1 00:00:01,080 --> 00:00:01,830 Hello again. 2 00:00:02,009 --> 00:00:09,900 In this video, we're going to review the last option you have in Blender to colorize and give life 3 00:00:09,900 --> 00:00:10,920 to your character. 4 00:00:11,760 --> 00:00:19,410 First off was delete the default Q by person X and then make another cube over here. 5 00:00:20,940 --> 00:00:23,550 Then you will go for texture, painting. 6 00:00:23,550 --> 00:00:30,640 You need some some, let's say, steps of setups. 7 00:00:30,660 --> 00:00:31,050 All right. 8 00:00:31,620 --> 00:00:34,190 The first thing is you view graphene. 9 00:00:34,200 --> 00:00:35,830 So if you don't know, you mean wrapping. 10 00:00:35,850 --> 00:00:39,960 This is not a cause to talk about. 11 00:00:39,960 --> 00:00:42,420 You'll be unwrapping very thoroughly before. 12 00:00:42,420 --> 00:00:52,200 Once you want to show, you know how the world is that the unwrapping is we are in the treaty workspace, 13 00:00:52,200 --> 00:00:52,590 right? 14 00:00:52,920 --> 00:00:54,840 This is a 3D workspace. 15 00:00:55,110 --> 00:00:59,010 And then you re unwrapping or you can see you re eraser. 16 00:00:59,640 --> 00:01:09,300 It makes it to the image here for us to so we can manipulate our 2D image and the projects, every detail 17 00:01:09,300 --> 00:01:13,290 we added to our through the image to our 3D image. 18 00:01:13,500 --> 00:01:22,800 This is the same thing that we did with the shading and adding material and using those pure maps that 19 00:01:22,800 --> 00:01:25,410 we use to make a. 20 00:01:26,820 --> 00:01:34,710 Wood texture on our cubes so used the default U.V. on wrapping that blonder has four default shapes. 21 00:01:35,040 --> 00:01:43,200 So for primary meshes, these are these have the all have a U.V. aura. 22 00:01:43,290 --> 00:01:46,780 So the all of our UV on has a map. 23 00:01:46,800 --> 00:01:47,190 All right. 24 00:01:47,640 --> 00:01:57,160 So we use that to project those maps into that, which were just two of the images into our object. 25 00:01:57,190 --> 00:01:59,060 If I want to show you. 26 00:01:59,070 --> 00:02:01,770 So we use this texture, all right? 27 00:02:02,460 --> 00:02:09,360 You use this texture to use this texture, which is a to the image. 28 00:02:09,720 --> 00:02:15,510 And we just used it in this whole image. 29 00:02:15,690 --> 00:02:22,350 Use this image to project that into our 3D object. 30 00:02:22,380 --> 00:02:23,730 I hope that's Stansberry. 31 00:02:23,730 --> 00:02:35,100 Too complicated but yeah that's you've written Soviet Union rep to to paint in the UVA space and then 32 00:02:35,100 --> 00:02:40,380 projected into the 3D space for Blender and many many other applications. 33 00:02:40,380 --> 00:02:49,410 The application texturing applications allows us to actually directly paint on the 3D object and then 34 00:02:49,410 --> 00:02:53,250 project it is a 3D object or is other way around the window. 35 00:02:53,250 --> 00:03:03,660 But you can paint both through the viewport and 3D viewport to texture your object so as the last thing 36 00:03:03,720 --> 00:03:11,880 about you can wrapping if you go here and see this picture so it rips the faces of our object like this 37 00:03:11,880 --> 00:03:21,810 queue, erupts this the face and then makes these and the makes makes these to the image. 38 00:03:21,810 --> 00:03:30,750 And when we like color these this pass of this part of the face, which is the 2D part like, right. 39 00:03:31,170 --> 00:03:39,750 So this is a 2D part like we call this part is also color the correspondence and pass as well. 40 00:03:39,750 --> 00:03:43,560 So if I click on here, we can see better which path we're selecting. 41 00:03:43,560 --> 00:03:50,250 So we're selecting this part now this course is here and this path is here. 42 00:03:50,250 --> 00:03:57,750 So if the paints are to the image or here, then will be projected to our choose. 43 00:03:57,750 --> 00:04:02,130 The image is very useful because in the aligns with you we talked about how. 44 00:04:03,180 --> 00:04:10,890 Uh, it's very hard to paint British paint when the resolution is very high. 45 00:04:10,920 --> 00:04:15,410 I guess when, like, debug when using words, it was in texture painting. 46 00:04:15,780 --> 00:04:23,460 Only using one map or two or three or four maps to just texture out objects. 47 00:04:23,460 --> 00:04:26,370 And it's very, very much easier to do. 48 00:04:27,000 --> 00:04:30,060 So, yes, that's all about the unwrapping. 49 00:04:30,070 --> 00:04:41,420 If you want to know how to, you will wrap your mess you need to go to it is more press all by a all 50 00:04:41,430 --> 00:04:48,000 right it's all faces and then go over here into this option when you were here. 51 00:04:48,930 --> 00:04:58,480 Press on here and you see these options of using or the shortcut for bringing up many of these you you 52 00:04:58,530 --> 00:05:00,180 menu is you. 53 00:05:00,390 --> 00:05:08,070 So by pressing use and pressing your here, these options if I select are up it will probably give me 54 00:05:08,070 --> 00:05:09,110 something like this. 55 00:05:10,410 --> 00:05:14,130 It will give me this this Seymour here. 56 00:05:14,250 --> 00:05:14,580 All right. 