Transcripts
1. Introduction: Greetings. I'm online and
on the air bringing you another skill shared
tutorial because I strongly believe that
it's skill sharing time. What are we waiting for?
Let's share some skills. Welcome to the Sculpting Mastery in Lender
Tutorial series. In this series, we're
diving deep into the art and craft of three
D sculpting using lender. Throughout the series, you'll embark on a creative journey to sculpting stunning objects from detailed barrels to intricate
metal and wooden textures. Whether you're a beginner or looking into finding
your skills, the series has
something for everyone. We'll explore various
sculpting techniques including Natco for
dynamic topology, remesh for generating
new mesh topology, and working with alpha
brushes for fine details. Each chapter is
carefully crafted to guide you through the
process step by step. But it's not just
about sculpting. We'll delve into
the technicalities knowing the importance
of UV maps, delve into the magic
of normal maps, and understand the
shader materials like the SDF principal shader
for realistic rendering. Of course not.
Sculpting journey is complete without a
captivating render. We'll master V's rendering, bringing your
creations to life with the power of lender's
real time engine. Get ready to unleash your creativity and elevate your three D sculpting skills. Join me in this exciting
tutorial series where we turn imagination
into digital reality. Let's sculpt, create, and
master blender together.
2. Polycount Preparation: I'm online and I'm on the air bringing you
guys another skill shared editorial because I
strongly believe that it's skill sharing time. What
are we waiting for? Let's share some
skills in this Torial. I will be covering sculpting
in blender because I feel it may be the second step of
building three D content. The second step in the pipeline. Pipelines are
relatively flexible. I think everyone has
their own preferences. It's important to try out
different things and find, just figure out what works. Basically, we'll
sculpt out a barrel. I have a low poly mug
or barrel prepared for this tutorial switch
over to the sculpting mode, we can't do much right now. The barrel is made up of
several different pieces. Check out the outliner to see
what is currently selected. Check out viewport,
overlays on the top right, and tackle the statistics
and wireframe options. We still can't do much
because our polycount is still relatively low. We're still at the
low poly model level. In order to sculpt this, we need to subdivide it or
increase the polycount. There are many different
ways of doing this. There's dinotopo,
there's the multi rez, there's the remesh,
and there's also the subdivision options.
Let's explore each one.
3. Dyntopo Dynamics: Diynotopal. Diynotopal
will dynamically generate topology as required
when working with the mesh. The option is found in the top right section of the screen. Detail size will increase
the number of faces. Dinotopal will create change
detailing to constant, grab a draw brush and try drawing instantly,
faces are created. The useful thing about this
is you can keep creating topology on top of itself and create an interesting
looking mesh. When making details, you
require a higher resolution. If you try to work with higher resolutions
like let's say 300, the system will lag or freeze. I wouldn't recommend
experimenting with this, because your system
will properly freeze. No topple is good
in which you can create beautiful and
interesting meshes, but when it comes to generating
detail, it's not so good. Another limitation
is if your sculp has a high poly count like in
the millions, it may lag.
4. Remesh Magic: All right, let's talk
about the remesh. Remesh modifier is a tool for generating new
mesh topology. It's found in the top right. In sculpting mode, it's like the subdivision
or multi is modifier will subdivide the whole mesh
on the fly across between subdivision and notoplets.
It's essentially like that. It will apply to the
entire mesh shift R will give you a preview of the topologies density or voxel size control.
R will apply. The set density options for the rematch can
also be found in the property's editor data tab. Normally found on
the right side. Mesh is trying to create evenly distributed quads
across your entire model. But you got to be
careful though. If you set the
voxel size too low, you could end up freezing
your system because that essentially increases
the polygon count. You can see that
in the statistics. If you set your voxel size to 0.001 and increase your mess
resolution to the millions, you could freeze your system. You just got to be
careful of that. Remesh is really useful if you want to work
with alpha brushes. Things like rock textures
or wood textures. Having that many faces means
you can add a fine level of detail and use
those brushes with a lot ease, it's a lot easier.
