Transcripts
1. Introduction: Hello, everybody.
My name is Arash, and I'll be your instructor
in this tutorial. Do you want to learn how to create high quality
props for games. So I welcome you to next to
prop creation for games. In this tutorial, just like
any other creative process, we will take a look at references to get an idea
of what we're going to do. Then based on that knowledge, we will create a blockout, see if our ideas are
going to work fine. We will create a blockout. And test ideas. Then we will take that
block out and bring it to Zbrush for
hy poly sculpting. And the Zbrush is going to
take most of the time in this course because it's very important to get a very
high quality result. We will use iterative process
for sculpting in Zbrush. First, we go for big details, the ones that are going to
define the silhouette and then gradually move on to making medium details and
small details. We will use a lot of
custom made brushes to make sure that we get
a very good result in a short amount of time. After sculpting in Zbrush, we will take the
measures to blender. We will unwrap the lo pally
bake in substance painter, and then the texturing process is just like the
sculpting in Z brush. We start by iterations. First, we go for big shapes, the ones that really define the attributes of the surface, and then we will move on to smaller details when
we move forward. And because this is a
game related setup, we will make sure that
we optimize a bit. For example, there's no need
to sculpt a lot of wood. We might sculpt one
wood and take it to the other side
duplicated rotate. Symmetry to save tree. We will use methods
to make sure that we get a bit of optimization
in the result because that is going to be a game prop and we'll learn
how to work optimize. Okay? If you are
interested enough in taking this
course, come join me. My name is Arash, and I'll be your instructor
in the Storia. Okay. See you in the course.
2. Download Project Files: Low everybody. This
is our final result, and just I wanted to show that there's this one that
we are going to achieve. So there's one important note that you need to keep in mind, and that is this course is equipped with some
project files. And if you open the
project files folder, you are going to
get these files. So the first one is some of the blender add ons that I
use and for getting them, they're free, and you do
not need to pay anything. Wherever you see a price tag or something just inter zero, and you should be fine
downloading them. This is something
credit to some of the reference
images that I used. This is the Zbrush files. You can download
them again for free, some of the Zbrush
brushes that we use. Then some stan cels that we do not use a lot
in this course, but you can use them just
in the texturing phase, you're going to get these. Then the height map as well, we are going to use
a lot of height maps for sculpting in Z brush. You're going to get these files. Whenever they are
referenced in the Tutorial, for example, when
sculpting wood, we use the Hight Map number one, you just select this
and bring it to Zbrush. This is the final result
that we are getting, just wanted to remind you
that you can download the project files and
use them along the way. See you in the creation process.
3. Blockout The Well: Here we are in blender, and we are going to
start with the blockout because it's very important
to start with the blockout. Because whenever you have the scale and everything
just corrected, it would be a lot easier to decide on what you're
going to create. Okay? And here's the human
scale reference that I have. It's roughly about a
bit close to 2 meters. If I bring in the default cube, which is 2 meters. You can see that it's roughly about the
scale of 2 meters, and that is the scale
that we're going to use, and that is to decide how the scale of
the object is going to be. So let's take a
look at references. Here's the reference
board that I gathered. There are some of these images that are very important
for the composition. For example, this is the overall look that
we're going for. We are going to create
something like this a kind like so, but the stones are going
to be jagged and rough. And then there's
going to be a roof. And that roof is going to
be something like this one, which has some shingles. But since it's going to be old and really belonging
to past times, there's going to be a lot of irregularities
placed in there. For the roof, it's going
to be something like this. And stones are going
to be jagged like, so The overall composition is going to be
something like this. It's going to be
the stone piece. There is going to be a pavement that is going to be stone. We are going to have a couple of pillars holding this together. Then something like
this, a structure, and a rope and that
rope may be maybe, for example, a rope or a chain. Now let's take a look at the reference that I
have for the stones. They're going to be
something like this with some jagged
stones stacked up like so and then a bit of mortar or cement
holding them together. It's going to be
something like this. The main one that I have in
mind is something like this. These are for guide on how the stones are
going to look like. Okay, then we are going to have a rope and that rope is going
to be something like this. For example, you see it has
the bucket connected to it. We might create the
bucket or we might not because we create the wood, and you can use the same approach and
create the bucket yourself. But for now, let's
worry about wood, and the wood, you see is going to be something
very rough. And these are the references
that we have for the wood. Because it's going to be
something belonging to old ages. We need to make sure
that it's rough enough. Then for shingles, I
have this one in mind, although it's not going to
be something like this, but a bit close. If I combine it, for example, with such a look, it
would be a great idea. And we are going to be creating that for game environments, and we're going to make sure that the optimization
is there as well. For example, in case of
creating these shingles e, so I'm not going to create maybe 100 shingles and
sculpt them individually. That will take a lot of time and would waste a
lot of resources. For example, tech
surgeometry, whatever. And then we are going
to create, for example, if we have 100 shingles in here, we're going to create
maybe four or five, and then blend them together
in a natural way to really make sure that the textile density is going
to be much much better, and then it's going to be
high resolution as well. For the stones as well, it's going to be the same
thing. Let me bring this. For example, if this is
composed of 100 stones, we're not going to create them individually because
that would take a lot of time and really a lot
of texture memory and a lot of really unique results that we are going to create. We are going to create
maybe four or 5 stones and then blend them together. And then later on if we saw
that there's a repetition, we will sculpt over those. So it would be much
much easier to sculpt 100 of stones in
a way that, for example, we create 5 stones
and bring them to 70, 80% of completion, and then duplicate them and continue from
there instead of creating 100 of stones
from scratch. Okay? Here is what we need to know. Now, let's start creating by
first defining the borders. I'm going to create
something like this. Of course, it's
going to be round. I'm not going to give
it a shape or anything. It's going to be round. So
let's bring in a cylinder, and we're comparing that against the scale of this human in here. Now, let me Bring in
this. It's 2 meters. Let's go for 4
meters by 4 meters. Now, this is too much. Let's
go for three by three. Let's see if the player
is able to walk on this. A scale of three is good. Of course, there's going to
be a bad geometry in here. Do not worry. We are going
to fix that in Z brush. So it's going to be let me
see 3 meters by 3 meters, and the height is
now 10 centimeters. I do not want it.
Let's go for 0.2 and 0.2 meters equals
20 centimeters. Now, let's shade smooth. For the look of it and then
duplicate and bring it up. I wanted to have something like a staircase effect and
then bring this to here. Then on top of this
is going to be our main well placed this one. So let me bring in a cube, and then scale this cube to
a place that we see fit, and it's going to be
placed a long center. And one of these add ons that I provided the link to you
is the interactive tool. And since this is not
a beginner tutorial, you can really spend time
and see what it looks like. So we created a shortcut for quick origin
and edit origin. The quick origin has
been set to lt. Alt S, if you remember, was
the reset scale. I just remove that and
set that to quick origin. Whenever I'm selecting,
for example, this edge and Alt S. You see
it brings the pivot to here. If I place Alt S in here, it's going to bring
that to the center. If I select this face Alt S, it's going to bring the pivot to the center of this phase. That is this quick origin that belongs to the
interactive tools. I place the pivot there. Now if I scale along Z, we are getting Now, let's go for z only. Now we are getting a sense of a scale of how
this is going to be. Now, let's go for
these two as well. Let's make sure that the
foundation is strong enough. Now, I'm going to
go for a mirror. So let's go to modifiers
and look for mirror, and it's going to be along x. So let's select this one
as the mirror object. Okay. Now, whatever change
we do on this is going to be duplicated
to that side as well. Let me select this and
try to scale that a bit. Now you see the changes are getting reflected there as well because this is a mirror and I haven't collapsed
the multiplier. Let's see, looks like it could be like then for the main
round piece in here, let me duplicate this scale. Then let's first place the
pivot in here, bring it up. And then scale it in z. Now, I believe that if
I take this and bring it closer to here, if I compare that to
the scale of the, let's bring that Then scale that a bit to match
the proportions. Now, I'm saying that it's
going to be all right. Now, let's do something. If I take this and bring
it to the mix so that, for example, later on, we
create something like this, that the stones really
hold this wood together, then it's going to
be a lot better. So now we are in a phase that
we are heting the ideas. Now, for this, we are
going to make sure that we have this inside
piece corrected as well. So let's extrude and the scale to the side on
the size of the stones. I'm liking that. Of course, if you want, you can go
for different proportions. Now let me take this and scale that like and then make sure that it has
a foundation as well. Let me create a vertex in here, and then along normal. Let me take this
extrude along normals, so that the wood has a bit
of foundation as well. Let me take these
rows of vertices, bring that here and
then create another and bring and then ext this
along normal as well. Do not worry. We might have some geometry problems in here. Let's go into edit mode. If the geometry was problematic, we will turn back
and try to fix it. Or it doesn't need
fixing as well because it's going to be
dynamised in Z brush, and that is going to solve a lot of those geometrical
issues as well. So now, I decided to take this one and
bring that down in Z a bit because I'm going
to create a roof and that roof is going to have
these pieces like so. So let's decide on how that is going to be. I'm
really liking this one. You see, there's a
vertical piece of wood, and then this one, let's try to create
something like that. Let's first take this and duplicate separate
by selection. Now, let's bring the pivot in here and then try
to extrude that. And then rescale it so that it's something
like a metal piece or basically
whatever that we can place in here to hold
the stones together. Let's duplicate and
bring it to top and then make sure that it has roughly about the same scale
as the foundation would. Now, I'm going to create this wooden piece in
here, these shingles. But before that, we need
to make sure that we have a strong foundation for it. Now, let me take
this one, duplicate, rotate 90 degrees to
make sure that it's perpendicular around the base, and now I'm going to
create another mirror. Let's search for a mirror. And this time it's
going to be a long y. And it's going to be a
long y because I haven't really set the
transform reset there. Of course, if I set a
rotation to be changed, it might give us a
different result. Now let's go for Y. The other one And let's see. It's going to be in z because we didn't set this
one to be reset it. If I reset that by
resetting the scale, if I express y, now it's going to be corrected. Now I'm saying that there's
too much distance in here. It's too long because
we are going to create something like this
triangular piece there, and if I rotate like maybe 45 degrees and
bring it to here, And then duplicate it
to the other side. Let me create another mirror. L et's see Let's set the
pivot to be this one. Now I'm saying that
this one is too much. Let's first rescale and
then rescale and take these triangular
pieces and bring them to fit that scale. Okay. Now, very basic blackout done, but let's do something. I'm going to duplicate
these and then rotate them like maybe 35 degrees
or let's go for ten more. Let's go now it's 45 degrees, and then try to scale
that based on local. From global to local so that
it just rescales along that. Okay. But we need to bring that. And take this one rescale. I want that to have a
purpose so that it's not loading randomly
in decomposition. I want that, for
example, later on to carve some
information in here. Let's scale that in Z
to bring it to here, and then another mirror. This one, let's go for
the other direction. Let's set the pivot to
be this one. Correct. Now we are deciding on
really the rough blockout. Later on, we will
fix these issues, for example, something like
this that has some problems. Let me see. Now, let's do something. I'm going to pick this
one and then rescale. But before that, take this shift to duplicate P separate by selection so that we have
this one in place. And now apply all
of these modifiers. Remove that. Bring
this to the center, and then scale along x. Now you see this is going
to be something like a blockout of the piece
that we're going to create. Now, in this center as well. Let's do something. I'm
going to scale that in y, and then create a
cylindrical piece in here. I'm going to bring
the pivot to here. Pivot to geometry. I'm going to bring this
world center to here. So To select it. Now if I bring anything, for example, a cylinder, it's going to be
spawned in here. Perfect. Let me rescale. This is going to be so now. Let me take this and
bring that to the center, and I'm going to scale
that just a bit. I'm taking a look at
this and comparing that. So let's reset the rotation
and scale that along x, like so shade smooth. Then a bit of more scaling. But before that, let
me take this one and just now take this and make sure that we are selecting everything or extrude
along normals. And then rescale like so. I want to make sure
that it doesn't go beyond these borders. Now let's use the mirror to
bring that to the other side. Take this face and in x, bring it to zero. Or let's use mirror. It's going to be fixing those issues and make sure
that we set the pivot to be around this one. Okay. And then we are going
to have this kind of a wheel that people use to bring the bucket
up from the well. Okay? Again, because the
pivot is in here, the origin, I'm going to bring
in a cylinder, rotate that 90 degrees. And bring it to here, apply anything, shade smooth, and this is going
to be the handle. Okay, but do not
worry we are going to refine all of these later on. But now it's only making sure that the ideas
are going to be fine. For example, now, I decided
that I want to make this one rescale this one a bit
because whenever I see, I'm saying that it needs
a bit of rescaling. Then this one as well. Like so. So let's see if I'm going
to place this one here. No, it's going to
be too repetitive. You see the geometry
is not correct at all. Do not worry. We are going
to take care of that. And then you see whenever
we're taking a look, there are some inner wood
pieces in here as well, for example, these
vertical ones. We could create them or we could duplicate the same
pieces when we sculpted them and duplicate
them to here because you see they're not
going to be seen. So creating them would
be a waste of resources. We will see what we're
going to do later. For now, it's only thinking about constructing
the good block cult. Now, I see that there's a
vertical wood in here as well. This one. Again, I'm going to take the same thing, rotate. Let me rotate 90 degrees
and just rescale that and place it here. Okay. Do not parish later on, we are going to create
connections for these so that they
look more natural. But for now, it's only a matter of really guessing
the big shapes and see what we are
going to create. Now, let me take this these
vertices and just collapse. You can press M and collapse. Of course, I should have
first created an inset, and then take these two
M collapse like so. Then but before that,
bring that here. And create some edges that. So let's do something. I'm going to select
whatever I have here. So now, I'm just going to create one side and then duplicate it
to the other side. But first, let me delete
this half as well. Now, I'm going to
just take these two, join, and then delete
this one as well. Now, by creating half
of it or one quarter, we are able to
duplicate it over to the other side many times
and create what we need. Let me just take
all of the delete, take this two as well, let's bring the n
and bring that. Now, we have one quarter and when we make sure
that it's all right, we will mirror that
to create other haps. Now, let me do something.
I'm going to leave one. Of course, I'm going
to leave these to B because there's a
silhouette in here, and then let me
remove these ones, leave one, or leave
two. And move. Okay. Now we have
something like that. We do not need to be
exactly the same. We just need to be something
that looks all right. So let's bring in the mirror and then it's
going to be alongside y. Perfect, and now another mirror. This time, it's going to
be a long Z. Perfect. Now we have this side created and we could even
try to remove some of these. For example, let me
take this one and remove and bring that. If this is something that
you want, you can keep it. But I see that I here, we have four wheels,
me four planks. In here, you see the
planks are square. But in here, you see
that the planks get thinner as they get to here. Let me remove this half and this half and remove what
we have here in the center. That's a design choice. You could leave it or you could just Now let's mirror alongside y. Another mirror,
this one along z. Another one, Perfect. Now we have this side created. Let's remove all of them. And then take these,
go to loop tools, and there should be
a bridge option. Perfect. Now this one as
well, loop tools bridge. If you do not have loop tools, you can go edit preferences
and in add ons, to search for loop
tools activated, and you're going to get the loop tools
activated for yourself. Now there's a
silhouette in here, but we need to scale
that along X just a bit. And then what we could do is just placing some
squares in here. Let me bring in a
cube, scale that. Let's rotate that. 35 degrees. Make sure that pivot
is set to local. Then all you need to do
is placing that here. So this is something that looks and then
take rotate 90 degrees. I'm just looking to see
if I like this design or not. Let's do something. Let's take these. I'm going
to remove that and scale this more and
duplicate 90 degrees. And just take a
look because I do not want that to
be so pronounced. So Then let's rescale this along to match
with this here. So Let's take everything merged by distance. It's all right. Now let's take these insets, press I once more to make
sure that it's one inset. So that all of them get
in just like the same. Now, let's do something. Let's take this,
bring that here. Maybe we could
create some handles for here. Let me take this. I'm going to take this line, bring my origin to here to this edge and
then create a cylinder that is going to be rescaled a lot to create something
like a handle that people can get and try to basically rotate this to
get the water and bucket, and those of maneuvers. So let's see if I can
duplicate it here. I'm going to leave
that be like so. Now, it's enough for this
lesson. I'm going to pause. In the next one, we
will go and try to refine this even more
and maybe create shingles blackouts
for them and see what is going on there.
See you in the next one.
4. Finishing The Blockout: Okay, everybody. Now we are basically reaching to a place that the
initial blockout is okay, and we need to go and
refine that even more. So one thing that I
didn't like about this is that you see the
silhouette is so sharp. All of the lines are perfect
90 degree without anything, just like they have
been created very by C. In order to make sure that they
look more authentic, I'm going to just change
the silett a bit. For example, let me
duplicate remove and remove. Let's see what we have here. Let me rotate 90 degrees,
bring that to the center. I'm going to apply anything. Now we need to scale
that along x. H Okay, so that there's this one holding
these shingles together. But now you see that's
too much of sharp lines, and I do not like the
way that it looks. So one way to fix some of these issues would be to
create more vertices. Let me go into edit mode, add more vertices and use some of the
deformation modifiers or even try to randomly deform that to create
the shape that you want. Let me apply the
rotation and the scale, and there should be a
simple deform modifier. Okay. Let's go for such a value. Now let's duplicate that again. This time I'm going for bend. Let's bend it. It's good, but we need to rotate that to make sure that
it's bent as well. But the bend isn't going to
be too sharp or too strong. This way, the silhouette
you see is broken. It has characteristics. It has some lines that are
not just like CG lines. Because you see in here, there are a lot of
the formation in the silhouette and we need to
capture the a as possible. We need to make
sure that we create the formation in ways that it really creates
a good result. For something like this well, we are going to create
rocks and then bring them. It's going to create deformation for this one
and this one as well. It's going to cause deformation. Now, let's go for this wood, apply the rotation
and the scale. Then let's do something. I'm going to bring
a lot of edges. And these edges are to make sure that it's going
to deform well. So let's go bring in the
modifier, simple deform. But we need to make sure
that we bring that before the mirrors so that it's
going to affect all of them. If I bring that, it's
going to take all of them as one mesh
and deform them. But if I bring that
to here, first, it's going to apply
the deformation to here and then
duplicate that with that. Let's bring the bend. Okay. Then rotate that. Scale that along X. So that we have a bent
wood. Let's do something. I'm going to add a subdivision. Control one to add one
level of subdivision, I need to bring that before
the deformation happens. Make sure that it's simple. No. Let's see This way, the bend appears
to be much more natural, let's disable the
formation, global. Now let's apply the mirror and take a look at the
silhouette. That's fine. So let's do something. I'm going to disable the
mirror for now and scale that. Now it's better. So now, we have the silhouette
and later on, we will carve the
place for this one. For now, it's okay. Now let's see what else we could change to make the
silhouette more interesting. Of course, a lot of it is going
to be decided in Zp rush. But for now, let's do something. I'm going to take this.
Let's see what we have. Apply this because I need to
take this one as the pivot. Now whenever I try
to rotate this, it's going to be
around that pivot. So Of course we should
have merged that. Let's go before
applying the mirror. Then let's see what we have. Take this face, remove. Now if I apply a mirror,
take this remove. It's done. There was
a pace which was preventing us from having
a good deformation. Now, let's see, I'm going
to bring the pivot to here so that the deformation
happens from that way. So let's go for mesh
them or excuse me. I should have gone for simple. Now Okay. L et's go for pend first. Looks like we need to apply the rotation first
so that the pend happens in the way that we want. Okay. Y. Now the band is
there and we have much more interesting
silhouette to work with. Of course, we will place
the shingles in a way that they follow the same silhouette. Let's go for a more band
and then duplicate, and let's go for twist
on a very small number. O. If you want to
affect all of them, without affecting one shingle
and then duplicating, you can add simple deform
after those mirror modifiers. Let's go for bend
and you see now, it just changes all of them. Let's set the origin to be in the center Let's leave that be because later on
we're going to fix that. So because now we need to
apply a bit of more band. Then let's do something. I'm going to scale
that in local. Let me just turn off
the basically mirrors, and then scale that like so. But then we need to rescale that in directions
that we do not want. I think. Now it's a lot better. Now, this is the same thing. Let me disable all
of these mirrors, take this one removed
so that when we merge that and apply, it's going to be well
placed and merged. Let me remove that
and this one as well, completely take all
of the geometry and bring the good
amount of edges to make sure that we are able to
have a good deformation. Now, the simple deform, just a bit and then control the or shift the excuse me to duplicate
and go for bend. Ap rotation. Let's rotate that. So let's rotate and
apply rotation. I just want to make
sure that this one is just following the same shape. Lighter rotation. Now, it's better. 90 degrees in here as well. But now the band is too
strong. Let's go for. Not so twist. Okay. You see here by
the forming the shapes, we are getting good results. Now Let's go for more
deformation and in here, definitely, we
need to Let's see. Let's remove that and take
this one and bring it up. Scale it along Z to make sure that it
reaches to this point. Okay. Now, then
we have this one. Let's go re scale and rotate. Now, I see that we could let me zoom these woods need to be placed inside this holder, this metal holder for
storytelling purposes. So let's just make sure that they are
included in this parts. Perfect. Now let's see without those
visualization errors, Now I'm going to mirror to
this side to complete it. Mirror and let the
pivot to be here. Perfect. Of course, if you just go and apply these rotation values, it's going to be
deformed because we have used these simple deforms and we haven't applied those modifiers. If you apply them,
you might need to go for another vector to go with. But for now, it's okay. So now, let's see
what we need more. I'm just thinking about
bringing this over to here. So let me bring that. And then we need to take
these that have the modifier. So let's do something.
Instead of that, I'm going to take
all of them without that handle and then
bring that over because that is using the
modifier the mirror modifier, and then it's going
to be all right. Let me just take this
take these vertices, bring them to here, and then take this one
and bring it back. And then these ones. Then I'm this one and
try to rescale it. T This is going to be cement. We are going to duplicate the rocks here and
there and then a sculpt on this to make sure that it's the cement that is just
taking the stones together. Now, I'm happy with
the blockout so far, and the only remaining thing that we have here
is the shingles. This is what I'm going
for. Such a look. For the shingles, let
me bring in a cube, bring that to the
center and just try to create some
random shingles. Maybe we create some variations. Let's upl a rotation
and the scale. And just right click, subdivide sometimes to make sure that whenever
we deform this, it's going to work all right. Let me duplicate and then
take these go four This one, which is proportional editing, and if I take and try to change, it's going to take
the mesh as well. Use the mouse wheel to control the circle of influence and just try to form the
surface of this one. Just make sure that you have
variations of shingles. Maybe three or four
or five we create, take all of them
and then take this. I'm just trying to
create some variations. When we make sure that they
are sculpted and textured, we will return back
and try to place them here in order to save
geometry and texture. Now, let's create one that
it's not affected too. These two are identical, five is enough, and later on, we will return back and
try to array these. Now, for the rocks that
we are going to create, I'm going to use
a default blender add on to generate
the basemh for us. If we go and try to generate
the base smash in Zero sh, that would be v as well if, for example, some
cubes or cylinders or whatever and bring them to zero sh and try to
scululpt there. It's okay. But if you go to
preference and for add ons, you can search for extra, and there's the extra object. If you enable that and shift A, go to MS, you are able
to get rock generator. This way we are able to generate some basic shapes of rocks that we're
going to place here. This is going to be the cement. We are generating the rocks
and then placing them around in here and then fill that
with cement in z brush. This one is going to
be stone as well. We're going to completely
sculpt this in Z brush. Let me expand this even more. And this one as well. The case that we have more
rows of geometry. The sculpt. It's going to take more, but it's going to be
more natural as well. So now, I'm going to
bring the rock generator. L et me take all of these, bring them in a folder,
call it blockout. And then remove that and bring
this origin to the center. If I go in here, rock generator, see, it tries to create
some rock shapes. Just go generate
a couple of them, and change the scale. Okay. Now let's separate them. It has generated,
you see, a very, very basic rock
shapes stone shape. We could take some of
them, for example, four or five, and then
try to sculpt on them. This one has a lot of
good planar changes. I'm going to take it.
This one, let's take it. This one as well
is very generic. This one is so obvious,
I'm not going to take it. And this one is just like
this one, let's remove. This one generic. We have five different stones that we could take and sculpt. Here they are. Let me just bring these to
here and bring these as well. They are just on
a greater scale. Let's bring the
scale down and try to see if they could match here. This is the way that we're
going to place rocks. We just create some stones,
duplicate, mirror, whatever, to make sure that
they are placed nicely and then
sculpt in between on this mesh to make sure
that it's looking like cement or mortar
or basically whatever. Let me make sure that they are smaller, apply the modifiers So instead of that,
let's go to edit preference and just search
for modifier tools. It brings here. Take all
of these apply all and now all of the modifiers are applied with little
to no effort. So let's make sure that
the scales are different. And then bring these here
and these ones here. Here's the method that
we are going for. But this is the blockout. We make sure that
we sculpt on them, and these are the kits. And when we make sure that
the kits are sculpted, we place them that
they should be. But before that,
let's do something, take all of these as
well and apply modifier. Later on, when we, for example, bring this to Zi rush and
try to split by parts, it's going to separate
them so that we could go and try
to sculpt on them. Now, I feel like the
blockout part is done, and when we make sure
that the sculpt is done, we will return back and try to basically whatever is
needed to create it. So now, let me take these and bring them to
blockout folder done. And then I'm going to select
all of these and try to export using FBX or
OBJ, doesn't matter. The only thing that matters is exporting them for Z brush. I'm going for OBJ because it has one option to
triangulate these meses. Because for example, this one,
if I take a look you see, there's an N go in here. If you bring that to Z brush, it might need some
modifications. But if you triangulate them before basically exporting them. They are going to be
no problems there. Let me take this one, bring it up, so that we have more of
that wood present there. Now, let me take these. Of course, these ones are
to export and import. You just need to go here
to export and import, for example, the OBJ
or FBX or whatever. Just right click and add
to Quick favorite menu. Add to quick
favorites and if you prosecute, it's
going to be here. The first two ones are import and the second
ones are export. Export, make sure
that selected only so that it doesn't export this mannequin
with them as well. So create a folder And then just name this
whatever you want. Scale, let it be
to all of these, and the important option
is triangulate mesh. When you press this, it's
going to first triangulate these using a modifier
like so. Excuse me. Like, so, it will
triangulate them and import them to Z brush so that they
do not have any problems. Now, I'm going to pause
now and see you in the next one where we
import these to Z brush and try to sculpt
them. See you there.
5. Intro To Zbrush: H. Now, here's the very
basic blockout in place. Of course, it looks generic, but when we bring
that to Zbrush, it's going to make a lot of more sense because
we're going to sculpt a lot and then make sure that we have enough
variation in place. We have many of these
and we exported to an OBJ and made sure that the triangulation was activated. Now I'm going to bring the Zbrush and here's
the user interface. Yours might be
different than mine. Because I just did a bit of
customization on the UI. Let's import the
mesh Here it is. Then other than being faceted, and it means that there's
not much geometry in here to work, it looks fine. You see, because we
activated the triangulation, everything has been
imported correctly. There's a bit of
customization in here. You do not need to
know all about it, except for the fact
that for example, dynamic that I use a lot for distributing
geometry all over the place is located in here in geometry
tab and dynamics, and because I use that a lot
I brought it to this UI. To bring that, you just go to this preference conf and
then enable customization. Then whenever you have a button that you
want to use a lot, you just hover over and then control like so and
bring that to viewport. You are able to use that whenever you do
not want something, just control Alt drag to the
viewport to delete that. Then after making sure that
it's going to look all right, sable the customization
and a store config, so that every time
you open Z brush, the same palette
is going to load. So there are some buttons
that I have brought in here. For example, one of
them is split to parts, which I'm going
to use right now. This split to part
is in subtol stab, and then it's going to be
under split and split to part, like so, and I have
brought it here. If I press, it's going to pop up with an error,
doesn't matter. Now you see It has been just divided into
the creating kits. For example, now that
I have rock separated, I could zoom on them
using F and so on. For example, this one, we
could use dynamis to activate the sculpting mode on a
better mesh. And this is it. We have a lot of these. Let me see how many
of them we have. We have something close to
40 sub tools to be sculpted. And we are going to sculpt the and make sure that they are
not really just the same. We create as much
variation as possible. So whenever I sell something, for example, these brushes that I have brought in
here, I will explain. For example, one of
the brushes that we use regularly is the
trim Smooth border. But in order to find it, you want to go to light
box and then brushes. And then in the brushes tap, you want to go for trim and
trim Smooth border. In here. If you want to bring
that to viewport, so that every time you load, you should copy that into
the startup Zbrush folder. Let me just explain the process because there are
some brushes, for example, these or brushes
that we might use, for example, or a slash to
bring some cuts into the wood. Let me de everything dynamic. On a bigger scale. Now, you see there's a
bit of crack on the wood. So this does not exist
in Z brush by default. So you want to install
them. Let's see. There's a Z brush brushes text
file in your project file, and then you need to
download it from here, and they are free, and you
do not need to pay anything. Whenever you saw a price tag, just go for 00, and you should be fine. Download these and you
will get the Zip file. For example, for the brush pack, you just get these brushes. You want to take your brush pack folder or the existing content
that exists in the Folder. And if you want them to be available every
time you open Z brush, you want to go to
Z start up here, and then brushes brush presets. Here they are the old brushes
that I have pasted in here, Z start up brush presets. Just paste them here so that every time you load
Z brush and press B, you are able to see them here. Then one more thing, if you just use a
brush and you want to drag it into view
port to here to use it, You want to select it from here and just using
the customization, drag it to the viewport to use. For something like trim Smooth
border that doesn't exist in the viewport by the fault
in the start up folder, you want to go to your brushes, and this is the same as
opening the lightbox. You see in here, we should
go for brush folder, and then trim bind it in here, and it's the trim smooth border. Copy and go back to
your start up folder. And then brush presets
and paste it in here. So that every time
you load Z brush, it's going to be available. Okay? The brushes that we use regularly are
trim smooth border, Dam standard, these brushes, and you want to download
these old brushes and install them the way
that you just saw. Let me control Z to go back
and see what we have here. These are the buttons
that I use regularly. Whenever I wanted
to use one of them, I just tell you where
that exists and how you can grab it and
bring it to viewport. For example, this
back face mask, which we're going
to use a lot is, let me go for dynamic. Whenever we drag Alpha, this is the method
of drag Alpha. You see it has affected
the back side. Sometimes you do not want that. You go for Ba face
mask and drag Alpha, and now if you take a look, you see it's not
affecting this back side. Of course, it's
affecting in here. Because we were using
that on a high intensity. But you see that it's not
affecting the back side. So this back face
mask exists in here, brush tab, auto masking, and then back face mask. Enable customization
and bring that to viewport so that you
can use it a lot, and that is a great
brush to use. Great brush option, excuse me. Now, we are going to
start sculpting and I feel like starting by one
of these wooden pieces. Now, if I just go for
dynamics on a resolution, and these are the buttons that exist with dynamic
in the geometry tab. You see dynamic, resolution, polish, blur, and all of that. If I dynamic on this
low resolution, you see, we're not getting
a good silhouette. It just breaks the silhouette, as well as we do
not have a lot of really good shapes to work with. Sometimes you need to
bump up the intensity. For example, now, let's
go for double of that. And you see now,
it's much better, but still we need more. So let me now, you see, because we
have enough geometry, it preserves the shapes. And if you just zoom on
your geometry, you see, it's evenly
distributed polygons, and we could go for a
greater sculpting in here. So because the backface
mask is activated, Okay? Now, in order to sculpt, we need the trim smooth border to chip some of these edges, but we are not going too far because not a lot of
edges are so sharp. For example, even
something that is manufactured in a
company by machines, it's not having a lot of
these sharp 90 degree edges, let alone for something like a wood that belongs to ages ago. So we need to chip the edges as much as we could to make that
more interesting. And of course, we
are going to use a lot of Alpha brushes as well. These Alpha brushes
are downloaded. Of course, they were
free images that are downloaded from Net and process them to be used as a height map. They will really help to get that realistic look because if you want to sculpt
everything by hand, it's going to take
a lot of time, and the result is
not going to be that good because you need
to put a lot of time. You want to go for
standard brush, and this one is going to
use Alpha and then imports an Alpha These are some of the brushes that I use regularly and whichever of
them that I used, I will provide with the
project files to you. They are, for example,
wood brushes, whatever that you might use
to create a good result. Now you see by using that
and bringing that in here, we are able to get a
very convincing result, but it needs a bit
of processing. They were some free images
that I downloaded from NT and just process
them to be height maps. And we're going to use these
in the process as well. If I bring that, you see, how good of a
silhouette it changes. If I compare that
to other pieces, you see, now it's
looking a lot better. Let me Control Z to go back. The first maneuver
that we're going to do is chipping the
edges to make sure that they are not just like
these 100% perfect angles. I really suggest you to start with lower resolution
because it's a lot easier to manage the silhouette with the lower resolution. And as you go to details, just increase the resolution and go for millions
and scope details. But for manipulating
the big shapes, We need a lower resolution. Here's the way that
we are going for, and you can go for
an Alpha as well. Bring that. This will make sure that the sculpting
is going to be rougher. Since we're going
to sculpt wood, it's going to be rough. Now you see we are able to
manipulate the edges like so, and you do not want
all of the edges to be the basically height or you do not want to chip all
of the edges just like the same because it really
defeats the purpose. You do not want them
to be like the same because it looks ugly and
really not that okay. So you want to make
sure that you have enough variation for them. Because if you just take all of the edges and just sculpt like, it's going to look
not that okay, because you need variation. Using trim smooth border, you're able to add
a lot of variation. Whenever you saw that you need to o and try to chip
the edges like so. If you want to save more time, you can really take this
as a symmetrical piece. For example, now
that we sculpted, this, we could duplicate
it over to here. Sculpting is good
to be in passes. For example, we divide
it in three main passes. Big shapes, medium shapes,
and smaller shapes. For example, the big
shapes are the ones that you are able to
see from far away. The medium shapes are the shapes that you see from
medium distances. The small end
details are the ones that when you zoom on an object, you are able to see them. It's good first to
go for big shapes. Big changes, and for big shapes, you want to be on lower
resolution because that way, it's much much easier to
manipulate the shape, and that would be a lot more
manageable than increasing the resolution to
something like millions and try to scalp like that. And then whenever you make sure that it's going to be okay, just go for medium
and small shapes. A lot of times you could leave the tiny details for
texturing phase in painter because there you are able to add a lot of fine details that would take a lot of time to
sculpt by hand in Zbrush. You want to make sure to see what purpose you
are sculpting for. Do you want to sculpt
it all by hand, or do you want, for example, to leave a pass for
painter for texturing? These are the ones that you want to make sure
that you have in mind. You see how these go sculpt gives characteristics
to the object. From what that
looked really like manufactured object to something that is much more natural. Now let's go for these as well. And whenever you want to add
using trim Smooth border, hold down lt, because trim Smooth border is
a subtractive mesh. And if you try to paint with it, it's going to subtract
from the mesh. So if you hold down lt, it's going to reverse
that functionality. And now that It's a
subtractive mesh. It's going to be additive. And whenever the
brush is additive, it's going to convert
it to subtractive. There are places that nobody
ever is going to see. For example, this
bottom piece in here. Nobody is going to see that. Why really taking time to sculpt that when nobody
ever is going to see. These are what you
need to consider when sculpting If the pace that you are sculpting is
a generic one and it means that it's going to be
repeated a lot in the scene, you do not want to have a
lot of specific details. For example,
something like this. If you are going to use
this prop ten times in your scene and you have
such a visible detail, it's going to look
not that okay, because everybody is going to notice that you have used the same mesh over
and over again. So if that is a unique prop, just add as much as unique
details that you want. But if it's something
that is not going to be unique and it's going to
be repeated a lot of times. You just want to make sure that not a lot of unique
details are present there. Let's take a look and I'm happy with this first pass of
detail that we added in here. You see how good of silhouette
change we have done here. Now let's go for someplace else. We could do something in
order to save a bit of time, we could take
these, for example, when we sculpt it fully, we will duplicate
it to this side to make sure that we
save much time as well. Then we will add details
to that one as well. For example, bring
this one to 70, 80% of completion, and
then duplicate it here, remove some details,
add details, so that we save a bit of time as well because this is
for game development. In game development,
you want to make sure that you use your resources. Now, I'm going to
leave this for now with this silhouette change
and go for sculpting these. Because I want them to
be the same object, I'm going to damage
them and that dynamesh will make sure
that they are joined together and they
are the same mesh. Let me see This is it. Now we need to merge them. There's a merged button in here. Merge visible is going
to merge all of them, but merge down is going to merge the subtol that you have with the subtol that is
connected to it. It's in here, merge, merge,
similar or whatever. Then now let me see, I'm going to merge down. You see now it merge
them together. Now let me take this one
to see which one it is. That's here, merge down. Now these are the same object, and then this one as well. Let's merge them Now, let me see where this one is. Merge down, and just take a look and you see
now this is one object. Now this looks faceted
a bit, doesn't matter. Because if we press dynamic, you see it's going to
merge all of them. Now this is one mesh. If I just bump up the
intensity to tho, for example, And dam, it's going to
preserve the shape a bit more. Now, you see, these are just
like belonging together. If I try to sculpt here, it's going to affect
all of the meshes. But the mesh is faceted a bit. Let's bump up the intensity
a bit more and reams let's go back and go on
a bigger resolution. It was needed because we need a perfect
transition in here. Now these are part
of the same me, and they are not a
different object. There's a polish button
in here as well, which you could press to
polish the meh, which is it. And the polish is
going to be found in here in deformation
tab and polish. They are these polish brushes or polish options that I have
placed from here to here. If you want you can
just see what they do. And they look awesome. Now, let's re dynamic once more to redistribute the
polygons a bit better. You see, we have different
polygons in here. If this is something that
you want, just keep it, but if it's not control, W to make sure that all of
the poly groups are the same. Now it's time to go and try to This one is sculpted as well. So this polish has a
couple of options. One is using this method
and one is without it. So I I just use polish, say it tries to
smooth the brush, excuse me, smooth the object. But if you use that too much, it's going to make it
look like plastic. We just wanted something
to really get that to a place that it's
not that faceted. And then from this way, we are going for the
trim smooth border and making sure that the object is going
to look all right. For example, trying to
work on these areas of transition because it looks like plastic. So we need to refine them. Then some edges sculpt
is okay as well. And because the
meshes are combined, it take a bit of time
to rotate around them. But doesn't matter
because the end result is going to be what's mattered. So now let's increase
the brush scale. And first, we could
smooth using shift, and then a bit of edge
damage on the brush. On the mesh, excuse me. There's something that I
noticed is that sometimes when you just for some
unknown reasons, it might just be the case that the rotation around
object gets a bit pucky. For fixing that, you
could just go for transformation and activate and deactivate local
transformation to see if that works
for you or not. That worked for me and
now I'm able to zoom on the object and try
to sculpt on them. So let's go for trim
smooth border again. Now It's much easier to sculpt in these tricky
areas of transition. Later on, when we texture this, it's going to create ambient
occlusion around here, cavity areas, and it's
going to look a lot better than having
separated the object. Now, because we used a bit
of polish on this one, it's going to be
looking like plastic, but do not worry, we're
going to fix that. For such areas it could
go additive as well. Now I'm holding down
to add to these areas. Instead of subtracting. Whenever you see there is need to decrease the brush scale, just go for it and whenever you need to rescale the brush, you could simply go and sculpt. This is the first pass later
on that we add the brushes, the Alpha brushes,
and all of those. It will make sense a lot more. Now, let's go for edges a bit. Because we do not have
that much resolution, it's blurry a bit, but it doesn't matter
because we are going to add those alpha brushes later on and add more
resolution for details. You could go for
different mat caps as well. This one is okay. It shows some of the objects
that you have sculpted. You can just take your
bruh in and out to see wherever you need to
sculpt more or less. A Since this is for
game development, we learn some techniques to really save much more
time when sculpting, including copying the
object from halfway, just to make sure that we do not waste a
lot of time only on a single object.
Just like a canvas. And there's something to
notice is that you want to elevate all of the objects
together at the same time, because when you go and
complete one object and return back and see there are
more objects to complete, it's going to be a demotiva. So whenever you
are, for example, just sculpting this one, just leave it and go elevate the others to the same level. Because you do not
want to sculpt one put a lot of time and effort
in sculpting that and then returning and seeing that you haven't sculpted
the other parts. So take that as an elevator that you want to
bring all of them together. This is the first
pass I'm not really worrying about these changes because all of them could be
later deleted or continued. And changing the
silhouette will really sell that fill that we want. This is an old mechanism and the chances that it has been changed in
silhouette are there. You want to make sure
that the silhouette change is going to be there. Now, let's see, not too bad. It's good for the first pass. Now let's go for
this one and looks like because of the symmetry
that we didn't apply, these two are separated. Let me looks like
they are. Merge down. Now this is one object. But if we try to sculpt, you see, If I try to sculpt, you see they are
separated objects. So a quick dynamics,
we'll fix that. Now you see it has merged
and just closed the gap. Let's see, we are going to sculpt on areas
that we are going to see. For example, area
that is in here hidden doesn't actually
need a lot of sculpting, rather we want areas that
are visible to be sculpted. Let's try to re dynamic. Know that smooth was
not a great option. For this one as well,
we could take it sculpted halfway and then
mirror that to the other side, depending on how unique or how generic you want
your result to be. Sculpting takes a bit of time. It might be boring
a bit of times, but it's a very important
part of the process. You see dynamic distributes the polygons evenly
across the surface. It's a great option to use it. But sometimes down the road when we are going for details, you just want to avoid
dynamising from there because it takes the details
and blurs them a bit. So we want to make sure that
you really do not blur that. Let's go for a bit
silhouette change because we do not
want this to be exactly cylindrical and round. And there's, of
course, the move brush in the brush palette. There should be around
here and that is it brush. You could just move the
silhouette with it a bit. We broke the silhouette. Let's take a look
and compare that to before and compare
it against this one. Now by breaking the silhouette, it's much more natural than
having something that is really generic and
not that okay. Okay, let's leave this one. Let's see what else
needs to be sculpted. Because this lesson
took a bit of time, I'm going to pause and
return back to you in the next lesson by continuing
to sculpt these brushes. These meshes, excuse me.
