty much what I like to do for this is I like to create a new folder. Excuse me. Okay. That seems like a bug. Let me just quickly restart painter, because that's quite strange. There we go. After restarting it, it works again. That was quite strange. Never had that before. But anyway, create a folder and call it normal underscored details. And in here, I just like to go ahead and create a fill layer. So also make sure it's in the safe folder. And this one, I'm just going to go ahead and I'm going to call it down. Down underscore normal. So the reason I do this is because it just means that everything I paint in here will be pointing downwards, and I'll show you what I mean. So we only need to have a height map. So let's have a height map on and just tone down. And the reason I say underscore normal is because I sometimes want to also create versions that are strong. So then I would call them underscore strong. So having this, we simply go ahead and add a black mask, and now we can get started by just adding our shapes. So let's have a look. So this one doesn't need anything. This one not, so let's get started with this one. What do we have here? We have some handles, maybe add some bolts and stuff like that. I can then go ahead and go in here. Scroll down, so I will just use an Alpha. And then if we go up here to Alphas, you should be able to find the Alphas you just imported, even though I restarted, so there we go. And let's see. So let's start with, like, the most obvious one, which is going to be some handles. So we got a few panels over here, but we should also have some handles. There we go. So this kind of stuff will work quite well. Let's say this one looks quite nice. So you can just double click and then automatically add it. And now here, if I, for example, place it, you can see that it's very handy to just quickly place one of these handles, and you can just go ahead and double click and you can just use whatever you want, just like that. So that's why these are really great. So yeah, on the one hand, I do apologize that you need to pay a little bit extra just to have this stuff, but on the other hand, it's super useful to have it anyway. So what I'm going to do is let's place one over here, and let's just place like yeah, you know what? Let's do one there because this one is a little bit longer, so I'm not sure what I want to do there yet. Now, over here, we have a few more. Yeah, what does this one look like? I then just set my size a bit higher. I just rotate my camera to make sure it is correct. Okay, so that one looks like that, and I can just go ahead and I can just play around to see here. You can see that this one is actually inverted. So for this one, we would need to go into the up instead of down. But for now, what I'm doing is I'm just basically playing around with things and just seeing whatever works nicest. Once I found whatever works nice, then, let me know. Oh, I quite like that one. That one looks quite nice. So let's go ahead and set my camera quite straight. You can also go ahead and if you go up here to autographic view, it often gives you a better you'll see, like a better look. Oh, I can see that this one is a little bit bigger. Looks like we didn't keep it as even as I expected, but that's no problem. Yeah, you'll see. So it's not as even as we expected, but I don't think we will really note here. I don't think you will really notice. Sorry, I can't speak. So we got those ones. Now, let's scroll down because I saw one other one, and it's these ones over here. Yeah, here, these ones would be great. Let's see which ones we have. Oh, I like that one. Let's go ahead and use this one. Because I think that will actually work really well. There we go. So we got one of these. And then down here, what we can maybe do is let's see what does this look like? No, that's not too interesting. This one also not. Maybe like a bigger one or should we just go for, like, another handle? I'm just basically playing around with it. Because I have not used these Alphas too often. At least I've used them often, but not specifically the handles, because those are often quite specific. Yeah, this stuff is also quite cool. You can kind of use it to transition between pieces. But see, I'm just basically double checking. I want to get something that's quite long. Hm, that looks interesting. Here, let's grab just something that looks quite long over here like that. So that's fine. So yeah, just basically add some interest. That's pretty much it. That's all we want to do. Just want to go ahead and just add some visual interest to things These ones are from this side. So, let's see. So we got, some of those pieces overlapping. Maybe for this one, so you can see that this one goes the opposite way. So what we want to do is we just want to duplicate our layer and call this up on the score normal. And then just go ahead and add another black mask. And what that will do is it will overwrite the original black mask. At which point, we can set our height a little bit higher. We can just like, Add something in here. And now I see that. It's actually not as nice as I expected, but I do want to get something in here. Let's go down. Yeah, here, this one might work. So here, let's try to keep it on one line. Maybe also over here one and over here one. There we go. That looks quite interesting. So we got one of those pieces also done. And just like that, we can pretty much just play around with this and just keep going. So another thing that's quite cool is we have these little screws. I don't know if we have enough resolution for them. Oh, we do. But let's see. I think we need to go, so we need to go down. So we have this one. This one feels a little bit more Sci Fi. Let's grab like this one. So let's have one here, one here. I don't want to do it too much because you can easily go too overboard with the screws and everything like that. So let's also have just one on these sites. I like that. And let's just go ahead and just randomly place a few more in these areas. I like that. Yeah, you can just play around with it and art even more if you want. I like to also often just scroll through here and just see if there's maybe anything else interesting that I can use for something. I don't know what these things are. Just another. That is an interesting handle. To maybe have two of those on each side. Yeah, why not? I'm just trying to add some details. So as you can see over here, that's already quite a bit of extra detail that we just instantly created, and that is quite nice. So I'm just having a look, see if there's anything else that I can maybe get Mm, I don't think there's much stuff going on. Like, I was thinking maybe there's something that we can do on the consoles here. You even have little calculator. So technically, we could have even done that only it would not fit as well. Yeah, does not really matter too much. Okay. You know what? I think that is, this is pretty much fine if we just keep it like this. So let's just go ahead and just continue on to this one and this one has some handles in between over here. So let's see what we can do with that. Let's get started because I liked those long ones that I found. These ones over here, I quite like. So let's go ahead and try one of these, but then quite large. Bit too large. And yeah, here, see. That actually adds quite a lot. Okay, so we got those two. Then we can go ahead and we can maybe do some smaller handles over here. These ones feel more like for fabric. So see these ones, we need to go up for these. Yeah, you know what? It does have something these kind of handles. Let's go ahead and just place two over here. Let's try to get them pretty much on the same line, which is actually quite tricky to do. There we go. And then let's also place like two down here. Like that. And then if we just go ahead and let's see, maybe like something in the center or maybe like a detail or like a panel, just want something there. I don't know if like, panels would look nice. No. Not that stuff. Ooh, interesting vents. Nah, let's not do that. So yeah, honestly, I'm just playing around with it. That's pretty much it. It might look a little bit boring, but it has to happen. Yeah, here, maybe we can do something with these kind of panels over here. Stone this one down a bit more. There we go. Let's have one in the center over here. Let's see what are these? Oh, needs going in the up I don't know. Can they do something here or would that just be? On the one hand, it does look cool. On the other hand, it might be a little bit too much. No, you know what? No, I actually think it looks quite cool. Let's leave that. Let's see. We have some more panels that we might be able to use. If I just get my camera to rotate properly. N, you know what? I'm going to leave that empty space. Okay, so we got those that's also looking pretty good. Now, for this one, maybe give it just something small in between here. I don't know if there's like a little Yeah, here, see? We can just give it some small detail like this, almost as if you can still open this up, like it's a panel that you can open up. So that's also fine. This one is the floor that is fine. This one, maybe give it like some screws or something like that. I don't know. Is that? Now, let's go for something that's a little bit more original. Yeah, let's do these ones over here. And let's just give it, like, a little screw. Here, here, here and here. Mm. That might look a little bit too strong. Let's go ahead and in the up normal, let's duplicate this and just call this up underscore soft once again, add a black mask, and let's set our height a lot lower for this one. So basically, as soon as we place a few of them, you know, if we go to our height, I just want these to be not as strong. And also, at this point, we don't really have the resolution to take in a lot of detail, so just keep that in mind. So I will not do a lot. I'm just going to leave it like this. Okay, so this entire row is already Oh, no, wait, almost done. We have this detail over here, which if we go up normal, I believe that looks almost the same as these ones. Yeah, it looks pretty much the same. So what I might be able to do, Oh, one thing that is a little bit annoying at this point, let's go ahead and add a quick fill layer over here. And just set the base color and then in your base color, simply go ahead and find your texture. So if I type in trim sheet, here this one so that we can actually see the colors, and then you just want to go ahead and set your opacity down. And this is just that I can see what I'm doing. Now I can simply go in here and I can here I just click once, hold Shift and try to create like a straight line, and then before you click another time, release Shift S? And then do it again. And this way, it's an easy way to just do some rough measuring. Then I can just go and go in here. Oh, yeah, that does not. Yeah, I need to just try and kind of, like, get this to roughly line up. Oops. Sometimes a bit tricky to get white. There we go. And now I just need something in the center, just like you can see over here, just a tiny detail. So something very simple is what I'm looking for. Mm. And, of course, something that's, like, kind of straight. You know, let's do this one. Set our scale a bit up, and what you can do is in your angle. Simply set your rotation angle to 90. And set my scale a little bit down. Hold shift again. There we go, see. Just something simple, just so that there's some kind of detail there. Okay, so those are now all done. These ones are going to be stripes. These ones we already have everything done also. These ones, we also have everything done, these, these also. So the next one that we had is just some norm map details, and the text details, those are those I will do inside a Photoshop. So for our norm map details, what I basically want to do is I just want to go in and just grab some random stuff from our Alphas that we might be able to use in some way. So let's say like here, we set our angle down. For example, we can use a panel and stuff like that. Here, so like a panel, we can use like maybe one like this, one of these things we can use, maybe like another one of these longer ones we can use. Yeah, why not? Let's add one of these. And just like that, we can basically just start by finding different things that we might be able to have a use for and just place them all in this one area. So we got one of these. Maybe let's do one of these over here just in case, I probably don't think we will need to use them, but we'll see. And I don't like that one. Also not. Yeah, you know what? Yeah, I can use that, maybe. I don't know yet, so we'll see. Let's see. Where are all my bolts? Did I just went past them? Oh, yeah, here they are. Let's go ahead and just tone down. Let's do, like, one over here. Maybe like a plus one. Another one, add them to our list. So we got those. Maybe like, you know, if we just set our rotation to 90, we can just add this basic shape up here. Yeah honestly, I don't think we even need this much, but it's just nice to have a bunch of non map details that we can place in this one area. And if want, we can also just continue on placing them here if you do not have enough space. Yeah, it gives a nice look. This stuff is probably way over the top. Yeah, I know that there's, like, some exposed panels here, but we would need to do those better if we want to have something properly. So let's not do that. So anyway, we now have these pieces all done, and I think we are ready to then get started by doing our text. So what we'll be doing in the next chapter is we will just go ahead and quickly create our text in Photoshop. And once that is done, we can start by creating our base materials. But as you can see, this is already looking a lot more interesting, which you can even try, although I'm not sure if it will work because I did not testilate my plane. If you go up here in your shader settings, you can even try and just set your displacement and set your subdivision count up see here. So we would need to go ahead and we would need to give it a few more segments, but then we can actually have some displacement in here if you really want to. We are not going to do that unreal anyway, so we can just leave this off. But it is something if you want to preview it. It would be cool to do. I anyway, or in any case, let's go ahead and save, and let's continue to our next chapter. 17. 16 Texturing Our Trim Sheet Part2: Okay, so let's go ahead and get started by just creating some text. And we can just go ahead and do this in Photoshop that will by far be the easiest. So what I'm going to do is I'm just going to go ahead and we are just going to overhear use a text layer. So let's see. I want to do this one, WT 250 KG. Let's do something like this. I cannot really read it, but I don't know. So yeah, you see, we can use it. Yeah, STech we can use stuff like that also. Just some random text bits that we can use, and you can always add more later on. So let's click on our text and let's set our color to white. And then what we need to do is we need to go ahead and go, oops. I feel like this would probably be a very basic font that they would use for something like this. So let's go ahead and just try it out. Let's first of all, just start with Whoa, that's really large WT 250 kg dot. So I'm just going to go ahead and start by creating it. Then I go over here to my rectangle tool, right click and Free Transform and just place it into place over here and just scale it down. So go ahead and get started with this one, and let's see if we maybe have a nicer font that we can use. So I'm just going to go up here and just see there's something just by simply moving. Oh, that looks quite nice. Yeah, let's do something like this, a little bit more strong lines. But then what I like to do is I might want to just, like, squash it a little bit, like you can see over here. And the way that we can do that is we can simply click over here on our settings. And then if we just select this and then set the width over here a little bit lower, you can see that we can kind of just push it down. So let's do this around 90% over here. And once you've done that, you can just go up here to your Move tool, and then it's just a matter of pressing Alt Shift, and then we can go ahead and duplicate it. So let's go ahead and let's duplicate this again. So let's get started with this one over here. And this one we will just use something like this. For all of these shapes that you can see over here, we can just go ahead and we can just use some shapes in substance painter. Sorry, Brain freeze again. So we can just use some shapes in substance painter for that. So let's go ahead and here, let's give it a little bit more space. Scrab this, and this one is going to be si tech and then maybe with this one, what we can do so let's move it over here. Let's go at an l shift and then go in free transform and just make this quite a bit smaller to have some small text below here. And yeah, you cannot really read what is in here. So let's go ahead and just say, floor four. Oh, by the way, I'm going sect. I'm going to go up here and just like this. Floor four let's go at No, you know what? Let's do this. Let's do building a floor 04. Let's do something like that, for example. Now what we can do is once again, just use our rectangle tool and our free transform to kind just place it in here. Let's place like quite close. And if you want to do very precise movement, just go to your move tool and just use your arrow keys to basically move it up and down a little bit. So we got that one. Now for this one, what I'm going to do is, I'm just going to go ahead and I can see, like, a little bit better, but I still need to, like, just make something up, I believe. So let's just go ahead and just say, um, Power module. Oh, that's really annoying. I need to. It keeps setting it in the center. Yeah, 1 second. Let me move it over here. So power module PYTHNpN not double dot, AB, and then just some random numbers, P zero, zero, zero, one, I don't like the zero, Let's do 222. Two, 26. No, 22, one. Yeah, let's do 222, one. And then below that, SILodt and let's just do 2000 2382 it doesn't really matter. I'm just thinking of some random stuff like this. There we go. So we got this stuff over here, and now if we just go ahead and just in our free transform, make it a little bit smaller. There we go, see. We just got some more extra interesting text over here. And yeah, you can pretty much add whatever you want. For example, if you want to just go ahead and do something like this, but I don't think we really need that stuff. Yeah, I don't think, honestly, we will use a lot of text. We will just use it a little bit here and there. So let's go ahead and just leave it with this that will be totally fine for now. And once that is done, all you need to do is click on your background, go down here and add a new solid color and simply make it black so that we have a black and white mask. At which point, we can do a save as copy, and we can go ahead and we can go to textures, trim sheets, and bags and then in here, simply as a PSD file, call this text, for example, and just press Save. Yeah, the reason I do PSD is that we can easily go back and substance painter can simply import PSDs. So what we can do in here. So we got our non map details here. Let's go ahead and do another one that we will call base colors. And then in here, what I can do is I can go to Import Resources and I can simply import my text. So 1 second, I'm just navigating to it. Here we go. Texture. Project, input. And now in our pace colors in order to ditext, let's go ahead and let's start by adding a very simple fill layer over here that we'll call text. Let's go ahead and make this white, set the roughness down quite a bit, and then simply add a black mask over here. And once you've added the black mask, you cannot just drag in your text. What you need to do is you need to go ahead and add a fill layer. On top of this black mask, whereas a fill layer allows you to insert texture maps like our text over here. See, and now it will only have this text in here. And then what we can do is because we also need a mask later on. So we basically need a mask to mask out this text. And the way that we can do that is we can go ahead and go to our texture set settings and simply in our channels, press the plus sign and then go ahead and go to Unsupported by Shader and click your opacity over here. Once you've done that, in our text, it will have another opacity slider over here so we can turn it on, and we can go ahead and keep this white. And then if we just go ahead and create another fill layer below it and just call this base, what we can do with this one is we can set the opacity to black. So nice thing about this base is that it will just basically control the very base. So, we got something like this done now, so that will work fine. If you go for materials, for example, to a paste, you can see that it is just this map. So, honestly, if you want, you can even just import your text map. But the reason we are doing it this way is because in order to use as little taxi maps as possible, we are later going to combine taxi maps in RGB channels. So just keep that in mind. So it's something that is just an optimization. But for now, we just want to go ahead and focus mostly on creating our base colors. So let's go ahead and create our first and probably most important one, which is going to be over here like the white metal. And once you've done that one, we can derive everything else from it, also. So for our white metal, here we have our text. Let's do below our base. Let's go ahead and just create something. If we go into our SMAC materials over here, what we can see is we have a lot of different steels over here and metal and everything. So let's see if we can find something that's quite nice. I think I want to go for, like, a painted steel. Let's see if it is stained that might be nice, although a clear coat, yeah, a clear coat is more like for cars. So let's just go ahead and that's a painted steel stained over here and simply plug it below. And let's just go ahead and call this white underscore steel. So we got this one. Now, what I want to do because we are going to just basically be reusing this one very often, also in these areas, I want to keep it blue or, like, dark for now. Let's keep it a bit of a dark color for now so that I can actually see what I'm doing because once it is white, it will not show as much as on these areas. As I said before, we are going to use vertex colors to basically control the color of most of these things. So just keep that in mind. All of these, they will use vertex colors to basically control how everything looks. Oh, no, sorry, not this one because this one has, like, these specific pieces in it, but like this one, for example. So what we're going to do is we have this one. We are now going to go ahead and let's see base paint, check our dirt, let's get rid of it. Yeah, let's keep our AO dust. Surface details we can keep. Okay, so over here we have our edges. I don't really like I like our etches over here. But I don't know. They do not feel as nice as I want to. So let's click on our Edges. And let's just go ahead and get rid of those masks over here so that we can go ahead and go to our smart masks here, and we can find something that might be a little bit nicer. So paint old small cracks. Let's have a look. Okay, now that looks a bit too much. Let's go ahead and just basically find something interesting that we can use gun edges. Let's see if we use the gun edges, but if we then go ahead and go into our mask generator, let's see. Texture two. Okay, so texture two, we can just remove to basically control that stuff, and then texture one. Okay, so texture one breaks up like this. Now, what you can do is over here you can see your textures. So we can actually go ahead and we can insert different crunches to basically get a different effect. So I just want to go ahead and I just want to basically play around with this. If we go up here to our textures, we can use crunches. And what I will do is I will actually use maybe, like, let's see, this one. No, I don't like that. This one. Mm. I'm just basically trying out a few of them. This one is actually quite nice. Charcoal dirt scratched. That's pretty good. This one is a bit more subtle. So yeah, as you can see Oh. Oh, okay, I like this one. What did we use? Grange dt tin is the one that we used, and you can basically play around with your balance to basically get it stronger or less strong. But I quite like that. It's not too overwhelming. So it's not too intense, but it still has, like, some nice scratches. So once you have these scratches, what you can do is you can go ahead and also just go ahead and play with your roughness, maybe set like your color down a little bit. The metallic, I'm not sure. Yeah, I don't think the metallic will actually look so good. So let's turn the metallic to zero, set our roughness a little bit higher and then just play around with the color a little bit, just to get some subtle scratch like you can see over here. Now, another thing that I don't like is that right now, our paint is looking a little bit too soft. So if we go in here, first of all, what we can do is we can increase our roughness. And then I just want to go with my fill layer. And let's see. So my fill layer. Okay, so that one uses the color. Where are these scratches come from? Not from our height, not from our no map. Oh, yeah, here for our surface details. So in our surface details, let's go ahead and set the height, very, very low to like 0.005. And then what we can do is we can play around with our roughness. I'm going to make my roughness. So, you know what I'm going to do is I'm going to set my scale probably to like 0.5. Oh, one, one. Sorry, go in your surface details. And then use see which one? I think it is this one where I want to set my scale maybe to like two. Oh, no, it is this one. Huh. That is not. Oh, no, wait, it is this one over here, this fill. Let's set this to two. There we go. That's what I wanted. Sorry about that. So we got this one A o dirt surface details. I'm just getting familiar with this texture over here. Okay, so we have our surface details over here. They are too intense, however. I think I need to go in my base color and maybe tone seen, that's not the one. But I don't want to turn it off. So it's a bit annoying. It's a roughness. So let's go ahead and go into our roughness and then in here. You know, I pass it there we go, see, I just want to make it a lot more subtle because we are going to use it a lot of times. So we really do not want to make this too strong. Here. So let's make it super subtle like this. So we got our surface details, and then the last thing I'm going to do is I'm going to go ahead and add another fill layer and just call this roughness on the score variation. And just turn on your roughness. Add a simple black mask along with a fill layer. And let's go ahead and just grab, for example, this cop web one that I quite like. And the reason I quite like it is because I made it, but you guys will also have it included. And I just quite like this that I can just add some very small roughness variation, see. It's just like something like this. But then, of course, you know, let's not make it like too intense. So I think that this is a pretty good base material like this. Now what I'm going to do is, so this is the white steel. So all we really need to do now is we need to make this like quite white, something like this, for example. Yeah, that's fine. So we can still see some of the edges. And what we're going to do now so we have our steel or white steel. We can go ahead and duplicate this and call this blue steel, right click duplicate this again and call this dark steel, for example. Yeah, that should be it. So we have white steel, blue steel and dark steel. Okay. Now what we're going to do is let's start with our dark steel. Let's go ahead and go into our base paint, and this one, we just want to go ahead and make it like very dark, like this. And I'm just going to go ahead and I'm just going to mess around a bit more with my roughness variation. And see and maybe also a little bit more like my fill while I'm still on my roughness up here. So yeah, this is just very dark steel. That's fine. Then we have blue steel, and the blue steel kind of goes for these pieces over here. So what we can do with this one is we can go over here and we can set this to be like a slightly dark bluish steel like you can see over here. Now, once we've done these, simply go ahead and select them and add a black mask. Like this. And then, oh, black mask. Add a mask with color selection, I mean, because then what we can do is we can simply pick the colors we want. So which ones of these do we want to make White? Let's pick the colors. Let's Excuse me, ID mask. There we go. So this one I want to be White. This one I want to be white. This one is going to be dark. These ones will always be dark. It's basically if you need to use the material for both white and dark, then you need to go ahead and you need to select it. These ones are quite dark. So what we can do with these is we can just skip those. So this one will be like metallic. This one, Yeah, because for this one, in order to make this entire thing, I will also need to use this version over here. So what we can do for that is we can go ahead and we can select this one and I believe also this one. These two we need to select and then over here, this needs to be dark. This one we also want to select. So yeah, we are basically just selecting it so that we can later on, use it because we need to use it in conjunction with specific things. Let's also do this one down here. So whenever you have a long piece like over here, you have this long flat piece. In order to get this color, we need to use this long flat piece. But if we then have it linked to, for example, a deta like this, of course, the colors need to match up, but that's way too difficult if we need to match up the colors in here. So what we will do instead is use vertex colors. Over here we have this mask. Let's go ahead and art mask with color selection and click on our ID map. So this one can be blue. Steel looks like this one can be blue steel also. This one can be blue steel also. Do I want these to be blue or dark? Oh, that's a good question. Blue or dark. Yeah, you know what? I think I'm going to make them blue. You know what I'm going to do is I'm going to make, if we go to a dark steel, I'm going to make sorry I didn't find my ID map. I'm going to make this one dark, just in case I can use that. This one over here, that's blue steel again. So it looks like we don't need dark as much as I thought we need. So this one is blue steel again, but then we will have some stripes there. This one is going to be metal. This one is going to be marble or like a granite style. This one over here is going to be dark also. Oh, I need to tone down my edges for that. Yeah, I think that's pretty good. So for our dark steel, let's go ahead and just set the edges. It's also to be like a lot darker like this. Here we go. Okay, so that is pretty good. For your dark steel, if you want, you can also include these edges over here, because technically they are still included. You can just paint on top of your dark steel. So you can just go ahead and now paint your mask and see? Here, you can just paint in. So if we set the size quite low, we can go ahead and we can See? Simply paint this in to make sure that everything fits like that. Okay, and at this point, we are pretty much over time, so I'm going to go at the save my scene. In the next chapter, we will finish our base materials, and then we will start by adding, like, small material variations in here and just a bunch of stuff like that. But this is looking pretty good. So let's go ahead and continue with this in the next chapter. 18. 17 Texturing Our Trim Sheet Part3: Okay, so let's go ahead and just continue on with our texture. So let's go ahead and just go from the top to the bottom. So this one is actually pretty much fine because it's just a very simple shape, as you can see over here. It might be a little bit dark, but that's something that we will balance out inside of in real. This one is also fine. This type over here sofne because I want to fill control. So let's get start with this one. Now, as you can see, we now have a dark color, but we might want to go ahead and just also paint in, like, something that's a little bit more white on top of it, or maybe even something that's a bit more metallic. So if we actually go to our smart materials because I have aluminium, that's what I actually had in mind. I'm not sure if this one will look as nice, but let's just go ahead and plug this above here. Might if we just let's see, scratches, base, there we go. So if we turn of our brushed effect, that actually looks quite closely to what I had in mind. Maybe if my roughness is a little bit less. Yeah, there we go. Okay, so that's quite interesting. So over here, what we can do is we can just go ahead and call this aluminum. And let's go ahead and add a black mask this time because what we're going to do is we kind of just need to go in and paint this in, which is just a matter of going in here with, like, your basic art brush, and it might be a little bit boring to do, but let's say that we have this one, you can click, and then you simply hold Shift. And like that, just kind of, like, fill in the shapes. The reason that I'm not just using or copying my height mask is because these shapes are often gray scale, so they do not actually or they will not properly translate. But yeah, what we can do is we can have this one, and then over here, you can just go ahead and you can just keep going. I think for these type of things, you can just go ahead and you can just overlap it over everything, like you can see over here. So yeah, you can basically just go ahead and do this. Now, this is quite boring to do. So what I will do is I will see every material that I need to do this step, and then I will just simply time lapse it because it's literally just me doing this over and over and over again. So let's see. So let's finish this one Okay, so we have some aluminum that you want to use here, here and here and here. And maybe it would be nice to just have something else on top of that. Hm. Here, see, you can see it over here also. Let's go for just like some simple steel. So let's go in here and let's also add some simple steel or steel stained. Let's do steel stained over here. And for that one, I can see that it's actually really strong. Let's go ahead and let's see our dirt I like the dirt, but let's make it a lot less in our generator over here. And let's see our steel base. I can see that I don't know. Is this the normal? Yeah, the normal map is a little bit too strong. So let's also just reduce that. And let's go ahead and see. So our roughness value. Let's tone down our roughness value. Yeah, then we also, of course, have a metallicness in here, see? But that's one we should probably keep. So here we have our steel so let's go ahead and add a black mass to this. And I don't know. So this steel would be quite nice to use in some very small areas. Well, I would not use it for the bolts, actually. So maybe stuff like this would actually be pretty good to use steel on if I do this. See? Yeah, that would be quite interesting to use steel on that one. And just in general, I'm just going to see maybe I want to use it, for example, just simply on here just by playing around with my breast size and doing something like that. There you go. See, base what we will do is I will go ahead and play around with this. I think these pieces over here would like to make steel. Over here, what we can do is we can also go in and maybe turn this to steel, just to add some more interest. And yeah, be quite precise, but you don't have to go too insane because remember that these are quite small details. So I will not do it as precise as I really should just to save some time again. But yeah, it should be fine if you just go ahead and keep doing something like this. There we go. So we got this stuff over here. Yeah, let's paint it in. See, and that I already looks a little bit more interesting from a distance. Okay, so let's go ahead and kick in the time labs, and then I will just complete all of this, and I will mostly be painting these panels and these details, these details over here. For our steel, actually, what we can do is we can actually, no, I'll do that later on in real time. Also, maybe like some of the bolts, we can turn to steel and maybe also in here some details. So let's go ahead and continue with this in our T naps. 19. 18 Texturing Our Trim Sheet Part4: Okay, so we now got a nice base done over here. Although for the aluminum, I'm going to make it a little bit darker, so let's just go into our colour. Let's do something like this. There we go. A little bit darker. But yeah, Verres, that is looking pretty good. So let's go ahead and quickly continue on to these two over here. So for these two, see, I need something like granite or marble or marble polished. It looks nice, but only, I do not want to get these really strong veins. That's what I mean. I don't want to get those because that will look a little bit silly. So I'm hoping that I actually have control over it. So let's first of all, te black mask. I keep doing that. I mean, art a mask with the color selection. Turn on our picker. There we go. Okay, so let's see if we can get rid of those really strange looking colors. So this one is some colored edges. That's fine. Roughness refine is fine veins. Ah, perfect. Here we go. So here are our veins. I wonder how they did that. Oh, they literally just have a grunge. Okay. I'm going to probably just go in here into actual mask over here and just tone it down quite a bit. Wow, that's interesting. It shows some blurriness. Oh, there we go. That's the one. Just turn off the one below it because it just looks very blurry. And we can give it a little bit of, like, some veins, but let's make it very softly. So around ten, something like that. So, the veins blurry. We can get rid of sharpen. Yeah, that's fine. Let's see. There is a specific noise I want to try and get rid of. I think this is the one. Well, I do not want to get rid of it. Let's set the scale a bit higher to like eight and then just tone it down. Oops, didn't need to do that. Then tone it down just completely. There we go to 30%. Okay, so we got that one. So our roughness is looking pretty good. Why am I rotating strange? Am I in orthographic view or something? Oh, yeah, sorry. I was in autographic view. That's why I was rotating strange. Okay, so we have our roughness over here. So this might actually be fine. Last thing I'm going to just go into my color, and I'm actually going to make this like a white color, like you can see over here. Instead of like a yellow color. There we go. Okay, so that is looking pretty good. Now, the last thing I want to do is these outer edges, I actually want to go ahead and make them dark. So what I can do in here is so we have a metal polished. I'm just going to go ahead and create a new filler, and I will just call this darkening. Let's call it darkening. And let's have the roughness at around zero, like, quite low. It's 0.9 inch and let's have the color to be not completely black, but have it quite dark, something like around this area. And now all that we have to do is we have to add a quick mask. So, we can just make this dark and then we can immediately also make these sides dark darker. I'm just going to go ahead and I'm just going to go to my basic hard brush, and you can just paint across it like this. It just matters that we do not hit this shape. So here, just do what I do. Click Hold Shift click and simply shift again. There we go. Let's move this down. Same over here. Just go ahead and do this because what we can do is after this, we can just go ahead and mask out the rest. There we go. And while we are here, we can just as well continue this Let's see. Oh, that's a little bit annoying because it's on the end, it's a bit harder to register. So we just need to make our brush a little bit smaller. There we go. And just go ahead and keep doing this. Do try to get it somewhat precisely. Here we go. And then around here, I'm going to go ahead and let's make our brush even smaller. So that it mostly just fits in between here. It's too big. Let's set a side smaller. Don't know if this. I want to be very careful because else, what we will get is we will get a black stripe on our floor, and I do not want that, or at least there's a bigger chance. Of course, inside of Maya, there are ways to avoid it just using our EU Vs, but it is easier if I just try and get this as precise as possible. Let's do something like this. And, it looks like that over here. I actually have even more space left, so I did not expect that. There we go. Okay, so that's looking pretty good. And then what you can do is you can just go ahead and if we go in here and oh, yeah, because we don't have our UV. It's a little bit annoying, but what I tend to do at that case is I tend to just create a quick fill layer with a mask. Sorry, with a mask with color selection. And anyway, actually, fine. And then you simply select the colors around over here. Like this. And once you've done that, what you can do is you can go ahead and Oh, wait, what am I doing? So I'm doing this wrong because I need to do it in a folder. Make a folder. I'm so focused on fill layers that I forgot that folders exist. Create a folder, add your darkening to this, and add a mask with color selection in here, and then do it the opposite way. Just go ahead and select these colors. There we go. For some reason, I had it first in my mind that I would just go ahead and, like, multiply the mask that I just created on top, but of course, that would not make any sense. So basically, now if I do this, see, it will just end over here and over here. And whenever I just need to add more darkening to other pieces, I can just go ahead and use the same technique. For example, over here, I might want to also add some darkening in here. But what I will see is I will see if I can do it using a generator. So this one is pretty much going to be steel, I believe. I believe that we can literally just go in here. Let's go in. Let's see if I can just when I do this, it will most likely here, it gets rid of all of the other values that I just had, which I do not want. So in that case, what I'm going to do is, I'm just going to go ahead and just duplicate this layer. Just call this steel underscore floor. What we want to do is in this one, I'm going to add a mask with color selection. I hope that in the future, substance arts like an option so that you can use your polygon select to also select masks like that. Or, well, the option might actually exist already. I just might not know about it. But in any case, we got this one. So what I'm going to do now is I want to add a filler and just call this actually darkening, go ahead and once again, set your roughness quite low, your base color quite dark. And then if you add a black master disc and then go down here and add a generator, here, what you can do is you can find some generators that do not actually exist in your library, and they generates like ambient occlusion, although they might exist in your library, but it just depends. So with the ambient oclusion if I invert this, I can play around with my balance and I can basically make this quite dark. It's not going exactly the way I wanted to. Like it's sort of work. So yeah, okay, it's sort of work. So if we do this, then what I can do is I can then go ahead and I can add a paint layer on top. And for this paint layer, if I just press X, I can basically just paint this out. So it will still be faster, although I did not really expect the ambient occlusion to be so strong around these edges. But that's no problem. So now you can see that is a quick way to just generate some darkness in here to get this effect. So we'll see how much of it we need or if we need to reducee it or anything. But now this row is also pretty much done. Except for maybe over here, the lights. That's one thing that I want to do. For your lights, what you want to do is you want to go into your text set settings and in the channels, just plus a plus and a emissive channel. Then if we go back to our layers, remember that very base that we created, go ahead and turn on the essive and just make sure that it is black. And then what we can do is we can go ahead and somewhere on the top of something, add another fill layer and just call this emissive. And then for this one, just turn everything off except for the emissive. Set the emissive to white. Add a black mask. And now what you can do is you can once again just paint in wherever you want to have the emissive, which in my case, is just these two bits over here. And I probably also want to paint it in these areas over here just to get some extra light. We are going to control the color inside of wheel engine, so don't worry about that. So in here, to control these lights, what you can try to do is to go down to your Alpha with your basic card brush and just turn it off because then what you will get you will get the square. So using that, you might be able to now go in here. And for example, let's add some small emissives here and there. So let me just make sure that this is not too bright. So don't worry we make this like a little bit nicer later on. Right now, I'm just going to add a few of these random bits here and there, don't add too many because remember that we will be repeating this. So I don't want to just have it overwhelm. Let's do one over there. Let's do another one down here. Let's get started with something very easy like this. I know that there are many more lights in here, but I feel like if we do too many lights, then it will just become overwhelming. Maybe do one here and one more over here or something like that. Maybe like one here. So with our MSF, what we can do now is we can go ahead and go down here and add a filter, and I'm just going to give it a small like a slight blur like this. And just double check over here that the blur is not too intense. Now, that's totally fine. Like, remember that we are looking at it from a long distance, so you will not really be able to notice that it is slightly overlapping on top of the edges and everything like that. So we got this done. That's looking pretty good. Let's see, this one is done, this one's done this and this. We might want to later on, add some dirt, but let's do that once we actually are in reel. So the next stop is going to be these lines over here. Yeah, that's going to be next stop. So let's go ahead and create a folder. Call it yellow score lines and then add a simple mask with a color selection and select. Wow, that's really annoying. Like, I have my ID map. Oh, no, I forgot. Huh? I swear I did that. So that's why it is not working because normally, it will just outload this ID map like this. What am I doing here? Okay. Strange. I don't know why I did that. But anyway, so we have a yellow lines. Let's add a fill layer in here and just call this yellow, for example. We want these to be just try and match this color. If you want, you can use your color picker, your color picker actually works outside of your match I'm just dragging it on here. Now, this is most of the time not like perfect. So let's just go ahead and adjust it a little bit more. And I only need my roughness, metallic and metal and just at the roughness to be a little bit duller. And once we've done that, we can add a black mask to this, so we are going to mask it out. And then what we want to do is we want to add a fill layer. So we've done this before. It is so that we can insert a simple mask over here. So once that is done, there is a generator that's called stripes. Over here. And this one, you can track it in. You actually have a bunch of settings. So here, you can already see it working. So if you go to your pattern, you can choose how many stripes you want, and you can choose the shift of them. So those are the two that you mostly need to, like, focus on. So you basically just play around with your stripe amount and your shift, and then basically sit like the width. So here, let's see, let's say that I want to, like, tilt it a little bit more and this is also tilable by the way, see? Here, it's perfectly tilable, so we don't need to worry about that. Set our width, and there we go. So just like that, we have these stripes, and you can also play with your well, not so much your position, but maybe your contrast to make them nice and sharp. That's a bit too sharp. Let's go for something like this. Perfect. So that's already it. We now already have our stripes ready to go, so we can just go ahead and like Atos on here later on. Now, this one, it is just some edge damages, and I already in my time laps, I already turned these bolts to steel. If you want, you might want to make this a little bit darker, I guess. Yeah, I guess that we can do that. I remember that we have our darkening here. So if we go into color selection, pick this color, I wonder if my darkening does this do anything or It works for that one, but I That's a strange color, isn't it? Yeah. That is a strange it almost looks like it doesn't pick the right color. But to be honest, I did expect oh, wait. No, never mind. I'm being stupid because I'm not looking at the correct one. The one that I had was this steel floor. This is the darkening that I had over here. So that was really stupid. In that case, what I'm going to do is I'm just going to go ahead and I'm going to duplicate this darkening, add it above this darkening over here. And then with our ambient occlusion, that's too bad. I guess, in this case, it doesn't work. In that case, what we need to do is we need to do it by hand. It doesn't work always because this is having a slope. It basically just doesn't work in this case, because there's too much oclusion going on. So when that happens, you just basically want to go ahead and just do this manually. It doesn't take too long, just a little bit boring to do. And I always try to avoid boring stuff. But, yeah, it's just like you can't have insane fun on every single aspect of an environment. So what I will do is I will just go ahead and I will pass the video until this one is done, and then we will go ahead and continue. Here we go. Okay, so that darkening has also been added. This one over here is also pretty good. That's just some general edge and everything. I would be careful with adding stuff like leaks and everything. You can add them, but of course, we will use this one sideways so it would not always work. Let's see. So if we go down, this one is dark, that's fine. This one will be controlled by the color, that's fine. These ones already have color, that's fine, and this one is fine. So I guess that we are pretty much done with the base. Now, of course, once we get to unreal, we do need to go ahead and play around with this a lot more. But for now, we do have a very solid base, and you can clearly see, like what I mean. And now, once we are going to work on the UVs and the final models, then you will really understand the power of trim sheets like this. So what I'm going to do is I'm going to save my scene. And now I want to show you how we are going to do a special setup to save even more textures. So if we go ahead and go into our trim sheets, we can go ahead and create them we can create a folic called final. Over here and just use this folder. So we are going to export this texture. Now, what do we have? We have a base color. You can ignore the height. Roughness metallic, normal opacity and emissive. So what we are going to do is we are going to have three textures. One is going to be a base color, and then we have an Alpha still left in our base color. So what we are going to do is we are going to add the opacity to the Alpha of our base color. Then we have a norm map. I do not like to stick stuff into the Alpha of the norm map personally. And then what we're going to do is we are going to create a special map that will include both our roughness, our metallic, our opacity, and our emissive all in one map. To do this, we need to set up a special export preset, so custom one. So if you go to File and Export textures, we can go up here to output templates, and we can go ahead and we can actually create our own custom output template. What I like to do is, I like to press plus sign over here and call this TrimsetUnderscore, Base, for example, here, wait. I will delete this one because, of course, I've made trim sheets in the past. So trim sheet underscore base. Okay. Base Color along with an Alpha map. We know that the base color is RGB and the alpha map is an A. So we want to go up here and press the RGB plus A. This means that we will have an RGB map and an Alpha map. In terms of the naming, just get rid of this name. Press the dollar sign, and we are going to call this texture set, which is the same name as your material. Underscore Base Color. Then what you want to do is you want to go ahead and you want to drag in your base color into the RGB and simply set it to RGB channels. And for the Alpha, you want to drag in your Obaste and you set this to a great channel like that. Perfect. That one is already done. Next, we need a norm map, a norm map, we can just use a simple RGB. So just go ahead and call this once again text set, underscore normal. For this one, we are going to go ahead and we are going to use a normal direct X. The normal direct X. The difference between OpenGL and direct X over here in your converted maps is basically that the green channel is flipped. Now, because Unreal engine uses direct X, we want to flip the green channel. For example, Mamset now substance painter uses both. But for example, Mamset I believe also Maya and blender and everything and Unity, I believe, also, they all use OpenGL. So it all depends what you like. I personally prefer open GL, but we are going to go for direct X in this case. Now, finally, we need the R plus G plus B plus A. If it's like this one, what you can see is we can control all the channels separately. So we can say text set, underscore mask, or let's do underscore roughness, metallic. Oh, wait. We already have the past. RME. Let's see. Base color, done, roughness, metallic, emissive. Oh, yeah, okay, so we even have an Alpha map left if you want to do something else. So what we're going to do RME, which means roughness in the first one, metallic, in the second one, and then we have emissive over here in the third one. And then, yeah, if you want, you can also add an Alpha map. I don't know if there's anything interesting we can do with Alpha. Ah, no, I don't think. I think we will just keep it nice and simple like this. So that's now done. Now all this we need to is we need to go ahead and go in here for the output directory, set your folder that we just created, and then the output template simply scroll down to your trim sheet base. Remember that when you restart substance painter, it will be sorted alphabetically so then it will be up here. So trim sheet base, I always export as target files, always. And I'm going to go ahead and go for four k. I press Export and save. This is it. This will make up our entire environment in terms of textures. Now, I will later on just import a very quick grunge map just to add a little bit extra. But that's something that I will show you. It's a little bit of cheating, but for now, this will basically make up our entire environment. So in the next chapter, what we will do is we will start by turning our models to vinyl, exporting them to unreal with all of our textures, set up a special shader to do all of our testing, and once that is done, we can start by just balancing everything out and then completing the entire environment. So let's go ahead and continue with this in the next 20. 