5. Crafting Textures: Working with alpha brushes. All right. Go to
your properties. To brush settings and texture, we will add a texture,
preferably gray scale. I have one prepared, but you
can use wherever you wish. Click go to the texture tab
and call it wood texture. Click open, Add your Texture. It should appear in the preview. We still can't see much. If we try to draw with the texture, we need to modify the way the brush tool draws in
order to see the texture. Change your stroke
method to anchored. Now when you draw, you
can see the texture, however, the texture
is a little strong. Let's reduce the
brush's strength and try again till it looks nice toggle the mapping options to see different ways
you can control this.
6. Mastering Stencils: All right, let's
talk about stencils. Let's try the stencil option and use the space stroke method. The stencil will,
it will give you a stencil image and you can really see where
you're going to paint, which part of the image
textures to the mesh. Now to move the stencil, right mouse button, that'll
move the right mouse bun. The control right mouse bun will rotate your stencil
and the shift right mouse sun will scale
your stens, your stencil. Though, I believe
these settings are for the standard
Bender settings. I have a tendency
of working with industry standard as opposed
to regular Bender settings because like my first
three D program was Max. I'm accustomed, I'm more accustomed to those
kind of controls. Try different things
and see what you like, what you're comfortable with.
That's the important thing. Now the remesh is great for high poly sculpts
with lots of faces where you want to add
lots and lots of detail. But it's not as free as no topo which generates
topology as you're working.
7. Subdivide & Conquer: All right, let's talk about something a bit less flexible
and more basic parts. We've talked about this
before, but we're here anyway. Let's forge ahead the
subdivision modifier. The subdivision modifier is the most basic approach
to subdividing your mesh. It's also not ideal for sculpting because
it's inflexible, as I mentioned before, which is probably why I didn't consider talking
about it before. But again, we're here anyways and I think it's important to know
about these things. Even if it's injxablening car, it's not ideal for sculpting. Its initial purpose
is to subdivide a mesh just to make it smoother. So go to your modifiers, time modifier,
subdivision surface. Each level of subdivision
will divide a base into four. But you've got to be
careful with utilizing subdivisions in your
three D pipeline, because if you unwrap, then subdivide your UV maps, could end up skewing. This is essentially
dependent on your topology. The spacing of your
topology is not equal, some of your polygons
are thinner, some of your polygons are
big and boxy like this. Then subdivide. What could end up happening is it's the subdivision will try to average out the topology, right? Because this stuff is
thinner and that stuff is thicker and that
averages out, Right? So the thinner stuff
becomes a bit thicker and the thicker stuff becomes
a bit thinner, right? And your UV, they could end up like skewing. Got
to be careful with this. If you're subdividing stuff, I recommend either
adjusting your approach, your subdivision approach or not Subdividing stuff
that's utilizing hard edge modeling methodology where you like take an
edge and you like level it because that would definitely create
this kind of issue. Sure. If you just subdivided
something like that. Let's talk about the
different models here. There's a catclark, I'm,
How do you pronounce that? This model approaches its
average shape when subdividing? And then there's
the simple method where when you subdivide, the mesh retains its shape, the polygons of topology, it
doesn't get averaged out. Clark, the topology will get averaged out and get you
could end up with skewing. We use that method. Just
be careful with this. Subdivisions are used for smoothing out your model
after the blockout phase. It increases the resolution of your polygons in your
vertices before sculpting. I would not recommend
it for that due to its flexibility
for sculpting. I wouldn't recommend
it for sculpting. You have to apply it
before you sculpt this. You even be able
to use this while you're sculpting you like. It's inflexible,
as I said before. It's something that you'd
also use for increasing the resolution of your
mesh or rendering.