Okay? See you there.
6. Finish First Wood Pass: Okay. And previous lesson, we took a beginning
look at Z brush. Now it's time to continue to
sculpt these wooden pieces. And we are going for the metal
and stone pieces as well. And the metal, I
believe it should be only this one that we
have metallic in here. So just take one of
these and then hide it. Then you want to go for dynamic
to ring the resolution. So looks like we need to
bring the resolution up, depending on the
scale of your brush. Mh me. You want to have dynamic on a greater scale or on a smaller scale. Because these meshes are small, we need to push up the
dynamic intensity. I'm not worrying about these faceted edges because later on, we are going for adding details. When we added details, we will just increase the
intensity of dynamic and even add some resolutions ourselves. So I will compare that to
the other ones in here to see how that looks and
where needs to be sculpted. It's visible in here, so by a bit of sculpting, we will get rid of these
sharp and unnatural edges. For areas like this which
are not going to be seen, you could just leave that away. Let's take a look and you
see it's hidden in here, so nobody is going to see that. Why just wasting a lot of time on some that is not
going to be seen at all? These are considerations
that you might want to have when sculpting. Or for example, later on, we might need to duplicate
this over to other sites. That way we want to make
sure that we have a sculpted there as much as we could. It really depends
on your production, your time, your energy
and a lot of things. Let's go for dynamic. And break these edges a bit. Because these 90 deg
edges that are complete, they really break
the authenticity, especially for
something like this that belongs to older edges. Older edges, excuse
me that there was not possibility of
manufacturing these objects just like so perfect. Because this is
wood, the wood is not that perfect
90 degree angle. You want to make sure that
you break these edges This is the first pass because
later on we will add Alpha brushes and more
to complete these. For now just break the edges and the way that we are
sculpting is iterative pass. Because whenever you
just sculpt something completely and returned back to other pieces that
you haven't sculpt, it's not a very good feeling because you spent a lot of time on that you could have
spent on other places. See, we are moving to
the way that we should. You can clearly
compare these to these and see how silhouette
changes are powerful. Let's go for this one. Then we need dynamic. And just break the edges
and you're good to go. It might look repetitive. It might not be that interesting
in the beginning ages. But this is necessary because
later on that we want to add alpha brushes and those
really unique details, we want to have a
great base to go for. Now we are providing a base mesh in here so that later on we
could have sculpt on it. We are sculpting the big
details, the big shapes, the medium shapes
and details in here, and then leaving the tiny ones those microscopic
details for painter. Be sculpting them by hand
would take a lot of time and procedurally generating
them in painter would be a efficient. That way we have more control
over the placement of them. Let's see. Now, let's go for this one. Again, we need dynamic. Resolution is not that much. Later on, we will add
millions of polygons. But for now that we are working
with these bigger shapes, it's better to just work
with a smaller resolution. This way, it's more manageable
when you're sculpting. And changing the silhouette is very important when
you're sculpting. Now let's see. Whenever we're trying to take
a look at this, you see, it's just like a computer
generated graphics. It doesn't have any history. It's not carved in the object. This is something
that we will do in the detailed lessons. That's why it's
important to have a great base so that later on we could add a
storytelling to it. To tell that, for example, that wood has been cut and
this one placed So that's why we need to go iteration by iteration to make sure that
details would fit perfectly. Okay. Now, For this one, we'll rely on hight maps. Half of the objects are done. Now these three are remaining
from this composition. Now I'm going to do
something because we're not going to sculpt these from the beginning and
use these ones instead, bring them here and then
continue from there. I'm going to take
these and create a for now and try to sculpt on them. 70,000 polygons isn't really a great resolution for details, but because we are working on
silhouette, it's all right. A lot of these decisions
that we make right now are going to
be changed later, or you could change them later. And when working on big details, you can just zoom out
and see from there. And when looking for
details you could in and see from close up
to see what you are doing. The reason that I just
hide those is that, for example, now that we have
sculpted something on this, we brought it to a certain
percentage of completion. For example, later
on that we add Alpha and all of those brushes, we will bring that to 70, 80% of completion and then duplicate it over and
continue from there instead of going and
starting to start from ga sculpt resolution
and all of that. We are not going to repeat that. Although you could go And repeat the same process, but since we are going
to save a bit of time. We are going for
duplicating these objects, bringing them to a
certain percentage of completion and then
continue from there. Looks like this was too much. Now, let's see. Let's bring these as well
so that we can see them. But I'm not going to change
anything about them. Now it's time for this one. And then bring the
resolution dynamic. There are a lot of times when a detail could be
added in painter. You do not want to add
all of the details in Z brush because one it takes
a lot of time and two, it's not going to be possible
really for a lot of times. A. For most of the objects, we start with a bit
of edges sculpted, for something like this
that is a rough wood. It doesn't matter if
we have so much of these noise generated
around edges. But for something, for example, like a sci fi object, this is not something
that you consider okay. You just want to see what is the object and see how much detail or noise you
want to generate for that. Now let's see looks like
these pieces are done, and now the only one
remaining is this one. And because this is a piece that continues from left to
right of the object, I'm not going to symmetry
that or whatever. Because this piece needs to be its own piece, not duplicated. And we want to have
special details on it. So we want to make
sure that we keep that one specific
alongside with that plank that holds the rope
that we create later. Just a bit of edges sculpt
and you're good to go. Then we have a decision to make, and that is to
bring the stones to a certain place or to go for adding details
on these woods. We'll make sure we make
the good decision. But I believe that we could
go for the stones and shingles Okay. Let's see. Now we have this one, this one, this one, and these
stones and shingles. But because we are
mostly sculpting on the wooden pieces and these
shingles are made of wood. Let's keep the focus
on these ones. So No too bad. Let's up the resolution because
these meshes are small. We need to bring the higher
amounts of dynamics. And I'm going to sculpt these ones from all
sides because later on, we are going to rotate duplicate and use all sides of these. So we want to make
sure that all of the sides are sculpted. This will make sure that we
save more time by reusing the same pieces that we
have been creating rather than making some unique pieces. So Later on, we will add
some of the wood fibers. But for now, we keep
the focus only on edges because adding edges is important and breaking
the silhouettes as well. And the sculpting might
be tedious a bit. But that is an important part. Later on, that we see
the final result, we see that all of these
efforts were important. So just compare them
side by side and see what you could add
and what you could. Okay? And these noises that add around the edges
are okay as well. They will generate
that extra level of noise that we expect from wood, and that is okay. So different levels of sculpt, Later we will add how to add some extra wood fibers that
change the silhouette. But for now it's only
the edges sculpt. For stones, as well, we could have just brought a basic cue in brush and
tried to sculpt from there, but generating some
primitive base meses we better for saving
a lot of time. Now let's see compare
them side by side, and hide everything else
and try to sculpt on this. The reason that we are
going iteration by iteration is that
we do not want to sculpt one piece completely
and returning back to s. We have a of
sculpted details. So if you are in a hurry, you could increase the brush
scale and work on like that. Because we are in beginning
stages, it's okay. And a lot of these
details that might be wrong could be refined later. Now, let's see, I believe
there should be a couple of more wooden pieces
remaining. Here they are. For now they look generic
and not that okay. But later on that
we're going to add those details, it's
going to be fine. It's just like a
continuous, not a print. You are going to get the result. Finally. But there's
no hurry to get there. You want to get a good detail, so you want to spend a
bit of time in sculpting. I know that you might expect to see perfect results
from the beginning, but that is not really the case. You want to be a bit
focused and really keeping your eyes on the final result rather than getting
perfect results in the beginning stages. Okay? And finally, the final wood
shingles, let's see. That was great. It adds a bit of primary noise here that
is okay for composition. Just suppose that we
wanted to sculpt all of those hundred wood shingles that we wanted to place there. It would take re days and months to create
something like that. But that would not be
really efficient because by mixing the creating
kits and mixing those, you would save a
lot of more time. You see, it's very boring trying to sculpt the same thing over
and over again. Just suppose that you
wanted to sculpt so many of these to create that
roof of the well. This will save a lot of time and a lot of headache during
the sculpting process. Looks like the wooden
pieces are done. Now, what we have remaining
are the stone pieces, which include these
stones themselves, these two pathways,
stairs, and this one. But this one is going to be
something like, for example, mortar or something to
hold the stones together, something like a mixture
of concrete or something that blends the stone together and keeps them
from falling away. Let's see if I could dynamic this let's bring the dynamic
on a higher resolution. Now in order to get rid
of these faceted edges, I'm going to go for a polish. It polishes that and really removes a lot of
those faceted edges. But later on, we need
to make sure that we sculpt on this to really
remove this plastic look. Now, we know where we are going. Now I'm going to pause this
lesson and in the next one, we will go and create a very
base shape for these stones, these ones, these pathways, and we will see what
happens. See you there.
7. Path Way Stones Blockout: Everybody. Now we created this stone path that
leads to as well, and now we are ready
to go for these rocks. For these ones, you see they
already have a good shape, but the problem is
that they are low poly for some really high
quality details. We need to go for
dynamic and you see dynamic because that
is a very small mesh. We need to up the
resolution a bit to get a bit of definition going. Okay. Now I'm going to
define some planar changes. I want these to have sharp and defined edges and
surfaces because I need to really create a
lot of these planes. And see even by having a
very small resolution, I'm able to get a good result. These planer changes are what really define the
surface of a stone. And say because we have very
very amounts of polygons, it's really easier
to work with these. I'm going to just keep sculpting until we get something that
looks all right. I just deactivated that Alpha because I do not want to have too much noise in the beginning. Now let's go for the others. Just take a look of the resolution dyna mesh because these are relatively
smaller meshes. And just try to randomly
create some planar changes. Later on, we will add alpha brushes that will really define the
surface of the rocks, and we will add a
lot of details. But for now, it's only
about creating the surface. For example, I here, we needed to add to the surface rather than
removing from that. I went and just hold down
to add to the surface. Now let's go for the other ones. O pa resolution, dynamic. Let's go for the
other ones as well. Activate the dynamics
for all of them. And then go for
sculpting one by one. We want to have sharp
defined surfaces that will catch the normal
map perfectly. I really like this
one. So go around, see what you could create and what silhouette change
you could place. You see, by going into different directions
and sculpting, we are able to get so
of good planar changes. Now, let's go for the other
one, which is this one. Try to sculpt. After creating these
planter changes, we will go and try to sculpt
using the clay build up to add to the surface and then create really that
defined surface. This is the first
path of sculpting. Especially for these stones. So we do not need to
have a lot of details. So looks like there's
just this one remaining, and that is perfect for
creating that planer changes. The reason that I created
by variations was that by creating five variations and rotating them around, we are able to create
a lot of variations. So that would be much
more optimal than going and creating hundreds
of variations. So let me go back. There should be a
problem in here. So smooth and then dynamsh. A good planar change. Now this was the first
pass of the rocks, and I'm going to now
take them individually, bring the clay build up, and try to build up a form
and then flatten that out. Now that we need
more resolution, I'm going to up the
resolution dynamic to bring that and then try
to bring that plan, excuse me, that clay build up. This clay build up is in here. If you go to your details exhibit brush panel
and search for clay, you get clay tubes,
clay build up, and these brushes, and clay
build up leaves here as well. It's one of the default brushes. Now, you see, it's
just like clay. We have added a lot of these, so we need to go flatten
them out to create surfaces. So dynamic and then go for trim smooth border and try to
define the surfaces even more. This way, you see, we're
able to go iteration by iteration and create very
good results in no time. Of course, it takes time, but you know, when we add Alpha, it's going to be a lot faster. The reason that I'm not
placing that Alpha in here is that I do not want to be
so noisy in the beginning. Let's go for the next one. Let me see which that is. And just build up
a form so that you can bring the trim
smooth border. And you can opt the
resolution as well. Since that is a small mesh, it's going to take a lot of resolution to
create a good results. Now, trim smooth border and
try to slatten the brush. This trim smooth border
is very powerful. You could really sculpt
a of details with it. So just take a look at one of the just on these
orthographic views and try to sculpt from here. Like so, and you do not want to add a lot of resolution
in the beginning because, you know, if you add
too much resolution, it's going to really be noisy. And it's going to
be difficult to handle that amount of
resolution as well. Whenever you are going
to work on details, just make the brush
scale smaller. Now let's see what other
meshes we have the sculpt. There are five meshes. Looks like this
one was sculpted. Let me take this and isolate, and then I'm going to
bring the clay build up and try to create
a form around it. This clay up is
awesome for creating forms and make sure that the directionality is in place because these stones
are directional. Now we have something
to work with, and then you could opt
the resolution and just try to use the trim
smooth border to try to sc. Just go and try to
define the borders. And make sure that
you have a lot of planar changes in the place. And by planar change, I
mean something like this that the surface divide
into different angles. Because these catch
the light very well. And the reason that I
didn't bring the Alpha was that I do not want to bring too much noise
in the beginning. This is like just
blurring the result. Okay Let's see, not too bad. Now this one and are the remaining ones that
we're going to sculpt. Let me increase the brush scale, but not too much to
deform the shape. Now let's isolate. It's just like
sculpting in real life. You just add remove
details to get your shape. Now trims border to
define those borders. Now, see from different perspectives and from different
orthographic views, and then try to slaten based on that view so that you get a
lot of good planar changes. If you feel like the
stones are small or, you could just add more to
the form of the shapes. Because later on these are
going to be mixed with clay or with mortar or
something. I mean this one. First, we will add details, bring that to a certain
degree of completion, and then go and try to sculpt the rest of them
after duplicating them. I just might bring
after the completion, I might just export these
and ka them in blender. I mean, the stones and try
to kah them in blender so that we could create
the well itself, the stones, I mean, and then bring them
to Z brush because I like the blender
interface a bit better. It's your preference to
what you're going to do, but I really choose
Blender over Z brush for detailing, manipulating
objects around. Okay. One quick fix. I was a sculpting this and
I didn't like it. I removed that recording, and now I'm going to
remove this file as well. Let me take these two because these are
separated too much. It's going to take
a lot of time for sculpting as well as
being a bit low quality. I'm going to remove
them like so. And now we need to reimport
them once more from blender. Let's see, I'm going
for the sub tool. Let me append a sub tool. For example, this sphere, now on top of this sphere, I'm going to go for import. But before that, we
need to take these two and export them on OBJ. Make sure that you have selected objects,
triangulate mesh. Now, import that
should be OBJ five. Now you see it replaced
that with that sphere. But problem is that
it's just one object. We need to go split to parts. And now we get two objects. And from now on, we
continue to sculpt. That was a quick fix that I
saw we should discuss about. Now, about the fix, we are going to
create these stones. The way that we are going for those stones is
something like this. You see, it's just
like one mesh, but with different
levels of stones. Let me see where we have
that, Something like this. We are going for a
low frequency stone. So, in order to get that
from this, it's easy. We need to take the mesh. Let me go for a dyna mesh
on 512, for example, to have a bit of
resolution to work with, and now we are going to
carve a stone from this. And by carving, I mean, we are going to
slice and upon that, apply dynamic to get
different stones. What I mean by that is
that we are going to use this dynam and this
poly groups feature. So after applying the dynamic, go for poly groups feature, and in here in the
brush palette, you want to go for slice. Now, let me bring
in slice curve. It applies that
to control shift. Now, divide this in half and you see how that divide this
into two pieces of geometry. If you hold down Control click on one of
these, you see that, you have different levels of
planks and stones to sculpt. Now again, let me control
shift click drag like so, and then re dynamic, having the poly groups feature
activated with dynamics. It will create the lines necessary to create different
measures based on that. This is the method
that we are going for, and using this one, we are able to create very good stones.
Let's bring that back. And I'm going to
dynamic once more, drag lines, and it
should be good to go. Just press Shift F to bring
that For something like this, it doesn't matter
because later on, we are going to remove these
parts in the low poly. Dynamics. You see how great
of a result we get. We are not going for too much of these because it takes
a lot of time to sculpt and we do not want to waste
so much time on sculpting the let's go back and enough. Now I'm going to create
another row of these stones, and then I'm going
to take these drag once more dynamics to
get that stone created. Let's see. I'm
going to make sure that they are visible in here. So this line When you control shift click on
one of these poly groups, you see if I dynamic,
and see that again. Let me activate dynamic
with poly groups. And you can see how we are
able to create those stones. I'm just going to
be random on these. I do not want this one
to be predictable. T shift. So let's see about this. And because it has
too many sides. Dynamic really cannot decide on where to create
that geometry, so, it creates that ugly seam. So dynamic from here, now that it has preserved
that shape go and try to move on from there. And this way, it's a, a more natural and
unpredictable. Okay. Let me take this dynamic. Just Control Shift click
on these poly groups. Control Shift click again, Rami by control and you're
able to create thee. I do not want to make these really like procedurally
generated content. That's why I'm taking a
bit of time to separate these Now these need a bit
of separation as well. Dynamics, see the result. The reason that I'm not
doing anything in here is that it's going to be
deleted no matter what. Who cares on something that
is going to be deleted? Looks like I'm happy with the stones that
we created here. Now it's time to
go for this one. Again, we are going
for the same process. First, go for dynamic
on a 512 scale. Then I'm going to
bring the slice curve and try to cut from here. But I didn't activate the poly groups
feature for dynamic. Again, let's go and
re dynam perfect. Control Shift click
to bring those back. Then dynamis Let's see and how many stones we should create y. So it's the same process. Just try to create some stones. And he should be good to go. Dyna then dynam once more. Okay? And I'm not worrying about these parts that are
going to be deleted. So I'm continuing to
follow the same process. Okay? Just go one at a time so that dynamic
doesn't get buggy. The more stones you create, the more time it's going
to take to sculpt. I believe it should be enough. A great thing about
this workflow is that if you go to move brush, for example, to
select one of these, if you just control shift
click on one of these, you are able to take it as
a different object, move, scale, rotate, and whatever to create a bit of form or
the geometry, like so. And this is even part
of the same object. It's not a separate geometry. Now I'm going to
start to sculpt on these and let's
see what happens. I'm starting with this one. Let's hide everything else. You already know that we do not need to do
anything for these parts. Let's do something if
I could delete them. Let's leave them. The
sculpting process is going to be just like so. Let me go for a bigger scale. Dynamic. If you control shift click on one of these
planks or stones, you are able to sculpt on them individually without affecting
the neighboring pieces, and this is the great
thing about that. These are just like stones
all in one place. Like so. Just try to sculpt
The reason that just resid that that was that it was too many stones in the previous
iteration that I did. I decided to return back and
fix some of these results. The process is going to be easy. Just take these brushes. These mee, I always
mistaken with that. And sculpt to get variations. Let me first sculpt this
outer shell. Like so. And later on, we will undulate these to create
very good results. If you have free time or if
you want to sculpt too much, you could divide this into many stones and try
to sculpt from there. But since we are
limited on time, we could go and
really just bigger stones to save a bit of time. This one is just by itself. And it's a good one that we
didn't really go for that much re on this because now this is a lot more random than the previous attempt
that I was going for. Now, let's go for these and try to sculpt a bit of these edges. Then later on, we
will return back and try to add more details to them. But for now it's only
working on the edges. After correcting these edges, we will go for
continuing on the woods. And maybe I duplicated
this one on top for that other piece. I mean this one. Because it's going to take too much time sculpting
that by hand manually. If you really want, it can take your time and trying to sculpt. Let's see what
happens. We might go for a duplicate on there
as well as other places. Okay? You see, we are
getting variations. I just decided that we might need to duplicate this on
top of the previous one. Let's bring everything back. And you see how much
detail this one adds. Worse, we haven't added those tiny details that
really make this one shine, but it's really awesome. I'm going to leave
other pieces to be in the mix so that I can see what I'm sculpting and what I shouldn't sculpt
because that is not visible. This is just the first
pass of these sculpting. By finishing that, we have
done only the first pass. Then we will go for sculpting
those wooden pieces, and we will use a lot of Alpha. We will use a lot of
details for storytelling and create a lot
of good results. Just do not worry, we are going to take care of everything. As long as the time allows. This shift control click, define the borders, and
then go for the other ones. You see, we do not need to go further with that sculpting. All we need to do is
sculpting those edges, and we are getting somewhere. And looks like some few
stones are remaining. Just control shift click. Let me see looks like
there's a bug in here, a visual bug. Now this one. Of course, later on, we
will do something to blend this with these pieces. For example, we might bring the clay build up and
try to subtract from here to convey the message that they are placed on top
of each other, like so. For now, we are only caring
about those edge details, and later on we will fix
those areas as well. This way the stones are much
more natural and in place. The storytelling is very important in creating
these objects. You want to really make sure about the functionality
of what you place on how in real life
it's going to be and so on. Now, let's take a look from the above And it looks like we have done a
good job creating that. Okay? Let's do something now.
8. Finish Pathway Blockout: I'm going to duplicate
this on this one. Let me just take that and duplicate and it exists in
here in the sub Tool palette, and I just brought it here
because I use that a lot, so go for duplicate. Let's go for move, and I'm going to bring that up like so. Then let's try to scale. Or let's bring the
pivot to the center. From here and then rescale
that until it fits like so. Then I'm going to take that one, the other one which is this one and then delete completely. There's one problem,
and that is we need to rotate this to hide some of those issues caused by that duplicate process
and a bit of scale. And a bit of matching
in the center. Now, it's so it's okay, but we need to add a
bit of more details. Let me go back and because we need to create
different stones in here. I'm going to pause right
now and in the next one, we will go and continue
making the progress. Just copied this and
brought it over to here, and now it's time to actually create some
variations of this stone. So again, I'm going
for the slice curve. It is applied to control shift. And we are able to sculpt. But before that, we need to
create more variations for these because there needs to
be more planks placed here. Let me return back. I just do not want to
be that repetitive. Make sure that you place the stones on places
that it makes sense. For example, it's hidden here, so we do not need to do
anything for that stone. But here it's going to be seen. It's actually a good idea
to place one seam there. Then after that, we can
go add a bit of stones. And now let's take
these and just try to create variations. Then it's time to go for the detailing pass on
these stones, the first pass. Now I just got smooth border. Let's add those brushes, and then try to randomly
sculpt on these. Add those details
that we expect. It's going to take a while, but it's important for
the later process. And this is not the end of it. Later on, we will
just undulate some of these stones to make sure that it's going to be all right. So we are going to make sure that
it looks natural as possible based on the time
limitation that we have. So let's bring everything
or edge damage. A lot of the details
are going to be left for the texturing phase, where we go and painter
and add details, for example, moss, ambient
occlusion details, and so on. We want to make sure that you stay or later stages for
completion because this is just like a long run rather than getting the
results so quickly. Let's bring everything
and now that I'm taking a look at this
one so far so good. Now that we have done the first pass on
everything in here, except for this metal and this concrete or
mortar or whatever.
9. Wood Second Pass: Again, we are going for the same woods and start
the new pass from here. Now, let me take that
and see where that is. Here it is, and now we have
not that amount of polygons. I'm going to bump
up the intensity and re dynamic once more. Now we get something
like 1 million polygons, which is okay for the
next for the next phase, which is adding Alpha brushes and deciding on the silhouette. So now, of course, if you want, you can go back and bring
those Alpha brushes right now because the Alpha
brushes that we're going to add right now are
going to be blurred. Having lower resolution will help So this is standard brush, rectangle and Alpha import. These are the
brushes that I use. Every time I used one of them, I'm going to share
them with you. Let's bring one of these
that is good for silhouette. For example, this
one, I drag in here, you see it tries to change
the silhouette completely. So it's okay for this because we need to have
a silhouette and later on, we will sculpt on this to
get a very rough silhouette. But for now, if we apply
that amount of resolution, and then add the one. You see now it's
having more details. It really depends on you on
how you want to use that. It's advisable to bring
that and start to use it like on a lower
resolution so that we sculpt on it and all of the details get blurred
away right away. Now, let's start using this one. It already tries to give us a very good representation
of silhouette. You see how it changes the
silhouette based on our usage. But it's not the
end of it later on, who will return back and
try to sculpt on it. So let's take a look and compare that to
the other pieces. Then you see now this is
where it really shines. You see how amount of details it adds to the surface. It's great. But now, you see, I'm not happy with
this because it's too noisy and it's not
going to be readable. Now this is where
we are going to increase the resolution,
for example, to 28, and re dynamic once more. And now you see we
have more resolution. This is where I'm going to bring the trim smooth border and try to flatten out a lot
of these noises. I'm going to flatten
in a way that we get only these big shapes. I do not want to have a
lot of noise right now. It's only a matter of
guessing the big shapes. And for example, in these parts, that it's I'm going to add and in those parts that it's subtracting,
I'm going to subtract. And this is an
iterative process. It takes a bit of time. Now we are adding those details. You see even by adding
only one alpha brush, it's getting stronger
and stronger. Right now we are not having
a lot of resolution as well. Later on that we add those final details
and final details. It's really going to shine. And it's going to be very
good for composition. You see a very rough wood Then from here, and I have added
this alpha brush so that we can add some
noise to it as well. Just try to be directional with the wood because the wood
is something directional, so you need to
keep that in mind. Just try to separate
these islands and introducing those plan changes on the surface of the wood. Not all of the woods are
going to be the same. They're going to have
their own characteristics, but for now, we are
focusing on rough wood. This is a blackout
for that rough wood. Later on, we will add enough
details to work with that. L et's again try
to go from here, and we are going pass by pass iteration by iteration to make sure that everything is going
to be elevated together. As I said, just do not sculpt one piece
completely and go to the other one because
this way here are getting tired and you might not be able to
finish the project. But if you elevate all
of these together, you are going to
have easier time sculpting because everything
is on the same level. Trim smooth border is
very powerful brush. And make sure that you have Alpha as well because this time we are going to generate some
surface noise using that. Later on, we will add
details again and try to subdivide the
mesh to millions of polygons so that we could just add the
details that we want. For example, in here, I went additive and
just take a look, and now it's a very rough wood, and I'm happy with
it because later on, we are able to add
details to it. In here as well, let's decrease the brush scale and go
directional in here as well. Later on as well, we
will duplicate this to the other side and try
to continue from there. Instead of going
from zero, again, we will duplicate this and continue from a completed because that way we will
get to the result sooner. Now, this would let me see and compare that.
It's very good. And we are seeing the details
right away and you can see how different that
is from other pieces. Now let's go for this one, and this as well
needs to be detailed. Let's go for 28. And since this is
a smaller mesh, we are getting different
levels of subdivision. So let's go to standard
brush and this time again, instead of that brush, I'm going for another
one because if we just use the same brush
over and over again, it's going to be repetitive. Let me bring this. Make sure that back face
mask is activated. This brush is already too noisy. So we need to make sure that
we smooth that by a lot. And you see it adds a
lot of good wood fibers. But it's a noisy brush and
we need to sculpt on it. To get the second pass finished. For these areas that
are not visible, we're not going to
actually do anything because it's a waste of time. So now, let's take that and
try to sculpt on these. But before that,
let's re dynam once more to make sure that
the geometry issues are fixed because sometimes
using those alpha brushes too will cause a bit of
distortion on the geometry. You want to make sure
that you dynamic And solve some of those
issues if they exist. Now, you see, using this brush, we are able to guess
the big shapes from it. You can also increase the brush scale because
we are working on big details this way you
will get details faster. And I really like
a sculpting woods. It's a great one. Now from here, just go directional with it. For now we add those
generative details, and then if there was
any special details, we will create them as well. But for now, only
generic details. Including creating
these wood, and so on. Just go directional and go for a bit of edge
damage as well. And now let's continue. We just want to flatten
these details to reveal the potentials of the surface. This flattening process is very It's a good one because you use Alpha and remove those noises
from those Alpha brushes, and you will get the details. Now, let's take a look. And. Now, the next one are
you see they are curved. For something like this, if I add the same amount
of detail, for example, 2048, re dynamic
and bring the rush. This one should be
curved as well. It's just trying to
follow in the same shape. And make sure that it
follows the same contour. And in here as well. So now, this is a bit just like not
that great of a wood. So or the flattening as well, I'm going curved on
that to reveal some of that noise there. Okay? A very good brush. And whenever you are in a hurry, just increase the brush
scale, and you're good to go. And just do not forget that
this is the second pass, and it's not anywhere
near completion. There's a lot of passes that we need to do in sculpting in texturing
phase and so on. Okay? And now finally
this part in here. And later on, we
will return back and add more resolution, add other passes as well. That way we will get
completed results. Okay? Now, let's just take
a look at the composition. And you see how we
are progressing. And even this is
not the completion. It really there's a lot of more passes that
we need to do. But you already see that there's progress
that we are making. Again, let me go for this one. I want to make this one
a different type of wood compared to
the previous one. When we make sure that
these are completed, we will duplicate them
to the other side. Just make sure that the back
face mask is activated. And for here and here. T smooth border, and then we are ready to
laten these details. Just be careful because this is the medium details
that we are adding. Later on on top of this, we are going to add
those smaller details. Right now, even we do not
have a lot of resolution. Let me bump up the
intensity to 2048, re dynamic once more. Now we get a good amount of resolution for
the second pass. It blurs, but it's not a problem because
we are here for blurring these
noises in this pass. And because the wood is curved, we are going curved on our sculpting as well. Okay? Now I believe it should be the final phase of
this w in this past. Take a look. And now it's okay. Now it's time for this one. Let's add resolution
dynamic once more. Then let me bring in another brush or another Alpha to make that one different. Let's bring this. I'm trying to see if that works or not. It's fine, but we need to make sure that we really sculpt
on these details. Because that is
too much geometry. And these alto
brushes that I use, I'm going to share
them with you so that you can use them for your work. We sculpt it too much now. It's time to dynamic and bring some of the
geometry back together. Now you see it's
curved a lot better. But in here there's areas
that we can fix definitely. Now it's time to. Let's
bring that brush again. T. Dynamic once more. Good result. I just wanted to make
sure that we have enough variation of wood in this prop rough wood variations of rough wood that look
different and not so identical. Now, let's go for
this one in here. And just try to flatten
out these details. Because it's
directional and curved, you need to be following
the same direction and curve. Now in here, I see, the result is blurry because we do not have
a lot of resolution, and that resolution is
going to be added later on. Okay? Now here the rough wood is something that you can
guess by its sharp edges. So we want to make sure that those sharp edges
exist in here as well. If you want to really make it look like that
kind of rough wood. So let's go back. And see the result. Now we have three
woods remaining. We are going to follow
the same curvature, follow the same process, and then sculpt these woods
as well plus this one. Now, we are going to continue
with this. Let me hide it. 2048 for resolution
of dynamic and re dynamic once more and
bring that brush, and I'm going for
this, this rough wood. Just make sure that the wood follows the curvature and
he should be good to go. Here straight. And here directional
directional in here as well. So now I'm going to dynamic once more to bring the
geometry together. And then I can go and start to flatten these with
the trim smooth border. Later on, we're going to use other brushes as well to
generate wood fibers, to generate broken wood surface. This is an iterative process. You want to make sure that
you have everything in mind and you know what you are doing when you're
starting the process. Okay. Now, this one in here to
finish this pass on this wood. Let's see. Awesome. Now finally this one and
this one and this one. There's not much
remaining from this pass. It's Let me go for 2048. And try to sculpt these
details on a curvature. Dynamic once more to bring the
geometry back together and then try to leen the result. No, not too much.
We do not want to c that much into the surface, a bit of surface change. Okay. Now. It's time to sculpt here. And then here. Now, let's see what
they have here, and when we make sure
that they are okay, we will duplicate them
to the other side. Now, this one and this one and this one looks like
three ones remaining. Then let's go for 2048, and bring the standard
brush with the same brush. And then dynamish, with
the trim smooth border. I want this one to be
a rough wood as well. And that was the reason that I wrote so much intense
alpha on this. These are three images
that I downloaded from Net processed to generate
hight maps from. They really bring the
sculpt to a new level. And if you wanted to hand
the sculpt all of this, it would have taken
weeks to complete and you wouldn't get that
result like this as well. So using these alpha brushes
is an amazing tool to have. And I'm sharing
the brushes that I use with you so that they can use them
on your work as well. Let's see. And now, this one, and this is going to be simple
because it's going to be something that we
hang the bucket from. So 2048 d. I just want to change
the silhouette. R dynamic once more, so that the geometry
is okay to sculpt, and then trim smooth border to clear these shapes. Because having that
really curved lines will help the composition a lot. Because a lot of times when
you're creating an object, the edges might be sharp, the silhouette might be
not that interesting. So breaking these
silhouette shapes will go a long way in
creating a believable result. Right now we are removing those details and
flattening them. Now for the final one, I'm going for this one. It might look a bit tricky
because we have curvature, we have these areas
of interaction, and it's more challenging
than the previous ones. Though for this one as well, I'm not going to bring in
too much detail because this one is not that
rough of a wood. So let me bring in this
one, no, not this one. Let's use this one. Then I'm going to follow this curvature with
these alpha brushes. Okay? Now, this one, it might take more time than the
previous ones sculpt, but it's going to be a
good one because this is one of the pieces that
is close to the player. And in composition, it's
close to the camera. A we're going to dedicate more time and
resources to this one. Now let's go for these and make sure that it follows
the same curvature. For these ones as well. This side might not be
visible to the player, but we're going to add
those details that we want. Okay. Now here. It's all about following
the curvature. Okay? And here, and then finally done the Alpha process, and then it's time to go and flatten some of these details. It's going to be the
last one in this lesson. Just make sure that you follow the curvature and it
should be good to go when sculpting because
what is something directional and you want to have that
directionality in mind. You see how realistic that gets when you flatten
these noisy Alpha brushes. Later on that you
go for texturing, it's going to be good
as well because you add the details that you want and then it's going to be blended together really
well with the textures. These silhouette breakups
as well are amazing. Now, let me try to
sculpt on this. Because that looks
generic and really C G. Now we are going for these handles this really is, I with this. Now again, trying to slat in these areas and then going
directional on these handles. Now here and again
for handles as well. Now the rest of them. You know, the sculpting
might be tedious a bit. You just want to make sure that you place
details carefully, O detailing would cause the
composition to look ugly. No detailing would cause
it to be less detail. It's an iterative process. You want to make sure that
you p enough time for it because if you do not sculpt, well, it's going to
look not that great. So sculpting is an
important part. If this was for an
environment or something, I wouldn't have advised to put a lot of effort and
time in only one piece. Especially if you are producing an environment by yourself, because if you just place a lot of time on
something like this, the environment is going to
be taking years to complete. Because this is a prop, and we have the
focus on the prop, we place a bit of
special details, but for Something. If this prop was
for an environment, especially a generic prop that might be repeated
over and over again, I wouldn't advise
placing so much detail. And then directional.
And finally, these outer edges because this is curved, it might be a bit tricky, the sculpt, but it's
going to be worth it. Of course, there are some
places in here as well, and it's going to
be the last one in this series in this lesson. So by sculpting on these, we are changing the
silhouette as well. And by breaking the silhouette, you are making that
more realistic. Because now we do not have that geometry constraint
that were present before, for example, in previous years. Now you could bring more
geometry to your props in games. So you could spend a bit
of more polygons for a better and greater looking silhouette to
be more believable. Now, let me see about here. Then a bit in here. And finally, It's
done, I believe. Let's take a look.
I'm happy with it. You see how many
details we added here. And now let's compare that. And you can already see
how detailed this one gets compared to
the previous one that we haven't detailed. So I'm going to pause
now and in the next one, who will continue
with this prop. Okay. See you there.
10. Wood Shingles Second Pass: Okay, everybody. Now we are getting to a point that the
iteration on this one, the second iteration on
these wood pieces is done, and now it's time to go for these shingles plus the stones. Now, because we were
talking about wood, let's talk about shingles first, and then try to sculpt on them individually because
we are going to sculpt all of the sites, because we're going to reuse
them rotation and a lot of maneuvers to really make sure that they look unique
and not repetitive. So Let me go for Drag Alpha and I'm
going to bring an Alpha. Let's use one that
we haven't used. For example, this one. It gives a very good silhouette change. Dynamics, and just make sure that the back face
mask is activated. Then we make sure that these
are directional as well. Just note that we
haven't gone for really high resolution because we are still in the
beginning stages, and we might just go for some regular low
poly result for now. Let's just take the and
drag Alpha as well. Then when we make
sure that all of them are ing the Alpha read
that they should, we will go and try
to sculpt them. Okay? You see this is more rugged and rougher
than the previous one. And I'm liking that result. Dynamic once more to make sure that it brings
the geometry together. So let's take a
look. Now this one. Let me see, let's go for 2048, re dynamic to get
a bit of geometry. Then I'm going for another
Alpha. Do not worry. I'm going to share
this with you. This one is a smoother
than the previous ones. It's just like silhouette. R dynamic once more. Two of them remaining good one. Let me see. I think I
haven't dynamied this. I damised there. Let's go for another one. I feel like we have
used this one before. Let's go for a two K
resolution on dynamic. I was wrong directionally,
Let's take a look. This step is mainly
using Alpha brushes, these height maps, and then combination with
trim smooth border. Later on, we will
bring in, for example, the dam standard
brush to use a lot of wood fibers and
things like that. For this, let me
bring another Alpha. For example, this
one. But before that, we need to go on two K dynamic to get a better resolution. You see these wood
fibers are really okay. You see, if we wanted
to really sculpt these, for example, sculpt 100
shingles to be placed there. It would take so much time. Reusing the objects
that you have created over and over again is a really good idea
to really save a lot of time. Now, let's go for
trim smooth water and try to define these shapes. The guest the shape from these. It's going to be
the same process. Just like the previous ones, we try to flatten these to reveal the main wood
shapes that we have. You see, by going and using
trim smooth border and these, we are able to get those
individual wood fibers. The height maps
themselves were noisy. So in order to flatten that, we will flatten a lot of these. Okay. And then it will just reveal a lot of those
secondary shapes. The shapes that are
needed for a later use. You see, now, for example, in order to create some
extra wood fibers, you can hold down ult using trim smooth border and
try to flatten that using to create some of these wood fibers that
you see on rough woods. If it's something that you want. You see, we are
separating and you can go for dam standard
brush and try to bring in So extra
wood fibers in here. But we are going to leave
this for a later stage, let's see what we
have, what we create, and later on, we will return back and go for next iterations. There's never an end
point to sculpting. There's always room
for improvement. Whenever you see
that, for example, sculpting doesn't
elevate your object to a certain percentage. Just leave that and go for other stages,
because, for example, the first or the stage one, two, and three in sculpting
really elevate the design. But later on, for example, after sculpting, those,
you go and sculpt more. That is not going to give you
the result that you want. Or if it's going to give
the result that you want, it's going to take
a lot of time. And in that time, you can take that time and create
other things. So just divide your
time and use it widely For low pally creation, we might rely on
Zbrush decimation. Let's see what happens.
