Hello, everyone in this with you on the next two windows, I'm going to show you how to colorize your
character and explain all the tools you have in Blender to colorize your character, your model, and
give life to your objects and the character you create.
So in Blender, we have three ways to colorize a character.
The first one is here material your properties.
The second one is if you go up here and click, you see reverse this paints and a turtle is texture
paints which paint is not for coloring.
All right.
It is used for vertex groups and for things like rigging particles and all that.
So don't get confused by the Ford Paint is not for painting the object.
The only the only options you have and one that to color your character or material.
Whereas I don't think in this city we are going to talk about the material in the last with the use
of show the you if you go here and click a new one they will make a make a material for you and you
can hear or change the name for example test.
And then you get this this note here called Principal Beiersdorf if you click on it, you see that you
have other shaders as well.
The main shader of just for color is diffuse burst.
So you only get color, roughness and normal.
You can change the color here for diffuse, but as you can see, we can't see the color because we are
in the shading mode.
If you change it to the material preview over here, you can see how everything has changed.
Now our Q is in red and if we change here, we can see the changes.
All right.
So the diffuse B is only used for just one color and give the object one color.
But the main and we have emission here.
All right.
Emission gives a glow effect to our objects.
But let me have the lights here.
All right.
It gives a mission to our objects.
But when you are in need to enable blue meter, so by going in blue, you can see that the object,
the cube is glowing right now.
If we change the.
Color can see the difference.
If I make a plane, maybe you'll see the effects much better.
Right here.
All right.
Then the other note that you can use, maybe use glass or glossy for trans transmission and those kind
of object.
For example, if you want to make a glass or anything that the light passes through, you use this glass
because you have hairiest ear for hairs.
And yet all the others in this book, Olivia, is there for missiles.
But the main thing we use when working with wonder and materials is will Vista.
If you can do all the things he wants with this one note.
So for example, you have a mission here, right?
And we have roughness, we have metallic specular.
We have all those options in one note.
So if I change the color here, base color, I can change the color.
All right.
And then I have subsurface.
We'll talk about that later.
Then we have metallic specular roughness.
If your object is not a missile, then I recommend to not change these values over here.
Metallic specular.
And this one.
But if your object is metallic metal, you can increase the value of metallic mass of your objects.
And if I go to 100, you can see that my Q is now a metal.
Looks like a metal.
It shines and it reflects lights.
Well, if you if your object is not missile, just leave it a zero and then just play around roughness.
So by default, roughness is 0.5.
You know, I increase it and I get a very rough shape.
And if I decrease it, then I can see some reflection more here as you can see or hear.
Then reflex right is rough.
And again, the other options are not important for us.
These are for various specific situations.
When you want to change, change some aspects like anisotropic use for and useful for headers and stuff.
But not we're not going to discuss here.
Then we have all of these.
We can use all four channels, normals, and that's it.
That's it for notes.
Okay.
Then I have if you go over here to shading, there's a menu here for us, for justice materials.
So we get all these menus.
This is the viewport, this is the file selection, and this is the way we view or images.
All right.
I don't need the images or not or for installation, so I'm just gonna join these areas.
And now, as you can see, I have my note over here and my president, my principles.
Yes.
The is to material.
Okay.
But change the color of your eye to a change any color once.
So what is this material?
If I click on this, the note I can use.
Note if I if this package is on selected, I can use not but this but needs to be selected so I can
use not.
Then I have this one.
I can select other materials as well.
So this is the material or made.
If I saw some material, which is another material, I got this one.
So I would like to test and this is the material half right now.
Okay.
Then if you shift, click, hold shift A, you have some options or you have inputs, for example,
some values you can use for your material creation.
The ambient occlusion can give your objects some ambient.
We may use this, we make a character, then we are versus color in the next with you, you are going
to use this note to see how where it is color over here they we have some outputs over here not very
useful for us.
Then we have shown some shaders.
Shaders are the exact same thing that we reviewed over here, which was this one.
So they only have textures.
Very important, very useful if we are going to talk about this later after I talked about other means
because they're kind of important and then we have a color to kind of manipulate the colors.
So we use saturation.
We can change the color to what we want.
We have some like surface, for example, buffer that makes our displacements mapping to change how
it looks like the bump like.
So it will allow us to make some displacement and some bumps into texture into the material we have
here.
And we have some converter.
These are for material creation.
We're not going to talk about that and that's it.
All right.
So, for example, with textures, if I go here, I have some taste.
These are all some textures that we can use, for example, as used and noise, texture.
You find pieces over here.
And then if I, I have these options, scale, detail and all that, if I put the factor into base color.
All right.
As you can see, I got some shapes over here.
Okay.
I have some shaves, some noses.
All right.
I'm not this sort of color.
And with the color into the base color.
And let's see what we get now.
We get some colors, colorful noises over here.
All right.
These are some noises that we have to control.
This note, this nice texture.
We need to use something called cholera.
So, yes, a cholera place over here, it connects automatically.
All right, then this cover will act as a mask.
