Transcripts
1. SKILLSHARE AFRICAN WARRIOR PROMO VID: Ever wondered how realistic
VFS game characters are made. My name is Kelechi Tango John, and I have been a three D character artist for
about seven years. I have worked for TV shows, movie agencies, and three
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artist and a TD tutor. You'll be able to create realistic cred African male
warrior character design utilizing industry standard
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designer, homosetTubag, Adobe sbtanpinter, NexGen hair, and also rendering
in Arnaud render. By the end of this tutorial, you will build the confidence
you need to create your own realistic believable
looking character. Well, now, what would you
learn in this tutorial? Pro creation in Maya, ven rapping in Maya. Sculpting male
anatomy in zebush, making maps in zebush, garment creation in Marvelo
designer, texturing skin, fabric, metal, and leather, realistic air creation
in gen formya and look development in Arnaud Formya.
What is this course for? I have designed this course for intermediate level
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2. 105 Dark Skin Base In Substance Painter: I Acumb guys. So in
the previous lesson, we kind of finalized and made some modifications
to the normal maps, and then we big them out. So in this lesson, we're going to now fully go into the complete texturing process. Okay? So let's jump right in. First off, I'm going to just scale zoom this out some more. Put some space in here so you can see everything
working correctly. I'll go over to Idri's body. I'm going to solo this out.
Let's keep it isolate. Let's turn on Bow. We can leave it like
this because the other maps texturing in here, the other textures
set in here are not ideally blocking our view, so slightly this
body, go to layers, and then let's make sure we have the set to
fog your resolution. That's fine. Create
a new few layer. So this few layer, let's turn on normal loon, ton of color. So let me just type in Z. Normal drag in. Because I want an
intense version of this. But at the same time, not too
intense, not too intense. You see wants this to
be slightly controlled. So to do that, let's just go over and set this
to normal channel, then we can take it down. It shouldn't be too intense, but just enough to create a
detailed looking skin texture in so something pretty mot
like this should be just fine. This should be fine for
what we need it for. So I'll leave this it is. I'm going to rename
this to normal. Let's use all caps for this. Normal, that is fine. So the next thing I
would like to do in here would be to bring in a pre made dark skin, smart material in here. So my own dark skin,
smart material. So let's just type
in dark in here. I'm going to be
providing this also too. It's called KC B's dark skin, so I'm just going to drag
and drop this on the body. So right off the battle, you get something like so, which is actually a good
base to begin with. I'm going to open up that smart material now in
there and then break it down. So you guys can
actually see what is actually going on in there. You should to see
what's going on in there. Let's do that. I'm going to open up the file. I scroll down. I'm going
to hide everything. You can actually
do a little bit of discourse as to what is going on inside the smart material. You have a good understanding
as to what is going on. The base layer in here just starts with the
normal field layer. That's a normal field layer. Turn that on just
a normal regular. Let's go back to base color, just a normal regular field
layer with a low intensity. So if I increase all the way up, you should be getting
something like this. While duck. Let's say
this back to the way it was before 73. Okay. So not so much
going on in there. We have a color for it in
an unpicked color for it, then we took down the metalness. We don't necessarily need
metalness for it actually. Then we have the roughness
around 0.3. We should be fine. Then on top of that, we have the skin, KC
red skin based on. I see an amount of redness
underneath all of that. So if you ton this off, that's
the difference in there. So if you open up this red skin, there's a little more
going on in there. Let's hide everything. So we can dissect and I can better explain what's
going on in there. So if you have a
normal bis more or less like a caucasian
skin biscloton. Just have a biscloton in there. Not too much
going on in there. So if I select this, I
see the X code in there, you can use that also if you
want to but I'm going to providing the smart materials for you guys to actually use. Then roughness, have some
roughness in there as well. No metallic property in there because it's time to
simulate the skin, so isn't supposed to be there isn't supposed to be any metallic
property to it. And on top of that, this is
where things start getting a little bit more
interesting. Select that. On top of that, we have this
redness and a few layer, which are some redness to
it until little roughness. There's code for it. You
can use that also as well. Then now I created
the smart max for it, and I'm using the
BW spot for it. So this BW spot actually controls where we want
this red ness to be on. So we can also use the same
setting if we want to. So we have this atrapena
mapping projection, so we don't have to
shouldn't be should kind of ignore the UV SMs we have in there and then
create something interesting. Then we have the bit set to 0.4. The rest is just
basically the same. The rest is basically the
same, tile in just one. We have tile in just one. Then I just duplicated
this same field layer. If I go back and select it, it set to 100 because it
wants to be visible in here. So this kind of creates some I think I have a reference
that I should actually better explain I
have a reference. I should explain what
is going on in there. So yes, we're on the same page. So this is basically it.
We look at the skin. So I think this is viewed under maybe probably a
UVlet or something. But I can see how broken
up redness, broken up. Let's use see main
reference in here. I can't really see the undertone redness in there very much. Today, use this kind
heavy lighting in here. That kind of exposes that
redness underneath the skin. So I'm basically trying to
create the ness of this using procedural textures inside of using procedural textures
inside of softanpnter. So that's pretty much what I'm trying to recreate in here. So that's found that
reference in here. So I'm also using this. I'm also using this
also to for vents, which will get in a bit. But the idea is just to create this breakup underneath
the skin tone. So after that, we
have a dark red, then we have a bright
red on top of that. This bright red is kind
of let me turn this off. It's more like a sort of
blow out version of it. If I should go in, I'm
using the same BW spots. But this is kind of blot
out a little bit more. Why? Because the intensity of the base color is not
completely visible. So if I increase this nom, you can see it's quite visible. But I took this down because
I was trying to get a blend in the I was trying to
get a blend in there. I add this up together,
this is what we get. Now I get some red flooding or light red flooding
across the entire outin. Then the next one was
to add a marble vein, which is what I was trying to
recreate in here because we have this vein structure just
underneath the skin tone. It's a bit more obvious
in your caucasian skin, but not too obvious
in the blood skin, but it was still important
to have this layer of undertone in here
just to give it a bit more richness to the skin. So, yes, that's set to 53
is not too obvious to see. Marble. Let's go
to the marbling. For this, I also use
the marble veins. Or marble wire. So we have a push draft texture
called marble wit. If you come in here and
then we search for it, I believe it should be under procedural procedural texturing, I believe, if you
type in marble in a marble white. So
this is marble white. So if you come in a marble whe, that same procedural
texture I use for it. Okay? The same procedure
texture I use for it. So if I should add
everything no, so just just so we
can visualize that. So it looks pretty much like so. And I said the intensity, the polo intensity down to
52, so it's not too obvious. I also duplicated
this. Let's add this. I use the more broader
in you say marble vein, I believe. I say marble vein. So this is marble vein. This is marble white
actually different. So this is the marble
vein I used in there. So this is more wide
spectrum of this. So the tylen I believe the tylen I used
that a little bit more, okay? So that's for that. Then also, you can see
we have green veins, we have blue veins also in here. So this was for the green veins. So it's for the
red greens rather. Then for the green veins,
let me tone this up so we can see open that up. I use the marble veins also kind of shrink
that down a little bit more to simulate greenish
undertone veins in here. I can make this bright I need
day if I need to, though. If I can increase the
brightest if I need to. Let's say I want it
to be more greenish, but there's no need for this. Let me do that. This one is not as bright green as it should be because I tuned
this down here. So if I increase this, you can see it a bit more obvious now. So let me undo that. Then
we have these purple veins. So instead of using the
blue veins in here, I kind of use the
purple colour for it. We're still using the
same marble veins also. So if we have all of
these now brought in together the mixture
of all of this, we have a very rich tone
underneath the entire out sin. So you can actually
use this very much with white
skin tone instead. So all you need to
do is just to paint. You just kind of pick a
white tone and then paint over and then you
should be having an interesting corporation
skin tone in there. But in this instance, we are kind of using kind
of working with dark skin, so everything will be
completely different in here. So after that, I kind of added a dark tone, dark base tone. So if I actually open out
just a normal fe layer, it a dark tone, a more
darker tone for it. And I took down the
base color intensity. So we get this kind
of blend down. Then added another
brown tone instead. I uncovers a whole
lot of place in here. But I'm not completely
floating this because I'm using this
cloud material to actually a cloud
texturing material to actually break this apart. So let me show you guys the difference in here if
you hit C on the keyboard. I seeing this nuts they
just pure a beauty without any contrasting shadows in
the only light information. It is just a plain texture. It's plain texture without, without any light information. So if I turn this off and on, you be able to see the
difference in there. It's not completely
flooding the entire see see gaps in between. If I should see
again, let's go to the max instead. The
is the marks for it. So the regions are actually what we where is being affected, so we can turn this
off here instead. So we can see the
difference in here now. We aim to go back to
material let's go back to the Budo which is
the base colinear. Then on top that we
another light brown tone. Okay? This one has a blow to it. I'm still using the
same cloud material. So if I turn this
on, this one kind of fills the entire
in even more. But we can see some difference in there. It's not
completely filling. You see you have some
gaps in between. Let me show you guys the max. Let's go to the max.
This is the max. This one is kind of
blowed out also creates a more flooded feeling to it. Okay, so everything
turned on now. So when you kind of come
in close quite close, using the albedo, using
the base color channel, you can at least see some
difference in there. We can also decide to let's
say we tune this down. Let's tune this down. So
if we tune this down, we able to see more of those details,
speaking through this. But it's not going to simulate a realistic dusk kin to duskint duskintn we don't
necessarily see those red veins or blue
been popping out that much. Most especially on closer, but at least for me, distance
you can actually see that, so that is why it's important we increase the flooding
for it a little bit more. Increase the flooding
a little bit more. So we don't completely
see it in there. Maybe we can do a
value of 80 instead. So close up, you can see it, but from a distance,
it's not too obvious. But from a distance, you still see some
breakup in there, which kind of gives
it a believable result because the idea is to create breakups that creates
some believability to it. Which is what we're
trying to create in here. So that's why it's
important to have your tones or cool tones
in there kind of reach, adding different layers
of d just to give it a more interesting
look to it. Most especially when you add
subsurface scattering to it, you kind of get a lot more
interesting results to it. I'm going to be providing
this base skin tones for you guys to actually use just to get the best
result out of this. That out of the
way, I think we can now begin to do some because even though
we have this in here, which actually looks good, it actually looks good
for the most part. For a few persons,
they might decide, Okay, let's just
use this instead, but we want to push
this even more to give you that
realistic look to it. So we're going for more
realistic look to it. So that's why we
also need to do. It's highly important we do some and painting in there
just to make it pop a little bit
more and make it a lot more realistic than
it actually is right now. So that is pretty much what
we're going to do next. So I'll see you guys in the
next lesson where we start some unpainted detail indie. So by for now.
3. 106 Dark Paint Layer In Substance Painter: Welcome, B, guys. So in
the previous lesson, we kind of talked
about the breakdown of what comprises this entire or comprises the textures or
materials that comprises this KC Bas skintonKCBs
dark skin tone, smart material in here, so. Now in this tutorial,
we're going to start by going into unpainted details. And to do that, there's
something to keep in mind. Very important is that we want to paint from a darker tone
to a much lighter tone. So anywhere we can find a
darker tone on our reference, we're going to use that
to start building up a layer texture on the
s character in here. Keeping that in mind, let's start or rather, let's dive in. So I'm going to create
a new fill layer. So another interesting thing
to do would be to create variations in your roughness in the roughness of each
particular field layer. So you have a bit
more interesting roughness material
or roughness texture that comes with it. Though I actually going to
specifically and indeed to work on creating roughness
or specular map for this, but for the most part, roughness of your
roughness comes from each individual layer of unpainted details you
have on your model. So with that in mind, we
create a new few layer. I'm going to name the two. Let's give this
let's give it dark. Let me name this to dark paints. That should be fine. Now, let's specify the
color of need for this. So for that, we need to pick that dc tone in
here from my reference, but I'd like to pick
that dc tone from the Albedo texture instead
because dbdo texture gives us a lot more information
when it comes to not having lights or roughness or secular information
on the texture, so this will work just fine. Let me go in and then use
the colo pica let's see, I think this is a darker tone. Let's pick that tone
precisely what we want. I work just fine. So now the next we need to do would
be to add a black mat. And then for this instance, I don't need to use I don't
need to use symmetry, at least for now, because
most of the things we have in here not
entirely symmetrical, for the most part, not
entirely symmetrical. I'm going to keep
that in mind and then work asymmetrically in
here for the most part. So now the brush
to use for this, there are various brushes
to use for this bots. One thing you need to keep in mind is that for me this time, it looks like we're kind
of float filling this we just want default brush, but it's not a default
brush actually. If you zoom in, you can see the darkness or
the blackness of this colo tone we
just selected now is dispersed more or
less like a broken, shattered glass format, kind of kind of broken up like a
shattered glass format. So with that in mind, we need to use a bro that kind of give us that similar
effects in there. So if you go in and
select brushes, let's type in let's
type in deaths. So now this dead brush,
we have we have dots, and then we have this go we
have the dust dirt erased. So one of these two text
would actually give us a unique a more
unique result for it. So let's you let's
use one of these. Let's use these dots instead. We also have these death spots. This one can actually
work also as well. Then we have the
good old d three. This d three will
also work as well. So let's start with this die three because I
like how broken up the texture in itself
is, let's select that. So we need to make some
correction adjustment to this. Let me start by
taking down the flow, take down the stroke opacity. Okay? Then we take
down our bro size. Let's go into our
main reference. Let's see where
this needs to be. It's a good it's a good one. Can see on the shoulder. Let's start from the torso
region instead to begin with. So obviously underneath
the P should have that. So we'll start adding
this breakup in there. Let's see basically
on the keyboard. So we can at least see
the RB doing a bit more. So this should break this up. So more take down the
broad s a bit more. Okay? So it M on the keyboard
move our light in there. But one of the things that
is also important that I should have done before
now is our light setup. Our light setup greatly, greatly influence how we select the colors and
use for this song. Let's use a more neutral
lighting for this just to make sure we paint
this a bit more correctly. So we go down to
display settings, scroll up, change our
environment map to Marco studio. We have Tomaco Studio,
Tomaco Studio. Yes, studio Tomaco. This is the one. But
a Marty but Lao, this particular two light setter can give us a more neutral light for us to at least see properly what we
are doing in here. I'm going to use
the name increase stroke capacity a bit more. I'll go, this is fine. This is fine. So we can paint a bit more
intense in here now. We still blend this
down later on. Let's just keep painting across this increase this or more. Go in. Let's use this instead. I think this one gives us a more accurate view for
where we need to paint. These are dark textures. So let's continue
painting across this. Let's see our roughness map. We need roughness map for this. It's too shiny. Let's know. I think somewhere around
J should be fine. Somewhere around where it was
before was actually fine, so we can continue
working with this. But I'm going to create a base, drag this down, a base roughness
for the entire outing. Let's turn on the
roughness channel. Let's make this quite rough. Somewhere around
J should be fine. So you can actually see the
texture is a bit more and appreciate more what it looks like. So this should be fine. So we can continue and go
back to our dark paints. I need to make this even
rougher than it is right now. Make this quite rough.
Last should be fine. Then continue painting
on top of this. Okay? No, the bro
side is way too big. We need to use a
smaller brow size. A smaller brow size, we do a better job in there because we're actually going
to blow this out a bit more. Let's just carry on with
a smaller brow size, with some darkness
underneath here as well. Okay? Let's use something else. Yes, This one shoes way better. We need to kind of
darken out. So I'm going to darken in between the ribs, between the rib cage. You as well. Right? That's fine. Moving on, we can dark
in the center of the bs. Okay, right this part also
as well. Also as well. Bring this out all
the way down here. Darken Okay. That is fine. L in here as well. Let's move to this side.
I think for this part, you can turn on symmetry for
this because this part is mostly covered by
garments texturing. So let's turn on
symmetry for this. So this should help us move
a whole lot faster in here. As you can see, we're
already getting rich textures out
of this already. This is precisely
what we're going for. Let me increase the blow size so more so we can move a
whole lot faster in here. Okay? Move our lights
break this up some more. Okay. Yeah.
Interesting. All right. The new we need to
darken by a lot. This should be
darkened by a lot, so we're going to do a
whole lot more in there. Let's move our light
more here as well. All right, then we'll move down. Put some variations in there. Create some dark breakup
variation across this. Alright. Interesting. Move down the lower part, you need to darken
a whole lot more. Okay. Most especially on the knuckles, knuckles needs to be quite dark. To reduce the brood size, let's make sure we
get into the knuckles and darken the knuckles
quite well in here. This knuckles needs to have
that darkness in there. You also swell. You swell. Okay. Yeah, also. Let's not negltO
forget this part also. All right, so we zoom out, you can see some interesting looking textual detail in there. It looks a whole lot realistic. Increase the brows as
a little bit more. Continue on adding
some darkness around here on the edge as
well, here also. Coming close. Yes, this part
needs to be way darker. Let's darken that up some more. Okay? Here, also
rotate our camera, add some darkness
on the other parts. Okay. Get that in, rotate our light
around here as well. Close. So let's reduce let's
take down the spacing. So they should be quite
closer to themselves. So this should be
closer to themselves. Yeah, this is fine.
So just fine. Move to the back, rotate
our light source. Okay? That's fine. Do we
have a back view for this? Daily back view we
have is on this, yes, we have a view
that can actually help. So break up darkness
variation in here as well. Okay. That should be fine. Coming up here, you need a bit more around
here, here as well. Let's not neglt these
parts, that's fine. Awesome. So the top part is
quite right a way darker so. Let increase our broad size
and then dark in this more. We're also in to darken
the bots by a whole lot. The boat needs to be darkened. Even the back side actually has a lot of darkness in there. It's quite black, so
let's break this apart. Okay. You should work, move up. Okay. You see how
dark they should be. This part is not
completely covered, so we need to turn
off symmetry for this because this part
is going to be visible. So we need to do this by hand
without symmetry turned on. Come in close. So we're doing this with
directionality in mind where it needs to be. We're not just painting
all over the place. We are painting this
where it needs to be. That's a general idea for this painting it
where it needs to be. Okay? I think it should be fine. Move our light source around. All right. We'll do it to the
back also. Okay, move up. You need a few around there. Alright, that's fine. He also. Okay. Move to the opposite side, repeat the same scene, add some darkness in the
mood light around. So I'm sure at this point, you guys are already
like, Wow, it's already looking more
like a dark sin. Yes. If you put in the right amount of work with some good
amount of precision, you should get
good result out of this less darkness
on the pit parts. Okay? Dark in some
more here as well. I need to dark in all
this part of the head. The I will need to darken. I might even change
the brooch for this later roomba just
get something in there, something dark for
now and there. Alright? We can do
this systeme turn on, so we can be a lot
faster in here. It is fine. All right. Let's move on to the arm. The arm is going to be visible, so we need to do this with
some intentionality in mind. The elbows need to be darkened. I'm just symmetry turned on. Symmetric turned on
right now, this is fine. Was it going to break
symmetry in a bit? Now let's break symmetry now. All right. We need I need to darken this part under and
pit part also a bit more. Darkening some more. Okay.
Let's come to the front parts. Get some detail for the front. Well, let's do side first. Let's just for the
side first. Okay. Let's introduce some shades of darkness across
this randomly. I'm going to introduce
this randomly. But for the arm, we need a lot of darkness, lot of dark out in there. I think, let's find. Yes, it's a good one. But the arm actually quite dark. So let's add some darkness
in here to begin with. Okay. Interesting. Come down, reduce
the brush size. You can come down
out some darkness darken the need to ze lot more. Make sure the noculs are
darker than it is right now. You can turn on symmetry
for this as well. Add some dark tone in there, dark tone in here as well. Okay. That in this a
whole lot more. Alright. Then we just do some
light ones in between. Duck in some more usually for me usually when I kind of started trying to figure
out this dark skin tone, it was at some point kind of confusing to figure
these tones out, but as soon as you
get the general idea, it becomes a whole
lot easier just to texture of the
dark skin tone. I'm sure, at this
point now, you guys already getting the ang of it because with
this explanation, you should be able to tackle
any type of dark skin tone. Let's just lighten
it out some more. All right? That should
be fine here as well. So the upper kind of lower arm is a bit darker
than the upper arm. So it's more or less like
we're trying to create a fair defect where
you kind of wear why? Because this lower
arm let's just assume this guy is always
wearing short sleeves. So the lower part of the arm, based on the sun radiation, it's kind of dark in the
lower part of the arm compared to the upper
part of the arm. So there should be some more darkness on the
lower part of the arm. So let's see on the keyboard. Let's paint this in. I'll turn up symmetry
now and pint this. Let's introduce some dark sheet. Use the broad sides
coming close. Some darker sheet like
so should be fine. Let's go to the other side. Introduce that also. All right, come in close, reduce
the bro size also. So we have some tiny variations
across this. Alright. So I'm doing this loose ended. It's not important you do this like strict endlinea so you
can just be a bit loose. So you do this a bit loose
ended, you should be fine. All right. Let's add a few. We need to darken the api
lot a whole lot more. This amputation needs to
be quite darkened out. All right. Let's come to the front side, increase the broad side
a little bit more. I've now done for these bits. So let's float fill out
with some dark shade. It M on the keyboard,
visualize this. Alright. You go in, that can do some more right underneath
here as well. Also, that in the center parts. So we need to add some light dark tone in the chest region
around this pars. Try to be a bit
loose ended in here. Like quite loose end. Just do some light spray around
there should be fine. Let's go up above
for the shoulders. We need some dark
shed on the clavicle. You need some dark shed, just on top of the clavical bone. You need some dark
sheds in there, very important to get
some dark sheds in there. Okay here well. Add some dark sheds here. You can turn on
symmetry for this. You see on the keyboard, a
some dark shedesPy brush size. Do some more duct across here. Okay, Tn of symmetry. Add some dark sheds
around here as well. The neck definitely
needs some dark shed, so I'm going to take
down my bros size. I'm just going to spread this across doing this
asymmetrically. Right, here as well. This should work just fine, then be a bit loose
ended around here. Come into the face.
For the face, I'm going to take down
this root capacity, do something light handed. Let's come in close and see
some more detail in here. So I'm just going to add breakup darkness around the
face around the jaw line, add some darkness
around here as well. You also break break this apart. All right. This should be fine. Introduce that darkness
also underneath the eye. On around the eye
for the most part. So let's introduce this
on the eye here as well, introduce this
around here as well. Okay. I should actually help Air on your keyboard so you
can see this a whole lot more properly in here. Okay. That is fine. We have a few also
around here. Alright. You should give it a bit
more interesting shadows. If you get somewhere interesting
shadows out of this. Alright. Awesome.
Add that dark sheet also around as well. You see on the keyboard. Add that dark sheet
where the moustache should be around there. So you need to add SM
also too on the lip. So this is going to
be like a base pass. Let me increase the
opacity a bit more. So on symmetry for this. So we start the base
dark pass for it. This base dark part is
actually important, so let's just start with
that base dark pass. Alright. Zoom out? Yeah, that should be fine. That should be fine. We continue that dark shed around here, as well underneath this. Okay. I mean to add that
also inside of the noseres instead of the
nostre like soap, swell. You need to add that
also around here. This needs to be a bit darker. All right. Interesting. Do the same also
on the forehead. Let's tone of the
symmetry for this. Add some brick on the forehead. He also as well. Look for the opposite side. Okay. Let's do for the eyebrows. Yeah, so, yo. Okay, this is fine.
So the next lesson, what I was going to carry
on and then continue the Southey guys in the
next lesson. Bye for now.
4. 107 Light Paint Layer In Substance Painter: Welcome, bad guys. So in the previous
lesson, we started the procedural texturing
of this character in here. So we're going to
continue on that because we still have a lot of hand painting
to do in here. So we're still need dark
texture or dark layer, so let's continue with that. So I'm going to increase my
browsers a little bit more. I would like to add a bit
more dark shade on the herbs. Let's add a bit more dark
dark shed on the herbs or even more on the front up
part of the toes so let's introduce some more darkness in there. I think
this should be fine. So the Nippo used to actually look quite dark
because Nippo should be dark. Just like when this
female reference in here, the Nip is also dark so. Let's go in and then paint a bit more some
dark shed in there. You can turn on symmetry
for this as well. I will increase the
opacity some more. Extend this out some more. Okay? A can turn to off symmetry
now come in close, dark in this even more. Use the brightness, dark in
this even some more. Okay? That is fine. This
would work just fine. Maybe a bit more
around there as well. A, awesome. So yes,
this is looking good. This is looking good. This
we can definitely work with. Increase the bro size
a little bit more. I'd like to introduce some
more darker shead across this. Move to the opposite side. Okay? Introduce some
more darker shed. Silver can go a bit light
handed, that's fine. This we can work within here. So I'm not really
going for character has a lighter skin to it. I'm not going for
a lighter skin. I want something quite dark. Tal symmetry for this, increase the darkness for
this some more right, a bit more around here. Awesome, I think
we a good place, yes, but I would like to this
undertone we have in here, I like to darken it
a little bit more. Let's go over to dark skin. So this in her let's use
a more darker skin tone. So let's just duplicate
this, add the lower one. Then darken this more. I'll just pull this
down a little bit more just to give him a
more darker contrast, that kind of blends with the
dark he added previously. Yes, this is fine. I think, let me zoom out. Let's see. The idea would be to zoom out and see
if this is fine or not. Then also change our
light setup just to be sure it's working well
on another light setup. Let's use an outdoor light
setup. Let's try this. Now, not this small. Let's use something brighter. Let's use this panorama instead. They are interesting
with the panorama, we kind of see how dark this
is, which is what we want. We want this guy
to be quite dark. Not to dark dark enough. So you should work just
fine for a good bid stone. So let's go back
to Marco studio. Alright. Awesome. This is fine. So now, one thing we
need to do now would be let's go back to
these dark paints. I'm going to duplicate this
duplicate the dark paints. Why it's taking so much
time to duplicate. Et, we duplicate now. You can see how dark this is. This is way too dark, looks old, so I'm hiding the topon for now. Let's work with one underneath. Let's turn off symmetry for now. Then in here, I would
like to add a filter. I'll add a blow filter
for this blow Okay. So blow out those dark sheet. Make the edges a lot
more blended in. So give us a more
blended in edge. But the blow intense
is way too much. Let's take down the intense. This is at zero.
Let's come close. I think on the closer, we can properly get this
right the way we want. Okay, way too much. Take this down some more. I don't know if you guys can
actually see this though. I believe should this
should be just fine. But I think it does
crack at the edge. Let me take this down
a little bit more. No, that's down way too much. This is fine. So I'm going to
turn on the one at the top. One at the top stairs
that broken up look we, so I'm not going to reduce
the intensity for it. Use intensity for it, it just blend quite nicely. Turn that off and on, let's see the
difference in there. Okay? Go down to the dark pins and then take
down the visibility for it. Maybe we don't want
it too intense. Let's just get a
good blend in there. But at this point,
this is where we need to start blending things in some more just to
see how well they stand out. Let's check our Abido. Abidos not doing
justice to this. Let's continue viewing
this on the material view. So we need a good balance
for this to work just fine. Let me turn this back on. Increase some more
increase all the way up, let's see what it gets
too dark, take this down. Yes, I think it's a good amount. This value should work just
fine for what we need it for. So now the next thing
we need to do now is to paint in this bright tone. It's more bright tone to it. Now paint this brighter tone, so let's just duplicate
this layer at the top. Let me just name this Dup,
so I know what it is. Dup. Okay. That is fine. I'm going to
duplicate this layer. Then I'm going to
change the name. I change the name and also
change the collaton for it. Let that off. Okay. Let's change the name, Let's rename this to something else. Let's name this to light brown. Light brown paints, go
in, add the black marks. Add the black marks to this. Then I will just go in and
then pick this coloton. So let's go, we need to pick the colotonseF the
Albedo texture instead. So let's come in close to the Albedo texture
in here Alright, then let's pick the colo tone. So let's go in and
then pick Colo pia. Let's pick this lighter
shade that is fine. Alright, this should
work just fine. This we can definitely use. Let me check the Let me
check this. Let's see. Okay, we still need to
pin dara ches in there. So we'll circle
back to that Nibts. Circle back to that nibt. But for now, let's just
get a more lighter tone. All right, so I'm
going to increase the brightness for this. Okay. So what I'm going to do here would be to add a
curvature map to this. Let's do generator. Let's no generator instead. Let's add a few layer
instead, a few. This field, I'm going
to type in curvature. Let's delete all of this.
Let's type in curvature. So we do curvature for the body, we build that curvature
for the body, so I'm going to select
that this is what we have. We'll see you to make some
modifications to this. But let me just see if this new work just fine
for what we need it for. Then we can make modifications
to it as we please. Let's see. Let me do an inverse.
Let's do invert inverts. Supposed to be like invert max. Okay? This is where
we get. But we don't have those individual
control over it. That's not the
issue here, so I'm going to close all this. Let's use something
that has more control over it. Go to Generator. Let's use the C votual. So this curvature layer
has more control. Open up the curvature.
Let's use cavity instead. No, that's way too much. Let's just do way too much. Let's do edges first.
Invert, adjust this balance. Take down the balance instead. Not really give me the
desired result I want. I might need to use
something else. Okay. Then we'll do
an inverse of this. Yes, something similar to
this is what I'm going for. Then let's blow,
let's blow some more. Lo, some more. Okay. You need some contrasting
here now, really. We can make modifications
to some of this also. All right, take this down. Okay. Then I'm going to
increase, you know, undo that. Let's add, let's take this down. Take this down a bit more. It's not going to be obvious in there should just be faint. In the quantified quite
faint it should be fine. The quite faint to begin
with should be just fine. Oh, I think I completely
removed that. If you take this so the way
up, it gets too bright. So something light like soap. Why do I keep setting
this down to zero? I don't want to be too obvious in there, but it should
still be in there. I think I'll need to
blow this out some more. Let's add a filter blow instead. Let's see if this blow give
us a different result to it. Yes. We have a
different result to it. So it should be a
bit more spread out, so we turn this off and on. Coming close. So yes,
this should be fine. This will just add a little
bit of interest to it. Okay, yes, it worked just fine. So now that we have this
now, we can now go in. I'm going to duplicate this, duplicate this and now we can do some unpainted version in here, increase all the way up. So for this, I'm
going to be using I'm going to be using the death
brush instead for this. So the death brush will
do a better job in here. So let's see how we need
to get this to work. Go back in here so we
can visualize this from the front view or take
down the brush size, then take down the flow, take down the stroke capacity. Then we can start
painting take down the bros size. All right. So we just need to paint some
bright region across this. Yeah, well, I'm just
tapping across this. Is anywhere else? Yes. We can do on this part of
the arm as well. That should work. As
well. That should work. Then we come into the face. For the face, I'm going
to take down the flow, take down the stroke capacity, also as well, take
down the brood size. Then I'll come in and print some more bright
ton around here. As well, as well. Rotate this les
where it gets. Okay. Do on the top
surface of the nose. Awesome. This should be fine. Here are as well. We
can add a few there. If you are well. Okay. Let's look for other regions pin get this painted in also. Increase your blood size, paints in a little
bit more around here. Okay, pints around
here as well. Alright. We can do some paint
also here as well, increase the blood intensity, pints in here,
pins here as well. Break this up. All right. Add a here as well. Okay. It should be fine. I think we can paint
these underneath defeats easy on the keyboard. Let's paint these
underneath defeats to create that
discoloration in there, write discoloration in there. Okay. Do the same for
the opposite side. All right, come in close. All right. Yeah,
this should be fine. Yes, this can spread
out quite fine, just the way we want it to be. That is fine. Let's see what we can do for
the back side also. Coming close to the backside. Okay? Aim on the keyboard. Let's rotate our light
to the back side. Introduce a little
more around there. You want to blow
this out actually because it's not supposed
to be as broken up as that. So we're going to lighten
it up some more. Okay. Yeah, well. We need to do this for the pame
see on the keyboard. We need a bit more do that. Let's just to symmetry turned on so we can be a bit faster. Okay. Get in the pens as well. Yes, this should be fine. I work just fine. So you should be able to see see them picking through on the edge. Let's do a little bit more. A little bit more
should be fine. All right. Awesome. Little keyboard, let's rotate
this les where we get. All right. I think this work. So now we
just need to go in and then add a filter a blow filter. I'll blow this out some more. I don't need to be
too ash in there, so we're going to blow this
out a little bit more. I also need to take down
the opacity for it. I just need to take
down the opacity for this is not too obvious. Okay? Let's take down the
visibility down some more. I think I went
down way too much. Somewhere around there
should be just fine. Okay? Let's see for
the arm rotates. Okay, this should be fine. But other paintover
on the arm though. We do another paintover for
the arm or for the arm udder, but this should be just
fine the way it is. If I need to increase
or paint over this, I can just go in and
then just paint again. I'll turn off symmetry for this.'s turn off
symmetry for this. Let's say I painting some more
lighter shade on the face. All right, that is fine. This we can certainly work with. Yeah, this should be
fine. I should be fine. I think I'll go back
to the dark paints. I would like to use the
5. 108 Hand Paint Layer In Substance Painter: And to paint some more
darkness around here. Think asun this off. Some more darker shade. Am I paint this
correctly? Increase this. Make sure I'm painting
this correctly in here. I got to see anything
happening in there, though. Let's come in as there.
Let's paint this. Okay. Bring this back in,
turn this back on. This part is actually
covering it, so we can eat eggs
on the keyboard, go to a dark sheet. Let's remove a few
of that around here. You can leave on
the opposite side. Clean a little bit
more in there. Do some cleanup here and
there and it should be fine. Some clean up. Introduce some
of that darkness back in. Yeah, I think this is fine. This is fine. Let's introduce I think I would like to
duplicate this dark shade. I'll bring it all the way up. I'll add the black marks. Add the black marks in there. I will increase this and then let's go in and then introduce some
more darker sheade. Controduce some more darker shehade in between just to make it a little bit darker on those regions.
I think this is fine. I'd like to use this dark
sheet also too on the eye, increase the dark
shed some more. Let's make the eye more darker, this going to paint
over on the eye. Okay. This needs to
be a bit darker. Okay, let's zoom out.
Yeah, well, well. Okay? Pain some dark shed
that goes down here. This is fine. T can way
too much, undo that. Let's do on the key, but to go to the invert of that. Let's undo this, clean this
out some more, out some more. Okay? This is fine. Alright, I think I need to
darken the nipples even more. Let's create some
darker nipples to him. That can even more,
increase the flow. Okay. Okay, that should
be fine. Awesome. I think this we can work with. Get in c let's see how
broken up this is. Come back to this blow, take down the blow some more. Shouldn't, I think the way it was before was actually fine. Let's leave this like so. Okay. This see on the keyboard. Sees
a lot of breakup in there, which is fine,
precisely what we want. I think we're pretty
much almost done. So let's add some brightness
for I think we have. I remember now this dark sheet, we need to use this for less
tonal symmetry for this. Yes. I the lines needs to be dark. Also, too, I think
the normal map we use for this is
way too intense. Let's go back to normal. We can take this down
a little bit more. Maybe back to the way it was
around there should be fine. But once we are soft scattering
to it's going to soften off going to soften off
these edges some more. Let's go back to the duct and
let's darken these edges. Let's dark let's
reduce the bros size. I believe the
symmetry is done on. On do that, we use the
bro size a bit more. So we just need to
darken these lines. Just get those
lines darkened out. All right. I think
that should be fine. That work just fine. That
will work just fine. That we need to darken cars. I think we should have a better
way to darken these cars that should work just fine.
But let's check around. Let's see, the novel, we need to darken this novel. Darken this Scre
somewhat darker sheet in there actually quite dark. Let's increase all the way up. Darken this even more, paint some good dark
shades in there. Okay? That should be fine. You can turn off symmetry. All right, this is fine. What else can we do
to make this pop? For now, let's focus
on the arm now. Let's get good
details for the arm. So I'm going to
duplicate this layer. Let's rename this to wash. Let me give you some
moment to save. Okay. Let me name this two. Let just to add lights, paint. I'm going to change
the colo tone. Let's use see if we can find we can use the colours
that comes with this. Yes, we can use
this color in here. Let's unpick this color tone. Get that's fine. That
should work just fine. Close this are the black marks. Okay. I think for that, I
need to go back to this dark sheet and then turn on symmetry because
the lines in see the lines in between each
finger food is actually dark. So let's make sure we
have this dark also. It's seen on the keyboard. There's dark inds as well. Okay? Yeah, that is fine. What is the symmetry
don't zoom out. Come on. Up. We use the blouse size. Let's use the blow size a lot. Go in and then paints
that dark sheet in. Something feels off. Something's off in
here, let me zoom out. Et's get back in there. Okay. I think we can paint this
Nishu is working now. All right. Yeah, that is fine. Let's not neglate this
part also as well. Okay. I think you're working
on your side also. I think Tom Tom, let's make sure we have
something for the tomb, as well. Okay, that is fine. Alright, let's go up to
this and light pints, increase the bros
size some more. But we need to drop this down
just below the dark pint. Move this around. Crazy bro size and
less paints over this. Less paints over Okay. Then we're going to blow it out. Let's just get pints in
there to begin with. Let's see. Come around, we just move in some
things should be fine. Okay, it should be fine. Yeah, it to work just fine. Then we can go in and then add
a blow filter blow filter. But it seems like
it's way too bright. Let's just take it
down some more. I shouldn't be too bright. Somewhere around
there should be fine. Maybe way too bright.
Take it down some more. Let's compare this off and on. Brighten it up a
little bit more. Yeah, that's fine. That
will work just fine. Okay, another thing we need to work on will be the fingernails. Let's paint for the fingernails. Let's get the fingernails
painted properly. So can we find the right
coloton in her? I think we can. Let's just get closed, rotate. I think we can let's
duplicate this, pull this up, add the black marks to it, and let's pick the
coloton for it. If we can just pick
this brighter tone, yes, that's the one, brighten
it up a little bit more. Then go in, increase
this all the way up. Is a smaller bros
size, come in close. Symmetries to tone down
precisely what we want. Then we undo that, reduce the bros size some more, then we can paint this
a bit more accurately. Okay? I just pin this on
the fingernails. All right. Came around, we
just moving out way too more too fast.
Come in close. All right. I think this should work.
If we blow this out, that would make it that would make better
sense, actually. So don't need to
completely flood this. We can do what we are doing right now, and
then we should be fine. Okay. Yeah, this is fine. Oh, I think I went too
far. Let's clean this up. Let's add the blow and
then see if there's any modification we need to
make in the blow filter. It's way too intense right now. So take it down. Shouldn't
be spread out too much. I think this should be fine. Body colo, we need to change. We need to change. But let's just tone this down some more. I think we tone this down
so more, we should be fine. Not entirely the color
we need for this. We need to change
the color some more, let's pinch this up a
bit more down here. Yeah, this should be
fine, but we need to reduce the
intensity a bit more. So it's not too sharp,
not too bright rather. I think somewhere around
there seems like a good fit. Let's not glt the
lower part also too. Let's make sure we get
something painted in here also. Let's turn off the blow filter. Undo that. Increase
the blow size. Increase br size rather. Paint in. Okay? Paint in as well. Paint undo that. That was way too
much coming close. That should be fine. That should be fine.
Fine, as well. Turn on the blow filter. Okay? It but I think we still going to break this
up a little bit more. We might still need to break
this up a little bit more. By introducing something a bit brighter and more
brighter tones. Let me duplicate this
layer at a black mark, and then I'm just going to brighten up the tone some more. That should be fine. Close
that get in this is fine. Symmetry to on, I'm just
going to paint a brighter, I think this brighter tone
should be on the lower parts. Undo that, reduce the brows
as a little bit more. Around here should be fine. Around here also should be fine. Here, as well. Here as well. Okay. Move this along here, also, as well. Alright. Let's go. The make
better sense now. That one make better
sense. Coming to the toes. Good angle to this around there should be
fine here as well. Undo undo that. Like so so around there all
sotany drop around there. Then I'm going to blow
this out. Let's go in. At the filter blow filter. Way too intense, take this down. You just fd out this
way. Let's see. I think we need to do some
cleanup in here as well. Clean this edge some more. Do I need to blow this
out a little bit more? That's way too much. Some
around there seems fine. Except we need to take
down the visibility. Let's take this down a little
bit more, let's zo out. Let's do it from a distance. Let's see how much of this. I need to clean
this on the edge. But I don't want
this to bleed out, let's clean that on the edge. Also, I think this is fine. This will work just fine
for what we need it for. This one is building
out to the edge. So let's clean up some more. Clean up some more. I don't want it bleeding out to the edge, clean out some more. Let's see if we add
some bleed oututs in here as well. That's fine. Alright, awesome. This should work just fine
for what we need it for. So I think the next lesson, we can now focus
a bit closely on the face and then get some more interesting
looking details on the face. Most especially broken up. I can see some blemish and then some
perfections on the face. So we need to
introduce that just to give it a lot more
believable results to it. Okay? So we'll do that in the
next lesson. Bye for now.
6. 109 Skin Blemish Layer In Substance Painter: Welcome about guys. In the previous lesson,
we painted on the skin. I was painting on
the skin also, too, where we kind of work a little bit more on the fingernails. So in this lesson,
we're going to work on kind of specifically
on the face right now. So let's do a bit
specific on the face. So we have a reference in
here that would actually help help us do a better job for creating those imperfections
around the face. Alright, so let's jump right in. I'll put this around there
should be fine. All right. Then I'll need to I think
I will need to start by creating some spots
around the face. So we have a brush for that, but I'm going to use
a dark spot instead. So let's I think I
can duplicate this. Let's duplicate this. All right, then I would add the black marks to this,
increase the opacity. Then I'm going to
change the colo unless it's something dark and I think somewhere
around there should be fine. All right. Then I'm going to use dot brush that has a
rounded surface to it. I believe this one let
me move this aside. I believe this one
should be fine. Let's say the PV
this work just fine. But we need to make
some adjustments to it. Let's select the max. We need to do this asymmetrical
ton that off. Come close, increase our brush size,
increase the spacing. Okay. You don't see much
happening in there, though. Let me come down to our broad settings in here and then make some more modifications to it. I will increase the
space in some more. So, I'm not using the
Brush not yet selected. Let me make sure I
select it selected now. Take down your bros size. Okay, increase the
pace in some more. Then let's start applying
this on the face. You can see that in here now. Let me E on the
keyboard so we can see this a bit properly in here. Okay? So I'm just going to the
brows size even more. Let me start with creating
some tiny piece first. Let's create some
more tiny piece around the face
first to begin with. Okay? Just to break up the
surface a little bit more. All right. I think
that should be fine here as well. Okay? Come in close around
here as well. So we are by no means
creating fracs for this. We're not creating
fracle we're trying to create blemishes
around the face. Create the brush a
little bit more. Okay. All right, we can do a few
ones around there as well, increase the brow size. Let's put some bigger ones. So you're basically
just playing with the size variation for
this reduce the brow size. Okay. Check the reference
on this side as well. All right. Here, as well. Down here as well. We definitely need the fiel underneath
the neck as well. Yeah, that should be fine.
Okay? It's M on the keyboard. Let's see what we
get out of this. I think the colon for this
is not exactly there yet, so we need to take
this down some more. So it's not two of you, so it
blends well with the skin. Let's make sure this
blends well with the skin. Something like this
should be fine. If we go off and no now, you should see
some difference in there and I'll increase
the bro size by a lot. You see on the keyboard.
Let's print a few more. But let's print a few more. Let's paint some larger ones. All right. Bigger ones
should work just fine. Okay. Yeah, it should
be fine. Yeah, as well, around the nose also. Let's go underneath this
on the neck as well. So you should just
kind of fill up some spots for bigger blemishes, which is like precisely
what we want. Okay. Then on the keyboard.
Let's see what we get. Yeah, they're actually in there. Maybe we just add a tiny
bit of surface detail to it by going back to the going back to the field
layer instead of adding ides. Pung this up a little bit more. This is obviously too extreme, so we need a very tiny
amount to work just fine. I think something
even lower than this. We need something
even lower than this. So let's let's go in and
then impute some values. Should definitely
lead you one there, put zero in there instead. Okay? So we turn
that off and on. Let's see. Okay, I think
this should be fine. Is to work just fine.
This will work just fine. I think we might need to add
maybe blow filter to it. Let me kind of increase this first so we can see
what is in there. I'll go in. I'll add a filter. No les filter instead. Add a filter. Let's use the
warp filter instead, Warp. So you're just going to warp
the edges a little bit more. This is way too intense. So she creates something a bit
more interesting in there. So you shouldn't be giving us
a uniform rounded surface. It should be warped
a little bit more. I think this value
should be just fine. This value will work just fine, and I'm going to take down the
1060 says not too visible. But still in there. Still too visible. Let's
take it down some more. I should come faintly
in there. All right. Yeah, that should be fine.
So now we can now go in and then paint do some
unpainting in there. Let's go to I use a default
brush for this instead, let's use default
brush for this. Basic art brush would be fine. You'd use the brush size. So I would need to duplicate. I need to duplicate
this few layer, add the black marks to it, add a black marks,
increased intensity. So I want to be a bit more
intentional on those spots we create the inside of Zbrush
by painting over it. So I need to paint over them. All right? There are quite a lot
going on in here, though, we need to pints on top of them. A few of them, at least,
even though not everything, but at least a few of
them should be fine. Okay? Just will create another
additional level of detailing for
us to work with. All right. There's quite a lot, a whole host of
them around here. But we need to we're not
supposed to neglect them. We're supposed to add
something to them, also. That would also give us an
interesting look to it. Alright. We're going to leave some unpainted because we
don't want them to look like they're not fresh
pimples or fresh blemish. So a few of them will just
live the way they are. Yeah, this should
be fine. It should be fine. Then let's do work. Add a filter. Let's do
a wa filter as well. Too much intensity. Let's do something quite low,
so it should be fine. Then we take it down. I also need to add
a filter blow. Add a blow filter to this. Blend tens is way too high, take it down some more Okay, this should
be fine. We still need to take down the
opacity some more. Yeah, this should be fine. This will work just fine. I think I might need
to erase a few. So at X on the keyboard. I'll need to erase this. That one was looking a bit cold. Yeah, this is fine. This
will work just fine. Let's see if there's something else we need to do in here. I think for the most
part, we are good. Okay. Okay, yeah. Some of these pamps needs
to look a bit fresh, like adding some white yellow with brighter tone
to it, actually. So we can do that by just I think we can do this
on top of this. Will it? Let's see if there's
some we can add. Et's's on the keyboard to
move out to a brighter tone. Yeah, that will definitely
work. So we can just tap in It's too bo. Let's take down the flow,
take down the opacity. We don't want it to be
too obvious in there. Slightly in there
should be fine. Okay? Like, so it's not going to
be that obvious to see, but it still be in there. All those brightening up
some of this painful detail. Alright. Yeah, I think this
should be fine. I should work just fine. I
would like to isolate this. I need to paint some redness for this eye detail in there. I need some redness
going on in there, so we need to paint
some redness also. Oh, there's O spot
settings in here as well. Interesting. All right, so I'll need to
paint some redness. I need to do duplicate
this, add the black marks. Change this to a
more reddish tone. Since somewhere around should be fine. Yes, this
should be fine. Increase the brightness. Okay? The I'll need to use a
death brush for this. Let's use a death brush
for this. We can use this. Take down the brush
size, get in close. Undo that. Undo that. Let's take down the stroke
opacity and the flow. We don't want something
that's too sharp or too obvious and there's something like that
should be fine. This as well. That will work just fine.
I just right amount, then we can blow this down, take down the opacity
says not too sharp. I think this value
should work just fine. This work just fine. All right. This
we can live with, let's here something
else we can do in here. So we can also introduce
this redness on. I think I need to rename I
need to rename this rename these two spots face spots. Okay. Face pimp spots. That's fine. Bom gonna
get proper name in there, so we know what there. I think we're in
a good place now. For this, we can name this
to Let's just use lip. Let just name this
to lip redness. Because sequence you use this to paint for the lip also as well. We can do symmetry for this, increase the brush
size, get close. Yes, yes. I think I need to
create a new layer instead. Then just a miss to eye redness. Because I would need
to have more control over the redness of the lips, so that's why I need
to separate them out into different field layers. All right. That's fine. We
up here at the black marks. Add the black marks instead, black marks, increase the
opacity all the way up. Then we get clues. Let's add some redness to this. Okay? So this is like some blush
redness. Let's zoom out. Let's see what we're
getting out of this. Here, this is fine. This will
definitely work just fine. Okay. This should work
just fine as well. But then we need to add
a blow filter to it. Blow, reduce the blow intensity. Let's add a little
bit. This is fine. A little amount of blow
around the value of 0.23 should work just fine. So this is fine, then we need to create a new duplicate that, add a black marks. I'm going to name
this to lip blush. So this will be more like
a light pink tone now. So we're going to pick a
light pink tone for this. We cannot pick the color
from the reference instead. Yeah, this
should be fine. Go back there and then we'll
reduce the blush size. Now for this, I'm
going to turn off symmetry because I don't
want this to be symmetrical. Increase the bros size. This
should reduce the bros size. So this should just
be at the edge. We should be at
the edge like so. Then we can vary
this also this way. All right? That is fine. But
intensity is way too much. We need to take this down less lighting this down some more. No, I is way too much so we need to take down the
redness down a bit more also. Okay, that's fine. I'll need
to add a filter to this, add a blow filter
to this as well. But I don't need
to be too sharp. Yeah, I think that's fine.
This should be fine. I think I need to
let's turn this off. Let's see. Take this
down some Okay, no, I don't take that
down with too much. This should be fine.
Probably darken the redness a bit more. Darken it some more. I
think that's way too dark. Because I think the previous
color was actually fine. Let's go back to the
previous column. I think I might need to
blow it out even more. There's more
brighter spectrum of blow default so turn
this off for now. Okay? That's fine. I think this is one we need
to take down a bit more. Yeah, this is fine. Tho work just fine. I
should work just fine. Let's see if there's
something else we need to do in here as well. I think for the most part,
this should work just fine. Okay, I need to add some
brighter spots in there. So now I'm going to create
a normal regular layer now. Then it's p on the
keyboard, the blo size. It's p on the keyboard to
sample a color from this. Let's sample this
color. Then I'm just going to undo that. Brushing tens is way too
high, take down the floor, take down your pasity, and I'm just going to paint over this part just to break
that up some more. So right now I'm just doing
some surface breakup. Just to create some
irregularities to it, make it look a lot more
unique and not asymmetrical. That's basically
what I'm doing now. So I'm just picking colors from mod regions and
then do some paint over. That's fine. We definitely need to paint some redness around
this wrinkle. I think let's see if we can use the co virtual map to
kind of do that properly. I'll just duplicate this
layer at a black mat, increase intensity
opacity all the way up. Let's use a dark
tone for its right. Then I'm going to
add a generator. Let's use the co virtual
generator for this. Okay. But I want something
that should be affecting the wrinkles around the neck, so let's see what we can do in here to
increase the balance. Let's change this to cavities. So we need to make some
adjustments to this just to get the desired result
we're going for. Let's just do instead inverts. He's now doing a really
good job. He asked me. Inverts. No, it's not capturing
the ring lona the neck. No capturing darring
clona the neck, so we might need to refine this a little bit more
perhaps, and do that. It's just a matter of
going back and forth and then trying to figure
out what would work. This is not even doing much. But as far as the lips go,
as far as the lip goes, I think this will work well for the lip This work well for you because
you need to do some breakup on the lip. I need to I think that
was what was missing. Some break off for the lip. So this cavature map
is not really working. It's not really working. Let's
try something different. Let's try some marks in here, some smart smart marks. Let's use that cavity, less drag and drop this. Oh, come on. Decide,
cancel this. Let's dragon drop
this on that layer. Not really. Let's do roast. Let's try roast in here. Maybe we can actually do
something here that might work. Blue the pints. Max's Builder, let's see what we
can do in here. Not much happening in there. Not much happening
in here as well. It's not really giving
me the desired results. So let's try something else. Let's try edge rust. Drop some edge rust in there. Let's see what this gives us. Coming to the lips. This is
actually interesting for one. This is actually
interesting. This will break up the lip even more. This is what I need. This is what I need, then we can make some adjustments to this. Let's see if this
affects the neck. It doesn't really
affect the neck. See we can make
modifications to this. I'd like to do
something subtle in there subtle should be fine. Then I would put
this in a group, ContG put this group, name this group to leap dark. Okay. Then I'm going to add a
black marks in there. Then I can paint over
where I need this to be. Is this a motion? Oh, I know why it's motion. I think we need to
it's actually working, do need to increase the
flow and opacity for it. And then if you turn
that off and no, we need to see some
difference in there. So only on the affecting
the lip. Okay. Then we need to take
down the opacity. It shouldn't be too obvious, but still not too obvious, but in the screas a bit more.
Yeah, that should be fine. So the next lesson,
we're going we're going to work on something else. We'll do some extra
work on somewhere else, and then we'll see
how this goes. I'll see you guys in the
next lesson. Bye for now. Mm hmm.
7. 110 Scars Layer In Substance Painter: Okay. Welcome bad guys, in
the previous lesson, we worked on the libs and then added some blemish
detail also as well. So in this lesson, we're
going to start painting on the scars in here. Also, too, I would like to get some dark wrinkles the neck. So we're going to
try and do that. So let's duplicate let's go
in and duplicate this layer, drag this out of the mix. I'm going to name these two. Let's use dark scars
instead, dark scars. I'm going to add the black
marks in there. All right. I think I'll need to let's
try using the bitmap marks. Then Cvture Let's use
the Cvture instead. Let's see if that actually
posed to anything. Then go over to layers
or rather levels. See what we can work within
the inverts squash this down. It's not really doing
what I needed to do. It's don't really know
what I needed to do. By this time, I think I'd also have to paint this by hand. But that's fine. Let's just do some hand painting in here, let's go over to brushes. We can use the dirt brush. Okay, reduce the
brush size by a lot. Then come underneath
the neck and find wrinkles that
we can paint over. Do that. You need to do this as
accurately as we possibly can. All right? We don't need to be extremely
accurate, though. Need to get something in there. Use the brows size even more. We're going to randomly
paint across this. All right. Yeah, that should be fine. Then I'm going to take down
the visibility for it. It shouldn't be too obvious that somewhere around
there should be fine. Maybe increase the
darkness some more. Yeah, that's fine. This we can work with in there. But we need to add a
blow filter to it. Let's add a blow filter. Intensity with two more, take down the intensity. Yeah, that should be fine.
That will work just fine. Okay. Then I'm going to
duplicate this again. Let me name this to dark
neck wrinkles instead. Wrinkles. All right.
Get in closes. I'm trying to see if I need to pins on the wrinkles
on the eye as well. Let me use the bros size. Let's see if we can
use the bros that's a value of 0.05 instead. I need something quite small. Lamin ton of this blow.
Is he painting anything? I don't think he's
painting much, though. I'm not even sure if he's
even painting anything. Anyways, I doubt if we have anything painted
in there, though. All right, that's fine. Then let's go back
to this dark scar, increase the
brightness, increase the opacity rather then
let's do a black mat. Yeah, this should be fine.
Then we need to paint on the entire scar in here. So let's increase
the brush size. The scars needs to be
a bit darker. Okay. Depent on the scar. There comes in too many redness
underneath the skin. So let's go down
all the way down. So our base layer, this redness in here. If you completely
hide that let's let's say you completely hide there to see that completely disappear. But I need a few of
that in there actually, so I'll just take it
down a little bit more. Yeah, this value should be fine. That value should be fine. Maybe that's way too low. Let's increase a
little bit more. Let's do somewhere
around 50 ish. Yeah, that's fine. So let's
go all the way back up and continue painting
on these cars instead. All right. They need to be dark. Bros size a little bit more because we are still
going to blow this out. All right. That is fine. Okay. We need to paint across the entire time
because they need to be way darker than
the rest of the body. So bit darker than
the rest of the body. So let's paint over. Alright, little bit more. Swell, well. Okay. So we're just following the pattern of what we already have
in here already. I'm going to test things out, so I'm going to
add a blow filter just to be sure if
I blow this out, we get the desired results. Let's see. I still
need to go over it. I will still need to
go over and pain. Again, increase the blood
size this time around. Okay. So I'm using a slightly
bigger bro size now. But the cars needs to
be a bit more obvious, so painting over the entire. Make sure it's getting some
more bold paint over on this Because once
I blow this out, you kind of fed out yet, but I don't want it to
completely make my mesh, kind of paint over
completely disappear. So that's why I need to do some boulder paint
over across this. So more I's a bit more
obvious to see. Alright? We have a long way to go
because it's quite a lot of the But we're basically just
repeating the same thing, so it shouldn't be too much
of an issue completing this within the 25
minutes time frame. Okay? So I might still need to
I might still need to adjust the colours
for this actually. I feel it's actually way too
dad, but at the same time, when we blow this out and then
we take down the opacity, it should kind of you kind of blending with the
skin a little bit more. So we still have
that advantage, too. Well, let's just
make sure we have some bold paints in a cross on top of it so that it
kind of stands out. If it doesn't stand out, then it won't give us that I
won't look that realistic. We also need to kind of
increase the roughness for it make it
slightly more shiny because we're having some kind
of stretching on the skin, so that part you
feel a little bit shiny compared to the
rest of the body. I'll show you we have referenced already that
kind of illustrate that. But if you kind
of use your body, that's an example
to explain that. You know when you have an injury and then the injury begins to when the injury
begins to heal, that part tends to be
a bit more smoother. You have a smooth you have a
smooth surface around that. Open up painting with
symmetry on asymmetry is off. So you basically have
a smooth surface on that injury as soon as
it starts getting to heal. And that smooth out
surface creates some more shininess
to it because smooth surface tends to shine
more than rough surfaces. Is like the general idea. Using the more realistic
reward approach, reward understanding to it. So we're going to create
a similar effect also in by the fault when we kind of extruding
or pulling this out. It's already stretching
out the skin, so it's giving us a smooth
surface already but. As much as we have that
detail in from the sculpting, we still need to
add that kind of push this also a bit extra
on the texturing also, just to make sure
everything is working as accurate as it needs
to as it needs to be Okay. Once we're done
with this partner, we'll move on to the opposite
side and continue on. For this one, we don't
necessarily need to add any information in here, gain any texture because
we already have that It information already
on the actual cops. Okay. Are we almost
done, I guess not. Still quite a good number to go. Make sure we have our
light source in air. All right. But as
far as this goes, I think we are doing
a pretty good job. Because we're already tack
wood pins in the skin already, so we're just kind of
refining or adding that extra level of push detail to make it
look a lot more realistic. And in this case, we are doing rather working on
the scars instead now. But as far as the
skin texture goes, I think we are done with that
except where we might need to go back and make
some modifications if necessary, if necessary, but. For the most part, right now, I think we're in a good place
almost done with this side. Just run through
these downwards. All right. Last one. Then we move to
the opposite side. This is looking
interesting already. This might actually
need to work. So we don't need to do too
much of blurring for that. Let's continue on
with this as well. All right? Let's cover a good
distance for that, then move on to the
next center rule. Okay. This is fine. He should be fine. Okay. Make sure this
is working just fine. Let's move our lights so we can properly see what's
going on in there. We also have that advantage of creating this
scar detail free. So each scar detail is not looking the same in
terms of height and shape, which will also give it a
more believable result also. And that's definitely
what we're going for. It can be as accurate as it should be if it's done by hand, because as humans, we
can't have imperfection. So adding that imperfection on your sculpting fees and also on your texturing fees gives your character a more
realistic believable results. Okay? So let's just
pin this over. Alright that is fine. Not too long now we should
be done with this. Okay. Over this as well over
as well down this also a little bit more as well, or, or, year or. Okay. Okay, we're almost
done. Let's make sure we adjust our
light to fits. All right. That's fine. Move
down down as well. Okay. I think after
we're done with this, we can move to the
setting up the eye. Then after we set up the eye, we can then work on some specularity and roughness
detailing on the body. This is fine. I
think this is fine. For the most part, this
will work just fine. Now let's just turn on our
blow. Let's turn on our blow. Let's see what that gives us. Let's say we blow this
a little bit more, increase intense that's
way too intense. I think around there
should be fine. Then we go into the
material itself. Let's increase rough. Let's make this slightly shin. Let's come in close, actually. It's obviously way too
shiny. Let's take down. I think it's still too shiny. I think around the nature
of this should be fine. Yeah, this should be fine. This should work just fine. I want to break uniformity
of this roughness, so I'm going to add let's see
how we can make this work. Let me clear this
out. Better still, we're going to do like an ankle. Let's convert this
into an ankle. So let's do something a little
bit more interesting here. Let's convert this
into an ankle points. So add ankle points to this. And I'm going to
create a new layer. For this layer, I need to work on just the
roughness alone. You just need to use the
roughness channel instead. So I'm going to create
a new fill layer. And then for this filler, lesson on colo and roughness. That's fine. Then I'm going to add the
black marks to this. Then on the black mark, let's add a few layer on
the few layer grey scale, let's go to ankle points,
select the ankle point. Then you need to say
this to keep extracts. Keep out for rad
keep out for Rader, then what we're going
to do next would be to just adjust this. You can see how we're
having variations in here, and we also getting
breakup also around that. Like precisely what we
want. Let's squash this, make some adjustment to this as well. So
it should be fine. All right. Then I'll go over
and then turn off the color. So we really need to see the
roughness only for this. So if you turn this off and on, I can see some shininess
peaking through this. Which is precisely what we want. So we just need to kind of get some variations on the
shininess of that. Then we should be good.
We can go in and then introduce some more shine,
but that's way too shiny. I think around there
should be fine. We can also go back
to the ankle points or add to the few and then make some maybe spread this out a little
bit more if we need to. A little adjustment
should be fine. Maybe back to where
it was before. Somewhere around
there should be fine. The shininess we need to reduce. We need to reduce a bit more. Yeah, this is fine. So
this will work just fine. This we can
definitely work with. Make sure there's some
int of shine in there. All right? Let me just name
this to scar roughness. That's fine. This will work
just fine. I'll save this. Alright, awesome. So
in the next lesson, we can I think we can do DI now. It shouldn't take too long. I shouldn't take too
long to do DI or let's just end this
instead so we keep everything short and easy
to assimilate for everyone. So let's end this. So in the next lesson,
we're going to work on something else. Okay, for the most part,
this should be fine. Before we go, let's just test different light setup for this. Just for the fun of it. Let's test different
lights set up. Let's try this studio
white umbrella. Let's not forget to add
shadow to this also. New shadows to make this
look a lot more interesting. Let's go back to Tamaco studio
with shadow in the right. This is fine. We're having good
result out of this. Let's try this what it
called Berner field streets. The sun is directly on top. We don't want that's
directly on top. Let's Let's try this. Okay, we have any shadows on top, which is
also interesting, but I kind of test out the skin to see if you're
having realistic skin, and we're having realistic skin out of this, which is fine. This is just to test our skin. Let's use the mandurinT so now is a really
weird shader sweets. Let's try Ponoma. Panoma is an interesting one an outdoor light setup for it. Awesome. This is fine.
Let's try something else. Let's try this one,
no, definitely not. This completely hides the skin. Let's try this way
too red. Try this. Not good enough. Let's
try this studio setup. Okay. Let's try this Is an
interesting result to it. I just want to
check my skin tone if in each different
light set top, we're getting something
good enough to work with. And for the most part, let's
try this studio back soft. So now some really
harsh shadows to it. Let's take down the
harsh shadowing for it. Okay? This is fine.
We have this also. This is fine. I think
for the most part, Tomaco Studio seems to be doing a really
good job in there. I think we have really weird
shadowing in here, no doubt. We have some really
weird shadows going on in when we kind of do some
proper light instead of non, we should see we should get
better result out of this, but for the most part, Tomaco studio seems to be working extremely
fine for it, right? That's fine. So
we'll continue on the next lesson we'll do some other work on
this. Bye for now.
8. 111 Eye Texturing In Substance Painter: Welcome about, guys. In
the previous lesson, we worked on the scars for
this character in here. So in this lesson, we will work on the eye and get the
eye set up in properly. So let's jump right in. Let me start by turning
off this shadow in there, the shadows. And then let's go let's start with the
eye ris to begin with. I don't want to sold this out. I still want this to be visible. So let's just hide the minuscs and the outer eye.
So let's get in. Radio primate textures for this. So what's going to
drag and drop this in. Let's put a new fill layer. Turn on roughness. I think, let's do on num
map. Maybe we can. Let's just add additional
level of numer mapping there. Cans select the base color, let's type in Iris. Okay, so the Iris base color. Okay. Let's go to roughness. S selected Iris it is roughness. But we need to make
this quite rough. So I can de that and then just make this
completely rough. We don't even need any
specular contribution to it. It should be completely rough. So it should be fine. And I
think it's in the right spot. Yeah, I think this
will work just fine. Yes, it will work just fine. So what else? You normal Let's just add normal
to it. Is normal. Just make the normal a
little bit more intense, for the most part, this
will work just fine. The one thing I need
to do would be to go and turn on the outer
eye, turn on the outer eye. Let's go to this
texture set since, it should be on display. Okay, yes, it's on
shared a setting insto. On the shared a setting,
we need to change this AS to PBL metal roof,
not Alpha test. We don't want fat
test. Alpha blending, so PBL metal roof with
alpha blending sets. Or do we have another one that
has Alpha blending sweets? Roughness. I'm not sure
this one has opacity to it. Let's do a test. Let's see
if it has opacity to it. Let's go back to
textual set setting, and then we'll add a
new channel to this. So we need to add opacity. Okay. Adding opacity
to this now. This is a few
layer, a few layer. Let's create a new few layer. Turn on colour, turn on opacity. Now, opacity is
now apply to this, so we need to change
this need to change this shader out to pbar metal
roof with alpha blending. So once you select that down, the opacity should be
working just fine now. The pass is working now, then we need to go and turn on metal. I'm just trying to simulate
something that looks like glass in here. I would by no means I
would by no means use this in use this in node
for rendering. I can of simulate something that looks like metal.
That's basically it. So increase metallic,
to on roughness, make this quite shiny. Make this quite shiny, add a little blow to it. Okay, we're not done yet. We're not done yet, so I would just to simulate
something in there. So we see kind of do some
modi modifications to this, so let's go in and type in out our eye for the base color. Let's use a premade textures
for this eye color. But it's not working
well because we have the opacity in there. Let's use also have an Alpha for the opacity.
Let's select that. Okay, it doesn't seem
to be working either. Something seems oddly
wrong with this. Let me delete this.
Something's oddly wrong. Add a new filer to
this, add the color. Okay? That is fine. This is what we need. Adding roughness as well. O T is the roughness
should be shiny. Okay? This is fine. Okay, I think I know why
the mistake I was made. I was supposed to
add that opacity of using the max instead. So it should work way
better with max I need to have two separate few layers
to do that accurately. So let's do outer eye instead. Et's name out tie. Since
that's the name we give it. I wanted to use Cala instead, but tie should be fine. Let's create a new few layer. For this few layer, we only need the glass material in there. Turn on metallic and roughness, increase, make the shiny. Alright. That is fine. Then add a black mask to it. Let's just name this to glass.
Add the black mask to it. But the black mask, add a
few layer not spint layer, wrong one, add a
few layer instead. Then for this, let's use
the outer eye opacity. But this was not working is because we need to invert this. This needs to be
inverted. Let's do Can we do an invert
invert inverts? Should be an invert,
some invert max? Yeah, awesome. Once we do
this now, we should be fine. We should only have the
glass material directly. The glass material should
be directly on the iris, thenar part should be quite visible the
way it is right now. So this is how you
kind of simulate at least a texturing in here. If we should rotate this, we should get something like so. So should work just fine
for what we need it for. Okay? This is just fine. I think it's directly where
it needs to be. Okay, directly where
it needs to be. A good, all good in here. He's pretty much it. That's pretty much it. We
would get good results out of this All
right, so save this. Let's see if there's
something else we need to introduce in
here if necessary. Okay? We can see the
eye is a bit darker. There is a bit darker. The
lower. Okay, this is good. So what do you see
this now seeing the reference now under lights, so we can actually see more
of the details in here now. So we need to make some
modifications to it. Let's go our texture sets. Diminish open that up and those are a glass
material in here as well. We need to add each
channel you pass ea channel in the face or pasityo? Tunnel metal and
roughness, take this down, increase this,
increase the roughness some more, and then
we should be good. Oh, it's looking metallic. Look, we need to
adjust this yes. This is what we need to adjust
so make this transparent. Yeah, I think it should
be fine. All right? Moving on. Let's go back
to our body so control and all turns rightly to
select the body texture sets. And then the the blemish we have this ble have
pimples on the face. You need to make this visible. I should be quite at least
more visible in there. But the big ones, actually we need to
adjust the big ones on the keyboard and then clean the big ones out a
bit a little bit more. I think they are way too
big, way too big. Okay? Increase the brightness a bit more make them a
bit more obvious, but not obvious to throw
the entire design off. It bit more. I guess in CST it
should be fine. Okay? This we can increase, make it slightly more obvious. Let's see. Yes, I think
this should be fine. Then the darkness around the e, I think we need to
make the darkness around the eye a
bit more obvious. Let's see what we
can use to do that. Let's see which layer we can use can steal this layer instead
and use it to do that. Oh, turn on. Add some more darkness
underneath the eye. Okay? Is this even pincin? I'm not sure. Is this pins in? You kids, it is let's go clean and add some more
darkness around the eye. It's because the layer
is quite sticking down. It's low. That's why it's as
if it's not that obvious. We think let's do that with the layer we create
this layer we created, so we can just it
be on the keyboard, sample a dark tone. Okay, then paint a darker
tone in the like so. All right. This should
work just fine. Use the browse size, with
a bit more arm here. A bit more around here as well. All right. We need to make some modifications
to the lips. Let's just make sure we capture the darkness
around the eye a bit more. A bit more should be
fine. That's fine. We can introduce some more
darkness for the lip. Let's go in and find the lip I think we're
lost at this point. Okay? Yeah, we need to increase
some darkness for the lip so. I think we can still do
this on the layer also. Let's sample
something quite dark. Let's sample
something quite dark. No, not dark enough. Um, that's not dark. Let's sample something dark. Is something quite dark. Maybe we should go
to the bod. I think we should find something
dark around it. Okay, we can use Let's do
around the nipple instead. B is darker now. Then we just
do pints over on the lip. Get this darker. Get this darker as well, reduce the bros size. Okay, zoom out. Let's
see. Yeah, awesome. This will work just fine.
I think I would like to darken some regions
of the as well. Didn't really do
too much on the e, let's just get some
dark sheds on the air. Right? That is fine. I think this should be fine. Let's see there's some
thin or somewhere else you need to
introduce any darkness. Dark shed, yes well. All right. So this partler layer just
kind of blends tins together. In this layer just to blend
things together. A lot more. Okay? That's fine. Right? Awesome. To darken some tins the next now we need to
do would be to add a filter to this filter. Let's do a sharpening filter. Let's do sharpen filter.
Let's do sharpen. They will do a pass through. If you increase this
all the way up, let's see if there's any major
yes, there's a difference. It's written some weirdness
around the same line, so we don't want that Alright. Let's sharpen the texture
a little bit more. It's creating too sharp
creating too much sharpness for these painful details. And I don't really want that. So let's see, I think
we can darks card, I think we can drag, we leave this here actually. But let me move the
sharpen on the instead. Let's go sports spot sports
sports spot wrinkles. Okay, this is the sports I
think this fish spotting, you can drag them
on top instead. Let's drag them all the way up. We can drag them. Before
we drag them all. Onto that drag the mod way up let's bring back
the sharpness. Then I'm not going to drag
them on top of our layer. All right, so if we turn
on the sharpness now, so sharpness shouldn't
affect it anymore, affect this spot anymore. So this is precisely
what I want. This is fine. Take
out the sharpness. So it affecting everything
down instead, which is fine. So let me see this. I think we're basically officially
done with this. Next lesson we can we
can work on, okay? Yes, next lesson, we can
work on something else. We can work on the
accessories instead. Select this layer, paint some
more dark shade just to get proper blend in the
Okay, that is fine. This we can definitely work
with let's the quick sieve. Right, so next lesson, we're just going to
export this out and then arrange accessories and then start the texturing
process for that as well. So I'll see you guys in the
next lesson. Bye for now.
9. 112 Skin Roughnesss In Substance Painter: Welcome back, guys. So previous I said I want to
export things out, but I think there's
one final thing to do, and that would be to create some roughness and specular
map for a character. Okay? So let's jump right
in and then do that. So to do that, looking
at the head right now, I feel like I should paint
some textures for the head, some dark textures for the head. But let's also turn off
the shadowing for this. So I'll go to display
set turn off shadow. All right. Then we have
this dark. Let me move up. Okay. Then I'm going
to create a dark tone. Maybe I can just duplicate
this dark sky instead. Add the black marks to it, and I'll drag it on top. Okay, increase the brush size. So this time around, I'm
going to use symmetry to on, take down the stroke opacity
and take down the flow. Let's move back,
take down the flow. All right. So I'm
basically trying to create where the
airline should be. It's create kind of paint over where the
airline should be. Something like so
should be fine. Are we painting anything
else that we don't need? Take out the ights and
continue painting on this. Yes, something like
this should be fine. So let's just keep pincing. Alright. So we just need to be I think my need to darken
this a little bit more, increase the brush
size, move to the back. Okay? I think something like
so should be fine. Undo that that's way too big. Like so, then I'm
going to add a blow to this filter type in
blow filter in there. You see pre don't do that. Something pretty much
like this should be fine. I don't need to use something
extremely dark, though. I think this should be just
fine for what we need it for. Yeah, this should be fine. So just give us an idea of where the A Line A should be. Okay. I think we can continue on by
just reduce the brush size, paint something around here. All right, that's fine. This we can definitely work
with. Yeah, that's fine. Sn roughness map for this. The paint our roughness map
will go all the way up, create a new few layer. This few layer, I want to
use just roughness alone. This obviously looks too shiny. Let's make this quite rough. I think somewhere around
there should be fine. This would be a good base. This would be a good
base to work with. Even now that we turn this off, we still have the undertone for this. Let's just turn this on. Okay. I think I would also need
to go to roughness channel. Let's see if we can
blend this down the previous one
that's underneath it. Let's just do a blend
in between those two. Yeah, I think if you do a blend, something somewhat like
so should be fine. Maybe increase a little bit
small, it should be fine. Let's just name this
to Bs roughness. Let's do all caps
in here instead. Base roughness. Okay. But I think there's
a few things I need to do also in here before, before I blend everything down. Let me increase this
all the way up. Okay? Make it quite rough. Go in at a black mask. For this black mask, I'm
going to add a few layer. And I would like to use I think sports, I
believe, sports. I need to use a sports material procedural
texture for this. Yeah, this is the one spot two. I think Goshen spot two. Okay, this should
only be affecting the This should be
affecting the roughness. So let's see on the keyable.
Let's go to the max. Let's go to the max
channel in here so you can see how the mark has
been affected in here. Going to change this projection from V projection to
try pen out projection. Then increase the tilling. Make this quite small. I
think so should be fine. It's M on the keyboard let's
see what we get out of this. So if it's coming close
now, turn this off and on. We can't really see much of what's happening in here though. Let's go in and then
let's invert the max. Okay, you can see a little
difference in here now. Let's increase the
contrast for this. If we increase the contrast, you see on the keyboar,
let's see the max. Okay, I think let's
increase this a bit more. Make it a bit more obvious.
Its M on the keyboard. Turn this off and on. We don't really see much
happening in here though. Let's go back to
the roughness and Let's increase a
little bit more. Let's at least see this. Then we can tune this
down the way we want. Go and add a bit
more ten to this. Let's do a ten of 17. Okay. Then I would just gently
increase this onside. I found you find the
right amount for it. Yes, this should be fine.
This will work just fine. We can see some variation
of roughness in there. But we need to blow
this a little bit more. It doesn't feel sharp on the edge because the
edge feels sharp. Let's see if there's any
blow filter for this. There's no blow filter here. Let's go in and add a filter, add a blow filter to this. I see on the key, but
let's see the max. Way too intense. Okay, I think blowed out
like so should be fine. So if you turn this
spot off and on, you can see a little
difference in there. This is perfect. You
can work with this. So I just need to figure
out if this is too wet or this is dry enough
the way it should be. I think this should
be just fine. My best guess is that this should be fine for
the most part. But to take this out,
just use eyelight. Reflective eyelight actually
see something like this. On the edge, look at
how bright roughness each on the edge with these
light odd spots in here. So you can actually
tell how rough that is, if this is a good amount, so way too reflective. I think for the most part, we compare to this actly
roughly where we need it to be. I'm going to leave
this as it is. So now we need to now create some unpainted
roughness map now. So I'm going to duplicate
this let's rename these two paints roughness instead so and paints
roughness, that should be fine. What are the black marks. And for this, I'm
going to make this more a bit more reflective. Then going to the marks, the
kind of paints where I want a roughness to be on. So I have an example we
can actually use in here. I have an example.
This is an example. I just like the tea
son of the face. So it kind of Is the parts that are a bit more reflective than the
other parts of the face. So I want to be using this as a reference kind of
paint my roughness map. So let me just put this here. So on the forehead, we have some roughness
on the forehead, so let's bring some
oiliness on the forehead. All the way it should be
fine. It's on the keyboard. I see the max, okay? It's M on the keyboard. On the nose, should be some
wetness on the nose as well. Okay? Alright, I'm going to
take down the opacity. N some roughness
around here as well. And the lips needs
to be quite wet. Oh, since dark shade on the lips, I think I
need to reduce that. I believe that the one? Is that the one
ton that off les. Okay, that's the one. Why
do we have it so intense? Okay, down. This doesn't seem
to do much either. That doesn't seem
to do much either. Increase increase,
let's come down. I believe this should be the one that should
take it down, that's the one that
should take it down. I think 27 should be fine. So let's go back and then carry on on the unpainted roughness. The lip needs to be quite rough. So we're going to
go over that a few times just to make it a lot
wetter than it is right now. It's on the keyboard. Let's see how marks for it. Coming close, do a
bit more around the. Alright, that should be fine. Interesting. That
should be fine. Increase bro size. Add a film around there
around the cheeks as well. Rotate our light, so you can
see this one better angle. Okay. We need to do for the
eye as well coming close to the eye on these parts. Depends on the part,
some wetness here, wetness here as well. Okay, I would like to introduce a little bit
more around these parts. Some wetness on this
part should be fine. I think we need to
calm down some more. Wetness around here as
well should be fine. Okay. Then the neck needs
to have some wetness because it gets at
least for me though, the neck actually gets sweaty, so let's add some
wetness around there. There should be fine.
It's just regional. I'm going to create
like a tea zone wetness around this as well. So let's say somewhere
around this part, like so. Similarly also to
on the herbs, Okay. On the arm, usually
the wetness on the arm is usually
around these parts. This part as well. But not too, not too sharp. They don't want it
to be too sharp. Something light
should be just fine. Something like that
should be fine. And on the shoulder
on this part of the shoulder there should
be wetness also around the wetness around the e. Definitely some wetness on the back on the center
part of the back. That should be fine. Maybe a little bit more
around there also. Yeah, that will work
just fine. Okay. I think this is coming
along quite fine. I need to darken the need to
dark in the Nil some more. Let's see, I think looking for one of
these dark materials. Okay, let's see if we can
find a good one around here. Lip redness, dark duplicate. Let's open this up
something in there, nothing is in there. So I'm going and then
darken this some more, increase all the way
up, increase some more. I can't really see much
happening India, though. Don't see much
happening india at all. Okay. This is red. I think we might just have to
create a new layer instead. So let's just duplicate
this at a black max. Is it pins pencil
do that come down. Darken need some more. She use more more darker tone for this. So I'm
pushing this down. It's more darker tone. It seems to be slowing
down a little bit. Let me give you a moment.
This seems to be too dark. I'm going to add a black
mark to begin with. Take down the stroke or pass
it to take down the flow, then paint over paint over it. Okay? Take down the visibility of it. So it's not too sharp in there. Not sure. Something
seems oddly wrong. Oh, I know, oh, my bad. So I'm doing this all wrong, go the why because I'm supposed
to be on the base color. No wonder some things we're not working accurately enough, especially the detail
on the leaps in here. But I think we have that
where we need it to be. Maybe let's go back in there
because now we can adjust this de we want. To undo that. If we take this back up,
everything becomes visible, then we can go on the group itself to reduce
the sever we want. Something like that
should be fine. Okay. Now let's come down, close this, select this. If we turn this off, that might just
be the wrong one, yet this is the one we need. So we can take this down. I don't want it
to be two of you. Something like that
should be just fine. Yeah, that should be fine. Then let's go back to
our unpainted roughness. We can paint some roughness
here on the thigh. Do you need some
roughness on the feet, maybe just a little
should be fine. To the back, maybe a
little around there also. Yeah, this should
this should work just fine for what
you need it for. This should be just fine. Okay. Rotate this. Then we can adjust
before we adjust how intense it should
be let's calme down and then add a filter. This is add a blow filter. It's on the keyboard. Blow this out some more. Okay. Let's work
with this instead. I think this wetness
should be just fine. A should be just fine.