8. Sculpting Unleashed Multiresolution: Okay, let's talk about
the multi riders. This one of my
favorite multipliers. I don't know if it's
like the best thing to use, but I like using it. I think it really depends
on what you're doing. It depends on your pipeline. The Multi Rez works a lot like
the subdivision modifier. It allows you to
subdivide your mesh, but it has a few more features. It's basically subdivision
but subdivision on steroids or subdivision. The subdivision modifier was a saying Multi res would be a super san's like that. It's a bit more powerful, it has a few more extra features. It's almost like Cat Point, it's using subdivision
if you have multi reds, if you ask me honestly. You can edit the new
subdivision levels in Sculp mode and you can switch between different
levels of detail. Go to your modifier, add modifier. Faulty resolution. Subdivide, simply will
maintain its shape, taking a face and subdividing it by just like the
subdivision modifier, we can always go back
to the previous level. As I mentioned
before, the level of Viewport will display the number of subdivisions in the Viewport. Sculpt will display
the number of subdivisions used in the sculpt. When you're sculpting,
you're working on that specific subdivision
level render is for rendering. When you render something, the rendered image
will be rendered out with the subdivisions of that
level, whatever set here. Essentially, you
could be working with subdivision level three, but when you render, it's
at subdivision level six. The rendered image, this is useful for working with
objects in three D space by animating without using an overwhelming amount
of system resources. Let's look at some of
our sculpting tools.
9. Essential Sculpting Tools: Here are some of the more common sculpting tools you would probably
be working with. Here's a basic draw tool. It will push the mesh
out in a certain way. Drawing with control
being held will indenture topology can
always switch this. There are their options. All the brush tool
options are on the top. There are also draw brush
tool options in the side. Sharp creates a case holding, control, reverses it strips. This is like one of my personal
favorite brushes to use. If you hold down the shift bun, that will smooth
out your topology, You should try playing with these tools and just see what
they do, what they're like. All right, let's talk about
some of the smoothing tools. Most tools are pre
self explanatory, so will smooth out the mesh. The process it takes, it will basically smooth
out the positions of the vertices to either
polish surfaces or remove volume
from large shapes. Fat pulling and pushing your polygons towards our way
from defined medium height. This medium height is
determined A area plane within the brush radius fill is similar to F to the fan
brush but only pushes surfaces upwards to
the medium height. Seemingly it will fill in small crevices, scrape
and multiplane. Personally, I like scrape,
scrape and smooth. They're more of my
preferred smoothing tools. When in doubt, just use
smooth and scrape and you should be able to get by with most things just
smooth and scrape. Honestly, scrape and multiplane, they're almost the same thing. They're similar to the
flat brush but they only push surfaces downward
to the medium height. I find using fatten fill or scrape works best in
conjunction with smooth.
10. Sculpting with Masked Precision: All right, let's talk
about sculpting what you want and not sculpting what you don't want to sculpt something
else to watch out for. When you're sculpting, you
could be sculpting something and accidentally sculpt the
backside of that thing. There is a setting under the brushes which
will prevent you from sculpting things
in the back front. Bass. Only another way of sculpting what
you want and what you don't want is to use a mask. There is the mask
and the box mask. It works with determining
which vertices can and cannot be affected based
on what has been masked. If there aren't enough
vertices, it won't work. You need vertices to mask. If you don't have vertices you can't mask, you need vertices. It's supposed to work
with a high polygon mesh. Whatever is grayed out is mass and won't be
affected when you sculpt. Holding control as usual, will get you the
opposite result. While holding control, the mask will allow you to
remove masked areas.
11. Mesh Checkup: Check for mesh errors. Before we begin, we should check for potential problems
with our mesh, as any problem with
our mesh can cause problems while sculpting and problems further down
the three pipeline. Look over the model, check
the face orientation. As we can see,
some of the meshes in a different color, red. This indicates that the faces or the normals are inverted. That part of the mesh is inside out from edit mode under mesh, normals, flip the normals
or recalculate outside. If you're having
trouble selecting different objects to work with, you may need to switch
to object mode, select the object you want to work with, then switch back.