57 00:05:15,510 --> 00:05:18,930 So if I press them, then we have some other options as small. 58 00:05:18,930 --> 00:05:19,600 You you pros. 59 00:05:19,690 --> 00:05:27,240 It uses some calculation to you a project to to make a u v for your objects. 60 00:05:27,250 --> 00:05:29,610 If I make this will give me this result. 61 00:05:29,970 --> 00:05:31,710 And we have some other options. 62 00:05:31,710 --> 00:05:37,350 For example, a cute project in Q projection and then cylinder projection for you. 63 00:05:37,350 --> 00:05:44,100 You can use these four measures for simple measures in our object. 64 00:05:44,130 --> 00:05:52,200 And okay, so I recommend to not to use these forms so they're not good in my experience and not good 65 00:05:52,200 --> 00:05:56,340 like I never I got a really good result. 66 00:05:56,340 --> 00:06:05,520 So I, you only use manual unwrapping or a small TV projection or if I'm just working on a on one single 67 00:06:05,520 --> 00:06:09,750 camera shot this use project from view which is very useful. 68 00:06:10,170 --> 00:06:17,310 All right, but let's do this cube and add a sphere and then smooth it. 69 00:06:18,600 --> 00:06:20,430 All right, we have this. 70 00:06:20,430 --> 00:06:21,430 The folds. 71 00:06:22,110 --> 00:06:23,100 You've right. 72 00:06:23,160 --> 00:06:32,420 And if you are up there it says are a fill to solve is because you don't have any seems so to use all 73 00:06:32,430 --> 00:06:42,000 wrap any objects and actually your character in the blender you need seams and when the uses this seems 74 00:06:42,480 --> 00:06:53,070 to rip the face in and turn it into a into into a through the and rip the image. 75 00:06:53,370 --> 00:07:01,500 I you know if you get well I mean this is the same thing so there are for this queue the seams are over 76 00:07:01,500 --> 00:07:03,150 here, right? 77 00:07:03,150 --> 00:07:06,030 The seams are over here and over here. 78 00:07:06,030 --> 00:07:10,590 So you made two, three, one, two, three. 79 00:07:12,780 --> 00:07:22,290 Seems to unwrap this and make it make this into a flat image and we need to do this for every object 80 00:07:22,290 --> 00:07:22,860 we have. 81 00:07:22,860 --> 00:07:28,380 So this is the default EUV, so we want to add seams. 82 00:07:28,530 --> 00:07:29,190 All right. 83 00:07:29,580 --> 00:07:36,990 So like some loops, for example, this one by clicking alt and click and then I get this look, now 84 00:07:36,990 --> 00:07:45,180 I go to u, v and then marks seam and then it makes the edges, then select something else where it's 85 00:07:45,180 --> 00:07:45,540 color. 86 00:07:45,990 --> 00:07:54,150 This shows me that these edges are seen as are marked as seen. 87 00:07:54,690 --> 00:08:01,320 So if I select here right now, like all three here and then select this edge and then select this edge, 88 00:08:01,530 --> 00:08:01,860 right? 89 00:08:02,580 --> 00:08:09,570 So I wanted to select this edge and then go here and this is as well. 90 00:08:09,570 --> 00:08:12,810 And I want this these edges to be more as seen. 91 00:08:12,810 --> 00:08:20,400 So I'm aiming to brief these like this like I'm going to rip this and then rip it like this. 92 00:08:20,670 --> 00:08:22,200 And then I have two faces. 93 00:08:22,680 --> 00:08:26,100 Want this one and want to work here. 94 00:08:26,100 --> 00:08:26,550 This one. 95 00:08:26,790 --> 00:08:28,980 All right, so I'll go here again. 96 00:08:28,980 --> 00:08:39,270 You re my seam, or you can add these two quick favorites and you can bring up the quick favorites by 97 00:08:39,270 --> 00:08:43,559 pressing cute as you can see, our maximum fluency. 98 00:08:44,100 --> 00:08:53,280 So let's go here, click this loop, it's all click and then I'm rescue to bring up my quick favorites 99 00:08:53,880 --> 00:09:00,750 and then press on Mark same all right and then I have these seams some applied for you can have paint 100 00:09:01,380 --> 00:09:02,580 was to. 101 00:09:03,530 --> 00:09:03,810 Yeah. 102 00:09:03,830 --> 00:09:06,920 Make a scene here and then I'll wrap it here. 103 00:09:06,920 --> 00:09:12,850 And then these two face or here may be, like, too much for me. 104 00:09:12,890 --> 00:09:13,700 I like. 105 00:09:13,700 --> 00:09:16,810 I want to optimize the sphere, right? 106 00:09:16,820 --> 00:09:24,140 I can even make this without these looks through these two looks like with this edge alone, I can make 107 00:09:24,350 --> 00:09:29,510 good use on wrapping, but I want this to be optimized for me. 108 00:09:29,510 --> 00:09:34,970 And so I choose this method so you can you can do whatever you want. 109 00:09:35,120 --> 00:09:41,920 So to use the whole wrap, you need to select all the phases, all the resources to do that first day. 110 00:09:42,410 --> 00:09:48,170 And then when all the faces are selected, go to you. 111 00:09:48,170 --> 00:09:49,610 We are up or. 112 00:09:49,940 --> 00:09:58,190 Q When you are going to click photographs or you are so you just go, we're going to go here, you re 113 00:09:58,970 --> 00:10:00,770 on and see what happens. 