We'll decimate these to a reasonable
number for creating the for unwrapping in blender. Okay? Now, still see that we are on a very,
very low resolution. Later on that we wanted to add those finer details for
baking on the mesh, we will create a lot
of better results. So it's advised that in
these beginner stages, you go with lower resolution because that is much more
manageable than going, for example, on a
higher resolution. So L et me see looks
like this is done. Let's compare that
to the other ones. You see, it's more defined. Let me bring that. It's more defined. It
has some resting points, and it's much better
than the previous ones. Now we are going
for the next ones. And then try to create some
resting points because we do not want these
results to be all noisy. You just want to leave
some resting points. Because if it's all noise, it's not going to be readable. So you want to just take a bit of time
lightening these noises, So that we have some
resting points. Because later on in
painter, as well, we are going to create
a lot of data there. For example, we are going
to create wood fibers, basic wood surface attributes. So they will produce
noise as well. If you make it to noise in here, then in painter we it's going to be noise
on top of noise, so it's not going
to be readable. Now, It's good for the side, and now let's go for here. And you see in here there
are wood fibers go additive. Now I'm going additive and
instead of subtracting, I'm adding to the surface. Whenever you see details just
decrease the brush scale, and whenever you are seeing that you are working on big details, increase the brush scale
to be more manageable. Whenever we bake these and make the low poly and
baked and texture, we will kit bash them
on the mesh itself. It means that we bring them to blender and try
to kit bash them, create a roof that we
saw in early references. First, we create the kit and
then k to get the results. Here, and then here. So this is blurry as well. See by using that
trim smooth border, we are able to
define the surface. It's a process that
you need to do. Be later on in the bake, it's going to be well read. And it creates a very good bake. Now the second one is done. Now let's go for this one, which is smoother than
the previous ones. First, define those
planar changes. A In here, we need to
change the surface. Even teaching the
sculpting might be boring because
there's not much to say. All you need to do is telling repetitive points that you
have been telling so far. So your word, I'm to but
this is a process that is needed for getting
a very good result. Okay. Just try to go directional on these shingles and remove the noise that is not necessary. Okay? They need to be
flat because they are a bit round and
leveled right now. I want them to be rough. The third one is done, and now there are
two more remaining. And we just try to be as unique. So later on, we are
going to repeat these to create a roof. We want to make sure
that they are unique, and that was why we used
different height maps on these to make sure that they are unique
and we blend them, rotate them, rescale them, and do whatever we can to make sure that these are as
unique as possible. If I was just to sculpt
those 100 shingles, I would have placed a lot of unique details
on all of these. But because this
is a generic kit that needs to be repeated, we need to really make sure that there are not
a lot of unique details. We want to make sure
that they re generic. Now, let's go over here. And then try to sculpt
these wood fibers. You're seeing that we are
revealing the potential for later sculpt because we are, for example, defining the
actual surface of the wood, how rough that is, how
many wood shingles are going to be placed there, how many wood fibers me. This will really play
a big role in defining the future manipulation
on this wood. Now they're only the sides
that need to be sculpted. The sides are not
going to be seen. The most it phases
are these ones. These are going to be seen. The sides are not in an
equal important level than those top faces and
bottom faces because they are going to be what the camera
is going to be capturing. This one a bit more noisy
than the previous ones. It's expected we need
different levels of noise. Let me just hide those and
then go for sculpting. Let's go for the sides now. Let's quickly start to sculpt
the sides because there are So good parts on the top that need
a bit more attention. For example, these ones in here could create good results. First, let's go
for the sides and make sure that we create those initial laner
changes there. Because the rough wood is
going to be sharp, later on, we make sure that the
edges are going to be sharp for a better read. Now here. Now let's go for here for the top base. First, it's worthy if we go on a greater dynamics because this needs to be a bit
more high resolution. So in here, just take
a look at this not. I'm going to continue with the
same level of a sculpting. Now here I'm adding
to that surface. And here, Again, you see I'm
adding that surface based on contour of that not to create a basic wood knot
on the surface of the wood. It was a good one. Let me decrease the
brush scale and try to continue here to create some secondary shapes
for that knot. I'm happy with it. You see now, we have added
a bit of resolution and now the sculpt is taking shape. And do not try to flatten all of it
because we need to have some form of detail and secondary shapes on the
surface of these shingles. We're not going to
remove everything. Just follow dyna mesh. And just take a look from
far away to see how that reads because this is going to be far away
from the player because it's on top of the well. It's the roof. And what matters
is the big shapes, the ones that are
visible from far away. So make sure that
they read we as well. Now, these wood shingles
are these are mostly okay. And I'm going to pause
right now and go to the next I will pause
in the next one, we will go for the stone path and undulate the stones sculpt a bit to make sure that
they are not looking so CG generated.
Okay. See you there.
11. Mud Plane And Stone Way: Okay, everybody. Now we
sculpture these wooden shingles, and now it's time to go for
the stone path in here. And because we have all of these as single stop
tools or excuse me, single pogons.
Single pot groups. I just taking, I don't know why. But there's a need
to displace these. Because they are
single poly groups. If you press control
shift and click. It's going to isolate them. If you control shift click in here in viewport, it's
going to bring them back. But if you go bring the
move brush control shift click on these, it's going to mask all of those. Then you can just try
to undulate these and give a bit of different
level of change to these. For example, now, let me
go select something else. You see now that looks a bit better in terms of having
a bit of displacement. Then we will create mod
the plane for this. It's going to be the
same thing as this one. We're going to create
something that resembles the form of this one. Then we will displace
it to be able to sculpt d and between
these stones. Just based on the images
that we have here. For example, in here,
you see that whatever we do not have those
stones, it's mud in here. We're going to
sculpt mud as well. But before that, we need
to displace these a bit. Just easy process control shift
click on these and try to di try to move and see what you can do to
make that more interesting. But just do not worry It's
going to be a good process. Now let me hide the other ones. I believe it should be this one. Now, control shift click when you have the
move brush selected, and just try to undulate
some of these to introduce a new level of really variation. And you do not want to change all of them because if you
just change all of them, it's going to be really
noisy and chaotic. Just make sure that
you take some of them and displace them in a way that it
creates a good result. Now you see we have better
results, but of course, we are going to repeat the same process for
these parts as well. So go for move brush and
try to undulate these, try to move and put a bit of difference
between these ones. This will make the
Mud creation process a bit better because
we are going to create a ud plane to scululpt that alongside with
sculpting of these. After this lesson or
maybe these two lessons, this one is going
to be a lot better. Just select randomly and try to undulate so that they are
not on the same level. And go for the ones
that you see in the composition and not the ones that might not be visible. For example, these
center ones are not really needed to change. Let's bring everything
back. And take a look. Now you see these stones are a lot better
and more natural. But of course, there's a way so that we can go up more. Let me just go a bit more. Just control shift
click while selecting the move brush and just try to undulate these
stones, the way that you like. Because this belongs
to an old age. So the undulation would be a
bit more than for example, a prop that has been created recently and with not
a lot of undulation. Then it will create possibility for a bit of more sculpting because these sites
in here are not a sculpted. So let me bring some of them. After that, we will go
for this one as well. Okay I'm happy with it now. Let me take this and
bring that to here. Now, let's go for this one. And this one needs a
bit of change as well. Just click and try to change the randomly. Okay. There's an empty space
in here, do not worry. It's going to be
filled with mud, and we're creating something
for the mod plane to work. After this, we will bring
the mod plane, do not worry. We are going to create that. Then later on, all
of them are going to be just optimized into one
mesh for the low poly. I can rotate as well. This one needs a bit of
more sculpting because it's very obvious that
it's a Z brush sculpt. So we want to make sure that they are a bit
more professional. Let's take a look at
how it is. Not bad. There's definitely some of them that we could
undulate a bit more. And then now it's time to
bring in the mod plane. Let me deactivate the mask. And for the mod plane, we are going to reuse the same mesh that we created
for for the blockout. We're going to blender and re export the mesh that
we created for the so that we could use it on
the Z rush for the plane. For now, I'm going to go
let me disable the mask. I'm going to append a mesh Let
me bring in just one mesh. Let's bring that and
just select the one that you're going
to replace with. Then here's the blockout
I need these two meshes. Let me shift d to duplicate. Then I'm going to
join them Control J. Then let me bring the
pivot to the center. Then before that, I'm
going to triangulate. Of course, you could triangulate upon export. It doesn't matter. I'm going to export an OBJ. Let me go here and
just call it Md. Make sure that you export selected only and triangulate
the mesh as well. Export. Then when
selecting this one, I'm going to import, go to the directory where I
have saved that and bring it. Now you see it brings
that mod plane in here. It's just those two meshes, and I'm going to just dynam them together because I'm going to make sure that
they are welded. If I press dynamic, see it weld, but the
quality is not that okay. So again, let me go
bring up the resolution. Dynamic. It preserves more, and now we are going
to sculpt this to fill in a lot
of these spaces. Let me select it and
select in the center. Hold down and click here. Now I'm going to rescale
the mesh. Until it hides. Now, we created a mud plane, but we need to sculpt. For sculpt, we are going
for this clay build up. Why? Because when you
try to sculpt with this, it's going to mask these
areas that are visible. For example, now
that I have this, just take that as a mud plane if I try to sculpt and hide. You see these areas that were hidden by that
are not sculpted. Though, Let me just explain If I just go and try to sculpt
and fill in these spaces, just take a look
at what happens. If I try to sculpt
here, nothing happens. You see only areas that
are hidden, get masked. If I bring, you see, I'm able to sculpt
with that plane. This is going to be our mode, and then I'm going to sculpt and go for sculpting of that. So that it creates another
layer of material in here. Dyname dynama that on
a greater scale. At. So now. Let me just fill in
these spaces with mod. Of course, all of these are
going to be later changed. Let me go back because I
do not like this sculpt. Now we are ready to sculpt. I'm going to fill
in these spaces. The reason that I didn't hide all of these meshes was that we are able to see and
mask. It's important. I just hit those for
optimization purposes. Whenever there's a problem, just dynamic, try to add subtract to get the
result that you want. This is just for the
blockht of the ud. Later on, we will add
more details to it. But for now, it's only to
reveal the mud in places that there's no stone. In here, let me try to sculpt negatively to reveal
some of those stones. I believe that it should be a good one for
sculpting mode in here. So that later on we add mod
material to the mix as well. I believe it's going
to be a good addition. So if I just try
to select and see, you see only areas that
were mask are not sculpted. Try to fill in these spaces. A blend of mud and a stone. And since this center part
is going to be hidden, I'm not going to do
anything with it. I just want to sculpt on places that the
player is going to be seeing. Okay Let me bring that back. Md in here. Then I will bring some stone
alpha rushes to start to sculpt and mod and the stones. There's this one in here. Let me do something. I'm going to sculpt and bring that here. Dynam to bring that the
dam and try to sculpt Sometimes when you dynamis
it might be tricky. But just have that
in mind. Okay? I believe it should be
enough for the mud for now. So let's dynam It's a
bit tricky in here. Let me see because it's a simple plane and
doesn't have a lot of of the mesh. So let me bring. Now I'm going to do something. I'm going to deactivate
the dynamic first. Let me dynam then I'm going to deactivate
dynamics and then control D to bring more
subdivision in here. Now you see we are close to
four millions of polygons, and now this is fairly tessellated for a
high quality sculpt. You see now we are
getting more details. Now I'm going to
hide this for now. Go for these stones, try to bring some Alpha in here with a bit of
more resolution, and then we will return back
for the mud and fix it. Now, let's go for the standard brush set
that to dry rectangle. I'm going for these rock
Alpha brushes that I have. Before that, I'm going to set it to four k because that is a relatively bigger mesh
compared to the other ones. So I'm going to dyna
mesh and make sure that the poly groups
feature is activated because if you do
not activate it, I believe it's
going to mix all of these and causing
some other effects. Though it crashed,
doesn't matter. We are taking this mesh. And instead of dynamis I'm going for the regular
tessellation using divide. Using this method, if
you go to geometry tab, you have this divide
button less smooth. If you do not smooth,
it's going to just subdivide
without smoothing. But if you activate that, it's going to smooth it as well. But now I'm going to set divide or a shortcut
for that is control D. Now we are getting a good amount of
polygon for this sculpting. Let me bring it to drag
rectangle and go for Alpha and select this and make sure that the back
face mask is activated, this way, we're able to bring those stone Alpha in
here and try to sculpt. Let me deactivate the dynamic,
and you see this way. It adds that high frequency,
high quality detail. A Now you see the effect of that is prominent. I'm just sculpting on
these areas that are visible to the player and not concerning about
that center part, which is not visible
to the player. Let me. You see now, we have more detail and
that detail really help us to get a high quality sculpt. And then I'm going to
bring this one as well. And try to bring that Alpha on different directions because
these are stones. I want to convey the meaning that they are different stones, not the same a stone with the same noise
applied on top of it. Then we will return back
to try to sculpt on it. So now for the for me. You see how many high
quality details it add to here from something blurry to something
really high quality. And now that you
take a look you see, it's much better than having
that really great result. Let me see. And this
is the mix of that. Of course, without material,
it's looking all right. So now, The next
step is to start to remove some of these noises that we added
because that is too much. I'm just focusing on that, I'm bringing trim smooth
border and try to sculpt. Let me try to lat on some of that
noise because later on, we're going to add another
level of noise as well. Okay. And I'm just focusing
on the parts that are visible to the player. And now that we are
working on details, I just rescale the brush. So that we could
sculpt on it better. A So this might
take a bit of time, but it's really necessary for getting a very
high quality result. And with only one Alpha, we were able to get
a very good result. And this is not the focal point. This is not the actual point that the player is looking at. The main object is the well
itself, not these stones. But for now, we are
working on that as well. So let me bring to flatten that. Then I'm gradually
sculpting on these. I might just spend the next
lesson on these ones as well. L those other stones
that we have for Kash. Remove some of the noise. Take a look and you see
we are getting somewhere. And these details that we had are going to read very well. So one thing that I forgot is that I want to sculpt on the parts that the player
is going to be seeing. So I just focus on these instead of sculpting those areas that are
not going to be seen. This one, let me
go for move brush, take that, and just bring
that to composition. Go for draw and try to sculpt This is the way of
sculpting by iteration. By going in iterations, you are able to elevate
everything together. Let me bring in
the Alpha brush as well so that we create more
detail on these surfaces. And the good thing is that
we are not actually wasting our time for the pieces that
are not going to be seen. That is why we selected to show these other objects
to make sure that we sculpted only on areas that
the player is able to see. And that is an important
factor to keep in mind. Whenever you're
trying to sculpt, because the sculpting is
going to take a lot of time. Just make sure
that you sculpt on places that actually matter without sculpting areas
that are not visible. Because the time is limited, you want to make sure that you use your time as
best as possible. That's why we are masking
these and seeing based on the other results. Okay? And then looks like
we are reaching to a point that we could
go for the other ones. Of course, for now
for this iteration, the next iteration
is remaining as well where we add
a bit of crack to these stones and add secondary and details. Okay? It might take a bit of time, but trust me, it's necessary
for getting a good result. And because we have
sculpted too many of these, there are a lot of
places where dynamic is going to ruin the result. Because there are a
lot of planes closed. So we need to make sure that dynamic works all
right or if it didn't, we are not going to use it. And instead rely on randomly smoothing by
subdividing the mesh. Okay? Now, let me see there
are some stones in here. Because they are not getting seen by the
player that much, I'm not going to focus
too much on them. Now I'm going for this one. Then again, once more, I'm focusing on the areas
that are going to be seen. Let me bring this and this. So that we know where
we are going to sculpt. And then I'm going
directional on these. After this, we will
finish this lesson. In the next one, we will go for the d and those stone kits to make sure that we sculpt those to the next
iteration as well. So far, the only thing that
we haven't sculpted yet was the metallic part that we have on those stone parts
on those wooden parts, me. After that, after making sure that those
wooden pieces are going to be okay and the
formation is okay and there. We will focus on that as well. And we might add a bit of
storytelling element as well. For example, we
might break one of the woods and patch it with metal or a bit of storytelling because this
is a, not an environment. So it's okay to add a bit of storytelling to the
environment to the prop. Later on, we're going to mix
that other stone pathway, this a stone, and the mud
together in one mesh. And we will optimize that t and. And we are not going to use free measures
differently for those. That way, it's going
to be a lot more optimized and better for gameplay because the
optimization is okay in general. Okay, looks like
we are reaching to the other half control shift click on the meshes and
then control shift click on the viewport to hide and
unhide other meshes. Okay. Now, I feel like
it's enough or now, t and let's go for a
quick seeing how that will look The more amount of polygons you have the more it's going to
take to render. Here's the result and
I'm happy with it. You can check with
different mat caps as well. For example, let me go for
this one and try to render. You can see strengths and
weaknesses of your object. Now in the next lesson, I'm going for these stones and that mod plane sculpt.
See you there.
12. Stones Alpha Pass: Okay, everybody, we sculpted the stone pathways
in previous lesson, and now it's time
to go for the mud. As for the mud, we are only
caring about those areas that are visible to the player just like
the previous ones. Okay? Now let me just try to
show these plus this one. So it tells us where
we should have sculpt. Okay. Now I'm bringing the trim smooth
border and try to flattening some of those
noises because later on, we're going to add another
Alpha on top of this. So for now, we make sure that we flatten some of those brushes. And the reason that
we are not using the trim smooth
border, excuse me, the dynamite is that sometimes it happens that you sculpted a plane and the plane
really gets thinner. So that way, if
you just dynamish, it's going to ruin the result. So if that mesh is
crucial for your work, you want to go fix the issues. But for something
like this, which is not that crucial for
the composition, this plane is going to be
later mixed with those two to generate the height map, the ground we're not going
to focus on that too much. We just focus on areas that are important because we're going
to save time. We do not have that amount of time to spend on places that
are not that important. So after this, we will bring some other extra Alpha to
add secondary and details. And the rest of it is
going to be re for tea. Looks like we have
gone one way ad. Now we are going to
bring another Alpha. Something like this.
Let's test it. Let me control D to add
another level of subdivision. Let's bring the z
intensity up as well. You see, it's adding a
lot of cool details. Because that is from
the scanned tures that I grabbed from net and
processed to be height maps, we are getting good results, but we do not want
that to be too noisy, so we will flatten
some of that noise. But overall, good results. I'm happy with the amount
of noise that we added. Now it's time to go and blend this more with
the environment. What I mean by that
is, for example, you see here, it's
randomly in place. There's no indicator that it's
blending with the a stone. For that, I'm going to bring the dam standard brush,
make it smaller. On these areas that
we have interaction, we could go and try to sculpt to indicate that
there's interaction there. Or even by using
that brush in here. This is secondary and tertiary details
that we are adding. So now, I'm going to zoom
on some of these areas. I'm working with
the clay build up brush because it has the
amount of noise that we need. Loss. It will take that
mask and adds the mask to the calculations. H. Okay, you see, the
blending is now much much more realistic
than what we have here. Now the job is to go and create a blending
between these in here. And the clay builder is an amazing brush to
help us do that. Because we are getting in details details generally take more to sculpt
because for example, when you are sculpting
general shapes, it might not take that much, but details take too
much because they need more details and
they need more sculpting. And that one will help with the overall rock
generation because it adds one level of realisticness or realism on top
of your objects. After this one, I believe I'm not going to
do anything with the mod because it's
enough for the mod. Then we will go for the
estone. For the etone kit. It's about going around and sculpting in
areas which there's interaction between
the mud and the stone. Now you see it's
just like blended in the moss in the mud me. Because we are going to blend these three measures together
to create the low poly. It actually is a good idea to blend them
because if you want to create three measures, it's going to be
not that realistic. And it will take a
lot of resources. For example, you
have more texture. You have to bring in It
might take a bit of time, but it elevates the final result into something a lot better. Because we have details on here, based on that height
map that we added, it's going to be good for the
baking a later on for text. This will help a lot. So it looks like we have
gone the first level, and now the second level is there to be sculpted,
which is this one. Again, it's going to be the same thing just
bring in the clay build up and try to blend the
mud with other stones. As I said, there's not really
a finish point to sculpt. Every time that you
finish a sculpt, there's always possibility
to improve that even more. Whenever you have sculpt, just decide on how important
that is going to be. If that is going to be important and adding
too much to the scene, just go and sculpt. But if that is not going
to add that, for example, adding a lot of new
to the composition. Just go for it. But
it's not adding, just forget about it and go away because
there's not a lot of there's not much time left. Okay? I believe that it's enough for the mod. First, we can bring
in more details. But for now, I'm stopping
and going for the stone kit. So he say, this is the
mod plane that we added, and this is with the
changes that we added. These are going to be blended together to create a result. Now we are going for the
second iteration on the stones because the stones are the ones that we haven't
sculpted anything yet on. Here we go with importing
some of the Alpha brushes. I'm going to share these
ones that I use with you. So now, let's use this one and see what possibilities creates. You see, it really changes
the silhouette a bit. I'm going to deactivate
the back face mask. We have a choice as
well if you want to increase the resolution or work like so with limited resolution because we
are working on big details. We are working to define the
shapes, the actual shapes. You see this is before, and this is this is before, and this is after using that. You see, it gives us a
lot of possibilities to define new eras in this one. So So I'm going to work with the same brush on a smaller resolution
because we are defining the actual big shapes. Using this method, we are
able to present a lot of good shapes on the stones. It doesn't matter
if the topology goes wrong because we are
going to dynamite it anyways. And these Alpha brushes that
we produced are too noisy. Using them on a lower
resolution will contribute to the silhouette rather than
creating too much detail. Okay? Now, I'm going to
use these ones as well. So this one is a bit
lower resolution. You see, the Alpha doesn't
exactly do what we want. So let me bring another Alpha. And let's bring
this one that was a bit different than
the previous one. You see, it contributes
to the silhouette. But if we had too
much resolution, it would have caused
a lot of distortion. That's why we are using
these alpha brushes on lower resolution to
avoid over detailing. You see, we are introducing
the other levels of noise on these stones. Then later on, we will return
back and try to flatten a lot of these on a
higher resolution. Because there we are able
to increase the resolution. So let me see what we have here. The third one, let me
bring another Alpha. For example, this one,
it's so directional. I'm going to share these
with you. So do not worry. It gives a very good
contribution to the silhouette. We need to have more resolution. Dynamic So let it be directional. And to not worry, we
will return back and try to fix a lot
of these issues. So for this one, it's on a good resolution. So I'm randomly picking an
Alpha to be used on this. Do not worry to dynamie after applying these because
it brings the geometry back together and
it prevents some of those issues from happening and it solves some of
the geometry issues. Okay? Let me this one. So the first pass of Alpha
on these rocks is finished. Now I'm going to start and
try to flatten these results. But first, we need to re dynam
to bring the geometry back together because
there are a lot of issues and to redistribute
the polygons, we need to dynamis. You see how great it
changes the silhouette. Now we need to go
and try to repurpose these alpha brushes and
introduce the new se to the mix. There's nothing
wrong with going to the maximum resolution and re dynam because from now
on, we're adding details. So bringing that resolution
up will help with distributing more resolution
and getting a finer quality. Now I'm going to use this
Dam Standard brush as well. It's available in
your brush palette, go for D, and then
Dam standard brush. You can bring that to viewport
like so that I have done, and you could use the
or crack brush as well. This is one of the
brushes that we installed and the link is in the project files,
you can go find it. I'm going to use
this one instead. Just shift and click and It means that
whenever you press shift, it's going to bring that
instead of the smooth brush. We're not going to
use the smooth brush, so I replace that with it. Now every time I press shift, I'm going to get that
damn standard brush to define some of these cracks
on the surface of the stone. This is the way that we're
going to sculpt these stones. Define the new Silhouette, and maybe later on, we will bring some
other alpha brushes as well to reintroduce
more quality. But for now, it's okay. I'm removing a lot of that
noise so that we have a good readability with not a
lot of noise on the object. So let me bring
detail to this one. Since we are going to really use these kid batch
them on the well itself. We're going to sculpt
all of the sites. It might just take
one lesson or two, but it makes sure
that we get what we want from all of these. Then later on that we brought these back to
something like for example, 70% or 80% of completion, we will go Kiah them use
them in the mix just like the one that we used for creating mud and
the stones together. That way we will create
the well itself. Then we will bring these to something like 70% or
80% of completion, and then kit bash them, place them around, and
see what is going on, and see what needs to be
done in order to prevent some of the problems with those. Then whenever we place those, we will bring in another
detail pas so that we could even create more
variation with these. The reason that I'm working
on details is that we are now on the detail path. We need to zoom and
try to work this way. Whenever I see a
crack on the surface, I just increase and try to bring that more
in the silhouette. In other areas, just go
for removing details. It might take a lesson or two to sculpt these on the second pass, but it's going to be worth it
because the well itself and these stones are the main vocal point that
we have in mind, and the player is
going to see that. It's going to be
worth it if we put a bit of time and effort
in sculpting these. Because all of these is going
to be done returned back to composition and contributing to a very good composition
on silhouette. Okay? Now, a good planar change
in here is present. Let me introduce a bit of crack on the surface
of this rock. And I'm just using the Alpha that we create or
the Alpha that we added. Again, I need to tell that the photography of those
Alpha brushes was not mine. I just download
it free from Net, and then process them to
create Alpha maps from them. So that's why I created
them in a noisy manner so that we could add them to the mix without
losing details. And then in here,
when sculpting, we could go and try to figure out what we're going to
do with the details. The reason that I used different alpha brushes
on these was to create the maximum amount
of variation because these rocks are going
to be kid bashed. Using a lot of
repetitive alpha brushes will result in a
noisy composition. So whenever you see
a possibility for a surface crack, add it. And I'm just following the possibilities that
those Alpha brushes provide ing them to create
the result that we want. Now here, it might
take a bit of time, but it's going to be worth
it because these are going to be the purpose of the well and we're going to mix them with something like concrete or mortar or whatever, just like what we did
with the mud ground I. That's why we are
investing a bit of time in sculpting
of these to make sure that they're
going to be fine. Later on that we kit batch them, we will increase
the resolution and maybe do another
detail pass on them. Maybe cut the surface,
the resolution, bring in new alpha brushes to really make sure
that they are as unique as they could be. And whenever you see, there's
just tiny bits of details, just decrease the brush scale and go and try to sculpt there. Of course, I could bring in
a slice brush and try to slice and cut from the
surface of the stone, but I left that
for later stages. If we need it, we will
go and try to slice the surface of these stones to create even more variation. For example, to tell that, some of the stones
are broken and so on. You can already guess what
we're going to create. Just go around, see what
you can find and flatten. Okay. Here. No, that one was not natural, so now we are adding cracks on
the surface of the rocks. And then just try to flatten some of those noises that we added using that brush. You see, because we
were on a lower scale, we didn't get too much
noise, uh it's noisy, but it's not using that noise because we were
on a lower resolution. So if you want to get less noise while
using these brushes, just go for lower
resolution when using them. But if you want to
get ultimate noise or whatever reason you want, you want to go with
a higher resolution. That's your choice if you want or based on the amount
of noise that you want. Finally, I believe
this stone would be enough just flattening
some of these noises And I think it should be
enough for this pass. We have enough detail here. We will sculpt one more
of these stones in this lesson and leave the other ones for
the later lesson. Now let's go for this one, and it definitely needs to
be dynaed because you see the geometry is problematic because we use too
much Alpha in here. You see the problem let me
go for four K, R dynamic. It fixes some of those issues. Then now we are able
to sculpt. Okay. I'm going to increase the brush scale and try to
work on some of these areas to flatten them because
we have already too much of these cracks on
the surface of the stone. So we need to flatten them. And later on, we might return back and add more
details. Who knows? When we mix them, we will bring
them and try to use them. The reason that I'm
sculpting on all of the sides is that later on, we will try to rotate these on all of the
sides to make sure that there's not much repetition seen on the surface of the well, and we're going to mix
them with that way, it will hide some of
those issues as well. You see it gets a bit
blurry and by using the trim smooth border by
using this Alpha on that, we are adding a bit
of noise as well. It's a good idea to use
this brush with the Alpha to and add a bit of primary noise on the
surface of the rocks. Now, just go around
and see what you can flatten it depends
on your choice. But it's a good idea
to flatten some of these because over detailing will really hurt the
composition sometimes, because if that is
too much detail, nobody is going to notice that. So there are going to be some
resting points that have no detail to add contrast to the areas that
are so much detailed. So now, if you're going to use another alpha to add noise to it
as well, it's valid. For example, instead
of using this Alpha, go for something like this one, for example, or another one that has a bit of noise to it. It will add a bit of noise when you're sculpting as
well. Let me bring that. Although it's not to visible, but if you increase
the resolution, you will get it and it will provide you
with a bit of noise. Because we are on a
lower resolution, it's not going to
be that prominent. But if you want to
get a bit of noise, instead of this brush, you can bring another
brush to help you with the noise and adding a bit of noise while
sculpting and blurring. That's totally dependent on you and the project
that you're working on. Looks like finally, we need to finish this lesson and go for the next ones and
try to sculpt them. These two are okay. Now we have three
more stones to be sculpted that we're going to
sculpt in the next lesson. We might then mix them with this and try to
sculpt this one as well. See you in the next one.
13. Finishing The Second Pass: We are sculpting stones
in previous one, we sculpted 2 stones, and now it's time to
go for the other ones. Definitely it needs a dynamic because the geometry
needs to be fixed. Let's go and try to sculpt on it because We need to flatten
a lot of these details. When sculpting, you can
always zoom out and see how shapes are reading
in distance because it's important to have a good
read in distance as well. On the later on that we brought them and
kit batched them, we will take a look to see how they look in
distance and so on. See, I'm producing
different planar changes? It's a good idea to sculpt all of the sites because we
are limited on time. So instead of sculpting
multiple stones, we sculpt one a stone
in multiple directions. That way, by mixing, using
composition, lighting, vertex painting, and a
lot of those techniques, you can hide that repetition, or even by adding different
variations of the same stone. For example, when we brought
this and saw how it looks, we will maybe go for another detailed pass to
add different variations. And for creating the
low poly as well. We might unwrap that as a whole. For example, instead of unwrapping these
stones individually, we might create them as a single mesh and wrap
that there, like so. It's enough for this one. Let me go for this one as well. Definitely needs to be da. Then let's try to add
a bit of details. It's really dependent
on you and how much of these planar
changes that you want, how close to the player that is, how important that is
for the composition. All of these are
important factors. A to decide how much detail
you want to place there. If that is going to
be a far away object in Vista that is never
going to be seen up close, adding too much detail really
is not a great idea because nobody is going to see that and that all of that would be lost. So always just try to place details on places that
are most important. And the player is going
to see from up close. Okay? Now, from here, I believe it should
be only 1 stone left. And after that, I might go and try to mix them or
let's see what happens. Every sculpt should have readability in big
medium and small stages. For example, it should look okay from far away so that
the player could tell that it's a rock or it's a stone or whatever
that you are sculpting. For example, if it's
a wood or something, you need to convey the
message that it's that prop. Whenever they get
close to the object, it should have a good
readability as well. It should have surface
attributions of a rock or wood or whatever
you are sculpting. Okay? I'm liking
this one. It's good. And it has very
different silhouettes. So let's go for the last one. Now, this one let me dyna Macht. It has different planes as well. It has different levels of noise plus different
levels of silhouette. You can see the silhouette
in that plane over there. It's a good indicator to see how your silhouette is working. Or you can go into
mat caps and bring another flat color to see
how silhouette is working. Try to flatten these to get different silhouettes
in medium distance. For example, the silhouette
and big distance were the silhouette changes that we did in previous lessons. We started to use that clay build up alongside with trim smooth
border to define the surface. Then we flattened them, and now we are working on silhouette changes
in medium distance. For example, when the player
is in medium distances, not so far away, not so close. When we ki bath them and
brought them to blender. Of course, you can kit bash in Z brush
itself if you want. But I prefer blender
for kit bathing. When we sculpted the, we will export them with that so that we could kit batch
them in blender and the reimport them to Z bruh. Then we will use that same
method for sculpting the d and sculpt the mortar or concrete or whatever
that is holding the stones together
using that method. And the text string phase
as well as important. A lot of the details
that we're going to add are going to be added
in the text sring phase. Now let me take a closer look at these and I'm happy
with the second pass. And I believe that the
second pass is done, the first pass was so it was first creating the
blockout in blender. Then after that,
we brought them to Zbrush and did a
first sculpting pass. And that was creating a rough silhouette change
around these objects. For example, changing the edges. Of course, we left these
for later because when we Sculpted these to a 70
or 80% of completion, who will duplicate them
here and create variations. But we brought them
added the edge damage, and then brought some
really rough alpha brushes to define the first surface
attribute the big shapes, and then went for medium shapes that we have been
sculpting on all of these. Now the second pass where we sculpted the medium
details is okay. Done. Now it's time to take
these and try to blend them with this to create the result that we
want. You have options. You can just take these and
try to ah them in Zbrush, or you can export them to Blender or whatever
software that you have, and try to sculpt them there or try to keep
bash them there. The choice is yours.
So think like exporting these to to Blender me and try to
keep bah them there. Let me make these ones that
we want to export visible. These ones, and then it's
going to be the clay. Let me bring this one as well, because this is going
to be the divider. For example, when we
place a stone in here, we want to make
sure that a stone stops here and it's
broken or whatever, and then continue from here. So we want to make sure that
this one is present there. We are going to export to blender and try to
keep patch them there. So you could go
for Z plug in and then there's FBX import option, and then you want
to make sure that you export visible subtols. T. If you want, you can triangulate
them as well, and we want to go for
smooth normals and export. It's going to export
this visible subtols. Export and then just save it, and then it's going to take
these and export them. I'm going to pause and return back when the export is done. And now we need to open
blender and import these. Now here we are in our scene, and we could disable that blockout folder and import that file that
we had. This is it. Of course, the scale is wrong, so we need to make sure
that we rescale these. Just take one of them and
you could go for search menu and clear scale it's in here. Now, it went back to
the one that it was. Now let's select these
and then clear a scale. Now we get something that
matches the blockout as well. Now it's time to go
and try to place these around to create the well. But first, we need to
make sure that they have their own pivots in the center
so that we can take them, rotate them, and whatever
without problem. The method is going to
be something like this. We just take the, bring
them to the surface, and then take another one, for example, and then
bring that here. And try to kit bash them, then bring that here. We could rotate in
different directions, and then create a composition, make sure that it
wraps around this, and then we will re export it back to Zbrush to
continue from there. I'm going to pause
and in the next one, we will kah to create our well. See you there. One quick note before wrapping up this lesson. The Kipsh process
could be done in Z brush as well. What
do I mean by that? We could create brushes from
these meshes and then use them as kith using
insert mesh option. How could we use
such a maneuver? Because that is like
taking this and try to stick it to the surface, and it would be much easier to work that way.
Let me do something. You go to brush
menu, and in here, there's an option, create
insert Multi mesh option. So if you set that, it's going to create brushes from these meshes
that you have created. That way, it converts
them to brushes. Now, let me select
this one as well. For example, this rock. You see every mesh
that we have here is presented in a manner
that we could select it and try to use it like a mesh. If I just bring
that here, you see, I'm able to interactively try to bring these
measures in here. That is going to
be a good option. You could use the blender
option or this one. Now, for example, if
I try to use this, if I hold down shift, it's going to reverse
that like so, if you hold down control, it's going to be using
the proportions. Proportionally, basically, and then one more option is
that if you go to brush menu, which I have in here and there should be in
curve, no in depth. This is the place that it's
going to place the brush. For example, if I bring
it to here to zero, you see, it's going to place
that just on the surface. But if I bring that up to 100, you see, it's not going to
place that on the surface. Using this method, you could
sync these in the geometry. Let me bring that to
zero or you could go for negative as well.
Let me bring that. You can see now it's much
more inside the geometry, as you can see a
bit of that here. This depth mask as
well is an option. I believe that I'm going
to use this method because it's more interactive
than blender. We have these meses in
here and for each of them, you need to specify that depth. Let me bring them all here
and all you need to do is dragging each of these to create the
result that you want. Now, let me try to
start from here. This is the one
that I'm going to start with. Let's place it here. Now you see it sinks
that mesh into geometry. Of course, if you press ult, it's going to just invert it
just like a Boolean piece. Now you can rotate them. For example, if you
want the other side, you could hold down shift or control shift for reversing that and
getting another variation. You see this way, we're
able to stack the stones in a way that they are
really interactive. Let me go for this one
and try to place it here. Using this method, you see, we are able to stack the stones
in a very natural manner. I'm going to use this method. I pick every stone, and then try to kid
batch them here. Of course, the blender method
is there, we could use it. But I found this one to
be more interactive. Using this method, it's natural. You see, we have
different variations. If you want, since these
are part of the same mesh, you could go for move brush,
control, shift click, and try to sync
it into the mesh, and you can replace
that as well. If you just select it and select a different brush from
from the palette, it's going to replace it with
it, which is a good option. Now, let me bring it here, and for example,
select another one. You could just take it.
It's totally valid, and then try to place it here. Then later on, we will make sure that we will sculpt this, just like the mud plane
that we sculpted. Let's go for draw. Then using
this method is a good one. You could go for
the blender method. It's just valid. The one that you like really
That is your choice. Okay. I'm going to pause,
and in the next one, we will finish and
create this kid patch. And the reason that
we made these so low poly, for example, this one. This, for example, is not
millions of polygons. And that was because we are kid patching these and
having millions of polygons on these will result
in something that is not so optimized and will It will
produce some problems. So now, let me take this
control shift click here. Just like the previous method, you can just move, scale, rotate, and do whatever to create the
result that you want. I'm going to pause
in the next one, we will kick batch
this around and finish this well piece. See you there.
14. Well Stone Kitbashing: Okay, everybody. Now we are familiar with the concept
of insert multi mesh. Now I was wrong about
something because I needed to create a new
layer or a new placeholder, and I was using
that on this rock, and you see now it's part of
the same with the others. I do not want this. So we could take the other
ones and delete them. We could, for example, take this one, mask it, and then we have another option for hide and delete
unmasked ones. Now that we have masked this, we could press Control Alt
click to revert the mask, and now this one is
masked, and these are not. We can go the geometry tab, and there should be in
here, modified topology. Let me take a look. Delete hidden is here. But for the masking, we need to go for masking. Now, L et me see, visibility is in here as well. Hide unmasked. So now, it's a trick to remove geometry. Now we have this one, which is going to hide the
unmasked object. So this one, and
then using deletedn, which is available in
here in this geometry tab delete hidden that are dragged in the
viewport to use it. You could remove the others. You see the amount
of polygons dropped, and now we deleted
those and we get our stone back by
removing those. Now I'm going to create a new insert brush by going to brush menu and create multi M to update those. Now we are back here,
and you can save this, for example, to use it later on. If you want to. So
now, I'm using these. Let me take this one. And I'm going to maybe create a new layer or I'm going
to append and bring this. Then let's rescale Now, I should select this one. Let's rescale that a lot. It's in here. Now, whenever I'm trying to
select this one, for example, or go for insert mesh and try to draw L et me select this. You should select this layer. Now it's going to append
that to this layer. Now these two are part of the same later on, we
will delete that. Or you can bring in
another empty layer, I believe it should
be valid as well. Now looks like again, we need to deal with
the depth mask. Let's go in here
for depth and bring those masks down to a reasonable value so that
they spawn on the geometry. And then final one. Then after that, we have the ability to
change them as well. Now I'm selecting this, and let's go select these
and try to place one by one and try to keep bash
and create our results. It might take a bit of time, but it's going to be worth it. So let me change for that. And then I'm taking
these brushes one by one and placing them here and there to
create our results. You see, the first
level is done, and now let's go
place that here. The good thing is that we have different levels of meshes, different levels of heights. Just make sure that you
create enough variation Then I'm taking a look at different scales
on different sides to see how that reads, and it's going to be all right. Now, I'm leaving a place
for sculpt as well. Later on, we will
use the process that we used to create the stone pathway to
create the rest of them. So You see, I'm using them interchangeably
to create my stone path. Excuse me, you see because
we have different stones, it's looking all right. Later on that we add those
mods that we placed, it's going to be
much much better. We need to go around and
create it and just take a look at the silhouette to see how well we have placed these. Now you see we are progressing. Whenever you want, you
can hold down shift. You see, now we have five
millions of polygons. I didn't like the
scale because they were too far from the surface and the
height was too much. Let me bring in an
append and bring this again and try to scale it and place it somewhere here so that later
on we could remove it. Okay? Now, I'm selecting this and let's bring these and we could just try to use the depth. Let's go for draw. Now they are better. With more depth because
I do not want them to be too far off from the
surface. This is it. I feel like this one is better. Let's go and try to
change the depth, and now we hide other ones to
save a bit of performance. Let me take a look at this
one only and this one. Okay okay? Now, I'm looking at this like a visualizer
for the e scale. Let's change the depth. It's a lot better. Now
let me take this one, go to move brush and
take this and try to bring that to the
surface, go to draw mode. Now you see it's a lot better. Later on, we will
just sculpt the plane so that to tell the
story that these are blended using the
concrete or moss or whatever. Okay? And I can vote it is as well. Later on that we
add that concrete, it's going to look really fine. Now, this is too repetitive. So let's go for a move brush and try to sink that
into the geometry. I was testing some
ideas and now we are ready to go and start kbshing. Now when you make sure that
when you press space bar, you're able to move. Then when you drag and
hold down control, you're able to rotate that
based on the correct scale. Then using control
and space bar gain, you could just rotate it, pant it around, and use it. Then I'm using different
brushes on different scales, to see how that works. But this one is not that great. So space bar, and then you
can use transform tools by using and then to
switch between these let's compare that against
the scale of the others. It's not too bad. Now let's bring these two again and try to work
this way because that way it causes some
performance issues. I go to do and try to bring in these
matches on different scales. And I can press M as well to select between
different sub tools. Excuse me, different
brushes if you want. I'm constantly changing
between those. We could create here as well. But first, let's go for
this part which is more important and then later we
will do something about it. Now this one scale of
that wasn't what I want. You see, it's really
taking shape, and I believe that it
should be something close to 100 millions of polygons if we want
to fill both sides. Okay? Try to use on
different rotation on different scales, and it
should be good to go. I'm trying these ones to be a bit bigger than
the other ones. Because they are base stones, so that makes a bit
of sense if they are a bit bigger than
the other ones. For optimization as well,
we have that in mind. Later on, we will optimize it and we'll create low
poly and high poly from it. Okay? Now, this is not okay. Can hold down control to
rotate. Now let's take a look. Later on, we will
add another pass for texturing this and
sculpting that. Just hold. And then a space bar. And you can press a space bar for distributing
that on the surface. For this side which is
not going to be seen, I'm not going to do anything. We're just caring about the sides that are
going to be seen. Let's be a bit faster with
these and just make sure that they are well placed and
with no visible variations. It just takes a bit of time
to place these around. If we didn't like
the scale later on, we will merge all of
these and then scale them so that they're not so far away from the
surface if you wanted to. Be if the measure is bigger, it's going to be taking
more geometry and texture. Now it's close to 20
millions of polygons. Then all it takes is placing
the to create your result. As I said, it's going to take shape when we sculpt this one because you see just
with the case of Mud that we had using the Mud, we'll really try to blend
all of these together. So now let's try to take
these and rotate them around. Then take a look. I feel like I'm
liking the scale. Now that I'm comparing that. I see that we like these. Later on, we will return
back and try to fix this, but I'm really liking
the result here. It's going to be natural. Let's hide everything except
for this one, this one, and this one and try to place these randomly to
get our job done. You see, we're not
getting I was wrong, Let me Let's select this one instead because we
wanted to merge them with. You see now, we're not getting a lot of repetition
because we are rotating them using different
variations and all of that. And that would be okay. Okay? Now, let's go continue
with the rest of them. This needs to be just displaced because that
one was too much. Let's go to draw mode, and then try to place them here because it's a bit of
more polygons to render, it's going to be heavier
for performance for now. Whenever we created this site, we will make that its
own mesh, hide it, and then we will go for this inner part as well
and this top part. There's an empty space in
here, which we could feel. Then when we make sure
that they are well placed, we will just rescale them in a bit because I
believe they should be a bit scaled in order
to look more natural. I'm using different measures. It looks like we are getting
to a point that there's not much left actually. And using control
in the space bar is a good idea to place these
stones the way that you want. Now, there's another option
that we could use, and that is dam all
of these to make sure that the geometry is going to be all right and not that heavy for poor performance. Hey, let's place one in here. And there's not much left. D. I think doing such a
maneuvering blender would have taken a lot
more because that way, we would have needed to really be more careful
with placement of these because we needed to snap
those first to the vertices, create a snap system, and then from there, continue to move the, for example, different brushes. I think using Z brush
was a better idea. Okay. Now, we are getting to a point that we are
happy with this placement. Let's take a look. And there's a bit of more
placement that we need to do. And let's start from here so that we could close
the composition. Okay? And we will create interaction from this
to this one as well. We might break the
stones in here and half so that we could make more
natural transition between the wood and a stone. There are only view stones left, and we could go for
decimation as well to make sure that it's
not that heavy, but the decimation will
convert this to triangles, and the sculpt after
that would not be that natural because we need
perfect to be able to sculpt. We might leave decimation for later process
when we make sure that we do not have
more to sculpt on this. Now let's take a look and compare that with the
other pieces in here. I'm totally happy with it, and it's reading really well. The scale of the stones is okay. Some of them need a
bit of placement, but totally I'm happy with what we have been
creating so far. You see, there's a very
natural placement of stones, and I'm totally happy with
what we have done so far. Okay, I'm going to pause
now and in the next one, we will take care of
these inner pieces and the stop piece
as well to make sure that is much more natural, and then we will sculpt
on this one as well. So now, let me pause and
see you in the next one.