12. Organizing Chaos: The same collection.
Before we start sculpting, let's check out the
scene collection and make sure things
are organized, named, and making sense. The scene collection
works the same way as a hiercule file system
works on a computer. You have collections
as opposed to holders. It's the same sort of idea. Right click and select
New Collection. You can drag and
drop the collections or assets in your collection. Anywhere in the
scene collection, make a collection for
upper rivets or fell rims, or whosoever you
want to call it, the barrel sides or the staves as they're called,
actually called staves. And the lower rivet
hoops, the barrel top. In the barrel
bottom, you can tell what's what because
anything that's selected in three space
will be selected. In the scam collection
dragon drop things, see if you can
organize it a bit. The options on the sides will notify if an item
or collection of items are selectible or viewable or if they
can be rendered. If an option isn't here, check the drop down menu, It will give you
options for table.
13. Sculpting with Style: Okay, let's sculpt.
It's sculpting time. Now that we have gone
over the basic tools, let's use the tools to
actually sculpt something. Let's start off with the
wooden sides or the stage. Step one, increase the
resolution of our mesh. I prefer working with Multi Res. You can use any method you want, but I'm going to
work with Multi. I have my resolution
set to six levels, which gives me a resolution of just under 1 million polygons. It's just for a single state. I have everything separated. You can merge them together. Merge them together separately. But if you're merging together multiple objects and each object is like 1 million polygons, then when you're
finished merging, then you're going to
have a mesh that's like over 10 million polygons. And if you get a mesh that has too many millions and
millions of polygons, you're going to start
having magging problems. It's very heavy. Your system is going to
have trouble managing that. I guess it depends on how
powerful your system is. By chance, you'll have
trouble with that. Just something to keep in mind. Now, we will scrape off the
sides of the wood pieces. We'll use the draw sharp to make some simple up and down lines. To start off with
the clay strips. Gets more chunkier edges
better than the draw sharp. Step number five,
we're just going to be gradually adding more details howling in between these tools. The draw sharp, these will
be a bit more jeggityp. The clay strips draw sharp. Again, these will be a bit
more jegity, as I just stated. As I said before, where you go where you say step six, you can use clay or clay
strips to chisel away at it. That will give it a, it'll give it more character. Just modify the silhouette
of your staves a little bit. It'll make it look
more more interesting. Step seven. Step seven. Be certain to give the wood some knots because wood
tends to have knots in it. Step eight, just keep adding and subtracting and
modifying until you get a nice design that
you're happy with. A nice cross between
design and randomness. This type of wood is more
cartoonish, it's more stylized. When you're doing this work, you should consider the style
that you're aiming for. Different styles will have
different kind of looks. If what you're making is
part of a scene or a set, it's important to maintain
consistent style throughout. Otherwise, it's going to look strange, it's going
to be very jarring. Just just try and keep
your style in mind. Just try and keep that in
mind. It's very important. Otherwise, things will pop and
look weird and cartoonish. I like the look of a cross between
cartoonish and realistic. I think that type of variation
is very interesting.
14. Importing Stylish Brush Magic: Okay, let's talk about modifying our brushes
so you can get different effects and stuff. Appending brushes, basically we will append a
brush from another bend file, go to file, append, and navigate to the brushes. The orb brush pack should be
available online for free. Do Google search. If not, I'll leave a link
in the description. Navigate to the orb brushes
blend file. Go to brushes. Select anything that says orb. The brushes should appear in your draw brush tool said thing.
15. Sculpting Rough Metal Parts: Sculpting rough metal parts. Now let's do the metal parts. Like the wooden
parts, we need to subdivide our mesh
so we can sculpt it. I have my resolution
set to six levels, which gives me a resolution of just under 1 million polygons. Again, we're scraping off the
sides of the metal pieces. We're going to use
some special brushes for the metal textures that we loaded from
before brush pack. We're going to use
one of those brushes. Select the hammered metal and use hammered metal from
the orbs brush pack. Use rock Noise brush and
add some rustiness details. You may want to create a small
dent where the rivets are. Use the scrape and
various ore brushes for the bolts, for the rivets.
