Transcripts
1. Introduction: As an artist, you
need to know how to make textures for your seats. Hi, my name is Simon Joseph. Surely. This is
next dot educations texturing a complete scene
inside substantively painters. In this course, you
will learn how to texture scene itself,
sensitivity painter. You'll learn how to
start the project, baking the mesh maps, and making your texture
passes from scratch. This course, I'm going
to show you how to make textures just by using Substance
Painter provided assets. After making texture
for your assets, you will learn how to export your textures for your
favorite render engine and also render the scene with ionic substance painter
default render engine. This course is not a
starter course and you need to have basic knowledge about stops and steady painter. This course is not covering
the modelling part, the course till the
model is included. Of course, you should have substance painter
version 7.4 and above. Join me and learn how to
texture the complete scene. It's substituted painter.
2. Download Project Files: Hey guys, and welcome
to the Chapter one. In this video, I wanted to
tell you a little bit about the files and project
files to be specific, I prepared a starter APP
little bit under heavy side, as you can see in three
and Almost half gigabytes. And also a kitchen
dot F p, x and maps. Alright? And you can find them in project file and start
working through this course. So don't forget to check
out this flies and download them and
start texturing. Alright. See you in next video.
3. Project Setup: In order to start working with
substance to the painter, you need to load
your scene first. So simply go to File New. And for this matter, I'm going to use ASM baby
are metallic roughness with subsurface scattering
started asset template. So select your model. I'm going to set the
default resolution to 2048 and OpenGL on run
their normal map format. So I'm using a UV tiled
workflow or UDID. So debt or check debt and also import sitting
in Port cameras. So simply click Okay, and weight foreseen
to be assembled. Alright, now we
have our 2D model. Importantly signed
substance to the painter. Also we have our camera. So as I said, I'm
working with D. You didn't tides. So that means multiple UDM
tiles and one models. So as you can see, I have some of the planks
for floor in one time, some of them in tight
two, and so on. Alright. But I assign the material, different materials for
different parts of the models. As you can see, wall and floor
are in tight, one to tile. 15. Organics here. Tie 5255. And also dining table. And 57 to visit, 61 and so on. Alright. You need to arrange
your UVs like so and assign materials, different material with
different names to the different part of
your models and this way, so sprinter can arrange
them like alright, now, let me switch
back to 3D view. The only thing you need to
set before starting work, start working with the scene is to set your light here inside. Display setting,
environment map, and just set your desire light. Hold Shift, right-click
and rotate your light. And also you have the ability to enable the shadow
if you desired. And you have a little
bit of sitting over the opacity as well. So that's it for project setup. The next video
we're going to bake some mesh maps for our sin. So see you in next part.
4. Baking Meshmaps: Welcome back. Let's pick some HashMaps. Alright, let me go
to texture sets. Where is it the display
setting and disabled the shadow and texture sets
sitting here at the baton. Mesh maps, bake some mesh maps. We don't have high polymerase, so we only baking low
poly to locally to have some basic maps such as
normal, what is normal? Id ambient occlusion,
curvature and position, and also some thickness. So here in canon setting, we have output size. Let's set that to 2048. Alright, now, we'll need
to change anything here. Let's use the low poly mesh as high polymerase. Check that. So you don't need to load your low poly mesh
hypotenuse, sorry. And also down here, I'm not going to
change anything. But if you want, you can change your max frontal distance
light to something more farther away or
radial distance closer. Or it now in here, relative to Bounding Box be checked, our original checked, ignore back face checked, and also add some anti aliasing. I'm going to set
that to two-by-two. And yet That's it. Let's go to normal. We don't have any setting here. What is space? No setting. Id. Let's set the ID colors
source to mesh ID or poly group and color
generator to Hue Shift. Don't forget to apply to all. Alright. I'm inclusion
that it be this way. Alright? Curvature, position,
and thickness. We don't need to
change anything else. Just eight baked selected textures and it's
going to be big. All of the textures. Alright, let's substance
big texts, chairs. And I'm going to back to you in next chapter for some texturing. Alright, see you
in next chapter. Alright, see you
in next chapter.
5. Making Height for Western Wall: Hey guys, and welcome to the second chapter
of this course. In this chapter we're
going to start with the vol and a floor textures. We're going to make some
textures for the wall, a floor. And let me isolate the road
material and also the window, curtain and little glass here, and also a little bit of tiles. And these two outlets. So let's get started
with D masking first. Then go to Layers and create
a folder called that. And let me hear you. Let's call that the left vol. Alright, give it a color, Right-click and add
color to this folder. Make another folder. And maybe let's call this invest and name this one, not so add a blue color to that. And also another folder named at floor and add a different
colored that we need. One more, maybe two. We have a curtain
and the window. So let's go and name that C. And another color. This one window. And we are out of color now. Yeah, Good. Let me hide all of this and create some mask
for the involved. So as you can see inside
the texture sets and lists, if I open that UV tiles, you can see we have
tides one to 15. If I switch to UV mode
or F3 has can see if you have type one all the way to 15. And if I zoom, can see deep
pockets in five tiles. Also times six is the dummy. We go back to the view. It's the dummy floor
here, this box. And it's going to
block the lights, shine through D
between the pockets. So let's go back to three. And also in seven we have
the window wall and the bag. I made that a
little bit smaller. That's not important. Here. Back off the
wall, can see that. So and also, I guess
four tiles for the actual title is
and the outlets. Andy, north of all Curtin
and a window glass. These two are glass. School. Back to the view. And select the vault. Go and select this
little icon is going to give you an ability to mask based on tides. As I move my mouse over
did sizes can see, you can select them all
or part of the mesh. So let's go and exclude all. Now in 3D view I can
go over the wall. And if I drag and
drop a material, this material to the west wall, it's going to affect
only the west wall. And that's what we need. So. Let me delete that. Alright, let's select
the note also. So let's go to the restaurant, answered it the tiles. Maybe part of them, or let's create another folder. And this way we can effect
on the tiles separately. So let's name this tides. And a, alright. Alright, disabled this,
select the note will go to tied a filter or let
me see the actual name. There's no mask by UV. Yep. That's the name. Also you can switch
between a mesh names here. Or you would touch if you have proper naming convention
added to your model. So let's exclude on and on
this tile selected floor. Exclude. And let me go to top view and also go
to orthographic view. I guess that's a five
and F6 yep. X skeleton. And drag and drop. This selection. Go to Curtin. Exclude all and select
only the curtains. And yeah, window ix colored and selective in detail
and its height. So let me see here, x collude and include
all of the tiles. Now we have four layers
sitting there, ready to go. Alright. Let me hit F5 or select the
perspective view from top. And focus only on this one. Function. Here, we are. Just be able to mask based on material or
isolate based on materials. So if I hide this, it's going to hide
all of the ties that corresponding to
this one for material. So we can't isolate
on the walls. So let's work that like so. Let me add a folder
inside this folder and call that height reorg
going to start with height. And just like the
Substance Designer and hide inside
Substance Painter, it's going to translate
to the normal. And when you're exporting your textures here,
Control Shift E. Alright, let me
add a fill layer. I'm going to rename this fill layers after
finishing the height. So we are now it's
called a fill layer one. So let me drag this property, I guess here. Yeah. Much better. Inside the property of the fill layer
or simple material, base material, you have your color,
height, roughness, metal, and normal and this
case scattering because we are in
or is it a shader? We are in ASM
metallic roughness, but with scattering
channel enabled, you can disable the
scattering channel or add another channel by hitting
this plus button here. Also, the unsupported
materials or channels. It's going to work when you
are rendering the scene, but you are not be able
to see the opacity, for example, in side view ports. So keep that in mind. Alright, back to business. Let's go and insight
assets, start our assets. Let's go to text chairs or Flexors. Let me find a suitable
height for the wall. Maybe this one is good, but combining that with D, Maybe this one. So let's go and disable all of the
channels except height. And add a black
mask to the height. Here. Select the height. It's going to be selected by default when you
creating the mask. So just add a fill
layer to the mask. And inside the fill
layer we can believe it, our grayscale values
inside textures. So let's drag and
drop the grunge inside D grayscale value inputs. Let's go back to our material and add a little bit
of positive height. If I drag that up, say by default folders disabled
so can't see anything. Add a bit of height. And this is looking good. Alright, now, let's add another
fill layer to the mask. So go to this magic wand
and add a fill layer. Change the before changing. Let me add a grayscale value. Here. This is the one. Look like a plaster vault, but we need to rotate them. So let's go to the property
of the grayscale value. And here we have rotation. Rotate that 90 degree. Alright. Now let's go to our mask and this crunch,
the second grunge. And for some reason,
my dropdown, It's opening on
the other monitor, so I'm going to change the
blending mode to multiply. All right? I'm not seeing the
effect really clearly, so let me switch between
the blending mode. I'm just selecting and de-selecting and just
with arrow keys, switching between
the blending modes. Let me go back to
normal and just reduce the opacity of this second
grant E. That's going to work. Let's go back to first grunge and a scale that
may be two times. Alright? Hold, Shift
and right click and drag your light to see
the effect more clearly. Alright, good. So let's add a little bit of
imperfection to the wall. And let me call this maybe base height and Control D to duplicate
the whole thing. And let me delete the
second grunge and call that A&P friction. And let me disable
the first layer. Go to crunch map. And let me find a really
distort the grunge. Something like maybe maybe this one, It's not bad. So drag and drop it to
the grayscale value. Alright, that's good. So let's go back to
material this time. Add a little bit of
a negative height. Alright, enable
the button height. And maybe this material
at a little bit of it, more negative height. Alright. Go to grungy map and maybe
a bit more contrast. But if you wanted to see only
the mask and just hold Alt, click on the mask. And here we have
our mascot visible. Got the grunge,
add more contrast. So, alright, That's
looking good. Now. Maybe add a little bit more positive
to the bottom layer. Alright. And I don't want this effect is second
height to be effect the, around the window or
maybe some other places. So to do that, let's select the mask
and add a paint layer. And in the paint that
property all the way down, you have the ability
to switch between white and black color or
simply hit X to invert that. Alright, now we are going to subtract this paint
out of the grant. So let's change
the blending mode to subtract one more time. It's opening on the other screen and change this to
Subtract and it's white. So start painting. And as you can see, I'm going to have the ability to erase some of the effects. And if I switch to
more grayish color, you have a really sad or effect. Maybe in this area, we wanted less effect, right? And if you somehow
change your mind, just switch to black
and bring back down. Alright. Yeah,
that's looking good. In the next part, we're going to add color and use anchor point
to drive our column. And after dad or a roughness. So inbreeding make
everything to see all together and looking good. So let me paint out
some of these areas. And maybe this area and have nearly enough dense. Alright, looking good. You don't have to work
with this folder. We're done with the height and the next part we're
going to add colors. So see you in next part.
6. Wall Color and Roughness: Welcome back. In this part, we're going to add some colors, so isolate the walls again. And above the height. Maybe create a
folder called color. Alright, now, let's
go back and see our grants or mask by holding
Alt and click on the mask. That's good. Let me
go and right-click on the layer at a anchor point. Here, you can change the
name of the anchor point. And maybe second. And also at anchor
point to the bottom. Based height mass. That's good. Alright, now let's go to color and add a new base
material or fill layer. This time, we only need
to have our color. So Let's add a layer of the, um, maybe some kind
of greenish, bluish. Maybe around here. We can change this. So don't worry. Go to Query niche little bit
more, something like this. Alright, now, let's
use our anchor points. First of all, let's call
that base color the color. Alright, now, let's
duplicate that. I'm duplicating this because I already disabled the channels. You can disabled
Chinese by holding Alt. So keep that in mind. Alright, now let's add a black
mask to the second color. Add a fill layer two, or is it D a layer mask? And inside the fill
layer and gray scale, Let's click on the gray scale. And now you can see we have resources and also
anchor points. These two anchor points. Alright, let's go and select
the base mask anchor point. Let's go back to our material
and change the color. And as you can see, we are changing the
colors are driving the colors based on the oh, this one is pending. Just frozen. Oh, no. I was painted. Just
start saving faith. I need to disable the
auto save weight, weight. And it's done. Alright, now, let me
save this file first. C, S, save that under name of d for our lives. So and if I remember correctly, the autosave is the
JavaScript plugin. So let's disable debt. All right, now, we are at, now added a anchor point to the base colors,
second base color, and deriving the color of this base material
based on this mask. So if I change the mask
and let me show you, if I change this mass, I'm going to change
D color as well. So it's cool. Let's go to Select
second base color. I guess that color
is not too bad. It's a darkish green color. Maybe needed bit
on the green side. You have the ability to change the blending
mode. It's came back. So let me switch the
blending mode to multiply. And yeah, the normal, It's good enough so. Let's go to and D Control D
and a copy D. Second color, go to mask a fill layer, go to grayscale value and
change that to a second. As you can see, now, we are driving our
color based on the second imperfection mask. So let's go and
add lighter color. Maybe around. Kinship. Captured this and make it a
little bit lighter or darker. Or simply multiply that. Alright, let's better and reduce the opacity a little
bit. Alright? Yeah, that's good. Alright, now, in this 2 second, this one is first, this one is second. And let's add
another fill layer. Maybe call that dirt. And Alt, click on the
color to keep just color. So maybe at a black mask, add a fill layer to the black mask and go
to Assets starters. Let me find a maybe something like maybe maybe maybe
this one is not that bad. What about this one? All right, This is good. There. I can drop it in the
grayscale value input and change the color
to see the effect. Maybe a yellowish color. Alright. Also, we added a mask
into the field layers so we can drive the
height based on this mask at the same
time as the color. So let's enable the height and height, maybe
positive height. Alright? And reduce
the opacity of the color. Something like this. Right now, Tibet. Alright, now let's create another folder called roughness. And let me hit control C and control V to copy all of the colors here inside
D roughness folder, because we are going to use
the same anchor points. Alright, now, let's change the name to base
off base roughness. Disabled the color,
enabled the roughness and a switch to roughness view
or roughness channel. You can drop them, use this drop-down to
select the roughness or simply hit C to cycle
through all of the channels. Alright. We need to add a base or roughness
around maybe 0.6, I guess that's a good
start for the roughness. Alright, nick, the second one, disabled the color enable the roughness and
as you can see, we are deriving the rough this
based on the base height. So little bit less roughness to have more glossiness around. Here, the baseline mask. Select the second, disabled the color
and enable roughness. And let's add more
rough and their seat, but the color and the height
enable the roughness. And less. Alright, hit M to switch
back to material mode. And it's can see you have your
roughness enabled for you. So hold, Shift and right-click and rotate the environment to see the effect more clearly. So that's a good start. But let's go back to base color and that happy
with this greenish. So let me go more blue. D is good here in first color. Let's go more blue
as well. Here. And yeah. Right, It's good. Let me go back to first
dare to gray scale. And maybe offset that. Oh, not the first ten
that out, the second one. Alright. That's not enter. So let's go to imperfection. Yeah, this is it. Right? Maybe change the lens and a little bit of contrast. And maybe go to your paint, switch back to black
or simply hit X and bring back
some of the Hertz. So maybe paint out swan and grade is fun. Alright, now we have
our wall. It created. Show. All right, that's good. I'm happy with this
one, not the color. Color might be changed, so the normals and hide and all of the
details, it's good enough. And don't forget you
have the power to change the effects or input grayscale values
whenever you want. So let me drag this one. It's going to be changed. So what about this
one? It's good. Yep. And let me switch
to another one. It's not good. Maybe here. That's good as well. In the cleanup video, we might change some
of these inputs. So this is more like it's going to keep that
maybe three times. No change to learn
C, This is good. Good. Let me switch to height. Pass. As you can see him,
you have some heights, but the height is
not debt, right? We can see the empty space says, and that's because we don't
have the base height. So this is a good time
to add a base layer. Create a layer on here. Let me delete that. On top, not folder. A PHY layer. Drag it out of this folder. Drag that all the
way down and call that base height and scattering. And disable all but
height and scattering. No height between 0
and no scattering. We're going to do this trick on all of the materials as well. So now we have proper heights. Really dark values
that indicates the invert heights
and some grayish. And also maybe if I find one, some kind of a white ish, green ish, and that's
going to be outwards. So we have our heights. Let's switch to a roughness
by hitting C key. And we don't have any metallics, so let's enable our
metallic to be black. And normal cell. Here. Let me go and up on the
top of the layer stack, let's go to Assets, filters, and height to normal. Let's select the height to
normal drag and drop that on top of the layer stack. Now we are translating
the heights, the normal inside the
substance painter to be able to see
the actual normals. Let me add a surface
size and less depth. Something like this. Alright, now we have
a normal It's si, no scattering and
normal height mesh. If I disabled this
high to normal. This is a translated version
of the high to normal that we getting out of a
substance painter. So let me see. Enabled debt. Go back
to material lot. Alright, in this, it
looks a little bit harsh. So let's disable the
heights are normal for now, or maybe make it a little
bit less. Maybe 0.8. Alright, That's good. Now, if you remember, we have some baked
mesh mesh map. Actually, this shadow that
you're seeing here is the ambient occlusion
baked based on the other objects
in the scene. It can drive a desert
based on debt. So go all the way up, create a folder called Dirt, add a fill layer. That folder. Maybe call this
a o or ambient occlusion. And let me add a
black mask to that. Disabled the, all the channels by holding
Alt except the color. So let's go back to a, add a fill layer or
not, the fill layer. This time let's add a generator. And inside territory selection, Let's select the
ambient occlusion. Alright. Now let me add a
really noticeable color. And you can see we
are in inverted mode. So let's go to Mask and I'm integrating
generator, hit global invert. And we have some shadows. Maybe change the balance below the ambient occlusion a little bit and
change the balance. And you have also have gone
thrust here enabled for us. So let's go and add a
gray value to the color. Change the color of the layer to opening on the other screen. So change to multiply. Not the layer that's
going to overwrite by actual folder,
folder to multiply. Now let's bring back everything. Is going to see we have some
shadows created for us. Let's enable the
roughness value as well and make it a tree layer off. Alright, good. Close the dirt and finish. In the next part
we're going to make the material for the other
wall and also the tides. So see you in next part.
7. Making Material for Window: Welcome back. Sit the
next vol or not while, but let's create material
for the window instead. So let me isolate the vol
again and go to Window folder. And let me drag the window here. Changed it to do. Alright. Now, Let's go and
select a vendor only. We are selecting the windows, so let's go inside
the window and create a fall there inside. And let's call that route and add a black mask. Go to polygon feature selection. In here, select D, a mesh field, and
select the votes. Let me hold Alt and click on the mask to see more clearly. And select all the votes. Alright, create another
folder and call that less. Again. Black mask
and polygon mesh. We'll select the glass. You are selecting the glass. And here another folder
called that metal. We have some metal here. So at a black mask again and select here the metallic parts. Alright, now another
folder called FAB brewery. Yeah, let's delete the curtain. I guess. I think we need the Kurds in
a different folder or nuts. I guess not. Let's delete the curtain, go back to Window and select the filter
by or masked by UV. And select the curtain as well. Alright, fabric and
a black mask and select the curtains this time. So maybe disable all of this. Go to vote. And this time maybe no, maybe you select the
smart materials. Oh, let me see what we have
inside the base materials. C. Guess. This base materials
are not that bad. So let me drag and drop one of the base materials
inside the vote. All right, not bad. Just need to be
rotated 90 degree. Alright. Let me work with the window other side so we
can see that more clearly. Yeah, that's sitting there. Really nice. I don't need to change
anything, I guess. Let me see what we have here. Rings, setup, Substance, Designer
material is the materials. So we have some options
such as base color. Here. We don't need to
use that for now. Or maybe roughness. And what's the ring? Alright, the actual ring inside D would,
or with patterns. So maybe keep it in five based
on the size of a window. So let me see what we have here. As always, we have a randomness. So you can change the
randomness by a random seed. But so, yeah, that's good. Let's add a fill layer
on top of the we would evolve nuts and name that color. All right, now, let me disable all and keep just
color and maybe roughness. And this time, let's
add a smart mask. Maybe edge dusty, drag and
drop it on top of the layer. It's going to make a black
mask and also a generator. Inside territory,
you have ability to change the masking area based on textures and being
the collision curvature and some other things such
as position and thickness. So first of all, let's add a global invert and
change the color balance. So no texture for now. And texts chairs are corresponding
to input text chairs. Here, secondary texture
and first texture. You can change that by going to textures and drag
and drop one of the grunge maps that shipping
with the Substance Painter. Hey, maybe here. Let's go back up and
increase the texture. Inside the texture. You can tile textures. Change the contrast,
and some brightness. Also, try planner or nuts. Alright, now, let's go
and change the curvature. Mask generator is working
with the curvature value. This is too much.
Let me disable or a delete the smart mask. Let's go back and
change to another, maybe something like collusion. Let's type or CC. We have two type of
the occlusion mask. One of them is occlusion
strong and dusty or collision? Let's use a polygynous trunk, drag and drop it on top. It's inverted. So let's select the generator. Global inverts. Alright? We'll go inside and
change the balance. Alright, not happy
with the result. Delete that, use
another occlusion. Not happy either.
So in this case, let's go and add the generator. We're not inside generator. Let's use where is it the
curvature generator? Alright. Change the generator, invert that and something like this. And on top of the
curvature generator, let's add a fill layer. Go to textures and
maybe be in two parts, or maybe cloud, maybe cloud one, drag and drop it on top
of the gray scale value. Input for the second fill layer. Change the blending mode
to maybe subtract or mean. Find the mean. Mean is the darken here. Alright. Let me change
that to BMW. Not good. To ply with the Cloud to. Let's go back to curvature. Maybe subtract d. Allowed. Alright, that's not good either. Let me go back to our masks. Maybe using paint, old e, maybe inverter. Yeah, That's good. Also, as you remember, we are enabling keep the
height and roughness as well. So if I go to height value, add more positive height
or negative hides. We have some normal or height
value going on up here. There we go to generate
or less contrasty. Maybe add a filter on
top and simple bluer, It's not a bad idea. Reduce the blur to
something like this. Alright, go to a material
and let me change the color. This is the paint
color for the window, so I'm not sure what
color looking for. You're going to change
debts in future. So fun now, let me keep it maybe around
bluish green as well. Less height and maybe less contrasty. And limitless ticks charity. Also, you can go to
curvature setting of the mask maker or mosque builder and change
the curvature behavior. You have something like this. Alright, that's good. So yes, good. So let's add a little bit of fine details on
top of the paint. Here. Let's go and add another layer. And go to textures. This time BMW, and
reduce the opacity. Just like that. Yeah, that's good. Alright, now, let's skip the class for now. Or maybe let's make it. We can't see the grass, as I said before. Cars, the texture
set opacity is not supported with the ASM
metallic roughness. So we can not see
that in view-port. Let me add a opacity channel
here on supported by shaped their capacity
and go back to layers, add another fill layer. Now we have opacity as well. So just disable the height
and normal and maybe not. Let's keep the color and add little bit of
mental illness, less opacity and maybe
some bluish color. So again, we can't
see the effect, but the effect is there. If I render the scene, you can see that as a vet. So let me add name of the base glass or maybe
less. It's good enough. Let's add another fill layer
on top called that a o dirt. If the color and roughness and switch the blending mode
of the color to multiply. Maybe make it a little bit
darker and add a black mask. Go to smart masks and maybe at a collusion. Strong, invert the whole team globally inverse on nuts. Let me go to dusty OCC
and change the level. Here we can see more
clearly from back here. And let's crunch. Crunch amount less. Alright? Go to roughness value and
go to a authored Material. Add more roughness. Alright, now, it's good. Let's go back to material mode. And maybe less FX. And the overall
dirt here. Right? It's good. It's good. The metallic part,
it's not that hard. We can use smart materials
and smart materials are simply based materials and the depths stack on
top of each other. If I drag, let me hover over
the steel, scratch or stand. So drag and drop this
one to the metal. As you can see, we have some really nice metallic
effects going on. We need to move the curtain
little bit up in the Maya. So this is good. Let's go over the steel
stained smart material. Start with the steel base. And that's basically at
just a metallic material. If I disable this sharp pen
and just have some roughness, metallic, normal, and color
value, nothing special. We have control over the
luminosity of the material. Basically darken D and more like add more
light to the material. We have some t-shirts
that driving by mask generator, mass generator. And you can change
the dirt based on their two level. Something like this. Alright, now we have
a sharp n going on. Also, you can add
another filter on top. You have some material
metal finished. So as you can see
inside D filters, we have some metal
finished, maybe this one, drag and drop it on
top of the stack. And let me see more closely. It's not affecting that much. So let me delete it and
switch to another one, something like that
to finish roughness. Let me drag and drop it
out of date before there. And yeah. Affected. That's not visible. So let's not do that. It's good enough by itself. Alright, let's go
to the fabric area. But in the next part, so the next part
we're going to make the fabrics and possibly
the other ones. So see you in next part.
8. Fabric Material for Curtain: Welcome back. Let's go and add some material to the curtains,
some fabric materials. But first, let's hit Render up here and go to Ira rendering
to see these effects. As I said before, we can see the opposite
ear inside the viewport by using the main shader
is metallic roughness. But in the render view
and export the textures. We can have the glass
enabled for us. Let's go back and isolate. Let's go to fabric. Check the mask ie. It's right. We need to have some flow
over TNG pattern going on. So let's go and insight
deep texts chairs. Let me see what we have here
because I wanted to use only the year provided textures or oranges inside the
substance painter. So this one is good for patterned fabric pattern the actual fabric
button, not the shapes. So let's add a layer and add a black mask. And if they are an
anti-pattern that affiliate to have more control
over the overall shapes. So let's drag and
drop this pattern to the grayscale value
and go closer. Go back to layer. For now. Let's hold Alt and
click on Hide to have only the height
channel enabled for us. And it's positive heights. Pattern is array,
they are really big. So let's go back
to grayscale value and add maybe hundreds. And we have our fabric pattern. So let's go back to hide and
maybe reduce too high 2.01. Yes. It's nice to have some issues here. Let me go to Viewport a guess and active temporarily
anti-aliasing. So this way, as you can see, we have some
anti-aliasing sample enabled for us to have
more clear shape. Alright, now, let's go back and maybe add a base roughness. Me. Create a folder inside the fabric folder
named at heights. And call this one base height. We need to have some
colors are right. Now. Let me hold Alt and click on
the database height and look really close. You can actually use the
black and white areas to have some opacity value
going on to shine the light through the fabric and have some fabric filling
in this material. But at the end we can use the subsurface scattering
for the fabrics. So let's go and maybe use the opacity
in the base height. Actually, I changed my mind. Let me drag and drop distinct aldehyde and
delete the height. And let's add opacity. Alright. And in the opacity, let me see. And not this way,
disabled opacity. Hit Control D and
Carl that are passe. T, Alright, now inside the mask, delete the grayscale value and go to the base height
inside fabric. Go to base height, right-click and create a
anchor point, same as before. We're going to use
this base anchor point to drive the need to
add this to mask. So not. And the material level inside the mask to drive the other effects
based on this pattern, this fabric pattern
that we just created. So let's go to opacity, mask, fill layer of the mask and inside grayscale
anchor point. And let me change
the fabric name. Call that FAB rich. That's her. Alright, now, this way we can
find that is any. So let's go to anchor point and fabric pattern, select debt. Right? Now. Let's go to opacity
base material, disabled the height, and
enable the opacity value. So let's switch to opacity here inside the drop-down channel. And let's go. Alright, now I guess
we need to have some level C, D effect. Alright. Guess that's not going to work the way I intended. So let's see. If it's not going to be really opaque or have one
value of opacities. So it might fork. Let me drop down to
0 and hit Render. Yeah, that's going to
work. As you can see. We can see the window
barely behind the curtain. So that's working. It's a good news. But inside the base
height and a subsurface, let me change that to
base height and opacity. Now, we need to enable the
opacity, opacity of one. And as soon as I enabled
that, as you can see, we have opacity of Vo1 or opaque all the way
around the walls, but not inside the
curtains so that working. So let's go back
to material level. Now we need to add a pattern. We have our height, base and our opacity. Now, let's add a layer
named that color. Let me check if I can enable
the color here or not. No, only height, only opacity, and now only color. Sit. Let's go and add a black mask. Or let's change this to pattern. Another one below that
and call that color. Alright, let me temporarily
disabled this one. And this one only. I'm looking for
some kinda right, but not that white. Really. Maybe run deep. Pinkish areas, something
like this. Maybe. Let me go up here. Around here, I guess. Alright, this is the base color. And here the pattern color. We added a black mask
to the pattern color. Selected Black Mask
add a fill layer. And inside the fill layer. Let's go and look for some
flow of editing pattern. Maybe here we don't have
that much of the option. Maybe this one. Maybe this one because those
are substance materials, but black and white, grayscale. But they still
have some control, such as scale tiling. And maybe invert the
inverted when it's not good. So let me switch to another one. Where is this? Maybe this one. Good. Alright, I don't like it, so let's look for
something else. As I said, we don't have
that much of the options, so let me see all the way down. Let's use one of them.