15. Finishing The Second Pass: Body, we created this wall, and now it's time to go
and create the other one, which is this one in here. And then we will
make sure that we create something like this
mode that we see in here. To cover in between the stones. First, let me remove that to
save a bit of performance. Now again, I'm going to create an insert multi brush
to use on this one. Because we just saved the
previous one by going in here, when you create and
select going here, and you're going to save the
brush and whenever you want, you can bring load brush. And use it. Now, let me just
visualize only this one. And then I'm going to create a new subtol just like
the previous one. Let me go for a pend selected, Let me just rescale a lot. Then I'm going to go to brush
and select my insert brush, which are these ones, and then I only select this
and this to be visualized and start placing the
around. D mode, There's a bit trick
in here and it looks like we need to go back
and pix the curve as well. This time, excuse me. Again, we need to
make sure that they have good depth according to
the project that we want. We do not want these to be
placed outside of the borders. We just want to make sure
that they are well placed. Now, No. Just try to place these because this is
not focus of the scene, I'm not caring about
placement of these stones. Too much because nobody
is going to see them, so we're not going to
waste a lot of time. I just need something to
create the syilhoette for. Okay. It's going to
be an easy process. Especially for these
that are on the bottom of the well. Okay? Now, very easy. All we need to do is
placing these around And then on top, as well, we need to make another mesh. We might need to create one
or mix it with this one, like the one that we
have been doing here. So not this one. Let's try to just A. And try to keep bash. Then all of this will
make sense if we later on try to blend them
with that mass, excuse me, with the
concrete or or whatever. Let's bring this one as well to visualize Okay. Now, this is going
to be covered with the wood and in here, it's okay. So finally, it's
we are reaching to the final stones that need to be placed and some random
stones in here would do. So let me take a look. And let me bring
the others as well. And see the composition.
I'm happy with them. Very good. Now it's time to start sculpting that mud to
blend these stones together. But first, I'm going to create some
placeholders for these because now that you see these are a bit heavy for performance. I'm going to create a couple of optimized versions of these so that we could sculpt on
it easier. You know what? I'm not liking these top stones that much because they
need to be rescaled. Let me hide everything. Bring this and this. Before going for that operation, I'm going to take these
stones and scale them. Place them around. Like so because they are too much. And they needed to
be the same scale as the other stones, rescaling them would
be a good idea. So let's see. They need to be mixed better. So that's why I'm taking
those and bring down. Now I'm happier with these. Now I'm going to create a decimated version of
these for reviewing and seeing how we could create the concrete and mode that
is going to mix them. Now I'm going to take this one. Copy. I'm going to duplicate it. Now, this version is going to be decimated and decimate
lives in here, Z plug in decimation master. First, you want to
pre process and then decimate it to a
certain percentage. Now it's going to
be pre processed. It's going to take a bit of time depending on the
complexity of the mesh, how many polygons you have, and some other actors, I'm going to pause
and return back to you when the decimation
process is done. I took something like 5
minutes to calculate this, now we need to decimate current. Now it's going to read the
file and decimate it the best that it could to
reduce the amount of polygons without actually
losing anything. Now 80 million of polygons just went to something like 3 million of polygons
without losing details. We need this process for
later because for example, when we are going to
try to sculpt this, We need light wave
version of these meshes. It's optional, but if you're going to have easier time
trying to sculpt that, it's a lot better because
if you bring these meshes, all, it's going to
be laggy a bit. So I just created a temporary
lightw version of those. Of course, later on, we're going to repeat the same operation. But for now, it's just about
optimizing for display. Now I'm going for
this one as well. Let me duplicate. Then again, I'm going to
preprocess this one as well. Preprocess. It's
going to take longer, but it's going to be necessary. I will return back and
see when it finished. This one got something like
9 minutes to calculate, and then I'm going to decimate. It's going to bring
it to something like eight millions or so. Now, again, I'm going to bring
this back to another level of decimation because we need to make sure that it's
low poly to be sculpted. Once more, I'm going
to pre process. This time it's going to take lesser amount of time because
there's not much polygon. What decimation does is that on areas that you have sculpted and you
have most changes, it's going to keep
the polygons and on areas which you
haven't sculpted, it's going to optimize them. This way, it will
optimize the mesh a lot, but keep the details
that you have sculpted. Later on, for creating
high poly and low poly, we will use this
decimation process. Because it really does a good
job in optimizing the mesh. But for now we are only
optimizing for viewport display, and maybe keeping that
for a later usage. I don't know. I'm not
going to delete that, but I'm going to keep it just
on the bottom of the list. Maybe we could use it later on. Okay. It took 2 minutes. Now, let's go for
decimation once more. And you see no visible
change and now it's running a lot
smoother in the viewport. Let's take this one know the decimated
version. Let me take this. Bring it here. These two are the
decimated ones. Now, let me do something. I'm going to pre process
this one once more and then decimate it so that it's
really smooth for sculpting. This is an optional step because I'm a bit limited on resources and I'm
recording as well. So sculpting that would
be not that smooth. So I need to reduce
the amounts of polygon on these so that I can sculpt, and then I have these
ones as a backup as well. So if you can sculpt
without no problem, there's actually no need to optimize these measures and
use them as placeholders. Okay? And now
decimate once more. And now you see it's
running a lot smoother. Let me take a look at this mesh. Then I'm trying
to scalp to bring Some of the mod that
we wanted to sculpt, let me take this and
bring these two, these are going to
be for placeholders. Let me take this. Now I can easily
try to sculpt on this and create something
like that mod like so. Whenever you sculpt just re dynamic to repurpose
these polygons, now you see we're
able to bring that. Let me just take this one
and bring it close to these, now I'm able to start sculpting. Like so. Then dyna red damage. This is what it's
going to sculpt. It's going to sculpt like this, but for now it's okay
because later on, we're going to mix these
meshes to get low poly. The only thing that matters is these ones that are
going to be rendered. Now let me go back to the
beginning of stage. Bring the. Then I'm going to da a bit for a better
resolution so that we can sculpt and bring those d and concrete and reveal them. Just try to sculpt on
these areas and try to bring that ud. And I'm just taking
a look at here. I even by optimizing that we're getting a bit of
performance issues. So let alone to having that
much polygon or sculpting. It will take a lot of time. You see now they are showing
in here in areas which there are mix of stone. And mod. First, I'm just
bringing them to here. Then later on, we
will add details. First, we need to bring
them, reveal them, and make sure that you dynamise, because sometimes it brings the geometry but doesn't
distribute polygons. When you dynamis it's going to redistribute the
polygons a bit better. So that you do not
have problems for later sculpting because
this is the first pass. We are going to add
more of those later. This one, let's bring that back. You see how bringing that will really elevate
this to a new level. Now we have Mortar and Mud
keeping these in place, and it has a purpose. It has a story telling. You want to think about these
when you're creating props. You want to think
about a storytelling. You want to think about
functionality, and so on. Now I'm just revealing
from that Md. I'm always mistaken. And then dynamics, and later on, we will
detail that out. This one is not
needed because it's going to be hidden
on their wood. Now, I feel like
it's a good one. Let's dynamic and go
for this part in here. This one, as we know,
doesn't need a lot of details because it's
not going to be seen. I'm just trying to
add a bit of detail, not that because it's not going
to be seen by the player. So why wasting time on something that is
not going to be seen? Okay. Now we have mod in here, and now you see it's
looking all right. Now it's time to
detail that a bit. Let me dynamite first, and now just like
the previous mod, I'm going to bring in some of the alpha brushes and try
to sculpt on it like so, and add a bit of detail. I'm going for one of these
that are going to be detailed. Okay. Of course, we need to smooth some of these results
because they are too much. They are too noisy and
for avoiding over noise, we are going for smooth days using the trim smooth border. Using some of the
extra alpha brushes to elevate the result
to a new place. Now, the first Alpha is done. Let me dynamag, to bring
everything back together. And now we need to bring
the trim smooth border plus an Alpha brush to try to match the details
with these ones. After that, we will bring in this clay build up
and try to mix that with just like the one
that we have been creating for the mud from
previous lessons. Now I'm trying to smooth
some of those results. And just go around and in areas that it needs
a bit of a sculpting, just a sculpt and add the details or remove from
the details that you want. And then later on, we will
have a general look on how that looks and to see if we need to place
more details or not. We will decide on
it. But for now, it's the detail pass and
removing some details. Let's take a look Okay, generally, I'm happy with it. Later on, we will also take a look at some of these
areas and try to fix them. So far, we are going
for a good direction. Let me just go for a better brush
scale depending on the scale of the prop
that we are working on. Then we will return
back and try to fix these issues. Do not worry. Later on, we will mix these three meshes to
create the low poly, because we need to make sure that it's one mesh for
optimization purposes. Now, it has detail rather
than being just like plastic. Especially these areas. I'm using smooth border
on subtraction mode like here to scope the details that we want and to remove
from those details because they are just too much of noise. Now I'm going for clay build up. Let me dynamic once more. Then I'm just going to
blend these better. Like so. For example,
on these areas, we could go and try to make sure that these are
blended a bit better. This is for medium
details on clay or concrete or mud or whatever material that
you're working on. Sometimes you need to subtract, sometimes you need to add. Now you see, it's more like something that has
been blended with it, like it has
interaction with that. And then we will go for another
detailed pass on these. But this one is
poking out too much. Let me flatten that a bit. We could take a look at
the overall composition. Let me deactivate
these two. Okay. Now it's better for visualizing. I'm just taking a look
and compare it to the overall composition to see what we are doing
and what we need to do. Just when you and I'm going for zero blur so that
I do not want to blur that. I want to keep the noise
that we are creating here. Okay? Just make sure that you
blend these after some time, just try to dynamic so that you distribute polygons better because we are
displacing the polygons. So dyna machine will help to
distribute those polygons. I'm comparing that to the
scale of the environment. And I'm actually liking the direction that we are going for. So let me take a look. It's good for now.
So I'm going to pause now and call
the second pass done. Now the next one is going
to be the third pass. We are going to start again from these wood pieces and add those and finer details and leave the rest of the
detailing for painter. Then we're going
to, for example, create blend for the woods, for example, in these areas that the woods have interaction, we're going to create blending. We might break some
of these woods, create storytelling, and so on. These are going to be left
for the third iteration, which we are going to
start in the next lesson. I'm going to pause and see you in the next
one where we go for the third and final
pass. See you there.
16. Starting The Third Pass: Okay, everybody, welcome
to the third pass, and here we are going
for the final pass. We sculpted these and made sure that we have a good
base to start with. This might be the
final pass that we go for because for example, sculpting is never finished. There's always room
for improvement. But since we are
limited on time, we need to wrap this one up and make sure
that it's finished. Now we are going for the third pass and this
might be the final pass. The third pass might also include the
detail pass as well. The detail pass is the
one that, for example, we go for interaction
areas, for example, this one in here and try
to blend them together. For example, these two woods
are just randomly in place. We make sure that there's a carving in here to tell the story that these
have been in place, and this one has been cut. This one has been
placed here and so on. So we have these two passes. We might go for both of
them at the same time, or we might leave
that for another one. Let's start with the wood. Again, I'm starting with this pillar and just
take a look at it, and we have a good base in here. It has a bit of
characteristics of wood, and it means that
it's rough and it has also a good base to go for. Now I'm going to go
for the final dynamic. In here, I'm going to
just remove the blur. Now let me bring it to the four k resolution
because this one is really the detailed path. In here, we need to have the maximum amount of resolution. It's going to be the same. We are bringing
some Alpha brushes, drag them on the result
and try to sculpt on them. But this one is going
to be more detailed. The first path
that we created in Blender or the initial path in Blender was creating
the base shape. It didn't take, for example, just more than a minute. The first pass in Zbrush was creating these edge damages
and changing the silhouette. That took something
like 5 minutes. The second pass was creating these surface damages
and wood fibers. That took something
like 10 minutes. It means that whenever you are sculpting as you
go through passes, it might increase
the sculpting time as well because for
example, for detailing, you need to really zoom on the result and try to
sculpt like there, and it might take a bit of time. But since we are
limited on time, we need to make sure that
we wrap this faster. So, I'm going to
select an Alpha. Okay. Let me see. I'm going for this one. It has the amount of
range that we want plus, it has a bit of roughness. So let's test it. And it's so good that
I'm going to keep it. It adds a lot of
cool wood fibers, a lot of really cool shapes. So I just activated
the back face mask so that it doesn't
affect the others, and I'm going to set the or
crack brush to the shift. So just select shift. And select, it's going to
replace that smooth brush. Then you could also use the Dam standard brush
if you do not have it, but the link for
downloading these plus the instruction for installing these brushes are provided. The links are in
the project files and instructions for how to install these
external brushes are provided in first lessons. Now, let me go for here I do not really want these edges to
be just like corners. I want them to have their
own characteristics. Now, you see it's a bit noisy, but do not worry we are
going to sculpt a lot of it. And make sure that
you scalped in all directions to get
the maximum variation. Okay? You could also use the other Alpha brushes that are provided
with statutorial. But I like this one because it's rough and really resembles the shape of the wood that
I wanted for this one. Now, let's think
about these ones. Do we want these to look
vertical or horizontal? That really depends on you. But since I want them
to look the same, I'm going for vertical. Because I wanted to convey the meaning that they
belong to the mi. They have been carved from
the same tree and so on. KC because we are using
a lot of alpha brushes, the geometry might be
problematic in some cases. After this one again, we go for a final dynamic to bring the geometry
back together. Then we will go for
sculpting on the result. Let's take a look.
Now you see it's too noisy and definitely it
needs a bit of improvement. So just deactivate
the blur dynamic, and now the geometry
is back together, and we are ready to
go for sculpting. I have the shift set to or crack brush and trim
smooth border with the squa Alpha is going to
help us have a good sculpt. Now, whenever I'm seeing
these wood fibers, I reintroduce a bit of those wood fibers on
the surface of the wood. On here, I'm going
for lightening the result a bit because I
want to change the silhouette. Now, it's again about flattening
the result to make sure that we have enough
detail to work with. Let me go back and
try to compare these. You see, this one has a
bit of more resting point, which is something that we want. There's also the planer
brush which you could use to flatten some of these
results that you want. We just notice that
just like we discussed, the more passes you go through, the more details,
you're going to sculpt and the more time it's
going to get or sculpting. From now on, it's going
to be sculpting on these. Later on for the low poly, we might, for example, remove this part from
the low p because it's never going to be
seen, who cares? Let me introduce some
new wood fibers, and I want these to be
visible from far away. As I said, sculpting could never be actually done because there's always room
for improvements. Whenever you are sculpting just decide on a time
frame and time scale. A. And be committed to that time frame and
time scale that you set because for example, you can take days to
sculpt something, but it's about gain that you
get from that sculpting. Does it change the
result dramatically, for example, 40% of
completion, go for it. But if that is going
to be something minimal and not that a lot, you could leave it and go for other props or whatever that is remaining
from the project. I'm introducing these
big wood fibers that are broken on the
surface of the wood. I just said that the
more you go to detail, the more sculpting
there is to do. Also, there are a lot of fibers, a lot of details that are
going to be added in painter, where we go for texturing. There's no hurry if we
want to add a lot of details because a
lot of them could be easily added procedurally
inside painter. There's no need to go for adding those details here because it takes a lot of time
to sculpt by hand, and it's not going
to be that efficient because it's easier to add
in painter procedurally. A bit of crack on the surface. Let me see where is that? This is it. I'm liking this one. Now let's add a bit of
variation on the same surface. If you are on a hurry, you can just increase the brush scale and try to
be faster on the sculpting. But since we are on details, I'm going to just be
a bit worried about these details because the
final result matters the most. Now I'm going additive in here the add a bit of
extra wood fibers. I'm not going to remove all of the details because it's
going to look blurry, but I'm going to
flatten out a lot of the noise because we do not need to be over noisy
because it's going to be bad for later
on that we bake. It's going to be too noisy and the details that we add in
painter are going to be there. So we need to make
sure that we do not create a lot of details. So let me see that
in the composition. It's taking a bit to render. And now let's go for the others. Isolate and try to sculpt. I'm seeing some of these
wood fibers that could be added into the mix to
make that mo interesting. T. Now, I'm going a bit faster on this because if we go and try
to sculpt everything, it's going to take longer. So I changed my mind. I'm going a bit faster,
so that later on, we add those finer
details in painter. I We could also add another alpha
pass after this to add a bit of finer details on these
results if you want to. But that really depends
on you if you want to the result for
painter or adding that. So really finer woods
and wood grain. So Also, there are special details
that you can add in painter. For example, if there's any special texture
detail that you want to add or whatever you could
do texting inside painter. Now, let's take a look
at how that looks. So let me take these
two because these are containing most of the
polygons in the scene. I'm going to hide them. Now it's better.
Let's take a look. So we have those details, and then it's getting
better in here. We have those big
wood fibers that are going to be refined later. And we can also go and try to create some interaction point between these stones
and the wood itself. Now, let me take a look. And then it's going to
be the same process. Let me introduce
some wood fibers. I just notice that if you
decrease the brush scale, it's going to be
sharper and matching more to the style of the
wood that we're sculpting. I'm happy with it. Now it's time to flatten
some of these results. And it could also go for these areas and try
to sculpt more. Now I'm going additive for here to add a bit of contrast
in between the surface. You see using these
alpha brushes really gives us a great
direction to go for. Whenever we want a direction, these Alpha brushes
are going to help. And you can already
see that how this pass is going to take longer than all of those previous passes. Because it's a detailed pass. And whenever you go for details, the detail is going to
take longer to create. Ba you need to go all
around the object, find the areas of interest, correct them, fix, and so on. And you do not need to
be always subtracting. You can hold down out
to add to the surface. Now it has more readability. You. Also, this is not an end point. You could also continue
to sculpting even more and going for finer
passes if you want to. So it remains to be sculpted in here and these base woods. This one was great. But you want to make sure
that you do not have too many distinguishable
details on your sculpting, because if you
duplicate this mesh over and over again
in one level, they're going to notice
that you have used the same mesh over and
over again and it's going to be bad for
authenticity of the result that
you are providing. Okay? Let's decorate
some extra wood fibers. I'm not going to do anything for the top part because it's
not going to be seen. So we're not going
to care about it. Now, let's go for here and try to add or remove and flatten
some of these details. Okay, let's break the wood
into different chunks. And I'm saying that
you could go for another pass in Zbrush
for adding details. But since we are limited on
time and we should wrap up, I'm not going to go
for that right now. Instead, we go in painter, because the focus of this tutorial is to
deliver a textured prop. It's not about
delivering sculpt. It's about delivering
something that is textured, a low polymag that is textured. If you go, and sculpt a lot of details
that are going to be lost after the texturing, it's not going to
be a good idea. So you just want to make sure that you know what
you want from the mesh. If that is going to be
a high poly sculpt, you can continue to sculpt. But if it's going to be
something that is going to be presented in form of a low poly that is
textured in painter. So you can leave a lot of those details to
be painted in painter. You can already see
that this pass got more time than the other
passes combined for this wood. That is because when
you go for detail, it's going to take
longer because you always need to add
details, remove them. You need to pay attention
to all of the mesh. So whenever you have details, it's generally going to
take longer to sculpt. Okay. The alpha brushes really added great amount
of content to here. And they will look good
in texturing as well. Later on, it's going to
be baking really well. Let's take a look and
let's compare that. Very fine. I'm happy with it. It has a lot of cool details. Let me go for a quick render. And you see how well it's mixing with the rest
of the environment. Now we sculpted the
base for this one, and now it's time to go and
replace it with this in here. We could replace
it right now or we could leave for another one. So let's leave that
for another time. This time, we are going
for these brushes, a. Then let me isolate. I'm going to go for the
maximum dynamics without blur. Now it's time to
bring in some of those alpha brushes
and try to sculpt. Let's go for another one
and see what we have here. Let's go for this one. It's noisy, but it's
going to be a good one. Can make sure that
you follow the curve. It has some amazing wood fibers. Okay? Now it's time
to go for trim smooth border and try
to go for sculpting. Let me first define a
lot of wood fibers. There's something
that we could do. Let me go for dynamic
first to bring everything together and try to continue on these wood
patterns that we see in here. If you want to get
ultimate result, deactivate dynamic control D to add another layer
of subdivision, and then you could
go for more detail. And Let's just continue to focus on adding
these details here. And I'm only focusing on areas that the player
is going to see. And here and some of them here. We have good fibers in here. I Now it's time to go for flattening
some of these results. But then before that, let me introduce some
extra wood fibers, and then we could laten
the result like so. Then after this, I believe we could wrap up this lesson and continue in the next one to
go for more wood pieces. Then later on that
we finish these, we will duplicate them
to the other side, make a bit of variation so that they are not
totally identical. And then go for another sculpting pas on them so that they
are distinguishable, and they are not
looking the same. You see in here,
there's a possibility to add more wood fibers. It's a terrassing effect. I'm liking that result. Now, finally, we are going to go for the other sides and the reason that
I'm not going for these ones is that they are
not going to be seen because they are hidden by the
other wood pieces. That's why we didn't take that
much time for these parts. But if you want, you
can just go and try to sculpt the best
that you could. But as I said, it's about delivering anal
low poly that is texture. So some of those are avoidable. Okay? Now, finally in here, and I believe that
it should be done. If not, there's
only one side left. You just see that I'm
going directional on all of the sides. I believe that it's okay. Now, Let's take a look
with the composition. And now we're getting more
detail in here, which is okay. Now, I'm going to pause
and in the next one, we will go continue
the other pieces. See you there.
17. Wood Pillars Detailing: Everybody. Now, it's time to go
for the other ones. One quick thing is that instead of sculpting
this one completely, we could take this one
duplicated, place it here, and then add a bit of variation so that they are
not totally identical. I'm going to duplicate and then go for bruh because
the pivot is in center, we could easily just
take that, rotate, 90 degrees, I can hold down
shift to snap too increments. Bring it here, and then replace it
with this like so. Also add a bit of
variation in rotation and all of that and delete that one. Now you see we have another
sculpted piece in here, that is different because now we are looking at this side. But now we are looking
at both of the sites. But in order to add
a bit of variation, we could take this
one, for example, let me bring one
of the or brushes, for example, this orb
slash and add a bit of broken chunks into the surface. So we should go for
back face mask. Then just bring the
trim smooth border and try to flatten
some of these. If you want, you can add
more details if you want to, but now let's take a look and you see a bit of primary
detail we added. And you can go for a
dam standard brush and try to randomly add
some wear and tear. Then because these look blurry, you could bring trim
smooth border and try to sharpen them a bit. Just to add a bit of
variation on this wood. This is a lot better than sculpting one
piece from scratch. L et's see, and I
believe it's a good one. Now, it's time to
go for this wood. Then let's bring the blur
down, go for dynamic. Now it's time to bring
the Alpha brushes and add those final details. So we could go for another
Alpha. For example, this one. T It's too intense. Now, let's go bring another one. This is better. It's adding some really nice wood
fibers and wood grain. Just go for the direction and
you should be good to go. Now, it looks too noisy, and it means that we have
lots of flattening to do. Okay R dynamic once more, but I do not need to add
too much resolution. Now, let's try to flatten. But I'm not going
to flatten that because we need some of
these details to be present. For example, these wood fibers
are amazing to be there. They are great secondary and treasury details
that we have here. Normally, I say that
leave the big details, medium details for Zbrush. If you have smaller
and finer details, you could leave them for
painter, for example. Or you could leave the small details for Z
brush as well and then leave the tiny
details for painter because those are easier
to add procedurally. We could also have some wood
fibers in that direction, but since these do not
contribute to the silhouette, I'm not going to
create that change. Okay. So now here first flatten
because it's too noisy, so we couldn't add a lot
of those wine wood grains. So first flatten
a bit generally. And then those wood fibers
could have more effect. And for low poly creation, also, it really depends on you on how low poly you want that to be. If you want that to be
extremely low poly, you're not going to capture
a lot of these silts well. But if you have more freedom in terms of
topology and geometry, you're going to have easier time capturing these complex
geometry details. No bad. In here, as well, let
me just flatten a bit. And we have stones as well. We might need to sculpt on those stones for a
final pass. Who knows? If you do not have the crack
brush or brushes in general, you could use the
damn standard brush. It's the same brush
with the same effect. Now, there are two sides
that are remaining. First a bit of general and we might duplicate this
over to the other side. Now, this one is finished and looks like there's
just one side remaining. No, it's all done. So now, let's go back
and take a look. And now we have more
details preserved here. So now, there are these
two remaining plus this one plus these
two center woods. That we are going to sculpt. So now we are left with these. Let me isolate. And since this one is one of the woods that contribute
to the silhouette, I'm going to change the
silhouette of a bit. So let me go for masking Here, let's go for Lasso, for example, and then
bring the move brush here. First, we need to blur the mask, and that exists in
here in masking, and we have these options
for changing the mask, blur sharpen, shrink, and grow. Now I'm going to invert the mask by control
clicking here, and then creating some extra silhouette
change to this wood. First, dynamesh. Then let's go for draw mode and select some parts in here. Just blur the mask inverted. Now it's getting what we wanted. So blur invert the mask. But in order to make
that sculptable, we need to dynam So that the polygon
distribution becomes equal, so that we could go and
try to sculpt on it. Now, let's take a look and it because this one
contributes to the silhouette, I'm adding a bit of change
to the surface of the wood. Then it's not over. We need to change that one of it because this
one looks a bit blurry, and it needs a bit of
more care and attention. First, Let me go for standard brush and bring one of those Alpha brushes
that had a lot of contrast. Here you see now in here, we have more contrast
before and after, clearly visible that dynamic to distribute the polygons. It's going to be a bit
problematic for the low poly, but it's going to
be worth it when we take a look at the final
result. Okay, too much. Let's go for a reduced scale Now it becomes too noisy. So then we need to laten that. And since this
detail is specific, I'm not sure if I want
to copy the same meth to over all of those instances. Because we plan to
go for symmetry. And I'm not sure that if
I'm going to symmetry this one over because
it's so specific. We might go for a change on the silhouette or R sculpt the other ones. First, let's go in here, dynamic on that scale. Let's control the to add
a bit of resolution. It's three millions of
polygons. No problem. First Let's re sculpt these ones a bit because
they are now too. But definitely, you could go for more variation on the silhouette using that masking technique. Okay. Now, let's go for lightening
some of these results. Introducing a bit of changes. Let me increase the brush scale. And try to bring more detail. A good separation
between the wood fibers. And we are flattening those previous wood fibers to match them to the
direction of the wood itself. So decrease the brush scale, and try to scalp these areas. We might just copy this detail
over and change it a bit. But I'm not going to reuse the same one because
it's too obvious. We need to make sure that we go for some changes
on the surface of the wood. Let's add a couple of wood fibers that are
not distinguishable, or that are distinguishable
from the previous one. It's noisy in here. Let's go flat in that. It's important to keep
these sharp edges because the edge of wood, especially these rough woods are sharp and you need to preserve that
one in decomposition. That one for later text string phase is
important as well. If you have strong edges, the masking inside
painter is going to be more powerful and more
distinguished results you will Now, let's go see. I'm happy with this. Now, let's do something. Again, I'm going to copy to this side and maybe change
the silhouette a bit. I just duplicated this
over to the other side, and now I could take this And now it's okay, except for this repetitive
detail that we have here. So we need to take care of that. So let me take and
I'm going to bring the slice brush or Lasso brush. Let's bring slice
curve, control shift. We need to decide on
the subdivision levels. We have two levels of
subdivision. Let's do something. I'm going for geometry,
delete lower. It's going to make this
one the prominent geometry because now we have two
levels of subdivision. If I bring this one here, it's going to be more optimized. Or this one depending on
what you're going to use. Delete lower to make
that one prominent and now The curve brush is going to change it into
different poly groups. We do not want it. We could also use the masking and hiding. Instead of I'm going
for the trim brushes. So we have trim curve and trim lasso. Let's
use trim lasso. It's going to replace
that shift click. And then remove the parts that
you have decided to Okay, I was wrong, I should
remove this one as well. So let me go back. And be sharp. Because we have a lot of
polygons, it might take a while. Hey, I'm not liking this result. Let's go for another trim. Let's bring the trim curve. It's more direct. And
it's more sharp as well. L et's bring that control shift. And this gradient should face the direction
that you are moving. Now, it's better. But also we need to add
a bit of detail to here. So, there's a gradient that
you see this gradient now is facing up and
it means that it's going to remove that top part. Now, let's try to No Okay. I was wrong. Let's remove this side. Now it's good, but we need to remove more to add a
bit of more planer change. Okay. Now let's go
for some more change. Now again, I'm going
for dynamics on four K because we need
to add a bit of sculpt. But here, you see, we do not have a good geometry. Control W to unite
the poly groups, and then dynamic Let's see, although the geometry
needs a bit of smoothing, so and control D for smooth. Then let's bring the Alpha
brushes for sculpting. Again, I'm bringing this one
that has a lot of contrast. Okay? And then smooth border to lessen that a bit. Okay. Also, we could go for masking. Let me go for so mask. And then try to add a bit
of silt change to here. Lw mask and dynamic. Okay. And then stand out
brush the sculpt on it. A. I'm happy with this. If later on, we need a change, we will return back and fix it. But for now, it's okay. But I feel like we need a bit of more sculpting on this side. It needs more direction. Like so. But then we need to bring the trim smooth border and
try to flatten some of these. Now I feel like it's
good for that one. And now we are left with
this these two and this one. Finally, we are getting somewhere
that we are happy with. Let me bring the Alpha bruh. Let me on with no blur. It's good for now. I'm going to just make sure that it's like the
previous wood, and it has the same
characteristics. Before that, B face mask. Now, time for sculpting. That's first dynamis We could also introduce a bit
of more mediums to the mix. A and we're sculpting all of the side
so that later on, we could duplicate it to
the other side without any noticeable difference without any noticeable
similarities, excuse me, with a
lot of difference. If we need it and
so that there might be to similar details, we might go for another pass and remove those similar details. But other than that,
it should be okay. Because the wood is something
that everybody knows. So if a wood is similar, it's because the wood
type is the same. It's a good one to be able to change the silhouette
of the woods. But for something like this, that the silhouette change is
not going to be reflected. Why do we want to place our effort in that
nobody is going to see. You could also bring the planer brush and try to use that. That is going to be
a good one as well. It's just like the
trim smooth border, but more aggressive. Now, take a look. And it's fine. So we're left with this one and this one to complete the wooden sculpting
process, the third pass. Later on, we will add those
details that we want. But for now, we are carrying about the details that are not repeated. So, dynamics on four K. Then from a smooth border
and try to flatten the wood. K, by increasing
the brush scale, we are able to get a lot of
good wood fibers in here. And a lot of one are going to be added
in painter as well. This one changes the
silhouette as well, we might add a bit of
change to the edges. First, let's see how it looks, and then we will go and add
those changes if needed. So a bit of sculpt. I'm sure that the sculpting
process might be a bit tedious and time consuming, but there's no way around it if you want to get
a perfect result. Now you see this one is
contributing to silhouette. Let's change something about it. Let's see f from where
we are seeing that. The main composition is
going to be from the site. Let me Duplicate from here. Then mask so invert the mask blur, and then bring it here. Then for this side, let's control Z to go
back, deactivate the blur. Then for this side,
let's go for masking. Then mask here as well. Okay? Now, let's see the changes
reflected with other pieces. So the changes are okay, but upside down, we wanted the changes to look
the other way. So let's do something. Let's take the side invert the mask and go for
some changes like here. And then here as well. Invert the mask, pivot here, and then go for draw and try to add a bit of change on these
areas we have changed. Okay? It depends on you if you
want to add details to here, but let's add a bit
of primary detail. Like so because I'm focusing on the areas which are
going to be rendered. So first, that detail and then flattening
out that detail. And make sure that the
edges are sharp as well so that they
look awesome in red. So let's see. I'm happy with it. Now we are left only with these two planks and the sh sh. Me. I'm going to pause
and in the next lesson, we will take care of these and then go
for the other ones.
18. Story Telling On Wood: Okay, everybody. Now, it's final listening,
sculpting of woods. After this, we go for a
bit of detailing pass. For example, adding some carves and start telling elements. But for now, it's for the woods and the
shingles themselves are okay because they are
going to be kid dashed and we make sure that we go
for enough detail on them. I do not want to create
radical changes on them. Of course, the
techniques are there. If you want, you can just
try to go for your own. Detail pass. Now,
let me go for Alpha. First, I need to go for maximum
resolution on dynamic and then start to detail
this subject because I want to be directional. Then for Alpha, Let
me bring this one. It has some cool shapes, and then back face mask. Okay? You can see the
directionality in place. Of course, we should
have smoothed that a bit, but it's okay. Let's be directional
in here as well. So now, we need to go for trim smooth border with
the same brush and try to flatten some of these
because that is too noisy. After this, we will go for the detailing path
for storytelling. After creating the
metal as well, we will make sure that we carve that metal and we c these
woods in the metal. Let's dynamic first. I decided that I
wanted to copy one of these pillars over
there and break that pillar to specify that more from the
rest of the pieces. Okay, let's compare Now I'm happy with it. Now one thing, I'm going to take this one and
duplicate it over to here and break it in half to add a bit of more
storytelling in here. I'm going to duplicate
go for move brush, and then let me bring
the pivot to here to the center so that we could
change it a bit better. Go for this unlock
and try to bring the pivot to here to the center. Now, bring everything
to be revealed, and then I'm going
to place it here. Then let me take the other mesh from this
menu, it should be this one. I'm going to just delete. Then now this has been replaced, and then we need
to take and rotate 90 degrees so that both of
them are not identical. Now, this is just like the
same detail repeated over. B we have sculpted that
differently, we can take this. Let me bring the
pivot to the center. Then rotate that 90 degrees to get the other side
displaced there. Now you see they are different. So now, I'm going
to take this one and try to cut it in
half to break it, and then to weld it
by some metal piece. So for this maneuver, I'm going for the curve
brush slice curve. It's going to be slice
and then slice curve. Then just break it in this way. Now, you see it has
been cut in half. Then I'm going to
go for dynamic, making sure that the
poly groups feature is activated so that it creates extra geometry in these parts that we do not have. So I'm going for dynamic Now we have
enough geometry in here, and now we could take
this, for example, and split it into another
mesh. Let's see what happens. First, I'm going to sculpt
some of these edges like so let me bring a
trim smooth border and try to first differentiate
between these edges, and we might just go for
removing more from the geometry. I don't know what
is going to happen, but the plan that I
have is to make sure that this is different
from the other pillar. That is for storytelling to tell that it has
been cut off and somebody has welded using
metal to leave that in place. You can just think about the
storytelling possibilities. And create your own
stories and then execute them using the tools that
you have available to you. Now here, let's just
flatten these edges, or even we could cut
more from that geometry. Let me see that to see if that
is visible enough or not. We could definitely try to
cut more from this mesh. No, not in this direction. So in here, now we have
this one separated. Let me take this and control, click on the same
mesh to hide it, and then it's going
to be delete hidden. You can find it in the geometry, modify topology and there should be a delete
hidden option. It's here, let me delete the. Now if I try to bring that back, nothing is going to happen. I'm going to reams
and now make sure that we are able to
visit what is going on. Now this mesh has
been cut off and we can really see that there's
actual difference in here. We can wild this using a metal. We can create a metal, place it here, just for
a bit of storytelling. If those stones
were in the view, we will remove them as well. I saw that there
was an extra stone preventing this
story telling from being seen from that
view that we had. We created the cap, and then we need to bring in an Alpha to try to sculpt
even more in here. It's going to be the same Alpha as the other one.
Standard brush. Let me see It's very good. It's just following the same
silhouette and very good. Let me bring that back
and use this one. Let me see the direction. It's good. Now it's time to
flatten some of these. Let me bring the
trim smooth border. Then I'm going to create these separation
lines, these wood fibers. The more you care
about the silhouette, the better the result
is going to be. Okay? Now, I'm removing
some of these noises. Later on, we will create a metal piece because we
haven't created any metals yet. I wanted them to make
sure that we create those metal pieces
after establishing the composition and making sure that everything
is in place, and then we carve those metals. We have been sculpting
stone and wood, and now there's going
to be metal as well. Let's bring that back. This one, L et's use that slash brush here from or
crack or dam standard, it's going to be just
having the same result. And create some
extra wood fibers. Then we're going
to flatten these to avoid that noisy detail. Because too much noise will
cause distraction sometimes, and it will defeat the
purpose of detailing because we want
the details to be visible in order to
make details visible, we need to contrast
them against areas of rest areas that have no detail
so that they could stand. But if you just over
detail everything, nothing is going to stand, and a lot of those details are
going to be lost in chaos. Now, let's see what happens. I'm happy with it.
But we might go and try to remove this
stone, for example, to be able to see that from
here because what I have in mind is rendering
this from this side, so we need to make sure that
we are able to see this one. We will create metallic
planes, place them here, like welding with metal
and some other pieces. For the other ones, for example, for these wooden pieces, these ones, we will duplicate
them over later on. The safe texture and geometry. We sculpt these site differently so that when we duplicate
them to this side, it's going to be okay. Now, it's time to go and bring some detail
on wood pieces, the story telling,
the special pieces. Now let me take this and bring it with
this one and this one. Now, I'm going to create
the illusion that interaction of these stones and this wood has caused some damage to the
surface of the wood. By going and creating
another pass here, we are able to create that that really brings the
sculpt to the new level. For example, the wood
has been chipped away. It has been damaged by these stones, and so on. You can clearly see that how that one affects the
authenticity of the scene, how storytelling elements are powerful for telling
these stories, and even bringing
texturing further. Try to go over these edges
in these interaction parts, and you should be good to go. Okay? You could also bring more. You can bring Alpha
brushes and any sort of Alpha to help ground
that composition. Okay. Now, let's bring this
and try to bring more detail more extra
detail on these areas. Let's take a look from far away. You see now these stones look like causing trouble
to this wood, and you could do the
same thing here. But since the picture that we're going to take is going to be taken
from this side, you could clearly ignore or if you want to create
a complete piece. You can go and try to sculpt
to this side as well. Like causing damages to
the surface of the wood whenever it has interaction
with other parts. You could use different brushes, but I'm using the clay
build up because it has enough grunch to cause that extra damage on the
surface of the wood. Now let's hide this one as well. This is the damage, but since it's going
to be filtered and hidden behind these, this is going to be enough. Now, let's bring the others Then I feel like this is enough. I do not need to sculpt
on this anymore, but now for the detail pass. Now I'm going for this one
and try to sculpt on this. So let me bring
the crag brush or you could use dam
standard brush if you do not have that brush. We have this crag
brush set to shift. Then you could just
try to cut this wood. Like so. For example, to tell the story
that it has cut the wood and there's more story behind it
more than you have. Then with that Alpha, you could just try to flatten This is how you can
how you are able to bring extra detail
to these areas. Now just take a look
and you see how this detail path is important to provide more
storytelling elements. It will take your sculpt, texturing, your design
to a new level. Make sure that whenever
you have time, go for the story telling pas and add the details
whenever you want. Then when we created the metal, we just make sure that there's going to be detail there as
well by sculpting that metal. Now it's just not like a random piece of
wood placed there. It has a story.