19 Creating Our Final Models Part1: Okay, so let's start by taking our first model to final, v unwrapping it, applying a text, and getting it into unreal. See, this will be quite an important model. So I just want to go over this, and once you know how to do this process, it will be quite easy to just do the rest. So I'm going to get started because we can just use this blockout. Like, we made it precise enough that we can pretty much just turn this blockout into something else. Let see. This is maybe maybe like a tiny bit to tin. So maybe we might want to make some small changes because, of course, I did do this quite quickly. That's about it. Now what I'm going to do is I'm going to go ahead and I'm going to use weighted normals. So weighted normals are basically a way of faking a hypolo by smoothening your bevels. So you basically do this. You add some bevels. I have on my YouTube channel, I have a much more in depth tutorial about this. So let's just keep this easy. Yeah, here over here. We have a bevels, that's fine. Oh, no weight. I need another one here. Oh, you know what? No, I want to do something different there. Let's just do these. Basically, we add the bevel. There we go to Kai. Don't tell it too strong, like a 0.2. And now what this bevel will do is it will act as a buffer when we start smoothening. So if you go to mesh display, let's just add these to my shelf and use a smooth or a softened edge. Over here, you can see that these edges, they look very nice and soft and hypole. Now, of course, it does not work everywhere because I have not yet done it everywhere, but that's what we will focus on now. For this one, I have in mind to maybe do, like, a more interesting baffle to maybe make the bevel a bit bigger. So let's do like 0.3 and then add like a few segments like this, just to add a little bit more roundness to it. This one can just become a simple Oops. Simple normal bevel, yeah. So over here, we can just do contra B, make it like 0.1, like a small bevel. And then over here, what you can see is it is quite soft. So this one we kind of want to do the same as over here where we just give it like a few extra segments. So we just select all of this stuff. I don't think I need to have these last two edges, so let's just deselect them. And then what we can do is set the friction to around zero point yes, maybe 0.25. 0.25. And now, as you can see, I just add like four segments just to make it a little bit softer. Now, if I would smooth this and turn off my edges, you can see that this now looks almost like a hypol model. Oh, delete that. Because if you do not add devils, then it will just look wrong. But now, as you can see, it almost looks like a nice hypol model, even though we have added barely any jom tree. And for something this large, this kind of jom tree, it's nothing. Like if we want, we can throw in, like, 10,000, 20,000 polis in this and would still not even make a dent in our budget. So now what we need to do is we need to create this font pedal. We will not be creating this side parl, but I do want to do something interesting with that just to show you. But first of all, let's do the front pl. It looks like that the front panel starts around here. And if we just add like a loop over here, we want to scale this loop flat. And let's see, I think it ends roughly over here. I do want to have it ending just above my floor. Because right now I don't know if we aligned this to the grid. So for now, let's just leave it like this, and then later we can just move it up and down depending on where our floor is in our actual level. So for this one, click Control Shift, double click, just to do a quick semi loop. And I'm going to get started by doing Control E, setting the offset to around five, maybe ten. Now, seven. Eight? No, I think actually we do need to have ten. Yeah, it looks like we do need to have ten just because the space is a little bit bigger than I expected. And once you've done that, all you will need to do as far as I can see is CtraE, push this in over here like that. And now what I want to do is, yeah, first of all, I'm going to make these corners round, and then I'm actually going to separate this panel from the rest so that I do not need to bevel it. And I'll also show you why I do that. So these are quite common techniques, but I'll still show you Control B reptal segments. Not too much, of course, four. Yeah, that looks fine. Like the roundness, I don't know if we the roundness, 0.4 for the roundness is also fine. So right now, if I would bevel this, which is totally fine, you can just go ahead and give it like a small bevel, maybe 0.3. Now if I would of course smooth this, it will not look very nice, as you can see here. So I would need to place a bevel here. But if I do that, it will be annoying for me to properly texture it. The other thing that I can do is I can simply select it. Okay. I don't know why it doesn't allow me to loop, select it, shift right click and extract faces. So now because these are separate, you can see that the bevel just stops over here and it just becomes a harsh line. And in this case, that looks fine. It's about experience, I would say, to, like, know when to use this or not. It's just experience just from doing these kind of techniques very often. So that's all I can really say. So what I'm going to do is I'm going to go ahead and I'm going to save my scene, and let's remove my history over here, and I think that's it. I think we can now go ahead and start by texturing this. I will also show you how to create a front panel like this. But let's first of all, start with the texturing process. For our texturing process, let's go ahead and this one is going to be just completely white. Now, the way that we are going to basically do that is we are going to create actually do we already have material for this? Oh, I'm so forgetful. Oh, no, just like a basic material. So assign favorite material Lambert, call this Trim sheet. And we will be using this material non stop. So also on all of our other models, sorry. So what I'm going to do is I'm just going to click on the base color. I'm going to art a simple map over here. Final base color. Here we go. Oops. Now, what it will most likely do is yeah, it will most likely T transparency because that one is in Alpha. So we can just go at the right click and just break that connection. And now, if I just go to textion mode, there we go. So when you break that connection, it will not show your transparency. Else, you will not be able to actually see this. Now in our UV editor, which I have over here to the side, but, of course, you can also find it here at the top. I do not have a lot of space for this because I'm recording in ten ATP. So this is great if you have a four case screen. So if we go in here and we go ahead, oh, that's annoying. Ah. Wait, I cannot remember if there is a way to turn it off specifically. No. Is that it? No. To be very honest, I cannot think of a way to turn it off, specifically with like my arm. Oh, uh. So so it did work. That is strange. Okay. I don't trust that, but, okay? So, I thought I knew about the way, then it didn't work, and now it does work. Okay. Anyway, what I'm going to do? Shumaia. I'm going to move these really messy UVs out of the way. And now we on purpose, we kept this white area here very flat. So we did that on purpose because else we would need to work with our tiling, and that would not look good. But it is still tilable from this side and this side, just like the tops and all of the other pieces. So we are basically going to fit all of these UVs in here. Now, this does mean that your text identity for something like this will be a little bit different. It will not be as nice. However, we will always try to just make the difference as little as possible so that you don't really notice. So what I'm going to do is I'm going to go ahead and, like, select this entire thing over here. This strip, as you can see, it's roughly the same size as this strip, so I cannot go any lower than this. I then simply go ahead and go to UV and do, like, a best play over here. And now you can see that we have this strip. Now, we do need to go ahead and just unfold it. Willie, I have manufold UVs. You can just press Fix. I just don't know where. Oh, wait, they come from over here. The reason why you get that error is because we have this random vertice. Oh, here we turn off angle constraint. We have this random vertice just kind of like floating in midair and your UVs do not like that. So let's just go ahead and quickly merge that together like that. Just double click on this and let's do once again UV and like best play. Normally, I just have this in my shelf. Over here and then just relax. And now you can see that now this is what we have over here. If you have any problems, like you can see over here where it just does not work as well, in this case, this is one of the few cases that it is fine to have quite visible seams because we made this texture specifically so you won't really notice those. So I can go in here and I can go to my cut and stab and just cut it because now if I relax it or unfold it, you can see that it works better, see? So what I'm going to do is I'm going to go ahead and I'm going to select both of these. I'm going to go to modify and just do a quick align or orient shells over here. And you can just overlap the hell out of this. This is not a unique unwrap. You don't need unique unwraps inside of a trim sheet unless we are going to do the crate. So we basically just go ahead and overlap it, and then we try to scale it up as large as we can, because this is quite a large model. So scale it up as large as we can while still only having, like, the white stuff. One thing we do need to keep in mind is that we have, this trim below here. So I do like to always give it a little bit of space in between. But there we go. So that Oh, sorry, I do need to go ahead and select everything if I'm doing that. There we go. So yeah, that's basically now all working fine. You see? And you can see that resolution is still quite good. Now what we can do is we can also do it over here to the site, although the sites will probably be a little bit less forgiving. So let's go ahead and just do it to this site over here. So I'm just going to now go in, and I'm going to just UV unwrap and then I'm going to basically leave it for now. So I first of all I want to just do everything. So here, just move it up. This one I'm just going to select by hand. There's quite a bit of hand selecting here, but that's fine. Here we go. So we got those pieces done. You can see this. That's like those sites. Now, for these sites, if you want, you can go ahead and select them or you can just leave them until last because what you can also do is, first of all, do this selection and try to get your UV somewhat nice or your seems somewhat nice like this. It might not look perfect, but it is fine. Same over here. Like this one, we cannot flatten it. Well, we can, but often org will look bad, or it will be a lot of work. But if we just go ahead and do it like this, and you should not really be able to see anything, so this should be fine. And then over here, this one will simply be a little bit smaller. Also, if you have a surface that is far too white, like here, let's do this. I'll show you. Let's first finish this off. See, surfaces like these are far too white, so then what you might want to do is you might just want to give it a few extra segments so that you can control all of that stuff. This one is interesting. I'm going to, you know what? I'm going to end it up until this point. Oh, that's not like that one. 1 second because there's some overlapping. There we go. There was a little bit of overlapping going on. So here, we can basically go ahead and we get selected. This one is fine. Then let's go ahead and do work better than expected. Normally, when I do that technique, where I just like multi loop select like that, it does not often register. That's why I'm just so used to doing this by hand because I know that half of the time it will not work, else. Yeah, for these, it will work totally fine. So basically, we're just splitting up our UVs however we want. These ones are already done. So now if we go here, I need to once again, fix that. There we go. Yeah, that one's looking fine. She, this is not the most interesting thing, but I am going to leave all of my UVs in real time. And the reason I'm going to do that is because it is such a big and important thing that is part of my trim sheet. So it might be oh, sorry, I've got to do this. So it might not be the most interesting part, but it is something that we will need to do. And what I will do is I will just go ahead and do these models one by one and not have all the modeling in one chapter and all the vision one chapter just to make it a bit more interesting. So, okay, so we got these pieces now. Over here, as you can see, we might just want to go ahead and just add some very simple loops, and you can okay, not like that. But yeah, basically you can add these loops without any problems. The reason why this loop is not working is because of this bevel over here. But to be honest, I don't think moving the bevel all the way to the site will actually fix it properly. So Oh, God. I don't even have the space to do that, I think. Okay, I just got the space to do it. But it's quite difficult to see what I'm. You'll see because you guys need to have everything in the same field of view to do this. Okay, so there we go. So now, can we maybe place a loop? Also, another thing that you can try, you can try to add like a connect because connects sometimes work a little bit better, but also sometimes they work absolutely not. So if we do like a double connect, in this case, it looks like that it worked totally fine. So now we just have a slightly larger surface to work with or slightly smaller surface, sorry, to work with. So we can go ahead and we can select the stuff. And then we can once again simply unwrap these like this. And finally, what we can do is we can go ahead and we can do this last one over here. And because it's a plane, it will be quite easy to unwrap. And then just go ahead and do the same thing on the other side over here. And then what we will do is we will see if we've got something. So we got this one done. This one. Well, I know about the front one that we sort of forgot, although I got it on purpose. This one. And now, if you go down here and just select everything that is remaining, all that we have left is this, and it looks like we have Oh, over here. This, let's delete that. We don't need it because it's on the back. So let's see, I feel like there's something else that is yeah, B so pivot point wouldn't be in the center. Here, if I hold cotran like deselect this CRC. So somewhere there is a phase, and I believe somewhere over here, there's another phase that we just need to fix. Oh, it's the inside also. Oh, I forgot I forgot about the inside. Um Let's go ahead and first of all, deselect, let's deselect half of this so that all we have left is this one. So let's unwrap this one first. Select this Deselect, and also deselect the stuff I cannot see. But I will, of course, figure out what that stuff is. Maybe just like a red edge that I forgot For this inside edge, I can be quite flexible. Like, I can just unwrap this entire thing in one go because it is such a thin edge that when I unfold it, see, it will just look like that. And that is already more than enough for what we need. So all that we have left now is some of these edges. Let's select one of these points. And it's plus F. Oh, okay, so it's like that kind of stuff. So this one is leftover this one is leftover. Is there anything else that maybe is causing problems? Oh, I see. Here, it's just like these few bits. There we go. So that fixes that. Okay, perfect. So we now have all of our UVs here ready to go. So now all that we need to do is we need to basically go in one by one. Yeah, so basically just want to go ahead and select one of these doesn't matter which order, place it in here. Select one of these unfold, place it in here. And if it is this large, you might want to scale it down a bit to keep the textile density somewhat the same because else it might be too over the top. So for the large pieces, like these really large pieces, you know when it's large. For those, I never risk it, and I just try to make them as large as possible. However, for the more smaller piece, like you can see over here, I do try to go ahead and, like, make it a little bit small or a little bit more the same all of them in our textile density. And as you can see, I'm not doing this precise at all. I'm just going to go ahead and I'm just trying to get this all in here, like this one here. See, I can scale it up a little bit just because it's such a large piece. Then we have like this site. This site, we just want to make it as large as possible because it's a large area. But of course, there's only so much we can Oh, that's very close on the edge, but still works. Here, we have another one, and don't forget to always unfold it. If we do not unfold it, it will not look very good. And it's like a backside, so we can just go ahead and also leave it in here. We can unfold this, which is like, Okay, so this is a large piece, so let's just scale this one up. This one. Also, if you feel like you don't want to do the rotation, you can always go to modify and do an orange shells over here and that will just flatten it. So this one we want to be quite large. This one, just make it as large as possible, but there's only so much we can do. So I'm just going to go in here and just, like, nicely place it there. Same with like this side is just the other side. Just make it as large as you can. Like that. This one, let's go ahead and scale this up to make it once again, very large. And that's why we like that extra space that we have so that we can just go ahead and add these pieces. This one, once again, you can unfold it, even though unfolding doesn't really matter for something that's flat. Oh, this one. This one, we need to also go ahead and just let's do quick oren shells. So, as you can see, we are basically just trying to match everything up and cam everything into this very small area. Our UVN mapping will become a little bit more interesting when we do more complicated stuff. So, of course, this one is quite easy. But for the first example, I think it is good to keep something nice and simple. Here, let's scale these up like that. This one probably doesn't have to be scaled up. So just kind of keep it in here. This one can actually go actually become quite a bit smaller because else it will look too high resolution because that's why you want to keep the taxa density like this. You want to do it so that the resolutions do not feel very different. All of the resolutions feel same not that you have one area that is all of a sudden super high resolution, and then you have another area that feels super low resolution. It's not really something you want. Let's move this a bit closer over here. But yeah, we are almost done. Then I will finish this chapter, and then in next chapter, we'll just go ahead and finalize this model. Let's unfold this. And I just keeping track of the fact that I do not want to have anything on this edge over here, so just keep that in mind. So did this nine degrees unfold. Like this. And let's go ahead and also grab this one. I over here. And finally the last one. Oh, yeah, that's that one. Let's go ahead and unfold that also. Okay, so we got those pieces done, as you can see over here. So now we have just like a nice white block. And now just to finalize it for this one over here, what we're going to do is let's reset. So we want to basically have this on two sides, see? So we want to just have it flipped, which means that I probably want to go ahead and well, first of all, let's isolate it over here. And the reason I'm isolating it so that I can add a quick connect from this side to this side, and I'm just going to go ahead and I'm going to place a segment probably around here. This seems like the midway point. Doesn't have to be absolutely precise, but just try and get it there. And once you've done that, you can go ahead and you can select everything, unfold it. Place start with the top one interposition. So let's rotate this 180. So start replacing the top one interposition over here. There we go. And then what we can do is we can simply select the bottom piece. So I mean select the edge where we need to cut it, cut it, and then select the bottom piece. And for this one, we basically want to go ahead and rotate this 180 again and just simply place this in place roughly around here. There we go. And then what we will do is we will, of course, make a system so that we can change the color of this one inside of Unreal. So for us right now, it will look like this, so it will not look very interesting. But in next chapter, we will go over on how to change the color in this. But as you can see over here, this is now UVnwp and you need to go very close in order to even see that the seams are transitioning. And if it is still too obvious, we can always go ahead and go inside of Unreal engine or a subpainter and improve it. So let's go ahead and continue to our next chapter where we will finalize this model. 21. 20 Creating Our Final Models Part2: Okay, so let's go ahead and continue. So what we're going to do in this chapter is, I think we are first going to set this up inside of reel with our shader. Then we're going to just go ahead and go back into Maya, do some vertex colors, and I'll show you some other twigs. So this is, like, really a prototype asset over here. So let's go ahead and select it. And if I go in my channel box, let's just reassign everything to beam one because I had a feeling like it was not all assigned. And then if we just go at an export selection, we can export this just as the same model. It's actually the goal to export it as the same model. So to unreal FPX. Now, I'm not going to turn on triangulate. The reason I'm not doing that is because I want to use vertex colors. However, triangulate in Maya, it actually breaks the vertex colors inside of unreal engine, so it's a little bit tricky. So let's go ahead and where are you B one, let's export. Yes, I want to replace. And then if we go into unreal, So yeah, here we have our beams. I'm just going to go ahead and duplicate one so that I can properly preview it. Here we go. And all we need to do is just right click and press reimport and then just reset to FBX. See? So that one now already works. Yes, that's what I was hoping for. It was just above the ground like that. So I'm quite happy with that. So that's looking pretty good. Now, of course, we have pretty **** lighting right now, so we will need to go ahead and, like, fix that later on. But for now, let's go ahead and go into our textures, and let's make a folder called Trim sheet on the score 01. I know we only have one, but you never know. So trim sheet on score zero, one, and I'm just going to go ahead and I'm going to import these three text shove that we created. So let's go ahead and import this. There we go. Yeah, that's all totally fine. Let's quickly check in my no map by double clicking on it. Okay? That's in the right direction. You know it is the right direction because it looks like the wrong direction. What I mean with that is like all of these are denting in, but they feel like they are standing out, and that's direct X. That's why I like OpenGL. If you are importing OpenGL, you can always go down here to flip the green channel, and then you can see, See, that looks more like our normal. So that one is totally fine. And over here, I just want to check my mask. So this is our mask. So if you just go ahead and turn everything off, we have our red channel, which is our roughness, I believe. Green channel, which is our metallic and blue channel, which is our emissive. Perfect. So that is also working. Now, let's go ahead and create our master material. So this is the material that we will be using for all of our models. So let's go into materials. Right click and create the material, trim Sheet underscore Master. Let's go ahead and open it up over here, let's move it up here. Let's get started with the basics. Let's import our trim sheets over here. Now, the thing with these is they don't need any tiling. So we don't need to enter any UVs or anything because they will simply use sorry, I mean, all the UVs are uniquely made. So all I need to do is throw this into my base color, throw this into my normal and throw this one. RMA so roughness. This one into metallic and this one into emissive. See? We are just going to use these channels individually. Now what I want to do is I just want to go ahead and give it a little bit of control. The way that we're going to do that, we are going to give control over our roughness and over our emissive. Now, in order to basically control that, you want to add a scale parameter. I the saving. You can right click and you can type in scale parameter here or you can just press holds and just click once, then you can create one. Let's call this roughness. Oh Roughness underscores strength, and we are going to set this to one because one will be default. Now, when you multiply that, right click and add a multiply, when you multiply this roughness strength with your actual roughness map, it will basically make your map darker or lighter so you can basically control the roughness. Now, from experience, I probably also want to go ahead and a click and just create a specular over here, and this can just be a little bit extra handy if I want to control some of the shine. So I'm just having this secular scale parameter just to control this, but it is only for very specific cases that I would change the default value. Now, for our Emissive, we want to go ahead and we want to do two things. The first one is we want to right click and add a constant vector over here, and a constant vector is basically like a plain color. So having that, I can now go ahead and I can convert this to parameter so that it is exposed, and I can call this a missive score color. So we are converting stuff to parameters so that basically we can control the we can change them in our instances. So if you go in here in your material, when you right click, you can create a material instance, which means that it's like a cheaper version of your material that only has parameters exposed. And I will just show you so that you know it's much easier if I show you. So for our missive, what I'm going to do is I'm going to multiply Oops. I'm going to multiply my emissive with this emissive color. And it's set the color to be like a default, let's go for like a pinkish color to get started with or maybe like a bit more purple. And now the reason that I'm doing this is because it will basically change the color of our emissive. That's what the multiplier is also for. Because our emissive is white, it will multiply this color on top and because multiplying by white means nothing, it will simply change the color to whatever we multiply on top, which is this color. Then what we can do is we can multiply this again using a scalar parameter that we'll call emissive underscore strength over here. And let's set the default to zero and apply that. And then what we can do is we can go ahead and just re add this to our emissive color. So we now have control over the color and the strength of our emissive. We have control over the roughness strength over here. Now the next thing that I want to do is I want to have control based upon vertex colors over our colors. This is actually really easy. So what we want to do is we have our default color over here. I'm going to add a constant three vector, right click convert to parameter, and just call this a let's do color overlay. Let's underscore, overlay. And what we can do with this one, if we set this to white, we can basically say that right now our vertex colors, we can say like the red in our vertex colors is always going to be white. But then if it is blue, for example, we can say that then it becomes like a different color. So what I'm going to do is I'm going to go ahead and you need to add a lub. This is a linear interpolate. So the first one always takes a bit of thinking. I want to go ahead and everything that is red. Oh, yeah, so I'm already doing this one. I need to call this B. You can technically use this one, but I don't like to use the first one. So what I can do is I can right click and add a vertex Color note. This will basically read our vertex color data. So what we can do is we can say everything that is red. I just want to up. The reason I add this up is in case I ever want to change this to be something else because right now, if we would do this, what it will do is it will say everything that is red looks like this and everything that is not red looks like whatever this color is. But I do not actually want to do that because it will just become confusing. Instead, what I'm going to do is I'm going to lurp this, and then I want to larp it again because now what I can say is everything here, I can enter this into my green. Everything that is red will stay. Then as soon as something has a green vertex color, we want to go ahead and give it a different color. Now we cannot just enter this color because then we would replace this with a flat color. Instead, we are going to multiply our texture sample which our base with this color and plug it in like this and then plug this into your base color. So we are basically lurping this with itself, meaning that nothing changes. The only reason I have this is because you can technically just do this if you want. But it's just preparation in case I want to change my mind later on. But yeah, technically, if you want, you can just do this. Doesn't really matter too much and just leave the red open because we are going to make everything by default red. Then as soon as we have why do I say B? It needs to be G. Like green color. Then as soon as we have something that in our vertex calls as green, we will simply change the color like this, and then we can do the same for the blue, for the Alpha. And I really needed, we can also do it for the opposite of red. But let's leave that for now. We got now the base done. Let's go ahead and save our material. Then if we go in here, we can go ahead and in our trim sheet master. We can right click, convert this to material instance, and just call this TrimsetUunc 01. By the way, if you want, you can also right click and convert these to parameters over here. Bay color so that you can change them out if you want to. Normal map RMA RME underscore mask over here. Something like that we can do. And then what you will see is now everything that we turned into a parameter. If we open up Trim sheet 01, you can see that now those values are exposed, so we can change them out however we want. And that's really nice. Like, that's what we are going for over here. So what am I going to do now? I'm going to get started by just opening up my beam 01, go to materials, select your trim sheet 01, and then press this little arrow button so that it will apply trim sheet 01. Save it, and there we go. So we now have our trim sheet on here. As you can see, we have control over our emissive. So if we set our emissive strength to one, see, you can see that our missive starts show up, so maybe like 0.5. We have control over the color of our emissive just over here. So we can set it looks like in our concept, it's like a green color. So we can simply set this to green. And then our G color overlay will not really work yet. Let's see, our roughness. Over here, we can make stuff look very dull or like shiny, so that's looking pretty good. Although our roughness, as you can see over here, it becomes too strong. So we do definitely want to, like, play around with this. But I want to use this roughness only for very small changes, big changes like you can see over here, I rather do inside of substance painter. Yes, if you're specular, if you said to zero, you can see that everything automatically becomes dull. It's very sensitive. So if he said it's to 0.1, it becomes shiny again. So you will need to go like 0.02 in order to slightly change it. Okay, perfect. What we are going to do now is we are going to set up our vertex colors. So let's go ahead and go into Maya. And in order to set up the vertex colors, it's not too difficult. There's two things that we need. If you go to mesh display, we have our apply vertex colors. We have our paint vertex colors, and we have a toggle display colors. Those are the three that we need. Let's go ahead and let's add these to our over here to like our shelf. Sorry, to our shelf. So the first one is going to be our toggle vertex color display. If we turn this on, we can basically toggle between the vertex colors. And then if we go to apply over here. Oh, sorry, actually, these ones. Let's delete them because I cannot open up my settings. I actually need to go up here into, like, the settings of my apply color. There we go. And what I want to do is I want to replace color, and I want to set my color in this case, to red. So you can just click on this red box and press Apply again. Um, See, I probably need to set this if I just go to mathspay because I cannot see my color right now. Paint vertex color. This one is a little bit more in depth. Ah, yeah. See? So let's set this one. Let's do it this way. And if you go to display, come on, where are you? There we go. Click on the red channel. So that's basically what I wanted to do. I need to go ahead and also need to go in here. And this one, I want to be green. So this one can be completely red, so that's fine. And then for this one, what I want to do is I want to go to Mesh display, and technically the applied vertex colors does work, but I want to give you guys some visual feedback so that you can see what I'm doing. So this one is going to be green and press flood. And then over here, you can see that in your channels. If you click on the green channel, you can see your map in here. So this is now working. Now, this also works with faces. So you can also just select faces and do it that way. And I will give you an example of that in a little bit. First of all, what I'm going to do now is if you want to not see your vertex colors anymore, press the toggle display colors over here. That way you can basically toggle between vertex or not. But as you can see, it's a little bit buggy in terms of, like, how we want to showcase everything. But that's no problem. Like, we only need to set this once, and then it's fine. So in this case, we don't need to do much in depth work. But what we can do now is we can export. And export this as beam 01. Now, if you go into reel, we most likely do not have the correct setting. So if we open up beam 01, we most likely need to go ahead and we need to go into our import settings. And then on our mesh, we want to set the vertex color import option over white or not over white to replace and then press reimport. When you do that, it should have changed the vertex colors. Can I show them in here? Show verte colors over here, see? So now it looks the same as in Maya. So it is simply red and green. So if we go ahead and now go in here, we should be able to click on our Trim sheet material over here. Let's move it down here. And then as soon as we change the color, it should change the color of just our panel. So if we go into our green color and make it like a slightly, like, blue, dark bluish, Oh, it looks like that, I need to turn these two around. So let's already set the color. And it looks like that, that's a little bit too blue. There we go. See, it looks like that all I need to do is go into my trim sheet master and flip these two around over here like that. And then as soon as we save this, there we go. And just like that, we can control the full color of our shapes over here, using vertex colors. So that's a really nice way to basically save a lot of texture space. By but still have a lot of color information. So we got this one. Now what we are going to do is I'm going to just show you an example of how to create a panel in here using the line that we had and also just add some visual interest. So let's go ahead and go back into Maya. Save a scene, by the way. And let's add like a nice panel to the side over here. So we want to get started probably with creating a plane over here, set of segments to zero. And this is basically going to be like a little line that we are going to just place on top. So I'll show you, like what I mean. So first of all, let's make this quite thin. So remember that extra little strip that we created. This is basically the type of things that we can use it for. So let's go actually, let's make this a little bit less white. Let's see, thickness, thickness. Let's go a little bit thicker, maybe. Let's move it somewhere over here. Let's say that we have this one, what I'm going to do is I'm now going to go ahead and I'm going to let's probably first of all, just give it an angle. If we just go ahead and move this down. Basically, what I'm trying to do over here is I'm going to move this down and then for this one, you know, just scale this out a little bit so that it becomes square and then just do like a contra B. So, ooh, that looks something is still Wong. Let's see. Is it like that this one is a lot thicker? I think that's the case. I think this one is it's a bit difficult to see with, like, really thin strips like this. But yeah, basically, I just want to go ahead and create, something like that. If it is not perfect, like over here, you can see, like the thickness is a little bit strange. What we can do is we can always just go in and see if we can maybe, like, fix it, like moving this one up and this one out see. And then it just it still lines up pretty well. It doesn't need to be perfect. But we are going to basically mirror this here. We only need to get it up until this point, U Von wrap it, and then we can just go ahead and mirror it. So actually, you know what? Yeah, let's move it a bit. You know what? Actually, This is quite long. Yeah. Let me just leave it. So we got basically this shape over here. We can assign existing gel and assign our trim sheet. And all we need to do for this one is we need to go ahead if we go ahead and open up our UV editor. Let's start by just going into UV, we just want to go ahead and do a bass plane or something like that so that we have this shape. Once that is done, we want to go ahead and rotate this flat. Let's go modify Orient shells. That does not work. That's no problem. Basically, I'm just going to go ahead and I'm going to move this main area over here over my straight line. Now, you do have a straightening UV, but I can try it out, but it rarely works for me, basically. If we grab this piece over here and just move it like that, that's what we need to do anyway. But then there is a straightening UV where you select this and you press straighten UV, and it will try and straighten it out. But honestly, yeah, it works like not all the time. But what we can do is we can go ahead and we can basically move this, and all I care about in this case is just to check. Yeah, so we need to check all the ends. So this end over here seems fine. Over here, this one also seems fine like this. And then over here, you can see that we now go to the site. So we just want to go ahead and move this up a little bit or down. Same over here, like Let's move it like this. Now one thing that I do notice is that I most likely need to go ahead and create a mask over here because it is easier for me to line this up when I have a mask compared to trying to cut it off exactly on the point that I want. So this is actually looking pretty good over here already. So, yeah, it's not too difficult. Just make sure that you get the line straight and then simply place it on here. And I will show you the mask support after this. So first things first is, we are going to use a mirror, which you can find in mesh, and here you have a mirror, OS or simply I have it over here in my shelf. Damn. I keepgetting that. So I'm going to set my axis to object. Let's set the direction to the plus. Oh no, maybe we do need to be minus. Maybe I need to be on the Y axis. No, it's not a Y axis. C? Oh, wait, merge. Set the merge to 0.1. There we go, see? And then we need to set this in the plus. There we go. I don't know why it's so sensitive in terms of, like, this object. That's a little bit annoying. Look at that. Damn. But Bounding box, maybe? No, bounding box, also. Okay, fair enough. Let's just do objects. I probably just forgot to center my pivot. But what we can do is we can press W L this is already fine. So let's have this one. Looks like that I just need to move this up, and honestly, don't worry too much about stretching. You can stretch this a bit and then just simply merge these vertices together like that. It will still keep our UVs intact. And this time, go to tool settings and just reset your FBX. And if you delete the history and also freeze the transforms over here, delete history, I'm sure you all know, you can find in edit, delete by type history. But the free freeze transforms you can find in modify, and here you have freeze transforms. What this will do is it will often just improve the way that we do our mirror or any functions that have to do with transform. So let's go ahead and grab our mirror over here. Oh. Don't know what happened there. Let's try again. Mirror. Where are my settings? Hello. I am selecting mirror, white? Let's try it over here. Okay, now it works. That's strange. For some reason, my button didn't work. Any case, mirror. Now here, see, something is going wrong. Something is going wrong over here. Let's go to I don't know what is happening. I must have accidentally pressed something. Let's delete that piece because I don't know what that is. Once again, reset my pivot and just to remove my history. So let's just do a bit of debugging to see what's going on. Okay, so that now all looks correct. So now if I mirror, it should work. A mirror or let's say the merchandise halted like 0.1. Mirror on the Y, ZX. Okay, on ZXs we need a mirror. And we can make this a little bit longer. You can make this as long as you want. There we go. So now that works, and let's move this forward a bit. Strange, I don't know why it was so difficult, okay, so we now got this line over here, that's pretty good. All you need to do for this line is you need to go ahead and just move it as close as possible to your mesh without clipping it inside of your mesh like that. And what we can do is we can also go ahead and we can clone this. And if you just hold J and just rotate this a nice 180 degrees. Might be a little bit too close. Let's move the bit forward again. There we go. From a distance, you will see that it's clipping a little bit, but don't worry too much about that. So we got this one now. Now what I'm going to do is I'm just going to go ahead and I need to place some lines over here. However, it might be a little bit annoying to do that without changing our UVs, because if I place a line over here, you can see that it will not work. So instead, what I'm going to do is I'm going to do some manual work. I'm going to go ahead and I'm going to place an edge or a cut using my knife tool, probably from over here. I don't know why that's not working. Let's try again. Place a cut from over here. There we go. Now, it works. Down here, and just press Enter when you're done. For some reason, everything is beaving a little bit strange. So I'm just going to do this in some shorter variations. So we got this one you see, for some reason, it's not working as well. I don't know why it is deciding to behave like this. And once you've done this, you can make very small adjustments like this. But you basically want to have this edge over our line over here. See? So we have it over our line, and here, I'm just making, like, very small adjustments. Then what I want to do is I want to go ahead and do the same over here. So for this one, you know what here. I'm just going to can I place like a loop? Oh, okay. So for this one, now that we have a cut, I am able to place a loop like this because I now have a nice straight cut over there. The only thing is that this loop does not continue. So we now have this loose vertzi which we just want to go ahead and just use a knife tool. Here we go. To place a quick cut like this. Don't really have to worry too much about the geometry. It's not that much. I rather just keep it. You can optimize it if you want, but just know that if you optimize it, you will most likely need to redo your UVs. There is an option here, but it does not work very often. It is here. Preserve UVs. You can find it in your tool settings, which if you turn it on, it will try to preserve the UVs over here, but you can see that it still does some movement. So it depends if you want to use it or not. I'm just not going to use it for now, maybe a little bit later on. What I'm going to do is I'm going to go ahead and place another cut. And this cut just simply goes along this line, and let's then just have it end over here. And we need to do the same over here have end like that, which means that now we can just later on, place a simple cut. For this one, you might want preserve your vs to move it down a bit. So that we place like a simple cut in between those pieces. Uh oh. What's going on over here. Oh, see, that's our UV, so we just need to kind of move it. But yeah, what I mean is so now we can just place like a simple cut like this. And then these virtues, they are floating, yes. However, you, you can connect them, but you can probably get away with just having unreal fix the problems for you. Because if you keep them floating like this, what will happen is unreal will triangulate. But the unreal triangulation, it happens automatically if you do not triangulate your model in Maya. The unreal triangulation does not break your vertex colors. So you can twine just leave it like this to save some time, or you can just go ahead and connect it. I know it's like I'm going back and forth a little bit here. It's more like if you want to save time, you don't have to connect it. If you want to do it absolutely perfect, you can connect them. That's basically what I'm saying here. In my case, I can use to save some time, of course, because I don't want to just have you guys watching me connect some ertzes non stop. But yeah, this is one of the few times we will use these panels. For the rest, I probably don't think we need them a lot. But here you can see that I'm just now placing these connections. Like this. The only reason I'm doing all of this is so that I can select this specific phase, and I can add vertex colors to it. Like that. So we got that one done. Turn off your preserve vs. So now what we can do is we can select these phases. If we go to mesh display, paint vertex colors. Oh, wow, 30 minutes already for this. Sorry that it takes so long. Oh, paint vertex colors. This is one of the few times that we actually need to go in here. We need to go to mesh display, apply colors. And we want to go at and we want to apply a green color to this, press apply. But then what we need to do is I do want to just double check by going into my paint vertex color stool. And then in the display, I just want to see red and green. See? I just want to make double sure that everything is properly painted so that in the green, you can see these colors. That's why I often have this window open. Then we can just go ahead and toggle the display, and at this point, this is done. So we can right click assign this to our layer, export this beam 01. Let's go in here and that's reimport beam 01. Then what you will see happening is that now we have this nice panel over here and we have our shape over here here. You can see it a little bit better with our lighting in here. And now at this point, what we can do is we can go ahead and we can add some masking in here. So that's the next thing that we'll do. But this chapter has been going on for a little bit too long. So in the next chapter, we will finish off with the masking and add some text over here, like you can see over here. And once we've done that, everything is done in terms of the setup for now, and then we can just go ahead and we can dive in by making all of these models and turning them all to final. So let's save a scene, and let's continue with this in the next chapter. 22. 21 Creating Our Final Models Part3: Okay, so now that we have done most of this stuff, what we're going to do is just quickly go into painter, and I just want to create a quick mask for, like, this stuff over here. So if I go let's see my base colds, I think I can just do this in the text layer, right? Oh, no, wait, because the text layer also has, like, all these other things. In that case, I'm just going to create a new fill layer. It's called this mask only. Turn everything off except for the obste over here, and then add like a simple black mask. Temporarily just add like a base color that's red just so that I can see what I'm doing. And then what I'm going to do is I'm just going to go ahead and I'm going to click here. And if I just quickly go in here and then hold Shift, Oh, yeah, okay. That's unfortunate, so it does not go that long. In that case, let's zoom out as far as we can. Click here, Hold Shift. There we go. That's number one. Click here. Hold Shift. Number two. Just try to get it quite precise so that it's just beyond our bevel, and then this will just be masked out so we don't have to worry about any extra stuff. I do know that this is actually the opposite, so I just need to quickly check because right now, if I turn off my collar and go into my opacity. Oh, no, wait, no, wait, this is fine. This should be fine, actually. Yes, yes, this should be fine. Although we might want to invert it, but I'm not sure. Let's just go ahead and save it because we can also just invert this inside of unreal engine, so it should not really matter too much. I don't know why saving takes so long, but come on. Finish saving. Okay, why the saving? I don't know why it's taking so long. Maybe it crashed or something. Let's go into Trimsetmster, and the only thing that we need to do is if we go in our trim sheet master like the main block, let's go into the blending mode and simply set it to be masked like this. Then you most likely want to add a one minus one minus just means invert, and then we just plug in our Alpha channel of our base color, we invert and add it to our obste mask. Now it should basically have I'm saying it wrong, here, because now it cuts out the text, but I do not want it to cut out the text. The reason why I want it normal is because then we will have the text, but that will not work unless we actually use the text, which means that I need to probably create two versions. I probably need to go in here and basically add a static switch parameter, it is called. Here we go. And I will just call this invert underscore mask. This means if we have a material instance that is just for our text, we can simply use the one without the invert. And if we have one with the text, we can use the one with the invert. So let's say this the true. And let's set the default to be true over here. There we go. So that should do the trick. So now we can just go ahead and we can simply switch around our mask like that. So we got this one. How is my saving doing? Okay, there we go. So let's go ahead and see if this actually works. So let's export our texture again. And if we go in here, we just want to go ahead and what the reimport this. Let's see. That looks like it works. It has now some weird problem over here that I've not encountered before. Maybe it is just a little bit too close. No, wait, it is cutting it out. Yeah, it is cutting it out. Am I thinking wrong here? I probably am. Let's see. Because if I invert mask. Okay, so if I invert mask, it will add the mask, which means that I would need to invert it in different ways. I need to go in here. So if I want to invert my mask, this would need to be black and everything else would need to be white around it. Am I saying that correctly? So right now it is white and it becomes black. So instead, if I go in and let's do a duplicate, instead, I want my mask to be let's see, this one, I want to be black. And then this mask let's call this mask underscore BG for background. So this mask, I want the art and masket color selection and select everything outside of it. Yeah, so now I am cutting this out. I still do not feel confident that this is correct, but let's you see because I'm probably just thinking about it the one way around. I tend to do that sometimes. So let's go ahead and export this and see if that actually does anything. So let's re import. Oh, sorry. Oh, no way, this is the right one. So does that cut it out? Yes. Okay, so that cuts it out. And then when we have a text, we need to just simply flip this switch. I hope I'm saying that correctly, yes. Our metallic is also really dark here, but let's wait until we do our lighting before we start working with that because it might just be that our lighting is a little bit messed up right now. But, okay, so we got that mask done. We got that done. So now let's just go ahead and try out the text as the last thing, and then we can also try if everything works in our system. So for our text, let's create a plane, and we are going to just remove all of our segments. Just want to move this. Let's see. Let's scale this down a little bit. Just having to look at my text. I know that the text is over here in the reference, but I just want to have it down here. So what I'm going to do is I'm just going to have this text roughly around this point. Now I'm just going to already add my trim sheet material. Now, if I select this, it should just be a simple plane, which is fine. And then what I can do is I can use this text and just already place it into position properly like this. And then all I need to do, we can turn off our UVa is I need to just add a quick segment in between over here and just delete the top. See? So now we have this one, and if you want, you can maybe move it a little bit higher. That we get like this one version. Okay? So let's go ahead and do one more export. Beam 01. Yeah, that's the one that I want. So let's go in here. Beam 01, reimport. And then we most likely need to have yeah as expected, we need to go ahead and we need to add a new material to this one. Right click Assign favorite material Lambert and just call this text. So this one will be specifically for the text, and that will be our material instance that you flip around. So we will still use, of course, same text and everything. We will not change that. It's just that we flip around some settings. So let's re input this and press done. And now in our materials, we have trim sheet 01, duplicate it. Call it text, and for this one, simply turn off our invert mask. And now if we go into Beam one over here, we should be able to simply select our text and then apply it to the second one, see? And now that one shows the text properly, which is good. That's what I want. The reason why you want to place it so close is because else you might be able to see shadows. Now, this one, it also depends on distance. Like, if you have this willy close, you might want to try and place it even closer. But from a distance, this looks pretty good. I would say that in Tren sheet 01, I probably want to, like, just make the color a little bit darker, like this. But perfect. Okay, everything is now finally done with our setup. We can delete this one as you can see, these ones are working totally fine, so they work on all areas. So what we are going to do in next chapter is we are just going to go ahead and get started by just basically modeling all of our pieces. So we got this one, so we will just go ahead and continue on with this one. And I think in the beginning, I was thinking of doing it one by one and then balancing my material, but I feel like that might not be that good of an idea. So I'm first going to just do all of my modeling. I also like all of my UVN wrapping. And then I will just go ahead and set it all up in one go in Unreal, because we will probably need to do quite a bit of balancing inside of Substance Painter and Unreal to get exactly the look that we want. So let's go ahead and just continue with this in our next chapter. 