So maybe this one, maybe overwrite the tile or
add a bigger number here. That's not good either. It was an awful Let me see. Yeah, Maybe this tank works. More time. Maybe terribly. And beaker, flowery think. Alright. Alright, now let's go back to pattern and
material and insight color. Let me add some color. And here I guess also, we can combine two patterns. So let's add another layer and put the blending
mode on Macs. It's opening on the
other screen as well. Goo and add. Maybe, I don't know, maybe this pattern to grayscale and the timing
of this pattern as well. Now, in this one, let's offset that by 0.5 ie. It's good. And it's more liked. Alright, scope bag and see that. And distance. Now, let's reduce the opacity of the whole patterns
are right then. So it's good. Also. Also, let's go and add opacity. Let me switch to opacity, a view of here. If I enable the opacity, as you can see, now, the light no longer can penetrate to the
2D patterns, just Inside D, we can see
the window inside the non patterned areas. Maybe make it a little bit like. So, maybe 0.5 or maybe more like 0.7. Alright, That's good. Let's
go back to material mode. And now we have our
fabric created for us. Also, you can add some randomness to the patterns by duplicating the pattern. For d. Pattern, maybe. Second color. Change the color slightly. Alright, now, go and
inside the fabric mask at a paint and grab
a brush inside D. Brushes asset,
something like this. And switch to brush
mode up here. And let's go and add, subtract to the blending mode. Lower the size a bit more. This way you can add different
colors to different areas. Or maybe you need to
add another layer. Set that a subtract
and go to textures. Maybe some textures, like
there is a deep here, this texture drag and drop it
inside the grayscale value. And as you can see, let me add noticeable material, not some colors to the lover things and
change the balance. And as you can see, we have some pinkish down here
and up and lead. Now, purple down here
and pinkish in middle. So this way you can have two colors and
control them by mask. So it's go and add maybe
this grayscale value. That's looking pretty. So. Also you have control
over the bands. Like so. Maybe less contrasty. Alright, now at the
top of the stack, Let's add another
layer called a o dirt and set the color,
maybe only color. Yeah, first of all, blow that, add another color, add another material
called that. D. Roughness. And Alt. Click on the roughness
and almost one mean 95.95 to make it rough because
fabric or really rough. So now enabled the dirt. Just keep the color alt, click on the color
and multiply the ads. Yeah, it's going to
darken the whole area. And let's go and add a black mask at a generator and inside territory
use ambient occlusion. Let's hold Alt and click on the mask to see the
effect more clearly. Go to the collusion generator. Alright, let's go back. Maybe add more darker color. Alright, that's good. Alright, That's our fabric. Let me go back and change this blue color and make
it inhibits sudden. Alright, Now we are
done with the window. And the next part, we're going to make
the material for the other vol and
after the D types. So see you then.
9. North Wall and Tiles: Alright, this part,
let's go ahead and make some material
for the other wall. And that's going to be easy because we already have
a material fourth wall. Just hold shift and
select all of them. Select the top one, hold Shift, select all of them
and Control C. Go to North wall. And Control V. It's going to copy
and paste D effect. But as you can see, we have some issues. Maybe see dirt color. And here, let me go and see if I selected
the scalar value. Let's go to height first and change the
anchor point name. 2d. There's a D and walled base and imperfection. 1 second. And inside D is a defeat layer. Let's go and select the base. Is going to see their
face going to show up. Cause let me close this
temporarily cost folder. Can overwrite everything. So we have been, we no longer have
control over the height and we can't pass this anchor
point to the other folders. So we need to reset
our anchor points. In here. We go and select D here. And yeah, that's
it. That's good. So let's go to the second floor. Base height. And where is it? What's the effect or a That's the micro details effect
here in second imperfection. Let me go and maybe
randoms time. Maybe change the balance and maybe make it bigger
by reducing the scale. Maybe in this one as well. Let me go back to height here. A little bit.
Something like this. Alright, let's go back up here. And in this fall that they
are maybe make it different somehow by changing the color
to some greenish color. And the second color here. Let's go and change to
make it more white. Alright. Now, let's leave the rest to the cleanup video. But when all the materials
come together and, uh, for now, let's go and
flow rate is the floor. Right? Now. Let's go to tides. Let me drag and drop the
tiles below the floor. Alright, four tiles to have, I guess three different colors to have more
randomness going on. And first of all, let me see. I don't have time for athletes, so let's make that after
finishing the tiles. So let's go and add
another fill layer. But the tide may recall that base color and work
only with the colors. A guess, yeah. Alt and click on Color. And I'm going to add
some green, maybe. Darkish, green is
something like this. Right now. Maybe see all of them are
together, so it's good. Now, let's add, first of all, let me add a folder
called folder shin one. Drag and drop the base color inside the version one color. And a, the layer on top. And let's call that a or dirt. All right, now, keep only
the color and roughness. Make it really rough. And add a black mask. Maybe go. And insight t. Smart masks, binding,
collusion, smart mask. Right? Maybe inside the mask editor. I'm feeling really slowing down. So slowing down and that might be caused
by the anti aliasing. Reduce the sample to eight. Alright. And then we
change the values. Or let's use a curvature vans something like maybe
this edge is strong. Alright? And invert that to
act as a collusion it think. So. Now, let's de edge. Just by using the texture. On this texture, add
another fill layer, top of the curvature. And add a texture
something like cloud, cloud to maybe, alright, now a time that a,
maybe two times, maybe more, maybe
four times or more, or it maybe ten times. And let me change the
blending mode to something like darken mean,
Yeah, that's good. And add more. Sitting. Alright, Now we have some straight lines.
We need to break. So let me disable the Cloud
and select the curvature and a filter on top and
choose the blur slope. It's going to break down
the straight lines. So let me add a divider
of 100 or thousand. And more intensity now
enabled liquid out. Alright. Let's Good. Little bit less cloud. Reduce the opacity overall. Or inside the cloud sitting at more common for us to think. Alright, now, let's change
the color to something. A little bit more. Light. Here. Alright. I was creating the hay or dirt, but accidentally create a
variation to the colors. So let's change the
name to color there. And less roughness. Back to base. And the roughness as well. And inside the color
where enabled the height. Little bit, positive, height, just a little bit. Maybe even less than that. That's still too much. I don't know. I can't
go below that or not. No, that's not possible. It's really, really,
really low value, but that, that's
possible that gas. So let's cool and
select the height. Select the materials, sorry, and add a filter just to the material
not inside the mask. And this time in material level, selective filter and
sort of D height adjust. Alright, now we have more
control over the height. So Let's maybe, you're off, maybe pseudo 0059002, maybe a little bit
of a multiply. This is one way to control
the height after this value. Or you can control the height over D height channel value. So let's switch to channel to
hide and reduce the amount. It's not affecting
debt much. Deaths. A really, really low value. So let me disable the
height to normal, yeah, and hence caused
by high to normal. So let me bring back the
height value and go back here. Add more value,
that's enough salt. It's enabled the height
to normal and reduce the height depth to something like 0.1.
Alright, that's good. Now, let me go and
add a Delta value. Now. Make another fill
layer called the dirt and go back to color
base color channel. Change the blending
mode to Multiply. Keep only the heights
to start to color, and go to maybe the smart masks. And let me find a soft damage. There are again,
throughout that one. Maybe the old paint or mass. Mass, It's good to be
no textured, grunge. Me change that
color to something obvious. Alright, that's good. Make it a bit darker. And reduce the overall
opacity to here. Alright, now, It's good. Now let's hit control D on
the version folder and name. Changed the name
to a version two. Alright, now, add a black
mask to diverge into fall their score and
select the polygon, tool, mesh, a feel, and randomly select
the different types. But first, let's go and change the color to something bluish. Also, this color,
something bluish. Now go to mosque and
randomly select the hides or just hit X to
invert the selection. And the subjects often
to have more randomness. They seems really uniform. So hit X again to go to White
selection and select More. And now we have
different colors. We need to change the color
that's not really good. At is something like here. And the second color
to maybe here. Alright, now, let's go and directly outside of the folder and delete
the dirt from. Second we're first version. So yeah, it's good. And immediately the overall
opacity, something like this. Hit control D to version two and change
the name to version three to have the
t-shirt color variation, right-click on mass
and clear mask. Now, let me go and
add a maybe for now, red color, red variation. Select it there or not there
to D version to the mask. And let's select some times like so. Alright, now, let's create
the mask selection. Go to version three, base color and change the color to something like this. And the variation to guess. Again, we are going to
change these colors in the killing of video that
all came together herself. Anyway, little bit yellowish tint. Alright. Now let's disabled it there. And have it close. Look. Alright, that's good for now. And let's continue in the next part by adding material to outlets and also the pocket. So let me bring back everything and see the results
through the camera view. Alright. See you in the next part.
10. Finishing Tiles and Outlets: Alright, let's continue and add some materials to outlets. And maybe the look of the ties. I'm not happy with the tides, so let me isolate
and go to athletes. First of all, add another folder called space. It's alright. Now let's
give it a color. Alright. Outlets are made of plastic, so it has a little bit
of a subsurface states. So we need to let me
go to another one. Yeah, This is much better. We need to derive
our subsurface based on some baked HashMaps. One of them would be thickness. Can see I can switch between mesh maps as
well with disruptor or simply hit B and cycle
through all of the mesh maps. Thickness, normal water space, ID, ambient occlusion
and curvature. We can use curvature and
also thickness together. So let's go and filter
that byte tied. Click on the icon and exclude. See here. Alright, now go
back to the folder. First of all, let's
add some color. Fill layer, name
that base color. And let's keep only the color and make it a bit whiter
somewhere around here. Alright. Now, let's add another layer or dirt and keep the color only. And change the blending
mode to multiply, maybe make it a darker. Alright, now, let's go and use the combination of a black mask and generator and ambient
occlusion generator. Let's hold Alt and click on
the mask to see the effect. Alright, let's balance this out. A little bit of contrast. That looks nice. Let's go back and
embellish the effect. Yeah, That's it. Little bit. And shadow here. And also shadow
inside the holes. And here, That's really nice. Now let's go and add
another layer on top, on bottom, that's up to you. So let's go and maybe
name that's hides. And Alt click on the height. Keep only the high channel, add little bit of positive
height, maybe 0.05. Select the layer, add a
black mask and fill layer after that and go to textures. In this case, I guess the BMW. Those are good. So let's use to be in W3. Yeah, that's it. Really, really good, fake. And it's add some depth to it. As you can see, we can cd
cutting edge or seems for UVs. So. In this case, let's go inside the BMW spots filled layer gray scale value
inside the mask. And up here in field section
UE prediction change the UVB radiation to try
blender to hide the sims. But as you can see, the gizmo is so big. So let's go and hide the
effect several times. Now that's not good. Um, can see the seams still. Maybe switch back to prediction. This distance. Really doubt we can see
the seams that easily. So let's not do the
prediction this time. So let's go back to height. Material can reduce
the item value. Alright, that's good. We have some bumps. Now. Let's go and add the subsurface. So great. Another fill layer named at
SSS or subsurface scattering. And alts kidney at
the scattering. Let me switch to
scattering channel. Here. As you can see,
it's really dark. So let's go and add another black layer mask to
the layer and fill layer. And inside the fill layer, Let's go and take this. Where is it here? Thickness for the wall and here wall and floor. And it can still see nothing. We see nothing in subsurface scattering cars are soft surface channel
is set to black, so Let's reduce or increase the subsurface scattering,
something like this. Go back to mask
to the fill layer and add a level on top
of the fill layer. Simply invert effect. Alright, now, play with the slider
to drive the effect. Wherever you want. Maybe something like this. Alright, maybe add a
filter and blur on top to get rid of days artifacts down
here, something like this. Alright, let's check the
other outlets as well. Where is it here?
Alright, That's good. Let's switch back to material by hitting M on your keyboard. But we can still see the
effect that clearly. So you have some subsurface
sync going on here. Let me play the D. Alright. Now it's subtle, but it's good. Let's can see a little bit
here, a little bit here. And that depends on thickness of the mesh that we just baked. And back to the thickness map. Now we use an x. So we can see this obsessed
with subsurface scattering. Because inside the display
setting in this template, active subsurface scattering
is enabled by default. And sample current is 16. Let's do 32. Alright? Alright, it's good. Now let's go to the tides. And let me open up
all of the versions. Disabled color variation
for all versions. And different colors. Sampled from my concept. Here. And maybe here. And one would be
something like this. Yeah, that's more like it. And inside the color
variation is cool. Here, it's not dead coals, so let me capture this color. Alright, now, calibration
tree, It's not good. Select the layer. I drop this color. All right, now, looking
really, really better. Now, let's add more terrorists. Closer on the folders. And yet, let me go
to d times there, Alt H and E. That's
not dead impressing. So let me disable and enable it. Degenerate. Me, disabled that, go to mosques and see
if I have anything. Cavity is dirt, cavity
maybe good so that I can drop it in sight. Yeah. Let me see the overall shape. Alt click on dirt. Disable the sharpness. We look closely. Here. Sharpness
might be too much here. So there is this paint. You don't need paints, so let's go back to
mask when they're only and less contrasty. And maybe less level. And maybe the ground open up the ground and scale
like grunge up. Go back to material level
and see the result. Alright, let's bet. That's bad at all. So alright, let's
see all together, go to texture scientist
and show all. Check everything closely. We have some collision here. You can see that
but that's there. Alright, now, let's go and put the outlets and
between a floor and tides. And in here floor, let me isolate the material. Let's add a pre-built material
to the dummy floor here. So select the floor, go to Assets and maybe here. Maybe this is not a
bad idea to use this. Drag and drop it inside floor. And enabled the filler layer. Alright, add a black mask. And here filled polygon,
field and mesh. We'll select this much only. All right, Good. Great. Let's go and in the
next video we'll continue working on
pocket or hardwood floor. And close up this chapter. Alright. See you in next part.
11. Making Height for the Floor: Alright, in this part, we're going to add metadata
to the pockets or put floor. So let's start. First of all, let me change this to me. Alright? And kids. Yeah. Let's make a folder
called height, such as walls. We're going to start with height and build optimum
material from ground. So let's go and
add a fill layer. Alt, click on the height
and just keep died. For now, let's add
a little bit of positive fight CD effect. So next, let's go and change the name to the
base, same as four. Alright, now let's
go to textures. In here we have a
pattern creation called a vote that's going
to ship with the substance. And we can use this
or simply use one of the one of the grunge maps. Let me see if I find it. Seem that there's
a vertical line knitting something like this. The crystal to, or some maybe here. And at some var2 it, let me show you add a black mask to the base and add a fill
layer to their mask, and drag and drop the
ground to the grayscale. That's going to see if you have a little bit of
height's going on. It would go back and
add more height. And what's on maybe
negative height. Alright, That's more like it. And let's go to orange base. Let's not change anything and
just add a filter on top. And choose the blur direction. As you can see, the
direction is here. We need to change the direction to be something like
this, 90-degree. Alright? And we have some issues here. So after tides rotate
it the other way, let me go to your view of three. And as you can see, let me find it here. Some of them are rotated. So in this scenario with this, we need to project the grunge
maps by using a planner. Alright, now let's tie
that several times. That's not going
to work somehow. Let me choose planet projection. And from top by using this
icon as surface tool. It's Korea dragon syrup, the surface tool to
project on the surface, but somehow is our resistance. So I don't know why
this thing happening. And that might be a bug. Or maybe it's because the blue direction that's not
following the projections. So let's not use
the directional. Go back to Grant and
use something like this is more like vote patterns. So let's drag and drop it
inside Christian. Alright. And now let's rotate that and simulate the fake directional by adding more tied
to the one direction, ten times in this direction. And maybe four times or three. Times on this direction. Now we have some weird
patterns going on. Let's go back to material and this time add more positive. Alright. This is one way
to create a pattern. Let me disable this. It's Control D to
duplicate that. Go back to grunge. Let me go all the way
down and choose one. And drag and drop it inside the gray scale value. This time. Lactate, repeat, tile. And negative value. Right? Now because the wood one is the substance material and you have some control
over the shapes, such as nuts, more
nodes or less. And hardness. I'm not sure what that thing do. Less hardness. Yeah, that's that's
a simply bluer. Let's look closely here. If I reduce that, it's going to be billowed out. And yeah, that's it. Nothing special. So this is one way. So let's go and choose
between these two. Or o, or maybe, maybe let's go to this
one and maybe tile debt, round to buy, maybe
something like this. And Tareq and cetera this, or maybe I can
throw this up here. Now we have both of
them and combine them together by lighten
mix. Alright? And you have some issues here. If I, if I'm not mistaken, we have a filter
called height Berlant. Maybe not here inside
subjects design in here. We don't have the height
blend here to height Poland. Alright, let's go delete all of the tiles and
out of the grayscales. Enter, grab this one button. You'd have the other one. Where is it? Up here and
again here, surrounding area. And put it here. With this tool, we can
heights blend between these two and make something entirely different than before. Alright? And let's go and add. There are filter this time. Use the where is it D, transform maybe and
rotate them all. Or use the tray
planner advanced. And make that 90 degree
rotation on all directions. And the texture. Alright, good. And it's going to hide blend. Alright. We change some of the effects settings and maybe a little bit less
hardness, less knots. Alright, that's one way
to make wood pattern. But I really liked the old way. Let me hit Control Z. So at times, Let's go back
to the nut height blend. But this two woods, alright, maybe multiply them together and invert this top pattern. Now, we need to make
to version of this, just like the coloring in it, the tiles here, the title is
we need to have a variation because this is two
linear and two are noticeable there repeats
are too noticeable, as you can see, the
nuts cuts here. And that's not good. So it's good. And it's Control D. And call that base version two. And maybe we need to add
that to eight folder. So copy and paste the name and select mask. And let's go and select. Some of these are random words. Just look for the patterns
and try to break down. Maybe here. Alright, now, here we need to change the
planner projection location. Just drag the Gizmo. Let me hit Control
Z and move that. As you can see, just moving
an offsetting the plan. And here in the fall there the base version
two folder just switch to height and change
the blending mode to replace. Now, this way, we can hide its can see disabling,
enabling the layer. We can break the
pattern creation and have more randomness
to the planks. It'd be V1 here. Alright. Let me look closely and
maybe break this one. Let's go and select it with
one and move that more. And also this grunge. Alright. That's more like it's
MSH2 height channel. See the results. Yes, Good. Alright, Now also, we can overwrite some of these effects by using some baked a mesh maps. Let me go back to mesh maps. Curvature. We can use this or maybe ambient
occlusion or thickness. Thickness. Alright, now,
create a fill layer and maybe call that edges. Add a black mask, add a fill layer. And insightful layer
thickness already selected. So let's select thickness or this material, the volun floor. And if I hold Alt
click on the edge. As you can see, we have
some edge selected, but we need to add a level derived the
effect to the edges. Something like this. Alright, Now we have
some harsh edges. Let's add a filter. Filter. Blur a slope. And maybe 100 divide. They are little
bit less intensity to break the linear Luke. And here we are in
heights channel. Let's use Replace. Can see we have some
effects going on here. If I reduce the height value, can create some dense
looking things. Let's go to level, invert that. And the blanks are really out of pattern
or not pattern anymore. Let me reduce stiff. And yeah, something like this. Alright, now, let's
go here and look at our base and variation. Alright, now, let's go
and inside the base, at a banker point, where Jen Vaughan and in here, here, anchor point. Where two. Alright, now that's
going to be our height. In the next video, we're going to add
more color and roughness and other good stuff, all of the good stuff and finishing up the plank
and also this chapter. See you in next part.
12. Finishing the Floor: Welcome back. In this part, we're going
to add more color to the c. So let's go and maybe add a folder named that. Alright, now, let's
start by creating a new layer name that base
and art critic and the color, keep the color only. Add a layer to the scenes. Something like, let me
capture that from here. That's right. That's right. So let's go to the
brownish area. Pronounce something like this. For now, let me enable the
roughness and add more rough and make it a little bit lighter
brown is alright. Now, hit Control D,
disabled roughness. And maybe version one. And a black mask layer. And go to anchor point. Vote. One. Change the color
to something more. Light. Here, I guess. Yes, maybe. Alright, now
it's Control D and cut that version two
inside the layer, inside the mask and change
the anchor point to var2. Alright, now, let's change the color to maybe
something darker. Alright? Maybe a bit lighter
somewhere around here. That's more like it, so but
the base color still lights. Yeah. Something like this. Rotate the light. Alright. Now let's go back
to height here. And maybe less sites. Let's switch to hide, channel and CD if f
t and it's not bad. Now, let's add more
color variation. Just by hates constantly
and copy that. Maybe at some sunburn. Delete the fill layer and fill selection or
polygon feel mesh field. And let's select maybe
around this area. And change the color
to something lighter. Switch to base color channel and change the blending
mode to something. Maybe divide as good. Difference. Difference is good. Alright, now, let's add
paint to the region three. Switch to paints. And you already have
a paint selected, but not the proper brush. Let's go to brushes and maybe
this brush and hit X to switch that to a darker color and paint surface areas. Or maybe simply
repeat all of this, clear the mask or
remove the mask. And a folder. And add a black mask to folder. Select some random planks. Alright, now we are
affecting disciplines. Go to version three
and add a black mask, a fill layer inside the video. Next, let's derive the effect
by using a grunge maps. So let me find it. Grant map that's suitable for this scenario. Maybe
something like this. They're going to drop it and play with the balance contrast. Here that we have something. So let's go back to a folder
and select more lags. Maybe a little bit more here. Alright, I'm happy with
the look of the blanks. We might change the colors
but nothing this part. So let me see. Let's sunburn a fill layer on top. I'm making this
inside the folder. That's nothing. That doesn't matter for now. So let's add a
direct effect here. And let me use an MCT baked mesh
maps by hitting P to cycled through
curvature one is not bad, so let's use the curvature. So any black mask and
they feed layer this time inside Chris can
look for Eritrea. Curvature 15, I guess. Yeah. Alright. Hold Alt, click on the mask. As you can see, we have
curvature going on here. Let's add a level on top. And let's hide in the
curvature to the edges here. All right, now, let's add
a filter, filter off. Is it the slope? Thousand more intensity? And let's add a fill layer. Change that to multiply and
look for interesting effect. Maybe something like this. Not that one. Maybe, this one maybe
hit subtract instead of multiplies so they play with the level. Here we have something. Alright? And multiply that. And if I just add more
roughness and darken the color, as you can see, we are having some
effects around here. And let's go back to level. And derive that
back a little bit. All right, that's a good enough. Also. We can add another fill
layer, maybe that curvature. And this one, they're
all undergrads. Alright? And a black
mask, the layer. And just add maybe
something like this one. I guess you have to change the opacity overall balance and hit Multiply on
color blending mode. Also, as you can see, the material we have
roughness enabled. And if I change the roughness changed based on
the grunge maps. So it's a good thing. But we don't need to
have anything but letting this
scenario. All right. And now let's go and add a fill layer named that roughness black mask layer. And let me find a I'm
grunge, maybe like this. Go back to material, keep. Just a roughness. Alright. Now let me go to possession
so you can see the effect. Maybe rotate that. Go to grunge, rotate the ground. Alright. I think
that's enough for now. And go to camera. Bring everything back. And yeah, that's good. And it's safe. I think is really good. But maybe adding some
dust or dust effect, it's not a bad idea. Let the team be
saved and then add some dust by a texture. We have a baked based on
cabinets and chair's position, also, the fridge
and other things. Anytime now. Alright, that's enough.
The file is so heavy, so it's going to take awhile. Alright. Now let me isolate it again. Add a fill layer called that
a or maybe dust. Why not? And just color and roughness. It's going to be rough. And the color, maybe
this color is not bad. So let's add a black mask. And this time at the generator, generator of ambient occlusion, and it's inverted,
so global invert. And let's balance that here. Alright. It's changed the
wilderness of collusion. And balance. Here we see everything, alright, now, maybe not dust, it's there. So multiply the color. Alright, Now we
have some shadows. We need to break down the edge of the
shadows, I guess now. So let's add a fill layer and maybe set that
to mean or darken. Go to your texts chairs
and may be here. Maybe cloud three
is not that bad. Alt, click on the mask and let me change
some of the options. It's not a good mixture, or maybe we change d blending mode here
that's more legged. It did break the
edge of the shadow. So that's good enough. All right. Bring back everything
and going to camera one. Alright, now, this is good. This is enough for now. In the next chapter, we're going to make
material for the cabinets. Let me see the cabinets. Isolated. Yeah. Cabinets, tiles under
tarp and sink and facets. Alright. They should be fun. Now, we are done with the
ball and other things. Let me hit Render
to see the results. Here is the Render. Hide behind the you
like, alright, here. And hope it's not
going to crush. So. Alright, that's good.
That's really good. Alright, let's go
to display setting. Change the grid. Is it panorama to bus garage? We rotate the light really, but it's maxed at ten seconds. So let's add maybe a 100 seconds to have
more clear image. And as you can see, here, we have solid-solid
phase enabled on everything because we only did the subsurface of
0 in this materials. So we have subsurface of
one and everything else. And that's why it's hard
for Substance Painter to render out the scene because
this top surface everywhere. But the overall look is good. So let's go back and save the project and
see you in next chapter.