114 00:10:00,770 --> 00:10:04,820 So I have this one sphere. 115 00:10:04,820 --> 00:10:19,520 So I have, as I predicted, this, made this same made a shape like this and yeah, so I have these 116 00:10:19,520 --> 00:10:29,030 ones of these rooms separated like this is the bottom, right? 117 00:10:29,630 --> 00:10:30,920 And this is. 118 00:10:32,550 --> 00:10:36,270 The top topline separated for my UVA. 119 00:10:36,270 --> 00:10:43,320 And this way when I go to texturing, I can quickly like give a color to this part if I want. 120 00:10:43,890 --> 00:10:51,450 I did this to show you how we can use our you texturing in different situation that you don't need to 121 00:10:51,720 --> 00:11:00,360 always make the same seams every time you can use this, like you're planning to color these parts and 122 00:11:00,360 --> 00:11:08,970 then, you know, the, the top part is the important that the edges will be seen because you know, 123 00:11:09,270 --> 00:11:20,700 because when we make seems like these I make seems like this these will be shown in the viewport when 124 00:11:20,850 --> 00:11:23,520 when we view our 3D objects. 125 00:11:23,820 --> 00:11:24,180 All right. 126 00:11:25,760 --> 00:11:33,740 Unless we do some manipulation, some adjustments to blend these together because these are like apart 127 00:11:33,740 --> 00:11:36,740 from each other, as you can see, it goes to like the face solution. 128 00:11:36,740 --> 00:11:41,480 And so like this one, this is or here and so like this one, this is here. 129 00:11:41,870 --> 00:11:49,340 So this makes some differences between the color or it makes them edge over here. 130 00:11:49,340 --> 00:11:56,390 So it is better if you make seams when they are hidden and you don't see them. 131 00:11:56,390 --> 00:12:03,650 So for example, if your camera shot is over here, then is a good thing because we don't want to see. 132 00:12:04,550 --> 00:12:12,410 Well, as I said before, we have ways to solve this problem, blend these two together. 133 00:12:12,470 --> 00:12:12,770 All right. 134 00:12:13,580 --> 00:12:14,480 That's all for you. 135 00:12:14,490 --> 00:12:15,740 We wrapping. 136 00:12:15,740 --> 00:12:20,060 I want to show you how it's done, like the very basic stuff. 137 00:12:20,210 --> 00:12:27,950 If you want to know more, maybe search union wrapping or blender or you have more happening in general 138 00:12:27,950 --> 00:12:34,640 and read some stuff or or some videos and you get the idea. 139 00:12:34,640 --> 00:12:40,310 It's not very hard when you need to do some of your wrapping to get their head around how it works. 140 00:12:40,730 --> 00:12:49,530 We are going to wrap our service around so you can wait for that part as well to get a more good more 141 00:12:49,580 --> 00:12:50,810 idea about how it works. 142 00:12:50,960 --> 00:12:51,290 All right. 143 00:12:52,040 --> 00:12:55,730 Now I have you have a sphere here. 144 00:12:55,730 --> 00:13:02,390 Your wraps is go to this is let's sit here for a while. 145 00:13:03,060 --> 00:13:07,250 I want to show you the set up we need for texture painting. 146 00:13:07,250 --> 00:13:11,930 So if I go to texture painting right now, there is a whole menu here, texture painting. 147 00:13:12,380 --> 00:13:17,810 Or we can just control it up and go to texture painting. 148 00:13:17,810 --> 00:13:18,580 Right, right. 149 00:13:18,830 --> 00:13:21,380 Now, let's go to texture painting here. 150 00:13:21,500 --> 00:13:23,270 So you have a nice menu here. 151 00:13:23,270 --> 00:13:27,290 This is a 3D view and this is a 2D view, which is actually an image. 152 00:13:27,290 --> 00:13:31,580 And it's all right, image is a region paint here. 153 00:13:31,940 --> 00:13:34,010 It will project on our to the objects. 154 00:13:34,730 --> 00:13:40,830 But we have these these color over here, this purple. 155 00:13:41,160 --> 00:13:49,130 And whenever whenever you see a purple color on your object in texture paint, it means only one thing. 156 00:13:49,340 --> 00:13:52,640 It means that you don't have texture. 157 00:13:53,690 --> 00:13:59,570 So it means one, there isn't finding any texture for your objects. 158 00:13:59,870 --> 00:14:00,230 All right. 159 00:14:00,710 --> 00:14:03,890 So what does that mean for, you know, for coloring? 160 00:14:03,890 --> 00:14:10,910 So, for example, I mean, brush molds like drum wood and I have a white color and you can see I can't 161 00:14:11,450 --> 00:14:12,560 make any color all over again. 162 00:14:13,100 --> 00:14:15,350 You need three steps to do so. 163 00:14:15,470 --> 00:14:18,150 Remember these three steps all the time. 164 00:14:18,680 --> 00:14:23,540 You need first two that are wrapping. 165 00:14:23,540 --> 00:14:32,320 So on the first thing to do for object for setting up the texture, painting is all right because this 166 00:14:32,320 --> 00:14:35,990 is the same thing as we have for research painting. 167 00:14:35,990 --> 00:14:39,680 So we have to add the note and then sets up. 168 00:14:39,680 --> 00:14:42,830 So we have to do a set up before doing the texture. 