16. Crafting Top and Bottom Marvels: Don't forget to sculpt
the top and the bottom. As you can see, it's
one solid piece, which makes getting between
the staves difficult. If you wish, you can separate the staves and sculpt
them separately. Go to Edit Mode. Mesh separate by loose parts. This should separate everything. You can use a stencil to sculpt some of your
wooden pieces. Once everything is sculpted, you can join your sculpted
objects together. Select your objects,
right quick. Select join. The details should
be maintained, but the subdivision of your joined objects
should be the same. Otherwise you could
run into problems. Just make sure that
it's the same level of detail before you
actually join them.
17. Style Fusion Realism and Cartoons: Okay, let's talk about style.
I mentioned style before. I want to talk a little bit
more about probably end up repeating a lot
of information. But you know what they
say about repetition. I'm certain that there's a
saying about repetition, about how it's good for learning things or
something like that. I'm certain there is. I'm certain there's
something out there. This manual sculpting method, like I commented before earlier, will give you a cartoonish
style working with stencils will give you
a more realistic look. When you're sculpting
or modeling, you should consider what
kind of style you're aiming for and models or sculpt
with that in mind, trying to make sure
that what you're building has a consistent look. I like combining
cartoonish and realistic. I feel that it creates a
very interesting style. You can combine the
two sculpting with stencils to get an interesting
interesting style, or you can just stick
to one or the other. Whichever foltable might just go with like stencils might be easier to just use stencil, honestly, if you like sculpting cartoons or combine.
That's cool too.
18. Sculpting Applications Unveiled: I'd like to discuss
the significance of sculpting, like
why do we do it? Other than it being really cool, what kind of practical
applications are there to doing
three D sculpting? But one purpose of high
poly three D sculpting is the generation of normal
maps are normal maps. Normal maps are textures that simulate intricate
surface details on a low polygon model by encoding information about
the surface normals, the directions at each pixel. They're sort of like bump maps, but bump maps on steroids. If bump maps were
like regular sines, then normal maps would
be like super sines. It's like that. What
are bump maps are? Says what are bump maps? Let's talk about bump maps. Because bump maps are,
I think bump maps are easier to comprehend
than the normal maps. Generally speaking, bump maps
are gray scale images where the shades of gray represent variations
in height or depth. The darker areas
indicate lower points, while lighter areas
represent higher points. Essentially, bump maps and normal maps will try and
make your textures appear more three dimensional high
poly sculpting artists or designers create a detailed
high polygon three D model with intricate surface details
using sculpting tools. We're doing poly sculpting, this is what this entire
tutorial is about doing high poly sculpting
started off with this. This model is often
referred to as the high poly or
high detail model. A low poly base model, a simplified version of the
model, the pure polygon. This model is referred to as the low poly model and is
typically the one used in real time applications or situations were
resources are critical. The application to
low poly model, the generated normal
map is applied to the low poly model in a three D graphics
software or game engine. This gives the illusion of the detailed surface
features from the high poly model being
present on the low poly model. Using this technique
has several advantages. It's efficient efficiency
being one of the advantages. The low poly model is more efficient to render in
real time applications. Making it suitable for
video games, simulations, and other interactive
experiences. Resource optimization. Normal maps save
computational resources by simulating complex
geometry without the need for rendering each detail explicitly
in low poly models and detailed preservation
the high poly models intricate details
are preserved and applied to the low poly model, allowing for visually appealing
and realistic results.