13. Making Height for Cabinets: Hey guys, and welcome to the chapter interior
of this course. In this course, we're going to, in this chapter, sorry. We're going to make some texts, cheers for D cabinets. Alright, now, we have
two types of cabinets. But I'm cabinets and a tub
cabinets and also some tarps that same as our tiles. So I'm going to copy the
material from tiles. But for the cabinets, we need to make some woods and paint on top and
little bit of damage. And also some plastic
for the fitting yeah. Fitting or feets and also
the metal for handles. So let's delete this base paint layer,
default paint layer. And as always, we need to create folders because inside
the cabinet material we have some UV tiles
you didn't tides. Let's see the UDM tines. We have three cabinets here
and tops meet the meetups. And also some fabrics
and the sink. And I guess those are the
handles, facet and sink. Yeah. Alright. Now let's
go back by hitting F2. And let's break the model to guess 123. Maybe four or five
section, alright. One 2345. Maybe you, one for Cabinet
down, Kevin it up. Or maybe it's cool. And one for one for sync and facet, and one for metal
parts and also fabric. Alright, let's
give them a color. And let me go to tie
filter or tie mask. Exclude all for the woods. At these three parts. Or the same, exclude or
include sync with facet. The metallic part. Let's go here. Exclude all and they
all in the same time. So they masking easily and
fabric exclude all here. Alright, let's start
with the votes. And as always, we're going
to start with the height. First of all, let me
create a material, tester material and grab one of these textures and find a nice texture,
something like this. And tie a few times
and test our model. Our UV direction. Yeah. They seems to be
incorrect direction, all of them except
maybe this one. Alright, so let me delete
this from base color. And this material named
at base heights, right? Alt and click on height. Add a little bit of
positive height. And black mask layer to the
base height inside the layer. Let's go and find a soft detailed grunge
and let's go up I guess. We have something up here. Yeah, something like this. Let me find one. Maybe this good. And rotate that 90 degree. And maybe.5 on the repeat. Let me go back to base height at little more height to see this. Clearly. Here we have some issues
with D protection. So let's go back to grayscale, put that on trade planner. Now let's go back to one tile. Repeat and inverts. Alright, now, let's add a
little bit of variation. If I break the tiling and one for this direction and less, something like 0.8. Yeah, it's going to act as
directional, directional blur. Alright, now, let's
go to the side. Maybe make it less obvious. Alright. Add a
fill layer on top, not to live in a
field layer on top of the previous layer. Let's go and find a something like maybe this one, It's
something directional. Not as fun as the previous one. Maybe this one. Let's try this. Alright, now, set the partition,
stripe learner, tie lit a couple of times. Alright, maybe more, six times. And let's drag and drop
it behind this layer. And let me drop the
opacity of the top layer. We have some randomness
going on here. That's good. Alright. Now, let's go and add a Anchor Point to use this
height inside the color value. And let's go and add another hides and Control D on this layer and
delete all of them. Maybe buying height are fine. Alright, now, let's see here in this direction
of light. Alright. Let me go and grab a seat. What we have here, maybe something like this. At a black mask, It's already have a black mass. So Edit, Fill Layer, and drag and drop
this one. All right. Try planner. Maybe six time. Repeat and go and
make it less obvious. And maybe go to height channel throughout down a little bit from maybe 50. Alright, looking good. Now we need to add
some edge damage. Alright, so grab another one, or maybe duplicate
the previous one. D, and let me call that
height or edge damaged. It's damaged and add a fill
layer to the Black Mask. Let's use our baked a curvature. The cabinets is here. Alright. Let's hold Alt and
click on the mask. At a level on top
of the Fill Layer. Invert effect or maybe not. Let's play with this
slider to find edges. Alright, good for now. Add a printer and
choose the blur slope. We need to have or divider
and more intensity. Alright, now we have
our edges selected. And also you can
invert the effect. Yeah, I guess the inverted
version is better, so let's go to level
and hit Invert. Now we have a little bit of
dense here at the edges. More blue, right? And now, if you want, you can replace the height. So let's go and change
the blending mode of high to replace or multiply. Nuts. Use the Linear Dodge. Add. Now, let's go and
add a anchor point. The name is damaged mask and another anchor point
for fine details. Alright, it then, now let's
create a folder called that. And I can drop it
inside the height. Alright, that's good. Let me review one
more time deep. All of the masks are rights. It's good. It's good to live. Well, make that darker.
Something like this. This mask. A little bit too big. So let's go here. Maybe ten times. Art critic and Isthmus. And yeah, looking good. Alright, it's good
enough for now. Alright, let's add
colors to three, alt color and color. Those are dummies. I'm just
testing the anchor points. So it's ad is color, something red dish and something bluish and something greenish. Alright. Let's go and add black mask and fill
layer to all of them. Lack mask and fill layer and other black mask
and other layer. Alright, inside the layers, Let's go and click on grayscale, got anchor points and four now, base height, dread on. And anchor point
of detailed fine. Alright. And anchor point for
the edge damage. Alright, now, in here we can go to Levels and invert the anchor point to
target on the dais areas. Right, and that's looking good. Let's go to height. Maybe in this fine details. David, balance and a little bit. And this grunge and
less contrasty. Also, the top one. Alright, That's detailed enough. In this second fine
detail Garage, Let's break the connection and make it something
vertical year. And maybe 25. Repeat this direction, ten on the other direction. Yeah, it's good. But it's really noticeable
repeating patterns. So let's Qu and maybe add another one. That's coming from the
fine detail, I guess. A blue one. The blue one is the detailed. So school and inside the detailed add
another field layer. And let's find another grant or simply hit control D
on grunge, copy debt. And let's go and grab your gizmo, not overwriting data. So let's go and change the gray scale to
something similar. But maybe this one. I guess I need to yeah. To add some paint and subtract. Here. You find a brush. Maybe some brush like, Oh, not loading, something
like this, or at now. Not going to work. So delete that and
delete the other one. Let's hit Control D. Copied one of the detail, and let's go and move that. Here. Add a paint, not paint layer, a paint mask on top. Subtract again, and paint
some of these areas. And also, we need to make
a copy of this layer. Change D. I need to change the anchor point name. So let's go to second blue color and
use this mask instead. All right, let me change
some of this pattern, repeats and paint maybe here and here and try doors. Also on top, it's
really noticeable. So break the pattern like so. Alright, now is good for now. In the next part, we're going to add colors
and also roughness. See you in next part.
14. Cabinet Color and Roughness: Welcome back. Let's go and add some color to the
votes we just created. So for this to
start with a base, first of all, we need
to have a neutral base. So maybe some color like this to occur. Alright, in this second layer, Let's go and add. First of all, it's
captured it this color. Maybe a little bit
lighter color. Alright. And this two
layer it's going to act, are going to act as chips. So let me capture color, make them a little bit darker. And also this one. Let's go back to
second fine detail and paint out this
repeating patterns. Alright, now, let's go back here and capture a little
bit to our care. Alright, now, the damaged part needs to have a lighter color. Something like this. Alright, now let's
go back and make it a bit lighter. Alright. Now, we have some repeating
patterns still up here. So let me switch back to paint. Alright, now, let's go up
and add a paint in layers. So first of all, it gets, it's better to have a
folder dedicated to paint. Paint here. Paint, color, base. Let me catch it for the concept. Some Hulu, guess. Bluish, greenish tint. Something like this. Right? And less glassy inhibitor offer. Alright, now, let's go
and select the folder and add a smart mask. We have a old paint paint, old dragon throughout top of the paint layer
or paint folder. It's inverted. So
let's go to mask editor and globally inverts. All right, that's looking good. And inside the height, we have two options. We can go and sacrifice all of the height that it
just created by using a replace or just lower than the
opacity, a little bit. Replaced that. And lower the opacity. Just keep that on Linear Dodge. Here, that's looking good. So let's go to my mask editor
and guessing textures. You need to lower down
the texture a little bit. Or just go to texture inputs setting and balanced texture. Alright, That's looking good. Maybe needs to be a
little bit shinier, but not the linear shiny. So let's go down here to the
base color enabled or off. And make that really
rough flu switch to a roughness channel. Yeah, they all look really rough if I
disabled the paint layer, so enabled debts add a layer on top called roughness. Only keep the roughness value. Black Mask, add a fill, and let's go to the
textures and find a. Let's see, grunge can get
dirty and it's not bad. Let's use them At drag and
drop it on grayscale value. Use a try planner. And like so. Maybe add more contrast. Let's switch to material. Rotate the lights. Yes. The shiny areas are too shiny. Hold Alt and click on this mask. I'm not happy with this. Grant. So let's go and find
some thing like this. Go to garage, input
and replace that. May be less. Repeat. And inverts to cereal. That's not bad. Also, you can
use this grunge material, enable the height and
add extra height if you want to have more traumatic
effects going on. For now, let's not do that because I guess
that's too much. So let's not do that. Let me enable the
walls and floors. Compare them together. All right, Good. You're in a low quality side, but in the export video, I'm going to show
you how to export even more resolution or get
even more resolution out of this almost meat level
of the resolution. Alright, now, let's go up. First of all, what is
this, the edge damage. And this is What's that called detail d t version to this one. Equation one. And this one is we have already a base color. And it's called that base. Alright, now, above the
paint and it's going to add a folder called fill
layer called a o, and just keep the color and roughness throughout the color
and make it more grayish. Alright, now, go and add a mass. If we layer. And let's go to not fill layer. Alright, now let's go and
insight D masks cavity, it's type cavity, something
like this, I guess. Give it a rest cavity
or it drag and drop it. And make the color Multiply. Maybe a little bit darker. And switch to Kevin t. Sand. That one either. Characterised store much. Alright. Alright, let's use
the generator. And then two collision inverts. Let me hold Alt and
click on a mask at a lev valence or
just, Let's go here. Berlin steroids to
something negative. D's. And also rough, really rough. Let's go back to generator and maybe even a bit of contrast. Alright, skirt. Now let's break down
this linear lines of A0 by adding a fill layer. And some threat or mean dad maybe subtract,
where is it here? Subtract and go to here
to the texts chairs, and choose one of two BMWs. And a little bit less opacity. Consider a fixed here. Alright. It's good enough for the cabinets going to edit
that in our killing of videos. So yeah, I already
forgot the feet. So maybe get another folder for plastic skull and this time get a black mask because I guess the beats are inside
the, inside the cabinet. So black mask and polygon feel mesh, field and select defeats. Alright. It's not that specials. So let's see, use a guess inside the smart materials
we have some rubber. If I'm not mistaken. So it's a plus d. It's type rubber.
Plastic. Plastic or rubber or I guess this
one is good. Rubber tire. Yeah. This is the one.
Drag and drop it. And we have some bits. Alright, now we need to go
to plastic folder here, replace the height, right? And also replace the normal. Now we're good to go. All right. That's it for this part. The next part we're going to
make some material for sync. And metal. And metal
means handles, sink, and some fabric materials. So ceiling parts. Let me enable this. Alright, switch to camera
and see you in next part.
15. Metallic Material for Sink: Welcome back. In this part, Let's go and create some
material for the sink. And that's it. Alright. For the metallic part, you can use the provided
base metals such as silver pure or let me
see the titanium pure, iron, rough, ion, shiny, and all of these good stuff to aluminium pure,
it's looking nice. First of all, let
me show you how to make a perfect metal. But just the basic field layer. For making metal, you need
to have a metallic value. So let's put the
metallic value on one. And with no effort, we made some metals for the
shininess or glossiness. You have control
over the roughness. Alright? And also the color. That's simple. Now, we made some metals. But if you wanted to make
accurate metals scientifically accurate so we can use this
provided a base materials. I'm going to select
on my fill layer and select non aluminum pure. And it's going to
replace that material. Alright, let me rotate
the light and it's good. Let me count this base. Alright. And CD
here the concept. And we just need to add some maybe edge imperfection
in roughness value. So let's go ahead and
add a fill layer, call that roughness and art critic on the roughness to keep just the roughness
value or office channel. The Black Mask and fill layer. And let's go to our textures. Yeah, let me find a
sure Chris scale, something like maybe this
one, drag and drop it. And it's can see it just made some imperfection
in roughness value. Let's go back to material. Made it more off to
see more clearly. Go back to your grunge and
it's changed the grunge value. Alright. Let me see and find
the use seems. I guess there's no UV seams, but let's add a UV checker
generator to make sure. So disable all of them. Add a fill layer for test at the generator
to that fill layer. And inside Jerry tone, Let's find the UV check here. Alright, now, as you can see, we have some seams
here and here. It's disabled. Can barely see over here. Here. We can see the UV seams here. So it's coincide the
roughness and then we delete, delete it and check your go-to grunge and make it try planner. And now you need to
have more repeats. So let me repeat
that three times. And there's no,
No more UV seams. It's good. And let me change the grunge. That's nuts. That impressive. So maybe something like maybe this one. It's not too bad. So after this grunge, let's add a generator and
select the curvature generator. Let's see the result by holding Alt and
click on the mask. It's good. Curvature. Berlin stead in there because
I'm targeting the edges. Let's play with the settings. Alright, now, let's go back to our curvature and maybe move this one up and change the blending mode to something like here the darken. Alright, now let's invert that because I guess this
is more accurate. Let the HSB clean air and yeah, it's more like kids. So we go back and maybe to
time of repeating grunge. Alright. Now let's go up at another fill layer
called that a desert. Just keep D N or roughness
the mudra or offer and color maybe here and change the blending
mode to Multiply. It's a bit too dark, so yeah, it's good. Let's make the O right. Now. A generator or yeah. Let me add the mask and at the generator to Black Mask and use the
ambient occlusion. Let's see the mask. Go to generator
and Berlin stats. Somewhere around here. Alright, let's break the
edges by adding a fill layer. Set that to darken or mean. And let's find a nice
grunge. See this one. Yep. Drag-and-drop. As always said, that two
planner maybe tailored three times or switch
that to multiple EM, multiply it more suitable. And here that we have
some dirty sink. Alright. Now, let's
select all of them. First of all, create a folder and call that sink
inside the sink, drag-and-drop all of
them inside the sink. And let's add a black mask. And with the polygon
feel and Mish, we'll, let's select D, just sink, alright, and
create another folder. And call that for
now F or facet. And let's select the only facet. So dragon or Control
C and Control V, all of them inside the facet. Now let's go and change the
settings so the roughness. Let's end leave that. Let's go to a o and milk
or orange this time. Go and change these settings. Something like this. Alright, now the curvature one, we drop the opacity T here. Alright, that's good for now. See all of them together
show maybe a little bit less of this grunge here. And a bit less this
grunge on a dirt. Alright, Now you have
something leg this part. Now. Now let's go and at some
metallic to these handles. So let's go ahead and this time use one of these
smart materials. Still dark. Alright, let's drag
and drop it in sight. Let me see in through the
camera a little bit too dark. So let's go inside
the steel dark and it has a scratch layer
and metal layer. In the advanced parameters. First of all, I'm using OpenGL, so let's convert the
normal to Pangea. And let's make it a bit lighter, a little bit more and less shiny. Metal roughness here. Make it a little bit off. Now and let's make it
a little bit darker. So yeah, it's good. Alright, I guess that's
enough. For now. It's good. Maybe a little bit. Normal value, it's not
a bad thing to add. So let's add a fill layer
and call that normal. And use the height value only at a bit of positive black mass
fill layer and it's fine. It a texture of maybe BMW spot gets That's good. Now. And we have
no visible scene. Because if I zoom in
really closely here, I hide this seems here. Behind the camera view. Can see. Reality seems. Yeah. Let's go back to camera view. If you want, you can
lock your camera. Let's go to camera inside
the display setting. And here you can
click on the luck. And if I connect it on, luck no longer have control over the Zoom camera and I need to switch the camera if I
want to move in a scene. So let's go ahead and unlock it. Alright, then it's good. I think I need to
move this glass up because let me hold Control
Alt and right-click on Clark. Let's go to F3 and
find the clock. Where is it? Here? I have some meshing side
or behind the glass. And as you know, you can't see the
opacity value or none opic teams inside the
viewport width d shader. So I need to move that in model level and put it
back after texts sharings. So I'm going to move
that in next videos. So yeah, let's come
together in Nice. In the next video, I'm going to add more
textures to the cabinets. Let me isolate that. Alright, we have the
tiles and fabric. So see you in next video.
16. Fabric and Tiles: Welcome back. As I said, I just move
the glass or the vol clog up so we can see the inside of the clock
and texture that out. Alright, now, let's
isolate the cabinet and continue working
on the cabinet pieces. Next, we need to add
some pattern T fabrics. So first of all, let's start with the
height or normal. So let's go and hold Alt
Click on the height, would have positive height at the black mask and
fill layer to that. Alright, let's go and have
some wave pattern down here. Let me try this for now. Can see dad, let's go and
add more height, correct? Sku, and maybe tie that. A really high number needs
to be rotated 90 day query. Let's check the other pattern. I guess the, um, let me it this, we've also now it's
not the one screw up. And as I remember correctly, we just used guess. You see this one here? Yeah, this is more like it. So it gets this much
repeat is good. It's goo here and add more. And take a guess for now. Alright, that's good for height. We need to move that
to sit correctly. And deep metallic part. And also awesome. Let's go to metallic part. And yeah, let's
throw seat coffee. This material, go
back to what is it devotes woods and create a folder and a black
mask to folder. And call that metal. And let's select this one. And also in here, this one. Alright, and pasty material. So we have some metallic
parts here as well. Alright, now, let's
go back to a fabric. And we need to ape
pattern to our colors. So it's a layer. Maybe for now, let's
call that color one. Just keep the color alt,
click on the color. And some partly colored
from Our concept. Little bit dark. So goatee, greenish side. Maybe enable the roughness as well and make it really rough. And let's go and add the
black mask and fill layer. And let's go and find a pattern. So see patterns. Which one is more? Let's try this one
and rotate that 45-degree and eyelids to
be something like this. I guess it's not perfect. It look like the concept. But I'm going to use only
the provided patterns. So let's find the closest
one to the concept. Maybe this one,
strike interrupt it. Nor rotation, but that's E. That's more like it's alright, maybe ten times that good. 12. Yeah, maybe. Alright. And also, let's add a folder. Maybe 0, van and CO2. Add black mask with
the mesh field. Select this one. And for the top 10
to select this one. Drag and drop the materials
inside the folder. Alright, now, below
the color one. Change here to color, to add new fill
layer called Color. Run. Keep the color only. And let's make maybe some color like this. Alright? Happy with
deet and pattern. Not that. Alright, our choices
is not dead white. So maybe this 190 degree
rotation but less tiling. In birds. Let me see all together. Not that impressive. What the Z tried to S1 and less tiling. Nope. No rotation. This one is more like, alright, now let's,
I said it again. Go to Z2, same pattern. So let's see the height
control V that folded too. And this time rotate
that 90 degree. Alright. Now let's add some
other patterns. Just named that. Hi there. To add another. Let me hold on the color and Cutler instead
of one and Alt here. And it's at a pace color, something like the pinkish tone. I guess that's good. And in the top color. And let's make it red. That red. Alright, that's good. And a black mass and fill layer. After that. Let's go to ear. And let me find a
squared pattern. What about the timing generator? But with d square? This is same type
generator that you find inside the substance. Designer needs to be inverted. So let's add a level and invert. Go back to tank generator,
pattern, scale. Here, number of x
and y, vector size. And now we have something like this
that's really accurate. At the base color. Let me sample that form
the pattern, then. Make it lighter. Here. Alright, now, let's go above this twofold. At a desert. Keep the color and roughness. Make it really rough. And multiply the color. Black mask and generator. Alright, Now, a intercalation
generator control alt. And the mask and school change some settings, maybe inverted. Not that inverse because
we need to do this inside of the fabric
to be darker. So we go to Ambient Occlusion settings
and make some changes. Alright, Not bad. Let's hit Control D and call this curvature delete
till collusion. And at another
generator curvature. And let's change the
curvature sittings. Maybe something like this. Less parades around maybe here. And make that
literally dark color. Now drop the opacity
of the color. Alright, it's good. Now, screw and change this at another folder
and change the name to tide is a guess. Yeah. Give it a color. Let's go back to the floor. Inside the times we
find the tides here. Let's see the whole team
go back to cabinets. And first of all, let's go to the UV view. Yeah, those are in
separate tiles. So let's go back F2
and exclude all times. Include these two
tiles and Control V. Paste them. Alright, let's go and disable the
desert for now. Version two, version
three. Yeah. It's enabled version to clear the mask and acidic the
polygon field and mesh. We'll find some tides to select. Alright, now,
version three, here, the mask and select. Some random times. It acts to bring back
some of the tiles. Next. So we go to dirt setting and change, didn't dare to level
there's contrast. And yeah, that's good. Now, let's go and
check our height. And as you can see, we need to add a fill layer
with only height and scatter. Also, let's go and add the
opacity of this layer. This material, the
cabinet material, enabled opacity, drag
and drop all down. Base, right? So phase and opacity. Now we have correct height and also switch the scattering. Scattering. Also capacity, no opacity. Switch back to material mode. And let me go back to sink and make it sync material to our care. Alright, and also the facet. A bit darker, like so. Alright. C together,
go to camera view. That's acceptable. So let me hit Save cabinets safe and
see you in next part. In the next chapter here, next chapter we're
going to make material for the appliance such
as fridge and toaster. Also the oven and your blender. See you in next part.
17. Making Material For Refrigerator: Hi guys, and welcome
to the Chapter four. In this chapter we're
going to make material for D appliance or is
it D this layer? Let me isolate that and
see what we got here. We have a toaster oven
with some fabric on it, and a blender and a fridge. So first of all, go back to cabinets and
go all the way down. Copy this base, ich es o. As you remember, this
is the height 0, does the scattering 0 or black, and also the opacity of one. Everything is opaque. So let's go to appliance and first of
all, paste that layer. And if I go to
height, it's dark. Scattering, starch and opacity. We don't have opacity here. So let's go to texture sets sitting unsupported by
shader and opacity. It's one or enabled by default. If I go to Park City, yeah, that's all of it. M or switch to material. Now, let's create 1234 folders and give them a color. And also name. Ref re G. Alright, let me see. Three generator. If I spelled that
correctly. Alright. And after that blender and a oven and toss tear, alright. Same as before. Let's go to mask by tides, exclude on and just
drag and drop, dragging around D fridge. And after that you have blender. So let's zoom in
here. The blender. Same for Alvin. And a toss there. Alright. Alright, let's
start with a fridge. Inside the fridge,
we need to have a folder for the
body and handles. And also these paintings
here and here. So let's create a folder for body handles or metallic parts, metallic and not painted
metallics and paintings. So let's go and call that body. And this one midterm league. And this one drawings,
that painting. Drawings. Now let's go to Buddy. First of all, we need to
have a base met on a guest that's aluminum or
silver. Silver. Aluminum is good. So let's drag and drop a aluminum inside. And as you see, it's going to apply
to hold for each. So let's go and select
the fridge at black mask. The Pali name, polygon field and mesh
fields enabled by default. And let's select
these three parts of the model and metallic parts. At a black mask. Let me hold Alt and
click on the mask and select the handles based
handle and the branding. And another black mass. Let me switch to mask only. At drawings. I'm not sure. You're maybe adding this pins or magnets to the separate for
there is another bad idea. So let's create
another folder and call that plastics are plastic. Leg. Switch to mask. Only. Select them all. Alright, now we are good to go. Go to folder. And maybe a little
bit less view, focal field of view
or focal length. Or maybe more yet, the 15 or 2020 is
good. That's 50. Alright, if 15 is good to any, it's more like the
orthographic view. Alright, now let's
add a little bit of texture today to
the metallic parts. So select the
aluminum pure and go to magic font at filter. And at the one of
the, let me see. Metallic finished,
finish, powder coated. Maybe this one. Alright, that's a
little bit too much. So school and they're up the intensity for the
grains, something like this. Alright, That's good. Add a folder on top. Let me call that paint. And let's keep all the channels. And we see we need to
capture it colors, so I drop and it's captured really greenish color. Let me see all of them together. And then a bit too dark. Let's go over here. Maybe here. All right,
That's much better. Solo that out. And let's go and add a gets the grand dirt. Let's try this ground there. First. It's going to
make a mask based on your whereas a d
gradient position or the position baked map, let's switch to position baked. Here. As you can see, we have a position gradient. This is down stop,
and left-right. But for this specific model, we need to have the position big based on the element
of the models. So let's go back
to texture sets, setting, baked a mesh map all. And let's go ahead
and deselect all. Just enable the position. Click on position.
And it's going to be normal or a full
scene by default. But let me see. X is, when x is o. We can't do that because it's going to be based on material. It's coin select, bake
there to see if this going, this is going to be different
than previous ones. So let's bake debt. Alright, that's the same but different for each
parts here that's usable. But not what I want. So let me go. And inside the mask
editor invert that has, you can see it's going to make a effect,
something like this. This is little bit too much, so let's delete them all. We have already a black mask. So let's add a fill
layer to a black mask. And insight degree scan. Let's search for gradient and choose a gradient
and linear been. Yep, one. And as you can see, if I add more contrast
and change the balance, it's going to be
something like this. Alright. Let's rotate
that 90 degree or one AD. Maybe now it's
good to go back to bake mesh possession
and now foreseen. See the difference. Okay. Now, something
not that different. Let's go ahead and hold Alt, Click on paint and
see the result. Alright, we can
switch to try planner to affect the whole scene. Yeah, this is much better. So let's go back. Drive that down. Also. I guess we can use
the gizmo here, can push that down a little bit. Now let's break these line. First of all, less contrasty. She did up a little bit. And at the layer. And for some reason, again, it's opening
on the other screen. Yep, that's a problem. Let's set the blending
mode to darken or mean. Let's go to the textures
and let me find a some texture like
maybe this grunge. Alright. Let me switch d. Lending. Divide is not that bad. But we need to
switch to different. Chris can import something like maybe a cloud or
find another one, maybe BMW spot the DP and I
will respond, That's good. Now, let's derive
these effect down. As you can see. We can change the effect
based on position. Also. You can go back
to your paint at some height and width,
something like this. Also. I don't want
this bottom part, so let's go to your mask, switch to UV and black dad
and select maybe here. Our base. Let me see. That's because Mike. Yeah. And that's because the
gradient effecting here. Alright, now the gizmo down. Alright, that's something
let's go to paint. And one by one. Pushed it down and then a bit. And I don't want this part
to be black or be affected. So let me see what
option we have. Black, so maybe try that out. It's not going to work. So let me switch back to our gradient and
make it NoneType. If I can't know the periods
and invert it's not working. Switch back to Trey planner. And looking at the angle of my EU via an
effect in this area only so it's connected 3D view. Maybe duplicate the paint
and clear the mask. And at this part. Yeah, that's a solution. Also. You can switch to brush, guess, and brush this part. I don't want deaths
kinda lines that live. Delete that. If I go back here and go
down to the paint. No high. Alright, that's
going to solve the problem. And to know why T Smith? That's something. All right, now, let's go
and add a fill layer. And fine detail. Just keep the height
at dermatophyte. Let me add a black
mask and fill layer. And BMW spots. Good by default. Also add another fill layer
and call that the Earth. Just hold and keep the color
black mask or fill layer. And as you can see, it's really dark area. So let's go and find a DRT
map. Something like this. And thrust and filter. Add a bluer and change the blending
mode to multiply. And unlike dance,
find another one, something like maybe
this one. No blue. Maybe invert that. Change the balance. Maybe use a project
tray planner. Three times, repeats
and drop the opacity. Alright, now that bet. Alright, In the next
part we're going to make material for
branding and pins. And after that, there are some
painting or some dry ink. Alright, see you in next part.