So one other thing we need to do is to
create a new roughness. But this roughness is not going to be for the fingernails, let's add a black mask to this. I'm just going to rename this
actually so finger nails. But the fingernails
needs to be more reflective or the black marks. Make this a bit more reflective. Go to the marks. Symmetry th on. This is that's what we need. Take down the brush size. I think we can use the default
brush instead for this. Let's use the default at
brush. Come in close. Come in even closer, reduce the brush
size. Get in close. Then we're just going to
paint the reflection in. Yeah, something like
so should be fine. Let's add equal to, so we can act least see where
we're actually painting on. Let's do red. Let's do red for this instead. Okay. So this now, we have control over
where we need this to be. It's electronic keyboard,
clean this up some more. Clean this up some more. It's really br size, paints in some more around the. Okay, next piece. Let's start painting
the edges first. You might need to do some
cleanup for this but. Let's just pin the edges first increase the bros
size and then pints in. Like so reduce the bros size. X on the keyboard rotate
this do that pens in. X on the keyboard,
let's clean this up. Okay, that is fine. I'm just going to blow the edge out a little bit more though. I think that should
be fine for now. X on the keyboard,
let's pins on this. Okay, so it should be fine. Get in a closed disc increase. All right, this should be fine. Yeah, that's fine. We
need to do some cleanup. It's on the keyboard. Do
some cleanup in there. We still have two more to go. All right. Ex, let's
do some clean up. Okay, that is fine.
The fine up is. This is quite odd. We have this old ship on
old **** on this part, so we need to fix that. That we definitely need to fix. Let's make sure we pin this in. Okay. Like, so should be fine. I'm entirely sure
why we're having this weird or sharp
edge in a wall. She look quite off.
We need to fix that. But let's go in and then
turn off the color. So we should have that
reflective now, which is fine. Maybe n too reflective Take down the
reflection some more. I think that should be fine. Then let's fix this issue. We having a et's go
and to this off. No, as ask for the finger
nails. No, that's not the one. He's and paints. That's
definitely the one. But not sure why we're getting
this. T this off also. Okay, this is from this piece. We need to definitely
fix. Let's go in. Increase the brush size. Let's
use a dead brush for this. Okay, that's brush, take
down the brush size. And basically, erase this basically erase this because it
looks quite weird. It looks really weird. Okay? And we have symmetry
toned on for that, so we can just really
clean all of this up. Okay. Rotate our lights. Clean this up also on this
side, rotate the lights. See what news you
cement we turned on, which is precisely what we need. Now, let's turn on this then paints with the the and paint with it should
be just fine for this. As an paints is just fine. Probably just erase
a few of these. Okay. Yes, I think
it should be fine. I think we need to
blow this even more. Okay, let's make it
a bit more visible. Okay, take it down,
take it down some more. We still have this issue here. Not entirely sure why we are still getting
this issue back in. I just completely erased
that and then still the We still kind of
clean some things off. Seems to clean some things off. We just kind of my best guess is that it's from the it's
from Sottwnspinter, because it's not supposed
to act that way. It's not supposed
to act that way. Okay, we'll fix that
in the next lesson. I'll see you guys in the
next lesson. Bye for now.
10. 113 Exporting Textures In Substance Painter: Comb, guys, so in
the previous lesson, we painted roughness
for our skin. So in this lesson,
let's kind of fix some issue we're
encountering in here. So taking off the
blow, let me add this. Okay, we still have
threes of this. Let me scroll down. Okay. Coming pains of
fear of this line. Fear of this line.
Something's oddly wrong. My best guess is
that this is a bug. Turn this off. Okay. You just go to show us our same lines. You're not supposed to
show us the same line. This, for example, if
I turn on blow now, you can second your
credits weird edging, which is not looking good. Credits weird edging in there. If you paint this off, it's not even painting
it off completely. So this is definitely a bug. Let's say I remove
that completely. Let's say I remove that
completely instead. And I add a new let's
add a new blow fitter. Probably that should fix it. You see giving the same. The more I increase more
I increase the blow, the more that edge becomes a
bit sharper, which is weird. If I completely remove the blow, we don't really see it
in there that much. But the blow actually
brings it in. So maybe we can swap this and
take this down instead and then begin to erase a
few of this do that. I even raising a few
let me turn this off. Raise this spread out we have
in there. I is spread out. The issue is actually
from Sobtnspnter. It's definitely bold because you can't expect
me to just blow, and then the blow is
kind of affecting that seam lines.
That was a bit old. That was a bit old. It's like the first time
I'm expressing this kind of issue, painting of sotanspinter, so definitely bo
to increase this, increasing this actually
brings that weird agent. Let's say we turn this on
without actually help. It's not even help
you turn that off. Maybe we'll use a very small
blower amount instead. A very small blow amount
should help. That should help. Ton on blow for this. I actually helps a
little bit more also. For the most part from distance, it's not too obvious.
It's not too obvious. I think we can work with
this. So yes, this is fine. So I'm going to save this now and then let's
export out our texture. So I'm looking at this oil
paint this oil paint instead, roughness for the oily
roughness map we painted. I feel like it's too oily. So let me go back in and then add some roughness to
it, roughness to it. So it's not too oily. It should just be the right
amount of oiliness in there. But definitely not too oily. I think something like
so should be fine. Should be fine. Let
me save this again. So now let's export
our textures. So I'll go over to
F export texture. Before we export texture, let's
do some settings in here. Let's say this to
fork a resolution. Let's specify where we need
to export this out too. We can go to final five. Let's do XpP body. All right, open that
up, select the folder. If we use body, we
need the base color, we need metallic,
definitely not. We don't have any
metallic property for texturing in the body. We need roughness, not justnmal. We need normal open GL.
We don't need this eye. We're going to use displacement
mapped out of Zbrush, and we don't need AU. The iris, we need
the base color. We don't need metallic. We need roughness. We don't need this. We don't need this. We need
to open GL, don't need this. Mincus' going to ignore that. But the outer eye, we need the base color. We
don't need metallic. We need roughness. We
need not this normal, not the eyes, Opacity, yes, normal open G, yes, then turn off AU. I think it should be fine
for what we need it for. I'll do no padding
pass through instead. Yeah, this should be fine. I think it should
work just fine. Now, let's done export for this. So we're exporting a fork,
so it shouldn't take too long actually to do our exports. Then we're going to go in
and then check exported, it's done exporting.
Let's open directory. Okay. Let's see. I think this should be fine. This will work just fine. Okay. Is fine. For the most part, all of what we have done in here should work just fine
for what we need it for. I'm going to close this, and I'm going to save this again. Save this again.
Then let's go in and then test some light setup in here and let's
see what we get. I'm also going to
render this outdate test render so you can see how this look with some
test rendering in there tunnel shadowing. Alright. Like so let's
try some of this in here. I'm not going to be trying
them one by one just to see how they look on
different lighting setup. This one, the light
comes from the top, so it's going to creating
some dark shader on the neck, which I don't necessarily want. Boss garage. Boss garage
is actually a good one. Let's put the shadow
to the opposite side. It is actually an
interesting one also. I still keeps the integrity of it being a dark
skin material, which is precisely what we
want and precisely what we are going for. Let's see. Okay, there's a garage.
Cave environment is actually way too dark. C is actually a good one. So
Cosas that Corsica Beach. Corsica Beach is
actually a good one. This is actually this is definitely a very
really good one. This is a really good one. Let's do some test render, so let's go and eat Iray. Let's do some IR
render for this. Let's see what we get
with some Iray render. Let's go into the
display instead, increase the value to as. Let's go display set in. Let's see yellow instead. Good. Zoom this out. We
see good shader. Let's see we get close. Okay, all around. Is just like a preview
render just to test how things are working here
for the most part as well. Zag. This we can definitely
keep and work with C needs to let's do
people's garage. Yes. Awesome. As to. You guys can take age
more if you need to. C by trying different
light setup in your This is also
an interesting one. Nice. Let's do
some judio set up. Let's start with Let me try
this villa. Let's see. Wow. This actually gives a
more dramatic look in terms of deep shadows. We have some deep
shadows around this now. You can see more state of
the structures of the moto. This is a more neutral
light setup which is also cool. Light setup also. We can just rotate
this just to see. Alright, Let's Let's
do the tomaco studio. Let's do tomaco studio instead. This. Interesting.
Let's do one more. I like this studio wide, even more. But
let's do one more. Let's use the one beside it. Let's use the studio black
soap and those row towels. I think for my final render, I think I'm going to using this studio save because I like how we get overtones of overtones are just final more making height of some of
this a bit more interesting. Give me some contrasting
shadow details in there. So if you rotate this
also, let's rotate. Let's get our shadow on
the right hand side. Let's get that shader. Move this this way, move a little bit more
towards the left. Okay. Yeah, something
more or less so. So, this is fine. Interesting enough. This is good enough for us to work with. Yeah, so this is what
we're going to work. At least. This is
what I'm using. That's my final
rendering Asia right. This is actually looking good. So I'll see you guys
in Let me go, Vincent. Okay. Bye for now.
11. 114 Baking Accessories In Substance Painter: Welcome, B, guys. So in
the previous lesson, we finalized on the body, and then we exported
out our textures. So in this lesson, we're
going to export out the accesses and then do some baking instead of Substance Painter and work
our way up from there. Alright, so let's
get right into it. So I'm going to select
everything down here. Like, so I think
also I might need to select the body and
then the outer eye. Yes, these two
should be just fine. This should be just because we need a placeholder for the body just to get something holding
the entire piece together. I think this is fine. So let's
spot this out as an FBX. So export selection
and move back. This This is the
correct folder. Okay? Okay, yes, yes, that's
the correct one. So final Pis, set this to FBX. FBX exports. Let's select this and then name this to IDRS accessories
or ADRs assets instead. Whichever one you prefer to use Assets. Okay, that's fine. I'll click Save. So
export selection and then give the
amendments to Exports. That's fine. So let's open
up Sub tn spins in here. I'm going to import
that in and then Import the necessary normal map to
work with in there also. All right, so we have
this in here now, just give you a
moment to load up. So give you a moment to load up around there and
then should be fine. Okay, this is loaded
up correctly. Then we'll go to
five new select, move back to the folder. This is the file we need. As accessories, open that up. It All right, then we need to bring in
the big out maps for it. So let's click on Add. Let's go over to B
bust out SB body. Let's just select these three
and select the outer Io. That's pretty much
it. Lease for this, open this up first, then
go to AD again Z maps. Now let's select every
that's in apart from the displacement maps and then the assessor that
comes with the body. So let's see, so I'm going to start by selecting everything,
then I would select this. I would select inside
the piece I don't need? Oh, there's something
else I needed too. There's something
else I'm missing. Let's let's put this in first,
then we'll go back to it. So yes, or arm rings, waste, calorie waste, cross
chest, wear ornaments. Okay. This is fine. How would you select the body? Okay, I think, apart
from this body, diselect this as well
displacement map. Okay, I think, aside from that, everything is working
just fine. Click open. If I click Okay, I need
to go back in here. I need to diselect
the arm rings. I need to diselect
the arm rings. I don't need the arm
rings at least for now. Let's actually leave that in. Let's leave that in.
So we have variations. I'm not going to
live with as it is. So we have variations to work
within there. All right. I think this is fine, then everything should be
working just fine. Open G that is fine. Click Okay. Then let's give you a momentum load up in our view. Then we'll start
the baking process. So yes, we have
this successfully imported in here without any. So far, there's no major
issue I can find in here. Okay? Yeah, this is fine. This is
fine, for the most part. All good. All right. Yeah, this is fine. So then let's go in and begin to import the Glar by adjusting
our camera view. So focal length, let's do 85, just so we can merge
the camera lens with that of Zbrush and Maya. And I'll save this. I'll
just name this to SP assets. Let me put Idris in front. I dries out. This is fine. Save need to de
correct food as well, so you click conceive down here. Awesome. So we have
received successfully. Let's begin to import
the normal map in there. So let's start
with the p splits. I'd like to delete these
numbrins at the end. I don't want those
numberings at the end, so let's get rid of them. I think there are quite
a whole lot of them, but it shouldn't
take us too long to completely remove that. So we don't have numbrans
for exporting our model. Still have a lot more to go. Okay? Oh. What is this? Well, we did not
give the same name. We did not give the same name. The bid for this, we
didn't give the same name. Let's go back in here. So it's not going to major
issues going to copy. Do we have, there's
a weird name for it. Let's delete this end. Copy the name. Apply the
name on the material. So let's go over to attribute editor and pase
the name in here. That's fine. Then we'll just go back to subtermpina and then just paste the
name in here as well. Yeah, that's fine. Okay. So they would have the same name now when we do our exports. Delete every other thing every other weird
number we don't need. Okay. That should be fine. I
think this is the last one. Alright. Awesome. Let's
do a quick sieve again. Then let's go all
the way back up. Herb splits, go to
normal. Select normal. You should be looking
for herb splits. House sprith yes, I remember. Remember the house sprint
do not did not bake any remember for that inside of Zbrush because we were having
some importation issue. So no that move to
the next piece. So this should be
What is this called? Generally you can see the
name around there somehow. Okay, armor. Let's select darts. Okay, that's the one arm rings. Arm rings, select darts. Cowie waste bead,
Cowie waste bead. That's the one so we come
close now, if we check, we can see our number
map imported incorrectly without any issues, is
precisely what we want. All right. So cross chess strap. Cross chess strap. Let's go in and check. Imported also
without any issues. That's fine. Ya, beat, ring. Okay, yeah, chain, beat. Ring, ya ya, chain, beat. Chain bed group. So select that as the one also. Y ornaments. This one,
we exported this out. We biked our map inside
of Momset two back. So ornament, that's
the one, select. Coming close, yes, we have
this biked correctly. So yes, we have this imported correctly, rather, that's fine. Move to the next one. Y rings. Rings. That's the one. And letter strap and
letter strap. That's one. It gets enclosed. You
should be able to see all the latter details
imported incorrectly. That's fine. A few more to go. Add center bid. Head center bid. Head center bid. T should be the one as well. Yes, that's the one. Head on. Normal head on. That's
definitely the one. Imported correctly as well. Okay. Adri body Adri
body, that's the one. Get that in. Okay.
Imported in successful. All right. Seem this
will work just fine. Yeah, this would work just fine. Let's go over to Jaw beads. J's J Jaw Beats. That's the one. Cross
shoulder beads. Cross shoulder. No, cross shoulder, cross shoulder beads.
That's the one. Imported successfully. Leopard chess strap. Loupad chess strap. Lupa chess strap,
that's the one. Metal metal with band. Let's go for M. Metal with band. That's the one. Metal
with band. Okay. Outer I O I, I think you should
come down instead. Okay, I don't think I
imported the outer e normal. But that's fine. We
don't really need it. We don't necessarily even need that I don't
necessarily need that. So let's ignore that for now. Sandals Sandals that's the one. We really want Sandi
in our entire set, so that should be the one screw down
sheets. This is the one. Okay. Skirts. Select nomal skates,
skate, skate, skate skates skate
normal, select that. Spare Spell normal as the one. Tiger mark, tiger meta mark. So that should be T. Tiger
meta Marx as the one Ws bond. This is the one Okay. I think we have everything
imported incorrectly now. The only mode that does
have normal map in there is the b splits and
then the outer eye. So the rest comes with
its own normal map. So at this point now we
can let me say this again. We can now easily do our baking. So let's go around and then
just check if everything is imported correctly
without any issues. Because we need to actually check if we have everything
imported correctly. For the most part, I
think we are good. Yes, I believe we
are good in here. We are golden. Okay? For some of these
things, we need to kind of do some operas, textual resolution for it, but for the most part, everything is in correctly. Okay? Maybe since we're here,
we can just import the Did we import the
roughness map for the body? I don't think I did.
So let's import that. Let's also import the normal
map for the outer eye. So importing this in, let's say these two texture put
these are texture files. Okay. Then we set, this is fine where it is.
Then we don't imports. Let's go to our outer I and
then just drag that in out I. We know it just one mode that
does not have normal map, which is the b split
let's drag this in here. All right. Let's
look on big maps. Les you go to baking
mode layout in here now, so much controls in here. Let's jump right in. I need to create
a bit more space in here so I can see the
name a bit properly. Little bit more space
around there. That's fine. So I'm going to
exclude the B splits, so I'm going to exclude
that, exclude the split. Okay. I think this
should be fine. So exclude the b split, go to the mo Turn of the normal for it.
Can we do the same? Can we do the same
for the others. Can we do the same
for the others. Apply selection to
more texture sets. Apply all setings to
your textual sets. Let's click that.
Let's see. Awesome. So that works. That works to exclude the normal map being selected on
the rest of this. Perfect. So like that also in man they kind of
created most of the setting, so spits lot faster for us. Then go over to Covitual. So select the mo,
go to Coviture. They want to generate
a Cvture map from the normal map instead. I believe this one
should reflect on every other piece also,
because they're all linked. They're all linked together. So let's select perfect. So this will work just fine.
This will work just fine. We'll just show you
guys setting I used. I used this. I
believe I use apleon to texture set so that's one
I use so let's click out. So everything's
working correctly now. So now we can make. Let's be selected
because everything selected outside the a split. So let's let me zoom out a bit more and let's do
big select Okay, so now we're absolutely
done with this piece. But we still have one
more thing to do. We still have one
more. Still a more. Still have this last A
split, create normal mouths. Let's go over to the set
of settings in here, and then let's do invert, I believe textual sets. Hess the one, then select it. We need to turn on
for the coverture, we need to take it back
to default for mesh. Turn on normal. And then I
believe we can big in here. Let's see. I think I think might be there might be something might need
to do later on, but we check, though, we check. So let's just do a big
for this big selected. So this butler one
shouldn't take too long. We're just baking just one mesh. Baking just one mesh here, so it shouldn't take too long. So let's return back to pins
mode, we need to check. There's something we
need to check in here. So if I should go in and then
turn up these app splits, I figured you might
have this issue. So let sure you get how to fix this in case you
have an issue like this. Let's go back to Bk. Let's go back to Bit mesh. In here, let's invert the mesh. Again, invertecture set. Then turn this off. Sleet, okay. I think it's off. It's turned off
for the rest also. So to fix that, we need
to select one of these, then go over to
ambient seclusion. Dish is from ambient seclusion. Then self occlusion, selects
Os mesh name, select that. Okay. Now, I don't really know
if it's going to apply on every on the other
on the other piece. I believe we should apply on the other piece. Let's check. So it's applied here as well. Okay? It's applied on
every other piece. So I think it's not
going to be an arsle to actually make all
of this out again. So let's just do
Big selected again. I'm going to select the apps
plate I'll do this case. I's already applied in
there already. That's fine. So go back to coverture. We need to set this to
generate from mesh again. All right. Now let's
check this for the ers. If that is taking
the same setting, it is, that's fine. So let's do big selected. Then we'll come back
when this is done. So I beg that out correctly
now, so that should be fine. They need to big for the
split, select the splits. Let's do an architecture
set inverts that is fine. So no normal ambient seclusion or the self same name is fine. Cvture need to generate this
from the mesh itself, right? We need to also generate
number map for us, then we can click
on Big selected. So this should be as
quick as it can be. Almost done, actually. Almost
done. Okay, that's fine. Let's return back
to pins in mold. So if we turn this off now, you shouldn't be seeing
that weird dark shed on the ambient
seclusion anymore. So that actually
fixes it, fixes it. So everything is
working just fine now. Let's do y so I'll check this out again just to be sure we have everything
working correctly. For the most part,
I think we're good. Don't see any weird issues
so far around this. Okay. So in the next lesson, we're going to start
and then start. I want to start texturing the asset piece by piece until we're done
with the entire outing. So exciting days ahead. I'll see you guys in the
next lesson, bye for now.
12. 115 Sandal Fix In Substance Painter: Welcome bad guys. In the previous lesson, we baked out all the
necessary math needed to get this set up accurately and properly for us to start our
texturing process. In this lesson, we're going to start the texturing process. Let's jump right into
it. I close for now. I'd like to start by going to
the body and then applying the textures we spotted
out in the previous fight. Old down, on through and out, then right click on the model, that go to the body, go to
layers with a new field layer. I'm going to bring the body in Emington on roughness as well. Let's delete all of this. Let's do I believe
the name is Idris, body, select that,
apply that on. Go to the roughness as well. This is the roughness in there. Okay. This should be fine. I'm not going to upscale the texture five for this because the preview
should be just fine. We're not really doing any
specific work on the body, so I'm just going to leave
this preview at two k. Alright, so I'm going to work. I prefer to work from the top all the way to the bottom piece. So the last piece I'm going
to be working on would be the Sanders instead. Whoa, whoa, whoa, whoa. I'm just noticing some
pinching in here. So that is something
we need to fix. We definitely need to fix that. We need to fix that. I
did not see this at all. So let's go back
to our Maya file. Get in there. Oh, I'm
just seeing it now. I'm just seeing this now
so I need to open up my Zbrush first
and then fix this. So let's do that real quick. So I opened up the fire now, so we know what we need
to adjust in here, we're just going to adjust that. So let's make sure I'm
using the let's just set up a layout and then use the
move brush ton of dynamic. Take down the brush size
and extend this out. I need to be going
back and forth between Maya and Zebra just to see which
part I need to fix. You know, there are some issues
there I need to fix also. So I'll pull this out, pull out. Okay? O as well. Let's go back to
Maya and then see. Okay? So we have one fix that already one on the back, right? So let's do for the B. Okay. Come in close. I'll just pull this back some more,
and we should be good. All right. Yeah,
that should be fine. We have symmetry turned
on for this, that's fine. I'm going to turn
off symmetry now. So I can do this asymmetrically. I'll pull this out some more. Let's go back in and then check. I see one on the
front side also too. Come in close. Let's
fix for the back. I was going to increase
the brow side a little bit more and push all of
this out some more. Put out some more out some
more, that should be fine. Let's see where else
you need to fix. All right. On the side, route to the side. Okay. Get close somewhere around
here. I pull this out. All right. Let's see which
other parts you need to fix. Okay? We can see as well, get close. Pull this out some
more. All right. Let's see see we
can move on to the other the right side of
the sander pull this out. Okay, leave this up some more. Let's go up. Let's
see. Okay, the sides. I'll pull this side out more. Let's go back and
see how this looks. Do that. I'm just going to
pull this out some more. That should be
fine. Okay? You can see if you are at the back side. Rotate this this way. I'm going to extend
this out some more. Pull this out some more, get this out. All right. I think I need to push
this out a bit more. Pull this out a
bit more as well. Okay. I think I
believe we are good. Okay, this post on
the opposite side, I think we need
to fix that also, too on the opposite side. I believe somewhere around
here, let's pull that out. Alright, so remember we
encountered an issue while exporting where we have
Zbrush messing up our UVs. But let me save this first.
I need to save this first. So after seven, I'm
going to export out on the same subdivision
level and then we're going to check if there's
something else we need to fix and hopefully it
doesn't ruin our UVs. Let's just hope it
doesn't ruin our UVs. All right, so I'm going
to export this out. Let's go to preferences. Important exports, exports. Turn off group keep smooth. This gets in here.
I'll select this. That's the duplicate of this. I'll send this out
of the group shift p to send it out of the group. I'm going to hide this for now. I'll hide this also. Then let's export this out. So exports. I would like to export
this out instead. Put this in the same folder. Let's just put two in front. We just put two in front, save. All right, so moment of truth. Let's import this
in. Let's Import this into, this is
the corrective. Final five Z exports, two Sanders, drag this in. Alright. Let's check our UVs. Awesome. Awesome, awesome,
awesome. We have our UVs. We have our UVs still in place. Awesome. So good still have our UVs in place and they are not completely messed
up, so that's fine. So we selected now, I'm going to play this out. I'm going to make this visible. I'll hide let's open this up, hide this sand, hide that. And let's check if
we did a good job of bringing everything
back out without Oh, I think we skipped the part. So let's go back in and
then just fix that. Saving out. All right. Let's find the angle for this. Okay? So it rotates to the
side, to the back rather. I believe that's the one there. So we just need to raise
this out some more. Let's raise this out. Okay,
it should be good now. Check this again, get
close. Leave this out. Let's add new exports. So sounds to save Okay, we can delete this,
bring in the new one. Because we replaced that so
let's drag and drop this in. All right. Awesome. Yes, I think this should
work just fine. So we need to do is let's
check this again to make sure let's make sure UVs are imported in correctly
without any issues. Delete any weird
naming in there. We can send this down or send this down.
Delete these two. Drag this back into
the group. All right. Then let's give you the
name needed for it. Existing material sandal
sandal sandal that's the one. So now we need to
export let's select the body all the way down, then the outer eye. Need to reexpose
everything we exported out before. I'll save this. Let me give this a
moment to load up. Then we'll go and
export this again. With the replacements. We
can just replace this. We should be fine
if we replace this. Or just replace saf, we can just rename this put
in front, export this out. I'll go back to A Zbrush fire. I can just quite
easily close this. Safety is also to while
I'm closing this Okay. Then we're going to open
up Substance Painter, and then update our entire file. So once update our entire file, everything should be working just fine without any
issues we need to rebake again because it's
maintaining the same UV shells, which is precisely what we want. Okay? So let's open
up Substance Painter. We already have the
five saved out, so we're going to open up
the same five we saved. So SPA d set so open that up. Right in here. So we
just need to update. So to do that, let me go over to Edits, project
configuration, select. And then we'll just select
the updated version, which is to reduce assets. Click open, click Okay. Then just a few
seconds to update to update a moments doing his ten. I believe it's done. So we come down to the feet now, you see that we have
this accurately fixed. Okay? Awesome. So now we can properly go into the texturing process
in the next lesson. So I'll see you guys in the
next lesson. Bye for now.
13. 116 Beads Mats In Substance Painter: Welcome, B, guys. So in the previous lesson,
we fixed the issue we encountered with the
Sanders and then we imported this dart back into
our subtanspena fi. So now, I think we
a goop listening, I think we are safe to
continue the texturing now. So let me just set
up the eye first to control right
on the outer eye. Let's input in the
layers textures for it. So create a new field
layer for the color. Let's just type in
outer eye in the outer. Let me just select the outer eye color and then
we should be good. Okay. Yeah. This should be fine. We don't need to do
too much in here. We just need to have something
that's a reference in. Put this around here. Now
let's start with the building. So control out select
this building. I would isolate it. So let's start texturing
from this, go to layers. We have a reference in here. So let's see if we can
find a material that would actually be fine for
this let's type in bed. Not really. Let's do marble. Marble. Okay. So we have these two
textures in here. We have this marble vein and we have this Trazo composite. So let's do this
marble vein instead. I'm going to drag
and rub this in. Okay. So it's kind of affecting
the entire outing, but I don't want to
affect the entire outing. We still need to make
modifications to this. So I'll first of all,
need to upscale this. So let's go to Forky
resolution so you can see the best possible quality
for this on our preview. Close, open this up. Okay. So now we have some
variation colors in here. So let's do let me start by
naming this to dark brown. Let's use all caps in here. So let's do dark brown. Okay, marble. How would dark brown be?
Let's just bead instead. All right, that's fine. We need to use a dark
brown tone for this. You have the marble colour, let's go into the marble colour, this colo pica, let's pick. Let's pick this
dark brown tone in. Is loading up. Let's
give you some moments. I'll cancel this. We still have this marble crowd that still
has a light colour to it. Let's just use the
colo pica and pick something dark as well. I think we can leave
this two K resolution so we can work a bit faster, Let's say this SAT k resolution. Okay. We need to make some more
modifications to this. Let me use more use more
darker tone for it. These as well are p
juice towards the red, slightly darker like so. Marble roughness.
That's way too rough. I believe that's
roughness, there's variation in there,
too, which is cool. But we need this to
be more reflective. He'll be slightly
more reflective. Let's find a good
value for this. Yeah, that seems fine. So I'm going to
hide this for now. I'm going to make a duplicate. So I'm trying to create the
variations of colors we need, then we can now begin to apply them one by
one as we see fit. So I've kind of tackled this. Let's do it towards
some tiny bit of a dark blue tone to it. Let's call it pick
pick the color in. Let's use the more darker
darker bluish tone. That would make better sense. So push this towards the dark. Let's get this bit darker. Okay. Let's get this
dark as well. Okay. Something feels oddly wrong. I think I'm missing
something in here. Which color is this?
If you use the whites. This is what controls
most of the colors let's just pushes towards
something quite dark. Let's do crack dipness. Let's take this down.
Take this up, let's see. So just a matter of
playing around with this just to figure out
what actually works. Randomize as much
as I like this, I will still like to make this a whole lot darker
than it is right now. Let me push it all
the way to the black. Okay, push this all
the way to the black. Yes. No, that's way too dark. Push this down some more.
Let me brise this up. Push this dark some more. Come dark, a bit darker. Get this a bit darker.
That's way too dark. Way too dark. I don't want it to be too black. Let's just get an inch
of blue in there. I still want this slightly dark. Is there where I
can kind of pick? I'm trying to see if I can find something I got the
colour initially, but kind of lost it
at the same time. I'm just pushing
it down some more. Still pushing it down some more. No, definitely not. So black. Maybe I might just set
you for this instead. I might just set you
for this instead. So let me set you
for this instead. So let's do dark blue. Let's do dark blue instead. Dark blue. Okay.
I'll duplicate this. Let's use a more lighter
brown tone instead. Let's go for a lighter
brown color, randomize. I think we need to
get traperna mapping in here as well. Tripna mapping. Temperna mapping is
not doing justice to it except we increase the tiles I think
increasing the tie should fix that quite right. Okay, increase this. Let's
do a value of 40 instead. Yeah, that should
be fine. I need to repeat the same
to, to the others. Let's make show Let's do tile in 40. Come down there as well. UV mapping, typing mapping. Tying 40 as well. Okay, so I'm going to, we're still working on this.
We're still working on this. So let's go down. We can pick the same coloton but a
the coloton some more. Yeah, something pretty
much like so should be fine. Close this. I'll duplicate this again. Okay. Let's use this more
brownish tone to it. I feel like we just
need to reverse this do an inverse of this. Cool pical let's pick
this. That's the one. Then for this, we just push
you towards a more light ton. Push you towards
a more light on. So there should be some contrasting detail
in between them, something like so, close this. Let's create a
duplicate as well. Let's see what else let's see what color we can get in there. Okay, I see one. Overall colo tone. Let's pick this color right. Then for this, I'll push
this to a more deep blue. Something light should be fine. But this tone needs
to be a bit dimmer. Yeah, something like
that should be fine. Dimmer tone to it. Alright, that should be fine. I think there's other colors
in here also, too, we can Also emit it in there. Or we can just completely
use something different. Is there something we can
do in here. That's fine. Let's duplicate of this. Not duplicate. Let me
close this instead. Let's drag and drop
this in here Tazo, what's it called?
Trazo composites. Whoa, whoa, there's way
too many colors in here. Way too many colours. Can
we take down the amount of colours okay if we can take down the amount of
colours in here. Let's do something that has at best three colours instead. Yes, at best three
colours should be fine. Let's select some
colors in here. So coming select use the
color picker, I'll pick. Let's pick this. Okay, let's make sure we
say this to triplanar mapping, increase the tile. All right. So there are preset also in here that we can
use, which is fine. I believe you should
also have preset also. It does. It does does preset also. Let's
go back in there. Let's change the next color. Let me use something a
bit brownish instead. Let's change this.
Let's use large. I think this large
one is actually cool. Then in general
overall tone for this, we can use let me push this towards
something brown as well. That's way too. Let's move
towards something brighter. Yeah, I think this is fine.
We can work with this. I would duplicate this. Then come in, I'm going to change this completely
different color. Let's use something
towards the green. Maybe darker green
should be fine. Put this towards a
darker green, like soap. We can change the colors a
little bit more as well. Maybe I think it's actually
fine. This is actually fine. I'll do, we need to
rename this first. Let's just rename this
to I'll thetas in there. I'm just going to give
it a different name. Let's Let's give it pale. Then this we can give green. Let's put green.
Alright? That is fine. Yeah, this work, that's fine. Then we can now
create a few new ones so far too that we can
just use for this. So I'm going to I think we can get everything in one
same layer, I believe. H. Let's see or we can use or we can use
textures instead, so. Let's see, someone to create a new few layer for
this ton on roughness. You should be at least
quite reflective in a way. And I'm going to import
some textures in that will actually help
us do a better job. So I have this oil texture in here quite a number of them, so I'm just going to
drag and drop a few. Then I can drop a few.
We can use this, this. We can use this as well. This also let's see
if we can use this. So I'm just going to
drag and drop this into Substance Painter want to import this in as
a texture file. I just put this
nasty texture file, and then we should be good. Okay. That's fine. You click on Imports. All right. So on the
field layer now, we're just going
to drag and drop. We can just drag and
drop any of this. So let's start with let's start with one of the
top, drag and drop this in. You can see how
right off the bat, we get something
interesting enough already. So I'm just going to
rename these two. Let's rename this. Let's give you a different.
Let's name this 20 marble. So I know what they are. So
I'm going to duplicate this. I'll drag and drop something different
into the second one. So let's use this instead. Let's drag and drop this in. If you use draping mapping, even do not good enough. I think the default
is just fine. Default will work
just fine for this. Okay, even as it is right now, even as it is right now, we can even we can just say, Okay, this is the way we want our
final look our final look to be to be, like, because, like, so now we already getting
we just want texture, we have a lot of
variation in there. The only issue we're encountering in here
is the fact that, not even it's not
even a major issue. Where do you visit kind of mets? The elderly part, we have
a little issue in there, but for the most part,
for the most part, this would even work just fine if you decide to
actually keep this because for me distance is
already looking quite good. It's already looking quite
good from a distance. Creating a really interesting
variation in there. I think I'm going to
leave the Stites. I want to leave the dites. These are just happy mistakes that just seems to
work perfectly. But there are still a few things we need to do in there, though. Let's see if we need to do in here to make it a lot better. So I would like to experiment
on this a bit more, so let me just make a duplicate of that and do
some experiments in here. So one of the experiments I would like to do
would be to make sure sim line are our seam
lines are not visible. For the most part,
our sim line is not going to be visible because
we do seam lines at the back. So if we should
bring back the head, you will notice that we can
hardly see the same line. You can hardly see the
same line on any of these so no seam
line whatsoever. Okay? So it's hardly visible
in the hardly visible. But we need to do some
more work on you just to experiment and
see which results would work just fine for it. I said tiling this now is
giving us a really weird look. We get a really weird. Let's do physical size instead. Let's see if that
actually helps. Not really. The best
results it comes from the best results
C comes pretty much from just having
it at UV projection. A best result comes
from UV projection. We can just go now
and set this to Tylen, set this back to one. Okay, start with the
best result from this. So I'm going to
keep it as it is. Then the next lesson, we're
going to continue on and keep testing it and trying variation just to make this
look even better. I'll see you guys in the
next lesson. Bye for now. H.
14. 117 Ear Ornament In Substance Painter: So welcomba guys. So in
the previous lesson, we worked on the chain and
then the ear ring loops. So this is fine.
So in this lesson, we're going to work
on we'll spend a bit more time on the ornaments
on the year ornaments. So let's do that. I'm going to turn of the
shadowing in here for now. Okay. That is fine. Clear this out. So
get close. Okay? I think that is fine. Is it
intercepting with too much? Not too much actually. I
think that should be fine. If we need to make
any adjustments Okay, we actually have quite a good amount of
interception in there. I think that's we can fix inside that we can fix
later on naturally. So it's not going to
be a major issue. Okay. So let's carry on. It's just something we just need to push out a little bit more. Most especially for
this ornaments. Let's push that out
a little bit more, then we should be fine. Okay, so we can
isolate no, not that. We can isolate it. So let's go to ornaments. Before we isolate
it, let's go back to the gin and copy that metal. Step dark edge. So let's
copy this copy this. Control, click on this. On the ornaments,
let's isolate it. I plays the material
in here for now. So okay. This looks interesting. So
we can do one of two things. We can just change this
to gold or we can just try a good material in here,
see how that plays out. Then make modifications
on that as we move along. So let's go type in gold. So we have this good damage
in here. Good damage. Let's get a preview of
what that looks like. For good damage. Generally,
since so much of damage in here let's
jag and drop this down. Okay. No, it's not there yet. So you need to make
modifications to this. I'm just going to open this
up, open this up as well. Think I would copy, this scratch is actually
I believe this be cloud. Okay, yes, we can use this. We can just copy this too Or I'll just drag it out of that
group and drop it in here. Okay? Now this is looking a
bit more interesting. So if as you turn
off the clouds, as you turn it off,
yes, this is fine. I think with this, we can
definitely work with this. Just adding this here
alone is kind of giving it a lot more of an
interesting result to it. We're getting a bit more of an interesting result to it now. But I would like to make
some of this different. So I would copy this, go back into the steel and paste that
inside of the group, drag this back into the group. Okay. On this on. But this time around,
I'm going to add the black mark or
the black mark. I'm going to specify the mesh I need this to be applied on. So let's go to our polyfu. So we want mesh few. I'll select these two.
I'll select this. I'll select this on this. Then I can select
a few of these. Let's do UVs instead. Select this UV this
select this as well. This is just creates
variation in there. Let's select this as well. Undo that, let's do mesh
fill instead, select this. Okay. I'll select
this also undo that. Select Undo that, et's
do UV fill instead. Feel this UV. Okay. Yes, I think
that should be fine. Then move to the next piece. Basically repeat the same
thing in here as well. We can do for this
this and this. On the opposite side,
let's do for this instead. N doo that. Let's do
mesh fill instead. Let's just this mesh.
Okay, mesh nd that. On do that. Let's
use UV fill instead. Select, this and this as well. The select one instead. Let's select in this
fashion instead. All right, select this
as well. Go back out. Let's see what we have. Okay. I think we can actually work with this,
but let me turn off. Cloud is already turned off. So we turn that back on
let's see what we gets. Yes, that should be back on. I think for the most part,
this should work just fine. I don't think we
need to do anything extra in here to
push you even more. This will work just fine. Let's bring everything back out. Okay. Let's see.
You should be fine. But looking at this, now, I
feel like maybe I should make this a leather material or some kind of rubber
material instead, yes. I think to break
uniforms in India, to add rubber material will
make a whole lot of sense. So let's go back in. Let's see I will need
to deselect this. So let's go back to the polyfel. I think we make this some kind of rubbery
material instead. It X on the keyboard
and deselect. Okay, move to the opposite side. The select Okay. For this, we can use cannot
use a rope also for this. So just so we have variation of interesting colors in there. So let me select this as well. Go in there, I think I'll
need to add a white mark. Add a white marks the
selects all of these. Okay. Yeah, that should
be that should be fine. You select it as well. Okay. Come close the selects, I think
we're good now. I think we can Oh, I
need to for the god, I need to select
select all of this. Okay? The digital invited for it
was for something of metal. But I think if you
add leather in there, it shouldn't be too difference shouldn't be too obvious
actually from a distance. So let's do that. Let's drop in a
leather material in. So I'll just go. I think we
can make this leader also. I think we can make this leader. But we see basically having fun and experiment in here to
figure out what works best. Let me type in leather
for smart material. So I have a few leather material
in here that we can use. I have some of mine as well. I have some of mine
that we can use, and then I'm going
to share it for you guys to actually
use the same as well. But there are also some
default ones in here, too. That comes that comes with subtan spinster
that we can as well use. So let's find something interesting to
actually use in here. Let's try this leather aera dam. Let's try this lata damage. Drag this below. Okay. And I think we need to
upscale. We need to upscale. So let's use fortune. So you can see more of the
details in here propelling. Close this. It's loading
up, give this a moment. I'm not sure I'm really
liking this though. Does not give me
the desired result I'm going for, so I'm
going to clear that out. We have this leather fine edge. Let's try this leather
fine edge instead. Let's see what that
gives us. Okay. It has giving us really
strange leathery look to it. Quite strange
leather look to it. Let me see if something
has to do with tiling. Let's see if there's
another leather in here we can experiment with. Okay? But this might
actually work though. This might work though. I kind of like this redness
we're getting from this. I need to remove. I
need to remove this. Remove this as well. Okay? So let's go in and make
modifications to this. Let's make modifications.
So open that up. Let's go to we have leather
pattern if you turn that off, the leather pattern,
let's see what we get. Leather pattern is actually
making it a little bit old, so maybe leave it on and take down the at intensity for it. So we have too much intensity. So let's go to the
eight channel. Okay. If you take this down completely, let's
see what we get. You don't need to
be too intense. It should just be
barely there, so let's use the value of one instead. This is
the value of one. Okay? Get enclosed. Let's see. It's not as intense
as this was anymore. Let's increase the values use
the value of three instead. Okay? I think three
should be fine. But we need a bit of
roughness in edge damage. I think this work best with
edge damage turned off. Okay, let's go back to the
leather color instead. Roughness. I think the value that was
there before was fine. Sin intensity. Let's take this Let's
spread this out actually. Okay, let's take it down. Since somewhere around
there should be fine. Okay. I think we can work with this. But we need to kind of
change some of this to ampeblack leather material. Let's look for more darker shade of leather material in here. We have leather damage in here. Look for something black. Leather Cris, this is a good
one also. We can use that. So I'll close this. I'll add a white mark in here. Do that. Add the white marks
in there instead. Then I'm going to deselect. Let's see what we can
deselect in here. I'm thinking I should do
this downward black instead. Let's probably down this
up up about black instead. Let's do the upper
black instead. So let's drag and drop this in. Drag and drop this in.
So on the white mark, let's go back to Bully field. Deselect all of this. Okay? So this is a black leather now. Let's see tone that off. Black leader almost
look like metal, it's not giving us an
interesting result. The results we're getting from this is not so interesting. Not an interesting result. So I need to go in and then
tweak this a little bit more, select the base, pull
this up slightly. Let's complete black off makes it look a bit more
like a metal material. Not too red. Frankly, fake,
good value that should work. Come in close. Okay. I think something like
so should be fine. Then I'll go back to I think there's so many damage
in here edge bump. So many damage in it that
I don't necessarily need. Maybe turn this on instead. Maybe we can use this instead. That's fine. Then I'll go
back to the later fine edge. I would like to make
this slightly brighter. I just make it slightly brighter, but not
too bright, though. Okay, I think if value
like it should be fine. Okay. Let's go back in, select that's fully few, select all of these. All right. Yeah, this should
be fine. I think we can definitely
work with this. This we can work with. Let's
go back to go damaged. I'd like to select this. Okay, select this. You should be having good
instead, supply good to it. It should be fine. So we
have some variation in here. We have metal, and then we
have leather also in there. So I think this we can
work with just fine. Let's go back to textual set. Let's bring everything
back out. Let's now get a better visual on this. Yeah, look a lot
looks a lot more interesting like
what we had before. This look a little
more interesting. Okay, so that should be fine. So let's move on
to something else. Let's move on to the
horn. Let me save this. Yeah, that's fine. Here, this we can
definitely work with. So moving on, let's
work on the own. So before we work on the own, I'd like to copy the
steel dark edge. I'll copy that.
Then let's go on. Based here. So I'll add the black mark in. Let's isolate this. Then we can go back to Polyfill. Let's do mesh field
instead, select this mesh. Select this mesh as well.
That should be just fine. Letter work, that's
fine. So now we need to use a leather material
in here for this. Let's see if we can find a good leather material
that we can work within. We have this leather roof. This leather roof
looks interesting. Let's see what else
we have in here. Screw down. Get this done now
some pattern to it, so let's drag and drop this in. Okay, W a black max. But I think, looking at this, I feel like actually make it similar to what
we have in here. And the closest one to
us is this layer off. But since we experiment,
we just trying to for New Year and figure
out what works best. So I'm just going
to go to Polly fuel and then match fuel select this, select this as well. Okay. Open that up. We, shoot this damage. We don't even really
see we don't really see the fabric pattern
India that much. Probably need to tile
this a bit more. You need to tile
this a bit more. So let's increase
the tile some more. Let's do this UV
projection instead. Okay? Let's see what we get. Damage highlights. Yeah, I don't need that damage. Let's turn that off.
We don't need that. This is way too
much. We're supposed to use a different
color for this instead. So let's go in. Let's change the color for it. We're having some kind
of gradients in here. We don't want this
building. Equal or similar to what we
already have in here. Let's pick this colo tone. Use something darker. We should something
brighter in here instead. More brighter tone for it.
Like so should be fine. Then the next one should be a bit dark, brownish tone instead. Something like so
should be fine. Alright. Now this is looking a bit
better than it was before. Let's go back to our channel. Pattern. If we blow
this out, undo that. I think what was there
before should be just fine. A little blow should
be fine. All right. You can go back to
the ID channel. Increase intensity
is way too high. I think somewhere around
there should be fine. Okay. Yeah, I think you should
be fine. Should be fine. Let's zoom out a bit more. Let's see what we
are from a distance. From a distance, we're getting something interesting
enough to work with. Yes. We can keep this can
keep this actually. So I think another
units will be dot, but we do the dot
on the overall on an overall type of wings
after completing this on. So let me save this
right will be fine. So I'm going to use my
own presetting here. I will just drop
my own presetting here so we can work with that. So let's just type in. I think it's called i do we have a potla material
we can use in here.
15. 118 Tiger Mask In Substance Painter: Welcome by guys. So in the previous
lesson, we're working on the ear ornaments and then
we started working on on. So I would like to continue on. So it's an issue here, this leather for Don
is way too brown. Kind of blending
too with the skin. We don't really get
that contrast in there. So I'm going to darken
it a little bit more. Let's go in to the base color. Let's darken it a bit
more. You're like, so. Okay. Then we'll go over
to the ils gets closed. Okay. They will go up
all the way, I believe. What is the He highlights
these He highlights, do we? No, we don't go to this damage. I think we need to go to
the gradients instead. So we need to let's see. We need to take this
down a little bit more. So it's not too bright. Somewhere around
there should be fine. So you just feel kind
of kind of peeling off. So if you do feel like
it's spilling off, we have t information
in there already? We have t information. We pull that down that
way down way too much. Okay, I think around
there should be fine. Get us fine. At least now, we have a bit of contrast in the a little bit of contrast
in here that should work. So now for the own piece, I'm going to use my own smart
material preset in here, which I'm also going
to be providing for you guys to also use. It's going to be like a freebie. So let's drag and drop this in. So Case is called. So it has all at least most
of the details in there, but we're still going to
add a few of ours also. Just make it just to make
it a lot more interesting, so I'm not going to drag
and drop this down here. Let's co the black marks. Add the click on
black marks again, those going to go to
Poli fuel select this. Select this as well. So let's go on Isolate. Let's just work on this as
an individual piece and see what we can add or
remove in the Okay? This is fine. One thing
I'd like to add would be, we have scratches India
already, so let's go in. Let's open this up. So there's quite a lot
going on in here though. So we have okay, there's quite a
lot going on here. But we also need to modify or adjust what is
necessary in there. So let's go in. For one, I would like to make this
data a whole lot browner. Okay? This should be it. That's the one. But I'm
going to duplicate. I'm I'm going to duplicate
that actually and then use something
different in there. This is a more sharper, more reddish tone for it. That's way too much. Sin somewhere around
there should be fine. Okay? Something like so. Yeah, yeah, this work
just fine. Alright? Let's see there's something
else you need to add in here. So we need to add some
more black stain in. So we have cavity
in there already. So we need more black
stain. Let's see. I don't really see much much of what this is doing, though. But the soft dust a
copy of soft dust, I'll drag this on top of the
entire outing because I want the entire outing to
have some dust on there, so let's drag this on top. Okay? Now, this is a bit much. I won't do that.
I won't do that. I'm going to do new one
instead or better still. Sending to do new one in there, so we can let them copy
it again, actually. Copy our pieces at the top and I'll make
modifications to it so. Turn the paint off for now. Let's go back to base color. Take this down by lots. Like so. I'll go in, take
down the balance, don't it to be too intense, just barely in there
should be fine. Okay. I think we
can work with this. But I think we might
need to introduce I think some more scratches
should do justice to this. So let's go back to the skull. I'm just going to think I can duplicate this. What
does this actually do? Okay. I'm going to
duplicate this. Let's you name
this to scratches. Use all caps for this scratches. Okay. Yeah, this is fine. Add a black max. Increase this. So I'm going to use
the Smartmx in here. So let me clear this out.
Let's go to Smart Max. I think we have
scratches in here. So we have some scratches
in here that we can use. Come on. I need to see
the preview so you can know how that would
apply on me mesh. So we have this. Then
we have so scratch. Let's drag this in.
Let's see what we get. Yes, more interesting. This looks. This looks
even more interesting. So it's kind of
highlighting most of those depth information
we had inside of Zbrush. So this is looking
more interesting. We can definitely
work with this. Cause I like this to be so
I get more stains on it. I think I would even select this or copy this actually go
into the leather damage. I can paste this
in here as well. Let's see what that gives us. So this is going to
create some dark stain, scratches also in
there, interesting. So we have a bit more
contrast in here now. Yeah, this we can
definitely work with. Okay, so let me go over to. Let's go back to this call. This is called Mart. Let's see. I think in there, I believe, I'll go in Max Builder. Is there? Is there any
blow filter to this? Is there any blow? Let
me clear this paint. Don't have paints
in there. I need something that has
sharp death in there. Something that has
more sharper deaths. Take this down,
increase this up. Well, that's not even
the one we need. I think it should be no
this. Let's find this. Let's find that, this
is the one we need. So I'll go in there. I'm
going to add a Nodle. Let's see what we can add in
here. Let's add a few layer. Add a few layer to this, and I'm going to use we
scratches in here already, let's find some
let's type in sin instead. This is a good one. Gross platter. Okay. I'm going
to increase the contrast. I just to be quite
sharp in there. Something that sharp edge, and I'm going to take down
the balance, randomize this. Let's increase the
tile increase the ti. So more something like
two should be fine. Yes, this is what I'm going for precisely what I'm going for. Get enclosed. So we have sharper contrast to
this, which is fine. So we can work with this.
This we can work with. I'm going to save this. I think for the most part,
it should work just fine. So let's after late. Let's see what we get.
Yes, this is fine. Awesome. So let's work on
this metal max get close. I need to repeat the
detail also in just once. You need to repeat
the detail in there. So let's go in, let's grab. Let's grab this material. Let's grab good good
damaged material. I'm going to copy that. Yeah. Arnold when we were doing this, I'm going to use the
displacement map instead to capture most of the detail a bit
more accurately. In the normal mapping, not really catching any
detail that much. Cutting detail, but we're having some weird issues on the edge, so we need to use
displacement map instead. But let's create
a new few layer. This few layers should
have just normal in. Then let's type in meta marks. Metal mark. Like a meta mark just to make this a
bit more intense. Going to piece my
good material in. Okay. Let's see. Let me get close. Do we have all the details in there to make this look good? Now, we don't need that. We do not need that.
Let's come in. Let's see what we
can adjust in here. Scratch. I feel like
something is missing in here. Feel like something is
definitely missing in there. Let's go back to let's
look at this again. Okay, Scratches. Let's go in there. Let's make
some modifications to this. Increase a little bit more. Yeah, something like so. So it fizz a lot weathered out. You can of get some
weathering effect to it. Okay. I think I'm going to let's
duplicate this instead. And for this, I'm going to
use a good material as well. So let's grab this good. That's the wrong one. I think
we can just grab the good from this preview icon instead. Okay? But this is going to
be a more darker sheet. Let's get a more darker
sheet to it. All right. So I'm going to make some
modifications to this. I'm going to randomize this. Let's go in and find
randomize somewhere. Let's hide this come
to the scratches. We actually find
where it is also. Invert. Okay. Yes. I think the inverse
would work just fine. Yes. The inverse of that looks a lot more
interesting from a distance. So this would work just fine. So we can also adjust
the global contrast. Let's get more contrast to it. As need to kind of upscale this, let's upscale this so we can see the details a
whole lot better. All right. Yes, this is fine. This will work just fine
for what you need it for. Yeah, that's fine.
So now let's apply. Let's work on this building
here crossroad db. So this crossroad
dabit I'm going to use wood material for it. Wood material should
work just fine. So let's go in there. Okay. So let's come to
this. Let's type in let's go over to materials instead,
let's type in wood. So we have some variation
of wood we can use in here. So we have this we
have this as well. I think WoodbT are an interesting result
to it and pressing pattern to it as well as
Let's drag and drop this in. But I think the contrast for
this needs to be way darker. We need to darken
this. Let's Let's do trapea mapping. Let's say no. Let's increase, this
will work just fine. Trapea mapping would work. But the contrast for
this, we need to adjust need something a bit more towards the red
and a bit darker as well. Okay. Something a
bit darker as well. Maybe that's bit too dark. Push this up some more. Okay. I think I believe we
can work with this. Most likely increase
the tiring a bit more. Okay. I would like to make this
a bit more reflective. So let's take this bring
some more shininess to it. Increase the
roughness variation. All right. I think we
can live with this. But let me see if I can make
this kind of push even more. Let's increase the tiling
let's do a ten of 50. Make them quite small. Let's do 70 instead. I think Let's do 70 instead. Now, let's go back and
use UV UV tiling instead. Let's UV projection instead. I think I'm liking
UV projection, but the tiling is
way too intense. Let's take down the tiling.
Yeah, this is fine. Let's go in. Let's see if
there's something else you need to adjust highlights. I think we should have some variation in
here to work with. Let's do damp wood. Nope. Nope. I think what was
there before what's better. Fake lights. Let's turn that on. I think we might still
need to darken this. Let me just make a
duplicate of this, and then I'm going to
darken this duplicate. Let's see. Because I need to get some contrasting
details in there. I don't want to blend so
much with the skin. Okay? Let's see if this will be fair. Let's urn on the shadows for
this to see this properly, we need shadows to be on there. So let's try pushing the
color up a bit more. Okay. Let's see. So just a matter of
eyeballing this cannot figure out what should
work best for it. I remember I was
still going to add some low part pattern
to this soon. We might still
circle back to it. Let me just put
this something to us. This should be fine. Okay, I think for now,
this should be just fine. Okay? Now, let's try different
light setup for this. Let's see how all of this plays out with a
different light setup. Let's use the Studio
Blacksft Okay. It's not looking good in OC. You kind of do some
renders for it. The preview render is
not looking too good. But I just need to
kind of test this out under different lights, different lights just to see if this is working
correctly or not. All right. I think for the most part, this
is working just fine. Let's start try the mandarini. Okay. Way too much shadowing
going on in here, though. Take down the shadows. Let's try a different light
source in here as well. These more neutral lights. Yeah, I think for the most part, this is working just fine. Let's try the boss garage. Okay. Interesting. Let's
see what else we can try. So we have deep
shadows from the top. Okay? This is also
an interesting one. I think for the most part, for the most part, this is
working on that good. This is working all way on
all the lights set up in. So I think we can
live with this. Let's try this
studio wide. Okay. Yes, we can live with this. This is just fine. We have good enough
contrast in Okay, just because since
we're in here, we can also experiment with adding this bid
and also in here, see which one comes
out best for it. So I think I think we
named this already. So let's just cancel this. Let's go over to Let's go
over to SMAT material. Let's type in bid. So we have this
oil bit in there. I'm just going to drag
and drop the oil bit in. Okay, dragging the oil bit
in. This is where we get. This is also interesting.
We also have this cool pattern India. This ice pattern
in India as well. But way too many coloring
going on India, actually. So let me turn this off for now. I think I'm going to stick
with what was there before. I don't want too much
coloring in there, so I think this one, just the simple wood material
should work just fine. For the most part, should
should work just fine, okay? So I'll see you guys in the next lesson where we will carry on and then continue working
on this. By for now.
16. 119 Fur Chest Fabric In Substance Painter: Oh Welcome about guys. So in the previous lesson, we kind of finalized on the horns. So in this lesson,
we're going to go into working on something
different in here. So we want to work on this cross shield happies
which are this kind of texturing into it that
we're going to use for generating our
four textures. Okay? So let's get
right into it. But I'm looking at the ho, and I feel like there's
something I need to do in there. Feel like there's
something I need to do in most likely the
roughness is way too rough. So I'd like to go in
there and see if we can make some adjustments to make it not as rough
as it is right now. So let's go over
case is called mats. Okay? Let's go down
to the base itself. The base we have is quite
towards the shiny side. But let's see what we can do to make it a
lot better budding some roughness to it and probably make some
adjustments as well. Now, this cloud color I think we actually need
the cloud color in there, but it needs to be more
shining than it is right now. Not sure if this is
doing anything though. Not entirely sure it
is doing anything. This as well, so I'm going
to delete this select this. Let's see. Coming close and see if there's any major
difference in there. I don't see any specific
difference in there, though. No specific difference in there, so I'm going to maybe
just leave that for now. Then I would create let's see if we use
the roughness detail. Roughness, go into
the roughness detail. If you take this all the
way to something shiny, let's see if you see any
major difference in there. Okay, we see some
difference in there. So let's open that up. We need to make some adjustments to it. So to do that, let's check
the marks for it first. So this is the marks for it. Make it more brighter. So you should be able
to see some shine some shine through it now. Se some specular ey light it
is precisely what we want. Want some specular
highlights in there. Go in some more increase
the tiling, probably. If you drag this all the way up, you should see
some shine through this light saw. I
think this is fine. If you go to the spots, you can see it more aggressively
now on this soft dust. It's a bit more aggressive
now on the soft dust. Let me just increase
a little bit more. It's not supposed to look down
rough it's supposed to see some shine or at least some slight shine on
it should work just fine. Okay. I don't think I'm going to business soft dust anymore. So that's already hidden. We have this as well. Okay. I'll use this but probably
take it down a bit a little bit more so it's
not too sharp in there. She doesn't give it much
of yellowish done to it. She wants can see some
whitish stone pecking through it. Here, I think this is fine. Some shine in there
should should catch some eye to be
necessary in here. So I think we can definitely work with this,
this we can work with. Alright, so moving on. So
just to get a fresh eyes, and then you go
back to your model. You kind of figure out
some since you need to adjust or fix in
there. All right. That's fine. So let's carry on. So hold and control
all and select. So this is a piece now
we need to work with. So let's start by painting this. So let's isolate it so there was this coin
reference for it. I don't know if I'm pronouncing this animal's name correctly, but I'm sure you get the idea. So let's kind of paint something somewhat
like so in here. See this area is lited now, so let me delete
this to begin with. I'm going to start
with a few layer. So I'm only going to
painting just a build. I didn't need to paint
any roughness in there. So let's start with a
black toned material. No completely black, though, because there's no
materials absolutely black, so something somewhere
around there should be fine. Okay. Then I'll put
this in a group. Let me name this to
dark four. All right. I'll put this in a group, add a black marks to it. Okay. And I'm going
to duplicate it. Spot la, let's start by applying it on
where we need it for. So let me select do mesh
fill instead, select this. All right. That is
fine. Then I would need to Yeah, everything is fine. So I am the duplicate of this, so we're going to name this
to white four instead. White four. I'm going to just change the
colour to more whitish to, not completely white, though. Maybe somewhere something
around there should be fine. Somewhere around
here should be fine. Okay? And I'm still going to need to turn off shadow in the let's tour of the shadow we have in there. All right. Then I will need to duplicate this dark for one more time. I'll do a variation for this. Let's push this
somewhere around here. Something that's more like a slight of reddish tone to it. And I'm going to
add a black mark and I'm going to
add a few layer. Then let's use the BW on this. Maybe going use clouds
let's use clouds. Procedure texture for this. So let's use Cloud
three instead. So we might not see any major
difference in here though, except we're using let's see where is the
red tone for it, so we can at least see
the difference there then we'll take it back to the cloud that was there before. So let's tie this
a little bit more. Okay. Yeah, I think
this should be fine. But let's do this with
Tripena mapton on. Let's do this with
Tripena mapping. All right. Then we
go in the balance, take down the balance like so. Yeah, this should be fine. Then we go back in there. If you use something
completely black, not completely black, we don't want something
completely black. We just need some
disparities in there. I think something like
so should be fine. If we add a little
int of red in there. Okay? Let's go to
the base black. Let push this towards the
gravy a little bit more. I want this to be slightly
obvious in there. If you use completely
black, let's see. I think this should be fine. Just an interface
should be fine. Just an int off it
should be fine. Something pretty mot like. So just to break uniformity
of the surface some more. This should be fine. We can
increase the tile for this. Select the clouds. This is something a bit
more broader in nature. Like, so let's add
some contrast to it. Okay, I think with contrast now, we can adjust this
a little bit more. Okay, randomize,
increase the balance. Yes, it should be fine.
You should be fine. Yes, we'll work with this,
so now we can go back to the white four and add the
black marks to this. Then we're going to
paint in where we want. We want them to be. So let's use our main
reference instead. Let's see the guide
from my main reference. So I will go to my brushes. Let's use the dead brush. There's one, take
down the bre size. Okay, take down stroke opacity a little, take down
fully a little. Then we just need
to paint white in, use the bros size. So let's just do some
disparations of white around, use the bre size as well. Okay. That is fine. Move to the opposite
side. All right. And in the middle
parts, I'm going to paint more white
around these parts. I was thinking to kind of
blow this out, though, but let's just get that
white stone in there. Okay? I think so
it should be fine. Do some large
breakup in between. Okay?use our br size. Then I'm going to paint
in between some of this Condo that Weduse the
broize some more. I don't neglect the
backside as well, so let's go in and
paint something in. Get close. Make
some of them a bit more obvious to see. All right. Paint in the middle a bit
more paints in as well, getting something more whitish in the middle part,
so should be fine. All right. Then I'll need to blow this out. Let's go and blow this out, add a filter blow Okay. I think this should be fine. Yeah, this should
work just fine. If there's any need to make
modifications to this, we can always come back and then modify it as you see fit. I would like to push this push some more white around here. Okay. Yeah, so well. Yeah, it should be fine. Yes, we can definitely work with this. Let's turn back on the
blow, that's fine. So this we're going
to be using to generate the white or yes, generates four texture four colors in here,
so it should be fine. Now, let's move
down to something. Let's move down to this fabric. So we have this red
dish fabric in here. But the material in here
is not good enough, so we need to use
something else. So we have a reference
that we can use for that. We use this reference in you already have the pattern
laid out for us to use. So I'm going to
input the pattern, but the color is going to
be slightly different. It's a slightly
different color for it. So let's go right into it. I'll create a few
layer drags down. So these few layer should be, before we do that just
before we do that. Okay, we cannot do
that just to be sure. So this few layer is going to have a black max that
is driving this, and I'll add a few to darts. Okay. Then I think to use
this wave pattern. Let's see if we have a C,
we can find a wave pattern in Do you have a
wave don't really don't have a wave pattern
inside of Oh, yes, okay, yes. Line wave This is what
we want to select darts drag this on top. Okay. I'll put this in a group
at the black marks to it. I need this to be applied on Let's say the
polyfel select this. We need this applied here. No seen anything yet, so
to kind of make this work, we need to go in and
increase the tile. But still not seen anything
being applied in here. It seems like there's some corrections we
need to make in. Let me change the
colour to red first. Set this to red first so
we can see red in here. I would like to go to the wave and do rotation
rotation for this. Let's do 90 degrees. Let's see which one.
Let's just adjust this by e. So this
should be fine. We increase the tiling, you need something extremely
small, increase the number. Okay. So let's set this to folky
resolution so we can see we can see this
a whole lot better. I kind of liking this shape
is adding in between, though. Shape is adding in between
looks interesting. So now that we have
this here now, we need to kind of go in and then create bringing
a fabric material in. So let's try smart material. Let's do fabric. Let's see which interesting
fabric they have in here for us to use. Okay. This is not really give me
something desirable, though. We have this fabric
Canvas, Chris. Then we have this
fabric compose. Now, I'm not sure what that is. It's not looking
like fabric to me. We don't want something
that's age enough. We don't want something
that's something that ages. Let's try this fabric line Cris I'll drag this
into the group. Okay, a moment to load up. I think this might be
interesting enough to work we drag this down. Yeah, for the most
part, it's actually coming out quite nicely. Like how this fabric increase
is looking on our mesh. A little bit of age age
ging to it, which is fine. Okay. But we need the red. I think this red a. Let's see. Let's check the
reference. Let's see. So you want a more brtle
overtone redness to it. Okay, let's see what
we can do in here. I think our base, our
base should be red, and one on top
should be white, so. Let's tune this. Let
me hide this for now. Let's work on this. Fabric base. This is the base color in here. So let's push something
towards a more reddish tone. Way too bright.
Let's darken this. Me darker tone should be fine. I think something pretty much
like this should be fine. If there's saying need
to kind of adjust this, we would but I think there are more colours going
on in here than usual, so you can see another color
in here. This also as well. Okay? This looks interesting. Let's turn this back on board. Once you take it down some more. Let's take it down
a little bit more, so you just barely in there. All right. This should be fine. I feel like I should darken
the color a little bit more. Let me do duplicate of the base. Then I'll use a modar
carton moda carton, then I'm going to
add a black marks to it and add a few layer. Let's do clouds in here. Let's add clouds in here. Let's use the cloud material in. Let's try this on. So this
is just going to create some breakup on the
surface in there. Let's do UV projection. Okay. If you hide that, you can see the
difference in here now. I'm getting something a
little bit more realistic. Let's check the maxing for it. Let's adjust some more. I don't need to be
too sharp in there. We can increase the
tiling a little bit more. It's aim on the keyboard,
let's visualize this. It's kind of creating
some stain in there, so we can take down
the general opacity of it is not too aggressive. Somewhere around
there should be fine. Okay, this we can work with. Now let's go back
to our wavelength. It's our wavelength
now, I'm going to change this to completely
different column. I'm thinking of
even using yellow. Let's try yellow
on the let's see. Okay, but this is
completely hiding. It's completely hiding the
red under we have for it. It's completely hiding it. And we don't
necessarily want that. So let's see if we
can take this down. It should just be
faintly in there. She can see faintly in there. But she completely
hiding completely hiding the redness of our
material. So we can do We can keep taking this down or we can just change the color. If you use white, what do
we get when we use whites? Nope. Let's use a variation
of red in there actually. Something that will
not completely hide. Something that won't
completely hide the red, we already have on top of that. So if you increase this,
you come in close, we can see some redness
peeking through this now. Okay. I don't want
this to be too red. Feels like it's too
reddish right now. Let's say we darken this,
use the more darker tone. Yes. The more darker tone now, we will see something a bit more interesting in here
that we can work with. Interesting. Okay, this is fine. So now we can now
let me name this to weave with weave instead. I think there's something else I will need to do this base. I think I can drag this up. I feel like I should
drag this on top. So I'll select drag this all the way up and roll this on top. Let's see what that
gives us. Let's see if you see any major
difference in. No, I think it's best
on the bottom part, so it's best to at on the bottom part
instead. That's fine. Now, let's create
a new fill layer or let's duplicate this. And I need to import bring
in a particular texture. So we have this fabric
texture in here. Let's try bringing these two in. Let's bring these two in. So we need you to bring them
in as a texture file. No, I want to bring them
in as an Alpha instead. So you bring them in
as an Alpha Inpots. Okay, that's fine. So I come in here and
I'm just going to drag let's drag this
strick pattern in. But the tying is way too high. Let's take down the tylen. Interesting. So you have some interesting
pattern in here now. This would work just
fine. Should probably increase the tie a
little bit more. Maybe something like so.
But let's say this to gold. Oh, that's yellow tone instead. Let's say this to
more yellowish. Most go this tone. I'm going to turn on
roughness, metal. Let's add some metallic
property to it. Make this metallic
kind of material in. Yeah, so we get some mean
interest out of this now. Okay? This is fine. But still need to make
some adjustments to it. I'll need to add some t
property to it as well. So let's add some eight to it. I think the eight
valid is way too much. Take it down. Okay, I think
this is actually fine. This t is actually fine. So this is gonna
create some kind of boba kind of piece to it. Okay. Awesome. So this is what
we're going to work with. I think maybe I should
increase the tile some more. I feel like I should increase
the tie some more and you feel That's way too much. Let's do 34 instead. Over three instead, three
should be fine, okay? I think three should be fine. So if you go and bring
everything back out, let's see. Yes, this is interesting. So we have some cool
interesting result out of this this
we can work with. So in the next lesson,
what are going to carry on and then work
on another piece. So I'll see you guys in
next lesson. Bye for now.
17. 120 Leopard Fur In Substance Painter: Welcome ba, guys.
In previous lesson, we worked on creating some scoring for texturing in here and then we kind
of worked on the fabric, so let's move this along. So let's select this
li pad chess strap. So I have a texture
I use for that. So I'm going to import
that texture in. Let's first create
a new fill layer and let's drag the texture in. Okay, let's drag this texture, it's in. So this low pad skin. So this low partakin texture, I'm going to be using
for this as well. So let's drag and drop this in, and we'll bring this
in our texture file. Click Imports. All right. Then I'm going to drag and
drop this on the base texture. So let's get in there.
Let's see how this looks. Let's turn on roughness
for it as well. Let's use something completely rough. I'll come back in here. I'd like to set Oh, let me make sure I'm
setting this correctly. So this should be the
fabric, red, red fabric. Okay. Should be naming
things up correctly, so we know what it
is. White, four. Okay. So I would just like to just create new filler
on top of this. Turn on the roughness. Turn off color, just make
this completely rough, so I don't want any
specular or rough roughness texturing in there. So
this should be fine. So come back to
the low part cross chest strap. I select that, too. Let's make sure we stay this
roughness all the way up, then we can take down the til let's increase the
tiling instead, rather. I think this might be too tight. Let me say this back
to's the value of two. Okay. Let's do three instead. Just looking for a value
that should be just fine. This seems a little bit
too extreme. Let's do 2.5. 2.5, 2.5. I think 2.5 might be a good one. I think 2.5 is a good one. And Okay. Yes, 2.5 seems to be a good one. I think 2.5 should
work just fine. 2.5 should work just fine. But let's actually check some other references
to actually see. I think I have some references
also we can use in here. I think it should be
slightly smaller. Should be slightly smaller. This is one that's on both side. So it should be slightly
smaller. Let me drag this in. This will be our main reference
for the low part skin. Increase that, put this
around here. Okay. I'm trying to simulate something that should look
quite realistic. I need to increase
this even more. Let's do four. Okay. So you can see some disparities
in the seeming here. We don't want that.
So let me say this back to Let's
say this to three. Let's do 3.5, 3.5. Yes, I think 3.5
would be just fine. Let's check to see if there's
any issue around this. Okay, I think we are good. You should be good in
her rotator lights. Okay, you can see this
disparity around here as well. So let's see if we can move, do an offset and do that. Let's use the other offsets. Still not fixing it. Let's let's see what we can do in here. Okay, yes, I have an
idea. I have an idea. So I'm going to put
this in a group. So let's first find where we're
having those issues from. So, we need to isolate
this isolate it so we can see a lot more better. On the other bits, this is fine. I'm going to add the
black marks to this. Let's use mesh fill, select this. Then
we select this. These two are just fine.
These two is fine. You see the issue
around there as well. I think that parts
actually covered with metal mark it shouldn't
be too much of an issue. But we can modify that if we
need to select this again. Let's go in and then modify it a little bit more if we rotate. We can rotate that out of our front view and
put it on your shoulder. So it's here now.
Let's check if you have any of that
issue somewhere else. Okay. We have this
around here as well. If you ask me is not
entirely a major issue that we need to be
too concerned about. But if you go in here,
let's use f mesh per, that's going to create
something that's way too wide. Planar. Let's try
planar mapping in here. Okay. Now, not looking good. Single is the best one so far. Take this back to zero, see if we can use the offset and push this somewhere else. So I'm using the offset,
kind of drive this somewhere else instead. Undo that. Redo that. I think this
one actually works best. We do that. So I think this
should work just fine. Okay. There are still other
ways to fix this though. So if I duplicate this, yes, we I'll go back
into the tiling and then adjust this a little
something like so. Then I'm going to put this in
a group I the black marks. So I can just easily
pint this back in. So I can just pin this
back in just to clean that part up some more.
Pin this back in. I reduce my brows size. So I'm just going to
use that kind of fill up those part that has those tiling in here, the
tiling issues in there. Okay? There's also another thing we can try also too
that should fix it. But I think this
fix is just fine. I think that fix
this is just fine. We can look for
somewhere that has that UV tiling in here
issue in here as well. So we have some
something around here. Okay. I'm just going to
fill this part up as well. I'm just going to paint over it. Increase the bros size
a little bit more. Paint over it. So that should
actually clean it up. So this is one way of fixing it. Okay? That should be fine. Yeah, that will work just fine. Then I'm going to
duplicate this. Let me just name this to Tiger. I dry low pad instead. Low pad. Texture. Since
CEH, this should be fine. Oh, no, let's use map instead. Map should Mould make better sense in this.
Let's set this to Map. Okay? I think we should
be fine in here. I'll come back and I would like to add a blow
filter to this. Let's see. Add a
blow filter to this. Not much happening
in there though. Not much happening in there
though, but that's fine. Oh, we see the issue somewhere. I see the issue
around there as well. So we need to fix this also. So it just paints over. So just clean that up some more. Okay. Yeah, I think we
can live with this. Then I'm going to duplicate
this do that at a black max. Mesh feel select it. Let's see if we have
any issue across this. No, we don't have any issue
across this should be fine. All right. I will
work just fine. Okay, so I'm going to copy
this. Let's copy this. Bring everything
back out. And I'm just going to paste
this on the lower. On the next piece that
is the same material in your, which is waistband. Lecti. Okay. Delete this piece that's in the black mark is
already added in there, let's just select these two. Okay. So on this part, we need to make some
adjustments to this. It's not completely tilable so we need to make some
adjustments to this. If you use triplanar mapping
in here Tripenaapping, we're just going to create
some weird issue to it. So let's go back
to the projection. If you say this to one, still have this weird
tiling issue there. We also have other maps that
we can actually use too. I think let me bring
in another one. So most likely this okay. Or we can do a rotation. Let's do a rotation instead. If we rotate, it's this way. Let me make sure I
isolate this first. Let's isolate. Isolate rotate this way. Okay. So I'm going to do two instead. So I would like to come
back in, select this. Let's work with just
one side for now. Et's work with just
one side for now. Okay. Let's adjust the offsets. Need the offset to see if I
can pull that styling out. Then let's set this to
two Tylingh be a two. Yeah, I think two
should be fine. Then we use the offset
to kind of push push that undo that undo that. Won't do that. Trying to
push this tiling issue out. Okay, let's check this. Front side looks good. Just the back side. Am I pushing this
out? Okay, let's see. This will work just fine. We're going to push
this all the way to the end. This is fine. We can definitely
work with this. So I'm going to duplicate this. Okay. Add the black marks to it. Mesh fill, I'm going to
select the opposite side. Okay. Then let's check. If you need to do some
adjusting on this. Okay? It's actually
in front now, so we need to kind of
drive that to the back. So I just need to move this let's just move
this all the way to the. Let's just continue. Let's
see if we can drive this out. Drive out of the front
and check the back. Okay, we still need to make
some corrections to this. And drive this old way out. Okay. It's still in there. Need to make some
modifications to this and then drive this out
as much as we can. All right. More adjustment, and
then we should be good. Did I put this way to do that? Great. So just a matter of finding the right
right balance for this. Drive out the tiling completely. Maybe I shouldn't set all
of this back to default. Let me set it back to
zero. Set this to zero. Okay. Okay, it's in here now, so we need to get
this out of the way. On Do that has the wrong
Great set this back to zero. Keep pushing this. Let's
do minus ten instead. Yes, minus ten actually
completely fixes this. So minus ten should
be just fine. Rotate, this should
be just fine. Okay. This should
be fine as well. I think we in a good place
should work just fine. Yeah, it should be just fine. So now we can just
for the meta piece, we can just use the other
meta piece we created initially and just drag and drop that in and
then should be good. I think as far as this
goes, this should be fine. Okay, so let's just let's
copy this metal piece. So go in, copy this copy. Go back in here. I'll
just piece this on top, what are the black marks to it. Then I'm just going to
use the mesh Polyfill and then just select undo that
this and this as well. Okay. I think they should
be fine. Move this along. Let's see what we get. Okay. But I think I should
make them quite a bit shiny. They should be a bit shiny. So let's go in and then
make modifications to it. Start by turning this off. Here, the scratches will
be just fine. This metal. We turn that off. Okay? Go to finish, I
believe finish rough. Let's take down the ski grudge. I think they should be fine. Can we increase the
brightness of this? Is there way to increase
the brightness? Okay, yes, we can. Add some more brightness
to it so it's not, I think somewhere
something around there should be fine.
Let's check this. Okay? Yeah, this will be fine. We can still make some
adjustments to it if we need to make it slightly brighter. But it feels way too bright now, I still want to see some
dark sheets in there. Let's turn on the
black stain in there. We'll make some modifications to this. Let's go to clouds. TyleneF let's take down the tyleneT just be
faintly in the lex. Yeah, that should be fine
that we can work with. Alright, I need to apply the
same material also to this. Let's apply this on the
Yes, this one works. This one actually works
just perfectly for it and our scratches in
the opposite direction. Our scratches in the
opposite direction, supposed to dig in, not pull out, it should
be inwards instead. We had our scratches
wrong all along. Let's go in and fix
it for the others. Scratch is supposed to
be inward, not outward. Let's go back in here, go to the scratches. Pull the inwards instead. Inwards. All right. Select this as well. Push the scratches inwards. Get the scratches inwards. It's a little enough.
Let's give you some moments. All
right? That's fine. Okay. I think for this, let's do the same thing.
Let's come in here. Let's make sure we fix it
for the entire outing. So scratches should be inward. Push that inward. That should fix
it for everything because we have the
layer on tops, okay? That should fix it
for just one piece. You need to go to
this damage as well. Scratches. You need to
push that in instead. Okay, I think we
should be fine now. I think for the most part,
that should be every. Okay, we need to
do for this also. This also, let's go
in the scratches. The I information,
push this in instead. Alright, that's fine. I
think as far as that goes, should that should fix for it. Okay. Then we need to do this piece. I want to do that
in the next lesson, so I'll see you guys in the
next lesson. Bye for now.
18. 121 Abs Plate In Substance Painter: Welcome bar, guys. So
let's carry on with this. Since we are here already, I would like to just kind of wrap up texturing for everything around
this waste region. Even be biding also, too. But let's start with
the app splits. Let's let the app
split, delete this. So we're going to be
using I'm okay, yes, we can use we can grab this
good material in here. Let's grab this good
damaged material. By spot L one is
way too damaged, too. Let me ignore that one. Let's use something
that not too damaged. Let's select this instead. So I'll grab this instead. I'll copy this. Come
down here pace this in here Unless isolate this. All right, so we need to make
some adjustment to this. We need to take down the
dam major little bit more and make it
a bit more shiny. Or maybe not. But let's just
take down a few things. So let's go over to scratches. Okay? So we need the
scratches in there, but we need to take down the
intensity for the height. Let's adjust a little bit more. I think it catches
good high lights, so this should be fine. I'm just going to I'm
going to duplicate this. Going to duplicate this. The duplicates duplicates, this duplicates,
go into polypil. Let's do black marks again. We select this, then we
would select this as well. Okay. I think this
should be fine. Yeah, this should be fine. Let's see if there's
something else you need to do in there do that actually. I'm going to re duplicate this. Add the black marks to it. Make this visible. For this, I'm going to select
this instead. Then we'll go in there and
make some modifications to it. So let's go to the
scratches, open that up. So let's go to the MG max edge. I believe I'm going to increase this no, this is not the one. I think let's use something
completely different instead. Let's just something
completely different. I'm just going to
duplicate this. I'll add the black marks to it. Let's go over to let's close
this, clear this texture. Let's go to SMAT MAX. Then let's type in edge.
Let's type in edge. So I need something that
only works for the edge. Concrete edge edge
scratches, edge strong. I think this will be the
one, let's do edge strong, let's drag and drop this in, delete this for now. Okay, so tap some at
information in there. We don't want any act
information in here. Let's kick this down by lots. Okay. Yeah, I think this
should be fine. Let's go in and make some
modifications to it. Let's go in. Let's modify
this little bitmll. If you increase the balance,
we have more of this like. Crease the balance a bit more. But more specific for the edge, so I'm more specific
for the edge. Okay. Let's open
up this curvature. Let's do extra process. Let's do cavity. Okay. Let's do edges instead. Fine, let's adjust
more of this yes. This is what I need.
Take down the fine. Okay. Then we can increase
the coverture some more. Let's just set this
around the edge be fine. Should just be on the edge, but I'd like to extend it
out a little bit more. Nope. Let's do big. Push this way. That
was way too sharp. Take down the fine,
soften medium. I need to push this
out some more. Let's go back up. Let me see balance balance to
do a better job. But I think this should be fine. This edge should
be fine for this. We can work with this edge, so we'll keep this. Okay. Then let's go and then I think I can we have a
duplicate of this already, so what parler one, let's add a black mark.
Mesh fields like this. But we need to change the
colour to red tone for it. So let's use reddish
tone for it. Like so it should be fine. Yeah, that will work just fine.