23. 22 Creating Our Final Models Part4: Okay, so let's start by turning our models into final. So we got this one over here. Now, what I'm going to do is I'm just going to go ahead and delete all of these center bits over here. We don't need those. We also never really need the backs, let's delete that one, too. Yeah, honestly, we never need the top or the bottom also, so we can pretty much just get rid of those also. It will just be less UVon rep work, and it will also, of course, be more optimization. So pretty much this is all we need. These edges over here, just go ahead and control backspace then because once again, they don't do anything. And I think that's it. So for this one, this one is actually really easy because all we really need to do is add a quick bevel for our weighted normals, maybe like 0.2 or something and smooth it. That's it. So that one is already done. And then for, like, the panels, those are a little bit different but should still be quite simple. Let's say you've seen looks like it's pretty much just like a cube, and we are going I'm just going to basically make the shape over here. So yeah, let's go ahead and like, push this cube in something like this should be fine, like this size so that it is still clipping in a little bit. And if we have a look at this, what I'm going to do is I'm going to get started by placing actually, wait. I first of all I want to make sure that my thickness is correct, yes. So I'm going to start by placing a double edge connect like this. And let's go ahead and just push this, um probably around this space over here, and then let's do Control B at 0.2 or something so that we can basically go ahead and we can increase the size of this ring over here. So I can now just go ahead and I can scale this in or scale this out and then move this out. I'm going to maybe select these two and scale them a little bit closer so that we basically, have a shape like this. Scale this one out a little bit more. There we go. And then looks at it just as a little gap. And for that one, all we need to do is we just need to once again place like a double connect, maybe scale it out a little bit, and then do another Control B at probably 0.1 and then select the center face and move it back. That's pretty much all that we need, something like this. Now what I'm going to do is, I'm just going to go ahead and going to scale this in a little bit more. There we go. And once we've done that, let's see. I only will need a front over here. Then I can pass Control Shift I and delete everything else because yeah, that's all we really need. If you want, you can go ahead and you can optimized by merging some of these vertices together over here. It's not that much, but we are going to copy this like 20 times or something so that it might be nice. And lastly, I'm just going to go ahead and select these sides. Let's do CtolB. That's fine. And I'm just going to go ahead and select the corners because we still need to add something to our corners. But what I'm going to do is I'm just going to deselect the long areas over here. Control B at like 0.2, like that. So now we have some weighted normals that if we smooth it, it will still look pretty decent. This one is on the limit of that you need weighted normals. Just because it is quite big, I want to add weighted normals, but you can sort of get away with just not doing it if you want to. So, oh, yeah, let's also later on, I also need to add an extra panel to the top, but that's something we can do later. So we got this stuff over here that's all fine. I made the mistake of over here, like I made a mistake here because I should have just pushed this out. I think the easiest way for me to fix that mistake is to quickly delete, and then becomes a little bit annoying because we have these really small bits over here. See, this is my fault. You can also try and, like, do it, but I think at this point, we are so far along that I'm just going to delete. Yeah, I need to be careful for that. Let me just delete this stuff. And then I'm just going to re do it. You can also use your knife tool, probably, but I didn't really have a lot of confidence in this specific case because we have a bevel. So instead, let's just go ahead and do it this way. So, I see see there's often many ways that you can do the same thing. So let's just go ahead and select this. And if you want, you can deselect sites because we technically do not need those. So yeah, I did my optimization, and now I changed my mind, and now I'm just going to leave it like this again. So sorry about that. I guess you can do the optimization for these bits over here. If you want to, just not on these ones because s it just does not flow correctly. Anyway, it doesn't really matter. What we are going to do is we are going to go ahead and give it a slight tilt to make sure that the length is looking correct. Looks like that I want to give it another slide tilt over here. Yeah, this is probably the length I want to go for so then I can just go to my edges, push this out. And now before we start duplicating this, I already want to texture it because if we start duplicating it, I would need to texture every single one. But if I just go ahead and assign my trim sheet material to this one, I want to use this layering stuff over here. I think that will look quite nice. So let's just go ahead and let's just create one complete UV because as soon as we unfold it, you can see that that should work pretty decently. I'm just going to go ahead and I'm going to oh, looks like it is unfolding in the wrong direction. If you ever have that the vis looks strange or something, I recommend to just remove your history and to freeze your transforms, and that often already fixes everything. So now let's see if that fixed it, unfold. Yeah, see now that fixed it. Now what I'm going to do because right now, this one is taking up too much space, I'm going to just go ahead and select one of the edges and cut them so that all that we have left is this top one, which we can just go ahead and we can kind of move over here. And finally, we have this one left, if you just scale it down, I do want to try and give it as much space as possible. There we go. And that should look okay, it's a little bit difficult to see in Maya. But yeah, as you can see, that does look totally fine. Now, for this one, what we are going to do is, let's just go ahead and assign our trim sheet. I'm going to probably go in and place a single connect in here. There we go, so that I can go ahead and I can basically do like a bass plane on these. And then all that is left is this side. So if we just go ahead and see, let's hold Control, I think we can just do one single bass plane on all of these over here. There we go. Let's go ahead and for these ones that are standing upwards, let's move them out of the way, select them, and then just hold J and rotate them. And let's just place everything on top of each other because that makes it easier for us to then select everything. And we are just going to use our white again. So we are going to select everything and just nicely move it in here. There we go. That's it. Easy, does it? So, we got that one done. Now, all that we need to do for this one is let's look at it from the front. Holed Shift and probably around this point, and let's do just like a shift D to just repeat our action up until, like, the bottom. Yeah, up until this bottom is totally fine. So that's all looking good, and we are ready to reassign this to our layer in case we risk something. Save scene. And what I'm going to do for this one is we need to still set our vertex colors. So let's go mesh display. Let's apply colors, and they just need to be red. All of them need to be red, so we can just go ahead and press Apply on this. Then simply go in here and like, Oh, that's always there we go. You sometimes need it like double select because else your display does not work. So sometimes if you just select once and it doesn't work, then you need to just click away, select again so that it's a little bit fiddly Vertex scholars in my, I should say. Personally, if I want to work with Verticolars, I do prefer tres Max myself, but every program can do it, and we don't need that much for it. So that one is done. Floor 01 and floor 02 is like a duplicate of it. Oh, this one is going to actually be quite interesting. So what I'm going to do is I'm going to for floor 01, get rid of these edges. There we go so that it just becomes like a simple cube. And now, as you can see, it basically comes in part four parts. We have this one, we have the side, and then we have these trims over here. So what I'm going to do is I'm going to start by probably doing some rough blockout. So it looks like there's like over here for the lines. Then we have another line that is just like for our fans or I forgot the English word for it. Sorry, drains drains. I think that's the English word. And then this stuff over here, it will start to become these panels, but we cannot yet do that because we need to do something specific for it. So let's go ahead and let's start by applying our trim sheet over here. And now the reason I will already do the unwrapping is so that I can actually move these shapes based upon my trim sheet. So if I go in here, I can go ahead and give it like an unwrap let's move everything else out of the way for now. And then for this one, what I basically want to do is I want to go ahead and I want to make sure that I have this like, nicely set in between. I feel like that is too much space. Maybe if we go to our UV, then we do not have that phase selection, look. Let's see. If I do this, does that feel like too much space? I don't think so. I think that is enough space. In terms of the tiling, that one is a little bit annoying. What I would recommend. Or you can try to stretch it, but then here, it doesn't work, so because we would then need to go for, like, a longer version, even if we scale it up or just make sure that you set your points on a flat area so that the ends, they do not have any details on them, see? So they are kind of flat. And try to then set them quite closely to the bolt. So here you can see that I'm setting this just before the bolt, and then over here, I'm setting this just after the bolt so that in terms of the tiling from a distance, you will not really notice anything. So we got those ones done. All of these sites, I am going to keep them, but we do not actually need to use them, so we can just leave them by default, doesn't really matter. This one over here, what I want to do is I want to already unwrap it so that I know if my thickness is correct. It looks pretty much correct. So if we just go ahead and scale this down, it might actually look pretty perfect. There we go. And it will also have perfect tiling because it is a square, so it literally just ends on both sides. If it does not end, simply use snapping to snap it to the end. Now, this one's going to be a little bit different. So for this one, we are going to decide the amount of tiles that we are going to have because as you can see, it's the same size as our white tile. So if we go ahead and do an auto here we go, like an auto Best plane. Sorry, best plane, I mean. What I'm going to do is, I'm just going to go ahead and I'm going to scale this down until it nicely fits within one panel. I think that works. Then what I'm going to do is I'm going to move it. So that over here. It is also like sitting on the end of one panel. Just be careful. Come on. There we go. That looks pretty good. And now all I need to do is I need to add a segment every single time. We have a new panel, so we can do this. Then if we go to our UV tooket, we can select the top piece, cut, select it again, and once you've cut it, you can just go ahead and you can move it down again. And now we get into trouble over here. So right now it is like sitting halfway, but I do not want to have it halfway. I think that will not look very good. So let's see. That is not a lot of space. We might want to actually try to do some stretching instead. So what we might want to do is we might want to go to our UVs and grab the top, move this down, so we are stretching this down and then grab this piece and make sure that you do not have preserved UVs turned. Actually, let's only do it on Oh, that's annoying. Let's do it. You know what? Here's a cheat. If you just places like an edge really close together like this and then select these lines, you can see that it is almost like a dead zone where you can just move this around. So I want to basically go ahead and move this, and this also means that it will become two tiles when we have our white tiles over here. Okay, so let's see. We have this one pretty much in center now. I think that should work. Do I want to maybe make it a bit larger? I don't know. I think I'm going to leave it like this. Yeah, I think that this is pretty good. So now that we've done this one, we know that this is basically going to be like our tiles. For our tiles, we do have quite a unique unwrap. So what we're going to do is we will place probably like one extra line over here. And then delete these three now let's only delete these two over here. Delete those. And for these pieces, what I'm going to do is I'm going to Shift click and I'm going to extract the faces so that I do not have to worry about whatever is along it. We do not need to place bevels on these ends anyway, because if we place bevels, it will no longer be tilable. We do need to place bevels on these ends, so we do want to keep those intact. But let's get started with this. So I'm going to now do a best plane on these two, and as you can see, oh, no, wait, they are not perfectly in the center, which means that I need to just move one of them slightly down just to make sure that it exactly lines up with the other one. Well, not exactly, but super super close. Then select it. Let's go ahead and rotate this. Place into position, and we are going to place this where our tile is. So first things first is I want to go ahead and I want to scale this until it's pretty much perfect. I can see that as a little bit of a fading. So that might be just like a resolution thing, but there's something we need to keep in mind. So let's do this. And now what I can see is I want to move these pieces to the side, but then I might want to just move here, let's end this one over here, I believe. So we do need to end it on a proper end. What I'm talking about is that I might want to go ahead to move these out a little bit to make them a bit bigger. Anyway, so we now have this piece here ready to go. If we reset it, what we can do now is we can use a mirror to basically flip it around. So we are going to use our mirror on our by the way, the merge threshold to 0.1. Set the axis position to object. There we go. So on the Z axis in objects and now you can see that now we can basically choose how white do we want to have our tiles? So I'm just going to go and get started with something like this. The reason I'm just going to be quite flexible is because we most likely will not actually hit the ends properly, so we might need to just go ahead and do some overall stretching. So let's go ahead and hold Shift and move this nicely so that it is just clipping press CevD is it clipping in front of it or yeah, it is. So shift D. Oh, God. Now I messed up. 1 second. That's my fault. It's a bit difficult to see because it's dark. Shift, shifty, shifty, shift D. Shift D. Okay, so now we have these pieces over here. And now what I'm going to do is I'm going to decide, do I want to make them longer or less long? And the way that we are going to do this is simply go to surfaces. I mean, the form, lettuce or lettuce, latte. I still don't know. And then just grab the lettuce point. And you can choose, do you want to have a half tile? Do you want to have a whole tile or do you want to have them a little bit larger? I feel like I want to have them probably a little bit larger. So we basically set this to this point. We then delete our history and then just delete this one, I don't know what this is. Hello. Delete. It did not allow me to delete for some reason. Anyway, so now we have these all setting up and then when we duplicate it, it would simply tile because it ends on a black line. You will not be able to notice that it's not tilable or anything. Now, on this point, we want to go ahead and place a loop. It's a bit difficult to see here, here, here, and here so that we can select this site push it back in. So now it will basically flow along with our trim sheet. So we push it back in like this. And then what we want to do is we just want to go ahead and we want to select these sites. Or, you know what? I'm actually going to delete the sites anyway, because else we will have a lot of extra geometry that's not needed. But let's do contra B 0.2 ish, something like that. And for this one, if we go to our modeling toolkit, set our selection constraint to five with the angle, and let's delete all of this stuff over here. No, I do not want to delete the bottom, actually. But for the bottom, what you can do for cleanup, you can go ahead and just simply select these edges and just get rid of them because they do not do anything. But okay, so now we have some nice bevels, and this should still work if I smooth this, turn off my edges and faces. Yeah, there we go. Okay, so that's basically like a flow piece. So we have this floor piece, and that is looking pretty good. At this point, what I will do is in the next chapter, I will go ahead and first export these two pieces to unreel because I need to make sure that this all works before I duplicate it an artist to become this specific flow piece that you can see over here. So let's go ahead and just continue with this in our next chapter. 24. 23 Creating Our Final Models Part5: Okay, so let's continue. So with this one, last thing that we had to do that I almost forgot is to quickly go to our mesh display, apply colors, and let's just apply some red colors. And then once again, oh, this time it almost work this time. This time we just need to only re select this one and click on it once. So as you see, it's really unpredictable how it actually works. But okay, we can save our scene artists to our layers, so that's all done. Yes. So let's go ahead and go file, and let's export this stuff. So this one is floor 01. And we also had beam 02 done, so we can just as well export selection beam 02, also. And let's just go ahead and see how this looks. So inside of unreal, I'm just going to go at and immediately like, open up beam 02, and I'm going to open up floor 01.'s get rid of this. And the reason I need to do that is because we probably need to go in our settings and set the vertex calls to be replaced and then press reimport. And just reset it to the FVX. Same over here. We can just go ahead and replace and then press reimport. Perfect. And now if we just quickly go to our materials, select our trim sheet 01, we can go ahead and we can just apply this in here. That has no color. Because we did something with the emissive. Strange. Why is it white? That is really strange. I don't know. I need to check it out. But okay, so for our general floor, let's have a look. Yeah, you know what? That is a pretty good size. Like, over here, they are also quite big. So I quite like the size of my floor panels here. And yeah, you can see, like, the nice reflections and everything, although we still need to balance those out a little bit more. But that's looking pretty good. Over here, this is way too dark, so that's something that we all need to fix. But that is no problem. Like, I just need to make sure that it all works. Over here, it also seems to all work totally fine. So, great. That means that I can turn this one into, like, a pop up panel. The only problem is that I probably need to, like yeah. I don't know how we are going to. Let's have a L. So for the floor 02, the problem is that over here, the panel. See? Oh, no, wait, it's not that big of a difference, so it doesn't matter, but I do have a flat area here. So instead of having a flat area here, we will most likely just end up connecting immediately to this point over here. I think that will be the best technique. So let's go ahead and have a floor 01. So yeah, you are totally fine, so let's go ahead and shifted. Right click and artist selection to your floor 02. 40. Display, show all or is it in a group? Looks like that it is in a group. If it is in a group, just go ahead and undo what you just did over here. And what I want to do with this, actually, let's delete it. A group basically means that if you go in your outliner, it's really annoying. It sometimes randomly happens. Well, I probably just press something wrong. But over here, you can see that it's ld to a group, and when it is in a group, it does not properly duplicate. So I just need to go to Edit and press ungroup. I believe that now here if they are separate meshes, you can do the same over here if you want. Normally, I just have this ungroup button in here. Se so that I can just quickly click on that, like that. But yeah, that should do the trick. Now if I just go ahead and select this, shift the again, add it to my floor 02. That's fine. It also breaks your layer, so you do need to go in floor 01 and re art this selection. See so now that all works. Okay. Now for this one, let's temporarily hide this. So I need to probably go ahead and let's combine these. Actually, oh, this is one piece. Let's combine these and let's then select these pass and then extract them so that they become all separate. For this one, I just want to go ahead and also extract faces on this one. Yeah, this piece we will cover later on. Actually, just to make it look extra nice, let's also go ahead and extract this one because else it feels a little bit strange that we just have that random piece connected. Okay, so we have these. I'm going to go ahead and I'm going to first of all, let's go tool settings and reset my pivot. And now if we press Show A, I thought I deleted.'s height, select again because I cannot select them at the same time. Here we go. Let's go ahead and now show A, and then all I need to do is I need to snap two points and then snap it to this point over here. Okay, so we know that this is exactly on the line that we need to be because we measured this out painfully when we did our blockout. So we know that. So now if we hide our blockout, all I need to do now is I need to, for example, combine all of these pieces, select these vertices over here, and snap those back down like this, so that they are just basically connecting here. So even though it might look quite strange, just having open space and everything, this should work totally fine. Now, for this one, what I'm going to do is I'm going to go ahead and let's go. I have a feeling that if I would grab this line over here and turn off preserve Vs that it probably doesn't work. But and that we like snap it to this point over No, it does not snap. Let's then turn off the snapping. Ah, yeah, actually, you know what? I think that still looks correct. I'm just a bit worried that I made a small mistake here, and it ended up just like breaking, but it looks correct. Yeah, okay, so that looks like it is working. As I said before, I don't really trust it. Let's just deselect that really long lines that I can go in here and I can really just go up close and, okay. So let's just say that that will hopefully work. And then what I want to do is I want to go ahead and for this piece, this piece will be flat, which means that I want to extract these phases. Yeah, that means that I want to extract these phases. I want to grab these vertss and I want to go ahead and I want to once again, turn on Snap points. Oh, turn off preserve vise. There we go. Is this bevel still correct? Yes, this bevel is still cracked. Oh, no, I did not properly align the way I wanted to. But it doesn't matter, I can just do this. No one will notice. If I do that and if I also over here, here we go. Just to make sure that everything properly aligns there like there is an edge over here that is not correct. It's on my edge and faces, so o, so we got that one. And let's just go ahead and quickly select this one, and I just want to move this up. Come on, you can do it. No, here, there is, like, Oh, that's interesting. What is this? Oh, I know what this is. This is that thin line that I created to cheat. I totally forgot about it. But is this line now not connecting properly, or is it there we go. Now it is connecting properly. See, I used that light to cheat. I don't need it anymore, so let's just go ahead and just merge down. It's still there, but this should be fine. So we now got this piece done. Now all that we need to do is we need to create a connection between here and between here. And the way that I'm going to do that is very simple. So, that's all good. I'm going to turn off my snap the points, hold extrude, and then go to vertices, turn on my snap the points again because I want to keep this separately, it will just make my life easier, and I'll simply snap it like this. There we go. And then for this flat area, we are going to go ahead and go into our UVs and separately unwrap this. And this one, yeah, we cannot really place it in here. So instead, what we will do is we will simply make this white, but we will match it up with the darkening later on, which means that I probably want to make this blue so that I have, another color to just make sure that the darkening is exactly the same. But yeah, so we have this one. So at this point, what we can do is we can go ahead and go to our mesh display. First of all, make everything red. Let's go ahead and press apply color. And then what I'm going to do is, I'm just going to go ahead and select this one, mesh display, apply color, and this one will become blue, in this case. There we go. You will not know that or you will not notice it because we did not do the trick where we went into our paint vertex color tool, but it will be there like it is there, so we can be confident of that. So that's looking pretty good. Let's go ahead and assign this floor to over here, save our scene, and let's just go ahead and export this and see if it actually worked. So we can go ahead and go in here. Assets here. So these models are actually quite simple to make. So that's quite nice. Oh, yeah, I forgot I need to um, replace and I did something wrong, didn't I? Because I did not import, export selection. Oh, I probably did like Beam two. Yeah, I probably did like Beam two, so I just want to quickly go in here. Just reexport this as Beam two. At least that's what I feel like I must have clicked something wong. So let's just press reimport again, reset to FVX, select our trim sheet 01 and apply it to the material. Yeah, see, here that works pretty good. Okay, so we got that one done. There you go. And now all I'm going to do is, I'm just going to go in my trim sheet master, add another lurpPbably need to go this direction. So B needs to be this one. Then just go ahead and simply multiply this and just call this B underscore cool. And you just want to go ahead and use it like this, assigning our vertex colors into the Alpha number B. Yeah, it's just the exact same thing, just a different color and just save it. Here you go here you can see what I did. So now if I go ahead and go in here, I can grab my trim sheet 01, and it should work totally fine. So if I go to my B color, I should be able to just make this color here. If I go to unlit mode, I should be able to make this color and line it up. There we go. To be like this. It doesn't need to be perfect, but it just needs to be quite close to. There you go, see? That looks to me very close to our final color. And especially with the dark lighting, you will never really notice that. And also, like the transition you have over here, it does not really matter. Like, you won't really notice not in our environment. In your environment, you might want to, like, create some more pieces. Also, we now need to, like, adjust this shape over here, but it is what it is. We can still clearly see over here that there's some angling. It might not be as sharp, but this should still work. Yeah, I'm not going to change it in any other way because then it might just look strange. So I'm quite happy with that. I might want to move this forward one. That's something that I might want to do. I might want to just go ahead and delete Oops, this one. And if I just snap this forward, let's see how that looks from my camera angle. Yeah. You know what? That does look better, but that would cause problems with our window. So let's just instead change the camera angle. Okay, so that is our floor. That's looking pretty good. We've got that one. This one over here, we need to do, like, a different thing for, but I will do that later on. The white stuff. Why is it White, do I have an emissive on here or I can check by setting my emissive strength to zero? Oh, no. That is strange. If you just go ahead and press C, you can swap between your channels, so you can see where the problem is. Roughness or roughness might be the problem. So let's go in here and art where are you? Stripes stripes here we go, yellow stripes. Let's set our roughness to be quite dull. If I just swap around, Yeah, that looks all fine now. So let's try and re export that. Maybe that caused the problem. And else it would be really strange. Then I don't really know yet what is causing the problem. So let's reimport this. Huh. That is interesting because over here it is looking here, see? It's looking totally fine, so that's really interesting why it is white. I'm quite curious about that. So our textures are fine. Let's have a look inside of, like, our trim sheet master. Yeah, here, that's also yellow. That's also fine. Huh. I will need to check this off camera because out the top of my head, this makes absolutely no sense why it is yellow, because what I check is I check if it is yellow in here, which is fine. I check if it is yellow in here, which is fine, which means that theoretically it should also be yellow in here. But that's where we go wong. And I don't know if I go to my trim sheet master here or see. It doesn't matter if I apply different material to this. It still does not work. Maybe it has something to do with the lighting, but that's strange. So I'll check this off camera later on. Let's for now, first of all, just focus on creating or turning our models to final. So that's what we will be doing. Next chapter, we will just go ahead and continue. You know what? Let's actually start with our main window first because that's a big one. So let's start the next chapter by creating this one. 25. 24 Creating Our Final Models Part6: Okay, so what we're going to work on now is we are going to work on a large window. So let's start deleting the symmetry pt, and we can just separate to separate this cube from this piece over here. Okay, so yeah, this is by far, our largest model. Now, the first thing I want to do is I just need to figure out. Oh, yeah, like over here, I need to figure out this because personally, I quite like the steepness over here, so I kind of miss that right now. So I think I do want to actually change my floor just to give it like a better look. Also, I might want to go ahead and go a little bit closer with my camera like this. It does mean that over here, things get cut off a little bit faster. But what we will do is we will do something slightly different for this one over here. So for now, just go ahead and just duplicate this over here, and I will show you what we're going to do. So let's get started by going into floor two. And I think what I'm going to do is the easiest thing will probably just select everything over here, it does not There we go. Sometimes the multi edit doesn't really work as well. And I'm going to just go ahead and I'm going to carefully. Oh, hello. Come on. Everything. Okay, now I got everything selected. Yeah, I'm going to basically move this up a little bit like this, so I'm going to make it quite a bit steeper. But I'm only going to move it towards the right so that it does become steeper, but we do not accidentally change anything else. So let's say we got something like this. And what I'm going to do then is for now, let's just go ahead and export this because I just want to see how it looks, and then we will actually fix it. So let's go ahead and go into our exports folder over here to unreal FBX. Floor 02. There we go. And if we go in here, let's just right click and reimport. Okay, let's see how that looks from my camera angle. Yeah, see here, that does look a lot nicer. So what I'm going to do is for this case, let's see, we already have it all lined up. So I think it is better if I just go ahead and simply select this floor over here, and then I will show you how we are going to handle the rest. I basically select this floor over here, and I just carefully, let's turn off our snap. Move it closer together like this. Okay, that's a little bit too much. Let's do this over here. The fact that we have a tiny bit still left so what I'm going to do. Just to make it easy for myself, I'm going to go ahead and go to Vertex Select. You, once again, I forgot to select that one. Okay. And I'm just going to give it like a tiny nuch towards the left like this. And that should do the trick. So yes, I am going to go away a little bit more from the modular flow for this one, but it does not really matter in this case. Like, if you want, you can do this properly where you basically just merge this back and you extend this out and everything. But in this case, this should be totally fine because once we've done this one, see, so that's now more to my liking. The next thing that we can do is we basically want to go ahead and let's double check to make sure that this is not here, see. That's what I mean. Want to go ahead and ungroup this. Wow. Let's just go ahead and just press combine because then it also ungroups automatically. And then what I'm going to do is I'm going to go ahead and press Shift to duplicate it, create a new layer, and I'm going to call this layer, floor underscore. Tilt on the scope piece, something like that. I'm just going to go ahead and assign my duplicate because what we're going to do with this floor tilt piece is we are going to go ahead and mostly just let's see if we need to rotate this. Yeah, we probably just want to do a symmetry, although I'm not sure how that will, that probably won't hold up nicely over here. So maybe we can just do it without a panel. Basically, what I'm thinking about is I'm going to select these bits over here. Control shift I and delete everything else. But what I'm worried about is I need to see if I want to swap this around on the other end. Yeah, that might be better. I might want to just swap this around on the other end so that it all flows over correctly. So let's go ahead and extract these phases. Let's go ahead and just recombine this over here. So I want to duplicate this. I could have just done a mirror because I need to do a mirror anyway, so I don't know why I did it this way, but, 0.1 mirror object space on the Zaxs. There we go. Sorry, just delete this one. Basically, I just want to have this side over here, and that should do the trick. If I move this, and I can just snap the points I mean, add a pivot, snap the points, and then move it over here, and then snap the points. There we go. S. So we got this one. That's fine. Now if I'm just going to go ahead and I'm going to combine all of this, add a pivot, snap my pivot to the corner over here, and then to the grid over here. So that should do the twig, right? I hope. Let's just see. I'm making this up as I go along, so we'll see how it goes. So this one will be floor underscore, tilt underscore piece. Let's export. And a we go in here, we can simply import this Yeah, that's all correct. Where are you? There you are. Let's go ahead and assign our trim sheet 01 material to this. And basically, my idea for this. Oh, it's too dark, it's because I didn't make it red, is that we can always just go ahead and rotate this stuff, and then we can just go ahead and kind of, like, place it wherever we want. So what I can do is I should be able to go here. And if I hold V, I can snap to Wertzs. Now, it does not always work perfectly. But it does often work quite well. Let's quickly turn these pieces into mesh display, apply colors, set this to red and press Apply. So I lost my There we go. My tool but because I've got to save it after I left Maya. So now what we can do is we can go ahead and we can re export that. Let you do the trick? Or not? That's strange. Yeah, it should be fine. That is interesting. Maybe that No, it is not flipped. Here, it is looking totally fine. Remove our history, so that's also fine. Let's just quickly have a look at our verte scholars. And go into display and red. Yeah, here, so it is red. Oh, wait. I know I know what it is. We need to go ahead and we need to go back in here because I forgot to set my vertex color to replace. There you go. See? That was it. So anyway, we now have this piece, and what we can do is we can just move it wherever we want, basically. And then it is just a matter of carefully moving these extra pieces on top of it again. So we have a little bit more flexibility. And if you want to do like really precise movements, you can always just go in here or you can, snap it or do whatever you want. It doesn't really matter. In anyway, in any case, this works now. So if I go ahead and I go quickly finish this off, and then we can properly start with our window because this was bothering me a little bit. So we got this one, and honestly, at this point, you cannot see it. So why would I bother are the extra bits when I can just do this. And what I'm going to do is, I'm just going to duplicate this one over here just to at least give it something on this side, still. You can try and snap it, but honestly, I'm just going to not do that because I don't have to, since you can easily just see it over here working. Here, we have this one, this one, and this one. See? So now, basically, it doesn't matter which way we rotate because we have this panel over here. On both sides, it will always work. And now what we can also do is we can also go in here, delete that one, and then simply grab this piece. Duplicated and rotated 90 degrees, see? And that will then become a nice transition piece that we can use. So we basically just move it like that. It doesn't really matter that it is not lined up correctly. That's something that I'm willing to take piece with because else we would need to create quite a few extra pieces. And then when we have this one, what we can do is we can go ahead and duplicate these three move them correctly over here. And there we go. So that should be fine. We might want to like improve it a little bit more later on. But for now, this will all work totally fine. And for my camera angle, here, see, so now we have a strong angle here. Over here, I do want to move that angle, probably a little bit closer, but that's something that we can work on later on with our camera just to get it all working properly. So for now, what I'm going to do is I'm just going to go in my window.'s get out of this view over here. Main window over here. And I just want to go ahead and I want to grab. Let's see up until this point. Turn off snapping. Move it forward a little bit. I think that's all we need to do. For the rest of the angle is pretty much fine, so let's go ahead and export this main window, and let's give this a try. Oh, close. I think, yeah, move it forward a tiny bit more and then move the top forward a little bit further even than that. So tiny bit more, and then grab only this side and move it a little bit further even like that. I just need to get this wide so that I don't make mistakes later on. So let's try this. There we go. Good enough for now. So what we're going to do now is we are going to turn this into final mesh. As you can see over here, I am going to make some small changes, but the general shape and the height and everything is already here. So I'm quite happy with that. And also the roundness over here is also round enough for me to work with. So let's have a look at this shape over here. What am I going to do? I want to make this panel a little bit more interesting. See how far. So right now it is not sticking out very far. So let's go ahead and let's stick this out a bit further and then probably also make it quite a bit thicker. And the way to stick it out further is just to select this side. We don't want to stick this one out further because then the bend does not work. So we want to go ahead and just push it out a little bit further. And I also want to probably go in here and also do the same thing to this one. So let's push it out a bit. There we go. And what I'm going to do is I'm just going to go ahead and I'm going to probably select. You know what? I think I actually need to select all of this stuff if I want to make it a little bit thicker. So I could have done the selection a lot better, but I was already halfway. So, let's make this a little bit thicker. So this one is going to be like this white panel over here. Then over here, you see some weird black panels. We are going to make that a little bit more simplistic like this, although we might want to change the drought a little bit more later on. Then what we have is we have the center panels. So let's go ahead and just move this up a tiny bit. Over here so that we have a little bit more space. And then in here, I basically want to end it at this point. So if we go for this one, we want to give it like something that goes inwards. So I forgot the English word for it. So let's give it a little bit of spacing from the top And then these ones can pretty much just be extruded in as far as I can see. So we can just extrude this in and delete that phase at the end. There we go. So we give it some spacing at the top and here at the end. Now what we need to do is we do need to go at and add some extra smoothening. But that's first of all, just see like this one is fine. Our windows already fine, although we do need to add some extra details. Yeah, okay. So let's just focus mostly on this one first. I'm going to go ahead and just quickly move this so that it looks a bit more even. I'm going to get started by just making this transition over here around. And we probably want to go ahead and end it at this point. We do need to do quite a bit of geometry cleanup. But let's go ahead and start with making this round. Let's add a few segments with the contra B to bevel it. Here we go. That gives a bit of a softer look. If you want, we can already cleaned up a little bit simply by target welding, these vertices over here. I do need to make this a lot nicer later on. But okay, so we have this that goes nice and round. Then what we have is we have this piece over here, which I just want to go ahead and let's say, on all these three sites, I want to just give the small bevel, maybe like 0.3 inch just so that we have our weighted normals working on those. Then we have our insight over here. What I'm going to do is I'm just going to make this panel a little bit wider over here. And then I think I just want to go ahead and, like, bevel most of this stuff, as far as I can see. Maybe also make this not extending inwards as much. So let's do something like this. Yeah, let's go ahead and I want to probably go in and bevel this entire loop, which seems to not work. Yeah, it looks like that the geometry is a little bit broken. So I want to bevel this one in, but I do not want to bevel this one in. Sorry, let me just extract these pass over here. So this one I just want to keep sharp because it will have the specific UV details in here. And if we have an extra bevel, it will just make it more annoying. Then I actually, first of all, want to go in here and round the corners over here. So let's set the fraction to one and maybe set the segments to like three segments. So we are just giving our corners like a nice ending like that, which will still work with our panel behind it. This is definitely interesting. I've never seen it transition like this, so let's go ahead and just merge this into each other like that, just to make it look a little bit more logical. There we go. Okay, so we got that done. Now we are just going to go ahead and we are going to add a bevel all the way around here. And now it all of a sudden loops around perfectly, so that's interesting. That's nice. Let's go ahead and set this to 0.2. Let's give it like a small bevel all the way around. That is fine. Now in here, what we need to do is once again, I'm probably just going to go ahead and I'm going to extract pass for this one, and while I'm here, I'm probably also going to do the same over here so that we do not need to bevel those extra details. So let's see. So we got this one. So we do want to go ahead and just add a nice bevel all the way around here. And while we are here, we can also do it all the way around there. Let's do 0.2 again, probably. There we go. So we give it like a nice bevel. So the bottom layer is pretty much done. It's not too difficult. We're just going to go for quite a simple shape. Now, in here, now we have arrived at our window. So our window geometry, well, first of all, we want to create these lines in between here, but also our general window geometry does not look very good right now, so we kind of just want to work with that. Also, you can see, like a little trim around here. These pieces are don pieces, so we don't need to really worry about that. These are also don pieces, so we don't need to worry about that. So that is the plan. So for our windows, let's get started by selecting all of them. Okay. Then what I'm going to do is I'm going to do Control E to go to extrude mode. Set the extrude to maybe five. Yes. And then what I want to do is I just press W to go outside of extrude mode, Control E again and this time push it in like this that we give it a little trim round like this. Then what I'm going to do is I'm going to do one more contra E at a high value like 2020 is good. Yeah, 20 is good. Then double click on the center edges over here, because what we can do now is we can do a contra B on these edges to split them into two, and give them a nice thickness, zero point do we do 0.1? Yeah, let's do 0.1. And then when you select the edges, we can do one last Control E, and that's basically how we are going to create those interesting trims in between. Like, you can use the one on your trim sheet, but that would be a pain to do to guide it all the way around here, while if I just go ahead and just add some extra geometry, what I can do is I can simply go in here and I can go Control E. I can then, Oh, let's not do Contra E because apparently, I've got to select these bits. I broke my loop, so I need to do this menu. There we go. Now it's working. That one is also working. Let's try again, contra I. I want to push this in. I also want to go ahead and give it a little bevel by scaling this in like that. That's working. Then maybe I do want to probably add weight and normal to this. Let's give it a very small Bevel over here. 0.5 is actually fine. Now, over here, this one is this is strange. Like, why did it do this? I don't know, but it is something that we can just fix by simply deleting these bits over here because we are going to symmetry anyway, and also deleting these bits over here and this one. And then you just want to go ahead and you want to go in and scale this flat and realign it nicely like this. And the way that I can see if it is aligned properly is simply by looking at the antialising that you can see the jacket line. So I just move it until the line is no longer jagged like that. Even if we are a few millimeters apart, because we are going to symmetry it, it does not really matter. So over here, I need to do the same thing. I need to go ahead and select all of these bits. Give the quick to Bi. That's also looking good now. Yeah, that's fine. Now, let's also go ahead and give the Contra B on this center line over here and this one. The other one we cannot do yet because we need to probably connect this. So let's do 0.2. Now, let's do 0.3 for this bevel. Okay, so that's now Alco done. So now what we can do is we can start by just cleaning up the outside of our windows. So we got now, like, a pretty nice look. So in our next chapter, what we will do is we will go ahead and we will just start by connecting this. Or actually, I can probably even just show you. I'm basically just going to do this. Here you see? I'm just going to nicely connect all of these third seats that are loose like that. It is a little bit time consuming. You can also do stuff like this over here where you basically connect it into a point, but I don't want to have too many points that are like this, so just try and get it quite clean. And you know what? I will do this off camera because this is just boring and time consuming. And in the next chapter, this will be done, and then we can just go ahead and we can finish off the modeling for our window. Yes, you can see this basically what I will be doing off camera, this kind of stuff. So let's go ahead and continue with this in our next chapter. 26. 