18. Finishing Up the Refrigerator: Alright, let's go ahead
and continue to work on the appliance
material and fridge. So it's got two metallic
parts and same as before, I guess the aluminum P or
is good for the andalso up. And also we need to have some
visible edges and there. So let's add a fill layer. Maybe call that edge, um, for now, let's only
use the color alt. Click on the color and
go and add a black mask. And a PHY layer. Or this particular part. Let's go ahead and use the
ureter baked the appliance. Where is it? Here? Hold Alt, click on the mask. Let's go and add a level
after something like this. And invert that. Maybe. Yeah. Alright, now
let's add a fill layer on top. And a guess the BMW
works here as well. With multiply or mean. Here. Remember, Max
needs to be tight. So let's go and tie
that three times. Alright, guess the subtract. It's working better than
other blending modes. So let me just reduce the opacity to maybe
somewhere around 50. Alright, now let's see there is a base color channel
is selected. Multiply that, and make the
color a little bit darker. Maybe tie the BMW six times. Here we have some
shininess around here and not so bright here. So let's go to our
edge and at roughness, that's a little bit rougher. So let's go back and tie. That's rho times nine. Alright, looking good. Maybe rotate the lights and go back to
aluminum pure and add. In a bit more roughness value. Go back to level above
the grayscale value. That's our curvature. Make that a little bit tighter somewhere around
this neighborhood. And before the BMW, let's add a filter
and blur slope. Make that a thousand in
divider and more intensity. Let me hold Alt,
click on the edge and see the result
would be delta v and w. Now we can go back to level and make it a
little bit tighter. More obvious. Go back to regular slope. Alright, something like this. Now, let's drop the opacity alright, T, and go to make it less. Alright, that's good. And also, let's go and add another field
layer called that a or capital O. Lac mask. Just keep the color. And roughness and fill
layer and maybe this time use the collision
baked off the appliance. I'll click on the mask. We need to add a level. Alright, now let's
make that site and move to occur. Hey, areas somewhere around
here and more spread. And the white area, that's the area of need. So go multiply the color and make the color
really, there are. Alrighty, it's good. Now, make it a little off. That's looking really good. Let's copy this. A hotel. Let's go back to Buddy. Paste that here. And it's got two A0 level. And let's make it
something like this. I'll click and
that's what we need. But Lillian it but just
a little bit wider. And maybe add a fill layer. It multiply blending mode or just subtract another BMW. And let's break that
down with tripe learner, maybe ten times or maybe more. Let me switch to this one. Alright, now, make
it a bit lighter. And drop the opacity of w
to be something like this. Maybe ten times.
Alright, That's good. Now let's close them all. Go to plastics. Alright, we have some magnets. They are definitely
plastic and outside. So let's make three colors. First of all, let's make one. So let's keep all
of the channels. Capture a color,
maybe more, red. All right. Yeah, that's good. And this B2B color and add another layer
called debts. Bumped. Just keep the height. Black mask. Failure in other BMW. At height. Inside the bump, BMW, make the prediction
to try planner maybe 20 times or too early. And drop the height value. Little bit will rotate the
light. Alright, that's good. And I have the a or dirt or a dean clipboard,
so let's paste. And it's good, I guess.
Yeah, that's good. Alright, now, let's add
a black mass to color. Let me which one
of them are red. Let's switch to the polygon. Mesh. Fill and select this one. And this two. Those are the red ones. Control. Let me call this red. But we can hinder
right here. Alright. Span, orange. Kidney or the mask. Make this to be orange. And select this
magnet. This magnet. Alright, now it's Control
D, clear the mask. And yellow. Make that array the
yellow selected mask. We have one yellow here. Control D changed
the name to blue. Alright, now, clear the mask and change the color to
capture that color too, because it's a
specific, alright, that's, yeah, maybe
this, alright. And select this blue. This one is blue as well, and also this one. Alright, that's very
close to the concept. Yeah. And we have drawings that up
inside the drawings. And let's add a folder. And let me call
that 01 through d. D and D, because we
have four papers, 2030 for right inside the 01 goo. And those are lenses, so there's no height
to them or thickness, so we can just punch the
hole as you can see, we have some holes here. So let's go and fill layer or the Fill Layer, call that hole and
drop the opacity. Just keep the opacity Alt,
click on the opacity, drop the opacity to 0
at a and black mask. Inside the black mask, Let's add a paint this time. Alright. Now, inside the paint, switch to my brush or one. And by default the guests, we have the shape of the circle. And let's make that
red heart around 95. And let me change the size. One Punch here. But add a color to
dare to CD effect. Alright, now, add another
one here and one here. And the art, their papers. Yeah. Those are
not just this one. Alright. I'm keeping the color, but just because the debt problem that I talked
about the previous video, we can't see D opacity inside the viewport because a shader that's not supporting
the opacity. So just for demonstration, I'm keeping the color, but in going to
export the textures, I'm going to disable the colors. So alright, let's go and add another fill layer
and call that line. Just keep the color.
I'll click on the color and make a
darkish blue color. Alright, first of all, let's go and select
the folder one and the black mask polygon mesh. We'll select just this one. Alright, now, let's go
and add a black mask to the line and base
material at a fill layer. And let's go. Maybe this anisotropic noise, it's not that bad. So let's drop, drag and
drop it here. Alright. Bad. Make that contrast noise
parameters smooth. Like this, I guess. And less. Why? Add a level after that? It go back to anisotropic.
I'm not happy. So it's going to fill layer. And this time let's
go to where is it D? Tight generator. Where is it? Here, here? Or maybe
in this strips. And pattern. Rotate. Strip. Let's rotate that 45-degree to make
it straight and tied up. And less less time. Maybe something like this. Alright. Now, it's at a, well, I guess if I predict that by planner and a scale
that down a little bit. Also, no-repeat. Let me move the whole
rejection here. Maybe if I rotate that, add more tips or no. Yeah, let's use try planner and move it here. To have more control. May gets smaller and smaller. That happy with the results. Let's go back to UV protection. Alright, let's go
back, cut through Z. And maybe this time let's
use another field layer. And also a D. Here the gradient map. Change the blending mode to max. Contrast. Rotate that 90 degree. And offsets. Here. No-repeat. Seeing the effect. Maybe use the stripe
planner or just planner. Alright, let's go
back the warranty. The lines to be drawn
outside the papers. So we have always
a paint options. So let's add the paint to paint. This time. Let's use a sick
visit, D S square. I believe we have it
somewhere around here. Let me see if I
can find it here. Square. Maybe a different this square. We have a soft square. Maybe. Maybe if I make this
harder, yeah, that's good. Now, make the brush a little bit bigger and change the blending
mode to subtract its wide. So it's going to erase
hold shift and click. Click here, hold shift
and click the debit side. Alright, now let's go
back to a line material dropped the opacity here. Right? Now. Let's continue in another video and
draw some shirt off. So see you in next part.
19. Kids Art on the Fridge: Alright, let's go
back to the paper. And first of all, let's add a police, the punch after the lines
and inside the lines now add a fill layer
and call that bomb, just keep the height
leg mask field. And this time, I'm not sure which one is more
suitable. Maybe. This noise, a little bit
of a high roughness, also, make it clear off. Gets That's really pay painting. Alright, That's good. Now let's go to actual
paint and a fill layer. And I'm maybe not feel the year. Let me think. We need to
throw something like so. If I add fill layer, I need to paint the
colors separately. But if I add painting
layer like so, and need to paint and
erase if I made a mistake. So let's try the paint layer. I wanted a retailer. Bright yellow, roughness, MC2 pen, alright. And type the brush here. Find a barrage to
mimic the paint FX. See maybe this one. Let's draw something first. Let's not bad. Alright. Maybe make this a bit darker and start painting. Let's child to pay
Chinese painting and it's not important
the accuracy. So long legs, legs are the same. Sides. Painting is made by
maybe four years old, so let's eliminate
the long neck. Alright. Now at
another field layer, or maybe it's good. And it changed the color
to something orangey. Make the brush a
little bit smaller. Steve, do the outlines. And also some more dots emit more on the legs. And in other painted layer and
really dark, almost black. Alright. And more outlines. Alright, that's good. That's a four-year
old painting. Now. You can put them in full. There. And drying. Alright. Now let's go to the Filters. Find d, not all oil, paint, maybe water paint, effect, drag and drop
them on top. All right. But I don't want
that to be true, So let's use them
and each layer. So at Peter, there aren't
going to throw up that, oh, it's affecting the
paint paper as well. Maybe if I aced this
layer up, not the lines. So let's drop the line down. No, that's not good. It's good drawing. But does not pass
through normal. Yeah, it's not good. Maybe if I put this three
layer inside a folder, it's going to be good. That's not going to work. That's really nice though. Yeah, it's good. But maybe let me see what's to grow in. Dry. Alright. I don't know, maybe leave that nice so that's
not bad. Actually. It's good. Alright, let's try
one more time. The comic book affect. See that? Oh, that's really bad. Alright. One more time is fixed. Let me see if I I
have a sitting here. I'd pay pair. I guess that's working. Oh yeah. It's going to add
a paper on top, so yeah, it's going to work. After all. Just hide the paper. Alright, that's good. But I guess the lines, it really, really straight. So first of all, Olympic gold bags and
inside the lines, repeat the lines
little bit 11 times and filter after the line layer. And the filter would be Barb. Not that much. Warp,
less warp with D, maybe a 100 thousand
little bit of work. Alright, That's good. Now let's move to
another painting, another four-year old painting. So just like the other paper and let's go and add Black Mask. Select these paper. Let me check. Yeah, we're selecting that and add a painter, I'm a layer. Alright, yeah, a space ship
putting a home and a person, I guess, flag some star. So let's start with
the blue color. Alright. Let's paint some blue, some stars. Also the silhouette of D spaceship hitting pitting ligand egg. And paint some leg for that. Windows. And let me add a
flag here as well. There are star and another star. Add another paint layer. Make some really dark
orange. That's it. Let's look dark tea brown. Alright, that's not important. It makes some house. It's some smoke out
of the chimney. And a guess, a person, two legs and the fire
engine and other painted layer and a green color
for d t puffy spaceship. And yeah, that's pretty much it. Let's go and add a watercolor. And immediately they're
getting some results. Paint opacity, maybe
around here for the wrist or their density. Alright, that's good. Maybe this here, Louis bright. So let's select the layer. Add a filter, and there is a d, l and make it a little
bit darker and saturated. Yeah, the next, so right
now we have two paintings. And let's do the third one. And elephant with some, I don't know what the
heck is this a flower? I don't know. Some clouds. Yeah, let's do that. Selected folder three black
mask and select this one. Add a pen Tebow layer. Make a purple dark. And let me zoom here. A silhouette of some strange
elephant with some tail, ears, triangle face, and a trunk, some legs. And yeah, that's
it for this color. Add another color. Orange. Or know what this is. I'm going to paint that birth. Some flowery thing here. And something here. I know what that is. I'm just making some shapers and another color,
green, dark green. And to flower. Something here. And a light blue for D. Clouds. Also. Waters. And a D maybe something like this
for the flowers. Alright, that's it. Let's drop a watercolor paints on top. Alright, that's good enough. Close enough. Now with the last painting. Same team at black
mask. Let me check. At a painting and you have
some rain boating going on. So make that beaker, make some colors. Going to add another layer. So let's work with this layer. Again. Gently. Brushing because it's a pair share or is it deep
pressure sensitive flow? And a purple team? Let me see. Yellow around the sun, I guess. And here you have enough green light, little bit darker,
and light per pill. And on tier and also a brown. I don't know, it's just
like animal or something. And a red value here. And also here a little bit here. Alright, That's good. Just drop a water color and ain't opacity 104 there. Maybe this time
height to pay pair. Yeah, that's good.
So maybe for D here, for this one as well. Let me hide the paper. Yeah. Also for it. It's more like it. Let me borrow the bomb and copy paste here. And this is two and paste
in the folder tree. And a folder for. Alright, it's good. But inside the paper folder, Let's go and add another layer. Just keep the scattering. Switch to scattering channel. Make that to be a little
bit of scattering going up. Alright, maybe a bit more. Alright, now let's go to
camera view is on Control S. And I see you in next part to make some material for
the blender. Alright. See you then.
20. Making Material for the Blender: Welcome back. I forget to add a
fill layer with the white color for the papers. And I added of cameras. So keep that in mind. I added a fill layer, just color and just
really bright color. White, almost white,
little bit more than gray at the bottom of
the drawing folder. So now free to go
to Blender. Here. Let me isolate that place
and the body of the blender. Let me zoom here. It's definitely a plastic. I'm not sure this bottom part is the different material or not, but let's make it black. Just like this plastic
here that can see clearly. But I added that. So we need to have a
metal appear glass, plastic and blue plastic. A silver or metallic part, aluminum, silver
or whatever here. A plastic part here, and a same plastic down here. So let's add some folders
inside the blender. And maybe call one of them blue plastic and a black plastic. Alright, then metal. And one more folder. And that's less. So let's break down D models. So first of all, let's switch to orthographic. And maybe from this angle
or maybe this angle. Alright. Alright, now
the blue plastic, alright, diploblastic,
it's that middle part. So it's a black mask. And let me add a
fill layer for now. C D mask. Clearly. Let's use the
Roza de UV chunk field. And that's good except
the bottom part. So let's keep that like so distinct, so stubborn. Some reason it's not
going inside the folder. That was a bug. Alright, Now a black plastic, so let's add a black mask. Let me delete this layer. And first of all, Alt click. And this one is flagged as well as blacklisting
and also this one. And let me find this
UV part, or F3 here. I guess this, this
is the blender body. So let's hit F1 to see
3D and 2D together. F. And let's see here. If I select with the polygon, polygon to fill,
yeah, that's the Bodies, so let me find it. I guess we need to
select around here, but not here and here. And also guess this
is the bottom part. Yep, that's it. Now, selected the bottom part. Let's go to metallic parts
and add a black mask. Alt click. And this two are metallic parts. Also the glass. Here. Yeah. Alright, now let's
go to F2 or 3D view. And this time let's
go to base materials or just materials and maybe
use this plastic mats. Alright, drag-and-drop
in blue plastic. Alright. Now let's go and capture the color
from the concept. Make it a little bit
more bluish here. Alright, and add
another fill layer or just duplicate that. Make it a little bit
lighter, like so. And a black mask. Let's go and add a fill layer. And just look for thickness. Thickness of a place. Alright. Hold Alt, Click on mass
and go to the layer level. Alright, invert that,
I just need this part. So let's play with deep level. Add a filter on top and
change that to blue. I'm using bluer to hide
some of these lines. Alright. Now we have lighter color. Up here and down. She has like death or maybe darker color,
whatever you want. Alright. Maybe make this one
a little bit darker. Around here, I guess. Let's make it a
little bit shinier and leave this plastic
in a better offer. Now, let's go and add
another fill layer. You know the drill, alt, click, keep the hide, little bit positive hide
and black mask layer. Let's go and look for a BMW. Make some normal, not that much. Let's go back and maybe as 0.01. Alright, That's good. Now let's copy the whole thing and paste inside black plastic. And let's go to here, I make it black almost. And this one a
little bit lighter. But for this one, let me go to Level. Alright, now, let's make kids
to be something like this. Alright? Now let's go to
the lighter color and make it something like this. All right. Not bad. All right. That's good. And for D metallic parts, Let's go to metallic. Let's go to D material
and choose aluminum. That's good by itself. But at the same effect
that we just add two other two metal handles
for the fridge. Here. Let's delete this aluminums and the copy, the whole thing. And let me go to the BMW. Let's invert that
and enabled the BMW. All right, that's looking good. And maybe less on d a, o. All right. Looking good. And the glass. Let's make a class
based on this aluminum. So at deep aluminum
and enabled opacity, drop the opposite
almost here I guess, and make it a little bit rough. And it filled layer. Just color and opacity. And multiply the
color black mask. And let's go to our smart masks and let me see. Dust soft. I guess maybe we need to invert that and add a fill
layer to break the lines. This lines, I mean, yeah, maybe this great grunge and makes a guess or mean. The mean. And inside
the curvature. Yeah, something like this. Let's go here in the Napa. And that would be the
black plastic layer. They fill layer and
fill layer of white, almost little bit of roughness and black mask. Uv selection or UV chunk. And use this. Yes, that's good. Let me see from far. Alright, d, darks,
darker plastic. It needs to be little bit
less stark almost here. And delight plus D. Maybe
something like this. A little bit darker. Alright, that's good. And let's go all the way
up and see what this is. This bumper guess. It's changed the name to bump. And that's going to
be the white line. And the whole thing, maybe below the glass or metal. So I'm just going to
affect this two-part. Create another layer
called a or dirt. Dirt. Alright. Just colored and roughness. Make it a little bit rough. And multiply blending mode. Add a black mask. Let me go and find a d
cavity, I guess. Yeah. Maybe this cavity right here. That's not good. It's them are, use this one. Character asked.
Almost no texture. And it's not good. Let's use a generator
of care, a chair. See the effect. You need to invert
these Effect and go to curvature setting cavities. Alright, some like this. And it's changed some
of the settings too. Yeah, that's good. And then Fill Layer. Subtract. Let's go to the textures
and BMW as always, to break the uniform ting. Before the pinned WAS. But let's add a filter
and it would be blue. Make it a little bit blurry. Let's see the result. And we need to have
more darker color. More of this effect
and less BMW, and less opacity
on overall color. Yeah, it sounds like this. Alright, now, let's go
and in the next video, work on the toaster. See you in next part.
21. Making Material for the Toaster: Alright, let's go and make
some material for toaster. Alright. Let's see,
toaster up-close. I added the breads or toast to the more organic or let me see the organic material. You have some coffee beans and bread and
slices of bread and also meet some mushrooms. And also there is a D, apples. So not going to make the
material for breads and yet. So let me disable
the organic part. It has some plastics
here and they all metal. And also Let's
stick for the wire. And that's it. Let's make debt. Let's go to toaster. Drag and drop the
toaster in the middle and add eight folder
to the toaster. Maybe tree, the wire. Let's call that SSS or subsurface because
that has some surface, some subsurface
scattering to that to it. And let's add a
black mask and and ED mesh feel headache that yeah. The plastic part would be added. Black mask would be this part and I guess this and as part in check Alt click and
also the metallic part, or let's say Buddy. And that would be the
whole thing, I guess. Yeah. But inside the body we have one almost red color. So let's drag and drop a aluminum because that
thing made by an aluminum. So let's add aluminum to debase. And that's toaster. So what do we not seen
the minimum part? Let me try. I didn't
add the parts. So here. Now we have some
aluminum signed. Let's go and on top. First of all, let's
add more roughness. And also I've finished so a
filter and insightful there. Let me find a niche. Yeah, maybe this one. And drop the grain to be
somewhere around here. Alright, now let's
add a fill layer on top and call that the red paint and a black mask. Let's use the UV chunk to select maybe this part
here, this part here, and also inside. And dispatch. Also top. But yeah, we need to
invert the selection, invert the color,
and use the polygon. Select this part and switch back to white and
save this part again. Mch to orthographic. Top view. Again.
De-select this part, white and select this
one. We didn't select. So again, select this Arts. Alright. Zoom. Yeah, we have
some faces here. Let me disable the
metallic part. Make this rare to see better. Go up and select this part as well. Check here is not to bet. Ch2 perspective. Enable the aluminum and
let me capture the color from concept and a
little bit darker. Alright, not too shabby. And let's add a fifth
layer called a o. Just kept the color and
roughness, make it rough. Multiply the color. Alright, maybe never darker. Just edit black mask and
generate or Ambient Occlusion. Lets go and select
the mask only. Maybe invert the collusion. Yep. And balance that out would be somewhere
around here. Maybe more darker places. Alright. See the results. In a Tibet. Maybe make it a little bit
blurry. Alright, that's good. Maybe a little bit here. All right, Good. Now, let's go in red part. And maybe a filter blur to make the paint
a bit more blurry. Here. Alright, that's good. Maybe we need to
add a logo here. So let me see what we have here. Inside this substance painter. You have a type or if
I'm not mistaken, now, text called, let me find it. Not type text. Maybe it's d. Alpha is the alpha here. That's called font. Maybe this team. So let's go and add another fill layer to have
more control over the paint. So let's make it white,
almost religious graph. At a black mask
and a fill layer. Then I can drop the paint. Here. And no repeat. And Planner Project. Play Start here. Alright. And let's
make it smaller. And we need to
rotate that as well. Yeah. It a bit smaller. Clearly not that responsive. And it's making it really hard. Alright, now, let's
move debts next. So let's do it. Peas substance or now. Alright, that's good. Good. Yeah, substance,
Adobe. Alright. Now let's go and maybe
it's got two blender. We have a plus thick black, so let's copy the whole thing. Back to plastic part and paste. And I didn't select
debt correctly. And we need to have more
darker plastic here. Alright, that's good. And also the metallic
part, the body. Let's add this one
to body as well. Just snap. Alright, It's good. Let's go to wire or SSS. Make a gnostic here. You bet. And make it white, almost black or no. Let's see what happens
after the material. After adding material
to hold things. So now let's go and enable the scattering and
delivery of scattering. Let me check the
scattering channel. Alright, Not bad. And maybe let's drive
this scattering as well. So above everything at a black mask and disabled
this scattering here. Call that SSS and just keep scattering somewhere around here and add a black mask
and fill layer. This time, let's use thickness
and thickness off planes. And immediately can
see some scatter on a level and sub invert that. And it's thrive
this scattering to be on the, in some places. You go back to scattering
and throughout that. Alright. Vector
material, maybe make that a little bit rough. Other one. Just keep the height a
little bit of height. Same as before in the
field and go to textures. Being w, where is it here? And that's enough. It's good. Just for the metallic part. Let me close all of this. Just a buddy. Let's go and add another layer called
that roughness. Just keep the roughness. Make it a little bit rougher. Fill layer or black mask layer. And it's got two
textures and find a maybe something
like this, I guess. Let's check the roughness
or maybe just this mask. No roughness value. Alright. And if I go to my grunge, yeah, maybe replace that
with something like this. Alright, let's hit
em or material. Maybe time that a couple
of times and blend. So alright, Now we have
some roughness variation. But this part, and also or the paint as well
as you can see here. And here we have some variation. Make it more RAF, we can see DIY ethic
more clearly here. Alright, good. Maybe this plus the
units to this ballistic. I copied the whole thing. So yeah, it's, it's alright, let's go and maybe make it
a little bit less dark. And let's dark here. All right, that's looking good. Alright, let's see
together our loved ones. It's good. It hit me, switch to my camera and hit
Control S and see you in next part to do some
material for of n.
22. Making Material for the Oven: Alright, next, the oven. So it's close all the folders
and go to oven folder. And oven. It's just a metallic
with some color. And also here we have a, some emissive material going on. So let's start with D. Pure aluminum.
It's a good start. Let's add a fill layer or
the layer and the filter, and the same finish. Fine dads here. And a less grainy
some around here. Alright, that's oven. So Let's make a
folder for body only. Threw up, make a black mask, and select the body parts. Also the insight. Now, inside the body folder, Let's create a folder
called D Paint. Let's add is it D plus the mat? Let me capture the
color roughly. Somewhere around maybe here. Alright. But more bluish. Guess. Alright. And that's added white mask. And exclude these parts. Yeah, that's good. Exclude
this part as well. And include that also too. Buddy. Yeah. And let's add a fill layer. Multiply on color, match
the color to be darker. And also little bit, Sheriff. Alright, now go to smart
mask and maybe that cavity. Here. See there is alt. Go to mask editor and make it less contrasty and less obvious. Maybe less texture as well. Yes, good. And also drop the opacity of layer layer and less rough. Yeah, something like this. Also. Let's add another
folder. Pine nuts. I spelled that wrong. Let's that n and b to be safe. Not double n and m
be naps, alright, now, and a black mask. Select this metallic
parts of the knobs, or maybe the whole knobs. Alright? Inside the knobs. And a folder called
metal black mask. And select these parts. And those are just
aluminum pure. And those are in body, so drag-and-drop them
outside of the body. And maybe add a little
bit of roughness to D. Right? That's good. Also, add another plastic mats. Drag and drop it below the metal and change the color to
somewhere around here. And also we need to add
a fill layer or maybe just go down to the toaster. Guess, maybe here, bump into C and here control
V. Alright, script. It'd be needed bit lighter. The plastic side here. And let's add a
fill layer called glass tempered glass black
mask and select this one. Alright, make it black, almost and less roughness. Or maybe go to textures and
find a something like this. Maybe drag and drop it
inside the ear off as input. And yeah, that would be
our roughness value. Now, let's make a base
roughness and add a folder called glass
just to be safe. So black mask. Remove this mask. Where is it D? Or remove mask? I'm black mask here and
select this one here. Just roughness. And just keep the roughness
and black mask layer. Now, drag and drop this here. Make that to be around
here, roughness. And let's play with the texture. Maybe try planner prediction. Maybe six times. Yes, good. Let's go back and
change our roughness. Alright, that's good. Now let's go and Ear
create another folder. Count me, see. Alright, now, landmass, good
mask and select this Bart's. Those are separated, so make
sure to select them all. Alright. Now let me see
what we have here. Maybe add a Ireland RAF, but make it almost black. And more trough. Yes, good. Now let's add another folder and call that emissive as well. Just at this one. Alright, no color. But before that, let's
go to the texture sets, setting an emissive channel and enable or just
keep the emissive. Make it somewhere around here. And now it's on, alright, now, on top of everything
except the emissive. At a fill layer a or
they're like a layer. Just call it a roughness. Make a trough. Color
needs to be diverted. The black side, add a black mask and we find the occlusion
and test your collision. Alright, no texture. Invert, maybe. Let's use generator.
So select the mask, a generator and where is
it D amino collision. See the mask clearly and
change the settings. Invert that. And it's good. And also inside the body at a and D inner part, a black mask. Select this box and make it. Alright, and also a guest, we have knobs at this
fits to the nubs, stores iron or the
same plastics. Sit. And also, if I, if I'm not mistaken Yet, we have a fabric here. Control Alt, right-click
and select this material. And where is it? Not ties that fabric yet here? Control C. Let's go back to
lions. Make it solo. Go to oven and make a folder called Fabric. Black Mask. Select these two
only and paste ear. And let's delete this one. Remove the mask. And also inside the
title generator. Let's but is it the
pattern Transform? Sit? All right, now let's
close that up. And let me select all of these layers here. Optuminsight oven. Now we have some
material for urban. So that's it for this chapter. The next chapter
we're going to make D mesh material for
the accessories. Alright, so see you
in next chapter.