So if I go here.
And change this values.
As you can see everything.
Will be changed accordingly.
All right, then we have something.
We have a ads on in blender called No Jungle.
If you could add, edit preference and go to Adam and search note wrangler.
Then you have this note wrangler, which is off by default.
You need to go and enable it.
And this, Adam is very useful.
Gives us some very useful features.
For example, here, if I hold control and shift and click, I can see the effect this this particular
note is having on the whole.
Well, this particular note is having so many.
I clicked on this, I can change the output as well.
So I want the color as well.
And then I can see these black and white values are how they're affecting the material.
So the white areas like this.
Oh, yeah.
All right.
The what areas?
I can.
I know now that will be shown and the black areas will be excluded.
All right.
This.
If I change the color here, I can I can change how it will look so that now the the blue color will
be shown.
If I now control shift click on piece will be still to view here to get to reset it basically then it
said then I'll get this material over here and now I can change the color as well here.
So to anything I want.
And this is black.
I know I can change this color as well.
So I guess a material like this features two notes if I click and I can also change the skill if you
want here after.
Uh.
So I think the.
Colors here.
So use some distortions, some randomness.
I very much.
Very nice shape noise.
If I click some facts do.
If I.
Let's see what happens now.
So they calculate it takes a little time to calculate.
Now, if you go to hologram with control shifts, click and see What is this?
Doing to our.
Colors.
Right.
So nothing.
Nothing changed.
Dramatically.
All right.
But in some cases, we can change these factors, these nodes, and get all the results.
So I don't think I want to show you these on their basis.
Okay.
So I want to make another node over here.
So if I make another texture here, some or something of ordinary texture and I want to see how this
texture is affecting so control shift.
And now I can see how this noise is going to affect my material.
So if I change the scope here, I can see these are some cells making some cells over here.
All right.
And if I duplicate this color up here and give it right here, actually listed it, test it and make
another call.
Now, I want the defaults one and then let's try to distance two factor or color two factor and then
let's control shift, click on Colored Ram and then control the amounts with these two.
So now we can change how this will look if I change the color over here.
So like this.
Now I know if I if I connect this color around to this base color and then resets everything with control,
click on this, which will be a save what my object will look like.
All right, so if I turn that color to base color and then control should key like.
Then I got what I expected to combine these two.
So you made these nodes and you want to combine them.
There's something called mix ogbe.
And then we can do this to color.
To color.
All right.
And now Blender is calculated to combine these two notes.
So we combine these two notes, and with this factor, we can control how much or these two will be
combined.
So 0.5 is the default value.
These are two combined
with the same amount.
So if I change it to zero, it will only show me the column one which so changes to zero.
You will only show me only this one.
And if I show if I increased to one you showing me the second answer with the color two asked.
Would you change it accordingly to whatever you want?
So if you want more of the first group of notes, change it to like this.
If if you like more of the second group, you can change it like this.
Speaking of groups, you can make many groups as you want, many notes as you want, like this, this,
this, many nodes as you want.
And then you make a box, select them, and then control G to make it a group.
So at first you don't see any changes, you just see the nodes you selected.
But if you press tab, then you can see the whole nodes that you have and you only have one and node
group or you.
And if you go here to properties, you can also change the name over here so you can change it to like
of your knowing.
I would change in the group name.
You can do the same with these two tap and we're out and we have a very much cleaner as well so we can
also console.log this this one to have a group the wrong.
All right.
We can also group this one as well.
So, you know, drill or not.
So I think that's all I want to show you about shading.
Surely there are lots you can do for with knows.
Like if you sit on an instrument and blend the forms, you can see people making a lot of notes for
things like skin, like in blender.
You can make a really relaxing skin with just these notes, which is pretty impressive.
All right.
Another way, I want to show you to add a material to your character.
If you go to websites like textures that come all right.
And if you go to the library, there are many materials you can use to download and use in Blender.
So, for example, you can go here, you have this sand cliff.
And if you go to PBR materials, there are some people who are materials and you can download maps.
So if you go to painted well you have some maps over here and if you download all the maps, so we have
color maps, roughness map, normal map.
I've been there.
Collusion and heights.
All right.
You download the download them up.
And if you go here to import that, ma'am, you need to make an image structure for all the maps you
have.
All right, an image texture coordinates.
And a mapping
and you have to say normal.
The vector vector to vector and then open your texture and then color to base color for your albedo
or your base score.
All right.
Now we don't have any texture, so it's black.
And then for roughness, you do the same.
For normal, you do the same.
And for ambient inclusion, for height, you do the same.
And even for height or displacement, you need to add another thing called displacements.
So and then you would connect these days displacement to uh, or if it's to like you got a headache,
just bear with me.
I'm going to show you a very good method.
So dispersion to displacement.
This is, as you can see, very time consuming.
All right.
If I did, it is all I want to show you a very much more faster way.
So I showed you the triangle over here.
All right?
The node wrangler has an option.
Or if you click on it, it tags for also texture detection.
So it also detects your texture.
All right.