25 Creating Our Final Models Part7: Okay, so let's go ahead and continue. So I went ahead and I just connected all of these vertices, as you can see over here, nothing too special. So now let's go ahead and just add a bevel on this end. So we just want to go ahead and double click and make sure that everything is selected because we sometimes have over here like two etches connecting to one verts, which breaks your loop, which no problem. It just means that we need to make sure that we have everything properly selected. Here we go. And now let's go ahead and do Contra B. And this Contra B, it is quite low. Let's set this to like two. Okay, I need to go even more like four. And then normally it is only this low because somewhere along the line, there was a vertzi that is too close together. There we go. Or it was like a duplicate verte. I think this is the one that is causing the problems. But that's no problem because let's do a target belt. Let's see. So that did not work. It's a target belt from over here. This one is confusing. So I want to probably go in. Target Oh, God. I didn't mean to do that. Make sure that you do not have any other vertices selected. So target well, this one, and then te connect over here. And once we've done that, select this line and press Control backspace. There we go. Manual fixing. Let's go ahead and it's a little bit sensitive with my movement again. There we go. And now I just want to also, of course, double check the other one, just make sure that this one is correct because you never know if there were two problems. Okay, so that's all looking good also. So now what I'm going to do is I'm just going to go ahead and add a bevel over here because we already did this stuff. So bevel here and also a bevel up there. Okay, let's do contra B 0.2 or something like that. Then for this one, now, this one is actually going to be a little bit interesting because what I want to do is I want to art something really cool. I want to art an actual live video as like a little bonus inside of unreal engine. So that's when you play the game, you would have a big screen here, and that screen actually has a video on it that's playing. It does mean that we don't really need to make any of these details. We do need to make the ones over here, but we will have this vision over here, which is going to be a separate mesh. So knowing that, I might want to some construction lines later on. So that's something that I can add. But anyway, let's see, because we have this, I do want to probably go ahead and just make this a little bit deeper like this. And I think that's actually it. I can also just go ahead and if I want to go in here, do the same. I'm just going to battle it because we will have these add on objects on top of this. So let's go ahead and select this stuff. Schtrabt at 0.3 or something. There we go. Okay, so this is looking pretty good. I think if I would smooth this now, Hey, where's my smooth? Did I also forgot to add that? There we go. If I would smooth this now and turn off my edges just to make sure that everything looks correct. Yeah, that is looking pretty good. Seems to all work. Looks like that we have only one smoothing problem over here. This one, but we can just go ahead and we can select this and delete it. It's probably like a leftover from our extrusions. So delete this and then like a very quick bevel. Over here, maybe like 0.2 again. And let's re smooth. There we go. That one is also working. That one is working. Okay, perfect. So we got that stuff done. That's pretty good. By the way, if this anti alizing over here bothers you, you can always go leave few 0.2 over here at the top, and then ana alysing. Oh, wait, actually, in Maya, this actually works really badly because if I go at the turn on my anti alysing as soon as I go to my, I forgot about that. Like my wire frame, then also antalyss and becomes really big. I keep forgetting about that. That's always a little bit annoying. Although you can also actually find your antialising somewhere here, but I've got Oh, yeah, here, see? So we can basically turn it on and off here if you want to have a nice preview. And yeah, same screen space AO, if you want to add that. It's not perfect, but it is something that you can just turn on. But okay, in anyway, in any case, let's go ahead and save scene. And what we're going to do now is we are going to probably start by just creating these panels over here. Now, remember, we created something specific in our trim sheet for these panels. So what we are going to do is we are going to go ahead and keep the shapes quite simple at the beginning. So let's go ahead and just grab a cube. Let's make it a little bit thinner. And let's move this cube down here. Let's have it extending out a little bit more. Yes, I'm just following the shape, by the way, just so you know. Then what I want to do is I want to go ahead and move this cube all the way up and then carefully move it sideways until it hits roughly the same angle, as you can see on your windows, and then move this, like in center. And maybe what I'm going to do is I'm just going to, I meant to select this one. I'm going to make this a little bit wider over here. Okay, there we go. So we got that one. Then let's go ahead and select the top edges and bottom edges. It feels like the bevel is a little bit wrong. If you feel like the bevel is not correct, try to delete your history and freeze your transforms again because once again, that sometimes helps. In that case, okay, in this case, it did not help, and then the bevel must be correct. So let's do, like, a bevel of 0.4. And then finally, I'm just going to go ahead and I'm just going to delete the backside because I don't need it. So we got the backside. The sides over here, yeah, we will probably make those white because we have the B color in our in our vertex colors. I don't know why I need so much time to think to speak in English today, maybe because it's morning for me. But anyway, so we have this one done over here. Now, what I'm going to do is I'm going to go ahead and I'm going to probably already UV unwrap this. So let's go ahead and assign our trim sheet because once we have UV unwrapped it, then we can go ahead and, like, change the look of it a little bit more. So let's go ahead and we have this one. I'm going to start by just moving this out of the way. Oh, we have this problem again with our RGB. So just click on the RGB twice, for some reason, then it works. I think because it is cycling through different modes instead of just turning on and off the Apha. So I'm just going to go ahead and I'm going to go to UV and just do like a best plane on here. Unfolded. And it is this one. So what I'm going to do is I'm going to go ahead and I'm going to hold J, and let's modify. Let's do a quick Orient shells. And you basically just want to go ahead and select your UV and then flatten it like this. Same over here, see? And we probably can even do this. We can probably already straighten it out. But the goal is that we have a nice flat piece, which we can then scale down and I need to scale it down, let's see, up until probably this point. There we go. So we scale it down. Okay, it looks like that we did not want to straighten this out. So here, let's carefully, like, move it a little bit like that. And then what I want to do is I just want to make sure that the top and the bottom are pretty much in the center like this. See? So we now got these shapes over here, so that's totally fine. Now for these shapes, let's just do a quick plane over here. And you know what I can do with these? I can actually probably fit them in here because we have some empty space here, so I can actually just do this. Yeah, that should work. So if I go ahead and also for this one, just do, like, a quick oran shell, move this in here. There we go. So no one will be the wiser for this. Okay, so we got this stuff over here. Now, what I'm going to do is I'm going to go ahead and I'm going to start adding some bevels, so we want to add two edges here, two here. S two here and two here. So what am I going to push out here? Oh, no, wait. I probably want to push in. I probably want to go ahead and push. Uh push this one in and this one in. Yeah, that looks correct. So let's push this one in over here and then also at the top. Let's just make this a little bit nicer like that. Okay, so that will create that shape. Along with the map, the no map will just make it even stronger. So we got that one. Then I probably want to also go in, give it a small bevel on the ends because we still want to add some weighted normals to this. Sorry, I accidentally diet that. Ah, now I lost my selection. I think I accidently unhight unhid something or I don't know what I did, but on a weight, I think I accidentally duplicated my mesh. So let's go ahead and do Contra B. At quite a low level. Like, we don't want to break our UVs for this one. So we got that one. And then also let's do Contra B on these corners. Once again, quite a low level like 0.1 even. And let's then smooth this. So that should work correctly now. Yeah. Okay, so that works correctly. And then what we can do with this one is we can just go ahead and duplicate it up and then maybe, move it around a little bit. So we got this. Let's go ahead and duplicate this up. I do feel like I might want to make things a little bit wider, but let's just have a look at that later on. And for this one, we can later on just change the UVs. So first of all, let's just go ahead and move this over here, and I'm just going to move it probably down a little bit. Like this. And then if I just go ahead and go to my site view, over here and just move this back. There we go. Okay. So we got this one. I still need to change my UVs, but first of all, what I want to do is I want to create a panel so that this looks correct. So we got this one over here. Let's move this back. So before we change our UVs, make this look a bit nicer. And it looks like that I want to go ahead and I want to place a connect actually two of them. Yeah, let's place two connects. One of them over here. Oh, let's turn on Preserve UVs just to make this a bit easier for ourselves later on. So one connect over here, one connect. Let's scale this flat. Actually, this one also, let's make sure that it is flat. One connect over here. And then if we add another two connects, we can start by creating a bevel. So this one goes probably up until this point. Goes down a little bit. And then it looks like that in our reference, we just need to grab all of this, and now turn off preserve UVs. Grab all of this and just push it back. See, like that. So we are pushing this back and that will immediately also create the shape of a panel that we are going to create on top of this. So we are pushing this back. Then what we are going to do is give it again, a couple of bevels, maybe like 0.1. There we go. And now what we need to do is we just need to quickly go into our UVs and see how bad it. A I think for this one, I kind of like want to just Oh, yikes, let's not do that. Let's not unfold it like that because that will really break everything. Instead, let's go ahead and let's see if I can 1 second because now these pieces are in the way. So you can see what I'm doing. So let's move these. Okay, let's have a look. Let's move this one also. Because it is still quite intact. It's just like these pieces over here I kind of want to change. So it looks like that is over over here, I believe. Yes. So I need to just go ahead and probably move this to be straight. I know the UVs might look very bad, but all I care about is how it looks in tray in this case, because I don't need to have any light, my PVs and everything else, I would just change my light UVs, of course. So save over here. So yeah, we basically just need to straighten out most of these UVs. I can see that there's, like, a problem over here, but I don't think the problem is really big enough to care about, see? Yeah, it's not really You can't really see it, so let's move this back. And then the same over here. Here we go. Okay, so we got those done. So, yeah, now you can see that your UVs are looking pretty much fine. You might want to, like, move this up a little bit that we only have these cubes in these two sides. But there we go. So we still save quite a bit of time just by doing it this way. So let's save acne. Let's see. So those are now done. Those are done, so we have our panels done. So now what we can do is we can probably start by creating these panels over here, which are actually very simple. So I realized before we can create those panels, we do need to have a point where they actually stop. So let's go ahead and use this as a point over here. Yeah, I think, if we make that stop over here, it should be fine. I don't know. It might be nice to actually keep a little bevel here, but I'm not sure if it will translate as well as I think. So let's just play it safe and just go ahead and delete these lines over here. I do think we probably want to go in and yeah, here. I think I'm going to just straighten out this stuff over here simply by doing this with my scale tool over here. I don't know why I said like that. Let's go ahead and let's delete basically this trim over here, and then I can also go ahead and delete this trim over here so that I can now just double click the centra bit and just delete it completely. So let's go ahead and let's see. I'm going to go in here. I'm going to bridge these pieces. And now for this one, you might need to do, a little bit more fiddly work in order to get the bevels to work properly. So let's start by bridging this. Like that? Oh. That bevel works surprisingly well. For some reason, I thought that would not work like that. And then just move this bevel back. Okay, fair enough, so that works better than expected. For these ones, just give them a small bevel. They don't need to be round. We just need to give them like a 0.1 bevel because we will have these panel sitting against it anyway. Let's double check to see if when we smooth it, it still works correctly. Yeah, that works fine. Okay, perfect. So we got that one done. Let's go ahead and go outside of isolation mode. Save scene, and let's create a quick cube. And this cube will become our panel. So we can just go ahead and go in here. So, let's just go in and delete the back away. And let's see. So let's make this a little bit thinner. Just make this a little bit larger over here. Maybe a little bit wider. And then what we can do is we can basically move it here, and then we can simply align our edges with the bevels of the component next to it, select these vertes, move them out, see? And maybe, select the bottom vertices and move those back a little bit. There we go. So that will create a nice shape. And then if we just give this like a slight tilt over here, that should do the trick. Let's see. I think I want to maybe make it a little bit less white over here. And now what I can do is I can just already quickly unwrap this because we are going to duplicate this multiple times. So it will just save time if we unwrap this one now. So I'm going to start by unwrapping the font, and you know which one we are going to use in our trim sheet. It's the bottom one over here. There we go. See? That one works great. And let's just do Control Shift I inside of my UVNrap mode. And let's see. So these are the ones that we have left. You know what? Let's quickly go into isolation mode because I can basically get rid of this one, this one, this one, this one and this one. So these are like the only ones left that you might potentially see. Most likely, you will not see them anyway. So let's just go ahead and scale this down and just throw this in here also. It will be so difficult to see that it doesn't matter. And that's kind of like the thing with trim sheets very often. Most time it's just like it will be so difficult to see most things, and that's why we don't really need to worry too much about our UVs. So at this point, I can just go ahead and I can move this forward a little bit. Like that. It's looking fine. Maybe for the last one, carefully push it back a little bit like that so that it is not clipping outside. And there we go. So just like that, we have some panels. Ours are a little bit smaller, but I feel like that might look nice anyway when we go over here. Yeah, so I feel like that would look good. So we now got this stuff done. I believe that that is it for, like, the main shape. So in our next chapter, we will go ahead and we will start with the UV unwrapping. Then we will add some details like some construction lines and everything and just make sure that everything properly works. So let's go ahead and continue with this in our next chapter. 27. 26 Creating Our Final Models Part8: Okay, so let's go ahead and continue. So, let's have a look at your UVs because they are going to be quite something with this match, because, of course, as you can see, there's so much stuff going on, and there are so many large surfaces, but it should still be doable. So if I have a look over here, I already know that I probably like Montrt like a segment over here and here just to break that up. So you basically just want to try and get this all split up. Into, like, smaller segments like this. Maybe like another one here, so that it all kind of fits in. Okay, perfect. So we got those smaller segments now. Oh, wait. Sorry. What's this? What's going on? Huh? Do we have a duplicate somehow? Okay. Strange. Let's isolate. Okay. Okay, fair enough. I don't know how, but oh, wait, and then this duplicate does not work. Of course. That makes me wonder if the one that I just deleted is any different. Oh, yeah, see, so this is the old one. So let's just delete that. So this is the new one because we like that extra bit. I don't know how I managed to get this duplicate, but no pam because we can also just do like a connection here. And then if we just do like a double connect, it basically does the same thing. We can also go over here, do like a single connect. This one is another one, and then over here, what we can do is we can just go ahead and do another three or actually maybe let's do Yeah, here, like three, maybe like a single here. That should be fine. Okay, let's go ahead and unwrap this. So this entire thing is going to be simply white because like these extra bits that we have in between here, we already separate them. So let's right click Assign sorry, assign existing material, trim sheet. And let's get this thing started. So UV unwrap over here. Let's go ahead and just throw everything away. Where's my trim sheet? Sign. Trim sheet? There we go. Here it is. And now what I'm going to do is I'm going to get started probably with this base over here. So I feel like here, we just do this. I'm just going to once again, split everything up into different pieces, and then I will apply them. So let's say that we have like this one over here also. Then we have one of these pieces. Let's do B play over here, and I'm just moving them out of the way. When I have them done, this one, and this one over here. Okay. And then what we can do is we can go ahead and we can basically, select the back and then just hold control like the select. Everything that we have already unwrapped. So here we go. We got this one. Hold Control again so that we have left is this piece. Oh, let's actually also get rid of this. Over here, et's do this one also. And now at this point, I'm probably going to go ahead and just by hand, make this selection over here. So let's end it up until this point. And I think we have enough space to also already go around here and else we will just kind of, like, move this in our UVs to make it fit. Up until probably up until this point, should be fine. Let's go ahead and just do like loop around here. And then what I'm going to do is I'm going to go ahead and I'm going to select these bits. And then for this one, I'm also going to go ahead and select these extras over here. Here we go. Et's do another best plane, and this best plane is going to be, probably around here should be fine. And then one more best plane, which is going to be around the top, except for this piece like this. So just like the top plus that little bit of extra over here. So we've got that one also out of the way. Then this is basically just going to be some simple top pieces. Don't need to do anything special for those. It's not select that one. There we go. And then over here, Okay, so that covers basically the first piece over here. Let's at this point, let's already start just applying this to our mesh. So if we go ahead and just select everything and just do a quick unfold on all of them, here we go. And actually, let's also select all of them and do a quick modify and just do like an orient shell so that we already have something pretty basic ready to go. And now for these pieces, basically, just make them as big as possible within the white space over here. Because these are very large pieces, so we can really use the resolution. And I'm now just going to go ahead and focus on placing this. Like this one, of course, we do want to scale it down so that it becomes as large as the piece below it over here. But, all of the stuff this should work totally fine. Sometimes we just want to rotate some pieces around. And then once again, nicely fit them in here. Like that, see? So as long as you go for long strips, this should be quite easy to actually UVNrap. Maybe the windows are going to be a little bit more tricky, but in the end, you can always fix it simply by splitting up your mesh more. Of course, you want to tie and not split your mesh up too much because else you will be able to see seems a little bit easier. But we are going to make the white metal or whatever we call it. I think it is just like painted metal. We are going to make the white painted metal very forgiving. So that is one of the few ones that we don't really have to worry about tiling, and we can even cut it like halfway through. So let's just go ahead and continue with this stuff. Yeah, it is like a random piece over here that I can just scale down a little bit. Ah, yes, this one. Let's go at a rotate and just places a place. Might sometimes become a little bit overwhelming just seeing so many UVs on top of each other, but you kind get used to it after a while. Here we go. Oh, yeah, that's one. These are quite thin so we don't need to do that much stuff on it. Let's go ahead and just nicely rotate this. This one is going to be, oh, this one is the one around here. It's tight just scaled up as much as we can, but we won't have that large of a scaling because as you can see, because it goes a little bit round. But here, that should be fine. Let's see, this is a really small one. So that one does not have to be this large. We can just scale it down a little bit and just kind of move it in here. Then we have this one over here. Scale this one up a little bit, just because it is quite a long piece. And finally, we have this one over here. Here we go. See? And just like that, we have unwrapped a very large piece, but still within like a tiny space in our trim sheet. So that's pretty good. So let's go ahead and just continue with this. I'm going to get started by, let's see, probably up until this point. Yeah, I'm probably going to cut this one out. So lets you start by selecting it and moving it. Yeah, we will probably just have a seam on this point and should be fine. So we have this one, see if I can make this a bit bigger. This one, and for this one, let's include, like, the top bit over here. Here we go. Okay, so this is quite a straightforward piece. It's just going to be like a selection like this. Then over here, we might be able to get away with here, if I just select these bits. So this is another just basic straight piece. And then I had the idea that we might be able to get away with just selecting this entire block and just deselecting everything except for this part over here. It might be a little bit too thick if it is a little bit too white, we will just place like a cut in between here. But for now, let's go ahead and see if this works. So let's just move it over here. This one, I'm going to probably go for let's see, up until this point. Yeah, that looks correct. So up until this point and then of course, de select stuff that we have already unwrapped. Yeah, it might be a little bit too white, but we'll see. Then over here, let's just do an easy one. So we have this straight point over here, and then we also have this one. So that's fine. And then we are left with this random block that you can see over here. For this block, I'm going to go ahead and I'm going to start with this bottom side over here. I think it's better if I split it up like this. So we have this bottom side over here. Let's quickly unfold it. Oh, yeah, we probably need to add some cuts in order to make it work. Then we have this center bit over here. But and then what we have is we have this top bit over here. That's why I also want to unwrap. And yeah, these ones are a little bit trickier because we have such a white area, so we will just need to play around with it a little bit. So let's go ahead and now first unwrap this half, and then we will do the last half. So that's quite nice that we split up into three, makes it more manageable. So I have relaxed everything or unfolded. I'm going to go ahead and, like, let's place a well, let's double click on this edge and cut it. So we are going to just cut these two because else they will never fit. There we go. So those will be cut. And let's see. Let's do another cut, probably around here inside of, like, one of our loops. Here we go, so that one is cut into two. This is a very large one. Let's leave that one for now. Let's just see how that goes. So let's get start with this top bit over here. Oh, wait, by the way, let's quickly select everything. Modify and just do quick orient shells. There we go. Makes my life a little bit easier when I start rotating and moving your stuff around. Also, by the way, if you want, you can just quickly grab this piece and just carefully move it to the side over here if you want to make it a little bit more space for the second part. It doesn't matter because it's tiling, so it will just continue on forever. And I know that there is a way that you can also preview this image all the way around, so like in every box, but then it will become really annoying to just be able to see what you're doing. So that's why I always like to just leave it at one box. So I got this one, let's see. Oh, this is just one of those panels. I don't know. Is this too white? Let's see. Let's have a look up close if it feels low resolution when I look at it? No, I think it's just the edge of it that it does not feel too low resolution. Because that's basically the goal. We just want to make sure that it does not feel low resolution, but that you still only have one texture. Because, sure, if you want, you can push massive environments in one texture. But if everything just looks like a blurry mess, then of course, it will be very interesting. Yeah, you know what? For these ones, I am actually going to because that feels just way too white. While if I just play a quick cut using some edges and then scale it. You'll see that looks already like a little bit better. Yeah, I guess then if I do it for that one, I should also do it for like these ones where I just place like a random cut on one of the edges and scale this. Let's see. What's this? Oh, that's like a small piece that I can just kind of, like, scale down and just kind of, like, move here. It's no problem. Oh, yeah, this centerpiece. Okay. This centerpiece actually still small enough, so I can just scale it down. That should be fine. It's more like the other one, this one over here that I'm worried about. First of all, move this stuff over here a little bit closer. This, another round piece that I can just kind of, like, throw in here. Oh, yeah, this is this one. It's wily wed shape, so I hope that we will not be able to see any seams because this one is a little bit too obvious, maybe, but it's just something that we will need to wait and see. This one is just like, again, one of those corner pieces, and then this one is probably also one of those corner pieces. So that one does not really matter. I do try to somewhat keep the shape the same, but I'm not going to go too crazy. I mean, the scale of the shape, same. But yeah, I will not go too crazy. So we got this one over here. Let's just go ahead and scale this down. And you know what? I'm going to then just also place a cut over here because these pieces are on a natural edge anyway, so you will not be able to see the seam on there. At least it will be even more difficult to see a seam on actual geometry edge. Then this one, yeah, this one, we just need to make it a little bit smaller. Let's try and still make it as big as we can. Just to squeeze out every bit of resolution. There we go. That works quite well. Let's see you. What have we left? These few pieces over here. This one, I will go ahead and once again, just place a random cut somewhere. Like that? Same over here, just like place a random cut. Move this into place. Oh, I have a tickle in my throat, so that feels annoying. Especially when you need to talk a lot. So I think I'm just getting in cold or something. So let's hope that I still finish this tutorial course before that becomes too bad. And for this one, I'm just going to go ahead and I'm going to place a quick cut over here so that we have like this piece separately. O And this piece. Okay. So that's looking pretty good. Let's go ahead and save our seen before we lose any progress. See, that's looking great. I'm happy with that. Maybe later on I decide to actually turn this into like a dark color, but I can do that also using my vertex color, so it does not really matter. And I do apologize if I say the word m a little bit too often today. I don't know why. For some reason, just one of those days. Anyway, I'm just going to move this out of the way. And now what I'm going to do is I'm going to start by Uv unwrapping these pieces. Now, these ones, they are pretty much straight, so we probably can go for a really long piece over here. I think this one we just want to do something like this and just do like Here we go to that one and this one. Okay, so that's fine. Let's see, we got these pieces also. And you know what? For this one before we forget those extra bit of segments over here. Extra bit of faces. Over here also, just add those else I will just end up forgetting about them. There we go. So this one is really nicely divided into just straight pieces. For the top, I'm just going to go ahead and select it like this so that we also have that bottom piece along with it. Here we go. And then for the site, I'm just going to go ahead and I'm just going to manually select this one. There we go. Same over here, because I never trust unfolding with a band like this in Maya. I know that we have the straighten UVs, but those rarely seem to work for me. So instead, I'm just doing it with one extra split to make sure that everything stays straight. And then we have this last one, and I believe that that's it. Yeah, that's it. So with these pieces, they're all pretty much straight. We can just go ahead and unfold, modify orient shells, and now we can just go ahead and get started because these are really large pieces, we once again just want to try and scale these up as much as we can. And I always like to start with one very straight pieces like the beginning because then once I've scaled it up, I can pretty much match everything based upon that wire frame, like you can see me doing over here. A like this. Okay, so yeah, once we've done this one, there is a little bit of modeling I still need to do because I forgot to create these random pieces over here. But that's something that we can do at the end because they are more like an dom object, but I will just embed them into this shape. Well, let's first do this stuff. And then we will close off this chapter. So in the next chapter, we will just go ahead and continue with our UVNwrapping, and I believe that the next chapter will be the very final one for the window at least. So then we don't have to worry about this huge piece over here, because all of the other pieces there are a lot easier to make. This is like the only one that's a little bit tricky because of all of the large faces. Scale this one up. Okay. Yeah, I think that's it. See? Because, yeah, we only need to have white on everything, so that's looking pretty good. Okay, awesome. Let's go ahead and save Acne. Let's go outside of isolation mode. See here, in the next chapter, we will just go ahead and finish off this and this. This can just become a plain colour, so we can just leave it because it's just going to be a plain black color. It does not need any textures or anything like that. So let's go ahead and just continue with our UV unwraps and a little bit of modeling in our next chapter. 28. 27 Creating Our Final Models Part9: Okay, so let's go ahead and continue with our UVR rep. And we are going to get started with this one. This one is a little bit interesting. So the way that we are going to do this, oh, God, do we have a duplicate? Yeah, here we have a duplicate. 1 second because that would mean that we probably also have a duplicate here, yes. And that would mean we also have a duplicate here. Okay. I don't know how many do that. I probably just miss clicked. Anyway. So this piece, we are going to go ahead and add one of our more detailed patterns to this. And the way that we are going to do that is, let's go ahead and isolate it. It is not going to be too difficult. So assign our trim sheet material. And basically, what you want to do is you want to go ahead and let's get started by just doing like an auto over here. Alright keep forgetting about scaled. Best plane, do a best plane. And then what we can do is we can already move this down. This area, just ignore it, because we want to basically go ahead and place this end over here correctly on our shape. So if we go ahead and I'm going to start in like the center. So this one is the first one because we are going to make this perfectly straight. So we start with like center over here. Something like this, for example. Now, once we've done that, what we can do is we can go ahead where you can move this back here, and now you can just go ahead and go a bit close. So basically, what you want to do is you want to place your edge just in front of it like this, and now you can see that this panel over here is correct. Then all we need to do is we need to add a simple segment over here like this, which means that in here, what we can do is we can go ahead and we can simply select it and press cut and then simply double click and then place this one further like this. Is this the easiest way of doing it? I might want to just go ahead and already cut this piece off so that this one we can go back to later on. There we go. That will make it a little bit easier. Now, another thing that you can do is you can go up here to transform and just set the pivot to be on the corner so that we can do a little bit more precise placement. But now you can see that now it flows over correctly. So all we need to do now is we need to go ahead, once again, place a segment over here. Select this panel again, and then just go ahead and go down and press cut again so that we can select it and we can move it forward again. And then I tend to just go to my transform and just set my pivot because I do want to do this manually. I do not want to really do any snapping in this case. I like to have a bit more control like this. But, yeah. So this is probably the last oh, no, almost the last piece. That one is a bit annoying because as you can see, even in here, it looks bad. So even in the concept art, it looks bad. So let's go ahead and just figure it out. So let's cut this select it, pivoted, and we will figure out how that we are going to transition this properly. So now we just want to go ahead and place like another edge over here. And now you can see that C. It is just perfectly tiling, just like that. So for this one, ah, that's interesting. So this panel, we can just do something, but I think I'm just going to give this empty space. And shall we use this as empty? Oh, no, wait. We can use the blue and we can use this as empty space. Yeah, that will be better. So let's go ahead and cut this piece out. This piece is going to be slightly different. So we are going to tie it like this. But we just want to go ahead and end it on like a nice area. So if we just select this, and probably going to end it nicely in front of, let's see. So it's like in the center. That's annoying that I did not take care of that because sa wanted to end it like this, but that, of course, does not work. So instead, let's just go ahead and twine end it let's do here. Let's end it over here. It well like a little bit, but you will not really notice. Then we will have these areas over here. And what I'm going to do with these ones is I'm going to just do another Best plane, and I'm just going to leave this in here, and we will just give it a blue vertex color so that we can make this pretty much like the same color as the rest. And at this point, we are back again with this one, which is already properly scaled. So all we need to do? Oh, no, or is it not properly scaled? Yeah, yeah, it is. I just need to kind of, like, move it a bit better. So we got this one over here, and what I'm going to do with that is I first want to decide if I want to, like, start it in, like, a better location, maybe like this. Now, that would just be a mess. Let's just do it like this. And then let's go ahead and place a edge over here, select it cut, select it again because after I cut it unselect or deselect, and then place it over here. Let's place another cut. There we go. And we can once again move this one over here. And then this one is a little bit annoying. So let's place a loop here, and we will just do the same thing as before where we just basically select this phase. We cut it, set a pivot, and then let's see. Let's start it over here, and then let's go ahead and set the UV Probably something like I don't know. That feels a little bit too stretchy. But if I don't do that, it might look a little bit silly. So we might want to just do this, but then if we just select this edge over here, let's try this. Sorry, the UV is always a bit annoying because I need to try and move it, it does not work. Now, you know what? I'm going to leave it like this because else I feel like I will just mess it up. We got this one over here, that's totally fine. Now for the top one, I believe that all we really need to do is first of all, of course, assign our trim sheet material. Now let's just do a quick best plane on the entire thing. Let's go ahead and just unfold it. You can unfold along, but it does not really. See, most of these unfold tools, they don't work, the straight in UV, you can see what was it straighten cell? Yeah, What I tend to do is I tend to then just move this down by hand, and that seems to always give me a much better effect. Anyway, any case. So what I'm going to do for this one is I'm just going to go ahead and going to scale it up over here in our white area. There we go. Double check because it's such a large shape. I'm not sure if I accidentally did something wrong. Okay? That looks good. So that one will once again be like a vertex color thing. And then this one is going to be, we do another bass plane one of our unique details that we created. So we want to go ahead and unfold this. Let's modify, and let's do orange shells. Oh, nice. That one is really nicely unfolded. So let's go ahead and add a trim sheet material to this. And all we really need to do for this one is we just need to go and use this. So just go ahead and scale it up as far as you can. Like that. Maybe just in case, select the bottom half and just scale it flat, and then also select the top half and scale it flat, and then just double check again to make sure that it is within the lines. And it is, so there we go. That is also looking good right now. So in here, there will be a screen, so we don't need to worry about that. We will add some brackets later on and like a screen, stuff like that. So that's pretty good. This one will be a unique material. So this one, done, this one, done, this one, this one, these piece is done over here. So all I really need to do is I just need to go ahead and add like this strange detail over here. Yeah, that should be it. So let's go ahead and save scene. And now for this strange detail, what we can do is let's use this area over here just to already like art ones so that I can measure it all out. I'm just going to basically make this. So just give me a second here. Let's scale this in. And I don't really need to care about the details behind it. This will just be sitting on top. So let's figure out like a thickness that we like. And once you have this thickness, let's go ahead and just set our face higher until around this point, selecting my back face and just move it back over here. And then it looks like that this one basically ends roughly in the center over here. And what it does is it has a drop. So let's see. So it goes flat. Then it has like a drop like that. And then it has like a cut, but this feels like I need more space, to be honest. So I'm just going to give it a little bit more space just to make it work for what I want to do. So we got this one over here that is fine. I'm now going to go ahead and I'm going to already move this down to roughly the slope I want over here. And all I need to do now is if I just very quickly, place an extra loop really close together, there we go. And I will just clean this up later on. So that I get a quick shape. Okay, so that's pretty good. And then I immediately notice that it is too thick, so I just want to scale it in a little bit. Let's see. So flat down, down, this will be nice around. Down, this will be nice around and down again. So if we now just go ahead and isolate this, get rid of some of these segments over here. And then what I'm going to do is I'm going to go ahead and I'm just going to place a cut from here to the end. And also from here to the end. And then simply press Control Shift A to select everything, go to merge vertices, and then in the merge vertices down here, we can merge it on quite a low level so that it will just automatically collapse everything. So that means that we can do a proper bevel here and here. But before we do this bevel, I just want to go ahead and already create a proper cut. So I want to have this cut sitting probably around no, that's actually, yes, we probably have around this point over here, maybe a little bit forward. Let's do that? Yes. Okay, so we have this cut. Then what will happen is we will have another one that goes up here. And for this one, we want to go ahead and just going to scale it flat. And then I'm going to add another loop around here. So I'm basically just going to go ahead and create like a hole over here like that. Once I've done that, I can just go ahead and I can start by bridging these pieces already. And then in here, if we just go quickly into isolate again, what I can do is if I merge my vertices together, it will make it easier for me to give this an angle. So I'm going to bridge this, go outside of isolation mode, and then pretty much just go in here and just move this up, and that will give it automatically like a nice angle. And then it is more just a matter of playing around with the thickness of these builders and just seeing whatever works best. So if I do this, Um, maybe move this a little bit forward, and then we do need to quickly move this up a bit more because se the angle doesn't work again. I'm going to make this like a little bit thinner still. Yeah, I think something like that looks quite good. So now what we can do is we can just go ahead and select this edge and this one. Do a contra B with a bunch of segments. So like five or something or four, maybe. Yeah, let's do four. There we go so that it looks nice and round now. So that's also fine. We have this one. So over here, I just want to go ahead and give it like I don't know. Segments or bevel. Let's do some segments like this. That looks really ugly, I know. So that's something that we will fix also. Before we fix it, however, let's go ahead and let's Oh, looks like that we already need to fix it because everything is already broken. So in that case, let's just go ahead and quickly fix this stuff. I'm going to fix this mostly just by doing some target wells, say one like over here. Oh, you know what? Actually, this will be better if we just go ahead and select them, press control backspace and then simply cut them and then basically connect them like this. See? That will make your geometry a lot cleaner and we have almost the same amount of segments anyway. So we can just go ahead and's do this, and then just connect these two together like that. And then this one, what we can do is we can just go ahead and connect it over here. Yeah, yeah, that will already give us slightly nicer geometry. Let's do the same over here. Okay, so we are connecting this. We still need to, of course, give everything a little bevel. Over here, this one looks quite ugly. What I tend to do is just select everything, merge vertices, and then merge them all to center. Maybe, like, move these pieces up a little bit to make it a bit cleaner. Then over here, I need to do the same thing, so we just merge them all to center. Okay, so we got that one done. I know that you have quite a bit of waste geometry, but let's first of all, focus on just finishing this. So the first thing I want to do is, I just want to create this this piece over here and then this gap in between. So I'm going to go ahead and does this now work? Okay? So this now works. So let's select an edge or place an edge over here. And then I also want to go ahead and just select the entire site over here and just play a double connect. Like that. Scale it out a bit. Then let's get started by first of all, just extruding this out and moving this down. There we go. So that we just create something interesting there. And then what I can do is I can simply go ahead and from this point up until let's place an extra edge here. See, from this phase up until like the bottom, we can just do Control E, and we can push this in here you go. This one can stay square, but it looks like in our reference that the top has a bevel to it again. But it looks like it's one of these bevels. It's not so much like a round bevel, but more like a strong bevel like that. So we now got this done. Now what we want to do is let's first of all, do some cleanup, and then we will just go ahead and add some actual bevels for our weighted normals. So for the cleanup, you can pretty much just do this kind of stuff. Yeah, all of these can basically just be merged to the site, and then you can even merge these sites also together like that. This I don't really like that never ends well if you just have it floating like that. So let's just go ahead and connect all this. Yeah, because I do we still want to make this game ready, even though it's not as important for this specific tutorial or for this environment because this environment is not a game environment per se. It's more like a concept environment. It still nice to just do some clean topology and optimization like this here because we are saving a lot of space. Same for these ones, they do not really add any value to our shape, so we can just go ahead and we can just merge them together like this. And then over here, same deal, you can just merge these and then also merge them over here. And here. And honestly, these lines, they do not add anything, so you can just press Control backspace on them, see, to get rid of them. And there we go. Now it is instantly a lot more optimized. So at this point, normally, what you can try to do, but it will not work. I know it will not work is you can select your faces, and then if you control click and then merge them or two edges and then press two edges. Yeah, that doesn't work. Sometimes, what was it like two continuous edges might sometimes work? On the way to edge parameter. There we go. So yeah, I guess that can work. So let's see if we can save some time with our selection because we cannot just double click. So let's set a selection constraint to angle with an angle of five like this, and then two edges to edge parameters. I don't use this technique often. I don't know why I don't because it seems to actually work better than expected. Only these bottom edge over here we don't need, so we can get rid of those. Okay, there we go. So we save some time already. Let's do these one separately from the rest. So let's do Contra B Yeah, let's make these ones 0.7, something like that, a little bit bigger. And in these ones, we should be able to double click most of it, at least. Here we go. So we can just double click those ends. And you know what? We can also go ahead and also immediately just grab this shape. Control B it, 0.5. Yeah, 0.5 is fine. And then we just want to go ahead and we just want to select this size and just hold Control and like the select. Most of that and just make this very small, like 0.1. It's just so that it will work whenever we start adding our smoothening to this. Just quickly merge these few small vertices together because that always bothers me when it looks like that. And then what we can do is we can just go ahead and smooth it. Turn off our edges and just make sure that it works. I can see that I still have like a few small poms over here. So I will go ahead and Oh, and I have a face over here. So yeah, these few small problems, I don't know how bad it is. Yeah, I can see it a little bit. So if you want to fix these kind of poms that you can see here, here, it's a little bit difficult to see, but you can see these smoothing poems and these lines and everything. What I tend to do is I have this school script that you can get for free if you go ahead and go over here. So if you go to Gumroad or you can copy the link, his name is Voltin Nadulu I hope I say it correctly. But basically, this script is completely free, so you can just go ahead and use it. It's really handy. He will tell you how to install it. You just need to drag it into your scripts folder. The only thing that you really care about that I just tend to write down is this one because I have not yet actually added it to a button because I don't actually need this too often. This is one of the few times. But basically, if you copy this command, all you will need to do is you need to go ahead and with your problem faces. So let's do a selection constraint angle. So, this one is a problem face and this one, and yeah, I think this one is not too bad, but you can if you want, you can also select these bits over here. But basically, once you have selected the faces that you think, sorry, are causing problems, you can go ahead and just go down here and just copy that command, which is VR and normal. I will map this to a proper button later on because I believe we can also go in, it's been a long time since I've done this, so please bear with me. So we are in custom, and then what we can do is we can do like a shelf content that has like a Oh, I remember that you can do like a command over here, but Okay, then yeah, it's been too long since I've done this. So in that case, then let's not do that right now because I don't want to embarrass myself. But basically, I just use the command down here in the mail. I just basically paste it in. Press Enter. And then give the second. It's not the fastest thing to have, but once it is done with this, it should have fixed all of those problems. There we go. So now you can see that now it is perfectly nice and flat. There you go. So this is sort of similar to the tools that we use in Tres Max. You have an extra weight enormous modifier and also in Blender. So I have no idea why in Maya 2022, they still do not have just a proper modifier for this. At least I cannot find it. I just want to have a simple button that I can press that will just calculate all my normals, just like all the other programs. But hopefully it will come soon. Anyway, we now have this piece over here also done. This piece will basically be only twice, so it will have one sitting over here, which we can just find a nice location. If we place this one here, let's do a location, maybe like here on top of these pieces. Yeah, I can even do this. See? Yeah, actually, if I also place one here, it will actually do a nice cut off point. There we go. So it's like win win. So it does like a nice cut off point, so we have these ones. And then this one, I just want to go ahead and I also want to place one probably like roughly around here. I don't know if I want to, like, place it. I think I want to place on top of one of these details. So yeah, that's kind of like how it would be placed. Now, of course, we first need to U Von wrap it. So let's just go ahead and assign existing material and just do like a trim sheet material. Save my seem because for some reason, my scene is a little bit slow. So having this one, I'm going to go ahead and make everything white and then just add like one centle detail. That's pretty much it. So what I can do with this is I can go ahead and well, let's first of all, just quickly select this Come on. So it does not want me to. It does not allow me to properly loop it around this time, sometimes does that. In that case, I just selected quickly by hand. So we got this one over here. Let's go ahead and now I need to re art my shelf pieces because I once again forgot to save I cannot save the way that you guys save because I have a bug. By the way, over here, I can see that my UVs are not correct. So I'm just going to quickly remove my history and freeze my transforms. And then I'm just going to do a best plane again. And see now I can see that my UVs are correct because it's a lot longer. So we got this one. I'm going to go ahead and let's do a quick select by angle. Let's do this angle. So you are going to be just like a flat white plane. You are going to be a flat white plane. I'm going to go ahead and I'm going to just grab you and I'm actually going to also here because I can then just separate them. So this one is going to be a flat white plane. And this one, does it work? No, it does not work completely. It looks like that we need to place a break point. Let's place one down here. So let's do a simple cut. And then if we unfold it, it should look a little bit better. Okay, that's not really better. In that case, I'm just going to go ahead and place I want to cut it all the way along. There we go. In that case, I'm just going to separate these pieces. Because I do not want to have it like that. So we can also cut this one and we can cut this one. There we go. Okay, so those pieces are done. Click on your RGB two times that we can see what we're doing. And now for most of these pieces, if we just actually select all of them, modify and just orient them. At this point, I should not really need to tell you anymore how to do this. It's really basic stuff. So let's just nicely place this into place. These are all going to be simple white pieces. Scaling them up a little bit. Make sure that they have enough resolution. And let's go ahead and place this one also here. Try to give as much resolution as you can, because this one is cutting, it's close to being too big. But it's an annoying shape, so same over here. There we go. And then this final one over here, as you can see, it pretty much looks like one of these details that we have down here. So we can probably just grab those. We can just scale this down. Scale this up a little bit. It's nice you place it like this, and then we can just reuse one of these details. So we got this one over here that is fine. And then it looks like that I just need to go ahead and I need to place a loop over here and then cut this piece off. And for this piece, you know what? I'm just going, I think I can just scale down a bit and just have it like height here so that you don't really notice, see? So you don't really notice that. Yeah, that looks pretty much good. Good enough, at least for what I'm going for. So we have this one. I'm just going to replace it. I really have trouble speaking today. I really do apologize. But if I do not record this today, because I'm recording this when it is almost Christmas for the people that are wondering. So that's why I cannot just, like, wait, because if I wait now with recording just because I have a bit of trouble speaking for some reason, you guys will not get it until January or something like end of January. And I do want to release this one still in 2021. For the people that are maybe watching this in 2025, God knows what the world looks like back then, if you remember what 2021 and 2022 were like, or 2020. But anyway, we got all those details done. Yeah, we got all those details done. Let's save scene. Now I'm going to go ahead and cut the chapter off here because we are already working 30 minutes on this. In the next chapter, we will prepare our vertex scholars. We will go ahead and do the symmetry and just get this all into the engine. 29. 