23. Making Surface Data for Chairs: Hey guys, and welcome
to the Chapter five. In this chapter, we're going to add some materials to D here, dining table and
dining table alone. If I isolate that, you don't have anything jars
for chairs and a table. But before to anything, let me go to accessories. I added the little bit
of carpeting here. I forgot to add that
here in the cancer. And I just add it to the model. And let me tell you if
you add a new part or new piece of the 3D
model to the scene, remember, just keep the
material arrangement and time management the same, or material management,
not the tiles. And if you're keeping them the same as before
adding the model, it's not going to be a
problem and it's going to sit right in the
middle of the sea, a scene without any problem. So as you can see, I have
tied 1062 or carpet. Let me switch to if three. Here. As you can see, all of the accessories are here. Just the new carpet they added after D or
is it D dining table, one of 106111062 here. And assign the accessories material to the carpet as well. And just go to Project configuration after
that and replace your model. Keep the import camera and
everything will be the same. All right. Go to F2. Let me go to a dining table and start making some materials. But before that, let me copy D O T H is a lytic
copied that edge is all, as you may remember, height 0 and subsurface
scattering 0. And if I add the unsupported
shader opacity pass, it's going to be one or o pitch. Alright, let's go and start
with one of the chairs. First of all, let me go
and add four folders. Guess that's enough. Or maybe that's enough. Alright. The first would be table and chair space. Copy. One, paste 0203. And what more fond therefore? Four. Alright. Let's give them a color. Let's just start with a
chain and height of deci. Let me go to mask. This one would be ditch table. Exclude. Let's start with here. One. Skirt on. Exclude. Again, 234. Alright. Alright, so we need to
make a letter height. So let's start with
D levitt height. Just add a fill layer. And I don't know what
that calls, maybe base. Alright, Just kidding. Alright. I'll click on the height at
minimum of positive height and black mask and feel. Alright, let's see what we
have here inside the textures. A cell would be nice. Let's try maybe set one for now. And say, well, there's no there's this tile at it. Why we don't see
the results. Here. Let's go to sell. And I guess my UV
arrangement is good. I just hide the seams behind the seats so that
should be okay. Let's add maybe ten
times, 20 times. And invert. Or maybe add a little
bit of contrast. Maybe less height. And I guess that's
really good. Let's see. Yeah, that might work. And let's add a little bit of a variation to this
new height by adding another layer and call that var as a black
mask and a fill layer. And let me find a texture to add to this fall there to act as rushed area of the CEJ. Maybe this one. Let me disable the
previous one and just keep the height at negative height. Enable them both. And maybe if I add this fun. Yeah. And subtract dad's. See the result. That's good. But we
don't have control over this darker areas here. So let's not do that. Drag and drop that back to the van layer and go
to height channel. Just replaced the height. And maybe go to
grunge, make it less. Alright, that's good. And a little bit less
heights negative. And maybe add a filter of bluer. Simple blur. And maybe 0.1 or 0.20.20.11. Alright, It's good.
Switch to highlight here. Alright, that's acceptable. And yeah, I guess that's it. A little bit of stitching. Here. We go to a UV view. And which Chevy working on. Here. I guess we can add some stitch
around these two parts. Alright, now, let's
keep it into the view. Add another layer. Or maybe it's easier
to hit Control D, duplicate the previous
layer, and stitch. Delete the inputs. And let's see what we have
here inside the Alphas. We have some stitches. Maybe maybe is one, is the one, or maybe. Alright, now let's add
a pain to the layer. We have in VR, indeed, positive or white. So if I paint, I'm going to add. And also we have control over D, height value and a
positive height. Go back to paint as
you can see here. Alright, let's go
and add more high. To see more. Yeah,
That's alright. Now let's go and select
one of these ditches. Not this one. Make it more popped out. And I believe we need to go up alignment in UV and
sizes Space Texture. Viewport may be
texture is better. And also we have a spacing. Where is it here? Make it less. And Gent were no learner. It's not good. Yeah. All right. Let's click here and
hold Shift, click here. Hold Shift again, click here, Shift-click, Shift-click, Shift-click,
Shift-click gets really messy. So see that in 2D view. Oh, that's nothing mood at all. So it's gone through z. Change the texture size to
uptake and tangent of AARP. Maybe, maybe via port. Alright, let me switch
to another stitch. Yeah, it's much better. School and had some stitches. Alright. Let's make them less obvious. And the other sides
combined to paint and all debated, but also around here. Don't vari, we only need to do this lungs because the chairs are copy and they are shared
the same UV arrangements. And we just need to copy
and paste it Material. And of course we
can always go back and make it more perfect. Let me go. Make some stitches
around the ear as well. Also maybe down here. Making it imperfect
intentionally is you can always click hold, shift and make it more
straight. Just like that. That's up to you. Alright? And that's
add a little bit of character to chair. Maybe. Adding some stitches to
the bag is not a bad idea, but let's add
another paint layer and set that to Max. To combine them, both. Dutch, multiply. Let's set that to multiply. I added a fill layer, so let's go and add a
paint layer and you don't need to change
the setting no more. Almost there. Nice. Now we have some
stitches that can use to add a different material or
different color to them. So the only thing you
need to do is go, let me change that to t. Cheers. At a anchor point is to
just mask the anchor point and mask or variation mask and anchor point base mask. Right now we have our heights
created and ready to go. In the next video, I'm going to add some
color to them and use some of these stitches
to make different materials. So see you in next part.
24. Chair Color and Roughness: Welcome back. And let's add
some color to the chair. Believe this part is
bumped out, part is white. Also this middle part, this two-part is red. And sit is read as well. Then on just added the maybe feets to add
more character to do. So, we have a plastic here, letter here, and metal
here also some screws. The back and the screws are
having the same texture. So let's go to height
at that black mask. Let me add white mask. And it's going to feel
mitch feel and exclude. Switch to black. Exclude this parts. Some metallic parts. All right, We are
good to go, I guess. Alright, now, let's go ahead and make
another folder named add color and school
at the field layer. Because it red. Another and all that. White. Alright, let's go and make some. First of all, let me capture
the color from KMS service, something like this, maybe
a little bit for it. Alright? And white color is almost white. Here. Select the red and
black mask mesh field. But this time you chunk
because as you might remember, I just cut the, cut the UVs right here. Two is your insight substance
painter for selection. So select the red areas. All right. And this part, let me go to orthographic view and select by polygon. I forgot to cut this part in UV, so let's go and find it. Maybe I didn't forgot. Here. Here. We can select it
more accurately. So let's go and select here. And also Zoom and bring back
some of this areas. Just like that. Let's go back to the view. See there is Zhong. And switch back to my selection
here and make it black. Select the parts that just
accidentally selected. And also switch to face again. In bank this areas as well. Let me double-check. Yeah, That's good.
Insight color. Let me see. Let's add color to black mask
and black mask off the seat and the back support. Right. That's good. Yeah. Also, let's drop the light and put it
behind the black. Just kept the color
inside the red. Why we don't have
any pattern here? Let's see. Because I didn't
add this part to lead. Right? Alright. Now,
let's bring back colors. Be a little bit of
exaggeration for now. So let's go and
add another color. Stitches. Sure, what color our day. But now let's add our layer. Stitches, just
skipped the color. And for masking, Let's add a black mask
and a PHY layer. Gray scale, anchor
point and stitches. Right now as you can see, we have different color. Stitches. Go to mask for the layer and change the level to have more
control over the stitches. Right? That's good. Bit
of distortion down here. Inside D. Read this, remove this way says, and add these spaces as well. Also here. Alright, That's good. Now let's go and
on top of the red, add another fill layer, just color and maybe
call that there for now. Let's see what happens. So add a black mask
and a fill layer, and inside anchor points, Let's go and find the base mask. Alright, as you can see here, we need to invert the base here. Alright, now, switch back
to base color channel. Set it to multiply, and we have some
dark areas here. Alright, let's go to slide
and make it less white. And inside D. It's throughout the
opacity a little bit. Or maybe let's go and
change the color. Like so. Alright, now, let's
add another desert. Let's call that there
are two for now. And maybe let's
find a rainy brown. It teams switch to mask feel
anchor point this time. Variation anchor point. Now we targeting this
part's not multiply normal. And you can see inside D, a letter, maybe make it a little bit
lighter, like so. And drop the opacity. We have a white area here, so let's go back to
it. Make a threat. And it's good. It's good to stitches. Maybe make them darker. Alright, let's go back to white. Enable the roughness. Make it an emitter off. Go to read a little
bit rough. Stitches. Almost 100 RAF desert enable the roughness
under a raphe. And there too as well. Make it green or off. Let's check our roughness pass. That's acceptable. Respect to material mode. Right? Good. Now let's go inside the
height and variation. Let's believe it's grunge. And it's can see we have
enough control over the look of the chair
based on this input. Find another one. Go to textures. Maybe. Here. Make some discoloration. Yeah, that's cool. But not what I want. What about this one? Yeah. No. Not that one either. Maybe this is the one. Alright. And here after blue
or before blue at a grant, let's add a paint and switch to paint or hit one on
your keyboard, hit X. But as you can see, we have a brush selected, so it's got two brushes. Select different barrage such as maybe something like this. And switch to whites. And change the blending
mode, subtract, maybe make it smaller, and paint in this white area. Maybe here. If you want more of this effect
is discoloration. Add another pains, and just
paint whatever you want. Let's make it less obvious. Alright, that's good. I guess didn't roughness
is good as well. It's gone. Pay the bank site. And let me find the
camera perspective. Hit F to frame. Yeah, It's good. Let's go on top of the color. Maybe outside of the app folder. Let's add a, a old
dirt three layer. Just keep the color
and roughness, make it really rough. And multiply and the color side. Alright, let's go and add a black mask and generator
and also a collision. Hold Alt click on Mask. Level, maybe are not. In the F. Open up the
Occlusion Editor. And the white area is the area that we're
going to effect. Let's make the
color a bit darker. Go back to a mental collusion. And yeah, just like that throughout the opacity
a little bit. Alright. Now let's go and create a folder below the dirt
and call that Mittal. Make a black mask,
polygon mesh feel. Just select this metallic parts. Also the screws, let
me switch to mask. Alright. They are aluminum, so let's go back to the materials and throughout
the aluminum here. Or maybe make it above the dirt. Alright, that's good. Let's add a filter
and being met Here. Let's grainy. Alright, let's break
the roughness. So let's add a fill layer. Just enable the roughness. Make it a little bit or RAF. And a black mask
and a fill layer. Go to textures, find a texture. It's like maybe this one. Let me switch to the roughness. We have some visible seams, so let's go up, try planar projection.
Three times. Repeat, and switch
back to material mode. And yeah, it's not good. C2, something like this. Maybe. That's more legged. Alright, Good. Let's go and add a plastic on top and
make it black mask. Select this bits. Let's make that black
just like that. Alright, to add subs, subsurface to the area, but let's copy and paste the
color to the other chairs, then decide the the
subsurface scattering. So let's continue
in the next video. See you in next part.
25. Continue Working on Chairs: Alright, so let's copy the Mediterranean
to the other chase. Isolate and just select
the whole thing. C. And Control V. Alright? Select the height layer
and clear the mask. Which one is D? Second chair. This one, alright. To highlight and select a color here. And here. Alright. Red would be with the UV chunk
here and here. Also. The bottom part. Let's go to three. Each one of which one
you're working on here. Go and UV, Face Selection. Select. All the way here. Switch back to two. Alright, now, see
the height, I guess. Yeah, I selected this
parts extensively. Exclude them all. Hit X and included this one. Alright, it's teachers school. And let me change the name of the
anchor points based 02 and a mask z2 and stitch mask z2 as well. Let's go to the teachers field and select D stitches mask, CO2. And we need to paint
that again, I guess. Or maybe that's easier to just texture one chain and pass that to other chairs. I need to delete the chairs. Let me see which one
is more practical. And let's go to variation at the random seed. And no paint for now. Let's go and select the paints. Teaches and which one we use, maybe this one. Alright. And paint that painted layer, a pain stitch. This time it did shift. Enabled. Make it faster. Hey, down. Alright, now, it's cool. And inside the color, stitches are working again. Yeah. And it dealt value to minus
there the base masks. So we need to switch to pace to write and a or Dirt is Good. Little bit too much.
So make it less. And the roughness. Let's go to colors. Yeah, it's good. Let's switch to
roughness channel. And the stitches. White areas. Switch back to metro area. Let's compare the results. We need to change some values that are as sierra to here. Go back to 0 too. And it pains. Make it subtract and switch to a different brush. Let me see, maybe one. Because smaller. And did it decrease skin value? Make it white. And. Let's paint some of
this starts out. Alright. Let's copy. Halting the chair. Three. And let's
go to the height. Clear the mask. This area only sold at a black mask. All right, just this
two to the height. Let me find. Alright, let's go to the mask and
change the names. First. Variation, three or three stitches also. Did the paint. Changed in named three? And inside color
there to mask three. There it is, base
or is it three? And write a response to UV chunk emitter league part here and here and here. Also this screws color. We need to set that
here and here. Great to read. Go to UV. Here. Select by face, right? It's de-select first. Acidic dead again. Make to 3D view. Alright, that's good. I'm going to indeed cleanup PD own. So don't worry, it's good to UV view and see
where's the problem. All right, Good to the
view and start again. Because I'm sure. Let's select this with positive, this tube and UVs and negative. Here. Here. It's much better. I guess. Course it needs to
have some cleanup, so it's good for now. Rotate the light. Let's go to 2 third 1. There are good to go. The
current mask are selected and it's good to Grant
at another paint, especially to paint, brush, subtract, and paint that out. And it's see here
inside the desert. One. We need to have in a little bit of
interpolations going on. Maybe invert that, you need to invert that and
make it less obvious. I guess also in d is
chair two as well. So let's go back to
chair two and color. There's one in there as well. Yeah. There was a problem. Alright, let's go
to chair two feet. Clear the mask. So each polygon
feel and mesh feel. Chair to is this one. And just select defeats. Also in chair three, clear mask and select fits. And this one to
metallic as well. Also in chair to clear mask. Go back to paint. Paint out this back part. Seville as that shape too. Alright, let's close them all. Now in the next video, we're going to make some
material for the table. And after that, we're doing d, another chair or chair for. So I see you in next video.
26. Making Material for Dining Table: Welcome back. Let's add material to the table. So table is a simple plastic. And yeah, I guess
that's about it. So first of all, let's go and bottle
the material folder. Copy and paste that
to the paste layers. Paste it. Table, clear the mask. Polygon mesh field, and let's select D Met Sally
areas. Alright. Also this one. Alright, That's good. Now let's add a, well the account top
and fill layers. Often. White and alright. Alright. Let's keep all
the channels and site. Why it make it almost
white and inside the red meat captured the
red color from Cheers. Alright, at a black mask
to add a fill layer. Then it's a little bit of
a pattern going on here. So let's go inside our texture assets and
find something similar. Right? Let's see
what we have here. You don't have that much option. Maybe let's try a
generator here. Dragon through rapids. This. And let's add a layer mask to the top
layer and select the top. Let's go to read and
Title Generator. Go to pattern. Scale tiling. Upsets. Maybe. Let's make it a little bit bigger. By reducing the repeats. Maybe eight times. And global offset. It's not good. Alright,
let's delete that. Let's go to orthographic
view, top view. And let's add the
paint to all firms. First of all, paints
and phos here. And select a circular Alpha check-in throughout Alpha and make it a little bit hard. Like so. And see tangent up, eject your port. That's not the hardness. Yeah. This is the hardness. Alright, that's
good. Make it white. Let me see what else. No size per share. And flow 100. Let's make it bigger. And so Engines, object, viewport and you may
find a better solution. I meant to the
camera or to the UV. Today. Uv F3. Find the table.
Where is it here? Alright, this is much easier. Let me go from, Let's use a mirror and
fill layer instance. So let's add a fill layer and
maybe drag and drop this. Alright, let's go up. No-repeat. As find it. Here. She or shift only. Make it smaller. Maybe put it here and I
guess, yeah, maybe here. And let's see if mirror works. So let's go to
filters and mirror. Mirror. Let me see why. Meters center, I guess
that's not going to work. So let's go and hit Control
D. Duplicate this shape. And you have some issues here. Put it in max, and
it's going to be good. Change the position,
something like this. Alright. Now let's,
it's controlled. Both of them. Change this one to Max
and shift drag it. So this one, Shift
drag, one more time. Shift, drag, shift their rank. One more time. Let's go back to F2. And perspective needs a little bit of height. So let's create a height
just high channel and black mask the
layer. It's good to. Shares and a guess, a BMW, it's going
to work just fine. And it will have
positive net bad. And also add a roughness channel only. Hidden layer and layer mask. Also a fill layer. Inside this height. It's called that bumped
enable the roughness. This disable. All the channels in is to color. Let's go back and sit inside
the roughness we layer. Let's add a texture
for imperfection. Something like maybe this. It's cool, roughness. Make it shiny. Alright, let me
rotate the light. And let me switch D input
value to something. Maybe like this. Alright, That's good. Let's check D roughness channel. Alright. We need to have a
base or roughness. So school. Down before pump. Roughness space. Keep the roughness and make it a little bit rough.
Switch back to material. Now we can see the
imperfection more clearly. On site to bump, Let's add more
glossiness and textures. Grunge the BMW
maybe three times. Let me switch to
different light. A scenario here. Alright, now let's
go to our roughness. And maybe inside D, grunge, something like this. Rough piece. Maybe a bit less raft. All right, around here. Now, let's create a lusty or
just go to base materials and plastic pill
or make it black. And the black mask. Layer, mesh and select D fits. Alright, now, SKU chairs, I forgot to add the
back parts to the red. So let's make them red. Go to other chairs as well. And share three color, red. Let's share. I guess. I did a really bad
mistake. Let's go back. I was in it, D was in a mesh fields. So let's switch to give a chunk and just select it back apart. Now also really guess, I forget to add
stitches to this chair. But let's not do that for now. And we're going to add
that in cleanup video. Alright, now, let's
copy and paste. Share material. Copy, paste into
chair for alright. Let's go here to the base. Changed it to or variation. Did it the paint, stitches and a clear the
height and layer or a mask. Make selections. Select just these two parts. Clear the layer. Select just this. Took parts. Alright, and red. Here. Uv chunk, this one. This one. It's good to F
and three or UV is fine. The other chair sneak this to UV chunks and reverse the color to the
black and deselect. This parts. Alright? It x this part as well. Now, this one is not
matching the order, so maybe here. Alright, now, let's
add stitches. Indeed, cleanup heart needs
to be base mosque and three. And dear to their mask, 034. Or, and this one is four. Base mask for. Alright, let's go back to that. The paint, subtract
and switch to paint. Grab a brush and make that be
something like this. Also lets go back to red. If you change it, take part as well. Alright. Good. See
all of them to get her camera and tinge still
lighting scenario. Right now. This is like almost the
end of the chapter. Let me go to metallic
parts, also. Clear mask. Select
metallic parts as well. And the fits there. And get back to camera. Alright. Alright. You're
finished with this chapter. In the next chapter, we're going to add some
texture to the accessories, and it's a busy one. There's lot of small
things going on here. And yeah, that's it. See you in next chapter.
27. Making Material for Pots: Hey guys, and welcome
to the Chapter six. And in this chapter we're going to make materials
for accessories. So let's see what
we have here first. Maybe let me create
another folder. And then EB. Let's see where we start. Maybe if it departs. So it's called that paths and exclude or include
this and this. And that's it. This time I'm going to
create folders on the fly. So it's seed. Inside concept. We can achieve this
kind of effect with two types of metal. Maybe copper with aluminum. Let's attest that they for learning side and we
added color to deep parts. Maybe name that aluminum. Go to base material and grab
the aluminum base. Alright. And, and a black mask. First of all, at another folder. This folder inside change the name to methyl because we have a
plastic side as well. Plus the parts here. And black mask to metal. Remove this mask here and select only two metallic parts. Alright. It's going to add
a finish on top. Insight filters. Maybe a little bit
rough hammering is going on this surface. Let me see what we have.
Something like this. And add Morris K
intensity of the flakes. And it's really nice. Alright, now it's gone above. Add another folder
called Chapter. We have copper pure. We can use that. So I can throw up the copper. Maybe it's in reuse this
finished Control D. And random seat to make it
a little bit different. Alright, now let's go back to copper and select
the copper folder, and let's add a black
mask and add a paint. But this time, school
and inside the brushes. A burn, physic, select debt. It's good down deeper ash and smoke. Guess. It's working
but not that good. So as you can see, extreme burning
effects going on. Let's drop some of these settings such as
gravity, find it gravity. If he's there any no spread speed, right? Vector. And the life, their life. It's too much less life and less impressive. See if I find another physic. And I guess they are
scattered all around, leaks. It's trite and leak. Maybe if throughout the life, particle life,
gravity factor one. If getting minus one, or maybe I don't like that. Either. Burning is a better. Let's work with dad. And I change these settings. One more time.
Parents spend spread. And RH factor life. Let's switch to a basic brush. City. Some brush like this, maybe burning effect. Just like so, does much better. And at the end of this mic pods, also, you have to reverse that. Anytime Let's go and add more. More here. Also in this one. Alright, and maybe make it a little bit to
our care as well. Also, add a fill layer
with color only. Multiply that. Create a black mask and paint. And let's paint. And only Let's go enabled the roughness as well. Make it did it through rough
error here and less color. Let's opacity enable
the aluminum. And that's not bad. Alright, let's go up, add another folder on top
of the copper and aluminum. Call that a o. Just color. Just keep the color. Multiplayer color. And make it a little bit darker. Add a black mask and a
generator and curvature. Emergency generator. Switch to mask only. And let's pick the edges
by adding a fill layer. Multiply that by a BMW texture. Maybe at a below or to the
curvature a little bit. Right. There you go. Just when needs to be a little bit darker
and the collision sites, so let's call this curvature. And this time, this 10. Just color. And maybe roughness. Make the color a
little bit darker. Multiplied as well. The leg mask generator
and a ambient occlusion. Let's see the occlusion. And let me change the balance. Select debt. Alright, let's go back to
copper and enable the height. Negative height,
just maybe positive. Just a little bit. Alright, good. And into mass, Let's
add a fill layer. Again. Multiply with another BMW. And some like this. Maybe no height and less B and you,
alright, It's good. Let's go and add a
folder count that stick a black mask
and settings by Mish. Go to the mask and
select just the handles. Let's go and add a fill layer. We did dark color. All right, and call that base. Add another folder, maybe eau de Color, little bit lighter, black
mask and the layer, or maybe generator this time. Ambient occlusion. Let me see the ambient
occlusion alone. And yeah. Something like this. Might be good. Let me change the color. It just needs to have a bomb. Just heights. Black and b and w. Let's go zoom, add more div. And it has some UV seams. So let's switch to try planner. Maybe six times or ten times. Less heights. Also in the a layer. Let's go and add a
little bit of roughness. Base needs more
roughness as well. Some that are on here. Right? I guess that's enough. Let's continue in
the next video. And maybe make some material for this chicken timer. Alright. See you in next part.
28. Texturing the Canned Foods: Welcome back. Let's add some textures
to these cans. Isolate date accessories. Let me zoom on them and add
another folder called that. Um, maybe n. Alright. Let's switch to tie the masking x cubed all and
include justice canned foods. All right, for this matter, we need to have some
textures to project to the outer surface of cans. So I did some digging and find some textures out
of Pinterest and Flickr. So let's grab all of them. Let me put that to the side. Switch to asset and
direct them here. The window pops up the
important resource. Let's go and select one of them, selected last which
shift and change the Identifying to texture. And maybe a folder car can select your
project accessories. Import. Alright, they all
imported and filtered by dy resource imported keyboard. So let's look at the UVs. Find the cans. Maybe
there's our deacons. So switch back to the view. Let's add a delete this key and scorn, add a aluminum to the folder. Is good. Let's finish on top, or maybe this time, let's add the finish to the aluminum pure
and filter and find a d metal finish,
something like this. This too much. So let's turn up the
intensity a little bit. Yeah, something like this. Alright, that's good. And also let's drop the opacity lesson is by adding some roughness to
the aluminum pure material. Something like this. Now, let's add a filter, it, sorry, the fill layer. And call that label one. Alright, now, let's
just keep the color. I'll click on color. Add a black mass,
then, Fill Layer. Now let's go to texture and grab one of
the textures here. That gray scale, sorry. We need to have the
black mask here. So let's remove the mask and grab and let go on the
base color inputs. Alright, now, let's go
and add a black mask and now switch to polygon feel mesh V and
select one afternoon. Alright, It's schoolwork
and this one alone. And maybe add roughness of
one mental illness of 0. Alright, let's go to
three or UV view. And no-repeat. It's going to put that here. So let's move it up. Hold shift and rotate it 90 degree hold Shift
and shrink dads. And let's put it in place. Something like this. Alright, let's go to F2. And yeah, that's good. But it's inverted. So let me go to F1 to see
both in 3D and 2D together. Hold, shift and rotate it. And it's move that around here. Alright, That's good. Switch back to F2. Maybe we need to make it a
bit smaller on heights here. And as you may now, we can enable the height and add some height
value to the labors, but we don't need to do
that here in this scenario. Alright? Let me repeat that horizontally
to add more coverage. Alright, that's better. Yeah, and it is better. So let's face that. The camera labeled,
label the beans. Alright, now let me hit control D on the label
and change the name to label 02 and grab another label. Clear the mask. Now. Now that we clear the mask, let me hit 112345678910, so disabled them. All right, let's go
back to neighbor to maybe select this one. Go back to our texture. See if you select that. So school and move to
gizmo to find, yeah, here, this is our cans, so let's prevent any error. Clear the mask. Just select the D UV chunk. Same for the previous. Can. Remove now clear
mask with De Chang. Yeah, that's better. Let's move this a little bit. Something like this. Alright. Alright. Now let's switch to three slate. Maybe this one, maybe this tomato one,
the color inputs. And let me find that. Zoom and change the
position a little bit. Also the size. Alright. Go to label. Same snake, a UV chunk. Let's go back to color and it's inverted so it's rotated like. Also we can rotate that here. Alright, little
bit of a scaling. Right to the next label. Maybe this one. Another Naval. Find it here. And six. This top one. Let me switch to this label. Maybe the limit of a scaling. And move. Next label. This two now, so
let's add it here. Alright, now it's fine. The tuna can move and scale here. And eight. And that's fine this way. But at another level here needs to be rotated with holding shift. Good. And next nine. And select maybe this one. Which one we didn't use. Missy. Maybe Screen1, little bit of scaling, and we're good to go. Maybe ten. At this. Can we find a bidding,
any use this one. So scrap here. I'm scaling and done. It's a lemon as well. We down to the repeat. So maybe even use this one. Let me see. Yeah, you may use that before. So this last two are repeated, so it's not a problem. You can rotate it
to make it unique. Alright, now maybe at another
one of these being cans. So the 121 would be this one. And it is a little bit of rotation, scaling and done. Alright, I look nice. On top of everything. Let's add a fill layer called a dirt. Just keep the color
and roughness, make it a bit or offer right. Now, multiply the
color. Just like dare. Black mask and generator
of a collision. Let me switch to have to
seat only. Today view. I'll click on Mask. Go to ambient ecologists
setting and David of 20k. Alright. Now Control D, change
that to curvature. And it's Gu to the ambient occlusion generator
switch that to curvature. It's seated curvature. Inverted. Just like that. And at
some global blue color, fill layer on top, make it multiply it Cj to medium and let's find
a maybe the BMW spots. Yes, good. And tile it a
couple of times, maybe. Maybe more. And make it less obvious. Alright, let's switch to camera. See on materials to get there. Yeah, those are nice. Looking good. And in the next video, let's go and add some materials, the dishes inside the
sink and outside. Alright, see you next part.
29. Making Material for Dishes: Welcome back. Let's go and add some materials. D, dishes, mug, and let's go. And first of all,
distinct color, a different color at a folder called dish and a
different color. Let's go to exclude on
and select maybe this. And here, I guess that's all. There is no dish left, so it's coincide the dishes. Andy Miller called. Let me see. Maybe cabinet dishes. And another folder called
table and exclude. Let's, let's ask a
dessert cookie jar to death for that as well. And here the table dishes. Also the spoon knife
and all of that. Alright. It's good
for Cabinet once. And what we have here is some
kind of a ceramic in Luke, white area in a surface of a
green area or green strips. And inside is a
little bit darker. So let's go and add that with a fill layer
inside cabinets. Maybe name that base. And let me see the UVs. So here we have outside
and inside here. Alright, let's go
here to the 2D view. A potato or a light, maybe. Mix it with yellow. Yeah, that's good.