If you have these these these names in the end of your image.
So in your base color, you need to have the base color, basic color, the diffuse.
And for metallic, you need to have these names for roughness and all that.
So for example, of downloaded this these textures, as you can see at the end, it has albedo for the
base color.
It has height for the height or displacement as normal for the normal map.
And it doesn't roughness border often, so it matches the names.
That's Node Wrangler needs to also detect your textures to others.
In fact, the shortcut is control shift and t so if I press on so on my principle v sdf control if I
hold control shift and then and then t I get this option to choose my textures.
So if I choose these textures, the Triangle Wrangler will automatically place these textures in my
scene, except the A also the no triangle will not recognize a also you have to do that manually, but
I will include but you won't be include in these nodes.
So if I do that now, as you can see, beautiful like it has automatically added these textures like
out of the base curve.
For us with the or GBE, it's important to use an s RG because base for a base color and for the gray
channel maps like roughness Mansell's displaced many user non color over here and then for map it's
use the on my fixer and for displacement use the displacement vector as I showed you.
So this way we can have a nice texture like this in our scene.
And if I want to add ambient occlusion, all I have to do is shift to, um, to duplicate this texture
means texture.
And then an ambient ambient on collision is a gray channel map.
So I would make it to non color and then push on, press on this, then open, go to my texture folder
and then choose my occlusion folder.
Then I would connect these to this as so I can.
So all the all the maps are in the same location.
Let's change it back to on color.
And then to use my mean occlusion eyes, I need the mixture to be all right if I use a mix.
IGP And now so like this base color and from color to color one.
All right.
And then connect my this is Zambian on collusion with what it says very similar but we chose our collusion
word here.
Okay.
And I select our collusion to color to.
And then that's for for the mixing type.
Okay, let's take the exchange to multiply so we get the best results if I can.
I use it colour to base colour.
Now let's wait for Blender to do some calculation.
Now, as you can see, I have some ambient occlusion which are some shadows in some shadow, details
in the texture itself.
And then I can choose how much ambient occlusion I want.
So as you remember, if I make it close to zero, it will be only.
The collar won't inputs will affect more.
So as you can see, I have some shadows over here with one.
So very nice shadows.
And they'll be you.
Can I just.
I'm in collusion.
Well, here, as you can see, I'm in evey.
And also I can never ambulant collision here you're to get up as a result in evey even is a real time
engine so it can't really show displacement of these textures.
All right, so to show this the displacements, you need to switch it to cycles.
And now see watch what happens when I switch to cycles.
And now we can see we have some height and displacements of these like these edges over here compared
to EV right here, which is kind of flat.
All right.
These four here.
But these are textures, all right?
These are not geometry.
And it doesn't change the geometry.
So if I go closer that you might seem that.
Yeah, these parts are extruded out.
What?
These way?
What if I go closer?
If I get closer, you can see that this is the flat geometry.
And this is only a trick to treat to eyes to.
So you could see, like, this part is extruded.
So I think that's all about materials here.
There is one thing I wanted to show you, which is this thing over here.
If I make you material, if we go down here, we have something called volume.
This is mostly in the latest chapter, but we will use this to add some volume to our scenes.
So what is volume?
Volume will add something like fog and those kind of things to this scene and makes it makes the objects
in this scene to have more depth.
All right.
So let's first make Suzanne over here and then let's add the subdivision surface.
All right.
And then let's make it two and then let's add the material forces and give it straight now like that.
And I'm color not another random color.
Skin color.
Then let's change the roughness a little bit.
All right.
Now, let's make it cute over here, and let's make our Suzanne in the cute.
If I go and make another material, I want this cute eyes as a volume.
So I don't need this cube to have the color all that.
So I just remove this note over here.
And I got a blank sheet.
Then I go to.
Volume many over here, and then I select the volume.
Then I'll have some shade this year as well.
For volume, I only use principal volume or volume scatter.
You can use them both.
It gives a pretty same result.
I personally use all things together.
So if I change, if I because it's simpler, if I slowly some Williams scatter, then we get this thing
over here but we don't see volume much in the viewport shading.
If I change it to the rendering, it is easy right now.
All right.
We watch what happens.
It now makes some clouds, some kind of fog around my Suzanne.
All right.
And then the good thing is I can adjust these volumes.
If I screw it up, it will be adjusted like this.
And if I go like this, we get a seen something like this and then we have something best density on
here.
Over here.
If I decrease it to something like this, we can get much less effects or here.
And you can have more depth with just this volume.
If I hide this volume, as you can see, it's not that much interest.
You know, the volume, it gets so much more interesting, especially if you go to cycles, you get
the effect much more nicely.
The other good thing about volume is that you can change the color as well.
So if I change the color to blue, you get the one which has the green, you get the green one.
And the other thing is that if I change how what the color of the of my lights, I can also make changes
in the volume of my scene and how it will look.
All right.
That is that is it for materials.
I want to show you just these things.
And in the next one, I'm going to we're going to take a look at advertisements.
All right.
And next time, goodbye.