28 Creating Our Final Models Part10: Okay, so let's go ahead and continue with this. Now, let's make this easy. Let's get started by just selecting everything, and I just need to reassign this to my let's see, apply color. So I'm just applying my vertee color. Sorry, I should say that. So I'm just applying a red color to everything right now. There we go. So I just want to delete this one. So here with this one, I can talk a little on and off, but let's not do that just yet. So let's have a look. That's all white. I want to make Oh, no, wait, this is also white. Only one trim. Let's make this trim over here, green, and I need to make this center bit also green. But everything else, I believe is already the correct color. Oh, no, wait, I might want to also do these bits over here. So let's go ahead and let's just select this. And for this one I am going to go ahead and I'm going to just it's a bit difficult to see when it's black. So if you want, you can quickly just swap out the color again. Here we go. Let's isolate the rest. So up until let's say this point. There we go. Just shift, double clicking it. And then I will just go ahead and over here. I will finalize it by hand. And I want to go ahead and I want to not have it here or do have it here. No, I do want to have it here. Yeah, let's just have it go all the way around. I think that might actually look quite interesting. So, we got this one over here. Let's go ahead and once again, mesh display, apply color. So this one is going to be green and let's press Apply. Then I also want to go in here and I want to just Select. Let's see. If I select the center one and also over here, I should be able to go to select and then just press the grow button over here. Let's try it again. Grow. Come on, please work. Grow. That's weird. Like I should just work. So select grow Here, now it works. For some reason, the button doesn't work if I do this. Where is this on my keyboard? There we go. Shift and then dot. Shift and dot. That's the one that I was looking for. And then just go ahead and press Apply. So shift, dot. So I never use this shortcut. I'm the kind of guy that just likes to use buttons, which is actually very handy for tutorials because it's easier for you to see. But it's not so handy when the buttons don't work. So let's go ahead and also here, so shift and grow, press Apply. Shift and grow oops. That did not work. Try again. Shift and grow. Press apply. Okay? So we know that those are green. You cannot see it, but we do know that they are green, and that's pretty much all that we really need to do as far as I can see. Yeah, if I just go ahead and select everything and then just swap around the color, yeah, so we got that one. Now in here. I was just going to go ahead and I was going to select this and I was going to make this blue, I believe, because it needs to be even darker. So let's make this one blue. There we go, and then you can just swap the color preview again. And then this one was going to be also just a normal green. So we can just press Apply on this and once again, swap the color preview. Okay, so that should do the twig right now. If you want, you can just double check by going into your mesh display and your paint vertex colors stool, and then in the display, we can go ahead and go to the red. So we can see everything that is currently red, that's fine. Green, we can see everything that's currently green and blue so that we can see that too. And that's all working totally fine as expected. So having that done, let's go ahead and first of all, export it to actually make sure that everything looks correct. And don't forget do not have triangulates on when we do this. So we are just going to go ahead and go for main window over here, yes, export it. And let's check this thing out. So if we go into our main window, we just want to go ahead and first of all, scroll down and make sure that our vertex scler is set to replace and then press reimport. And just reset it to FBX. Nicely like that. There we go. We can save scene. Now, let's just immediately go into materials, and we have our trim sheets at the other one. It's just like this plane, so I just need to create a plain material for this. But the goal is that this one is dark, which works, and this one is blue, and this one is blue. Perfect. So even with our default material, I don't need to change anything unless I want to, like, change the colors of my lights, which might be nice. But as you can see, this is all working really well. And also over here, see, that works totally fine, except that I need to balance out the colors a little bit. But I am happy with that, so that's great. That's also good over here. And over here, that's also good. Yeah. Nice. No problems. That's what I like to see. So we can later on art glass in here, but it is space. So only if you want to have dirty glass, we can add it. I'm not sure if I will even art glass. You can just do it by creating a plain like a transparent material, basically. Now what I'm going to do is I'm going to go ahead and I'm going to, I want to keep this all separate. So what I'm going to do is I'm going to duplicate this stuff. There was a visual bug there. Then I'm going to just combine everything. Yeah. Okay. Let's go into our layer editor and our outliner. That's fine. I know that these pieces are probably, these are still in poly surface, but that should not matter. We got this one. Now I'm going to go ahead and I'm going to mirror it. On the set the position to object, push it out like this, and then I'm going to just delete everything else. This one will become one big chunk of mesh, but the other one, it will still stay separately in case we want to do some drastic changes later on. Also, one thing that I forgot to make that I just realized is like these little things over here. So I might want to just quickly those. Let's first of all, just press Add a pivot, and I'm going to snap my pivot to just one of these points over here so that I can then go in and I can then a snap it properly against our mesh. Oh, yes. Okay, so for these bits, it's just like a cube. It doesn't even need to have weighted normals. So it basically just looks like we don't even have a lot of space for this, but okay, see what we can do just to get something in here. So let's select face mode. It looks like it's basically like a cube like this. That is mostly on the outside, so that we actually have some space. Yeah, the back panel just kind of like layers in here. And then it looks like that we just want to go ahead and press Contra B. And then maybe just go ahead and, like, add two segments in here. And I'm going to let's see, let's isolate this. I'm going to place a segment here. It's really sensitive and another one here. Then I'm just going to go ahead and quickly extrude this down like that. That should already be it. I don't really care about anything else because as I said before, it's a super tiny detail. All I care about is to have this in here and then we can even for our UV unwrap, let's go ahead and assign our trim sheet texture. But I'm literally just going to go ahead and go to UVs and just do an automatic unwrap on this. Then I'm just going to place this in here. You know, and just make sure that it still is inside of all the white areas. There we go, see? So that now if I go ahead and just duplicate it, reset my pivot to make it in the center. Here we go. We can just go ahead and duplicate this again. And this time in our rotates, we want to set the rotate center to object so that when we do a snap rotate by holding J, every object will be rotated separately, as you can see. Then when you move it up, see, that still works. So that's just a very quick small detail that I just wanted to art before I forget. And because we don't really need to have a mirror in this case, we can just go ahead and combine this and we can just simply duplicate this over here. And all we need to do is just move it to this side. See? Easy does it. Save scene Let's go ahead and export all of this. Main window. Yes, I want Export. I want the lead. So that's probably what happened like a while ago. So art selected objects. Oh, God. I did something really bad. I must have accidentally duplicated my entire scene. In that case, let me just quickly simply fix it by activating everything that says pasted and just deleting it first deleting the mesh and then deleting the layer. If you only delete a layer, it will not actually delete the mesh itself. So that's Awkward. No idea when I did this, but okay. So always a little bit annoying when stuff like this happens. Yeah, we're almost done. So this one, delete, and finally this one. Delete. Yeah, that looks good. Okay? That's more organized. So we can go ahead and we can save our scene and let's go into reel, select our window, right click and just press R and pot over here. And I should add this window on both sides now. Perfect. Look at that. Okay, so that's great. Now what I'm going to do is, I'm just going to very quickly go into my materials. I'm going to create a very quick material that I will just call black. And all I want to do in this material is add a constant three vector and just leave the color to default black and add a well, it doesn't even need to be scalrem, just a constant that is set to one and arts to roughness, which will make it perfectly dull black basically, which if we open up our window we can simply assign that over here, and then you can see that these just become black, which is what I wanted because I just wanted that if you look in here that you just cannot really see anything, and that's where these pieces come in. So that's all looking good. So we got all of that stuff ready to go. That's our main window. Cool. So in our next chapter, we will go ahead and we will just continue mostly with our ceiling beam, which is just going to be a copy of our normal beam. And yeah, basically everything else. Like the ceiling, we don't really need to do anything for except for maybe Uvinwp. But yeah, let's just go ahead and continue with this in the next chapter. 30. 29 Creating Our Final Models Part11: Okay, so let's go ahead and continue. I was going to actually first do the door over here because we do not have anything for that yet. So our door seems pretty basic. Oh, I forgot to make these details. That's a bummer. Did I even Oh, because I did not even add them. Well, actually, I'm sure that we have some space left in our trim sheet, right, to do something like that. I'm not sure. Do we have anything? Oh, I don't have my trim sheet open. Let's just go ahead and look at it. In here, Um, I don't really see any proper detail, so we might just want to go ahead and add some extra detail to that. But let's first of all, focus on, like, the actual modeling of these things. So if we go ahead and actually look in side of real, I just want to make sure that this all looks Fine. Yeah, that looks like a decent size. I'm not too worried about that, maybe make the top a little bit lower. So let's go in here. Yeah, most of this just looks fine. I'm just going to make the top a little bit lower. Then as you can see, we do actually have these events over here, which we can actually probably reuse whatever we have here, whatever we have over here, we can probably reuse that on this corner. That would be quite cool. Let's see how much of this we can use. Let's leave that open. Squad and just delete the back, so we don't need to back. We also do not need to sit because as far as I can see, yeah, all the sides are covered. And of course, we then also do not need the bottom over here. Squat and just delete our cube. So this is what we are going to use. I'm going to go ahead and get rid of that line. I'm going to add a very quick, simple bevel at like 0.05 on this line. So it's like slightly bigger. And then over here, if we just go ahead and let's move this back a little bit and it up a little bit, just to make it like a little bit bigger. I want to go ahead and I'm going to Um shall we just insert it? Yeah, let's do that. Let's just go ahead and do a Control E as an offset of one or maybe two and then do another Control E and then basically push it in like this and we can kind just leave it like this. There will be a specific texture in here. And then if we just go to edge mode, so around here, we would then add a quick bevel. Actually, this one, we can just go ahead and we can extract the faces so that it becomes separate from everything else. So let's see. So we have a bevel here, a bevel here, a bevel here, a bevel here and here. Another one here and here, Zuctre B. Let's make it like 0.8. There we go. That should be fine. Okay, so now we have arrived at the actual door over here. And for the actual door, I just want to have a look. It looks pretty much like a flat area that has like a gap going inside of it. So let's go ahead and move this a little bit back. And then let's go ahead and I think we can just go ahead and we can place two edges here so that we can select these top bits and just scale them out. And then select the top bit over here or sorry, side bits and scale them out and then select the top bit and move this up. And once we then also place like a bevel over here, so like a slightly larger one. So 0.2 or something. And then like two small ones over here, 0.2 Yeah, so that goes inside, and then we will basically have a door sitting in front of it, but our door will be closed. And the glass will also not be see through most likely unless I like it see through, but that's something that we will see. So only thing that we now need to do is go over here, and I think we want to these these edges. Just go ahead and make this like a 0.05 that's still too much 0.02. There we go, just give it like a very small bit, and then we can just go ahead and we can select this piece and also this one over here. Okay, so that seems like a pretty basic door that if I would now, are they gone again. How often do I restart Maya that it just keeps getting rid of my shelf pieces? Okay, 0.05. Let's do that. And then if I just quickly zoom in here because this looks like a mess right now, let's select all of this and just merge them and then just carefully move it forward because else, yeah, this looks a little bit too messy for me. And I can handle quite a bit of messy or I can ignore, I should say, quite a bit of messy looking stuff often just to get through things a bit faster. But, yeah. Okay, so that one works fine. We've got that done. Now for our door, we can just go ahead and we can just go for, like, a more interesting look. So let's see if we can just create like a random look. It does not really have to be too precise. So let's go ahead and just create a cube. Just make it a little bit thinner. Place this up let's move this one out. This one out. Let's see, this one we want to have just in front. This one, let's make it a little bit thinner. Then if we go over here, we can now go ahead and just hold Shift and just already extrude this and scale it in so that it will actually follow the same contour as that we have before. And we can pretty much just get rid of everything except for the front plane over here. Now, as you can see, it basically looks like an insert that's also down the center and also down this center. So knowing that, we basically want to go ahead and we want to Let's see. Let's first of all, start by placing a simple CtraE offset like excuse me. I know that it does that sometimes I just did not expect it. Temporarily, do this, because else it gets confused when we do a console E, see? So temporarily, just go ahead and extrude this out. It's again, like one of those things. You get used to that kind of small stuff. There we go and then move it down a little bit. Maybe scaled in a little bit more just to give it a bit more of an even spacing. Here we go. And now we are just going to basically set all of these lines, and then all we need to do is extrude the windows in. That's all we really need to do. So we can go ahead and we can just start like a simple single connect over here. And turn it into a double connect at 0.1, most likely. Yeah, that is fine. And then we have a top window over here and let's see. So this one will most likely maybe if we, no, we do not want to do that. Instead, let's just go ahead and create a new line. Select the line and flatten it out. And I'm going to go ahead and I basically want to just create like center bit. But I want to change our door a little bit more. So I'm just having a tink while moving around these edges. Displays another connect over here and scale it flat. What if we do Um, just give me a moment here. I'm just trying out some stuff because I do quite like how this looks, but I don't like just like the massive piece of metal in the font because we don't have a lot of details to just place on that. So I quite like to have these as two details. But then over here, I'm just wondering what kind of details we can give it in here. So what if I do like a contra B L 0.1, maybe, like, a little bit bigger? So like these two, they will be extruded in. That's no problem. And then for these, I want to go at it and I want to try and maybe give it an interesting bevel on both sides. And if I go in and place an edge, actually, let's place an edge here. And let's place an edge over here. Another one here and another one here. Okay. All I care about is that these pieces of here are flat. So you just want to go ahead and you want to select them and scale these flat to make sure that we do not run into problems with it. And then if we select this this and this edge, we should be able to basically scale this up here we go. Let's see. Is this already interesting enough? Yeah, that looks quite interesting if we keep one of them sharp. Yeah, that looks quite interesting. So like a door like that, yeah, let's do that. Let's do a door like this. But then over here, I do want to go ahead and I want to add a bit more smooth edges. So mainly just on this side, I want to go ahead and do like contra B and then just give it like a few segment C. So we are making those quite smooth. And let's keep these quite sharp down here, so that should be fine. Now, the last thing I want to do is I just want to go ahead and I want to select these pieces over here because this door, like, yes, it is in the center, but it is also quite far away. So I'm not going to just spend too much time in something like this. It's just not really needed. So let's just go ahead and extrude this out. Let's then just delete it. There we go. So that we are going to place the glass on top after we've done this. So over here, the same, give it like a little trim, extrude this out again, delete it. Because then what we can do is we can select these outer trims that we've just created and we can extrude those out, and then along with the bevel, it will give us the effect as if the metal basically ends earlier. I I now do a ControE and I basically push this in Okay, doesn't look I do need to do some cleanup because it does not really behaves correctly around these corners, but it does do the trick. So we basically go ahead. Slack these pieces over here. And you know what? I'm only going to go ahead and just like, grab these two, move them down. These two, move them up. Oh, and over here. Here we go. It's twice the same over here. Let's do the same up here. Okay. I think that we are ready to start adding all of our bevels to this. Yeah, I think I'm ready for that. So let's go ahead and let's have a look. I'm going to, first of all, get rid of this loop around here. Then what we can do is we can go ahead and go into our mudding toolkit and just select like this font angle and then do the same thing that we did before where we just go two edges and two edge parameters like this. And once that is done, do I already want to? Yeah, I think I also want to just go ahead and already select these out or edges, and then the corners I will do separately. So I also select these out redchs over here. I then do, like, a quick Control B, give them quite a bit of a bevel. It's 20.8. And now we need to go through the tedious work of selecting all of these Wi small corners over here and also give those a bevel. Of course, these do not need the bevel. It's just like the sharp corners. Oh, yeah, this might take a while. Hey, once this is done, we can just go ahead and maybe do some small optimization, although I will probably just say that you can do the optimization if you want, because it's not really needed for me for a tutorial. Because, yeah, really, the focus for this toil is all about, like, the trim sheet. It's not so much a modeling tutorial, anything like that, else, I would go for something much more interesting in, also a little bit more complicated than this. But, of course, I still want to give you the total package where you just see like everything that I'm doing. So let's say that we have this one. If we now smooth this. Seems like I forgot one over here. 0.02, maybe. Oh, and I forgot Jesus, how many did I forget? Don't know how I managed to get so many. 0.3, I mean, there we go. Smooth this again. Okay, don't think I've cut anything this time. I guess that these edges over here are a little bit sharp. Although what you can also do is you can also at this point, to be honest, just select them and just do a simple hardened edge like this. See? And that should already be fine for something like that. Okay, so we pretty much got that one also done, and this one is also already ready to go. So if we now just go ahead and although one last change I want to make is I just want to go ahead and go to my front view, and I'm going to select these bevels and I'm going to make them a little bit sharper. Like that. Now I'm just going to go ahead and I'm going to add a plane set this to be zero, rotate it 90 degrees and just move it in front offer, and this will basically become our glass. So all we need to do is we just need to go ahead and make this cover our door because yeah, our door does not need to open, so we can keep it really simple. And then for this, we are going to go ahead and assign a new favorite material, just a lamb material that we will call glass. If you want, you can just give it a quick blue collar just so that you can see what when we are using glass like that, here we go. And now all we need to do is we just need to go ahead and we need to UV unwrap those pieces over here. So yeah, let's get started with this one. This one needs to be white, so that's quite simple. So let's go ahead and just add our trim sheet to this. Most of this is going to be super basic. It's going to be about creating this step over here. That's unfolded. There we go. That one is easy. This one, yeah, let's give it an extra segment in between because else, it becomes really large. So one segment in between, and we can just nicely move this up. Another segment. Let's actually do this along with all of these little bits over here. Here we go. So we have that one. Down here, we have another one. Okay. And now for the bottom piece, let's just go ahead and select all of this. And then these like these bits and also these like these bits so that all that we have left is just this slab of geometry over here, which we can then do a best plane and unfold. Huh. I'm going to probably do this one Actually, let's first unwrap that because I'm not yet sure the best way to split this up. I probably want to just unwrap this also, even though it looks very sharp, stuff can kill you pokes you. But let's go ahead and same over here. Oh, looks like there's like some leftover stuff. Oh, okay, that's those bits. So I probably just need to go ahead and add them to this one. Yeah, I like that. And these bits are actually, these bits, they need to be added to this one, I believe. There we go. So now it is all one piece. Okay, let's have a look. I think what I'm going to do is I'm just going to go ahead and cut it along here so that we have the inside, which is not too difficult. And this way we can give the outside a little bit more space because that one is actually quite large. There we go. So let's just give that a little bit more space. And let's just go ahead and do this with all of the other pieces also. So you have the inside. And then the outside, maybe you want to just go at oriented shells. We can simply scale this down over here. This one let's also go at oriented shells. I just need to make sure that I select everything. Here we go. That one is done. This one, which is really sharp. Let's go ahead and just grab this piece and just try and make the best of it. Okay, yeah, I guess that fits. Yeah, this is just like the inside, so it doesn't matter too much. You cannot really see it that well, anyway. Then lastly, we have this one left. It's cut. Let's place this one in here. And finally, we have the last one in here. Yeah, it seems to work. Let's go outside of isolation mode. Now for this one, let's go ahead and let's also assign our trim sheet. I need to take a break after this. I'm getting really tired all of a sudden. This one, we just want to go ahead and we want to basically place it over here and do the same techniques that we've used before where we place this nicely like this, and then you can just go into your transform. Move this down over here. Here we are. And then it's just a matter of adding a segment like over here, selecting this, cut, select it again. Honestly, at this point, yeah, we might just want to snap it. This one is a little bit easier to snap so it might go a little bit quicker. So once again, we can just go in here. We can cut, select it, and then snap it to the top, which there we go. Place another segment. Or what you can do is you can just do one segment, delete everything else, and then just duplicate your model. Of course, that's another way that you can do this. Because I do realize now that these are a lot more segments than I expected. Cut. Move pivot. Okay we go. We already arrived at the end. And then for this one, I'm just going to go ahead and I'm just going to nicely move it around here. There we go. That should be no problem. So finally, the one that we have left is this one over here. So I know that we are a little bit over time, but let's just go ahead and finish this off. So we have a trim sheet. And I'm just going to go in and let's see what's the easiest way for this? This is just going to be again, white, but then we just change the vertex colors. Let's go in here and just select this entire thing. Let's see if that is too much or not. So that's unfold. Okay, that seems fine. So we got that one. Let's see if this one is too much or not, so we can oops. You can go ahead and select this piece over here. I know that it is giving me some arrows. I just don't really care about them, to be honest. Then they are not that big of an arrow or something for something this small. Means that sometimes it can not be folded correctly. So here you can see, it's not folded correctly. What you can try and do is just once again, delete history and freeze your transforms, and then try to unfold. Or what we can do is we can try and press always fix. Yeah, so here, it seems like it says clean the match before unfolding, which probably means that if I go in here, yeah, I see here. So it is actually broken. I think the problem is these bits over here. That's most likely the cause of this. So if you connect this a little bit better, that would work better. And also press Control Shift A, and just do a very quick merge verts on quite a low level. Oh, I think that was actually too much. Yeah, Control Shift A. Oh, Merge verts, I mean, not control shift A. Let's do 0.001 and press Apply. Here we go. And let's just see. Does it now work? Still does not work. Then we will just go ahead and we will fix this after we have already sorted everything. So let's first of all, just sort all of these pieces because that just makes it easier for me. If I just go ahead and here we go. Those are also done. So I've done those pieces. Let's go and try these first which are causing me quite a bit of trouble all of a sudden. Yeah, I think by the time that I have this, I'll text it, we will be another 10 minutes further. So what I'm going to do is I'm just going to go ahead and I'm going to cut this chapter short over here. And in next chapter, we will just go ahead and we'll keep splitting these pieces up, then we'll just clean up and make sure that the unfold works, and after that's done, we will just quickly texture it and just get it into unreal. So let's go ahead and continue with this in the next chapter. 31. 30 Creating Our Final Models Part12: Okay, let's continue. Sorry for the quick cut off. This door is taking a lot longer than expected. But what I need to do just to make sure that everything basically works is just go ahead and clean up your geometry a little bit. And you can do this in multiple ways like merging it together like this over here, see. So yeah, we just want to see if we can do some sort of like a decent cleanup this fine, if you want, you can quickly just add a amber one material because else, it might be a little bit difficult to properly see what we're doing. And sometimes if I have this, I like to just place like a center cut over here. And then, yeah, actually, then we can just get rid of that one. Yeah, it should be fine. So this one is really complaining a lot. Like, normally, it does not complain this much about manufolt UVs or anything like that, so that's quite interesting. But there we go. That should work over there. It's probably just these bevels over here. I don't know why they are causing problems, but that's what you often get when working with bevels in this way. Let's see. Let's do it like this. These all look fine. These look fine. Go ahead and do these. Oh, yeah, let's not forget, I'm just going to merge these like this so that they just become like a single line. Just don't want to have these loose floating wordss basically. Okay, so that should do the trick. If I now remove my history and freeze my transforms, I can go in and let you still leave off the shape, so I just want to go ahead and see if it works. So if I now select this piece and I do another best line. So if I now let's go to my UV, press unfold. Clean up mesh before using unfold. Okay, wow. At this point, basically, it is not reacting the way it should be reacting. Now, there's a few things that we can try to do. The first one that we can try to do. So I want to go a little bit more into debugging because even though I never encountered this problem, we can still, have a look and or if I can really not figure it out on camera, I will just do it off camera, but I like to do this stuff on camera. So first of all, what I'm trying to do is I'm trying to, like, separate the big front panel from the rest. And if I then go ahead and just, for example, select, the side panels, I wonder if we can get away with just doing just selecting the side panels and if we didn't do a best plane over here. So, it will probably Okay, so yeah, there is definitely an arrow into the mesh. You can also see it over here. So let's see. Whenever I have arrows, there's always a few things that I do. So first of all, of course, I look around and I already tried to fix it. Does not seem to really work like that. No, because everything seems to be fine. Control Shift A, merge verts, and just merge them like a low level. But we already did that. That also does not work. Let's have a look at the outliner. Yeah, outline. It's fine. It doesn't have anything strange in here. Another thing that you can try to do is you can try to just move it or duplicate it, I mean, and then you can try to see if that makes any difference. Sometimes it does, not often, but sometimes. So let's just try that. And if that does not work, see, it doesn't work. At this point, I feel like that this is a bug or it's something that should not happen because as you can see, we do not really have special geometry. I do not even see non manifold UVs because non manifold geometry often only refers to those floating vertices that we see. And if we go into vertex mode, this one does not count because it's on the end. So if I go into vertex mode, I do not see any random double floating vertices as far as I can see. No, that stuff also does not matter. So another trick that people don't often know about that you can try, it's a little bit messy, but we can try to do an export selection. And then if we just create a quick fold that we will call TEMP we can try and export this door underscore temp in here, just without trying late like that. And then if we go to outside of isolation mode, then we can delete this and we can try and re import this. And sometimes for some reason that does work a little bit. So if we just go ahead and I'm just navigating to my export folder, we got and if that doesn't work, I will need to go ahead and off camera, I will need to check, because then it just does not make sense to me anymore. So let's see. We have this one. Also, let's do a UV and let's do automatic unwrap first, just for the fun of it. And now we can try and see if this works. So, this should work if I select this because I just want to unwrap it same way as that we've done before. Okay, so I have this piece. Now, are you going to give me an error or see? Now it works. So as you can see, it was some random, weird problem. Honestly, I cannot tell you what the problem was, but I am kind of glad of this problem because now I got to show you how I do like a bunch of my debugging because I feel most tutorials do not actually show mistakes because no one is perfect. I'm definitely not perfect. Like, I make plenty of mistakes. It's just the goal is if you can fix those mistakes. That's what is important. So now, of course, we do need to quickly just redo UVs. So I'm just doing this one, unfold C. So this stuff now seems to all work totally fine. Perfect. At this point, I'm going to go ahead and see. So we want to unfold this and maybe wedding arts are trim sheet material on here. So I was going to also unfold this piece over here. Yeah, yeah, now this at least works. And then if we just go ahead and deselect these bits, we can also unfold this one over here. It's also fine. Over here, I probably want to go ahead and just make these separate also. Here we go. Let's see this one. I probably want to go ahead and let's see. Select this then deselect whatever we don't need. Oh, wai, did we not do the centi bit yet. Oh, sorry, we did not do the centi biit yet. In that case, I'm going to select the centi bit and then deselect everything I don't need. So the reason I do this way is I want to make sure that I include any bevels I might need. So let's also select these few bevels over here. Et's diselect this panel, probably. Yeah, let's deselect that panel. There we go. Let's unfold. Okay. And now what we can do is we can now just go ahead and select most like what is leftover. So let's deselect these bits over here and the select these out sides. Let's unfold this. I probably do not actually want this panel. I probably want to go ahead and unfold it like this. Actually, let's also add those extra bits. Here we go. Okay, that is good. So this one we already unfolded. So over here, this one, I'm going to probably just do, like, a corner. I feel like that would work best if we just have this little corner over here that we unfold. See? And then also on this side, Oh, yeah, because there's no segment here, but that doesn't matter because we already have it partly done. Oh, wait. No, I don't like that because over here, as you can see, it is separated. So in this case, I'm just going to add a very quick cut like that. Here we go. See? That will give us a nicer effect. There we go. So at least now it looks a little bit same. And then we have these pieces over here. See, is that all that's left? Yes. Okay. Nice. That's all that's left. And we got this one. Okay, cool. So that's now all done. Now what we can do is we can just go ahead and select it all, modify and oring shells. Also, if it is very far apart and you want to do some better texture scaling so like the textile density, if you simply press layout over here, it will scale your models based upon a correct text idensity, meaning that the very large models over here are larger than the smaller models or the smaller pieces over here. So this is like an instant way to basically fix your textile density if you want. Of course, with trim sheets, I'm still going to go ahead and do this stuff. But it is also good practice. I always do it also for my other models if they use unique texts, for example, because, yeah, it will just the system will decide the texadnsity for me instead of me trying to figure it out myself. So it's a really good way. And that's why I hear a lot of people often say about taxadnsiy how difficult it is in everything. But honestly, it is super, super easy because all you need to do is just use your auto packing. In Maya and in Blender, I believe it's also just like the normal Autopacking and in Max what was it? I Max? In Max you have also Autopackx. Yeah, they're all Oopeckers and they all fix your text identity to make sure that your models are properly scaled, and then you can just take it from there. That was a messy explanation. Just use the outopecker in whatever tri program you use before you start UvNwrapping and just make sure that the scale setting is turned on. That's it. That is an easier explanation for you. So we are going to go ahead and, for these pieces, they are a little bit awkward in terms of the shape, but should still be doable. Got this one. Scale it down. This one. Here we go. Okay. Finally, you are done. So now if we go outside of isolation mode, that should do the trick. Okay, so we got these pieces done. Now, let's have a look at our reference. So we can make everything white except for these panels and the actual door, which means that all of this stuff, we can just go ahead and just do a mesh display, apply color, and we can just make this all like a red color and press Apply. And then this one needs to be blue color. Apply. And these ones also need to be blue colour. And the glass, of course, does not matter because we do not, have any vertex coals on the glass or any vertex coll or supporting our shaders. So that should pretty much be it for our door. So let's go ahead and export this. Let's go to unreal. Door. Yes, I want to export. And let's go in here and let's have look. Okay, our door, first of all, open it up. Go down here. I should have done this when I first imported it, but I just simply forgot about it. Reset the FBX. Here we go. And after we go into our materials, we can go ahead and just add our trim sheet master, and our glass, we will just go ahead and create later. But this already is working, although the roughness is a little bit strong on these areas, so let's also later on fix that. See, the glass, we will cycle back to a little bit later, so that's good. Okay. Now, I think that's what we can do is we can just go ahead and continue on to the next one. So if we have a look, the next one, oh, let's re art this to our door. It's going to be our sealing beam, but our sealing beam is basically like a beam one. Yeah, it's basically like this one with a much longer version of this. That is just completely gray. So if we just go ahead and well, first of all, just double check and make sure that it is not accidentally in a group. And now what we can do is just shift the art this to our ceiling beam over here. Et's move this into place. It is a bit wider, but I think that we can literally just do this. Yeah, that does not really make much difference. I want to try and see if I can avoid, needing to change a lot of the UVs because that would just be a bit of a pain. So let's select Cs, and let's just go ahead and select this. And you can see that on purpose, I did not like that site window or whatever or that site panel that we created because it is just not needed here. So I just moved this down a little bit. Doesn't need to be exactly aligned, but that's already pretty good. And once we've done that one for this one, let's go ahead and well, actually, let's first hide this because I probably want to make this a little bit wider, which means I do need to change my UVs a little bit over here. Yeah, here, because I want to probably make this. Only on this side, I want to make it wider. So we don't need to change too many UVs, but let's go ahead and just deselect the side UVs so that we don't need to change those. And let's move this down. And once you have arrived at this point, select it again, deselect the side UVs. Move it down. Oh, actually, honestly, that's probably already enough. So we got that stuff done. Then quickly go into our UVs before I forget. Oh, God. That's a little bit difficult to select. But let's grab this piece. I should have probably done, I did not do preserve vs. That's unfortunate. In that case, just grab this piece and we're just going to go ahead and rescale this in here. There go, doesn't need to be too perfect. These pieces will probably be a bit tricky to select, but try your best. So here, unfold that, see? And that will automatically fix any stretching on there. And sometimes if something is in the way, you might want to, like, Oh, God, there's a lot in the way in this case. Come on, let me I will try to select, but it looks like that you have so many overlapping pieces that in this case, we just need to, like, move them out of the way if we want to be able to select my mesh. Or I can, of course, do a manual selection, but the thing is, I forgot like up until what point I selected. I believe this point because I can see my seams over here. So I guess that I can try to do like a manual selection and just see if that works. For some reason, zooming in is very sensitive again. Here we go. See, does that work? Just by wiggling it around. You can see if you did not forget anything. But, okay, so that also works. That's fine. So we got that one, and then for this one, all I need to do is I'm going to move this down. And this entire piece, we can change the UV off so we can actually do a new UV like this and then go ahead and, like, rotate this we are just going to place it in here with a different vertex color because it doesn't need any details. It just needs to be like a slap color. Okay, perfect. So we got these pieces. Let's go ahead and reapply. Also like this end piece, because instead of us needing to, like, change the UVs and everything, if we now just go ahead and let's go Show over here. The first thing that we can try to do is just select this. Add a preserve vise and then move it like this. But I just want to see. Oh, yeah, so that is far enough. If you feel like that, that might not be far enough, you can also do a mirror. That's basically what I was thinking about. But it looks like that I already did sort of like a mirror inside of unreal, so I don't need to do that inside of T is Max over here. Tres Max Maya. This piece, I can delete. Yeah, I don't need that. This piece, I can also delete. So the only thing that I need to do for this one is I just need to go ahead and we can probably apply mesh display, apply color. We can probably set all of this to red to get start with, and then simply select this and set this to be green. I know you cannot see the colors, but should be fine. So we got these ones also done now. Yeah, there might be some extra geometry here. If you want, you can get rid of it, but I'm just going to leave it like this. So that's already it. I'm going to go ahead and save my scene, assign this to my correct layer over here, and then I'm going to go ahead and export this to be sealing beam 01. That should already do the trick. So if I now go in here, open it up, set up vertex colors to replace and re import this and just reset it to the FBX, and then simply assign a trim sheet. See? Works totally fine. So we are just reusing some stuff. Now over here we have our sealing. We will later on also create these models. But first of all, let's finish all the models that we already have. So I'm going to for my sealing, basically just grab this slab over here. I'm going to just give it a few connection segments, maybe like two. And then it is just a matter for me of assigning our trim sheet, doing a bass play on every section. And it's typical that this one version over here decides, no, I do not want to be in the same direction as the rest. There we go. Oh, no, wait. It was the other version that decided that. Let's just go ahead and just move this over here. And now we can just go ahead and we can Scale this. Here we go. And that should already be totally fine. So we got this one. Let's make this one probably dark or not. Now, okay, let's leave it light for now. So let's just go ahead and just export this as our ceiling 01. If you go in here, we have ceiling 01. Oh, yeah, wait. So I do need to then quickly go in here. Apply colours and even if I don't want to change the color, I still need to give it like a red color over here. Ceiling 01, replace my vertex colours and reset it to the FBX. And then add the trim sheet. There we go. Easy does it, so that one is now also done, and we can always change the color later on. So that's all looking good. I think at this point, I will close of this chapter. So what we will be focusing on on the next chapter is going to be our Bwall and our elevator heft over here. Beck wall will take a lot of time. Elevator heft maybe like a little bit more. And once that is done, we will first of all, complete these extra models that we have over here like the lights and these panels over here. And after that, we can start by doing the balancing and really finalizing our environment. So we are slowly getting closer. So let's go ahead and continue with this in the next chapter. 32. 31 Creating Our Final Models Part13: Okay, so let's go ahead and continue. So let's get started with this wall over here, and this wall is actually pretty good already. Like, at least the base shape of it, if I just have a quick look. Yeah, it's even difficult to see. Okay, so this wall, as you can see here, the base shape is there, it has these blocks over here, and that is something that we can create. So let's go ahead and let's see. For this one, what I'm going to do is I'm just going to get rid of this center line. I don't need it. And I'm just going to actually select all of these edges over here and still give it like a quick bevel just for some weighted normals. There we go, 0.1. Should do the trick so that if we smooth this, that will look fine. Okay, so for these blocks, let's see, so it is, like, pretty basic shape. On the side, it does have something interesting. I don't know if there's something that we can use for that. Oh, you know what, we might be able to use these bits over here. So let's try that out. Let's already unwrap this. So let's go ahead and assign an existing material trim sheet. And let's go ahead and make most of this a simple white except for maybe I don't know, this side or this side. I think I don't have enough space on this side, so let's do it for this side. So let's first of all, just unwrap this bit over here. Let's do the same over here. Same here and same. Over here, so it's a little bit annoying on such a large shape to select this. There we go. Then everything that we basically have left, we can go ahead and we can UV unwrap. So it looks like I can just select all of them and do a basic unwraps. So all I need to do now is just move this all on top of each other, make it as large as possible. Here we go. Same for this one. Honestly, this is so hidden, it does not really need to have a lot of geometry. And then for these bits over here, I'm just going to go ahead and I'm going to move them nicely on top of each other. Like that. And then we can basically scale these up a little bit. Over here. See, so that also works. Okay. Great. So this one, it will probably all be if we go to mesh display, blue, most likely, because I just want everything Oh, no, wait, except for these bits. So let's set everything to green. I don't mean blue. I mean, like the blue colour, not the blue vertex. So let's set everything to green. And then let's go into our vertex colors and select these bits and set these to be red over here? Or do I want to make those dearest blue after all, because it is a little bit darker. Let's see how it works. So we got this one. Now, all that we need to do is just go ahead and create a cube, and this is going to be for these blocks over here that are sitting on top of it. So what I can do with this is I can go ahead and I can scale this in over here. Let's move it into place, delete the back. Let's move this down in. There we go. So we're just going to basically recreate this block, something like this, maybe give it like a nice strong bevel on the end and maybe, like, scale it back in a little bit more. Here we go. Okay, easy, does it? So, yeah for this one, all we need to do is we just need to go ahead and again, first of all, UVNwrap it before we do anything else. Bess playing. Let's unfold this. And just place it in here. And then we also have the top and the bottom. Which we can place in here. There we go. So we got that one done. That's a reset, and this one is most likely just going to already be apply vertex colors. So this one will be green, apply, and then swap it around. And now it's just a matter of basically duplicating it up until like a distance that we like. I mean, distance. And then just press CFD to basically continue this on up until this point, and I'm just going to delete that end, you will not be able to see it anyway. You can, of course, go up here and then use a lattice to basically move it up and stuff like that. Or what we can do is we can just carefully move it up like this. Here we go. So let's go ahead and combine this. Let's move this out. Perfect. Okay, so that one is already done. So I do not need weighted normals on these because there are so many of them that it would add a lot of geometry and that will simply not be worded. Let's just go ahead and export selection on these, and it's going to be a Bwill 01. Here we go. Sine selected to our layer. And now we can simply go in here. Bwill 01. Replace it and just press reimport and reset it to FBX. And now we can just go ahead and assign our trim sheet. Yeah, yeah, see the color is fine. I'm happy with that color. There we go. So we got those Btalsa done. Easy doesn't to be anything special. We might want to later on to art like one of these consoles over here because I want to use this back wroll down here and you can see that it has, like, some lights. So that is something that we want to actually do. So let's go ahead and select this panel, and let's just go in and let's, let's extract the faces. And then for this one, I'm going to go ahead and I'm going to probably just rotate it, I'm guessing and move it over here. Now, wait. If I rotate it this way, it will probably not work, or it will not transition properly. So this one will be on its side, but it should not really matter too much. So let's go ahead and just place this one over here on its side. And let's go into a UV toolkit, transform and just set our pivot to the very end. So that we can go in here. Here we go. And then all I need to do is I need to add a quick segment up until this point over here. And this is one of the few cases where I'm just going to delete everything else, and I'm just going to grab this one. I'm going to edit my pivot and snap it to one of these vertices over here. Oh, 01. I'm going to snap it to this bottom one over here. And then I'm just going to hold Shift, move it up, and then Shift D it. Because in this case, because it does not need to be as accurate, it's a little bit faster. And then up here, we can just simply cut it off because you will never be able to see this high up anyway. There we go. That should do the trick. Artist to our back wall. Like that. So now there should all of a sudden be a bunch of lights. See? Everywhere. Okay, great. And then, of course, we will just do some balancing out to make sure that everything looks correct. But we already got some lights in here so that is working totally fine. Perfect. You cannot even see the lights on this side, but that's no problem. So what we're going to do now is we are going to start working on our elevator shaft, which is our last large model, I should say, this one over here. And it is basically split up into three pieces. We are going to like the side piece. Then we need to create these brackets, and then we are going to create the centerpiece. Oh, four pieces. And this ardon we also have so creating this should be quite easy. If we have a look, we are just going to focus first on creating this shape. So this is just going to be a simple rectangle that we can reuse over and over again. So, for example, we are going to just recreate the shape, in this case. I'm going to move this, see, am I happy with all the proportions? Probably want to make it a little bit thicker. So let's go ahead and move this. Oh, turn off my snap. I'm just going to move this out a little bit like this, see? And then I'm going to move this be a little bit less thick over here. And for this one, it is probably easier if we just basically create like a small bit and then just duplicate that bit over and over again. So if I have a look, I'm just going to go ahead and use my grip snapping to basically snap it to like a specific point like this. And then all I need to do is I basically just need to go ahead and turn this bit into, like, a final bit, and then I can duplicate it over and over again. So if I go ahead, so let's go ahead and do a double connect on here. So we are basically just going to create this shape that you can see over here. It doesn't look too difficult. So it's basically like a double connect, roughly like this. And then what we need to decide is how many of these bars we want. So let's go ahead and do let's do three. Let's go ahead and do three. And then the first thing I need to check is I want to go ahead and set one side up. Oh, don't have snapping on. One side roughly up here, the other side roughly down here. Then we might want to just go ahead and go for, like, four, probably. Yeah, we might want to go ahead and go for four. So let's get rid of this. Before we do that, we can just quickly go to, like, a site view because we do want to make this. Oh, no way, we don't care about that. We only need to care about this centre bit. So yeah, we can just do four. So if we do another two, up here. I want to go ahead and I want to get started by, let's see. So this one goes that way. So let's do another one that goes the opposite way like this. And then we have another one that goes like this. Oh, it looks like that I need to, like, try and, like, balance this out a little bit more so that it does fit a bit better. Over here, do leave some space because we are going to give it a little bit of thickness. So now that we have these bits, what we can do is we can go ahead and we can select them or if you want, you can actually just select all the way around press control B. That does not look correct. So let's undo that. Let's see if we just like these. Okay, see that looks better. So contra be it over here. And now all that we have left is here, we can just basically extrude this stuff in here. So if we delete this stuff, which we do not need, we do need probably the backside, although we will most likely just Mar. No, no, I want to keep backside. So basically, extrude this in like this and delete like these back faces, okay? So that is looking correct. And then I do want to give this some roundness. Do I want to give it No, I do not want to give it roundness there. I just want to give it roundness. Oh, hello. That's not good. Let's go ahead and extrude. Let's just see. What I sometimes like to do is I sometimes like to go ahead and go just back into Y frame mode over here so that I can properly see what I'm doing. Let's extrude these bits. And actually, you know what? Let's then also extrude these bits over here. And also over here, just to keep it all consistent. Okay, that's correct. So this one, this one. Yeah, you know what? Let's also do that one. And this one, let's all make this nice around. So this one we have this one. This this. Okay. Now if we do contra B, give a few segments over here. There we go. That should also work. That is good. Let's see. So these bits over here they are just going to be like flat angles, so we don't need to do any beveling on those, but I do want to do beveling on everywhere else. So if I just go ahead and I'm going to go in my mulling toolkit and just select the font angle and then do the whole control right click to edges to edge parameter. And I believe that that is already fine. Like if we Oh, no, wait. Turn off. Let's also go ahead and do these two over here. And now if we do contra B, here we go. So we can give quite a large bevel. So what we're going to do is we are going to go ahead and smooth everything and then select these centerface over here and just do like a harsh edge like this so that the smoothing does not work on that one. And once again, if you want, oh, wait, over here. I forgot to add some edges over here, so we do need to do that. But after that, if you want, what you can do is you can go ahead and you can use that script that's we used before just to clean up this stuff. So first of all, let's make this bit bigger. Give it a few loops around like this. So over here, we do have some quite messy details to fix this, let's get rid of these back etches over here. And honestly, for this one, what you can try to do first is just to do a simple merged center for all of these. And just make sure that you do not accidentally do what I did, which is accidentally selecting back faces. So let's try that again. Here we go. I just keep checking if I did not accidentally select anything from the back. Same over here. Yeah. So very quick cleaning up geometry. And once you've done that, what you can do is you can do a target weld and we can just make this a little bit more cleaner just by simply welding some of these pieces to the ends. You can see over here. Here we go. Okay, so we got that done. Let's just try another smooth. It's like these bits over here and just hard face. Yeah, here we go. So we definitely need to use the script. So I'm just going to use my command. Oh, first, I need to select this font, use the command and press Enter, that you do the trick. Here we go. Okay, good enough. So that one is now done. And then what we can do with this one is, of course, we can just go ahead and duplicate this over and over again. So let's move this one probably up around here. I'm just going to first of all, I need to isolate this. I need to tool settings, add a pivot, snap my pivot to, like, one of the corners over here. And then it's just a matter of holding shift. Shiv DA a bunch of times and then go outside of isolation mode and just delete. There we go up until this point. Let's hide. Oh, hey, look at that. That's really perfect. Okay, so we got this one over here and now what we can do. Most likely, if I combine this. Oh, sorry about that. One, two, three, four, why would I be doing this if I have not unwrapped it yet? Almost forgot about that because else it would just take a lot longer to unwrap. So let's actually quickly grab this piece. Oh, unwrapping. For this piece to unwrap, I think the easiest thing that we can do is, first of all, let's select the font B faces. Over here. Yeah, let's move this out of the way, actually. Select the font backfaces over here. Then I want to go ahead and I want to Let's go to my top view. Here, actually, let's go ahead and also my top view, I also need isolated, which allows me to. There we go. Select the backside. Like that. Just go ahead and unfold this. There we go. So that's the backside also done. And then all that we have left is we have Oh, wait, I can already place this in here. Here we go. So now we have this font site, and I'm just going to try and see if I unwrap this in one go, how bad it will be or if it will be doable. You know what? That's doable? Like, I will just be like a dark color, so I'm not worried about that, so I'm just going to go ahead and I'm going to move this here. There we go. That's totally fine for me. And I'm now just going to go ahead and save my scene. And now what we can do is we needed it four times, so hold shift. One, two, three. There we go one, two, three, because that's four. And now I'm just going to go ahead and I'm going to select all of them, and I'm going to combine them. And it looks like the normal stay intact, so that's nice. Now what I'm going to do is I'm just going to go ahead and I'm going to clone it and rotate it 90 degrees. Turn off my snapping. And just nicely um, snap this to the side over here. I'm just going to line it up. Like that. Here we go. Yeah, that's totally fine. So that's basically one panel. So what you can do is you can go ahead and you can combine this. Then if we go ahead and just unhide, we can go ahead and we can start by let's do a mirror, actually. Or will a mirror? Oh, no, wait, let's not do a mirror because mirror breaks are normal. So instead, let's just go ahead and do a simple duplicate and just rotate it 90 degrees that should also be fine. Duplicate rotate 90 degrees. Let's line this up because it looks like it's not perfect. Here we go. So let's line this up. Save over here, duplicate, rotate 90 degrees, line it up. And then simply move it over here. And a few millimeters or even a centimeter does not really matter in this case. So we got these two bits over here that should be all correct. We can just quickly test out, and then we will close off this chapter. So if we go ahead and isolate this, I just want to go in and to test out, I'm just going to create a large cube and just see if this cube properly fits in between these pieces. So over here and here, it fits. Over here, it pretty much also fits, although let's just move this out a little bit more. It's just like this one. We need to go ahead and just give it a bit more movement. Yeah, there we go, see? So now that all fits, so we are sure that this is just like a perfect square over here. So we don't need to worry about that. Let's save us scene, and let's continue with this in our next chapter. 