That will work just fine. Okay. Then we need a metal piece. So I'm going to
duplicate this again. I'm going to name these two. Instead of gold, I'll use red. Let's type in red in there. House our cups for
this red. Okay. Then this one on
the bottom part. I think I I might even
change the color for this. I would like to
change the color for this just to make my little
bit more interesting. So let's do a
duplicate for this. Let's go for a more bluish tint. Looking for more
bluish tints. Okay. I think this one looks
a lot more interesting. Then we finish it off with
a silver polish to it. So which butler one
is not used yet? This one is not used yet. So let me just rename
this to metal. Okay? Changes from red to more silver tone. Like so. Then add a black max to it. Meshfw select this Okay. No, I think should
work just fine. Let's bring everything back out. Let's see what we get. Let's also see what
we get when we set this blue to a good color. We set us back to a
good color, let's see. We have duplicates
in there, so we can switch in between let's see. I think the blue mix Let's
see which one works best. Like to push this towards
a more darker set of blue. Okay? So it should be fine. We move our lights
around. Let's check. I think this makes better sense. Yeah, it's pee a lot better. So I'm going to keep this. Keep this in here. We can just see let's
steal the gold. Let's steal this is the blue. Let's rename this to blue. So we know where they are. So
let's rename this to blue. All right. That's fine. Okay. Get enclosed, let's steal
the gold and the metal. So I'll copy those two. I'll come in here, select this. Let's go in and then hide. Hide this instead.
Arm ringlesshide, ds Stone this back on pist. Lt make modifications to it. So let's start with the metal. Let's Okay. Select this as well. Then for the gold,
we select the ring. Select this Okay. This is not being applied. Undo. Oh, I did the wrong
thing, so undo that. We need to select
the marks instead. Come on. Black marks. Okay, this is good. So why are we not getting
that good stuff is in there? Let me drag this on top. Something feels oddly wrong. Let's remove the marks. Remove the marks,
drag this down. Add the black marks. Okay. Something Oh, yes, yes. I know I know what is running
to tone of these scratches. Yes, that was the issue. Of those scratches, and
then we should be good. Let's add the black
marks in here as well. Let's just select select
select this as well. We should be good. Okay. So now we need to add
some strip across this. Let's add some strips across. So that is going to create a
new few layer on the bottom, add a black mark, go in the ton of color. We just need light for this. Okay, push this down instead. Let's do a negative instead. Then add a few layer, and then we just
search for strip Okay. I think this should be the one. I think I might
even need to try. I might also need
to try with also. But let's start with the strip. Let's isolate this. Okay. Let's see on the cable. Let's see the Martin for this.
Martin is not working yet. I can't see this working yet, so let's drag this all
the way to the top. Okay. I'll put this in a
group at the black marks, mesh w, select this. Select this as well. Let's go to m Name this strip. Strip. Let's go to the strip.
Let's change the rotation. Should be something like so. That would increase the tilene. Okay, then I'll need to
add a blow filter to this. We bevels should work just fine. So we have this weird
urgent, add some to it. Okay. Let's find a
good value for this. I think the art information
might be too intense, it should be where
it is actually less. Turn of this for now,
increase the strip. The strip size also
less take it down. Take the width down some
more. Turn on the bevel. I think the bevel
smooth is way too much. We need dance moves, but
distance is way too much. That was a bit too
much. Let's say this to foc resolution so you can see this on higher
resolution level. So we'll get better
definition out of this. Okay. Let's do good. Is any major difference
in your adults. Uniform precisly what we want. O to be on uniform. So
go back to the strip. Let's increase the
tiling for this. That's way too much. Let's
find a good value for this. Go back to Beevil Okay. Something around the nature
of this should be fine. Probably need to take down the take down the at some more. Okay. I think we
can live with this. So this is going to be
one variation of this. I still have an idea of another variation we can use in here. So let's just keep this
as first variation. I'm going to duplicate this. I'm name this to pattern. All right, the strip, remove the bevl for now. Okay? Clear this out. For this, I want to change
this to a pattern instead. So let's let's type
in fabric in here. I think I have a fabric pattern. Fabric. Pattern. I need to use the one I
imported in. Let's see. The one we imported in let's go over to I think we imported
this into an Alpha. Let's check the naming for it. Let's check the naming for it. It's called Strick
pattern. So let's type in strict in there. Okay, that is it. Apply this in. So this one should give us more of an
interesting result to it. I'm already even liking
how wavy this is already. I'm liking how wavy this is. Okay. I think I'm
going to select this. We can make this a
little more interesting. There's something we can do. Let me hide this one now if
we go into this metal damage. In these crutches, I believe we can add a few layer to
this, add a few layer. I drive this few
layer down here. We can then add that strip can't see anything happening here though.
Let me clear this out. I think that's not
going to work. Let me say this this way first. Then adjust the
tinge first for now. Adjusting the tiling is way too mot, let's
say this to one. Increase this. Increase
this one more. Okay? Go back in. Okay, I think we need to
add Bevo to this now. Let's add a filter Bevo filter. If you smooon this out, no, we don't want any
smooth to this. That's a bit too extreme. Just need a little
should be fine. I think so should be fine. Angle let's do uniform. Okay, let's go and
thaw this a bit more. There's a lot of correction
to make here do, but let's just one
step at a time. Okay? I think we need a bit more
of this bevel in here. We need something
a bit stronger. Add Let's get includes
add some tiny monset. So it shouldn't just
look completely flat. I should have some
variation in there. And I'm going to
Let's come in here. I think there's
something you can do. No no this. I would like to darken this
material some more. Or maybe actually
let's actually use the metal material instead. Let's use metal material. This has a lot of
detail in here already, so we can use this instead. Let's grab let's grab
it so copy that. Come in close. Okay,
it should be fine. Select this and
paste this in them. We're going to select
isolate. I don't need this. I don't need this anymore. Let's just add this for now and drop the new age material
in the black marks or the black marks and apply
it on here as well, okay? So we need to make some
corrections or adjustment to it. So let's start by making sure we remove zing
into wound drag, we can drag that layer in. Let's drag that layer into
the into this instead. That's fine. Until the folder, then we can easily delete this. Don't need that anymore. Okay? So this this dark
sheet is way too dark. We can just get a
feel to it. Okay? Then we come in there.
Let's see what we can do. Let me kind of look at this
from a distance just to be sure if it's
working well or not. Okay? I think this
should be fine. No, let's rename this. Let's rename these two pattern, and more pattern instead should work better
and more pattern. Alright, that is fine. So now we need to add
ankle points to this. Let's add an ankle point
to it to add ankle points. Then we'll go back
to the scratches. Let's see if we can use. Let me just play instead.
Let me just duplicate this. I'll duplicate this
I'll add a black max. And I'm going to add let's
use generator instead. Curvature generator. Let's see
Curvature generator allows us to use microdorur
on microdtlin here. Let's apply our ankle point to the eight because we have
this it information in. So ankle points, let's
use this pattern instead. Awesome. So it's
working just fine now. So to see some
leakage between them. I just want to make
modifications to this. Maybe go back to the pattern and then take down the intensity
so it's not too intense. Intensity was way too high. Okay, pulling out,
digging in should be just fine. Like, so it
should be fine. But I'm going to drag, it should be on top. It
should be fine on top. They we just need to make
some adjustment to this, bring this down, take
down the balance. We just need a few of that being through, and then
we should be good. We can go to micro detail and we can make adjustments
to this so we can increase we can play with
this now just to get some fade effect where we have this pattern detail
in. So that should be fine. I think this should
be fine. Don't need to do to go to extreme. This should work just fine. Okay? So let's bring
everything back out. Let's see how everything
works works, okay? Yes, interesting. I think I'm
going to keep this instead. I would ignore the ring ring, so I'm going to
keep this instead. This has a better or
interesting result to it. So let's keep this instead. Okay, so I'll see
you guys in next, let's work on something else. Bye for now.
19. 122 Cowry And Leather In Substance Painter: Welcome back guys. So we're still working on this. Let's see how a few more to texture and then
should be done. But now at this I feel
like I should make some adjustment to the armor. In the sense that let
me close this for now. Okay. In the sense, I don't think I
need this anymore. Let me delete what I don't
need anymore, right? So in the sense that
since this one is moving towards the right side, I would like this
the directionality of this to move towards
the left side instead so. Let's see if we can
get that to work. So I'm going to duplicate this. Okay. Then I'm going
to add a black Max. Too, I'm going to
add a white max. Then I'll go to
PolyfTelet poly X on your keyboard
to invert that Oh. Did I select the Wongton? I think I selected the wrong
ten? Okay, yes, I did not. So I'm going to X
on the keyboard, select the select
Diselect the select. And I'm going to
deselect this as well. All right. So I'll go to the top one. Et on the keyboards, go to
the whites. I'll select this. Then I'll go in. Let's
go out of paints. I'll go into it and I need
to rotate it so armor. I need to go to the fill, rotate this to face the
opposite side. Okay. That's just the value of 180. Let's do 180 in there. Okay? Oh, this actually looks
interesting, also, too. Trying this one, this
also looks interesting. But let's see the one that looks more interesting, I think. This one that goes in this fraction looks
more interesting. Okay. So just figure out
which one works best. I like this, though. I like
how slanted this looks. It gives you more
interesting results. It's also looking good. This is also looking good.
This can actually work also as well. It's a tricky one. Okay, just for the sake of getting everything looking a bit natural because
naturally, naturally, I don't think anyone wants to kind of create carvings like this that
go slanted this way, especially on cylindrical
on this cylindrical shape. So my best bets is that
I don't prefer to do this anymore
straightforward fashion, something that goes all the
way down here like this. That's what makes better sense. That is what makes
better sense in here. So let's just go for something that makes
better sense instead. So if I go in here, only if X on the keyboard,
I can select this. Then go to the top
one and select this. Okay. So I think for
realistic purposes, this will work just fine. It also creates an
interesting shape inside where we have our
same line, which is cool. So yes, realistically,
this is the right way to go vertically or horizontally. I'm going to be sticking
with let's stick with vertically instead. Okay. So I would let me
see if I can go in and the tiling for it. So ride this at 8.13. Let's say with the italian
of five They of five. Let's see, I would
like to make this a bit more avail because I
want it to be too small. Italian of five should work. And I would like to add a tiny
bit of blow to these two. So let's add another filter. Let's add the blow filter. Blow intense is way too much. A tiny bit should should help. So we don't have a that are
looking a bit too jagged. I think something something around the nature of this
should be just fine. Yes, that is fine. We
can work with this. I live that acts. Okay. Back also too is fine. I think we can work with
this. I'm just going to leave the acts. We
should be good. All right. Just checking this
front meta just to be sure if she's
working correctly or not. Okay, that's fine. So now let's work
on the calories. For the calories, we just
need to use or repeat. Just copy this own texture,
and then we should be fine. Let's go into your own
texture, copy that. So scull. So I'll just copy that. Don't just don't ask too many too more tin
in there, though. Maybe I'll just drag
and drop the default. I think the default
would be fine. Let's drop the default
instead. Clear this out. Let's come back in here. Let's go to smart material. Then scull. Drag and drop. Okay. I would add a white with a white mark now should
have been supplied on there, but it's looking
way too stained up, so we need to make some
corrections to this. The issues from the stain. Stain was way too
aggressive in there. We take down the stain, we have pattern
in getting close. This pattern is making it
look a bit roughed up, so we're going to take
down the pattern. Let's just take down
the information for this the value is already small, it's way too small, so if we move it might not
capture it very well. So let's go over
something that has a wide spectrum more wider range of the value in there so
we can take this down. This will work better in here. Okay? That's fine. Now, the roughness, we need
some more roughness in here, so let's bring in
some shininess to it. We don't want to
completely clear of the shininess in there, so she needs to have some
reflectivity in there. Okay, I think this
should work just fine. But we need to kind of give, I think we need to work in the opposite direction instead. So let's say this to black first. Let's
say this to black. Mesh fw, isolate this. Okay? The worms now like to do would be bring everything back out. I'm going to go over
to chain and ropes, select the chain and ropes. This selected not yet. Okay. Europe smart material we have in there. I'm
going to copy that. Move down, go back to the cowry. I paste this down here. Get that out of the group. Set this down. I'm going to remove any marks
we have in there, remove any marks we
have in there. Whoa. But it's not coming
with the texture. I know why. If I turn off, it's still not coming
with the texture. Okay, let's remove this. Now we have the texture in here now. Okay? This should be fine. So we can go back to Polyfill. Let's isolate this. I'm just going to
select do that. Can we do this
symmetry turned on? Let's see if I can use
the symmetry turned on. If it's going to be an issue
to select the right ones. Okay, let's use with
symmetry turn on. So I'm just going to do this
as carefully as possible. We're already selecting
the cow is alone. Okay. Here, this
will work just fine. So selecting just
the cows alone. So we can do this as
quickly as possible because we are just
selecting just one piece. Just the calories alone. Alright. Almost done. Let's go to the opposite
side. Yeah, that's fine. Go back to painting,
getting closes. Let's see what we
get. Get some things here and there, which is fine. Okay. Yeah, this is fine. Let's come in close to the rope. This rope now, this strip, I need to increase
a little bit more. So let's do a value
of 30 instead. Okay. Then the height information, we need
to take it down. Should be too
aggressive in there. Something light should be fine. Okay. Fabric. Crease
Italian for this. Yes, this should be fine. Let's bring everything back out. So now we need to test
this with difference. It's kind of shadows in here. Let's get some shadows
going in here. Okay. Basically just checking
this again just to be sure we have all of
this working correctly. Making sure this is
working correctly. Yes, we are good
in. Now let's drop some let's drop a shadow in. Let's see, just be shadow
going on in there. All right. Okay, interesting. We are good for the most part, we have good shadow in here. Should darken the
shadow some more. Okay. Yeah, this, this would work. This would work. Looking good. Just checking the highlights
around this, to be sure. Alright, this This will
work just fine. Okay. And I would like to doll up this looper texture some
more. Feels way too bright. So I'd like to doll
them down some more. So I think we can do Let's create a layer on top
of this this to normal. I'll set this to pass through. I'll add a filter. Only one
if it fat you call a loon. I think we can use the HSV, HS which is, I think
should be one is the one. I'm not entirely sure.
This is the one, though. No. Okay, this is the one. This is the one. We just
do this down, let soon. Then doll down the, the
force should be fine. So should be affecting
everything that is down. It affects everything
that is down, which is precisely what we want. That's what it is to layer. Okay? Like, so it
should be fine. And I'm going to copy this. Go over to the chest strap. Okay. I'll paste
this at the top. So this should dot things
down up around here as well. Let me just add
some lights to it. Yeah, this should be fine. I don't want it
to be too bright. Something like so
should be fine. Alright. Yeah, this is fine. This is fine. So let's move on to let's move on to Let's see a
few things to do in here, but let's move on to the glove. Layer is in there. I've got a new few layer. I think I would like to bring in the normal map also in here. Let's type in leather strap. Intensify the leather
material in there. Now, let's look for a good
leather to also bring in. Let's type in leather. So we have leather fine edge. We have this leather. No, not this. We have this. We have this also in here. I think I'm going
to use one of mine. I would like to use one of mine. This one, let's drag
and drop this in. Let's see what that gives us. Yes, A right off the bat, if you get something
interesting. But we need to make
some corrections to it. But for the most part,
we're already getting something quite good that we need to just make
adjustments to. So let's get closed. Let's start by turning
the color somewhere. So we have me tone leader right. All right. We have
this one also on top. Take that down.
Okay. With all this, I think we already have
something with the number. We need to kind of tweak some
of this. Let's add this. This part ar one, I'm going to the lower one, invest
with the lower one. Let's darken this
a little bit more. In some more come in, then darken this as well. Okay? I think somewhere
around there should be fine. It's already looking
interesting. This we need to take down the brightness shouldn't
be too bright. Faintly in there should be fine. Something faintly in
there should be fine. I've gotten something very similar to what we're
looking for in here already, which is what we want. So let me isolate this. But there are still some
things we need to do in there. For the most part, this
is looking good already. We have good results
already out of this, which we can keep Okay. If I go to the bright
red, I go to death. I would like to
do motin in here. I would like to, let's use
for the top one instead. Let's use it for this instead. I'll add a black max. Yes, let's add a black max. Then let's use generator. No Generator should
use generator genital. Yes. Let's generator in there. Let's use a curvature
generator. Okay. But the colors need to
change the color for this. Color for this is
way too bright. So I think somewhere around
there seems like a good fit. This color seems
like a good fit. I feel like it's
kind of peeling off. Good example of what we need,
but just way too intense, so let's take down
the intensity. Okay, we still need to make
some adjustment to this. Take down the around
this all over the place. The height also, let's tune
down the eye height position, take eight position down,
normal, take it down. Does this even do anything? Let's go to s, take down the ts. Should be faintly in there
and not too intense. So let's go back
to the covrtual, set this back to base column. Don't use to be too sharp. Like so. Can we randomize this? Okay. The stuff is for the edges.
Let's do something lights. Large, take down the large, take down the large,
take down the medium. Fine, take this down. Okay. Let's add a lit two. Okay. I think the sharp is
like the major issue here, so let's take this
down some more Okay. Take down the balance. Contrast, don't need
contrast in there. That doesn't make it
look a bit too weird. Think like so should be fine. Yeah, something around this nature
of this should be fine. All right. This will
work just fine. Okay, one to look slightly used. If you look somewhat used, let me move my shadows in there. Alright, this we can
definitely work with. But what we need to
do a bit too hard. We need to add some
pattern to this. This needs an
interesting pattern. Okay. So I think let's
add that same pattern around here, that
strict pattern. So I think we can let's do
this underneath everything. What do we have here the normal? You have the normal
in here ready. Let's delete this
create a new few layer. But this few layer we
need color and heights. Let's do a depth
instead at a black max. Okay. And then let's do let's do I think we can use we can use some
of the default in here at. Let's add a few
layer to begin with. Then let's go to Alpha. Let's go to Alpha in here. Let's go to the Alpha channel. Let's look for an
interesting shape. This arrow head
looks interesting. Let's look for something
that resonate more with an African type of
detailing in there. Something not too complicated. The triangle still looks like a good one or the
arrow head rather. The rest looks too intricate
and too modern as well. Oh, this is a good one.
This is a good one. It's an interesting shape.
Let's drag and drop this in. Okay. And I'm going to add
a group to this, add a black max. Let's specify what we want
this to be applied on. Let the max. Of you want
it to be applied here. So we can go in and then
let's increase the tilling. Okay. They'll make some
adjustments to this. Let's do no, no, the offsets. Offset instead. Now, this is exactly this is just all over the
place, actually. This will not work. Can you something a bit more
interesting than this. Let's add a streak Let's
see Let's add this instead. Set this to one. This seems to work for
almost everything, so right out of the battery, getting something interesting
enough to work with, set this back to zero. If you increase the
tile, a bit more. We get something like so. We should even work perfectly. So let's go in and max
this also as well. But I think the rotation, I would like to get a
different rotation. Let's try different rotations. Let me duplicate this in there at the bottom, let's
go to rotation. Let's rotate this. Can
we do 180 instead? 90 should be the one. Then you need to know that
offsets. Offset inside. So let's find a good one. Okay? The tiling outside
is two, three. So it's a lot
bigger in here now. Wow. This is actually
interesting. So we can apply the same
thing on the opposite side. It's already applied
on the opposite side. It's already applied
on your pool side, but it's not applying correctly. It's a bit of offset in there, so we need to duplicate
this actually. No, undo that. Undo that. Now to get this to
work, you cannot get this separates
completely separate. So we go to the back to
black marks, fully filled. So let's just do one piece
at a time, ton of symmetry. X, select this. So the other one on the
opposite side should be fine. The model is going to
duplicate this at a black max, come in and the X, select this, select this, then we can make
adjustments to it. You just need to go to
the tiene and then do some adjustment on
the tiene for it. Okay, this is fine. I think the right
value for this would be just adjusting the ups. Something a value of -7.065,
that's a good place. I'm going to leave
that as it is, move to somewhere else,
and do something else.
20. 123 Glove Leather In Substance Painter: Welcome about guys. We're still texturing this because in the
previous lesson, we started texturing the glove, so we're going to
carry on with that. So already I have a
pattern here and I have a pattern on the
other pa also, too. So let's carry on. Let's put the Let's say the
pattern here as well. Let's go back to layers. Let's duplicate. Et'sna Let's rename this so we
know what it is. So let me just name
this ring left pattern. I'll just use PIT instead. Okay. Okay, left
top top pattern. That should be fine. Copy that. Should be writes top pattern. So writes Okay. And I'm going to duplicate this. So this should be sort of top, should be bottom instead. Others would be C C,
that should be fine. Okay. So select the max in. Go to PolyfilO start
adding a black max first. Then polyfel selects this. Okay? So now we need to
make adjustments to it. I should be able to make the
adjustment in my two DVew. I should be able to do
that in two D view, so let's go into it. Okay, let's go to
our two D view, three D and two deview. Select this. I should be able
to see the Gizmo in here. Gizmo is not visible. Not sure why Gizmo is
not visible in here. Let's set this to repeat none. Now, something is
oddly wrong in here. I'm supposed to see my Gizmo. For some reason, I'm
not seeing that. Let's maybe if I drag
that out of the group, maybe that might show. Still not showing. I ought to be able
to see the Gizmo in here We can see
rotations in here, but it's not shine up the
way it's supposed to. Supposed to see something
that gizmo shine up in here. Okay. But that's sad. Let's just drag this.
Let's say this back to repeat and drag this
back into the group. Then we also have to manually adjust that's where
we need it to. So select this. Okay,
this should be fine. So just basically need to just tile this one until we get
something good enough. So let's do some
offset adjustments in here This actually
looks interesting. We can actually keep this. That looks like it should work. All right. Then I'm
going to duplicate. I'm going to duplicate this. So this should be
for the right side, or type in right in here. At the black marks. Move to the opposite side. Let me make sure I'm
kind of checking this to be sure the
pattern that is here. So we have diamond
pattern in there. Let me rotate at my lights. At the black max, mesh, select this mesh. Let me need to go into
we don't need this. We have extra piece in
there that we don't need, so we'll go back and fix that. So let's just adjust the offset just so it looks like the one on the opposite side. No. I think we almost had it. Let me drill the
three at the end. Nope. Undo that. Yeah, this is the one we need. We just need to push
this up a bit higher. So let's see which value
would work for this. Let me delete the seven at
the end. Let's put five. The values are a
bit too extreme. I'm not even sure what
was there before. Okay. The values are
moving way too fast. And we should be able
to see it on now. Not three D view, two D view. Transform is supposed
to be on our D view. For some reason, we
can't find it transform. Okay. Anyway, let's just
see how far we can push this and
make this seat well. Let's add one in front. No, moving way too much. Let's reduce the value instead. Let's do 49. Yes, 49 will work just fine. 49 will work just fine. Let's check the opposite side. Let's see what we get
on the opposite side. Get in close. Okay.
Stick close enough. Still close enough. Yeah, this should work. They should work. I need to see if
I can completely merge merge this on
the opposite side. But I'm kind of
liking this though. So let's see if we can merge
this on the opposite side. I need to remove S this back to just d view. I just
I need to merge. I don't ruin what we
already have in there, et a bit murky, let's just check check everything on here. Okay? That should be fine. I think this should be
the one. Let's go in. Which value should we
adjust for this now? If I change to
six, let's do six. Okay, definitely not. We need to go higher instead. Let's do eight. It is almost I think
eighth be fine. Eight should be fine. Okay? I think we
can live with this. Maybe you should add
some values in there. Maybe that should help,
eight, let's do 89. Whoa. Undo that. Let's do 78. Yeah, 78 would work just fine, so that work just fine. So now, there's something else I would still like
to do in here. I would like to add or
bring in some kind of tribal logo in here or
tribal marks in here. So I do have a few examples I can bring in that should work. So I'm just going to bring that in let me just show you
guys where that is. So fabric pattern. You have some mark in here. So I think I'm just going to
drag and drop everything in. So I'm going to import
them in as as a texture. Oh, I think I know why the
previous one was not working. Probably because we
imported it as an alpha. Why the gizmo was nothing, but not supposed to be
a major issue, though. It's not supposed to. Anyways, what should you
bring this as in here now? Let's Let's import them
in as a texture, maybe. Okay. Let's see. Let's important as
an Alpha instead. I think important as an
Alpha should be better. Import. Let's do some cleanup in here. I'm going to delete
this. Anything we don't need any layer we don't need, I'm
going to delete that. We have we have deletes, we have a deletes, isolates. Okay. I think we should be fine. Let's figure out apply
let's apply this on. I'm just going to close this. Do you have anything
applied in here? Let's just duplicate this Okay. I'm going to remove the
normal map in there. All right. Now for this, let me name this
two tribal marks. All right. Move normal map. Let's do texture instead. I'm going to try
something in here, so what tribal mark should we bring in that
would work just fine? I think this one seems broad. Let's drag and drop
this in. Okay? Let's go to the two
d and three D view. Yes, agizmchine now.
Giz Machine now. Okay. But I need
to drag this up. Let me set this up here. Let's turn on It map. Drag and drop that also
on the Heights map. Okay, now we can move this. This we can freely move now. So let me shing this down. Hold that shift to
shing this down. Go in and turn off repeats. So let's find where
this is supposed to be. Shing this down some more Okay. Drag this in place. That's even the
wrong one. It's not supposed to be on that piece. Let's find where this
is supposed to be. Okay, found it. This is the one. Let's shing this down some more. Now, the only issue
we are having. Okay, I think, the only issue
we're having is the edges. The edges, we're having some weird edge to
it and do that. Get some weird edges. But it's not going to
be major issue why because we can just
easily fix that. That we can easily fix. Polish come on. Keep selecting you wrong too. You're having this
weird cut off on the edge which ideally I do not want. Okay? Yeah, we can clean
off some of that. We can clean off
some of that, but also apply any max to it, and then we can
clean that easily. So let me just get the
rice scale for this. Shring this down some more. Okay. Yeah, I think
they should work. They should work just fine. Okay, so I'm going to add
a black mark in there. Then I need to paint in
where I need this to be. Let's paint in where
we want this to be. Okay? I think this we can work with. Now, let's do a blow.
Let's do a blow. Above that, I would like
to try something else. I would still like to
try something else in here let me duplicate this
layer, add the black mark. Go in. I'm going
to clear this out. Let's add this lower part
first. Let's clear this out. Try and see the best
possible way to do this. Then for this, I'm going to
black mark is there already. For this, I'm going
to turn off color. We need intense need eight
information in there. I'm going to add a few layer. Let's see if you
drag that max in here if we would
get that transform. Awesome, finally, finally. Finally, we get the
transform we're looking for. And this is precisely
what I want, so I think I'm going to
delete one at the bottom, so let's just drag this
down, drag this down. Won she drag this down. This butler one
shouldn't come with those weird edge we
have this on repeat. Let's turn this off.
Set this to none. Now we have come on, now we have greater
control over this. We have more control over this. I think something as
big as this should be should be fine. Then we can go back in
to the art information. Okay, let's get some
more depth to it. Okay. Do we need to pull this out or Let's
do the opposite instead. Let's push this in. All right, so I'm going to add a black x. No, I'm going to add
the bevo instead. So let me delete the lower one. Delete that. Okay? So I'm going to
add another fill. Before I be able to eat,
let's add another fill. Do we have symmetry Symmetry won't work after
this individually. So let me just duplicate this
instead, duplicate effects. And I'm going to move this
to the opposite side. Let's find where the
opposite side is. Get enclosed rotates. Nope. Is it a nope? Is this nope? How do we get this
in the right place? Trying to figure out where
they should be lead. Something doesn't feel right. Something doesn't feel right. Let's do believe multiply. Okay. Let's go back to
the opposite side. Try and lay this out
here, if you can find it. Something's off, completely off. Let me clear this out. I'm not entirely sure why this is not
working, though. Let's see. This is supposed to work. So there seems to be
really weird weird stuff happening in here, actually. Because now I made a
duplicate of this, and then for some reason, I can just get that duplicated one that worked in here to work on the opposite
side as well. So something is definitely a bo. I've done this before
several times, and it's worked just
fine, but in this case, it's just not working. So what I'm going to do be to duplicate this try ball
marks, I'll duplicate it. Okay? Now, even if I drag it to the opposite side,
it's still not working. But for some reason, kind
of did some test and then I notice that if
I drag the sod way up, let me drag the sold way
up and drop this on top. Now, it's still not working,
but just watch this. Still in here, still not
working for no reason. Still not working. But if I
do something like this now, let's say I close this, create a new feel layer, turn off the color, turn on
the ights, increase the ides. Then let's say I drag that in. And I'm dragging this
to the IT information. I can scale this down. I'll turn off repeats,
say this to none. And I can say it's working now. It's working just fine. It's
working just fine, yeah. Even though I'm doing
this, the opposite way, seems to be working just fine. Now, let's say I want to do
this the correct way instead. Let's say I want to
do this correct. Let's say I let's move
this from the Its. So on the IT again, clear this from the I
add some IT information. Then instead create
a few, undo that. Instead of add the black
marks and create a few layer, then drag that to the field. You can say it's working now. The same thing we did in here, same exact thing we did in here that is
still not working. So I think it's definitely
a bug, definitely a bug. So if I to scale this down, it's already set to
let's say it to none. And just come in
and drag this in. So my best guess is
that it's a book from this newer version
of Subtanspinter. I hope they fix that soon. So we get this in here and now I can say it's
working correctly, go back in, increase the eight already increase
the height already. Let's say I turn that
off, turn this back on the exact same thing we
did, but still not working. Select this now exactly in
there, but not working. I'm going to delete that.
Let me rename this to tribal Mark, it should be the
right side instead. So let's try something now. Let's see if we can drag this
bad down.Tom counterpart, so I think is up. Let's
drag this on top. So it's tissue in there. As you can see it obviously
tissue in there. So I think we can let's
add the bevo now in there. Let's add the bevo in. It's a really weird
and disturbing bug. I'm not supposed to create
two layers for this. I'm supposed to just ad
this on one single layer and then duplicate the fill, and it should work just fine. But for some reason,
it's not in that. It's not working. Which sucks. Anyways, let's add
the blood to this. Blow intensity is way too high, so I want to take that
down a little bit more. Then go back to the
te information, take down the It
shouldn't be too intense. Okay. Let's copy this blow. Copy effects, paste effects
in past past effects. That's for the opposite side. You had information
for this 0.3. Let's say this is zero
roughly around 0.3 as well. Okay? So this
should be fine now. Let me see if I can put
these two in a group and add an ankle point
to this group instead. So let's see if this will work.
Let's add an ankle point. Do that first. Let's rename
this to tribal mark. Okay, let's add an
ankle point to this. Now go over to most likely
won't create a new one. So let me just
duplicate this instead. Okay, I'll add a
black mark All right, I increase the
visibility of this, and I'm going to go in
and then add a generator. So let's add a
generator in there. Let's add a coverture generitor. So under the micro details, let's set an anchor
points in there. We're using the t information. Let's select the IT information, select it, open this up. We have this working
at all? Cavity. Nope, this is not working, so I'm going to clear this out. Let's add different marks. Let's add the different
marks in there instead. So let's go back to Smart max. Let's just type in edge. Let's type in edge in there. So let's do strong, drag strong in there. Okay. Go down. Let's select
the Let's out, the stars micro details. Let's turn on micro detail. Then for the IT information, we need to use the
ankle points in here. This is still not working. I think we might need
to do something else. Let's remove this. I think we might need to add it individually in there,
so ankle points. Select this ankle point as well. Okay, so if we should go back
and let me drag this out, go back in the coverture. Let's select two ankle Can we select two
ankle points in here? I'm not even sure.
Okay, awesome, boy see how this
is working, now. It's working properly here now. So I think we need to make two duplicates of that instead. Might need to make two
duplicates of that instead. Okay, so we're getting close Let's use the global balance. Only one just to be
affecting the max alone. So somewhere around
there should be fine. Something like that should
be fine. So I'm going to rename this let's
just put in here. Then I'm going to
duplicate this. I'm going to change the
ankle point for this. This is the other one, so this is the
other ankle points. Let's go into ankle point. Let's do this instead. So she's working on
the opposite side now. So let's go in and make
some corrections to it. So under the micro details, we can increase a
little bit more. That's fine. So we're
going to leave the suites, and continue on in the
next lesson. Bye for now. Okay, this will
work just fine. O.
21. 124 Glove Leather Stitches In Substance Painter: Comb, guys. In previous lesson, we were working on this leader, we're still working
on the leader, but last thing we did was to
create a maxing for this. Then we have that then we
added texturing for it. So it's texturing for it. So we're going to SST one molten I kind of
reduce the opacity of this. I've used the opacity
a little bit more. So just to make this
look a lot better, and I'm going to select these two actually and put
them in a group, just to get them organized. Let me name these two face make geure I think I should spell out correctly.
Okay, that's fine. But I feel like I should
add some detail in here. I feel like I should add
some detail, it's too empty. Let's try and add a
detail in the let's find. Let's find one of this. We can use one of
the so we can just, why not let's just
use one of this. Let's see what that gives us. I'm going to duplicate this. How the black marks in the Okay. Get close, open that up. Okay. So just to figure, the pattern is already in there
on the field, just to figure out
where this needs to be. Use the right ring top. Let me see the fullname for
that ring, ring top right. Let's go to the opposite side. Should be somewhere
around the here. Okay. Move our light a bit more. Then let's go in and select
the polyple select mesh, filets select this mesh. Okay, we get
something like this. So let's go in and then make some let's make some
modifications to it. So let me set this back to one. Okay, I do that. I
think the previous that was there before was okay. Let's do rotate. Let's do something
that comes in this. I think something around this line of this should be fine. Okay. Doesn't need to be
on the same vertical or horizontal fashion
like the previous one. I think something like
this should be fine. Okay. Yes, this
we can work with. I think I can just feel the same thing too on
the opposite side. I can feel the same thing
too on the opposite side. So let's just go in and then
find a good angle for this. Get in close. We can just do this
once, actually. So let's go in mesh field,
select this mesh also. So have this flown
in the same fashion. Let's see if, you know, if we increase that that's
going to be a bit weird. So let's just reduce
the value instead. Let's do two. Maybe get
something a bit wider. Probably not. Let's do four. Four feels a bit too tight. I think three is still
the best one so far. Three still seems seems
like the best one so far. We can let me say
this offset to zero. Say that to zero.
Let's see what we get. I think this is fine.
Yeah, this will work. This would work. The
one thing I'd like to do would be I
need to rename this. Let me name this two but Elbow. Elbow leader. Okay. And I would I would
like to, that should be fine. I'm just going to convert this into an ankle
point, ankle points. Then I'll go into the
face marks edge wherea. I will duplicate one of these. I'll add a I don't need
a black marks in there. I just need to go
in and then change the ankle points
we have in there. So let's just go in and select
the elbow leader instead. Okay. So this should work just fine. There are a few things
we can do in here. So let's go over
to global balance, increase the balance
a little bit more. Okay. I think somewhere around the nature of this
should be fine. Is it affecting It's
affecting the entire thing? And I don't want this
to affect the entire, so I'll need to take
this out of the group. I need to take this
out of the group. Then I'll need to create
a new folder for it. Let me just name this to book. I'll have the black
marks in there. Then I think I can select. So let's go to Mg View.
I'll select these two. Go to the opposite
side. I'll just select these two as well. And then we should be fine. Should be fine, get in there. Let's see. Then we can make some modifications
to it as well. So if you go in on the
core virtual, let's do. Now, this is not
looking too good, so if you increase
a little bit more, let's go into micro details. Make some adjustments to this. Okay, data details intensity. So let's increase
a little bit more. We can also blend between these two. I think standard is fine. Let's do standard. All right, so I think this is fine. Oh, that's a bit
slightly too extreme. Let's go and reduce the global
balance instead. Alright. I think I'll take down the opacity down a little bit more. If you do between ten, just barely in there should be fine. Okay, that's fine. So one last thing
I would like to do would be add some stitches. I think this parler
on some stitches. So let's bring some
stitches into this. Let me do a quick sieve. So now let's create
some states for this. So the credit statues, I'll let me duplicate
this layer as well. I'll drag this out of the group. C s I need to bring this on top almost the entire out somewhere around
there should be fine. Then I would we add one
or the black marks. Okay, then I would go
and increase intensity. I information, less Okay. This one is okay, I need to use the natural feel layer
instead for this so. Let me delete that. Let's
create a new few layer. That am was a material. Let's use the full layer
instead. Turn on ides. For the colour I'll pick
use the colour pick, I'll pick this same
colour in here. I'll name these two stitches. Right on all the black marks, you have increase the art information,
go to the stitches. Okay, let's use the pen to in here use the pencil open that up, paint along parts. Yes, I think this
is the one we need. So now we need to create
some stitches across this. Okay? Let's just come across. We still need to make some
modifications to this, though. Let's just go across. Well, I think I did
the wrong way I supposed to kind of
start from the Okay, we can continue this on around. We can go around this. Yes,
we can go around this. Put it my light source. We need to make some
modifications to this because our brush strop
now is way too intense. Okay? You need to find a
good angle so it doesn't intercept with
the previous one we drew. We can close this year. Then for the stitches,
let me create it. I think you need to create
some space in here. So for the Alpha in here, we need to change the
Alpha to stitches Alpha. Let's type in stitch. So we have stitch generator
in here, we have food. Stitch roller. Let's use
the stitches instead. This is the one we
need. Et's reduce the size. Reduce the size. To kind of reduce the
orientation as well. Let's see, somewhere
around here. Then you need to
increase the spacing. Increase the spacing. I think we still need to rotate
this a little bit more. Yeah, something like
that should be fine. We still need to
reduce the size. So let's temporarily
hide our pattern for now, let's just visualize, did we do this
with symmetry turn on symmetry, symmetry, symmetry? Is there symmetry
in here for this? Let's see if we would have
it on the opposite side. Awesome. We have it
on the opposite side because symmetry is done on. Awesome. So we can
build any part and then we should be
good. Let's go back in. Where is my visibility
that's on the visibility. Visibility, Where
is this? Grades. I can't really find the
visibility in there anymore. But anyways, I've done
what to do so I just go and then continue making
some adjustments to this. I need to take down the size. Okay, something feels off. I can't find the visibility, there's one, and I can't adjust this anymore.
So let me undo that. On the visibility. I'm just going back because
I need this to be visible. Then let's redo a few times. Redo redo. Okay. Let's just work on one side, and then
once while done, we can mirror to
the opposite side and that's the
preferable way to go. So let's make sure we have stitches in stitch
is back in there. Something is oddly wrong. I have to redraw this again. I have to redraw this again, so we have this active
again, select that. Let's go back to stitches. Let's say this to stitches. Yes, it's working now.
Final is working now. So let's go in and then
make some adjustment to take down the size, increase the spacing, get
the orientation around here. Okay, temporarily hide
that pattern for now. We use this bros a little bit more. I think this
should be fine. Then go down. The spacing, let's get this a bit
tighter, tighter this way. Let's make this slightly
brighter than it is right now. Okay, since some around
here should be fine. You need some roughness
for this as well. Make this white rough. Okay. I think this
should be fine. Check this from a
distance again. Trying to see if I'm
getting this correctly. I have the right
set up in there. I think for the most part,
this should be fine. L if I need to increase the size of want to increase
the size of this. I've lost the updates in there. Anyway, this work just fine. Let's make sure we mirror
this to the opposite side. Mirror this to the
opposite side. Fantastic. This is not
mirroring to the opposite side. There's quite a lot
of work going on in this version of
Stan Spina, though. Let's just go one
step backward. Okay. Do you still have
control over this? We do not anymore.
This is quite big. Let me just repeat the
same steps again and then get back to
where it was before. I'm going to redraw this again because just allow me do what I need to do without having to redraw this again. I need to go back and then start making some adjustment
to this again. This time around, just do it
and get it done once and for all reduce the brow size. If it doesn't work on
the opposite side, then I just have to redraw
it for the opposite side. Set this gets close this
way, increase the spacing. Get this in this direction. We use the spacing some more. Yeah, I think it should be fine. Should also be working
on the opposite side. So we can also use the opposite
side to actually tails. It's working just
fine. So this is fine. We'll work with
this. So now I can just if I go in and then we to make some
adjustment to the material, I lose this part completely, but I think I'm fine
with what we have here. So I won't get worry too much. Is going on, M
some adjustment to this. Yeah, it should be fine. So what other part we need to create another new part to
be around there as well. So let's duplicate this
at the black marks. Okay. So this time around, I believe I'm drawing this
with symmetry turned on, yes. So let's go in and draw
in new parts in here. Okay. Rotate our lights. And this is
automatically taking up the stitches setup
we have in there. Which is cool. So we need to begin to make
adjustments for that. Okay? I'll undo that. Undo one step. Let's go somewhere around there. Then begin to get a curve
that comes in this way. Undo that, let's get
something straight enough. Okay. I believe we should
be able to make some good orientation
for this in real time. Let's just close all
of this up. Okay? A, then let's close the gap. Go back to the origin points. And let's go back
to the stitches. Let's make
modifications to this. Yeah, I think somewhere
around there should be fine. This spacing, you need any
more spacing in here. Okay. Let's check this from
the opposite side because we have this
cimet returned on. Yeah, I used to work just fine. I'll go back to paint. We have successfully
added stitches across this. We should work just fine. All right. Now, if you need to
take down the height, you can just take down the
height if you need to. We shouldn't be pulling
out with two more, but the height position we
have for this is just fine. Because we're going to look
now this from a distance. I think the to be just fine. Let's bring everything back out. Let's see what we get. Rotate
our light around there. I think that will
work just fine. Yeah, this should be fine. This should be fine. I think the next piece we need to work
on now will be this pair. Then we'll move down to working on the skate and
the rest of this piece. Okay? So I'll see you guys in the next
lesson. Bye for now.
22. 125 Spear Rod In Substance Painter: Welcome about guys. In the previous
lesson, we finalized on the armed glove eaterie. In this we're going to be
working on texturing this pair. Let's get right into it. I'm going to let's select the spare so we can
just select the spare in here. But bef select the spare
I would like to grab since I like the way this
material is meta material. I'm going to go in
there to the earrings and grab that again. Okay. Then let's
go to the spare. I would like to
isolate the spell. Let's isolate the spell. Let's
say this to fk resolution. I would also like to
reimport the normal map for the spell just to have a higher resolution
in here to work with. I think, so let's
go in at a few. So we don't need to bring
in normal for this. So let's type in spare. Okay, spare one, spare normal. I think it should be this one. It should be this one, yes. That's what we exported
out of Zbrush. See, we have this in. All right. So let's create a new,
not a new fill here. Let's start with adding
wood material to the rod. So we can go let's
do wood in here. Let's just type wood in here. It's going to show us every
wood material we have. So I don't want something
that is too edgy. Nope. Let's go into materials instead. Let's type in wood. Okay. So I have a few going in here. Let's find something
interesting to work with. This ones this looks
interesting. Wood beat vein. Let's look for something
that's also interesting. Wood shehip also
looks interesting. So that type of wood shep. Then we have wood wave knots. Mm, a tricky one. But let's do something
that has a bit more. I think this one should be fine. Let's drag and
drop this in here. Amazing the wood sheiphle
Let's try this one. Let's see what that
gives us. Okay. This is quite quite too rough and then too
many cracks on it, so I'm not going to
use that. Let's try. This wood wovens.
So at this point, basically just
testing and trying to figure out which one works best. Let me to up ton of this nonmal. Let's see. No more
difference though. But I would like to be slightly slightly shiny, slightly shiny. So I'm going to keep this as a there's one sample that we can actually go
back to if we need to. Let's see, let's try something. N is way too smooth. Let's look for something in
between smooth and rough. New moody wood. Let's drag this in. So at the moment, I
don't really have any specific wood I want to use. I just want to
kind of experiment with what we have in here and then we move along from there. Okay. Somewhat looks interesting. Let's bring this back in. I think I'm going to
stick in with this one, but I will need to take down or make some more
modifications to it. They make it more of
like a darker brown. So I think I'm going
to stick in with this wood will not instead. I also have some of
my own wood in here, but I don't think I
need to use that. Let's see, this new wood. This is way too clean. Way too clean. So let me
delete this one at the top. I want to work in with this.
Let's add a black mark. I wouldn't need this to be
affecting the wood in itself. And I'm going to
change this up to more darker brown wood with
some modifications to it. I think, Okay, that
should be fine. So let's go noise color. Let's see what that
gives us wood fiber. I like the wood fiber,
but I like to reduce the overall visibility of it. Groage pass, garage
pass I would keep, sharpen I would keep. Wood fibers again, I would keep. Okay. I think I'll keep this, but let me take this down
a little bit more. It's making it adding too
much roughness to it. So for that, we need to
adjust the information. So let's take down the s so it's not be too obvious. Slightly
in there should be fine. So let's go to the base. For this base, I'm going
to use are darker, more darker shade for it. I think somewhere around here, make this not too rough. Somewhere around
there should be fine. Just right off the bat,
already getting something interesting already with the few modifications we
have done in here. Okay. Yeah, this is
cool. This is cool. So now, I'd like to make this a little bit more interesting by adding a good material, a good ring material
across this. I'm more less like gold
painting across this actually. Like gold painting. So I'm going to use I'm going to use a few things
in here. So let's do. Let me close. This I would use. I'm thinking of using
that good material from the order mesh. Thinking of using this good
material from the mesh. Let's grab. You need to grab
this. This is way too rough. Let's grab this. This might give us an
interesting result. So let's grab that. Let's
do good damage, copy that. Okay. Then go back to the
spare, Salw this out. Layers, rotate our lights. I'll drop this at the top, drop this at the top. Okay. I would, there's already
a black marks in there. So on these black marks, I'm
going to add a few layer. And on that few layer, I'm going to be typing. Let's do typing trick. Let's try this strict material. Thistrict material has been quite useful for
a lot of things. Quite used for a lot
of things in here, so this is looking interesting. Okay. It's also
giving us a very, very, very interesting
results on this speck. That actually looks cool. I think I would actually keep this can naturally use this. Make it a whole lot
lot more interesting. I make the spell
a whole lot more interesting. But this is
not what I'm going for. But I just duplicate
this for now. As a backup, let's
create a backup that we can fall back to. Then I'm going to put
this in a group again. I'll group this at
the black marks. Why? Because I won't just to affect your rod let's just let the rod. Let you rod in I
think I need to make some modifications
to this rotation. Let's do 180. Okay. So at 180, we get something like so. So the tiling for this, let's
let's let's style this in an interesting way
and try to figure out what works and what doesn't so. Offset, we can offset
this the way we want. So offsetting this now, we're
seeing different patterns, picking through this
as we offset this. Okay. Interesting. Now the maintenance to figure out which one do
we need to keep in here. We have interesting result
out of this already. So just to figure out
which one we want to keep. I'm still going to
max out a few of this because I don't
want this to be affecting the entire outing. I'm still going to do
maxing for a few of this. Let's figure out what
works. I like this. This is 0.47. If you
tweak this again, we have another one,
we have another one. We have a different one now. Yeah, I think I would
go with this instead. Yeah, this one feels a
lot more interesting. So let's go with this instead. I'll go with this. Okay. But now I need to
make some adjustments to this by Max Nut. I want it to be all over the place, just all
over the place. I don't want it to be
all over the place, so we can do something interesting here by
adding another few layer. So this few layer, let's try
I think I think we have, let's try the wave Line wave. Let's try and line wae. So I think I need
to say this to. Not even sure this one. Is
it overlay? Not overlay. Should be probably screen or difference
difference multiply? No. Let's start by increasing the Let's start
by increasing this first. Yes. Okay, This is where we
want to be a multiplier. Boy, I think the
orientation is wrong. Let's set this orientation
to 90 degree and the width, let's increase the width. Okay. Not sure I'm
liking this though. If you increase the tiling, let's see what happens
when in create it now. I don't like this so. I think the more preferable one, at least for me would
be the strip instead. Strip will be just fine. But if you feel like this
is something that works for you, that's
completely fine. Because since we're
experimenting in here, I'm kind of show you guys the possibilities
that we have in here. So we have various
possibilities in here. I kind of do
whatever you want in here and make it look
a lot more unique. So you can see with this
now reduction of 90, we have something even
more unique in here. We have something unique. Okay, I think I don't
I don't want this so. I will duplicate this as a
backup let's with a back. I'm going to hide
this. For this now, let's say this one on top, let's say this to zero. Let's say this to
zero. Set this to one. Okay, interesting. So we have an interesting
result already. It should be cool. But,
I'll go back to the field. I feel like I should
tile this a little bit. Let me hide this for now. I feel like I should tile
this a bit small. Let's use a value of two. Oh, changing the value of
two, we have something. We have both we have two of
those textures in here now. This one on this side, I fills up the entire
out, which is cool. But I think let's use a smaller. Let's use the value of 0.1
0.7 instead. Let's see. 1.7 is not doing it. Let's do 1.6. Okay. Is why I'm doing
this is because I'm to fill up this extra
gap we have in there. So I don't do that, consists
a lot of gap in here. We're setting this to 0.6. Let's do one point
C one instead. You also that completely
filled it. That's fine. So let's go back to the
strip turn on the strip. But I think I need to change the I need to change
the angle for this. Let's go back to the strip.
Let's say this to 90 degree. I think I need to
rotate this a bit more to get my desired results. I want something that is
slightly straight on. Okay, this is planted. Let's go into the pattern Digit. Increase dit a little bit small. So just little gaps in
between should be fine. Okay. Let's see if
I take this down. Yeah, I think this
should work just fine. Yes, this should
work. T should work. We already have something interesting out of this already. Maybe the sharpness only
softness in net les. Let me increase a
little bit more. Trying to find the
right balance for this. The right balance for
this will be just fine. Yes. I think this
will work just fine. I can certainly use. This I can certainly
use. Yeah, awesome. So you can see how
we kind of use different pattern and then with the fill in here
to kind of create some interesting looking
variation in here. But we're not done yet. I see one more thing
we need to do. So go in and add another fill. So for this field,
I'm just going to use a grunge material. Let's just use a
grunge material. Let's use grunge. Let's look
for something interesting. Let's try this grown
concrete in here. We can sell these two.
Let's try overlay. Let's see what overlay
actually does. Overlay kind of chips off chips off the edge
a little bit more. Let's go in and increase the Let's do Tripena
mapping first, Tripena mapping, increase the
tile, increase the balance. Okay. Let me change et change
this let's try screen. Nope. Sprint is an interesting one. But those sprint is just adding
to it and kind of sub tra so I think you to stick
with multiply instead. I'm just trying to create some
level of breakup in there. So it feels like some parts are kind of washed
off over time. But it is way too extreme. So let's maybe increase
this a little bit more. Yeah, you can create
it a little bit more, increase the balance. Then just get something that's
slightly fided in there. Then if you go turn
this off and on, you can see a little fed
happening in here as well. Then I would like to add
some information to it. We like to add some t
information to this. So let's go back to good pork. Let's add some eight to this. Okay? I think that's
way too much. There's something slight t difference in there
should be fine. Like so should be
fine. All right. Let me go in. I think there
are a few things I would like to do as well. The middle parts on
the middle part, I'd like to erase some of this, so we can easily do that with. But that was going
over to Polyfill unless I think
poly is mesh fuel. Let's use pfill instead. I'll hit on the keyboard. I would like to erase a few
of this on the center parts. Like so raise some
large gaps in between. Let's do one here as well. Okay, let's check what we have. Let's see if we can
keep this. Okay. Yeah, for the most part,
for the most part, I think, I think
we can keep this. Yes, you can keep this. This
is fine. So now moving on. Let's do what else are we
supposed to do in here? Let me do a quick sieve. Okay, so moving on. I think at this point now we
can texture the metal piece. Friends if I need
to add this back, yes, you can add back
in. That's fine. So let me also name this to
normal so we know what it is. Okay. So let's go about it. I'm sure we copy it.
Let's open this. Okay, this is the let's
name these two gold pints. Good paints. Let's
do good rod paints. That makes better sense.
Okay, so moving on. Let's go in and then use a
metal material for this. Let's use let's just see if we can use
the default in here, so smart material, typing. Should we type in steel. Let's type in steel. Let's see what we get.
Okay. Steel ruined, steel stained, still scratched. Let's die this sin ruined. Let's try this out all
the way to the top. Let's give you a
moment to apply. Okay? But we don't want to apply
to the entire outing, so we need to this is
looking way too ruined. I don't want something nice. This is looking way too ruined. So I will need to let's
just recycle experiments. Let's ide this for now. Let's go bring back
everything out. Let's copy this steel
dark edge, copy darts. Move back to the
spare. I solid darts. Let's piece this in. We need to add the
black marks as well in there so we can select
just what we need it for. Add the black marks, mesh field, select X, go back to whites, select the spare head. Take out the black. Okay. Let's see. We're just trying
to figure out which ones one works best for this? I think some slight
modifications are in order for me to make
this little more interesting. But I think, okay, this is fine. But something doesn't
feel this black. I'm trying to remove this black. This black we have in here. Let's say this
back to base colo. That black is not
looking good for me. I'm not liking that
black. Okay, awesome. So I've removed that. Bring that slightly back in. Okay? Yeah, so for me distances looking good because
you always want to check this from M
distance just to be sure everything's working
correctly as it should. These scratches, Oh, okay. This is the previous. This
is one at the bottom. She's fine. But the
scratch is what has most of the
broken up gtylin. Okay, we can take that down. Yeah, I need this though, but the roughness is
just way too much. Let's just take this
down a bit more. Let's just use Come
on. Undo that. Let's go to the opacity, take this down a
little bit more, just a tiny bit should be fine. So we have way too many
scratches in here, obviously, so you need to
take that down down as well. Shouldn't be not too much
in there should be fine. Then let's randomize this. Okay, I think we need to bring
Okay, this should be fine. It should be fine. Let's see, another scratch is in here. What is this? Okay. We can go in and make some
adjustment to this as well. That's way too extreme. I think the previous value
should be just fine. Okay. Okay. Let's see. I increases, we get a bit
more grunge in there. Let's look at this
from a distance, rotate our light
just to be shock. All right. We can go and then
blend this down as well. But we still want it
to be still shiny. We still want to have
that shiny look to it. I think somewhere around
there seems fine. Something like this
should be fine. We turn this feed back on. I think I'd like to make
some modifications to this. I would like to let me
duplicate this to begin with and go into the setup. First of all, let me
change the color. Let's see something a bit
more grayish like so. Then go to the clouds and
I'll increase the balance. But the tiling, I'll need to take down
the tileing as well. Maybe I think I actually won't drive this
with something else. Let's drive this
with something else. Let's drive this with
the max instead. So let's do Smart MAX.
Let's type in Rost. Okay. See, we have
this edge ros. Let's drag and drop this in. Let's see what that gives us. Interesting. Now, we have a bit more interesting
result to this. Something we can
definitely keep. We can decide to darken a
little bit more if we need to. I think somewhere around
there should be fine. We can go in and make some
modifications to this as well. Yeah, I think that is
fine. That's fine. So in the next lesson,
we're going to carry on and then
keep working on this. I'll see you guys in the
next lesson. Bye for now.
23. 126 Spear Head In Substance Painter: Comb, guys. So in the previous
lesson, we kind of started the texturing and completed the texturing
for the wood material, but we're still working
on the spearhead. So let's carry on from that and see what
we can get out of this. There are a few things
I like to do is to modify some of the
setting in here. Let's see. Let's go in. If we reduce the balance, let's see what we get, increase the balance, we
get more of this. I think for the most part, I will need more
of this actually. So that work just fine.
This is for the edge. We can spread that, no, not spread
that out too much. Let's blow as well. Yeah, like so also
should be fine. All right. Then
let's go back to, I believe, we don't need
this tend anymore, do we? No, we do not. So
let's move that. Okay, look at this
from a distance. L from a distance. And I'm going to drag and
drop this at the top. I will need to undo that. Undo that. I need to put this group. I'm going to add a
black mark to it. I wouldn't want this to have to be applied on the spearhead. Let's select the spearhead. So nothing's working
here now because we have not turned it
on, left on its own. So turn this on now, should
see something apply in here. This is actually looking
quite interesting. Ready getting an interesting
slab of gold to this. But we need to make some
modifications to it. Some modifications are in order, but for the most part, I think this is coming
out quite nicely. Okay, in contrast to what we
have here I just too plain. I wanted to get something a little bit more
interesting in here. And this is looking goos I'm
going to duplicate this. I'll hide the bottom one.
Let's go back in here. So the strict fill, we can start making adjustments
to this as we need to. If you don't offset, so which offset we're
doing here gives us an interesting result to it. So this is what we
are getting Okay. So if actually zoom out. This is actually
looking really cool. Except for the fact that I need to clean it up on
this edge because I want this edge to kind
of maintain that clear metal look to it. But as far as this goes, this is actually
looking interesting. Actually, it's more interesting than what we have on
your opposite side. Definitely more interesting
than the opposite side. I have a different pattern here. We also have a different
pattern on the other side, which is also giving us an
interesting look to it. I'm going to keep this. I'm going to delete
this. So I'll go in. I'm going to add a paint, add a paint layer in this. I need to erase I need
to erase some of this. So let's go to our brush. Go to our brush for this.
Okay, one more ten. Normal optimal motin. Let's see if we
can open that up. On the gold layer, can we do an
indentation in there? If you put this in
which result with that gis Mmm. Way too deep. I think something like soap. I think I might
need to dig we kind of should be digging in instead. I want this to dig in instead. So let's see how we can
make this work. Okay. Let's go into this
and then figure out how to make this go in instead. If we do let's say I do let me create a
new fill layer actually. Create a new fill layer. Well let's drag this in.
Okay, that's for that bits. That's for that bits. Let
me create a fiel layer. We need height for this. We pull this in Oh, I think I know better way to do this just to
get this right. We would need to add let
me open this up in here, I need to add an
ankle point to this. I'm not returning an ankle
point to an actual group. But let's see how this pans out. I'll create a new
fill layer on top. And then I'm going to turn on just the height information, get a depth in I'll add a black mark and I'll
add a few layer. Then on the few layer,
go to ankle point, let's use this go damage to max. Yes, it's working just fine.
This is working just fine. So this is only affecting
just the indentation for it. So lab is affecting indentation for its
precisely what we want. So if you go back in the
let me name the two depths. Let's do spare head depth instead spare head
depth All right, so let's go back to
our It information. So while on the negative, we can pull this out.
We can dig this in. While I'm digging this
in, I would like to add a filter on the filter to
only affect the information. So let's try the
bebl to begin with. Okay, I crazy distance for this. Not so much happening
in India, though. Not so much happening in India. Let me clear this out.
Let's use a bevo instead. Let's a let's oo. Let's
use a blow instead. I'm not sure I'm seeing so
much difference happening in here though off and on, not so much difference
happening in there. Let's do extract Alpha instead. Extract Alpha. Let's
see what that gives us. No, this is not working anymore. So I think let's do
keep Alpha instead. I think we're supposed
to keep alpha in there. Okay. Maybe we need to add
a filter to this instead. So let's do bevo instead. Yeah, it actually works now. So I was doing it in the
wrong place all the while. So I just need to add
the Bvlinea instead. But the bevo is way too strong. We have Bo is way too
strong. Stick it down. Back it down. Then go back
to the it in formation, take it down a little bit more. Let's go in, let's
see where we get. This needs to create
an oltions digging in, but is not doing that much in. Let's go back to
the Bevo and then. Let's do uniform. Angular hide this for now, pull this down instead. Is it doing much? No, not
much happening in there. Let's take it back to
the way it was before. And let's find the
right value for this. Dig in no doubt,
Bevul I think I need to increase this Okay, this is forward way too deep. We take down the sms. All you want this
affecting just the edge. Okay, we're getting
something in here now. So let's go in and adjust
the eight information. I should just dig in a
little bit more like so All right. Yes, this is fine. We get some depth in here now, just the way we need it to be. Awesome. I would like to do
on in one order in also, too. I'll go into the max and then
I'll add another filter. Let's do a Let's do wp
filter to add to this. Yes, W. So DAply affect
just the edges loon. This is way too intense.
It's way too intense. So you're going to
tune these down. So it just barely on the edge. Okay, we have a few. Let's try this multi dimensional
intensity. Now, do that. Let's go back to default. Okay. Yes, we have some cracks in here now, which is
precisely what we want. I also wanted some cracks in. So their doesn't look too clean. We want something
that's not too clean. So let's go in. Let's add more contrast in here is going to chip
up the heard some more. That'll chip up the
head some more, but way too intense. Dowet's take down the intensity. It should just be barely
in the not too intense. Yes, for me, distance is not too intense.
We'll come up close. You can see some chip off
looking there on the edge. Precisely what I'm going for. So this will work just fine. I think now at this point now we can clean off some
of these edges, and you should automatically
update also, too. So let's get on the keyboard. If this broad size, let's experiment
with this first. Oh. It's not updating. I think we need to have
a this ina instems out. I think that should
be ina instead. So let's do pins. Let's try this on now. Still not odating. Most likely, most likely, let's
do something first. Let's clear this
ankle point first. I'll hide this for now. Let's go in and plains where
we don't want to be visible to
begin with first. Then there's a better way to go. Then we're going to
create a new ankle point. I believe that
should now update. Let's do some
cleanup on the edge. I don't want to be on the edge. The edge you need to clean off. Okay, let's go to
the opposite side. Clean the edge some
more, do that. We just need to clean the
edge, and we should be good. I do that. I think I'll keep that part around
there should be fine. Okay. So now let's
add the ankle points again, add ankle points. All right. So let's
go back to the field. Let's update the ankle points. Let's update this. Awesome.
So it's working now, so you can see how
it's working now, which is precisely what we want. But I think I need to do
some cleanup in there, so clear this out, go back to the pints,
reduce my bro size, do some more cleanup in there. You see that slat
is clean enough. We back in the art by
at the anchor points. Okay. Oh, yeah, this is just
from the chipped off edges, so this should be fine. This should be just fine. Maybe the depth is
a bit too much. Let's go in and adjust
the it in formation. Okay. Like, so it should
be fine. Yeah, awesome. This will work just
fine. All right. So this we can
definitely live with. So let's go back in and
bring everything back out. Okay. Yes, we can make this a
little bit more interesting, I need to name this
gold, spear, gold. Okay? That is fine. What I'd like to do would
be to come in here, this plerlayer just
name this to gray. I think I would like
to bring this on top. Let's see. I think I can let me put this two
inside inside of this group. I think I will need to
group all of this instead. I think that's a better
way to go. Let's select all of this, put
this in a group. We you name this to
spare a head. All right. I will add a black mark. And then I'm going to
select this spare head. Then now I can go into this grab this
gray drag this on top. So she kind of, it's
kind of clearing most of it's kind of clearing most of the
paints we have in them. I don't want you to clear
most of the painting. I want the paints to
still be obvious there. I think that should be fine. It should be fine the way it is. The one more thing
I would like to do would be to create a layer, drag the layer on top. I'll say this to pass through
and add the filter to it. Let's do a sharpen filter. So let's do sharpen
filter in here. So typing, sharpen Okay. So that should sharpen
up most of the detail. Just make it slightly sharp. So like, so it should be fine. Since trying to figure
out this depth we have in here is way too much
or just the right amount, we can go in increase this. I don't want it to be too deep. I think somewhere around
there should be fine. You have some depth in
here, but not too extreme. That should be fine.
Maybe a little bit more. Just a little bit more should
be fine. Yeah, that's fine. Save this next lesson. Whoa. See some issue. I kind of discolortd not
sure why I got here, though. Let's see. Okay, that's
coming from the sharpen. Coming from the
sharpening instead. I'm not ttly sure why sharpening
this is just creating some weird, creating
some weirdness. Let's see if I turn off
the color for this. Now, there's no fixing it. There's no fixings either. Okay, I think I'm just
going to drag this into the layer into the
layer for the metal piece. I think around there
should be fine. So also we're good now. Let's go back out. Okay, this should be fine. So I'm just trying to
utilize as much as possible various texturing tools found inside of Subtan Spencer, just to get something
interesting out of out of our
character design in here. So I think for the most
part, it should be fine. I should be fine. So let's just do a few
tests with shadows and then also testing out some
light setup in here as well, just to get a
general feel of how it looks like under
different light setup. Okay. Interesting.
Let's use this. Okay? This is nice. Boss garage. Yeah,
the boss garage has a very nice warm
warm look to it. Really warm. Like most likely for artificial
lighting in there, like yellowish
lamps, specifically. So this gives an interesting
result also, too. Interesting. Yes, all of
this is working just fine. This we can work
with. Let's check another light set
up in here as well. This is an old one, obviously. Was very more for, like,
a sci fi look to it, but we're creating
any Sci Fi design, it's not going to be
the best look for it. Okay? Villa Nova Street, also
an interesting one. What else can we try in here? Let's try this Studio 03. SudiT has a more neutral light setting for it, which is cool. Okay. What else can we try? Studio five. Interesting. Yes, it's looking good as well. Okay, all good. All good here. Let's try this studio black. So Black has a good
contrast to it. Well, I'm still going to stick
with it to Marco Studio. Okay, Taco Studio
is also looking good. Looking good as well. Well, the panorama has a
more outdoor lighting to it, so giving us a more
outdoor feel to this soon. This is fine. This
will work just fine. So in the next lesson, we're going to move on and
then texture something new. I'll see you guys in the
next lesson. Bye for now.
24. 127 Skirt In Substance Painter: Come by, guys. So
in previous lesson, we analyze on the spearhead. So in this lesson,
we're going to work on I think we can work
on the skates now. I think skates would be
a good one to work on. Before I do that,
I was looking at this colour, this red colo ton. I feel like I should
make that even darker, so let's go in there. So we get in old control
I select that. Okay. So it's a red fabric. Let's see what we
can. Let me make sure I isolate that first.
Let's isolate that first. The red, I would
like to make the red a bit darker than it
is right now, so. Let's go in and find that red. In the bottom one off. Okay. Okay, so let's
select the bottom. Let me duplicate
this first, hide. Then I'm going to use a
more darker shade for it. More darker shade. If I tone this off,
let's see how it gets. Not much going on
in there though. Should be a bit more of a dark
red tone. Should be fine. This bright red is not really good looking
good enough for me. Let's see what we can do to
make it a whole lot better. Okay. Is this glam
tone that of now? Go back and use a
more darker red tone. I think this seems to
be in a good place. So now we have this
fabric pattern. Now that fabric pattern actually makes things a bit too whitish, so we're going to
select it and then use something a bit more
reddish instead for it. I think this is a
proper colour for it, proper red tone for it. W turn that off. Let's go back in, let's
lighten it a little bit more. By too light. Okay. I
think this should be fine. He should be fine. I don't
want it to be too red. So let's go in here. Let's copy the entire out in. So I'm going to copy this. Let's go to the skirts. Okay. Let's isolate this. I'll paste this on here. So there's a black
marks in there. Let's select. I need to
turn off symmetry for now. I don't need symmetry anymore. So mesh fill select Okay. Yeah already getting interesting result out of this already. But this is not
what I'm going for. I think I let me see
what is in there, okay. I'll select this as well. Okay. So I is we need to
change in here. But before we change
that, I'd like to go into let's go to
our texture file. I would grab this and this, the and center part
and drag this in here. What should we
import this in us? Let's do Alpha instead. Import. Okay. So this is one that
has the pattern in, but we need to make some
adjustment to a few of the. So the main reference we
need to use is this in here. I would like to use as my main reference because I'm kind of digging out
this is. So this is fine. So we need to go in
and set these two. The base is going to
be a black material. So the base is going to
be a black material. I'll turn this fabric off. Let me turn that on instead. Se this to black as well. Alright, let's turn
off this good for now. Don't need that for now, let's see what we can do in
it, make it look good. Set this to fork a
resolution so we can see the best post
resolution for this. All right. So we still have the
wave pattern in there, so we have this
dark wave pattern. Dark wave pattern
should be white now. Okay. And it should be
flowing. I think the directionality of this flow should be on the
opposite direction. So let's do 90 degree. Oh, that's wrong place
to go into line with. Since said this with zeros
zeroin that should be fine. Let's be fine. But it's
all over the place. You need some gaps in between. So let's reduce the width. Let's reduce the
width by lots. Okay. Now, this black, I need
to make this even darker. Let me delete, delete this
as well. I don't need those. Okay. I think we still need
some gaps in between. Yeah, I think we need
some gaps in between. So let me go back in. Also,
let's take down the number. Okay. I think this should work. This seems like it
would work. Okay. But the undertone needs to be a bit darker than
it is right now. So I believe this is the
one less useful black. Okay, we have colors
in here actually. So we turn of this loop. I don't see that in
is the one we need. Okay, this is the one that we actually need to fix
up here light fibers. So we can take this
down some more. And we also need to
increase the tying for it. You need to create the
tiling a bit more. Let make it a bit visible
so you can see it. Take it down, it down some more. It should just be faintly
in there, like so. All right. Now, let's introduce
this pattern in here now. I'm going to do two
of this duplicate of this Wave pattern Let me rename this
to hem on the field, let's type in hem Let's
typing her in here. So I have a few ideas in
mind that might work. If it doesn't work then
without going to fix it up. Let's make it visible. So it's applying on a
completely different list. But we are getting really cool, interesting detail into it
as well, which is fine. Okay. So now, this is kind of
the tricky part now. If this doesn't work, then we might need to export the two D texture
two D UV is out of. Sometimes spend time
to photoshop and then get that to be
applied on the M. Okay, so this is
the piece we need. So I need to align this on the. So I think I'm going to
do this piece by piece, try as much as possible
to get it piece by piece. So let's do I think for this, I might even need just one. So I might need to receive this again just one single hem. One single hem should be fine. Except otherwise, top and
bottom, let's do that. Let's turn off tying us to none. We need to make sure
three DV is visible. Let's find the front. Okay. I will rotate this. Can I tie this I think
there's too much tiling. Let's scale this out. Okay, we already have
one good one at the. Yes, I think certainly
we need one. We need to do this as
an individual piece. So I think I can just
go back in there. Let's go back to Photoshop. I'm going to make this available for you guys to
actually use too, so we should be good. I just need just one piece. Let me go back and kind
of check where it is. Okay, this is it. So we don't necessarily need
to do much in here. We're just going to bring
this in and then delete what we keep what we need and
delete what we don't need. So I'm just going to drag
this into a new documents. All right. Then I'll
go over to crop. Easy on the keyboard,
go to the crop. Let's crop these bits. And on that. I'm
going to save this. So let's name this JPEG. Let's do instead
of, let's just do. Let's do. Save this. Go back to let me undo this. I'll go back to Subtanpna now back to Subtanpna and then I would just drag
and drop this in. I'm going to bring
this in as an Alpha. Let's select Alpha
for this imports. I'm going to drag and
drop that in the Okay, so now we have more
control over this. But everything just
get ballistic in here, so I'm just going to
zero some things out. Rods out. Make sure
this is locked. The rules out as well. The rules out as well. The rule is out, okay? Now there's an
issue, we still have transform grades. Transform
is no longer there. Fantastic. Fantastic. Transform
no longer there. Let's see if we can
bring this in instead. Maybe this would
work. Drag this in. Yes, this works. This one comes with the
transform in there. I'm going to duplicate
it. Lead the one at the bottom part. I
don't need that anymore. Hide this. Let's work with this instead. Turn off repeats,
said this to none. Okay. Tiling said this to one rotates. I think I need to
scale this down. Let's get it where
it needs to be. Scale this down, squash
it down even this way. Rotates. Okay. Scale this out a little bit more. Let's just try and get this
roughly where it needs to be. The idea is that it is
going to be cut out, if this is a full material, some bits are going
to be cut out. Need to get it where
it needs to be. We just need something that will just that will just
sit nicely somewhere. So we can just set it
somewhere around there. Okay? That is fine. Awesome.
I need to scratch this down. Okay. I'm going to I'm looking at
my three div and my two div as well just to figure out
which one works best for this. So I can elevate this
some more drag this down, copy more of the space. Okay? No, I want this part
to be covered up, so I'm going to rotate
this down instead. Let's rotate this down instead. The most suitable way to do this would be to do this inside of it's most likely to do
this inside of Photoshop. But if we can get
something good enough, you should be fine. Okay. We just need something
that would be good enough. I think at this point,
the best way to do this would be to do this instead
of photoshop instead. So we have better
accuracy on photoshops. Let's get this done
in photoshop instead. So like I said, if it's not working,
we're going to export. So let's just export this.
I'm going to hide this. Let's use the red
material for this. So are you going to export out the we're going to spot
out the texture file. I'm going to paint over where I should be creating
my marking on. So let's create a new fill
layer, the black marks. Then with the paint
brush selected. So I know I need to paint create our texture do this paints here. Let's do here as well. Here as well. Okay, that should be fine.
So let's export this out. Export texture. W
you export in one? So I would like to
hide check everything. So let's look for the
skirts, select darts. Let's export the south
fork resolution. So what you need
the base colors, Language to hide all of this. Let's make sure I'm setting this south fork resolution
forkeRsolution. And then we do we What
do we need in here? So let's do default background dilution,
default background. Okay? Okay. Yeah, this should be
fine. If it's not fine, then we'll just make
modifications to it again. So let me just export this out. Open directory. Yes, awesome. This
will work just fine. So I'll select this. Let's drag this into Photoshop. I think I need to open up photoshop in, let me
close this for now. So we just need to go in here and then I'm going to drag this
into Photoshop. Okay, close this. We don't need this anymore.
This is what we need. So I kind of marked
out where we need to have where we need to
have the pattern in. So I kind of marked out those. Where are we having this weird, we stretch is not
complete at the edge. The edge is not complete.
Something's off. We have incomplete
edge for that. Let me take this
down completely. Export this again. Okay, the dicty should
be there already. Okay. Open this up. Let's see. Okay. Okay. I
think this is quite better. Let's go back to Photoshop. Some exhibit odd close this, no. Drag and drop this
in better than we have a little bit more little
more gap to work with. Let's zoom in here. Then we would grab.
Let me go back into, we can grab this right now so. Let's grab this and drop in this documents in here and
then I will to undo that. Let me move this up. I need to remove the black. Let me duplicate
this layer first. So duplicate this
layer, hide this. Let's do color range
to select color range, select the black and
delete everything that has to do with the
black. Then I only need one. So let's do I think we can
use let's use the lower part. Let's use the lower
part instead now. Control J to make a
copy out of that. Then we can now shing Let's shring this let's get
it where it needs to be. Okay. Sh little bit more. All right, extend
this out some more. Let's zoom in there. So we just need to position this now
where it needs to be. So I'm going to make
a duplicate of this. Okay. Let's rotate it and get this roughly
where we need it to be. Okay. I need to
shring this down some more. Pull this out. Okay. Get this down
some more. Undo that. I want to rotate instead. Okay. Since somewhere around
there should be fine. Extend this out. I'm going to down shift and extend this
out a little bit more. Okay. Then I need to use
the Puppet wp, I believe. So let's go to edit.
Oh, perspective. Let's see what perspective
wp actually does. No, no, this is now This is
now need. I think the puppet. We need the Popetwap
select that again. Edit. Come on. Control T. Cancel. Don't apply. Come on. Okay? So Puppet wa you have any transform we can use
in here that should work. We can't use W because without so much control over
the over the web. Let's use the
Puppet wap instead. Puppet wap now can
create points to grades. It's kind of broken all
this into several piece. Just know precisely
what I'm going for. Starts Nope. That one's work.
That one's work. Let's try something else.
So let's try the wap. So under the okay, I think we can also do
this manually instead. So I come in here to split. I can do a split around
somewhere around there, and I can move this
down this way. I believe I can move, no. Let me move this up
instead this way. Okay. Let's do
another split again. Split here, move this
up a little bit more. Can I select more? I believe I can.
Something somewhere in the nature of
this should be fine. We do that splitting
here as well. I think this is how we're going to get this to work just fine. Move this slightly
up a bit more. Okay. Move this up, not there. Can we move this up instead? Okay. I think something like
this should be fine. Let's move this up as well. All right. I think somewhere around the
end of this should be fine. Move this up some more. Move this up some
more as well. Okay. Yes, I think this
will work just fine. Pull this outward.
Yeah, this is fine. So I've done for one part, so
let's do for another piece. Okay. So what are you
doing this for the hems, for the part is
going to be visible. So another part you
need to do would be year and then year as well. Okay? I think I can
duplicate this. Then I can just drag
this in here, get close. Let me just try orient
this the way it should be. No, I think that a low need something
completely different. So we need to redo that,
something completely different. So let's just go and bring
this back on undo that. This is the one duplicate this
again, bring this on top. Okay, I just need
to shrink this down roughly around the
same length with the other one on the bottom parts. Should be roughly
around the same length. That should be fine. So I'm
going to move this in place. I'm going to rotate. Okay. I think this should
be fine where it is. Now I just need to let me put it this way, this
way it should be fine. Now I just need to use
the b instead for this. Okay? So I'm going to continue this on in
the next lesson. I'll see you guys in the
next lesson. Bye for now.
25. 128 Skirt UV Mapping In Substance Painter: We come back, guys. So
we are still on this. She trying to she trying to make this rather wb this
to ness in here. So let's carry on with it. So let's see what we can do. Let's go back to Wp
Edits Transform. Let's do W Okay, we already have something
in here already, so can we pull this down? Let's select two or down shape, see if we can select those two. I cannot. Let's get in close. I should want to
select two. Why can't I be able to select two? Great. It's not like no
select two in here, so let's see let's
see if we can kind of try to get something a shape similar to what
we already have in there. The flag, okay? No bend. Oh, like an
overall bend for that. Okay. Maybe somewhere around
there. Let's let's split this vertically instead. Then pull this down. Can I select all of this? You should be able
to select all of this and move this down. We can move this down. Awesome. So let's
move this down here. Okay. Let's do another split
somewhere around here. And do that. You can
do this from the top. No. Let's select why can't I just select
select this three? Come on. We just did the same thing
just now and then it works, but now it's kind of
refusing to work. Undo that, undo that. Select, selects. Okay, top to bottom. Then move this down. Top and bottom, move this down. Okay? Move this down. All right, so we're
getting somewhere now. I'll do another at around these bits and top bottom
and top and move this down. Okay? Yes, we have a
bit mercury in here now and do that.
Let's do this again. Okay, that is fine. Let's do another split
horizontal split around here. Slide the top, slide the
bottom, move this up a bit. Okay, let's select this. Okay, move this up
around here. Okay. I'm just going to
clean this off, clean this a little bit. But let's just make sure we have this where it needs to be. I think somewhere around
there should be fine. You don't need to be
extremely precise. Fantastic. We do that. Let's go back to
wp. W we see have the setup in there
if we go back to wp. Nope. We lost it. Anyways, we have something
good enough to work with so trying to see if I need to do the
same also around here. Yeah, let's make can make some
more corrections in here, actually Let's go in. Let's make sure
that it's selected. Let's do a w horizontal top and bottom. Okay. Then we can move this down a bit
closer to the edge. All right, that is fine. Let's done another
one also around the. Then slide the top and
then the bottom as well. No, I'm not squashing
this. I want to move. Yeah, that should
be fine. Let's do one around here as well. Okay, sled the top,
sled the bottom. We move this down this way. Yeah, that should be fine. Okay. I think we need to do a
little bit more working here. So well, let me go
and select that. Let's go over to transform Wop. Let's create a
horizontal wap in. Let's lay it up and then the bottom and move
this down a little bit more, out to the. The other is fine. So let's go out. Let's see
where else need to paint on. So we need to paint. I
think this is last one. So we have one too. I know by this indication of this painter adding, they just
know where it is. So this as well. So let's turn this back on. Drag this up, make
a duplicate of it, hide that, bring this up. Okay. Let's just shing
this to decent size. Decent size should be fine. Let's shing this down some more. Okay, let's get close. I think somewhere
roughly around there should be fine quae a
bit more space in here. Then we can now begin to
move things in place. So let's go to wap. I think if you right click,
right click inside of it, you can do Wab inside of it. So let's do horizontal. Let me start from
here. Slide the top, sled the bottom, move this in
place, create another one. Slide the top. Led the bottom. Okay, let's move this down. Down around here,
should be fine. Do that. Nope, nope. That will just ruin since Nope. I think I need to
move this up instead, up, down should be better
actually down is better. I manage to create another
loop around the horizontal. Sorry. I've been saying
horizontal for a while now. Let's see vertical, it's
supposed to be vertical. It's supposed to be
vertical. Let's create another vertical loop
around here instead. Select, select bottom, bring this down around
here should be fine. Let's create another
one here as well. I'm sure by now,
you guys already gotten the ang of it already. So basically just
repeating the same thing. I trying as much as possible not to deform the entire shape. Okay? All the way
here should be fine. We create another vertical wap here and move this
down in place. Okay, that should be fine. I'll create another
one here as well. Move this up slightly. Yes, I think we can
live with this. We don't need density
for the top parts. We just need this to be
where we need it to be. So around there should be fine. So I need to do
some cleanup now. Si not bleeding out with tocan
is actually bleeding out, so we need to make some
corrections to that, so I will just let's do I
believe it is this one. That's the one. I have
the black marks in there. Let's call it black marks.
Layer marks instead. Using the terminology for
sometimes painter in here now. So let's just clean
this a bit more, so I'm just going
to use my brush. It's on black already.