169 00:14:42,830 --> 00:14:47,840 And it doesn't take much, not something like it only takes maybe 2 seconds. 170 00:14:47,840 --> 00:14:48,200 All right. 171 00:14:48,200 --> 00:14:49,500 But you need to know this step. 172 00:14:49,520 --> 00:14:56,930 So you need to first have your objects on objects on reps and ready for it to the image like this. 173 00:14:57,020 --> 00:14:57,290 Right. 174 00:14:58,100 --> 00:15:02,840 The second thing is to make 175 00:15:05,330 --> 00:15:06,230 image texture. 176 00:15:11,060 --> 00:15:17,330 So you need to make an image texture as your background of you to the image. 177 00:15:17,490 --> 00:15:17,910 I do. 178 00:15:17,930 --> 00:15:19,520 I can offer to give you a fork. 179 00:15:19,520 --> 00:15:19,790 Right. 180 00:15:20,480 --> 00:15:22,860 And you do that by going over here. 181 00:15:22,880 --> 00:15:24,920 So you are in images. 182 00:15:24,920 --> 00:15:30,650 Or if I go to your editor here or let's go back to images. 183 00:15:31,040 --> 00:15:32,540 It doesn't make any difference. 184 00:15:33,350 --> 00:15:37,880 I have the option to make an image. 185 00:15:38,120 --> 00:15:38,480 All right. 186 00:15:38,960 --> 00:15:42,340 So here, create a new image or of an image? 187 00:15:43,160 --> 00:15:45,440 So I open the image here. 188 00:15:45,990 --> 00:15:46,370 All right. 189 00:15:46,520 --> 00:15:52,610 I can select a texture like a texture used in the material and shading video. 190 00:15:53,090 --> 00:15:59,150 I can use the texture, and I can use that to in texture. 191 00:15:59,930 --> 00:16:04,640 Like use this the texture for my color, the color of my object. 192 00:16:06,200 --> 00:16:11,810 I want to make my own texture so I can colorize myself manually. 193 00:16:12,440 --> 00:16:17,380 So I click on New and then I choose a name like Let's go for tests. 194 00:16:18,830 --> 00:16:20,280 And then I have the resolution here. 195 00:16:20,300 --> 00:16:21,410 This is very important. 196 00:16:21,410 --> 00:16:30,290 Like if you choose a resolution very low, like 512 in 512, this issue may not look great. 197 00:16:30,650 --> 00:16:33,650 Well, there is a is way too low. 198 00:16:34,130 --> 00:16:40,680 So I always go for something like if you go here like ten, 24, it's like one. 199 00:16:40,680 --> 00:16:40,990 Okay. 200 00:16:41,000 --> 00:16:42,740 All right, then, ten for one. 201 00:16:43,310 --> 00:16:48,690 If you press a star on your keyboard, it will multiply. 202 00:16:48,690 --> 00:16:49,430 It will do. 203 00:16:49,700 --> 00:16:51,800 It works as a calculator. 204 00:16:52,100 --> 00:17:01,910 So if I press star and then press two, it is going to calculate and 1024 multiply to. 205 00:17:01,930 --> 00:17:11,450 So if I press enter, it will give me two K or 2048 resolution and for call difference here of a box, 206 00:17:11,450 --> 00:17:18,109 I have a square with a 20, 40, 48 resolution. 207 00:17:18,109 --> 00:17:20,530 If I want a 4K resolution, I just do that. 208 00:17:20,540 --> 00:17:21,859 I have a 4K resolution. 209 00:17:22,609 --> 00:17:22,970 All right. 210 00:17:23,270 --> 00:17:34,660 And if I can do the same for like going back, I can do that with that slash button, slash button 2 211 00:17:34,660 --> 00:17:36,910 to 2040. 212 00:17:37,640 --> 00:17:46,040 The color if it or color it, it defines the the background color after image texture. 213 00:17:46,340 --> 00:17:48,170 The default one is black. 214 00:17:48,320 --> 00:17:52,220 So problem is going to end up as black. 215 00:17:52,220 --> 00:17:55,540 But I usually change it to something else. 216 00:17:55,550 --> 00:18:01,940 Like if I want, if I if I want the texture of a skin, I changed to something like brown. 217 00:18:02,420 --> 00:18:04,670 So I have a better idea, like what I'm dealing with. 218 00:18:04,670 --> 00:18:05,030 Right. 219 00:18:05,240 --> 00:18:13,040 So if I'm 16, like, like cloth and my code is like blue, I would going to make my background blue 220 00:18:13,040 --> 00:18:13,440 as well. 221 00:18:13,460 --> 00:18:15,890 So it's just a visual thing. 222 00:18:15,890 --> 00:18:17,300 It doesn't matter in the end. 223 00:18:17,300 --> 00:18:20,720 So because we are going to do the texture manually, why? 224 00:18:21,110 --> 00:18:23,240 Well, let's change that to the default thing. 225 00:18:24,140 --> 00:18:34,780 Black And when I press okay, as you can see, I have this black background or behind my you are up. 226 00:18:35,150 --> 00:18:35,570 All right. 227 00:18:36,470 --> 00:18:36,890 So. 228 00:18:38,060 --> 00:18:41,690 We did our second stage make image texture. 229 00:18:42,140 --> 00:18:42,470 All right. 230 00:18:42,920 --> 00:18:49,790 And now we need to do the last stage, which is to select. 231 00:18:52,370 --> 00:18:53,180 Texture. 232 00:18:55,610 --> 00:18:56,690 In shaving. 233 00:18:59,000 --> 00:19:02,040 All right, I have these these steps for myself. 234 00:19:02,060 --> 00:19:05,630 So we go to shading. 235 00:19:05,840 --> 00:19:08,330 We made the image texture here. 236 00:19:08,690 --> 00:19:14,280 Why the no test that with a true fair resolution and the background is locked. 