And less roughness. Alright, It's good. Now, hit Control D
card debt in sight. And let's add a layer, mask, UV chunk, and are now, let's add a different
color here. Alright, select inside D, bolds, also the marks. Alright. Let's see
the result here. That's really good. And the ingredients trips, school and add a, another, or maybe
duplicate this one. Alright, it Control D and greened strips the mask. And let's go in and
select the polygon fee. Alright. Ch2, orthographic, meal and luck D view
by holding Shift. Alright. Let me switch to O. Let's change the color. Let me capture from the
concept something like this. And let's test that by selecting this area. Here. And find the pole. Something like this. That data, great, So that's good too. 3d view, UV view, sorry. Find the green areas. Oh, those are separated
so it's better. So let's go and
reverse all of that. Sushi UV Chang and
it's tested, yeah, those are separated so
we can select them. Alright, and D, guess these two are green fully. So let's make them green. Add all of the UVs to green, something like this. And SH2 polygon. Select these areas. All right, it's not good enough. So Zoom and select here. I'm sneaking deep balls. So what do you put the Mach? Eight eggs and exclude this faces of each substance? Is it growing selection, lacking some basic
functionalities? Let's switch back here and
maybe tries selecting dead. Again. It's much better. Let's exclude ready mesh
selection here and here. Let's go to A's and rotation. Maybe here and here. Alright, now, let's go
and add a filter, mask. And a little bit of
blue to get rid of the harsh edges or jagged edges. Here. And let me try adding another
filter called sharpen. Make that a little bit sharper. More blurriness, and more sharp. Alright, now let's
switch back to green UV chunk and bring
back the inside of the bolt. So you can see this one clearly. So let's leave it at this cell. So I need to add this
button parts batch. And let me add another blur. On top, inter blur. Yeah, something like this. So this part needs
to be selected here. And mesh it polygon feel. Let me select this
area and exclude. These two. Just include video. We chunk this parts. Maybe or not, That's
not good at all. Let's go to camera view. And yeah, those are good. Needs to add a
little bit of bombs, so it's quite good. Another filter called bomb Alt, click on Hide and
like pass fail. Let's go ahead and
find a maybe BMW. The degree of positive height. To break the surface and add maybe three times. Maybe too much as 0.02. Yeah. That's good. On top of every team
we need to have a a or capital O or dirt. Alright, and edit black mask. Maybe generator, not paint. A generator and a collision. It's multiplied a
color blending mode and maybe darken the
color a little bit. Just keep the color. Go to a O Alt click on Mask. And it's changed some settings. And I guess that's good. You can make the dishes dirty by adding a fill layer
is called the dirt. Keep the color and roughness.
You get the rough. Multiply. Black mask fail. And let's find a
color like this. Try planar projection. And maybe two or
three times repeats. And you go, you have
some dirt inside. And on the surface
of the dishes. This is a u is same. So let's go back to
Amanda collusion and change some settings. It's not dead goods. So let's add a fill
layer instant. And finally, the intercalation
for accessories here. Now let's add a level inverter. And we only need
the white area to derive dirt or Global
Ambient Occlusion dirt. Alright, This is much better. And here, let's exclude this dirt or maybe drop
the opacity is too much, or maybe add a paint on top. Change the blending
mode to subtract. Find a brush. Let me find a D here. D, D are looking brushes. And white color. Brush D array. Or hit X and bring
back some of the dirt. Nice. And add more
roughness to the dirt. Also, bring back the
roughness of a or dirt. Add a bit of roughness to that. Alright, Those are good. Now let's just copy the base. Paste that inside and table. And let's see the table, table. Table, table, sorry. Exclude all again
and include dishes. Alright, The base is sitting
there based ceramic. And we need to have some
flowers to paint here under. Alright. This add material to the table
dishes in the next video. See you next part.
30. Continue Working on Dishes: Welcome back. Let's do the dishes here. But first of all, let
me go and inside here. And if folder called less and let me go and
add a black mask. It the polygon feel mesh fields. Select this glass table. So what do we find them yet? Select this one again. Add a color to that, and yeah, it be for now. Alright, And also
another folder. Sorry. Then if I wanted to cold
metal and a black mask, Let's find a spoon,
fork and knives. Add them to this folder. All right. Let's go to a smart mask and find
a Sunday like this, still dark aged, and then drag and drop it inside
the metal folder. Alright, that's not bad, but I guess they're not
scratches. Yeah, scratches. Bit too much. Let's delete these scratches. Let's go to the metal
inside the basic pyramid. Switch that to congeal because
we are working on OpenGL. Normal space and Eddie, lighter material, lighter
color and native enough. Roughness here. Oh, no, I'm not happy with that. So let's delete a folder and
base material, aluminum. The mid tones here. That's really nice. It's add some deserts or some imperfection in
roughness channel. So let's add a fill layer
called that roughness. Just cubed or roughness Alt
click and black mask layer. And let's find a folder. Or maybe let me see
the, for example, taking this value, yeah, I guess thickness, it's
going to work perfectly. So selective field
inside the mask and look for thickness. Thickness, accessory. Alright, switch
back to Material. Let's go and edit color for now to see the thickness effect. So let's go and add a lemon
on top of the thickness. Invert that. And it's change D and L
are pulling the handles to target the specific
location. Alright. Disabled the color, add a fill layer and
changed it to max. Let me switch to mask view and let's add a texture
to the fill layer. So maybe something
like fingerprinting. Maybe this is sand, this is something like this dragon syrup pit
inside D, grayscale value. And play with the settings. No, that's not good. Something, maybe. Something like this one. Alright, Not too bad for now. Just dropped the aluminum
pure glossiness a little bit. Here. Alright, close the metal. We have glass metal and let's make some texture for
the actual dishes. The base color is little bit different than cabinet dishes. So then capture that color. I can maybe. Alright, and add
another base color, balls at a black mask. And let's select the bones. And let me capture some color. Only v. So let's go
to somewhere around. Yeah, I guess. Alright. Also marks here. Let me select this part as Andy handle of the max. Find, duplicate and Margaret and clear the mask. Me switch to rank and
select the handles. Alright, insight. Dramatically, c, add a filter. And if it's too sharp, so school and so they slip. Work correctly. Let me see what
else we have here. Blur direction now. Drop shadow. Not that good. Maybe I need to paint a
little bit around the edges. So it's a paint on maybe let me switch
to this view. And it's polygon field. Select these polygons here and here, and all the way down. Little bit random. Exclude this dish. Let me add a blur now. 0 to one. Let's see if it's any better. More Divide. And in other fields
run up lower, less. I don't like that either. Alright. Let's delete him out. Exclude the UV chunk. Let me see UV shine
here and here. I'm going to add a
bit of paint if it's necessary in the video. Then we check all of the missions and exclude
this dish as well. And go and add another base. Dissenter. Here. Clear the mask. This dish only capturing
color, something like this. Maybe a little bit darker. Sit. And here, That's good. Now on top of F rating, or maybe the only dishes
that has lover it, this dish, so it's growing
on top of the base. Add another layer. And lovers 01, just keep the color
inside this area. Exclude this dish. Now, lover, you see edit black mask
included just this dish. And I prepared some painted
flowers with watercolors. So I guess this one is stupid. Bitter. So same as before, dragon troponin site
shelf texture in this project and import PNG
so it has no background. Drag and drop here. Let me switch to F1, C to the n to the view. No-repeat. Drag
and drop periods. Scale with shaved. And let's find our dish
here inside this side. Here, desert dish. Throughout the
scale a little bit. Alright, sitting nicely. Let's make it center. Maybe. Then if it's bigger. And it's Control D forever
to clear the mask. Select this dish. Tasty mask. Yeah. Alright, now let's
move to flower here. Send her that out. Alright, now d, lower
three layer mask. Select this dish, dish here. All right. Let me rotate
that and center it out. One more time. For their mask. And select this dish. Move to fill our up. And there you go. Now the mark, so it's cool. Here. Hit Control D.
Copy one of the dishes, flower, flower, mag, one. Clear mask, and select this one. Let me find another texture. Maybe here, maybe
here, this one, drag and drop it
here is texture and this project switch the inputs. We find our mug and move around to find
the best place. Scale, downward shift. Alright. Or maybe let me
switch to camera view. Maybe put it in this location. Yeah. Something like this. And the other Mac control D
and MarkovZero to clear mask. Select this mug and one
off this UV islands. So let's move that around. Let me make it a little
bit bigger here. Alright, so let's hit Control Z to make that back
to the original scale. And here. Alright, so HD camera view and F2 rotate the light here and
it sits there are nicely, alright, little bit of this olive color and
the edge of the mikes. So let's go back to
mug, this color. Go to mask, and maybe you didn't know
folder and call that mark. Drag and drop this one
in sight. Black mask. Just select these two mikes. Switch to two graphic view and polygon selection
select here. Or maybe hit Control D, clear the mask because we need to add a
little bit of blue. And Mike, let me
change that name. Nike edge. At that edge. Alright. And the other one, where is it here? And add a filter. Blur and less blur. Alright, now it's good, but it's good to
texture settings. I forgot to add opacity here. And created a layer. Drag and drop it at
the bottom and base. The height. And a subsurface
scattering and opacity. So just keep the porosity
and scattering at 0, scattering 0 opacity one. Write Cj to perspective
and our camera. Let's bring back
everything else. Yeah. Or the next part, Let's go maybe add
some texture to this kitchen timer or chicken
timer and other stuff. So see you in next part.
31. Finishing up the Dishes: Welcome back. Let's continue adding
some textures D dishes. And as you may remember, we have the glass. So let's go and close up rating and open
up the color layer. So we have opacity. So let's keep the opacity
and change the name of this. The layer opacity. Make the opacity almost at 0. Let's check our opacity channel. And that's might
be good for now. So let's go and add
another fill layer that maybe delta roughness,
maybe roughness. Alright, just keep the opacity and add a black mask
and fill layer. And let's go maybe
find a texture. Something like let me see Sunday like maybe this one or
something like this. Drag and drop. And the
opacity is almost at one or opaque and it's
going to be non-classical. So let's go change the crunch prediction
type to trade planner. And maybe three times
or maybe even more, six times, even more. Alright, doing is good. And that's it. You don't need to
do anything else. Let's switch to a roughness and make that a
little bit rough. Like so. And enable the roughness for less opacity and make it
glossy, less roughness. Alright, hit em. And also we have a
cookie jar up here. Let's go to dance. And great, another folder. Cookie jar, black mask with
the mesh selection. Select. This measures. We need to drag and drop
it outside of D. I'm table dishes. Alright, let's copy the base. Strong nicotine. Put it in here. Alright, and let's
add a red color. Just skip the color black mask, and let's use UV chunk. This two or three UV chunks. Let me capture the
color from concepts. Make it a little
bit more of red. Alright, and let's go, and let's try something new. So let's go to Mask
and add a fill here. Alright. And make it 100. Oh, you need to
exclude this part. Why this thing not working out the fill layer needs to be Musk different this, so let's go back to
color and maybe add another layer or just duplicate
the base called debts, flower and a black
mask, a fill layer. Now let's find our flowers. Maybe here, this one. And drop it here. And it's down here, it's going to convert to
grayscale value automatically. So let's go and none, no repeat and switch to F1. Where is the cookie jar here? Alright. Let me grab our gizmo and make it smaller, which shift? Again and again. And let me move that over here. All right, that's
looking pretty nice. And it's, it's a terrible,
really, really perfectly. Alright. Now let's go and add another
fill layer as always, a or 0 or just keep the color and
roughness, make it trough. Color needs to be
switched to multiply blending mode and
black mask fill layer, find the ambient
occlusion baked. For the accessories. And visit level. Let's switch to mask
of view and just change some of the options
or leave it. Handles. Write, something like this. And also add another
layer on top or filler inside the mask and
maybe make it subtract. Let's test it. Find a texture to put inside the gray scale value input,
something like this. And make it projection
try planner. Maybe three times. Maybe multiply and
drop the opacity here. And add more opacity,
something like this. Alright, let's good. Dishes are done, I guess. Chickens sites here. Alright, now let's copy this. A or dirt up the cookie jar
and open up the tape bill. And maybe f there. Mark flowers, add a or dirt. Switch to to, to, to view. Let me enable and disable it and make the color
a little bit darker. Alright, something like this. Alright, d dishes are done. And so see you in next part.
32. Working on the Chicken Timer: Let's go and add some texture and make some texture
for D timers. So close up the dishes, create another folder,
black men, black mask. And filter by tied, right? Give it a color here. And call that time. Alright, Inside
the timer we have, let me find it timer. Up close. We have two different colors. So create three folders,
put them inside. And yellow and maybe ceramic. So and also black for the eyes and white
for the markings. Those are neat. Doesn't need to have
a separate folder. So Musk, the red part here with D
selection here and here. The black mask or
the yellow part. Need to select the face. Here. Yeah, I guess
that's good enough. And ceramic parts pledge mask
and select the whole part. And the interrupt is ceramic. Put it between the
yellow and red. Alright, Now, guess
for the yellow part. Can switch to UV chunk or nods. Alright. And also add
another field layer on top of that ice. Black mask and select D ice. Alright, let's go and maybe drag and drop
the ceramic here. Or maybe delete the ceramic. And I guess I have the base
ceramic in the clipboard. So let's hit Control
V. Now, dirt a row. So let's go back to even maybe cookie jar and copy data entry. I can drop it
outside of the red. So we have ceramic
base everywhere. And also, let me
find a bump here. Throat C, paste above the base ceramic
captured the color. Something like this, a
little bit of yellow. And it's good. Let's go and add a
fill layer to the red. Just keep the color and switch to your right color. Alright, yellow. Duplicate the layer. And call that ACE, or maybe color. Also this one. Color, right? T and d. The ice, we have the base color steel, so let's switch
to a black color. Yeah. It's nice. And yellow color is something yellow,
orange-ish here. And let me go to yellow mask. And if filter,
filter off a slope, more divider, little bit more intensity to
make it look like. Paint it. Alright.
Also for the eyes. If filter, blur, gaussian and more intensity,
that's not working. Maybe a 100. Not that important. So let's keep it, Debbie. Alright, let's go
back to color red. And here, let me test a TRE. So let's go and add
a fill layer, maybe. Dots. Just keep the color, make it white, almost. Black mask paint. I believe we a radio inside D, radial symmetry. Let me see, switch to Rajesh, but let's add the paint
into the dots mask. Here. Clear the alpha. Maybe look for
something circular. Good, and it will go here
and find a circular brush. Put it in alpha,
almost one hardness. Make the brush smaller. And let's go and find the radial
symmetry setting. I'm not sure the
radial symmetry, it's really suitable because
you don't have local axis. Let's disable the
mirror and also paint. And they fill layer maybe. And drag and drop
this alpha here. And let's go to the F1 two
and 3D at the same time. Alright, repeat only
horizontally that, and where is it here? Put it here, make it smaller. And here. This is not bad. But the spacing,
it's nuts, right? So let me figure it out. I believe we don't have
any option for spacing. Alright, so let's switch to
maybe this shape offset. That's, that's good. They make it a
little bit harder. And maybe put it here, I guess. It could be gear somewhere around year here are solely just repeating
and this UV chunk only. So let me switch to
try Planner. Planner. We lost it. So maybe it's better
to keep that in UV protection and duplicate it. Move that up in here. Now we have it around. Here. We need to copy
it one more time. And we switch to
move that around. Alright, Now we have some dots. Now let's duplicate the dots. I'll dig new layer number or maybe number 0. Right? Now, switch the grit scale
offset to raise it d, one of the text. So what was that called? Dtype. A guess. Not the PDB build. Textures. Find it, type. Alright, font, something
like maybe this one. Drag and drop. Alright,
Where is it? Here? Let me type as 0. And where is it? D, no, repeat. And it's in France. So let me grab and put it here. Make it really bigger. Change the font size. But it's here. Alright, and change
the type to bolt. Alright, good. D. And number ten. And let's go and put it here. Where is it here? Most dispossession. Type. Ten, it's inverted. So the Tate debt, 1AD, maybe it's still,
it's here inside the same UV shell here. And also tend to end. This might be grew up, move it up here. 0 in rotation and turn around. Alright. Maybe this ten needs to be here. Alright, Good. Switch to F2 for 2D view. And let's go up here. Add a layer called a or
maybe just copy the row. Let me see what we have here. A wood there are
there to resist it. Bulky jar, a, Control
C, Control V. And let's see what we have here. Color multiply. No, I don't like that. So it's get eight feet
layer called the earth. And multiply the current layer. Add a little bit more roughness. Black mask, fill layer. In here. Let me check D into collusion, thickness and sit. Let's continue working on
this dirt in the next video. See you in next part.
33. Finishing up the Chicken Timer: Welcome back. Let's add some chicken timer. D t kindness
accessories, thickness. And the level. Up here. I'll click on the mask. Invert that. And let's play with the sliders. Something like this. At a, the layer. Name it, go and
find the texture. Something like maybe
this projection. Try planner, maybe six
times, maybe three times. Alright? Multiplied
it. Maybe less, repeat two times, less opus
it and see the result. In not too bad. Duplicate this layer
called that curvature. And clear the mask. And the generator of curvature. See the mask here. Oh, that's not good. So let's add field instead
and look for curvature. Accessories, curvature
level, something like this. And a filter to make it a
little bit blurry here. Oh, yeah, something like this. And a fill layer of multiply,
something like this. Alright, that's good
except dirty around here. So let's add another layer. Call that gradient gray D. Alright. And a black mask Fill Layer. Now look for gradient,
maybe linear one. And try planner prediction. Balance that to be
something like stoop. Mask here. Rotate to
gradient, one AD. Change the balance. Nuts rotate. So let's keep it that way. Alright, let's go
add another paint. We switch to a
different brush here. Pain too serious. A bit. Alright. Multiple lighter color. A bit more often, less
and less opacity. Yeah, something like this. Maybe switch back to paint and paint a little bit more up here. And fill layer on top, multiply the fill
layer and add it. Something like Cloud one. Try planar prediction. Tie lit couple of times. Alright, sounds like this. Anytime debt more and
put it in, subtract. Alright, That's good. Also maybe a bit less opacity. Now we have our chicken. And sitting. Now that I look at the parts, I believe we have, we need to have some
scratches as well. So it's going to paths and
inside the metal part here, let's add a field here. And color only. Make it to arc. That. Scratch. Scratches. Alright, now let's go
and add a black mask. A fill layer. I believe we had a
scratch generator, yeah. Just like the Substance Designer and grab one of these scratches, drag and drop it here. And it's can see we
have some scratches. And let me add more
Scratch, scratch tiling. Scratch folder or 0 here. And copper, we need to borrow
deep paint from copper. So let's see to Control C, Control V. And maybe make it to be in Max Linear Dodge, or maybe normal, but below the scratches and
set the scratches too. Or is it D mean. Alright, so we have some
scratches in this area only school and add
more scratches. And scratch it with less stash. Something like this. Alright, that's good. It's good to scratch material and make it a
little bit lighter. And also, you need to
have negative height, elite EBIT minus 000, maybe three here,
something like this. And maybe let's go
to scratch generator and tie that three times. Alright, net debt bad, maybe throughout the
balance a little bit. Yeah, it's good. And also in the Chan's School and above the aluminium pure, add a layer called that. And bottoms. Just color. Make it something like There's a black mask selection with the UV chunk. Select this top and bottoms. Let's switch to F3
and find them here. You can select it like so. All right, let's
switch to camera. And being everything back. We are almost done. Little bit of a picture frames, a Clark and some spatula. And I forget to add this
and include that here. So we're going to add that
in some other videos. And yeah, that's it. Let's continue in
the next video. See you.
34. Picture Frame Material: Alright, looking good. So let's go. And in this part, let me see which one. We have enough napkin
typeof teaching here. And a carpet here. Jars, a spatula and the holder, one job here, and two
paintings and a wall clock. So let's go and create a
folder for the paintings. Let's call them painting. Alright. And give it a color here. And let's go to tight selection. And select this three tiles. Two tiles starting
inside this painting. Let's create a frame. Title debt by masking. Let me check here, select that and create another
folder for action paint. This is paint, so let's change
that to frame this one. Paint. Alright. Here, exclude on here paint. Alright, let's go to paint
and city UV arrangements and we'd find them gears here. Just a frames. And the UV islands, I guess they are they
all are in the air. Vertical polarization and
guess that's correct. So let's go back to
F2 or to review. And inside the frame, Let's add a fill layer
cone that height. Let's create a high channel
only with positive edit, black mask, and
fill layer follow. And let's go to textures. And let's see. Let me go here. Yeah, here. Let's create a really nice
wood texture pattern knitting. So find maybe this
vote, drag-and-drop. Alright, they are in
the same direction, so just need to be
rotated 90 degree. And no nuts. And less hard. Maybe 15, the default
value, it's good enough. So let's add little bit of
tiling maybe two times. And yeah, that's good. Let's go back to the
heights material and maybe 0.20.21 or 0 to E. That's the right element. And also after this would
add another field layer. And let's find a really
nice phi inside textures. That one That's barrage. So I guess we have
here directionality, noise, drag and
drop dead as well. And I think also needs
to be rotated 90 degree. But let's duplicate the height. The height. Let's see. Define, let me call that
fine and delete this one. Delete, define food
from the height before. Let's go to Hide,
add more fiber. Yep, that's good. Also. Let's go and create
another folder. Put these two height
and call that 01. And black mask. With Fill Layer Mesh selection, select just the outer
frames here and here. Because this inner frames, it has a different texture. So that's that. Now let's go and maybe
and anchor point here called maybe frame, height. And anchor point here. Graeme. Fine. Alright. Let's go and
add a fill layer. Just color and even roughness, black mask, and a fill layer. Let's go and insecurity scale
target the height frame. Now, let me capture it.
Right? That's good. And a little bit
drop off her dad. So SKU and duplicate that. It's one. Alert Z of one. Control D. Duplicate
color 0 too. Change the target, target
anchor point to fine. And maybe switch to something like alright, in color. One, Let's go and
change the level. Maybe invert that to
something like this. Alright, color to go and change that to
something like this. But insight would V1 here. And it's changed the
hardness to maybe, maybe a little bit nuts. Now, it's good. Rotate delight. It's good to top, inverted. Maybe. Give it a lighter
color, just like so. Alright. Let's use a hue
saturation filter. Only hue saturation
and only a filter. And move that up here. It's going to create
a painting of a layer, a placeholder. Click on the HSL, make it darker and
more saturated, little bit more dark, right? And you have ability to
change the hue as well. So maybe change that to
something more brown. Let's go back to color one. And change that color as well. To something like this. To have more variation. Inside color to change D. Yeah. It's play with the settings. Alright, make this a
little bit darker. Yellowish. Alright, that's good. Let's add a fill layer that a chip color and roughness
make it a really rough. And change the blending
mode to Multiply. Make it really darker, school, and add a black mask, fill layer follow and look for the interconversion
of accessories. Art critic unmask
at a lemon on top. And let's target this gaps. Alright. Now, switch back to a o and make it a
little bit darker. Maybe. Grab this
and put it on top. One. Alright, that's affecting
this area as well now. So it's good. Maybe at a fill layer
called curve curvature. Color, just keep the color
and maybe make it add Linear Dodge and black mask. And through Z. And a black mask and fill layer. Look for curve, curvature
of accessories. Followed by a level. Our colleague school and
invert that now inverts. Let's make it three, it's high. And add a filter. Slope blur, more Divide,
and more intensity. It's now see the result. You can maybe make
it multiply event. You have more darkness
around, right? It's good. And let's deal with this
inner part as well. Get another folder,
02 and black mask. Switch to mask, select
this part and this part only phi very texture to it. So let's add a
layer called that. I just kept the height
enough positive height. Go back to texts, chairs of all black mask field. And let me go back, go down, all the way down
and find something. Maybe not down here. Let's use this one. Alright. Maybe project there,
try planar projection. Let me add more height,
see more clearly. So let's go back to
directional noise and maybe make it six times
or even ten times. Let's go back and
reduce the height. Just like that. It's Control D to duplicate this noise and change the
blending mode to max lighten. Go to the top fun and
rotate that 90 degree. Alright, now we have
something like this effect. It's good. Nice. Maybe needs to be tied a bit more, 15 times. Alright, that's good. Go back to height, maybe. Make that less. And negative, minus 00, maybe four. Alright, that's good. Add a color. Let me test another method. Anchor point here. Maybe let's call that inner
part. Let's go to color. Just keep the color and the black mass fill layer
and the inner parts. Alright, now let me
color to that for now. And let's see if the gradient
filter, it's working here. Choose Gradient. And it's going to, let me
choose a different color. It's going to add different
colors to different areas. Test and see if that working. I guess that's not
working because we are in gray scale change plans. Let's get her off the mask. Add a filter directly
to the bilayer, then select gradient and
assign some colors to different gradient values and play with them. We don't have gradient. Let me see. What else we can do is
add a fill layer here. And no, I guess we don't
have any control over data. So will it be disabled
this inhibit color. Here. Let me add filter color and add different colors and
change the sliders. And now, like they're
disabled the color, go back to our color here. So let me capture color
from the concept. Just select that, make it
a little bit lighter here. And let's copy the
curvature layer C. Go to here, control V.
Let me see there is art. Let me go to Level and change the level like so invert
that may be even. And maybe change that
to something yellowish. And Linear Dodge Add. Let's go back to level inverted. Alright, That's looking good. Let's needs to be a bit
of tweaking. It's good. Let's go and create
another layer on top. Maybe call that color to just keep the color
black mask layer. And let's find a fine looking. Where is it D texture, maybe, something like this. Let's go back. Make it multiply. And around here. All right, that's looking good. Now we have our frames
created for us. So the next part, we're going to add some
painting insight. See you then.
35. Making Some Oil Paintings: Next, let's add some painting
inside these frames. So open up the channels,
open up the head. So let's add a fill layer
inside the paint layer. And let's call that first of all MTD debt and
divide this folder into. And it's called that left. And control, not control
G to C and Control D. Call that. After I eat. Black mask and select mask, fall away, mesh select, right. Also, write one. Now let's add a fill layer
inside car that paint. Just skip the color. For this matter, I find some chicken and
the roster texture. I couldn't find exactly
the same as concepts. Just grab these two. Drag-and-drop,
change the type to texture and protect important. And let's add the
rooster to the left. Grab drag and drop it here. No-repeat. Alright. Let's
go to F3 or uvea just here. We have the painting here. Grab and put it here. Make it smaller and
fit it in here. Yeah, that's looking good. Let's go back to S2. It's
upside down, so 180 rotation. Looking good, but it's
not painting yet. So it fun and maybe
make it to be here. Let me move that. Yeah, and also a little bit. Alright, if T2. Now, in order to convert
that to painting, we have a several options. You can add a paint effect
and maybe smudge debt, but there's a better way. So let's go to liters. We have a filter
called met ethics, oil paint and watercolor. Let me use some watercolor
and see what happens. Drag and drop it. Go to Paint, opacity and paper. Maybe some borders
or the density, I can see the difference. And E hadn't looked at. So let's delete that
and use paint, oil. And it's going to process, and immediately we have
some paintings going on. Really, really messy. So Let's go to the painting
and we have some presets. Let's see, the preset that's fairs default is distinct,
that you've seen. Stylized high or high details. This is good as well,
and stylized low. Not good. And another
one like that. Rounded brush. It's not good. Ie an abstract switch
back to default. And throughout the intensity
of the whole effect. Alright, we have little bit
of control over normal here. All right, it's good. But it's lacking
a brushes strike. It's a really big, so let's go to a strikes
and make them smaller. Let's mess things up. So let's go back here and add a fill layer
column that's mirage. Just keep the height EBIT of height positive,
Black Mask afield. Let's go back and here called
for brush stroke here. Drag and drop and
break the connection. And now we have some
nice brush effect. Go enable the roughness,
rough that up. A little bit. Too much. Something like this.