I'm just going to paint this off and do that. And to paint this with a
bit more accuracy to it. Okay. Won't do that. Let's use
a heart brush instead. Okay? Yeah, somewhere around
there should be fine. Alright, and I'm going
to create a black base. So this is pretty
much all we need. So I'll go and click on Save. I'm just going to bring
it into that same folder. Bring it to the same folder. Let's do JPEG. Let's do skirts pattern instead. Let's do caps instead. All right, so Cal conceive. Let's go back to
Subtan Spinster. I think we can now
replace this in here. But let's drag and
drop our material in. So let's get pattern,
drag this in, sent this to Alpha. Click Okay. I'm not going to drag
and drop this in here. Okay, that's
not going to work. Let's say the black
marks to begin with. Then add a fill.
Then on the field, I'm just going to drag
and drop this in. Awesome, so you can
see how we kind of get something good enough
right off the bat, so we're definitely
working with this. So this we can work with. This other part this other part actually covered up
actually covered up. So we can just ignore that because we bring
everything back out now. It's completely covered up, so we don't need to worry
too much about that. But for the most part, we did a pretty good job getting
this where it needs to be. Okay, so that is awesome. So now let's go back
and isolate that. Let's continue working in here. We need to do the same
also for these bits. We need to do the same
also for this as well. But before we continue on, let's let's just get our
materials right. Okay. So this is right now. So for this at the top, I'm going to let's
go to the fill. So we have the RF in here. We don't want this RF anymore, but we definitely need let's go over to our
pattern. Let's type in. What's this even called?
What did I names? Completely forgotten
what I've named it so we name this center
pattern, center pattern. So let's go type in center. Okay, drag this in but I
think the orientation is off. S this to zero, supposed to
be flowing horizontally. It also looks
stretched out, okay? Let's say this to one. Whoa. I don't think one is
doing justice to this. No. All you need is to
repeat horizontally. You should only
repeat horizontally. So let's see. Come on now. Given us a really
terrible result. Like resulting years
not good enough. I think is to do some more
control working here, though. Let's see how we can Let's
see if we can make this work. Let's try She let's try
cylindrical projection. Cylindrical projection. I'm
going to drag this down. Okay. I would like to
squash this as well. All right. We're getting
something, no doubt. Yes, we're getting
something in here. I need to rotate
this up a bit more. I would like to rotate
it this way. Okay? Can without this? Without this,
it becomes way too small. Let's say this to one. One is a bit too much.
Let's say this to. Okay. I think I need to
rotate this again this way, move this up. I definitely need to
squash this down. All right. I kind of work in
one part, but on the other part is not
really doing well. So I think it's
but last solution. We need to do it individually. We need to do this as
an individual piece. We can as an individual piece
or we can back in here, we can just manually
arrange this box. I want to manually arrange that. If you want to do this
instead of Substance Painter. Etshaust all the options we have doing this instead
of Substance Painter, before trying another
software for this song. Let me sent this back
to UV projection. Let's go to 32d view. So let's do this one
piece at a time. So I'm going to select this. I'm going to drag this out.
You can Dad this through now. So we're going to do this
one piece at a time. The that'll make better sense. So let's put this in a group. Add the black mark
to that group, and then go to PuliFel. Then let's use for
this instance, yes, let's fill this B piece instead. Let's fill this back. Okay? We need this
line at the back. All right, so let's
go back to the mesh. Okay. So now we know
where the back is now. But let's figure out
where the front is. I think this will
be the front parts. Yeah, this is the front part. But the part that is visible to our camera view,
so this is fine. So let's squash this down. Okay? Yes, now we have more control over this now since we are doing this inside
of our two D view. Let's move our lights
on that region. Okay, Squath this
down some more. Okay? This we can
work with squash. Can we get a bit more in here? No, I think we need
something that's quite big. We need something that
encompasses it quite a lot. Yeah, something
pretty much like so. Then we can sq squath
this down some more. Let's see how this looks
on our three D view. Yeah, yeah, yeah. I work. This will work. Thul. Okay? So I need to visualize. You metal waistband should
be visible, actually. No, not darts. Not darts. Waist band. Well, let's see where is it where it where
it's waistband, waistband. Okay, let's bring
everything back out first. Show hole. This is what
I'm supposed to select. Okay, it's waistband. So this isolates. Then turn on the skirts. Turn on the skirts, waistband. This is what I
need. I need to get a better visual on your
meta waistband as well. Yes, yes, this is
fine. So just to get a visual representation so I can properly I need
to spread this out. Okay. So yes, so
this should be fine. Yeah, this This work just fine. So let's go back to our layers. Okay, Tishul work just fine.
We can work with this. Feel like I should spread
them out a little bit more. Okay. Let's do some movements in shred this out some more. Bring this down. Okay. Yeah, I think that's
fine. That's fine. So I'm going to name
this to back face. Okay, that should be fine. Then I'm going to duplicate
this don't do that actually. So let's rename this two
B pace skirts, right? So I'm going to
duplicate this now. Let's duplicate this
folder instead. So this should be fronts, face, skirts. That's fine. So I'm going to add the
black marks in there. So I want this to be applied on. Let me select the mesh and
I need to be applied too. So I'll select this mesh this. Okay? Then open that
up, Let's go in. Let's figure out where that is. It that's where it is. But I think I need to make some selection in here, though. Go back to mesh field. Let's do UVchunk instead. Let's first deselect everything. I go to X I select everything. Then go to UVhunkO
select this select this UVchun chunk I need to
work with. So let's let that. Then let's go to mesh field. Come on. Okay, finally.
I thought I lost that. I thought I completely lost it, so let's move this in place
where it needs to be. Okay? I think we in a good
place, get this, you know, up, rotate this
this way, some more. Yeah, I think somewhere
around there should be fine. I can scale this out,
move this along. Okay. Awesome. That is fine. That is fine. That
will work just fine. I think I might need to
stretch this out a little bit, you know, do that. Is the lower one, I need
to stretch a little bit. This one I need to
stretch out some more. Yeah, that's fine. Awesome. So let's move
to the next bits. Okay. I think I need
to rename this one, so in front back. Let's do front back instead. Then let's duplicate this. Let's be totally front now. Okay. Get in the select D marks. I'm going to select go
to the black mesh field. Select deselect all of this. Okay. Go to mesh film now
or Chunk fill rather. Chunk fill select this in front. Let's go in select this and let's move this
where it needs to be. So this is going to be the
one for the front now. So let's get this working right. Rotate this way, get this down. This one looks somewhat
treaky we'll make it work. We'll make it work. Okay,
pull it down some more. Yeah, I think this
should be fine. This should work just fine. Is should work just fine. All right, so we have
concluded on this come light. This is fine. This is fine. So let's go in and
then visualize, visualize turn everything back with some shadows and
let's see what we get. So I'm going to sell this
back to three D only. Let's visualize everything. Okay. Interesting. Yes. Awesome. Getting some
interesting shapes in there, which we can definitely
keep and I'll go in let's don shadow. Let's see some shading in here. Okay. Wow, this is looking good. This is actually looking good. Yep. Awesome. So the next bit you
need to work on now would be the front bit so I think I can still reuse
the same detail also to her. Can I put that also in here?
That will work just fine. But let's make sure
we have all of this. I'll select all of this. I'll put this in a group.
Put that in a group. And just to name this
to black gold fabric. Black gold fabric. Awesome. That's fine. Then
let's add a black max. Then we'll do a mesh fill. Let's solo this out again. Let's do mesh fill. So those basically need to select this as well,
this and this. And then we should be good. That's pretty much
it. So next lesson, we're going to move on and
then work on something else. I'll see you guys in the
next lesson by for now.
26. 129 Red Skirt Flap In Substance Painter: Welcome about guys. So in the previous lesson, we
worked on this set fabric. So in this lesson, we're going
to carry on and then work on this center wrapper
piece in front. So now, I need to figure out where let met off
my shadows for now. So I need to kind of
add some hem to it, some hem details to it. Just the same way we
did for the lower one. So to do that, I need to figure out where
the front part is. So if you should just create
a new fiber set that to red, add a black marks to this. Then we just tap pens in front. Then we go to the three D view. Okay, it's in front I know where it is right
now, so that is fine. That is where it's
supposed to be. So I can delete this. I'm going to be using the
same detail in here also. Let's go into this. Let's see where that's supposed to be's
back to Photoshop. I believe this is the one,
let's duplicate that. Let's drag this where
it needs to be. Let's get close. Scale this down. Rotates. Let's try and figure out
the right length for this. I think I need to scale
this out a bit more. On do that down shift scale this down a
little bit more as well. Okay. I think that should
be fine. All right. Let's just kind of set this
roughly where it needs to be. I think I might need to
extend this out a little bit more on this side. All right. So let's right in there. Let's do a. So I need to
be in you so vertically. So let's do this vertically. Let's get close. Okay. Let's do one. But let's select this
to begin with. Whoa. I think I need some undo the
previous one I did before. Come on. Let me select this
again let's go into it. Let's do undo, undo
that actually. I need to undo this a few times. Let's redo undo that again. I think I don't think I
need to poison this again. We're just going to bend this
from the way it was before. Let's just do in there. This is what I was trying
to avoid, I need to undo. I need to rescale this again because it's creating something too white for us to work with. Shape we have in there
is just too white. Extend this out, rotate. Okay? Come on, undo that. N to
rotate this undo that. On shift, squchh
this down some more. Scale this down. Let me down, no, undo that down shift scale
this down this week. Let me ski the entire thing
uniform instead, okay? Yeah, something pretty
much like soap. Come on. Come on. Seats. Let's scale this down. Okay. Let's do something
somewhere around mid range. I think somewhere
around there should be fine's getting close now. I don't lose this. I don't lose this transformation
we're having here. That's pretty much what I'm
trying to. I don't lose this. So I'm going to select this
and this Can we just select. Let's add one around here. Select this and this now, then we can move this in place. Okay? This is what I need so it will be quite close
to the shape itself. Bend this in select these two. Extend this out. Even this way. So somewhere around
the should move this somewhere around the roughly around the
should be fine. Okay, let's continue on. Let's add another vertical
shape around the. Undo that. Slide the
top, sled the bottom. Okay. So round just should be fine. Let's add another
one around here. Slide the bottom,
slide the top. Okay. Let's add another roughly
around here as well. Sled the bottom, let go
down she led the top. Move this out a bit more. Okay, I'm getting some here now. Let's add one around here. Slide the top, led the bottom, move this in place. Okay? We need to add another one
roughly around here as well. Slide the bottom,
sled the top. Okay. Let this bottom set the tops, led the bottom, extend
this out again. Create a little bit
more space in there. Sin. Somewhere around there
should be fine. Move up. Going to create one
vertical shape here, let this here as well. Move this up. Select
this, select this. Move this up as well. Select this and this
up a little bit more, create a little bit
of space in there. I think somewhere around
there should be fine. Select this, extend this
out a little bit more. Okay, extend this out
some more. All right. That should be fine. Now, I can just mirror this
to the opposite side. I'm not sure it to
look good. I think I still need to
go back in there. I think I've lost it then
just leave it as it is. So let's duplicate
of the one that is below duplicate this
ton is back on. Let's bring this in position. Get close. I'm just going to rotate
this to begin with. Scale this down, get it roughly where it
needs to be, get close. Hold down she square this
down a little bit more. Okay. Let's position this
where it needs to be. Move this up. I think I need to extend this
out a little bit more. All right. We can
rotate in place now. Can do that. In shift to extend this out
a little bit more. Now, this one, we need to do a lot of work in here actually. This one would require a little bit of extra
work to get this right. But I think roughly around
there should be fine. Then we can go in
and do the web Okay. Let's add one. Sled
the top bottom, sled the top, move
this in place. All right. Select this. Move this
in place as well. Roughly around there
should be fine. Let's get close. So you can be a bit
more precise in there. Get one year sled the
top, sled the bottom. Move in place, so
should be fine. Let's add another
one year as well. Slide the top, slide the
bottom, move in place. Move to the next piece, somewhere around
the should be fine. Slay the top, sled the
bottom, move in place. Okay. That should be fine. Okay, I think that's
it. Okay, let's just move this down
a little bit more. So it should be
fine. Let's create one roughly around the edge, the slide the bottom. Move this out. Okay. Next, slide the top, the bottom as well. Move this in place. All right. Almost done. S here, select some around the, slur the top, sled the bottom. I think we need to
create a piece in here. Let's just move this roughly
where it needs to be first. Somewhere there should be fine. But I think here
actually fine, as well. Let's move this up out a little bit more
out. That should be fine. All right. I'm thinking maybe I should
add one around here as well. Thinking of adding
one around here. Let's see if we necessarily need that to see if I need that. I don't think I
don't think I do. I don't think I do so. This
should be fine where it is, but there's one more
you need to do. There's one more you need to do. I need to bring in I created
the max the new mark. Let's drag this new max in here. Center to apply
that center this. I'm going to scale this down. Then I need to
resterize this layer. Let's go over to select, color orange. Let the black. Click Okay, delete. Okay, we just need to position
this where it needs to be. So we need these other ones at the top, are going to hide. Let's hide those. We don't need. We don't need those. Okay. Something seems odd. But Aspin just get this
shape where it needs to be, so let's swing this down. Oh. Something comes with it, though. Something comes with it. For some reason, we have
something that comes with it. So we need to delete
every other piece that we don't need like this, for example, which is weird. Not entirely sure
where that came from. But let's just delete it. Delete those. Okay. It's kind of messing for us,
but I still have it in here. I still have it in here, so I can just easily fix
the issue in here, so I'm just going to re exports. I want to re export this again. So we shouldn't have any
weird issues across this, so let me turn off
everything completely. Let's just export it
as a PNG instead. So we just do a PNG exports,
and then we should be good. Let's say PNG PNG exports. So I'm not going to
select PNG for this. Let's just name this trib
mark tribal center mark. Type in PNG at the end. Okay? All right, that should be fine. I can just use one
that is in here, let's just import it instead. So select these two,
turn on a black. Okay. Turn this back on. It should be good now. This I can delete. Let's bring in
something that do not have any weirdness in there. So this is fine. Okay. But I can see some let me get close. I can see some black edges to it, so I need to erase that. Let's erase the black
edge we have in here. So to do that, you don't
need to add a stroke to it. So I need a stroke to it
should work just fine. So let's go to stroke. Take this down. Let's Let's do outside, inside, be inside instead. So inside, so that should fill up that edge.
That should be fine. Okay. Let's shing
this down some more. I'd like to position
this in here. Let's get close. Get in close. Okay
maybe too close. Then I just need to properly
position and center this. I can undo that. Let's just control. Let's do shift and oats and just
shing this down this way. Okay? I think just to
make better sense. Alright. You see around here
should be fine. So let's turn this off.
Let's keep the black. So we're going to
export this out now. So let's save this
out as an Alpha. Let's go back to fabric. All right, let's do let's
just do V skates instead. And that makes better sense. V skates Aha. I'll see if that. And let's go back
to SubtansPainter. Right now we need
to duplicate this. Let's duplicate this
because we need this except for the pattern
we add in this. Let's duplicate for it. Come on. All right where
we duplicate now, I'm going to add a black
not a black max instead. Let's delete Okay. All right. So I think I'm just going
to delete this down. Okay? Then open up this red fabric. We need to make some
corrections to this. There's quite a lot of correction
we need to do in here. So let's just go down and
then change this to red. Set this to red first. It's a
dark dark red tone instead. Okay. Something somewhere
around there should be fine. They need to be applied. Let's say black maxing needs to be applied on let's
use mesh fill, select select the rates do that. Selecting something else
add the black marks again. Let's use UVhunk instead, select what is
going on right now. Okay, I think I know why I
know why it's not working. So for this, we need to
remove the marks, yes. So once you remove
the marks, now we should getting
something working in here now. Okay? So that is fine. Let's make
sure we go back in here. Let's do mesh fill
again, select this mesh. Okay. I think the
colour should be fine. I'm not trying to do anything
too extreme in there. But I would like to make some modifications
to it as well. Let's go in greases
greasy is fine. Et's see what we can do in year we need to tie
this a little bit more. Or just generally take
down your positive. Let's start with the tiling. Let's do tiling first. Tiling is not from years from what
is applied to the max. Okay? Let's increase
the tiling for this. Okay? We have 18 let's go down to the
same also here as well. Do the same similar
eating. Okay? That is fine. So, the wave,
let's go to the wave. Let's increase the
tiling for the wave. Let's do something
quite smaller in there. I don't want it to
be too visible, so let's take it down
a little bit more. Okay. Something somewhere
around there should be fine. Then, for this now, we need to bring in let's bring in exported out this is
in her ish skates Alpha, let's drag and
drop this in here. Then set this to Alpha, basically repeating the
same process like before. I was going to drag
and drop this in. Okay. So something pretty
much like so should be fine. I feel like this crisis
might be too much. Yeah, this crisis
is slightly much. I think we need to take
that down from the ites. We need to use from the
eye channel in here, let's take it down take it down a bit more thei fiber material looks way too rough so need to take that fiber down a
little bit small as well. So it's not too
intense in the Okay. I'd like to make this a
little bit red dish as well. Let's find okay, this is it. This is it here. Let's
go back to base color. Should be able to change
the color for this. Let's try something
towards the red. Okay. I think I need to take
down the general past. Let's say this back to
where it was before. Then go to the base
colour itself. Dark in this a little bit more. Probably that's way too dark. Let's find a good
value for this. Okay. I think this
should work just fine. So the other thing you
need to do now to test this out would be to bring in shadows in here.
Let's bring in shadows. Let's see. Let's see how this works with
shadows in there. I think this is a good one. This work just fine with
some shadow in there. Awesome. Yeah, this would work. I'm just thinking that maybe we have too much
good in here, maybe. But I believe this
should be fine. Let's check this form distance. Let's see if you are capturing the essence of this a lot more. I'm looking at this distance just to see if it feels good. I'm trying to check just so I know I'm
doing the right thing. I'm not feeling over clouding the entire ceme with
too many designs. Let's go over to the gold. Let's dam this to
fill pattern instead. Let me take down the
opacity of the gold. Maybe I don't want
it to be too shiny, shiny as the one underneath it. Just so we get good contrast in between. One should
be a bit brighter. Once you feel like once you feel a lot neater than the other one, so I want this one at the back, the skirt itself, which is black material
should be a bit newer. But this red one should
be slightly used. That's why I'm kind
of tuning this down, so just to get a feel
of, this is fine. This will work just fine. You always want to
kind of zoom out a little bit more
just to get a feel of how everything looks like. I think I'll do the same
also. I do the same also too for this cross chess strap. Let me just take this down a
little bit more. Let's see. So it's not too not popping up popping way too much on our faces, so
I think this is fine. You should be star in there, not too aggressive
in, this is fine. So just a int of gold in
there should work just fine. Yes. Awesome. So this is our kind of great
contrast in between. So in the next
lesson, we'll move on to this shield piece. I'll see you guys in the
next lesson, bye for now.
27. 130 Shealth In Substance Painter: Come about, guys. The
previous lesson we worked on finalizing the
fabric detailing. Okay? So this lesson, we're going to work on the
sheet, so let's isolate that. Let's get that isolated. I'm going to be
working on these bots, working on both the two D and the three D
at the same time. Just get this as
accurately as you possibly can and
put it to the side. But first, let's start
with a leather material, black leather material.
So let's do that. I'm going in here and then
let's go to Smart material. And type in leather in there. So we have this leather, Chris. Think I like this one.
Let's use this instead. I'm going to drag
and drop this in. Delete this layer we have
on top. Yeah, interesting. This will work just
fine. So let's upscale the texture resolution for this so we can get good
previews out of this. Okay. Yeah, this is fine. Yeah, this defaults will
actually work just fine. So now we need to start
painting in closes. So if you come in close, you can see various
things happening in here. So let's start by painting in the should we call this white or grade
out version of this. W's obviously white ou
not completely white. So let's get in there.
Let's get in there. I'll I'll create
a new few layer. Turn on roughness. I'll turn on height also. Then we would claim turn
off height for now. Roughness, let's get
this quite rough. Then we have the black marks, but it's not going to
be a full white color, so let's do something stained. Something somewhere around
here, so it should be fine. To go back in, we need to use our brush now
to kind of paint in. Let me start by painting. Let's see where this
is supposed to be. Okay, so anyway, it
is nice, this piece. S here. I'd like to paint directly on two deve,
use the Bose size. We're using the Bowe
size, now I need to use use the default
bros Let's come down. I think we can do this here,
increase the hardness. Then we take down the Bose size. Said this here gets even close. So I think we can get a better
result from painting this directly in our to DV
because it's just flats. So flats. Okay, DV, I think we have
lazy mouse for this. I believe we have lazy mouse. So let's increase this
a little bit more. Okay. No, that's for distance. So let's take this down. Okay, so the airports create
something straight in there. So I want to leave out the edge. As you going to make some
modifications to this. We have to make
modifications to this later but finally just
leave it as it is. We do cleanups later. I think around the
edge should be fine. I'll reduce the bro size, create another one
just below it. Somewhere around
here should be fine. All right. Then we move down. So we have reds and
whites in between, so let's go and create another one. It's
going to be whites. I think it should
be, let's just paint the next shaping here so
we don't get to sidetrack, so you can see, like a hill mountain
kind of looking here. So I need to turn this off
and just manually paint this in and do that, reduce the brush size some more. Do that go up a bit higher. Okay? Yeah, something
more or less like so. Yeah, that should be fine. That should be fine.
Let me redo that again. Let me do that again. Undo that. I want to get this
as perfect as I possibly can. Undo that. Okay. Here, something
like so should be fine. Can close a few of
this no, do that. That should be fine. Increase
the blood size a little bit more. Some more. Pre a set lane. Most of this actually going to modify a bit small later on. So I'm going to reduce
the browse size now. Use the bro size a
little bit small. We need one more. One more
somewhere around, do that. Like so. Reduce the brow size. Then we have some
disparities in here. So let's just use the brow size, create those in so I believe
this should be done by hand. That's why I'm trying
to do this by hand, instead, undo that.
Use the bro size. Undo that. Okay. Okay, that should be fine. I can also introduce a few of my own creativity
in here as well. Okay. All right, so I'm intosing some more
creative freedom to it. I'll at on the keyboard
to erase a few of this by creating some
interesting patterns to it. You can take your
time and just create something unique in
there as you please. This is not look unique enough. Let's create a palo
distinctive shape. Maybe we can do something
like so. Yes, that's fine. That makes better sense. All
right, that should be fine. So I'm going to
do a duplicate of this or the black marks. And I'm going to change this to a more reddish tone for it. Let's go towards red, okay? Then we can start painting in regions where we didn't
painting before, so for one around here. I think this one
needs a little bit of metallic metallic
property to it. Light metallic property to it
should be fine. All right. As one, they will
need another one also around the brush size or drag just beneath
the white layer. Let me name this to whites. Let's use our caps for this. White layer. All right. So now
let's paint in. That should be fine. I think this we
can work with her. This is part we need to
kind of erase it from. So I can put these two in
a group and group them, do that at a white max instead. Then we select, let's go to
mesh field. That's wrong one. Let's go to UV chunk and select X on the
keyboard, select this. So that should properly cut out where it needs
to cut out from. That's why we separated out the UVs just to have
more control over it. Alright, I think I need to
make this slightly shiny. Should have some
reflectivity to it. It shouldn't be completely
and entirely rough. Okay. So moving on. Let's go back into the whites. Let's go back into the white. So you need to paint
on the opposite side. Now, where is that
supposed to be? Let's try this on
here. Let's see if this is where
it's supposed to be. Here, that's where
it's supposed to be. So we'll go in introduce
the major whites. Try and do this as carefully
as I possibly can okay. This white should be. Let's be a bit more straight on on this. All right. On do that need a smaller
bro size for this. On do that, let me
get this quite small. List should be fine. Erase the middle parts. Alright. Moving on. Here, like so. Then we have another one that goes this way, if it's sharper, like
so should be fine. Increase the browse size. Undo that, let's straight
one in. That is fine. I'm going to reduce
the browse size now. Then we have smaller white
line that goes across this. Okay. I think my browse
size is slightly too big. Let's reduce the browse
a little bit more. Okay. I'll do this. I think I need to increase the
browsz a little bit more. I think I need to use this
separate layer for this. A the black make name
these two whites. Should we even use, let's use white just paint this bond
instead. So white tricks. Strip instead. That's fine. Let's go in and then
just undo that. I think we need to
go all the way. All right. Undo that. Let's do well. I think this one goes
all the way down. Should be fine. Let's
introduce some reds. I've filled up the entire. I need to erase a few of the undo that. Ease
a few of this. Let's introduce red in there. Undo that, use a
smaller bro size. Yeah, well, undo that. I think we went overboard,
clear this out. Okay. So this was still going
to modify a little later, but I think I might need to
increase the call a bit more. Let's just carry
on. Let's carry on. So for the opposite side, let's just go in and
figure out where this should be rotator
lights on that angle. All right. So I know where it is now,
let's go to the whites. This butler one
looks more like draw let's first draw the
white shape in there. Do that, use the
broad side some more. No. That should be fine. Then we have white dots. White dot also around
the. That is fine. We have usually bus size, we have white lines that goes around the this way, do those. That should be fine. We do a straight line this way. Then we have a shape that
goes in this way as well. All right, that is
fine. Then let's go back to this white strip. We have some white strip
that goes in across. Get that's fine.
We have also are around there as well,
introduce the red. Back to the white
strip. This rose size. Undo those toward the end. I think it should be fine. I think the ones
are way too thick. Let's raise them out
a little bit more. Shouldn't be that
thick. Undo those. All right. Undo that. Yeah, this should be
fine. Okay. That is fine. Undo that, undo that. Just introduce on the
edge, that's fine. So what else can we do
to make this better? We need the last final
piece. It should be this. Let's go in and begin to create some shape
in here as well. Let's do X Oh come on. Then X to bring this out to make this white so
we can paint something in. Go to the red. Let's do a bit
more red in here actually. We use the brush size. Let's do something
like soak. All right. Eggs, create some gaps
in between these. Undo that supposed to
make sense in a way. Yeah, that should be fine. Let's go to the strip now
to bring out the white, make it paintable.
Use the brush size. Okay. We can paint
something in as well. Increase the brush size.
Something like soap. Let's do something
across here also, that should be fine.
We'll use the bros size. Oh, I will painting
on this strip that's fine. Well, that's fine. I think this should
be fine. So let's now deselect it from Regions. We don't want it to appear. So let's go to Mesh view. Let's do UV hunk. It
should be on black. Then we can deselect
it from this. All right. Yeah,
that should be fine. That should be fine. Let's go in and add some It
information to this. Let's get enclosed. We'll add new whites
on this instead. On the white layer. Let's
add It information. You should come out
a little bit more. Add height to this as well. I think let's add
a little amount of bevil. So let's do filter. Let's do Bvl instead. Bvul As were too extreme. Okay. Add some small sets. I'm just going to
copy this effect. Paste on the paste effect, paste effects, paste effects. All right. I'll do the same also too. In here, let's do
paste paste effects. All right. But I think the art information we have for this is a
little bit too high, so let's turn that
down some more. Okay. Not sure if I'm
seeing anything though. Not much happening in here to be precise.
Let's go down here. It's supposed to be
on the opposite side, so this even
affecting it at all? This supposed to be working.
Why is this not working? It's working but
not intense enough. Okay. Something's oddly wrong. A few of them is actually working
for others not so much. You can see how la di is here. Can see how flare this is. So it's not working
as accurately as Oh. I remember the wrong thing. So it's working if you are
not working on the others. I'm not sure why
that's happening, though. Definitely bug. So let's select this. Oh, we didn't have IT
information in there. Let's introduce IT
information in there. Oh, my mistake, we didn't
add IT information in there, so it should be working now. I want to do between
be too intense. Let's just find a good value. A good value for those. All
right. That should be fine. This should work
just fine. Maybe we should sting the color
up a bit more let's make some of this
a little bit more whitish, but not
too white, though. I think we can do this. You can get some variation of
color in here like so. Let's go back to our
three D view. Okay. Yeah, this work just fine, so I'm going to duplicate this, bring that out of the group, add a black max to it. I'm going to do a a generator in a let's do coater generator. Okay, precisely what we want, but I need to make some
corrections to this. Reduce the balance,
go into cover to, take down sharp,
take down the fine. Should just be somewhere
around there like so. Let's go to large. Take down the large. Okay. Low contrast, increase that a little bit more. This
will work just fine. This is what we need it for. Let's bring everything back out. Alright. This is fine. This will work just fine. No need to do any extra
extreme bit of working there. This is really
looking good enough. So the next thing I'm going
to ta would be the sander. So, so I'll do that next
lesson, so Bye for now.
28. 131 Leather Sandals In Substance Painter: Pocumb guys. So in
the previous lesson, we worked on this shield piece. So I think I'd like to
make some modifications on the shield piece as well. So I'll go over the isolate. And then I would
like to I think I'm supposed to put a few of
these into properly actually. Okay, I see. Alright,
that's fine. I'm going to name this to painting Let's use
all caps in here. Let me just name these
two pints instead. Right? That's fine. Let's see, we should be able to Okay, this one should be white edges. I believe that's set
for the white edges. So name this also, too. So we know exactly where
they are and edges. That's fine. Then I would like to do some breakup in here. So we should be able to
add a few layer to this. Let's see, add a
few layer to this. Let's use the clouds. Let's use clouds in here. So let's use Class three
or Cloud two instead. Then I'll send this
to triplanar mapping, triplanar mapping. And then we can use
increase the tiling first. Let's increase the tiilen
Just to get some breakup in some interesting
breakup in this doesn't look too clean. So adding some breakup
will work just fine. We can increase the contrast. Contrast is way too much. Let's see on the keyboard
so we can see the mark. Let's see the marks for this. This is the max for
it. Take this down more Alright need to use a
different kind of cloud. Let's use Lou three instead. I think loud three
is the better one. So you should have some
kind of feed into it. But the feeding into it
should make better sense. You can increase the balance, reduce the balance ever we want. So I'm just trying
to find a good value for this that should
work just fine. Okay. Let's see. Let's just check this from a
different camera angle. Let's see. Yeah,
this should be fine. I need to look at this
from a distance also. Let me everything back to at this from a
distance. Let's see. That's fine. Also,
for the garment, I would like to reduce the gold, kind of make it slightly
faded a little bit more. So let's go over to skirts. So let's get in
here selected now. Let's go into it, isolate. Yeah, that's fine.
Then we would go into the layers, close this. I should probably
name this also. So let's just do
red red fabricing. Red, gold fabric. Alright, that's fine.
This will work just fine. Then Okay, what just
happened? It's kind of gone. Oh. Okay. So those loading
notes. Let me go back in. For the gold. Okay, I would like to
take it down some more. So it's not too sharp in there something slightly
faint should be fine. So somewhere around 50 maybe take it down
a little bit small. Let's find a good
balance for it. No down completely, though. I think 49 should be fine. Here, also let's do the same value Thus going
in between that 40 range. Okay. Okay for
this around there. Let's go to the back. Take this down as well. So I don't want it to be
too obvious in there. So taking it down some
more should be just fine. Okay? Alright. The, Okay. Supposed to look
for the M in here. Where did I drop this? That is the M. Take
that down as well. Okay? Yeah, I think
this should be fine. We have a better contrast
in here for the wave. I feel like I should take down
the wave also too as well. So it's not two of
you in there as well. And I'm going to
duplicate this and let's tie this wave some more. Let's do some more tiling. Let's make it quite smaller. Now let's visualize
everything again. Yes, N, we have a somewhat proper balancing here
that should work. For the sake of experiment, we can bring in some let's
go back in isolate this. We can break it apart
a little bit more. Can do some slides do some
slight breakup in there. We can go in and add a fill. Let's add a fill. Let's
use the Cloud three. Okay. If we increase the balance, let's get in close.
Let's see what we have. Let's do triplanar mapping,
triplanar mapping. We have something interesting,
increase the tile. Put the tie in a
little bit more. So this is kind of breaking
this up even more. We have good breakup
in here now. Just make it look
like it has been used to kind of add some
age into it to be fine. So I'm going to copy
effects come in here Bseffc base effect. Okay. Is for the back. It's not for the back.
It's for this piece here. Okay, that's the
one that's fine. It's still copied. I'm going to come
in here and past paste effect for
the back as well. Okay. Yeah, this
will work just fine. Let's start some interesting
breakup to this. Then I stick copy
also so I'll do this. Let's get in there. Okay, that's for that,
is it loading up at all? Et's open up. Let's see
what we have in there. I'm not sure if this
is working, though. Open this up. Okay,
this is in here. This is it in year. I don't think we need this ti
top, so can you eye that? Alright, then I
can do let's see, Okay, there's the entire outin
there's the entire outin. So let's see what we can do
I need to bring this out. This needs to come out or I can just paste
that effect there. Paste effects, paste effects. Then I'm going to use multiply. Let's do multiply. Okay? It's a bit too extreme. Take down your pasity and
not to be too obviousne. Since something around
here should be fine. Okay, let's bring
everything back out. So some nice aging
should be fine. I'll give you some aging. Alright, so let's save this. All right? Moving on. Let's
move on to the boots now. So for the boots, I
would like to use this color type for the boots
or rather for the Sanders, whichever one you
prefer to call it so. Let's go to the Sanders. That's what we named it
in here, isolated that. So I'm going to
be using my let's go to Smart material first. I'm going to be using my own
leather material instead. That one tends to give
better results in. Let's say this to fork a resolution so we can get
better preview on here. Alright, then I'm going
to those drag that in C leather, drag and drop. Let's see what that gives us. Okay, India now,
but we need to make some or quite a lot of adjustments in here
just to get this right. Right now it looks too stand up. So let's open that up. I'll hide this. I think what we have in here is actually good enough
to work with. We might go back to this
to use our stitches later on. Okay, that's fine. The dark shade is
fine. Dark tone is also fine. Dark
tone is also fine. Okay? We can Let's keep that. Let's just keep that for now. But we're still going to adjust that a little bit on later on. So the main thing we
need to do now is to adjust the bastone color. S adjust the By stone color and then give you this
color we have in here. But let's make sure I'm kind
of checking all of this. Check just to make
sure this is working fine. I select again. You always want to
kind of check and then check the contrast for it to see if you need to
adjust the colors. Let me hide this for now. Let's go down here
and color pick. You can use the code
of the color pick. Let me pick the brighter
darker shade in here first. Okay. So be more darker. Let's put it much more
more darker tone. That is fine. We turn this on. Now this color is actually off. It's a more light tone. Let's find the lighter
color ring tone in there. Then we need to
go back down here and darken this some more. Let's find the
darker tone around there. Getting somewhere now. Okay, we have so
much white in here. No entirely sure where
that white is coming from. I'm guessing from
from one of this, let's try and find out whites. To find out white
and eliminate that. So much white in here, not entirely sure where the
white is coming from. BW. Let's hide everything for now. Let's figure out where the white is okay, White is
coming from this. Let's open this up. Let's
see if it's from here. Let's darken this
some more darken some more eliminate the white as much as possible,
turn this back on. Okay. We're still
having that white. There's definitely no darts. Though we might be able
to keep it, though. Just might be able to keep this. Okay. Let's see. Go up. Let's see. But my best guess is that's coming from let
me hide this for now. You exactly see this eyelight exactly from this
material in here. We turn this back
on, we remove that. We have this broken up. I'm going to do
duplicate of this. This one that's where the
letter piece is coming from. So I'm going to turn
this on and then go in and remove turn of
the eight completely. I don't want any
light information in. To reduce the heights, come
back to this lower lead up, take down the height
range as well. Take down the height position. I don't want this
to be too grainy. I think somewhere around
this should be just fine. Okay. For this, for this, I'm going to pick
a different color. Let's pick a different
color for this. Let's find something darker
around here should be fine. Okay. I'll hide this for
now. Spot lawn, I'm going to add a black max, and I'm going to
add a few layer. Then let's use the cloud three. Let's do Tripena mapping. Then increase the Tripena
mapping for this. Okay, increase the balance. All right. This part
lower now using more darker using are slightly
darker tone for it. All right. Let's
turn this back on. We're going to do something
different for the soul. But let's try and get
this collaton in. Let's see it still looks
slightly broken up. You need to add a
blow filter to it. Let's add a filter. Let's
add a blow filter to this. Blood blood is some more
so we get more spread out, soft out look to it. Okay. Let's see the
difference in here. Let's add a duck
tone on top of this. Yeah. Awesome. Then let's
bring everything back out. Let's compare the contrast
we're having in there. I keep telling me to kind
of darken this even more. I think somewhere
around there should be a fair deal, except for wise. So let's go in and then let's bring the other
layers back out. Let's turn this one. Let's don this and
this on as well. Alright. Yeah, we're beginning
to get somewhere now. This is looking
more interesting. Okay. Yeah, this will work nicely. The colours we have in
there will work just fine. I see. Yes. Awesome. So you're
adding some red dish on the top tone to this
that kind of give it an int of should we call it a bleeding of red on top of the entire s which
is also looking cool. Well, let's see. I think this noomal I don't think I need to keep. Do I need to
keep this normal? This nomal is making it feel slightly too aggressive or
actually the right amount. Mm let's keep it. Let's keep it. Okay, so now we have this but I don't I don't
need this anymore. I don't need that. I don't
I don't need that as well. Maybe this we can
tune down some more. So it's not too
aggressive in there. Can take this down. Just a faint amount
should be just fine. Okay. Yeah, this is looking good. This we can
definitely work with. We can definitely
work with this. Now, let's do something
for the soul. Let's isolate this again. Let's do something for the soul. So I'm going to add a
black max in a Okay. Then I'm going to go into the what is it
called polygon fill. Let's do mesh fill instead. But let's do a
white max instead. Let's do white max. Then
mesh field sues to black. We're going to exclude the soul. Yeah, that's fine.
Exclude the soul. So for the soul, we can we
can just grab what we need. We can know let's just use a different material instead something that's a lot cleaner, more more cleaner
leather material for it. So looks interesting.
I also love this. Let me drag and drop this in. So this would be just below. I should apply just below this, then we need to adjust the
colors a little bit more, but we're still going to have something a bit
cleaner in there. I think we still need
to have something let's give you a
moment to just load. Taking so much time
to load up, though. And we also love
dust on top of that. Quite a lot going on in there. Nope, no, I don't
want to use this. This is way too way too rough. Let's do something cleaner. Yeah, this stylized
leather should be fine, 'cause this one
is quite cleaner. Not so much happening in there. That should load a
lot faster. Okay. Kind of like this edge is
given to it. Which is cool. So let's go in. Okay. Let's see what we can do
in there, the material. That is fine, surface detail, edge bump, edge bump. Edge bump, should we keep
this so should remove this I think you can keep this. I would just add that extra
level of detail to it. But we need to
reduce the height, so let's take down the
height information down a little bit more
shouldn't be too intense. Something like so
it should be fine. The one thing we need to do
is to make this quite dark. Let's push you
towards a dark tone. Let's pick a dark shade in here. Then pull this towards
a more darker shade. Okay. You should
work surface detail. Let's go into the
surface detail. Let's do some more
corrections in there. What's it applying?
Nothing. Let's put this ton on roughness for it. Seem surface, it is actually messing things up
for us in there. What we have in there's
already looking good. Why didn't you just make
its way too whitish. Let me clear this
out. Open this up. What is in here. Let's
say this as off and on. Let's see. Okay, yes, we're getting
something better now. Yeah, this is fine. We can
definitely work with this. This should work just fine. Okay. I work just fine.
This we can work with. So next lesson, we can let's
be everything back out. Let's see. Yeah, this
will work just fine. This will work just fine. So next lesson, we can begin to add some interesting
detail into this. We can add. We can
add a face maxin. Let's add that now. Let's add that now.
Let's open this up. I'll create a new let's go
up here to the boot itself. Okay, we can use this. Yeah, this we can use. So I'll open that. Let's
go back into base color. I'll open this up. Let me duplicate this actually. Hide the one on
the bottom, add a. Add a black marks to this, then add a fill. Let's do two D and three D. Act more pacing here. Okay, I believe let's
add a black marks again. Let's just paint Let's see
where we're painting in. We paint in painting here. The painting here, a
29. 132 Sandals Stitches In Substance Painter: We come back, guys. So
in the previous lesson, we started working on
the layer Sanders, so we're still on it. So let's continue on with this. So now I need to
add like a pattern in there, to add the pattern in. So let's do that. So I'm trying to figure out where I need to add the pattern. So we cut the layer
already in here. So let's just paint in
Let's see where that is. Painting here so let's see where that is okay down here on Opia as well. Okay, do that. So let's add the mark in. So let's do a few layer. Then let's cancel this. Let's go over to Alpha where
we have our marks in there. So we name that triba mark. So we have a few of this. Let's figure out
which one we can use. This one looks interesting. This one also looks
interesting. Let's do. Let's try this one. I'm going to drag and drop this in here. Okay. Zoom out. So I'll go in and
take of repeating. UV projection should be fine. Then we need to scale this down. Okay. On shift and scale
this proportionally. Let's get close. On shift and O. Come on. Con do that. I think I rotated
that in a weird way. Let's rotate this
down shift back in orientation and do that. Oh, great. I wasn't completely I completely rotated the
entire outing off. Let's get this back in place. Great. So I'm going to
clear this out again, add a new few layer.
Let's bring that back in. Let's drag that
back in. All right. Then let's turn off repeats. Okay? Now, let's try and be
as careful as we can in here. Shing this down quite small, get in, bring these
down here, get in. Okay? Scale this down. We also need to
add information in the Let's go and check. T out on this off. We need a natural
layer actually. We need a natural layer for
this. This will not work. I completely forgot This
was like a material, not a regular fuel layer, so let's just copy
this actually. Can we copy facts? Create a field instead
at the black marks, name these two Max. Let's do a caps in here. Let's do tribal Max. Okay? That's fine. And
I'll paste that in. Let's past paste defects. Yeah, that's fine. So now
I can delete these two. Okay, I can delete
those two now. Then we can go back in. I think I'll squash this slightly this way,
bring this down here. Scale it down some more. Do some slight rotation. Alright, you should be
fine. I'll copy effect. Let's do a paste effect
in here bias effects. Now, we have a copy also.
Now, the issue now is can we get this copy shown
somewhere finally? Initially before
we're not getting this to work, but now we're
getting this to work. So we can just nail
this once and for all. So let's just put this
here, rotate this. Okay? That should be fine. I think you are roughly
in the same place now. Okay, so I want to
make some corrections to this tonal roughness, increase the roughness. Okay. Then set this to more
dark darker shed. More darker shed should be fine. They also need some
light information. Let's do te. This should dig in some more
maybe that's way too much. Just slightly on the
surface should be fine. Slightly on the surface
would be just fine for this. Okay. This is cool. This
is cool, though. I feel like I should
use something else. I feel like I should
use something else. But I think this
is fine, actually. We don't need to go. We don't
need to go too extreme. Don't need to go to
extreme and make the entire design too busy. Is to work just fine. So let's introduce a block
filter to this. So filter, block,
way too intense. I just soften the edge. Just trying to soften
the edge in here. Okay? Yeah, this should be fine. But we need to put some variation indie so
it doesn't feel too new. So let's do some
breakup. Before we do some breakup, let's
drag this down. Let's put this on a low on a level low,
somewhere around here. So you get some
things and breakup on top of that something
precisely like so. Yes, I think it should be fine. Let me bring this down one more. Then bring this down. No,
that's the wrong layer. This is the one bring
this down here instead. Look, that's completely
getting hidden. Yeah, I think somewhere
around there should be fine. You should be fine. The normal map, we have a number normal map
in here. Let me see. Meure I don't have any animal
map without a normal map on the lower out on
the so material. This, I think I
might need to make some I don't want this to be affecting
the antioxin so I might need to erase. Maybe generally, I
think, generally, it we kind of highlight
some parts of this, but I don't want it
to be too intense, so don't it back on. Let's go back into
normal and take down the intensity down
a little bit more. Okay. That will be fine. This will work just
fine. So the next thing we need to do now will be to add some stitches to
this some stitches. And this will take a while. So let's get right into it. So I don't think we need
the two dV anymore. Don't need the two
DV anymore anymore. So let's just fix it
on the TDV instead. So for the stitches, let's do let's open this up. Let's create a new fill layer. For this, let's
give it stargy red. I'll add a black mark in there. Okay, then let's go over to
pencil, move this aside. I'm just checking the
roughness for our mesh. I think our roughness is
might be too extreme. Let's see whether we have
roughness, roughness for this. But before we go any signs, let's make sure we get this
looking slightly shiny. Let's get a more
shinier material to it. So slide this mid
tone. Roughness. I don't want this
to be too rough. Okay. Move this out. Go to the next one, make
some adjustment to this, add some more shine to it. Let's try and introduce
some more shine so it doesn't feel too dry. Introduce some more
shine to this as well. Move up. Okay. This one controls most of this. So I think we have
some shining here now. Let's see if this
shine should be fine. Or we need to make some
corrections to that. Introduce some
shine also in here. Okay. Probably with too shiny let's add some int of
roughness in there. Yeah, this should be
fine. It should be fine. I work just fine. So let's
go back into these stitches. Let's name these two stitches. Okay. Put this to the side, and let's go back
to the Part two. On the part two, let's turn
on symmetry, move back. And then let's draw india now. Let's make sure what's
left in the max. Set this to base color, go back in increase the heights, positive value, that is fine. Okay. Now let's go in. Let's change these two stitches, change the Alpha two stitches. Yeah, this is the one we need. Okay, Bros size, take
down the bros size. So I'm doing all of this
before I start painting, so I can get this done once. Okay. We're going to make
modifications to this letter. Let's just get the shape in Before we start
doing any edits, let me see realize what on
the opposite side, it is. Continue on. All right. We need quite a lot of
tissues across this, quite a number of
tissues across this. Let's close our gap. Okay? Awesome. Then let's go in and make some adjustments. So let's go down. Let's
adjust the brush. Spacing, increase the spacing. The size, take down
the size, orientation. Okay, merge this as accurately
as we can, getting close. Yeah, awesome. I
think this should be fine. This should be just fine. Okay, that is fine. Get
some more spacing in. Some more spacing in. I
think this should be fine. When it's closer, this
should work just fine. Yeah, this work just fine. This we can
definitely work with. Okay, and I'm going
to duplicate this. Duplicate this at a black mark. So slow departs too. We still have symmetry is
still on the, that's fine. Then let's start creating symmetry working I believe
symmetry is working. Yes, symmetry is working.
So can carry on. We have symmetry working
in the get this around, plastrmPut a bit more space to it so it can
release a lot faster. So I'm just following
that part we created inside of Zbrush. So the part is going to
give me a good idea where I need to get this in. Okay. Follow the parts. Alright. We can close this. Okay. Then let's
make adjustments. Oh, this is fine already. This will work just
fine. Don't need to do any additional work in there. Alright, now let's
duplicate this layer, add black marks in
What should we t? What should we tackle? Let's
tackle the back parts. No, no, I'm going to, let's
start with the back parts. Let's do this instead. So let's go in. I believe symmetry should be
working there already. Let's check, symmetry is
working there already. Let's continue this on. So I'm basically following the depth we created
instead of Zbrush. That's going to be
like our paths for it. Get a good angle on this. Okay. Yeah, that is fine. Yeah, then we can just close this down. This we can close down. All right, and continue
on with the parts. Yeah, this makes better sense. Move this a bit
faster. All right. Go down, rotate
our lights. Okay. Orientation for this
seems a little off. But we'll go in and make
some adjustment to it. I think somewhere around here, we can just go down,
continue this downwards. Down here, all the way
down here as well. Then we close the gap, continue on the opposite side. Okay. Yes, I think when you right
track, routes are lights. Ruttes keep moving this up. Yes, I think when
you write, please. No, no, I think I
missed the mark. Did I? No, no, I did not. I did not. I did not. So right? Still
on the right track on this? Okay. We can continue this on a rotate, then close this. That should be fine.
They will need to make some corrections to this and change the orientation
and spacing as well. So let's go in and then do that. Change the orientation this way. Yeah, that should be fine. That work just fine.
So I think I'll just duplicate this now
at a black mat. Let's go to the next piece. Symmetry is still very
much turned on for this, so we can just continue on. Go down falling that
part we created for ourself in Zbrush Okay. I think I can just go up. I can just go up. Get in closes and do that. Okay. All right,
that should be fine. Let's look on the opposite side. I think this we can work with. That we can work with. So let's move on to something else. So I'm going to duplicate
this at the black marks. Let's see, this piece. Yeah, this piece
down here as well. So I've added the black
marks in the like I said, quite a lot of stitches,
quite lot of stitches. Okay. In here as well. We can continue
this on this way. Okay. Move up. Up as well. Then let's close this gap. Okay. Let's take
the opposite side. If this tt is correct,
yes, that is fine. Do duplicate of this. Let me even see if I can
we even do a continuation? Is it possible to
do a continuation? I've not really tried a
continuation, though. Let's see. Oh, we
can actually. Oh. Oh, we could have
done continuation. I thought maybe we
couldn't do continuation, but that's fine. That's
completely fine. We can just do continuation. I was trying to try to be as careful as possible so
I don't mess things up, but I think we can
do continuation. So long we close the
gap, we should be fine. As long we close the gap, we should be just fine. Okay.
30. 133 Iray Render In Substance Painter: Okay. Welcome back, guys. So just took a moment
to just go around and then grease stitches around this since we're just
repeating the same process over and over again. So I took my time to go over the entire outing and then
just add stitches to it. So let me just show you
guys the stitches we added. Okay, that's fine. Now, what we're
going to do would be to just change the
color for the stitches. Let's start with where
derivative plays. This should be at the
back. It should be at the back. Okay. That's the one. So let's just
use the color that fits. Then we're going to
use the same color for the entire
outing, drag this up. Okay. So let's pick a brown colotn. Let's look for a
brown coloton and push the brightness
for that tone. We're not that strong.
Somewhere around there seems just about right. Yeah, I think some around
there should be fine. Maybe darken it a
little bit more. That seems fine. I'm going
to copy that coloton. Let's copy the X code,
copy the X code. Then we're just going
to start pasting the X code in here Okay. Just pick the X code in and
then we should be good. Here, as well,
here's the X code. See a few more to go. Quite actually a lot to go, so that's between the
same ten actually, pasting the code and
then we're good. Yeah, so this kind of draws, this is the last
thing we need to do, I believe, for the texturing, except we need to
kind check around and then test some lighting
on it and see how the lighting affects affects the entire general overlook of our textures and see if we can introduce a bit more
contrast to a few parts. Okay? That should be fine. I need to put all
of this in a group just to keep things a
lot more organized. So put this in a
group and I'll name that group to rim
that groups stitches. Okay, so everything's a
bit more organized now. All right. The one more in I'm just looking
now would be the height. But I think this height
should be just fine. From a distance, we can still see the stitches in the is fine. Let's bring everything back out. I think we are good in here. Alright, so let's
introduce some shadows. Let's see what we get.
Let me do a quick sieve. So let's turn on
shadows for this. So I'm going to let's
turn on shadows. Okay. Yeah, that
is looking good. So let's do some Let's kind of go into
render I render for this. Let's see what we get. Let's go into Iray and do
some renders for this. Let's just get a preview of
how it look like in Iray. So opening up Iray now. Okay. All right. All right. So I need to change a
few things in here. Let's go and set this to hours. Then let's go to display sets. Let's say to clay colo. It's actually floating. W to a jo I believe I need
to apply for the floor. That's way too much. To is
directly in the suites. Some italia which too far down. Still to fold do
down if you ask me. Let's do 15 instead. Let's type in five. Let's pushing for di
Complete for dialy. I'll show where the CMO. Okay. Come on. Push towards the
negative five right? Yeah, perfect. Work
with this let's just leave this as it is. Okay? So I need to go back
to render settings. I'll do override
votes selection. Just adjust t is way
too much for us. Let's w 1,000 instead. Yeah, this should be fine. So now let's just start
figuring out something that some different lights in in
to see which works best. This seems nice. Yeah, this one seems nice. He's like panoroma for this. Let's go to the places unless there's some other
light here so we can go over some miner. Let's use the black soft. Let's try there. Okay. And let's rotate our
light a little bit more. Let's rotate our lights. All right. This
is just testing s outing to see how our light is affecting viral
texturing of Yeah, I think this is looking good. This is looking
good. Let's test. Let's test in light
also in here. Let's see Tomaco studio. Let's try Tomaco
studio in Tmacos more bright general
shadow cast on ti out. Let's try different
light as well. Let's try this. This completely brightens
the entire outing. So you need something that
has some shadow to it. Let's try the garage.
Yeah, B garage actually highlights
most of the good here. It lights most of the good. Is cool cool. But I would like a more
neutral light setup. So let's try this studio wide. Tries to wide in here. Okay.
31. 134 PC Colour Contrast: Welcome back guys. So I would like to talk
about an issue you might encounter when
working on your PC, most especially
when you're kind of texturing and then you
want to start adding those colors inside of your model instead
of photons painter. So one thing you need
to keep in mind is that on different digital gadgets, you might have different
color variation or depending on how the AlgB tone is being set
on the screen display. So one thing you need to keep in mind is that you
always want to set your PC color contrast or algae to to the
original default colors. So that's when you kind
of texture and the spot out or Sasus as an image
and you send to your phone. You should be having
colors actually matches that with Softnspnter. And also, also in
most cases, like 90%, it's going to match any
screen device you send it to. So that's something to
kind of keep in mind. So to kind of find that,
all you need to do is to go into Windows and
then search Intel. Then let me see if I can
show you guys in here. So just go in and
type Intel in a then let's go to Intel
Graphics Command Center, then select display. Then you need to do is
to come in and click, restore the original colos. So once you do that,
you should have colors that actually
matches that of your device also too when you
kind of save us an image. So not that I have done that. I let's make some
adjustments in here. So like I said before, or I've been saying
during the entire course, at least for the texturing
process or texturing stage, you want to make sure
you have good contrast, good color contrast
on your entire model. So some things doesn't blend too much with what is
in your background. So for now, since
we're working on the garments in our background, our background
model or backdrop, per se, is the main
character body. So we want make sure
there's a contrast between the character body and the
garment or texturing in here. So that's something to
actually keep in mind. Actually very
important, so not about just that because
I was encountering some issue with the coloring. So the colors I see in here in substance painter was completely different from what
I see on my phone. When I spot out my
when I spot out my rendered texture or
rendered rendered model. So, in previous lesson, we kind of render some test
rendering instead of iris so this is what we have. So my screen was
looking quite bright. I'm sure if you go back and look at my screen it
looking quite bright, but when I spotted
this out to my phone, I was having a dull overtone around the entire outn
and I don't want that. I want a bit of a
richer tone to it. So the issue to fix
that to fix that issue, all I needed to do was just come here and then
restore to original. So now that I've restored
this to original, I can go back to Soft
and spin and begin to lift some of the
color contra a bit more. So in this lesson, what we're basically going to be
doing is to lift up the color contrast some so it's nothing too complicated,
we can just use. Let's start with let's start
with the head bid instead. Let's do the head bid instead. So for this, basically, what we need to do
is just to create a new layer and then add
an HSV to it that layer. So putting a new
layer in here now, then I'm just going to add
a filter, heart filter. So on the filter to affect
just the color alone. So we don't want it to
affect the metal channel, roughness channel, normal
channel and eye channel. We need this to affect
the color channel alone. So we just need to go
back to so with this now, we just need to go
and type in Hs. Not Hs, we act called HSL, so let's select that. I think the only thing
we need to do in here would be to increase
the saturation. It's not going to work
well because we need to set this normal to pass through. You want to say that normal or pass blending more
rather to pass through, you should be able
to see the color pop out a little bit more. So this is basically what we are going
to be doing for the entire just lifting up
the colour some more. So I can copy the same effects. Let's copy effect. Let's copy
the entire layer instead, copy the entire layer. So click out say
Let's Control C. Then let's go to let's go
and select the jaw bead, and then just paste this on top. So you can see how this
leaves the color even more. Okay? I might still need to go. I might still need
to do the same for. I think I would definitely
need to do the same for they Stan spina filers, but just to uplift
everything up. Okay? So let's move on. Now
for the metal for the metal, I think this metal
should be fine. Let's go in there. Let's go in there, select that
space this indie as well. So you should don't see
too much happening indie because it's a metal material, so you might not see too
much happening in there. Let's go to this year ornaments. Okay. I think I'll
drop this at the top. Okay. So now you
can see how it kind of leaves the color
a little bit more. So precisely what
we want as well. Let's select theonselet the on, paste that's on top. Okay. So we get more richer
colors there as well. Let's come down to this as well. Let's drop this on top. So we get more brighter tone
precisely what we want. We already have something
in here already. We already have
something in here already. Let me solo this out. Low part. Let's just paste the new one in then turn
up the one that is down. I think this is way too bright. Let's just use this Okay. This is actually too bright. Let's high this for now. Let's work with what we
already have in here. Let's just increase the
contrast a little bit more, increase the lights
balance a little bit more. Okay, I think this
should be fine. So I'm going to
copy, this is fine. Let's go down to the low pad
skin also for the waistband. I think, yes, we can increase increase the
lights a bit more. Okay. Yeah. This
is quite better. So that's moving on.
Let's see the sums. Let's go over to the spare. Let it spare. I'm going
to drop this on top. So let's just piece that
on top. Yeah, awesome. That will work just
fine. Let's go to the metal tiger max. I'll drop this on top. Yeah, awesome. That
work just fine. So should get more vibrant
colors now in here. So let's go over to
the For this pot la, I like to grease some more. It's a bit too shiny.
It's a bit too shiny. Let's start by dropping
the layer in here first. Then we go in and make
some adjustment to this. Let's darken some
colours in there. So it's loading up. Let's
give you some moment. I like to icilty so it can
work a bit faster in here. Okay. That's fine. Now let's make some adjustments in as necessary as we can. Okay, this paler one, let's
do this out some more. Yeah, it's pretty mot
liight so it should be fine. Should be quite dull. It shouldn't be too bright. It was way too bright. Okay.
Yeah, this is dark shade. Let's increase the
visibility some more. Okay, increase the balance some more. No, that's way too much. Let's blow this out.
Let's go to filter, add the blow filter to this. So let's add a blow filter. Increase the blow
intensity. Okay? Then we take it down, it shouldn't be too
obvious in there. Let's just do something
slightly fence in. Take it down the blow intensity. Okay. Yeah, that's fine.
This will work just fine. Let's bring everything back out. Okay, I think, this
one is fine with. Let's go in here
to these b splits. Go to the b splits, pace layer on top. So we're getting more
vibrant color in here now. Okay. I'm thinking
of this blue now. Probably I should
take out this blue. If I take out this blue,
let's see what we get. So we have this gold. Let's go to mesh field. I like this mesh. If
you use this color, let's see how this looks. I think this is a lot better.
This is a lot better. Let's leave this as
it is. Let's move on to the next piece. Let's see what else
you need to move on. Yeah, yeah, the glove,
let's go to the hanglove. Let the anglove layer. Then piece that layer in Okay. Yeah, yeah, this is fine. I think we can work with this. Probably maybe a
little bit too red. So let's take down
the saturation. Tie saturation just
a little bit more. This will be fine. This
will work just fine. Okay. Moving on, let's look
for something else. Okay, let's go down
to these skirts. N to slide the bit also, let's let this curry bit. Let's do for the
curry bit first, and I'll drop this in. Okay. Yeah, that's a whole lot better. That looks way more better. So now let's go to the skirts. Lady cat space this on top. Okay, now we'll get more redness in precisely what we want. But I think it should
affect the entire out sin, yes, it should affect
the entire out sin. So I believe this
is a good contrast. It's a good contrast in here. You can go in here and then
increase the good some more. Let's increase the
gold a bit more. 82 82 seems a bit much. Let's do 75. Let's set this to 75. Okay. Let's come down. Close. This is for the red. Let's go to the black gold. So you need to increase
a little bit more. Let's do 75 75. Se this also 2275. Okay. More brtle
overtone should be fine. This also two to 75. Okay. Awesome. She gets a
proper color variation in her. I think we have
more mod one more piece two more piece actually. Let's let the shots
also passed out on top, it's interesting, that's fine. This part longer on this foot, I think I need a bit
more contrast to this. The color we have in here,
not really digging it. No digging it blends pastes, it blends too much with Oh. Yeah, I think this
is a better one. I think this leaves the
color a little bit small. Yeah, I think this is a
more better variation. Let's go in and then make
some adjustments with Okay. Add a bit more saturation because I want this to kind
of get a separate color. If you use something else,
way too bright, way too dark, I think a perfect
balance should be around the bright and it still has some saturated tone to it also. Yeah, I think I can I
can live with this. This I can definitely live with. So I'm going to save
this. I'll save this. I need to do the
same also too for the body texture just to make
it up a little bit more. Okay, so awesome.
This work just fine. So now we can comfortably
explore this out now, but we can also
details just to see. We can do some
lighting variation in here, so we can
see how this looks. Let's go to panorama. So Panoroma is looking
good, actually. It's looking good in here. So we have good contrast with
Panoroma as well. Okay. Awesome, this will work
just fine. Yeah, awesome. So now let's export this out, so. Just put this out. Let's go over to file. Let's go over to
export text shows. So now we need some
more control in here. So I need to export
out Fok resolution. Yes, this should be fine. Okay, we can also
do diet infinite if we want to padding no parting pass through
actually should work. Folk resolution that's fine. Let's specify where we're
spotting this out too. So let's let's the
correct folder for this. Into final files, let's
create a new folder. Let's name these two XP assets. Okay, that should be fine. XP assets let's open up the
folder, select the folder. Now let's turn everything on. Check all. Then let's go
into each individual plate. Okay, awesome, we have some settings in here
we can work with. But there are a lot of things
actually going on in here. So metal metallic materials. So don't have metallic material, so I need to go into them individually and then
specify I want to export, so this is the split. You know what the split is, R split needs Bcl
metallic roughness, ton of this normal, ton of, we need open G. We don't
need a hole so to that off. All right, so amo. Amo needs base color
metallic roughness, to of normal ids and AO, ring. I think I'll just, let's just give you the
texture instead. Let's give it the
texture because we've been neglecting that
for a while now. So let's use Let's use
this good color instead. So I'm going to select that. Let's select the gold
damage, copy that, go over to arm rings,
isolate it, delete. Paste that in. Let's remove. Let's say this to white. So you should apply here. This is not even good.
This is not good. This is not good. Go
back to the plates. Did we copy the good at
all? We turn that off. Yeah, that's the
actual good. Let me copy this again. Copy it. Let's go back to the arm rings. Except I'm missing something I would just go in the check. So I said this to white marks. I think we are missing some. Let's go in. Oh,
I think is this. Let's tour this off.
Turn this off as well. Let's turn on the scratches. So for this thing, to go in and adjust this adjust this take down the balance. Let's take down the balance. Don't just to be too intense. Then we go in and
change. Let's use the more good material. So for this Okay, so we can go back in if
we increase the balance. But I don't want it
to be too intense. This is way too
intense in there. This is quite too intense.
Increase the balance. Let's see if we can
adjust this in here. C voture. Yes. I think this
is from the Cvoture instead. I think something like so
it should be fine though we might not necessarily need this, but I think it should be fine. Okay? We can take down take this down some
more. That should be fine. The god, let's push this push these towards a more brownish
tone. That's fine. Okay, so we have
something for this now. So let's go back to
export textures. So check, we need to do
this again naturally. I did not save the
previous setting we did, so a split tone of
normal heights. We need to keep the
normal open geo. That's what we need.
Generous open, let's do no padding
pass through. Specify the folder again. Okay, select the folder. Go to the next phase the armor. Armor, we have gold in here. And we have to met that
material in there, so let's turn off normal is A, arm ring, ton of normal es
and A Coury waste bead. Cori waste bid, I don't think we have any
metallic material in here, because that's the
cur cori piece. So ton of metallic. Tn off this normal ton of ice. Turn this A off,
cross chest strap. Cross chest strap. Let's see. Cross chest strap. Do we have Amaya
flood up in here? Okay, we don't don't
want to go back. I don't want to go back,
so Cross chess strap. Then we have the cross shoulder
beads crosshoder bead. I think we have metallic
in the, I think. Let's just leave it in
less turn off normal. So anyway I'm not
completely sure of, I'm going to turn that off now. I turn that off let her go
back then I'm going to check. So back to this cross
shoulder B, ton of Ids, ton of A O, chain rope. Oh, since I'm not entirely sure, let's go back to it.
I'm not entirely sure. I'm going to keep
metallic ton of eights. Ton of this normal ton of A O. Okay, back to ye chin. Ye chin chin, bed roupTh one has metallic
also, too, because the chain. So let's turn off s. Ton of Ao ton of this
normal. That's fine. I mean as leather
material also to India and metallic material
also India, too. So let's turn of the
normal eights and A. You rings will turn
off normal eights. This also too. Okay, and leather leather, doesn't have any metallic
property in there. So I'm gonna don't have any
metal property in there. But like, mostly leather. It's mostly leather, so
turn off no heights. Turn off this normal.
Turn off also. So Center bid, a center
B does not okay, have metallic material, slightly slightly
metallic material. Le turn off it and
normal and A O. AOs lead out bone and
metallic materials, so it's less of normal
ites and mix AO. It is body ignore
that completely. Job has the same
metallic materials e don't offi the orders instead. Low part, low part chest strap. So leave metallic low
patch let's leave, also does not have So does not have any
metallic property in this. Let's turn that off. Okay. Metal is bid. Obviously, metal is in there, so let's turn off normal
I and AO Outer eye, no that for the leather, I think layer is a
little bit of metallic. Let's leave that for now. Ton
of this ton of this ton of mixed AO shoots a no metallic property
in there, I believe. So just mostly layer e
ton of metallic in there, normales AO scatters definitely has metallic material in
ton of metallic roughness. None of this of this
normal open gel on. Spare is as metallic, so to lesson of
normal eight and A O. Tiger ma is fully metallic to lesson of normal
eight and AO. So waist bead, ton
of waist waistband. Yeah, we bound metallic
property also in the tone of normal heights, tone of AO, I believe, I believe we are
good in here now. So let's just exports. Let's export this out and I'll come back
when this is done. So next lesson,
we're going to open up aid this body measure and then increase the contrast of saturation a little bit more. I'll see you guys in the
next lesson. Bye for now.
32. 135 Export Textures In Substance Painter: Welcome back, guys,
so it's going to make the same correction we did for the previous file or asset file, to make the same correction
here too by lifting the color contrast up a
little bit more in here. So let's do that. So I'm going to do this on the body.
Let's start with the body. I'm going to create a new layer. I'll set that layer
to pass through. The layer to pass through, and I'll add a few tattooed. Okay. Then turn off everything apart from
the color channel. Then let's do the HSL percentage or HSL perceptive. Strange name. Anyways, I'm going to just adjust
this saturation. This is obviously way too red. I just need to lift it
up a little bit more. If you compare it with
or without it now, you can see some slight
difference in here. I think some more redness going on in here, which is
precisly what you want. So let's go and set
the light into. Let's do pan aroma instead. Panoma, pan aroma, pan
aroma, okay. All right. So I don't need to add
any lightness in here. If you take down this, it's going to darken this
a little bit more. I don't want that
darkness in here, so do back to default. I think it should be fine. Let's bring everything back out. Yeah, this collaton should work just fine for
what you need it for. Doesn't need to be too extreme. Alright. Yeah, this is fine. So we don't need to do
nice to export this out. We just need to export this out, and then we should be good. So let's go back to export text cancel the
export text shows instead. So let's exporting the
texture for the body, and we have all of this all set out already, so that's fine. So let's just export just
the base color alone. Export. Okay. So I suppose I completely
forgot to tone of the orders, but that's fine. It's going to it's just going to basically replace
what was there before. So if you go back
in the SP body, so you should have
replacement for all of them, so we should be fine. Okay. So this will work just fine
for what we needed for. Let's clear this out. So
this should be just fine. Let's go in and check
Check for the asset also. Yeah, asset is also fine. I work just fine. Ignore the
web stretching at the edge. I work just fine. Though
I told you no padding. I supposed to kind of
ignore any padding in here, but it just kind of stretch everything
out, unfortunately. But anyway, that's fine. It's still going
to work just fine. We want it to work.
So let me save this. So in the next lesson,
we're going to bring in the stem closes out. So I can show you
guys what I mean. So the next lesson is
going to be about bringing the final accessories into the body into the
final Idris body. I'm really ping to get
a small single piece, and then we can now
puse a character and put them out again and then
prepare them for Eigen. Okay, so I'll see you guys in the next lesson. Bye for now.
33. 136 Merging Files In Zbrush: Welcome back, guys. So in the previous lesson, we exported out subtnspna
textures for the assets. So this lesson, we're
going to try and set up a 54 pose and instead of Zbrush. So let's jump right in. So what would like to
do would be to export this out as a Z tool
and then import and import that Z two file
into the body Zbrush five. So let's do that. I'm
going to use the save us. So this time around I'm
going to save us Z two. I'm giving us a Z two file. Let's go to final Ps. So I'm going to name
these two assets. Let's use a capsule. These
assets Z Z two, okay? I'll probably put a dress in
front so I know what it is. Here, I think it should be fine. I'll save this. So I'll give this a moment.
That really saving. So successfully save that out. Let's go to our folder and find that in here
should be in here, so risk Z two. So that as at 2.8 gig is fine. Now the next we need to
do will be to open up the body Z two file. Let's open the body file. So double click on that. You want to save no so let's give you some moment to load up our file and then I'm going to import Z two asset file into it. Here bi in here now, so let's import the
asset files a Z two, so let's load Z two file
in here, load two ZTFFle. I'll go in there. I'm going
to select this. You can open. So let's give you
a moment to load. Senior now do need to F on the
keyboard to frame into it. I opened up in a
different canvas. This is here, a completely
different canvas. That's fine. So once we need to do, one thing we need to do
would be I'm getting close. Be to delete this. I
don't need this anymore. This body plays with our lives,
I'm going to delete that. D the outer eye also. This is precisely what we need. Then let's go back to this
Z body Idris body instead, open this up too. I already to put all of this in the folder and
then I'm going to copy that folder and then
paste where it needs to be. Let's set this up in the folder. Let's create a new folder. Let me name this to Idris body. Okay, put everything inside. Drag them in. Then to copy this entire foold I
would just to go to a Z two under sub to master. Then we will do I cat fold in
There's no coat fold here, but let's do copy folder. Let's come in here. Then
let's past folder in here. There we can paste
the folder in here. Not sure why we have
this outside though. Let me so this out. Let's
see what that is. Okay. No, we don't need this. I'm going to delete it. Let's delete that. We already have the
original piece in here. Okay. The original piece we need. So moving on, I would do Let's pace the folder
in this up to now. Let's go back to Zip login. Then we will do Pase
folder. Pase folder. So let's give this a
moment to paste in here. Okay. Awesome. So you paste
that in here successfully. So what we need to do
now will be to go back to the order Cats, where we are on the body
and then we need to delete this need to delete
this in here. So let's delete folder. Delete folder. Okay,
let's delete this. Okay, delete this as well,
delete, delete. Okay. Let's go back to
that Canvas instead. So everything we need to
do in one single Canvas. So let me save this out. I'll save this out to say different different
file instead. So let's do final. Final let just put let just name this to pose
instead at the front. So we're going to
be posing this so pose final address.
So I'll save this. Save this. Give us a moment to save.
So roughly our entire files should be roughly almost should we say maybe
around a nine, maybe six point something
gig now, which is fine, at least for everything
after optimizing and clearing out any mesh we
don't actually need for it, so I think we should be good. Awesome. So we're in sit F. So everything is in one single file
precisely what we want. So if you go and check
the five size now, the five sides should be poo, 5.3 gig, fair enough. 5.3 gig is actually
a good value. Not too bad.This is fine. So this is f we're
going to be working with now to do our pose. So in the next lesson, we're just going to start
the posing process. So I'll see you guys in
next lesson. Bye for now.
34. 137 Arm And leg Posing In Zbrush: Welcome back guys.
Now, let's jump right into the posing
process. So let's do this. Okay. Getting close. Just check if everything looking correctly, I believe it is. Let's bring out our reference. We have a few referencing
here that we can use, but this being our main
reference, obviously. So there's a little
pose around here. Then there's more pose in here. So the closest reference I could find or something like so. So we're going to be using that. Also, we're going
to be using that just to get good
reference in here. We also have another
reference in here as well. Okay, so let's jump right in. Put this somewhere
around there instead. So to kind of start posing
this one we need to do would be to go
over to Zip login. Close this, then go to
Z Transpose Master. Okay, we're going to
transpose master, create low res mesh for
working with transpose. The pos is selected, press
this button to save to dig. So it does to function actually. Let's select that first. So it's going to
kind of run through the entire sub too and create and go to the
lower subdivision level and then send that
lower subdivision level to a different canvas where everything is
meshed together as one single piece with each individual sub to
having its own polygroups. So it's running through
just give the same moments. Give it a moment. As is done,
we should have something. Okay. I think it's there now. Let me just pull this here
for now, right? Okay. Thank you. It's done. So if you do Shift F for
this now you can see each butler Subtool has a
different poly group for it. Precisely what we
want, precisely what we want, so we can
work with this. Not next we need to
do to save this pose. Go back in there
let's save this pose. So if I select it now, it's going to tell us if
we want to save this pose. Imagine this correctly or not. So now I ask you
to save this pose. So this is going to
be a default pose, so we need to save
a default pose. So select it. Then let's save that in the same foold Let's
save this in the final pise. So let's lim this to
headdress default pose. Let's just look out for
this. These any tie weeds of work in here by
saving your default pus, default pose, delete
this as at the end. Okay. Save this. So if we go back
in there what we need to do is to turn on layer. So in the sense that do
anything we're doing here and then we transfer
transfer the pose is going to be stored on a
different layer instead. So precisely what we want. So yeah, so that is fine. Let's see. Now, let's go in
and start our posing process. So the first thing I'd like
to do will be this yes, let's start by
making the actually, the first thing to do
is actually working on the major forms in the
sense that each butler, each pose that is actually very symmetrical
to themselves, we need to get them in first
to get those in first, too. For example, the arm. So for us now we're having
more, more or less, almost like a T pose, it's not really pose yet. Let's get this one A pose. So I'll need to then
put this side. Shift F. So I'm going to use the
mark lasso instead. So let's do the max lasso. So let's grab son
symmetry for this. So let's grab all of
this around here. Okay. Yeah, somewhere around
there should be fine. Then Shift F. I will
need to exclude this clear the marks for this bring everything back. Do that. Clear the marks for
this. Come on. Okay. I like this, don't of symmetry, clear the marks
for this, I should still be having this
smell of previous marks. Why aren't have any
previous marks? Okay. Ship turf. Okay, let me draw an
extraction for it. It is working now, so I don't need to draw an
extraction for it. It should be fine at the max. Then blow some more Ibn not
too much, don't do that. Then let's bring out our Gizmo. So I'm going to position
my gizmo around here. Turn on symmetry. Then pose this Oh, do that. I think I need to
exclude this I need to exclude this for the
spare. Exclude this. Oh, do control exclude
this.Exclude this. Let's do this as well. Okay? Let's go
back to our Gizmo. Move this around here. Move this in around where
the should should be. Come on. Oh, yeah, I'm supposed
to mark this actually. Let's mark this.
Yeah, this is fine. So we can undo that ton on
symmetry, symmetry tone on. You can't do this with
symmetry on. Okay. So I need to check now if
this is working fine or not. Maybe I push this
in way too much, extend it out a little bit more. Yeah, this should be
fine. Should be fine. So now we need to get the posed down a little bit more, as well. The lower part of the arm. Let's look at this
from this angle, yes, we need to bend these down. Okay? So what we can do is just to control and max out
this part also. No, that was a bit too extreme. A good angle for this. Let's
do some good angle instead. Nope, that is not looking good. Let's see. I think this
should be roughly fine. Let me exclude this a little. Mark this completely. I need to mark this completely, let's grab mark this
out completely. I think roughly around
should be fine. Blow the mark some more. I want to very careful to
make sure you're not posing anything that you're
not supposed to pose, blow this out again. This time around, I'm
going to drag this somewhere around J
rotate this way. This should be fine. Okay. Let's start by
rotating this down. Push this down. No, undo that. What isn't looking right. Yes, I think I need to
move this up a bit. Yes. So there should be fine. Then I will rotate it this way. Okay, I can bring this down. Bring the down some more. That is not looking great. Let me move this down this way. Yes, then straighten this out. But you don't want to completely straighten
it out, though. I don't want to completely
straighten it out, so it does a little bit a little this way, this way as well. Okay? Yeah, this should
be roughly in the. Let's just check this around and see if we are
in a good place. Okay. I think this should be
fine. Clear this out. But I need to bring
the entire arm even closer to being the
entire even closer. Let's go and then
max that again. So let me just isolate
the body first and max out this region. Okay. Blow out some more, bring
everything back out. I'm going to add this in. Then I need to Undo that let's invert
the mark, this is fine. Then select this, isolate it, and then max it out. Okay? That should be fine. So we need to rotate,
get this back up, do, get this back up where
initially do that put this in. I need to bring the entire
um closer this way. Let's bring this closer. Okay. Yeah, this should
be fine. So let's check. So was one kind of
zoom matter and then just check you know
if it's working correctly. Okay? Yeah, I think this
is fine where it is. Then I'm going to grab
undo that actually. Then I'm going to grab max
out this region again. Okay? Undo that. Cycles do it again. Okay. Blow this out. Bring back our gizmo, see if can send de gizm roughly where we needed to be
or to jack this up. Bring this in, bend
this down, put this in. Let's see for now that is deforming the entire
ship, put this down instead. Do that, I think we need to add some marks
in here as well. Blow the marks. Okay? Bend
down some more down some more. Okay. And it's down this way. Let's see that's
looking a bit odd. Bring this down, compensate for it down pushing
it down this way. Okay? Undo that. Bring this down this
way, undo that. I isn't looking
completely right yet. I'm still need to grab some we still need to grab
some more piece. But for him also for him also on the reference is not completely putting his hand down and
touching his garment. So I would like to maintain
that essence in here also. Okay, clear this out. Let cut this from a distance. Okay. Yeah, this should be fine. Okay. Then I think I
need to what I need to do to rotate this so if
you rotate it this way, you can bring this closer. Yes. Awesome. Just ele
rotation, actually fix that. But we have some minor issues in here also so that
I might need to fix. Much after rotating
that we don't want it to look too hard. So let me put it, no. I need to put my gizmos and orientate orient
my gizmo properly. If you can orient your
gizmo properly and inset it in your right points, especially on the joints,
and then you do rotation or whatever translates
option you're using, should work just fine. Let's poses this
way down slightly. Okay? Take this down
some more this way. Okay, clear the mark. Let's look at this
from a distance. Okay? This is making
better sense now. So we also want to
make sure the pose is kind of relaxed, not
looking a bit old. I think we have some
old ness at the top now. You know, undo that. I think I need to
grab a bit of this, blow this out some more. Undo that. I need to relax
this a little bit more. I also need to use
my move brush just to fix some things
a little bit more. So as much as we are doing this, we are still going to
use our move brush to compensate for regions
that looking a bit old. Okay. Crazy brow size. Let's look for a reference, the back view reference
actually gives us a good idea. It's a good reference
on the back. So I see I'll need to pull
this up. Symmetry turned on. So let me just mark
this part alone. Mark this part alone. Symmetry to, the
asymmetry is turned on. Just leave this up.