237 00:19:14,570 --> 00:19:20,060 So we go to shading and we set a material for our sphere. 238 00:19:20,060 --> 00:19:22,190 So new we have this material. 239 00:19:22,940 --> 00:19:31,840 And then like I said, you can add an image texture right here and then mapping and then coordinate. 240 00:19:31,850 --> 00:19:35,240 But there's a very good shortcut for it. 241 00:19:35,240 --> 00:19:40,240 So I showed you in the material with you about naught triangle. 242 00:19:40,610 --> 00:19:42,530 So my enemy, no triangle. 243 00:19:43,070 --> 00:19:47,330 These are very nice shortcuts that you don't have by default. 244 00:19:47,960 --> 00:19:55,740 So I showed you to automatically bring textures to material. 245 00:19:56,600 --> 00:20:02,510 The shortcut is control shift t but to do the same thing. 246 00:20:02,510 --> 00:20:04,340 The same with just one texture. 247 00:20:04,350 --> 00:20:07,790 So you want to bring want sure to your material. 248 00:20:08,030 --> 00:20:19,460 The shortcut is control t so just control t selecting the shader and the control t it will automatically 249 00:20:19,460 --> 00:20:19,790 add. 250 00:20:19,790 --> 00:20:26,290 The result will automatically add this image texture. 251 00:20:26,610 --> 00:20:29,130 It's a mapping with the texture column. 252 00:20:29,720 --> 00:20:34,120 And then I go here and then in this box, which is a selection box. 253 00:20:34,130 --> 00:20:41,150 Okay, I select the image I just made the taste image and now watch what happens. 254 00:20:41,300 --> 00:20:46,130 We have these black background that we had over here. 255 00:20:46,730 --> 00:20:47,090 All right. 256 00:20:47,420 --> 00:20:52,760 Now that this stages are complete, all right, now we have our ups, our objects. 257 00:20:53,180 --> 00:21:00,530 We have made an image texture in a resolution that we wanted, which in this case was a2k resolution. 258 00:21:00,980 --> 00:21:04,730 And then we selected the texture we made in the shading menu. 259 00:21:05,240 --> 00:21:08,090 Now we are ready to texture. 260 00:21:09,080 --> 00:21:21,260 All right, now, if I go here with white color and then start clicking, because as you can see, I 261 00:21:21,260 --> 00:21:26,240 can texture my smart objects. 262 00:21:27,530 --> 00:21:31,220 And the cool thing is you can do in the full thing. 263 00:21:31,230 --> 00:21:36,200 So as you can see, I added these lines and it will be added here. 264 00:21:38,300 --> 00:21:42,650 When I let go of my left click button. 265 00:21:42,680 --> 00:21:46,960 So when I go off my little AFC muscle, it will be up to zero as well. 266 00:21:47,400 --> 00:21:48,590 Works here as well. 267 00:21:48,600 --> 00:21:53,150 So in the image editor you need to be in an intake paint menu. 268 00:21:53,720 --> 00:21:56,330 You are by default an image editor. 269 00:21:57,050 --> 00:21:58,790 Then you need to set this to paint. 270 00:21:58,820 --> 00:22:00,170 You may set this to view. 271 00:22:00,170 --> 00:22:01,400 It doesn't work in view. 272 00:22:01,800 --> 00:22:04,010 You need to set this to paint. 273 00:22:04,010 --> 00:22:06,710 And then if you draw here as well. 274 00:22:07,190 --> 00:22:08,630 As you can see here. 275 00:22:10,080 --> 00:22:10,500 All right. 276 00:22:10,650 --> 00:22:13,350 You see the results, too. 277 00:22:13,890 --> 00:22:17,940 Okay, so it works both ways, so keep that in mind. 278 00:22:19,020 --> 00:22:21,260 Let me make this bigger. 279 00:22:21,270 --> 00:22:23,520 So let's explain here. 280 00:22:23,880 --> 00:22:32,700 If you watch the Birth Pains video, we talked about most things here. 281 00:22:32,700 --> 00:22:34,230 These are similar. 282 00:22:34,500 --> 00:22:39,270 So if you want to know about these things, just refer to that video. 283 00:22:39,270 --> 00:22:44,430 I'm not going to talk about them again, but here we have the same thing. 284 00:22:44,820 --> 00:22:45,960 This is for drawing. 285 00:22:46,470 --> 00:22:48,540 This is for boring or a small thing. 286 00:22:48,930 --> 00:22:51,580 And this is for smearing sensing. 287 00:22:52,080 --> 00:22:53,430 And this is for cloning. 288 00:22:53,430 --> 00:23:00,630 This is something that we didn't have in our vertex videos in red this morning. 289 00:23:00,630 --> 00:23:01,500 We're going to have cloning. 290 00:23:01,500 --> 00:23:07,800 So if I do this, we can clone this show that we did, which is that. 291 00:23:08,070 --> 00:23:10,110 So we have fill as well here. 292 00:23:10,770 --> 00:23:14,080 So yeah, you don't need to press shift. 293 00:23:14,080 --> 00:23:14,680 Okay. 294 00:23:14,700 --> 00:23:24,060 Like we did in vertex painting, you just select this fill and click an object and then the object will 295 00:23:24,060 --> 00:23:26,490 be filled like this. 296 00:23:26,910 --> 00:23:29,040 So the background is the same. 297 00:23:29,370 --> 00:23:35,640 All right, you just fields the objects, okay? 298 00:23:37,020 --> 00:23:38,430 That's all the masking. 299 00:23:38,430 --> 00:23:41,130 We will not talk in this video. 