It has character. It has reasons for it. And for text string, as well, it's going to be very
fine when we place that. Let's take a look
and now you see it really takes that
to a new level. They have interaction. They
have a point to be there. They're not just randomly
sitting there for no reason. Now, for interaction of
these two wood pieces, let me see, I'm going
to sculpt on this. Now, L et's try to carve here. And carve on these
areas of interaction. Okay. We have too many
polygons in here, so the display is
getting a bit slower. But we are going to go for this path because
that is an important one. So L et's just create those extra details that are going to elevate
your design to a new level. Now let's see, I'm
going for this one. Let's go for Dam standard
to see what that does. No, it's not that
aggressive enough. Let's go for the same or brush. You know, by trying to
carving these like, so we're telling
that, for example, this wood has been cut, and this one has a story. It has purpose. It has the reason to be there and not sitting
there randomly for no reason. This will be great for text
string as well later on, with a text string phase, it's going to be very good. Let me bring this because that
brush is more aggressive. Now I'm using the clay builder
brush on subtract mode. It's more aggressive and I like this one better because it has that characteristics
plus the amount of detail. Okay? Now, let's add that extra detail here. And then here. If you want to specify this
detail even more, you can go and decrease or increase
the brush scale. Se here by increasing
the brush scale, I'm able to cause more damage. Later on for the
low poly as well, we want to make sure
that we capture these details and do not also go for a high
polygon result. We want to make sure
that we capture details as well as
optimizing the result. He's going to be
a detail as well. Like the wood has been
chipped for this interaction. As I said, there's no
stopping point for sculpting. Whenever there is detail it can basically sculpt
infinitely on these. Because there's no
point to tell that, for example, it's enough. You can always elevate
your design to new levels. But since we are
limited on time, we need to make sure that
we place those details, going for optimizations
and use our time wisely. And see how by going
for the small details, we're able to add
more storytelling, more character to the result. I believe we could go
for the same thing here. Because later on we're going to duplicate those
other pieces here. So first, let's
carve the place for them because they are going
to be simply duplicated here. F c the place, and then we place them here. Okay Let's see For example, we could go and carve
this one in here. Let me take this. Se by simply adding such
small details, we are able to add a lot of
storytelling to the elements. Now, let's see Let's try to place those
details here as well. Let's increase the brush scale
and try to cut this wood, i it using these stones. That is going to be good
for baking textures. Later on, the result is
going to be very fine. Let's go for here
and call this finish for for now with a bit
of carving on this wood. See carving on this wood as well doesn't finish that
because there's always details that you can add and there's no finishing point for sculpting because
there's always details. Now I'm going to
pause this lesson, call the wood creation finish. In the next one, we are going
to carve this middle piece, this one that is going
to hold these together. Then we might create
a middle piece to hold this wood together because now it's standing
here for no reason. We will create some middle
pieces and I believe a bit of sculpt on the stones and call the sculpting
finished finally. Okay. See you there
in the next one.
19. Finishing Sculpting: Everybody. Now finally, it's time to go for
sculpting the metal, and you see here, we have a very simple box
that we need to sculpt on. But before that, we
need to go for dynamic. So definitely we need
more resolution, let's increase the resolution
so that we get something. Now I'm going for
sculpting the edges, and I'm not going to bring
in the Alpha for now, because right now, I'm not caring about adding
too much detail. For sculpting these
edges for metal, trim dynamic would
be a good idea. If you go to your
brush palette and search for trim dynamic, it's in here, you can bring it and try to
sculpt it with it. It just tries to affect these edges in a way that
trims moth border might miss. First, changing some of these edges and greater
scale on smaller scale, just like what we have
been sculpting for those wood pieces or stones. Say it's try to melt everything. And sometimes you want
to really sculpt and sometimes a bit less. Then for metal, as well, we are going to use some
of those alpha brushes. Okay. Now, it's for starting. Now, we need to sculpt and bring a bit
of noise on the surface. Let's go drag Alpha
and bring one of the Alpha brushes that we
have prepared for metals. It's noisy. But we need to
go for a better resolution. This one's okay for adding
those final details. But before that, let me
bring this one. You see? It tries to add a lot
of those cool off but we need to flatten
that because we do not need that to be too noisy. But let's go and bring
the back face mask go for all of the sides. And then we could go try to smooth to leave that silhouette
change that we have. Now we have a bit of that
rusty metal texture, Let's go for another pass. But this time, let
it be smaller. These strokes need
to be smaller. After that, we will
smooth as well. But something that I do not like is the sharpness of the edges. I want the edges to preserve that metal to be distinguished
from other pieces. Let me see if I could Separate those
sharp edges burst. So there's a brush
that is called pinch brush or planar as
well you could use it. This pinch brings the
polygons together, and if you use it on this edge, it's going to bring those edges together to create
a sharp result. This way, we're able to preserve a lot of those
sharp edges that we know exist on metallic surfaces. And then using
another brush like so trim smooth or
another brush we are able to carve those
details on that surface. I want the edges to be sharp, so this is the way to go. Because we smooth
it those edges, and now we need to
preserve that shapes Okay. Now let's see what
more edges are left. And then we could bring
in another planer brush or the stri dynamic and try
to slatten these edges a bit. Let's go for trim smooth border. And try to sculpt
on these edges. So before that, da. Then I'm going to bring the
planar brush this time. It in here, say it tries to
really sharpen these edges. It will be good for the bake later because the edges
are defined and sharp. Now, in here, we need to
preserve these sharp edges. Now, let's go for these and
try to I Latin these a bit. I'm going for trim
smooth order without that so that we could
sharpen these a bit. For the second pass of
the metal sculpting. You see now we are getting that blobby shape
that might exist on some of the rusty metals
that you might see. I'm going directional as well since I want them
to be directional. Now, if you want to preserve
a bit of hammer shape, you could do that as well by
bringing some of the brushes and go like a blacksmith and
try to hammer the metal. The cage. Now let's see with
the composition. Of course, there's more
detail to be left. But also if you want it
can add more details, but for now, it's time to
carve in those details. Let me bring the clay build up. And then try to sculpt
negatively in here. To tell that, for example, it has been carved
and it's not just like a random piece set there, it has been cut and
wood has been placed. Okay. Now it's too chaotic. If you want, you can go more straight on the
surface of metal. Now, let's see.
I'm happy with it. Now it's time to
bring in this one. So let's go for here. Then first, I need to duplicate
because I want to create a low poly version of this mesh because that is
easier to export to blender. Let me go for decimation
and go for a two k mesh or 20 k. It's going to preserve the shapes and be a bit
easier to export to blender. You see? It just
optimized the mesh. I just wanted a
placeholder of the mesh. It's okay. Now let's activate the visible mode
because I'm going to export it and just call
it broken pillar. Here we are again in Blender, and I'm going to bring that OBJ the broken pillar. Now it's it. I'm going to create a
couple of planes in here to create a blockout for that metal piece that
we're going to sculpt. Then maybe another pass on the stone and
call it finished. Now let me bring in a cube. Then this cube is going
to be placed here. And maybe rotate that for
a bit of more variation. Now duplicate because we want
another one on this side. Now, let's see like they have been welded using these metal
pieces. I'm happy with it. Now I'm going to export
these two together to rush to be able
to sculpt on them. Let's go for and make sure that it's selected on the object and it and then we could easily
delete this place holder. For testing, I'm going to Bring a placeholder mesh and replace it with the
ones that we created. Metal welding, good. Now let's delete that one, and now you see these
are placed here easily. Now I'm going to take these two and try
to sculpt on them. Let's increase the
scale of dynamic. Let's bring the trim dynamic
and go for the edges a bit. Of course, for easier process, you can divide them and
sculpt on them individually. That way, the camera
would work a lot better. Now here, and I'm not going to sculpt these sites because they are not
going to be seen, so we're not going
to sculpt them. Of course, we can take your
time and try to sculpt them, but because we're
limited on time, we're going to leave
those completely. Now let's create the illusion
that on the surface, there are some spikes as well so that they have been
placed on these metal pieces. In order to do that,
I'm going to bring in one of those insect
meshes that has primitives. It's this one. Now let's bring in
the fault sphere. If I try to bring that, let me go for depth. Okay. Now we need to damage these
to weld them together. So let's bring the
dynamis completely up and see the result. We do not need this one.
But definitely these are okay. Let's do something. I'm going to go back and just
try to randomly place here. I don't want them
to look mechanical. One here, and it's okay. Now, let's go for dynamesh
and try to welt them, now we're left with
these to be sculpted. Very easy. Let me go
for trim Smooth border, bring that Alpha because we need to sculpt on these to make sure that they look her metal, and they're not so la And he can bring
the planer brush and use that one as well. Now it's time to bring
in the damn standard and try to c a like they have
been carved on the middle. Let's see. Now it's looking a lot better. Then let's bring some of those alpha brushes and go for smaller scale. Okay. Let's bring here because I believe these should
be visible as well. Now we need to
flatten them a bit. Let's remove the Alpha because I want to flatten and remove
some of those details, not inserting new details. So I feel like we are in finishing a stage
of sculpting in rush. After this, we will take care of the high
poly and low poly, export them to blender. And we might also do some
changes, if necessary. But overall, these are
the finishing steps in the sculpt in Zbrush. I really wanted to create
something like this. I believe you have learned
something from it. Now let's try to see. Now in order to even
go for more detailing, I'm going to go for this wood, and this one and try
to carve that in here. Let me this one or the dam standard whichever you see fit, and try to c that here. In order to go for a bit
of extra storytelling. Okay. And in here, let's go for another intensity. And then here, and finally in here. So Looks like there's
here remaining as well, let's go for clay build up
and try to sculpt negatively. This will help to blend the result for a
better storytelling. Okay. Now, let's take a look and I feel like it's
enough for sculpting. We have created the
results that we wanted. Looks like there's
something missing in here. That is lost that part. Because when I wanted to append, I just appended on that by mistake when I wanted to
bring these metal pieces. It's not a problem
because I have a backup in here that
is the original sculpt. Now let me go for the other one, which is this one, delete. Okay. And then now sculpting is done. Of course, you can go bring in more details if you want to. Like I said before, there's never a stopping
point for sculpting. You can always try
to add more details. But it's about what you
get from that sculpt. So far, I feel like
it's enough we sculpt that stone wood
and a bit of metal. And these parts are the ones that are going to be duplicated because we sculpted these
on different sides. Later on, then we
created low poly. We will duplicate
these over and bring them rotate them to here to take the place of these so
that we get a bit of texture saved because
if we divide textures, for example, if we have ten
pieces of wood texture. It's going to be more blurry
than having, for example, five wood textures textured and then duplicate
it over to here. We textured different sculpt it differently so that when we rotate the wood in
different directions, we get different variations. These are going
to be duplicated. I'm going to now call the
sculpting lesson done. In the next one, we
are in Zbrush again, but we're going to
create the hypo, because this is like 100
millions of polygons. If we import this to Blender, it's going to really crash
and not work all right. We need to create a
decimated version for hypo and another more
decimated version for Lp. See you in the next one where
we go and try to sculpt me, not a sculpt, try to export these and before that
decimation. See you there.
20. High Poly And Low Poly: Okay, everybody. Now the
sculpting process is done. Of course, we can go
try to sculpt more, but since time is limited here. We are going for optimization. So a lot of these are okay, but since we're going to
import them to blender. We need to go for
lower resolution so that we could just imported
more easily to blender. Now, we're starting with these. Again, we need to pre
process and then decimate to get different low poly result. First, we decimate them to 20% for hypo and then decimate
that for low poly. It's going to have a
bit of waiting time, but I'm not going to
include that in the videos. I'm going to just pre process and then return
back to you when it's done. Now go for decimate on 20%. Now it went to something like four millions of
polygons and reducing the overall polygon for this
object for the high poly. Now let's go for this one, which is the heaviest
probably taking half of that polygon numbers. Again, pre process, it's going to take more to calculate
because it's more complicated. And decimate on 20% doesn't
remove the details. It only removes the
unnecessary polygon numbers and keeping the details. Later for creating
low poly as well, we will further reduce
the amount of polygons. Now we need to decimate, and it, I believe we could even decimate it further
even for a hy poly. Later on, we will
return back and decide. So this is okay for a hypo. But we also we could decimate it even further
without losing details. Just take a look
and by decimating, now we are getting a
bit of blurry in here. Let's not decimate these. These are on a good
low poly budget. Let's keep them because
these are kids, and they are important. Let's see about this. This
is one millions of polygons. Let me pre process
and then decimate. Not a very great change. I'm going to keep this.
So here pre process. Let me zoom to see how much
detail it will preserve. It removed a lot
of those details. So I'm going to keep it like so. This one. Instead of 20, let's go for half
of that number. And then decimate. It preserved the details. This one, great with no great loss of detail. Pre process and then
decimate. Okay, great. Then I'm going to pre
process decimate. Again, it's the same
process until we get a reasonable
amount for the hypo. Then when we make sure
that the hypo is okay, we will go to deal with the. Then It's a good one. Again, it's repetitive. You can just make this visible. And then for all of these, you can go try to preprocess. It's going to preprocess all
of these visible sub tools. It's going to
process all of them. Now, I just decimated all
of these and from something close to five something close to 100 millions
of polygons, we went to something like
25, a quarter of that. So because this is subjective and yours might
be different than mine, I went ahead and decimated
these on different results. You might want to
decimate more or less. That was the process
of decimation. Now we have the hy poly created, and now we are ready to start create a low
poly from it as well. Because this is no way close
to something like low poly. We need to make sure that these are decimated further
to create the low poly. For some of them, for example, like the well
itself, these three. We are going to combine
them to create the low pal. But for now, let's go for simpler objects and then try
to create low poly for them. Let's start with these and
start with simple ones. I'm going to duplicate
and take this one and rename it to hypo. Then this one, let's
rename it LP for lo pal. This is the naming convention
that we are going for, and this means that it
is the first piece, and then this one
is the second one. Excuse me, for example, this one is the
first one first one. Okay? For some of them, we rely on decimation. For some of them, we might go dynamic on lower resolution. For some of them, maybe
we go for Z remeasure. I don't know, but let's
see what happens. Let's go for decimation. This is low poly,
and this is hypo. I'm not going to change that. I'm just going to take a
look at this low poly. Preprocess and decimate. This is again hypo. Preprocess once more. Again hypo L et's pre
process once more. Now this is something to
consider as a good low pally. We could go even
further if we want to. Let's go for half of that value. This is perfect. I'm
going to keep this. If I just compare that, you see, it really captures
all of those details. Of course, there's
this project button that you could use. But I suggest that if
that is not necessary, and the objects
are close enough, do not use that because
if you use project, it's going to push
these vertices away and it will cause some
issues to happen. Now this is something
that I'm going to keep for the low poly. This one for well, these ones that we're
going to later combine, I'm not going to do
anything right now. First, I'm going to
create a folder. O is going to be highly let me bring this to looks like we need to go
create that folder again. And then take this
one and create a new folder and
call it low poly for better handling stuff. These one, I'm not
going to do anything. Let's go for this one. This is going to be the hi, let me bring that. Then I'm going to rename it Then let me duplicate and bring that to
the low poly folder. For this one, let's go see what decimation is
going to provide us. Let me re tow Now, let's hide this one now. I'm going to preprocess. It's going to take
a bit of time. Then so this is too much. I'm going to pre
process to a point that it's well
decimated for a lo pal. So this is too much. Let's
go for 20%. Again too much. Of course, there's nothing
wrong with using this, but since we're going to
create an ultimate locally, we need to decimate
it even more. So let's compare. That
one is the high poly, and this one, the low poly. Let's see if we could decimate
it to another number. This is good. It's
going to capture those details plus being
optimized as well. It also has that kind of
sculpting that we provided. Also you can project details, but I'm not going to project. Let's go see what else we have. Let me rename this to and then I'm going to place it in
the hy poly folder, and then create a duplicate, bring it here, and then
rename to three LP. Again, I'm going to pre process. Let's go for 20%, too much. Again too much. This one
is too much as well. This one looks all right. So it looks like
we could go even further and try to reduce the amount This is enough. It's going to hold
the silhouette p those details. Let me hide. Then again, we have these
pieces to complete. It's going to be number four. And then duplicate and bring
it in the low poly folder, excuse me, and then rename to Let's go for 10%. Again, and once more, you could even go decimate more. But I'm going
to keep this. Later on, we might, for example, try to reduce these amounts in blender whenever we saw it. These are going to be combined. L et me take this one. For now, I'm not going
to place them in folder, when I just corrected them, I will place them
in their folders. Let me duplicate and this
one is going to be low poly. Pre process, and we will look to see how that is going to look This is a smaller mesh so we could reduce the
amount of polygon. This one is for the low poo. Of course, you can go even more, but I do not see fit. Let's see if that
captures all of those details. Yes, perfect. This one is going
for low poly folder, and then this one i poly folder. Now. Let's see about this. This is one of
them that is going to be combined with others. Now these for the shingles.
Let's rename them. Then I'm going to just
rename and return back because rea is not something that is important
for the tutorial. I just rename them
and return back. Then pre process. Decimate It looks like we could even go one
step further reprocess. And this time, let's go
for very good value. It captures all
of those details. Later on for baking, it's
going to be perfect. But you see, because we
have decimated too much. It has caused some
issues in here. Later on, we will see
what is going to happen. But for now, I'm
happy with this. Now, this one, I'm
going to duplicate and. Now pre process Oh. These are going to be low poly because we need to
array these too much. But we need to make
sure that they are low poly because they are
going to be arrayed. Now this is a good number. This one, let me duplicate and this has a great silhouette, so we might go a bit to
capture these details. I'll call you once more. And it's good, but
we could go one step further to capture these details because you see there's a
great silhouette there. I'm going to capture
those and you see sometimes because
we go too much. It will cause some issues
on these surfaces. We'll see what we could do
in blender to fix that. Now, this one, I just
renamed now decimation Now, once more, let's
go for 20% and. You could go even
further if you want, but we see that in blender because there's something to
be done in blender as well, so we're going to keep that. Di Now this is okay. So let's go for the next one, which is this one,
so I'm going to duplicate and then
renamed for a low poly. So Looks like it's
enough because if we go it's going to cause some
issues in the geometry. It captures the silhouette, it captures some details. Maybe some of these
details, for example, that you see in here
are going to be fixed later in the lender. Now let's go for this one. I'm really looking to convert
this one to a quad mesh because we can go and try to go for a
straight UV on this. Because if the UVs are Qd, it's easier to convert them to straight UVs rather
than round UVs. So I think you are
familiar with the concept. Instead of going for decimation, I'm going for dynamic. But I'm going to
deactivate the project because there's a project
by default enabled. So let me go for a very
small amount of dynamic. So Now this is not the
amount that I wanted. I wanted that to be more. So let's go for double of that number
and then re dynamic. You see now, it's Qual But no, let's go back and try to
pre process using dynamic. Using decimation master. And then decimate I think like one more level
is going to be okay. Now, we have these
details captured, and now let's go for this one, duplicate and then go for the. Now press to go for decimation. It looks like we could
go one step further. Now it's okay. This
one, let me duplicate. Then it should be
decimated for lo. De looks like we could go even further. Once more. So you see going for decimation too much will cause
some artifacts. Later on, we will fix results in blender if we saw that there
was a problem or something. Let's go for
decimate. Once more, so it's enough. Looks like we are reaching to
those final levels. Where we had just a couple of more to decimate
and then there are mixing of these to a new
level with a new method. Now, let me duplicate that
and then go for pre process. Decimate and then the process is going to be the same
preprocess decimate until you're happy
with the results. Now I'm happy with this. Let me go for this one, Duplicate and try to rename. Now, pre process and decimate until we
get a proper result. Of, there are some presets in here that you could
use, for example, if you set that, you're getting exactly the number
that you place. This is a good number. Let's see about
this area in here, which might be a bit tricky because there's a
geometry issue in here. We will fix it later in Blender. Now, the last one that we are
going to decimate because the other ones are going
to be mix of decimation, maybe dynamic, and so on. And then decimate to
get a proper result. And fix the issues
later if there was an issue in blender. Now, these are okay, and now there's
only those measures that need to be combined. I'm going to place in their own folders and
return back to you. Now, I place them in
their own folders. This is the hypolykit. And this is the low pally kit. Plus these ones
that are going to be placeholders for a later
use because we're going to, for example, take the low poly and duplicate it over
here and use it. Then now it's time to go
for those tricky ones. For example, let's start
with the initial one, which is the d plus
those concrete pieces. These three are going to be
mixed into one geometry. Now, let me duplicate and then take this
one duplicate as well and bring it here. Then now it's time for
this one to be duplicated. Now, we have a kit in
here that we could use. Let's hide these three. This is 12 and three. I'm going to combine
these meshes together to create one low poly from
them. How do we do that? We need to use the dynamic, but without project and set
to a very low resolution. Let's go for dynamic. Now you see it tries to reduce the amount of resolution
that you have to a very, very minimal number because we're going to create low poly. Again, let's go here, deactivate poly groups and project and go for
a minimal value. And see what it does. So for this one, let's go deactivate the
poly groups feature. Then in here, let's go for
512 and try to dynamish. It removed a lot of the polygons and a lot of those features, but later on we'll remove
a lot more as well. Now, let's go for this one
again, deactivate poly groups. Go four of 512. It closes a lot of those gaps, and then I'm going to take these three meshes and
combine them together. There's the merge
down option that you can find merged tab in here. Merge and merge. Okay. Now we have three
pieces of geometry in here, which we're going to use dynamic again to mix them together. This is going to make
sure that a lot of those issues are solved, and the geometry
is mixed together. So re dynamic. And you see now, it's part of the same geometry. See we went from something like half a millions
of polygons. Two half of that value. Okay? Now, let's deactivate blur
and try to go for half of that number and then try to re dynamic to get
even lower poly. Now, you see, this one is
part of the same geometry. And that really
depends on you on how much detail you want to
preserve on the low poly. But I'm going for 128 and
re dynamic once more. I'm seeing this
value as a good one because we're not going
to use all of that. There's a lot of geometry in
here that could be deleted. This center part is
going to be deleted. Then you can control W to unite
all of those poly groups. Now let's bring these
three up If you want, you can go try to
project the details. Let me disable all of them. You see, this is the low
poly that we got from that. Of course, we are going to reduce the amount
of polygons even more. But since there's a lot of
geometry to be captured, we need to preserve
some of that geometry. It's good for now, but later on, we will fix a lot
of those issues. We will remove a lot of
them and see what happens. Now, call this one ground. And place that in
our low poly folder, then these three are
going for the poly. Now we're left with
the well itself. So let me duplicate
and this one, we have these three that
need to be dealt with. Let's first go for
this concrete. Then I'm going for dynamic on smaller scale without project and
poly groups features. Let's go for 512
to reduce the am. Looks like we could
go even further. Aa. I'm going to keep this. Now this one is going to take
a bit of more time because it's more complicated
than the others. Now let's go for such a
value, try to dynamic. You see, it gives
us a silhouette of that object while welding a lot of those geometry
and closing those gaps. I'm happy with it. Now this one, let's again go for that value. Now, these three are going
to be welded together. And because these have a
lot of points in common, dynamic is going to
remove what's in between. For example, the areas
that are not visible, dynamic is going to remove
them. Merge and merge. Now we have something
more than a 100,000 polygons without
project and poly group feature, let's re dynamic It
welded them together. Now we have something
that really captures that hy poly look, but we could also go one step further and try
to reduce the amount. Let's go for 12028, and then re dynamic once more. This is something
that I'm happy with. I'm going to keep
this. Because it captures a lot of those details. You see it has removed
whatever we cannot see by joining those geometry
pieces together. Let's go back, instead of 128, let's go for 200 and re dynamic. There's a bit of
problem in here. So, I'm going to keep this, later on, we will remove
a lot of these here, those that are not
going to be seen. Okay. Now we have Hip
and Lopoly created. And the next thing
is exporting them to blender for creating the and Hip and matching
the objects together. But before that,
let's do some Let me Bring these. You see now, they have only one
single poly group. I do not want this
because later on, it's necessary to have different poly groups on
all of these objects. It's going to be good
for creating ID mask to get different color
on or material creation. These ones that we dealt with, let me I'm going to know it's not going to be mask, it's
going to be poly group. Go for ato groups, and you see for each of these that is separated
from the others, it's going to provide
one poly group. You want to make sure
that these are separated, and that was why we didn't use dynamic on these poly pieces. When we were trying to
create the low poly. You have other
options, but this one is the most reliable if you have separated geometry into one
sub two. Let's do something. I'm going to enable customization and I'm
going to bring this. Let's place it here. Store convic so that every
time we load Zbrush, we get that button there. Now, let's go for the next one. Let's zoom. Now I'm going to set auto group to give each 11 poly group. That is going to be
later necessary for creating variation mask for d of these stones because
I want them to have different color so that not all of them are
the same color. For a bit of color
variation, it's okay. Now, this one, it's going
to be one poly group, but this one let's
set auto group, set the different
part of that sub two. Then now let's go for
this one as well. Let's see. Now we have different poly
groups for these meshes. Now what we are going to
do is exporting these to Blender for unwrapping. Of course, the low poly
is going to be unwrapped. The hypo is there only for matching the
material and so on. Let me bring these and that
is going to be simple. All you need to do is setting their visibility
and exporting them. Now these are set to visible. I'm going for FB X export and make sure that you have set that to triangles
if you want. Now, let's deactivate triangles
because these are ods, and we need ods for a better
wrap, this one and this one. I'm going to, make sure that smooth normals is
activated and export, and we're going to export let's set this one
to be low poly. Then deactivate and make sure that we go select these ones. Then when exporting, this one doesn't matter
if you triangulated, but make sure that smooth
normals is activated, export, and then hypo. This is going to
take a bit of time because there's a lot
of geometry in here. But in the meantime, let's go to Blender and try to import the low poly and match
it with the block code. This is the low poly. Now, all of these need to
be set on different scale, and it's even the low poly
is looking all right. There's this one as well,
which we need to remove. What you need to do is bringing the s menu and you are
going to use clear scale. Let's go back and you
see it's matching with the blockout the best. It can. Then if we hide blockout, this is the result after
all of that effort, and I'm really happy with it. We're getting good results. For now, we're not importing
the hypo to blender because it's going to make
it heavier for performance. In the next lessons, we are going to unwrap these, and then when we make sure
that everything is unwrapped, and a lot of these are going
to be removed as well. We are going to then bring
the hypo match them, create materials,
and then export them to blender for
texturing process. Next lessons are going to
be in Blender CU there.
21. Start Uv Unwrapping: Okay. Now it's time
to go for unwrapping. But before that, I
import the hypo, of course, scale is wrong. If you want to clear that, just go for clear
transform and clear scale. To visualize that like so. Then compare that
with the low poly, and you can already see that, high poly is going
to work out right. Now I'm going to take that, remove it, and then bring the low poly
and try to unwrap it. I'm going to start with
smaller ones and simpler ones. Of course, there
are optimization as well that we need to do. For example, this one
that you see in here, this well itself, has a lot of polygons that are
not going to be seen ever. So they're going
to be hidden here, and this one as
well has a lot of polygons that are not
going to be seen. So we're going to have an
extra level of subdivision, and you want to make
sure that you bring the pace orientation menu. Let me ring that menu. Now you see everything is blue, and it means that the faces
are facing the correct way, and there might be some
very limited errors. For example, you see in here, this is a error caused by
the decimation process. There are some places that
need to be corrected. For example, if we
take a look at here, you see, it's very minimal. But if you want to be perfect, you can go try to re, try to create new faces for it. And then call it done. Now, for phase
orientation, it's okay. Now we need to start
the unwrapping process. Us a bit of optimization. Let's start with
these and let's bring the pivot in the
center of all of them. First, let's make sure that
all of these have the UV maps generated because they are not using that UV map. Now, I'm going to UV editor, and in here you see there's nothing because we need
to unwrap it first. So let's bring the geometry, and the method that
we are going for is selecting the
edges that are sharp, for example, having
that short transition, and then convert that to a Sam. So we're going to select
these and you can hold down control for picking the shortest path to the
point that you select, for example, this one,
and then right click and you're going for Mark SM. Okay I just brought that to a quick favorite menu
so that when you prosecute, you're getting the
marked seam like so. And then whenever we
see a sharp transition, we are going to convert
that to a seam. This one and this one mark seam. We take it and select. Let's go to select these. Right click wrap. Then you get something like
this wrapped completely. This is the process
that we are going for. First, we create
seams on areas which we feel need to be
converted to seam. And in order to go for
a faster selection, you can go for control
select mark seam. Let's see, I'm going to
select Shade Smooth. This is because of the material because we are in material view. If you go to shade mode, Let me bring the roughness
The roughness is up, but let's not use
metallic on it. Let's bring the color
to a reasonable number. Now, I'm selecting these edges. Mark Sam. Mark Sam again and
these two mark Seam. This one, we do not
need to make seam, so clear Sam is
available there as well. Control click. And then mark Sam until you close all of
the gaps. Mark them. Looks like the first is done. I'm going to select
all of them on wrap. And now you see that, you get perfect geometry represented
in the UV island. We have these two UV
islands and these two side. This is the process
of UV creation. Of course, later on, we're going to combine them in one UV shell because we're going to
optimize in UVs as well. Let me select this. First,
I'm going to see if I could remove some of the
geometry by merging by distance. It's fine. Now, I'm going to select these areas that look right
to be converted to seams. Until here, these ones are the easiest ones in this lesson. We definitely have the ones that might be more challenging, but the process is
going to be the same. Whenever you have
sharp transitions. Mark them to be converted to
seam and you're good to go. Then later we will convert these to be set to
smoothing groups. For example, to
separate these based on the smoothing
groups to make sure that edges are going
to be a bit sharper. Let's select from here and
Control click to here, and then one way
from here to here. Let me see, take a look
around and it's okay. Let me select and perfect. We get the amount
that we want it. Let's go back and try
to go for this one. This one, you have the
option if you want, you can make these
their own UV shells. But I'm going to just
keep them the same. Let's go for a bit
of optimization. No, it doesn't. So let's try to
select from here. Let's go to solid mode, and create a material for them. It's going to be
underscore well for now. This way, we have more
visualization on the UVs. Let's bring the color
to a better color. Let's go to solid view because this provides a bit
of guiding lines. And control, click your way. If it doesn't, just
go back and try to select another path
to be selected. It looks like there's a bit
of geometry problem in here. That's so minimal.
That is really your choice if you want to fix. Let's take and we could
easily remove it. And then select your way by control clicking on
these short edges. No, this is not a good
selection. This is perfect. Let's isolate and there's a bit of tricky problem in here. Let's see what we
could do about it. Let me select everything. If we could merge, it merged. And now those problems are gone. Sometimes merging, some of these will result in a better result. No notes from here. Let's
go from here instead. Let's take this edge
and continue from here. You just want to select the edges that you
might see. Okay. This is a bit
tricky because it's a bit rounder and those sharp defined edges
are not present in here. So we could go and unwrap. I feel like we have
probably Perfect. Now this one, this is
easier because of the of polygons that it has,
it's more optimized. More optimized means
that it's going to be easier for P because it's basically on a
lower resolution, and the selection is
going to be easier. It is going to take order
to select your polygons. But but having greater amount of poly B gon will result
in easier selection, but it's going to take a bit
of more time calculating. It really depends
on your workflow, and to see what works for you. Here you see let me select I'm going to
select all of them. Now that one is the last one from that shingled kit. You see because we do not have that amount of
polygon to select, we need to select something
that might be a bit off. But if you have greater
amounts of polygons, it's going to be
easier to select. Okay. Let me see. And generally, let's see if
we could optimize that a bit. So okay? Now these are done. I can hide them and we can
go for the other pieces. There's something
in here that is the placeholder mesh that
we created in Zbrush. Let me take that and remove it. Now we can go and
try to continue. We will leave these two for later stages because they are
going to be a bit tricky. Let me take and I believe that we could go for more optimizations on
this one because It could be optimized
a bit more, especially on these
cavity areas. So let me select these
and go for optimization. Let's go for that selection mode because I do not want to
select the other meshes. Just go select these
ones that you see in here because we do
not need to make sure that we want to make sure that these
are a bit more optimized. Now this one is better. For capturing those hypo
details, it will look all right. Let me select these. Increase the selection,
converted to point selection. Then let's take
this, try to merge. It merged those
vertices and now it's time to go for this one here. First, try to
select these edges. Now select these outer edges
as well, and then merge. Let's not merge that L, so Now this one is a lot
better and more optimized. So let's take this and this one, and join. Now we are able to go
and try to unwrap this. Mark them, that
is an easy piece. Because the edges are so defined that we could easily select and mark Sam. F here to here, great. Now from here. If it doesn't just
go back a couple of polygons and try
to select from there, a couple of edges and
select from there. Depending on how
important the object is, based on the player's view, we decide on how much effort we place in creating
a good UV shell. Let's create a UV map. Perfect. Then I'm going to take
this and hide it. I think the unwrapping
process might take two or three lessons
depending on the workflow. So first, let's create
a UV map as well. And select. First, let's go
select the vertices, try to merge, not so this one is better. Now, we need to select these edges and try to
sharp or mark seam. Because it has some
cavity in here, I'm going to include
them on the CUV shell. But if you want, you
can separate that. But I'm not going to separate it because it doesn't matter. So there's this
one let's remove, and we're good to go. Sometimes when you
decimate too much, it might cause some. So we want to make sure that
the decimation process is going to be taken care of. For example, in here, you see, there's a
bit of problem there. We removed that. Then let's select easily here. Let's select that one and
select this one instead. On wrapping process
might not be everybody's favorite because that
takes a bit of time. And it's not really that
interesting compared to something like texturing
or creating the object. On AP, let's see what we have. Looks like we could
improve this one a bit. Instead, let me
select from here, Mark Sam and the select these
from the seam. Now, on AP, We will later deal with
this to see if that needs to be dealt with or not. So Let's go for this one. It's the same thing, just
like the previous one, a bit of primary optimization, and then looks like there's a bit of
problem in geometry caused by that optimization. Just by manipulating
that vertice, we were able to fix the issue. Now, looks like there's
something in here as well, te and re, let's see
what is going on here. That could easily be removed. Now let's select from here. I want this to be seam. So select these two j. It will create some
extra vertices, but it's going to be good
for selecting as a seam. Mark Sam and then
this one as well. Know from here, and then I believe this
should be the final one. Because these are organic
shapes, for example, these are not a
shape like a gun or a mechanical piece that needs to be on place when creating seams. It could be off by
a couple of seams and having no problem. Okay. Let's continue. And I'm going to
start with this. Let's see if we could optimize. Then we need to select caps. No, not from here.
Let's select this. Then this one,
cylinders are generally easier objects to
because you need to the caps and then the body itself is
going to be just one piece. But the more sides a mesh has, the more complex the unwrapping
process is going to be. For example, It's a lot more
complex to unwrap something like a cube than a cylinder because a cube is going to take longer and it's going
to have more sits. Something for placing seams. Just make sure that
you place seams on a place that nobody
is going to see. For example, this
bottom side here looks awesome place
for placing that seam. You see, by placing
only one seam, you are able to separate now, I just place the seams
where they needed to be. And then let's select our way through here. Now select, and we need to
create a UV map and perfect. So generally we
get a good result. Now let's take that and no me. For now, we're only
caring about wrapping them So then we will make sure that we place them on their own UV shells and
on their own materials. We might create, for example, some materials depending
on our workflow. So let's go for this one and
try to unwrap from here. C cube is going to
take a bit more because it has more
sides to deal with. Then you need to make sure
that those are going to be exactly on the same edges. I mean, the U V seems need
to be placed wisely as well. That's why you need to care a bit more on something
like a cube. For something like a cylinder, especially some a wood, which is going to be
rough and organic. You do not need to that. Because you do not need
to place a lot of seams, only separating the caps
and the cylinder itself. Now, let's bring in the UV map and and it's
going to be a good one. Later, we will just make sure that we do not
have any UV problems. But now, it's only
about creating wraps. So we could separate
these from the But we could include them in the same UV shell as well.
Let's see what happens. If there was too
much distortion, we need to make sure that
we do something for them. But if there was minimal
to no distortion, we might just leave that
to be in its own place. So converted to seam
this one as well. Now one extra seam that
we need to go vertically. Now this one If the shortest path
didn't work a right, we can go back and
try to reselect. Here as well, let's
place a seam. Now it's all created. Let's create a UV map. Wrap, and it's perfect. We do not need to
change anything. Let's take this one and hide it. You see, we are progressing
more and more as we go. This one is easy as well
because it's not so complex. Of, if you want,
you can just try to optimize these if you want. That looks like there
are a bit of problems, let's select and merge by
distance, not that much. Because if you merge too much, you're going to have problems
when selecting the seams. You want to make
sure that you have enough geometry to
go for sea creation. Okay Let's see perfect and
now final seam in here. Looks like there's
a problem in here. Let's take and remove
done and looks like we could go for another and. Per Let's hide it. Then again, let's
go here and try to unwrap and this part is
not going to be seen. I'm going to take these and completely
remove them. Now these are seams
by themselves. Just make sure that you select
the best option possible. If you have bigger
options or more options, it's easier to select generally. But if we have not
enough geometry, it's going to be a
bit more difficult. Since what is
something directional, we need to deal with that directionality as well.
Let's remove that one. Because all of these
UV shells need to be facing a correct way. We will deal with that as well. Let's take that and remove. Because these are
hidden under the mud. Nobody really cares if
we place them here. Or if we completely remove them. Now, is something like this is much more complicated
than something like a simple cylindrical
piece because it has more geometry to be to be dealing with and it has
more complexity as well. Because there are a lot of sides that need to
be converted to seams and then let's see what happens. Again, these need to be
converted to seams because there are some kind of a racing effect and we need to take that into consideration. Now, one in here, and one in
here and one here as well. Let's place our seams like, and this top part
as well might be removed because nobody
is going to see that, and that is hidden with
that metallic piece. In order to save
texture and geometry, we could easily hide
it or remove it. Mark Sam, now, select this one, select linked and remove. Now let's create
a UV map for it. Let's see about here. I could add seam lines in
here because you see it's. If we some seams in here, it's going to convert that
to simple U Vs rather than a square because a square takes more and it doesn't allow others to be placed
in here, for example. But if we have
something really like this one to be a sheet
or something like that, it's going to be much easier. Let me select that once more. You see now, we have a
better result there. In here, that part is
not going to be seen, and this one is going to
be hidden under metal. And finally, one, two, three, four, and these
ones plus this one. The result is going
to be the same. We need to place the seams and delete parts that
might not be needed. For example, this part in here, let me go for this because nobody is going
to see that remove, but this one is
going to be there because we have that in view. These ones as well
are going to be removed later when
we unwrap these. We will symmetry them over
and rotate them to make sure that we are facing
the other direction. We will show these
for these ones. Okay, I'm going to pause
now and in the next lesson, we will finish the
unwrapping process, or if we didn't,
it's going to maybe take a couple of lessons
to finish unwrapping. But I believe that
there should be enough for half an
hour to unwrap these. These remaining ones.
See you in the next one, where we go for unwrapping the rest of the pieces
and these ones as well. See you there.