I it's a bit more. So it doesn't look a bit odd. Move this up some more. Okay? Yeah, this should
work just fine now. Yeah, we have a bit
more relaxed pose now. Okay. Yeah, that's
fine. Clear this out. Should most likely put
this spare somewhere else. T of symmetry, invert max and put this space
somewhere else for now. So it doesn't distract cause any distraction in
here, so that should be fine. So let's just focus
on the body alone. Okay. They could see. See I think is in
a good place now. But still have a lot of
work to do in here though. So let's carry on. Just look for another major
symmetrical form that we can get or block in there. Now one thing is, this is the axis is one
of the actual pus, slanted in a way, because
this one is also slanted, but slanted in the opposite
direction instead. We can use this as a good reference to get
our slanted body pose. Well let's make sure
let's see if there's any major symmetrical
bend we can get to this. Okay. I think it's near good, please. I think I'll do this last, the entire major pus. I'm going to do that last
for the shoulder form. Also, I have the leg
pose also last as well. So let's get the leg pose in. Let's get the leg pose in. So, okay, clear this out. So 1 ft is in front
of the other. You get this in. Should
be able to do that. So I'm just going to
isolate the body and then isolate this isolate
also the boots. Is like two major things we actually need to kind
of get disposed right. Okay. So let's see what
we can grab in here. So I'll grab this foot
to be where it is. But then this left
foot move this aside. This left foot is what we
need to actually move. So we need to move this from
the hip region actually. Okay. Grab this as well. Maybe too much. Blow
this out, int the max. Okay? Center this in. We don't want to work with
symmetry in here, so let me get this in like so. I'm going to move
this forward first. Okay. I don't want it to
be too forward actually. But just a good amount
should be fine. Okay. Yeah, this should be fine. Yes, we have secretions in
here, now, that's fine. Let me get close. Okay. Then I would like to rotate it this
way a little bit. Get a little bit of
rotation in. Okay. The other thing I'd like to do would be to clear the marks. I think on this partner, the thing I need
to max out would be from the ankle region actually the ankle
region actually around somewhere around the ear
and blow the mark out. Blow the marks out, soften it out some
more, invert the mark. Let's get the gizmo. Okay. Get in there. And then let's put
this here actually. It's supposed to
be on the ankle, on the ankle who reents. You should be on
the floor as well. Get this on the floor. Okay. Move this back in some more a slight move back like
this should be fine. Clear this out. Now we get good pose
out of this now. This is a good puse. Look
at it from the side. Yes, it should be fine. Yes, we can work with the part
of the ankle to of rotate. Let's get a good max
in here as well. Blow this out, inverts Okay. I need to rotate get this ankle
point in the right place. Like, so I'll rotate this way. I don't want it to be
too extreme, though. But I just do something like so because the ankle that's
supposed to be rotated. So let's see this. Okay. I think that
should be fine. Okay. I'm going to max
this uncle region bloody max, and the max. Okay. Move this up around here, rotate this a little bit,
just a little bit more. Undo that, undo that actually. Okay, I would like to mark out from the p
region or instead. Then mark out this as
well. Blow the marks. Okay. I feel like you should gentle ties from the hip all the way to the
sole of the fit. But this right hand
side, you need to rotate a little bit more. Okay? Just rotate that
a little bit more. Like, so Okay, clear that out. Let's look at this from
a rotation standpoint. Let's see how this looks. If this is fine or not, I
think this should be fine. Then I would like to mark
South ankle region as well. Get close, blow the mark
out, invert the max. Let's go to Agizmo center gizmo. This the back, move this up. I think our rotation is
really fine where it is. Maybe just bring this forward a little bit more. This is fine. So we can bring everything
back out or do that, Max everything, bring everything
back out, inverting max. Then we also need
to compensate for it invded mark by
moving this out. So with the move brush,
I will just move. Let me make sure
this is marked also. So I don't accidentally
touch that. So I'm just going to undo that. Their the skirt first,
let me clear all of this. Let's move the skirts out. I think this seems
like it's not moving. It's moving now. I'm just
going to move this out. Move this out out as well out this way,
that should be fine. Okay, select this
with a more brush. I'm just going to move
this out a bit more. Yeah, that should be fine. Okay? Yeah, that should
work just fine, so that should fix any
issue we have in there. So the next thing I'm
going to do now will be to work on the finger nails. Whoa, whoa, whoa, whoa. You see issue my
encounter in here, actually, where you have
issues around here. Because I kind of maxed out something else I'm not
supposed to max out, so issues like this can occur. So you want to be extremely careful and then
try and fix that. Okay. So once you're
extremely careful, though, you can just undo a
few steps and then see where this issue came
from and then fix that. So I'm not going to do that off recording and then come back when I'm done, so
gonna continue on. I'll see you guys in next
lesson. Bye for now.
35. 138 Finger Posing In Zbrush: Okay, come back, guys. So kind of fix the issue
of the finger nails. Allowing the to scroll back a few times and then
find where I missed it and then just repeat
the same process again just like we did for
the posting of the fits. So let's carry on. So I'm going to go in and
select the body itself, and let's just work
specifically in here instead. Okay. I'd like to move these fingers out some more tonal symmetry
for this, actually. Okay. So I'd like to move. Let's get this out some more. She doesn't look too slim. Let's just get some
eight to this. Okay? Yeah, well, it doesn't
look slimmed out. She doesn't look slimmed out. Okay. Yeah, I think this should
be fine. Yeah, that's fine. So now let's do some
pose for this to. Let's off turn off
symmetry for this. Let's donurn on
symmetry, actually, because this first pose we
need symmetry to be turned on. Move this out some more.
Let's bring everything back. Let's see if we're
messing everything up, we're not. Okay? That's fine. So yeah, let's go in. Do we need to? Yeah,
I think we need to I'd like to leave
this up some more. Okay, bring everything back out. Is there any issue
in here? No issue? Okay. That is fine. So now let's fold
the finger nails in. Okay. We find a good angle for this. Okay, I'm using the max lasso. Let's do a max lasso for. Now, for the finger nails, you want to be very,
very, very careful. So you really want to max
out regions where you need. So this time around I
max now the knuckles. Top of the knuckles. Okay. Grab a few more around there. Okay? Blow the marks,
blow some more. Okay. No, no, undo that. I think I need to exclude
a little bit more. So let's clout a little
bit more like so. Then blow, blow invert the max, blow some more.
Okay? This is fine. Let's bring out gizmo. I think gimo should be
in this part instead. So you need to find
a good angle for this rotate this
will move this up. Okay. Can we orient
orientation for this? Now orientation, but
this is not correct. Think what was there
before was fine. Hold on, rotate it
this with some more. Give this up, then we
can fold this in now. Let's see it is on
the opposite side, do that. Move this up. Rotate in Nope. No looking good yet. We
need to do some mating. Need to do some mating
in here actually. To do some mating in
there, so I'm going to grab if f of this as
well. Blow this out. No, undo that. Undo that blow. Come on. Let's add some
more marks in all the here. Blow this out some more, okay? Move this up. Fingers your fingernails
fingers, call it. It's a tricky one, actually, so you want to be very
careful and then moving this from the right bon. If not, you're going to make host lot of mistakes
that looks very, very unnatural. I think
this should be fine. Okay? And I mark this blow
some more at the mark, get this down,
rotate in some more. Okay, rotate this way. Let's see the
natural round nuts. So for this part, this one
looks good. This looks good. But on this side, we
need to kind of do something quite unique in here because it needs
to be building a spare. But I think this part should
work just fine the way it is to bring everything
back out. Let's see. Okay? Yeah, that's fine. The pose actually looks natural in here, so we can leave this ton of
symmetry in this instance. Maybe just make some
minor modifications to this by just lifting
this up some more, more out some more. Okay. I also leaves out some more. Yeah, that should be fine. That should be fine. I still maintains that natural look to it, which is what
we're going for. Okay? Now let's work specifically
on the opposite, but let's hide this
entire body alone. So we need to do this
with symmetry ton off, your symmetry is torn off. Okay? So for this instance, I would like to grab. Let's do let me
grab all of this. Is a separate pulley group, bring everything back
out, isolate this. This is the only piece we need. Okay? So we need to do quite
a lot of work in here. First we introduce to
fold the knuckles in. So let's mark so
these bits this way. Okay? Don't do that, this
selects all of this. Okay? Yeah, they should be fine. Let's bring gaviting but
let me make sure I'm not selecting max,
not any other piece. Okay, I'm not, so this is fine. So I'm going to blow
this some more okay? Invite the max. Blow some more. Let's bring back our gizmo. Okay. Now, this part gets a bit bit trickier because I dealing with a lot
of fingers in here, five fingers to precise. So you want to make
sure your angle is spot on. So this is
the angle I need. I'm going to rotate my gizmo to that
angle stay this year. Okay, rotate this
way, set it this way. Okay. Now, let's
fold this in. Okay. Yeah, that's fine to begin with. This would work. This would
work just fine to begin with. Okay. Then I'll need to let's find this
finger tip properly. Let's get the max in for this. Now I need to grab these bits.
This is the bits I need. Select this thumb int max, blood out some more. I'm not sure I'm this
correctly, though, let's see what that's
the wrong place. I need. Let me find a
good angle for this. This is a better angle. It's a better angle,
so I just max out something like, so Okay. Blow this out some more. Go back to our Gizmo, bring the Gizmo down. Okay. Undo that. Oh, bring this closer. You need to undo that. I think we need a bit of blow. Let's blow this out some more. Let's fold this in. Do that, do that. Getting close. Okay? Yes, we still need
to go in and then individually move them in place, but I think they should
be fine for now. For now, they should
work just fine for now. Clear the marks. This one looks a bit
old so with move brush, we can move and
compensate for it. We still need to
always use move brush to kind of compensate
for a few things. Okay. So I think I can start max
doing them individually now. Okay, do that. G in the blood the mark, invert the mark, blossom more. Get this way it needs to be. Okay, rotate this
way, rotate this way. Then also do the orientation for the gizmo, then fold this in. Okay, that should be fine. That should be fine. Okay. Move rush, move this back in. Yeah, that should be fine.
Let's move to the next piece. Grab this undo that. There is a better angle, grab this in here,
invert blow this out. Okay. Move, move this forward. Undo that wrong place, wrong axis, put this here. Look, wrong axis. I need to mark some more Blow the max. Ends.
Okay, move this up. Get this even closer. Move this up some more. Okay. Yeah, that should be fine. Okay, let's move
to the next one. Clear this out. Let's
move to the next piece. Undo that. Let's mark
sits around here, like so invite the
mark, blow out, Gizmo. Let's drag that Gizmo in here. F this in. Okay, it's
not in right, place. Set this here, rotate
it this way. Alright. Undo that. Still not
in the right place. Our marking is not correct yet. Okay, we're grabbing parts
that we don't need like so. Blow just once and undo that. Okay. Do that, rotate this way. Then food this way precisely,
that should be fine. Food in some more,
put this back down. No, that looks a bit unnatural. You need to use more brush
now to compensate for some oddness in the Okay. Here, that should be
fine. Clear that out. Okay, let's move
to the next one. Find a good angle for this. Do our mark in this way. Okay. Clear some of these marks. Blow invert the max. Go a gizmo. Move this forward,
rotates this way. All right. Put it this
way. Okay, that is fine. Now for the thumb,
for the thumb, I think I prefer to do
the thumb on last though. But before we do that, I
see an issue around there. Okay, I need to
move this closer. Let's grab this. Okay. Let me do this
for here instead. From here instead. V
mouth, blow some more. Mark this part out. Okay, on do that. So looking a bit old, rotate it this way,
bring this closer. I also need to bring the
finger closer to themselves. Let's bring this closer first. Okay? Clear that out. Let's mark the next finger. This should be fine. Okay. Invert marks,
blow out some more. Okay. Bring this closer. Okay. That looks a bit odd. Maybe tat it this way
instead. Bring this closer. Okay. Clear that out, go to the next finger,
select this way, invert the max, blow
this out some more. Or I see I'm moving
something else. I need to smooth
this down, okay? Marks this part. I'll
do that actually. Lay this out, let's do this
from this angle instead. So we know we are doing
this accurately enough. Here, this way, invite
the mouth blows out. Get this in place. Let's see this ang from a different angle. Okay. I move this
closer, rotate. Okay. Now, this one is
a bit of pink is just completely off Okay. Invite the mark, blow
this out some more. This will need to bring
closer quite much. Okay? Rotate this way. Okay. Yeah, that
should be fine. Okay. Well to use more brush. Oh, to use more brush and then compensate for
this a little bit more. Some compensation
that should help. That should be fine.
So one thing I'd like to do be to
put this spare in. Okay. Yeah, I think, I think we're
getting something now. Except we need to foold I think we need to fold
this in some more, okay? Now, all of this should be
quite folded in a bit more. So let's grab like
this around here. Okay? I think I need to blow this out and to compensate
for this more. Okay? Invite the mouth, blow some more, go
back to our Gizmo. Let's say this in well, it should be in the center
of the entire outne, move this down some more, bend this in some more. Okay. So more oddness in here, so let's compensate for it. Clear the max. Okay. Let's select utagim and control drag this
down invert the max. Move this out. So more
rotate it this way. Okay. Bring this up some more
mark this out some more. Baal give more for this. Move this undo that. I think we need to grab a bit more so we move out correctly. Okay. Should be fine. Load
this some more. Leave this up some more. Okay. Let's see where we oh. We had pinching in here
that we don't need. We can fix that by just
doing a smooth, I believe. Take down the smooth
intensity, smooth this down. Okay. Yeah, this would work. I was thinking to make some
modifications to this, though, smooth this down. Do that. This is looking a bit off. Okay, use the mood brush to compensate for any
weirdness in there. Clear the marks gets in. Okay? Yes, this would
work just fine. So let's see some few issues we have in here that we
need to fix, no doubt. But I think for the most part, issues coming out just fine. Especially around here. We need to fix this weirdness
we have in here. So let's go in. Max. We lost that sharp angle we are
supposed to have in here, so let's bring that
sharp angle in. Okay. Flatten this down. Okay. Extend. All right. Let's go to the next
one. Invert the max, get that flat angle in here. Extend this out. Okay? Move this in, push this in. Make sure we get
that sharp angle in, invert the max, get that
flat angle in here as well. So it doesn't feel
like some kind of rubbery kind of skin. This nor is not rubber. It's an actual human skin, so we need to make sure
those angles are in the Those flat angles is what make it look a lot more
realistic and not look sloppy. Let's get those flat
planar changes to it. Get those flat planes, we should be good. Okay? As well get those flat shape
and get that angle in. Okay? I think I would
like to grab all of this. Okay? This select
anyone we have in here. Okay. Invite the mark, blow this out. Okay. Bend these
this way. Alright? Undo that. Get our
gizmo down. Okay. Blow this out. So
more. All right. Yes, looking a whole
lot better now. Let me use he polish
actually to just do polishing,
polishing it as well. I don't lose that
angle we have in. That's a bit too much.
Get some more in. Okay? Yeah, that's fine. Let's
bring everything back out. Now, let's get this in there. Okay? Invert the mark. Center it on the spare. Okay? Okay, I think they were
not completely dear yet. On the fingers are not
completely dear yet. Not completely de kind of
rotate this a little bit more. So let's just do rotation
before we end this. So I'm going to select this
and then grab this as well. Inverts. And I'm
going to mark south. I'm going to mark south
somewhere around the wrist. Blood is out, invert
the mark, blood is out. There's a gizmo. Make sure our gizmo is in the right place. Then to say the gizmo on the wrists.
Somewhere around there. Rotate it this way.
Okay. So we need to let's rotate it this way first to begin with. Undo that. I actually need to grab
all of this actually. Over the mark blow this out. Okay? Then we can rotate
this all at once. I think we still need to grab. Let me undo that. Let me max this part out some
more blow, then rotates. Okay? Rotate some more. I think going to
rotate. Oh, undo that. Create a very odd way. I think around there
should be fine for now. Okay, play this out. I'll grab all of this. Okay, invite the max Blow rotate this. Okay. Clear this out. Let's
grab a bit more, all the way here, blow this out, invite the mark, blow this out. Move this all the
way around here. Blush root. No. I think slightly like so
it should be fine. Okay? But the camera angle is almost
almost like around here. But we still need to
rotate this wrist a little bit more, okay? So we'll do that in
the next lesson, we'll continue on
with this B for now.
36. 139 Finger Adjustment In Zbrush: Welcome back, guys.
So we still are still very much on this trying to get this as accurate as
we need it to be. But I'm still need to make
some modifications to it, also, so let's carry on. So I'd like to pose trying to pose this
wrist a little bit more. Okay? So I can see
this is kind of pose almost front
facing kind of so. Let's go in and
grab all of this. Okay. Then invert the mark
blow this out some more. I think the spot linest I need
to rotate this quite more. So let's get the angle in right. Let's make sure we have
the right angle for this. Set it this way, rotate this
way, get this this way. Okay? Now, let's rotate this. So Okay. Probably a bit more.
But not too extreme. Lose it doesn't begin
to look a bit old. Okay? Yeah, so it should be fine. Let's see. Clear the marks, then marks
the wrists Undo that. Let's do this a bit mark
correctly around the Okay. Let me grab all of this
and do that, actually. I need to do this for mini. I need to do this for Mia first. Next marks all of this. Bring everything back
out. Select this as well. I mark this, bring
everything back out. Nowadays we still need to
modify and then get in place. For now, let's just make sure we have this
working correctly. No, no, no, let me do this
all at once, actually. Let me do this all at once. Okay. So let's grab
this grab this. Grab this as well. My No, I think I'm lost right now.
So let me do this again. What I need to
grab is this okay? Yes, then I'm going to
max these bits, do that. I'm going to max these bits. Don't do that.
Nothing is correctly, let's max these bits. I symmetric to down. Itimes
actually off so why is it max another region? Odd. It's rather od. Bring
everything back out. Let me just grab all of this. Symmetry is o. Why
is it selecting this? Okay, we raise that. Raised that quite well, common. Marks everything in common. Odd. This is rather odd. Oh, it's still not in
place. Still not in place. I think the best to just
move this past, then. Later we'll come
back to that because it feels like we're missing. We're having a lot of
I'm having I'm a bit of an issue trying to
mark that out properly. So let's just do this in her first. Let's
do this in your first. So I'm just going
to mark this way, blow the marks, invert
the mark, blow some more. One of the issues
may be having is just to get the
proper maxing for it and get the right orientation for your gizmo
before rotating it. So let's rotate this way. Okay? Yes, this should be fine. Yeah, this should
be fine. I can't rotate it this way
because it look weird. The next piece of rotation
we need to do would be let's do around the. Not even there to be precise. Let's hide this for now. Grab do that wrong place. Grab this around. Here the rest to be precise. Okay. Blow this out, blow this out, invert the max. Once you get this right,
then we can do that because you can just move the
way we want it to be moved. Okay. Let me select this. I'm
going to grab this as well. Okay? No. I think I'm doing this in the
opposite direction. I need to grab this instead. Okay. Grab this as well. Mark this as well. Yeah,
this is what we need. Blow this out some more. Let's get the orientation
properly where it needs to be first. Okay. Whoa. Great. I need to
max all of this. Okay, I think now we can do the work we
need to do in here now. Bend this this way first. Okay. Then bend this this way. I don't want to make
this so weird, though. I think that is looking
a little bit weird now. I don't want to make it
bending too extreme. I don't want bend to be too
extreme and a bit awkward. If you do it this way, you
can move this back in. Whoa. I think ignored. Great. Let's mark this as well. Totally forgot about that. Okay? This will be the extreme version of what you needed to do. That's obviously too extreme. But we need to just
get this to look good and realistic
at the same time. We don't want to completely
deform the shape. Something there were excluding. Okay. Do dots. Just something new
that's not selected. Okay. Clear this out. Let's add this. Okay. Fair enough. Jean ship is slightly
fair enough. Just a little bit more modification and then
we should be good. Okay. Smooth this down. We'll use the move brush compensate
for the wetness weh. Come on. Compensate for the
wetness we have in there. Smooth this down and do that. Come on. Need to get this right. There may be some
issues that we need to just fix also as well. Okay. Move this down. That
should be fine. Okay? So I need to
mark these bits. Invite the mouse, blow this out. Blow this out. I need to rotate. Move this back in. Okay. And to grab all of this,
inviting make blow this out some more rotates. Okay. I think the wrist movement
might be slightly much. And I'm adding some weirdness
in here now, so do that. Do that. Grab all of these wrists, clear the mark, grab
all of these wrists. Blow. Come on. Invite the marks. Move this up some
more up some more. Okay? So we look as natural as we possibly can get this to be. Get close. Okay. Bring everything back
out. Max this out. Let's see what we
can do in here. Move this down. Okay. Okay. I see the other piece to the last piece
of the puzzle would be I think I would like to grab claim this from
this angle instead. Let's grab these bits. No, wrong. Let me grab these bits
around here this way. Okay? I just select
this blow the mark, invert blow the
marks, get a gizmo. Okay. Out it this way. Okay. Yeah, I think it should be the final piece of
the puzzle actually. Load some more out it some more. Okay, bring everything back out. Okay. Okay. We have a deformation in here, so we need to compensate
for it with more brush. I think went too extreme. Okay. Let me grab grab a
little bit more here as well. Bloody marts Okay, say it this way. Okay. Mark this part out. Do that, actually, add some
maxing in here. Blow some more to get very
soft edge out of this. Rotate this with some more. Okay. Did I move? Okay. Rotate some
more, pull this up. Okay. Rotate some more, bring this forward,
up a little bit more. Okay? Okay. Bring everything back
out. Now, I need to move let's move. Let's select these marks out. We just need to
move them in place. Non Oh, whoo. Careful, though. We don't want to mess
with the piece also, so let's just max that out. Okay. I was going to use
the move brush and then try and compensate for it. Alright, move out. Now, this one is going to be slightly tricky because we
did not select it alongside. Can we just max this part out? Okay? Yeah, this is fine. So we can do the right movements in here and get
it to look right. Okay. Come on. All right. Move this in O. This I need to push in some more some more in It's actually quite
tricky process bots. Once you kind of
piece them together, more like having
pieces of puzzles, you just kind of one bit at a time until you kind of
get everything to look. Need it to look. This
one I need to move down. Extend this out. Okay. Move this out. Get in close. Okay. That should be fine. We need to move this
down. Get this down. Get this down, reduce
your brows size, at this up here as well. Sin we're roughly in there out some more Okay. Bring everything back out.
Next bis to work on will be this I don't necessarily
need this, though. This is the one This is the
one I need to work with here. Let me select this and this varimax undo that. I need to grab this
alongside v max. A Okay? Let's just rotate this. I think I need to
rotate this now. One more thing I like to do to give this two
separate poly group. Let me mark this
separate poly group. Icomes a lot easier for me
to just work on just one bit alone. Stop moving. Stop working on the entire bit, so grab this as well, grab this as well, inge max. Okay, I can use that gizmo now, select just this alone, shift F. Then I can
just rotate in place. Okay. Move this in. Take out move brush now, compensate for a few of this. Okay. Move this down. The discloser. The bring, I don't I don't
necessarily need those. Okay. I think we
can live with this. Yeah, I think we can live
with this discloser. Alright Okay. Yeah, that should be fine.
Bring everything back out. Maybe just for the sake of
getting this working on, let's give this a
separate poly group. So select select the SAS word, grab the SAS word, and
this inverting max. Okay, more select this. Roughly get it where
it needs to be. Okay. That should be fine. Okay, let's bring everything
back our ship type. Now, let's position our
spare where it needs to be. I think I messed. I may have messed with the
shipping of this spare. Okay. Root. Come on. Take this straight up first. Okay. I think this
should be fine. Yeah, I think there's there's
an issue around there. Get it straight up. I just trying to compensate for this. Okay. Shift F. Okay. Isolate this. Now, let's get this in place. Let me get you look
at the reference. Let's see how we
can make this work. T this down. Okay. Now, this, I feel like the
spam might be too thick. Spare might be too thick. Let's
sing this down some more. It's a tricky part also just
to get this on the um okay? Route it down some more. Okay. Let get this to sit well. Teats. Move this up. Okay. Let's see. Move this down. This is a reference. We
still want to make it look as realistic
as it needs to be. On the way it is right
now, I think we need to rotate this way. We still need to make
some slight modifications on the fingers just to
get this look right. Rotates Okay. Is there anything you
need to adjust to be the fingernail just to
match it make it match? Now, think myo, the spa
is long enough, actually. If we just kind of ignore the pulls of our
fingers and just try to get this this way. Okay. Actually want to
just forcefully get this where it needs to be. Move this back some more
37. 140 Finger Pose Forms In Zbrush: Okay. Back some more. I know on to start now, we need to move the
back some more. Okay. Alright. Yeah, for one, this is
fine. So let's select. Let's select Let me
hide this for now. Side that. No, I invite them, Mark this out. Invite this. No, let me ping this
out first. It's just kind of distracting to have
these two at the same place. But let me mark
what I need first. Let marks what I need first. Okay? She want to make sure
there's no issue in here. Yeah, this might be
an issue in here, so let me just use
the Gizmo instead. Okay. This will not work. I think the best option we have
right now is to go to a poly group and then do No. I can't even find my
UVs in here anymore. Can't find the UVs. I think, let me say let's
lay this out first. Unles's use my z, let
me use my is more just to grab the
portion we need. Okay. So Control W for this. No, no, need to grab a
little bit more Ship F. Let's see if I move this out. Okay, I think somewhere
around there should be fine. No, undo that. Let's this spare for now. Okay, then I'm going to grab undo that heaped F.
Let's see what it gets. Invert the max. Let me grab grab all of this. Okay. Undo that, in come
on, undo that. Get enclosed, grab
a little bit more. Now, it's coming
extremely streaky here, just to grab the arms alone. Just to grab, just to grab the arms. Extremely streaky now. This, L see if I can
use the gris more and grab the tsu itself. Control W. Nope, nope. It's just a tricky part. It's really tricky part. I think I have to do this. I just fix any issue
might encounter in. So all I need is the, okay, load the mark,
invert the max. Bring everything back out
and max this as well. Bring everything back
out, invert this. Basically, what I want to do
in here would be to go back, go in around there, move this back
some more like so, maybe a little bit more. That's way too much. Somewhere around
there should be fine. Okay. I don't need to rotate this down this way. I think
that should be fine. Okay. Yeah, something
pretty mode like so. Then let's grab the spare. Save this orient. Move this back some more. Okay. Route, let's see, get orientation facing
the same direction. Move this way. So more. Okay. So more. Okay. Get this down. Move this down, get
this down. Come on. Get this into the arm. Okay. Yeah, we can work
with something like this, but we need to just need to make some slight corrections
on the arm, and then we should be good. Someone around there
should be fine. We just need to move
this up some more. Maybe where it was
before should be fine. Let's move this up some more up some more around
there should be fine. Getting something now, just a few modifications
should be good. Okay? In some more right Okay. Let me rotate it
this way. All right. Get enclosed, move
this in some more. Okay? Maybe the last that
thing I need to do be to select this grab this
portion invert the max. No. Blow the edge some more. Then use the GizmwEtend
this out some more. No. Okay. Extend this out some more. Okay. So now we need to go
back into the arm and then make some
modifications to this. So let's grab this and
this invert the max. So this is where we need to make a bit more correction
and then we should be good. So I'm just looking
for the right thing to do here just to make this look right. I
think I have an idea. I'm going to grab all of this. Can we see if I can exclude that without
the mask, lady marks. Come on. Invert the mark.
Is there a way to just separate cause if I
try to separate this out. Let's just do this instead.
Let's do this instead. Invert the max, blow, get our gizmo in. Let me just do what I need
to do first in the Okay. There's something like
this is what I need to do. Okay. Then there are some
corrections you need to do in. Come on. If I can just grab,
play the marks, Okay. I think we can use our
gizmo now, grab these bits. Come on, undo that. Come on. There's not even
marks in these bits. Let me just let me just look at what I need
to do first and then just select that
pieceon and then just do it. Okay? Come on, do that. Marks these bits. Okay. On mark these bits. Okay? Smoothing is another
blow this out first. Let's do Smtone here. Okay, that should be fine. The bring everything back out. Okay? Yes, we can
now blow this out. Come on. Mark this as well. Okay? I think we can come
on. Mark this as well. I can't usually just
stap out a mouth. I have to manually mark them mouth by draining lot across it. That's the only way this works. Okay? Okay. Yeah, I think we can
make this work now. So I'm going to select
this rather max them out. Okay. Can move these out. Okay. Like, so come close. Try and do this in a better way, make
sure it looks right. Check this formal go look too stretched
out on these bits. Clear the mouse,
bring it back out. Make some fixes in here. Make some make sure we fix any issue might
encounter in the air. Do some gentle smoothing
there as well. Okay. Add some more smoothes down. Okay. The knocks are
actually too high, so we need to fix
with a more brush. Bring these down some more. Okay. Get in closes, move this down, move this down. Okay, bring everything back out. Just Move this down some more down some more,
bring everything back out. Select this. Move this out some more, rotate it this way,
down some more. Okay? Okay, yeah, this is a little bit better
than it was before. I think some corrections
are still in order. No. Okay. Fix on one part, then it feels like on the other part,
it's not looking good. Just to find the right
orientation for it, and then we should be good. If you have it this way, then it won't rotate on
the oposie side. I won't be able to see
it on the opposite side, but we need to see it
on the opposite side. Okay. We're just in. We're just done. I think the next
thing to do would be think I need to grab the wrist blossom more
invert the marks. Let's make sure I'm not
selecting the other parts, okay? S this way it needs
to be rotate it this way, this way upward. Okay. Is the closest this can be. Okay, this is the
closest this should be. Let's see if there's another
correction we need to make. Okay. Okay? I think nest now needs to do
a bit to this pair itself. I don't want to move the
yard too much anymore. And I I I do that, it's going to mess
a lot of things up. So next thing you can
move with this pair. I need to get this pair
to also align properly. Yeah, I think we're getting
this quite better now. Okay? Just a bit more modifications to do, and then we
should be good. Mm. Let me isolate the arm. This is the bits
I need to adjust. Let's extend this out this way and extend this
out this way as well. I think that's probably
a bit too much. Like, so let's bring everything
back out. Let's see. Yes. I will work just fine. Okay, other correction, we
need to do again would be to fix this. Let's to fix this. So let's get back in there and
try and compensate for it. Okay. All right. Move in, move this out. Okay. That should be fine.
Move this down. Undo that use the bros size. Compensate around these bits. Okay. Almost there. He also get this down. All right. Okay, in here. I think at this
point, we need to do an auto group for
this. No do that. Let's select this auto
group in here alone. Select the inward
parts. Move this out. Moves out as well. Okay. You should go in. Not in way too much though, but at least in enough. Okay. Clear the mark, select,
select, select. Nope. This is the only bits
we need to move. Okay. Use the pros size move this in. Okay. That should be undo that.
This should be fine. In some more In some more in some more Ar
that should be fine. Okay. I'll move to move the palm
bat in somewhere, as well. Okay. I think this will
work just fine. I don't think there's
anything now so you need to do any
I think for them. Oh, okay, do we, yes. These bits. Move this in that. Okay. Pull this out. Yeah, I think that
should be fine. Check again, just to be sure everything's
working just fine. Okay, bring everything
back out, clear maps. Okay. This is roughly
where it should be realistically is
where it should be. All right. So now let's transfer
for transfer this. Let's save. Let's save this fire and then save
the polls as well. Now let's save our pose. So let's go to Zi login. So let's save the pose first, select this save pose. Let's save it in
the same Z file. So I'm going to delete default and just
put main in there. Min pose, save. Okay, that should be it. And then let's transfer
our pose now to the subto. So let's select that. Let's
give you some moment. It's going to transfer pose. So he's doing this thing
he's trying to transfer apples into individual
layers, also, too.
38. 141 Exporting Posed Model To Maya: We come by, guys,
so we have kind of transferred pose to our
main character in here. Okay. And everything seems to be working fine
for the most part. So now we need to export out the mods that were
actually posed. I end up mode that is not actually posed anywhere
and going to completely ignore that because they are precisely in
the same position, so we don't need to export what was in his original position
even after posing this. So let's export the main body. The main body actually
pose that obviously. So let's export that
out. Soon export this at the lowest subdivision
level. Okay? So I'll scroll down on the lowest subdivision
level already. Let's go over to preferences, Zimport and export exports. Ton of group. Ton of group, yes, for this leave merge
on ton on smooth normal. Let's export this out as an OBJ. So I'm going to
be exporting this into a different folder. So Put a new folder. I'm going to name
this to pose exports. Okay. So Idris body, I'm going
to save this in as an OBJ. Next one, we need to export
to be despair despair. Let's go to the lowest
subdivision level for this. On lower subdivision level, seven K should be
fine. Export as well. Export this to the same
folder in your post spots. I'm going to export
the armor as well. So let's done export for that. So this at 15. We're exporting the lowest subdivision level. Three k. Let's see this
subdivision level. We exported the base mesh we use for texturing,
select this now. Let's put this out at 15 k. Let's export this out on subdivision
level too as well. So I on the keyboard go
on subution level higher. Spot this as well.
Okay, that is fine. Glove. Let's see if
subdivision level, exported this as 11 k. I also has 11 k. So let's export this leather glove as well. Okay, that's fine. Okay. Put out the spare the
body glove armor. Now, let's spot
the skirts because we modify the set a little bits. Okay? Spot this out as well. Z final pose skirts. Okay. Here's the shot also, too. We modified that a little bit. Exports, final
fries pose, *****. Now, my only fear is that
while exporting this out, I just hope we don't
have any don't run into any UV issues. So let's say spot out. Oh, I see issues in here now. Is that we need to fix. So let's go in and then
make adjustment for it. So let's turn off dynamic. Take down the brush size. Okay. Move this up. Move this up as well. Check this around just to make sure you don't have any
weird issues anywhere. Okay. It's important to
actually check. Let me check this
also. Make sure there are no
interceptions anywhere. All right. Yeah, I think it
should be fine now. So export this out as well. Export this to finalize
Po's exports Sanders, okay? I believe this should
be everything. Let me just check again, if there's any
issue anywhere that we need to fix or adjust. Okay? This is the fine anti where we exported
everything out. I'll save this file. Save this file. I
think this is good. Let's go back to Maya
is the five we need. So these are previous
five we give them different default texture just to export into
substance printer. So I'm going to using this fib. I want to save this art
as a new file instead. So I'm going to save saving us. L to save it as a
different file. Then I'm going to delete
anything I don't need in there. So let me just save this
indians directory, copy this. Okay. Directory in here. Oh, no, not the Ps directory in
here precisely in here. Okay. Then this I'm
going to name this as posed final Idris.
I'll save this. Then any duplicate
that is in here, this duplicate we
have down here, I'm going to delete
that delete that. So I'm going to
leave my UVs on for now because I want to check if my UVs are not distorted
after inputting this in. So let's add the models
that were put out of zebra that's already
pulled Okay, so select this. Select this as well. Let the scales, let the sheets, select the Sanders as well. Okay? I think this should
be pretty much everything. Okay. Yes, then this spare as well. Then I'll do Shift P to send it out of the group,
and I'll group this. I'm going to name
this to composed. Let me name this to
composed, high darts. Then let's go into
folder directory. Let's go over to the
Fold Apples exports let's drag and drop them in here dragon drop Okay. Awesome. Okay. Now, let's start checking the UVs
for this. Objects move. Select the skates. Good UVs are in place. UVs are in place, z issue. We have an issue in here. We
have an issue for this pair. Check the body. Okay, the body came
in accurate as well. Okay? The Sanders came
in accurate as well. The only issue we having
here is the spare. Is the spare. Okay,
you check the glove. Glove came in awesome. No issues in there,
ammo came in awesome. No issues in there as well. Seems like it just a spare. The spear we have issue on.
I can do one or two things. I can either keep this spare, or I can just use the
imposed version and then just orient the imposed version and then just fit that in here
where it's supposed to be. And then we are good. So we might not need to do anything
extra in here actually. So I think let's
do that instead. That's the safer bets. That's the more safer
bets because this pair, we didn't really do any
serious posing here. We just rotate this
and then just kind of got it in place. Okay? So let's do that instead. Cause the others pose, let's go in and duplicate the spare duplicate
for the spare, Control D, and I'll send
that downshift P. Okay. So this one has
accurate UVs in there. And I ask you to make a little modifications to it,
and then we should be good. Okay? So let's do that. Instead, Okay. I would like to them give
this the actual material, so we can go to
modeling standard now. You these are not going
to be any issue in there. Okay? So let me just give
the actual material. So sktktk should be the one. Okay? Existing material, I
believe this is the one, as the one. Okay. I think we are good. M All right, select the sandal
swell, existing material, sandal the body itself, existing material, Idris,
we name this as Idris body. Murmur leather glove,
leather glove. Leather leather strap.
Okay? That's the one. Okay, we are good. All right, so now let's position
this way it needs to be. Okay. I'm sure there's a
more faster way to kind of rot it and
get this in place, but let me just do this instead. Okay. Of this in place. I feel like I might
need to extend some things out a
little bit more. This other one at the back looks feels like it's
extended out some more. Let's face gets it
directly in place. Let me select these two
actually and then isolate them. You can actually
skip this part in the recording if you want to
because I'm just basically trying to match the direction for position for both spare. Okay. Shift control. Let's do object orientation. Okay. All right. I'll
move this forward. Okay. I'll shing this down.
Shing this down. Okay. Move this in place. Try to if possible,
absolutely march them. Okay. I think I'll need to extend
a few things out some more. Okay. Seems like I'll need
to stretch out. I'll need to stretch. I
think let's move this in in as well. Okay. Think I rotated
this way too much. Okay. I need to shring
this down some more. Move this up. Okay. I should be like
roughly in there. Okay. Almost there. Check this, okay? This is fine. Then face move double
click on this face. I would like to
extend this out some more extend this out some more. I think I went overboard. Turn it a little
bits, move this up. Okay. Scale this out, stretch
this out a little bit more. Okay. I think roughly
around there. Let's select this spare the second spare.
Here, this is it. I'll hide this for now,
bring Eptin back out. Then go in and then check if I have this in
the right place. Just need to move this
in some more Okay. Let's see. I think I need to scale
this down some more. Okay. Okay. I'm going to do a little bit of rotation and Let
me get included if I can get better
rotation out of this. No. Almost there almost there. Almost there it to correction
and should be good. Okay. All right. Move
this in this way. Okay. This week, let's pull this down. Yes, this work just fine
that seat that seats. Okay. Yeah, this should
work just fine. We can decide to orient this down some more
if we need to. I'm not sure we need to do,
but Let me give it a try. Okay. All right. We can even move
it back some more. Okay. Yeah, I think this
should be fine. This will work just fine. If you compare this
to our reference, let's compare this to
our reference in here. It looks something more like if you kind of look this
at an angle this way, it feels a lot more like
what we have in here. I know completely extremely
there but close enough. Close enough. Yeah,
this is fine. So let me do a quick save. Yeah, this is fine. Then let's delete or bring this back in. Let me drag this one we imported
in back into the group. This butler one has the UVs
we need, which is fine. UVs in here is actually
accurate enough to work with. Just say we go in
and check again because this UVs actually
fine to work with. So everything is
imported correctly, and then we have
our UVs where we need them to be save this again. Let's do proper naming
in here closer group. D this weird naming at the edge. Okay. Weird naming. Then I'm going to pull them into
the group it needs to be. Okay. Almost done. Why? Yeah, this is fine. Let's drag this into
the Idris model group. And I'm going to name
this to Post Idris model. Okay. I should be fine. Yes, we have this now
deposed version in here. Let's check our camera again. See if our camera is right. Please, everything
is correct in here. Save this. All right. I will work just fine.
So the next step would be just to start
naming things in here. I'm to start naming things a
little bit more in here now. And preparing start
preparing this up for, there's
something I need to. I think there's something just here can find it
for the ornaments. These bits. Double
click, double click. Rotate, rotate it this way out. Move this out as well. I don't want to touch in. I need to rotate this out even more. Move this this way, that's fine. That's fine now.
I've very textured it so it shouldn't be
too much a furnishe just to adjust as they want. Okay? Let's see I think phase. Move select this entire phase. Move this forward some more. Okay. Yeah, that's fine.
Will work just fine. Okay. Save this. All right. All good. This will
work just fine. So I'm not going
to check this one last time to see if
there's something. Something you will need to fix. I don't think I pull
that out completely. So you don't go to
be major issue, I can just re export that out again and
we should be good. Let's go back to Zbrush
and then pull that out. Let's see if there's
something else. Or better still, I can just do this in year since we exported
out every act we need, can push this out be major youse pull that out
and then we are good. Like our final piece,
check in again. You always want to kind check around just to be sure
everything is in place. Okay. I believe this is
in place as well. We have texture for it.
All right. That's fine. So the next we're going to be working on would be egg gen. So we need to kind
of start creating some egg gen has for this. So we do okay. The bids, our bids
are not in here. Anyway, it was important
to kind of check around just to be sure
everything's working correctly. So now we can't
really find the bids, and we need to make some
adjustment to this as well. So all of this, I'm not
going to do instead of Z brush and then
bring this back in. But for the bids, the
cross shoulder bids, we need to bring in her. I think I can just go into
should be in under Yes. No, exports exports X
because the exports family, so you show down
that show that show that Which name give
did we give it? So cross shoulder, this is
this cross shoulder bid. Somebody's going to
drag and drop this in. Okay. Oh, was it India already? Was it India already? Oh, we have some India already.
I'm doing the wrong thing. I was completely looking at it from the opposite direction. This one is not supposed
to have anything, so we just need to fix inside of Zebush and reimport
that back out again. So I'll see you guys
in next lesson, we will start working on
the g gene. So bye for now.
39. 142 Xgen Scalp To Maya: Okay. Welcome back, guys. So in previous lesson, we kind of set up the entire
mesh instead of Maya. So now we need to
start extracting out scap for generating
our eggs and hair. So initially, what that basically means is
that we need a model, a mesh a cutter mesh for where we're going to
generate our hairs from. So now we know definitely that we need
hairs to be on the head, so the head hair, and
then we also need hairs for the eyebrow
and the eyelashes. And we also need hairs
for the lopez in four and we need
is coin also too. Also generated
from this as well. Also need head generated from the little parts down her, too, so separates that mesh, whereas are going
to be generated out as a completely
different mesh entirely. So how do we do that? So let's start with the head. So for this, I'm going
to do duplicates. I'm going to send
that duplicates down. So Shift P. Okay? Let me select this also. I'm going to let
you know the models we're going to be
generating a from. So so I think this
pretty much everything. So let's duplicate Control D, Shift P, send that down. Okay? Control H to I, this entire others file let just work with
that duplicate alone. Okay? Yeah, this is pretty much pretty much all we
need. Let me see. I think. Am I missing something? Oh, yes. Okay, this is supposed to be on top. That's fine. Okay. So I'm going to hide this. Select the entire out and
hide that fold itself. Let's start with the head. So for this one, I'm going to do our model does
not have beard. There's no beard for our modem. It does not have any beard. There's the reference
for that, okay? There's no beard for him.
He does not have any beard, he only has some Afro
hair going on in here. The Afro hair we have
in here is a bit old. It's quite old. But normally
supposed to be let me use. Let me show you guys
a different example. Supposed to be having see if we can find this
in here, this is it. It's more or less supposed to
have this Afro hair to him. Then where the bead
is going to be. We're going to
separate that out. That's pretty much
what it's supposed to have in a separation, like a pattern in between. Okay? But it's going to be generally here
is going to be like an Alpha for him,
keeping that in mind. Okay. I have preset. We can use kind of
generous Alpha, which I'm going to
explain in a bit. But first, let's get
out the scalp for him. So let's do let's give
you a new material. First, let's give it
a Lambat material. Take down the Lambert, take down the diffuse.
Yeah, this is fine. Then I'll go to edge mode. Let's go to face mode instead. Let's grab this loop. Let's see where that loop ends. Let's go down instead. Delete deletes. Okay, this is fine. All right. So now the idea is to grab
more than what you need. If I'm working with A here, you need to grab a little bit more than what you
need. So let me go. I'll go all the way
somewhere around here. I'll slide this loop. If I delete that, let me make a duplicate of this
again. I'll hide this. Face mode. I'll delete
this. Delete this. Okay. Select delete delete
this as well. So for the head a scalp,
this is what we need. It is a little bit a little
bit more than what we need. I believe. Let's check this out
again just to be sure. Okay? So if we are pens in the front part of the head here, then we have here, then
we have this down. I think I may have deleted more, deleted portions we might need. So let me do this a few times. Bring the back out. Let me
go all the way here instead. I think somewhere around
there should be fine. You need a lot more
space in here. Whoa. Okay. I'll do that. Let's do from around
here instead. Okay? Then we'll do around here
as well, delete Okay. Deletes, that's fine. Then we can do around here deletes as well,
delete delete this. Okay. Yeah, I think
this is good enough. This will work just fine. Yes, this will work just fine. You can work with this. Okay, so I'm going to rename
this to Afro. Let me use your caps for this. Rename this to Afro head
hair. Yeah, that's fine. I'm going to hide that. Let's go and bring this
duplicate back out. So for this, I'm going
to be generating the extract out the scab for generating the eye
lashes and the eyebrow. So I'm going to do this all
in one single mesh itself. So let's go to phase. Let me go all the way up. Okay? The leads the leads. Okay. Delete, delete
this as well. Let's do around there
also deletes deletes. Okay, I think we
need also let's see, we leave this as it is, though, but I think we have, I
don't want to delete this. I want to keep that. So let's do let's see a good region
we can delete from no. Definitely not. I think we
can actually work with this. So let's see Okay, delete this. Let's go closer, delete this. Okay. This will work just
fine for the eyebrow, eyebrow and eyelashes, so this will be just fine for the
eyebrow and eye lashi. I'm going to rename
this to. Let me rename this to scalp instead. All right. Let's do eye
scalp. That is fine. Save this. We have scalp now
for the Afroy and the eye. Let me drag and pull this
close to themselves. We can ye that now.
Let's go down. Let's do the next piece. Put this the side
so I can actually see where we need to extract. Okay. So for this, we
only need the outer part, we need the inner
part, actually, so we can do getting close. Let's give this a
different material. Let's give it a normal
regular lambert material. Okay. Face mode. So like I said, grab more
than what we need, you. Okay. Delete delete
this as well. The outer part
should be just fine. Do the same for this face mode. Okay? Delete deletes
that is fine. So something pretty
much like this should be just fine for
what we need it for. Yeah, this will work just fine. I'm just checking
just to be sure. I'm going to bring
this back out. Then I'm going to
just try and confirm everything is
visible here, okay? All of this is visible. All right. This is fine, okay? Hi that. Then come down here, give this Lambat
material as well. Now, we don't need
this, don't need this. We don't need this, we
don't need this, delete. Okay, this is pretty
much all we need. Let's go into face mode. All right. For this butler, we need to be a bit
more careful in here because we don't want
to delete what we need. Nope, setting a loop across that. We don't
want that loop. Okay. Yeah, this should be fine. Yeah, well, like I said, select more than what you need. Okay. Move this along, I believe around here. Okay. And let's go up, up, up, all the way here. Let's see where where the
other one actually is. Okay. Sin I'm going
to select this. All right, keep
moving this along. Yeah can do that. That's fine. Come
on. Phase mode. Get back in the Alright. It should be fine. I delete. Then we delete in our phase. It's pretty much what we need. Now, we don't want to
manipulate or just the at least miss butler
around the textures in there. We don't want to manipulate or tweak or in any way
move the UVs because we see the textures for the fours being generated
and giving a skin color. Butler color based on the texture we painted
instead of Stan spinter. So let's come down
to the next piece. Let's do from here,
yeah, yeah. Okay. Let's do well we can come down. Okay. Yeah, that's fine. Would we move this along. Come on. Come on. I was in wrong, please,
let me deselect this. Think I need to continue
this on this way. Okay. That's fine. Let this look up up as well. We should be fine. Then continue this on. Okay. Here as well, gets in. You're well. You are well. D select, this select, select the deletes
inter phase deletes. Yeah, it's pretty much it.
This is pretty much it. Let's bring everything back out. Let's see if we have
any issues across that. Okay. So right now, we have
two piece in here now. So we have the inward piece
that is actually in there. Center piv to drag this out. This is the main what
is the original. Then the other piece
is actually in there. Which is fine. I is
precisely what we want, so. If we add this again, it's directly in the same
place, which is what we want. So now we need to rename this so let's just add scalp in front. Okay. Alright, that's fine. Put scalp in front
as well. Okay. So now what basically I need to do now would be to let me make this visible and I
let these three up, put them in a group, and
name these two eggs scalp. Okay, that's fine. Let's get everything back out. So now I let that scalp, I know what I'm
selecting in here now. So it's pretty much all we need. Okay. So it looks pretty much like so down
here also as well. Is there any other parts
we need a generated out. I don't think so.
That's very everything. So I'm going to save this next, yes, we motin.
WarmtinV important. Since we are going to
be using we don't have any parler texture paint for the afro hair and for
the eye eyebrow as well. So for that, we need to
make sure our UVs are kind of spread out a bit small Eggen uses your UVs to kind capture more textile density for painting density marks
inside, inside of Maya. So let's make sure our UVs
occupy more space in there. So I'm going to hide
this, select this. Let's start with the
head Afro head scalp, select the scalp,
bring out our UV two kits on fold,
arrange and layer. I'll introduce to Don on fold on a fold will work just fine. Then we do a late in here, so it spread abroad. We have a lot of space in here. Okay. Now, this is fine. Yes,
I believe this is fine, or we can just do a
cat in the center. Cat and so do cats. Okay, select this
unfold, unfold. And then let's orient this. Let's go to transform,
rotate this way, rotate this opposite
direction, select these two. Let's do it layout. Yeah, so
we occupy more space now, which is what we need.
Precisely what we need. Et's go to the high
scalp for this, select the entire outin
let's down on food. Let's air. Not sure
what this is, though. Okay, I what parts? I don't think we need this. We don't need them. We don't need them, so I'm
going to delete those. Everything we need is
actually in here now. Of food out. Okay? That's fine. Now for this, I'm going to leave the acts. It's ready occupying
enough space in here. So I'm going to leave
the CTs.This is fine. Okay? This is fine. This is fine as well. I don't manipulate this because
I have textures in there. Let's go
to the next one. Okay? This is fine. Occupye
enough texture resolution in here as well. That's fine. Okay? I'll save this
yeah, that's fine. I think we're in
a good place now, so we can go back to, let's go to Egg Jen instead. Let's go to Egg gen tab. Okay. Save this. This is what we're going
to be working on in here. So we're going to start our egg Gen journey in the next lesson. So you guys in the next
lesson. Bye for now.
40. 143 Afro Hair Xgen Guides In Maya: Welcome back guys. So in the previous lesson,
we work on the scalp. Let me just change
the background O B. Okay, let's do this instead. I think this should be fine. You should be fine. So yes, previously, we
created the scalp. So in this lesson, I'm
going to start working on creating the actual
hair with Eigen now. So this is like our main
reference for the hair. So I done something
something similar before, so I was going to use
the same guides to kind of process to kind of create the same
thing also in here. This is the one I created
a few months ago. What our main reference is going to be Is going to
be the other one? Let's get to it. So to start working on this, we need to create guides
and to create guides, we need to kind of separate
things apart a bit more. Also, before I do that,
I would like to get the bids strain in here so I can
actually know where I should place my guides. So I'll need to
bring out my bids. Let me make this visible again so I can just
select what I need. So I'll select this is
basically what I need. I want to shoot this out Shift P to shoot that
out of the group. Hide this again. Okay? Yeah. So now we have
something that should give us an idea where our guard should be so we can create
a pattern in between. So that's the general
idea for this. So also, I'm going to
go to the Asian scalp. I'm going to hide
I'm going to hide these two lower parts for
the four generations. I'm going to hide those scalp
for the four generations. So let's talk on
the head A for now. This one goes all the way.
Let me hide this also. Okay. Yeah, this should be fine. This is pretty much all we need. If we don't do that. So the should be roughly around here. So let me hide this. If I need to bring it
out again, I would, but now I'm just trying to eyeball where the air
should grow out from, okay? This should be fine, right? Okay, now, so let's
let the scalp. Let the scalp in here then
I let's go over to Xgen. Make sure you work
space on Xgen. Then click on
create description. So need description now. I'm going to type
in afro afro space, head, no, no, no, afro. Am I spelling that correctly? Yes. Okay. Underscore
afro underscore, head, underscoe head. All right. And I'm going to change the name
of the collection also. This collection is going to
be like our group folder. The new description will be
inside our group folder. So I'm going to rename this to a head he underscore COL for collection. Then on this also, I put under
scoe DESC for description. Now, splines on generates using splines Wir to generated
randomly across the surface, then we need to kind of
use placed N shaping gas because we want to
control where the gas be placed in also. So splicing and shipping guide. Oh, one very important
thing to do. One very, very, very, very important thing to do,
which I have not done yet, is to create a folder for your project where all of
this setup should be in. So let me close this for now. Find that let let me copy
the naming for this. So what you initially
needed to do was to come in here and then click on Project Window. Then click on New. So let's create a new
project for this. I'm going to name this to African let me just name this to Idris Idris, African warrior. Okay. Now let's specify your
directory for it. Let's specify directory for it. So I would let me
go back to IFinee. You should be in here. I want
it to be in this folder. So I'm going to Create
Alpine here to begin with. Let's Kriton A
folder, lik on New, and I'll just name this to address Maya projects. Okay, that should be fine. Open that up. I'm going to go in and copy these five parts. So you need to paste
the five parts in here, paste the five parts
in here it Enter. So then I click on accept. Immediately on accept now, if you go back to that folder, you see it in here
now, so you do African warrior, which is
precisly what we want. So now we can quite easily create a description
no exam because x needs a folder or a project file to
actually work with in here, so it's important we
create that folder for it. Alright, so now let me
select this carp again. Go to create description, pace that replace that
with something else. Let's just type that again. So afro underscore, head, underscore, underscore
DC for description. Description, I'm going to
name this to head underscore. Let's add underscore
CLL for collection. Okay, Spline, want to use
Spline for use for longs, random Lacrosse office,
plisener shipping guides. Is precisely what we want, so we can now click on Create. Immediately we do that now. We should have set up in here. We have set open here. Then we would have
the collection created in here as well. The next thing to do
is to go to gen tab. I'm going to middle
mouse crew and drag this convert
primitive to polygon. The middle mouse crew
press that down, drag all the way to the end. I don't accidentally told that. Then I'm going to
create guides in your Let's plus sign to
add or move guide, select that move this in here. Now let's create our phase guide somewhere around in front here. We have our phase
guide created now. I'm going to go and scale
that up, go to the scale two. I want to scale that out. Scale out some more. I used to be quite long. I'll rotate this
backward some more. Scale it out a little bit more. I think somewhere around there
should be fine, I guess. Rotate this backward. Okay. So now I want to kind of
manipulate or change this. So I want to select it, and then I want to make
some modifications to this. So I'm going to use rebuild, so I want to type in ten
in there. Let's type in. Let's do eight
instead because I'm going to use coins for this. So for the guys don't
necessarily need too much CV points for
it or CV count for it. So let's just use
the value of eight. I think eight will be just fine. So I'll click eight.
Applied in here now. So how do we check that.
Let's go to our scope guides. Our scope guide
now, I'm going to increase the bro size, O, B, and minimize screw
left to right, to increase the scope two. Let me decrease
that tone of caps. I would like to add I would like to add a
little bit of bend in here. Is adding a little bit
of bend to it actually helps make it a lot
more realistic. Okay? I'll just pull this out a little bit more like,
so that should be fine. Now, let's continue and create other guides also around this. Let's go to add guides,
add and move guides. So usually, I like to work in a diamond shape formating here by creating guides in
form of a diamond shape, so. Basically, what I mean is
this if I have points here, I'm not going to go to
another distance at another point
roughly around here. Okay. Scale that out. Yeah, that should be fine. Get out a little bit more. Okay. Okay, that should be fine. Now, we want to check if
this has the same CV counts. It doesn't have the
same CV counts. We just need to input
that also in there. Okay? Then let's use our scope guide scope
some shape in here. Now, let's let's use there's
something we have in here. Let's use the reference in here. Kind of shape out a bit more. Okay. You can see now the guys or rather the
airs on the left hand side, it kind of swapping or bending towards the
left hand side, on the air on the
right hand side, is bending towards
the right hand side, so want to use the same ideology for it to increase the broad
side a little bit more. Bend it this way. Create a little bit of
shape in your air as well. Okay. All right. That should be fine.
Bend that this way. Move out, bend it some more. Okay. Okay, do that. I think this should be fine.
Let's get a little twisting. That should be fine.
Let's continue on the go to the plus sign. So the diamond shape
is to come down now, so we point here, points here and I'll come roughly around here
and crytano points. So crypting that point now enables Eigen to
kind of interplay between the closest guide to it and then form that
shape automatically. From the shape, including the
length also, which is cool. More precisely what
I want in here. So this is how I'm
going to use to kind of create my guides across
bending down already, which is fine. This
I can work with. And I can go to the scope guide. I'll bend this this
way some more Okay, bend this down this
way. All right. Then we go into the plus icon. I'll create another guide. Another guide around here. All right. So I'm going
to scale this out. Okay, have some more than sculpting guide who
first need to select it. Let's go to object mode. Object mode selects
selected already. So let's rebuild,
type in it there. So also keep in mind that once it's interps in between and the encrypt takes up the
closest guide between it. You're also going to take
up the attribute for it too by adding its civic
count along the spline. So that's something
to keep in mind. So we continue on.
Bend this down. Should bend down some more. Okay? This way, bend this
down backward. All right. So we're still kind of creating
trap that diamond shape. So you have a one point here, so you need another
one around here. Scale this out. I think that's a bit too much. All of this we can
still adjust later on, but for now, scale that out. Let's rebuild, say this to eat. Then food this down. Food is down this way. Food is down this way. Give this up some more. Yeah, I think the
should be fine. Let's go points. Like I said, diamond shape, so you create one yes that should automatically
inapate between. I'll increase this up some more. Okay. Yeah, this should be fine. This potter, I'm going
to move up a bit higher. All right, that should be
fine. Okay. So moving on. Let's go and then
create another guide. So I click on the plus sign. Okay. Let's create one
around here. Okay. No undo that. That
should be created. Let me go back in there
around here instead. All right. Rotate. Save
also my file. Okay. I think I scale I need to
scale this out some more. Select Object mode. Scale this out. Okay. That is fine, let's go
in and then move this. I want to move this
down some more. Okay. But not too much. I don't
too much bend in there. Let me straighten
this out some more. Okay. Yeah, that should be fine. Going to the plus icon again, let's create another one. So like I said, diamond shape. Okay. Move this up
some more. All right. Let's create another
one down here. So it's already entaplating
in between what we have. Move this out this way. Then go at another point. Do one around here. Okay. Then I'm going
to bend this this way. Tilt this down some more
down some more. All right. Add another point.
The diamond shape, put this diamond
shape around here. All right. That should be fine. Let's get a little bit of
bend in there as well. Let me move this down even more. All right. That should be fine. Okay? So now we
can add some more. We definitely need
one around here. I think I'm going to
scale this out some more. I would like to
rotate this also, rotate it this way. Go to my scope tins. Let's go to the scope guide. Let's make sure the shape is flowing in the
correct direction. Bend this this way.
Shred it out. Okay. So I see now this one should be flowing in this opposite
direction this way. I is supposed to be flowing
in this direction o. Here, Lxo should be fine. Sot create something
around here. So the same diamond shape, let's go down here. Okay. So this part a one, I'm going
to rotate up this week. All right. Use as cup two, push this way. All right. Just a little bit of
curving there should be fine. All right. Let's add another point. Add one ear. Scale that out some more All right, go to Ascot. You kind of flown
the same direction, which is precisely what we want. Okay. Let's create
another guide. Somewhere around here.
This part lava now need to get some good bend to it
and move this backward, some more backwards, some more. Move this up this way. Stretch this out some more. Yeah, that should be fine.
Around there should be fine. Okay. Add another point. Let's add one around
here as well. Okay. I think around there
should be fine. Let me give this
out also some more. So great variations on
the height of them. Okay, now let's come
to the middle parts. Let's come to the middle
part. Let's create. Let's put some guiding here. So let's do one here. Spot. I'm going to
scale it out some more bend this this way. Live this up some more, get the C bending this way. Okay. I'll come in, add another one around scale that out some more. And I'll just
rotate it this way. Okay? I'll add another
point around here. Scale out some more,
rotate it backward. Okay? Add another point
somewhere around here as well. Okay, rotate backward,
scale this out. Scale this out some more, rotate down some more. Okay. Add one at this ep at this edge, rotate out some more. Scale out some more.
Thin part one, I'm going to tip
to this way. Okay. Let's add a few that's
supposed to be on this part. Let's do one here. Scale this out some more. Rotates this way. Spot lan should tn
be flowing down. Let me bend this this way. This should be folding
downwards instead. Let's do another one down
around the egg here as well. This I'm going to rotate rotate this way,
rotate this way. Then use a scope to
scope this down. Okay. Let's create one last
one around the egg. This one should be towards the midpoints, rotate this way. I use our scope guide
and bend this down. Now we need to select
the entire outin and then mirror to
the opposite side. So I'm going to select
all of this guide. The less mirror to
the opposite side. To mirror this we just need to use I believe this is
the one mirror selected. Okay. Awesome. So now it has been mirrored
to the opposite side, but we still have some gaps in the middle point that
we need to fill up. This pot lament
shouldn't be an issue. We can just do one guide. Let's give one guide here. One guide, here, scale
this out. Scale out. Create another
guide here as well. This part la I'm going
to scale up. Okay. Let's go in and create
another guide in these parts. This butt lava is flowing
in the opposite direction. Let's give this out. This butt lama should
be fine where it is actually rotates. Okay. Add another guide
around here as well. Add everything in the center
and the center here also. Scale this out. Use the
scope to sculpt something. Yeah, I think they
should be fine. As far as this goes, okay, we need one around here also. N one also at the back, let's
not neglet the back parts. Let's do one here also. Do, one year as well here also. Con do that. Let's do one here. That should be fine. Let's
do one in the middle. Scale that out some more. Alright, so I think it
should be fine for now. Now let's generate
some as out of this. So generates first thing you need to do is you go
to previous not pos, turn off all the
primitive in view. Okay? Yeah, interesting. So we have something interesting
going on in here already, which we can work with. Looks interesting. But there are some modifications we
need to do in there. So let's go to primitive. Let's increase the guides. I'm trying to figure
out if this is too long or this is
fine the way it is. Like it's actually
fine the way it is except we'll
decide otherwise. All right, so now there's
some modifications we need to make for the wets
41. 144 Afro Hair Xgen Density Mask In Maya: Come back, guys. So in
the previous lesson, we started blocking all
the guides in here. So in this lesson, we're going to carry on and then continue
working on this. And see what we can
get out of this. So let's move on. Okay. So what now I like to do is to
adjust the settings in here. Let me start by setting
this to for now, let's just use a value
of 20 for the CV counts. This DV counts exactly specific to the two
but lie a strand. So we're going to manipulate and adjust that
little but for now, just study at 20, then we
go over to our wit in here. So let me bring out my I have an idea of the wit I'm
supposed to use let me bring this out first when
you start down here. So let me use my call hatchet it's not
really Hecht though. But basically, I have some
setup I usually using here, so for the width of the air, I'm going to using
a value of 0.000 0.01 naturally, so 0.01. Okay? This kind of create
some scanty as in between. That's fine. You just
gonna thin out the. Then the taper, I'm
going to use 0.71. Let's go to taper.
Let's use 0.71. Then for the taper start, I'm going to use 0.76. Okay. I use like set set up I can use for most of
my generation here. Most of it, so. So now we
have the kind of slimmed out. Tough in case we need
to take that out, we can always go in and then taking that out,
however we want. But for now, I
think the way it is now should be fine
except otherwise, because it's pretty much
pretty almost similar same setting us except with
a little modification to it. So it's like this
piece we're going to be using for generating
the Afro hair, just to make sure we're
kind of following it as accurately as we can. Alright, so is in here now. There's something
else I like to do. I like to go into the ambient
seclusion and antisen. So don't know this antesen want to know the
antilysen she gets better looking transnia so have
better transnia now, which is precisely what we want. Okay. So we have something in. Oh, I think we need
some guys around here. Some guys around let's
temporarily hide the for now. We need some guys around here, so I'm going to go in and
then create one here, one also at the edge. Yeah, somewhere around
there should be fine. So do all and as well.
Yeah, that should be fine. Okay. Let's go and then
refresh this again. So I'm going to slightly
increase the density of the air so we can see more
in here. Okay? So I think, at the
end every day, destity for the
air I used was 80. I just leave it as 40 for now. Now you can't really see
the shape of the e coming through Y because there's
no clumping in here. But before we had
clumping in here, we need to create
a density marks. So this things to create a
density map y because we need specify where we want our eggs to be
growing out from. Very important, so
how do we do that? To do that, let's the guides
for now. Let's this for now. So the guys give us an idea, I need one more
guide in the center. I think I'll need one
guide in the center. How do we actually Okay. I think that should be fine. So at least I know
where my eggs are going to be generated out from. So I'm just going
to paint a mark for where I want my eg to
be generated out from, because I know the e generated out across
the entire housing. So yes, I think I would let's bend this
with some more. Okay. So now I would go into my max. So these density marks, all we need to do
is to go in and then click on this
drop down arrow icon, then click on Create Map. So I'm going to
start in with black. I want to paint. I want
to start with black and then paint white over it. Then I'm also going
to say this two. Let's do 14 instead. Then for the max name, let's name these two Afro
let's use caps fronderscore. He underscore DN, S for
density underscore MAX. So I know specifically what
it is nucleiconcreate. Okay. So now, that's created something for us, but it's
not working yet, why because if we
should run this again, it's working w because our
feel is completely black. I can't see it
white because it's gonna go to our paints mode. So if we go to even bring out and bring
out something here. So I can actually
see or know where to paint this on. Okay. Let me say this here,
it should be fine. Okay. Then I'll go to the pens. Let's click on this paint
brush icon select that, so she jumps into her pins
jumps into her pints mode. So now in the pints mode, I click on the pen setup. So now we want to use
solid brush for this. We don't want to use soft
brush. Don't want solid brush. We are painting with
full white for now. The n we scroll
down on the scroll. I want to paint with
symmetry ton but for this, need to turn on reflection. So now we should be able
to paint symmetry in here, symmetrically in here, okay? I think it should be
fine. Let's close this for now. Move this aside. Okay? So now we paint
brush in here now, I think I would like to reduce the brush down a
little bit more. I like to paint the
outline first before doing any singal paint around here. Around the should be generated
out from around there. Okay? So this kind of CDA, to see the that's
going on and then turn on wire frame and shaded. Don't know wireframe and shaded give us an idea
where DA should be. And I also paint
the side side also. Something like so. Okay. And I'm going to
connect this this way. All right. Yeah,
this should be fine. Then go all the way to the back, continue this spins on. All right. We can collapse this around here. It should be fine. Gotten the shape
we need for this, I believe, except otherwise. But I think this
would actually work. Now I can increase the broad
size a little bit more. No pin so more in. Serious pet in this shape or
guide with those blocked in. Okay. So let's just fill
up the inward parts. Fill up the inward
parts. All right. We see to make some
modifications in here, no doubt. Let's fill up the
inward part first. I want to be careful
on the center point because it tends to act
a little bit weird. Tend to get some
weird center points. So I'm going to ignore the center point
for now and just paint somewhere close enough
then turn off symmetry and then paint very well
the center part. Okay. F of these
parts. All right. Okay. Here as well. All right. Then I'm going to turn on
ton off symmetry for this. Let's go under strop. Let's turn off reflection. Then we can manually fill
up the center points. All right. Fill the parts up. All right, that is fine.
Now to apply this on here, all we need to do is
to save Let me close. Let me leave this for now. All
we need to do is to close. I just to close. Let me
see. I think I can paint. Let's see. I think you need to kind of give
make him look like he has some kind of
bold outline to him? Yeah, I think this
should be fine. Yeah, I think I need
to paint something. Let's paint something in there. So reduce the bro size because we're painting
on the outline now. We don't mess
things up in there. Okay. Yeah, this should
be fine. All right. Now we can move, set this
back to compete black, and we can paint this in. You can move some of
this if we need to. Okay. Let's create. Yeah,
this is perfect, perfect. I work just fine now. So now to apply this
what we need to do is just to save the paints. So save texture. Let me save that now. We should have a green
directly on that region. Let's turn off YF and shaded. Okay? So we should have
now constraints to grow on that region where I
want it to grow out from. But there's also
modification you need to do. For example, let's don't
know where I shade it again. For example, I would like to
clean still on full block. I would like to
clean the so more. I like to clean this
part of the so more. I don't want it to
bleed into the air. Okay. Yeah, that should be fine. So now that we have
this in here now, there's one more
thing we need to do that, I need to clean. I need to clean
this up some more. Okay. Yeah, this should be fine. Now I'd like to
blow out the edges. I'd like to get the
edges blowed out. Let me come close,
clean this some more. Now let's get the
edges blowed out. Let's get some of these
edges blowed out. I think I'll need to paint
something around there. Yeah, so it should be fine. Okay, now let's blow this out. Let's blow out the edge
we need to go over to set this to blow Okay. Increase all the
way up. All right. The intensity is that
intensity for this. Okay blow intensity is at eight. So I will need to reduce
my brow size down some more. Then let's start in here. Let's just blow this edge. Yeah, I think this is a
good amount for the block. You just blow this edge like so like soap blow the edge. Also want a soft
transition on the edge. So you want to be careful
on the middle part, or the middle part tends
to act a little weird. Let me show you
guys, if I do this, I can see this
weirdness on the edge. So you want to be
careful about that. So let's continue on. This edge. On the center part, I'm going to oh, I didn't even realize I was
reading the center parts. But that's fine, though. Okay? So I'm going to increase the blo
size a little bit more. So on this front part,
I would like to add a bit more block on this front part, the
edge of the front part. So we get some softer
transitions in there. Okay. So I'll need to
turn of this reflection, let's do proper blow in here. Okay? I think I need to go back and
then paint this in again. Let's paint this in
again. All right. Then I'll go back to the blow. Blow this out. Alright,
I'm going to save this. Okay. Now to so that
transition on the edge. Most of that transition
on the edge now. Let me turn off
the hair for now. I'll go to the back
with the blow, increase the intensity of
the blow a little bit more. I'll blow this out some more. Blow the back of
the hair some more. All right, it should be fine. I can also introduce
a little bit of blow on the top
part of the edge, do something a bit random. You can see we have this
weird center points. This middle points
edge a bit weird. I'm not going to do something soft in some
parts at the top. We soften this out some more, create some variation of
softness in between that. You can't really see
much happening indo, but this should be fine. Okay. Let me go back and then
pins the center points. All right. Yeah, I think
this will work just fine. Let's do a sieve again. Turn of this wire remoned. I think this we can work
with clear that out. Let's go back and let's
see what we have. We have soft transition
in the center is cool. Is precisely what we want. Now we need to pins
another extra, let's see. We want to paint something
for pints black, where we have the beads in. So we don't want
airs to be kind of green in this region, ok? So let that what
we want to do now. So to do that, I will just
let's go back to paint mood, open this up, so our
paints in full black. So let's turn off the air, let's turn off the air for now. So I'm going to
painting black in here. So I'm going to using
a bigger Bod size. Let's turn on I want to see symmetric unit because I'm not sure this is completely
symmetrical, so I'm not going to
paint this this amount, I'm using my mouse instead. Increase the brode
size some more. So I'm just going to paint.
This is way too big. Do that. Wedcee the brlous size. Yeah, it is a good
value. Do that. Let me with a bit
more precision in. So I use my mouse w
because the mouse tends to give me clean edge, really really clean edge. Okay? Then you saw the way down. All right. All the way
down here should be fine. We'll do the same around
here also. Move this along. What's it going to
blow out the edge, do? We still want the edge to
blowed out so we can get some softer transitions
around there. Okay. Like so it should be fine. Then let's move up
You should be fine. U as well. Let's make sure we're getting
the angle just right. Let me do this from
the top instead. Alright, around the egg. Continue moving this along. Almost the egg. Yeah,
this should be fine. So let's save this out. Oh, we need y also need to do also. Okay. That should be fine. Let's do for the
opposite side also. Yeah, that's fine.
Let's save this. Let's see what we
get. All right. So you shouldn't see so much generating along those parts. So it wasn't the solid brush. You should not generating
so much on those parts. So now let's I need to kind
of start blowing the edge. So I'm going to use a soft blow or a smaller brow size
to blow this out. Let's use a smaller brush size. Okay. Yeah, I can use my
pen now to do this, increase the blood
sat a bit more. Because I don't want the
edge to be too hard. I don't want to add
edges across that, so let's soften it out. Get some softness in there. Okay? Like, so, let's
go around there as well. No, undo that. No, that you should
keep in mind that you should be very careful
with the undo button because sometimes
it tends to just make Ma crash Okay. As well, it should be fine. Get in the blood out. Now the reason why we have
so more definition on this pins painting in
here is because we kind of UV and wrap this
and then kind of make the UV fill up a lot more of the space in
our zero to one space. So we have more
textile density in here for us kind of get
more definition out of our paint brush out
of a pints to win by creating a density max Okay. Move this along. Okay. Okay, that should be fine. Let's move upward. All right. That should be fine. Get soft transitions
on these parts. Because the idea
is that I want to assume while they are kind
of growing this off road, they are kind of shaving saving me probably in their
tradition in their culture, they're kind of shaving
off where their should grow on creating an empty gap for the bid to actually be in. Okay, move to the opposite
side. Get the edge. All right, blow out the edge. Be quite close to
the edge some more. Okay. It should work. I don't need to do we can
actually do a parting for this, but the parting will
look a bit old. I don't do any parting for it by using or painting
the mask that kind of pat them separately on their
own. Kind of pat the air. Why? Because I
think in this case, we need to have a
green nut in there, but want a softer
transition on the edge. O softer transition on
the edge like this. I think, okay we're
not done almost. I mean, these bits so we should have good
transition in here. If we need to make any
correction in here, we can. We can clean, we can repaint. However we want, we can make modifications to it.
So let's save this. Okay? No, they are actually obviously has generating in between, but now we have some
kind of gap in between. Not not but we have some
gap in between now. So we just save now,
save this again. Then I like to come in
here to assign texture. Let's say this to fork a
resolution, assign texture. Close this, then save texture. Alright. We're good. Okay. So now let's go save
texture here also. All right, clear that out, clear the max, or
clear the rather. Save this generally,
save alpha generally. Okay, so in the next lesson,
we're going to start adding modifiers to this and then see how we can make out of this. I'll see you guys in the
next lesson. Bye for now.
42. 145 01 Afro Clump Coil Modifiers In Maya: Welcome but guys.
We're still on this. We're supposed to
add modifiers to it now since previously assumed
painted a density marks. Let's go on that modifier. But before we do that, let's
add our guides for now. Okay guys, I'm going to set this
modifier Civ count to 100. Because we're going to
be using COIs in here. Cos is quite a lot of
civ counts in there. H should be fine for now. I'm going to set this
to 80 Let's set to A, generate more s out of this. Okay? That is fine. Then let's go to modifiers. So usually, I have
a preset actually. But I'm not going
to be using preset. I'm going to kind
of show you guys how to kind of build it up and how to kind of save that as a preset for you guys
to actually use. But I'm still going to giving
guys a preset also, too. If I come into this folder
icon and I do load user, I have quite a number
of presets in here. So I idea have a preset in
year for long afro hair. But I'm going to build
this from scratch. You can just show
you guys what to expect even though you
have some preset in there, there see some modifications you might still need to do for each individual modifier. You
also get it to look right. Okay. So let's go in. The
final result of M actually looks
something somewhat like this, quite noice to do, but if you go in and then begin to break that down one by one, we can just reuse
what is in here and then she gets good
similar results. Let's get a start by
adding the clump. Let's add the clump, click Okay. Now we won't work until we set up the clumping mouse for it. The clumping mark, we're
supposed is for it to be the set set set no so in. I'm going to explain
that in a bit. Let's go to set up and then
let's set the mark to 0.9. Setting the mark zero point
create a little bit of randomization where
colon pin should be. So let's say it to 0.9. Okay. Now, the density actually actually controls how many clumping
you want in here. So we should do
generate in here now. So you can see how the clumping
is going to be generated. You can see a lot
of clumping guides in there, but I don't
want too much, though. So that's where I need
to kind of reduce this. So I'm going to reduce
the value to something smaller because the
general idea is to get something that looks that looks quite close to what
we have in here, okay? So with that in mind, I'm
going to take this down. Let's do a value of 0.5 instead. Then click on generates. So we have this in here now. You can't really see what's
happening here once we apply this, click
Congenerate again. Let me keep this here.
Then click Save. So you should multiply
your updates. All right. So now, this has been
updated successfully. This is what we're actually
working with in here. This is a working here. So we still need to make some modifications to
it by deleting a few of these strands in here just to have that gap in between. But for the most part, you can actually see through and then see these bids in there. Because obviously, the bed is going to completely
be hidden in there, but you go to the you should
kind of see through them, something like so yeah, so now that we have this, this is a good
base to start with actually, it's a good base. It's a good base to start with. Obviously, we need to make
some modifications to this, but I think, what we're
having actually looking good. What we have in here
is looking good. I don't think I might want to
make modifications to this. Though, we have modifications or kind of setup
breakup in there, but for now, I'm
going to leave it as it is because I
still want to work with default as
close as possible. I don't want to make too
much corrections in there. Okay? So we have something like that papers at the
edge at the top, or more. That's fine. Let's move on to
the next clumping in here. Though you can make modifications
to it as you please, but the default is
looking quite good for what I need it for
looking quite good. And let's go over to
add clumping in here. Okay. Well, let me sure. Let us the preset. I just go to Local user and then click on
anyone you want. So now we have
clumping so in here. But let's build
that from scratch. So let's go in and
then add clump again. Click Okay. Okay?
Nice part lump two. Set that up also. No some set up in there. So the maxim we need in
there is just to break up the inward parts,
the inner parts. So set. So let's do we
already set to one. But I'd also like to
break this up also. So let's just do 0.8. Generates. So this ni is at one. Let me move this aside. So the density is at one. I don't want to break
this, so I don't want to break it up to more so let's just go a
little bit lower. So 0.6. Let's see what we
have in here generates. Just any breakup in there should be fine. Then click Save. So it's not to do that now. We should have something
in here also to work with. I'm not sure if this
is working, though. I'm not sure this is working. Put this aside setup, generates, generate generates again,
put this to the side, run through, save this. Nothing seems to be
working in here, though. This doesn't seem to be working. Not entirely sure why though. Nothing updating
your Zero Pixl map since all points
are disqualified. What is that even
supposed to mean? Nothing since to be
working here anymore. Eggen can be quite sometimes can be quite
difficult to work with. I'm not totally sure why
this is not working. Let's say we increase
it to a value of three, generates, save. Still not working. One in Zoom, pixel since dot
points are disqualified. No entirely sure
what this is low. Go in let's say this to guide. Let's see if this is going
to generate based on guides. Or we need to close this
entirely and open the software, open the open this file leg in and see if that
actually works. Still not working, though.
Egging can be quite bug. Let me delete this actually. Let me delete this.
Nothing seems to be Nothing seems to be
working in here anymore. Nothing seems to be working. I can't even you guys. I'm going to close this up
and then open it up again. Let's close this and
open it up again. Hopefully, it works when
we open this up again. Okay, cumber guys, so I've
kind of restarted the file, so I need to go back
to five set projects. Then I'll need to piece
that five parts in there should be outside
here. Okay? This is it. Come here, copy
these five parts. Pase the five parts in
there as important, we cannot redirect my abide back to the food that
we set up for it. So the concert. We have ears all over the
place now which we don't want. So set that up. Let's release again.
Okay. Awesome. So now we have this kind of respecting
we have already set to pack in there so let's go to
modifiers and then delete this delete the original
lump we had before. Okay? The original clump
is working. Okay, good. Then let's go and
add another clump it's supposed to at other clump. The second clump, we had
issues. Okay, let's go. So I'll leave this at one. I'll save this to zero points. Let's leave the stat one, let's see what that gives us. Let's generate. Okay.
Let's save generate again, then do save Finally, so it's working now.
This is working now. So I don't really like. This is just way too much. We have way too much
breakup in there. So if we compare this
to our main reference, I don't think we have
that much breakup in. Let's compare this in there so it's not too
much breakup in there. It's kind of maintaining
the shape in any way. So I don't think I don't
think I would need this. Or we can just reduce how
intense this is entirely. So under the mark, you
can just take this down. Can take this down. Lumping I believe so
not just the mark. Let's type in the value
in the first lesson. Let's do 0.4. Let's see what that gives us. Okay? So we don't have the intensity of that way
too much in there anymore. So if you turn that up, we
shall see slide variation in, get close you just
see slide variation. We don't want it
to be too intense. I think a value like
this should be just fine. I should work just fine. You can even randomize
this if we need to. So we can randomize this
mark if you need to think, so we can randomize this. You can just use this
randomized value in there. Let me
just type it out. Run open bracket and
type in a value for the start point and typing in that value for the endpoint. It's more like an
intensive slider kind of. Due to randomizing between that value so let's
type that in. So let's do run open brackets. Let's start from a
value of 0.0 0.1, comma, the value of zero points nine,
then closed brackets. Then we So should have a
randomized value for this now? This kind of randomized
clumping breakup in there. So pretty much like so. But another issue
I'm having is that the tip is just too sharp. We have very sharp tip.