300 00:23:42,600 --> 00:23:51,750 I will show you how to use masking, but we will probably take a more advanced look into it in the later 301 00:23:51,750 --> 00:24:00,450 chapters when we texture our okay, so let's go back to the brush settings and this doesn't give us 302 00:24:00,450 --> 00:24:02,760 all of things to work with. 303 00:24:02,820 --> 00:24:06,150 That's very important, the texture we talked about. 304 00:24:06,150 --> 00:24:09,330 But I want to show you the difference we have here. 305 00:24:09,330 --> 00:24:16,290 So if I select on Texture New, it will add a texture here that we need to select. 306 00:24:16,440 --> 00:24:24,630 And I can select texture, so I'll want to show you something and then last with you is selected this 307 00:24:24,630 --> 00:24:31,380 and we do all of our of the wood texture and we didn't get a good result that was basically because 308 00:24:31,380 --> 00:24:35,790 as I explained, because we didn't have enough resolution. 309 00:24:36,360 --> 00:24:44,300 But now in texture painting, we don't need resolution like in any object because we are painting on 310 00:24:44,310 --> 00:24:45,630 it to the image. 311 00:24:45,630 --> 00:24:47,400 It doesn't matter. 312 00:24:47,400 --> 00:24:54,120 And we get a very good edges and the resolution of our texture depends on the resolution of the image 313 00:24:54,120 --> 00:24:55,480 we made, which is true. 314 00:24:55,480 --> 00:24:56,130 Okay, here. 315 00:24:56,760 --> 00:25:05,130 So now I have my texture so that if I go to properties over here and then go down here, the texture, 316 00:25:05,130 --> 00:25:07,290 I can see my texture over here. 317 00:25:07,290 --> 00:25:08,880 It was just updated. 318 00:25:09,360 --> 00:25:16,200 So with tile options, tiles options, 3D view point, we usually don't get any good results. 319 00:25:16,890 --> 00:25:21,570 The same thing I explained in or is experiencing for texture shifting. 320 00:25:22,050 --> 00:25:23,490 Always, always, always. 321 00:25:23,490 --> 00:25:31,950 I recommend to go with the sensor again in the last video we discuss about the sensor, but to move 322 00:25:31,950 --> 00:25:37,590 this sensor you need to use the right click and for rotating it control. 323 00:25:38,010 --> 00:25:38,340 Right. 324 00:25:38,910 --> 00:25:46,620 So I go to this part of my mesh and then I zoom in and I want this part of my mesh with this texture. 325 00:25:46,890 --> 00:25:49,020 So imagine this section is something else. 326 00:25:49,020 --> 00:25:51,810 Like imagine something that you made in another application. 327 00:25:51,810 --> 00:25:59,760 Maybe you made something in Photoshop like you made like you made an assignment and M and letter like 328 00:25:59,760 --> 00:26:00,450 a logo. 329 00:26:00,450 --> 00:26:01,590 You have a logo here. 330 00:26:01,620 --> 00:26:01,980 All right? 331 00:26:02,370 --> 00:26:05,970 You just bring it in and then you use stencil. 332 00:26:06,450 --> 00:26:11,940 And then if I click here, I have this texture like this. 333 00:26:11,940 --> 00:26:13,590 So this is very good. 334 00:26:13,590 --> 00:26:23,120 Like, if I zoom out, you can see the texture is just projected on my mesh and in my 2D viewpoint, 335 00:26:23,820 --> 00:26:26,880 just like that, let's do that again. 336 00:26:26,880 --> 00:26:30,030 So right click here, let's zoom out. 337 00:26:31,500 --> 00:26:40,140 That's texture, paint this whole area and we get this result, which is very, very cool. 338 00:26:40,800 --> 00:26:48,510 So always you always since like if I change it to tile as you can see, or in this case because you 339 00:26:48,510 --> 00:26:52,680 have an unwraps and like this it works well, okay. 340 00:26:52,890 --> 00:26:58,470 Because we have a sphere object and it is just using a tile to go around. 341 00:26:58,470 --> 00:26:58,800 All right. 342 00:26:58,800 --> 00:27:05,340 But if you if you click and let go, it will use it will make some differences. 343 00:27:05,340 --> 00:27:09,100 As you can see, some you know, it's hard them using the texture. 344 00:27:10,430 --> 00:27:16,730 If you want to just paint the texture, in some cases you may want to paint texture you like you have 345 00:27:16,730 --> 00:27:20,540 a certain texture, you want to paint it, go with view paint. 346 00:27:20,540 --> 00:27:23,890 So you play will give you a better result than you. 347 00:27:24,370 --> 00:27:32,750 You want some texture paint, some certain textures, like a crocodile texture, and you want to just 348 00:27:32,750 --> 00:27:34,910 paste a skin texture. 349 00:27:35,150 --> 00:27:36,830 I'll give it a go to resolve that. 350 00:27:36,860 --> 00:27:40,860 But always I think you should go with this. 351 00:27:40,970 --> 00:27:44,150 And so to get a very 352 00:27:46,580 --> 00:27:54,800 precise think, right, so let's fill this again with whites and then let's go here. 353 00:27:54,800 --> 00:28:02,300 As I explained before, we have all of these options over here as well as over here in my workspace. 354 00:28:02,300 --> 00:28:02,620 Yeah. 355 00:28:02,630 --> 00:28:03,020 So. 356 00:28:03,710 --> 00:28:06,230 Okay, except the color palette and color. 