22. Continuing The Uvs: A Okay. Now we are finally
reaching to a point that we could maybe call this
finished in this lesson. We are going to unwrap and
maybe it finishes here. Let's see what happens. First, let's create a UV map. Then we're going to unwrap. This is going to be a
complex one because it has a geometry. It has a lot of complexity. And it has different
forms that need to be taken into consideration. I think like we're
going to separate this handle from the main one, and one from here, and we can clearly see that
there's a line that follows. After making sure that we
have unwrapped all of them, we will place them in a UV sll and make sure
that they are directional. For example, when later, we are going to create textures, we are going to
create wood texture. You know that wood is
something directional. It has a lot of directionality. For example, the wood fibers are going all in the same direction. If we want to preserve that, we need to make sure that we place them all in
the same direction. We will explain when it's time to Now these could be separated as well. This is the most
complex piece that we have been creating so far. It has a lot of complexity. Because it has a lot of shapes. Of course, we could have
made these separated, for example, these handles, we could just make
them a floating piece. But it wouldn't be that
okay if we did that because we wanted
to look authentic. So let me create
a seam from here. No, let's place it on a place that nobody
is going to see. These two could be removed. Then let's place the seam
in here, in this diction. Then for the cap, Now, let's separate this side. I'm just thinking like, do we want this to be
separated or do we want it to be included in the same
just like the other ones? For example, we could place all of the wood
textures in one UV shell. This way, it would
be more optimized, but we're going to
lose a bit of quality. We're going to take all of
these in consideration. There are a lot of deciding factors that you need to
make sure to keep in mind. Let's place a seam
in here and looks like there's a
geometry bug in here. Let's remove all of
those by welding them. Then this one is going
to be converted to seam. Let's go from this direction. No, this one is better. Now we are separating this. Let me just go around. For these handles themselves, we could just convert them just like other
cube pieces that we had. We could divide them into
pieces or we could go for something just
like one regular seam. Let's see what happens. First, Then I believe this should be the
most complex geometry that we have been unwrapping, because it is composed of many simple pieces
combined together. It's just like going and
trying to unwrap a lot of pieces at the same time. This one is not
going to be seen. Let me see if I know, let's leave it before now. Later, we will
decide if we want to keep that part or remove it. Because we do not have a
lot of geometry in here, it might go off for a
couple of polygons, but doesn't matter because
the geometry itself is small, and that seam could
be smaller as well. Let's place a seam in here, no. Let's place it on a place
that nobody is going to see. This one in here, Let's go for initial wrap to
see how that is going. Let me see this one. You see because we do not have seas in here vertical seams, I mean, Let's place the
seam in here and test it. Then let's take rap.
Let me see this. This is the wrap
that it has done. Looks like we could
go and try to place some extra seams in here. It's going to be easy because it's just a couple of polygons. And it's not going to
take so long to create. Then these round pieces as well. There's small amounts of
geometry so that could be a problem or something okay
depending on the context. Because there's not
much geometry to choose from you can find
the geometry easier, but there's a limited amount of geometry that you can select. Let's take a look,
go for another rap, and you see now they are
looking a lot better. But these ones, we might go for some seams to
make sure that they look because the more straight
themes like these ones, the better it's going to be
because something like this is not going to a lot of texture resolution because
it's going to take a lot of texture from the U V. If the piece is
going to be straight, it's going to be a lot better. Then up to here, Now the last one is
this one. Mark Sam. So it looks like there's
something up and we need to go manually select th here. And then this one,
and finally this one. Now, let's check to
see what happens. Mostly it's okay, except
for these round pieces. This one, Let's place
one seam in here. Looks like we need
an extra seam to separate this part
as what I forgot. Because here we
have more geometry, it's easier to select through Now let's take one more. And now you see we
have a better result, but it's going to be a couple
of other seams needed here. So let's divide this one, mark Sam and wrap. You see, this is now better. It's going to form these. Of course, you can
just if we had quod, you could go for
something like follow active quod and convert it to a straight line just like this. But since it's triangulated, we do not have that option. Convert this one. And this one to seem unwrap, this one and this
one separated and one from here to here, and one from here to here. Now we get something better, Let me see which one
this belongs to. Okay. Let's continue
the same to here. Let's go from here to here. And one from here. Then unwrap. Let me see which this one is. Now you see we get a more
straight line there. This one is now okay.
I'm going to hide it. Finally, four remaining wooden pieces that we need to consider, and we could call that
done after that one. Now this one and it's
going to be easy one, just like other wood pieces. It has caps, and of course, something like this, which makes it a bit more complicated, but generally it's
going to be all right. So we have a great deal of
polygons to choose from. Now, one in here as well, you can already see
the cavity in place. And then select this one
and this one, join it. And then from here to here. Then we need a couple of extra seams to separate that because there are
some sharp lines in here. Let's go from here to here. Then gradually one by one. And there's one final in
here done Unwrap perfect. So hide this one as well
and go for this one. This is going to be
less complicated than previous one because
it's just a similar piece, but with amount of complexity. Looks like there's
a problem in here. Let me take all of these merge. If that doesn't work just
bring the thhold up, and it so work perfect. So let's take these
as well merge, and now it's working. Sometimes you see problems
caused by decimation. And you already have seen how
to fix those issues, easy, just try to manipulate
vertices, polygons, faces, and et cetera, and it should be good to go. Looks like we could
place one seam here. If the selection didn't work, it can go back a
couple of polygons and try to reselect from there, and it should be good to go. We could have also
optimized this one a bit better or optimize
that a bit more. And one last Now, let's test on wrap.
It's not bad. Hide and now finally one of
those last wooden pieces. There's a geometry
in here to be fixed. Let's weld those ices. Then we need to go on these
sharp edges to choose from. Then when we make sure that
the unwrapping is done, we will make the
UVs directional. Very easy process. We will just take the UVs, rotate them in a way
that, for example, when we import a wood texture
or something like that, we do not need to project
that using t or like that. We get the texture
exactly like it be. Looks like one seam
in here and one Here, we will test it to
see what happens. Looks like there's a bit of problem merge and then
take this one remove. If you solve problems, you can easily
solve those issues. Now it looks like there's a
bit of problem in here as well caused by
decimating too much. Okay. See by simple merge, we were able to remove a
lot of those bad results. Let me take this pa. If we remove it, no, L et's unwrap to save
the problem existed. We will return back to fix. D. Now, This one in here, we could optimize it a bit more. Let's take all of these merge. Let's keep it the
way that it is. Because it's going to be hidden, and nobody is going to see that, again wasting time on
something that nobody is going to see Okay. Now, one seem here, one here. It looks like there
is one more unwrap of these elements
that we need to do. Let's go for the first
un wrap. It's not bad. Let's select these.
These are joined, and it means that it
has not been closed. There's an open seam. This is in here. Now it should be corrected. Perfect. Now later on, we will return back
to see if there's any texture distortion or
things of that sort to fix. Now, this is the last pillar, like the previous one,
when to separated. But this is two pillars. So the process is the same. It might take longer to unwrap, but the process is
generally the same. Now, a vertical seam is needed here. Now, later on, we will go for those horizontal seams as well. Until here, and then this one. Now we're going for
those horizontal ones. Just to make sure that we get no texture
distortion at all. But also make sure
that was you close those gaps and leave
no gap behind. Okay. Now this one and this one. So, let's see what happens. But first, there's one more
horizontal seam that we could place in here. T. To distribute
the texture better. But first, we need to take
care of this one as well, and I believe that this part could be removed because it's hidden under that middle and
nobody is going to see that. You see, if you
spend a bit of time, you will be more professional at creating UVs this way
with more dense geometry. So not too bad.
Let's go from here, and then to here,
and then finally, this vertical one,
let's select A. Let's see about this. I
didn't close this gap, Now it's a lot better. So let me go back and
hide this one as well. Now we are left with
these two pieces. But first, we need to
optimize them or geometry, and then we will make
sure that we unwrap them. So this one as you see, is hidden in here. Let me do something. I'm
going to bring in a cube. Let's rescale and place
it somewhere here. Okay. Then take these two. And I'm going to take this
and this one first, let me go for Boll tool. Of course, I can go and
bring the Boolean modifier, but it's easier if you go to preference and activate
the bull tool. That is it. Then I'm going to take this and this one as the
target control minus. No, I should have
gone the other way. Let's take this one
and this one as the target control minus. Now you see it has cut
that geometry like so. Now let's go back
and you see now, we have deleted that geometry
without any problem. Let's take it,
apply the modifier, but then we could Now, this one could be deleted plus this one so that we
optimize the mesh a bit more. This was for the
optimization of this one. Now let's go for here. Here you see if I take that cue and bring
it to this level, all of this is going
to be unnecessary. So let me take this one as well, and this one control
minus end there and then activate Now, this one could be
deleted plus these. Let me remove that to
break the connection, and then take this,
select link to geometry, and you should be
able to remove that. And these ones as well. Now, I'm happy with this. So let's see what happens. Let's first remove that. Then also, there's
the center part that is not going to
be seen by anybody. Let me bring in a cylinder and just about the scale of that stone piece,
and then take this one. And then try to ble in that one as well to remove
some of that geometry. Perfect. Now let me take
this one and delete. Now it's time to create UV
for these ones as well. They already have a basic wrap. Let's do something because we need to place a couple of seams. Let's place the seam on
somewhere that is hidden. Let's bring them back. Let's
bring all of them back. I'm going to place
the seam in here. Let me just take these, isolate, and I'm going to
place the seam from here until here that
nobody is going to see. One seam, and then another from here to a place that
nobody is able to see. So let's go from here to here. Now, let's go for a basic wrap. There's definitely room
for improvement because this one is nothing like a practical that is f.
Let's go for others. I'm going to separate The side because
we have a lot of geometry to choose
from, it's very easy. All you need to do is
selecting your way through and connecting
the geometry. So one more wrap, and you see these two pieces
are unwrapped better. Now, let's do something. Let's place a seam
in here as well. Let's place it somewhere
that is around these cavity parts and hidden so that it's more difficult
for the players to see. I'm going for these cavity parts and these ambience
or collision parts. So that it distracts people
from seeing that result. Let's go again and connected to here.
One more unwrap. Let's see where this
one belongs to. This is here and looks like
we didn't close that gap. There's an open seam in here. Let's see on this side. Now we get a better
rap on that piece. Let me hide it. There's this one that we go for. Let's start from here. And then from here. Now, the first on wrap, let's see. It's okay. But we need to place a
couple of more seams. This is for optimization. This is for making sure that. Let me see if I could use that because it has some ugly engons and triangles. It's not letting us to
make that more optimized. So one seam here and
one more seam here. Now unwrap. This is better. The best that it could. Now, we have unwrapped
all of these pieces, and now it means that we
need to place them in their UV shells to
create the UVs. Let's take these all except for these ones that
are going to be duplicated. I'm going to use the UV toolkit. I have provided the link. Let's apply a checker map to see how the texture
resolution is working. If we see problems in UVs, we will be noticed
by taking a look at the to see how the
textures are looking. Of course, these should
be also the same scale. This is not something optimized. This has more resolution. Each of these squares
means more resolution. So we need to make
sure that all of them go for something
like the same resolution. Then we need to
decide which ones to pack in the texture set, which ones are more important
and these kind of results.
23. Final Uv Adjustments: H Everybody, we have done
the unwrapping process. Then based on our references, we see that there's a rope
that we might need to create. We decided that we
wanted to go for a rope, but we can also
create a chain or basically whatever similar prop based on the same technique. We're going to
create a tiling mesh and texture that, and later on, we will return back
and try to fix it, create geometry with
it and et cetera. Here's going to be something like the one that
we're going to create. Okay. But before unwrapping and correcting the UVs on these. Let's go and create our rope. The basic shape for that rope
is going to be a circle. So we're not going for mesh, we're going for curve instead. Let's bring a circle, and then we could and try to bring the geometry
resolution down. Let me see because we really do not need to go
for a very detailed mesh. But since this one is
going to be high poly, let's go for the same number, and let's try to rescale until it matches the proportions of what
we're going to create. Now we're going to go for this one and create
a shape with it. You see, it's just some ropes wrapped around in this fashion
to create that result. I'm going to bring this
here and depends on you on how much of those ropes
you're going to create. I'm going for three. Then let me take this one again, duplicate and bring it over. Then I'm going to take all of
them and control J to join, bring the pivot in the center. Now we have three circle
curves connected. In order to create depth
and dimensions for it, we need a modifier, which is called screw modifier. You see the icon suggests
and how it's going to work. Now we need the amount to work. You see, now it's just trying to create that kind of a
rope that we expected. Now, let's bring everything back so that we compare this with the dimensions of what we're going to create. It's not bad, but we could also try to reduce the scale later. But for now, it's okay. So now, let's go and try to
create a mesh that is tiling. I'm going for maybe 2
meters of geometry. So I'm just taking
a look at here. And I'm going to
stop whenever I see, it reaches 2 meters, because I want that
to be a tiling mesh. Now in order to create
that wrap around format. We can go and try to use this. But now you see that
it's on this number. If you want to be exact so
that the mesh tiles perfectly, you want to go for
double that number. Here it is. If you want,
you can go even more. Let's go for double
of that again. It's good, but we need
to go for more geometry. Now it's looking a lot
better with that resolution. Now, because this
is not a geometry, right now, we're not able to
guess the exact dimensions. So let's go in here,
convert to mesh. And you see now only this
instance is 100,000 polygons. So it's okay because
later on we're going to change on the low poly file. Okay. Now let me Take that and bring it here. Then this saw is what we're
going to export and use. So we are going to create
low poly and high poly. When I take a look at here, you see there's a bit of off
from that exact 2 meters. Just select the dimensions. Now you see if I write two, now it exactly spawns in
here, which is perfect. Now this is going to be
the base for our result. Let's go for a lower number, not like so then I'm going to duplicate that and increase the resolution for hy poly because this is what is going to be baked
on top of these. Now, you could just export
and bake them like so, but you already know
that because these are geometry that have overlap, the bake might go wrong because there's overlap
in the geometry. You can just bring
these back and try to separate them from high **** low poly to make sure that they are three ropes separated and later on that the bake was fine, we will return back
and try to fix them. For now, I'm going to
apply the modifier. I doesn't let's go here
and convert that to mesh. It already applied the geometry while correcting the result. This is the low poly, and this is the high poly. Let's explode this mesh. Just go in edit mode. P and by loose parts. It explodes the mesh to
the consisting parts. Let's rename them for now. That is temporarily because we're going to
rename them later. Now this one as well,
by loose parts. This is going to be one, two, and three Now we have poly
and low poly separated. Now the next thing
that we need to do is unwrapping
this one as well. And we want to make
sure that the texture is going to tile as well.
Let's do something. I'm going to take the
and bring them to the low poly folder and
hide these for now, and we're going to unwrap the. Let's see if they
have UV map, Yes. So just make sure that you place the UV seams in a place that nobody
is going to see. For example, here, Mark Sam and this one and this one in here. Now let's take all
of them on wrap. Then because it's all quads, we can take the geometry
and using the U V squares. We can just create
straight UVs so that we can tile them correctly because it's needed
for this process. Now, we just need to make sure that these are
snapping perfectly though, let's place them here, and you want to make sure
that the textures tile. This is like a trim sheet, and you are already
familiar with the concept. You want to make sure that it tiles horizontally
or vertically. So let's take this one and
bring it to exact same place. And this one. You want to
make sure that all of them are basing the same
direction being tiled. Now that we make
sure that these are exactly on the
same line in here, we need to make sure that
the tile in here as well, so that when we
create the texture, they're going to tile perfectly, so that when we array, we have no texture seams. So let's take this
one, for example. And then if we try to scale, it scales in all of
directions causing these to go outside of the borders. So there's a good
option in here. If you go the pivot point, there's this two dcursor. And this two dcursor
is placed in here, and it means that it's aligned
with all of these lines. Now if I take these
and try to scale, you see, if I try to scale
only in one direction, now because it's scaling
from here on this stays in place while pushing this
one to the boundaries. L et's take this one as well. Scale alongside x, because
it's scaling from this line, it's going to stay in place and this one going for tiling. And this one again, scale in x. Now, let's take these, bring them up in y. Place a bit of distance so that there's no
texture bleeding. Now to unwrap for these is done, and now we need to more
data in that UV map. Because you see this is optimal. We have a lot of
wasted UV space. It's nothing close
to being optimal. The way that we're going for is placing these kits
on the same UV, and we could also place
these metal pieces as well so that we have all of these on the same texture and UV set. You want to make sure
that the name of the UV map and the name of the material is going
to be the same. Now, I'm going to take these then we could
go for a pack. Also, this is a UV packer. I've included the install
link in the project files. You can take it
and try to use it. Let's go for a padding of one and set that to high
quality and press pack. Se now it tries to
pack them the best that it could in between
the zero to one UV space. But there's a problem because wood is something directional. We want to make sure that all of these are facing
the same direction. For example, when
we apply a texture, we want to make sure that all of the wood fibers are going
to the same direction, if they are vertical, or if they are horizontal. For test, I'm going to apply
one material on these. Let's call it wood or whatever. And then bring in a
directional wood texture. So base color image texture. There's an image that
I wanted to use. Now you see the wood fibers are going in
different directions. These are okay, but this
one not because you see the V need to go in another direction to match the direction
that we want. Now I'm going to take these. Let's scale them twice. This is because
we have more idea on how the UVs are going
to be directional. So let's see the direction
of this one is okay. And then this one
is okay as well. But this one isn't. Let's take the UVs and
just try to rotate it 90 degrees and we need to
go to bounding box so that it rotates around itself,
and this one as well. Let's make that directional. This one is good.
Let's see about these. This one definitely needs
a 90 degrees rotation. Because we want them to all face the same direction
because later on, we could also apply
triplanar texture, but it's going to be blurry, but we are going to save ourselves a lot of
trouble down the road. These are good and now
let's go for these ones. This is something that
needs to be rotated. This one is okay. And this
one is okay and done. Now you see in here. So let's rotate that.
This one is okay. This one needs a rotation. And this one needs to be
rotated, and this one as well. Now, this one is cool. It looks like this
one was correct with just rotate by mistake. This should base in this
direction so that they match. No, this one should be basing
this w. This one is okay. And this one as
well, let's rotate. And the rest of it is okay. Now, let's go for this one. Here the rotation
needs to change. And this one needs to change. Later when we wanted
to pack these, we make sure that we disable
the rotation factor. It's all facing the
correct direction. We're going to repeat the same process for
those other UVs as well, those that are wood. So this is facing
the wrong direction. This one and everything is okay. When I got a final
one in this kit, The more visible the
object is, the more V, you want to apply for it because they're
going to be seen the most though it's important
to have the most details. Now, it's applied,
and let's go for. So these are not directional. They're okay by themselves.
And this one as well. It doesn't need directionality. Of course, you can just
go for directionality, but it's going to
be a waste of time. Now I'm going to place all
of them in one UV map. So disable the pre rotate
and set the rotation to zero so that they do not
get rotated. And apply. It does a good job at
placing those on the UV map. But it's something wrong. We need to take this one
in consideration as well, because there's
overlapping in here, and we need to take these and try to
scale them uniformly. Or let's go try to
scale by this UV. So there's a bit of waste
that U V space in here. Let's see what we could
pack to avoid some of that. So I'm going to take this one as well and try to pack it with these Looks like here we are, and now I'm going to
take these first. Let's try to try to
pack it by itself. Then I'm going to take this result and try to
place it around here. So let's do something. Looks like I forgot to bring
this one as well because this one was on the same U V. Now, let's see what we could do to prevent some
of that result. I'm going to apply a
two K map on these. If I just take them I said this way we're getting a
more even distribution of those circles. I'm going to just those
squares, excuse me. I'm going to scale
them only alongside. Then bring them up. Now we can re a bit
of space for the So let's see everything
should be selected. D select these only select these ones and try to scale to use more
of the UV space. Now, it's more optimal, and there's a bit of
more UV space in here. I'm just thinking to bring
something more to these UVs. Now, let's select that
one to test instead. This one plus. Now, looks like we could place
this in here. So Let's rescale because this is something that is on the
top of the composition, and nobody is going to really
see that from far away, close up, excuse me. We could place it
here or Let me see. There shouldn't be
overlap in here. So let's bring that here. It wouldn't be all
right. Let's go back and bring these instead. Now I'm happy with this result. We could also try
to reduce the UVs on these only vertically. Now let's bring them up like so, and then we have the
ability to take these and try to scale them
even more a bit. Let's go for two Dcursor, and now we get a better texture overall with more optimization. These are the ones
that I'm going to create a material for hand
call it M underscore kit. Because mainly these are
going to be repeated objects. This one and this one, but we place to save a bit of texture. Whenever we brought
the hy poly as well, we're going to rename
those accordingly. So let's hide those. Now, let's start to place these. I'm going to place
this 11 UV shell. So let me go for we pack
and try to pack them. Looks like this is the
best way that it can go. Let's try to select from here and try to create some vertical seams as
well, horizontal seams. To see what we can do
and optimizing that. D. So mark Sam, and now unwrap once more. See the more seams you place, the more optimized,
it's going to be. So let's go ahead
and try to create some more seams in here to
be more optimal about that. Because by using more UV space, we are able to get better texture result when baking and texturing
later in painting. Now, looks like there's a bit of more and make sure that they are connected and. Now you see it gets
more optimal even more. And let's go and place
some UV seams around here, it's going to take
more to unwrap, but it's going to be crucial
for unwrapping later. And for these, we might go and bring triplanar
textures because we have a lot of
seams in here and these might cause some
artifacts while texturing. For this one and
that stone piece, I mean the well itself, we might just Use
triplanar texturing. No not from here, and
we're going to use triplanar texturing
because there's a lot of UV seams in here. Wrap. Looks like this is the
best that it could and let's let's create
a material for it. Underscore ground and hide it. Then this one, we could
also It's already packed. Let's go for rotation.
Now this is better. Let's bring that ground as well and pack with the
rotation activated Now, this is not going
to be something helpful. Now, let's create material for it and underscore
stones, hide it. And now we could also place all of these in one U V texture, and we want to make sure that they are directional as well. Before that, let's apply
that wood texture. It's crucial to
make sure that they are facing the
correct direction. D select these. Now, Let's first scale them twice so that we can see the directionality and
start to work on these. Now, this one, this one, this one and this one need
to be rotated. 90 degrees. Everything else looks fine. Let's go back, hi
and try to work. This one needs to be rot. Everything else should be fine. So let's hide that as well. This one you see is
facing a wrong direction. So let's take this.
Try to rotate. This one needs to
be rotated as well. And this one as well need to be rotated. And plus this one. Everything about this one
needed to be rotated. Hide. Now everything in here needs to be rotated as well so that all of them face
the correct direction. Plus this one plus this one. So it looks like there's
a seam problem in here. Let me take Mark Sam. Okay. We're done. Wrap, and then rotate to this direction. De. Let's hide and
go for this one. The most important one
is this one in here. All of them are facing
wrong direction. Now is the directionality
present in here, perfect. Let's go back. Now very few of
them are remaining. This one needs to be rotated. Let's go back and hide
it. This one as well. All needs rotation.
Plus this one. Everything about this
one needs rotation. Hide and this one as well. Let's go for this one first. So in here and here, need to be rotated. These ones are
okay, and this one could be deleted because
nobody's going to see that. You see now they're facing
the correct direction. Hight this one as well. And this one by the
fault, it's okay. So now, I'm going to pack all of these in the same texture. Deactivate rotation, set
it to zero, and then pack. It does its best job in packing those UVs in the same channel,
and I'm happy with it. So I'm going to pause
now and in the next one, we'll go back and go for
some final adjustment. So before that,
this is going to be called wood material.
See you in the next one.
24. Baking The Meshes: Now, the unwrapping is done, and there's one more
step that we need to do, and that is going for text tool, and this is an extra tool
that I've provided the link. The link is in the
project files. I can go and try to use it. I'm going to select
all of these and go for move by UV islands. This will make sure that
for every UV island, you get one smoothing groups. Press that, and you can see that now there are sharp lines
everywhere that we had. Those UV shells. This is good
for baking process as well. So this is one process, and now we need to import
the hy poly mesh and try to match it with what we have
here for the baking process. It's going to take
a while to import. Here's the hypopile.
Well, here they are. Let's just take all of them
and go for clear scale. Now they are perfectly aligning. It looks like we
need to take these three as well and bring
them to the hypovolar. Now there's a bit of more, and that is matching
the materials with the ones that we
have on the low poly. Let's hide the low
poly folder for now. Now we're only working with the high po. Let's take these. I'm going to apply
kit material to this because it's just
similar to the low poly. And this one as well.
This is going to be kit material and hide. Plus this one and this one are going to
go for kit material. Now let me see these are going to be
using the ground material. Like so, and then hide. Then whatever in here needs
to be stone material. This is to make
sure that they are going to bake well
inside painter. Lo by mistake, I selected
this one as well. Let's select and hide these now all of these
are going to be packed. Let's deselect that, and these are going to be wood material. I just brought all
of them again, and we're going to export these to painter and bake
there for a test. If we baked correct, we will go for the
text sring phase. I'm going to take all of these and export them on a FP X file. Just make sure that you're using the limited to
selected objects, and I'm going to call it we LP. And export. Now let's deselect everything and bring
these the poly folder. Then this one on Hip. I just decided on
a design change. Let me take this one. Instead of using
that as a pillar. Later, we will use it
as something else. Just make sure that you select both high poly and low poly together and then export
them accordingly. Let me export on
the low poly FBX. And then hide and then
bring the hypo and re export on the same hypo with limit to selected objects. In the meantime, I
just imported that to painter to test
and you see now, everything in here is working all right, ground material kit. If I just disable them, you can see that we have
those materials available. If you want to import, you can go to file new, and then from here from this
file, select your object. Now it's working all right
and everything is okay. We need to import
the hypopile as well and see if the baking
is working all right or not. Go to this texture settings in here and bring the
bake mesh maps. In here, I'm going for
only normal for now. For hypo mesh, you just want
to go select your hypo, which is this one okay. Now, I see some
problems in here. One of them is that this
one is still in here. We needed to bring that
to bake with this one. One of them is that the
normals of these are wrong. We need to go
correct the normals. One problem is that this
mesh is just manipulated. We need to bring it
to the other side. Other than that,
everything is okay. Wherever you see that, the color is something like this,
it means that it's wrong. It's wrong in here because
we deleted the geometry. It's wrong in here because we
deleted the geometry there. Let's go fix first. Let's go for phase orientation. You see here, both
hypo and normal, hypo and poly are wrong. So I'm going into edit mode, take everything, shift and to recalculate the normals back. Now, looks like these do need
to be recalculated again. We shouldn't see any
normals facing outside. Now, the normals are correct for these then need to
match with this one. The low poly is going not in the direction
that it should be. Let me select all of it
and try to match it here. Now it's better. We could also take
this side Control L, let's limit that by Sam and try to bring that to match the silhouette
of the hypo. Now they are. Let's
select and Perfect. Now this fix those
problems as well. I think it should be
solving the problems. Now, let's hide
the hy polyp now. Then I'm going to export these and overwrite on
the previous files. And also to change in here, we could go to edit
reimport mesh, and that you see fixed
some of those issues brought this one
here, which is okay. Now I'm going to go to bake
mesh Maps, but before that, we need to re export that FP X, select everything, and I'm going to overwrite
on the previous file. And let it load a
bit. Let's select. So now, everything
is working perfect. So again, let me just increase some of these
baking parameters. I'm going to bake
now and see if we see any errors or if we
see the normal bake. So bake selected textures, it's going to bake
for all of those. It crashed because
I wanted to go and disable that normal or everything instead of
normal for all of them. Here we go for baking. Now the bake is looking awesome. It has baked all of those
details that we wanted. And it's okay. So now, we need to go and bake on higher resolution plus
baking other maps as well. Because now we only have normal, and that normal is on a
lower resolution as well. So let's do something.
I'm going for bake. And I'm going to disable
these as well and try to bake one by one so
that it doesn't crash. Okay. Let's bring the
world space normal. For ID, I'm not
going to bake right now because that is one
of the tricky ones. We need to make sure that
those poly groups that we set in Zbrush are going
to be taken into account. So AO curvature These are going to be okay,
I'm going to bake. Let's go for common settings. I'm going to set it to four k, and it's going to be
using more antializing. Then I'm going to bake for ground texture,
which is this one. The baking is done
for the ground. And you can already see that. We are getting a perfect bake and all of those details that we baked on and we painted in
Zbrush are present here. Now for ID map, we need to generate
a map to make sure that we get those bricks
and separate them. Let's go to bake mesh maps, and now I'm going to
bake only the ID map. The ID map. We need to set
it to mesh ID or poly group. Let's set it to random, and bake and see for
each of those meshes, we are getting one material ID. That one was Let me go to
paint mode and go for ID. And this is the first mesh. This is the mod and this
is the second mesh. So. But if you wanted to get proper variation for
each of these bricks, you could go to
blender and try to break that mesh into its part. But I do not see that necessary. So baking of this mesh is done. Let's go for the other ones. And I'm going to
start with this one. So it's going to be material
stones and baked mesh maps, only let's go for
stone common settings. It's going to be
four k. Then ID, let's set to the same thing, mesh ID and random, ambient occlusion curvature
and all of those maps, and bake for stone
material only. I'm going to return back when
the baking process is done. Now the baking is done
for this one as well. You can already see the material
color that it produced. This is mud or concrete. This is another stone, and this is those other stones. Also, all of those are baked, and now I'm going to repeat
the same process for all of these again because we
already notice settings, so I'm going for wood and kit k? Let's enable those parameters that we wanted to
for both of them. Now, the baking is done, and it means that all of these
are getting good results. You see ambient occlusion
getting effect, these places are darker. Let's go, for example, bring a test smart material
and it on this wood kit. It's working. All of those details are
getting calculated. Of course, we're not
going to use these, we're going to create
our own material. Let's test and you see they're working and
they're working perfect. And ambient occlusion,
those darker parts and anything is taking effect. Now I'm going to pause
in the next one, we will go and try to
texture all of these. The texturing process might
take a bit of time because that is an important
part of the process. Whatever we have
been doing so far, what's to prepare textures prepare measures for
texturing process. See you in the next
one. It's going to take a few lessons, but it's going to be
very amazing process. See you there. Another point before wrapping up the
baking process is that, for example, let me
go for the stone. In here, if we go to ID, we just plan to get different colors for
different stones in here. That's just like the
way that we set up these stones in
Zbrush so that we can go for per instance
color variation. For example, you see
that, we created different poly
groups for these by enabling by this auto feature. This will make sure
that every instance of these measures is going
to take one poly group. Then then we need to convert that information
into vertex color so that we could
bake it in geometry. I'm going now for poly paint, and we have option poly
paint from poly groups. This is going to
convert these to vertex color data just
let it calculate, and you see each of these
measures get different color. That is awesome for
creating color maps later because we want stones to
have different colors. For example, not
exactly different color because they are the same, but for a bit of
color variation. For example, one
of them be darker, one of them to be
brighter and so on. Because we have different poly
groups for each of these, we just need to set poly
group from poly paint and this one let's
apply as well. It's going to be
one. So we are going to activate and you see
for each of these stones, we are getting one color. And now we are only
going to export these for vertex color data. I'm only going to
export this one. And it doesn't matter
if you go and try to reduce the
amount of polygons. There's an option as well
use and keep poly paint. This is going to make
sure that you are getting these calculated by Popaint. Now I'm going to export this
again with the same process. Let's go to FP X import
and export smooth normals. Make sure only
visibles get exported. Then let me see,
we have options. Now export, and just
call it what you want. I'm going to call it Polypaint. And wait to calculate. Later we will open blender and try to match
the materials and so on. And from there, we will export it to painter for
creating the color data. So that later we could create a better color representation in here and use that color and use that color for a
later color variation. We're going to now import
that FPx file Here it is and we need to reset the scale because it's just missing
the scale that we want. Just search for clear scale, and you should be good to go. Now if we compare
that, it's okay, but we need to apply
the material as well, because for baking process, we need to set the
material to be correct. This one belongs to the ground material,
which is this one. And then this one belongs to
the ground material as well, and this one again. Then this one plus this this are going to be
using the stone material. Then let's take
and export all of them again after setting
up the material. So poly paint final
selected object, very good. If you just go in
your material view, and for color, if
you go to attribute, see this is the vertex color
that it was generated. We're going to convert this
to black and white data, the use later because
the stones and the object that we're going to create is not going
to be like so. We're going to convert this
to black and white color, to use a technique that it's
called gradients mapping. So here we are again, and now I'm going for the ground material and
let me delete the ID mask. Then this one as well, I'm not going to use at all. Only the ground material, let me disable all of those, and then I'm going to import the hypo that has the
color information with it. Poly paint final. Now let's go for ID because I only
need to bake the ID map. And then now we need to
go for color source. Let's set that to vertex color. Now bake You see it's baking those vertex
color data perfectly. For each brick, we are
getting separation, we're getting separation
for that mod, and so on. This is the way that it looks there and we're going to use this for placing the
materials where we want, for example, let me go to here, and let's say that we bring
a simple material, like so. Then let's tell
that we're going to apply this material
to that model. I'm going to here add mask
with color selection, color pick, and you see
wherever we have the d, it's going to apply it there. This is important for
the later process. Then the next one is
going to be the stone, and for the stone as well, we are going to bake. Let's go to color ID. And see, it's similar to
what we want. Remove that. Then bake mesh maps, the activate go for stones. I just want the ID, and then vertex color, let it load. Here it is. Now bake. And this is
going to bake that map. And for each of those stones, we're getting different color. We get a single
color for the mod. Then You see, we are getting a very good
color for baking our results, and this one is
going to be hidden. It's going to be here,
so doesn't matter. Let's go for a
demo on the stone. Let's say that we're going
to use the color only. From this drop down menu, just search for mesh, and we're going to
select one of these IDs. This is the one that
we generated in painter in Blender and Zbrush. E me. Now we are going to
apply it only on stones. I'm going to bring in a folder. Let's apply a white
mask to the folder. Because applying a black mask will result in complete
removal of that. Because I do not
want to remove it, let's add a white mask. And then I'm going to
subtract from that. Let's go for the white mask. It's not going to
work right now. Let's go for color
selection instead. So I'm going to take this. This is the mode, and I'm going to invert it because I do
not want to affect this one. So after that, I'm
going to bring in a fill This is the mask
that it generated. I'm going to bring in
a levels and invert that to get these
masks presented. Now, whatever we do is going to apply only to these stones. Now here, let me bring in a filter because we
are going to use this data to convert them to something like a
black and white color. So filter from here, apply only to color, and let's choose a filter. There's a filter that is
called gradient mapping. It converts that to color. Let's increase the
amount of colors like so you can already apply a different color
to it. Let's see. You see now, we have different variations of
the black and white color. And you can bring, for example, a level to add
contrast if you want. Then we have a base color, and let's say that we want
these to be a color that is, for example, a light blue color. We bring this fill,
and from here, let's choose a color that
looks something like those. Let's say that we're going
to set this to base color. We go for for example,
one of these. Let's see which
one of them works. Now you see we get
different variations for each of these stones. You see this is the
color that it presented. We could also go for
multiply and get a very, very basic color variation for these so that it's not
looking all the same. This was a demo of the
process and it's a good one.
25. Wood Base Texturing: Now we have baked the high poly in the low poly and talked about
the work flow pid. Now it's time to go and actually start the texturing process. But for texturing process, it's very important to have some images that are not
affected by the light. I mean, PBR calibrated the
colors or albedo colors. Bus, for example,
if you're going to take color from
something like this, for the stony this area of
the image is too bright, and this area too dark. It has a lot of contrast, although the PBR
values are the same, but since it's
affected by the light, it appears to be brighter
in here and darker in here. Same goes for all of
these, for example, you've seen here for
the image manipulation, it's too bright
and here too dark. For picking up the best color, it's advised that you go get something that is
PBR calibrated, and it's not affected
by the light. Or if you do not have access
to something like that, you can go for images like this, which are taken in
overcast weather. We do not want a lot of light to be present in our
photos basically. Now the same thing
goes for texturing, we're going to start
with the wood. Let me find it in here. We have wood, and let's
start the texturing process. Of course, we can go and
start to bring in layers, but I'm going to save
a bit of time and find something in here that looks
all right for our purpose. Let's see This one is okay. Let me take a look.
It's very good. And no, not this one.
This is perfect. The wood rug in here and wood plane are
good ones to start with. But there's something
wrong here, that is, because we have
placed some seams in here. The texture is not showing correct. We
need to correct that. How do we do that? We are going to use triplanar
projection on this particular instance to
make sure that the texture is going to be all right
because you see we didn't flatten
the UVs on this one, and there's a bit of seam projection in here
that is going to be wrong. We are going to use
a masking workflow. Let me go for we have
white mask and black mask. Black mask is going to hide everything unless
we paint something, and white mask is going to bring everything unless
we remove something. Now we are going to
bring a white mask. Whatever is white in
here, for example, it's going to show this w. I'm going to go to our
mask selection. In here, and I'm going to select the black color
and set it to object. It deselects the one
that we have here. You see now we do not have
that wood present there. I'm going to now
copy the same thing. But here, I'm going
to add a black mask. And select this one. It didn't solve any issue because the projection is wrong. Now we have UV projection, and it means that it's going to project based on
the UV placement, and that was why
we went and made sure that all of these are going to the correct directions. For this one because we
have some seams in here, I'm going to go for
triplanar projection. You see it projects based on the real world and not on
the object, not on the UVs. I'm liking about here, but here you see it's
again the same thing. We could go and try to go to three D projection
setting and try to rotate, for example, If I go for
90 degrees, no not here. Let's go. Z projection
is the one. Let's go for 90 degrees. And you see here the
projection gets all right, and I want these
to look vertical, horizontal me
instead of vertical. Now you see the fibers are
going the correct way. Let's go for the tiling. Let's set the tiling to be two Not bad. But definitely the
height needs to be changed. Let me hide this one for
now and go manipulate the base for this one because we already have some of the base parameters
in here that we could change. We have the seed. Of course, This defines how rough or how distorted or how smooth the
result is going to be. E Depending on your workflow, I can pick something, but I like something in between, not too rough, not too smooth. This one is good. Now for wood color, let it stay in the same place. Wood color saturation. No. Let's go for a bit
of a darker color. Perfect. No wood color. We will go for color
variation later. So how many veins we want. So this is chaotic. If I bring it here,
we're getting nothing, but if I bring it up, we are getting a lot
of wood veins density. You see, it's going to be
our right on the texture. There's a lot of manipulators
that we are going to place. So Wood nuts here. We've done what a lot of won wood roughness,
cracks, wood fibers. This is going to be a
good base to start with. I'm going to set this one to the base color to the
base of the texture. Let's go for tiling to see if
we could tile it even more. It's good, but
there's something. The height is too intense. Now in this layer, you are seeing the base color, and it means that
whatever we manipulate is going to change the base color. I'm going to go to height. Now you see the
percentage in here, if I bring it, you see
height disappears, but if I bring that to
something like here, see we have the height,
but it's not too intense. Now this is a good
starting point. Not bad. This one again,
actually like that, it has the different
color from all of this. But the height needs
to be brought down. Because the texture
is too intense. Very good. I'm actually liking the color contrast
that we have here. It's not all the same. Now we are going to use the
same data as AnchorPoint. What is Anchor Point AnchorPoint is something that you take from these and
reference later on. For example, just like creating masks and real time masks because AnchorPoint
is real time. I'm going to bring these two to folder because I'm going to take AnchorPoint
from both of them. So right click,
create Anchor Point. This is now base Anchor Point, and let me demonstrate
what is that. Let's say that we are going to create something,
a color variation. We go bring in a mask, and on this mask,
we bring in a fill, and now instead of bringing
masks or procedurals, we can go bring anchor points. This is the base anchor
point that we have. Now let's select a mask. And this is the same thing as the base color that we
had but desaturated. Or you can go, for example,
reference channel, you can go for height, if
you want or roughness. Or whatever you want. We could for example, take these as masks and
try to manipulate them. For example, now that we have
referenced the roughness. Let's go for base color, and this is what it gives and let's try to add
a bit of contrast. Now you see a clear
separation based on the image that we had
referenced previously. This is amazing for
creating a lot of results Based on what we created here. Okay. Let me delete that. And then now it's all
about creating variations. We have the big shapes in place. Now it's time to go for
creating a lot of variations. We're going to go
for storytelling, and there's a lot of manipulation
that we're going to do. And now let's do something. I'm going to manipulate the mesh in blender and reimport it to copy these to here. So, here's our lo poly, and I'm going to take
these that we wanted to L et me de select that. I'm going to take this and duplicate them,
bring them to here. So for now, let me bring the pivot to the
center of all of them and make sure that the rotation is based
on bounding box, center, shift, rotate, and
I'm going to place them here. Now, we could go and
try to remove these. Let me see where they are. Looks like I need to take this one and bring
it to here as well. Shift the, bring it here and rotate to
use the other side. Just like the other ones. Now I'm going to
take the and remove. Now there's a bit of manipulation
that we need to set, including displacing a bit. So it looks like? I just took these and
manipulated them a bit, and now you see
it's symmetrical. We have variations
in both sides. I'm going to take all of these, and it's important to not
change anything here. We do not want to
change the name, the material, the placement
of these, nothing. Of course, the placement
is not that important, but you don't want to change anything from names
and materials. Then I'm going to export
to the FBX that we had. We could re import re
export on the same file, or let's go for another one, name it selected
object and export. Now we could go edit. If you export it
on the same mesh, you could reimport the mesh, but since we need to
import a new mesh, we are going for project
configuration and select. Here's the new mesh that
we're going to select. Open, and now you see
it works perfect. Because we just
duplicated these and rotated so that we get
that information correct. And nobody is going
to, for example, the player is not able to look the same time from here to here. So a lot of times it's going to be all right for
something like this. Now, if I go for the wood
material and bring in a layer, and let's say that we paint
something on this side, You see no nothing
happens on this side. But if you go here, you see it happens here because
these two are duplicates. The same thing for
this one as well. I see because the player
is not able to look from here to here at the same
time while playing, and they're going to be
distracted by a lot of elements, for example, the
nature around this. They are probably never going
to notice such a thing. But you want to go for
optimized result a bit. Later, when we went back
for something like this, for these wood shingles, Later we will again
try to manipulate the mesh and place them to see how the variations that we place are
going to be all right. So now, again, because all of these are from
the same material, I'm going to bring in a very, very slight color
overlay on top of these. I don't want all of them to be just like looking
the same material. So I'm going to
bring in a filter. Let's go for color only
because I want only for color. Now I'm going to bring ID
mask from the mesh bakes. Let me go here to ID. They have different IDs
that we baked previously. Let's go for mesh. If you write mesh, you
are going to get that. Now we need to go for the wood the color bake from the wood material,
which is this one. Now if I go to material as well, you see the color applied here. But then I'm going to
go bring in a filter, and I'm going to use
gradient mapping. But before that,
let's go for HSL. To desaturate the colors
to make them all black and white. Like so. And then I'm going to select
this and bring in a filter, go for gradient mapping. Let me find it, it's here. Now we can select different colors based on
different values in here. Or you can simply go and try
to set this one to multiply, to make sure that the woods
have different tones. Okay, let's go for
something else. Something that provides
the best color variation. Looks like this
one is a good one. You see now, although
they are the same color, but they are getting
different colors. We could remove the
gradients map as well. Now you see overall, we take different color
variations and they are not exactly the same. Let's check before and after, you see it's going
for a good one. Now, of course, you can just
name it whatever you want, but since you do not
want to name everything and just waste a lot
of time renaming. We just let it be. Okay. Now let's go for
variations. Let me take this and. Now, I'm going to bring
in this because it has a of color changes. L et's go for base color. You see, it has a lot
of great wood fibers. I'm going to use this, but
I'm not going to use that completely because it has taken whatever we had
created previously. So we need to measure
to see what we need. Let's go Let's see if it could rotate
that to 90 degrees. Now, the previous
one was all right. And let's bring
the wood roughness up because I do not
want it to be so rough. Technical parameters, there
should be a roughness. Let's take the roughness and So the wood roughness here. We want that to be rough, not shiny like a fresh wood. Good color radiation. This is how of those
veins that we want. A. Do we want any nots no for now. It's all right. Now,
we need to mask this. Of course, we could
create masks from this, and we're going to
use the base color for it to create the mask. I'm going to go create
an anchor point. It's going to be wood
plain anchor point. Now in here, I need to
go reference the same Gradient for masking. I'm going for fill.