So let me talk one now. Let's just work on
this clumping two. Clumping two is actually fine. Yeah, this clamping two is
actually fine the way it is. Do you want me to modify? So if we remove everything
in the lumping, I'd like to spread out
the tip some more. So the tip is kind
of way too sharp. So it needs to be
a bit spread out. So we have roots,
and we have the tip. So I'm going to
lift the tip some more let's see if I Oh, wrong one, wrong one. This is the wrong one
on the wrong one, need to undo and begin. Okay, supposed to be on
clamping one instead. Supposed to be on clumping one. Close that should have something
affecting in here now, then we can man need this to be want it to completely
tighten the edge. It is down some
more. You just need
43. 145 02 Afro Clump Coil Modifiers In Maya: A really good value for this. Okay. A bit more should be fine. Let's get this down some
more. Let's see what we have. Let's compare this to
our referencing here. Okay. I think we might
need to tighten, no. Seems close enough. His
looks close enough. I think I need to
randomize this. Let's see if we can grab let's grab the
randomizer in here, we can randomize the
clumping for this. So I'm going to copy. Let's
copy this for now, copy this. Pase this in here. Let's use the value
of zero point. That's the value of 0.5 to one. If that actually does
anything for us. Okay. I think I need to go a
value quite similar. Let's do a value of eight. Okay. Then I'm going to push
this step down s. Okay. Let's see what that gives us. I think I need to come in
here also and then this down, add a little flatness in there. Si in there should be fine. Let's see what we
get. I think this we can leave it to have some randomized value
going in around there. Let me try a value of 0.1,
let's see what gives us. Now, not looking good. So let's put nine. At this point, this is just
where you need to just start making modifications to it just to figure out
what you want for it. Let's go on 0.1. Okay, now we have a bit
more randomized tip to it. So are closer, some a bit spread out. Yeah, this is looking good. This will work just
fine. Now I cop in one. I need to probably clump in
two rather for the clumping. So I'd like to make
some modifications to this If I if most. Do I will need to I'm
just going to check if I need to add any adjustment to this checking
just to be sure. Okay, for now leave this
at this like this for now. I need to come
back to it, I can. So for now let me
leave this like so. Let's add some more layers
of modifiers to this, and then we can work our way in between them to figure
out which one works best. So the next one I'm going to
add would be, let's go in. I still feel like I still feel let me go
back in there or is it. I like the clumping, so maybe I have
too much clump in there much clumping in there because I want
it to be quite tight. Let's go back to the
clumping two, setup map. Let's do a value of 0.6
instead, generates, si. But also this doesn't mess
these things up again in here. Even freezing to work now, we have the same
issue like before. We have the same issue before. So I've gone to Donan
Do. Okay, fix that. It doesn't want me to
use a low value for it, but that's why I don't want
to use a low value for it. Anyways, let's go in and add the next modifier to this
and then work our way up. Probably it kind of set like a boundary or maybe like
a bug or something, not entirely sure, but in
the previous versions, we can at set a lower value just because you come down here, you see I'm using
a lower value in. I'm using a value of 0.6 instead, and it's
working just fine. Previous one was 0.2,
and looking just fine. So probably this upper
version, maybe just a bug. Like I said before
Ag is quite buggy. So moving on, let's
add a face called inner Let's add our
first call in here. Let's see how this
works. Generally. So let's go in and add modifier, coy modifier, click off. So I'm not sticking it using
the values I have in here. Okay? So right off the bat,
this is what we have, but we need to make
modifications to this. So I think clo Qo one is what
I need to start with first. Et's go to oi one. We need to have a large number
of coins in there. So let's go to coin one. And I kind of randomize the
count the count, actually, the count is just if I
increase the count now, let's say, we use
the count of five. It's going to more coins for us. Yes. So something
pretty much like this. So we have more coils
like this number. I don't want this value. This value is just
way too intense, so this is not the
value I'm going for. I need to make modifications
to it to graph also. So let's random let's
randomize the value in there. So in this instance, I'm
using a value of one, two, three, because I want to randomize this let's space
this value in there. So let's modify that. So it's a value of one intensity or count
of one, two, three. So if you get something
randomized in there typing in, let's see the updates
we have for this. Okay? Now interesting,
I'm begin to get something similar to
an Afro in there, not too weird or too squally
like it was initially so. And then weaving this also kind of randomize across the entire. Which is also cool
precisely what we want, but we need to make some
modifications to it. Like for example, we don't
want it to be at the top. We also need randomized
radios for it. You read controls how spread
out each coil should be. I don't want core
to the spread out. I want to make some we like to make some
modifications to it. Now, let's get this root down some want you to affect the
root a little bit more. Let's get this down.
Want this count to be affecting
the root as well. I'd like to know if it's
uploading it way too much. I think I went a little
overboard in there. So let's just selected
some more some more fine. Because I don't want the root
to be too affected in this. Now let's go down to the radios. So the radius is quite too broad for now.
Let's randomize that. So let's pause the previous
value we have in there. So copy and paste that in. Let's see we get.
Then we need to start making modifications
to it as well. Okay. Okay. I getting something
in here, which is cool. Definitely getting
something in here. I won't completely
losing the bid. Deftly buried in there. We can see through this though. We can still obviously
see through this. We can see the parts in
we have around there. You can see this part
and also in there, it's not completely not
too obvious in there, so we might still
need to go in and then probably add some
more black paint in. Let's kind of go in first,
and let's see, okay. We need to go in there and
then create some more. Do a bit more specific
working there. But for now, I
think we're getting something good
enough to work with. Good enough to work with. Now I need to make
modifications to this. So I would like to
go in there and turn off updates preview
automatically. Tough of the bat
already looking good, this we can
definitely work with. But we need to make some
modifications to this. So let's just modify our
graph some more Okay. All right, so let's
update what we get. Okay. No, I think I kind of like I kind of like the
way it was initially. So we need to make some
more modifications to this. Start by lifting
this up. Wrong it. Also the tip to getting
more of the coil. Tip should also be
getting some coils to it. So let's move this tip up. So more Like I said before, even if you have to
use the same setting before it needs to make some modifications to make it good enough to work with, at least good enough based on the reference
you're working with. And I feel we still need
more coil in you still need more still need
more coil in here, but I think this
value should be fine. This value looks fine for this. But I think let's go
to primitive first. Let's increase
this. Let's do 150. Initially, I used 150. So let's do 150 in there. Okay, now let's go
back to modifiers. Let's see the second core we added in there not
much difference in. I would like to crank up the
value a little bit more. There's the value
of one to five. So the value of one to five, let's go. This is what we have. Now we have more interesting
coins to it, which is cool. I'd like to crank this
up a little bit more. Let's do eight, or
let's do nine instead. Let's see what that gives
us. Let me zoom out. Yes. Since this is
more like it now, we have a lot of coins in there. This is what I'm going to
work with. So this is fine. So next lesson I'm going
to work on the modifier, so I'll see you guys
the buy for now.
44. 146 Afro Noise Cut Modifiers In Maya: Okay, Coconmba guys. So we're still on afro here. So we still have
some corrections and modifications to this to
make it a lot more better. So let's jump right since.
Let's go back to modifier. So next now, I'd like to I
don't think I'm need to add another extra coil
in here, though. I'm not sure I want to add
another extra coil in here. IT cost we have in
here looks good. Just for the sake of
experiment let's just add the coil and then just
use the same setup in here. So I'm going to add a
new coil, so coil, okay? So now if we should update
update for this less we get. I'm moving all frenzy in here, we have some frenzy
looking shape in here, but I don't want this to
affect the entire outing, I would like to randomize
the look for this. To do that, I would like
to let's just type, let's just use the radio senior. Let's piece the radio Senior. I'm sure you guys
already understand how to use radio we get. Okay. So this is what we have. It's a bit randomized though. But the spread is way too much. We have to more spread in here. I'm going to take
down the values. Let's do a value of 0.9 instead, 0.9 for the radius. Okay? So that's going to shrink
it a little bit more. I'll shrink it a little bit more so it doesn't look
too spread out. Now, let's use this
three set up in here because I don't want
to affect the entire out, so let's use the I want a few percentage
of this to be affected. Or we can just adjust the max in in here P
randomizer in here as well, and the randomize
is 0-0 0.5 instead. Let's randomize this from zero. Let me make sure I'm
typing zero in there. So zero comma zero
point let's do 0.6. Let's do 0.8 instead. I enter on that.
Randomizing this 0-0 0.8. Let's see what that gives us. Okay. So would have a few of this actually been
affected in here, not just the entire outing, so just be ferens is not
noticeable though except you go into the zero
and then change that zero starting zero
to zero point. Let's say we use 0.5 instead. Then run this again. Let's get Okay. So I think this is fine. Let's do a quick sieve.
Yeah, we can work with this. The next thing we need
to apply in here would be adding a noise. I believe, let's add
a noise in here. Let's bring in a noise. So modifier. Let's do noise,
modifier, click, okay. Then runs let's see what
the default noise gives us. So we might begin to get Okay. It's not in too
much mess to this but we like to randomize
the look for it. I'd like to randomize the look for this so it doesn't
feel too noisy. So we can kind of
take this down. So there are some values we can also use in here if we need to. Okay? So let's do a
randomizer for the max. Let's put this
randomizer in there, so zero points 0-1, zero to one should be fine. Okay. Now, the frequency
also on the magnitude, I would like to randomize
that also as well. So let's as the randomizer
in there. Okay. And true, let's see what we get. Let's see if we see any
major difference in, we should be able to see
some differences in there. Maybe not too
obvious difference, but at least some difference
in there definitely. All right. Get enclosed, let's zoom out, let's car this from a distance. Okay. For the magnitude, let's add some
randomizer also in here. So I paste that
randomizer and let's do from a value of the
magnitude kind of make it a bit more
obvious to see a value of zero to five. So a value of zero to five, majorly on intensity from
within zero to five. So let's see what this gives If you get some of
these bits blown out now, you get some about look to it. Okay. It's not too obvious,
but still in there. Not too obvious, but
still very much in there. Okay? Zoom this out. Let's see. I'm just checking this around just to see
what we have in there. I think this should
working just fine. But what I like
to do is to go to the coil two and turn that off. Again, let's see if there's
any majors in there. Most most especially
on the tip Okay. So that's going to bring it out. A little bit more. So
let's go back in there. Let's see what we can adjust in. So the main issues like
the radios for it. So let's see if we
have we call it cool. Okay. So I would like
to take this down. I don't want this to
be affecting radio to be affecting
the zip too much. So I'm going to slightly
take that down, take down the zip down. Okay. Then again, let's see
what this gives us. So you should not be affecting too much on the tip anymore. This is fine. This is fine. So another item we need to
add will be the Cat modifier. So let's go in and add
a cat modifiers okay. So the value is in there, we need to adjust
the value in there. We need to kind of
increase a little bit more. Increase a
little bit more. But if you run this
now, you should kind of create a more
distinctive look to it by rating
some variations in between the height of
each particular strand. Now, we don't really see much
happening in here though. We need to add
something at the edge, something at the end of
this code and use the lens. You should have a bit more
intense results adding this steric dollar sine C lens. Steric let's copy this. It's steric dollar sine C lens. Copy that p at the end. Be apply this indian now giving us something that
is a bit more intense. If you add this in here now, she gets a bit
tense value to it. Should be able to see the
obvious cena by adding this. You see, you can see the obvious
difference in your null. So I'm going to crack
the intensity null. Let's do a value of zero. It can be 0.0 come 0.0 or you
can just use zero instead. So let's keep things
a bit simplistic. Let's just use zero
instead instead of 0.0. So I'm going round open
bracket 00 comma 0.8, then put eight at the end. Let's put eight.
There is going to be more of an
exaggerated look to it. I zoom out, then click eight. If you up this this now should get more of an
exaggerated look to it. Okay? And I think I believe
this is a better way to go. So we have more
variation on the tip. So the tip now
looks a bit scanty. Let's compare this to
our main reference. Let's see if you're on
the right track or not. Compare Let's even use the
CC good example in here. So you can see on
your tip tip is a bit scanty but I think
mine is way too scanty. So might need to
adjust that coat some more, but
let's come in here. It's not so let's
look for a dark, she dark part, it's
actually in there, but I think I went
overboard on the coat, so let's take that down. Let's use the value of I think
five should be a good one. Let's do five instead. Let's do five instead for it. Okay. Then let's. Let's
see what that gives us. Okay, so we have a bit
more depth in here now. Well, maybe let's see. I think. Let's go and
make it seven instead. Let's do seven instead. Trying to find a really
good balance for this. And I'm going to turn,
let me save this first. I'm also going to turn on
the ambient seclusion. So the im solution should add
depth shadowing in between. So let's turn on this
embient seclusion. Okay. That's the wrong
one. I think this should be ETs. This is ETA. So now we see some
more depth in here, Isis some more shadow depth
in here that gives us a clear idea of what we are doing if you are used
correctly or not. Then this. And let's see if you have the right
tip cut in there. Okay, this is perfect. I should work just fine.
I should work just fine. So one last thing I'd
like to do is to kind of go in and then where
our beads are. I would like to do some
modifications to it a little bit more black in but I
think for the most part, for the most part, let's compare this to our main reference. Let's compare this to
our main reference. Let's see if we're
on the right track or we are far from miss. Okay. Is exactly high. I think this is a good
one.This is a good one because what we have here is
not completely distinctive. I think the concept just did
something random in there. It basically just did
something random in there, and I don't want to do
something random in. I want to do something that has a more realistic approach to it. And this has a more realistic approach to it except
for the fact that it's going to create
some more dark shading between the max and. Let's do that now. So I
think this is fine for now. So I'll go back to primitive. Let's hide here for now. Should be able to move
faster in here now. Okay. Move this out. Let's turn
over this shadowing, save this again, and
then we'll go into the mark again and then
add more dark shade to it. So let's go back to our maxing. Let's go back to
density marks for this. Then I'll be painting. I'll be painting full black. Let's say this to solid brush. So I'm painting
full black in here. Make sure reflhon is done off. Okay? Let me reduce the bros
size a little bit more. This looks a bit
too extreme though. Let's save this let's sieve. This will work
just fine, or not. There's the quick sieve. And again, let's
see what we get. If it's not looking good,
then we can just undo. Okay. Yeah, this one is a bit
too extrat too extreme. Definitely too extreme. Let me hide this again. Undo that. Let's see if we can undo that a few times
and get that back. Okay. Then I'm going to
reduce the bros size some more Okay, I think
this should work. They should work now. This is a better This
will work better now. So I'm just painting
across the edge. I don't so much where the
beads are supposed to be. So we just do some more cleanup, and then we should be good. Okay. So this time around I'm
need something a bit sharp. Need something a
bit sharp in there. Alright. On this part, I think we need to do
something sharp also in Okay. You should be fine.
Let's move this along. Okay. Play this out. All right. Move this along. Do some more clean up in
there. Move this along. Okay, here as well. Move this along. Okay.
That should be fine. Do a little bit more
around here as well. Do some sharp clean up. Then we go up here.
Do some cleanup. Let's just one a
better angle instead. Okay. Rotates. Do some crinpsiaswll. Gets close. Alright. Do
some cleanup here as well. Create some more gap in between. Look at this from
a better angle, create some more cleanup
also around here. Move this along. Some more cleanup here as well. So it used to be a bit
movio on your fronts parts. So that's why I'm kind of making this a bit cleaner around here. Okay. Alright, so
let's save this now. Save. Save the texture as well. Let's zoom out. Let's Let's see what we get. Bring in so we can see
what we have in there. Okay. I'll close this for now. Let's go back in here. Yeah, I think this is way
better. This is way better. So if you get something cleaner in here now, it work just fine. You have something a bit
more cleaner in there now. Same more so on the side. Okay. Oh, I'm not sure I'm not sure
I painted here properly. So let's go back in
there. Hide here. Let's go back in there. I'm not sure I did
painted here properly. Okay, yeah, I did not.
So you need to do some more cleanup,
also, as well. Okay. Cleanup here as well. All right. Save this, sieve. Go down sieve texture. Close this let's make it I think we should have something better should have something we better
now to work with. All right. Yeah, this
is fine. This is fine. Okay. So now let's add the cow. Let's hide this scalp. Let the scalp hide this for now. Let's bring the other model. Let's review this. And
let's compare, let's see. Let's see if the
air is long enough, or we need to
increase the length. Okay. I think this will
actually work for B. Check this out again. I believe I believe this we
can definitely work with. Or we can even adjust the
length if we need to, so we can come to the lens
in yellow the value of 0.5. 0.5 this true. Let's say once we give
him a heirs in there, so we can take down the lens. I think this is roughly
where it needs to be. Okay. This looks good actually, but let me just increase
a little bit small, Let's the value of six instead. Let's do 0.6 round
this tree again. Let's see. Alright, I think this is the
perfect balance for it. Seems like the perfect
balance for it. Okay. Okay, so I see regions where
we need to actually fix. I see regions where we
need to fix, for example, you guys in here, we need to pull those guys out
a little bit more. There's a lot of
corrections we need to do. Since we are in here
now, so let's do that. Let's do that now we're in here. So let's go and make
this scalp visible. So I'll go to Egg gen scalp, get afro, make it visible. Okay. Let's D for now. Let's bring out our guides. Let's make our guides visible. Is a generated dented
out from this. So let's select this. Make sure not letting
anything else. Okay. Go to Egan, move this out of the way. Okay. So now let's cope
this. Let's cope this guide. So I'm going to increase
the broad size some more, and I'm just going
to pull it out. I don't want it interfering
with the hairs in there, so I'll pull it out,
put out some more. Okay. So I also need extra
guides in there to redirect it to direct it out. So let me use this
one guide in here. Okay. I'll rotate
this out this way. Select this guy. No,
select this guy. Come on, select this guide. Make sure I'm not selecting
anything else we select this. Okay, out this out. All right. Yeah,
this should be fine. It's no less what we get. If it's not giving
us a good result, I completely clean it off. And complete raise that
part out some more. Okay. It seems like we still need to make some modifications in. But I think this should
actually should be fine. I shouldn't be too
much of an issue because s are supposed to be in the kind of intercepting with this not complete
intercepting mai though, but at least creating a
shadow depth for that part actually so I think this
should work just fine. Let me hide the s for now. I will select this and do that. Come and pull it out some
more, pull it out some more. Okay? On this side, I can
select these two. Select the to delete delete
them. I'll select these two. I'm not selecting anything else. We'll mirror it to the opposite
side. Let's mirror it. Okay. So we have it in
here now, that is fine. Also that I like to do
to select the two on both side and shrink
the size actually. So I'm going to shrink the size. Undo that, select
this at the back. I'll shrink the size by lots. I don't need to be too high. Let's bring back the hell weg. Okay? I think we
can work with this. This we can work
with hire the guys. Okay. So I would like to
go back to the modifiers. The guys, I would
like to update them. Since I cannot make
corrections to the links, let's update the guides. Let's update our modifiers
rather, turn this updates. Let's see what it gets.
Okay? This is what we have. Let me turn of the I pair, see if I need to keep
the Co two or not. M is like a back and forth
process just trying to find the trying to find the
right balance for it. Okay. I think the main issue is the radios for the Co two. Because I lost my a
little modification on the 02, the radius for it. So just instead of
nine, I set it to four. So I think this will
work just fine, so I'll see you guys
in next lesson work on the eyebrow, bye for now.
45. 147 Eyebrow Xgen In Maya: Welcome ba, guys. So in
the previous lesson, we finalized on the afro hair. So in this lesson, we would like to move on to
creating the eyebrow, then continue that on by creating the
eyelashes also, too. So let's get down to it. So I have my reference sing here and let's put
this to the side. So I'm going to be
using the scalp. Let's use the calp
scalp for the eyebrow. So let's turn off, we can leave that on naturally. You can leave that on. Let's
just turn on the eye scalp. Okay. Give me a good idea of
where I need to place this. I think I can hide this. Let me just leave it for better better visual of the proportion. Now I need to get the sizing
of the eyebrow in there. Let's select the eye scalp, then come over to Xgen
I'll go to description, click on Create Description. I want to name this to I eyebrow, schair
underscore description. All right. That should be fine. Then I'm going to create a
new collection for this. So everything that's
do with the eye lashes and the eyebrow
should be in here. So let me name this to eye. Yes, I under scoe
scalp, collection. Okay. Then we have these splines. Then we have random
n cross surface. The lets use place
n shipping guides. Okay, this should
be fine. I should be fine. This work just fine. I car collection, description, okay, random lacrosse surface,
Prisna shipping guys. Awesome. So let's
Lc create Okay. So this should work just fine. So we have this in here now. So what we need to
do next to start by creating some I don't have
any place that are in here, but I know at least based
on the reference in here, I know how we're going
to get the eyebrows in. Okay. So let's do that. I'm just going to
move to the side. Opie should be fine.
O should be fine. Let's go and turn on Egg gen. I'm going to middle mouse glue rag all the way to the end. Okay, close that because we're not going to business this part. We need to work on a
few of what is in here. Right, let's create
some guides for this. So let's go in, coming close, looking to wipe ball this and then get this to work. Okay? So I know the lowest points, I'm going to pick
the lowest moot and the highest
points to begin with. So let's start with
the lowest point, the lowest point to
be somewhere roughly around let's do down here, okay? Okay. Then the highest point should be somewhere
around up here. All right. Yeah, it should be fine. Yeah.
This will work just fine. Now, let's continue this on. So I'm going to move this way. So I'm kind of creating
large gaps in between. Draw another one
around here as well. Do that. That's way to Hi, do that again. Let's do one around
here, one around here. Then let's pick the endpoints. Let's do under one here first. Then the end point
endpoint should be somewhere roughly
around here. This should be fine
to begin with. You still have control to
make modifications to this. So let's block out the
top parts as well. So I'm not going to pick here. Let's say peak around,
let's pick this peak. Then it goes down. Then
from that peak falls down around here, okay? Yeah, this should be fine.
Let's do one more round here as well. Yeah, this
should be fine. So now we need to
start shaping this. So let's go over
to our scope two. Select this to begin with. So I need to push this down. So let's go to our scopes. Let's tilt this down this way. Should be flowing
down this direction. It also needs to be quite
closer to the skin. Yeah, it needs to be
quite close to the skin. You're like, so it
should be fine. Okay, that should be fine. Move to the next
one. Scope this up. This one should be
moving upwards. Like so. Yeah, that
should be fine. Move to the next one.
Bend this this way. Okay. This way, this
should be fine. Let's make sure it's
closer to the skin. All right, that's fine. Move up. Bend this way. Make sure it's moving
closer to the skin. Okay. Push the flow downwards? It's a flow downwards instead. Like so select this. Let's cope this down,
move this down. So there's a particular
directionality to it. I'm trying to flow down flow
of directionality for this. Okay? Look at this
from the side, let's see how it
gets. All right. Move to the next. Move
the flow this way. Okay. Move this down,
down some more. All right. I think I need
to move this down as well. Okay. I should be quite close to the skin. Oh, I see a few down. I need to also pull
pull down, select this. That's why I need to
kind of check this on various angles just to make sure you're doing
this correctly. Move this down towards the skin. Okay? Select move this down. Okay. Here, this should
work. Move to the next. This is going to move down, kind of pinch these
down in this direction, set this up, wie
nicely, pull this down. In a swell down your swell. Next, pinch these
towards a common points. So I'm pulling these towards the same points, has this down. And Okay. I think most of these guys are managing to shrink
down a little. But for now, let's just
get the general shape in there first. Select
this as well. Move this down, move this down, bring it closer to the skin, move the tip out some more. I'm not even sure if I
will need this anymore. I'm not sure if I
need this anymore. I'm going to let's just leave it there just for it in control
and tightly hold the edge. So you should also pull
the edge. Move this down. Okay? It should be fine. So I'm going to select. Let me select this for now. Shing them down. Okay.
Yeah, this should be fine. Select this at the end, Shing down as well, shinging down even more
because this one should be quite smaller in length. Shouldn't be as long.
Yeah, that's fine. Then let's create
additions in between, additional guides in between. For example, this on the middle around
here should be fine. Okay. I think this
should be fine. Let's do one here, here, or here, well, here,
well, here, also. Okay. Then we'll make
modifications to a few. Like this, for example,
I need to pull up. Put this up some
more. Select this. Put this up some more. Okay. Select this. Put this up some more. Select this as well,
lift up some more. Select. We can no not rotate. Let's move this in. Okay. Yeah, I think this should
be fine. Let's generates. Let generates for this, increase this let's adjust
the values in here. So the weight 0.01. So I'm not basically trying
to luce the flow for this. If I have the flow right, then I can just paint in and
then it should be good. So for the most part, I think
I have the flow, right. So we have the right
flow for this. Let's go in and
adjust the taper. I think this should be 71. Then the taper start
should be 0.76. Okay. I should be fine. I'll do a quick save All right, I think we can work with this. Now we're going into preview
output, turn that off. Then let's flip this to flip
this to the opposite side. So select all of these guides, and let's flip it to
the opposite side. So let's do Mirror Okay, then we can generate as again. So I notice now that it's not
updating immediately, why? Because, start this off already. Let me turn this off because
I want this to update. Okay, let's leave it
automatically updates instead because we're not
having too many as in here, so it should work a bit faster should work a
bit faster in here. So I think should move
a bit faster in here. But let me just kind of get
the C five, the flow right. Increases a little bit more. Just need to make sure I
have the right flow to this, which I do, which is fine. Now, let's paint
density marks for this. Grits Let's fill
this with black. S let's do 50. Then for the map name,
let's name this. Let's use eyebrow,
eyebrow, underscore. Then underscore Max,
should be fine. This will work just fine.
Then we can create right. So now we already have a guide. So our guide is like this. Yes, our guide is
the guide points we have in here or the
guides we have in here, so I'm going to using that kind of paint over
where we need this to be. So Turn that off.
It's supposed to be. Okay, okay if you save this now, you don't have any
hair generating here because you kind of
save this black now, so you would have any
hair generating here. So even if you try to update, nothing is going to work because we have saved this full black. Now let's go in and
paint what we need. Let's just a solid brush. Painting on full whites. Okay. Then let's paint with
symmetry on reflection. All right. Reflection is fine, so it should be
painting on both side. Move this to the
side, get close, reduce our brose size quite well because we want to kind of capture the outlines the outline
we want to paint in now. So let's go I think
I need to reduce the bros size even more,
reduce that some more. Okay? So we're just going to
follow these guides. All we should be fine. Then we can go up also. Bend this down. All right. Bends over, paint in kind of
fill up the center points. Okay. All right. That is fine. I feel like I should,
I think you should be fine. You should be fine. So now let's blow the edge. So let's go to a blow. Okay. I think I might need to increase before we increase
the blow size, let's just blow no, undo that. Undo that. Okay. So I want to reduce
the blow size a bit more, and then I'll just blow
the edge this way. Okay? Going to do a
small blow on the edge. All right? Something like so. Continue this on. Alright,
this way as well. I think I might need to
increase the blow size. I'm going to increase the
blow size for this blow. I might let's just see
what we get with this. Let's see what we
get with this paz. So I'm going to save. Okay? See, we have a
generating this way, well a who number of
as in here though, but I think for now, we're getting something
good enough to work with. Okay, let me increase
the density of this some more Let's see if we
can make this work. Increase this to 20. Let's see. I can see on the top
part, the top part is quite blowed out some more so let's increase the
bro size for this blow. Increase the brow size. Then blow the top some more. Okay. Around there. I'll blow this out
some more as well. Okay, let's save this. Yeah, this should be fine. This will work just
fine. You really need to do just to
increase the density of it because we need at least
a lot more hair in there. So assign texture,
let's do four k, assign texture,
close save texture. Can close this now.
Alright. Then let's go out. Let me save this again.
Then we'll go out. All right. Let's add our guides. Let's see what we have in here. Awesome. See if we have
something good enough in here, this would actually
work just fine. Yeah, this will work just fine. Yeah, we did a pretty
good job in there, so this should be just fine. We don't something so there's
too much guides in there. Even as like you said, we
can even leave it as it is without even adding
modifiers to this, but we need to add modifiers. So let's just go
in and add a few. Let's go modifiers, add. Let's start with clumping. We will start with
clumping first, setup, generate, let's see
how many clumping we have. We need to crank
this up some more. Let's Let's do four
to begin with. We need a bit more.
Let's do ten. So add winder I need a bit more because I'm
looking at where these lumb guides
are actually in. So you might need
a little bit more. Let's do 15 instead. Generate Okay, then save. Let's see what that
gives us, okay? You can see the
difference in here now. Yeah, this should work
just fine for now. Now we need to break this up. So to break this
up, we need to add another lump also in this.
Let's add another lump. Okay? Setup. This one,
I'm going to double it. Let's do 25 generates. Save. Let's see
what 25 gives us. Okay. We have something in here, but it's a little
bit too intense, so let me start
with the lower one. So I'm going to take down the maybe won randomize this
actually can randomize this. Let's randomize this, so let's use our Okay, we can do
this in here already. So let's just run open brackets. Let's do it from a
value of zero, comma, then zero point let's do 0.5, then close bracket
and enter on this. So you can see some of
the some of them clumping and a few of them not
clumping. So this is fine. Something this will
work just fine. Then I'll copy
this also as well. Go to the clumping one. I'll paste that in the clumping
one Clompin two rather. So wet this off our non. So you can see slight
difference in there. Okay, I think for this one, we need to reduce
the randomizer. Let's say this to 0.3 instead. Okay. Yeah, this
will work just fine. This will work just
fine. We don't need to do too much.
So this is good. So let's go in to
modifiers again. You need to add a new
noise. Let's ads. Let's see what that gives us. Okay. Way too noisy, no doubt. So let's place
randomizing there. Let's randomize the noise. Let's do off and on. Let's see what we
get on off on off. Okay? Let's see, I think. Let's use the number for
the noise. Sort of five. Let's use three instead. Let's use three instead.
That should be fine. Okay, so one last we need to
add is the coat modifier, so let's do coats. Okay? Now, we should not see too much we're not seeing
much happening in there, though, but I think this might just be fine
the way it is. We don't need to add
length to the end. I don't think we need to
add length to the end. Yeah, this will work just fine.
This will work just fine. So we will leave these CTs. Arts. So next we need to work
on will be the eye lashes. I'll see you guys in the
next lesson. Bye for now.
46. 148 EyeLashes Xgen In Maya: Come about, guys. You previous lesson, we
created the eyebrow. So in this lesson, let's work
on creating the eye lashes. So let's jump right in. So I'm going to select
this scalp again. So you always want to select this scalp before creating
your description for it. Let's go to description,
create description. So this time around, I want
to put this description on the eye scalp collection. So let's rename this two.
Let's use all caps for this. So eye lashes. Okay, eyelashes DESC
for description. Okay? That is fine. Then we have this on the
Eyes car collection, then we have splines and
random lacross surface, placed in shipping guide
precisely what we want. Then I'm going to click on
Creates Okay, so we're in now. Okay, give you a
moment is in now. So moving on. Now the next thing we need to do now would
be to create our guides. So let's go in and
create guides for this. So go over to guides at
click the plus sign. Then let's start from the top. Let's start from the
top. So you need to find should let me find
a good angle for this. Should be siding
somewhere around here. Okay. Create another one. So for this particular, let's
go to create large gaps. So anyone we had in between is just going to interplay
between those guide. Let's do one here.
The final one. Okay. Yeah, this should be fine. The next thing you
need to do is to kind of start shaping these guides. So let's go over to our scope to increase the bro size a
little bit more for this up. Okay. We need to make sure
our reference is in front of us like so. Okay? Yeah, I think fling let's
rotate it this way. Is to fling in that
direction that is fine. Move to the next one. Scope this upward. Not the lengthward is
actually too long, though. We just in a bit less
just get the shape in. Out to the side, let's
see what we gets. Alright. That should be fine. Move to the next one. Bend this up up that way should be fine. Then the final one, move this up as well. Check this one better and
good should be up this way. The whole going to rotate
it this way. All right. Now let's select all of them, and then let's reduce the Let's take down
the length for it. Shouldn't this long. Somewhere around
there should be fine. So it should be fine. Then we can create if you
now in between. So let's go back in, so you should intapate
between them now. Okay. Yeah, I think there should be one more year. This
should be just fine. Now let's create
the lower eyelash. Let me start from in year one, we do another one here. We'll do another one also around her, another
one year also. Then obviously, direction
needs to be different. So let's fix the
directionality for it. So you should be bending
downwards this way. Look for a good angle for
this. Bend this down. Okay. Move to the next one. Bend this down, down some more, rotate this way, select. Move this down. Move
this up this way. Okay. Down. I think that should be fine. That should be fine. Let's leave this up a little bit more. Okay. Select this. Yeah, I think it should be fine. Let's go and then
bend this down. Okay, I think the lens for this is longer than the others it is. So let's take down the lens. I'll rotate it this way. Okay. Select the three, scale it out a little bit more. Okay, I think you
should be fine. Let me just check under this and see if the
view is actually okay. Select this and need to rotate
this to the end some more. Put it to the end some more. The less creates new ones to
kind of be in between them. So you should inapolate between
what we just created now. I do that up some more. Okay. Yes, well. Let's do one year or. Okay. I think theret a few
corrections we need to do. For example, this user
scoped to scope this down, increase the length some more. Okay. Yeah, that should
be fine. Select this. A Okay, it should be fine. I think I need to
extend the lower ones, the lens, a little bit more. Okay, extend a little bit
more, that should be fine. Let's get some bend suets. Let's get a little bit of
bent sweets, bend this down, select bend down
some more. Okay. And you need to bend this down. Let me bend this down some more, select bend down some more. Yeah, I think this should
be fine where it is. Now what we need to do
now would be, okay, I think you already know just let's start by going
to previ and output, turn off all the
primitive in view. If we generate as
out of this now, we increase some more. It's all over the place. Then
let's adjust the weights. So 0.01 for the weights. Then for the taper 71, then for the tapa
start 76, 0.76. Alright, but now
we have this way we don't want it to be
name the quick Sieve. So now we need to paint
density marks for this. Let's paint density
marks for this. Before we do that, I would
like to select all of these guides and mirror
to the opposite side. Then run some irs
around this as well. Okay. So now let's paint
density marks for this, so let's go into our
marks create map. Oh, I already taken up that collection map resolution
already, which is cool. Now let's set it to black. Then we just rename this I Lis ndscoe DNS dsce Max. This should be fine. Then click on Create. Let's do create then see lashes, then the mask creates. Alright, so this
will kind of set us up for painting in here. But I will need to also turn on wire frame on shader so I know exactly what
I'm painting on. Let's hide the strands for now. Let's go to paint set top. Okay, solid brush,
paints in full whites. Make sure what painting is symmetric also So
reflection is on. Okay. Let's see, our brow size. I think our bros size should be let's do a slightly
smaller brow size, okay? So now we just need
to paint across Okay. You think painting
should be fine. Oh, they should be fine. That's fine. The less
paint also to for the top. Okay. Move this along. Let's come
from the opposite direction. All right. That's fine. Let's save. So you should have
edge generating where wanting to be now. For this battle line, we need to blow out the edge. We need
to blow out the edge. You just leave it the way it is. Then let's do assign
texture, okay? Save textures. Close this, go out of fire from unshaded. Okay. Go back to selection. You should have this now.
Let's hide our guides for now. So a little we need to do, just to crank this up some more. All the way up actually. Maybe we need to kind of
increase iteven more. We might need to
increase the seven more. I think we might need or
do we even have it go? Let's do 150. That's 150 should be fine. Okay. Yeah, this
will work just fine. So what we need to do now
would be to go to modifiers. I think for this one,
I think one clumping might just be fine
for this setup. Generates a lot more. Let's start with 20.
Generate, sieve. Okay, we have something
good enough to start with. Yeah, this is looking good. I think we come up with this
Let's create clumping in. Let's create a new clumping in. Set up. Let's put this to 40. Let's double the number for it. Sieve. Okay, so now we
do need to go in and then we paste I believe we still have that
extent let's paste this in. Coming paste this in also too. Okay. Let's turn the
top one off for now. I need some clumping
in here, though. N some amount of clumping in. Let's do all the way to nine. Okay. Oh, that's the wrong one. I was in that on
the wrong clumping. Let's say this to nine. I would still like some of them to
actually kind of clump. So let's change the
value of zero to 0.5. So 0.5 to 0.9. This one feels a little
bit too extreme. Let's say this to three.
Yeah, this should be fine. This will work just fine, so let's turn on the
one at the top. And I think we need a
whole lot more hair. You need a whole lot
more hair in here. Let me put this to two red.
Okay, I should be fine. Let's go back to modifiers. So I'm not checking
this for me distance just to be sure I'm
doing this correctly. Okay? The wit this is the wit correct wit is correct
for these modifiers. Now, let's add another
modifier to this. Let's go in. Let's add
the noise modifier. Well, off rings in here. Let's just pace
the randomizer in. Turn that off and no, let's see if there's any
major difference. This will be fine.
I work just fine. Now, let's add our
coat modifier. C Cat modifier. Now this is cutting this
way too much though. You have too much
going on in here, so let's take down the value. Let's do zero to zero, one. Okay? So if you go
in now we can see some variations in the eight
of them, which is fine. I think this will
work just fine. This we can definitely
work within her. Do a quick save. Should be fine. Yeah, I can work with this. This is that's pretty much it. This is pretty much it.
So now let's kind of visualize all of all
of them together. So let's go to the and
let's make it visible also. Okay? So it's in here now. Let's go in and turn. Let's hide this cap for now. Let's hide our scalp. Let's go to the
pose, at this model, make it visible, and let's kind of get a good look of what we have
going on in here. Okay? Alright. All good. Okay. I feel like I should just feel like I should adjust some
of the guides in here. I think I need to adjust some of the
guides in there because it's kind of looking too symmetrical to the
opposite side. So let's create some variation
in there. So let's go in. So let's make the guys
let's hide here for now. Let's make the guides visible and let's break up the
uniformity a little bit more. So I'll start with this going into our scope to increase the blow
size some more. And now just bend this down, read some interest to it. So it doesn't look too
uniform to the opposite side. Okay. Bend this down. So this is just
to add a bit more more of an interesting look
to it. Move this forward. Okay. Let's see if there's
something else. Select this. Move this this way. Then down some more. Okay? We have another one
in here, select this. Move this up. Okay. We can also do the same
also too for the front. This one different, but
also looks too symmetrical. Let's select this as well. So this is just how you add some more interest
to your model, move this down this way. I needs to add some measure
of uniqueness to it and not look too symmetrical.
Move this this way. So this is just how I can
break symmetry for the hair. I think I'll select this move
this out down some more. So now if we should
little bend to it, should have some little
interest to it also. Let's the guys for now. Okay? Should look at
it from this side now. Should see a little bit
of an interest to it. It's not too obvious, but still in there and actually helps. Okay. Let's see if let's add
a little bit more. Let's do a little bit
more breakup in there. Okay? Make the guides visible. I don't want to add
extra guiding yet, so, this is nice. So now we can move all of
this also if we need to, we can make some more breakup
variation as we please, a bit more randomly. Randomize the breakup also. So let's through again.
Let's see what we have. Okay. Yes, interesting. Maybe small break options.
Shouldn't kill anyone. Okay. Let's see if you actually
have this bending. Okay, you can see a
little bit of bending. I don't know if you
guys can see that, so let me do something a little bit more
slightly drastic. Let's do something
slightly drastic. Like pushing this all this way. Then come in close. Is closer and then we you should see a
little shift in there. Let's give you a moment.
You should see that. So that's how I
kind of randomize this a little bit
more if you need to. Okay. Let me do something
crazy. Slightly crazy. Let's just add something.
Let's add one guide in front. Oh, this cup is not visible. Let's make this scalp visible. Let's add a guide. Let's add one guide. Let's say we add a guide
somewhere around here. Okay? For this butler one, I'm going to move this
in an extreme way. Move this to an extreme way. Then let's bring let's
see what that gives us. Okay. You can't really see
much happening in there, though, but we have something
definitely in there. So I think this is fine. I think I'll leave
this as it is. I think we don't need to go
too crazy in there so we don't mess things up too much. Okay. Now, I think I need to
I need to just increase the IT tiny bits.
Just a tiny bits. Just for the sake
of experimenting here let's do a value of 0.8. Let's the value of 0.8. Let's see what that gives
I just worked already. Let's run this through. I'm not sure I saw any
difference, though. I'm not sure I saw any
difference. Maybe it's not. Difference is not. Difference
is there, but not too much. Okay? But this we can
definitely live with. Okay. Let me take it back to
the where it was before. Let's see if I'll see
any major difference in. So I'm basically eyeballing this now just to see if
any major difference. Oh, I see the difference
now. I see the difference. The only issue we might have is that anytime we
extend the length, the coils at the roots begins to look a bit stretched out, and we
don't really want that. We don't really want
that. I think this is actually a really good
value, really good. This length of six is
actually a really good one. Not too weird, so
it should be fine. So the next lesson next thing
we're going to work in, we'll be working on this mesh and working on this k for it. So we already have that in this cap already. Let
me just hide that. That what we want to work
in on the next lesson. So I'll see you guys in the
next lesson. Bye for now.
47. 149 Resolving Xgen Guide bug In Maya: Welcome back, guys. So
the previous lesson, we finalized on the
eyebrow and the eyelashes. So in this episode
or in this tutorial, we're going to create the
skunk hair for here, okay? So I have some
references that we can use just to get a good idea. It is like a reference of what that particular fall
should kind of look like. So if you see, now, let me look for a
closer example. It is a closer example, so you can see how we have
some clumping in there, but the clumping is quite small, so tiny clumping in there,
tiny clumping in there. I'm not going to use this as my main reference because it's just there's some som
noise going on in there. So based on the
character reference, we have a bit more organized
kind of feel to it, but we're also going
to add a little bit of noise to it, though. Okay, so let's get
right into it. So what I'm going to
do I would like to separate this out
because this is going to be the fabric itself. So I would like to
separate this out. This I would like
to separate out. I'm not supposed to
have them together. I'm not supposed to use a place that to know where
I'm supposed to stop my painting for
the density marks. So let's separate
this out. I'll go sheet rightly and
let's do separate. So I'm going to rename
this separately. Let me just use this. Let me use this
cross chest fabric. All right. Then I'll drag
that out of the group. Then this I'm going to name us. I wonder if I'm spelling
this correctly, though. Skink, shoulder, scalp. All right. Yeah, that's fine. This should work just fine. I'm going to drag that out
of the group also as well. Let me put this up just
below the ice scalp. Then I'm going to
delete this group. Let me select this to Fs
and then do lab type try. Okay. Yeah, that's fine. I'll select this. I'll
delete that group. Then I need to send
this out of the group. Let me just pull
this out. You should just be sorry around
there should be fine. Okay. So this is like, basically what we
need to work on. I'm going to hire this for
now. So this is what we need. Let me bring it
back out actually, because I see going
to add guys in there. So the guys is going to give
me an idea of an idea we're supposed to stop so here, so now let's select this and give you the
different material. Let's do favorite
material Lambert. Then we go in and then just
copy the name in here. Copy, Paste the
name here as well. Come on. Paste in
something else. Copy, Paste. Okay. Now I'd like to darken the
material a little bit more. Let's darken the material. So more Okay. Yeah, I think it should be fine. So now back to our egg gen tab, we would say let our put is completely
different collection. Should be on a completely
different collection. So let's see. Oh, okay. I think there's still one more. There's still one more
scalp wind to get out, which we did not get out, which is the strap for it. This little pass
strap. This pass trap. So yeah, I think we'll do that Let's do that in
next lesson instead. So let's just carry on with
what we have right here now. You put this to the side. Okay, so select this. Let's do Let me put this
in a different collection. Know description,
create description. Okay. So this description, let's name this two
let's let's use scale just put coin for
under DESC for description. So I want to put this on
a different collection. This collection
will be for maybe I should name this something that's a bit more collective. Let's just name this
to chest four. Okay. Yeah, I think this
should be fine. Or maybe we won torso four. Let's do torso for instead. Torso for because
this is going to be the collection for
where we're going to be putting in every description
that has to do with the hair we're going to be generating for this
cocarnw pad skin. So let me just put this
in the toe so it's going to be a to
cutting the too. So a place nets so let me
leave that there instead. So torso for splines
randomly across surface, Placen shipping guide. Click on. Yes, it should be fine. Click on creates. Okay. Running through, I
think it's almost done. S is there now. So now, let me send this to egg Gen tab. Who this all the
way here for now. I think it should be
it should be fine. So what we need to do now
is to add let me get close, is to create guides
for this now. Let me need guides. So let
me start let me start with the ISP and the longest A
for this vessel. Add guide. I'm sure you guys already familiar with the
process by now. So let me add the guide here. I'll scale this
out. Okay. Then add another guide here as
well. I'll scale that out. I do the screen scale this out. Okay? Was you going to adjust this
later on the let's just get the guides in there first, another one here,
scale this out. Okay, let's go to the back. And then we're going to add another one
roughly around here. It's trying to interpolate
between, scale this out, add another guide, one around
here. Then one year also. Undo that getting close. Let's do one quite
close to the edge. Okay. All right,
it should be fine. So now we need to start
making adjustments to them. Let's start from the
start from the back, rotate this out,
rotate out as well. Rotate down this way. Okay, this way, so more,
that should be fine. Rotate this down this
direction. Okay. Now, let's start
using a scoped guide and begin to scup the
shape you want for it. Okay. So I'd like to fold
this down some more and add some kind
of a shape to it. Let's add some
shape to this bot. One thing I'd like to do
would be let me select this. Let's rebuild. Let's use
it instead. Fantastic. That is just that is just great. So, we're having a
bug now in here. So when I just select
this and then try to rebuild that to it, it is converting it into a cove, which is
not what I want. So issues like this
cannot actually arise, especially when you're working
with S issue also in here. It's a pretty annoying
issue that happens in eigen sometimes when
you're trying to rebuild. Let's see if I if we are going to have
the same issue also to rebuild say this to eight. We're having the
same problem also. Okay. So now we fix this? How do we fix this?
Let me just see if I can select all of this and
we'll do the same thing. Let's do it. Fantastic. So it cannot mess everything up for us. So I'm
going to select. I'm going to select
the entire cove and want to use
modifiers in there. Now I'm going to send this
out of the group Shift P. Select them individually. And then shift P,
send them out of the group, delete this. So I'm going to select
all of them now. I'll go to modifiers. No utilities, rather. I'd like to convert
this. I'd like to convert these
curves into guides. So let's do curves to guide. Okay. Delete curves,
want to delete curves. So now they've been converted they've been converted
back to guides now, but now I'm not entirely
certain because I'm not certain if it's still taking up, go back
to permissive. I taking up eight
CV points to this. Let's do guide points. Let's see. I took up the eight points now took
up the eight points. Okay? That's fine. So now let's continue on and then continue sculpting
this guy some more. So let's go and scot
this guy some more. So let me see if this also. Sometimes you can do
everything right, but agent can decide
to act really weird, which can be most
times quite annoying. But anyways, we have this bar. Actually the good thing in there is there's
a solution to it, so we have the
solution we need now. So I don't cannot
get too much cove in the village gets at least
a good amount of cove in we still want to get
this to be straight, but let's add a little bit
of cove to it as well. I'll select this. I think we can just
go straight on, just move this down
where we want it to be. Okay? Was it going to make adjustment
to the height, though? We finale just gets good enough straight
off values for it. Alright. I think
this should be fine. Let's get an ice cove in here. Straighten the tip. Okay.
Yeah, that should be fine. Let's move to the
next one. Set let. Get this where we need it to
be to the strats Alright. Push this close out
to the scalp itself. Let's get some cp
to this. All right. I'll go to the previous ones. Let me get this
closer down here. Closer also too. That should be fine. Let's
move on to the next. E on the keyboard to go to
the previously used to. I think this sound needs
to scale out some more. All right. Let me make sure we have
this completely in view. So we kind of get
similar shaping, bend this down, move this up. Okay. Move this
backward this way. Get some curve to it. But I think this I'll need to
scale out quite more. Okay? Move the generating up a little
bit more, bend this down. All right, escope two. That's fine. Let's
move on to the next. EG on the keyboard
to go to Scope two.Th I'd like to scale
this out some more as well. Let's look at this
one direction. We're going to be
viewing this on. All right. So these parles are
going to be at the tip, so we need to make
sure the shape is looking as accurate as we
possibly can get this to look. Okay? I'm going to move this in
this direction instead. Get some Curt it. Alright. Bend down some more. I was thinking it's going
to visualize this with the body on to sorts make sure the guides are not
touching the body itself. Let's make the body visible in so you can get a good idea. Okay. Yeah, I think,
this is fine. We have this way it needs to be. Okay. It's not really touching the it's not touching
the skin, okay? Yeah, this will work just fine.
This will work just fine. Let's go and hide this again and continue on with
what we are already doing. So let's go on. Is running to bend,
selection to select this EG to go to
previously used two, which is the Cp two,
then bend this down. Okay. I think extend the lens
a little bit more. No, let's leave it
back where it was before. Let's get this right. Okay. When it's down, let's get some Escov
to it as well. Get this closed. This is fine. All right. Yeah, I think
this should be fine. This work just fine. Now let's get a good sense for
the height for this. Okay. Let's see if the lens is good enough or we need
to make corrections to it. The longest one should
be here and this. Okay. Let me select this.
Move this this way. I think that should
be fine. Now let's add some other guides to it. I'll do one guide here. Fantastic. That is just great. I mean, if gene doesn't
mess it to your head, what will autentlyTs
definitely a bug, no doubt. Definitely a bug. Autentily
sure why it needs to straight down this
way. Delete that. See if I'm thinking maybe I
should start this file again. Probably that should help
Egg work a bit properly. Let me do one again. Let's see. We're having the same issue. So I'm going to be starting
aging of this file and then see if that will help resolve any issue in
country near right now. Okay, so I've
restarted the file, and then we still have the
same issue even worse. So if I should run from through, you can see how A Jen is just refusing to
follow the guides. So there's only one
thing we can do. We just have to delete
this collection entirely and then create a new description
with a new collection because I still so even if
I try to add a new guide, the guys just forced down. You guys completely force down, so now, let's add we do that. So I'm going to What first
thing I'd like to do would be to grab all of my selection
I'll grab all of this. I'll I'll convert
them into guides. I'm going to use them because I still need them, so
let's go to utilities. Let's do guides to COV. Okay, guys, guides
to cove. Okay. Then I like to delete
the guides also, too, so create calls. So I'm going to select this. I'm going to hide this for now. Let's go back to the file. So you can do everything right, but XGen can just decide to let's activate because
it's quite boggy. I need to delete
your description. So let's make sure deleting
your career description. So those so four. Deletes description. Okay? Collection deletes collection as well. But we're not done yet. Even though I've
deleted it here, we also also need to go to the folder or
project file we set up for this and
lead that in here. We go to Xgen collection. I still going to be in there. So we need to delete
that as well. Okay? And that we
introduce to save this and then close the file and then
restart the file again. I want to study file
again less close, sieve, and I want
to restudy fine. So you're not doing
anything wrong. It's just something that cause while working with Egen
based on my experience, this has happened quite a
number of times for me. I needed to clear everything and it always
happens when you try to rebuild the CV count for
e spline, or for each guide. Let's go back and
open the file again. Okay. So open this up
again so I'll go back in. Let's create oh,
yes, set projects. There's the projects
we need to set. So select that sets. So you always want to do
this. After doing this, you always want to check if every other egg gen guy is kind of working
properly in here. If the ears are generating
the way they should. You always want to
check before you move to something else. Okay? This is fine.
Yeah, this is fine. So let's hide this Okay.
Yeah, we can leave this one. It's not really big deal. We don't have too much CV
counting yet to bug or PC, so I need to do this again, so come back in your
description, create description. Let me just I would
like to rename things. I always like to rename things anytime something
like this happens, just so I don't have any
weird issue happening. So let me just name
this to trust. Four collection. So I think in this instance, we might have to rebuild this. We might not need to rebuild
again because anytime we rebuild the civic
counts for the guide, it's kind of medicines for us. So listen a shipping guide. So for the description, let's
name this SkincOceFour. Okay. I'll put shoulder in front. So let me put shoulder. So for shoulder, I'm
just going to put use HUL D should for
underscored description. You always want to change
the name so it doesn't mess with because sometimes you might stay the previous one stay in there the background for
some reason. I'm not sure. So kind of name t, just to keep it is a little
bit different. So we have a fresh start to avoid any bug issue that
might cour later on. So yes, so now we have is create collection chess for
collection splines. Rounding across surface plaster
shipping guide creates. All right, so now let's
create some guides. Let's create some guidance here. I'm going to place one guide. Let's play one guide here. Please one guide here, another one here,
and here as well. Okay, grab all of
those. Skill them out. Okay. At to bit more
should be fine. Like so should be fine.
Okay? Rotate them this way. Alright, so remember those four remember those guides curves where we converted before.
So we're going to need them. So let's go in,
make them visible. Okay, select them. Then go to utilities. You can do curves to guide, curves to guide, so Ad guides. So I've cooted
them now to guide. So let's go and
test things out by just going to the Ad guys
and add another galaxy. Awesome. So we have this
working correctly now. Finally, we need to rebuild, just so we don't
run into issues. Okay? So we can work with this.
I have some da trick. I'm going to show you guys
just to get the guys, new guys kind of shaped like so. So we'll do that in the
next lesson. Bye for now.
48. 150 Skionk Xgen Guide In Maya: Okay, bad guys. So in previous lesson
we run into like a pretty discouraging bug
or annoying bug instead of egg gen where we had weird stretching for
creating new guides. And I kind of fix that now because once we
created a new guide, it's not having that weird
bending deformation in there. So if you generate
out of this now, the you kind of follow through, kind of respect our guides now a bit more accurately, okay? But we still have a little
bit of work to do in there. So now, let me show
you guys a trick. It's cheap to kind of
copy this deformation, this bend and then paste
it in here is to select, go to our selection
to select this. Go into it put your mask also directly on the
guide right Code. Then we'll do copy guide shape. Move to one closest
to it, select this. Put in there I'm sure you get the idea already
paste guide shape. Fantastic. Isn't that great. Another issue occurring in here. Grits. That is just grits. That is just grits.
I just great. Let delete this. Let's
take this out te. Let's make sure we don't
have any mess in here again. Okay? We don't have
that mess in here, but risky business. Another bog also
to keep in mind. Sometimes you can do
the same thing in a different file
and work just fine, then none that fine and then you start
having weird issues. So things can be completely mindful of why we tj because it can really take a
really weird tone and then not give you
your desired results, so we also have to
scrub this deal way drag this all
the way to the end. Okay, so I'd also have to
manually sculpt the shape. Yes. We have to manually scope
the shape. So that's fine. At least, let me run this again. Let's make sure it's following
the guard just to be sure. Then we'd also have to bend
this bend this properly. Sadly, egggen is quite boggy, and I was still even having the same issue even
while I was in my 2019. Still encountered
similar issues. Not sure when to fix this
though, but fingers crossed. But now after your main question you want
to ask would be, would this affect anything
in here? Well, not really. I just wanted to have
better definition for these plans so I can properly have
my generated hair follow the guides
a little bit more. But nevertheless, we can
still work with this. We can just rough this in and work with
this because I'm not sure there's something
we can actually do because let's do with the core programming of agen. Let's do the core
programming of Fegen. So there's not much we as
artists can actually do, but just to rough things in and try and make
things work in here. Let's do that leisure
shroud make things work. I mean, we artists, we can just make things work
one way or another. The good part is that we
can't afford modifiers, so this is not going to just
completely follow this gas. We can see we find those
generated strands of fab by using this
modifier CV counting here. And that one works fine. I actually the best
of my experience, that one works just fine. Won't be having any
issue with that. Okay? We on to the
next one, select. Let's carve this the
way we want it to be carved. When it this way. When it is down. Okay. I think the previous
one we did before, we need to lift it. Let's select these two instead. Let's use them up
a little bit more. Okay? Yeah, I think
that should be fine. Select this bend this down. This kind of increase
the scale for it though. Let us get this down to a good enough shape
first to begin with. Okay. This up some more,
that should be fine. Move the one at the
back. Get our shape in. But the only interesting part in there is at least
once we add new guys, you guys in here is going to take up the form at
least try and conform or interpolate between guys already having so let's get
this in out some more. That should be fine. So we
need a bit more guides. So in this butler, I'm
not going to go too crazy on the guides because
if you're noticing, we don't have extreme
definition in there, so we can go to a few
counts of guides in Okay, so let's go and add
some more guides. Let's do one around here. Okay? I'm supposed to select at least this and then get
them scaled out some more. Select these two.
This is what we need. This is what we need. I'll
scale them out some more. Okay. I see if it's more
like, so it should be fine. But it shouldn't be as
long as you are pre deescending guides for it. So should be just fine. Tishul work just fine. So we can continue on adding more guides to this
then put this aside. Let's fill up some of
the caps we have in. Okay. One year,
one year, as well. We definitely need one here, then one at the back side,
roughly around there. These battlers at
the back are really taking up good shaping for it. So we need to kind
of help it out a little bit more and add
some good shaping for it. It should be
pointing up instead. Okay. Let's look at
this from the top. Oh, we still have this
generated at the top, so I'd like to lay aside the headhe aside the
afro head for it. Aside that, so don't that we
cook a bit faster in here. Okay? That's fine. So let's
go back to the collection. H for collection. You can see already getting something interesting
in there already. But with a few modifications,
we should be good. So let's gusted force for now. It looking a bit old, let's get some nice
shaping in there. Okay, that's fine. Go in and continue
adding some more guides. You see a gap in here. There's a big gap here. So that we need to shape
shape that some more Okay. Add some curve to it as well. So it doesn't look
just too flat. Yeah, interesting.
Let's do one here. For this button, we
can leave in streets. And at the back, this button, we need to adjust
some more Okay. Maybe we won't get
this bent this way. Even though the one might
not be rendering the bubble, we want to make sure
everything's working quite good. It's important to get
everything working as good as we need it to be. Select this, select
that at the end. He join the keyboard, let me
just get some shaping us. It doesn't look too flat. Yeah, some more guides
are necessary is. Let's put one year,
one year as well. Spots a little bit empty, one there, one as well. Aswell I think it
should be just fine. You should kind of control
most of our shape. Now, the guys you
need to have in here should be quite smaller guys, quite small. So let's do that. We don't want something this high, so we should
bring that down. Somewhere around this length
should be fine, okay? With some shaping to it. Not more shaping, though, but let's lift this up to begin
with. Let that lifted up. Okay. That should be fine. Some burned suits. I'll
add one here as well. Take down the scale.
Get some burned suites. Alright. I'm it's
a smaller guide, so you should have good
definition for it, but longer guide needs
more points in between. That's what we
needed to rebuild, but the rebuild was giving us
some weird annoying issues. Okay. Let me do another
one roughly around here. Take down the scale,
down the scale. Let's cop something nice
in there, pull this up. Okay. Yeah, that should be fine. Add another one
roughly around here. Take down the scale. They usually usually
get to be longer than I need them
to be because it's trying to interpolate
in between. Alright. Move this up some more. Yeah,
that should be fine. Move this along, get one
year, scale it down. Down some more. Move this up, get some twist to it. Move this direction this way. Leave the tip up some more. Alright. Yeah, that seems fine. Come all the way here, take down the scale.
Let's be fine. Let's go on scopes, shape in here as well. Make sure this is looking good. All right. I think we
can work with this. Almost on. You swell,
reduce the size. Okay. Sculpt some
interesting shape in. Yeah, this should
work just fine. Move down, roughly around
there, take down the scale. Do some sculpting in
there, move this up. Okay. Alright. Move this tip forward some
more. That should be fine. I think you can do one last one. At the end point, roughly
a year should be fine. Take down the scale. Right, that should be fine. Now let's generate some s out of this and let's see
how we can make this work. Let's generate hs. We always in ga but
once it started we need to lift our guides up some more. So let me hide this for now. Let's select all of the guides. With the rotation, I'm
just going to lift this up some more run
this tree again. Let's get some more hair
generated in there Okay. So let's compare this. Let's bring back let
me see this first, and let's bring out the body itself let's compare that.
Let's see how this works. Let's see if we have
something good enough, we need to leave
them up some more. Okay, select them
all together again. Here, we can do, we can do ing, so we should rotate this. There's no uplating let's
there's even Olating. Okay. Yeah, I think this is
now in a good place. Yeah, definitely now
in a good place. This we can work with. Yeah, it can work with
this. I can work with this. So basically you
need to just paint our density density map now
and then we should be good. And then continue
some modifiers in. So let me hide this for now. You always want to go in
and then checks for now. Be a quick save. All right. Yes, good please. All good. So now, I would like to
include your CV count. Let's do 25 for the CV counts. T five CV counts. Yeah, most of the ship are going to get to look
right later on, CV comes will be fine for now, let's adjust the weight now. So we always use 0.01. 0.01 should work just fine. For the TAPA 71, I believe. Then TAPA starts 76, 0.76. Let me just make sure I'm
doing this correctly. Let's go to my file. Yes, all good. All good. All good in here. This
will work just fine. So now, basically what
we need to do is to draw densy marks for this. So you have more generate
generated in here now. Okay. Yes, this is fine.
So let's go in and painting some denty
marks. Hide this. Okay. Now let's go in drop
down arrow, create map. So we're starting
with full black. Let me say this to 60, Evan. Yes, then we named
this skink, OAs. You need to be SkincOscoesco, density, DNS Maps,
this should be fine. Okay? Create. Now let's go in. If we save this. You should do all of those
disappear. All right. And let's go into our brush, a paint brush, let's
use solid brush. A painting for white. We're not painting
with symmetry on because we don't have
anything symmetric in here, so yes, that reflection
is off, that is fine. Paint to already
painting with white. Awesome. Now let's go in and then let's do
a paint for this. So let me reduce the
bros size to begin with. Okay. I also need to clean this up
a little bit more though. But I think for now
they should be fine. So it's really painting what is visible on our camera view, which is precisely what we want. Okay. Let me do the same
also around here. I won't painting anything
in there at all. Let's don't know wire
frame on shaded so we can actually see
the ends of this. Alright. A pins the edge. Let me try increasing
your bre size. Let's paint on the edge. Let's see if it's going to
bleed out the under parts. Slightly bleeding
out the under parts. So I would undo that. I don't bleeding out the
under part too much, so I'm going to take
down the bro size. Let's just be quite
close to the edge. It close to the edge because all of this
part is not going to be that visible later on
after adding the four. The four should
completely cover it. Okay. I but want to be as close to
the edge as we possibly can. That is certain. Be as close to the
edge as you can. Okay, let's move to the
opposite side. Okay. I need to do quite
careful working here. Let's look for a
good angle for this. All right. This is fine. Move this along. Move this along quite as
careful as I possibly can. A. This is good. Almost. In the announce now, you can fill up in what parts. You can increase the brow size now and then fill
up in what parts. But we still have quite a number of corrections to
do in here though. Let's just get this
in place first. Fill in what parts out. I can try and be a bit
loose in a bit more, but no fill ups on gap those
gaps I'm going to just do a blow filter for it
and we should be good. Okay. You can just be
careless by doing some parties in between
that's completely fine. So one part I need to
be quite careful about. Can I do pass through, is? Let's do. Now if we do that, we'll be able to see detectis. Okay. This Atley seems to
be in a good place. Atley seems to be
in a good place. Let's check here also. Let's see if this
is a good place. Okay. Let's clean. Let's
clean some of this out. I'm going to put
it to full black. Take down your brush size. All right. Now I'll just gently
clean the lower parts. I'm doing a bit more precision, so you want to be as
precise as you can. Okay. Okay, this seems
good enough for me. Okay. Yeah, that seems fine. Come up also somewhere
around here. S gets close. Okay, that should be fine. So let's do a quick.
Save this now. So you should have a generating where we need to
generate it out from. Awesome. It's
looking quite good. It is looking quite good. But what we need to do is to
let me eye the edge for now. I need to blow the edge. Let's get the edge blowed out.
Let's go to our blow two. I can increase the
blow size a little bit more and blow out the edge. So let's get the
edge blowed out. Even the inward of these
inward parts where we have this gap in there,
blowed out as well. But let's focus on the
edge just for now. Let's focus on the edge. Okay. Almost done. At least on this side, though. Okay, that should be fine.
Let's go to the opposite side. Opposite side and blow the edge. So we have soft
transitions in between. Blow the edge.
Alright, get in close. Okay. I think this
should be fine. Now let's fill up the blood in what parts where we
have gaps in between, can increase the blow
size a little bit more. Okay, this should be fine. Blow this out. Blow
out, blow out. I don't want to
blow out this edge because this edge is just fine. The cut out is just fine for it. So I can do some randomized
blow in between also, too. Randomized blow
should also help. Just to create some more
interesting breakup in the density map.
He should be fine. I'll save this now. Then
turn off wire afro shaded. Let's see what we
get out of this. It's assigned texture. Fok should be fine. Assign
texture, close save texture. Let's close this.
Let's go back to selection two. Let's
see what we have. Okay, should be
fine. Save our file.
49. 151 Skionk Xgen Modifiers In Maya: Poku Bar guys. So in the previous lesson, we kind of created a density map. Yeah, I know why
this is not working. You're not sharing
your opin yet, so let's do fully primitive in view, so
that should fix that. So now we have the generating out where we need them
to generate it out from. But I think I'd like to make
a little few modifications to some of our guides. And then probably need our
guides in here also, too. This, for example, I would
like to rotate it down this way some more Okay. This I root it out
this way some more. Okay. Then let's add
guides in between, especially on this edge. You should help direct
the ship some more Okay. Then we can do some
sculpting in there. Get some rogue looking curves curves or other guides in there. So to make them
look a bit rugue. Sometimes following a
drastic direction instead. Let's run is true. Let's
see what we have. Okay. So now we need to, we
definitely need to. Now we need to add
some modifiers to this just to get this
looking a bit more accurate. Let's see I'ma he once in here.
That's the main question. So let's move this
a little bit dense, upset this to 30 instead, see if it can be at 30. So let's our guys for
now who might still come back to DJ get some
modifiers in there. Let's see how we can
work with the supports. Now let's go and look at
our coin reference in here, let's figure out before I will just kind of get
some clumping in there. So I can see major
clumping in and then broken pieces of
clumping also in there. So at most two
clumping should be just fine like we've
been doing before now. So let's go to modifiers. Let's add a clumping modifier. So let's set up. So for this, let's start
with the value quite high. Let's do 20 to begin
with, generates. I'm going to need to
come in there and kind of visualize, see what
we have in there. Okay? This is a bit too much. Let's start with ten generates. Ten seems roughly
like a good one. Roughly there. Let's generate this. So
let me use for the max now we use zero points eight. The generate this.This
going to randomize the clumping guys in there. So let's click Save. Okay. So we have clumping
in here. I'm not. I think I will need to reduce
the clumping actually. I need some more
bigger clumps in here. For now, it just
looks too tight. Way too tight in here. So let's randomize that. Let's get some
randomization in there. Okay. Okay. I'm checking
the height for this, right. Let me go to my guides. I would like to reduce
the size for this. Let's think take
this down some more. Select this, take
this down some more. I want the peak
to be quite high. This peer should be quite
longer than the others. So let's select all of these three and let's
give them out some more. Okay, generate as in here now. Yeah, I think this
looks a lot better now. Okay, so a quick save. So let me go back
to a set of map. I think I went overboard. Let's even start with a value
of one instead generates. Let me get close. Let's see how it's
going to generate. Seems like a good one. Yes. I notice now that I
feel a whole lot better. Looks more like four now. I'm thinking maybe
I need to reduce this even more, maybe. Maybe if use a lower much
lower value instead, so I want to let's do
off of this let's 0.5. Let's go 0.5. Let's see what 0.5 gives us gives us instead. Okay. Interesting. Yeah, I think this
is a good one. This seems like a good one.
Seems like a good one. So if you go back in
and then compare Okay. Because still use this clumping, I kind of res gap in between where we have
lights heating and then creating shadows in between giving us a good idea
of this being four. So the more you can kind of nail the likeness for this
four when you clumping, on the first clumping
you're using, the more you can kind of get better results
upwards, moving up. So that means you kind of see
this is working just fine. Let's go slightly lower. Let's go slightly
lower. Slightly lower. Let's do 0.3 instead generates. Five is like a good number, but let's go lower. Let's see. Let's see what something
lower gives us. Because I want, like,
passing through this and creating some interesting
shadows in between. I think it's going to
be a final look for it, a final clumping for it. But this will. This
will work just fine. Now, I wouldn't
like to do is too, because this is already spread out a little bit
more, which is good. But I'd just like
to make a tinier adjustment to the roots. It's a tinier adjustment
to the roots. Okay? So I just need to
move this roots down small a little bit more so we have the clumping affecting
a little bit of the roots. I think I went overboarding
here and just up some more. Okay. I think it seems
like a good one. Just eyeballing just to see if we have something good
enough to work with TINY. Yeah, I think this seems fine. Though, for the quankin can really see the root a
bit more accurately. But for mine, I would like
to get some little okay, I think the previous
value was way better. Yeah, I think this one
was actually better. This one is actually
better. Let's continue. I'm going to hide
our guides for now. We already getting interesting
looking result out of this so we can continue
the same fashion. So you can see how some
of bits are ignored, which is also cool because we randomize randomize
the maxing for it. So that's one thing
to keep in mind. Let's add another
clumping to this. Let's add another clumping. Set maps. So for
this Butler one, let's leave without one. Let's generate. Rates. Save. Let's see
what that gives us. We have an even more
interesting result to this. I think I'm in a place where I feel like I should
add one more clumping. One more clumping that
much higher number, I will spread things
out even more. That parter clumping will
spread things out some more. Let's do one more clump. One more clumping shouldn't. For this one, I'm
going to use the value of ten instead generates. Save. Let's see the
result that gives. Yeah, interesting. So we
have some more disparation inside of those Inclempin one
in the enclmping two also, so you can have some
little breakup in there. So let me show you guys an example if I should
just add this for now. So you can see some
interesting breakup in there very subtle
breakup app in there, which is also cool. Okay. So now let's add
a coin modifier. I'd like to add a coin
modifier to this. Let's do a coin modifier. So I'm going to do
let's do coil modifier. Let's see what the
default gives us. Okay. Good results, but way too much frenzy
happening in here. That's way too much. So I would like to use my
randomized value in there. So let's do some randomizer. Let's do run, open bracket, zero comma, zero points
three closed brackets. That's for the count
actually. So I will this Okay, now we're losing, actually losing a
lot of the shape. Losing quite a lot
of the shaping here. Let me say this back to one. I still want to keep
my clumping sip. I definitely want to keep my
clumping sips. Let's see. I think maybe the
randomizer should be added on the marks instead. Let's do this on
the mark instead. So let's randomize this
round open brackets, zero. Points zero. No, open brackets, zero comma zero points,
five closed brackets. Why? I do shape we have in there bots just kind of refreezing
to keep them then. Not sure what's going
on right now, though. Something okay, it's
applying on a few of them. I need to make some
corrections to this. Let's see value of 0.4 to 0.5. Okay, now we're getting something. Getting
something in here. But if you completely high now, kind of liking what we have to kind of completely
mess with this. So I think I'm going to start taking the values
down even more. Taking the values
down even more. So let's do 0.1 to 0.2 instead. 0.2. Because I don't
want too much. I don't want it to be
affected too much. So if you died, Okay? I'm not sure I'm
liking this look. Not sure I'm liking
this look. This look we had before was actually fine. Let me say this back to one. Okay? Let's just do 0.2 instead. Slight difference now,
slight difference. Let's crank this up
a little bit more. Let's see. Okay? Yeah,
yeah, more interesting now. I think I'm liking this
instead, I'm going to keep. So we don't have too
much happening in there. It's not too aggressive, just a few amounts in there, just to make it a bit
more randomized. Okay. So now let's add noise
modifier to this. Let's add noise modifier. Okay? This is quite I would
say too noisy actually. You can see we have too
much noise in there. So I would like to change
this up some more. I actually have a
value usually use. Let's see if that value actually give us something interesting. Let's start with the frequency. Let's copy this copy,
move this along. Phase this in. Okay.
Let's go to magnitude. Also copy for the magnitude. Copy. Paste this in. Okay? So if we turn this off and if there's any major
difference in there. Okay? This is not
working. Let's delete. Oh. Oh, mistake. Mistake. Let's did
that or at the end. Yeah, this should be fine.
This should work now. But this is way too noisy
for my liking, though. This is way too noisy, so
let's see if we can randomize. Let's randomize the
noise mark instead. So don't everything varied. So I'm going to use a very
tiny amount, actually. So from zero points, let me do this extra
zero we have in so let's go 0-0 0.2
instead to 0.2. So we have a very tiny
amount of that in it. So very tiny amounts. Okay. Yeah, for the most part,
this is quite nice. So what we need to do now is
to add our coat modifier. Let's add coat modifier to this. Oh, yes, yes, there's one
more thing we need to. Let's add another noise
I'm just going to show you guys another
trick to kind of create stray has in there.
So let's add another noise. So I'm just going to use
the value higher in here. Okay, so let's start
with the magnitude. Let's use this magnitude
is a bit high. Copy that. Pas the magnitude in there. We need to even crank
it up even more. So we turn about the
previous noises there. This is a new noise we have in C. Something frenzy
happening in there. Let's use the same too
for the frequency. I'm going to increase the
noise for this magnitude. Let's use a value of six.
Let's go a bit higher. So if we do that now, we have quite a lot of noise in here. But we don't this
affecting the entire team. I want this to be
affecting a few of this. So to make the
effective few of this, you need to kind of add
some stray head to this. It's actually a code. You just need to copy and
then paste in there. So basically just
type in open bracket, closed bracket, space,
question mark space one. I believe that should
be coal semicolon, not entirely sure,
though, let's try it out. Sore open bracket,
closed bracket, space, I believe one space. What what else am
I missing in here? Oh, question mark supposed
to be question mark. Question mark.
Question mark, space. I believe it's colon. Not semicolon. I
believe it's colon. Okay. Colon colon. I think that one is semicolon
colon, zero, apply this. So now you apply once
you get this in there, it shouldn't work well because
we now need to go over to description and then click
on set stree percentage. So we said this
now at 20% ether. You begin to see how we have
some strays in here now. I see some strays in there, but I don't want
this high amount. Let's do a five. Just a few should be just fine. We don't want it
all over the place. So five is a good
value for this. You can notice some
strays in there. Look at this from a distance, some stress, which is
precisely what we want. Save this. We can also use the same thing too for me
need to I don't think I need. I'll need to do that actually.
I think I need to do that. Let's turn on the
previous we have in. Then lastly, let's do CTs. Let's add CT modifier to this. So we can't really see much happening in there
because it wasn't means a lens at the end, so just to have more
stronger effect for it. So steric dollar sign, C lens. So let's do esteric
Where's my esterico, steric dollar sign, then lens. Okay, I'm not sure I spent my lens correctly. Oh, yes. I think all caps L should
be on capital letter. That's where I made a mistake. L should be on capital letter, I believe. Yeah, so
it's working now. But I into exaggerate the
value a little bit small. Let's go all the way
to instead of 0.2, let's do eight instead. So that's an extreme value, but I think it's giving
good results in here. I think this results
should be fine. Yes, it seems fine. I think the list we
need to do is just to crank this value up
a little bit more, let's make it a little
bit a little bit dense. Let's do 60 Okay. I think it should be just fine. Don't need to go too extreme. I still need to
modify this later on, though, but I think it
should be just fine. Okay, so let's bring back
our body and let's see what we have. Okay? I think this will
work just fine. It should be fine. I
should be fine for what we need it for. Okay. Let me this for now,
bring back the guides. I feel like I should have
some more guides that kind of bends down a little
a little bit more, a little bit more,
let's create guides. Okay? Just added tip ip guides. Then I will select them.
Select the steep guides. Next one. T as well, this as well, Okay. I'm going to rotate
them downwards instead down a little bit more. This lassie will we get. Yeah, this feels a lot better. This feels a bit better now, maybe a little bit more shrew. Okay? Yeah, this is fine. I work just fine. I our guides. Save this. I would like to add this noise modifiers
noise modifier today. Add that to the head instead. So let's go to modifiers and select it so you can save this. Yes, we can save this. So let's save modifier. You can just name
this two noise. Let's use our caps for this
noise, Sree, head. Okay. So I save modifiers, save that. Then let's go to our
collection for the. Gets close. User
load user noise, noistha formed with noistrhair that's apply we should get
some stray hairs immediately. Run this trough again. Okay. Let me drag this down. Tally working in there,
but not as intense. It's not too intense. That's the difference
there's not too intense. Which is fine, which is fine. We don't want it to be
too intense, though. List we value in there
should be just fine. Okay, so this is fine.
So the next lesson, I'm going to work on this
kind of create a cap for this and then create some
low pad four for that. I'll see you guys in the
next lesson. Bye for now.
50. 152 Leopard Chest Xgen Guide In Maya: How come about, guys. So
in the previous lesson, we finalized on the skin hair. So in this lesson, we say in previous lesson,
kind of we're trying to kind of add some stray
hairs to the head hair. So there was one thing
that was actually missing. That's why I couldn't see the noticeable
difference in there. So let me show you guys
what we needed to do. So only thing we
needed to do was go to description and then I'm
getting close first. Okay, go to description. Go to the Edeg collection, the Afro Ed description
and go to description. Neg can set 3%. So if you do let's
say value of ten now, let's set of this
should be having this noise modifier in there. You should consider noticable
difference in here now. But I think it's probably
a little bit much. So let's do 5% instead. Let's do just 5% instead. I think 5% should be fine. You should be able to
see difference now. Okay. So we should be
having stre here and there. Okay? Yeah, I think
that is fine. So now let's hide this. We don't want that
to be visible. Let's also hide the skin, for the chest for collect
going let's hide this as well. So you should be able to
work a lot faster in here. Then for the gen scalp. Okay? Okay, this has for
the waistband, then the cross chest. I'm going to leave this. So this is what is butler
one we actually needed, and I copy something else, copy something else that
we don't actually need, so this is what
we actually need. So let's get a good
scalp out of this. So I'm going to make a
duplicate of this control D, shift P, to low parches strap. You should still
have that in her also to low patches strap. So let's side this now.
I'm going to hide this. Okay, select this Let's isolate. This is what we need to this is what we
need to work with. Okay? So I'm going to isolate this and let's cut out portions of this that we
don't actually need. Move this to the side. Okay, the only piece
that's going to separate is this and this. So let's start with those first. Let's cut out portions
that we don't need. Let's find a good
angle for this. I think I like to
bring the other fabric back on. So I can
actually search. I know precisely where
I need to cut out. I'm going to select
this too, and, so let's, this is fine. Okay. So I know precisely where I'm
supposed to separate this out from.Geing close Okay. So is already in here. Let's do we already have a TIG with thickness
that goes around, thickness that goes around. Let's start from F.
Do click on this. Come down close
dot click on this. So that should select an
entire loop around that. Oh, yeah, I'm
supposed to do this. Let's do this with
face mode instead. I do that. Face mode. Face mode. Double click. Okay.
Here as well. Double click, that
should be fine. Delete. Select this Dub click also with ordinary shifts.
Delete this as well. Alright that should be fine. Yeah, this will work just
fine for what we need it for. Just check in. Y, that's fine. That's fine. That's fine. Let's move this
along. Let's come down here. We can set it under loop also. Yeah, well, let's select this
loop. Did that go around? I believe it did delete. Do click Delete. Oh, do that. It did not go around.
I did not go around. Apata did not go round. Let's bring it
back out. That did not go round. Okay. Select this isolate
just this alone. Go back to phase mode. You should still
have that selected, so you can actually check now
to check if it goes wrong. Oh, yes, yes, yes.
Okay. I know why. We also need to do something
for the lower parts too. Let's just come in close. We can do Let's do
somewhere around. Let's do instead. Double click Delete, can lead in what parts now.
Th should be fine. And let's go out of isolate.
Let's see what we have. Let's make sure this
thing is still buried in. Yeah, this will work just fine. Yes, this is fine. Yeah, this works
just fine. So now we can use now as a low pad. Let's do low patches. Instead of strap, let's put
scalp in there instead. Alright. And I'm
going to drag that in to the egg and
scalp folder or group. I'll save this. Okay. Yes, then we need to give you
a separate material. But before that,
let's do fully group, it by type history. Let's add your favorite
material Lambts. Okay? Let's go into the lamb we still have a lot of things happening.
Let's select this again. It by type history. Darken this dark in this more. They've named this to
Leopard Leopard scalp. Yeah, that's fine.
Lowpascalp work just fine. Yeah, this is fine. I will work just fine. So I need to hide this now. I don't need this anymore.
Let's hide that for now. I can leave this at the top. She don't bother us too much. So this is fine. So
I'll select it now. Let's go back to our
egg gen tab. Primitive. Then for this now,
we need to Okay? Yes, for this, we need to go into description,
create description. Then we want to put this butler description on
the chess for collection. So that should be on the chess for collection, so that's fine. So I'm going to rename this two
LupaduPadOndersc, chess. Dsc four on description, DISC. When plans for this? Want to generate across
randomly across surface. They want to be policing
and shipping guide also too as well. That is fine. This work just fine. Then we clic on creates All
right, is in there now. So let's start by creating, let's start by
adding some guides. Just busy guides to
start with will be fine. Let's go back to
our Egg Gen tab. Okay? For top menu.