357 00:28:06,440 --> 00:28:06,860 All right. 358 00:28:07,310 --> 00:28:11,720 So texture mask, we can use texture mask. 359 00:28:12,300 --> 00:28:15,200 We didn't have texture mask in versus paint. 360 00:28:15,200 --> 00:28:18,350 So this is something just for texture painting. 361 00:28:18,860 --> 00:28:23,690 And if you go here, what's the latest texture? 362 00:28:23,870 --> 00:28:31,840 All right, let's go here and let's go to texture mask mainly over here, which is the same thing as 363 00:28:31,910 --> 00:28:32,270 here. 364 00:28:32,390 --> 00:28:33,260 All right, let's. 365 00:28:34,290 --> 00:28:36,010 That's new. 366 00:28:37,770 --> 00:28:38,160 All right. 367 00:28:38,520 --> 00:28:41,640 And now we have less delete our texture. 368 00:28:41,670 --> 00:28:44,040 This will interfere in our math. 369 00:28:44,080 --> 00:28:47,790 So be sure to always have this texture. 370 00:28:47,820 --> 00:28:51,090 Often you're using the texture and the mask. 371 00:28:51,690 --> 00:28:55,670 And then if you go to our texture and you add a texture. 372 00:28:55,910 --> 00:28:56,340 Right? 373 00:28:56,760 --> 00:28:58,110 So, for example. 374 00:28:58,260 --> 00:29:09,030 So first of all, for texture mask, we'll use a black and white image for painting. 375 00:29:09,240 --> 00:29:09,540 All right. 376 00:29:09,840 --> 00:29:16,620 So you you want to add a black and white image, a.k.a an awful image. 377 00:29:16,920 --> 00:29:17,250 All right. 378 00:29:17,250 --> 00:29:21,690 So you want an alpha image for your texture mask? 379 00:29:21,690 --> 00:29:25,430 If I click on here, it will show me the texture type. 380 00:29:25,440 --> 00:29:34,140 And if I go here in an open and let's choose an all full here like like asking my version here. 381 00:29:35,050 --> 00:29:40,410 And this is just an old form, which is some dots right there scattered around. 382 00:29:40,440 --> 00:29:45,420 That's not anything that's fancy, like just some dots or whatever. 383 00:29:46,200 --> 00:29:57,270 And what does this texture mask what what is texture mask does is that uses this black and white image 384 00:29:57,270 --> 00:30:04,530 to d to to decide what will be shown and what will not be shown. 385 00:30:04,530 --> 00:30:04,860 Right. 386 00:30:05,220 --> 00:30:12,540 So you will not show all the black areas and it will show all the white. 387 00:30:12,780 --> 00:30:13,050 Yes. 388 00:30:13,530 --> 00:30:21,300 So uses these as as a way to determine what to show and not what not to show. 389 00:30:21,480 --> 00:30:21,810 All right. 390 00:30:22,260 --> 00:30:31,110 And we can use this ar to paint objects with a searching of. 391 00:30:31,530 --> 00:30:35,440 So if I go to here and change the color to red. 392 00:30:36,360 --> 00:30:36,750 All right. 393 00:30:37,230 --> 00:30:48,870 And if I press here, Blender will use this mask to define which areas to t to paint. 394 00:30:49,230 --> 00:30:51,510 All right, the white areas will be paints. 395 00:30:51,510 --> 00:30:58,980 And because we have used another color red and the root color will be paint. 396 00:30:59,220 --> 00:31:00,900 So let's do this right now. 397 00:31:02,610 --> 00:31:04,380 It was zooming in, as you can see. 398 00:31:05,250 --> 00:31:14,490 Let's let me disable the pressure so you can see that we are painting this over over here. 399 00:31:14,760 --> 00:31:20,600 So again, over here, as you can see, this oval is past. 400 00:31:20,640 --> 00:31:25,670 So let's change to viewpoint and this will give us a better result. 401 00:31:25,680 --> 00:31:34,980 A spray like this is much more like the spray are all full or or everywhere. 402 00:31:35,260 --> 00:31:35,550 Right? 403 00:31:36,330 --> 00:31:38,430 And then we can choose random here. 404 00:31:38,460 --> 00:31:38,880 All right. 405 00:31:39,210 --> 00:31:45,240 And then enable random option over here to even add more randomization. 406 00:31:45,600 --> 00:31:53,670 More randomization or random randomization of equal right is awards is the great work, but more to 407 00:31:53,700 --> 00:31:54,930 make it more randomized. 408 00:31:55,020 --> 00:32:07,440 So if I now isolate to randomize a random and then if I click it will paint it more randomize way, 409 00:32:07,920 --> 00:32:08,190 right. 410 00:32:09,300 --> 00:32:10,370 So that's all. 411 00:32:10,380 --> 00:32:19,950 And you can use a but for mask don't use stencil like why would you want to use a sense of the mask, 412 00:32:21,000 --> 00:32:23,110 use just these viewpoints. 413 00:32:23,110 --> 00:32:27,810 So for masking users viewpoint one time and three deals. 414 00:32:28,320 --> 00:32:35,050 We don't want you in here at viewport view plane and tiles and for texturing use stencil. 415 00:32:35,070 --> 00:32:36,480 That's my recommendation. 