And also the paint. Sku and find your
roughness here. Make it more trough. Alright, that's good. Let me rotate the light
to see their fate. Yeah, it's good. And add a layer o. Keep the color and roughness. Make it almost rough. And multiply color. Make that really dark. Black mask field, gray scale car for ambient, ambient occlusion. And follow by 11 article, you can go to level that. We need to find the
right place and expand that and refocus
and make it tight. Field seraph,
tourists look more, maybe 100 at more of that. Go back to level
bigger just like that. And let's add a
fill layer on top. Maybe subtract and find a
maybe something like this. Now, let's go find
something like this one. Yeah, that's looking good. Let's go back and
see the result here. And that's the kin group. You've got to take back to a level and make it
something like this. Alright, good. That's a painting right there. And it's almost here
on roughness value. Alright, then let's copy all of this Control C and go to write
v. Alright, and it's dark. Let's go to paint. We have a roster here. Let's switch that to what is our chicken, chicken,
chicken Raju. Chicken, chicken, chicken here. Alright, interrupted
chicken here. Let's go to three and move
the chicken over here. And don't forget to
disable the paint. It's going to
process on the fly. So let's switch back to F2 and F1 and move
the chicken like so. Alright, now enabled
the effect F2. And as you can see,
we have our chicken. So let's go to Alt. Click on the right. And not debt. I'll click on a
little bit too much. So let's go back to level. Make it less. Alright, that's good. At, is almost perfect. Let me see all of them together. Yeah, that's really nice. Maybe a little bit more on
the painting. That's good. Yeah, That's enough. Alright. In the next part you're going to add texture to these
carpets and other chicken. So next video, Let's do that here
in this video. So really quick, really fast. Let's go and create another
folder called our pets. And mask by tiles. Here. Go back and let me go to Assets, grab a chicken and put that on texture and project accessories. Here we have debt. And let me make that
David Peak air. Alright, now, add a color to it that's a different
layer called the base. And just keep the height
or base height. All right. And let's go and add black mass, followed by field at the
data bit of positive. Alright, now, let
me find a carpet. Maybe this one. Alright, let's use
that drag-and-drop inside here and add more. I don't like that. Let's go find fiber or fabric. Maybe. This one again, I
can drop it. In k3. We need to use try planner and 90
degree, and maybe 60. Alright, good. Now let's go and create
another folder called base. Where is it? Let
me grab my base. Color this time. Color, Roughness, Alt, click on Color and
roughness, make it Raf. And inside color, we find the texture and captured a
car layer, forum texture. Yeah, something like this. Maybe a little bit darker here. After that. Maybe call this layer chicken. Just keep the color. No-repeat. And where is the chicken? The name is correct. Let
me switch to textures. Here. Drag and drop it here. Switch to Epsilon
inverse, the carpet here. The last time. Move that up. Let
me center that. Make kids to be look like this. Leaked out of edges to cover. This plays a little bit of back. And yeah, some like this. Let me look at this closely.
Alright, that's good. Now, add another layer
on top called a o. Just keep the color,
multiply the color, and maybe roughness,
make it read it off. Black, fill here and
ambient occlusion. So CD collision and level
up just like before. And let me derive the
occlusion the next. So invert that. Alright, and another
layer on top. Multiply that, go to textures, maybe look for
something like Cloud to less balance, less opacity. Alright, let's see,
this is Alt and make it red to see more clearly.
Yeah, that's good. Go back to gray. Now we have our carpet. Alright, that's great. Switch back to F2 or 3D view. And here, That's good. Let me bring back
everything else. Look through camera.
Alright, the chicken. Nice. In the next video, I'm going to work
on Clark, The Wall, Clark and this bachelor
and hangers and also the jars almost at the end. So see you in next part.
36. Making Material for Wall Clock: All right, let's continue. Let's add texture
to the cloche RDD. Move the glass so you can
see the inside of the app. So let's go and create
another folder called that luxury and tie filter. Select all of the clerk. And Let's see what we have here. We need a little
bit of plastic and the whole thing made metals. So let's create a folder
inside of that body. Another folder
called that inside. Why not? And another
folder called that glass. This part here. Alright, now, scope inside the body, black mass research
to mask only. Select this bar d. Also here, middle or not, Nana. That's the whole body. Switch to mask inside. So take all of the parts. And one more massive or D glass. Alright, now that we
divide it, the model, Let's go and add a fill
layer or maybe go inside the myths base materials and maybe use this iron rod damaged. Just click on that
and it's going to replace with the fill layer. It's called that base. Or maybe delete that, drag and drop the item, rub it a name, the proper name. So go and change the UV tile you've prediction to trap and I had
to get rid of this UV seams. So thrive Lehner,
maybe three times. Alright, that's good,
that's evenly distributed. Now let's add another
layer called paints, and let me check out my concept to see colors, some greenish bluish color. So let's keep just
colored and roughness. Make it almost half, maybe 0.7. Alright, now, for the color SKU and around here, yeah. Why we seen the seams? Oh, that's not good. Maybe no height, no roughness. Yet, just a texture. Yeah. Disabled this boats and still visible. This seems still visible, so I don't know why, but you have some seams visible. So let's delete that layer called metal and
start from scratch. Maybe full metallic. Most metallic steel we have seems a visible to us. Snaps, right. And why is that? Let me switch to our
base baked materials. Cycle to refit P. Alright, The problem is nuts. Inside D based materials. C to cycle two. Channels. Yeah, we don't have
any problem there. Alright, the metallic
part is the problem. So let's keep it around here or maybe
non-metallic at all. But almost no roughness
enable the paint. Let's go to smart masks
and look for paint. Paint or paint, or maybe
this one, drag and drop. And as can see, it's inverted. So let's go to mosque builder. Global invert and
change the level and drop the grunge and less level to target the
edges only go back to metal and make it a bit darker. Make it look like the metal. Maybe little bit
darker. Alright. It's looking good. Let me go to mosque. It is what an inside curvature. Maybe change the curvature
sitting a little bit convex. Contrast. Later, bit more grungy. Aright, maybe more green. Yeah, I guess that's good. Now, SKU and add little bit of height
to the paint as well. Enable to hide a bit
positive height. Here, something like this. Maybe 0.03 or maybe 0.04. Yeah, it's good. Go back to paint mask
and go to grunge. Bit more scale. It's going to tidy
grungy, map, less grungy. And a o, open up
the a or setting. A contrast and maybe some like this little bit of ao. Noisiness. That's good. All
right, That's body. Go to insight, make
a layer for back. It's going to be the
last sticky look. So let's go and use
this plastic mats. Change the color
to almost white, and create another one on top. And let me add a black mask and select the arrest
of the stuff. Insight. Make them black. Alright. And little bit more roughness. Also in here. More roughness. On top. We need to
have a a or dirt. So you know the drill. So keep the color Roughness, make it almost a 100% giraffe. It a bit darker color. Multiply the color. Alright, And like mask layer, I'm in the collusion
of the channel, the material accessory
added level in bird and it's changed these sliders to something like this. Alright, let's make
them even darker. Alright, now add another layer. Multiply color. And in sandy texture ours do
we find a suitable textures? Sounds like maybe
disgruntled your team. Maybe mean max. Now, this multiply or
subtract is good enough. And drop the opacity a bit. Make that lighter. Alright, now we have something
here on top of the bag, and let's add a fill layer bomb. If dyed black mask and feel. Let me look for BMW. A little bit of positive height. Alright, that's good. Not that much. So 0.01. Alright, now, let's go to D glass. And a base. Just skipped the opacity. Almost nothing. Let me switch the opacity
because we can see the opacity in this shader. So Control D and roughness around tier, black mask and feet layer. Let's go and find something like maybe this pine debt. Add another fill layer,
ambient occlusion. And max. Maybe throughout this below. And multiply this one. Add a level here after the o. Also, we can change
the name here, A0. And inverts. Let it be something like this. Alright, now we have our
clock material created. And let's go to the parts
because I forget this part. Let's go. And first of all, inside the parts here, have this parts in a belt also. So let me see here aluminum, copper metal. Yeah. I didn't add this or
include this inside the metal. So here in the very
easy to compare, pure copper here. What's this? So let's switch to brush paint. And also it one. Let me undo this paint here, x and add some painting here. Inside here. Compound paint, some pair at the bottom of this part as well. Good. This paint. Some multiplier effects here. Also the scratches. Scratch here. Now paints some scratches
just like debt. And let me look
for plastic here. Switch to mesh, polygon, feel and Mish, we'll
select the plastic. Yeah, that's it. Alright, now, in the next video, I'm going to add some texture to this trash can and just boxes. So see you then.
37. Trash can and Cardboard Boxes: Alright, let's add
some texture to the cardboard box and
this trash can here. So first of all, let's add another folder. Let me repeat the colors. So this phone there, maybe trash and another boxes. Alright, now, trash can, first of all, exclude all, included this or this fun exclude all and
include this tile. Alright, now, let's
go for thrash. Select a plastic. I guess this. Let's stick Madison's goods. So drag and drop it here. We need to divide this trash to actual trash and the trash bag. So add black mask, select this trash we did here. And for the bag in other
black mask and select debug. Alright, Now, let me
capture the color for plastic from concept
or that's not good. Let's go and make it a bit. Let's try again from
lighter colors too. Like maybe this part lighter. Yeah, a little bit more. Brown and light brown. Alright, that's good.
Enough texture. So create a folder
called fall not folder, the fill layer called bond, just keep the high. They would have positive
hides, black and feed. And let me go to Text chairs
and maybe let me see this. Maybe this one here That's
looking plasticky enough. More. Alright, needs to be projected intrapreneur
because we have seams here. Stripe planner and three times. Not that one here. Try planner. And three times. Alright again. And let's add another
field layer on top. Subtract from this grunge maps. And let me look for something, maybe like this one. Alright, also try planner, also three times and
drop the opacity. Maybe. Before that in
the D hall grunge maps. And we have some
variation going on. And maybe switch these
two, another one. Here. This is more acceptable. So it's going to add
or maybe in bottle. Like a dirt road, see throttle up here. See the results. And yeah, that's good. Also add another
fill layer on top inside the a or dirt fill layer. And I'm maybe at
something like this. And it's good by itself, bar needs to be
protected trade planner. I guess that's good. Yeah. Hey, that's enough.
So that's our trash. So let's go back. I psi PVC plastics. So let's use this PVC. It's nothing but a height, white noise, and a little
bit of roughness value. We need to change
the color to black. Need a bit more rough. And yeah, I guess that's it. That's our trash bag. Maybe adding a new
layer called edge. Just color and roughness. David Moore off and color and it's a little bit white for now. And a black mask and
fill layer look for curvature here as always, and the level invert that. And Let's drop the opacity for whole thing. Here. Now we have some
variation going on. Alright, That's our trash back. Let's go two boxes. Create a Feedly or insight. Let's call that base height. Just keep the height positive
height. Black and field. Look for gradient. But that gradient, there
are linear, this one. Here. Let me see the resolved. It's changed the
prediction to try planner. Make it even more. Contrast. And also 90 degree rotation three times. And let's see the result. Not dad's bucks or
carpet back seat, but it's close enough. So let's add a filter. Blur on top. Let's make it six. Yeah, that's enough. But it needs to be for each box. So height, its
height, base height. Am I doing alright, base height. Create a folder called box 01. Put that in here. Musk black mask here. And control di sera
to clear mask. Select this one. Control D 03 and clear mask here. So now they are having a
little bit of problem. Let's go to bucks tool and grab this gradient and
rotate the gizmo. Just like debt to match
the model direction. Also the bugs three, Let's go to base
height gradient. Let me, first of all, scale that down a little bit. That's not good
because it's going to scale the whole tiling and that's not where I want. So here, I guess that's close. We have two tree
heights in 34 there. Now, we need to add a
base color as well. So base color, just
keep the color. We captured the color
lighter around here. Also really rough. And add another color,
maybe duplicate that, so called that hedges. And maybe Linear Dodge Ed, to make it a bit lighter. At black and fill layer,
look for curvature. Followed by a level. Target the edges. A little bit more. Alright? And followed
by Filter Blur slope. Maybe 100 this time, ie a little bit less intensity. Alright, before that. And it's a Control
D to duplicate. And maybe recall that
this parts, again, Linear Dodge and
black mask layer. Let's go to the texture. I believe we have some spot
or something like that. Maybe this debt to one,
Let's use this one. All right, that's
enough. It's good. You can make this a
base layer laid a bit lighter. Around here. Also. Let me see. On top of every height, Let's add another
field called that. Bump you up to height as a div
and black mask fill layer. School and maybe this dirt. Make it more time. Maybe it's x times not positive, the negative, or write it n. And on top of everything, we need to have a a all
dirt color and roughness throw off multiple eye
color and black fill layer. Look for on a condition here. Let's see that. Alright, so let me target that more carefully around here. And more dark. Alright, that's good. Let's go. And just at this base color
with black mask to this one. Control D, clear. Here. Control D
again, clear mask. And let's change the color slightly to have
more randomness. And this one around here, maybe the second one
it's ready to light. And a third one. Right? That's good. So we added lead a bit of randomness to the
boxes and the good. But let's add more life to
them by adding a fill layer. And that March like mask field. Let's go to alphas. And you find it suitable alpha. Such as maybe push. I need to find more,
something more. Boxy, design it, be
fragile or something else. Can find anything. So let's use maybe this warning. Drag-and-drop, no-repeat. Go to F3, find our boxes here. Move the wanting up F1, and let me drop here and scale it down a little bit. The intimate down. And maybe move that over here. Back to color or base material and make it red or
maybe orange-ish. And 100 per cent roughness. Multiply the color. Now, let's change
that to something. Maybe it's red, but little bit less opacity
here. Alright, that's good. Um, construct d. Let me switch to
another marking. I don't know, maybe
something like this. Drag and drop it here. And we find the box. Yeah. Scale it down all the way. And this one, Let's make it blackish. Now we have some variation. So let's switch back to
F2. Alright, that's good. In the next part, we're going to add textures to the bachelors and also
this hanging things. And after summing this
napkin eating and is a jar. So see you in next part.
38. Napkin and Jars: Alright, this part, Let's
go and first of all, add some pattern texture
to this napkin things. So let's go after your inside dishes. After dishes. Make a folder called
fabric and the color SKU and create
a black mask. Select them. Alright, now, we need to have a
fabric immaterial. This time let's go into assets and inside the smart materials, we have some fabrics
going on here. Maybe. Let's see
what do we have? Let's use this one. First of all, you added
that to all of the meshes, then apply the filter. I need to put it inside here. Alright, now we have some
fabric pattern going on. Go here. Select the fabric,
switch to custom color. Then select a
really white color. Maybe a cubed it there. But let's tweak that
empty desert or generator dearth throughout
the dirt level. Contrast and also drop the opacity of the layer.
Alright, That's good. Let's go in and F
There are tiered. Create another folder co-owned, not folded, layer. Current. Flowers. Just keep the colors, color, and add a black mask. And PHY layer. Let's drop this
lover inside assets. That's texture and
current project. Let me see if I drop that here. Like so maybe ten times. And it changed the color
to something like reddish. Maybe more times here. It's good to 30. Alright, now let's predict
it by adding another layer. Subtract. And let me see
what we have here. Insight textures,
maybe something like this or this throughout the opacity. And here you go. And if I hit duplicate
flower color, let's change the name, delete all of this, and also remove mask. Now, if I tear up the texture, where is it the flower
inside the base color? It's going to project D. Lover, only maybe 20 times 25. And it's going to look
like something like this. And let's add a filter. Hue saturation. Make it less saturated, little bit less
vibrant, more lighten. Also, we can combine
them together by adding or is it D, 25 or so? And the balloon after the flower, red flowers. Maybe slope blur. Alright, now, as you can see, we have we made
something different. Let me go to fill and
move that offset. Here at the middle of
the colored flowers. Can see we made
something interesting. Dropped the opacity of lovers. Maybe lean a bit less. Here. Make this Tuesday as well. And move it in between. And maybe add more intensity
to the slope blur. Alright, That's not bad. It just spell, let's
make the you to be a bit reddish sides. So around here maybe deep green is too much. Green is too much. It's something like this. Let me drop the opacity
for the red ones as well. All right, that's good for now. And let's go to the jars. First of all, this carpet,
carpet, carpet height. It's a filter of bluer and make the height
little bit higher. Yeah, it's much better. Now. Let's see. Go ahead and make another
folder called chars. Mask them by tile here. Alright. Have it all. Inside dad's. Add another folder called glass, like mask and select D glass on. Another folder, ceramic. And select this one. Alright. And another folder called
and that's alright. Fine. The chaps. Only. It's good to base materials. Choose aluminum or maybe one of this base metals here,
Ayers Rock, maybe. Drag and drop it in metal. Here, those are good. Also. The ceramic. Let's go and find the parts. Parts, the dishes and table dishes here. The table and a ceramic base, which we'll see go all
the way up and paste it here and remove mask. Yeah, we have
something like that, but it's really white. So SKU and change the color
to something like this. Alright? And also, we need to have another layer
called flower. Make the color something blue. Just keep the color black mask. And let's go to textures. And let me see
what we have here. Maybe this one. No, it's not good. What about days? That's not good either. And it's good to our flowers. Yeah, maybe reuse
this one. Tied that. This is really, really uniform pattern scale. I don't like that. Dad, Juanita, in this. Let me see. Oh, this is something like this. Alright. Now, let's drop the opacity around here. Also. Add another fill on top. Subtract debt with
maybe some like this. Enough contrast. Let me switch to here. Alright. But maybe
let's go back to base ceramic and make it
something around here. Alright, and insight dishes, a guess, V had a bump. Let me see if I can find
any bumps. Bump here. Let's see, Let's
go up here through V and dad's a little bit of bump and see if I could exclude this part. Alright, they can't. So maybe we can see that
from this distance. So that's not important. Maybe add a little bit of
height to this balloon things and drop the opacity
of this subtract it, make it less blue. And let's hide. All right, now, good. So we need to make some
material for glass. And as you know, we only need to have opacity of almost nothing less space. And it Control D. And glass. Roughness. Little bit of
black mask, the layer. And let me see
something like this. Let's see the opacity channel. Add more roughness to the
opacity and roughness. Let's go to crunch. They could three-time. Little bit less opacity. Alright, that's good. Go back to material mode. And that's enough
for this apart. In the next part, we're going
to finish up the rest of the models and
also this chapter. So see you in next part.
39. Spatula and Wall Hangers: Welcome back. And let's
add some texture to the spatula and this a ladle so and the colored deaths. So it's cool, too. Tight masks. So take this wall
hangers here and here. And I believe that's all. Alright, Now we have some
metallic and wooden parts, so add another folder and metal. So black mass to metal. And select all of these labels. And black mask, bachelor's and EB, Tylor and also maybe
evolve, hanger. Cynic this two parts only. Alright. First of
all, metallic parts. Yeah, Let's go to
base materials and select one of these base
height base metals. So maybe I'll drag and drop inside and it's almost
perfect by itself. That's really good, except the height. Alright,
that's good. Maybe add folder, bit only color and the roughness
may kid off and multiply. And a black mask fill
layer and the collision. And level, where is it here? Maybe C, D effect, invert that and make it to
be something like this. Here we lead a bit darker
insight. Alright, that's it. For the specialists. Maybe this time use this walnut. Needs to be rotated 90 degree and make
them a lighter color. Alright, that's good. So maybe let me use try planner or this 13 times. Those are good,
but not this one. So let me go and
add a white mask. Exclude this one. Duplicate that. Remove the mask and a black mask and
select only this one. Select it, rotate the gizmo. Something like this. Alright. See up close. And it's good. And I maybe rotate in this direction as well. Yeah, that is good. Let's go up and maybe here the a copy the CEO. Paste here. Maybe sea salts. All right, that's good. Make it a bit lighter. Or maybe switch to
Linear Dodge, Add. Good. Alright, that's debt. And maybe after this to last, let's add a color, just color. Call that 001. And black mask. Select this tree. Multiply Color here up, and make them a bit dark. But have some variation. Go to hanger. Maybe this time use
while NOT gate again. Nine degree rotation. And a bit lighter. Also here, A0 copy, paste here, and we see the result invert and make it really
tight and multiply. Alright, that's it. That's it for this part
and also this chapter. So in the next
chapter we're going to make some organic materials. Paid some bread with stencil
and also ham or meat, and this apples toast
inside the toaster. And also there is a little bit of coffee beans inside
D, one of the jars. So let me switch to default camera and see
you in next chapter.
40. Texturing the Apples: Hey guys, and welcome
to the Chapter seven. In this chapter
we're going to make some texture for organic acids. So let's go to organic
material and make it isolated. Alright, let's start with
the apples. I already added. The h is o or height 0, scattering 0 and opacity 0. But we will have opacity path. So let's go to textured sets sitting unsupported by shader and opacity and make it
already in opec site. So let's go and add a folder called ARPU and give it a color. I prepared a little
bit of resource, so let's go to Assets. Grabbed two textures and put it in texture and project
or organic In part a. Now we have two
sets of textures. So let me check out my
age UVs for apples, yet, those are apples. So that stands. Go back. First of all, let me create a folder. Exclude the apples and
include this one only. And inside a folder, 0 bonds at eight black mask. We diffuse mesh field selection and let's select this
one articles to check the selection here
you have seen here. So let's add a fill
layer called the base and grab texture and put it in base color. It's not that bad,
but as you can see, we have some seams
going on here. So let's switch to
try planner, right? And like me, Let's
make it smaller. Really small. And move it here. Right? Not that bad. Maybe a little bit of rotation. We seeing this assets
in this distance, let me switch to camera. Yeah, in this distance
and it's really far away. You can't really
see the patterns. Because as you can see, we have a little bit of blending
between the predictions. So yeah, Not bad. Let's add a, Let me see a texture for
deliberate bombed. So let me go to textures. Here. Let's add on the Color Bomb player or
thin-layer called that bombed. Just height and roughness. And molecular mass. Fill layer. Bmw. Oh, maybe. Let's duplicate the
base color cone that bomb because we already
have the projections set. So now let's add a mask. If we layer now be in W, we need to set the prediction here so it doesn't matter
which one we choose. So. Let's go here and
add a bit of height. Maybe ten times, repeats you
to have lead a bit of bump. Alright, that's good. And also a roughness value. Something around
maybe 0.5 less 0.4. Alright, that's good. Now a, A0, A0, dirt or shadow. Just keep the color.
Make it multiply. And black mask feel. Look for ambient occlusion. Where is it the organic? Here? I'll click on
Mask. At a level. Make it tight and invert. Yeah, something like this. And maybe a little bit darker. Alright, good. Let's hit Duplicate SiO2 layer
mask and select this one. Maybe skull base to base color. Move that a little
bit and rotate. Alright, something like dads and Control. D. Layer mask. Go to pace and a bit of rotation. Yeah, it's good. One cutthroat D is
for clear mask. Mask this one. Alright, now another one there. And select this one. All right? Right, that's our base. And school. And on top of everything, Let's add another
layer that there. Let's keep the color
and drag-and-drop. Second texture tray planner and make it maybe 15 times. Alright, and a black mask layer. They will find a, I'm grunge for adding randomness. Something like
maybe this planner. Let's change the
blending mode to something like maybe overlay. I don't like that. Maybe
could be the normal. And it's changed
the Grange value. Great skill. Alright, now let's disable that at a
painting the layer this time, and here inside the base color. Let's grab our
texture for apples. We find that here. Grab, drag and drop, and this time switch
to protection. And here inside to 3D view
or TW, that's no different. So now we need to
drag and drop it. Right now. You can control the projection stencil
with the withholding S. And same Controls. Right-click,
left-click for rotate, right Kate for Zoom, and middle click for Penn. And also you still
have control over the moving the models. So now let's add, let me switch the barrage to something like this
and make it smaller. Now, we can fill the gaps. Projection and covered this blending areas that cause by prediction
tray planner. Alright, now let's
switch back to barrage of problem here. Jpeg distance seal, and
hide this area as well. So add the button. Alright, now let's
open up every folder. I'm going to delete
the parts from each apples and drag and drop the last one
on top of travertine. Now we have control
over all of them. Maybe enable the variation
and drop the opacity, or maybe for variation, let me clear the mask. Paint here and switch to paint. Choose a barrage,
something like this. Make it smaller. And maybe switch to something like 0.5 and add
some variations. Just like so. Also we can acidic Deaton material itself
and add a filter. Maybe a slope bluer, and hundreds switch to Venetian
mask and see the result. Here. Can't do that. So let's add the
will or after paint. It gets 100 and maybe
even more thousand. And after that, another fielder, another filter and
just simple blur. Alright. Now let's go to maybe, maybe disciple after base or inside debase
projection base color at. Let me switch to filter in sight assets library
and find a l, put it up here, and change D. He knew something greenish. And drop the opacity to
have more variation. Maybe a little bit less. Alright, now it's
closed them all. And see there is old
with every team. Let me switch to camera view. Rotate the light, or maybe
even switch to lie to something or studio eating. Maybe this one. Here that's more than enough. Alright, in the next video, I'm going to add some
texture to this. Meets here and the board
under the mid cell. See you in next time. Next part. See you in next part.
41. Making Texture for Bread: Welcome back. Now let's add
some material to the bread. So let's create a filter, folders and bread
and edit color. Let's exclude all and include
here spread and board. It's good to Brett folder. And it's got to meet
folder and let me copy and paste them
inside the board here. And let's add a black mask. Select just the board. Let's go to a one naught
and move the protection around and rotate as well. Alright, That's good.