So this is fine. Let's do art guide. Where should we start
blocking our guides from? Let me get close. Okay. Here, I think we can start
here. Let's start here. So for this spot lam,
we need to increase or rebuild our guides in here, see if we can for our guides because you don't need too much. Something small
should be just fine. Let me move a little distance
and add one here as well. I'll add one or so. Yeah, well. Let's do one here. So I need to first kind of
add the guys we are needing to be first before
skilling them out. So let me do one here, here, move this along and creating loud gaps in
between, like we did before. So it's going to terapolate
in between them. Okay. Let's do. I'm not going to do this in the same spots like the previous one, but
those are the top. Okay. You need one year, sell, here, also go up, drop
one, also, swell. Okay? So I'm basically
trying to create spikes in between this. I'm just putting
spikes in between. Let's do one eye swell. One, two, three,
one, two, three. Let's put on in the middle. Okay? Now we're
having quite a lot of guys to adjust,
but that's fine. Let's just make sure we
put them in the Okay. Almost there. Let's do one, the middle and the
square. That's fine. So now let's select all of these guides,
select all of them. Then let's use our scale two and scale them to the right amount
you need this to be. Let me scale this out. I think roughly around
there should be fine. I think something
like this be fine. Let me kind of look at this
from a distance. Let's see. Yeah, this would be
fine. If we need to kind of adjust
the length overall, we will come in down here and then adjust the
length overall. So that's fine. I
would like to hide. I'd like to hide this coin, like to hide. Let me hide that. So I can work a bit
faster in here. Let's go back to our
little pad four. Okay. So now we have haze
generated in here now. Okay? But let's turn
that off for now. Let's work on them individually. Let's get some shape into it. Let's get some good
shaping for it. Okay, so let's go in and then move this aside, clear this out. Okay? So basically, I just
need to kind of bend Oh, I need so many selected in here. Let's select one to begin with, select us one to
begin with. Okay? All right. Let me reduce the bros size. Okay, it should be
fine. Get in close. I think, let me hide
this piece, hide darts. I'm trying to hide
anything I don't need so I can work a bit faster and select this also
to hide the darts. Select this as well.
Hide those. Okay. Getting close, and
then let's bend this. Move this aside, get an S curve to read
something like so. Okay. Bend this this way. Yeah, that's fine. Let's move on to something else,
the next piece. Let me do a quick
see for my file. Then the deep down. But it's part
lower. I'm going to move in this direction instead. Move in this direction. Look at from a different angle, let's see if it's bends
down. Bend down this way. I think that should be fine.
Move to something else. Select the next one, PG on the keyboard to go to Scope two. Scope this down. Okay.
Get some shape to it. Okay. Yeah, I think
that should be fine. Move to the next
one. Bend this down. Let's get some ship
into it as well. Tilt this down. Okay. Next one. Move this down. Okay. Rotate. No, no rotate. Let's get an esco to that.
That should be fine. Okay. Move to the next one. I'm sure at this point now you
guys already get the idea, so I'll move this down this way. Let's bend this down. Alright. That should be fine. Next one. I think well have these
two to work on also. This bottler one, I'm going to moving it towards the edge. Get it bend this way. All right. Here,
that should be fine. Move up, select this. W direction should
we get this in? Let me just move
this down this way. Down this way. I can just put this one. This one should be like
the rogue one in here. One should be of moving
in a different direction. Okay? Because you
want to kind of have some rogue direction has in there just to
break up uniformity. Get this down. S shape. I think this should
be fine. Let's get this down some more. That should be fine. Move
up, select the next piece. We're just going to
repeating the same thing just across the select then move it in direction
where we need to be. Select this as well. Bend this down this way. Bend this down some more. Get some ship into it. Move the tip this way. Okay. Let's move
up, select this. GG on the keyboard. Use the
previously selected two, which is the Scope two. Let's get some shipping in. Move this this way. Is down way too much. Let's give this up some more. All right. Select
the next one. Okay. Get some bend to this. Let's make this row. Let's move this in this direction instead. Move up, select another
one. G on the keyboard. This part gets kind of tricky in this part because now
we need to kind of make sure the directionality for it is actually as good as
we can get it to be. But at some point we might need to kind of change the
direction for it. So we can start changing the
direction for the around. Okay? Let's see. Let me
check this around. Let's just see because
this are the bar. I want this the bag to be
flowing downwards instead. But even if we do that,
these are the fronts. Kind of get this direction
flowing this way also. So just give us a bit more, more like an interesting
directional flow to it. Okay? Let me do this down.
Let's do this from down. Let's get this
flowing down first. So I'll come around,
select this. Getting close, move this down. Get some shape into it. Okay? Got it from a
different angular see. Move this tip down some more, that's fine. Select this. On the keyboard, seal
this down. Okay? Next, E on the
keyboard gets close. Move this down this way. I I'll move this in
this direction instead. Okay. Yeah, that should be fine. Look at from a different angle. Let's see if this is too high, let's bring this down some more. Okay. Move down, select the
next one, select this. Let's get this down. And I'll tell you this in
this direction instead. Look from a different
angle, that should be fine. Let's get an S shape to it. Select the next one.
Move this down. I think that should be
fine. But let's just get bend this way. Okay? Here that's fine. Next one, select this. Tip this down. Move
this this way. I think this one I'm going to do like an rogue
directionality for this. So you're pointing towards
this direction instead. All screw down. Let's go to the next ones. I'll select this. This I'll move this down I'll tell
you this this way, bend to it, select this
G, bend this down. Okay. This way should be fine. Get close. Yeah,
this should be fine. Move this in this direction, get an shaped to it. Let's
move to the next one. Let's select this.
Bend this down. We still need to add
a whole lot more and then move the directionality
for it a little bit more. Still quite some more guides to add in here just to
make it look right. I think I might also need to extend the heights
of this curve more. Okay? Select this getting close. Bend this down this way. Okay. I'll bend
this till this way. It should be fine. Select
this. Bend this down. Let's move this
in this direction and get some shape to it. So I assume gravity should
be pulling this down now. In this direction,
I'm going to tilt this down in different
direction slightly. Let's start by
tilting this a bit more in this direction instead. Select this. Move
this down. Okay. That should be fine.
Can you select this make little
adjustment to it. All right. So we're
going to continue on the next lesson and then
keep shaping these guides. I'll see you guys in the
next lesson. Bye for now.
51. 153 Leopard Chest Xgen Density Mask In Maya: Comb, guys. So
we're still on this still trying to make the guys kind of follow a butler
direction to it. So let's continue on. So we stopped previous lesson we stopped somewhere
around here. So here, we can continue on. So let me start
from here instead. Stop buttons let select this
and then bend this down. Okay. Rotate this way. Get this down some more.
Select the next one. It you on the keyboard,
bend this down. Okay? Move this in this opposite
direction. Select this. Bend this down. Okay. Yeah, this should be fine.
Next one, select the next. G on the keyboard,
move this down. Okay, and move on towards this direction instead.
Select the next one. Bend this down. Okay. But for this is that this is like a flat
piece that was kind of curved this way to
us like a chest strap. So if you kind of straighten out the directionality
for the air force, kind of flowing in
one same direction. So I'm just trying to get
that keeping that in mind, and I'm kind of making sure
I flow the same pattern so that Smooth this side.
Select the next one. Move out. You should be fine. Get some
curve to it. Select this. Get this flowing down. Okay, that should be fine. Moving towards that
direction should be fine. Select this. Select select
EG on the keyboard. All right. Look at it from a different
direction, pull this down. So that's way too much. Okay. I think I would
definitely need to extend all of this
out some more. But for now, let's
just carry on. Okay. Here down. Up, that's fine. Think I want to select
more select these as well. These as well, okay? Then I can just go in on the keyboard and move them
wherever I need them to be. Alright. Move this aside. Okay. Move the up some more. Get this down. All right. Call it from a
different direction so we can get a
better angle on it. This way, get some shape
to it. Bend this down. Bend this down. Moving towards
the opposite direction. Sk this down way too much. Let's lift this up some more. Up some more should
be fine. Okay? I think that should be fine
gets an A shape to this. I guess the camera comes a little bit tricky here,
but will make it work. That should be fine. Okay?
This direction should be fine. Yeah, I think this
is basically it. So I'm going to select
all of this again. Let the guides again. I'm going to extend the
length out some more. I feel this one is I up way too much, get it down some more. Use our scale and scale
it out some more, scale them out a
little bit more, maybe a little bit
more like so, Okay. Then we need new you guys
that hold the hedge. New guys on the hedge. Okay? Do that. Let's create
large gaps in between. So this is going to
respect the edge and kind of enterapot in between what you
already have in there, which is more or less
precisely what I want. Okay. Yeah, well. Alright, here, also.
Let's do one year. Okay. All the way then
year also should be fine. Okay, let's go to
the opposite edge. Opposite edge, here, also. Okay. So now, it's good to kind of worked on the
shaping for most of these guides crut so it's more or less just
interpolating in between them now. Okay. Then we can just
do on both side. Okay, one, one at
the edge, one year, one at the edge, one year, one at the edge,
opposite edge as well. Okay. Yeah, that should be fine. Okay. Yeah, also. Okay. Yeah, also O in the
middle, as well. One in the middle, as well. Okay. Yeah, I think this should
work. Yes, this is fine. Okay. You need one here. If you're in the middle. Yeah, I think for the most part, this should work just fine. I'll do a quick si. We're not doing
too much, though. We're not doing too much. I think we're not
doing too much. So now let's generate
for this, increase. Let's generate. Let's
see what we have. So we're getting really
good flow around this. Yes. The flow we have for
this is actually good, which is precisely what we want. We have some good variation
flow across this. I stepped on a few
corrections we made in here is some straight ones in. You can see this straight
one This one needs to have some shaping to it. Select this. These street one don't really have good
enough shaping for it, so let's break the uniformity of it and creating some
interesting shaping in there. I was looking way too
generic and to flats. Yeah, well, we want to get some interesting shapes
as much as we can. That is what we give
it a little bit more of an interesting
look to it. Maybe select all
of these guides, so I can just go into them individually without
missing something else. This one should be
flowing outward instead. Okay. This we can make
rogue a little bit more, add some shape into it. This should be flowing outward. You can push this this way. Okay? Now would have a bit
more interest to it now. Would have a bit
more interest to it. Let me even get this flowing
in the opposite direction. That would be like the
rogue guide in the Okay. But that's fine. Interesting deformation
and bent to weeds. Okay. Yeah, interesting. Bent to this. Well, it's quite a number of
them that we need to get added ship to it. Okay. Okay, this is working
just fine. All right. So the more interesting
shipping COV the more interesting
guide you would have. All right. Okay,
that seems fine. All right, move this this way. Move this to be
like a rogue shape. So this is like the
part kind of spend most of your time in just
making sure the guys look the guys look interesting
enough do some drastic ones. Okay? All right, that
should be fine. All right. The more interest you
have to the curve, the more bend, kind
of deformation, kind of easily flowing
shape you have to it. So you have an
interesting food to it. So just look like a boring flat. Bring flat generated egg
gent guides in there, which is what we are
basically trying to avoid. So some measure of interest
would go a long way. Create like some hook for this, do some hook for this. Hook. Okay. Has some interesting hook. Okay. All right. Bend this down a
bit more interests. Bit more interest in
stress here as well. All right. So now if I
should do this again, if I generate DS again, should notice some
interesting floats with, let's go to modifier if we
can't let's say this to 20. Okay. So you can see how it gets interesting deformations
and float with, which is precisely what I want. So, let's add this for now. Let's see if there's something
else somewhere else, you need to kind of add this in. Let's around there. No doubt. Let's get some hook shape to it. Let's do some rogue hair
opposite direction. Okay. I'll move
this out some more. Move this out a
bit more as well. Okay? Create some hook in hook
in opposite direction. Create some rogue, hook
hook in here as well. Okay. Get some hook in rotates. Alright, this is fine. Move this up here, so let's do some rogue
shape guides in. Okay. Yeah, that should be fine. Okay, that seems
fine here as well. Create some hooks here and
there and it should be good. Okay. Okay, that should be fine. All right. Yeah, that should be
fine. Do a quick save. Yeah, we're going to run heirs again and then adjust
the weight for the hair. Let's go to preview, turn of this only
primitive in view. So now we have some
interesting flow to this nary precisely
what we want, go back to primitive and
let's set this up properly. For the weights, 0.01. Okay? Yeah, that should be fine. I think we need, we
have a generated. They are ready. Okay, I think
it should work, this work. So moving on, I think we need to these butler guys need
to shring them down, before we do that, let's
Let me come in here. Let's do it should
be 71, I believe. Tap that should be 76, 76. Okay. Then let's go to our
selection select this. Select this as well,
and I'll shring them down. Run this again. That you create shorter
strands around there. Yeah, this is looking good. I think this will
work just fine. Let's increase the
density of the hair some more. All right. So the next thing you
need to do now will be to paint our density marks. So let's hide hairs for now. Let's paint density
density marks in here. So to paint this, I will need to review I will need
to review this is the one this fabric I like to use this as a guide to know what
sped to paints in. Let's go into density M. Create map. S this to black
ready CT which is fine. This is going to
be the carbs part, under sce chest,
underscore DENSce MAX. Should be fine. This
should work just fine. Click creates Okay. So this will change to black
now, which is what we want. His in there. Let's
go to paints, too. Painting with solid brush, painting with full whites. Okay, I think the
broad size for this. I think the broad size for this is actually fine to begin with. Okay, I think, guys do. I think I have another idea.
We can kind of fill this with Let's fill this
with white instead, and we're just going to
exclude regions where we don't need that to
actually be on. Was it going to be
slightly tricky because I noticed that at least for
mine for my own pen though. I use my pen to kind of add black to paint
black and move heads. No doesn't really paint as accurately as I
want it to paint. I still have white strands, poking out poking out. I still have strands, poking
out in those regions. I'm going to leave this
at the teas instead. Let me just paint white on the edge paint
white on the edge. Okay. Let's do wire frame unshaded, so we can actually see
this a lot better now. Okay? So I'm basically just
painting around the edge. Okay. Mm hm. This edge. So you want to be quite careful
in here, though, because you don't want the penetrating through
the inward fabric, so you need to be quite careful. Okay, then just fine. So those continue on in the same fashion, and
then we should be good. Okay. Move this along. Okay. Here, that's fine. Rotates. Okay. I think I'm managing to get
closed closer in there. Yeah, that's fine. Yeah,
I'm sure it might bonding. Are we going to use
this scalp rendering? Why not going to use cup this
cap is going to be eaten. What's it going to be using our main mesh that texture
inside of Subtanspinter? Okay, that's fine. Let's go across. All right. Yeah,
this should be fine. Move this along on the edge. Let's get close. So you can do this a lot better. Okay. Yeah, I think that
should be fine. All right. Let's close a little. If we need to erase that, we can always go back and
erase that but let's just continue on for now. Let me save this first. Let me see how we have
generated in there. I think this is good. This will work just fine. Okay. I think this
should be just fine. Let's ideas for now. I think we have
completed our loop. So let's go to the
opposite side. All right. Move this down. Okay. Move this down. I think I have to many more gaps in this let's fill up those gap. If we run this through, let's see what we
get, that's fine. Okay. Yes, it's working just
fine. Continue on. And we have good enough textile region
resolution for this. That's why we that's why we
have good pinto in here. That's why we have good
paint top in here, so continue this on rotates. Okay, rotates. That's fine. Move this along. All right. I'm not sure we'll be to
finish this in this episode, so we can just continue on
the next episode, though. But I think we are doing great. Okay. Let's continue on from the top. Alright. So I'm trying to make
sure trying to make sure this is as clean
as I can get it to be. So I'm trying to be
as careful as I can. Okay. Almost there. Yeah, that's fine. So let's go now to this edge. Move this along. Okay. Continue this on. All right. Yeah, that's fine. So we're
going to continue this on the next lesson.
So bye for now.
52. 154 Saving Xgen Modifiers In Maya: Welcome, bad guys. So we're still on this in
previous lesson, we were still trying to paint in density map density
marks for this. So we're going to
carry on with it. Okay, I think we
should be done in this episode now and then we can also work on closes. You can also add modifiers
to it in this episode. So let's make sure density
map is good enough. Okay? That should be fine. What are you doing this
now for this edge. Right, getting close. Okay. Yeah, that should be fine. Okay. So let me come from
the opposite side now, so I have better flow
of hand movement across this I can get it as
accurately as I possibly can. Okay. Move this along. He also as well,
that should be fine. That should be fine.
Yes, that should be fine. Let's go to the next one. Get the flow in, rotates. Yeah, that work just
fine. Move this along. This way. All right. Here, that should
be fine. Move this along. Move this out. Connect it downwards,
that's fine. Continue on around here. Yeah, that's fine. Find a good angle for it. Okay. Rotate. Okay. Move this along. Almost
let's come from the top and move the sor the
way down connect, get up close, reduce your
browse a little bit more. That's fine. So now we can
fill up the center parts now. So let's fill up
these center parts. Okay. It can still be a bit
loose in your too if you want to. Let me see. Okay. Okay. Salon. So I'm just trying to get
some space in between, so we can just blow
those part out. So just to create a
little bit of variation in there. All right? You can do something like so. So this is going to
create variations in. Here we have some part that
has dense and some part that doesn't have s
are not too dense. Okay. All right. That's fine. I'm going to increase my
browse slightly for this. Move this aside, use the
browse a little bit more. Let's just get some
variation in here as well. Okay? It doesn't look like mold bots. This gap in between
is actually going to help actually going to help do some
randomization in there. Alright. So now I need to
feel the big parts. Let's feel the big parts. So for this, I need to increase my brow size a little bit more. Okay? Move this along. Move this along. Let's do from this direction. Okay. Yeah, this should
be fine. Now, let's use the blow to now, go to the blow Reduce
the blow size. Use the blow size
a little bit more. Then we can blow these parts. All right. Here,
something like two. Blow this down. Okay. It creates some
interesting variation of density around there as well. Yeah, that's fine. If it's not looking
good, then we can go in and then fill it up. But I think it
should be just fine. It should be just fine. Okay? You as well. Move this along. Move this along. Blow out. Blow this out as well. Okay. This we can just do for the center part because it's mostly in the center
part for this. Blow, move this along. Okay? All right, move
to the opposite side. Move this down.
Blow all of this. Move this along, but
the blow also in here. Blow this out. All
right. Blow out. Here swell up here,
down here, swell. See you won't blow
it on freeze up the gaps up that black
gap we have in between. Okay, so here swell rotates. Fill up, swell, move this down. Okay. Swell here also. Okay. Almost done. No need to turn off
wire frame shaded. So let's turn off this
wire frame and shaded. Okay. Then save this. Okay. Then come down here
to assign textures. Close that save textures. Close this good selection
two. All right. Oh, I see some issues now. See tight issues
that I need to fix, so we definitely need to
fill up all these parts. So let's go back in. Let's go back in there. We're
going to fill those parts. So selecting the brush instead. So we need to fill it up. So let's go back in solid brush. We have paints too.
Rduce the brush size. Okay. Then we paint. I think we need to completely
fill up those edge Okay. Save this lasse we get. Alright. We can just do this in a bit of a loose way if we need to. I shouldn't be too
much of an issue. We can just go a
bit loose in there. Rotate. All right. Yeah, as well, we have a
few on the under part also. Okay. That should be fine. Probably just need more generated out of this,
fill up these parts. Once we add once we
add modifiers in, it should look a
whole lot better. So I can just randomly fill
up some of these parts. Okay. All right. Yeah, I think this should work. You should be fine
to save again. All right. That should be fine. I'll close this then make sure I save these textures
again to save texture. Let's save this
save our document. Then we can freely, we can freely do some
modifications to or go to modifiers and
add modifiers to it. But before we add modifiers, I would like to show
you guys how to save This part is quite tight. Oh, yeah, yeah, I know
the issue we're having. Issue we're having is
that we're supposed to move them this way, move them out this way
now and then this again. You see the is generating
out from those parts now. So let's select pull them
out some more this again. You should have generating
on this but maybe we should actually h
guides on this edge. I feel like we don't really
have guides on this edge. I know guides on this edge, so I can select I'll
select this now, and I would hide this. So we need actual
guides on the edge. Let's run again. Let's see. Okay, now we're getting
something on the edge. Definitely getting
something on the edge now. Let's do the rotate this out. Rot it out this way. Okay? So the idea is to kind of
create a fewer guides, and then once you paint your density map and you feel like you need to do
some more guides in there, you can just add
some more please. Let me add one here as well. Rotate this out. Okay. A
one year, rotates out. Add another one here. Rotates out. Okay. I'll select these butlers
already already on the edge. I'll rotate them out. So more rotates out. Now I'll just making
minute corrections in here just to make sure
everything's working correctly. Okay. Yeah, that should be fine. On this, we will
need to add guides. I want to take those guides out. Each on the keyboard, add another one
roughly around the. Okay. Add guide.
Rotate that out. Add down. Yeah.
Rootate this out. One, root it out. Put it this up instead. I think that was
out way too much. Okay. Root it out. Add one year. Root it out. There's a lot of necessary correction
to those we need it. We need to make just to make sure it is
working correctly. N one here. Root it
out. One around here. Rotate out. Okay. As well. Rotate out. Let's
do a quick sieve. So this should fix at least
most of the issues we are having rotate out. Let's do one here.
Rotate this out. Let's run on this
let's see what we have Yeah, I think it's work. Add one year. Root
it out. Root it out. Okay. Add one year as well. Root it that out. Okay. I
think I'll select this. Select selects,
select this as well. Come on, select this as well. Make sure not letting
anything else. And I'll just get
them out some more. Okay? I'll do the same also with this. Set at the end, rotate
them out some more. Okay. Select, select these
two, rotate out, rotate out, add one in
your Okay, route it out. Let's run our again in here.
I think it should be fine. We don't need to go overboard. It should work fine for
now. Be quick save. Yeah, awesome. So now before we move on and then
add modifiers to this, I'll show you guys how to save I've showed
you guys before, but let's just let me show you show you guys again
how to save modifiers. So the modifier we
need to save is this coin showed
for description. So I'll go all the way down. Select the clump in one. Let's save modifier. So I'm just going to name
the Let's caps in a coin. Under scoe clump. Clump one. Clump under
scoe 01 coin clump. Yes, it should be
fine. So you can save. I save not one. Si modifier. Let's type S so we
can jump to it. Then relatively need to
changes the value 1-2. We have Clum three
also, save that. S, because I'm actually going
to use some of the clump. I'm going to reuse them.
I'm going to reuse them. That's why it's
important we save them now, so we can reuse. So Clum three, save this. Okay. You should be fine.
Alloy. S modifier. So those going to I think we
have just one coil in there. Yes, we have just
one coil in there. So let's name this to coil. All right, c coil. I'm supposed to put four
in front of your name. But that's fine. That's fine. So let C modifier, S. So we have two
noise in there, so you just need to change
this glom to noise. Okay, noise one.
That's fine. Okay. It is two save modifier. Let's go in. So
this should be two. Then move this clump and
rename this as noise. Us fine. Save. Let's do for the coats. Si modifier. It's going. So we only have
one coat in there, so let's just put
coats in front. All right. Save. Us fine. So now we've saved all that now. Then let's side is for now. Okay, I think
that's fine. So now let's go back to the description of the load purchased four. So now I believe we can start
reusing the minion now. So let's go load user, scin. Sc clump one. For this clump one, we're
going to change the value. Let's use the value of the value of let's say four to
begin with generates. Okay, four seems like a good
one generates again, save. Let's see what that gives us. Okay? Interesting. So we have interesting shape
looking in here. Let me hide the guides for now. Let's hide our guides. But we need a bit more in here. We need a bit more in here. So let's crank this up to
a value of 50, 60 instead. Okay, we need to go back to
our modifier to this again. Okay? Let's Let's say
the value of six. Let's do six instead generates. Save. No, no, this
is maybe wait. We want to look at some
reference to actually be sure. But I think as a Bs we can
use this SIBs I believe. I should be fine AC Bs. Okay? So I think I have
a reference in here. I should have a load
reference in here. We have one. I'm going to get
one and I want to use that to set this up properly, okay? So I'll see you guys
in the next lesson. Bye for now. We have
one here already. This is a good one also, too. So by for now.
53. 155 1 Leopard Chest Xgen Modifers In Maya: Welcome bad guys. So pre lesson, we kind of
missed some adjustment and then received out some modifiers and
then reviews for this. So now we have a reference that we can
use kind of get something very close to the
low part for with a little modification to it as well. So let's get that in. Let's go into the reference and let's kind of look at this a bit more closely,
put it to the side. So looking at this, a bit more closely can notice a few things. I can notice that
we can't really see the roots precisely, at least the skin
underneath this. We can't really see clack
closely, but for us, we can at see us let's make
some modifications to it. So to do that, let's
go to the maxin and let's reduce the maxin for the intensity of
clumping on the surface. So let's do a value of 0.8. So Valu of 0.8 now you can
see how it kind of spaced out the root some more kind of
spaced out a little bit more. So I'd like to do
something also in here. I would like to pull the root up some kind of spread
this out more. Okay? Yes, it's looking
more like it now. What is this? Okay. Move
this aside. All right. Yeah, so now we getting something a little bit more
interesting in here now. Kind of filling up most of
the gap we have in there. Okay. Yeah, this is
looking good so now. One other thing I'd like
to do to randomize this. I'd like to randomize this. So let's randomize this. So I think we still have
a randomized value. Let's use this or make
modification to it. So let's do from value of 0.5
to a value of 0.8, on that. So this is kind of randomized
intensity across this. All right, so this is fine. This will work just fine. So now let's go in and add
another clumping to this. You might not even need to add
another clumping to these. It's already looking
good to begin with. It's already looking good. I don't think I would need
to add another clumping in. But for the sake of adding cup clump just add one instead. Let's go to load user. Let's look. Let's do.
Let's load clumps. Go in let's use a value
of ten, generates, save. Okay. Let's see
what that gives us. Whoa. This is definitely
way too extreme. Maybe too extreme. So I'm going to randomize the
value here instead. Let's randomize the value here. This is something quite
low to begin with. Let's be value of zero
points Let's 0.3. So a value of 0.5. Let's see what that gives
us to a value of 0.5, 0.5. Down that let's see what
that gives us. Okay. So we're going to
kind of compare this and see if any major
difference in there. Let's do some see. Yeah, I think this is fine. You can actually work with this. This will work just
fine. We can also let's see if we can shift
this poll roots up some more, see if it gives us anything
interesting in there. Let's compare. Let's see if there's any major
difference in. Yeah, this seems fine. Yeah, it seems fine. This
will work just fine. Okay. Now, let's add another
modifier to this. Let's add the Coy
modifiers coin coil. Let's see what Whoa,
whoa, whoa, whoa. Well, this is This is
definitely all over the place. Definitely all over the place. You don't want
something like so. This is way too aggressive
and way too strong also, too. So let me see. Let me start by zeroing out
this radios. Let's see. Let me zeros. Okay. So we turn this off now, should we notice any
difference in there? Not really. Okay,
let's randomize this. I'm going to be using a
value for this instead. Let me go in. So I'm going to
be adding this lens to it. I'll be adding the lens to it. Let's copy this lens.
I'll copy this. Okay, this is way
too aggressive. I like to save the five first. I just lent the myningo this. I want this to affect. So basically want this to
affect each strand in there. So let's see what that gives us. Let's piece that in. Let's
see what that gives us. Let's still too extreme. Like, it's really
going bunkers in here. I'll copy this as well. Pas this in here. Let's see
what that gives us, okay? Completely going bunkers in. I'm going to delete this
at the end on this. Okay. So it seems like we need to
make some adjustments to it. So let's go in I think for
this part la basically I'm just experimenting just to figure out what works best if I can add a little bit
of interest to it. So let's do zero. Let's type in 0.3 in Okay. All right. Come in here. For this particular
one, let's do 0.7. Okay, 0.50. Let's see. Okay. We also have something
interesting in here, but I don't think
this would work. Let's go back to the initial
value we had before. Let's do one. Okay? And I'm going to take it down
the entire max for it. I'm going to take
it down quite more. Let's place the value in there. Randomized value in this. I'm
going to use the value from 0.1 to 0.20 0.2. Let's see. So you kind of right now
kind of barely in there. So if we do turn this up, we major difference
in, not really. Just a little tiny
amount of difference in. Let's increase this instead. So zero point let's
use five instead. Let's see what that gives us. Okay. This actually is
actually interesting. So if I should I just generic. If I add this in
there, I can see some tiny amount of
variation coiling there. Not too oviled but
you can see a flow. Can see a flow can see
this flow around it. Let me look from this angle but everything just look a bit too straight, now you
can see a flow. I can see an interesting
flow to it, which is cool. So I'm going to keep
this. I'm going to keep work just fine. So
there's the quick sieve. Okay? All right. Now the next thing you
need to add would be, let's see, we can add in
your local user's coin. That's noise let's put in
noise I won't be adding that. I don't think I need
three for this. Okay. The marking is quite low, so let's go in and
increase the value from zero we have this
a zero to 0.2 before, so let's do zero to 0.8 now. No. I can't even see any
difference in here. Different. Yeah, I think I'll leave this a little breakup
in there should be just fine. A little break up in
here should work fine. Okay, so let's go
into the next one. Because looking at this now, looking at our if I don't necessarily see tree
stree hair in here. I'm really seeing
any stree in here. Everything kind of looks quite
as uniform as it can be, so I think it should be fine. Yeah, this is fine, so we
get more interest to this. And I'll go in and let's
add a code modifier. So let's add the code
square in codes. Okay. Now this is way too extreme, so I need to adjust
the value in here. Let's use the value of two? Yeah, I think two
should work just fine. But there's one last
thing we need to do. Let me save this
first. Remember, we're supposed to have a
meta max in here. Supposed to have a
meta mark in here. So we need to paint what kind
of erase for that portion. So let's add the for now, let's go in and
bring this back out. Make this closed
fabric also visible. Let's just make this visible. I'll select this. I'll
select this as well. Let's do Shift P, send this out of the group. I'll hide this for now. Okay. So let's go in and let's make our svisib in here
Let do quicksve. I'm going to make the visible and then we'll see how we can do some pins work in there. Because for the builds also need to do some pins work
in here as well. So, let's see what
we have before starting pints
working there. Okay. This is actually looking good. Well, the beads are
kind of buried in, so we need to make
some modifications to it by painting in the center. But for the most part,
this is working just fine. Oh, I think I won't need to do too much work
in here, actually. There's so much work to do. Is going to paint around there, and then we should be
good around here as well. Okay? Just little
around the edge. Yeah, okay. That is fine. Okay. Let's jump right
in to our ideas for now. Then let's go back
to our paints. Let's go back in
there. So our paints in full black in here now. Please don't crash. I knew it tends to act
this way sometimes, so I'm just going to
reopen the file again. So let's just click on reopen. Okay, so we'll reopen that now. So let's go back
in. Let's go back. Hides for now. Let's
go in. Okay, awesome. Awesome. So not crush this do. Let's just solid brush
painting full black. Okay. So I've started painting
now, pincing inside first. Painting in painting anything? Not even sure if it's
paint pens in, though. Let me reduce the brush size. Okay, let's brush size. Let me kind of paint
around the first. Let's paint around the first. Oh, I'm still painting white. My bad. I was still
54. 155 02 Leopard Chest Xgen Modifers In Maya: It's let me increase the
brus size Pin black in. Okay. I don't want as in
the inward part, so the reduce the bre size. Let's come close. Okay. So I need to be as careful
as I possibly can for this. Just make sure I'm
painting this correctly. A bit more gave should be fine. Was going to update this
and then figure out if what we painted is
good enough or not? Okay? Move this out. Okay. Alright. Clean
the inward part some more rotates. Clean this part also
too as well. All right. Now let's see let's see
what we get when we see. We still have some of these airs around the poking through. Do some cleanup work in
there. Save this again. Okay. These ones actually we just need to select those hairs and then
just delete them instead. Let's clean in some more Okay. I think this part is fine.
This lower part is fine. Some cleanup work and in place here also to do some
cleanup around here. Save this. Okay? That is fine. Down here seems fine as well. Okay. Do some paints
work in here. Look at this from the side. Get do some paints work
around here as well. Okay. Do some paints work around here. Outs. Some more paints
work around here. Okay. Zoom outs. I think they should
be fine. Save this. Okay. I'm going to paint in
some more save Okay. I'm not entirely sure
why we're having this. Okay, I think we
need to increase the broad size some more pints in here or more,
save this again. That should remove this es in
here now. Yes, that's fine. Okay? All right. So the est we haven't
booken out in here, we can easily clean that out, so it's not going to
be a major issue. Okay. That should be fine. See, quick sieve. Okay. So let's go in here. Let's start painting, increase the browse
size a little bit more. Now let's go in. Okay. Let's do a quick sieve.
Let's see hope it gets. All right, this would work.
Yeah, this would work. Let's do some more
cleaning up around here. See if again. So I
all around face. I'm kind of psing and then checking this will work or not. Okay. Ideas. All right. So still wants kind of
some kind of close to it. Some close to it. Okay. Move this
along. All right. Move this along. Almost done. Okay, that's fine. Move to the opposite side. Yeah, that's fine. Do some
more cleaning up around here. Okay. Move this along. Do some cleanup here as well. Move this down. Okay. Down here. Give me some cleanup
here as well. All right. Get close. Do some cleanup
work here as well. Then let's see. Let's see how have been generated in here. Okay? Okay. Yea, this should be fine. Let's go and cut
out some hairs now. Let me save texture. Close this. Middle mouse screw, drag
this all the way to the end. Then let's select some hairs and then delete that get close. You want to be careful
only select what you need to put out. I'm going to select
all of these bits. Okay. Now this do. Okay? That's fine. Select these bits. Delete.
Okay? That should be fine. Okay, now I see
some issue in here. I think I over painted this. It looks too clean. It
looks way too clean. But I still want
actually in there, so I can do is to
go back in there. Let me do a quick say,
go back in there and just blow the edge. So we could have some picking
through that instead. So let's go in. Let's
go back in there. But this time around this time around we're just going to blow. Let's use the blow
filter for this. I'm just going to blow this. So you should have some
picking through on the edge. Okay. Yeah, I used
to work just fine. I don't want the powder part
will be completely covered. So blood should work just fine. So we should have on
the edges on the edge. Alright. Let's see if this
less where we get. Yeah, perfect. Perfect. Perfect. All right. Move this along, blow the edge. Okay. Move this along. Blow this edge. Okay, rotates, continue down here,
blow this edge. Move this out. Okay. Yeah, this will
work just fine now. Now we can save edge
generated out there. So it's kind of almost
like buried sort of. So this should be fine. Okay. Since some
s in the center, I'll need to delete some
of the s in the center. So I can just paint black again. Paint black again.
But this time, I went to the small quite
smaller brush size. Paints black in the middle. Okay? Paint black in
the middle as well. Receive this now iminium
of the, s like so. Okay. You still have control over
you still have control over these bij deleting some of the airs kind of
penetrating through. But those fires that kind of going across them
will work just fine. Those would work just
fine, but we also need to kind of clean these
center points. It's just the center
point you need to clean. So let's move this along. Once you clean the center
points, we should be good. Okay. All right.
We'll save this. So you have something
better now. I think everything
we need to clean the center points here as well. Okay. Move this down. I don't want edge everything
from the center of this. All the way down
here should be fine. Then click conceive. So should have better
cleanup in your Awesome. We can just do some
cleanup here as well. Okay? Then receive this again. Yeah, that's fine. This
will work just fine. Okay. So in your next lesson, we're just going to
move on and then work on the last lo
part for for this. So I'll see you guys
in next lesson. Bye for now. We need to
blow this edge also, too, so it's not going
to be a major issue. I'm sure you guys already
get the idea already by now, so we just blow this edge out somewhere and
then we should be good. So blowed out, and
then we are good now. So I'll see you guys
in the next lesson. Bye for now.
55. 156 Waist Xgen Fur Guides In Maya: Welcome bad guys, previous
lesson be finalized on the lo pad chess strap. So Fashi mistranvisible now. Okay? This is what we have. Click out of this. Okay? This will work just fine. Yeah, this will work just fine. It all depends on kind of where you're kind of
viewing this from. So if I should turn on
the depth in there, you should be able to see this seat a little bit
better in here, so it should be fine. I'll work with this. But
next thing I need to work on the next we need
to work on will be the waistband scalp and
thing else for that. But before we do
that, I'd like to save this for the preset. So let's go into right on the low patches
for descriptions. Let's go to modifiers.
These modifiers. This is going to be a new force. I want to use the same
modifiers and then use the lowpadF another low pad. Since we have to
low pad texturing, actually use one for
the chest region and one for the waist region. So let's save the
same thing in here. So Lopad pad. Okay. So should be low pad
underscore clump. Let me put low pad for
Clo underscore 01. Here, this will be
fine. Save this. Okay. That's fine. Let's go. Save modifier. Let's
type in there. Okay. To use capter for this F for this, so
that should be fine. This should be clump O too. All right. Save this. Save modifier in there. So this should be for the
Well you have one colina, so you can just put in there, save this Scrollis save modifier L So this should be for noise. We don't have really
want noise in here, so let's just type in
noise in there, sieve. Then finally, the
coats in there. We put in coats. All right, that should be fine. Yes, I think, yeah, that
should work just fine. So now we can hide the heads
in there now, hide that. Select this. Okay, I
need to make I need to, I will need to break
the other parts a bit more visible,
but not now, though. Let's kind of take
our time and then just create the
four in the first. I kind of no vis have
cowry build around this, then we'll bring the
cow bid in and then make modifications by
adding some marks in there, but finally just
leave it as it is. So I'll go description,
create description. Ser shipping guide
random lacrosplins. This is on the chest
for collection. And we can leave it on the
chest for collection instead. I don't need to create
a collection for this. I just keep this a bit
more organized in here. So I'm going to
rename these two WPP underscore four. Underscore DSC for description. Okay, this should be fine. Yeah, we can definitely
work with this D DESC. Yes, all of this is good. Click on Create, right? So now we need to go in and
then create some guides. Let's create some
guides in here. Let's do one at the tip. Get in close somewhere
around here should be fine. Okay. Let's do one year, as well. Then all the way to the tip, also move this along, put one year. He also rotates. Okay. That should be fine. And at the end here
swell down here, here, here or so. Then at the end, this should be fine. I
should work just fine. I'll need to select all of them. Let you guys and then scale
them out a little bit more. I think somewhere around
there should be fine. Then I need to go back. Let's go back to this
little platform. Let's hide this hide. Okay, let's go down to
the ist for description. Hi Ds, don't thes
visible for now. I'm going to select
all of the guides. Then let's use our scope and
start sculpting the guides. Okay. I'll put this down. Bend this down this
way. Bend the tip. Let's add some co
sweets. All right. That should be fine. Next
one. Bend this this way. All right. That should be fine. This way. This times you kind
of tilt it down this way. Ben it down. Next one. When it this way, we see
to add extra ones though. That kind of hold the bit propelling. We just get this in. Yeah, as well, get
some shape to it, add some hook to it. Move this out,
right, that's fine. Next one, move this way. But Okay. Maybe we bend this down this
way instead. Move this down. All right. That should be fine. This one, I'm going to move let's move this in the
opposite direction instead. Let's make it look more like a rope guiding moving on a completely
different direction. Okay. Move this out. That should be fine. Next one. Move this facing a more straightforward
direction instead. Okay? That should be fine. Okay. Move this down. Move this up instead, bend this down this way. Okay? That should be fine. Let's go to the next side let's start from
the top instead. This one I'm going to
get facing down instead. Alright. Yeah, this should
be fine. The quick sieve. Let's see where we can is. Let's move this ficing down. Let me get this
facing down instead. Alright, get some
more cv sweets. Okay. Move this aside.
Move this down. Get this this way. No, let's this up a bit more
straightforward. Be fine. All right. I think that'll be
fine. Maybe get this facing down some more. Get up close. Move
this down this way. That should be fine. Move to the next one. Bend this down. That
should be fine. I'll move this up this way instead you're facing
the opposite direction. Move this close. Okay. I've got to mirror all of
this to the opposite side, so we need to repeat
the same process again. All right. Bend this down. All right. This one, I'm
going to bend down instead. Okay. Tilt this down forward up. Get this down. Here
should be fine. Down here. All right. Go down, almost done.
On this side, though. Wet. Move this up. I'll get this
opposite direction. Coming close. All right. That should be fine.
Ben it's down. Okay, this way. Bend it this way down here,
like so it should be fine. All right. Get some curve to it. Move this out some more. Okay? And is this way? Get it from a defense
angle move this in. Okay. Look for a better angle for
this, get this this way. Soon at the end I
think I'm supposed to bend this down some more. All right. Oh, skip
one entire line. Okay. Move this down. Bend this down. Move this up. Okay. Yeah, that should be fine. Let me move this
closer this way. So always want to kind of check around to make sure
you're doing this correctly. It's important to check around. Bend this way. Move it out some more. Okay. Oh, so you have two more. All right. Move this out. Getting close. Move this down. Down here, it should be fine.
Okay? That should be fine. So let's generate a in there. Okay? We have an
interesting flow to it. Preview thermo fully
primitive in view. Okay? So I'm going to kind of do a little lot more
work in here just to be sure fail before before mirroring it to
the opposite side. Okay. Yeah, I think I think
they should work. They should work just fine. I think I should add
extra edge on the extra. If you at the edge.
So let me hide this. Let's add a few more on the
edge, directly on the edge. So yeah. Yeah, well. It's not even tapoting between what we already have
before, unfortunately. Anyways, let's use the scope to increase the brow
size a little bit more. Okay. Bring this out. Select it. Select this also alongside getting close. Okay, something like so. Let's see if we can
make this work. If not, I'm just going
to just delete it. But we should be able
to make this work. Okay, this again, let's see. I think this will work.
This will work just fine. Then this one at the
edge, I would like to hide this for now. These are the edge.
I'm just going to scale them down
a little bit more. Okay? I don't need to pull out way too much, so
it should be fine. Directionality for
this, I think we have good directionality
for it as well. We save so now we can do
adjustment to this now. I don't think I'll
need to add any afro. I don't think it would
be necessary to add any raw guides to this. CV count let's do 25 Okay.
That should be fine. So let's go on and mix
some adjustments to this, so for di wit 0.1. EntertTpa starts 71. Okay. Tea then TPA starts at 16
instead. Okay, that's fine. Then let's copy all
of these guides. Let's see if we can get a perfect mirror to
the opposite side. So let's do a
mirror interesting, we get perfect mirror
on the opposite side. Okay, we need to make some modifications
around here as well. So we need to make some
modifications in here as well. So it doesn't look too
it doesn't look too generic or too
symmetrical actually. So let me just move this down. Up, up, down some more. So basically, I'm just
using the rotate just to create that uniform. It's kind of break up in there. Okay. I think this should work now. So if we generate as now. Okay? T should be fine. Don't
need to do too much. This should be just
fine. I'll save. So the next thing we
need to do now would be to print our density maps. Let's print our
density map in here. So let's turn off the for now. Let's go in, create
map full black. Let's put CST in here. Then you name the
wrists or caps wrists. We can name this
wrist underscore four underscore DE N
S underscore, Max. Yeah, this should be fine.
Starting with full full black. Okay. Yeah, this should be fine. We
can start with full white. Let's do full white instead that help us work a
little bit faster. Let's solid brush. So it's
already on full white. Let's do float paints.
Okay, it should be fine. So let's paint with full
black now on the edge. So I'm going to paint
the full black on the edge and increase
the brush size. I don't want to paint this
with symmetry on because I know this shape is not
perfectly symmetrical. I don't think it's
perfectly symmetrical, so I'm going to paint this
asymmetrical. That's fine. Ideas for now. Okay. Like so. Let's see over here
where that's fine. Okay. Let's continue on in this fashion, and then
we should be good. Okay. Let's lower parts. No, no, no, do that. I still want something so at
the bottom also, too. Let's do something like so. Might just blow the
lower part down, though, or live with it because our camera is not going
to be view that part, so might don't need to spend too much time trying to
make it extremely good. Since our camera angle is not going to be
viewing those parts. Let me start from the top. Okay. Gets close. Yeah, so should be fine. Whoa. Nobody's just paint
white in there. Pins white in there. Okay. That should be fine. Here, that works just fine. Blow out the edge later on. Let's move to the opposite side. But let's just blow it now
since we're here already. So we need to return back to it. Okay. L, yeah, that
should be fine. All right. So let's go back
to painting full black. Now on the opposite side now, paints two, painting full black. Okay? Come down. Okay. Let me do a C
first before moving on. Hides. Continue pencing Continue
the pencing. That's fine. Move this down. Scroll out. Let's increase your brow
size a little bit small. No. Okay, that should be fine. Learning to do too much though. Okay. Continue on. Okay. Get close pin down. Move our camera up. All right. Let's finalize this at the top. Okay. Move this out. Yeah, that should be fine.
Let's look at the front. There's any issues here, we can just do some blow
and should be good. Okay. Blow this edge. Okay. I think I would like
to paint in this back, reduce the brush size, use the brow size or more. Paint right here. Use the blow, increase the blow size. Blow this edge. Okay. Let's see if there's any issues
we need to blow out. This should be fine.
Do a kick save. Okay. So this will be just Oh, it's still some part we
didn't even work on, so B are solid brush paints, painting full black,
pretty broad size. Okay. I shouldn't take long. Yeah, this should be fine.
Yeah, work just fine. Let me just save this in here. Okay. Then control let to
save the entire outing. So in the next lesson, what
I was going to work on? We'll just work
on the modifiers. Okay? So I'll see you guys
in next lesson. Bye for now.
56. 157 01 Waist Xgen Fur Modifiers In Maya: Welcome, but guys. In
the previous lesson, we painted our density map
or density marks for this. So let's carry on and continue working on
this badly modifiers to it. I would like to hide this now. Hide that, so I can work
a bit faster in here. Then go back to that description
to waste leopard four. Okay? So I would
like to increase this let's increase the
density of some more. So I'm using CST for this, okay? So then I'll go
over to modifier. Remember, we've
already saved out those preset for
the low part four. So we're going to just use that. So that what we have in here, we have the clump one,
select the clump one. Okay. Generates. I think this should
be fine as well. Generates again, sieve. You should get something now. Okay, maybe this might
be too much, maybe. So I'm just checking
just to be sure. I think my clumping
might be a bit too much. Let's go in and let's
say this to four. Generates sieve. Okay. Okay. I think should
should be just fine. Then let's go to the
modifiers, load user. Let's set glom pin two. Go in the generates. This camera, let's
use it instead. Generates si Okay, we have something in general let me hide these guides for now. All right. I think this is looking fine. We can work with
this. Except maybe we can go in and then
reduce the density of this. Let's use the density
of 40 instead. Okay? Use something a bit
lighter, go back to modifiers, set up map, generate
again, save Okay. Then go back to Clum one. More or less
generate this again, sieve. Let me start
rendering this. We're still going to do a
little bit modification also on the density values for this. But I think for now
should should be fine. Okay. So let's continue on. So we have coil
and we have noise. Let's start with the
coil. She creates a bit more interest to it. Okay. I can still make some
modifications on this compon. Let me say this to
two, generates, sieve. I kind of separation
in something like two. Right. We ton of clumping. What happen to of clumping
too. We need that. Then let's add the,
the noise you confess. Let's add noise. So not much should be
happening in there. All right. We come in there, we're
getting something like so. Yeah, we should work just
fine. Just check in. Trying to see if
I need to tighten this a little bit more. Let's add a codes load
use a loop pad for code. Okay. I see, I need to make
some corrections to this let's go to the one. Let's go to plump one. Let
me this a little bit more. So get something a bit
tighter on the edge. We can't really see it
very well because you know density of the density
of in here is not that much. Okay? I don't want to
increase the density way too much than I need to. So at this point at this point, the only way we can make
better corrections to this is to do renders for this, and then we can make
corrections from there. So let's see what
that gives us. Okay. I think I might
leave clumping so off. Yeah, this should be fine. So next we need to do is to
bring out let me save this. So bring out the other
shapes supposed to be in the recovery bed and then create a marking
in between them. Okay, so let's go
and open this up. Let's make this
who's visible. Okay. Oh, I think I'm moving liking this the
way it is because it's not we don't have too much interception
in there because it's kind of pokins
coming out already. So I think I might
just leave leave this as it is cause we
have three in total. For the most part,
it's kind of Shane was supposed to show so. This would actually be fine. He's work, let's
check for the top. Top the top also seems fine. Okay, except for poking through it without
poking through it. So we need to do a little bit
more clean up around there. It's on the edge. Little more clean up on the edge
should be fine. So some more clean up
will be just fine. Okay. But we need to get it out. So let's select this
piece. Select this. Let's do a duplicate
of this Control D, then Shift B, send it out. Then we can hide all of this. Select. So delete, I need
to tie to doub click on this and double click
on this as well. If I move that down,
just move this down. This do I need to
delete for now. So I can go back into,
this should be fine. I need to do some cleanup in. So let me do a quick sieve. Let's do some cleanup in. If you shopping this up, was bound will still be in there. Composed. No, not wrong one.
Hose the one here. So waistband should
still be Let's make sure waist band is
still in there. Okay, that's fine. All right, so now let's go on
select this again. Let me just select that already on your
description already? You're on your
description already, so Let me increase the
density a little bit more. Just make something a little bit ticker, so it
should be fine. Then what we need
to do next would be to go to Iidensity marks.
So let me save this. So go to deidentity
marks and then we're going to erase if you are the top So let's go in. Let me coming close again,
let me make sure to be sure. Yes. Okay. So let's
hide the hair for now. So now we know where
we need to clean. So let's go back to
our density marks. So we're going to paint
in full black instead. So open this up. Solid brush. Black. Okay. So let's start from around the e. Are we even
painting anything? Anything happening in there? Okay. Undo that. Something should be definitely
happening in there. Okay? Way too low. Way too low. Let's
just be on the edge. I think I need to reduce. Okay, let's continue like this. We're going to
blow out the edge. Coming close. Okay? Well, at this point, I feel
like I'm doing too much, though, but let's
just continue on. And then we'll compare
and see what we have De here as well. Okay? If I save this,
let's see what I get. What's he going to paint toke? We did way too much.
That was a bit too much. That was a bit too
much. So let's do blow. Increase blow size. Let's do blow instead. Okay, I think I might
sing into paint white at that part because yeah, this bla is no really doing it. So let's go back to our paints. Our paint in full white. I'm going to reduce
the bros size so I can just paint
white close to the edge. Okay. So you just need to do this with a lot more
precision in there. Okay. All right, so let's see if
let's see what that gives us. Alright. Yeah, this
seems like it to work. Let's come in and paint
a little bit more. Save this, we get. Yes, yes. I think this should
be fine. So let's go in and then just paint. So for the next one, we're
going to be a bit more careful and just do this
as accurately as we can. Move this aside. Alright. Around here as well. Move this along. Okay. Both needs to do some
cleaning up though. Often it gets this way it
needs to be first, then sieve. All right. Awesome. Around
there should be fine. Great. A great. I'm going to increase
the bro size, fill up all these bits. I just kind of paint paints
through from one side to the opposite side,
unfortunately. So let's fix this. Let's make sure
we're not seeing the other piece at the back of this. We're going to find a
good angle and then paint this on. Yeah, that's fine. That works just fine.
Reduce the bros size. Okay, let's go paint full black. H ideas for now. So this should be quite
close to the edge. Put this at an angle where it won't looking through the piece.
57. 157 02 Waist Xgen Fur Modifiers In Maya: Okay. Okay. Move this along on
the edge. All right. Move this along. Oh, no. I think I'm painting on the opposite Let's not painting
on the opposite side. Let me move this up instead. Okay. So I'm trying to do as
careful as I possibly can. Alright. And you as well. Okay. Almost done. Alright. Let's do a quick
sieve. Let's see what we have. Okay. Hide this for now. Let's paint back white close to
the edge this time. Okay. So I'm trying to do this are a bit more precision this
means to look right. Okay. Move this down. At this point, it's almost out to tell
where the shadow is and then where we have
that whites in. So let me zoom out, save
this. Let's see what we have. Yeah, this seems roughly fine. So I'm going to come down
with a safe texture, use this for now, select
this, hide this for now. Then go back to our paints. So now we know we need
to completely erase. So let's painful black now. So I'll increase the blood
size a little bit more. Okay. Could you blow **** bit more? Due your brush size. So the part turn into paint full black. Beta clean up around there. Ideas, cleaning these
parts some more. Could use the brush
catlit bit more? Okay. All right. Here as
well. Move this along. Clean this part also. Move this along. Okay.
Clean these bits. Move this along. Clean these bits. All right.
I think it should be fine. Then let's clean this part some more trying to make this as neat as I
possibly can clean up. Okay. Clean this part as well. Okay. Move this out. Let's see what we have.
That should be fine. Move to the oppose this side. I think the opposite
side seems just right. I think we don't need to
do too much work here. Let's clean this. Okay, come
in here, clean this as well. Alright, Sieve Okay. Yeah, I think it should be fine. So let me close save
texture. Close this. Let's make this waist bound visible again,
Let's see what we have. Yeah, I think this should be fine around somewhere around
there. It should be fine. Okay, do a quick sieve. All right. I think
this actually sets it. Okay, we can hide this for
now. Don't need that anymore. Yeah, this actually
sets et's turn. Let's bring everything back out. Let's see what we have. Okay. I feel like I should add a
bit more tape out to this. There should be
tape out to this. The ideas from the
randomizer in here, so we can reduce the
value to say this to one. Instead of 0.5, we can do 0.1. Okay. Then let's from 0.1 to one. Okay. So if you get some
diapers in there now, I think that should
be should be fine. I don't need to do too
more. This should work just fine. I'll save this. Okay? Now, let's bring
everything back out. Let's make the entire hair for the entire team visible now. So let's go to the pools. Okay. Okay. You should be fine. Well, I think I need to paint I need to paint
something back here. I need to paint this back in. Hide this for now. I need
to paint white in here. Get some white in here. Okay. Save this. Some visible hair
should be in there. All right, move
this to the side. Let's make this visible again. All right, reduce the bro size. Do some more working
your paints in. All right. Save. Trying to make
this as neat as I can. I should be fine now. Safe textures, close the
safe textures again. Okay. Go out of it. Hide this for now. All right. Let's make everything visible. Let's go to each description
and then make it visible. Immediately it on its own, okay? All right. This we can work within here. I feel like I made some
more paint around here. So let's make the tiger
marks visible in here. Okay. Now let's go
in save this face. I'd like to paint some more
white close to the edge. Pint some more
white on the edge. Let's go in there. Density
marks for this. Okay. Oh, Were you have
something in there? Where you have
something in India. Away, let's just pin some
sicker whites in there. So reduce the brush size
so more, get close. Pin some more stronger
whites on the edge. Pin some more stronger
whites close to the edge. Okay. Move this along. Okay. I need to make sure this is looking as good as
we can get it to be. All right. Move to the top. Pin some white around here. Okay. Pin some white close to the
edge. That should be fine. Paint some whites
around there as well. All the way down here should
be fine. Then we save this. You guys generated close to
it now. I think this is fine. We can work with
this safe texture. Close this safe texture
again. All right. Go out of this. I
should be fine. Then let's go and go to the
ice scalp, make it visible. Eye latch visible also, too. Then let's go to the
head hecton All right. Let's make this pose
visible now. All right. So this is everything now. Just check in if this is fine. Yes, we can work with
this really quick sieve. So in the next lesson,
I'm going to start the lighting process for it. I'll see you guys in the
next lesson, bye for now.
58. 158 Light Studio In Maya: Welcome, but, guys. So in the previous
lesson, we finalized on the generated egg
gen hair for this. So this lesson, let's start setting up our
live studio for this. So let's get to it. But the first thing I'd
like to do would be to arrange my setup
a little bit more. So I'm going to start by
selecting all the egg gen hair, the collection in on the
outline and then hide that Control H. So hide that. So that will enable us move a bit faster in our view pots. Then also, I'm going
to select the two. Okay, and I'll bring
this back into the group. Let's drop this in. So now, if I select this now, for this scalp also, we need
to hide all of this scalp. So let's hide all the scalp. Don't need this scalp anymore. So if I should hide this,
everything becomes hidden. Okay, then bring this
back out. This is fine. This is what we want.
Okay. All good. Let's go to Attribute Editor. All right, so I'll go
out of the E gen table. Let's go to node. All right. I think everything's
working just fine. Yes, we can move on from here. So, what I'd like to do be
to create a studio for this. So you need to get this
place in a studio. Let's set set up
a studio for it. So to do that, I will just do **** Rect
Code and create a cube. Extend that cube out. Let's space bar, go to other
views, have to frame in. Okay? Wireframe she let's
do wireframe instead so bring this out
all the way up here. So she kind of touching
the feet some more. So I want to hit D on the
keyboard to go to gizmo, set her gizmo down here. Okay? It's W again, gets close. Bring this up a bit
higher like so. I think somewhere
around there should be fine. Yes. That
should be just fine. All right. So I'm going to
let's go to vertex mode. Sled vertex mode, select this, extend this out some more. We more actually select this also to extend all
the way to the back. All right. Let the top
vertex, bring this up. Okay, that should be fine. So not net we need to do to
delete some of these faces. So let's go to phase mode. I'll slide this face in delete. This is like the
deleting we need. Then let's go to
scale and then scale out some more All right. Yeah, this should be fine. And I'll bring it for a
little bit more, okay? Now, let's go to edge mode. I'll slide this edge, right. And I'm going to bevul this down sheet right
old bevel edge. Okay. Pull down control, and then
we can move this down. Add some more segments in. Let's add quite a lot
of segments so we get something quite smooth
on those parts. Some more segments should help. Let's do 15 instead. Okay. You should have something quite rounded on the back.
That should be fine. Face face smooth.
Slide the entire face. And then she rightly can node. Let's reverse normal for
this reverse normal. Awesome. So we have something
like this that should work. All right, right,
so we have this. This will work just fine. Okay. Do a quick sieve. So this is fine. So the next
we need to do would be to assign anode material
to the entire mesh. So let's go back to object mode. Like to make sure we have
this set up correctly. Yeah, I think we're
in a good place. Yes, it's touching the feet. We can come in closer and move
this up a little bit more. Yeah, that should
be fine. It doesn't look like it's kind of floating on the under part on his feet, so we don't just looking as
if it's floating. To be fine. Let's eye grid for now.
Don't need to grid for now. I just want to
visualize this alone. So we can turn off this
ambient seclusion. All right. Awesome. So now, set up let's set up a
camera for this one. How do we want to render this
out? Let's set up a camera. So I'm going to turn on
the resolution gates, not film gates,
resolution gates. Currently, our resolution
gate is like so. So to adjust this
resolution gate. So this is what we're
going to be bringing out. So whatever is
inside this clay box in what we're going to be
seeing on our final Render. So I that part that's
kind of graded out. That's looking a bit blowed out. It's not going to be visible
on our final render. Keeping that in mind, I'm going to go over
to Arnold setup. Let's go to Arranging
setting here. So we we set up with Arnold
render. That is fine. Then we scroll down Okay, before I do that, let
me use my preset here. I'm going to show you guys how
to import the preset also, too, and I'm going to
be giving you guys the preset our set also, too, for my render setup. If I should go in
import render settings to have different pre presetting
year to actually use. So let me show you guys
how to find out and how to also install it also too
if I send you the presetu. Go document and look for Maya I need to look for
Maya in Maya folder. Select the Maya folder. Then you go to Maya 24, then go to presets. It's not in presets, should be down here instead. This is it in here.
Let's go to Mya folder. So I'm going to
providing all of this. So once copy once I provide
this files for you, just paste this in here on the preset and you should have it working in here already. Keep working in here already
so you can see this in here. Also, too, for the agen, let me make sure you get
for the eigen also, too. For the eggen, if
you want to bring in your egenegen preset also, you can also have
have it also in your Safa should just find this, so it should be
under Egen exam food or EM food and document file. So you should have the
preset in your DRnderPreset, and then exam modifiers.
We should open this up. So you need to do
just I believe in here on the FX modulus. Let's go to FX modus, and then you can past you can just past the
preset in here. So notice now the new preset, you just create a loop
path for screen c two, no h3s. So we have that in here. I'm going to be providing
this also as well. In case you want to
know how to install then that's how to install them. By the way, let me go to the
presets Import sets in user. Let's start with low
render settings. Low rounder settings
is having one square, so one k by one k
square render for it. Now, I noticed
immediately we did that, we have this squared out
on our three d view. So this is more or less
what we actually want. Let's just look
for a good angle. Good angle to render this out. I think a good angle to be some should be something
somewhere like so. All right. So something like this,
then we go to view. Let's add a bookmark for this. This bookmark, let's
name this to main. Let's get new bookmark. Then name this two main. Let's use our caps for this. Name this to main fronts. Come. All right. Enter on that, you
should see the name being applied now in this vs close and I kind of move off orbits and then
go about to bookmark. She's going to snap
back to the view, which is more or less
precisely what we want. But in a very good instance, we still need to adjust we still need to adjust this quite
quite well later on. But as far as this goes,
this will work just fine. I work just fine. So moving on. So we already have
a studio setup now. So the next we need
to do is to start, let me close this for now. Next thing to do is to start converting all of
this lambert material we have into node materials. So let's start
from the backdrop. Let's start from the backdrop. I want to select the backdrop. Or selected. Shift correctly, no if rightly nod. Let's go to let's lead
by type try first. So by the fourth, you should
have standard surface, which is more or less like no
standard surface, actually. But let's just give it
a new material again. Assign your material node. Let's do node standard
surface. So, that's fine. Let's rename this to backdrop. Let me use our caps for this. Drop I'll put AI in front AI space,
backdrop. That's fine. So these are first
and not materials. For this butler one,
I'm going to be using quite a very dark
material for this. Let's say you call it
something quite dark. Then let's increase the
roughness all the way up. Increase roughness
all the way up so you having quite rough
background material, that's fine. Now let's go in. Individually, we're
going to start changing the material for this. I'm going to work with
this hierarchy in here, select the body, go in here. I think I can copy, let's copy this because once we change
this standard material, it's going to remove the name in there
and we still want to keep the select ds, okay? We have any any piece
extrae you know? It's not. Okay. Then let's go
in. Alright, right? So I'm going to
come into the type and find AI standard surface. Find AI standard surface. That's some things we
need to do in here Doble settle up this we can
set up our light first. So our lights, we can set up. So let's just give this default
material to begin with. So come in the pace the name, I put AI in front, space v delete this
number at the back. So we need to do this exact same thing for the entire piece. So I'll hide this for now. Let's go to the next
one. Okay? Close copy this then come over and say
this to AI standard surface. Place the name in there.
Lead a number at the end, typing AI in front. Okay. Yes, this should be fine. So I'm going to
hide this also too. Move to the next one. Copy. I should copy where
we don't have the numbering at
the end, copy this. Screw this up, scroll up. AI standard surface,
paste the name in there, put AI in front. Okay. Hide this as
well. Go to the Iris. Copy. Copy this again. Scroll up AI standard surface. Paste come to the
front, AI space bar. That's fine. Hide
this, go to waistband. Okay. There's quite a
lot going on in here. So deletes most of this. We have a lot of weirdness
happening in but I'm not sure. Also to why we are there, I think I would like
to check if my UVs are working correctly in here. We have checked
before though it's fine, so we still fine. Just to be sure, then
let by type history, clear weird Attributes, we are being applied
to it. This is fine. Then go in there copy the name, S this to AI standard surface. Best AI space bar, delete what is at the end, okay? That is fine. Save this. Save now let's hide this hide. Next one. Yeah, this one
is already in place, we just go and copy the name. AI standard surface. Did the name at the end,
come to the beginning, put in AI in there AI in the space hide that
Okay, next one. Copy. Let me try and work
a bit faster in here. Paste in little
number at the end, come to the front, AI space. Hide. Do you have any
okay this is fine. Copy. AI standard surface. Is number at the end,
come to the front, put in AI all right. Hi that's earrings. Copy copy that AI
standard surface. Because AI standard stuff, you might be wondering
why we are using only AI standard surface alone, but that's because
this AI standard stuff is going to be the
material the shed that has most of the setup
we need in here to actually work and get
our desired results. That's why I'm using AI
standard surface for it. The material has everything
everything you actually need for the move
for most things that you want to do while your
look developed set of Mac has everything you
actually need for most part, so phase that in, select that. Did I use the right one? Yeah,
this is is the right one. Let me make sure I'm
using the right one. So AI standard surface. Okay, here's the right one. Okay. Phase that in
lit was at the end. AI. Okay. Yeah, that
should be fine. Enter to apply that. Hi, that, go to the next one. Okay. Copy changes to
AI standard surface. Let's put AI. Let's
start with AI. AI space bar, then we can paste. I think the more faster
way to do things, hide this. Okay. Next one. Copy, AI
standard surface. AI space but then
pist that is fine. Hide. Next one. Copy. AI standard surface. Piece this in the
number at the end. Hide. Copy this first, set this to AI standard surface. AI space, pies this in, lead the number at the end. Okay, next, copy it on. All right. We can start
with AI space pastes. Almost done. Just a few more
and then we should be good. This baton has some attucens
let you do bi type t. Copy this. AI standard surface. AI spacebar paste this in. That should be fine. High
darts, move to the next one. Okay, we have some
stuff in there also to let's clear darts. Copy. All right. Here I stand that surface. Here space pass that in. That should be fine. I do
this, go to the spare. Okay. I should be fine. Copy. Here standard surface, AI. Please pay in the this Copy. No, wrong please the
copy because Might aically duplicate that
if we copy and paste. Let's copy this
from India instead. Okay? A space, paste that
leave the number at the end. Save this. Almost done. Yeah. Let's move to the next. We
already have the setups. Let's hide this next one. Copy. Here standard surface. A space, piece that in, do the numbering at the end. Hide. Almost done. Copy the Sanders. Here
stand that surface. AI space, but piece did the
numbering at the end, Enter. Okay? Copy. AI, pies skirts, and third is fine. Hi this. Here's last
one. Copy this. A standard surface. AI space, phase that in, Enter to
apply another is fine. Let's select everything all the way to the top and
reveal everything back out. So should be having
something like this now. So this is what we
should be getting. Let's say you want a
more close up view. I think this will work
with a bit more close up. Okay? Get close down some more. Let's receive this as a new. Let's receive a new one. So let me just name this to near front come Okay. Yeah, that should be fine. Close this. So now we
have this at least now, we have all the material
in here that we need. So you just make
modifications today and then add new ones, and
then we should be good. Yes, this is fine. Just checking to be
sure if everything's working correctly which it is. Okay. So the next lesson,
we're going to go in and then start setting up good proper
lighting for this. I'll see you guys in next
lesson. Bye for now.
59. 159 Arnold Lights In Maya: We come back, guys. So
in previous lesson, we kind of set up
our onload material and set up our lights
studio also, too. So now let's get into adding lights to this and getting
this to work just fine. Alright. So, but I have a few
arrangements to do in here. So this butler ones that
we don't actually need. I know to delete
that, so I'm going to just put them in a
group, put them in a group. And I'm going to rename
that group as Miscellanos. Let me drag this up. Around
there should be fine. I can't close this
group for now. So I'm just name to
sell. All right. Just to keep things a
bit more organized. I'm trying to organize
things in here, this part L I'm not sure
if we need this anymore. Do you have anything
going on in there? We don't, step melating that
because I'm not entirely sure what that's supposed to represent grimly not sure what that's
supposed to represent. I'm going to leave
it as it is, so I don't mess in soup with egging. Already know egging can be quite buggy. Anyways, carrying on. So I'm going to go to Anno tub, make sure you select Anno tab. And I want to create an
AziR light to begin with. So we can create sky dome light. And let's go to the
setup in there. So I want to use one of
the AziIFm SubtansPnter. So to do that, we need to kind of go and find the five parts. So let's go and
find the five part. If you go down to
Local this where installed it, program fis. So you should be under Adobe. If you 'tad the version, where Adobe kind
of took over so. You should driving
this in there. So let's go to resources. So starter assets. Then if you go down
to Environment, then studio, you should have
a few studio set up in here. So you have the Tumarko Studio, you also have this
studio white umbrella. So I think the studio white umbrella was
the one I actually need. You can also use to Marco
studio also too if you need to. So currently, it's
really between both of them and I figure out
which works best, actually. So let's start with this
studio white umbrella. So let's copy the five parts. So I'll copy the
five part for this. Okay. One more thing
also need to do for your set of pin is to
go into render setting, very important. Go to node. Then scroll down to,
I believe, textures. Turn off auto convert
textos to TX. We don't want to convert textos to T because if you do that, it's going to increase
our render time. So let's turn that off. Turn off use existing
TX textures. Then for the MAX cache size, we can set this to zero, but it's not going
to default to zero. It's going to default
to somewhere around 1,000 or one GB. So this is low. This is as low as it can get,
so this is fine. We'll leave this as it is. Okay. So why also we can also save it as a
new preset if we need to. So to preset, let's go
to export settings, and we can just replace that with I believe is the
low setting we're using. We can replace that with
the Low replace, yes. So we can also do that
also too for the others. Let's do that for the others. If you go in import user, let's start with the
I we turn this off, ton this off as well, set this to zero, I enter to apply that. We go to presets, a spot render setting,
set it on the I. Okay. Yeah, that should be fine. We go in import setting. Let's go to the
mid tour this off, to this off, set this to zero. All right, go to presets, a spot setting,
mid render sieve. Okay. Yeah, I think it should
be an many more user skin. Turn this off, turn this off, set this to zero, Enter, reset spot render settings. Let's just replace.
Yes. But what we need to use now will
be mid. Let's do low. Okay? Low render set up
for this. This is fine. Low under set up for
this should be fine. So we close this again. We have this now set up
accurately as we need it to be. Okay. Save this. You should save
quite fast signal. So now let's go in and
bring in the AzirRTplug in the AziRra you need
to plug in the AJR to the color in here. So plug into the column. Let's select that Checker
pattern, select file, then select the folder and then let's space
that five part in there. So the studio umbrella so
you can see it in here now. The studio umbrella. So it's good we can actually
see a preview for this. So then we also love
this also, too. It's also a good one Studio
white Studio umbrella. So let's start with
the studio umbrella. Then we can kind of get
variations in between. I figure which one works best. So click Open. So once you apply that and
then we zoom out, you see it's in here
Oh, it's cutting out. So let's fix that Scot
out we're having. Just come into the
far clip lane, type in two zeros in there
and then should be good. But it's not enveloping
the entire housing. This sphere is not enveloping
the entire housing, so let's go and select
it skill scale this out. So more so it should be fine. So now you can see that our
main light source is at the back our main light umbrella source
actually at the back, don't want rotate this to be
facing the camera in here. So we want to kind of
coming from this direction. So it should be coming
from this direction. So to do that select this, then rotate rotate so we
can move this this way. So we look at this now,
we can see come on. Move out select this again. Okay? It's not bringing
out her object selection. Anyways, let's just get this
where it needs to be first. So I'm kind of checking
this just to be sure, see where yes we are this at the correct angle.
So we can go in. Let's go back to
our com Yeah come. Okay. We can click out,
click on the background. Let's go back and then
say this to came again. I should be fine. Let's go to unload render and let's
do some renders for this. Let's figure out Let's
see what we get. War Mton samples, set
the samples to three, so you can get better
light definition in there. So, that's fine. So clearly out. The quick save again. So we need to do now just to go to our nnodRnder and then
see what we get. So let's go to Anode render, select that. All right. I'll go over to view Test
render, let's do 50%. So when you start one
key, so let's do 50%. So 50% render will
be around 51, 12. 500 peak sales, actually. So let's do 500. And then if we go
to a set in Zine, if you go over to display, it says to ACs, which is fine. As will work just fine. So
let's close this again. Okay? It's render. Let's
see what that gives us. You can see how it renders
it renders fairly fast. Why? Because we are kind of
using basic material in here, so everything's
rendering quite fast. So AC so we can
actually leave this like this because we already
have good shadowing, but we can also rotate Asia a bit more just to get better. Let's get better
lighting in here. But for the most part, this
is coming out quite nice. You can see we have good, interesting, soft
shadows around this. So if you're actually
looking for a light source that kind of illuminates
the entire housing, this will definitely
work just fine. This will absolutely just fine. Alright, so this we can use. But I'm going to let
me get to the face. So I'm looking at the
face a little bit more. I'm just going to
get some shadow in around half of the face. So to do that, I can
just push this outside. E space. E space out,
select our lights. I'm just going to rotate the lights this
direction instead. So rotating this now, you can see how we are catching a bit
more shadow in there. You can see a bit more shadow
on this side of the face. So let's do a bit
more. Let's rotate it Let's rotate back some more. Some more. I'd like to get some dings on half
of the entire body. Here, something like so. Yes.
So because we need shading shouting kind of gives
gives the momatic lighting, which is what we want. So yes, interesting.
This is perfect. This will work just fine. Yeah, this will work
extremely well. I work extremely well. So this is like our first
light source here. This is going to
be our first light source which we can work with. So I'm going to go in and start making some modifications. So for the backdrop, I like to darken the
backdrop even more. I don't want the backdrop to
be this obvious at the back. So let's go in and darken this some more Candlest the weight. Take down the weight
a little bit more. Yeah, I think somewhere around
there should be perfect. So we have all of
our attention on the character itself
because we want to drive our audience's eyes directly on directly on the
character itself. So we don't want our viewers to be distracted
by the background. So our focus should be
on the character itself. So that's why we mean
to have a light in that looks quite like some
quite like some so. If you actually not to
use writes easier, right, it actually helps you
actually extremely helps to kind of get proper basic icycle that actually looks quite good. Which is precisely what we're
trying to achieve in here. Was he going to bring in some additional lights
to this, no doubt. But for now, let's just get something something
like so should work. Fine. Okay? If we decide not to add any
additional light to this, this will work extremely well. This will work extremely well. But that's for the
sake of adding, let's get some other
lights in her. We're going to we're
going to kind of get another different
light setup in here, more or less like a
back light to him. So we're going to create
like a back light for him. So let's go in and select let's operanda
for now esto panda for now. Okay, so paranda for now. Then let's put this
down here for now. So let's go over to
a perspective view. So on the perspective view now, we need to kind of
create a back light. So this back light is going to be going to just be at the back, just kind of eliminating
the back side of him. So to do that, all
we need to do will be to go in and
create an area light. So let's put an area light, bring this up, scale
it out some more. Okay? So you can see
where this is pointing. It's not pointing on the body, so we need to rotate this, but before we do that,
let's move this this way. Then now we can
rotate. Let's rotate. Go to the lights setup, go to translate, rotate. Let's do 18180 degree. Then bring this up. I think I scaled it out
way more scale this down, rotate our light facing
him from the back. We undo that. Move
this this way. Move this back some more. The wrong axis. Move
this back some more, somewhere around
there should be fine. Okay. Yeah, this should be fine. So now do we see this light now? So to see these lights
or we get modi preset, so not really preset actually, but whereby we can
adjust our light. Let's go to utilities, then click on Light Editor. Put this aside, let's bring
out. Let's bring this out. Let's go and then
set bookmark to NCM. Okay. So somewhere around
there should be fine. All right, so go in and then select the sky dome light
and click on disable. Let's disable this for now. We don't want this to be
visible for now. All right. So let's go and select the area lights. Can
I name this in here? I can name this? I want to name the names all caps in here. Let's do wreck lights
for rectangular lights. Okay. So for the setup now, we don't really have most of
the setup in here actually. So one we need to turn off would be before we turn that
on, turn it off rather. Let's go and click on Render.
You see completely black. Now I wonder why I
see completely black, white because you need to go in and then
turn off normalize. So once you turn off normalize, should begin to see
something in here now. You can see how we're kind of capturing the
silhouette of this now, which is precisely
what we want capture. I silhouettes it bitmll Okay. So we can go in and increase
this also too if we need to. So let's add some
more samples to this. So samples just samples,
samples of three. So if you get more definition
now for the light, we can increase the intensity, less than intensity of two. Okay. You can see
the light bleeding out a little bit
more on the edge. So it's kind of gives a rim
effect around it's fine. Precisely and
absolutely what I want. So aside, we can still do some more corrections
to this if we need to. It's space bar,
come to this view. We can pull let me
get this to the side. Move this aside. We can
pull this down some more. Okay, if we need to Alright
here, this is looking good. You can see how we do
silhouette lightning across this. So now
we have this notes. Now let's turn on let's turn
on the our sky dome lights. Let's turn on our
sky dome lights. So this area light kind of
mixing actually, that's fine. Let's turn the rear
light for him. So if we enable the dome lights, let's enable our dome lights. So we do ate the neighborhood
now, this is what we have. Okay. But we can see you can see some weird
shadowing at the edge. You can see this weird
sharp cat around this. That's because the area light is also affecting the backdrop, so we don't want the ir light to actually
affect the backdrop. Let me stop this for now. So I don't want the ir light
to affect the backdrop. So how do we tell
our area lights do not shine on the backdrop,
polution on the character. To do that, we need to
go over to Windows, relationship editor,
slight light linking. Then we do light centric. So we're going to
select the area lights. Let the area lights in here, then click on backdrop to kind of deselect it from
affecting the backdrop. So now if you close this now
and then hit Render again, you can see how we kind of get that completely eliminated. So it's really affecting it's really affecting our
character alone. You just can't know
precisely what we want. It's really affecting
our character. You can see this now. We can see. We can see good
ey elight at the edge now. You can see good ey
light at the edge. This is basically what we
want. So that's going to eliminate the edge
a little bit more so as far as this goes, you can actually use this
as asset of our lighting. So the instance where we need to edit the lighting again
would be after adding materials to it and
we begin to make some adjustment
lighting just to match the general contrast of our applied textures to
the mold that we're here. All right, so, that's fine. It just allow this
render little bit more. You can also go in and
increase this to go to view, increase this all
the way to 100%. Okay? So I'm going to
stop the render for now. There's one more
thing we need to do. So Em in this case, actually, it's not
extremely important, but I believe you refer
to composite and they want to do some compositing
in an external software, then you need to do
that, so that was introduced to add AOVs
to it to node render. So let's go to node
render settings. Let's go to AOVs. So let's output
the noise in AOVs. So there are some AOVs you
can bring in if you need to. So if you like to bring in
will be the Albedo like the Abi Do select
Wood and control, select Albedo do noise. Select directs, diffuse
direct as well. Should have then specular and specular in direct SSS SSS bid. Okay. I think this will be pretty much there's
nothing else again. Then we're just going to send this over, so send this over. Just send this as long
as I send this over now, and then you come in here,
if you go to Beauty, you shouldn't send anything
in there because we have not rendered yet, so we not going to send
to actually render. So now if you go in and
then we close this for now, then we open up and
not render view again. And then we hit render in there. You should be able
to see them now, so we should able to see
them in here now, okay? So if you cannot go in
and then direct diffuse, this is going to visualize
only the diffuse alone. We go in select direct, Is going to visualize
our light setup. Specular, all specular,
specular channel alone. Specular indirect alight
affecting the specular. SSS N is a senior because
a senior Abdo alone Okay. In case you want to
kind of work with this, you actually have that
advantage to actually bringing AOVs also two to this and
then use that if you need to. For the most part, I'm not
really going to be using that because I just want to just get the best
result but ring in. I'm not I don't want to kind of create a
ranawa I'm just kind of do excessive work of compositing in a
niceness like photoshop. The idea is to kind of get the best render possible
inside of rnd alone. And that is where we needed
to kind of make sure the detectors and the
contrast and the color on everything or build
everything looks good inside of Stan spin and then
we did test render, just kind of check all of those things out before
exporting them out. I believe I strongly
believe that based on that, you should have really
good renders inside of Arnold if we kind of
tick every box right, so that's for that. So this is like the
general lighting setup I'm going to be using for this. So the next we need
to do is begin to start to go individually to each particular material
and begin to apply the textures and then do
some more work in there. So we'll do that in the
next lesson, bye for now. Before that, we can do
just allow this round out. It's already at one k.
Let's allow this round out, and let's see what
we get out of this. Right so we have this fun rendered out. This
is where we get. Awesome. This is
looking good bots. Now, seeing this now,
notice that we have those completely white
whiteness all over the place. I'd like to add
another extra tint of an extra tint of orange
and then blue to it. So now, we have this render out, we can do a snapshot of this. So we have a snapshot now. Let me minimize this again, put it to the side,
close this for now. So let me stop this
render, stop this. So now let's add two extra
additional lights to this. So I'm going to
rename this to area let this to back light. Okay. That's fine. So I'm going to create
another area light. Let's put another area lights. Come in here, we can
bring this down. I'll use the scale
to scale this out. O some more, pull this out, get this here, move
this this way. Get this rotated, rotated
face rotated this way. Let's go to a top
view, come in close. Just move this
somewhere around here. Okay. Somewhere around
there should be fine. So I'm just trying
to get more or less like let's say
orange things to it. I'll scale this out some more, scale it out this way,
bring this down this way. Okay? So that should be fine. Select this. Let's go in. I'll name this two
side orange lights. Okay? This should be fine. I'm going to go into
the light setup. The ton of normalize samples, let's use two samples for this. And I'll go to the
temperature for it. I want to put this too much. They can see how I cannot
get a yellowish tint to it. More like a yellowish
tint for it. All right. I'll set this to an intensity of let's do half of that to 0.5. Okay? I'm going to
duplicate these slides. Move it to the
opposite side, rotate. Let's go to the top view. Move this this way,
rotate this way. So this is going to be more like a bluish tin slight side blue. Okay. So I'm just going
to put this towards a code value instead. Like so. Now, let's do render for this, let's see what it
gets. I'll save this. I don't do the test
them one by one, but I just want to just render them all at once and
let's see what it gets. Let's just hit render in here. So it's rendering now, let
me collapse this for now. D in there, but it's not too obvious. It's not too obvious. So if you want to make
it a little bit obvious, at least for the two of them, we can increase the
intensity of the lights. Let's stop this for now,
move this to the side. Okay, move to the side, let's just increase intensity
to one on both sides. So let's set this
intensity. Let's use one. Then for the bluish tint, let's set that to
intensity of one as well. Then we render this out. You can see major difference
in here now, you can see how we're
getting down range tints.