In here again, instead of going to bring
procedural or something, we are going to bring in
anchor point and wood lane. If you take that, you
see, this is the mask. So let's see before and after. I just need to bring in a huge saturation
lightness on this. Let's go to filter here and I'm going to desaturate
the colors a bit. And lighten them a bit as
well to look more old. So this is the mask, and now we could go on
top of that and try to bring more white to present that or
remove that completely. Now, you see the effect of
that is so prominent in here. We are getting those
wood fibers here. The good thing is that
the mask that we created using that anchor
point is in real time. It means that whenever
we go and try to change the mask es as well. A good one. I'm happy with this. But let's go instead of
lighten, let's go for darken. It gives a very,
very better color. But also, we need to go for mask because you see
that is too much. Let's go remove some of that. Just change it. Before and after, you see, it brings those extra wood
fibers here, which is amazing. This is the mask. Let's go. Bring in a filter because
you see it's too procedural. I'm going to bring
in a blur slope. It's going to break some of these so that they are not too procedural. This is the color. Of course, if you see that
these two are the same, you can go for that
color radiation to see what is going on. Let's go for ID. These two are looking the
same if we flatten them. So Let's deactivate that. Instead of using
that, let's go for one of these, for
example, saturation. It uses only the saturation
value instead of color. Let's go for tint. We do not want the
tint of those colors. We do not want color. The value gives us
the same result. So let's go for the same thing. Control Z to go back. And if you want, you can just try to take this
one and change it. Later we'll see what
we're going to do. Now, we are going to
make the color variation even richer. This is the color. We are going to use the
gradient mapping on a noise to make the
base color richer even. I'm going to select
the color only, and now I'm going for the
procedurals that we have. And let's go for
something really grungy. For example, these are
going to be all right. So You see now, this is the amount of
color that it adds. But now we are going to
assign different colors to different of these
black and white values. So I'm going to
bring in a filter, and this filter, we are
going to use gradient. So we have color quantity,
let's go for five. Now, for example, we can say that wherever we
have black in here, the color position
zero means black. Go and make the color
blue, for example. You see the same thing happens. Now, you see we have a
variation of different colors. We can now go and try to bring in different
colors on these. For example,
wherever it's white, change the color
to something else. This is a good technique
to really add a lot of good variation
in the base color. So I'm going to bring this and let's try to
color pick from these. You see, because it's PBR
calibrated, it's awesome. So L et's just try
to pick colors. Later we will take care
of those. Do not worry. Now, color position
of this one is zero. Let's bring this one to 0.2. Now, let's bring this one
because we have five colors. We need to set every 0.2 to carry a different
color until it reaches 21. In here, we have
0.2, now here 0.4. 0.8. Now, this is a very, very rich base color that we can add on top of the
result that we want. Let's go in here,
add another filter, and I'm going for slope. Let's go for ten. I don't want a of slope Now you see very, very good base color applied, but we're not going to use
this the same that it is. We could go use the
mask stack to see which one is going to be the one that
we are going to use. Looks like this one is
a good one before or after and let's
bring the mask down, and we're going to
use a black mask. Then we are going to use these
procedurals to blend that because you see now it's
black and it means that we're not seeing that there. Let's go bring in a fill, and we can also use
the gradient maps, me anchor points like these. So let's see what
happens before or after. Let's go to mask and
let's bring in a level. Now, you see a very good
change in the base color. Now, we can go for
different ones. For example, we can go add
other fill layers as well. For example, let's
bring fill and use that anchor point
base. This is it. Let's set the mode to be adding. Add linear. Let's bring
the intensity down. So it's not doing something. Let's go bring in a
filter, slow blur. Okay. Now we are dealing
with different colors here. So now let's add a bit of wood fibers that
previously we talked about adding later in
painter because adding those would be taking a
lot of time in Zbrush. So I'm going to just
name this because we are going to add an
anchor point to it. So we need to make sure that it adds the
same anchor point. It has the same me. So I'm going let's go for color and set
it to a darker color. Now, black mask and
we're going to use one of these procedurals
that is directional. For example, this is good. Let's bring in a field and
take this and bring it here. Now, let's see, first, we need to add a lot of
tiling. Let's go for four. No eight should be okay, and then we need to
go for 90 degrees of rotation to add
those wood fibers. But then there's some we could go for non
proportional tiling. For example, we could
decrease the other tiling, for example, this one,
you get more tiling here. Then for example, let's go here, and you see we get more tiling. Let's go for invert Se now, it presents a lot of
good wood fibers. To see what we have done, let's go bring in height
and bring the height down. You see this is the
change that we have done. Let's go pick a color from here. Let's go for something
of these tones. So let's see the mask. And this is the mask
that it generated. Let's go see if we take
this tiling to eight. It's now more jagged and rugged. You see it creates a lot
of good wood fibers here. But they are big wood fibers. Later, we will add
really tiny wood fibers, those really small
wood veins later. For now, it's a good one, so let's bring in filter
again, slope gray scale. Add a bit of Okay. Now let's go for color and bring hue
saturation lightness. It's in here. I want to
darken that just a bit. Bring the saturation. Up, you see, this is the
wood fibers that we added. Let's go to material, but it washes the result. So let's go for
half of that value. Then for the height. Let's bring the roughness as well because I want
these to be rough. This is the roughness,
and this is the result. I want them to be rough because a lot of dirt
calculates in these areas, which makes that a perfect case for a high roughness value. Now, I'm going to pause
and in the next one, we'll go and bring more details
to here. See you there.
26. Adding Details To Wood: Okay, everybody. Now we are going further and
even detail even more. Now, we have a lot of
height values in here. If we go take a look
at the height value, you see we have a lot of ranges, mix of these ones. So I'm going to use
that height as a mask to inject a bit of color
into these cavity areas. I'm going to bring
in a black mask And then instead of
using these masks, I'm going to bring
in a compare mask. So you see it fills
a bit of that because that has been set
to height by default. Of course, you can use the
manipulator if you want to or you can go for base color It's going
to compare the height, for example, that you have here, the height in here is zero. It's going to compare it
to the layers beneath. Now if I go try to
increase that height, see if we get even more
variation in these areas. A very good one for injecting a bit of random color variation. This is a mask. You see in here. So let's take a look. Now, let's see the mask. It's all right, but we need to bring some
of these grounds to break that because
you see it's too much, it's all over the place
and we do not want it. So let's first deactivate the color or select a
color from here for now. And bring the roughness up. Here's the mask
that it provides. I'm going to bring in a
fill and bring some of these procedurals like these, let's bring the tiling
up, for example, to four, and let's set the
mode to multiply, so that it breaks that
previous one a bit. Here's that. Let me
see what we have here. See a good change in values. So instead of using
a single color, I'm going to bring one of
these procedurals again. Basically, we could go and take this layer. Now, let's go. Bring another one.
Let's take one of these noisy grunges
that are provided. This one is very good. Then for each of these colors, we are going to go for gradient mapping and
choose different colors. Let's go for five variations, this 1.0 0.25 0.50 0.75 and this 11. Let's bring this and
try to pick up one of these more saturated colors. Now you see a very good random variation we added to here. Overall on some of these
areas, which is good. So now, let's go for procedurally making some
of the wood fibers. Again, but these are going to be smaller wood fibers,
directional ones. But before that, let me
go for a darker color. I'm going to use one of the
anchor points that we created previously for
darkening as a mask. Let's go for phil, and here I'm going to
bring anchor point. Let's bring the base. Let's see if we
could go for height. Now, Let's go for the other one. Let's go for wood plane. For height, for base color. This is good, but we need
to refine it even more. Let me bring levels, invert, but we need to bring another
level to limit data bit, and to add a bit of
contrast to these areas. Now you see a bit of darkening
of these areas is okay, so let's bring the roughness up because this is
going to be rough. For the height, let's go
negative, not that much. Then for the color,
just take the color and use something like that
to darken the result a bit. If you go here, you
see now before, after it adds a lot of those darker wood fibers
that we see on wood. But then again, I'm going
to bring in a filter, and then let's bring in a warp because I want
to warp that a bit. Okay. K. Let's see. Then again, because that is
taking all over the place. I'm going to bring
in a fill and bring one of these procedures
to subtract from that. This is it. Let's go for triplanar
and set it to a tiling of four and set it to multiply to really
reduce some of that. You see it limits certain
areas based on that mask. And so far, everything
is looking all right. And now we're going to add a bit of edge damage to
separate these. For example, you see it's
having a good color, but it doesn't have
that readability. We do not know the variation between these 90
degree surfaces. It looks flat, so we
need to add a bit of edge damage to
highlight a bit better. I'm going to bring
a fill layer again. Let's call it edge. Again, I'm going to use the gradient
mapping on this. Let's bring a procedural
that has enough range. Let's bring this one and
plug for the base color. Then of course, we need
to go tile it a bit more. Let's go for triplanar. I'm going to tile it twice so that we get more
range in the colors. So we're going to
bring in a filter and in here a gradient map. Let's bring the value up to some seven to get
a lot of ranges, and now L et's set
this one to be zero. 0.1, and then 0.2. Later we will decide on how
the colors are going to be. But now it's only
distributing the colors. Let's b to use the full range. You see, now we choose different ranges from the color and say that, for example, wherever it's using
gradient map of zero, use this color, wherever it's 0.1 in the gray scale,
use this color. This process is called
gradient mapping. For the edge, I'm going to pick up something that
is a bit lighter. Let's pick up from these ranges and
build up as we go. So again, we could
add a bit of green as well to represent a bit of moss. Okay. Here we go. Let's pick something dark in here because
I like that dark result. Now we created a
base, let's see, a very sophisticated base color that we could add to the edges. For the roughness as well, instead of using a single value, I'm going to bring
in the same grunge, plug it to roughness. Now let's see how that is. Later, we will
take care of that. But for now, we need to mask it to make sure that it's
present on the edges. Let's go to masks. In here, you want
to find something that represents those edges. Let's bring something like this. Now, this is not okay. Let's bring something stronger.
This looks all right. Let's see the mask. Now, we need to distribute a bit better. Although it's presenting
a lot of good colors. Let's see, I'm going to keep it, then I will duplicate this layer for a better distribution. Let's see the unes and you see the roughness
in here is not that ok. Now, it's a bit better. We don't want that
to be too shiny, and we do not want that to be too rough,
something in between. I'm going to copy
the same thing, but remove the mask. This time, let's use edge. Now this is a lot better. Let's compare before and after, see it adds a lot of good
readability one and we could go and bring the balance up alongside with the contrast to make it really contrasty. Let's go for roughness. Now let's see what happens. I'm going to go to the mask. Let's bring the contrast down, but bring the blur up. Not the blur the overall dirt. Let's see distribution that
it has on the surface. It's okay. Also, we could bring some extra textures to help
distribute that even better. Let's go bring in a fill. And I'm going to bring some
of these procedurals to add subtract so that it's not
so uniformly distributed. Let's bring this. We need to set the projection to triplanar to remove seams, and then let's bring the tiling up and
set it to multiply. Now multiply was not, let's set it to subtract. But there's something that
it's overall too strong. Let's go for the mask and bring the balance to here, and a bit of contrast. Let's see before and after So it's not too strong if we Let's add this to remove
some of the results, to weaken some of those. Then of course, we could go
add a huge saturation to this to color a bit better to separate even
better between the edges. We want something like
this, that is more contrasting to the base color. Let's bring lightness up. And then saturation down. Now, this is the effect
that it has on the edges, separating them and adding
good variation overall. So let's see, and to
add more definition, we could go activate the
height channel and try to add or subtract
from the height. It looks like a good
height read will help for better distribution. Let's see before and
after it's a bit noisy, but Small value will
take care of that. Now it's time to add
a lot of those fine tuned small wood vibers that we were talking about
in the Zbrush lessons. So let's bring the color to
something really obvious. We see that the roughness in
here needs to be changed. So let's remove that and just take care
of roughness a bit. This one as well, let's remove that roughness and instead
use a single value. It's better than using
that high contrast. Let's call this fibers,
small, then first, let's create a mask Let's add a fill and I'm going
for something directional. Let's go for this, and
let's see the mask. And we're going for
a great tiling, for example, like ten. But you see there's not a lot of separation in between
these wood fibers. Let's go and add the contrast to add to those wood
fibers. Now let's see here. Looks like we could
go for another noise. This is not a lot
like what we want it. Let's go for another
directional, for example, it has
a better separation. Let's add a bit of contrast. Tiling of ten is okay, or we could go even better for
20 or something like that. Now, this is too repetitive. Now we could bring the balance to here to separate
between them even more and add another fill, and let's bring a
random procedural and set it to multiply to
remove some of that effect. Before and after, but let's bring a height and
these are going to be carved and with high roughness because these are the areas which a lot of d is
going to collect. So let's see. Again, we could go for another wood fiber. Let's go for only
color black mask. I had a fill. Let's pick up something
directional from here. No, not these. Let's go
for something like this. We need to go for f
and then tile it a. Let's see what we have here. Definitely, we need to
invert that grunge. Now, this is to overall strong. Let's add a bit of contrast. Now, let's bring the roughness up and as well a bit of height. Now, you see, this is
really strong and we need to set the color to multiply. To add a darker color
to be multiplied. Now, let's bring in another fill and try to subtract these
procedurals from it. Trip on a tiling of ten
and let's multiply. But yet we're able
to see that pattern. You see, it's very procedural. I'm going to remove that
and bring something else. Now this one is more
chaotic and a lot better. But the height needs
to be adjusted. Okay. Let's go for height and adjust
the height a bit. Be now it's too noisy. If we go to the normal. You see now we have a lot
of noise in these fibers. Let's see what is causing them. It's for the base. Here, let's go to the height and
control the height a bit. To change the height a bit. See the height is
getting too noisy. Let's bring a layer and set
it to height adjustment. And then go to height. In here, instead
of linear dodge, you want to set it
to pass through so that it captures all of the height from the layers
that appear before it. So let's activate
only height and color to represent that height on
a single monotone color. Later we could remove it. Then I'm going to
add a level and in here on this drop down,
you want to go to height. This way, you're able to
change the height a bit, add noise or whatever. And remove a bit of noise
that we have generated. Before changing the
height after changing, and now we could remove the color Now we get better distribution
of height on the surface. We don't want it to be too noisy because we're going
to add a lot of details. Let's go let's end that a
bit more. It's a lot better. This effect is too heavy handed. Let's bring another
grunge from here, set the tiling to something
and try to multiply that. Or we could go for subtract
as well to be affect. So this is better. Now, you see, as we go along, we are able to create more sophisticated base color based on the workflow
that we are going for. It's a layering. And for now we're only adding
those generic details. Later, we will return back. And for example, if we needed
to add manual damages, for example, to these
areas, we will go for it. But for now it's
only about adding generic details to all
of these and later. We will go for a
storytelling pass as well. For example, maybe we
wanted to add a carving or something on like one of
these woods and so on. But when you take
a look at wood, there are a lot of
carvings on the wood, and they appear randomly here and there in
all of directions. So I'm going to replicate that. We're going to bring in a lot of scratches on the
surface of the wood, a lot of random spots may be generated by accident
or something. Let's set the color
to something obvious. Just for the masking a later, we will return back
and try to fix it. Let's bring in a fill, and I'm going to bring
scratch generator. We have a lot of scratch
generators in here. Let's use this instead. You see a lot of random carvings on the surface of the wood. And if I go bring in a height. You see now that adds another layer of
carving on the wood. So for the color, we
will do something, but for now, it's okay. Let's go see the mask. Okay, here it is. Let's
bring the tiling up because I feel like
they are too heavy. If I increase the tiling, we get more of those but
with smaller scratches. But also, these are just
like really straight lines. Let's go add a fill in here, not a fill that's
bringing a filter, and I'm going to go for
slopler to break these lines. Now you see they are stylized. But we need to go something like this to break
these lines a bit more. Let's set it to min. This will make sure that it only chips away from
these white parts. After you see the
changes that it makes, and now let's add another fill, and let's bring some
of these grunges. Contrast down.
Triplanar projection. And a great tiling light ten. Now multiply that
from the surface. You see it tries to
remove a lot of that. But also we're able
to see a lot of these scratches here and there. So for the color, let's go
bring a dark color from here. And then for roughness as
well, it's going to be rough. Okay Let's see if I set the base color to
multiply, it would be darker. Let I just brought the
value to something darker and see the
effect in here. Let's add a level, add a bit of contrast. T Now these scratches are
more prominent. If this is something
that you want, you could just
continue with this. But if that is not
something that you want, you could remove
the effect a bit. Now this is better and having more effect on the
surface of the wood. Now let's go for another
layer of scratches. These ones are going to be
smaller, like smaller spots. Pill. Let's bring
scratch generator again. No, not this one. Let's
go for the other one. There's scratch width and length We just want really, small details. Now let's add a level to add even more contrast
and remove those. Let's increase the ti to two. A. Now for these, let's bring the
roughness up because they're going to be rough
and for height as well, they're going to be negative because it's going
to be carving. Now for base color, let's go for something lighter. From the same spectrum.
This is better. Small change, but it's
going to look all right. Okay. Now I'm going
to pause this lesson. We have added those
generic details that we wanted on this surface. Later, we will return back for storytelling paths and
adding those mesh maps. Now for the next one, I'm
going for maybe the stone or this pathway and continue
t them. See you there.
27. Ground And Stones: Okay, everybody. Now we have
textured the wood partially, only the generic
details that later on will return back and
try to manipulate. But now it's time to go for, for example, this ground. It has three material
sets if I bring in or let's go take
a look at the ID. You see that we
have two materials. Excuse me, two materials, one for the mod and
one for the stones, which is basically
using a lot of colors. Now I'm going to create
a folder and call it mod and create another folder
and call this one stones. For the mod, let's go see
which base we have here This ground natural mod
looks like it's going to be a good base to start with at least providing
a good base color. Let's tile it by a lot. Now, I'm going to mask this
by using color selection, pick a color and pick this one. So you see in these
areas that we have mod It's going to mask it. Now whatever we do
on this folder, then it's going to be only on this folder
based on this mask. Now let's go for the stone, and then I'm going
to invert the mask. Let me go copy mask in here, so right click copy mask, and in here, go for a black
mask and paste that mask. And just paste into mask. Now, this is the same
mask as this one. So we need to add a level and inverted to go for
the other one. If I just bring in a fill and change the
color to something else. See it only affects these
areas, which is okay. So now, as you remember, we had an ID that
we wanted to assign different colors for
these different stones. So let me bring in a fill layer and I'm
going to call it base, and then only color. Let's go for roughness and bring rough value
because these stones are going to be rough
Then for base color, let's bring in the ID map. From the material,
which is ground. This is it. Now you see different
colors applied in here, which is not natural. We need to convert these to
black and white textures and then using gradient mapping
to apply colors on them. Again, I'm going for
filter gradient mapping. Let's bring more colors. But before that, we can go
for level, bring it here. Using this Instead, that's bring in a filter
and use a contrast. Contrast luminosity, bring
it here before the gradient. If I add more contrast, you see now, We get
more variation in here. Let's add a level for adding even more variation to these. Now, let's go for gradient and we have already
five to choose from. This is going to be zero. Let's set this
2.2, and this 1.4. Let's add even more looks like we could remove enough. Now we are able to select
different base colors for these separate
the base colors. Again, I'm going for these ones. You see, we have
different colors in here, they are from the same spectrum, but they are different. Let's color pick from here. So later we will
return and the fix. Okay? You see, now we have
different base colors for these and they're not just
only monotone colors. Okay, then, you can go
for different colors. Let's select this one
to be darker a bit. Now, you see, we have
base color setup, and that is good that we have
different colors for these. Although the color
looks stylized a bit. Let's add a filter. Let's go for contrast, add a bit of contrast and
remove from the luminosity. Of course, filter H S
to change the a bit. By desaturating
the colors a bit. We are able to get a good base. Now, this is the base color
that we achieved here, Let's deactivate,
and I'm going to bring a base from here. Let's bring this
concrete material here. Let's choose the other one. Now this is more natural. I'm happy with this one
more. Let's bring this. Now let's set it to
multiply for base color. Now we have the base color plus a bit of readability
on those colors. Now you see we have
different colors in here from different spectrums, applied on that
concrete material. Let's see if we could go
for a different shade. Now, it's okay for now. Now it looks like
we need to place this concrete in this
folder instead of that. Of course, let's see if we could change
different blending modes to see which one of
them is more useful. This one is okay, because
the concrete color is natural as well as going
for a bit of color variation. I'm going for this one. Now
that you take a legacy, we have different
color variations for each of these concretes. Let's bring the color to
something more controlled. Now, we could apply the same
thing for this as well. Let's go see if we could apply the same thing for
the stone material as well. Here we have two
materials, one for stone, and one for the concrete in between, this
one, the mortar. Let's create a folder, call it stone, and one this
is going to be mortar. In here, let's add a
very primary material, not something really complex. Triplanar tiling of pen. Now I'm going to mask
based on color selection. I'm going to pick this. Now you see this is the mortar
in between the stones. Then I'm going to
just copy this mask. Add a black mask and right
click paste into mask. Let's add another concrete
material to this folder. Then of course, we need to
go and invert this mask because it's the same
like the previous mask. Okay? Now the blending
of stone with the Now this looks stylized, Later that we add different
colors, and of course, we will change this
to something else. Let's go for something
like mortar looking. But for now, let's
go for later usage. Though let's do. I'm going
for the ground material, and I'm going to just pick this space and paste
that in the stone. Now you see we have the same color variation
that we had there. But of course we could
go for a darker color. Let's go for multiply because these need
to be darker a bit. These are stones. There's definitely
that separation, but we need to consider
that even more. So I went through these and found out that this
one is a good one. Now, the base is set up
for ground and the stone, and now we are able to
go and start to detail. We have a basic set up here. So now that we have
the base setup. We are able to go and
add those details. We can duplicate layers from this one to this one
if we wanted to. So for the mod as
well, let's go see. You see, there's a seam in here, and that is because the U
V placement that we had. You can go to triplanar
projection to remove that. And it's okay. So Let's try to add those
variations that we want. Let's go for these procedurals. And then I'm going to
bring those details. Manipulate them to see what
we have and what we want. Let's go for color only and try to pick a color
from these tones. No, not here. Before and after. So
this is too strong. Let's go brewing the balance. There's something
more controllable. And then roughness up
and a bit of height. This is the way that we're
creating the materials. We are going to layer a lot of details so that the base
color gets richer and richer. Then later that we make sure
that everything is okay. We will bring mesh maps to
blend them even better. Again, let's try to
layer on top of layer. Tiling of bu, and let's
bring the balance down. Or instead of that, we could
subtract a layer from that. Here's the mask and now we could go pick
a color from here. You see, the more we progress, the better detailed,
it's going to be. Now roughness and
then a bit of height. Then it looks flat
until later that we bring in those mesh details. Because that way it separates the ambient
occlusion from the surface, separates the surface from all other parts so that
we can see that better. Now let's add a bit of
darker colors to it. For testing, let's see. And then a black mask
plus these procedurals. I'm liking this the
way that it is. It's so random. Let's go for roughness. And a bit of height added, because it looks like it's
going to be something like dirt added in over time. Let's go select one of these darker colors
from the same colors. I'm happy with it.
There's a seam in here, doesn't matter because later we will add the edge details, so it will wash a lot of those. So I'm going to add all kinds of procedurals
to add details. For a template, I'm going
to pick this color. Control C while I
have the color and a mask so that every time you do not need
to create a layer, control V to paste,
and you're good to go. So let's set it to try planer. Now for the color. Let's pick up from these. Now you see we are
progressing and making the base color more random
instead of being so stylized. First, later, we will
do the same thing for all of these as
well. Do not worry. We will cover those. Now, another layer. So this is too
much balance down. The great thing is that it only applies on this folder mask. It's not applying on the d. Now, let's go for something. And the roughness as
well, bring it up. Okay? But I feel like we
could level this color a bit, something from these ranges. Now, let's go but something like this is not that natural. Something a bit
desaturated and darker. Now it's all about
creating variations. And you see now, we are going to a point that we get a lot of
variation on these colors. Now, again, let me a layer Add a black mask, and I'm going to bring procedurals on top of it so that we could
layer as much info as possible to make the
color a lot better. Because the fuels color
or albedo is one of the important channels to
work with because this is the first thing that player
is going to see. Okay. Now, let me bring that a good color. Then, of course, instead of
using only monotone color, we could go bring a
gradient map basically, or we could set it
to some of these, for example, to tint to use the background
channels as well, instead of applying
only one color. It looks like tint
is a good option. But it's a bit chaotic. Let me see if I disable that. Then I'm going to bring
the intensity down. Now this is much more natural, a very subtle color change. For the roughness as well, the roughness around here. Then let's try to
br of the here. Very good. Now let's pick up
one of these darker areas. And then bring the color to be darker and a
bit more saturated. Now let's set it again
to something from these. These are very useful.
No saturation isn't. Looks like color is
going to be a good one. It injects that color here. And right now it looks flat because there's
no separation in between these individual
planks, individual stones. The edges are not
separated just like the case about this wood. When we added those edge info, it brought it to a new level. Now, we are creating the
very basic read for that. Though, let's set it
to multiply instead. Now, it looks a lot better. Now, you see, as we go along, we are able to see that we are progressing in
creating a good base. Let's bring the
roughness to that point. L et me create a demo on how we are able to use
these masks for us. For example, let's bring
this one to the mask. Although this is too strong, Let's go the intensity down. You see, now it adds a bit of more readability
to these edges. Although we could
change it a bit, for example, bring the color
to something more natural. You see it really adds that level of
realism that we want. For now, it's only about
adding those details that we want to make sure that the base color is
going to be rich. Then later we will go for bringing those mesh
maps and smart masks. So this one, let's set it to
try planer on the tiling of two and then bring the balance
down and set the color From these stones. Okay you see it adds a
bit of light blue color. Let's pick up something
from here. Very good. Then for the roughness as well, let's bring it up
because the stone is going to be
something really rough. Okay? You see, we are reaching
to a point that there's a lot of storytelling
on these stones. Let's bring this. And we could go for
a color like so. But of course, let's change the mode to something
else. This one is okay. It looks like the
difference was darken, and then bring the
balance down only to inject a bit of that
color into the mix. The mud is brown, and it makes a bit
of sense if we add a bit of brown to
these edges as well. To tell that, for example, there's an injection
from the d to the stone. Now, I feel like we have good information
for the base color. Of course, you can go on
top of everything in here, bring a layer that is
not in these folders, and I'm going to just
call this sharpen. This one is basically adding a sharpen effect to the base
color to make that a bit. I'm going to just set
it to pass through so that it samples everything
in there and go to filter, and then in here, there
should be a sharpen option. Now this is too much. Of course, we want to
affect only the base color. Let's bring the intensity down. Now you see we are getting a lot more info on
these colors before or after. You see it's really blurry
until we add the sharpness. Now let's add a bit of
carving to these edges. Let's set the color to be dark. Then I'm going to bring
some of these scratches. Let's go to the mask at a fill, and I'm going to bring a couple of scratch generators
on top of that. Let's see if we increase the amount with
the tiling. Okay? Now, let me add a roughness and that is going to be high
and for the height as well. To break some of these. Of course, we could bring the tiding down to something like two so that
the scratches are bigger. And then we could
bring in a filter and slope to hide and break some of these lines. So let's set it to men, so that it chips away
from those colors, or we could set it to Mx. Now let's do something.
I'm going to take all of the copy and bring
them to stone. I'm going to apply them on
here to see what happens. This is our stone
material. Let's paste. You see it gets those color informations and
injects them here for free. Then of course, there's
a most material that we're going to add. But overall, I'm
really happy with these amount of color
details that we added here. You see the storytelling
everything is the same, except for the main color. Okay. Now, let's go for ground and add a bit of change to
the mud because I want the mud to
look a bit darker. Darker and more saturated. Let differentiate between that and the rest of the materia. Let's bring the roughness
up a bit because I don't want that to be so shiny. This is good. Now let's
go change something about this mode because
it's overall lat. If we take a look, it doesn't
have a lot of change. We could add very subtle
color variation in here. Only color for now. You see, there's a
sharp line in here. Later, we will add
ambient occion data in here to really hide
a lot of these. So black mask and now, I'm going to bring something to add a bit of variation
to the color of the mod. Whatever we bring here, we
make sure that we set that to triplanar and tiling of war. Let's bring the contrast down. Now, let's pick up
something from here. Of course, it's too saturated. Let's bring saturation to
a more reasonable value. Then the roughness, add a bit of roughness
change to that. Of course, we could
go for height and add even more height
variation to here. Because it's in the mix, I'm really liking this color. But also, we could
bring another layer. Let's go for those
black and white spots which have a lot of range. And remove the mask for now. This is it, so we need
to set it to trib liner and really great tiling to add a lot of
those fine details. Now we're going to
use gradient map. So let's go pick up
from these images. And then we need to
mask that information. Add a black mask
and bring one of these procedurals that has
a lot of change to it. So try again, tiling of two, and you see a very
subtle color change along the mod material. So far, I'm happy
with this right now. In the next one, we
will go and maybe go for the kit, texture these. Of course, we have a basic wood material to apply on them. But of course, we
are going to apply a paint material on them as well so that they are painted. If we go and take
a look on these, you see that they have a very
subtle paint color on them. So I'm going to pause right
now and in the next one, we'll go for these and we'll return back for others later. But before that, let me
copy the sharpen and go to stone material and paste it
on top before and after, and you see it add a lot
of cool ranges to here. Of course, we're going
to add moss here as well and make that color
a bit more interesting, something like green material to represent the moss. See there.
28. Stone Details And Rope: It's now time to
texture these kits. And of course, the kit material composed of three materials. One painted wood, and then this rope material and
a bit of metal as well. Now we're going to start with the shingles
that we have here. Of course, we have
materials set up. Let me go to the wood material, which we are actually there, and control copy and
then bring that here, create a folder,
paste that here. So it's taking all
of the results. So let's cote it shingles
or wooden shingles. Then I'm going to
create a black mask. Let's go to selection
mode and go to object mode and select these
and you're good to go. Now, the wood material
is already set up, but we need to change its color to really
differentiate between these. And then we will bring the
paint material as well. Now, let's go here and I'm going to bring
in a paint layer. And just call it he
saturation lightness, set it to pass through. So that it samples whatever
before it, and then filter, and I'm going to bring in
saturation lightness to really saturate some of these so that they are different from the color of the
main wood that we have. Now, something else,
let's bring in filter, and then let's bring
a contrast as well, add a bit of contrast. This is going to be
the base for our work. I'm going to select all of these and create a
folder for them. Now, let's create another
folder and call it paint. Now I'm going to
bring in a paint and just try to really go
for a paint for these. Let's call it base. Then I'm going to bring in
let's set it to color only. I'm going to bring in mesh
maps and it should be it. Kit. Now, I'm going to add a
filter and gradient mapping. But before that,
actually we need to add a bit of contrast. Let's go bring in a filter. Contrast, bring it before that. A very subtle color change. Then let's go here to see
what material we have here to apply for
the paint material. Let's just s. So let's bring in a
color only for color, and let's color pick
from these areas. Now, this is not going to be a color that
we are going to use. Let's set it to be darker. Now in here, set it to multiply or let's change the
mode to something else. This one is good.
I'm liking that, but we need to go for a
different paint color. So this is okay,
for some of them. Let's add a black mask. Go for mask selection
and select these two. Now I'm going to add another
color for these three. Again, I'm copying
and pasting that. Let's go to the mask
add a level invert. Then I'm going to select a
different color like so, and then let's set it to which color is going
to be the best option. So it's a great paint. But later we will change that bit because it's
going to be masked, and we're going to bring a lot of dirt and
grunge on top of it. And these are going
to be placed in here. If we didn't like that, We could simply return back
and try to change these. Now we have the paint. I'm going to add a black mask
on the paint folder itself. Now, we are going to
apply that paint on these using these
masks, smart masks. Let's search for paint, and we have a lot
of these paints. You see now, the blending
is a lot more natural. We're getting the
effect of the wood, as well as the paint
on top of that. Of course, it's a good one. But we need to have
not a lot of paint. And this is good as
well. No, not this one. This one and this one are okay the mask because this is
painted on top of wood. This really gives us that
option to work with. Now, let's go here, bring another color only color, and I'm going to
add a black mask and select this one because I want this to
have different color. Let it have a very
desaturated t. Color like this. To break the colors a bit so that there's a mix
between blue and white, blue and red, and then this one for breaking the
composition a bit. Now let's go for the
mask which is here. Now let's bring the contrast
up because the paint is not having a lot of these areas
of really mid tone values. It is yes or no, so we need to bring
the contrast up but also we could go and reduce
the contrast just a bit. But overall, we need to
have a lot of contrast. Now, we have established a
base, and let's do something. I'm going to bring in a fill, and let's go for
these procedurals to add them to the mix a bit. For example, this
one, it has a lot of color patch like images, and let's add to contrast
and then set it to multiply. Now, multiply, let's
set it to subtract. Let's increase the tiling
to something like two. Then of course, we could
add a bit of slope blur to break these edges
because now they are looking to procedural. So let's go here and a. Then again, we can bring a filter contrast and try to add the amount of
contrast that we need. Of course, we have
the site as well, which later on is
going to be used. Now, this is going to
be placed in here, but when I'm taking a look, they are a bit they actually
need to be resized down. So let's do something. I'm going to open
blender and try to just plan these in here and create that shingles
that we want it. And then we will return back and see how many changes
we want to apply. Here we are in a
fresh blender scene. And I'm going to take this
and try to plan it here. To tell the story that it
holds the structure together. And because we have
many sites sculpted, we have no problem if
we just use that a lot. So let's rescale that like so. And it takes a bit of time, but it's going to be worth it. Again, let's bring that here, rotate to use the other side
and again rotate like so, so that we have a base
planted for these shingles. There's a bit of change in here. Then we could duplicate them to the other side
because as I said, nobody's going to see
these two sides together. So you have the option to go
and try to make it unique. But since there's a bit of limitation in time
in the tutorial, we save a bit of time. Now, you see that wood has
been used as well. Let's see. We need to place
these along here. First, let me just
take these duplicate, and then I'm going
to rescale them by 0.75 and now comparing
them to here. Looks like we could go by
0.50 0.5, isn't that okay? Let's go by point Now we are able to place
these along these rails. Let's scale them by 0.7. 0.7 looks like to
be a great scale. Then I'm going to place them here and try to keep
bash with them. This is the effect
that we are getting. Now let's bring that to here. Now we're getting to a point that we are
happy with these. Let's duplicate them,
bring them here, and you can go instead of using Median point
or bounding box. You can go for
individual origins, and now if I try to rotate, these are getting rot
based on their own pivots. Now, let's rotate
them based on local, and now based on local z, we are able to rotate them
to use the other side. Let's go for 180 degrees. Then I could take this
and bring it to here. Okay? Now, take all of these
duplicate bring to here. Then, of course,
there's a bit of placement that we need to do. Now for rotation, again, I'm going to go for y. Now rotation in y based
on 90 degrees, no. Let's go for x instead
alongside local x, not global. So rotate Let's go for 180
degrees instead. Rotate 180 degrees. Now you see they are getting used in different variations. Let's keep this one away. Now we could take the duplicate them once more, bring them here. Let's go for bounding box center to rotate them
all at the same time. Now, there needs a bit of manipulation that we need to do. Then again, I'm going for median points so that they get rotated around their own pivots. Let's go for individual
origins, me. Then I'm going to
rotate alongside by 180 degrees to
use the other side. So Let me take these again. Looks like there's a
bit of space in here, which we could fill using these. Now let's take this and
then bring them here, rotate a and try to offset them a bit. Okay? Now, let's do something. I'm going to now take
this one and export it and reimport it in painter
to see how that is looking. If that was right, we will
mirror that to this side. But if that was not all right, we will change
something about it. Okay. Now FP X, and I'm going
to select here export. And now we need to go to
project configuration, select and select the
newly created file open, and it should be good to go. So, now, they are
losing that color. Let's go see if there's
anything wrong in here. Let's go to Kit. Now we need
to select these once more. Now you see, but it's only
going for that color. Instead, let's go and try to select these I need
a bit of selection. For this one here,
and then for this, let's pick up So Let's
see what happened. The reason that we are
getting mixed colors is that we need to select
the masks again. Now, let's see. Let's
go for masking. Let's here and just try to remove these
masks for now. Until we sort these. Remove mask, and then
remove mask as well. Now we do not have
anything applied in here. Let's go to Blender, because I'm actually happy with the placement of
these. Let's take Let's take these as well
because I want to apply a bit of random
variation on these. Okay. But before that,
let's do something. I'm going to
deselect these rows. And now based on bounding box center and global. Just to make sure that there's this mosaic kind of effect here. And place these and let's select one of these because I'm going to
bring it to here. Now, let's select
all of these again, the ones that we do not want. Now let's create a folder
for them so that we know a and then duplicate. Rotate 180 degrees and place them here to
create the site as well. You already know that
you could go and try to change them as you want. But since we're going
to be a bit faster, I'm going to use
these shortcuts. Now, let's do something. I'm going to bring
the search menu and then there's a
randomized transform. It's in here, and then
you have the ability to randomize the ones that you have selected based
on their pivots. We want to make sure
that the pivots are in the center
of all of those. The location, you see, this is applying a bit
of location change, so that they're not
all in the same place, and they have a bit of
ups and downs as well. Then rotation you just
don't want to go too far. And for scale, I'm not
going to do anything. Sometimes it creates
some visual bugs, then it could go and
try to fix the result. For example, in here, But overall is going
to be a good one. Now it looks like we could take this and overwrite it on the previous FBX,
which was this one. Now, let's go reimport mesh. Now let's go to
the Kit material. Then we need to mask these. Let's choose this
one to be blue. So let's remove that to see
what we're getting here. Okay? And then mask one of these
to be using this color. Now let's apply this
one black mask. And select, for example, this one, to use
that neutral color. Then one of these is
going to be this color. Let's select this one
to be another color. This one. Now let's see the
composition of those colors. And it's all right. Now, there's one more problem and that is we are getting a
lot of noise in here. Let's go to the paint
mask that you see, we have a lot of noise
on I'm removing this. T. To reduce a bit of noise. You see it adds a lot of noise. And now we could go and try
to add the detail pass. Let's bring in a simple layer. Just call it HS L because these
colors are too saturated. So let's go for hue saturation and bring the saturation to a
reasonable value. But before that, we
need to set it to pass to sample all
of those colors. Then again in here, let's
desaturate these colors a bit. Looks like we're getting
a good result in here. It's actually getting a
bit of stylized in here because I do not want these to have a very
significant color. I want them to be a similar
tone to the main wood. Let's go and see if we could change Looks like this one is a good one. You see, we are getting
those wooden shingles, and then we get a bit of
color overlay on top of it. But also, you could go
to normal and bring the intensity down
to get such effect. Looks like this one is a better. Now let's go for that color mode Now you see we get different
colors on these and that's actually in the same
spectrum as other materials. Very good. Looks like we
could bring that color to a more reasonable change because we don't want
it to be so stylized. Now that we're working on kits, let's go for the rope. Let's create a new folder
outside of the wood. And I'm just going to call
it rope and we're going to create a basic fabric
material for this. Here's going to be the material that we're
going to look for. See the fabric is clearly there. Let's bring the fault material. Let's set the color to be
something from these tones. But of course, it's
going to be a bit desaturated because you see this is affected by the light. But before that, we need to go to mask with color selection. And select these. Or instead of that,
we could go to mask selection object and select
these three at the same time. Now, let's bring in the filter, and I'm going to desaturate it because the color
is too saturated. So desaturate to get a much more natural
color for the rope. Now let's go for the
roughness because the rope is a rough material. Okay. Now for the height,
we do not need to do anything because
this is the base layer. And now we are going to add Those patterns that we know from rope and fabric material. Let me copy this, and then let's add a
fill in here and go to procedurals to see what we will find for the fabric pattern. This is a good fabric, but we need to tile it a lot. First, let's go for
a darker color. Then in here, we do
not want to set it to triplanar because it
breaks the tiling, as you remember,
this one is tiling. If we go here, you see, we get a tiling rope
from here to here. Now, let's increase the
tiling to a greater number. Again, definitely we need to add the height Now this is going to be the
base for our height. So the tiling looks to be a lot. Let's go decrease to
something like five. No. Let's go something
in between. Very good. Now let's take a look and you see that we have
that fabric pattern, but we need to add a level to
control the contrast a bit. Now let's go for the color and try to pick up
something from here that has the same tone and
bring the color to here, and then the roughness
is going to be up because you know the rope
is a rough material. Here's the base color. Now let's add something directional that goes
in the same direction. Let's paste the mask. Now looks like you
have something directional in here
like this fur. Let's add it to here, so the direction
needs to be changed. Let's pick up a color
similar to that. So you see it's going
in opposite direction. Let's go for 90
degrees of rotation. And then a great
amount of tiling. And then bring a
filter and then con, try to bring up a lot
of contrast in here. Let's see, when it did
make the color a bit. Or go for a different tone. For example, to
present that there is a mass on the
surface of the rope. Now, add a level and
try to bring that up with a lot of contrast. Now, the color is too heavy. Let's bring the color to here, and then the roughness
is going to be up plus, no, we do not want height. It gets too chaotic. Now that I'm taking a look, I see that this color is
quite a jump from these. See the value is quite much. Let's add HS set it
to pass through, add a filter, and then HS L to bring the
saturation and lightness down. To match it with the
rest of the materials, because they are old,
and we don't want them to look that new. Because we're going to create a rope and wrap it
around this wood, and it's going to take a moment. I'm going to pause this lesson. In the next one, we
will go and create a rope and further texture
that. See you there.