33. 32 Creating Our Final Models Part14: Okay, so let's go ahead and continue. So we now already got these corners done over here. So now I first of all, want to just focus on this big panel. And one thing I did notice is that it is really thin, as you can see over here. So what I most likely want to do is for our version, I just want to go ahead and make it a bit thicker because over here, you can also see like it looks like quite a tick pedal. So let's go ahead and work on that. And to do this, I'm going to probably just do we need to do one side? No, I'm just going to use a cube. I'm just deciding if I want to use a cube or if I just do one side and then copy it over to all four sides, but that would just be annoying on our corners. So instead, let's go ahead and just grab this cube over here. And I'm just going to this time, make it a little bit longer, like you can see over here. And then it is just a matter of placing this into the same position as our blockout. Like this. And then I can just go ahead and I can for like the old version, if I can select it, just put height on it. Let's put height on these. So let's have a look and see. How far away it is sticking out from every side because we are going to insert it. So basically what we're going to do now, in this case, we are going to insert it. So we are going to start most likely just by selecting the top and the bottom. Do CtraE and give it like a ten, no, more 20. Yeah, let's do like an insert of 20 and then just press the lead. Now, once we've done that, let's go ahead and just move this down a little bit because the first thing that we need to do is we need to make sure that it is not clipping too much. So just have it sitting in front of our square pillars over here. Roughly like this. Okay. So we got those done. Now, next thing that we're going to do is let's go ahead and start by adding or bridging our faces. Like this. Oh. I don't know why just add this random segment in between, but now next thing is we want to just go ahead and bevel contra B those top and bottom bits, let's do 0.15. So I do want to give quite a large bevel. And then let's go ahead and just bevel the corners over here to give them also like an interesting look. And for that, I'm just going to go outside of isolation mode. So I'm going to give that one a bevel at quite a low level, like 0.05 or something like that. And once you've done that, you can see, once again, like there is a little bit of clipping, so we just need to once again, move this a little bit forward. Just to avoid the clipping. I think something like that is fine. Like, I don't mind having, like, a little bit of clipping. I just don't want to have it too over the top. But I also don't want to have this stuff, like, floating almost. There we go. That should do the trick. Like you won't really notice that tiny bit of clipping in here. Okay, so that is all good. So we got these side panels down, so now all we need to do is make place for the details that you can see in here. And for that, I'm going to You know what I'm probably going to go ahead and just make this a little bit thicker even more. And then going to place this roughly. Yeah, let's give it a little bit of headway in the top so that we can just, like, kind of sink in the bottom in here so that you never see the transition. And now that we've done that, we are just going to select these faces. Hello. I didn't mean to do that. Let's move this back. There we go. Let's try again. So we are going to go ahead and select these phases. Then I'm going to do Control E, and I'm going to give it an offset of maybe five. That's maybe a bit too much. Let's do three. And then another Control E and this time, push it in like this. And this is where basically all of our extra things will happen. So the only thing that we need to do now for this panel is we just need to go ahead and give it some bevels in order to properly At our weighted normals. Let's start with these ones. Just gonna do contra B at quite a low level, maybe like 0.1. And then for these bits over here, I'm going to also give them a very small bevel. So let's see, let's do 0.1 again. And these panels over here, we are just going to go ahead and we are going to temporarily extract them. There we go so that we don't need to worry about that. And let's see. Now I need to add a bevel, have a look, one bevel over here, and also in the corners, I need to add bevel. So this might be a little bit tedious to select There we go. So we basically end up doing that and just 0.5 bevel is fine and just go ahead and do this on every single side. Here we go. 0.5 also done. Same over here. And finally, the last one. Make sure you select the correct things. Here we go. Okay, let should do the trick. So if I now go at a smoothies, I yeah, that looks all correct. Great. Okay. So we got that also done. So we only need to UV unwrap this one. And for that, let's go ahead and just do that right now. Why not? So let's start by just UV unwrapping this piece. Let's go ahead and add our trim sheet to this. And I will, first of all, UV unwrap. Let's see. Let's go from here to here. Box Map or Best plane. Oh, this is really annoying with these bevels over here. Let's do from here to here. All right. Here to here. And finally, the last one. There we go. So that's the backside already sorted out. So now all that we have is pretty much like the front side for which we can just go ahead and if we select this and then delete then unselect the backside, we can do like an immediate unfold for all of these bits. And if we do that for all of them, then all that is left is like the corners, which we can then, of course, also unwrap. Let's just keep doing this. Here we go. So then all that is left are these bits, which we can just do one quick unfold like that, and that should do the trick. So let's go ahead and select everything, modify orient shells, modify and do a quick layout so that I can easily move them. And these are once again just going to be in our white area. But of course, we will make these blue using our green vertex color this is just a matter of placement. So I will try to do this quite quickly. And in these last bits over here, we can just go ahead and just rotate them all in the same direction, overlap them, and then do some scale. Like that. Here we go. And now all that is left is we have these panels over here, for which we can pretty much only do one and then we can just duplicate it over again. Although that might be a little bit more annoying because it is so specific on here, but we'll see how it goes. So let's just go ahead and assign our trim sheet to this one. Let's do a bass plane. Pivoting the top, and this one is going to be this variant over here. Like that. And then same technique, we basically just add a loop. We then select this corner and we go ahead and we cut it. You can, if you want, just do like snap the points. We got this one. Add a loop. Cut it, snap the points. Oh, yeah, we have enough space left. Add another loop. This is why I want to probably just copy this over because else I would need to do this for all four sites, and that might be a little bit slow. One last loop, and let's see if we can make this work. So let's see if I snap this, I just want to see if I can make this work by setting this Yeah, let's just do this on center over here. That should be fine. Okay, so as you can see, we have this one done over here. So all we really need to do now is we just need to go ahead and delete these three. Go to tool settings and reset our Pivot and just start by applying this one. So the height should be fine. So we just need to basically move it forward to a place where you can no longer see behind these edges. So we got these two now if we select these two and just combine them. I will place your pivot into the center, and then if you rotate it, it should give us a pretty good result. Maybe you want to select your vertices just to make sure that you push them slightly into your jom tree so that there's no leftover stuff renting. But there we go. That one is now also done. Okay, so now all that is left is going to be these cross bars that you can see over here, for which we once again only need to create one, and then we can just go ahead and create everything else. So for these cross bars, what I'm going to do is, let's see, can I re use I think I can actually reuse these cubes over here. So let's just go ahead and select only these two and then extract faces from them. Okay, let's see. First of all, let's just reset my pivot. And I'm just going to go ahead and I'm just going to hide everything else. So if I have a look at this, I'm going to go ahead and I'm going to see, let's move this in a little bit, make them a little bit less thick. You know, skill them flat a little bit more, place them to the sides over here. And if we just go ahead and just select this model. Come on, just let me select it. There we go. I'm just going to have it, floating here. Like I don't really mind too much about that. As I said before, if I can see it, I'm not too worried about it. And all I'm going to do for these bits is I'm just going to go ahead and say let's start by selecting these faces, Bras contro Shifti and delete everything that you cannot see. Like that. Then what we can do is we can just go ahead and do a quick contro B 0.3 ish level over here. Do the same over here, Control B, 0.3. So that for these ones, we can already ta weighted normals, like that. And then all that we need is we need something in the center. And for that, what I'm going to do is I'm going to just recreate a cube. And I probably want to keep this square exactly square. Scale this up a little bit. Like this. And then what I'm going to do is I'm just going to go ahead and I'm going to move this I push this back in. And then if we just select this entire loop around here and just add a double connect like this, push this out, get this to be the thickness of our panels. Now what we can do is we can just do contre E, and we can basically extrude this in like this so that it looks like there's like a gap going inwards. And we basically just place it like this over here. Let's see. At this point, I'm going to probably give it like a nice bevel on the corners. I don't know how large yet. Oh, that's actually fine. I'm actually going to just leave it this size. And now for this one, we can already just turn this into weighted normals. So let's select the font and the back. Control click to Edges, Edge perimeter, and then just go ahead and select Everything else. What am I doing? I can just press entree. I didn't realize that I literally need to bevel every single edge. So like that. And then if we smooth this, that one will also be taken care of. And finally, what I'm going to do just to give it like something interesting, like some bolts, we are just going to go ahead and we are going to add a sphere and set segments quite load, like six, no, maybe a little bit more 12. That's too much. Let's do eight. And then what we can do is we can go ahead and we can delete half of this reset it, and then scale this down and you can already just smooth everything so that it basically looks like a bolt. So, we basically want to just scale this down over here. And I'm going to place, let's see, three here, Tree over here. Let's combine this and also place them on the other sides like this. Oh, they're floating. Scot these in. Let's combine this again. Duplicate it, and then also just go ahead and place it on this side over here. And if you want, you can once again just select these faces and these faces. So I'm trying to select them. There we go. And then if you just press Contrave or not Contrave, but basically just use your command to flatten those edges or the button, whatever you have set up, and that's looking pretty good. So we got these pieces now. All that we need to do is we just need to unwrap them, and that's it. So I can just go ahead and go in here. Assign my trim sheet. I'm going to just unwrap this entire bit over here if it allows me to Here we go. Because what I can do is if I unwrap it entirely and then just select one edge, and if I then just cut this edge and then unfold, it will nicely just unfold into a bar, as you can see. So we can do the same over here. We can just go ahead and do a best plain on all of this. Select the back, cut it, unfold, and there we go. That's that one. Now we have this one over here. And for this one, I'm going to, let's see. It's probably up until you're going to isolate it also over here. There we go. Let's just select this side. Here we go. Select the other side. Like that. And then for the inner side, we might be able to get away with doing a full unwrap like this. And then basically doing the same technique as we did with our Oh, yeah, we do need to manual selecting. Same technique as we did with that metal bar, where we just select like one side, and we place a simple cut. And then we basically unfold this. There we go, see, and that seems to also work. So for this one, we can just go ahead so we can noway, we don't need to actually place it yet, but honestly, it doesn't really matter. So let's just place it. I know I'm very undecisive. So let's go ahead and also over here. And here, so we got that one unwrapped. While we are here, I can just as well also grab these two, modify or in shells, place them on top of each other and simply unwrap these also. Like that. And then finally, we have our bolts. And for our bolts, all we really need to do is we just need to do one single large unwrap like this or bass play like this. And if you want, there is a tool over here. If you go to not align and slap snap, but arrange and layout. You can go ahead and you can press stack cells, and that will just stack them all on top, which if you have a lot of them, it's a little bit easier to do, especially when they are all the same like this, and then the same over here. So in the end, it does not really take that much extra time. So we can just go ahead and unfold stack cells and just throw them simply in here. Like that. Okay. So that's now unwrap. So with this one, what we can do is we can go ahead and we can combine it. And then it's probably just a matter of duplicating this over here. We should be able to use it from both sides, so we can now just go ahead and grab this one. And if we then go ahead and just combine this again, shift J and clone this and rotate this 90 degrees like this. There we go. Okay, so that is now done. It is UV unwrapped. So in the next chapter, what we do is we will go ahead and finalize this and get it into the engine. And then what we will do is we will start by creating these extra additional assets over here. So let's go ahead and continue with this in our next chapter. 34. 33 Creating Our Final Models Part15: Okay, so let's go ahead and continue so we can finalize this. So everything in here needs to be blue. No, sorry, not green, except for these bits. So if we select everything, de select these planes over here. So all of this stuff, we can just go ahead and we can apply color. So this one needs to be green, that's fine. And then these ones over here, they need to be red. Yeah, I'm saying that correctly. Yes, I am. So now if I just swap this round, that should do the trick, as far as I know. So let's go ahead and save sin. Let's go and add this to our layer over here. And then what we can do is we can just go ahead and export it. I feel like I'm forgetting something, but we will know soon enough if I did. So let's go ahead and export. In here, we can go ahead and open up mesh, replace vertex colors, and re import them, and reset to FBX. Apply our trim sheet. And why can I not move? For some reason, it does not allow me to move, which is strange? Can I move in here? Oh, yeah, I can move in here, okay? That was weird. Let's go ahead and just do unlit mode. Okay, so the colors do make sense. We have almost no lighting right now, so that's what is making it a little bit difficult to even see what I'm doing over here. But I can see in here that everything is working totally fine. See? Oh, now I can move. Okay. Say here, I can see that this is all working the way that I wanted to. This is looking really nice with all of these round bits. And looking at this, I just realized that we could have also used the boolean actually to just cut this out. I didn't really think about that. But now, this is looking great. So we have this one done. I will later on move it around a little bit to get a better composition from this point on, but let's first of all, do some lighting. So we are now going to first start by actually creating the light, so that would be nice to do. After that, we will also to create this piece, and then I believe that's where it is. Like, okay, you have to create, but the crates, we will do in like a time laps, so that does not really matter. But I believe that that's the last thing that we need to do in here before we can start by actually just turning this into a decent looking level because right now it still looks really bad. So let's go ahead and continue with that. Let's get started with like a simple light that we will place around the top. So later on we will probably also want to move things around a bit. Oh, no, wait, wait, no wait. I forgot to make these panels over here, which is pretty basic, but I still need to do it, of course. So if we go ahead and just unhight and these are the panels. You know what? I'm going to just go ahead and delete it. And I'm going to also delete this because it's just our blockout. Yeah, so let's just go ahead and do that first. Let's create a cube. And as far as I can see, we had to place it on the side. So let's go ahead and just move this forward. And move this up. So, I'm going to once again keep this quite simple. So we got this one. Yeah, this looks at quite a decent height. And then what I'm going to do is I'm going to go ahead and I'm going to once again, place an edge over here so that I can move this out and create like a little bit of like a bevel. Let's do this. And then I want to go ahead and I want to create another two edges roughly around here to basically move this out. Let's see, let's move this down a little bit. You know what? I'm going to push this back because right now my version is just too thick, so we are going to slightly change our version around. Let's reset my pivot so that I can properly, scale it a little bit thinner. Okay, so that's looking pretty good. So we got that stuff done. And now for like the insights over here, what I'm going to do is I'm just going to go ahead and I'm going to probably place one etche over here. And then these faces over here, I'm just going to do contra E. We like an offset of ten. Okay, maybe less, maybe like eight so that we can then extrude this in, and this will become that extra shape. And then all I need to do is over here, I need to go ahead and let's see. This one I want to bend. So give the few segments. There we go. This one, I'm just going to add a simple bevel. 0.05, so quite a small one, actually. And let's see. For these bits, we also just want to go ahead and just add the simple bevel. Because they don't really need to be anything special. 0.1. Yeah, 0.1 seems fine. Then we also want to go ahead and add the bevel here and also add the bevel around this area, Contra B. Oh, I forgot to select one. Let's try it again, Contra B. Yeah, that is looking also fine. No, wait, that's a little bit too big. Let's do 0.3. And then all that we have left is we also just have the back. So if I go ahead and just do select bi angle, to edge to edge perimeters. At this point, I assume that you know how to do the modeling. So I'm not really going to explain much anymore. So we got this stuff also ready to go. That should be fine. Yeah, just like a basic panel, so that should be totally fine. Let's go ahead, assign existing material trim sheet. And then what I'm going to do is I'm going to get started by on this, I know that you can optimized if you want. I'm not going to because I just want to get this over with because I've been spending way too much on modeling already. Looks like that, I just want to quickly move my history and freeze my transforms because it was not really looking as nice. Okay, so, we got this one. Let's do best plane for this one over here. And let's just leave these pieces to the side. And basically all these pieces, they can just become, let's turn off set Bangle. These pieces, they can just become something simple like Oh, no, wait. Actually, we first of all, need to select the back also. Do that first. So let's just select the back, move it over here, and now we can go ahead and we can do this. So I was going to select this angle. Deselect some of these pieces so that we have one long angle over here. Unfolded. There we go. I was going to select this angle. These these pieces over here, and I was going to do a quick unfold. For this one, I was going to do the same probably for this entire area over here. There we go. And I was going to do the same for this area over here. So let's unfold that. There we go. I do apologize. If you hear a little bit of humming in the background, they are working on the street right now, and I can hear that they are just making some noise, but as far as I know, the noise should not really be picked up that much by my camera or by my microphone. So now what we can do is we can just go ahead and place this into place. Same thing as always. Just go ahead and, like, move it over here. Same for this one. And this one. This like the back side, you can never, ever or never really see it. So we can just make it quite small. We don't need to split d or renting. It's a fun side, same thing. You can just kind of place it in here. Okay. So now that we have left is this piece and this bottom piece. Let's start with, like, the bottom piece. And that one is going to be a little bit more interesting. So we kind of need to decide how we are going to cut this. Even in here, you can see that they just kind of cut along it. So I'm just going to see if I can find a nice area that I can maybe, like, place this along. I just needs to give me some random detail. So let's do something like this and let's then go to UV and maybe push this in. Yeah. Let's do something like that, that looks fine to me. And then this piece, this piece is going to be probably a little bit trickier. Let's see. How are we going to make this piece look interesting? Let's go in here. Okay, so I can scale this down until this point. Well, you know what? That actually works quite well. If I just go ahead and just like this entire side, maybe push it back a little bit like this. That works spicing well. Maybe that's like this point. The only thing is that down here, you can see that we have a piece that is a little bit cut off. But what you can do if you really want to, you can try and just place like an edge. Well, that's maybe a little bit overkill. Let's do it using the cut or a knife tool. It's placed like an edge over here. And here. And then you can kind of just quickly grab this piece and just move it like that. Like, you can even go this far. It might not look very nice, but you won't really notice here, you can see a tiny seam, but for the rest, you won't really notice. So doing this, you can now go ahead and smooth this surface over here. And once you've done that, it's just a matter of going in here and doing a mirror object on the Xaxis in the plus. Here we go. Now let's go ahead and do again another mirror on objects on the YXs Like that. There we go. So that's now also done. Sorry about that. I forgot that. That took again a little bit longer, so let's go ahead and just elevator. Let's export this. And then we can go in here and we can just add this. Here you go. Oh. What's up with the material? Oh, it still has my blockout in it. That's what's up. Let's go ahead and select it. Delete the block out that I accidentally exported with it. Let's twyt again. Reimport. And then I just need to reassign my trim sheet one to this. Over here, there we go. So now it looks more correct. And then, of course, as I said before, we just need to fix our materials and everything. But okay, so that one is now also done. So yeah, we're going to work on our light. We can still do that in this chapter. Let's assign this to our elevator shaft. And what I want to do is I want to turn on my ceiling beam because I need it for measurements. Now this light should not be very difficult. So let's go ahead and just create a simple cube, and we will basically use this for our measurement. So we place this cube on here and just make it look like that, basically. So it's a very simple shape. I'm going to make this roughly like the center. I'm going to push this down a little bit. And then in here, what I'm going to do is I'm going to extrude this to get roughly the same thickness. Then push this down again. Up until, see, I only need to push it down a little bit like this. Extend this out a bit further, and I'm actually going to make this a little bit thinner. Like this, okay? So that's all looking fine. You know what? No, I feel like this is still to tick. I probably want to go ahead and make this a bit thinner even. And that means that we also need to make this side a bit thinner. There we go. So we got that sticking out. Let's extend this out a little bit more. And then in order to like a pop a bevel here, we first need to do a target belt like this so that it becomes one single four to five degree edge, at which point, we can just go ahead and add a bevel with a few segments and see how far do I want to rotate it? Yeah, like this. I'm just looking at it from distance. This looks pretty good. You might want to just go ahead and just move this forward a little bit more. Just to avoid a little bit of clipping. But this is looking fine. Then you can go ahead and you can decide on the width of it. So let's go for something like this that looks quite nice. Then lastly, before we start adding our bevels, because the bevels are quite big here, I think I'm going to go ahead and I'm going to grab this corner, do a console E on it with an offset of five, for example. Then it looks like that we do need to go ahead because these pieces are too close together. We need to merge these together. Doesn't really want to merge. There we go. Now what we can do is we can select these bits over here. Contrae them like this. S, let's give them a little bit of, like, a bevo, you can see over here. And this is going to be basically our light. So all we need to do for this one is we need to go ahead and we need to maybe extract it. Now, let's not extract it just yet. Let's first of all, just grab these corners. Give them a bevel. You know what? Let's make them round. I think round looks quite nice. You can, once again, you can optimize this if you want. I'm not going to. Just to save some time. I'm going to add, like a quick bevel here. And then finally, over here, I do want to go ahead and add some quite large bevels. So if I just do Control B, let's make them as large as we can. Yeah, as I said before, you can optimize this area. But for me, this is fine. So what I'm going to do is I'm now going to select this side. Let's do actually, let's select invert your selection. Let's smooth this stuff over here. And I can see that I've got 0.1, maybe. No 0.03. There we go. Try it again, so smooth this. Yeah, that's looking fine. And then for this corner over here, you want to go to the mesh display, and you want to use a soften and hardened edge. The reason you want to do that is because if you go for a hard edge, because this is round, it will show all of our segments. So the soften and hardened edge will just based upon angle, it will sharpen it, but it will not do like a full smoothening. So now that we have this piece over here done, we can create a new layer that we will call sealing underscore light. Then what we can do is we can go ahead and we can reset our pivot and just set all of our translates to 000. Let's move this properly in location to be on our grid point on the 000 point, bit like this. And all that we need to do is, first of all, we need to go ahead and let's assign a trim sheet material, except for this one. For this one, we want to go ahead and do we already have something? No, we don't. Then we want to assign a favorite material, a Lambert. And then in here, first of all, remove my history because else I cannot see it. Okay. In here, I'm going to go ahead and call this light like that. And all that we need to do is we just need to do a simple UV unwrap just like always. So the UV unwrap for this, I'm going to oh, I can already see that my camera is being a little bit annoying for this one. I'm going to go ahead and unwrap this site over here. I'm going to go ahead and I'm going to unwrap this entire site over here that should actually work just fine. I said, at this point, I'm no longer picky. I do recommend that you are, but I'm just going to finish this off in order to save some time. Let's see. So this is what we have left. Let's just unwrap it. See if it works. Let's add a quick cut over here, and this one is fine. So if we go ahead and for this one, scale this in and just place this over here. This one, we can do the same thing, scale it in. Same for this one. There we go. And then finally, we have these extra bits over here. And that should really weird. And we can just give this a red vertex color because we just want to keep this white. So we want to go ahead and go in here. I'm going to give this one. It's apply colours, a red color. And I believe that that is it. I don't think I need to do anything else to this. No, I think that's it. So I can just go ahead and I can export this. Sealing underscore, light and then if you go in here, we can go ahead and we can import. And let's go ahead and import it. This time, finally set your vertex colors to replace and then press Import. And now we can just go ahead and we can open this up, apply a trim sheet. And for our light, what I'm going to do is I'm going to go ahead and I'm going to actually use my black over here because it is not a big stretch. Just duplicate over here your color so we can right click, convert this to parameter and call this color. We can go ahead and do a scalar parameter that will call roughness, set this to one. And then we can do another right click convert the parameter color that we call emissive nscore color. And for this emissive color, if you go ahead and just simply once again, multiply it like we've done before with a scalar perimeter that we call, a missive strength like this and throw this into your missive color. That should already, take care of that. And then all we really need to do is I'm just going to go ahead and right click and rename this to be plain underscore master so that then I can, create a new material instance that I will call light. And this light will just have a simple the color of this light will just be white. Same for the emissive color, it will just be a white color with like emissive tank of maybe like zoo three for now. And then we should be able to simply open up our mesh, which is a ceiling light over here. And then we can add our trim sheet, 01 and our light. Here we go. Let's try this out. So let's go in here. Assets, sealing light. It seems to work. It's a little bit strong, but it does work. So we can now go ahead and we can simply place this into location. Over here, maybe go into our light and set this strength to one for now after all. And then it is just a matter of going in here. Maybe placing four of them like this. Then the center will have also the lights because as you can see over here, you can see that they use these type of lights, but we are just going to go for something a bit more simpler because you cannot really see the center anyway. Let's get started by, let's not do that. Let's get started by just doing one of these and rotating them 180, maybe we can get away with just literally clipping them into each other. H if you move this one like a tiny bit higher, you can see that now, you won't really notice that. So, let's delete this for now, because if I now go in, duplicate this and move it over here, I can then just go ahead and I can select these four. And then from a distance, I can simply duplicate them, give them a decent distance from each other like this. Then all I need to do is I need to grab my ceiling lights over here and duplicate them again and this time place them over here. And then just double check that it is on the right location. Maybe we need to move it a tiny bit here and there, but for the rest, that's looking pretty good. So now we have our ceiling lights over here, so you can definitely see them. Yeah, okay, maybe set your light to like 0.2 for now, but we will simply work on that to make sure that everything looks correct. Okay, in our next chapter, we will finalize by adding this last model over here. After I've done that, I will do a little bit of polishing, things like maybe adding an extra panel over here for these bits and just playing around with things a little bit more to make sure that everything looks correct. And after that, what we can do is we can start doing a lighting pass, and then we can finally start by balancing our materials. So let's go ahead and continue with this in our next chapter. 35. 34 Creating Our Final Models Part16: Okay, so let's go ahead and finish off our modeling paths, and we are going to get started by just finishing this one off over here. So for that one, what I'm going to do is I'm just going to go ahead and I think I don't really need any reference for this if we just go ahead and hide this. Although, no, wait, we can use this angle as a reference. So we can use our ceiling beam one and then use a cube. And that's what we can use as a reference. So let's just see if we can recreate the shape. So it's not going to be to tick I'm probably going to go ahead and this is a bit confusing, but let's see how this works. So this is the bottom side, yes, so this one needs to be shot. Then at this point, it basically goes Oh, that's interesting. Oh, it's because I'm setting to object to you always need to go to default back. So over here, what I'm going to do is I'm going to go ahead and I'm going to rotate this 90 degrees exactly, probably up until this point, and then extrude this out. Okay. And now if I go in here, let's see. This one needs to be probably 45 degrees, something like that, then we just need to make some adjustments. Let's do the same over here, like 45 degrees like this. Then I need to go in and let's get started by just making this quite a bit thinner. Let's move this down and just kind of, like, make sure that everything is aligned. Let's see. Am I doing this correctly? The length, we kind need to just figure out when we actually import this into Unreal engine. So let's see if this is so this one it is like this, basically, which means that in unreal, it would basically go I believe like this. So, this is how it would look like in unreal. That is correct. Okay. Yeah, so that should work. Okay, so that should work. So what I'm going to do is I'm going to now turn off my ceiling beam. I'm just going to go ahead and I'm going to place this roughly in the center of our grid over here. And then if I look at this, it basically has three components. The first component is a double connect that is broken. Sometimes if your double connect is broken, it can help to just remove your history and freeze your transforms. And if that does not work, which it does not seem to work, then what I tend to do is I tend to just go ahead and u actually, we can just do this by hand. We can go in here and just do this by hand. It is a bit strange why the double connect sometimes breaks because it doesn't work like that in Max. I know that the systems are different, but you would think that if it works in three years, Max totally fine always, that the same would happen in here. So if I try this, see, and now all of a sudden it does work, so it's just this random thing again. Let's go ahead and just scale this one in roughly over here. And then it looks like that these ends. So if we select the center control shift I, the ends are going inwards like this. And then this piece over here is going out like this. And then we might want to just go ahead and scale this flat because it is not always perfect. Same over here, scale it flat. There we go. And that's basically the shape that we are going to go for. Easy does it. And then we're just going to make this one like a different color from these bits over here, and I will probably just go for like two colors. So at this point, all I will need to do is I need to go in and let's first of all, add a bevel on the very thin pieces over here. Contra B like that, just like a really small one. And then I'm just going to go ahead and I'm going to double click over here and I'm going to, I think I want to just go ahead and select everything. So also these corners over here, so just select like every large bevel you want to add. I think this is it, so let's do Contra B again. And let's set this to like 0.3, probably. So slightly larger. But if we now smooth this here, it should still work totally fine. Yeah, these sites over here, if you want, you can go ahead and you can select them, and you can then go ahead and go down here. Oh, let me just quickly find my shot coat. Of course, mean my mail command line over here. And what I will do is after this tutorial, I will just properly, dit in my shelf, and I will try to fix myself because it's just a random bug that I have, and I've tried to fix it. People gave me tips on it, but I still cannot seem to fix it. So anyway, we have this one. Let's go ahead and just do a quick unwrap on this because it's not really anything special. Let's art our trim sheet. Let's get started by just like unwrapping the center over here, and all I need to do is I just need to do, like, a on like this and then probably just go in here and just do like a double click and then just deselect whatever is in here and cut. And let's see if this unfolds properly. Yeah, pretty close. So it unfolds pretty close. It's a bit strange why we have a double connect, probably because the way that this is stitched together. But you can just go at a slack like these lines, and if we then go ahead and press stitch together over here and then do another unfold, there we go. Now it is back into one line. So that's number one. Then what I'm going to do is I'm just going to go ahead and I'm going to grab this piece. Unfold, number two. This piece, unfold. There we go. And I'm just also going to go ahead and I'm just going to select these center bits over here. Unfold those. Let me just first finish selecting them like this. And these bits, they can also just use a simple cut over here. And also a simple cut over here, and it's unfolded. Yikes. That one is not working. That's unfortunate, so that one we will fix. But before we fix that, let's also just select the centre bits over here. Do a best play on those. And for these, we just need to place like one single cut down here and let's just go ahead and unfold. There we go. So those are working also. Let's go ahead and let's place like a cut in between here, wherever we have these breaks. And now we just go ahead and select everything, orient shells and do a quick layout. We can then go ahead and we can start by placing these. As you can see I'm doing this really fast right now. Just get this done. Here we go. Scale this up. And the last piece. Here we go. Okay, so that's also done. Then if we just go ahead and go into our mesh display, apply colors, we can go ahead and apply red to everything and then simply select actually, select everything and de select these center bits. And these bits, I'm just going to go at and I'm going to make them green. There we go. And that's it. So that's one we can go at and we can just call this sealing underscore transition and save like that. And then what we can do is we can just go ahead and export this. So export selection. Ceiling score. Transition. There we go, and that's going into real. Gama There we go. Assets. Import open it up, assign our trim sheet over here, and there you go. So it looks quite simple, but this is basically it. And then we can go ahead and we can just go in here and we can add it. And then all we need to do is we just need to measure out roughly the actual transition that we need to make later on. So we have this one. So I probably want to just rotate this over here. Here, this is what I mean. See? So I made it a little bit of white, so that's what we're going to fix. But in this case, it's already just try and place it roughly into location like this. And then all I need to do is I need to go back in here and say, Okay, so let's make geese. And I don't mind the tiny bit of stretching that we have, although we could then also do the scaling here. Let's actually do the scaling into real after I've imported it if it's not correct yet. But it does not really make much of a difference. Yeah, I can just do this, see? And then we can just go ahead and we can duplicate this. And now you can no longer see that the ceiling basically ends at that point. And then we can go ahead and duplicate this again. Rotate these around and place them over here. There we go. Okay, so that is also done. Great. So let's have a look at this. Railings. That's another thing that we do need to create. We need to create some railings that you can see over here. But what I'm going to do is, do I, first of all, just want to go ahead and, like, Yeah, I need to add these dons. So let's actually do those probably first. Let's add the dons first, and then we will do the railings. So to create these done components, it's not very difficult. Let's add this to our sealing transition. We just need to open up our beam 01 and basically just place them on top. That's it. So let's just go ahead and create like a cube. And then with this cube, we first of all, want to like the side on the thickness. So it's not that thick. So let's go for, like, something like this. Place it on top, move it down. And then this one basically ends just in front of it. Something like this is where I want to end it. And then this will just be something that we can place on top of everything. That's why we are also going to actually export it in this position. I'll show you why we are going to export it in this position. So let's just go ahead and have this go all the way to the end probably to something like over here. And it basically looks like it has round corners all the way around. So if we just delete the bottom, and if we then just go ahead and select yeah, let me guess it's probably more annoying. I really don't understand why I cannot just do, why the isolate is on every single you. I'm sure that there's like a button where you can, sync the views up or something like that, but honestly, I need to look into that because I never really looked into it. One of those things that I don't use that often, so I just keep getting to look into it. But basically, let's go ahead and just press Contra B and just give it like three segments and just make it like a nice round panel like you can see over here. Like that. Then the last thing that we need to do is because it transitions from this panel to this one, we need to basically just go ahead and create a panel roughly around this point to make a transition. And then over here, if you want, you can also add something extra on top. I'm not sure if it is needed because I don't really have this one, but we could do that. We could duplicate this. And let's go ahead and like here, make this a lot smaller, get rid of this center line, reset my pivot. And let's just try and match this up. Let's scale it out a little bit to make it a little bit wider so that we have a bit more space. And then we can basically just place this on top of everything here. Let's scale this out a little bit so that it is actually placed over everything else. Something like, something like this should be fine. And then let's go ahead and go in here and I'm going to go in and like two segments that I can nicely rotate this and nicely place this around here. Maybe move it up a little bit. There you go. Actually, you know what? One segment should be fine because what I can do is I can rotate the segment a bit and then press Control B and give it like a few divisions. There you go. So here you can create one of these panels, for example, or you can do some construction lines. I think what I will do is at the end of this course, I will do timelaps which is polishing. And this timelaps it will just add some random construction lines here and there just to finalize the environment because stuff like that, it's so easy, but it's so time consuming to do that. That's something that I just need to remember to do and not forget because I tend to forget stuff like that. In any case, let's go ahead and just assign our trim sheet material to this. It's also smooth everything. And then we can get started. So, let's get started with this one. I'm going to, we are going to match it up. So what I can do is I can just grab these pieces. So if we do like a best plane for this one, so I basically grab this piece. I grab a best plane for this one, and then later on I just need to UV unwrap that one properly. And then if I just go ahead and first of all, Grab the front. Let's then also grab the back. And now all that we need to do select everything and then deselect one side and just grab this side over here and grab another side over here. Okay, so we got these done. Let's go ahead and just give them quick unfold. And for these pieces, we can already just go ahead and we can just throw them in here. They are very small, so I'm not too worried about the scaling. I'm just going to throw this one on top of this, rotate it, give it a slightly larger scaling, and just throw that in here. Okay, and now we get to the ones that actually matter, which are going to be this one. Let's go ahead and scale it down. Because we made this piece over here for a reason. Okay, then I can see that it does feel a little bit too white, but that should not really be a problem. We should be able to just move this, and a little bit of squashing should be fine. Although what we can try and do because the other one will also be white is just reset your pivot and just scale it back in a little bit. There you go. And then for this one, you need to go up here. So transform that set you down into this corner. Oh, no, you know what? We can simply select these ends over here, and we can just basically stop it in one center. So we don't actually need to squash the renting. We can just do this. And all we need to do for this one is we need to add some loops. Cut. And let's just snap the points and snap it over here to this point. And then we just without needing to look very closely, we can just go ahead and go over here. If you have a four case screen, this will be a lot easier because you don't need to scroll up and down like I do. So I do recommend when you are modeling, I always just recommend using four. It's just so much easier. Or, well, not four k. Four k is a little bit too small. The one that I use is 2560 by 14 40. So it's like semi four K almost. So 3.5, I believe, that we just call it. But yeah, anyway, or in any case, over here, that is now also done. And then for this one, we kind of, just want to yeah just give it like something. Be this is, of course, a lot wider. Let's go ahead and just start by selecting maybe these ends. Unfolding them. Actually, let's first of all, do this one else it's annoying to select stuff. Unfold this one. Trow it in the same place. Unfold this one. Just also tow it on top. And this one, okay? Let's move this out of the way. Excuse me. Now what we're going to do is we are just going to move it over here and see. So for the top, this one will be a little bit stretched, so we'll see how it will go. Let's first of all, unfold. Rotate it. Scale it down and let's try and make it maybe one large panel. Then maybe tell us another stretch if we make it like a large panel like this. And then just select these UVs and maybe push them out a little bit more. Yeah, there we go, see? That actually works surprisingly well. So we got these pieces also done. Great. All we need to do for these pieces is we need to go to our mesh display, apply colors, and just apply a green color to them, and then we can just select them and just turn off our vertex colors again. At which point for this one, if you want, you can just throw this into Beam one, or you can create a new layer that we'll call beam underscore 01 underscore dons. Save acne. And now, if we turn off Beam one, we are just going to export this one like it is right now. Because that will make the placement a bit easier because this placement is very specific. So all I need to do now is I need to go ahead and input it. Here we go and then just assign our material. Like that. Yeah, and then this is a perfect time to place like one of those construction lines. But now, if we import it, all we will need to do is let's input it. Let's rotate it 90 degrees and then simply select your beam. Go to location, right click and press copy on just the empty space within the location and then select your beam, right, click, and press Paste, and that's it. Now you can just go ahead and duplicate this. You can go in here, location, copy, select, right click, location paste. And that will just very quickly add these pieces on top like that. That's a nice way to just add some extra details on top without changing our mesh. See and that this working already quite a bit better. I do feel like maybe scaling up a little bit more. So I'm just going to give them a little bit more width because else it feels a little bit thin. And let's reexport that. And that is where I'm going to leave this chapter off. There we go. Let's save Racine. In our next chapter, because I want to go ahead and I want to finalize everything quite quickly. What I'm going to do is our next chapter is going to be a time lapse chapter where I will be creating these extra pieces. I will be just doing some general polish, and I'm going to add some construction lines and stuff like that. So it's just going to be simple stuff, but it will be in a time laps. I will not be narrating over it. It's just like some extra ardens. And the reason I do this is because after that, what we can do is we can focus on just adding lighting and then getting some proper materials in here and, like, proper balancing within our trim sheet. So let's go ahead and continue with this in the next chapter. 