Now another folder or bread itself. Select this and create another folder for sliced. And select the air
sliced breadths. Here. Alright, now, let's
go to breed itself. To paint a layer. And it's good to
resource and bread. We crab. Put them here. Shift, select all of them, texture and predict organic. Alright, we're going
to use this tree. So let me switch to stencil. Replace the input with this one, and rotate the model. Anybody have to zoom
out and start painting? All right, switch to the
site and its capture. All of the old, they
are really different. So let me go with this one. Maybe. Here. It's
put this thing down. And we go up here. And again other side make it smaller. The bag it switched
to this texture. Maybe add another field layer and paint them a layer
three switch to. Stan said, no, paint. Alright, now let's
add another one. Such distancing and
switch back to disparate. Find a place to protect and fill the gaps. Write something is it's make the brush
opacity less. Berlin days areas. Alright, let's see the result. Bad, not perfect, but
I'm not that bad. Alright, now, let's go and put all this tree
to the phone there. Maybe that one. Make them inside with them
insight and add a black mask. You change here. Alright, now, let's paint
the inside of the breadth or maybe the field layer card, that insight black mask. And select this UV chunk here. And let me grab this texture, put it in here, and maybe tie that a little bit. Six times, seven times predicted connection and
here, something like this. Let's go back here and say
deep pain to my layers. Switch back to stencil. And let's paint some areas. Also. Let me switch my display. And let's fill layer, just keep the color, make it multiply and darker. Alright, a black
mask and a paint. Switch to paint. And make this a bit darker. It x and It did to line. Alright, let's go back to
material and make it lighter. Also, let's change the color. Something like this. And less opacity. Alright, let's add a
bomb inside this folder. So layer called bombed. Just kept the height. Black mask PHY layer. Alright, now let's find a texture, something like maybe,
maybe this one. And then I switch
to another one, something like here inside the bump, something like this. And 0.5 repeats. Also. Let's go up here below the
bomb and you can layer count roughness and just keep the roughness
and make it rough. Insight bomb in a multi,
roughness as well. And make debt to be
some that are on here. All right, it's good. And C here inside the mask. Let's add I filter slope blur and add
a bit of a slope. Alright. And insight or is the slice
inside here? It's additive. Terror here as well. Make it round thousand and noted to be leaked
inside the red circle. Alright, now, let's see if I add this surface. Alright, good. It's add inside and here I
can't see the other one. Yeah, here, right now
inside the toaster. So let's delete this slice. Or may be low the inside. Alright, now, let's go here, add a layer inside
slice folder and see if I can repeat
a texture from. Where is it? It's
fine to breaths. Here. Maybe paint or
maybe repeat this. Alright, Now, that's good. So let's delete the fill layer, select the inside
and the paint layer, slicing, painting
layer and protection. Let's rotate our slice and paint all around. Alright, let's
rotate the x chair. Holding S. Alright, here. Incited to stare. The other side. Alright, let's check to
meet deed. The board. Let me check the board. Uv, slice and bread. Alright, so let's grab
the board and put it up. It's not bad. Ben at all. So it's C, spice and bread. And let's copy the
roughness and also the bump and put them on top of D slices. Alright, something like this. Let me see inside here. On top of everything. Let's create a layer. Toast and black mask. Select just these two
sliced off breadth. Alright, and school. Just keep the color. Maybe make it linear burn and less. Ct. Alright, now let's bring back
everything else. Yeah, It's not too bad. The next part,
we're going to add some texture to these mushrooms and a coffee beans
inside this jar. So see you in next part.
42. Making Material for Meat: Alright, let's make some meat, or meat or ham or whatever. So let's create a folder called meats and exclude
all from UV tiled. And add all of this UV tiled inside the folder. Let's make another folder
called Meet and black mask. Let's select
polygon, mesh, feel. Maybe this smith.
Alright, that's good. And inside this folder, Let's add another folder called sliced black mask
and select this two. Here we need to add all of them. Alright, now we have
a folder contains all the meat and
insight that you have a four folder or sliced. Alright, now, another
folder and born black mask. Select the board. Alright. Let's go and add some material
to the board. This time, let's go to smart materials and see what
you have here or maybe, maybe some like this. It's a little bit dirty. So let's see what we
have here for dirt. Grunge pairs with Fiverr
noise and no sharpen. And I'm like that.
So let's delete all the smart material. Let's use this walnut base. That's looking good. Try banana production. The me. Make the prediction smaller. And move it. Here. Lean a bit of rotation, right? Nice. Now let's change some colors. Maybe around here. Yeah, it's good. Emitter offer. And maybe around seven times of the Rings steps. Alright, now let's add
a layer called edge. Just keep the color
black and fill layer. Let's go for a chair which
are organic or is it here? And 11? Invert that
maybe no, no invert. And we're looking for something like this. Alright. Those are
details underneath. Alright, now let's add a filter. Slope blur. Thousand little bit more Divide. Change the material
blending mode to maybe Linear Dodge Ed. And drop the opacity a
little bit until like this. Maybe change the color to be
more yellowish, orange tone. It's good. Let's hit Duplicate. Change the color
to something gray. Change the name to a o. And let's disable
this to go to feel. Alright and look for
ambient occlusion. For organic acids, alright. Enable new level. Invert. And make that something like DC. Guess. Yep. And multiply. Let's go back to level.
Maybe a little bit of slope. It's not a bad idea. So, alright, and more opacity. Alright. That's for board. Go to meet a folder. And let me switch to
another folder for source. And this time we need to
paint from beginning. So let's throw out them on
Shift and select the last one, texture, organic
project and import. Alright. Now Let's
switch to front. Add a fill layer, nothing slice. I'm going to name that 014 now, owe all that debt. Eight. Paint layer. Switch to prediction. And I change the input to, let me see something like this. I can drop it s and
make that smaller. And let's paint me a different brush. Let me switch to brushes.
This is much better. Alright. Paint all over and move D takes chair. And again, this time
of the model, I guess. And fill the gaps. Alright, that's good. And create a black mask
for this prediction. And UV chunk, select this one. Only. Now we have some
texture for this area. Let me switch to
cite view and create another painter bilayer and CH2 and projection
again, takes chairs. Let's find the myths. Maybe something like this. Try again throughout and paint on there. Now, let's rotate. It can rotate again. And I'm trying to make
it more natural, so let's rotate that and
continue painting. Also down here, we
have some areas. Alright, now, let's
switch to tough for you and try matching data. Model to this fat area, fatty area, and
paint a little bit. Alright, now let's
switch to another one, something like this maybe. And let's make, they would have debt to make it more natural. Or maybe using this
one, It's better. Alright, let's switch to brush and create a
black mask UV chunk, and select this to
even spec area. Alright, and for the switch to same texture, but we need to add, this time maybe a fill layer. So let's try Fill Layer. Inside the slice, maybe 01. And then we track and
throughout this texture. Maybe using di and tri planner, It's better option for us. Alright. Make it smaller
and move it in place. Just like so. Even a
smaller and rotate. Alright, and let's add
a black mask UV chunk. And this four sides only hit Control D, CH2 UV for this one, and clear the mask. This time, select this. Let's remove the mask. Grab and drag it
behind this one. Dry planner. And
this time rotated. Let me see near UV arrangements. It's nuts. Want and need to remove this area, ours. So let's do dad with
base selection. Switch back to 2D, 3D and see. Maybe if I save this layer. Again, select the whole mesh, change the UV projection
in later Bede's. Can catch sites as well. Maybe make it a
little bit bigger. And it's much fitter. Alright, now, let's go up. And let me grab this A0. And above the mean, It's inside the limit. Let's see, dads go to level. Alright. Now let's go up. What's in folder, nothing. Alright, did it default? There are right, and
above the painted layers. This one, and here
it's going to add a fill layer, bump, like mask. The layer. Maybe
something like this. Positive and negative. And then it repeats. And a bluer after that, that level filter and simple
blur to add some textures. Alright, and a multiply color. So just keep the
color black mask and artificial turf field layer. And maybe add maybe
something like this. And make it protection
try planner. Maybe three times or even more, six times multiplied the
color to have more variation. Alright, let's get into
cleaning up video. We're going to add some
survey subsurface to this organic materials and make it perfect. Alright. Let me interrupt these multi-paradigm little bit, and this one as well. Alright, that's good.
Let me switch to camera. Bring everything back. In the next video, we're going to mix
some material for this bread loaf here and pretty
slice inside the toaster. So next part.
43. Mushroom and Coffee Beans: Alright, let's go
for some mushrooms. So isolate bolder and my items
and coffee beans. Alright. Exclude all and include these two tiles. Folder and mushrooms. Black mask. Select just the mushrooms
and other folder. Beans, and select all
of the coffee beans. Alright, Inside the
mushroom folder, let me, first of all, a bunch of mushroom resource. Drag them here, Shift, select, texture, and predict. Right now. Let's see painted layer and stencil. Let's grab this one. Immigrant to 2D view
and then it's fine. The mushrooms here,
three mushroom heads, so find one mushroom. Texture like so. Make the brush smaller. It's paying debt on another 1 third 1. Alright, let's go
back to 2D view. 3d view. Sorry. Let's continue. Right. That's good. Maybe it'll rotate the image to match our mushroom insight
to treat seen here. Alright, it a bit down here. Now, behind or below
the painted layer, Let's go and add a base color and capture
maybe this color. And maybe roughness of 0. And other one. Just
keep the color. Maybe the lighter
or darker color. Black Mask layer. Let me go to my textures, grunge maps and find a crunch. Something like maybe this one make it bigger. And it's re planar projection. Alright. And above
the painted layer, let's add another fill layer. Just click the color
and a black mask, this time paint, brush. And let's paint. Let me switch to tablets and paint all around. All right, something like this. And the last one. All right, Now here
in this base layer, alright, and here,
that's not bad. Maybe make it a
little bit lighter. Alright, and in this layer, let me switch the blending
mode to something like normal and less opacity. Maybe a bit here. And also enable the
height little bit off. I'll say defied. All right, Another one, Control D and C 12. And clear the mask
at another paint. This time. Add a little
bit of variation here. At the bottom. Alright, something like this. And a fill layer called edge. Just color, black mask, fill layer and curvature. Curvature. The level not
filter a level on top. And let's try that
to be at the edges. All right, now, let's
break that up with D. Slope blur off downs
and n bit more intensity. And maybe touch at
but less opacity. And also a folder called a o. As always, black field. Just keep the color. Go to a o here and called for an Venta
collusion of organics. A level on top, inverts and something like this. It multiply. Right? Let's go back here. Make them less obvious. And also the coffee beans. So it's good to beans. Those are just pure brown. Enabled roughness and color, almost one, and
roughness and color. Let me find it. Dark brown. Those are inside the jar
so we can see that much. So base at another fill layer, call that edge or cavity
black mask fill layer. Let me just keep the color
go back to and curvature. It's at a level in to debt. Alright. Now it's multiply. Maybe edit, filter
and snip blur. Yeah, it's not bad. Alright, let's keep
them that way. And now you're almost done. In the next chapter, we're going to make some
cleanup, balance the scene. If I switch to roughness,
As you can see, it's not dead balance or
maybe mental illness. It's not balanced at all. In the next chapter,
we're going to balance the scene and explored
some textures. Alright. See you
in next chapter.
44. Cleanup the Scene: Hey guys, and welcome
to the Chapter eight. In this chapter, we're
going to do some cleanups and change some of the colors
and balanced the scene out. So let's start from beginning. They started at the
wall and floor. So let me switch to isolate and let's see
what we need to change. So in here, we have our default. It is all white, 0, metallic 0, opacity all
the way up and scattering. So that's, looks nice. Let me switch to roughness CA, we need to do some roughness
scaling up as well. But in this video we're going to clean up the normal
and base color. So base color. Alright, let's, looks good, but the Valls little bit too
dark or too blue. So let me go to walls and color. One here. And color too for the dirt and collectively
for the highlights. So base color or it's low. Let's go and change
the base color to something a
little bit lighter. Around here, I guess. Change the color 12 more
bluish, little bit lighter. And here for the desert, let's reduce the opacity only. Alright. Now let's copy all
of these colors. It's good to not save all of the colors and delete them. And pasty colors here. Alright, second. I'll second. And here, and also in here, base height, this height here. Alright? Now they are succinct. Alright, back to materials. And see in the vault, It's good base color and make it a little bit lighter. And also let me rotate the
light, right, That's nights. And let's go to height as well. Base is the fine details. And yet we need to change the
height for imperfections. It a bit less. Almost at the minus 0.01. Alright, That's good. Let's go to perfection for
this wall as well here. Minus 0.0110. All
right, that's good. Now, switch to normal or normal height combination. Alright, that's good. Switch back to material. And let's see what we have here. We need to be maybe change the floor little bit lower here. But instead of changing
the color one-by-one, Let's go and add the HSL filter on SOP and
make it a bit lighter. Alright, that's good. Now, window, window, It's good. I don't have any planes, so but there is one team. Let me switch to opacity. A little bit too much
opacity in the curtains. So let's go to
Window and fabric. Here, opacity, let me hold Alt, click on the plus CT here. And fabric pattern. It's at. Need a bit more. Alright, we have to
have some capacity. Let me see here base, CT, pattern and color. Also hear pattern. You have some capacity here. So Let's make that a bit more opec. Also, this one more opaque. And the fabric opacity, a little bit more. Something like this. Alright, that's debt. It's good to tiles. Let me switch to color only. Those are not that bad. So let's go to version
one and version two. Disabled them on its color. Alt clique. Let's throw up the color
a little bit. Alright. And base, do we
enable the variation? Alright, it'd be change this color to something
more subtle, lighter. Let's go back to material. Alright, net bed. And version three. Alright, now, dirt. Let's reduce the day. Decreased it somewhere
around here. Alright. And we have
some variation. Height as we'll find a good angle to
look at the height. So here you can go to tie, switch to hides and decrease the whole height to
something like this. And outlets. It's duty roughness as well. To roughness. Here. The window is a little bit too. Glasses. So let's
see what's here. At little bit more
roughness here and walnuts. Let me see. Roughness.
Something like that. Also this curtain met or
is it the metal here? School inside the base? Add more roughness. Alright. And for the tiles, let me go to tiles. And let's add a little
bit of roughness on top. So add a layer called roughness. K can roughness add
more overall roughness? Let's see, real mode. Rotate the light. And this rough around here. Alright, now let's switch
to metallic. Antique. Only metallic parts are
the window glass and also this metal part
Insight window here. It's go to the metal. And let's overwrite the metal or maybe this overwrite
their insight. M, still stained, adding
another layer called metallic. And alt, click on metallic. Make it to be
something like this. And let me put that below there. Yeah. Around here. Alright. Switch to material. Maybe a little bit more. Yep. Also the
subsurface scattering. Let's go and choose the
scattering channel. Alright, that's good. You have only the outlets
So and also the floor. So let's go to floor here. And alright, d scattering. So I guess that's debt
caused by the HSL. So inside it as L, Let's disable this scattering. Yeah, that was a problem. So now we have scattering only in the outlets. Those are plastic,
so definitely has some scattering
subsurface going on. Alright. Debt, is it good?
To me, it's safe. Alright. Let's go to D, or is it D? Next we did cabinets. So let me switch to cabinets. And those are good enough. But there's some things
we need to change. For example, this fabrics. Let me switch to here. This is our fabric. This one is 01. Alright, now let's go to height. After fabric pattern here. Let's go and add a filter blur. And then a bit of blue to make it almost bumpy but
not that sharp. Alright, and same thing
for the other pattern. Zoom one deed. Concept and are solely me see if I find any
pattern better than this. Switch to this one. That's the same. So what about this one? No. I just change the fabric pattern that
the colored patterns. So let me switch to this one. Or maybe this one. Now. What about
this? It's the same. What about this but inverted? Alright, I guess this one is
better than previous one. So skipped debt. And it's got two other pattern here on top of the
fabric patterns. Add a filter and
blur a bit of below. That's enough. Alright, the colors,
let me see from distance for the
vorticity cabinets. Alright, here. This is the booths and paint. Alright here. Let's change
that to something a little bit more greenish. Debt much. Let me switch to color only
a little bit to our care. Alright, let's keep that. And we have the foods here. Yeah, those are nice
things which do roughness and make the paint a
bit more riffraff. Debase here. Ahmose at the white. Alright, now, grunge,
somewhere around here. Alright. See the roughness,
only the damage. Let me see here. Now. Now here, the base
color of the damage. Let's add more of Mr. there. Alright, now, let's override
the roughness and tight. Is it D tiles up here
at a base color, name that roughness,
Alt critical roughness. And it's over right there. Below there. And roughly 50 hertz make them almost 100% or off. And switch to base
color. Extent. Inhibited less. Alright, now, sync. See the roughness value. A third. That's where facet
and here sync. Alright, this one,
Let's make it less. And care a chair. Now, let's see the result. Alright, and little
bit more on this site. And a metallic here. Make it The bit more rough or base and less Raph for the Earth's. Something like this. And it handles. It's good to hear
the metalloids. Let me see metallic. Alright, here for the base HSL, Let's enable the
mental illness as well and make the whole scene
non-metallic. Right? Now we have this parts only. And it's good to hear. Maybe situated roughness. Make that a little
bit rough or is it D? Roughness, roughness, roughness, sharpen and see their roughness. So Here. Yeah. That's it. And I guess that's
it for this video as well. In the next part
we are going over d. Are there materials and
things are getting up. So see you next part.
46. Finishing the Cleanup: Alright, switch to organics. And let me see. First of all, metallic here. We have the same issue. Switch to H, s, o and nibble metallic,
non-metal everywhere. Alright. Now the roughness. Alright, let's go back to HSL and enable the
roughness as well. And make that to be rough here. And that's going to be
our base roughness. So the colors, I guess that's good enough. Yeah, that's good. Except this toasts inside the toasters and scattering. You don't have any scattering. So let's go here. Apples. And on top of everything, It's add a layer called SSS. And only keep the
scattering vector mask, feel and inside the field, let's search for thickness. Here. Let's go and add
some scattering here. After field at a level. And that's going to be our scattering needs to
add a blur filter to make, to get rid of these artifacts. Here. Let me switch back to material modes and
increased your scattering. I also hear okay, to add material to
this bronchi teams. So if fear Fill Layer, Mask, this parts, those are just brown so it's
good to be dark brown here. And food roughness, scattering
nonmetallic, alright. Maybe less rough around here. Alright, and little bit lighter. Maybe copy. Copy DS ES. And go to MIT and ear board, know the meat. And through V. Switch to a scattering level and something like this. Let's add a filter between
the blue and level. And that would be a slope blur with hundreds or thousands, little bit more intensity. And also let's duplicate
this layer that curved. This time. Let me
disable all of this and look for curvature. Curvature. Is it D
organics? Level? Here, find the edges. Slipped, blur and blur. Not that much. Alright, And let me see if the color only
and change that to multiply. Or maybe let me change that
to something like this. And change the blending with two, for example, dark and make
it something like this. Right? Linear dodge add,
Yeah, that's better. All right, now this
chick D scattering, again, copy this scattering. And let me see here sliced from V. And let's change the settings. Right now we have
some scattering here. All right, Next, bread. We take the roughness first. That's good, but the
insight little bit shiny. So let's make that even refer. Alright, so each vector, roughness and toast here. See the material or base color. And let me capture a layer from bread and make
it a bit darker. And It's clear the mask and paint to the mask. And let's go to brush. To brush beaker. Let's paint the trend only. Multiply or normal. Then I'll make it darker, less. Alright? And also, let me check the scattering
as well inside the bread. Let me see what we have here. Here. Let me hit S or V, Sorry. No board. Drag and drop it. Here. You can go to port. Scattering. Scattering here. Scattering purport. To add another
layer is S4 board. Just keep the scattering and 0, alright, clears up the port. Let me change this setting
for bread scattering. It's not the same as the meat, so let's change that to
something around here, I guess. Alright, good. Now the mushrooms,
alright, day here. Inside the mushrooms, pasty S. And we need to
change some settings. Insight level. Alright, something like this. Let's take the
roughness as well. And let me see
what we have here. Let me enable the
roughness as well, an override the roughness here. And inside the meats. Let's go down all the way. And that is sliced here. Myths curve 0102 inside the SSS, let me enable the roughness. And we have some meats and coffee beans are good. Let me check again
the whole scene. Base color here,
acceptable and height. It's good. Roughness.
Roughness is good as well. Metallic and scattering. Alright, that is done. Let me bring back everything
switched to camera. And you're ready to
export the scene out. Alright? In the next part we're going to export and
textures and render the scene. Alright, see you
in the next part.
47. Export Textures and Render: Alright, Almost done. Now it's time to
export our textures. I just moved back down this
glass for Clark volts, so we are set for
exporting textures. So let's go to Define and export texture
or Control Shift and E. Alright. And inside the
export texture window, you have your textures
or material sets. Accessors are plans,
cabinet then, and dining table or
organics and volun floor. Alright. You have output directory, it's by default in this folder and Adobe and we
substitute painter export. You can change
that by k candies. And here, let me create
a folder called export. Select the folder. Now it's
changed to this folder. Alright, now output Template. This is the important one. So in here again,
export your textures. You are desire, destination
or a render engine. For example, are lot
ai Standard Shader. Our node. You didn't
legacy, corona, crane gene daughter and all
that good stuff or just PBR, metallic roughness,
the wrong one. So in this case, I'm going to select D AI standard because I'm going to render this
thing in our North rendering. Alright. And they're dead. We have phi type based
on output template here. Or jars. Change that on the fly. I'm going to set that on based
on output template size, based on each texture size set. Let me save this for
now and go back here. Textures that setting you have inside the
texture sizzling. You have a size by default, when you start a project, a new project, it's
going to ask you what size of texture you
want it to work with. So you can change the
size for each materials, for example, the
floor and walls. It's not that important for you. So you can change them to
something like 1024 or even 56 and keep dad like so. And when you want to
export your textures, it's going to be based
on your textures here. Or just change that
to whatever you want. Eight k for k to k and 1024. Alright, now, if you click on each one of these materials, as you can see, we have
some information here. Output template R naught, standard FAI type
based on template and size 2048 by 2048 and you're naming
convention and also your output file
name or file type. Also, you are selecting
this much tile that inside the accessories
material or a place material. And you can exclude them all, uncheck them, all,
export some of them, or none of these
materials or tiles, or just explore some of
the materials as you wish. So when you finish setting
this, change, this setting. Simply click Save Settings. Then hit Export. Let me click Export for now
with this kind of setup, it's going to process all
of the setting textures. And as you can see,
kitchen accessories, base color at 1035 is
the name of the tile, and it's going to export
that channel by channel, base color, emissive height, mental illness, and
normal roughness. Let me go to. This nation. And as you can see, it's going to put the textures in here
and now it's finished. So let me close that up. Alright, now, as you can see, all the textures are exported and are looking like this
and Substance Painter, it's going to fill the gaps
between your UV paddings. Alright, now, has, can see, I guess this is the
frames for pictures. Rooster and the chicken
and as our bread. Alright. But there's one problem here. Let me switch to List View. And as you can see, in an image up, a little bit of a problem with
naming convention. If I try adding the material, sending the material
to the motel inside the for example, Maya. I can't assign the
whole UDM tied to the vein shader because we have kitchen wall
and floor normal. And what is it? Kitchen organic? Normal, for example. And Maya or max or whatever
software you're using, can recognize these as
continuous. You didn't. So we need to change some settings so it's
gone through a shift, delete and delete all
of the texture export. Let's go to Export again. In here, inside the
output template. If I click on, on, let me delete this
or not copy, remove. If I click on node a standard, as you can see, we have
some settings here. Output maps create gray, RGB, R plus G plus b
plus a, and so on. And below that we
have some channels. Here. It says export,
mesh name, textures, setName takes your setName is your Material name,
dining table, organic and violent floor, then a channel name, base color, then color space. Then you deem naming
convention here. As you can see,
1016107 and so on. You need to change
this in order to have one continuous UDM
texture export. So it's cool and just delete the section here. Now we have mesh, base color, machine name, and base
color, then color space. And after that, you didn't. Let me go back. Change that to the eye
and go to accessories. Here. We can't see
their full name because that's some weird thing that
substance painter doing. We can't move this and
see the whole name, but it's obvious here that
it's not obvious at all. So we changed it and export. Let's just delete the
texture set. Like so. Or maybe let me, let's not do the ads and the actual default
export settings. So I'm going to move that
back to the default. Then right-click duplicate
that and I copy. So now let's delete them. Texture set only. So it's going to be under Mesh name on the line
and channel name. It's delete them all. Also. If you are not happy
with your 2D model name, you can put whatever you
named dad you want here. All right, here. Now we have emissive,
heightened normal roughness, metal illness and
base color part. We already, we
also have the SSS. So let's create a gray
value in new gray. Copy the whole name, paste it here, and
call that S, S. S. Alright, now, let's
go to the input map. Here, look for scattering. Drag and drop it
inside gray value. Switch to create channel. And now it's tick. It's going to be checked. And let's sit. Now you have your
S, S, S exporting. And also you have your
where is it Here? Flight up type based
on output template, and this is our
output templates. So let's change the base color, that it be on PNG. So 8-bit. That's not a problem for mental illness,
roughness and height. Let's change them to tiff and 16 bit T if 16 beat and height. Alright. Emissive, yeah, it'd be
in PNG, doesn't matter. And SSS also tiff 16 bits. Alright, now, let's
go and save, change. Sport. Again. Let's switch to our
new AI standard copy. Alright, now, let's export. Now as you can see when
you are exporting kitchen underlying normal and
then you didn't title. Right? Let me see if it finished. Alright. Now, as you can see, we have all the base colors. As the continuous one shader. You didn't tie one to 62. And also for the emissive
here and wholeness, Norman and all of the channels. So definitely for exporting. And you can create your own
desire export template. So let me rename that a
copy and that copy S, S, S. All right, now we have a new and different
export template. So that's that. Now let's discuss a little bit. Talk a little bit
about the rendering inside the subsidiary painter. As you know, we
have environment, environment map for lighting. I set that to default. Environment light, lighting
insights of steady painter. And we have some settings
here, such as camera. It's on 47, the default
camera that I set inside my 3D software. We have some post effects
such as color correction. Let me enable that. Here. Saturation, contrast
and brightness, and also temperature. Let me disable that. And depth of field. Tone mapping, rough exposure, and gametes. Alright. Layer. It's going to be enabled
for our metallic parts, as you can see, it's
going to be like this. For some dreamy, seen a
little bit of vignette here. And also learns a distortion. Something like this. Alright. We don't need all of these. And below this we
have color profile. Let me see. It's
going to be fake. Color space. I already said that
two or seven or nine. Let me change that to,
for example, here. Let's cycle through them. This actually looks nice. You have control over
the white point as well. It's little bit cartoony look. And here we have a bunch of them enabled
for us by default. And you can make your own or download some
of these color spaces. Alright, now, below there, if you don't have
any teaching at so in order to run their
insights subsisted paint here, you need to hit this
button up here. So let me hit dads. And yet it may change the max
time to 1 second. It's going to warm up. Alright, now we are entering in camera one with
this settings. We have Render Settings
up here, as you can see, mean sample and makes sample, the max destination sample,
desire text, sample. And next time. Also save Render, share towards chain and also some
display eliciting. Those are same as this part is setting
that you having insight. Painter. And also
some shaders setting, such as displacement setting and also subsurface
scattering setting. But the important thing is
up here means I'm pair, let me set that one. Makes sense to Dallas. And and the only thing
you need to do to, in order to render it is
to set the maximum time. I'm going to set that to 600. And it's going to be rendering again or
continue rendering. Also, let me switch
back to 1 second. We are rendering
at 1920 by 1200, so that's not right. Let me overwrite the viewport
setting by adding ten AD. Alright. Now we are entering into NAD. Yeah, it's good. Insight D here, focal view. Let's set that to 50
or maybe less, 40. Maybe it's 35. This is your actual full
view in the real-world. So yeah, I wanted to see the breadth and
depth here and also the handles of the fridge here. Now let's set that to
600 or ten minutes. Ten minutes up here. And
it's can see we have iteration 1 thousand
samples or rendering time. And if the rendering gene, the rich details and sample before reaching
the ten minutes, it's going to be done. And it's going to
be done up here. Or the other way. If for each d ten
minutes but not reach the 10 thousand or Dallas and it's going to
be done as well. So keep that in your
mind. Yeah, that's it. I'm going to let the
I re-render the scene and come back to you
in the next chapter. So CEA.
48. Thank you: Alright guys. It's all there. It's done. And I want to say, thank you for watching this course and hope
you enjoyed it. And also, don't forget to go
back and leave a comment and let us know what we can do to make better course for
you and better materials. So don't forget to practice
and yeah, have fun. Good luck.