60. 160 Arnold Skin Shader In Maya: Welcome, bad guys.
So after doing our final render for
setting up the new lights, the warm light, and then
the much cooler light. So let's do a snapshot for this with the snapshots
and let's compare these two. Let's compare both of them,
let's see what we have. So let me zoom out a little two. This is the first one we had. You can see how all white
she looks completely white, all white, with some dark
shadows, which is cool. We have some dark
shadows in there. And then we have this Okay. So we compare the two, which is what we have now. I think I need to make
a little corrosion. I still like this dark
shadowing around there. I still want to keep
the dark shader because what we have now is not really meting those dark
dark shadow in there, so there are a few
things we can do to actually bring back
the dark shadows too. First of all, tune
down the two lights. So let me minimize
this so now for now. Let's start with the big ones. Let's start with
the dome lights. Let me take down the dome
light a little bit more. Let's do 0.8. Okay. So we can click, turn this off. You can see this rendering now. So you can see, we are
kind of introducing back the dark cheese in there
to go to the orange. For this, let's do zero points. Let's 0.8 instead. Okay. So you're introducing
back the dark sheet. So go to the lights. For the blue for the blue, let's say this down to 0.8. So this going to introduce back those dark sheet a
little bit more. Okay? Is precisely what we want, so this should be just fine. Okay, this should be fine. So we add back the dark sheet. Maybe for the scam lights, let's say this let's do
nine instead of 0.9. Let's 0.9 Let's
see what that us. Yeah, S good enough. Se good enough This
will work just fine. So it worked just fine. So I'm going to stop this for now. Stop the render for
now. I don't think I need to adjust
the lights anymore. I don't need this
light editor anymore, so I'm gonna close
that. The quick save. So now we need to go into the main body now
and then begin to do some more work in there.
Let's jump right in. Let's collapse this for
now. I'll bring this down. So for this, we need
to come up close. Go to pose Zbrush model. I'm going to hide
everything else apart from the body minuscule outer eye.
Yes, that's those three. So let's go select everything
down here C H to hide that. This is precisely what we need. So I'm going to select the
body. Go to the bodies. Let's go into the body in here. And then let's do some
modifications in here. So the first now I'd like
to do to go to preset and I'll set these two skin. It needs to be on skin
clique and replace. So by the force is going to add in the subsurface
scattering in here. But for now, we don't
want subsurface scraping affecting this
because we still have a few things to do
in here by adding displacement on
normal map and figure out how the normal
map actually works. If it works just fine, then we can now bring back the
subsurface scattering. For now, let's just take
them down completely. We don't want it to be visible. Everything else you
cannot remain the way it is put this around here for now, shrink this down some more. Okay? Awesome. So getting closer at least can visualize
the face some more. The face is like a
main target in here. Okay. So now we
have this here now, next now like to do be to go to the I believe this body shape, then go to Arnold, scroll
down subdivision level, turn on calc sub div
set this to two. Go to displacement.
For the displacement, the scalar zero value
said this to 0.5. GB 0.5. Okay. Then the eight the eye you can leave
at one for now for now. We're going to manipulate that. Let's go to Pa sheet. So you can go to APA
sheet from the I can just beside the render
settings conduct. It's going to open up
a IPA sheet in here. So I want to minimize this. I don't want it to be
all over my screen, so let's string this
down some more. Let's create some more space
in here, up some more. Then we have some setup settings in here also that
we need to use. So now let's go look
for the bodies. So Adris, AI adress. A dress. He has found it so
select it, right click on no. Let's do graph network. Okay. Awesome. This
is what we need. So let me see. Let me read some more space in here so
you guys can actually see. But coming close, I'm going
to extend this out some more, extend out some more. Okay? Because now
we need to bring in the shelter for it to
displacement shelter for it. Let's go in tab, then type in displace, so type select this
displacement sheder. Okay? So I'm going to select
the shedding engine and then delete that. So I'm going to plug this to the displacement sheder right. So we have a sort opinion now. So what we need to do
now will be to bring out the let's bring the
displacement for it. So let's go let's
go to our maps. So I remember we baked our maps displacement map to
ZMap, so I opened that up. So I'm going to copy I'm going to kind of
use this instance. Let me kind of copy this. Copy these two displacements.
Let me copy them. I'll go over to SP body and
I'll place them in here. I just will be in
the same folder. So being the same folder. I just keep this a bit more organized. So, so I'm going to
put this the side. See this here, squash
this some more. So we need this eat
rise bod, you know, so I'm not going to drag and
rub this into our apache. Okay. Move it out of the way, then pull this here,
move this here. Okay. So now, one thing we need
to do will be to apply displacement to I'm not with using Alpha it's not
supposed to be on ALF, it's supposed to be like
channel or B channel or GB or Algeb Ano the channel because it's
actually black and white. So basically, what I mean is this let me create some
more space in here. Put some more space in. So I'm going to
click on this and I'll drag this out
color to displacements. Okay? So it's in here now. So more you need to do be to
select the displacements. Then go in and set
the utility to roll. It's supposed to be on roll. Always make sure
it's always on roll because the connear map are bringing in so it
should be on roll, so Arnold can actually
read this properly. I do a quick sieve.
Timing to do now is to go in and then
check and see how it's affecting our model. But I still want
what you need to do go in and select this body, turn on the weight of
the color channel, and let's say to a dark shade. That should be fine. Let's go. Let me move this up.
Bring this in view, increase a little bit more. So now I'm going to
do test renders for this to figure out if this
is working correctly. Let's play it's play and
then, we come close. So we can see it
working now because on the lip looking fine on the lip you can see the
details on the lap. But we need to use
the render region. Let's use render
region for this. Let's use render region.
Select musm mode for now. You can see how we're getting the details now coming through. Our details now
coming quite nicely. You can see how displacements, you can see the skins in. You can see the lap detail
also coming out quite nicely. Which is precisely what we want. Let's do a render region. Let's do render region for this. I'm going to select
the render region and select I think somewhere
around there should be fine. Let's do half of
the face instead. So we don't need to
die out everything, half of the face
should be just fine. So we're gonna come in close. Come in close, allow this to ten. Come back
when this is done. You got this black stuff coming
out it's erasing itself. I'm going to come back
when this is done. So notice unless I
did something wrong. I'm supposed to
select led the Okay, I didn't do anything
wrong, actually, so I need to darken
this a little bit more. I want to darken this
a little bit more. Let's get some more
darker heat in. Okay? Lose this. So the more darker material, you to see this he lot better, so darken this a little
bit small as well. Okay. Let me pull this out of the way so you can
see both of them in. On the dark cash, you
see a lot better now. So I'm going to
allow this render out and then I'll come
back when this is done. This is fine. Have all our details
in here actually, because we kind of setup
them up correctly. Okay, so you can see how we have good renders
in here now. You can clearly see all of the displacement detail
coming quite accurate line. All of it is coming
out quite nice. But I would like to increase the tensity a little
bit more wide because as long as
I add subtensson as I add subsurface scattering, so the mode is going to kind of soften out going to soften out most of all these detail we have in here and make
it a little bit smooth. And we don't want that, so we still want
the details kind of come out at slightly
strong in there, so compensate for that, we need to increase the
displacement intensity a little bit more. So
let's do that, too. To do that, let me stop
the render for now. Okay, so do that, we need to go into
the model itself. This model itself, we need to go into because we can't
do this familiar. We can use familiar, but it's
not id to do this from her. It makes better sense to do this from let me put this down. Select the model itself. It makes sense to do
this in here instead. So all we need to do is
to go to the heights, and then let's do
a value of one. Let's do 1.3. Okay. Then let's fire up
our render again. Let's see what that gives us. I'm going to come
when this is done. So let me make this
bigger again so we can see this is fine. This
will work just fine. We have all the details we need, so I'm going to do
a snapshot of this. Okay. So next we introduce
is to add our normal map in. So let's go back
to our IPA sheet. Let's stop this for now. Stop render for now. Let's
bring in our normal map in. So normal map we're going
to bring in will be your normal map we got
out of subtan Spencer. So open go normal map, so I'm just going to drag
and drop this in here Okay. Select it, bring this out. Okay, bring this out again. Then the next we need
to do is to create a shed that works
with this normal map. So to do that, it's space
by the typing AI normal. You need to use AI normal
map for this to go in out color to input
out value to normal cam. All right, set up all ne. Let's go and select the normal open go texture itself and set this
to row, utility row. Okay. So really quick save. So now that we've apply
this in here now, we need to test this in combination with the
displacement map, then we see how this works. Okay? Normal open
Gl should be fine. All the set in there is fine. We can also adjust
this intensity if we need to, but for
now, we don't need to. So let's just go
and do a render. Let me collab this for now. Let's quick render. Let's
see what that gives us. So I'm going to come
back when this is done. Okay, so this is what we have
now. This is what we have. So if you notice that we're
having something a bit more sharper then it's
slightly too intense, but that's fine for now. Why? Because we need to
add subsurface car to introduce to figure out if it's the right amount or
not the right amount, so I click stop for now. Let me just do this
snapshot for this again. So let's compare. So this is the one
with displacements. Now this is combination
of displacement and normal map together. So that. So I want
to minimize this. So now let's go in
and stop the render. So let's go in and then bring in the disclaim
subsurface scattering in there and then figure
out how to make this work. Okay, so let's do that. So I'm going to go over
to before we do that. One right now like
to set top will be the can do any of those. You can do any of them though. Let's just make sure we
bring the other map. Let's bring the other maps in, so we're back in here. So we need the body, albedo, roughness.
Tails we need. Is that all? That's base color and the roughness, that's fine. So rather than drop this in. Okay. So the base
color, I'll bring up. I'll select these two roughness, I'll bring out this way. Okay, so now let's go to displacement or rather
the shader itself, let's go to subsurface
scattering. Then I need to
make this visible, so I'm going to crank this up. But the actual values we have
to actually use in here, so let's use those value in. So I have a set up in here
that would work so typically, I like to just do to use
a more real world skill. I'm just going to
set set this to a value of zero
points zero points, yes, zero points, 08 instead. Let's do 0.08 instead. So then we just going to plug in a texture for this
subsurface color in here, so the texture we're going
to plug in here would be a bedo texture
or the base color. So let's plug out color
to subsurface color. So plug the subsurface color. So if, I've looked through the back now you can
see the textures being applied at the back, is
precisely what you want. Let me just pull this all
the way up here for now. So for the base color, we don't need to adjust the
utility for it. Utility, color space should be at R alg that's
completely fine. So just leave that as it is. So I'd like to extend, let me zoom out some more. I would like to turn
off this render region, then turn it on back again
and this time around, draw something that's
a little bit on this side because I still
want to see the also too, because the is going to
give me an idea of if light passing through the year with the subsurface
scattering turned on. Okay. Let's do a
little bit more. A little bit more on this side. Let's do a little bit more
around there should be fine. Extend this down some more. Okay? Like so. Let me collabe this for now so you
can visualize this alone. I'll do a quick save. Okay. Let me do a quick save. I think we all set up for now. So I'm keeping the
default roughness for now because we select
this shade on now. The default roughness
for this is 0.5. I also need to modify this
later on but for now, this should be fine for now. Be fine for now. Or we can just set everything up all
sm and render yes. Let's do that instead,
so. So usually, I like to set the roughness for these two the specular
roughness to begin with, set this to roughness of 0.8, roughly around 0.8 inch. Then the roughness map I
have out of sotanspinter. I'm going to using that for
the coat roughness instead, so I'm going to
increase the weight. Okay, so for the color, I'm going to be bringing in what do we have in S 1.3, 1.3. So India, I'm going to
bringing in my own texturing, so I'll open this up. This is like a black
and white texture, so we just going to log this to our channel to coat color. Imagine this
correctly. No, no, no, right out to the coat
roughness instead, yes, that was the
right one to do. So select the roughness now and go and change this
to utility raw. Okay. So it should be on
roll, very important. Important. So once we
have this setup now, I think everything should
be working just fine. Okay? Then select this again. I'll do a quick sieve. Then we can do a
render for this and see if this is working
correctly. I believe it is. But we need to make
modifications to those let's hit rendering in here,
let's see what we get. So I'm going to come
back when this is done. It's kind of going
through and trying to get good setup in here. So come back when this is done. Okay, so this is the
first test we have. Everything seems to
be working just fine. Okay, we have good soft
skin in the I can see how you can see how we kind of have most of our dit
kind of softened out. Some of det of soft we need a better
render for this bots. I think the skin texture we have in here
should be just fine. But rather the
displacements intensity and normal map intensity should
be should be just fine. I feel like I should I should do something
in either reduce the skin intensity a little bit more or I can increase the subsurface
scattering a little bit more. So one of those two. So
let's do both actually. Let's do both actually. So for For the skin pole,
I'll go in and then take down let me
stop the renter for now. I'll just take down the
let me take this down. Let's reduce the
height intensity. So let me just say this back
to let me say this back to one instead. So
intensity of one. And I also like to
do a little bit of an experiment
in here as well. But let's just do a
snapshot of this, then select the shader
itself, move it to the side. Great. I did not intend to
do that. Pull this out. Okay? That should be fine. Okay, so move this out, select the shader itself. Okay, go down to, okay. I think we have something
else we can do in. So potent to kind of add some
value for the anisotropy, maybe less the value
of 0.1, maybe. Then let's change this to
random work version two. Let's see if you will give
us a better result in there, then set the scale to 0.1. Okay. So this is what
we have in here now. So I know this setup
we actually did. We adjust the heights intensity and then we adjust this scale, 0.1, and we're using random work and we add
any sto traffic to this. Now render let me do a quick
save let's render this. Let's see if we get
better results in here. So run the rando, yes. Let me make sure snap
to this in there, it's in there so we can
compare to run this again. It's the moment and combines is done. Okay, we'll get in there. So I think a lot to
this is actually fine. The thing a lot need
to do just to increase the intensity of
the displacement, just a tiny bits. Really tiny bits. A tiny bit should be just
fine. So you can stop this. So go in select the body again, and I'll just use a value of 1.1 instead. So let's do 1.1. So this should be just fine
for what we need it for. 1.1 should be fine. So let's a more broader
render for the entire ten. So I'm just going to save
this first then zoom out. I want to render the
entire body though. Maybe just torso
should be just fine. Somewhere around
there should be fine. Okay? Around there should be fine
because I want to kind of see this detail around
the scars also. So now let's do a
render Let's turn off collapse this for now. Let's do snapshot first,
collapse this for now. Okay? Then let's hit the render. I only need to render
out of our body. Half of the body
should be just fine, so I'm going to stop
this render for now. So in this spot lines
now is going to give me an idea how I'm supposed set up my lights in again if
I need to increase the light a little
bit more or not. But I strongly believe I need to increase light
a little bit more. Let's go to Skydome to the side. I think I will take this back
to let's do 1.2 instead, a little bit brighter than
you render render region. I just need to render we
have scars here also too. Let's see rendering
the antiotine the anti outin let's
see what that gives. I'll just each render and I'll come back
when this is done. So when it's done. Stop this for now, select the backdrop. Select the back drop. I need to make this even darker. Let's darken the
backdrop some more. It's not I add
more light to you, it's going to brighten up
the backdrop because we not exclude the sky dome
light from the backdrop, so let's render this again. Then I'm going to come
back when this is done. Let's give you some means to go through. Come back
when this is done.
61. 161 Eye Shader Arnold Maya: Welcome about guys.
So previous lesson, we kind of started
working on the skin, aS, displacements, and other necessary setup
just to get this right. So now, ending that we
kind of did the render. So this would render we did
because the render we did. So after that kind of made a little adjustments
with a few tents, let me just show you guys
the adjustment I made that gave me this
result instead. So you can see the difference
in it's a lot more brighter in a what I did
was to let me go back in. So the backdrop, let's
start with the backdrop, kind of darken it
a little bit more. I darken this and
darken the width also. Then for the AI sky dome light, I increase this to
intensity of two. Then for the sad orange light, increase that test one, then side blue tensity to one, and give me the result
where are we seeing here. Okay that's fine. So next I'd like to do
would be to go in and work on the eye, make
the iris visible. I'm going to hide
the body for now. We just need to work on
the eye so let's get in there so you can make two of these
visible if you need to. Put this here let me just
put this here for now. So I'll need to
hide the outer eye and the minuscule for now, so let's hide that
Control H to I Let's work with the iris
alone to slide the iris. So I'm going to using
the preset for this. So the preset, I need to
let me move this down. So basically, we just need to just look at just one eye alone. Let's look at the
left eye instead. So the preset I'm going to
sing will be skin preset also. So let's do skin
replace, all right. So in here now, I think the roughness would be all the way rough O is completely rough. Then we're going to
adjust a few things in. So let's go to our
PerhadopaiPa shade. Let's find the eye
in A or AI Iris. A Iris, scroll down. She has found it. So ship directly
on graph network, and let's go into the
texture file in here. So you need the iris
color, the iris normal. You don't need the roughness because it don't want
to be completely rough. I've said that already
inside of Arnold. So let's drag and
drop these two in. I think that should
be everything we need. Those two should be fine. Okay, open J, bring
this out here, tab, a normal, normal, get close again,
out color to input, out value to normal come, then select the texture itself should be
on raw, all right? Select normal
sheado normal node. Let's increase this
to a value of five. Let's do five instead. Be haven't sopped up SSS in yet, so subsurface cartoon
should be in there. Wo color, let's block
this to subsurface color. Let's go into the shed itself. And I'm going to adjust
this to a value of 0.1. Okay? Yeah, this should be fine. All of this should
work just fine. Let's do some test renders.
Let's see what we get. So let's do some renders. I'll go in and stud this
back to one key resolution. Then Okay, I need to
off. Turn this off. Alright. Then let's eat render in here. Let's
see what we have. Getting close. Okay. So we
have this completely rough, which is precisely what we want. Should be absolutely
rough. Who the side. So roughness should be
at one that is fine. Okay? Scroll down. The
lacieno doing yet. There's no cimento doing
yet, this should be fine. So yeah, this will
work just fine. This will work
just fine. For me, distance. This looks good. We can crank up the
Oh, the normal. The normal to see the
normal is working in here. Currently see the intensity
of down normal quite well. So you need to adjust the
strength of the normal. Let's use the value of ten
instead. Normal strength. Let's do ten and then give
you some mean to render out, and then we come back when
this is done rendering. Okay, let's just
do render region. That's the rendering region.
Let's stop this for now. Render region. We need to render out these bits
easily bits we need. Okay? Render let's give you a moment to run through and then come back
when this is done. So he's doing ten rendering out. Come back in a bit. Okay, so this is what we have. This is like a final
under for this bot. As much as I like
this, I can't really see the intensity of the
normal map that well. It's not too intense, so I think it's coming from and
this is mostly coming from, let's see, for gen
everything, right? Yes. This is mostly coming
from the SSS we added. So if you go into
the shader itself and let's take down the SSS,
let's completely hide that. Bring back the weight and then plug this to the base color. Let's plug this also
to to the base color. So now if you should render for this now should have a bit more of an intensity
for the normal map in there, you can see this now. You can see how
intense the normal map is peeking through this now. But it's slightly too intense,
slightly too intense. So looking at this
now I know its definitely a little
bit too intense. So you can use basic keeping
the SSS in there, though. So if we should let
me stop this for now. So if we should take
down the weights, go back to the SSS,
make it visible. So we need to do is just to
take down the scale values. Let's take this down
to the value of 0.05. Okay, then we go back
to our normal map node. We can crank this up a little
bit higher if we need to. Let's say we do a
value of 13 instead, then we'll run this again. You should get a little bit
more intensity in there now. Yeah, if you see a little bit
more of intensity in there, you can still go
in and take down. Let's go and take
down the scale again. Let's do a value
of 0.04 instead. Okay, so it's rendering out. Let's give you a
moment to render out, and we'll come back
when this is done. Okay, so this is what we have. I think this we can work
with. This is slightly better than This is just fine. This work just fine.
So I'm going to stop this render for now, stop this. Okay? Let's go take this down. Take this down as well. Let's make the
outer eye visible. So the outer, we're going to be doing a little bit
more working here. Let's start with just bringing
the basic texture in. So let's go to AI out
I A outer I found it. So rightly an old graph network. Okay. So let's go over to
textures in here. So outer color, let's
bring in the outer color. I mean, yes, outer eye,
base color rather. So select these two, select also the normal
map, the base color. I think we should
have roughness. We have roughness
for this as well. Select the roughness as well. Then let's go in, drag this and drag and drop. Okay. So base color, take this up, normal map, take this down. Roughness, bring this in here, and then we should be good. So let's set this up because there's still a lot
of work to do in here though. So let's do A and normal map. So plug this in, input to out coolor out
value to normal cm. Okay? Select this roughness, drag this arrow channel
to specular roughness. Then the out color to B color, select the shader itself is all the way to one. All right. So now let's select
the roughness, set the utility to roll, open normal map texture,
utility to roll. Okay, that's fine.
Here's the quick sieve. We're not done yet.
Though the material should be applied in there
now, but we're not done yet. C is apply because its cannot create a past
for the center part, let the iris kind of
show through that. So to do that, what we need to do is to come in a tab tab on the keyboard and then type in AI surface. Let's just do standard. AI standard surface. Let's select that. This butler
one is going to be let's rename this butler
one is going to be just glass, normal
glass material. Let's name this to glass. Let me name this to I
poker I glass. Okay. That should be fine. So I'm going to just use
a preset for this. I'm just going to use
the glass preset for it. We should be good. That's fine. One more you need to do will
be to use the AI mixed node. So tab on the keyboard,
AI mix shader. M shader instead,
so Mike shader. All right. This shader is
going to be outer. Let's name this to AI AispaceO out I mix. Right, that's fine.
This work just fine. So now we start plugging in
detecturs we need for this. But to do that, I'll
need to select this. Then I need to apply to let me select this in A
first, then select this. I need to apply this AI
and make sure Come on. Okay, now. Apply material to
viewpo selection. Okay? So it's applied now. So you should do
things napening in there kind of set it up. Let's select it now. So you will kind of set
this up. Let me see. I have a set up in here. So let's use this. So the turn on transparency in so the AI glass eye
should be on the shader one, and the outer eye should
be on the shader out too. So to do that, we just need to do drag and drop something does not
feel right in here. Why is this called Lambert? This lumbar shader, not
supposed to be umber sheder. It's actually an AI shedder. So why is it called ambarin? I'm not sure why it's call
lumbering yet though, but I think everything
should be working just fine. Everything working just fine. So let's drag and draw
this in so let's select the outer eye mix. So the glass material, middle mouse drag
middle mouse leg drag and drop this up here. Okay? Then the next sheder mid mouse drag and drop
in here, that is fine. So if you look at this now, not mostly h in
there, that's fine. So we go in and then we set. So then max weight is where
we're supposed to have our pasty channel in there or a texture where we're going
to have a pasty map in there. So let's select this
drag and drop in. Okay? Move this out. Okay. So what we need to do
is just for the mix, we need to set up the
shade are quite well, so we need to go and open up this out color out the
black and white texturing, we need to plug this to the mix. Okay? Do a quick save. Yes. So now we can
actually check now, atleast render out and see if that is working
correctly or not. So zoom out, turn this
off, render this out. Let's see. Awesome, so it's
working absolutely just fine. So there are no issues
here we need to be mindful of so all of this is
working accurately well. Let's just give this
a moment to kind of render out and then we'll
come back when this is done. Okay. So let me
just stop this why, let me just turn on the
turn on the minuscus. Let the minuscule be visible. And then we just need to use a glass material for that
and then it should be fine. So go in there do preset. Let's just do. Let's
just do water instead. Water, water should
be in here. So here. Not deeper. Just normal
water should be fine. Let's clear water. So let's
just set this to clear water. Then render this out again. If the minuscus in here
being applied, okay? So you can see this rendering. Let's give you some
momentum to render and then we'll come
back when this is done. Give you some moments
saving this as well. This is what we have. J snapshot for this, stop the render. Yeah, I think this
will work just fine. Look at it from a
distance looking good. So this will work just fine
for what we need it for. So the next lesson what
was going to carry on and then minimize
this for now. Still have a lot more to go, so going to go down
to the next piece, which was bound and
then just begin to apply the dextus in here, and then we can move
along from there. I'll see you guys in the
next lesson by for now.
62. 162 Head Accessories Shading Arnold Maya: Welcome bad guys. Now that
we kind of set this up, so we can actually hide
them now. Let side that. Okay, I'll just bring
these down instead. Bring this down also. I like to kind of bring
all of this from the waist bound all the way down here.
Let's make it visible. Okay. So I'm going to I like to kind of work I like kind of work from the
top all the way down. So I'm going to arrange my
outliner kind of match that. So what I mean is this,
I'm going to select all of this at the top,
select the backdrop, select the light also, select the Am I selecting the Okay I'm not
selecting the Asia dome. Okay? So I'm going to move all of these all the way
here, like so. Okay. So I'm going to hide them. Then let's select all of this. Select this. So I'm
going to move them up. Going to move all of this up. Up here should be
fine. All right. Then select these two. I'm going to move them
around. Yeah, okay. So now everything
that should be down, is going to be
selected down here. So all of these down here is going to be selected
range down this way. So just give us a bit
more organization to things. So that should be fine. So let's go all the way
to this make it visible, select all the way
down here control, g to hide them. Okay. I'll save this. Yeah, this should be
fine. You should be fine. Let's see if you have any actin selected that we don't need
to be selected in here, so all of these lights are in the right place.
There you ready. Okay, Miscellano scalpi all good or good in here all good. Let's start from the top. So
let's go to the ornaments, bring out our outliner. So ornaments should be AI
AI ornament or family. So this is this year.
So I'm just going to rightly graph network. Okay. You should be fine.
This will work just fine. So I'll go into my ***. I think we're done with this. Oh, yes, we're done with this. We just need to, we just need
to copy these tiger max. Actually, I'll do
a quote instead because it's not supposed
to be there's supposed to be on the SSP assets or piece in here.
Okay? That's fine. So now, they ornament, so let's go into the search. Let's type in here. So you're going to
do a quick search, and then anything that's do with the years going to select that. So we have the chin
then we have ornaments. Okay. Yeah, I think it
should be everything. So ornament starts
from the base color, then we have the normal map, then we have the roughness
and metallic map. So let's select that. Okay, drag and drop this
in here to our hyperst. Okay? If you select ornaments
now, that's the one. Yes, we're using the right one, son let's arrange this properly. So metallic should be up here. Then we select the base
color, lift this col. Select this, bring this here. All right, so this here. So we can move this along. So you need to plug the
color to base color. Open this up, open
this up as well. So the metallic, plug
the arrow channel to meltness and plug
the arrow channel to specular roughness
for the roughness map. Then for the normal, you
need to bring in AI normal. Map, select that. Okay, log the Alo inputs
out values to nomcam. Default should be fine. Default
intensity should be fine. So the strength that
one, that's fine. But now let's go to
the texture itself and set this utility to roll. Same for the roughness,
utility to roll. Same for the metalness metallic
material, set utility. To row. The only thing we set
to row is the base color, so I'm going to leave the
base color the way it is. I believe that should
be it for that. Yeah, I think this is fine. That works just
fine. So let's go to the next one job bid. So the job be selected
now. Let's job bid. So let's find that
AI AI job bit. A jo bid graph network Okay. Drop this in here. So we
just need to type in a bid, and we should have all of
that in there. So this is it. I'm going to drag all of this and don't have any metallic
property in there. I don't think so. I don't think we have any metallic
property in there. We select this we
drag this down. Jad jaw bid. No no metallic property
in there, though. Let's just bring the material in without the metallic texture. So I'll drag and
drop this in here. So select this put this in here. Put this here. Put
this here. Okay. So now we can plug them
to the accurate channel, let's blog to this base color. Open up the color Come on, open up the arrow channel
to specular roughness. Okay. Then AI normal map, select that input to color
out value to normal camo. Okay. Let's set this to roll. Roll. Set the roughness
also to roll. All right, that should be fine. This is fine. A quick sieve. So I want set all of this up. At least everything be let's set everything before
we hit render that. So I'm just trying to
make sure all of this is set up correctly. Okay. Yeah, I think that
should be fine. There's need to make
a new correction in here, we can go
in and do that. But for now, let's carry on. So we have the head on now. So let's search for
the EoE hon, found it. So select that graph network. Put this out some more. Okay.
Okay, that should be fine. Head, or horn. So it's gonna show
us the textures now, then we can do dragged
out and drop in. Yeah, this should be everything. You also have metallic texture that comes alongside with it. So we're going to
drag everything in. Okay. So base colo, put this up. This is normal map, put this
down here. Move this along. Roughness, get this around here. Okay. Then the metallic move this all the way
here should be fine. Now let's say this
up. So tab AI normal. Okay. So input to out color, out value to normal cam. Yes, open up the roughness,
pecular roughness. Okay, open this up
also metalness, out coolor to base color,
and then should be good. Except need to go to
each individual textures and then set this to raw. Okay. Roughness. Raw Okay. Metansow I think
that should be fine. Okay. Yeah, that should be fine. Metannesow row Okay, base color,
yeah, that's fine. That's fine. Let's
move to the next one. So year rings. Rings. This
one is mostly metallic. So let's go year rings. I believe that's
the one Yar rings. Select that what an
old graph network. Okay, don't know why it's shedding lambert
in here though. It's been applied
to shedding engine for lumber shading engine, so that's how actually works. Anyways, moving on. So let's go in and
bring in the rings. So just type rings in here. Okay. Drag and drop this in a
base color, put this up. Okay. Normal around here. Move this along. I
think butler one is mostly just metallic. It's mostly just metallic, so I don't think I have
any other mating yet, so I just set
everything up actually. So let's just put this
roughness down here, let metalness put
this around here. Okay? Let's start logging
them in so tab here, normal, here, normal map, out color to inputs. Okay, out value to normal Okay, out cool. Circular
roughness. Okay. Let's plug this to metans Okay. Yeah, that's fine. Out
colour to base color. Okay. Awesome. So let's go to normal OpenGL, set this to roll. So from this parler point, it's just going to
be ptive process. Just repeat the
same thing over and over again. But it's fine. So just so it gets
fried into our brains, so we know exactly what to do when we're
kind of working on our own personal projects
to set this to roll. Methane said this to
row, row as well. Base colour will leave that as it is, this should be fine. So a chain, Broop. So let's look for
that chain, B droop, select that hit Rl and
Old graph network. Okay. So let's just type
in rope in there. I think you should that's the only one we have
rope in the naming. So yes, that's the only one
chain chain bedrop select all of this drag and
drop in there okay. Now, let's arrange this. Put the normal down here. Base color up here. This is the roughness. Then you have the metallic. Okay. Logs in. It does fine. Out cool, outcol as well. A normal map. Drag this in. Drag this in here. Yes, specular
roughness, Mertilness. Yeah, we're good.
Then select this. Let's say this to
roll. Roll, let's go to the specular roughness
or roughness texture, set that to roll as well. Okay. Select this. Utility all. Yeah, that's fine. Yeah, that's fine.
It should be fine. Let me just cross check this
again. Love the are fine. Okay? So the last one, last one, not the last or
passive, but for the head. So let's say let's
Ed center bid. So Ed center bid should
be the one in here. So head center bids that
Rightly and old graph network. Okay. So I think that's really one that has center in the naming. So let's just type
in center in there. Center spell this correctly. That's really ones
Ed center bits. I'm going to select those drag and drop this into per Sheet. Base color should
go all the way up. This is the normal
drag this down there, roughness set her metal don't think you have any
metallic property in there. If we bring this can
we bring this down? Bring this down? There's
nothing in there. There's absolutely
nothing in there. Whereas for the others, we
have something in there, so you see we have
something in there. But the metalness, nothing
is actually in there, so we can just delete it there. Don't need that. Don't need it, so let's set this up, AI normal. Map. Okay. Log this in
out value to normal cam. Okay. Circular roughness. Out color to this color. So lets two. Okay. Select this. Select this. Row. Okay. Yeah, this should be fine. So I'll save this. Yeah,
this should be fine. This is a raw raw as well. It is fine. So now, I'm going to do a
render for this. Let's see what we
get out of this. Okay. So. Let me move this down.
I'll bring this up. Let's get them in view are they in putting
them in view already? Let's get this at
an angle like so. You have something
Okay, yes, we do. So let's just get
them in view like so, and then while rendering let's render hundred
percent should be fine. Okay? Let me collapse this. Do a quick save again. And then let's render this out. Let's see what we
get to hit render. Okay. Awesome. So we're already getting
something quite good. But I was doing a single render on this
we're already getting something quite interesting
to work within here. Let me just give this a
moment to kind of run through and then we'll come
back when this is done. Okay, so we have some
rendinia now, rendinia now. So let's take a look at it and let's see what
we get. Awesome. This is looking quite
good. Don't see any major issues in here
that we need to kind of fix. This came out quite nice. Okay. Yeah, this is good.
It's quite nice. Alright, so this is
fine. So moving on, I'm going to stop this. So the next lesson,
what was going to move in the same
a hierarchy and then add the textures to
the rest of the body. So let me hide this for now. So the next one needs
to work in will be from down here, all the way. Let's do all the way, e. So let's make this visible. Zoom out, what need to working on Oh,
somewhere around there. This is going to be the
next piece. I'm going to be working on the next
lesson. By for now.
63. 163 Body Accessories Shading Arnold Maya: Cob, guys. In the previous lesson,
we kind of rendered out the accessories or assets
close to the head. So this is what we have, he's
good enough to work with. So I'm going to carry on with that and then
work on this lower part. So let me just pull
this down for now. Let's start with the
cross chess strap. So it's just going
to be the same repetitive process across this. Let me pull how I pass it out. So let's look for the
cross chest strap. The cross should I be
cross chest strap, select dR node graph
network, okay? For this in here, let's
go to our folder. So let's do chest Let's type in chess shrap should
have something specific, just precisely what
we need actually. So, we have quite a lot
of chess trap in here. So we have the cross is one
we need cross chest strap. So we need the Base colour, normal map, roughness, since it seems like we have metallic property
in here as well. So let's select those three and drag and drop it
in to hyper shade. Let the roughness
roughness in year. Set the metallic in year. Base color up here. Select bring this down here. It should be fine. A normal map. Outcol inputs out
value to normal CAM. Open up this out cool drag
this to specular roughness. Open up this out color, drag the channel to me thness. Then let's get the
out color in to be coolor let's select that again. Let's see what we're selecting. That's what we're selecting. That's fine. To work just fine. So let's go in and select the normal map
texture, utility row. So basically repetition
of the entire process. So utility row as well. Metalness utility row. Okay? That is fine.
Okay, moving on. So let's go to the next piece. So this is done. Let's go
to low part, hesstrap. We have the low part,
chesstrap in here. This one is going to
have the tiger texture. Theresn't so much doing this so. Low part, chess trap. So let's look for
that, scroll down. Looking for L. Lou
purchase trap. No. That's the difference one. AI upachaso Yes,
found founded soon. AI Liu patches traps. Let's select that
itcanoGraph network. Okay. So let's go in here. So it's already in here already. So this is low par chess trap. So we have this here
also low parchessrap to select the normal also, select the roughness. Okay, that's fine. Drag
and drop this in here. Let's say this up this
cool take this up. Normal take this
year, Roughness, B, tab AI normal map. Log out colo to input
out value to normal cam. Open up the roughness, the color roughness drags down, out colo base color,
that should be fine. Then sled the texture itself, utility row as well
for the roughness. The base colour we don't need
to do anything in there. So we have the next one
should cross shoulder beads. Let's find that
that's not the one. Cross shoulder bet this is the
one in your graph network. Okay. Did this play
the shoulder beads. Okay, so this is
the one already, so cross shoulder beds,
select these three. I don't think we need
metallic in here though. So I'm going to ignore the
metallic drag and drop in. So this is base color
should be up. S this here. Then up normal, drag
the normal down. Okay, S this here. A tab icon, the tab button
and then AI normal. Map, select that Allot inputs
add value to normal CM. Produce of Secular roughness. Okay, roughness. Yes, it should be
fine. At colour to base colour for the
base colour texture. Then utility to roll. Circular roughness also too
to roll, and we are good. Then now we have
the Tiger meta Max. This one I need to do slightly a bit of an extra
working here though. So let's get to it. Tiger meta Max. So let's look for AI, then starts from
T. AI metabis no. AI, let's go down. For this AI Tiger Meta
Max graph network. Okay. So move this out. Now let's go in and find
the textures for it. So put tiger in there, should filter all of this out and then
give us what we need. Select all this, drag
and drop in here. Then I'm going to set this up. So this is the Normal
map should be in here. Roughness map should
be around there. This is the base
color, take this up. This is the metal leak. Then we have the
displacement in here. The modification also
need to do this. Let me extend this
out some more. I'm going to this displacement set this displacement here, extend this out some more. So let's heat up
on the keyboard. Let's type in
displacement sheer. Okay? Delete the shading engine. Don't do that. Complete
deleting everything everything. Let's just first blog
this to displacement, then we can delete this.
Yeah, that's fine now. Okay. Then open up this out cool or Blog the RL channel to displacement, then
it should be good. Or mo you need to do also, too. Actually, a few other
things but let's just set this up around first also. So A normal map. Log this in, log
this in as well. Open up this Algeb channel,
specular roughness. M downnessPlog this in the base color let's
log base color in. Now let's settle of this up, so the texture should be
on roll. Roll as well. Utility roll Okay. Yeah,
basically, that's fine. So we need to also set
this displacement texture to raw as well. One other thing we need
to do be to select the select it instead, then go over to tiger
meta mark shape, go to Arnd, scroll down, subdiv dot on, Catl. Let's set tuition to two. Scroll down displacement
attributes, scale zero value
should be at 0.5. Anything you expecting
out of zebra, discul level should be 0.5
because our background for the displacement map is on
full gray, so 50% gray. So for 50% white, actually, which
is actually gray. So that's why I kind
of set this to 0.5. In the height I'm
going to leave us one. That should be fine. Okay? So this is setup now. Let's move on to the next 10. Okay? O is the next one. So let's look. That should be up AI should be among the first
one in the list actually. The first one leased to mo graph network, extend this out. Okay. So let's just
type in armor in here. We should immediately
get the texture we need. I obviously has metallic
texture in there. We're going to need the
metallic texture for it, so let's drag and drop in. Arrange this properly
rough should be Metallic should be up here. Base color all the way up. Okay? Select these
three sets down. Then the normal map
sets around here gets close AI normal map. Out color out to inputs, a value to normal came, right? Open this up, drag this
to specular roughness, drag this to metalnness. Then let's drag this
point to base color. Okay, that's fine.
Let's say this up. So texture should be
on raw also as well. Okay, said this to rows well. Swell is last one. This is fine. Okay. So the other one, the next piece now will be
leather strap, select that. So AI and leather
straps existing y and leer strap go
in graph network. Okay. So we're just
going to type in, type in lead and leather. Okay. Should go. This is it. So we have there are no
metallic properties in there, so we're just going to drag
this in leather strap, so drag this three in. Let's arrange this
all bisclo up here, normal around her roughness
in here should be fine. So A normal map. Okay. Yeah, as well.
Let me do a quick save. I've not been saving for a
while now, so let's save this. Let saved. Then open this. Come on, open this
out, color out, log the L channel to
the specular roughness. Okay, use the base color.
This is the base color. We don't need to just
blog the out cool instead the base color.
Then let's set this up. Utility should be on raw. Utility also in
should be on raw. Ed should be fine.
Base color is fine. Gsrett much everything.
Let's just do one more. Let's do the b split instead. Let's make the b split visible. So b slit is the first one
in graph network. Go in. You can just type in bs and
then you should have that, select all of them,
drag and drop in. This is a normal map, S this here, roughness here. This is the metallic, and the base color drags
all the way up here. That should be visible there should be
visible in here now. Okay? Get closed and
let's set this up. AI normal map. All right plug this in. Yes, well, I'm sure by now, you already kind of get
the general idea of where to plug most of this in. So even though I
don't mention it, you just know where
to plug this in. Okay, that should be fine. Okay, this should
work just fine. All right. Now let's
take this utility to roll roll here also to roll. So you want to very careful where you're plugging
this and make sure you're plugging this to the right
channel. Very important. It's very important
to plug this to the right channel. Okay,
that should be fine. Let me drag this
down, bring this up, do another quick sieve. Then let's do render for
this. Let's see what we get. I think it's already
in views. Let's do render and see what
we are out of this. So here you just hit render. Okay. And then come
back when this is done. Okay. So this is like
the preview render for this came out quite nice. I think there's much
I need to do in here. So this is nice. Except we need to kind of
add some hairs in here for kind of get some
hairs going in. But for now, let's just
leave it as it is. We're going to come back
and then add some hairs in. I should work just fine. So minimize this. Let's go to the order this. I'm going to stop
the render for now. Okay? Select all of this, hide this for now. So we start at the app splits, let's go down to the
rest of this and then finalize and
not materials in, then then we'll go back
and then start working on the gem four. Let me put this down for now. Down should be fine.
Bring this back up. Let's start with
the waste band. So let's do AI waist band, and get some more space
in AI waste band. So should be most, at
the end, graph network. Let's go to accessories also. So let's type in band. No one as being have
metal waste band as well. So let's just do waste. Let's do waste in front. Waste band. We have
metal waste band. Then the waste bond starts
from. Let's select that. We also have some
metallic properties in the selected drag
and drop in Okay, select these two,
set this aside. Okay, roughness should be
around a. Metallic should be, base color all the way up
here, that should be fine. Okay. Now let's start
connecting this properly. So let's type AI normal map. Log this in in here as well. Select this to get down. I'll channel to specular
roughness on this up. I channel to melt down ness, out color to base color. That's fine. Yeah, moving on,
yes, this should be fine. So let's select and set
this to roll raw as well, metallic, raw as well,
and that should be fine. The next one is the
curie waste bead. So I think this is the top here. So ci Cori waste bead has
the one graph network. So that need to type
curie in there, and then she can bring
out the texts for wi. Yeah, this is pretty
much everything we need. We don't have any metallic
property in there, so let's just drag
and drop this in. Okay, rough no should be w is, normal map should
be down, B call up, EI normal map input
to out color, outvalue to normal
CAM. Open this up. A channel to specular roughness, out color to this color,
the quick save again. Like next we need
to just do just to set these textures
out to roll. So we need to do this for the normal map and then
for the roughness map. Let's study this for
the normal map and the roughness map, and
then we should be good. So the next one we
need to work on would be metal waste band. So found this in here already. So AI metal here I met her
with band Graph Network. I think okay, we don't
have that in here. So let's just type in there.
Should be the first one. Okay, let's do metal with band. It's not giving off enough
space to type everything we need. What is this in do. Metal wit band. So
select all the way. So we have the normal base
color, metallic and roughness. So let's jag and draw this in. Roughness should be, should
be fine. Normal down here. Bs color up here. Metallic around there
should be fine. Okay. Let's go to set
this up AI normal map. Log out color two inputs. Okay. Add value to normal com. Open up the roughness, plug this to specular roughness. Open up this R
channel to methaness, then base color to
base color obviously. Then let's set this
to row, utility row. Utility row as well. Utility row is the last one
for this shade in here. The next, we have
the spare to select the spare so AI spare
is in here already. Photograph network.
That's the only spare This is the only spare we have t this scene so she
brings it out for us. It's like this tree dragon drop. Okay. This color get
this all the way up, normal, all the way down here. Roughness close to it,
metallic around here. Okay? A normal map. Log this in, log this in, open this up, get some space in, arrow channel to
specular roughness. Open this up. Metallic
to metalness, base color to base color. Let's say this to row, row, utility row,
utility row as well. Base color should
be the way it is. That's fine. Okay.
Next one is Sanders. So AI Sanders, let's
go in graph network. Okay, let's type in
Sanders in here. Sanders Okay. Yeah, this is everything
we need. Do you have any metallic
property in there? Not entirely. I don't think so. Nothing. Let's open out or
less C. If you say new white, say new white anywhere,
no white anywhere, so we don't have any
metallic property in there. So drag and drop this in. Okay. Roughness, Bs
colo, AI normal map. Log this. Log this. Okay? Log this roughness. B colo, S this to row. S this row as well. That should be fine. Next
one should be the skirts. So AI skates, graph network. Let's go in and search
for the skirts. Okay? Yeah, it's some metallic
property in your aswell, so let's drag this and drop in here let's arrange this
properly, this should be here. Base color all the way up. Okay, metallic cluse to it, then rough nasals down here. Okay, AI normal map. Just repeat the same
process, obviously. Open this up.
Circular roughness. Open the out color metalness, then Bcl up we can
directly plug in. Then just set this up
to roll roughness, also, two to roll, metallic also two to roll
and then we are good. Then the final up is sheets. So graph net work. Okay? G me a quick sieve. So let's go in and just type in. That should be like
the only one for it. So, this is it. So you don't have any
metallic property in here. I don't think so let's
drag and drop this in. Base color, let's get this up. These are normal. Okay,
here should be fine. A normal map, A low to input, add value to normal come. Open this up, Scular
roughness, this color. Now let's set this up to row, utility row, utility row as
well. Okay? This is fine. Now let's do a render for
this Let's see what we get. But first, it's going to
get the angle writes. Let me set this down. Let's
get the angle writes. Okay. So this is pretty
much everything. Yeah, this is it. So let's
do a render for this now. And then we'll come
back when this is done, so I hit render in here and
come back when this is done. Okay, so this and
came out quite nice. This came out quite well. At least for the contrast, contrasting the material
is looking quite good, which is precisely what I want. So the contrast came out
quite nicely, lay down. The sands looks good as well. Okay? It looks good as well. It's not looking too
deep. That is fine. Okay. I think this will work just fine
for what's needed for. We also have kind of chipped
edge in there as well. Okay, good contrasting and our lighting seems
fine. So that's fine. So next lesson is going
to bring in the g in A and begin to do some
development for the air. So I'll see you guys in
next lesson. Bye for now.
64. 164 Head Hair Shading Arnold Maya: Okay, welcome bad guys. So let's work on
creating the EgenA. So in the previous lesson,
we kind of finalized on the loop development for
the asset of the body. So need to work on
the EgenA and then we can do final renders. So let's do that. So I'm going to hide
these two for now. I'm going to turn on the
body and the iris as well. Let's make this visible. Let's get this at a good angle. Then let's turn on
our egg gen hair. So let's do the head hair first, let's turn on the collection
for the head hair. Turn on the collection for the high scalp collection as well. Okay? Let's go to
our Egg gen tab. Let's start with the head hair. The fit is new to doing first. So the first, we need
to do kind of set of our renderer to be annulled. So if you haven't done that yet, just go to preview and output and set the renderer by
default should be unknown, set it to a node renderer. Okay, then we'll go over to
the eyes cap collection. Let's start with the
eyebrow description under previous outputs. Say this to node renderer. Say the eye latch is also
due to rnd renderer as well. Okay? That should be fine. Now let's apply
materials in there. So let me select the head he
collection or description, rather, let's led
the description. Right hold, assign new material. Anode material, A and that. No, that's the wrong one. No AS and that suffac the wrong one. Let's know what we need.
So I'm going to undo that. So the one we need
to select would be let's do this again,
select the description. AI assign you material
no AI standard here. This is one I need to select, so I'm ticking selected
the wrong one. So A standard head. So by default, you should
be getting this at full black because if we go to the documentation for this. So it kind of change
the colour to whichever tie might be going
for more generalized Stie. So if you set this value
to zero, should be loving. Let me increase this
a little bit more. So you said the value for
the melanine to zero. For now, just ignore the
base and the base color. The main thing we're looking at is melanin melanin redness, melanine randomize, and
then the shift values. That is what we are more
concerned about in this lesson. So keep that in mind. So now, if you set the values
for the melon into zero, you're going to be getting
a full white hair. So we set this to 0.5, 0.25, should be getting
something close to blonde. Then 0.5, more or
less a brunette hair. Then one, which is
the defaulting. Set this to one,
which is the default in should be getting
this at full black, which is precisely
what we want, okay? We need to make a few
corrections to that. So I have some values that
we can actually use in here. One, the redness in
here is way too red. Giving us more of
a reddish hair to, so I don't want
to reddish I want something close to white black. The melli redness. We've seen the util bit of redness
indie actually. So let's do 0.3. Then for the randomize, what d randomize actually
does is just going to randomize going to random. Let me show you guys
in the instance. So value at zero for the melanine redness
and value at one. Let's see if we have more
brownish red in there. Then you randomize actually randomized melonine in between, crece blond, black, white, all of those together in there. So I'm going to using
small value for this. So a small value a value of
0.2 should work just fine. Let's set this to 0.2.
Okay, it's Enter. So one moti kind of setup and then should be
good is the shift. So in the Maya
Arnold kind of gives us the values to actually
use for each ethnicity. Depending on the ethnicity, you can actually have used specific individual values that will give you a bit more
accurate results to him. So let's say this to 2.3. So for African American but
is like an African character, so this should work just fine. So 2.3 S that to 2.3, and
then we should be good. So Austin kind of rename
this to AI black. Hey, Enter to apply that. So now for the description for the eyelashes and the
eyebrow, select those two. I'm selecting the
description for the eyebrow and eyelashes. Get close right liked, I do existing material. And I'm going to
apply the eye blacker in there as well, okay? So we have this two in here now, so this will work just fine. So I just need to kind of
do a test and just kind of see how this is looking,
and then we should be good. So let me just get a view, so bring out our
renderer in here, tone of the render region, save the quick save, and then we can render this out. So since you see
doing some tests, just kind of figure out how
to try and work the best, so you can just go straight to the point and just get it done. Since we're in, let's
just do a render for this and give this a little bit of time to
kind of run through. As soon as this runs through, you should get something
wood enough to work with. Okay, so this is test render. It's not completely
rendered completely, but looking at what
we have in here, I think, this will
work just fine. Can definitely use this. I'm going to use
this work just fine. So the next lesson,
we're going to do some more work and render the other parts of the
generated here in here. So I'll see you guys
in the next lesson. Bye for now.
65. 165 Skoink Hair Shading Arnold Maya: Come bo, guys. So in
the previous lesson, we kind of worked
on the head hair. So yes, we're going to
continue on and then continue working on the rest of our mesh. So let's jump right in. So I'm going to pull
this down for now. Also I'm going to remove
the render region. Yeah, so now let's
move this up, okay? So one thing I would
like to turn on for now would be the egg gen scalp. Let me make this
visible for now. But the one I need
to make visible, let me hide this to for now. I'm going to go
and turn this on. For now, this is the
one I need to kind of make visible in your right. Okay? Yes, everything's working correctly because
it kind of gets a little bit tricky just to
get the textures in there, so we need to just check and make sure
everything's working just fine. I'll go to my Egg Gen tab. I'll go to Chess for collection. So for the chess for
collection is we want to work on use the chess for
this is visible in here. Okay, it's eating
for now. That's why we can't see. So let's go in. Let me call out this. For now, turn it on shift H, turn it on. Okay. But tan invisible is the
I just this going four in. Let's go and then D the to temporarily hide that low
part four for the chest. Okay. So one thing to do
also too would be to make sure they since we
already in here, make sure your renderer
end up review and outputs, make sure your renderer sets are not rendering,
very important. Okay? Now, let's go back to
the shower for description. Make sure you render say
to another, as well. So now you have a few steps
you're actually taking here. A few steps to take. Let me hide Let me hide
the for now, actually. Okay. Can you click out. Okay, click out again. So now to get this
to work, let me see. Let me just kind of
explain the process first. So you guys get a general idea for the process
before we jump in. So basically, we need to use our external texture
we painted instead of Stan spencer and then
have that applied in here. You know, we painted
white and black texture in Let me just show you
guys the texture we painted in there Okay. Put this to the side. Okay, this is the texture we painted.
Actually opened that up. So we painted this
texture in here, this white and black
material in here. So we need to use this
material for Xgen kind of generates based on this color
map painted on our UVs. So that's a general idea. And to do that slightly tricky, but I'm going to work you guy
through the entire process. Okay. So instead of name
just show you guys in here. So the idea is to kind
of create a name, a name share inea. So if I should come to
the Previant outputs, well this coin show that for
description for scroll down. So we have something in here
for this custom shared inea. So you kind of give it a name. So we give it a name
that is specific to this particular Afe we generate there, which is obviously dicin. So after doing that, the next step would
be to go into it because it's going to
create something like a map so that we can
actually modify or edit in. Almost like the same
way we have o like the same way we can actually come in here and
create a map for it. So it's create a map also. Then the rename that
map to something we can easily we can easily
copy and then use for later. Then just fill it up
with the pler column. After doing that, then
we need to kind of do some model work by applying our external texture to it and then call up that texture
to actually use for the in rather for the
node standard here. So there's a lot of
process actually, but I'm going to walk you guys
through the entire outing. So let's get to it. So let's go back to
prev and outputs. I'm sure, at this point,
it doesn't make sense, but I'm going to walk you guys through the entire process. So let's get into it. So make sure prev and outputs.
Let's give you a name. Let's use cap let's name this
to sconc underscore. Color. Okay? Square con
that's called color. So go to the dropdown arrow. Set it to color. It
needs to be on colour. Then it's enter in
there to apply that. Okay. Okay. Now, on this
plus sign to add it ss. Let me show it on its this plus sign toward If NT is no work, it on the plus sign to add it. All right, so we
are in here now, this square color in here now. Yeah, so on the right track. So go in to the drop down arrow. Click on create map. Okay? I'm just going to
leave this as it is. I'm going to set
this to it can be full white can be full black,
whichever one you prefer. So let me just use Let's
use full white instead. Then I'll set the map
resolution 200. Okay. Then click can create.
So give this a moment. It's going to
create in here now, have the name in
here and you can see painted fully white. So now if you generates
out of this now, it's really not good to do because this is
not destin mark, so our should still
remain in there. But one thing we need to
actually copy is the name. So let's copy this name. This coin is called
colo, let's copy that. So copy that name. Okay. So now the next
step would be to go over and then apply a
material to this description. So let's go and apply a
material to the description. So let's go into the chest four What's our outline
now chest four? Let me hide this for now, okay? So we go to the chest four. So we have the Coin in here now. Okay? Select that. Let this Scin shoulder
for description. Mau it selected. Then come into your three d view
right click hold. Then click on assign texture or assign you
material, go to rnd. Select AI standard here. Okay? That has been applied. Now let's go to the description to the attribute for it and then rename this to AI Scoink Here. Okay. No, four, let's put
four instead in there. All right. Now let's
go in and bring out our outliner in here or rather the i pa sheet.
Sorry, forgive me for that. So the i pa sheet instead, too. Let the epa sheet. If you go to, I believe,
textures, utilities. So now we need to
actually find we need to actually find the skin
color we just created. There's a lot of
textures in here, so we need to find
that particular one. So we named this we
named it as skin. So let's place the name in here. So that's it goes to search. Okay, so instead of
searching it in here because it didn't come with a
name, the naming is there, but the it's not of
capturing that MC, I show you guys the name
do space that's in here. If I do a search in here, it's not going to show up why because that's not the
name it came out with. So make sure you're on
utilities first to begin with. Immediately created that
material or that texture, created map we used from
the Xgen preview on output. So it came into a space for actually
modifying it in here. So basically, this
is what this is e in here. So let
me put this out. So this is in here. So this
is what we actually need. But now we need to actually
plug a texture to this because looking at this nT is the name we past it in here. So you call calls
coin under IFF. So let me show you guys
in here also as well. If we go to Xgen, we are still
on the same description, you can see the name ine. You can see the
full name in here. So it's the same thing. The same map we have here, the same map we
have also in here. So coming in like
a texture node. So now we actually we need to now apply the
texturing we need for this pot law for the pot to be generating
as based on that too. Now if I select this now, so if let me select
this at the end first. So it's the last one at the end. So if you kind of
looking for it, it'd be the last one at the end. Select the texture now, let's go in and plug our texture in here. So the textures we need
to plug in here now would be the one we paint
instead of softn spinster. So let's go over to
final pise SPR sets. So it should be the
cross shoulder. Let's see. Let's see
the naming for it. Okay? The naming is
cross chest strap. So cross chess strap, color, this is the one. This one need to plug in, so I'm going to double
click on that. So we have that
plug in here now. Okay? So that has
been plugged in. So now we have
textures for this now. So if I should take
this down for now, let's say we want to kind of
go back into the texturing, you should now be able
to see the text o? Please don't crash. Okay?
So it's in there now. So you can actually see the
textures we painted in there. So it's not taking up
our exact texture map painted printed inside
of Substance Painter. So this is where we actually need to actually
make things work. We can see modify this
also to however we want, but now we have it in
that's the mensin. So I'm going to do a quick save. Let me save my five first. So now do we get it now to
be applied to the eggenhdn? So that's the next question. So now to do that, let me just think I need to go and
let me hide this for now. I don't just to be visible. So let's go back to let's come back in a
cross chest strap. This is what we need
to make visible. Okay. So now I need
to bring this up. Okay. So we have the setup now, and then we also allow the improve to pull
pull this out this way. So if I should go
to my materials, and I just want to visualize
the AI Ck four instead only. I need to find out
first AI AI Ck four. So take a node and go to
graph network, this is fine. Then we need to call up that butler texture
that brought in now. That is the we call that up. To do that, we need to
use a different nodes for this to it tab on the
keyboard and type in AI user data column. Use a data column This is fine. I need to p select that, and then we need to paste
the name in here now because based on what
we have in here, we need to page the name in. So we need to paste the
name on the attribute. So what we need to do now, so I'm going to page
the name in Okay. Base that in. Okay? So that's going to kind of call
up that texture file. Let's call up that texture
file and we also need to plug the out color
to base color now. Okay? A for the AI is Cong four, put this aside a quick sieve. So now we have this setup now. So the thing we need
to do now is to render this out and
then see where we get. So I'm going to
hide the body and the eye all of this at the
top. Let's hide this for now. So we can rendering it
a little bit faster. Save this. Okay. Saved. Now, we need to
do render for it. So let's bring up
our node render. Let's get in there
a little bit more. Okay? I think I might need
to make a few corrections. So do I need to? Okay, let's leave this for now. Yeah, I need to make a few
corrections. I'll go in. For the melanin redness, I don't want to much
redness in there actually maybe add a little bit
of randomness to it. Let's 0.2, redness,
we can take down. Let's do 0.2 as well. Maybe 0.3 instead. I'm going to leave
the rest as it is, unless it's rendering,
let's see what we get during a quick save. So at this point now, always modify our texture and
then bring this back in. But let's do render for this
first let's see what we get, so it's render. Okay.
66. 166 Fixing Skoink Hair Shading Arnold Maya: Welcome bad guys. So now after
doing our render for this, after letting me pull this up, after plugging our user data to the base color for
the AI scoring four. Now, we're supposed to
were supposed to have the texture affecting this properly, but it's
not affecting it, so I kind of roun some tests and then figured
out there was something actually wrong with gen and in cooperation with
the AI standard hair. There are quite a lot of
bugs that does not make you or make me get my color texture that I texturing BTU vis and
everything inside of Setanpina to work correctly
on the exam forehair. So it's kind of like applying the texture we applied into
each individual strand. So it's not giving
me that general result I'm kind of going for. So it was like a bug. So I want to believe that for some
of you trying this out, you might be getting accurate results or the right results. But if you're not getting
the right result, I'm still going to show
you guys another way to kind of get it looking
better, though. There's still some might not
be as accurate as possible, but something very
close to something that still looks good
enough to work with. So Let's get into it. I'm going to show you
guys the issue and how to fix that and
how to fix it, so. So I did, like an
accretan another. Let me move this down for now. So if I go back to the
scoring show for description. So just I'm trying to
kind of test this out and trying to figure out where
issue is actually coming from. So this cobot is a bug, but
there's a way around it, so I created another
new color for this. I created a new one and set this to color and then
put a name in there. The name I gave it was
new scoring color. So now if I should
go inside of that, so that's why I
made this visible. That's why I made this visible
in here for us to see. So if I should go
into and select the max's if one's going to paint in on top of this soface let's
select that paints too. So if you find something
in here now, Okay. Now, this is what we
are having in here. This is what we're
having here. So I'm going to completely reset this. I'm going to reset this so you can see major
difference in here. Let's go in here and I'm going to fill start by filling
this with full red. Let's float paints this
with full red. Okay? So flow fill the full re now, and I'm going to
paint blue in here. Let's leg blue, okay? Move this aside. So
that going to come in. Okay, increase the
broad size some more, and then just paint
blue in here. And I'll go in also to just for the sake of getting
various colors in here. I'll also paint yellow as well. Let's say I paint green
around here as well. This is fine. Let's say I save this, I'm
going to save this. So you shouldn't
really say anything happening in here because
where we're supposed to see this happening is on
your final render actually. So let me close this for now. Clean save texture. I'm going to close this.
Now if you go back to iPashadT butler one is actually
named news coin color. You go to iPashade
in here now and make this is going now,
graph network alone. If you go into this AI user
data now, I will select that. I've already pasted there.
Let me copy the name again so you guys know
what I'm doing. Copy this. If I come in and paste
that on the attributes, let's say paste that again. Now, originally, since we have various colors in here now we're supposed to
get this to work, supposed to get this to work on the Xgen standard material. But once we do render
again in here, let's say we render this again. You won't be seeing
that working in there. Now, we see it actually on the texture itself
on the surface, but the hairs are not kind of taking up those
colour variation in there. Specially like the issue
we're kind of having not taking up the color
variation in there, so how do we fix this? If you are getting your shin
that's completely awesome, that's completely fine. You
can just move on with it. But if you're not getting
your shin in here, you're having the same problem
as I'm having right now. So the way to fix
this would be to stop this for now or stop this. Then it's actually
really weird way to fix this actually
bots actually works, so now let's go let's
go back to this. Let's select the skin color instead because I kind of test. I was kind of trying
to testing in here to figure out
what would work. So I'm going to go back
in there. No worries. You're not going to get lost. Let's go back to our textures. So I need to find I need to find this
pler texture in here. So go back to Pashet. You go to utilities. Drag this down. So you need to find it is
somewhere around here. So I need to select and find. That's not the one select. This is the one
in here because I can see the texture in here now. So rightly cont graph
network. So let's go into it. I'm going to select texture
final, texture file. And let's go in and apply the one we painted inside of sbtnsPainter and then
let's put it out. I need to go in and copy
copy the five parts. Press the five parts in here. Okay. Then I'll scroll down. Should be cross No, no, no, this is the one cross
chest wrap base color. So open that up. So it's going to apply
that now to the texture in here. It's being applied now. Let's kind of check to be
sure it's actually in there. So let's go to do some test to be sure
it's actually in there. So yes, it's already
shown in there. I can sees it being
applied in here now. Because if you go
into it, again, let's say, won't actually paints in there, if
you go into it again. If you see it's kind of update
now the original texture. Now we go out of Septnspnter. That is fine. So we know now
that it's actually in there. Then we save the texture, save the texture
again, come in here. Okay. Scroll down, save
texture in here. Close this. Okay? I'll do a quick sieve. I'll do a general sieve. So we're almost
there almost there. So let me lo just sieve out. Sieve now. Okay. So now
if I should drag this up, bring out our ipa sheet again. Now remember remember for the we have a name
for it, actually. So let's go in and
then copy that name. So sc copy the names coin color. Let's go back to materials. So now we need to completely use a different material for
the description now. That's the next
thing to do. We need to use a completely
different material. We're not going to using this
AI standard here anymore. So we're going to be using the normal regular
standard surface. But one thing to keep in
mind is that I went in and then I adjusted
the width to 0.005. Okay? So now select the coin
shoulder for description. Rightl hold in there, go down to assign new texture. Standard surface and assign
the Arnold standard surface. Not the Arnold standard
AI standard A, but AI standard surface. Yes, strange, but
that really works, so I know you have
that in here, now, we need to name this. We
need to name these two. Let's name these two A, Ack. Standard Standard four. Okay. Just to give it a more
distinctive name. Okay. So now we are selected now. Now we need to go back
to our hyper shade. Let's keep things a little
bit more organized. I'm going to extend
this down some more. Come in here, extend
this down some more. Now, let's find that a shader. It's a newly created
shader in now, AI is standard fold as the one, roughly a node graph network. I want to make a few
corrections in here. Let's select the surfaces
the new material now select it and set your roughness
to 0.3. That is fine. Okay? The rest, we're
going to leave a default. The fault for the rest
will work just fine. So the next thing
we need to do in here now would be
to maintain this out to more Okay. So the next thing we need
to do now is to bring out AI user data. Let's type that in. Okay, now. Bring this out.
Tab AI user data, cool get this out.
Then we go in. So now we need to kind of
paste the name in there. So paste that in the
name, we copy it, enter to apply
that, then drag up. Then drag the out
color to base color. Okay. So now, should do
renders for this null. Do render for this null. Okay. Okay, before we do rounds remember we have to remember we haven't
go back in here, remember we have review. Remember we have to user
data color in here. We have this first
one down here, which is the color
we painted in. Let's start by
grabbing this first. I'm going to show you guys the distinctive render
so you can actually get a good idea as to what
I'm trying to explain in here. Let's copy this first. But this one has
the red, blue and green painting in there. So let's go to the A user
data again and paste that in. Let's call that
Op instead first. So now if you go in now, let me do a quick save again. Do a quick save again. Then if we hit our render, we'll begin to see these
colors now coming through. Let's hit render in here and
let's give you a moment. So you can see how
it kind of work perfectly fine because
it's kind of taking up the regions where we kind of painted directly on
our UVs and then kind of generated and
each hair is kind of generating from each butler
pixel on those regions. So at least, now that
we have this in mind, knowing that the close we painted in is going
to work accurately as much as possible
because it's kind of following what we painted
on our UVs itself. So you can go back in
and then plug then plug in the coin color by just pasting the name in there and then
we should be good. So let me go in and copy this. Okay. This is the one that has the textual painted instead
of Substance Painter. Place this in here, right, and then enter to apply that.
And then we should be good. So once we apply
that in here now, do a quick sieve and
then Hoda renders, we're going to have
the hair generating from the right spot now instead. So before I do that, I would like to go in and
then hide this scalp. Go in and hide that scalp
or hide that go into the post pose version unless I believe this is
the one to this back on. That's the one
that's when we need. So let it to back on, and then we can generate or
do a render for this Nandan, if you're having this working
correctly as it should. So I'm going to
do a quick render and then I'm going
to come back when this is done so we can
see the result of that. So it render and then I'll
come back when this is done. So now, we have this
now working correctly. So this is kind of
working correctly now. There are also a few
things I would like to do kind of testing out
a little bit more so. I'd like to get this material, this material itself, or this model itself
completely black. I'd like to get that completely
black just to kind of compare and see if I get
better result or not. So to do that, I'm going to stop
this render for now. I already know we have the
right stuff for the hair now. So for this select this for now, let's go into face mode. Let the entire out in. I'm going to give it a completely
different materials. Let's assign a new
material to it, so assign new material. Oh, sir, I will assign
an AI standard surface. Okay? AI standard surface to it. And I'm going to name
this to AI black surface. All right. So that
should be fine. Then next I'm going
to do would be to just mid in this a black
surface that's the one. Then let me click out of this. I'm still in the colour
meaning there for a while, and I'm just going to kind of use the completely
rough material. Completely rough materials
this to full black. Be quite black, like so.
I can click out now. Allright. A full black
now. Pretty quick sieve. I don't I want kind of have some deep shadows in
between and then I want the back surface
to be quite black, so we don't have any
weirdness in there, like what we're having
right now because I see the white paint
in between that. I don't really want to see the white paint in between that. God is also fine. I
feel like I should take in the a guys a little bit more, maybe just set this
to a value of 0.00. Let's do e instead.
That should be fine. Then round you again, get that generated
again. All right. Now let's hit render. Let's see what we
get. Let's month a little bit more. All right. Go out of this render region, then render this out again.
Let's see what we get. So now if you look at this now, we have a much better
result coming out of this. So the textures underneath it that were having peeking
through and then creating some weird feeds
around the edge it's no longer there because
of giving this a fully black surface material, so we can actually
see this shine through with some shadow depth and some interesting
looking white for in there, I also black and some
vari in there, actually, because this texture actually we painted this instead
of softanpnter, so we took our time to
actually add some brown gray, white, and then black together. I give it a little bit of an
interesting result in there. So as you can see, we're getting quite
an interesting result coming through this,
so that's fine. So now the next thing we
need to do now will be to work on the rest of the four, which is low pot for precisely and then get some good
result out of this. But it's quite unfortunate
that we couldn't even utilize the AI standard here. It's kind of get this
result we actually needed, but at least we have something good enough to
work with, so that's good. So if you're working
with AI standard here and then you're having this exact result
we just have now, without any issues, that's
completely awesome, so we can just
continue on with that. So if you're unable to
do that and then you're using the same route I'm using right now to
get the four in, that's still
awesome, so continue on in the next
lesson, bye for now.
67. 167 loepard Fur Shading Arnold Maya: Welcome Welcome back, guys. So let's continue on and try to render the rest of the four. Okay? So, let's turn on, yes, we can work with this now. So let's go and turn on
this part chest four. Okay? Let's get some
going on in there. Okay? All right, so let me stop
this render for now. Stop the render, put
this down. Okay. Yes, this is fine. Now let's go over to
preview on outputs. Make sure our renderer is
set to our node renderer. Like you guess, Austin
set this up also as well. Let's go in and do that. I'm just going to
make sure this is on color and I'm going to type in Let's use caps for
this Lu Blue pad, underscoe chests,
underscore four Okay. Let's just use Chess color
instead instead of four. Chess color instead. L parchess color and click on the plus sign to add
that in. All right. Now let's go in, create map. It can be any color it
doesn't really matter. NClo work just fine. Let's
just set this to 100. Set the map resolution
to 100, click Create. Let's give you some moments
to kind gets in you. Need to copy the name. Let's go out of it. Okay. So I'm going to copy the name. Copy that. Now let's
go to our parade. Then scroll down to the chest for collection and select the low patches for description. Then go in getting close, rightly can hold,
assign new material. We're not going to
using AI standard here, we're going to be using the
AI standard office instead. All right, so I'm going to
rename this let's rename this. Let's do AI can paste
what you copied before. Then just put for at the end. Okay? That should be fine. And then make the roughness 0.3. That should be fine,
as well. Okay. That should be fine. So now we need to go over to utilities to
select this last one. This last one needs to
work on graph network. So you can see the name
is correct in this. We have the upades
Lupad chest color. That's fine. Select it. And let's plug in the
texture in there. Let's plug in the texture we exported out of
sotan spinster, it should be under SPR sets. So the name is Lou
Pad chess strap. Let's go alphabetical, Lou Pad, chess strap, base color, that's the one, select that's. Okay, that should be fine. This is precisely what we need. So while we texturing
in announce, let's go back to materials
and let's look for AI uPAD there's not going to
be issue looking for this. So you just need
to find this now. Let me type in part in
there if you find anything. Okay? He's not doing his
best to start. I'm not sure this thing
is actually working. It seems like it's broken
or something. Seems broken. Just need to find this. I found this in
here. So this is in AI low pad chest
four, select that. Let's go to graph
Network for it. All right, let's
bring in user data, so tab A user data color. Okay, let's place
the name in there. That's the one, that should
kind of cool that up, drag out color to base color
and then should be fine. All right. Save this. So now the next we
need to do next, do it test ran down, then see if this is
working just fine. I need to make some
adjustments to it. So I'll pull this down,
select this, pull this up. Okay. I'd like to also
turn on the tiger max. Let's make it visible because we need that
in there as well. Okay. Let me get
in a bit closer. Okay. Hit under this, and let's give you
a little bit of time to render out, and
then we'll come back to it. Okay, so we have this
rendering white. I think there are a few
things we're missing, so let me stop this for now. Go back to egg gen. We're
meant to kind of save this. So let me hide this for now. Let me just make sure
it's actually in there. So go to our scalp, and then it should be a
loose particular piece. Okay? All right. Let's start by doing
a quick sieve. And then let's go in. Let's see if you have a textures
actually been applied to it. So let's give you some
moments to kind of load up. Yeah, there still
loading up now. Yes, it's there now,
so this should work. So it just need to
save this, save this. Come to the pins to itself. I'll save this also in here. So let's do save
texture as well. Okay? This should be fine now. I think everything
should work just fine. Let's go and bring this back up. Save this. Okay. And I also need to let's add this for now,
bring this back out. Okay. Unless it's rands I
think that should fix it. Okay, so this is the render
we have, which is good. This will work just fine.
But I made a little bit of made some
corrections in there. So I kind of selected
nothing module. I just selected the
little patches strap, and then for the rnd material itself, I just took it down. Not the node material
44 texturing though, 44 sheding, but the material itself we actually
applied on the model. So I kind of take
down the weights. Let's say the weight
to zero. So that's why we have something
like this now. So let me show you guys a comparison for what was
there before and now. So this was what
was there before. And we is what we
have now in there. So I kind of vision the
render region for this. So we have something good enough to work with now.
So this is fine. Now let's move on to the next and final
piece for the four, which is the waste piece. So let's select the waist band and make it visible in here. So I'm not going to
repeat the same thing. I'm not going to take this
down completely. Okay? Do a quick sieve. All right. And let's finalize and then just do this last piece and
then we should be good. So I'm just going to
close this for now. Let's go back to Xgen. Let's make it visible to
waste Blue Part four. Okay? So we have it
generated in here now, go to prev and outputs. Send rendera to
Arnold that is fine. Okay. All right, so let's
give it a name. So make sure it's on colour as well. Let's give it a name. Let's give it wastes. I'm spelling that
correctly, Wits. Okay, waste under
scoeFo colo Ar. I'll copy the entire out tin. Copy it, okay? Then click on the plus
sign to add that in. Then let's go in and
create a map for it. So the map is at read already. We have all of this
is actually fine. Click on Create. Now, that should be fine.
Now, let's go to hyper sheet. Let's It's trying to open
up the texture in here. Let's no no texture in here. So let's just save, see what is there for now. Okay. Go back to selection,
pull this out. Let's go to utilities. Should be the last
one in here now, so let's go to graph Network. That's it in your waste
four color, select it. Go into f texture, and then let's grab that
to find out SPR set. The name is Twist band. Let me just type W in waistband. Waistband waist. Waistband base cool you have a L basket
in there, click open. I should be in there
now. That's fine. Is precisely what we want. But need to do one molting. You need to go back to the previous outputs and then
let's go to the pint layer. Let's make the
waistband visible. Let's make this
cup visible first. Then let's go in
the let's go in, let's see if we have
the textures in there so we can at
least save that and then get it to work
the way we want it to. But I believe we
should be in there. Let's just give you a moments. Still loading up. You have the texturing
in here now. Let's save. Make sure you click
on the save icon on the eggian tab and then
let's go to our paints, open up the menu in here. Of the menu, drag this up. Scroll down. Click
on saved texture. Very important. Save again. Close this. Go back
to selection two. All right, should be fine. All right. We can
work with this. Okay, so let me pull this up. And now let's go
back to materials let's apply a standard
surface material to it. You need to hide this scalp. Let's hide this scalp.
Alright, screw down. Select the waste pad
for description, rightly Code, assign
new material, R node, AI standard surface. All right, then we
need to rename this. Put AI in front, space, past what we
had in there before. Let's just delete color and leave the foe in there.
That should be fine. Now let's go to our
outliner epa sheet, and let's find that texture. So this is using AI AI was four. Rightly graph network. Put this up some more.
Let's get in there. Let's type in AI user data. AI user data just
to work just fine. So select this. Let's
pace the name in. Just call up that AI AIther
the map we created for it, the color data for it. Let's grab that
from the gen tab. So it's in your noun so it's going to call
that up and then let's blog out color
to base color. Going to the texture itself, let's set the
roughness to three. Okay. Let's do two, five instead. Use get a little
variation in there. I will work just fine.
Okay? So do a quick save. What's left is just to do a render for it and let's
see what we have out of it. Because everything
is set up accurately now, which is fine. I set up all good. Pull up the nod render. Turn this render region off. Let's make sure we have
a good angle for this. Okay. Yeah, I think this
should be fine. I think closes up like
this should be fine. Close up to should
be fine. Okay. Now, let's turn on the maze
supposed to be close to it, so Okay we can
make this visible. Okay. Co we make this visible as well. There's something
else we need to. Oh, yeah, completely remember. There might be an issue in here because there's
something you need to do. There's something
we need to do. Remember, for this piece, we have this in here. We have this in
here that we're not supposed to actually manipulate, so we need to go back and fix it kind of take this
completely down. It's completely down, so we need to kind of duplicate
and then work on it. So let me just go in
selected already. Selected already. I'm going to, I'm going to pull
up the hyper shade. Let me pull this up some more. Let's find it. So the
name is AI waistband. So AI waste bond, AI waste bond is this in here. So I'm going to duplicate this. I'd like to duplicate
this, select it Control D. Okay, we should have
a duplicate now, so we have a duplicate
of this now. So I'm going to rename
this duplicates. Let's do waste band. Let's type in metal at the end. All right. Okay? For this part Lar
one that has metal in, I'm going to increase
the color for it. But this other one that does
now have metal at the end. For the naming, I'm going
to leave it as it is. So I'm going to let's
scroll down first. Select. We need to go to
face mode. Double click. Double click. Double click.
Double click here as well. Okay. Then we come down
to the pa shield. It's metal one, right click, apply material to selection. Okay? So that should be fine. Okay, so this will
work just fine now. So that's where it's
supposed to be. We have it where
it's supposed to be. Just like the metal one as
meta is then go back in here. Okay. So when it's down,
this one is visible. Okay. But now we need to
also exclude it from the opposite szlesG back to
face mode. Double click. Double click. Okay, then we'll come
down to the next one. So this AI waist band, apply material to selection. Okay. Yeah. Awesome. So
this is fine now. So you have this
where it needs to be. I'll do a quick sieve. Alright, so now we
can render this out and we should get
our desired results. If it's not working
well, then we can just separate them out as two separate pieces
and then just merge them and apply
these textures back. I think for now,
they should be fine. So let's at render.
Let's see what we have.
68. 168 Final Rendering Settings Arnold Maya: Combo, guys. So to finalize
the entire outing, I kind of made some
little adjustments. Okay? So let me
just show you guys the minor adjustment
I made on it. So basically, for the fur hair, for the waste loop out four, just adjusted these
values in here. So you just did this value. Not much difference, actually. I didn't do much
difference in here. I just had this value in there, and then we made some
final renders for it. So now to kind of create
your final render. Let me open up the render
settings wrong one. The render settings in here. I kind of want something that's not too much of a
square in there, so I'm using a new
resolution for it. I just adjusted
the wit to 1,800, then the for the wit to be
1,800 and the I to be 2048. So that's basically it. You
weigh one more thing that I'm using for the
render setting. I'm using the mid render
settings in here. I've already showed you
guys how to bring this in and which kind of render
settings to actually use. So it's the mid render settings I've used now because
everything's working just fine. I've done the test renders for everything that is in here, so we just do our final renders and
then we should be good. So with that set up, I did some final renders. Let me show you guys the
final renders I did, using the same setting in the so I didn't do any
additional working there. I did not adjust or do any
additional working there. Except for just one thing
though Let me show you guys. There's no major difference
in there, actually. So I went back to the AI Skydome Light to get something
perfect before showing you guys the final setup I used. So I went over to the AI town AI Dom Lights, Skydome Light. And I just set this to
an intensity of 1.5. I said the back lights. The back light remains
the same intensity, but the orange light
set down to 0.8. The blue light remains at one. Yeah, I think the dust
spouts completely also. Just wanted to get a
little bit of dim to it. Oh, yeah, one lasting naturally,
one lasting naturally. No major difference, like I said before, no major difference. When you backdrop, I
just darken this down a little bit more darken it
she color a little bit more. Yes, so is there anything
else? Yeah, nothing else. Then I made the entire
outing Visu band and just did renders for it. So let me show you
guys the final render. This is like the
final render we have. Actually looking quite good. This will work just fine. Generally, we have
good contrast around the entire outin because we have good contracts
around the entire out. So if you follow the
entire thing step by step, you should be getting you're getting quite similar
results in there. Yes, you're getting quite
similar results in there. So, yeah, so I'll see you
guys in the next lesson. Bye for now. So the next
lesson is going to be the conclusion of the
entire outs, so Bye guys.
69. 169 Conclusion: Hey, guys. Welcome back. So I've come to the end and final chapter of this
entire tutorial. So it's like the conclusion
of the entire outne. So it's been an amazing
journey working and then showing you guys my own
personal workflow to kind of get this character finished from the conceptualization
of the character inside of Zbrush and then creating all the anatomical
features in there and then exporting them out back to Maya to set them up for
texture in subtansPainter. And bringing them back
to Zebra for Fine Apples and bring it back again to
Mot for egg gen creation. And then going through the
entire process of doing look development for the entire character
from start to finish, and then we have our
final render in here. So it's been an amazing journey, showing you guys all the metals are kind of used to achieve this realistic looking African
warrior character in here. So it's been a very
lovely journey working and then creating
this for you guys. So thank you guys for watching. Hope you guys make some
awesome characters after this buy.