19. UV Maps Demystified: Generating UV maps. I didn't want to
get into UV maps, but I felt that it
was important to do this project and somewhat
relevant to sculpting. Before we can
generate normal maps, we need UV maps on
our mesh objects. What are UV maps? Uv maps are two D
representations of a three model surface UV map. Uv's refer to two coordinates
in texture space. In three D space, you
have x, y, z coordinates. In texture maps, you
have UV coordinates in no way related
to the UV rays. It's a completely
different, it's not related to the sun's UV rays. Then there's no such thing as ultraviolet ray maps,
that's not a real thing. Okay, let's build
some simple maps just for the purposes
of this tutorial. Without getting into
finer technicalities of the UV mapping process, this isn't exactly the proper
way of building UV Bps. I'm just going to do it this
way just for the tutorial. Go to your UV editing tab,
That's the first step. First step in your
UV editing tab. In object mode, select the
mesh you want to unwrap. I'll do three maps
for good practice. The top and bottom, the
staves and the metal parts. I believe breaking up your maps is relatively good practice because it'll actually
allow you to increase, like double, or
maybe even triple, the amount of
detailed resolution that you can get on
your text or maps. But with more UVs and Maps, the more convoluted
your thing could get. You have to be careful with
it, you have to be tactical. Go to edit mode, select all the polygons of your previously selected
objects. This is a step two. Go to edit mode, select all the polygons of your
previously selected objects. You should only be able to select the polygons of what was previously selected
in edit mode. Now for step three, go
to UV Smart UV project. You should get something like this that should unwrap
part of your mesh. Now rinse and repeat for the
other parts of your barrel. And whatever you do, do
not overlap your UV's. We're dealing with normals which they're partially
dependent on three D space. If you overlap the normals
and try to generate UV maps with overlap normals, overlap maps, the maps
will get confused, it won't display property. You need to keep these
things separate, especially if you're
dealing with UV's. I know you're thinking, oh, if I overlap the UV's, you can save space or
something like that. That doesn't work with
UV. That does not work with normal match,
ill cause problems. Don't do that. Don't
overlap your UV's. Don't do it. Don't do that. Trust
me. Don't do that.
20. Normal Map Shader Setup: Setting up normal map,
shader and texture. Before we can bake, we need to set up
where we will bake the normal maps too,
if that makes sense. We need to set up
the texture map. We need to set up the file, or the Jpeg file that these normal maps
are going to go to, or the Photoshop document. We have to set it up first before we can actually bake it, we need to be able to
bake it onto something. Switch to the shading tab, reduce the resolution of the
multi res objects you want to normal map zero, create a new material and call it something like staves or
something that makes sense. At this will be your
Staves material. It'll contain your texts and your normal maps
and all the other. It'll contain
everything that will be displayed on your object.
If that makes sense, click new and name the
texture normal map, or normal map stays, or
something that makes sense. And set the size
to 40 98 by 40 98. Set the color space
to non color. That's for normal maps. It's important that you recall this because this
is very easy to miss. It's very easy to forget. Set the color space
to non color. That's for normal maps. You should be able to see the texture in
the image editor. Viewport to the left. There isn't actually
an external file yet. All this stuff is
internal right now. You have to save it
out to actually get the J peg that will be displayed on the
mesh. It still works. It's just that this
is all internal. All this stuff is
inside of Bender. It's inside the Bender file. Right now, there isn't
actually an external file yet. You still need to
save it and you won't see anything yet
because we have yet to generate the normal map
that will appear here. We should be ready to bake
out those textures now. We should be able to ready to generate the normal map
that will appear over here.
21. NormaBake 3D Textures: Generating normal maps. Make sure the objects you
want to generate normals for the multi res resolution is set to zero if that hasn't
already been done. Now from the Properties
tab on the side, select Render tab,
change the render engine to cycles device GPU. Scroll down to Bake
Selection or Bake. Select Bake from
Multi res option and change bake type to normals. If you get an error,
that probably means that an object
you are trying to bake from doesn't have a corresponding material
shader associated with it. Select all of your
objects and make sure the material shader is
associated with all of them. Then bake, you should get
something like this.