36. 35 Creating Our Final Models Part17 Timelapse: D things like that. 37. 36 Doing Our First Lighting Pass: Okay, so we are now done with the basic modeling, except for, of course, the grades, but we got a really solid base right now. So what I want to do is before we are going to start balancing out our materials, we need some proper lighting because the lighting that we got right now, it's just yeah, it's not really good. So that's what I'm going to focus on. This chapter, we are just going to focus on the lighting. So I'm going to get started with just cleaning up my scene a little bit by placing these extra assets that we added over here, except for Post fax, camera, and I think that's it. Yeah, all of these, just throw them into assets like this. There we go. That's a little bit better. Okay, now, next, what I'm going to do is I'm just going to go into my camera over here and I'm going to have a look and see. I'm not going to match my reference because I feel like every time I try to match my reference, I just do not really get the result that I want. So instead, I'm just going to wing it a little bit. And I'm going to go in here. Let's see. Universal Zoom. Yeah, I think we can use Universal Zoom, and then let's see if I just go to 35 millimeters and just see if that works a bit better. You'll see. So that gives me a little bit of, like, a close up feeling, which I think looks a little bit nicer. So we got this right now. It does mean that we need to go ahead and we need to change these elevator sets over here. So for that, I'm just going to temporarily add another viewport over here. You guys will not be able to see it, but I'm basically adding this viewport in here on my other screen so that I can actually see what I'm doing s is just simply too difficult for me to properly see. Over here, I'm just going to select all of these bits, and I'm just going to basically turn off snapping. I don't need that. I'm going to move this to a location that is sitting really close to my camera. That's interesting. Right now it is blocking quite a bit of my view. Let's just set it probably roughly here. It is blocking a little bit of my view. Maybe if I then go ahead and just move a little bit more towards the site like this, here. See that gives me a much better result if I do this and then maybe move my Elevators a little bit out like this. Yeah. Okay, so that's already a lot better. So we got that one done. Perfect. Now what I'm going to do is I'm actually going to go and instead of green, I think I want to go for, like, a purplish or pinkish color. So I'm going to go in here and I'm just going to make my emissive color. Oh, I quite like this, a little bit of purple, like a dark purple color. Like this. Okay, so that one we have also done. Great. So with that stuff done, let's go ahead and let's just delete basically all of our lighting, and then we are going to start from scratch. So let's go ahead and let's get rid of all of these lights over here. That's no problem. Our reflection capture we can keep, our post effects we can keep. And I do not even have a skylight in here. Okay? That's impressive. So we got this stuff. Let's save our scene. And now what we can do is we can just properly work on our lights. Now, for this, I actually have a sky over here, an HR image, and we need this for our skylight. So in our textures, just type in HDR. Now, this image, I got this one. I am over here. It is included in your textures and then in sky and I found this on plehaven.com. I have it over here. And you can basically go to HRs. And this is basically like an environment um Wow. By freeze. Like an environment lighting setup. It's an HRI. I don't know how to explain it to you. It's something that you use in paint you use it in Mm set, you can use it everywhere. So yeah, it's just an HDR map that will basically take the lighting from this map and apply it to your environment. So you can just download it for free, whatever you want. I d one. What I often do is I just download like ten or 15 of them. In this case, I went for, like, indoor in here, and then you can just, like, try them all out. So I will show you how to try them out. Wow, that was difficult to explain. I don't know why. Anyway, so this, in order to use this, we want to go ahead and want to go to create, and then we go to our lights, and we want to add a skylight over here. Now in your skylights, you have an option. You can do real time capture. You can do offline or Based capture. Or what you can do is you can go from the source type to an SLS specified cube map, and this is an HR map. So then if you dragon your HGR in here, what you will see is it will instantly light up your scene based upon this HR map. It's almost like the sky. This HCR map acts like the sky and it is reflecting based upon the sky like that. So now if we would, for example, go ahead and go into our camera actor you can go in here. Let's set our cube member resolution to 256. And basically, first of all, just go ahead and play around with your rotation and to get something you like. Here, C sir, you can already get some really interesting lighting with justice if you want to. I think it makes you happy with zero, and you can also set your intensity if you want. I'm going to set this to one because once we start adding all of our other lights, this will, of course, become a lot more bright this scene. Now, another thing is that you can see a haze over here, and I also want to create that. So we can create it using just some for most likely. I don't know if it will look good, but let's just see. So if we go into visual effects, exponential height four over here. And then what you want to do is first of all, go down to volumetric four, turn it on. And then we want to go ahead and let's see, set our view distance. Actually, we can probably keep that to, like, around 5,000. I want to go down here and set my density like a lot lower. And I want to set my star distance and my cut off distance higher. The reason I do my cut off is so that the outside stays dark over here. So that's why I do my cutoff and my star distance, we can use to basically if we want to like Ft Fox start further away from the camera. But because we are zoomed in with our camera so much, right now, it doesn't really do much, so it doesn't matter, really. But if we have something like this, let's go for maybe like a very slight yellowish color or reddish color. Let's see. You know what? I think we just want to go for white. And then you can also go down here your volumetric light, and in here, you can basically control the view distance of your volumetric light, but also your extinction scale. Let's see. I don't really, we do need it, but I don't really like the effect. The reason why this can be, this is the reason. That the effect can be like that is because it is hitting against our planes. A silly way to fix it is to simply duplicate your planes. And then move them out like this. And the reason you want to do that is because then the fog hits these planes first and it will not actually interact with anything else. So we basically do this over here. And hopefully, when we do this, when we go back in, where is my environment? There we go. Okay, so it is hitting still quite strongly. So I'm not sure if this is actually going to work out. It is not very important. So we might want to revisit this a little bit later on, because my view distance is acting up a little bit strange. It's at the cut off distance to like 400. Nah, see here, that does not matter because volumetric light sort of overwrites things a little bit. So it looks like that, in this case. Yeah, in this case, I do not like this. Let's go ahead and just temporarily get rid of it and just leave it for now. I do want to probably revisit this later on, but for now, let's just do this. Let's get started by first of all, just placing some normal lights. I think that is a good way to get this started because it's the stuff we have over here. By the way, these ones. Yeah, I know that I duplicate it, but that's no problem. Like, we just want to go ahead and make sure that they do not extend out this far. Here we go. Okay, so the reason that this is so light is because of our skylight. So what I'm going to do is, I'm just going to go ahead and I'm going to add black colors to this so that they are not interacting with our lights because that would just make it more annoying, see? So now that it is black color, actually, now that it is black color, it might actually work a lot better with our fog and everything, but let's try it out later. Let's first of all, go in here and we are going to go ahead and create a rectangle light. And just rotate it the right way. And we are going to just nicely have this rectangle light sitting in here. So let's rotate it also sideways. Oh. Oh, that's strange which way it goes, Okay. It always shines from both sides. So we got this one. Now if we go ahead and just go into our settings, we can set our source width, which we can set quite low, our source height, which in this case is just like the size. Then we have a barn door angle, which if we set is lower, you can see that the light is shining forward instead of just hitting all of the other areas. And now, last thing that we need to do, here, let's set this a little bit lower is we need to set our radius a little bit higher that we are actually hitting the ground below, but then set the intensity a bit lower. Let's set the intensity to probably around three. Having this. Oh, and sorry, also go ahead and set this to movable. If you do not set this to movable, once we have a lot of light, it could give us arrows with the shadows. That's why we need to set this to movable. And then over here, we can just go ahead and we can rotate this one up here. And hopefully, if we then do one last one over here, and for this one, we can just set it nicely in the center like this and just set our source width a little bit higher, see? That should hopefully create enough color. So that's when we start enough light, so that when we start duplicating all of these, it will all of a sudden just become quite a bit of light that gets added to our scene. So we have these ones over here. They are quite typical. We just want to go ahead and realistically light our scene based upon the lights that we placed. And then what we're going to do is we are going to fake it a little bit. So we got these bits over here that is fine. You can see that already starts adding quite a bit of light. Then I want to have a light that comes from down here. So we can just go ahead and we can fake that using one of these lights over here. So let's duplicate this. Throw this down here. Sets a little bit lower or a little bit higher, and then let's see, let's move it somewhere along this point. And then what I'm going to do is I'm going to go at set the width, oh, sorry, not the width, my height out so that it just hits this entire barn. Let's set the bar or angle maybe a little bit more angles like this and then move this up so that the light really seems like it is coming from this point on over here. At that point, let's set the intensity a lot lower. Let's set to one and then set the radius also a little bit lower so that this Wi only hits these areas over here. Let's see, our shadows. I'm not sure if our shadows are working correctly. It kind of depends on Oh, no, yeah. They are maybe move this forward a little bit. No, I do not want to move forward because it's not giving me the result I want. Now let's leave it like this. Maybe do an intensity of 0.5 or one. It's to 0.7. So we are giving it an intensity like that, that is no problem. And then what I'm going to do is I'm just going to fake some lighting inside of here because else we will never be able to see it. So we are going to fake some lighting in here by pushing this up here we go. And then this light, I'm just going to go ahead and I'm going to probably turn off cast shadows so that this is truly a fake light. It is just here in order to light up this elevator shaft a little bit. So we have this one. We can go ahead and we can set our radius, probably, I don't know, let's see how far the light stretches out. Okay, so it stretches out a little bit. So let's set our radius a little bit higher and our intensity maybe to 02. And then let's go ahead and just open this up and open this. Wow, I really can't speak. Let's go ahead and duplicate this so that we have some lights in here. And you know what I'm going to do with these lights? I'm going to set them back to 0.5 so that it is just like a soft light. Now, at this point, it might be better if we do some organization. Let's select these lights in out of folder and call them elevator lights. Then we can go ahead and we can select all of these lights except for last one, call them ceiling underscore. Lights. And then if we go ahead and select this last one over here and just call this done lights because we will add some more in that one later on. So now let's go ahead and go into our elevator lights. Let's go ahead and duplicate them and also add them in here up until this point, and just nicely place them in the center. So I'm on purpose placing them behind these bars that you do not see the transition that is happening over here. But from the site, you can see that we definitely have some extra lighting in here. So we now got our core lights placed. The next thing that I'm going to do is I'm going to duplicate, let's say, this light, and I'm going to play some additional lights that are just here in order to make the scene look a little bit more like this, so to make it look a little bit more interesting. For example, one of the lights is going to be a light that we place over here so that we can actually see because right now it is just sitting in darkness. It is so that we can see over here these areas. Most likely, I also once again want to turn off the car shadow. The reason I want to turn it off is because these lights technically do not exist. And we said it's quite low to like 0.2. And let's set the source height over here. A little bit more. I'm on purpose, not placing my light here because I know that I still need to fix it and because the transition is not as nice. Instead, I'm placing my lights like this so that it looks here, looks like this from our front, and then I just want to set this a lot lower. 0.1, maybe 0.05. It's going to just be a lot lower. Maybe move it further back. Remember that our reflections are currently not correct, so it might look a lot brighter, but it actually is not that bright. Then another thing that I want to do is I want to duplicate this light. Rotate it, make it a bit wider, and this light is going to basically lit up or light up these areas over here. So let's set this to like 0.6. Let's set our radius a bit higher. Let's do something like this, and then we are going to give our color a slight pink color. Also, let's set our height a little bit higher over here. And maybe also actually set our width even more. So we have a slight color. Let's set this to, I don't know, maybe like one. No, let's not do one. Let's keep it at 0.6, because as soon as we start duplicating these lights, you can see that we basically start to light up this back scene, and I'm just going to make these lights so soft that you can only just see it. Over here, so that once we finally go into a camera, here, see, we can slightly see those lights down there. But as you can see, these small changes in our environment is already looking very different. The only thing is that over here, this is not very nice. Now, I might be able to just fix it by going into my trim sheet master. And I can't believe I have not done this yet, set it to two sided over here. Completely forgot about that. And else we just need to give it a little hull around our elevator. Okay, it looks like that we need to give the little hull around our elevator. Oh, no, wait. Um, where is this light coming from? It's probably like our skylight, I think. If we go or somewhere there's light bleeding, but I don't think so. So if I go in my skylight and set this to zero, yeah, see. So it is my skylight. Here you can see the effect without skylight and with the skylight. So it is quite a big difference. I think the poem is also that our cubes on the outside, they are still here, see. I'm just going to delete them these ones over here. So another thing that I'm going to do is let's have a look at our skylight, and let's just play around a little bit more with our rotation. You have to do 100 or maybe like 60, 60 gives us a bit more of like orange 150, no, 200. See, 200 is close. 190 maybe a little bit less. Let's try hound. Okay, so we have 0180, which is this or zero, which is a little bit colder. I don't know. I still I feel like if I just said zero to maybe like ten, Yeah, actually, that might do it. Just set it to ten so that we hit a little bit more of that warmth in our rotation, but that it still looks quite cool like this. So we got these lights over here. That's all looking pretty good. One thing that we do want to do is we probably want to go ahead and just add some quick glass in this. And the way that you can do that is let's just go ahead and make material called glass underscore. Master, and it's the last thing that we will do in this chapter. After that, we will go ahead and start balancing out our materials. And for this, let's do this very quickly. In your glass master, go ahead and click over your material and set the blend mode to translucent, and let's set this to two sided. And now all you want to do is add a constant three vector, convert it to a pemterGlass underscore color. Add a scalar pemter called opacity. I'm going to make the most simple glass you know, so I'm not going to add anything very difficult. Sets to 0.7. And what I'm going to do is I'm going to add another scala premter called roughness and maybe like another one called metallic. And let's just already drag these in here. Now, as you can see, these are grade out. This is because we need to go into our glass master, and we need to set our decal, not a Dig response. Let's see. Where are you? Oh, no, wait, maybe this our Digo response? Color roughness? No. Oh, yeah, here we are. Lighting mode. In our lighting mode, we need to go for what was it? Volumetric? No. I always forget surface there we go. Surface forward shading. Sorry about that. I always forget which one is. And then if we just save our Okay, that takes longer than expected or save our material. Let's right click create material instance, glass underscore 01, and then open up your door and we can finally apply glass 01 to this one. And then it is mostly metal here. You can already see that it is citr. So we are just going to give it a bit more like a color. So let's go in here. Set the color to be a bluish like a very dark bluish color Yeah, something like that looks quite interesting. Let's set our roughness maybe to like 0.2, 0.51. That's interesting. Normally, the roughness also gets affected. Let's do 0.5 and set our opacity to zero point, let's see, six, eight, nine. Actually, you know what? I quite like seven. Only I want to make probably my glass color a little bit, set it dark, but make it a little bit more colorful. So it's hard to get there we go. Yeah, something like that to get started with should be totally fine. Okay, great. So we got some basic lighting here. In our next chapter, we are going to go ahead and sorry, I just side this light over here. It is not working. There we go. Don't know how managed it. Let's just move it in front. Let's just not take risk. Here we go. S. That works a lot better. Maybe it said to like 0.5, like that. Okay. So in our next chapter, we are going to balance out our materials. We are later on also going to, like, a planet here, but for that, I have downloaded something, a package from the unreal marketplace that will look quite interesting. And for the rest, I'm going to have a look. Yeah, so balancing materials, doing that. And let's just take it from there. So then we will just, like, do some more balancing. I will show you a few extra tricks. We still need to add, like some cool screens with live video on it. So all of that stuff will come a little bit later. So let's go ahead and continue to our next chapter. 38. 37 Balancing Our Material Part1: Okay, so what we're going to do in this chapter is we are finally going to go ahead and do some balancing on our actual trim sheet. So if I have a look at this, basically, yeah, we just want to go ahead and do a bunch of stuff like work on our reflections and, like, over here roughness, balance out the colors because some of them are really dark and they are just not really nicely defined and all that kind of stuff. So that's what we're going to work with. Now, the way that I tend to do this is I tend to open up over here Sampson's painter, and I basically once again go from, like, top to the bottom with all of the changes that we are going to make. So we are going to go ahead and let's get started. Let's see. So how is this one? For this one, I think, like the roughness, it's all, a little bit too shiny. As you can see over here, also, like, it's not that shiny this environment, actually, even though it is very tempting to do. Most of the shine is coming from the floor. So we are just going to tone it down a little bit. It will also be less buggy if we do that. Now, there is a what was called specular slider on our material. Let me just open up our material while we um here we go while we are working with this. So we do have a spectral slider, although I do not want to use it. It is like a last case resort where I am able to use it if it is really needed. But let's first of all, try and play around with our actual roughness. So we go in here. Oh, it's out of saving. Give the second. That's Aqua timing. There we go. Okay, so we go in here and we basically just find our what is this one, Blue Steel. Yeah. Okay, so this is the blue steel. So in our blue steel, I just want to go ahead and I want to go in my base paint, and maybe let's go to our roughness that I can actually see what I'm doing. So here we have our base paint, and I'm going to go ahead and I'm going to set this quite a bit duller over here. You can see. And let's just go ahead and export, and we will just see how it looks, and we are just going to basically find, like, a nice perfect point where where we are happy with everything. So let's go to our trim sheets and I only need to really import our mask. Here we go see. So now the roughness is a little bit duller. And you can also see them lights things up a little bit. So that's actually really good. Yeah, what I got over here. I think I want to go for a slightly more bluish and maybe tiny bit lighter color. So if we go ahead and go in our base, let's make it here a little bit lighter and a little bit more blue, like this. Let's try that out, see if that does something. Right, click, reimport. Um, I want to go a little bit more blue. Let's go a bit more. There we go. Let's go a little bit more extreme. See if that works. Oh, that's Maya. I don't need Maya. Right, click, reimport. Oh, wait, it's because I'm reimporting the Wong map, of course. Although even with the map, it's not that, let's see. Yeah, that is quite blue, but still over here. Yeah, that's interesting, that it is not as blue as I expected it to be. Yeah, I'm going to push it even more because I still want to get like that blue. Maybe if I make it a little bit lighter, it's interesting that it can handle so much because we most likely here, see, we are using this for a lot of stuff, so I'm really surprised that it does not Look as blue. So let's go ahead and. Okay, I think Festa it must be like the lighting. The lighting is causing some problems. Although this might be the same problem as what we have over here, like the whiteness. Because if I have a look at this, this seems totally fine. Here, SRGB is on, which is something that you want to have on over here. We do not have anything done in the saturation. So right now that is quite interesting. Let's do a quick test because this is really strange. It says strange behavior. So to do a test, let's go ahead and let's add let's do like a fill layer and just make it like red. And then let's go ahead and add a mask and just simply do this. Paint a little bit here and there because I want to see this is pure red. I want to see what kind of color arrives inside of here we go. I want to see what kind of color arrives inside of unreal engine. So if we go ahead and we now re import this Okay, that's unfair because that's because of our mask because I hear, let's turn off our mask and just only have our color. There we go. Let's try again. And then, yeah, let's see what is exactly causing it. Maybe it is our mask or something I've never had this problem before. That's the interesting thing about this. Here, see? It seems like that the colors they are just getting washed out, which is very interesting. Now, unfortunately, I do not know what is causing this, so I actually need to pass the video, and I need to see because this theoretically does not make sense, and I cannot really run you through my problem solving because I don't know where to start with this. So let me just go ahead and figure it out. Okay, I found the problem. As always, it's just like a silly problem. I accidentally had the red channel plugged in like this instead of the RGB channel. That's literally it. That's all I did. You guys probably won't even have this problem. So because of that, it just basically ignored everything that was red, which automatically also ignores everything that is yellow because it is in the same spectrum. So now you can see that now everything is working. Wow, that is a rookie mistake of me. But agay, it is now fixed. So I just went ahead and I just basically looked at my material because everything else seemed fine. Like, you can see in every texture, the color. And basically, the thing that threw me off was that even in my material view over here, it was still looking red, even if I do this. For some reason, it still looks red. And that's why it was so confusing. But, okay. If you happen to have this problem, just double check where you plugged everything in. For the rest, I did not change anything. I just did that. So what we can do now is we can go back here. And now you can also see that this is now a lot more blue, and now it is actually even too blue. Here, I go to my camera act so that I can see from which angle we will work. So it does mean that I just need to go ahead and I need to push this back because it wasn't really strange that it held up that well. So let's go ahead and re export this. And let's go ahead and go into textis and let's just reimport all of this. Okay, so we are back. I'm going to make these pieces a little bit duller and maybe a tiny bit less blue. Yeah, let's make a tiny bit less blue. And then also we have over here these insights that I just want to make like a little bit darker. So first of all, let's tone down my roughness. And then what I want to do is I want to go ahead and go at a fill layer. Call it darkening, and we should be able, oops, darkening, and we should be able to pretty much do the same effect here. If we set our roughness really low and just turn everything else off and set this to black, we should be able to do the same effect that we did over here where we add a black mask. On top of this, we add a generator, and this generator will be our ambient occlusion generator. You like a global invert and just play around your balance. Here we go see. And then we can also play around a little bit more like our color just to make it not too dark. But this now really gives a good fake effect that this is really deep in terms of the goofs. And then all I need to do is just add a very quick layer that I'll call AO underscore masking or a very quick folder. And in here, let's add a black mask and then just only paint it in over here because this is the only one where we need this specific mask. Perfect. So let's just go ahead and export this. Let's see how that looks. So that it will read a bit better from the distance. Here, see, that reads already like a lot better. Okay, so we got that one done. Let's go ahead and move down to the next one, and the next one is going to be our white bits. Let's actually stay in this camera. I quite like the roughness on them, but it's just simply like the tiling of it is too strong. So if we go ahead and have a look, here, see. So let's see what kind of roughness do we have? Because I think we have two of them. It's just okay, so it's all in here. Yeah, so it's this roughness variation. It's simply too strong. You can, of course, set the balance, but I think what we need to do is we just simply set the opacity down a lot. Like a tiny bit of roughness variation I can handle. That's no pum. But what we will do is we will later on use the Alpha of one of our masks to basically add some roughness on top of everything. So I will show you how to do that. But first, it means that we just need to go ahead and balance it. So we will basically add an extra layer of roughness on top of this. Like over here right now, it just looks like a tile bomb material, even though it's like a willy tin slip, so we cannot really see anything anymore. But then what we're going to do is we are going to and we can probably already do this. All I really want to do is this. I want to create like you're above everything. Let's create a folder that we'll call grunge. And did I use this technique before? For some reason, I'm feeling like I used this before. But anyway, so we have our grunge, and then what I'm going to do is I'm going to add a two fill layers. One is called BG. One is called white, for example, or just call it grunge. And then if you go into your texture set settings, you want to go ahead and you want to add a new channel, go to user channels and grab a user channel zero. This is basically a custom channel. It does not have anything specific. It's just something that you can enter, and we can just call it grunge. So now if we go into our layers, all we need to do is go down here into the grunge channel and set this one to black. And then for this one, do the same thing, turn everything off except for the grunge channel and set this one to one. And then it will not show up in here because the grunge or the user zero never shows up in here because it doesn't have any data. But what we can do with this is we can add a black mask, along with a fill over here. And once we have this fill, we can go ahead and we can go down to our textures and grab the same one that we used on our white because I quite like it. Maybe because I made it, but let's go ahead and grab that one. So we now have this grunge map just sitting in here. And now if we go and save our scene, first of all, Okay, takes long. And then if we go export textures, we can go into output templates and go back into our trim sheet base, and you can see that we still have an Alpha channel left. So if you scroll down, you can see use zero, and you simply want to drag this and set it to be the grade channel and then export. So we are now using this Alpha. So the cool thing about this is that we can just use this as like a tiling texture so that if we go in here and just re import this. So if we now go to our material over here, now what we want to do is we want to go ahead and we have this map over here. In here, yeah, that's all working. I know I just checked, but I just checked again. And what I have is I have in my materials. I have this note, which is called the material function. Now, this I just found it online, so you will find this in your project, or you can simply go to Google and type in something like Unreal engine, triplanar projection mapping, and then you will also be able to find a lot of information. The reason that I'm not going to go over is because I don't understand this. This is too complex for what I am used to because I'm just not that good at Shados inside of Unreal engine. So basically what this does is it will allow us to do triplanar mapping. Now, many people might say, why don't you use a world aligned texture over here, which basically does the same thing. The reason for this is because a world aligned texture only allows for a texture object, which is this one. Oh, wait, the texture object, which I will show you. Here, if you just have your map and you right click, you can convert this to a texture object. But as you can see, we need the Alpha map, and this does not work because a texture object basically compresses everything down, so we no longer have an Alpha map. And even though this one plugs in here, if you try to do it with your Alpha, you can see that it's not compatible. That is why we use this work around, which is this one. Now, for this, what I want to do is I want to duplicate my RME mask because I do not want to share the same UVs. But when I duplicate this, it will still use the same mask here. You can even see in the preview that it now gives us these weird UVs. But the goal is that if we now have this Alpha over here, it will basically be using WorldSpace UVs, and I'll show you how this is going to work. So we have our roughness strength over here. All right then I want to go ahead and I want to add, I believe a Up. Let's add a lub and let's larp this and then just duplicate your roughness strength and call this roughness on the score overlay underscore strength. And for this one, I want to use my Alpha map. So we are basically controlling the strength of our grunge map. And we are then lurping that together using an Alpha and then have another scale pemeter that we'll call grunge Grunge roughness strength, if I'm correct. Yes, like this. So let's have a look. I just need to double check. So what did I just do? We have our overall normal roughness over here, and we then lurp this roughness with another roughness strength, and this roughness strength, the shape of it comes from our Alpha, which is a world space. I believe that that should work. Let's just quickly check it out just to make sure. So if we save our scene, Okay, looks like it works. Now, if you go to show, you can go to visualize. No, not visualize, let's see where are you? I need to have the roughness. Maybe it is in lit visualizers. Sorry, I always forget where it is. Ah, here we go buffer visualization, roughness. Okay, so you can see that it is working. So that is good. Now, the way that we can control basically the tiling for this is by going into our texture object, and then I believe we need to go I think it was actually this one or this one. No, I think it is this one over here. If we set this from 1024 to, for example, the higher we go, the bigger. So if we said it like 600, it should become smaller. So if I save this you'll see, then you can see that the UV tiling becomes smaller. So this is just an overall we are basically splattering this grunge over our entire environment, but it doesn't care about our object UVs. It will just basically do triplanar UVs, which means that they are based upon the world. So we got this stuff. Now let's see if we can actually play around with this. So if we go into our trim, I can go in here and I can see. So we have a grunge roughs overlay strength. This one, which I can see that this is not working exactly the way that I want. No, this is not working the way that I want to because if I go in here, it is basically replacing my roughness, which is not Yeah, that's not what I want. So let's go ahead and go into our roughness overview over here. So first of all, just because else I keep forgetting, let's first of all, just use our original roughness. And the reason I do this is so that I can actually see. Okay, so this is what our original roughness looks like. So we want to basically overlay this on top. So what I can do is I can take a very quick screenshot over here. Like this. And I will just have this on my other screen over here so that I know that I need to overlay on top of this. So if we go back into our material, in order to overlay this, let's have a look. I might be thinking too difficult. I might not need my lurp and instead, I can just multiply because I'm multiplying a black and white mask, so I'm not so much using the Alpha. So yeah, I think that this should actually work where I just basically multiply our roughness overlay strength on top Yes, see? So if I now go roughness overlay strength. It's not perfect yet. We are getting there, so we have this. It's just that now I have, almost no control. So it is multiplying it on top, which sort of works. But then I do not have control over the actual intensity of my Alpha, which is arriving over here. Maybe what we can do is instead of multiply, let's do an art. So we are only adding it on top. An artist just like, Oh, God. In Photoshop. I think it's like a linear, something. Sorry, I don't know anymore. I forgot. But yeah, basically in artist we'll just basically add it on top. So let's see if we save this. And now if we go ahead and play with our roughness, see here. So we are adding this on top, so that's good. That is good. That's what I wanted. Now I want to just go ahead and balance out my tiling a tiny bit, so let's go ahead and set this to maybe 850 instead so that it is a little bit bigger. Okay, so now it is a little bit bigger. We don't want to go too big because if we go too big, it will of course look a little bit blurry. But let's see. So now if we go to lid mode, we should have control over this. So we're adding this on top, so we are it's not looking very nice. It's not looking the way that I wanted it to look. Oh, hello. I can move. Let's see if we can also art this to our base colors that we have a better representation. So if we go ahead and for this one, we do need to add a erb. So linear interpolate over here. I know that we were balancing everything out, but we need to do this anyway, so it does not really matter. So if we add our let's start with just this Alpha. Let's add this Alpha and then just add a constant and just call this dirt underscore don and make it like a bit of a dark gray color, something like, okay, maybe actually go a little bit more like a bluish. There we go. At this to the top. So we are lurping this, which as you can see here, it should give us, like a pretty decent effect. Let's go ahead and save a scene. Okay, so just trying to, I need to restart my unhel engine because I think I have a bug that I cannot move anymore. But as you can see here, it is working. So let me just quickly save my scene and restart the engine because I can no longer move. Here we go. I can move, again. I don't know. I think it is like some kind of a bug that happens in nuLEngineFive, or I do something because I normally don't have it. But as you can see here. So this is now being splattered all over the place, so that's fine. The only thing that we need to do now is we need to first of all, have control over the color, which we should have in here. There we go, dirt done. We have control over the color, and then we want to have control over the intensity. Then I will just go ahead and revisit the roughness. We can have some control over the color, and it's sometimes a bit tricky, and the reason it is tricky is because, of course, we have both metallic surfaces and non metallic surfaces. We need to balance everything out. If we go in here, we can go ahead and we can just add another multiply and call this don Dt strength. Because basically what I want to do is I just want to go ahead and control the intensity of my Alpha. That's all I really care about. So I add this into my Alpha, and let's just take this step by step because it's not going exactly the way that I want to, even though I've done this before. Stuff like that happens. So we have don Dr strength. So if I now, oh, it's invernt. One to bet it, maybe. Lex see. Let's try. Let's do one minus. Know if I need to do this before or after the multiplier, I always forget. Let's save that. I have a feeling that because it is a larp, if we now go on dirt st, there we go. Okay, so that will give us control over this, which is exactly what I want because you can see if we make this very subtle, it is just like a nice extra effect that will just improve our general scene. Now that we've got this, I do feel like after all that I need to lurk this, but maybe in a slightly different way. So let's have a look. So we have a roughness dirt overlay. I want to lurp it with a color. Yeah. So, let's lurp this again. Let's try this again. So we have our normal, and then we need to do one minus, so we have a normal we need to do one minus, so we need to invert this. I think that might be the problem the first time because it's really hard to see in your roughness. That's why I chose to do the color. So we are lurping this and we want to go ahead and larp this using our roughness over the strength, and maybe we can already add this one. It kind of depends. So it is a black and white mass. So theoretically it should translate into a roughness instead of us needing to use a value, but that would not really make any sense because we are already using it in our Alpha. So let's instead play it safe and just add another overlay dirt, roughness to something like that. And I will clean this up a little bit later, also. I always like to just first have everything working before I make everything perfectly clean, just because I'm still playing around with it. So let's have a look at this. Okay. So we have our overlay dt strength also, which I feel like I feel like that we should be able to just simply use this one over here. Let's see if that works better because else it would just be like an extra note that I need to play around with. Okay, so now I can see my dirt, and it looks like that wherever there is dirt, it is dull, which is exactly what I wanted, which means that is our arden dirt strength. That's one we can increase it, and then we have our overlay dirt roughness. There we go. That's what I was looking for. And our overlay dirt roughness, we can basically control the roughness mount. The only thing is that right now it is basically zero all or nothing. It does not take the roughness behind it into account, which becomes a problem because we have different types of roughness mounts all over the place. So instead of doing this, what I might want to do is I might want to go ahead and multiply this based upon our original roughness map. I know that might sound strange, but then what I hopefully can do is with this value over here, I can control the roughness amounts based upon the colors that we used in the first place. So with that, I mean that now I have my overall dirt roughness. If I make this dull, it will look duller on here compared to something that is more shiny like you can see on here. See, this is still really shiny because it was shiny in the first place. I would likely to push this really far if I want to make this dull, and then this would be completely dull. That is the idea that I had. Now if I go ahead and go to distance, and you can immediately make this look like a post ecalyptic style environment, we are going to set our overlay dirt amount quite low. So I want this to be quite subtle. So I'm going to go 0.5 maybe and then our overlay dirt roughness. Let's go probably for like four or maybe five. Okay, I like that. That's looking good. Let's leave it like it is right now, see? So we are just adding some overall dirt, and it really adds something like that extra bit of grime. That's why I just wanted to get this out of the way. So took a bit longer than expected, but let's go ahead and just continue on. If we go ahead and go into Substance Painter again. So this one is now also sorted out. So we have arrived at these pieces over here. Let's have a look and see what we need to change for this. Oh, but we are quite a bit over time. So I will go ahead and I will continue with this in our next chapter. 39. 38 Balancing Our Material Part2: Okay, so let's just go ahead and continue on with balancing out our trim sheet. So if we go out and have a look, so we end up with, like, doing all of our dirt, and now we are going to just continue on with these pieces. The first thing I notice is that it is a little bit too dark, and my metallicness over here is a little bit too strong. So that's something that we're going to work on. Now, the darkness is easy. The metallicness is sometimes a little bit annoying. And the reason for this is because a metallic map is always zero or one, if you want to have it accurate, but I sometimes tend to stray away from the acudness. Okay, so we have our blue steel over here, which is causing some problems because it is too dark, but we are also using our blue steel over here where it is light enough. And that is let's have a look from our view. Yeah, that is something that I need to fix. What I'm going to do is I'm just going to go ahead and duplicate my blue steel. Over here. And then if we go into our color selection, orange and pink are the colors. So actually, yeah, you know what? Let's just go ahead and get rid of all of these so that I can just do, like, a new selection. And it does mean that in this blue steel, Oh, is that not a one? Let's try again. Let's turn off the original blue steel. No, that's one, and that's one. There we go. Okay, so blue steel light. Let's call it like that. So that now in this blue steel, we just have full control over our extra color, and we can just go in here and we can just make this quite a bit brighter. Now, on top of this, we also had our extra metallic pieces, which is, I believe is aluminum, yes, over here. And for aluminum, I'm going to go ahead and set the roughness a little bit lower. I set my base color quite a bit higher over here. So hopefully cancel out the metallic shine. Worst case scenario, we can go and simply set our metallic a little bit lower. Now, it will not be as accurate in terms of, like, the material response, but we are more going for, like, a very specific look anyway with this environment. So we don't need to be absolutely accurate. It's not like we are working on a professional AA game here. We are just creating some dream sheets. So we can go ahead and we can save that and let's re import and just look at it from a distance first because this is our main view, and all of my marketing material will be from this view. I, of course, want to make sure that it looks correct from here. I'm going to make this a bit more. So let's go in and first of all, let's make it a little bit less blue and also won one. I need this one. Here we go. Less blue and just also like a little bit lighter over here. Next, our metalliness. Okay, right now, the roughness seems really strong. Yeah. That is a bit strange that my roughness is so strong. Let's have a look over here. If we go into our roughness. Okay, maybe if we go into our metallic, then it must probably be like the overlays that we just added, which I just need to have a look, and let's see. I'm going to make this one. Yeah, here, it is the overlay. We might want to go ahead and also create a material that just does not have the roughness overlay to basically get rid of that balance. Let's for now export what I just added because I made it a little bit lighter, and then we will just balance out those extra bits of roughness after. So let's reimport this. So yeah, we are making this quite a bit lighter. Also over here, we are making it quite a bit lighter so that it is a lot easier to see from sightsee, everything is now a lot easier to see. Over here, everything is also a bit easier to see. So that's quite good. So we got that one. I also don't really like this stripe over here that we have because right now it is just too obvious, because there's only one. So if we go ahead and where is our emissive over here, I'm going to go in and once again, just get rid of your Alpha so that you only have a square left. And I probably just want to go ahead and add a bit more emissive. Here and maybe like another one here. And that's export Det. And we can just only reimport this map over here. Okay, so see now we have a little bit more missive, so that does look already a little bit better. Let's see. What else do I want to do? I want to make these details maybe a little bit lighter. So let's go into our steel. So yeah, we are basically just jumping back and forth here to get everything working. So let's go into our medium, I mean, not steel or medium. And maybe also boost up my roughness a little bit more here we go. Okay, then we have our steel sitting next to it. And for that one, I just need to quickly check. Oh, I see here. This is the steel, so you can see that it is way too dark steel. So let's go into our steel steel base, basic parameters. The steel base does not have any extra values. In that case, we just need to go in here and just set the luminosity up and maybe set the roughness a little bit down also. Let's try that out. Let's export. Okay, so that's already looking better. All of a sudden, this one is again, really shiny. Is there like some kind of a threshold? I feel like that there's just like one point where it basically flips around going from really shiny to Wi dull because of our roughness. Now, I'm just going to go ahead and I have over here my sketches. I'm just going to turn those off and see if I can have a little bit more control like this. Yeah, let's re import because maybe my scratch are just adding stringe roughness over here. Okay, so that's already quite a bit better. So I'm just going to go for something like this and maybe make it like a tiny bit duller in here. So we made that a tiny bit duller. Then we have these pieces over here. Let's also immediately have a look at those, and all I really care about is that I probably want to or make them a little bit lighter or add some extra light. So we have a bee collar. Let's see if we can Oh, our B color doesn't really do anything. It's a G color. Oh, yeah, okay. That is the one. Let's see. So it's a little bit lighter. FR I will just probably add some extra lights on top of this. Yeah, that's probably what I will do. I will grab one of these lights, rotate them like this and set them very low to like 0.2 or something. And then just turn off your shadows, tone down your radius. That is very low, 0.1 even. And then just basically place these lights here so that from a distance, everything is just lit up a little bit better, as you can see. And when we do that, I can even go a little bit darker again with my green colour. Over here. Okay. So we have that one done. Let's go ahead and continue on to the next one. Our floor and our metallic panel. Our floor is pretty good, actually. I quite like it. Super shiny like this, maybe a tiny bit less. So let's go into our marble polished. And I believe that we need to go all the way down to our base color over here. Let's going into our roughness. Let's see. I don't know where this is happening. Roughness refine. The roughness refine really doesn't do much. Let's just tone this down a bit more over here. And then we also have this panel over here, which is most likely also steel or not. On the way, the steel floor over here. And for our steel floor, we can go ahead and we can go in basic perimeters set the lightness up and the roughness value down. Here we go and let's try that out. See balancing this out, it doesn't take too long. It's just like a bit of back and forth. And that's always like with environments near the end, you are just going back and forth so often with, like, many things. It might seem a little bit messy, but there is some structure in it. So I just did like my floor. Yeah, that's looking really nice. And also these metal panels, which are now also looking pretty good. Like they are no longer too dark. I might even want to make them slightly here, let's go ahead and make them slightly shinier, but then also make them slightly lighter. So the lightness kind of cancels out the metallicness, which, in turn, it brings in some shine, but it does not bring that really dark look that you have. Next, over here, we have these pieces. Honestly, this one is fine. This one is honestly also fine. I think we just need to play around a little bit more with our roughness. I don't know. Do I want to keep it this dull? Yeah, I probably do, actually. Yeah, I probably also just want to keep this lightness, because, yeah, it looks pretty close. So let's just go ahead and do that. I'm just going to go ahead and maybe make my yellow stripes a little bit more like a lighter yellow. Here we have yellow lines, so let's make this, like a bit more of like a Yeah, like a slightly lighter yellow instead of orange. So we got those done. See these side panels over here. I feel like these side panels over here, they have almost no visible scratches. Like you can see a tiny bit, but it's not as much as I want. I feel like that's overall. It's not as much as I want. So we go into our blue steel, and here we have our edges. Let's go ahead and make this space color quite a bit lighter. And let's just see if that already works to bring out some of those edge damages that we added, else it would be shame if we don't use those. Okay, so those bring out pretty well. Of course, from a distance, it's a bit harder to see. But in general, they do work quite well. So I'm just going to make them probably a little bit lighter over here just to really push them out. And that's pretty much fine. Now, over here, we have this dark steel, which is way too dark also in scene, see? And also, the roughness is a little bit messy. So let's just go ahead and go into our dark steel. And I'm going to start by just making this quite a bit brighter. And let's go also into our roughness and see if we can make this roughness a bit less intense. Here. Let's get rid of our roughness variation. Yeah, that should already improve quite a bit, because we are now adding the roughness variation basically in our shader with that large overlay. So let's see if that improves things. Okay, it's still far too shiny, so we still need to go ahead and just toe this roughness down quite a bit. Let's try again. Oh, still, it's probably looking very shiny because of all the tiny little details over here. That's most likely it. So let's have a look. So we have our eat dirt. Yeah, that is fine. W no way here, we have our edges. That's it. Stone those down. I think those are causing the problems. Didn't realize that. And port Okay, okay. We're getting there. I'm going to turn off the color of my edges. Oh, no, you know what? I want to actually keep it. Um, Metallicness is fine, so I just want to I guess tone down my roughness Lully lot like I guess it needs to be almost plain, and else I'm just going to get rid of my etches if I cannot get this to work right. Because, of course, some of the roughness also comes from our overlay, so I do need to keep that in mind. There we go. See, and the rest comes from my overlays. That should be quite fine. I forgot to add vertex colors to these things. I just remembered that I need to go in here and just quickly select these, mesh display, apply color, and just make it red. Same for this one, apply color. And then, of course, just go ahead and flip around. There we go. And just quickly react by this. Yeah, let's just go ahead and just play around with all of this, and we're just going to slowly finalize our environment. Let's re input my taxes because I don't know if I already did that. And now I want to go in here and I'm just going to re input in my main window. And do that. Okay. So that one is working. That is also already looking better here. You can see that now it's already starting to really come together a lot better, if you remember what we had before. So I quite like that. I do feel like my roughness details are a little bit too blurry, so that's something I need to fix. What else do we have left here? So yeah, the rest that we have left does not really matter because it's just not so much included. So let's go ahead and let's see if I can go in my triplanar. 