29. Texture Rope And Metal: Now it's time to go
and relocate the rope on this side in here and maybe accompany that
with a bit of texturing, to add a bit of rust where
this rope is located. Let's go to blender. We have the rope. You see, because we wanted to get different ID maps for these, we just separated them. First thing, we need to join them so that they
are one object. Now let's bring
them to the center, and it's going to cause problems in the geometry because now we
have new geometry. If we import the mesh, there might be some adjustments
that we need to do. Now, bring it to the center, app the rotation and scale and everything and make
sure that the pivot is set to the beginning right
in the center of the world. Now the way that we're going
to create our rope is to use the geometry alongside with the curve modifier and a ray
modifier with some curves. Now if you do not have the curve option
that we see in here, there are many curve options. You can go to edit preference
and in this add on, just search for extra and there's extra curves
and extra objects. You can use both of them. They're. Now, shift A
after enabling that, we want to go to let's go and
select spiral and this one. Now it's only a circle, but there's something first. Let's go for height, and this is determining the
height value that we have. I just collapsed there. Let's see how it's
going to work. We are going to take the mesh, bring array modifier, and now
we are going for relative. Because relative
is going to take the pivot and the length of
the mesh in consideration. We want to offset that in Z, the mesh is tiding perfectly, and then we're going to
bring in a curve modifier. And let's select this curve, and it should be in Z. Now you see this geometry
is following that curve and the moment that I
increase the amount here, it's going to follow
exactly the same shape. This is how we are going
to create our geometry, our rope, and it's a great technique to
use for creating ropes. And so again, I'm
going for bringing that curve spiral curve. And now let's increase the turn to something
that really we want. For example, how many
turns do we want the rope to take
around this wood. Looks like this one is okay. And for the rest of the
pieces, for example, radius, and all of these, you can try to test them, but I really like
this one better. Let's go for seven. Now
you see this is too much. It goes beyond the
geometry even. First, let's do something. I'm going to bring
the array modifier. Zero, and in z, we want one because we
want that to be vertical. Then we want to bring
the curve modifier. And then take this
and set it to z. You see now it's following the same geometry and if
we increase the amount, it's going to follow
the same shape. Now, we know that our
curve needs to be rotated 90 degrees and adjusted to the
scale of this wood. How do we do that? Very simple. We're going to rotate that. But before that, let's
deactivate the fiers. Now, rotate scale and try to place it on somewhere
that you like really. For example, along this curve. Now if I apply that array
modifier and curve, you see it becomes
distorted because the mesh doesn't know about
the changes of this spiral. We need to go to spiral, and then you can bring
in the reset menu, reset rotation, and reset
scale, and reset everything. Now you see it's revolving
around that, which is okay. Then now you can take the spiral I mean, we are now using
that spiral to manipulate. We are going for scale. Let's bring the pivot
to the center or let's just try to scale
and bring that to here and then apply the
rotation scale and anything. And then looks like we need
to decrease the amount. Now, you see the profile has been rescaled too much because we want our rope to be stronger in profile.
How do we do that? We are going to take the
spiral, not the mesh. We are going for a spiral. Let's go to edit mode while
taking all of the points hold down so that you increase the
profile of your geometry. Now, let's add a bit
of more geometry, and then there's an option
in here, which is merge. If you enable, it's
going to merge these so that it's one
piece of solid geometry. If we just take this, for example, let's say that
we're happy with this. Let's take a backup, hide the backup for now and
apply the geometry in here. Let me place the
pivot right in here, so that we scale based on that. And then we could create something like this
that has the rope. In such a maneuver. I Looks like this one could be improved
a bit. Let's do something. I'm going to take this,
bring the pivot to the center and bring the
origin to select it. Now take this Pivot tours. Now the pivot is based
on this one in here. If we go try to change it, it's going to rotate ad that. So for this, let's take these and go
for proportional editing. What proportional
editing does is that it has a fall of radius. Using that, you can
manipulate the geometry. So scale based on. And Let's hide this in here. Then it looks to procedural. For example, we could go try to take some
of these vertices, try to manipulate them, but of course, with
a smaller fall off. Let me take that and just
decrease the fall off. Something like that to really
fine tune the shape of the geometry and make the rope more natural. So I here, there Now, let's do something. I'm going to take whatever we do not need
from that mesh and remove which includes
whatever in here, Now let's try to test
that to see what happens. But I feel like we
could take some of these and try to increase the scale but with a smaller follo so
that it doesn't affect the other
neighboring meshes. Now, let's try to test
to see what happens. I'm going to take
these and export. We could overwrite on top of this or we could
create a new mesh. First, let's create a new mesh, and I'm going to go to
project configuration and select and select a newly
created mesh and test. This like expected, we are
getting white material in here because this is not the geometry that we had here. It's altered. Let's go to Kit, and we
only need to select a mask. Let's go to object mode and select and go to the material. And you see now
the rope material is applying there perfectly. But there's something that
we need to for example, wrap this one a bit because it's a bit procedural looking. Now, let's take
this, bring it over. Now I'm going to bring
the backup that we kept, which is here and now take that a spiral and place it
a bit more wisely. Let's bring the
period to the center. Then take that apply the
rotation, and whatever. I feel like this one
might be a bit better. First, let's apply and then take these and just
try to offset them a bit. Because they're too
procedural right now. I want just a bit of offset because the rope is not something really
that procedural. Let's apply anything
and then take the. Then again, I'm going to take a backup and hide it for now. Let's decrease the
amount like so, and then I'm going to duplicate, apply the modifier, and a bit of scaling and rotating as well. Because I want to
create the illusion that there's this rope
wrapped up around here. Then let's take this one, increase the scale, and let's bring the
pivot to the center exactly because we want
the pivot to be there. Pivot, apply. And let's duplicate, apply the modifier and bring
the Pivoty cursor. Then like always,
we need to take this and using the
proportional editing, just we want to
center that a bit. Then let's hide this
one for now as well. Then there are two types of geometry in here which
we need to take. Now, let's take this
and try to export it. I feel like again, we need to set a
different geometry and different coloring because this one is not what I wanted. We could definitely
perform better on that. Now, everything is fine. Except for such a visual bug, and that is not a
very important. We could go and take this. And using the
proportional editing, we could hide these in here. Let's just decrease the fall of I'll just point that here. Or we could take these CAP geometry converted to polygons and extend and
delete in those areas, which are not visible. Now, take everything export, we're going to export
on the same file. And then reimport mesh. It's fine, but we look like we could bring that
to the center bit. I want this one to
be more centered. Take these. Let's take the espiral and hide it
and center this one a bit. Now place this in a just resembles a
lot of geometry. Now you see different
levels of geometry. Now, if I take this and
using proportional editing, try to add a bit of
randomness to here. It really looks more natural than actually not
changing anything. Let's take this again. Now there's something because we have a lot of
geometry in here, if we go take a look you see, there's a lot of geometry. So in order to
optimize this a bit, we could really
optimize it without actually reducing
a lot of quality, just like what we've done
with the decimation in Z. So decimate. The great thing is that it removes a lot from the geometry. It keeps a lot of
detail in place. So let's go for
0.3, for example, and you see a great
optimization, but it kept a lot of
geometry in place. Since this one is a
second handed mesh, and it's only for creating the illusion that the rope
has actually more depth. We could even go
further by 0.2 or 0.1, and try to optimize
the geometry. Let's take this one
as well, decimate. Let's go for 0.1. Let me see if I could bring
that here. 0.05. This will really create the ill that there's a lot of geometry. Let's take this one and
try to straighten that. Okay? Now it looks more
like what we wanted. So now, let me take it and
export on the same file. And then reimport the mesh. Again, because we
changed the geometry, we need to go reselect. That is going to be easy. Just take the rope and
it should be good to go. Now you see accompanied with these smaller ones that
have been optimized. We are creating a
good rope profile. It's a good one for
creating optimized ropes. Of course, you can go and try
to optimize this even more, and it's valid as well. And we need to add
some details to these ropes because the
color looks flat a bit. You see, we're not able to
distinguish the differences. Now, let's bring layers. They're going to
be probably darker layers because we're going to add a lot of mesh data
details based on the mesh. Now, let's create a
black mask and copy so that every time we do not
need to go and recreate. So let's try to bring these and these are going
to be the mesh based masks. Now the color is
actually bright. Let's go pick up something from here,
and then darken that. Darken and saturated a bit. So that you see the color
is not so monotone. It has some details to it. Then it's not the end of it because we are going to
add a lot of details. Now, let's add roughness, and then this one is
going to be rough. Then there should be a
lot of fabrics in here. Okay Let's place here, and then this is too strong. Let's go see what happens here, bring the balance
down and contrast up. I already has a
lot of scratches. So let's add a fill, and then bring a
procedural from this menu. Something like this. And set it to multiply so that it washes
all of that noise. Now again, this is going to be a darker tone
roughness up and then maybe darker as
well because I want to convey the message that this has been
there for a long time, and there's a lot of dirt place. This one is perfect as well. Picku colors from here. And maybe a bit of green, a dark green to represent old mouse on
the surface of this. Because the texture
is tiling and we made the UVs go 0-1 UV space. We are getting
tiling in here and because we have merged
these in lender, the result is actually
perfect and seamless, and there's no seam
in these areas. But again, we need to add more details exactly
in the cavity areas. Let's add that plane again, that plane the color. Let's add a cavity
rust let's see. And that looks very good. But of course, we could
go and try to pick a darker color plus
a roughness value. But again, we need to
add a fill and bring a directional procedural
to subtract from that. Let's set it to t and
like a tiling of four, and then multiply to
remove a lot of that. Okay. Let's bring that multiply to a more reasonable number. Let's bring some
occlusion data as well. This is very good
for those areas. Then we need to bring
a darker color. And you see this
adds a lot of depth. Disease. Then it's going
to be rough as well. Then let's add more
cavity in here. Because we want to really bring a lot of
those differences. So this is a good
overall color change. But then we need to
set it to color, and a color that
has the same tone. But it's going to be darker because it's going to be
an old one, older one. And of course, a bit of roughness and maybe
a bit of height. Very, very slight height change because if you subtract
too much height, then it's going to
be really noisy. Again, let's paint with the This is overall too
strong. Let's find something. It could be a darker color based on the tones
that we have here. So let's bring the
saturation up. Okay. And you can continue adding
more details to there. And that is really
dependent on you and how much detail you
want to place there. So this is taking
all of the mesh. So a bit of color swatches. Then a roughness value. I feel like for now, it's
okay for the rope as well. We have textured these wooden
shingles and the rope, and now the only thing
remaining is the metal part. Let's create a folder again
and just call it iron, it's going to be old as well. Let's bring in a fill. Again, that fill is going to be filtered L et's add a
black mask to the folder. Again, using the mask control, we are able to select these. Let's go in here and bring a
very rough metal base color. So this has already a lot of noise because we want
these to be old. This is the first layer. But let's make the color darker a bit because they
belong to older ages. And the way that they
produced metal was different. They're not going
to be that smooth. Instead, they're going to
have some roughness value. A bit of grain, a bit of
surface undulation as well. Okay now, you see, it
looks like some kind of a hammered type of metal
that existed in older ages. Now, let's add a bit of more
surface change to that. Let's bring only
the height for now, and then add a black mask
accompanied with a fill. I'm going to bring
some noises like, for example, the black
and white spots. But before that, we need to
go change the height a bit. You see now this is too much. First, we need to go bring the tiling to
something like 0.5. No 0.25 is okay because
we wanted big changes. And then this is too intense. We need to go bring in
a fill, no not a fill. Let's bring in a filter, and then we're
going to blur that. This is before blur. This is after blur,
let's bring the blur up. Then of course, let's bring in filter and add a bit
of contrast to the noise. We want to have difference
between these areas. Let's see, this was
before anything. We added the black
and white spots, added a bit of contrast and then blur and you see this is
the change that we get. Let's bring the blur down a bit. Then let's go bring
the roughness. No This is the roughness. Let's go for color and
make that darker a bit. Although, it doesn't
affect a lot. So let's add that metallic value as well because this
is going to be metal. No, let's not add
the metal because we need to only
undulate the surface. And Let's see here, let's bring the color to
a more reasonable value. Then let's bring another
layer only height, but this time we're going to add more high frequency noise. We're going for height
add a black mask, and then we're going to bring something that has more noise. But this one looks all right. Let's bring this instead. Now, we need to tile this or set it to tri plan and tile because
there's not much value in here. Let's go tile f eight now see it tries to break
the surface even more. A and let's go for ten, and we could also increase the contrast or stronger effect. Now, this lesson is
taking too long. I'm going to pause and
see you in the next one where we go and
continue texturing. I believe that it should take
maybe a couple of lessons to finish this. See you there.
30. Detail Stones Texture: Okay, everybody, now we are
progressing in final lessons, and now we are ready
to go for metal. Now the metal just
looks so flat. Why? Because we need
to add a bit of edgeware to really shine
on some of these edges. You see, there's a
flat metal in here. Let's go I believe
that there should be a t This is a rust material. Now, let's see what we could do. Let me go to smart masks, and I'm going to bring something that has that edge to it. This is not strong enough. This is highlighting
some of those edges. When you take a look at here, you see the metal is just rusty. Now this looks procedural a bit. Let instead of
bringing that rust, let's bring a metal. Now this is looking
a lot better. By introducing a bit of metal on the edges
to highlight them, it looks a lot better. Let's see what we have. This one is better
than all of them, and this is the mask
that it provides. Let's go see t. And bring the contrast down. And again, I'm going
to bring a fill. Let's set it to
multiply for now, and then in this menu, let's go find something. Some of these grunges
look awesome. I this is for
breaking those edges, and then let's bring the
multiply to be more controlled. Now you see we have
the metal in place. But also we need to bring
the balance down just a bit. Now, let's take a look. Right now, I see that this
metal that we have here, let me see the base color. We could actually
change the color a bit by making that not so dark. Something that really
shines in the composition. The previous one was a bit
darker than what we wanted. Now let's go for
this one and you see this edge detail that
is working all right. And we might introduce a bit
of rust to the mix as well. Then let's add a bit of scratches on the
surface of metal. Phil, no, not here. Let's add a black mask first, and then add a fil copy. Then in here, let's for scratch. There should be some of these grungs that
generate scratch. So Let's see. First, we
need to invert that, to get some of those
scratches showing, and then we need to increase the tiling to
something like four. Now let's take a look after. But again, we need to bring
the balance down a bit. Very good. In order to add a bit of realism to the surface, We are bringing color roughness. Let's set it to be rough. Then I'm going to
bring the height and just add a bit of height. So we don't want
to be that much. And Let's see if I add metallic. Now, let's not add metallic. Now, this is it. Let's bring levels because
I'm going to bring the scratches to be more
pronounced like so. But then again, we need
to bring in filter, always bring in slopel to
break some of those edges. Now, this looks stylize
the bit and you see y. Now let's take a look. Of course, we are
getting a good result. And then let's add a layer of
rust on top of everything. Again, I'm going to bring that. Let's bring color only, and instead of color, let's go bring some of those really high
frequency noises. For example, these
black and white spots. Because I'm going to use
the gradient mapping with some irregular
colors to tell that, for example, it's using a
lot of rust on the surface. Now, let's remove the mask
for now. This is the effect. And then I'm going
to bring gradient, let's bring a filter, and let's bring gradient. Let's try to add a bit of more
colors, for example, five. And then displace the
colors, for example, now, this one is going to 0.2, 0.4. And then later we will go
and refine them a bit more. Now this one is going to be one. Now, now I just found some free images of metal
and rust on the metal, and I'm going to pick
colors from these. Now, it's easy to just go and
pick colors that you like, and then later you can
return back and try to recolor them and specify
them on the gradient. Okay? Now, let's pick up from here. I'm picking up really
irregular colors. And then let the
latest one be green. Now, let's go and define
the material attributes. Let's bring the roughness. I'm going to just
make it a bit rough. Then it's not going to
be metallic or anything. Then let's set it to trip projection because I
wanted to remove those seams. So Let's see. You see there are
really irregular colors to represent that rust
that we're going to apply. Now let's add a black mask
and then in here on the fill, I'm going to bring
again that bring the contrast projection and the tiling of ten, for example. Okay Let's see the mask. And let's do something. I'm going to bring these and
now let's just search for rust to see if they look better with
the mask or something. This looks okay. This looks good as
well because you see it adds a lot
of rust to the mix. Let's see about this one. The same thing, not
really different. So the rusty drips is okay. Then the surface No, that is not so powerful. Let's go and use this one int. Then I feel like instead
of a lot of green, we can go pick up
some more colors. For example, let's
pick up from that. No, that's one Instead of some of these, let's pick up really
irregular colors. Because you see there's
a bit of brown in here, and it looks like it's wood
or something like that. Let's see. Then I'm going to take
that black and white spot, bring it on top and
set it to multiply. And then let's bring
the multiply down, only to remove some of those. Let's go for our
gradient mapping. Let's bring the filter, and let's bring HS LTC
if we could change the he to something more rusty. Hey. So I'm testing different values, to see which one is better. Then let's go for the roughness because that
is going to be rough. The rust is going
to be a rough one. Then there's something
that I don't like, and that is that color
that looks like wood. Let's go pick. I believe
it should be that one. Let's see which one is that. Now, this is a lot
better and more rugged and it doesn't
look like wood a lot. Now, there's more details
that we could add. Let's add a filter, excuse me, a fill, and let's
add only color. Now, let's go bring in a mask, and let's see what we have in these procedurals
in terms of metal. This galvanized metal galvanic. It's awesome. Let's select. Then let's choose a
different hue from these. I'm going to go for
completely opposite color. These are mainly darker colors. Let's see. Let's color pick
to see which one works. So it looks like a bluish
tone adds a lot to it. Let's see. Let's bring the mask to
be triplanar projection, and then the tiling to
something like eight, for example, then again, we need to limit that a. Let's add rut. This is it and let's
set to multiply. Before after, you see, it adds a cool
looking blue color. Let's bring the color down. I don't want it to
be metal, because, for example, I don't
want it to be metal. For so if we add a
bit of roughness, it looks more like a rut or paint or something that
has been dried there. So again, let's add a bit of random swatches
here and there. So let's search for spot, and there should be a lot of these for random break
up on the surface. The projection is okay because if you go and set
it to triplanar, it's going to be continuous
all over the metal, which is not actually that okay. It doesn't look that realistic. Now, let's go set
it to something ty. Let me go for the color. Then it looks all right for something like
a paint overlay. So let's do that. Instead of subtracting
from the surface, let's act like this has been a paint overlay that has
been really removed. Let us go for a roughness. Then for the height, instead of subtracting,
I'm going to add to it. Now it looks like it has
been added to the surface. Like a color or something. Let's take a look at these
and I feel like we could go add more to that. Let's bring in a fill, and I'm going to
bring some of these that look like colors. Let's set the tiding to two. And let's set the
multiply to set the mode to add
instead of multiply. Now we have different
color swatches here and there that look
like for example, this has been painted, and now the paint has been removed due to
the passage of time. But in here, you see
it's procedural, so we will take care of that. Do not worry. Let's
add another fill, and let's bring
these to the mix. Now the tiling to two, let's bring the balance up. Now we have a lot of
those small, tiny points. Let's set it to add Now you see we have different
color swatches of that tone, and it's okay. Let's see the base color. Then let's bring in
a filter, and again, slope blur gray scale to really break some
of those lines. It's amazing. And I'm
liking the results so far. And it looks like a
metal that has been there for a long time. We're adding detail
on top of detail. They really progress.
Here, instead of using a monotone color, let's go bring the
rust material. It has more tone. Let's add a bit of
color variation. And the roughness as well. But let's make the
color a bit darker. Now if you take a look at
the base color you see now, it's not a single
monotone material. It has characteristics to it. It has different tones. Now, let's add a bit of
mesh related masks in here. So let's bring in a paint. And Let's see what
these masks offer. Now this is color for
these darker areas. Definitely, we need to
go and make it darker. To add a bit of depth, and let's set it to a multiply. Now this is really
not that okay. So Let's control the
darkness using that. If I go back, it adds a layer of depth
on top of that metal. These are really fine for adding mesh related details.
It's awesome. Let's add the roughness amount that we want for those areas. Now let's see the mask. This is it completely
white in these areas. Let's bring in a fill. I'm going to bring
something to break that. Triplanar and a tiling
of eight, for example, and then set it to multiply
to really break some of these straight
lines, or subtract. And let's bring the effect. Okay. Then let's
bring more of these. I'm not liking that. Let's bring something or a bit of random spots carved
on the surface. Let's set the color to multiply because we
want to darken that, and then roughness
up and height. We're going to c
that on the surface. Okay? Then let's
add more detail. So it's not okay. Let's go
for some ambience occlusion. No, this is not okay. This highlights
these edges a bit. Let's keep that. But
I'm going to change the color to something
like that rust. Again, this is a
lot more effective. Let's see what we could
do about the height. We don't want to
be that much of. Now you can go and try
to texture that more, but I feel like it's
okay for metal. Now it's time to go for
other pieces, for example, for stones, and this pathway maybe to add
some mesh related details. Let's go for ground. Actually, before going
for ground material, let's go in here for the stone I'm going to
that mortar material, and let's bring
our mud material, the same one that
we used in here. But I'm going to
change it a bit. Now let's keep the
normal from this, but definitely
deactivate the color. Now, let's see about the color. I'm going for something like a dark concrete
or something, that we could apply
mass as well. So first, let's bring
the roughness up. Because that is
going to be rough. And then let's choose a basic dark material
because I want to be able to see the difference
between this and the stones. Let's reselect that again, but bring the roughness up. Looks like it's a good material. Then let's do something.
I'm going for the ground and just take this material and bring
the value down a bit. And take this one as well. Bring the value down to
make it a bit darker. Filter saturation,
lightness after that, and then bring the lightness down to really differentiate
between these ds and the mod in here because this one is going
to be using a lot of moss. So let's go for the stone, and in here, I'm going
to bring in a fill. Let's bring color only. And then first, let's go for the mask because I'm going
to first see the mask. I'm going to bring in a fill, and let's bring some of these. These ones to bring a bit of
moss looking materials here. Okay? Now, let's add another fil. I'm just seeing what
we could add here. So triplanar projection, a great tiling and
set it to overlay. No, not overlay,
let's set it to add. Here's going to be our mask for the moss on the
surface for now, let's bring another field
because I want that to be using more of those. This one is good as well. Let's set it to triplanar
and then set it to add. Now the moss is
taking a lot more. Let's bring in the color
I'm going to bring the, for example, No, let's bring something that
has a lot more range. For example, this one. Now, I'm going to bring
moss by gradient mapping. Let's bring in a filter, and I'm going to bring in
a gradient and in here, I'm going to apply
some green colors. Let's pick up them from here. Dark green, light
green, and so on. Okay, let's go for a darker one. Let's bring the balance up. Then definitely, we need
to check for the mask. Let's add a level because I want to increase the mask more. Now, the mass is
getting placed here, and see we are getting
different colors there. But then it looks right if we just changed the color
to be a bit darker. Let's see about the roughness. Now, later that we
add those mesh masks, it really looks a lot better. Let's do something.
I'm going to bring in. Of course, we have
a sharpen as well. It sharpens the effect. After this, I'm going
to bring in a fill. Now a filter, and let's use slope to mix these
colors a bit more. I say it's blending
a lot better. So mass should be a
rough material probably. Not that rough,
but it's going to be blocking the light a bit. Okay. Now, let's see. L et's set it to for
a bit of breakup. Now we could add a bit of
height as well because, for example, to tell that they have been added
on the surface. Not that but a bit Okay. Now let's do something. I'm going to take this mask as a mass mask and create
an anchor point. And let's just call it moss. Because later on we're
going to reference that. Let's duplicate the layer because I don't want to
reuse the same thing. After overlay,
after the gradient, excuse me, I'm going
to bring in a filter, and then HS L, I'm
going to bring this more towards
those warmer colors. For example,
something like this. Very small changes. Okay? A bit of older moss. Then we could simply
delete all of these because I'm going
to bring in a fill, and then on this fill,
let's bring moss. Now it's using the
same moss mask, but I'm going to limit that
to some of these areas. Let's bring in a fill and bring something
to break that up. Bring that again as well. This is it. Let's set
it to multiplier. Now you see we get a mix
between different moss levels. But again, let's bring in a level and try
to limit that a bit. Let's get different
colors for the moss. Later as well, we will add the moss overlay on top of
everything to blend together. I'm going to take the, for example, let
me just take it. I'm going to bring it outside of these folders. Let
me bring it here. As overlay. So this is it. Let me create a folder. Let's call the folder moss, and I'm going to
place that here, so that everything we do on this folder is going to
be applied anywhere. We could do something. Let me add a level in here after that because I'm going to now this is a prominent
mask Ms material everywhere. Now, I'm going to add
a black mask here. Then I'm going to bring
some of these mass. Let's apply that here, and it's going to blend
between these two layers. Now you see it's
blended, but again, there's a bit of height
change that we need to apply because there's
too much height in here. Just select the folder, go to height channel, and you could just bring the height to a
more reasonable value. Now let's see before and after. You see, it just
tries to blend these as best as possible. Let's go to color. I'm going to add paint
layer, not a field layer. It's going to be using a
filter only for color, hue saturation lightness, and I'm going to make
this a bit darker. To tell that, for example, it's a older type of
moss being in here. Then again, let's go back
to the moss material in here and go for
the height and try to make it a bit more active. Now we have different
levels of moss, the dark one, these middle
ones and the brightest ones. Now, you see, after
adding these masks, it really adds a lot to it. Let's see about this
mass from above. No, I'm not liking that. Let's and go and
try to use some of these edge manipulators
on these results. The stone looks like
there's a problem in here. We, this white color is because, for example, in
here, we have mask, and we have mask
in here as well. If we apply a base material
before everything, it should solve the problem, I believe. No, it didn't. Let's bring that before
the stone folder. No. T. Now let's do something. I'm going to take this
and blur that a bit. By decreasing the contrast. Because if we add
too much contrast, it's going to look
not that okay. Then a bit of these get
affected by the mass as well. Let's bring a bit of
contrast, but just a bit. Now, let's go to
our stone folder. Here And then after this, I'm going to bring in
some color impo on the edges and on cavity on
ambient occlusion on dust, on surface, and whatever. So let's bring a chaotic edge. This is the mask. Definitely we need to bring the level down. Only to highlight
some of these edges. But definitely, we need to change the color
to something else. Let's set it to pass
through for the color only, and then let's add a filter. Let's bring H S L. Instead, let's add a paint
layer instead of that. Set it to pass through, add a filter only color and
then HS L. And then set it. Then if I go and try to
change that HSL, for example, lighten, it's going to
lighten only these colors, not adding only a simple
color on top of everything. We need to go bring
and a bit of contrast, it's more effective than
bringing a simple color. Let's bring filter,
a paint layer, set it to pass through
and with a filter of S L, I'm going to copy the same
setup because we're going to bring that and use it a lot. Let's see about these edges. Now, you see, it's using the same data instead of
reusing the new color. And you see the base color
is really getting rich. Now let's see the mask. Definitely, we need to
bring the balance down. Before and after, see it adds a good edge to these surfaces. Using this setup, you're able
to reuse the same thing. Let's bring the lightness up, and then I'm going to
bring this is fiber. I do not want it. Let's bring rust or something, for example. Before or after. Let's create
a darker color this time. No, a bit saturated air a
bit of these warmer colors. But not that much. Let's
control the color a bit. Looks like this lesson is
taking too long again, and I feel like the next
lesson or couple of next lessons should be the latest ones in
this text string. I'm going to pause and see
you in the next one where we go and refine and the wood a bit and add a bit of more details to the
mesh. See you there.
31. Finalize Texturing Details: Okay, everybody. Now
we are progressing in texturing and
just like sculpting, it's never actually a
stop point for texturing. You can always continue and
add textures even more. So because we're
limited on time, we are showing some techniques, and then you can go and try
to create your own results. In previous one, we were on
texturing on these stones. So let's go to those stones because
I'm going to pick these layers
that we created, these layers of extra color. A cake? I'm going to copy them
and bring them to the wood material because they already have a good
color information. I'm going to paste, just let it calculate a bit. Then now you see it has a bit of effect on the wood overall. But then we need to
change the color. For example, for this one, I need to just go for something like desaturated wooden color instead of the
orange like color. Let me take that. Then lightness. You see, it looks like the
wood has been worn out, it would be a lot better
if we go for example, on this layer at a fill, because on this fill, we're able to reduce height channel. For example, if we go for
the height channel and try to c the wood in like so, we are able to get a bit of height channel
in there as well. You see it just looks like a bit of desaturated wood color. So. But then if you bring that
to a more controlled value, you see now, the wood
is not that monotone. It has different colors. Now let's see about this one. It's a mask for the edges, but I do not want that
to be too strong. First, let's go to the color and just bring that
to a certain value to highlight these edges a bit. Then this one highlights
these areas a bit more. Then this one as well, let's not make that so pronounced. Now it's time to go and add
more details in these areas. Again, I'm going to bring
in a layer fill layer, excuse me, a paint layer, and then add a filter HSL on a darker color so that we
see the effect immediately. Set it to pass
through so that it darkens the effect a bit. Then I'm going to
copy so that every time you do not need to
create the same setup. Now let's go for some of these cavity areas to
highlight them a bit. You see on these cavity areas, it just tries to bring that color to add a darker
color in these areas. You see a good one. Again, I'm going to copy that. But of course, we could
go and try to control how dark We want the color to be. Of course, we could just go for something like this to
make the wood, really old. I'm actually liking this effect, but I do not want
it to be so strong. Let's go to mask editor, global balance just a bit. This is taking all of
the geometry You see it just takes effect on these
cavity areas on these ones. I'm actually liking that.
I'm going to keep it. Now let's go for this one and just try to see what
those provide for us. Now let's go to see if we could go for a lighter
color on this. Or maybe a more saturated color. You see it adds a cool
warm color to the wood. And I'm actually
liking the result. You see using these, you're able to add a lot
of cool colors in the mix. You see how rich the diffuse color and
base color is getting. Of course, we didn't do
anything for the ground. But overall, I'm happy with the result that
we're getting so far. It looks lived in. It looks just fine actually. Now let's paste that once more and see
what effect it has. No, I do not like that one. Let's go back. And I'm
going to test these to see which one is going to
produce the best result. This is not I'm testing different ones and I will return back
if I like something. This dirt overall
was a good one. But let's go for the color
because I just brought the lightness down and go for
something more reasonable. For example, we could go
for something green to represent the moss or you could
go for a different color. Now, it looks like a moss. Now a warm color. We added You see
without adding these, these mesh masks, it looks flat. But after adding these, it looks really fine, and then those details
would be presented. For example, in here,
you see these areas of carving wood are now getting affect these areas that we sculpted in Zbrush
are getting affected, and it's really a good one. Let's do something. I'm
going to take these layers all I believe there
should be from here, control C, and I'm
going to go to Kit and add them to
these wooden shingles. This is iron wooden
shingles. It's here. Then after this one paste. Actually, I'm not liking these. Let's create a folder for them because we could go place
them in this folder. We need to create a
mask before that. Let's add a white mask. Of course, we should
set the folder to pass through as well for
these to take effect, especially for the base color. Now, let's remove
the white mask. Let's remove the mask
completely. It doesn't matter. Then let's create a filter here. I'm going to bring the
saturation lightness to darken these a bit. It's not a good one. Let's bring the fill in here
and use that one instead. So pass through and then filter
Hue saturation lightness. And this overall is a good one. Now let's go back to our wood, and also it could
add more detail. So after all of these, I'm going to go and
manually try to paint on these areas that are
not included in the ba. So these areas do just look fine because it's
just a floating geometry. Now, let me see. Let's go to our wood material, and then bring
another hat layer, set it to pass through at a fill heal
saturation lightness, and I'm going to set it to
a bright color for testing. Now, after that, I'm going
to test different masks. It's affecting some of these
cavity areas, which is okay. So let's go for the color. And if we go for something of a warm tone,
it would be all right. So I'm not liking that. So let's remove all of that. This one is adding a lot
of cool color changes. A good overall surface change. Then I'm going to add
another one. Let's go see. I'm going to test
different ones to see which one is going
to be all right. So let's add this one. This looks special
because you see it only appears in here and
some other places. Let me go. Let's just try to add more saturation, and we could change
the he to something. Okay, you see how rich the
base color is getting. And then let's add
another layer. And let's see. Okay. This one adds a cool
overall surface change. So let me take the base color. Looks like we could go and
try to strengthen the effect. Now, let's go see if we could bring a very subtle green color. But just bring the color to
something more controlled. Now, something for the edge and I'm going to call it done, and maybe something for
ambient occlusion as well. This is not okay. Let's bring something
that really highlights these
edges like this one, because I want the edges to
be sharp and pronounced. Not so sharp, but really
very, very subtle. This becomes a bit of stylized. So I'm just going to
reduce the effect a bit. Now let's see if we
could add a bit of A O and call this one done. So very strong. Let's change the color just
a bit. No, it doesn't. And for a final last minute, we are going for let me see. I'm going to bring an a
sencil and try to use that. What is ancil? Stencil is basically black and white
image just like a mask. You could import
them and try to use them like stancil painting. These are free images
that I downloaded from Net and just
converted them to stacil. I'm going to provide these
in the project files, so that you could use
them in your project. Since we're going
to work on wood, I'm going to use this one. And this one. In
your project files, there should be some of these. I'm going to add
them like Alpha, or texture doesn't matter. Then I'm going to use this for some last minute changes.
Let's do something. I'm going to bring in a paint because I'm going to
use painting on it. Set it to pass and then
I'm going to add a filter, add a huge saturation lightness and bring the lightness up. Like so, later we'll return
back and try to fix that. But now we are only going
to use these for painting. I'm going to start
with this here. And now I'm going to select this and bring the
paint properties, and in here, there's a stancil. You want to take one of these
that you're going to use. Of course, if you click on it, it's going to be
replaced with the Alpha, you just want to click
and bring it to Stencil. Now you see this
appears in here. To control that,
you hold down S, and then it allows you to
use right mouse Zoom in and out to use that ancil now I'm going to
use this as a mask to paint. Now you see now that
I'm trying to paint, It just tries to use that
atencil as a mask to paint. And now let's take
a look and see no longer I'm able to
paint in other areas, only on that mask. Now let's do something.
I'm going to disable that stencil at a fill. Because I'm going
to use roughness. I'm going to just use
high roughness value, and then a bit of height. Of course, in order to
use that you want to go to that HSL and
activate a height as well. Now, this allows to
paint using the atensil. Now let's go I need to go
for a different setup. Let's remove all of that. Then let's bring the eraser and try to erase
whatever we painted, because I'm not going
to paint on this layer. I'm going to bring in a paint and try to
paint on this instead. So let's take that
and then bring the filter and
saturation lightness. Let's bring this paint on top of that and set
it to multiply. Why? Because the paint is
going to be a black and white. So let me do something. If I bring the hue and set
the paint to multiply. Of course, before
that, we need to go to black mask and then
add a paint here. This will be a lot better. Now I'm able to go and try
to paint on this manually. Now, let's go and
just leave a mark, and then I'm going to return
back and try to fix that just like a very rough wood. Let's go to something
of a darker tone. Then if you press x,
you are able to delete. If you press x once more, you are able to paint with that. But I'm going to
paint on this paint, not on the main mask. Let's try to paint, and then let's return back to
fix the material a bit. So I'm going to just make
something like a warn wood. Or instead we could
bring in a material. Let me see if I bring in
a rough wood material, I think it should be okay. Let's remove that. Of course, we could remove
this one as well. Let's go bring in a rough wood. Then I'm going to
try to tile it a. For example, four, Then I'm
going to add a black mask. Then on that, I'm going
to bring in a paint, and then we have the
estensil in here. We are able to try to
paint manually like so, or we are able to go
to Alpha brushes, and they should be in here. Woo. Load one of them
in the esencial tab. Then we are able
to hint with it. So I'm not actually liking
this result in here. Let's go to paint and try
to remove everything. It just takes a bit of triol and error to
see which one works. So let's bring the
extensil once more. This way, using S
and left mouse, you're able to pan the mouse. So now, I'm taking that and
let's go for height channel, and just try to
decrease that a bit. This is a small change
that we applied, but you can already guess that, how you could use that. Let's go pick up a grunge
brush like then I'm going to just try to paint along these areas to
create the effect that, for example, there has
been wood cut off in here. Okay? Something extra. And the good thing
about this workflow is that the mask stack
is available to you. Okay? Again, I'm
painting on that mask. I should have painted
on this one instead. Now, we could bring
filter, and for example, add a slope blur gray scale
to really fine tune that. So. Then for this side as well, it could go and try to paint. But then again, we need
to go for the ground. Let's go for the stone material because I'm going to pick up the masking that we
placed for these stones. It should be from here. Control C, and then I'm going to bring that and paste it in here. I just took those
and let's paste. We need to this let's remove the sharp
and that we have here, the moss material. So let me take the mud
material and bring that up. Because I want that
to be like so. But let's bring it to here. So that it gets affected
by the moss as well. So blend that a bit better. There is a bit of
white mask in here. Let me take this and
bring it on top of moss to highlight
these edges a bit. But overall, it's getting
too noisy in here. We need to remove some of
the layers that we added. This one could be removed. I'm going to remove some
of these white tones. This one as well. And you see reusing the same data over and over again will
save a lot of time. Then you only need to
this one as well. No. This was the one that is
driving a lot of that white. Let's take and we could
bring the intensity down. Let's go to base color because that is set
to pass through. And the desaturated color Okay. So I believe that it's
enough for text sing. And finally, we have reached
to a point that I can conclude the tutorial and see you in the next
and final video.
32. Thank You: A. We finally finished this, it's really a point that we could stop texturing
and call it done. Of course, just like sculpting, it's never an ending point to texturing because there's always more detail that you can add. But since there's a time
limit for this tutorial, I'm going to finish right now. We started with a blockout. We went for sculpting
and Zbrush. We used a lot of
free images that were scanned from net and
processed to height Map, and then use those for
sculpting the height map, and we had the optimization
in mind as well. Now that you have
this one established, you can go back to blender
and try to just like the ropes that we decimated, you can decimate the well itself and this stones to
optimize the result a bit more. And we just went and textured and started
with really base results, and then gradually built
on top of everything to go for a final result. And we used a lot of the
materials to save time. So it's a point that I can
really conclude this lesson, and you could go and try to
continue adding details, but I feel like it's
enough for a prop. So I'm just going to finish
right now, and goodbye.