22. Linking Normals to Shader: Connecting normals
to shader material. We still can't see anything. The normal maps have
been generated, but they haven't been connected
to our material shader. We can tell it's an object that has a shader because
when we change the color, the object color changes to drag out the normal map color out of the image texture node. And the color link connected to the BSDF nodes normal
link, it should appear. Now the normal maps are sort of like an
optical illusion, but the geometry is
still flattened. If you increase the
subdivisions of your multi rez slightly
by one or two levels, the geometry will
hug the topology. The high poly sculpted
silhouette better giving it more visual appeal. This is essentially like a
poor man's retople'seap. I wouldn't recommend
using this technique. You probably get
better results if you actually retopologized your mesh as opposed to using this
method. This technique. But hey, it's
something to consider, This will increase the
subdivisions a bit, but as long as it's not in
the millions or a hundreds, thousands or tens of
thousands, it should be okay.
23. BSDF Principal Shader Mastery: The BSDF principle
shader materials. I actually did not want to get into the BSDF principal
shader materials, but since we're here,
you might as well. It's relatively easy
and straightforward. At least I think I believe
it is. I believe it is. It will make your work look, it'll make it look much better. Bsdf stands for Bidirectional Scattering
Distribution Function. I believe this is
exclusive to blender. I find that a lot of three D packages have similar
yet different systems. They all seem to be
a bit different. We're focusing on
blender right now. Sdf, Bidirectional Scattering
Distribution Function. It is a mathematical model that describes how light
interacts with the surface. Its parameters are
metallic roughness and O R or index of refraction. The metallic channel determines how we metallic a surface is. Basically, it's
essentially chrome. It's chrome, Chrome, chrome. I know that's not a real word,
just level with me here. How much like chrome a surface
is going to look zeros. Like non metallic. Zero will
be like plastic or wood. We're working with
wood right now. This is good to have.
We're working with wood, one would be very
metallic and we'll have a very chrome copper or some
kind of metal roughness. The roughness channel controls the micro facet roughness
of a materials surface. It's basically like
your specularity, which determines how light
is bouncing off of surface. Think of a black pool ball that has a high of specularity. This is what back pool
balls are, bowling balls. Back pool balls and
bowling balls tend to have a relatively high
level of specularity. This is a statement or rather a low level of roughness, roughness
and specularity. They're opposites
of the same thing. Do you understand what
I'm trying to say? They're related to how light
reflects off the surface. The higher the specularity, lower the roughness, the
higher the roughness, lower the specularity. They're like the opposites
of the same scale. Basically, the OR channel represents the index
of refraction, Which is a property
that describes how much material bends
or refracts light. It's particularly relevant for transparent materials
like glass. We're not dealing with
transparent materials. Let's leave the OR alone, leave a 15 or 1.5 or wherever
the you called setting. Just don't touch that stuff. Just leave it play with the metallic and
roughness settings, see if you can get something closely resembling
wood and metal.
24. Eevee Rendering: Finally, let's render something so we can have
something to show to other people from properties, switch the render engine to V. Rendering from V is
it's a bit faster. We'll use EV to render pictures as opposed
to cycle cycles. We'll use cycles for
rendering normals. Select the render
tab on the top left. Go to render image. It should take about a
minute or two, or five, depending on the level
of detail of your scene, depending on the type of render
engine that you're using, and depending on the
performance of your system. There you have it. Nice barrel, nicely rendered
with textures and normal maps and basic
materials and what have you. Now you have
something, hopefully you have something that you
can add to your portfolio. You have something that you
can show to other people, show to a potential employer, and maybe you can find work making three D
sculpts and stuff. That'll be cool. Remember, you can study as many
tutorials as you want, but if you want to become
good at this stuff, studying these things,
studying the basic, studying these tutorials
isn't going to magically make you amazing. If you want to become
amazing at doing this stuff, you actually have
to do this stuff. I encourage you guys to try modeling and try sculpting something
and rendering it out. And I'd really love
to see what you guys come up with this. Yeah, this is how you
developed this skill set. You developed a skill set
by don't just study it, do it basically
you need to do it. I don't know, I
can't stress this. I don't know how
else to explain it, besides saying that you
really need to do it. You need to practice
it. You can't just study about you
actually have to do it.