850. I think we want to go for maybe, like, 700. Let's make it like a bit smaller just so that it is not as blurry. It's amazing that we still only use one material. You can just create multiple instances of this to balance things out, but this is pretty good. Is it just me that everything just got a lot darker? That is strange. That's very strange. Oh, it's because I once again there is this weird bug that I can no longer move. Maybe if I switch between real time and off, Yeah, this is a really strange problem. It happens when I save my material or save my output. I wonder, is there any way Oh, and now it's working in. Okay. Fair enough. So that is basically messing around with our colors and everything. Strange. Let's see. So our dark colors over here, they are far too dark now, so let's go ahead and set a bee color. A lot brighter, which will also probably, no, it's Bill Kant's work for these. So these are quite dark right now. Mm. Honestly, they feel even darker than Yeah, they do feel even darker. I don't know if I just want to go ahead and just set my light and just make it, like, a little bit less. See, will that be too obvious that there's a light there? No, I don't think it will be too obvious. So let's just grab this one and then also use it over here. Okay, so we got that stuff done. That is pretty good. So yeah, we got that nicely balanced. Everything seems quite fine. Let's go ahead and just set our screen resolution to 200 so that I can really see that the full resolution that I wanted Okay, let's get rid of this guy. I don't need it anymore. Don't worry about the flickering reflections. That's something that we can fix a little bit later. Most of the time, the reason that is is because lumen is still quite new. And if you have these really strong flickering reflections, one way that I found that we can fix it is by going into reflections and setting it from lumen to, for example, screen space or rate racing, even. It might not look as nice, but it does often see fix the problem. But we will go back to that a little bit later. For now, it does not really matter too much. What I want to do now is I just want to have a look, and I think I'm going to start working on the Basky in my next chapter because for the rest, everything looks fine. I also want to maybe make these lights a little bit less strong. So let's do 0.05. Because they do feel a little bit too intense, open 05 over here. Also, this light over here, let's do 0.3 maybe to also just tone that down. Okay, so in our next chapter, we will just go ahead and we will work on the B sky, which will have a planet. After that, we will go ahead and we will do a little bit more balancing and also work on our lighting to get our scene a little bit closer to this. We are not going to go for exactly this because we are too limited with our textures and everything to get the exact look, but we do want to go ahead and try and get quite close to it. So let's go ahead and continue with this in the next chapter. 40. 39 Polishing Our Environment Part1: Okay, so what we're going to do in the next few chapters is pretty much going to be like polishing. Like we are going to Asmxar features a little bit later, but for now, it's pretty much just going to be polished. So I'm going to get started, and I want to show you two techniques on how to art like a sky like a planet. Now, the most basic technique, which involves, free stuff, is to go ahead and find online some images. Like I have this image of some stars over here. Which I downloaded from like a copyright free website, and I have an image of this Earth over here. So that's one way that you can go ahead and you can see here the stars are actually made from the Earth. It is one way that you can go ahead and art images. So I will show you this technique, but then I'm also going to show you a technique on how to get a more realistic effect. However, this effect does involve some paid resources. So let's go ahead and go in textures. And just make a folder called BG, like background. And I do not count this as being textures that we add to our environment because they're, they're like the outside. There is a limit. So when you have this, all you will need to do, and it's like, the most easiest thing, go ahead and create like a plane, and let's go ahead and rotate it 90 degrees. And for this plane, we basically just want to go ahead and scale it up a little bit. Over here, and we should be able to go and, let's just go ahead and create a material like this. Just create the material and just go ahead and call this BG. And then in here, it will automatically add this texture. The only thing that I need to do is I need to right click and convert to perimeter and just call this texture, and then also go ahead and add a constant. So so there's a comment, constant that is set to one for our roughness. Oh, wait. I can actually just use our plain yeah, no, no, wait. I cannot use my plain text ship because that one does not actually have that applied. So when you apply this material, you can see that you basically get this and you just kind of want to scale this up correctly over here. And then it is literally just a matter of placing this outside. And you might want to give this, like, a little bit of, like, a rotation. But the thing with this is that it is very limited to, like, a specific location and rotation. Like, I cannot just go ahead and keep rotating it and everything. Now, another thing is that over here, it seems like that we have some problems with, like, our light. So the way that we can basically fix that, if you have those problems, first of all, I just want to see if I can give this, like, an interesting position. Let's try something like this. So another way that we can do this is first of all, go down to lighting and turn off cast shadows. And then if you go all the way down to lighting channels, you can go ahead and turn it off. So that should not anymore be affected by any lights. I do find it strange that it is still it is probably just using my skylight, which is something that I believe I cannot actually turn off. So that's a little bit annoying. But basically, what I want to show is that if you go into your material, you can also use this texture to basically add emissive. So if you multiply, and you want to go ahead and add probably two multiplies. One of them. Oh, no, wait, just one. One multiply with a scale premeter that we call a missive strength. An artist to your missive color and maybe set this to like 0.1, you can give it a little bit of a glow, which actually feels really realistic because it Earth's in outer space. It has all these stars, so there would be quite a little glow coming off them. Now, right now, it's probably like the skylight here, see? So here, without the skylight, it would actually work really well like this. You can see that you can just get something quite nice. But with the skylight, it is a little bit more annoying. So what I'm going to do is I'm going to start a scaling this up a little bit and just give it like a slightly more interesting location, something like this. So one thing we can do is we can go ahead and twy and go into our material. Add another constant, sets to zero, and artist to our specular. So that we basically just remove any specular we have, which will hopefully make sure that all of the reflections go away. I try to do that with our roughness, but sometimes you here, see? Sometimes you just need to push it a little bit more. So now you can see that works quite well. You can go ahead and if you want, you can create the material instance and goes. Earth and apply this that you can open it up and you can set the misses strength, maybe to like here. C0c. So there's a little glow, 0.05. It will just give you that nice little glow. And then basically what you can do. So this is great for like one angle. Basically what you then can do is you can go ahead and you can duplicate this and maybe place it like roughly over here. And then just duplicate your Earth and just call this stars Okay, stars on square instant because I already have a taxi called stars. And then all I will need to do is I just need to go ahead and insert my stars over here. And now you can imagine that all we will need to do is just go ahead and duplicate this over over here. And then from my camera angle, we will just see like a star field along with our Earth like that. Only thing, I'm not sure about my elevator, but I don't know if there's a good way here. There isn't really a good way that we can really properly get rid of that. So it will just be there. So maybe what we can do is we can just make the outside using cube a little bit nicer. Yeah, that's something that I can figure out a little bit later. But anyway, like this, you can see, so you get the Earth, you get the sky and everything, and you can still move your camera like a little bit, and you won't really notice too much. Now, I was actually planning on using a Tweety planet and like a skybox, but I actually really like the look of this, so I don't think it is needed, and it would not really add any value for you guys, anyway, because it would be something I'm downloading from the Unreal marketplace. So I think I will actually use it like this. So I'm just going to go ahead and I'm going to do a bit more polishing. First of all, okay, so our screen percentage is already to 200, so that's good. Actually, yeah, let's see if we can maybe go in here and let's see if I can, like, create a What if I make it like a black cube? I wonder how that looks. It might look completely warm or it might actually look surprisingly good. And else what we'll do is we will just give this cube like a generic color, just something to basically make this look a little bit nicer. So first of all, make sure that you do not extend this out further than our elevator because then it would lose the point of why we are doing this. And also, just make sure that you are not atently like this, clipping it in here. Here we go. Let's try something like that. So if we go ahead and let's use our plane master here, let's see if that. Okay, so our play master is giving us reflections. Now, by the way, just to see if it is quite ironic, let's see if we can actually use our stars. Okay, that is almost weird how well that works. This was just a pure guess. It was literally just a guess if that would work. Oh, sorry, I love that kind of stuff. Like, we are basically just faking it. Like, it will be very difficult to even see. So I'm totally fine with that. Let's see if when I move, like, forward, yeah, you can see the tiny bit, but I will just play around to that. Okay, that's amazing. I like that. So that's pretty good. Now, we have fixed that, I guess. Let's go ahead and let's just have a quick look and see. Yeah, I quite like if I can maybe get a little bit more of my elevator here. I don't know, or do we want to go like I quite like having a sideways thing like this. Maybe give it a little bit more of my ceiling also. I can't really do that probably. Maybe let's go back a little bit. So I'm just messing out basically. Yeah, let's do this. Now, I want to have some of my ceiling here. But it's annoying because I cannot really get my ceiling without going very far away. But if I go very far away, it will just not look as interesting. Let's go. Let's do this. Okay, the first thing that I see is on my elevator shift. I just want to make that detail over there a little bit bigger. So let's go ahead and go, Oh, make sure to add these bits to your main window. Let's go to our elevator. Okay, yeah, I placed it like this. So what I'm going to do is I'm probably just going to go ahead and select like this one and then delete everything else first. And I'm just going to scale this one up basically. Here we go. I feel like that se, it just looks a little bit too small, and I don't really like that. So now we can just go ahead and we can try another mirror object space here. Let's just do whatever axes we get first because we need to have them on both X anyway. And now let's just go ahead and reset a pivot and let's do another mirror again this time on the let's see Zaxs in the plus object. Here we go. So we got that stuff. File export selection. And I'm just going to go ahead, and this is the elevator shaft over here. Let's see if that works. If that looks a little better. See, most of this is polishing. If you just wanted to know how to create trim sheets, you can now we like long before this, you could have already stopped the toil. But I'm just basically playing around with this stuff over here. I can see. So that is actually causing a problem. Over here, the scaling is incorrect. See? It's probably because I used my scaling for this one. So that's why it felt a little bit squashed. I was already thinking like, even though I scaled it up, it felt a little bit off. Here, see, yeah, that does look quite a bit better. So we got that one. I'm going to then, well, first of all, we need to of course here, let's redo these shapes over here. Et's move the stuff back. Just get it to work. Let's see, let's move this here. Okay, so that already that blocks it off. And then I'm probably going to go ahead and I'm just going to select the entire thing over here. And I'm going to just quickly create once again, like a new viewport that has our camera selected so that I can at least properly go in here and I can just, like, carefully Move this around a little bit, Let's do something like this. Yeah, something like this looks quite good. And then maybe, like, place my earth a little bit closer like that. There we go. So yeah, that should be fine if we just go for something like this. Okay, so the next thing that we're going to do is I just want to go ahead and play around a little bit more with my lighting. And then once we've done that, we are going to work on my color grading, and our color grading will actually art a huge amount of detail. First of all, light this light over here, why is it yellowish? Is that because of our skylight? Most likely. That's what it tends to be. Yeah, because this is white. So it's most likely that our skylight is just giving me a slight yellow tone. So let's go into my skylight. Last time, because I already made a quick prototype of this sort of before starting this tutorial, just make sure that everything worked. The skylight, it basically was not this strong. It did not have this big of an effect on our environment. Okay, so yeah, now the skylight also starts not have that big of an effect. Also, by the way, I can remember that we do not have our mesh distant fields turned on. I can remember seeing that. If we go into rendering and scroll down, Oh, no way, they are turned on. Okay. Yeah. That's weird because I was looking at my skylight and Isn't feel amen clusionF some reason, it just did not really apply, but maybe it is not applying because lumen sort of takes over, so that's most likely then the case. So, okay, so we have a pretty good base. Let's just go ahead and start on my color grading, and then we will leave it with that. First of all, let's see. So all of this stuff is fine. For now, our reflections are also fine. Yeah, I'm not too picky with most of this stuff. This embot occlusion, everything doesn't really matter here or see it no longer works, so we don't need to do anything with it. So I guess that we are just going to get started with our color green. Although it might also be nice to just add like a tiny bit of grain to arsine. Arsene is definitely a little bit darker, but that's something that we can also work with. If you want to add some grain, I don't know how it will look, but let's go in our grain jetter over here. And you can set that up. And then when you set up your intensity, here, you can give it a little bit of, like, a grainy look. You can make it really bad if you want. But I'm going to set this like really low, like 0.05 maybe, just to give it a little bit of that fuzziness to it. Once we've done that, I think what I'm going to do is now I'm just going to start with my color grading. So for this, let's go at First of all, we need to have a screenshot. By the way, I can also see that my glass is no longer working properly, so it's something that we also need to fix. Let's set the screen sense to 200, and then you want to go ahead and create a high resolution screenshot. Now, just a warning in UnwelEngine five, this feature is still very buggy, even more so way more than in UnreelEngint four, I mean, so I never tend to go higher than two in my multiplier because nine out of ten times unreal engine even crashes then. And trust me, I have a powerful PC. So the whole that it might be crashing because my PC is not powerful enough that it is bulls yet. Like, I should be able to go up to six, and it should still work totally fine. So let's go ahead and just take a screenshot on two, and then you can quickly click here. You can find these screenshots in your saved folder. So in your Unreal engine folder, and then if you go to saved screenshots. And in here, you can now find a high resolution screenshot of your environment, which, for some reason looks really blurry. Oh, yeah, this blurry. That is interesting. Is it because of our Do I have anything turned on in my camera actor that is causing like some depth of field, maybe? Focus settings, let's do disable? Does that work? I don't know if that works. Well, let's try and make another screenshot and just see if that does anything. So before it works a tiny bit, but yeah, there is still some blurins, but okay, does not matter. I'm getting too distracted again. So we will go ahead and just figure out the blurins a little bit later. For now, let's go ahead and save scene. And now what you want to do is you want to open up this image in Photoshop. So we are going to use something that is called a Color Lookup table, also known as a ut. If you go ahead and you need to go, well, I have it over here, of course, in this project. But if you want to create a Lute, what you need to do is go to Google and just type in Unreal engine Lute, for example, or Color Lookup table, and then you get this documentation page always at the top. If you scroll down, you want to go ahead and you want to grab this texture, so you want to click on it, right click and press Vs. And it is basically this texture, which I also have included for you guys. So what this texture is is it is color information. When you drag it in, it is this interesting bar over here, and you can see that this bar uses a bunch of RGB colors. Now, what you can do is you can just place it somewhere down here. So all of these RGB colors, they hold color information. And what we have right now are neutral colors, which means that nothing gets changed. However, if we are changes to our image, and these are global changes, so they are things like brightness, contrast, color correcting, all that kind of stuff, that data will also be included in here. And then what we can do is we can input this into real, and the same color changes that we art in here will then be also included in our real time scene, and you will just see how it works. So what I like to do is I like to go to my image, and this is another technique that I recently learned if I want to do very quick color grading. If you want to do very in depth and detailed color grading, I recommend using DaVinci Resolve, which is a free program that's also used by the film industry. However, I just want to very quickly create something so I can go ahead and click on my image layer, then go to filter. And then I just want to go ahead and press a camera raw filter over here. And that will open up a window for me that has a bunch of different see exposure and everything. Now remember, only global changes. If you paint in a color, it will not actually work, of course, because as soon as you would move the camera, nothing changes. So I can go in here. I can have this on my other screen, and I can just go ahead and start by playing around with this. So let's go with the basics. Let's see. Here, we can make it, maybe a bit colder or give it like a tint. So yeah, you can play around with this. I'm not going to actually change this color too much. I do want to go ahead and let's set my exposure a bit up. Let's make my shadows a bit darker. Maybe let's play around a little bit more with my contrast and give me also, a little bit more highlights. Here, so I'm basically just making my scene a little bit lighter. You can see over here. Let's see. So the texture and everything and the clarity, they do not work, Dehaze also does not work. Vibrance does work. Vibrance does work. I don't know if I want to go for, like, um, yeah, it's a bit tricky to just get something interesting. Also, the curve, actually, the curve also, I often even like the curve more than my exposure. So let's set this a bit back, and let's first of all, actually play with my curve. I forgot about that. Because with the curve, what I can do is I can just basically click and I can add some points based upon my gradient. They updated it. I'm not used to it looking like this. Yeah, actually, you know what? I don't really like that because the curve no longer works the way that I'm used to it, and it's a bit more annoying. In that case, it doesn't matter. Let's go ahead and you just want to basically get the image that you like. Yeah, let's, let's not give too much contrast, give it a bit more shadows, a little bit more exposure. Mm, it is definitely missing something. Detail does not work. Color mixer. Color mixer does work. So we can maybe in here, we can find something that will make everything a bit more interesting. So let's see in our hue, yeah, I think we are mostly like the blue and the purples if we want to, like, change the general color. So let's say that you want to, like, change the general blue color to, like, a different tone. We can actually do that in here, even to this extreme, and it will work. But I'm just trying to figure out what I actually want. Yeah, let's go for, like, maybe, like, a more bluish tone. See, my aquas don't really do much. My magentas. Yeah, so it's really like in the purples where All the colors are Let's go for something like this. You even have color grading if you want. For example, you can set your shadow color, which is always very sensitive in here, so I'm not going to do that. I'm going to do this inan wheel. But yeah, you can do, general color grading also in here. Optics, I don't care, Geometry, I don't care effects. I don't care. Calibration sometimes also works a little bit where you can give it like you can give your shadows like a tint. And you can do the primary colors. You can, for example, make all the blue colors a little bit more stronger saturated. Same with the red colors, you can give it, more or less saturation. So let's say something like this. I'm not really happy about it ios yet, but I think for the color grading, it's a pretty good start, except for my planet over here, but we can work with that. So basically, where you are happy with it, what you can do is you can go ahead and press Okay. You can see what we had before and what we had after. Oh, sorry, merge this together, and then filter and press. Okay. There we go. So we need to merge this together. Normally it adds it to this layer, but I just updated Photoshop, and now it no longer works. Then what I want to do is I want to go ahead and I want to just select exactly my little shape over here. And then all I need to do is, first of all, let's go ahead and just save our scene. So if we go file and do saves I just want to go ahead and save this as a PSD and just call this Lut underscore 01. Okay. And then wit is selected, go to image and cop and then do file into a save as copy. And this time, very important, save it as a PNG. I also just call it Lute 01. You need to have it as a PNG, most of the time because that is the only one that has, like the correct color range for unwel to read. Now, inside of UnwelEengine, if we go to our textures, we can create a new folder that we'll call Lute and in this folder, if you just input your Lut 01 in here, one important thing you want to double click on it, and then what you want to do is you want to go ahead and you want to set your texture group over here to color lookup table. If you do not do that, it will not work. So when you've done that, all you need to do is go into your post effects. Scroll down to Misk and here you will have a slot for your lute, and as soon as you drag this in, you can see that the lute will happen. Now, it's not exactly the same, but it is often quite close. I'm going to set this actually a little bit less to probably 0.6. I also want to just go ahead and go into my Earth and tone this intensity down a little bit. Oh, it seems like that one is really dark, so we might want to play around with our actual texture a little bit more. Oh, sorry, that's not the texture. This is the texture. Yeah, here, so it's quite light. And I think if I set my brightness down, I don't think if that's bill Oh, yeah, it works a little bit. 0.2 but it takes away my stars, which might be not very nice. So I'm going to still play around with that a little bit. In any case. So we now have this color grading over here, and I'm still not happy with it. So there's still a bunch of stuff that I want to go ahead and fix. The reflections are definitely, quite a big problem. So that's something that we are going to fix. And I will finish off with fixing that. But first of all, let's go ahead and let's see. So our bloom actually, our Bloom setting it to one is already fine. I'm going to go ahead because we have this nice volumetric light in here. I do want to capture that. So for that, I will most likely, after all, go to visual effects and try to once again create an exponential height four and see if this works. So if we go ahead and turn on volumetric four, let's set our density way down, and we definitely need to set our cut off distance also at like 100 or something like that so that it does not include our sky, and I might need to move my sky back a little bit. So setting the cut off distance to like 100, or maybe even less, maybe like 50. It should not include the sky, but we should still get this haze that we have over here. And it is a little bit, I need all set my volumetric distance lower to maybe like 1,000. This is a little bit annoying. So we basically need to find the balance. So I'm going to give my volumetric for like a slight orange color. And the annoying thing here is that I need to find a balance between my volumetric four and between my exponential height four. So if I go ahead and also give this like a bit of a yellow core, I can go over here and I can set my density. Oh, that's really blue. Hmm. Maybe I need to push this into much more stronger yellow. It can be blue because of our color grading. Here we go. So we are pushing this way further. And now I want to go ahead and let's set my fork density a little bit up. But my max opacity. Okay, that does not work. Then we need to go ahead. Yeah, see, it's really annoying to get this right, to be honest. Because with the volumetric and the Height vog you have two different types of scaling. Also, your static light scattering is basically how much your lights will amplify your fogginess. So if you set this to like zero point, that does not seem to do much. Let's keep it to one. Yeah, this is going to be a bit tricky. So please bear with me. I just want to give it a general haze, and that's what I'm basically going to go for. Normally, what I would also do is I would also just use maybe some volumetric lights that I got from the unreal marketplace. But because it is a tutorial, I'm not really going to do that. What we will do is we will go ahead and let's set this to probably 0.01 in our fork density. If you make the color of your fork a little bit darker, it will also actually improve hers so you can have even more control over it. Let's do something like this. And we have now gotten to a point where the environment is looking okay. I'm still definitely not happy with it. Like, I still need to add quite a bit of changes. But these are all so many back and forth and small changes that it could take me an hour before I get to something I like. So what I will be doing is in the next chapter, we will go ahead and we will basically time lapse that and I will narrate over it, and I will tell you, everything that I'm doing in order to basically add small change to this environment and just really improve it, and hopefully also get it a little bit closer to what we have over here. So let's go ahead and just dive it into that chapter because right now you can see like there's too far of a difference between these two. So let's continue with that in our next chapter. 41. 40 Polishing Our Environment Part2 Timelapse: Okay, so I kicked in a quick time lapse. And this will just be some general polish. I will just be jumping back and forth between many different things in here just to see whatever works best. Like over here, I'm trying to play with the glass, but I notice that it is mostly my environment that is causing that the glass is not looking so nice. So what I actually will be doing in the next few minutes is I'm just going to go back to HT HR. Yeah, it is called HR Haven, but the website is polyhaven.com. I showed you before, and I will basically go ahead and download a bunch of different HR maps and just see whatever one works best. And that's basically what I will be doing with this. So yeah, I'm just going to go ahead and I'm going to quickly cut along to the point where I've just found a few interesting maps. Here we go, and I just imported them into unreal. And now I'm just dragging them in to see which one works best. And I think I end up going for a map that is called studio Underscore small underscore 08, because I quite like that one if we then rotated around a bit. It just gave me the we amount of darkness as soon as I set my intensity scale a little bit lower. So I'm just basically just tweaking all the settings. And that's basically what you'll be seeing me doing here. It's always a bit tricky because so many small little things that I just very quickly want to change. And if I need to go ahead and I need to explain every single thing, something that takes like half an hour will immediately take 2 hours just for some small changes. And that's where this time lapse comes in. So right here, I'm just playing around with, like, the light color, and I end up setting my lights to be a slightly warmer tone. And Feres, you often also see me playing around with settings that actually don't do anything, but that's the goal of them to see if they do anything. So over here, you can see that I'm just playing around with AF and I'm going to make it a little bit more white instead of orange just because yeah, it just felt a bit better. And now I'm going into my post effects, and I'm just giving it some global color grading, like playing around with the gamma and the contrast of my shadows and just the global. I'm doing this on top of a color grading, just to see if everything works nicely. Now, over here, I'm going to go ahead and I can see over there that it doesn't look very nice how we transition from white to something dark. So I'm simply giving this bottom piece green colors that it will use the dark vertex colors. And then here you can see the difference. So it actually makes quite a big difference. There you go, see? So it just feels like the transition is a lot better and a little bit more logical. For the rest, I'm also just playing around with my lights, toning them down to add a little bit of contrast in the center so that your eyes do not really get drawn to that area until the very end. And over here, same thing. I'm just toning down my lights because they are all a little bit too strong. I just wanted to have everything a bit too bright. So now I'm just going to balance that out. With these ones, I'm basically just slacking them and seeing if I can play around with the color. But in the end, I end up just not really doing anything. I just set it like a little bit less orange and also tone down the intensity again, just to see if everything works. And over here, once again, I'm just messing around with my settings. Right now I'm just playing around with my dirt settings, and what I'm going to do is I'm going to increase the tiling a little bit to set it to well, I sent to 5,000, but I meant 1,200, so that the tiling is a little bit smaller. And as you can see here, that works a little bit better. Play around a little bit more with your dirt. Don't have it like too intense, because then it will look unlogical because it is a laboratory, so it needs to be, quite a sterile environment. But of course, I do want to add, like, a little bit of dirt just to make it more interesting. And I'm also on my grunch. I'm just adding a little bit more contrast to hopefully make the dirt a little bit sharper whenever we have it. Like that. And then I just once again go back in and do some balancing. So, you can see, like me just jumping back and forth like crazy. So over here, I'm just generally playing around. Often, even if I think something is fine, I still like to just play around with it just to see if I find something that is actually better. So if it just coincidentally find it, then it's great. Over here, what I'm going to do is I'm going to just make those center consoles a little bit darker. Because in our reference, it is also a little bit darker. So it will add like a nice division between the top and the bottom, and then the center consoles because they are darker, they kind of like stand out a bit more. So I'm basically just going and painting them to be dark, not this dark, of course, go ahead and, like, tone down the intensity of them. But then what you can see is when I re import this, there you go, see, so it's a little bit darker, and now it's just a matter of balancing it out. Over here. And then you will slowly get like, see, quite a nice division. Just really small tweaks like that. Often they really make the environment, just doing small stuff like that. And especially with this environment, because we only have one texture to work with, which is actually quite a drastic thing to work with that you only have one texture. It is something that we just need to play around with a little bit more just to get something that we like. And I will also, of course, give you my thoughts at the Outro, which will come after two videos, I believe. So after this video, we will be creating our crate. And after that, the tutorial is done. And then I will also just give you my opinion on using trim sheets and stuff like that. Over here, I am just duplicating my trim sheet material, and I'm just basically toning down my dirt to make the floor a lot cleaner because I felt like I just did not really give off the correct response. So making it cleaner and then just dragging this one in, it will just immediately here, give us, like, a nice floor, and we do not actually use more textures for this because we are just using a material instance. It's just a simple change. So all we are doing is just adding a little bit more coat to our scene. Over here, you see, it's a little bit cleaner that works just like a little bit better, and I just in general, I like it. And then for the rest, what I'm doing now is I'm playing with my camera, and I'm just trying to get some text and everything in here. So I'm going to go into Photoshop, just the same files we used before for our text. And I'm just adding some extra texts that I saw in my reference, which is like Sector 78. And okay, I tried to show you, but, of course, I do not always think about how fast I'm actually speeding this up. But yeah, I'm just adding some extra text that I can add on the door. And for the rest of the other text, we will also actually use that. And the way that we do that is, first of all, in here, just find your text file and then just reload it. Just right click and press reload, and then just drag it on again, and then you will be able to add it on here and export it. And then what we're going to do in Maya is we are simply going to create a few planes, and these planes will have the text on them. So here you can see that I add my trim sheet, and then I basically just cut out my text like that. There you go. Extract the faces. Now these text pieces, we can just go ahead and import them as models, and then all we really need to do is we just need to place them. And what I'm also later on going to do is I'm going to change the color to be dark color, and the way that we do that is simply using vertex colors. So we are basically going to give these a blue vertex color. I'm not doing that now, but just be prepared that we are doing that. Right now I'm just exporting them all individually to naming that is very easy to remember. After that, we are going to go ahead and place them, set the vertex colors to blue, and then changing the color a little bit in our material to make sure that it's, like, darker. And then it is done, pretty much. So that's already it for this one. So over here, yeah, you just seem like playing around a little bit. Assigning my message. In the beginning, I assigned my trim sheet, but then I forgot that we, of course, have a specific text material, so I just had to reassign that again. And another thing that I forgot to is to re import my actual texture. So here you can see me being confused on why do I not see my text? It is because I simply forgot to re import also my texture, but I figured that out pretty soon. So I'm just doing a quick check, and then I notice it after a while. Oh, no, wait. I'm already applying my vertical colors here. But yeah, I'm just basically debugging. So that's a little bit silly that I just forgot about it. But it doesn't really matter. In reality, this seems long, but in reality, this only took like a minute or 2 minutes of debugging. So now hopefully at this point, yeah, and there we go. I realized. So, there we go. And now I just need to go ahead and scale this up, places into the center. And after that point, you can just go ahead and you can keep duplicating this specific plane, and then you can just replace the mesh with a different one and simply just give that like a nice location and just keep doing that. Just wherever you want, just place the text. And after that, what we're going to do is we are just going to replace the color as I said before. Over here, I'm just trying to follow my reference, but I'm not going to go too overboard with it. Like, I just need to have some generic text here just to make it feel less like a trim sheet also, because that's what text is also good for to just make things feel like they are more unique when we have text decails like this, compared to just having only plain colors pretty much. Over here you can see me now just duplicating my materials so that we do not accidentally change the white color. And then it is just a matter of assigning a correct vertex color, and I went for the blue, and then of course, assigning the correct layer. Now, over here, what you can see me doing is I'm actually replacing the vertex color in here to blue inside of my import settings. So if you set this over white, you can set them to blue, and then you just avoid needing to go in real or into May doing it all. So that's what you see me doing here, and then I just need to go ahead and assign my correct material. So you can see me first trying to do it on the original text, but then I realized I had one that has to be white. So now you can see me just assigning it new material to all of this text, and then it instantly becomes blue or becomes dark, and then we can just play around with color free. And there we go. For rest, I'm just going to select all of these planes, and I'm just turning off cast shadows because these are stamped on the wall. I do not want to accidentally cast my shadows or anything like that. And now for rest, I'm just in general, playing around with some lights, and over here, what I notice is I really wanted to see my ceiling because it would have been a shame if we spent all this time creating these top bits and that we can just never see them. So what I'm doing here is I'm basically going and straying away from my concept, and I'm just selecting everything over here and I'm just basically moving it down. And because I'm moving it down, we no longer have place for our screen. Like I said that I wanted to create a screen that has like a video playing. So we no longer have place for that, but that's no problem. If you want to know how to do that, you can simply go to YouTube and just type in Unreel Engine five or Unreal engine four, how to play a video in engine. And then you are able to also know how to do that. So it is a very easy thing to do. It's just like a quick setting, pretty much. So over here, you can see me basically nicely moving this down. And I'm trying to just move it roughly on the same level so that we can just see our ceiling from our main view. And that's what I want to see, so that I can see, a little bit of the lights, a little bit of the ceiling, and that already just looks a lot nicer. Now, over here, I'm just again, small changes, playing around with my lights a bit, maybe making them a little bit more intense or a little bit less. For the rest, in my post effect, what I did over here is I set my method from lumen to rate racing to get rid of the flickering. Now, if you do not see anything happening, what you can try to do is go into settings and then in your project settings, I believe. And then if you go down to rendering, you can turn on support hardware rate racing. And as soon as you turn it on, it will also be able to use rate racing. But often you don't even need to do that. Now over here, again, small balancing. I'm just balancing out and just increasing my edge damage so that you can hopefully see it a little bit better, stuff like that. And we are now slowly nearing the end. So about one more minute, and then we are pretty much done with this. So at this point, I forgot everything that I did on top of this. Yeah, just general material balancing, I guess. It's nothing too interesting, honestly. So I'm just looking around, maybe like changing the intensity of these lights a tiny bit, just to give it a little bit more of a darkening stuff like that. And maybe making these panels a little bit lighter just so that we can see them a little bit better. Yeah, so everything is slowly just coming together like this. And once we have done our crates, the crates actually add a lot. So once we've done those, then everything really just came together quite quickly, and we end up with quite a nice environment for something that is so optimized. If you want, you can even optimize geometry also, and then you would be able to get almost the exact same look while having a mobile environment, pretty much. Over here, I was trying to, like, art some glass, but I did not like it, so I end up just removing it. And that is about it. So yeah. Let's go ahead and continue on to the next chapter where we will have a time naps on how we are creating our crates that we will be placing in the foreground. Oh 42. 41 Creating Our Crate Part1 Timelapse: I I and a 43. 42 Creating Our Crate Part2 And Tutorial Outro: Okay. So most of the polishing is now done, and I've also created my crate. Now, as you can see, the reason that I already imported the crate in here, along with I on purpose, did it in like a temp folder. This is simply so that I could make sure that everything is correct because it's a pain if you need to change this after we place it into our trim sheet. So just test it out, make sure that it is correct. And when it is correct, what you want to do is there are two ways. We can do this manually or we can do this or we can ty this in painter. And I say twi because it might sometimes be a bit trickier to do in painter. But I hear this. So this is like a really basic texture. That's no problem. Now if we go ahead and we open up our trim sheet in painter, what we can do is we can import the textures that we just exported. So if I just navigate to it on my other screen while this is loading. So yeah, you can see that we have these texts over here. So what I'm going to try now is I'm going to try and add a folder because I've actually never done zine painter. I normally just do this in Photoshop. But the reason I want to do it in painter this time is because we are packing everything specifically in our mask, in our R&B mask, and that makes it a little bit more annoying to do it in Photoshop. So that's why I'm trying it in here. So I'm just making a folder called crate and I want to create a simple fill layer in here that I will also call crate. Now, if I go to Import resources, let's try import. Over here just select everything in set to texture. Import our base color metallic normal and roughness. Those are the only ones we need and just import it into this project over here. Now that we've done that, what we are going to do is we are going to go ahead and we are going to dragon our base color. We don't need our height. We need to drag in our roughness, metallic, our normal, and for rest we don't need anything else, I believe, like that. Okay. So now we have this weird texture over here. And then what I basically want to do is I want to go ahead and I want to go in my UVNwp and set this to none, which basically means that it will not repeat. And then I want to set this to 0.25, I believe. Oh, wait, that's large, of course. I need to go four. There we go. Four. White? One, two, three, four. Yeah, Because this texture is 512 by 512, but we have it on a 96 by 40 96 plane, so it should be four. And then what you can do is you can basically play around with your offset. Zero point well, 0.38. 0.37. Okay, so that's an interesting offset, 0.375. And then this one probably needs to go. A 0.375. Yeah, here. This one is minus -0.375, and that should basically place it in here. So that's the general goal for this to place it into this block over here. And because we have our base color roughness and metallic and normal, you can see that it will simply place all of our maps in one go in this location. And that's exactly what we want. So having that done, we can also even double check with, like, this layer over here. See? Perfect. Okay. So having that done, we can just go ahead and we can just do a normal export like always. So save and come on, fine and then do export textures, and we are just going to export this. Now what we need to do is we just need to go ahead and we need to adjust our UVs in here and also before I forget, mesh display apply color and just apply a red vertex color to this. Now I'm going to assign my trimset. I don't know if it okay, so it out updated. And then if I just select this.Th is our texture over here. And if we go ahead and we just select everything, go into our UV toolkit. I can go to Transform and if I set my pivot down here, it should scale down like this. And then if I set my scaling down here, oh, God. So you need to scale by four, so 0.5 And then press this button over here. Okay, 0.25, I believe. Let's try that again. So 0.25. There we go. And then it should perfectly align with the stuff that we have in here because we are placing it exactly in the same scaling like this. So that's why it's handy to always have this in a corner and not have it, floating in the center because then you would need to line it up by hand, and that can just be a pain. So if now just have a quick look Okay, maybe this is not the best place to look at it, but I can see from the dirt that it is lining up pretty much correctly, yes. It's just like our normal map, yeah, you cannot see it here. So if we now would go ahead and save our scene and then export our crate 01 over here, we can then go ahead and go in here, and all we will need to do is here we have our crate 01. Let's press reimport, reset the FBX. And then what I want to do is I just want to add in our normal trim sheet 01. Save it. Go in here and just press the revert button, which is the arrow on our materials. And then all we need to do is we need to go into our trim sheet and re import this one also. And hopefully, that should all work correctly. Perfect. Okay. And there are crates. So let's have a look. We have a tree here and like another view over here. So all we need to do now is just hoops. Let's duplicate this. And I'm just going to go in my camera view because we, of course, have a slightly different view. Yeah, let's do over here, see? And it does add like quite a bit, having just some random crates sitting here. So I can just go ahead and turn off my rotation. And here, I'm just going to, like, nicely place these over here and then just place another one on the top and just give it again, like a small rotation. Let's make sure that it does not clip or anything. There we go. And maybe also have another crate just like sitting in here. I think that would be nice. Maybe give it a little angle. You know what? I think it could actually use another crate just sitting on top. I know. Yeah, there we go. That works. Okay, so we got our crates over here, so that's also looking pretty good. And, if you want to do very small changes to the general color. So let's say that we like what make this a little bit lighter, you are able to do that in here because you can go into your crate, assign a color selection, and then just pick this one color. So then you have your crate, and then you are able to, for example, add a Oh, we don't even need to do the color selection because we can just add a not a filter, add a levels over here. And then in your levels, if you said this to be luminosity, you'll see you can make everything a little bit lighter. And because we add the levels only in our base color, that should only show up in our base color. Right, click and reimport. And here we go. So that's now a bit lighter. Okay, perfect. So that is an sodon, which means that all the modding and all of our texturing work is done. And this is also pretty much like where I'm going to leave off the polish, except for that I forgot to assign a over here. I just need to go in and just set this to text black. And I forgot to just, there we go. Move it a little bit forward. Let's do the same over here, text black. Like that. And that's about it. Yeah, that's about it. That one is also working. That one is working. Okay, perfect. So that is about it for this environment. And yeah, I do hope that you enjoyed the tutorial course. So as a quick little recap what we went over, the main things that you went over is, of course, creating a blockout and doing some modular modeling. But the main focus of this course was to create trim sheets and how to UV unwrap for them. And for the rest for the modeling, we did all the modeling, although we breezed through it quite quickly. And also, yeah, we went over on how to, like, will do all the planning for your environment and for your trim sheets to make sure that you do not forget anything and you do not lose any extra space. Now, I was planning later on to, like, also, like a screen, but I don't have space anymore because I moved my ceiling down. So it's not really worth it anymore for me. If you want to have a screen here or here and you want to even have a video file on it, all you need to do is go to YouTube and just type in playing video files in real engine, and then you will be able to just follow along with ten different tutorials. So it is not really something that is really important for this. And yeah, of course, I would recommend, play around with it. Now, what I thought for this? Oh, yeah, we did, of course, lighting. What I thought of this is that creating trim sheets, it's really cool. You can also actually save quite a bit of time doing it. But what we did with only having one trim sheet for our entire environment, we are really pushing it, and you can see that the quality suffers a little bit from it. While normally if for example, use multiple trim sheets, then we can definitely push the quality a bit more and get it a little bit more into this direction. But for only one single texture that we use over here, I must say this is a pretty good look. If you just think about it, that this is all one texture, one normal map, one base color, and one special map. And for the rest, it's just like some lighting and just some basic modeling with weighted normals, not even high poly to low poly baking. So it is great if you want to do some quick concepting, get some environments really quickly, or of course, if you make environments for, for example, VR or mobile games where you really need to do a lot of optimization. If you are working on AAA games, you will be using trim sheets, but they are often for specific details. You would not use trim sheets for stuff like these really large window or these really large white areas or the gray areas or the flooring or everything. Most of the time, you would simply use dilable material because you can handle the expense. And you can push in a bit more detail. Okay, I'm going to stop talking now. I do hope that you enjoy this tutorial course. If you did, please leave a good rating that really helps me out. And if you have any problems, just go ahead and contact me or on ArtStation, Fl nos. Or what you can do is we have our own discord channel where you can also just join in with our community. We are currently around 600 strong and growing. And yeah, you can just talk around to people, and you can also get direct help from me. So I hope to see you next time in our next tutorial, whatever it may be.