416 00:32:36,480 --> 00:32:39,720 But you can, I guess, do whatever you want. 417 00:32:40,890 --> 00:32:41,940 The symbol of the mask. 418 00:32:41,940 --> 00:32:50,550 Click on this here and now we have our regular brush, so we review a texture rotation mask. 419 00:32:50,560 --> 00:32:52,200 I'm not going to go over here. 420 00:32:52,920 --> 00:32:56,670 We talked about this in the vertex paints with you. 421 00:32:56,700 --> 00:33:04,980 You want to know the goes out within wash the that portion of the video with a mouthful of as well and 422 00:33:04,980 --> 00:33:11,460 the cursor as well and symmetry, you can use symmetry to paint like this. 423 00:33:14,130 --> 00:33:14,460 All right. 424 00:33:14,760 --> 00:33:15,240 Okay. 425 00:33:15,420 --> 00:33:17,160 There are some options here. 426 00:33:17,160 --> 00:33:19,860 We talked about color palettes. 427 00:33:20,370 --> 00:33:20,840 Okay. 428 00:33:20,910 --> 00:33:21,360 You can. 429 00:33:25,650 --> 00:33:27,520 We feel this economy is collapsing. 430 00:33:27,540 --> 00:33:31,650 So this is our select the colour to swap. 431 00:33:31,830 --> 00:33:34,440 You can use this option or use the keyword x. 432 00:33:34,830 --> 00:33:36,480 So this is what this is red. 433 00:33:36,510 --> 00:33:44,310 Using x we can swap between colors, can make any color, change the name of the active color to the 434 00:33:44,310 --> 00:33:48,260 palette and allow the color to pilot and the co-pilot. 435 00:33:48,270 --> 00:33:53,730 And this way you can use very fast colors, actually, colors that you want. 436 00:33:54,850 --> 00:33:58,050 And also you can use s to select color. 437 00:33:58,060 --> 00:33:59,570 So to select this color. 438 00:33:59,590 --> 00:34:01,350 S and let go. 439 00:34:01,420 --> 00:34:07,110 And then this will be selected as this was selected as this one was selected. 440 00:34:07,120 --> 00:34:10,150 And you can use that to blend object which re this other. 441 00:34:10,150 --> 00:34:10,449 So. 442 00:34:10,600 --> 00:34:12,820 S drawing. 443 00:34:13,540 --> 00:34:14,000 S. 444 00:34:15,730 --> 00:34:16,540 S here. 445 00:34:16,810 --> 00:34:17,380 On the right. 446 00:34:18,050 --> 00:34:18,460 Right. 447 00:34:18,699 --> 00:34:20,320 So we get some blending. 448 00:34:21,280 --> 00:34:30,760 S again and we get some blending shapes over here so we can blend things together like this. 449 00:34:30,760 --> 00:34:36,340 Or using blending options over here, blending modes like multiply. 450 00:34:36,340 --> 00:34:41,699 We'll add much more color over here like this. 451 00:34:42,040 --> 00:34:44,050 And then a screen will do the opposite. 452 00:34:44,139 --> 00:34:50,530 And she like removes the blending. 453 00:34:52,030 --> 00:34:54,270 So right. 454 00:34:55,600 --> 00:34:58,000 There's a very important option over here. 455 00:34:58,000 --> 00:35:05,500 And I want to show you in texture painting that we didn't have in, uh, whereas this painting, which 456 00:35:05,500 --> 00:35:07,900 is this one over here. 457 00:35:07,990 --> 00:35:11,530 So this is the texture that we were using. 458 00:35:12,580 --> 00:35:15,580 This is the slot that we're using. 459 00:35:15,580 --> 00:35:21,250 So before that, as I showed you, you can do the painting here as well. 460 00:35:21,250 --> 00:35:25,720 So you can paint here and it will be shown in your true the object. 461 00:35:25,720 --> 00:35:30,910 You have all the options here, you have the feel, you have the call, all the object. 462 00:35:31,030 --> 00:35:36,910 The difference here between this fill and this for you, that if you do this for you fill the whole 463 00:35:36,910 --> 00:35:37,450 objects. 464 00:35:37,450 --> 00:35:44,860 But if you use this fill, it will only fill the last the last stroke you need. 465 00:35:44,860 --> 00:35:50,170 So if you press fill here, it will fill the last stroke here. 466 00:35:50,470 --> 00:35:50,860 All right. 467 00:35:51,310 --> 00:35:51,880 Like this. 468 00:35:52,150 --> 00:35:57,700 And if you press here, it will fill those those areas. 469 00:35:58,360 --> 00:36:05,080 And we thought we can also fill the background as well this way. 470 00:36:06,050 --> 00:36:13,130 She can do anything with the brush, fish, brush, brush. 471 00:36:15,020 --> 00:36:15,530 Selection. 472 00:36:15,950 --> 00:36:24,470 So another thing that you need to keep in mind is that whenever you make a image like we did here, 473 00:36:24,470 --> 00:36:32,420 like we did a unit, you mentioned anything or maybe a new year if you don't even remember if we can 474 00:36:32,430 --> 00:36:35,690 get it on you make an image. 475 00:36:36,530 --> 00:36:38,200 But I you do that always. 476 00:36:38,210 --> 00:36:41,130 I didn't do that because it's just the story. 477 00:36:41,180 --> 00:36:44,450 I'm not going to use this image or anything but you. 478 00:36:44,470 --> 00:36:52,190 Whenever you make a socialist, make a decision, actually, you need to go to image and save this image. 479 00:36:52,190 --> 00:36:52,550 All right. 480 00:36:53,870 --> 00:36:59,300 If you don't and if you close your blender, then this image will be gone forever. 481 00:36:59,300 --> 00:37:07,760 So you spend a lot of time, like hours painting your your object, and then you forget to save your 482 00:37:07,760 --> 00:37:15,560 image because you need this image to tell Blender, to use this image for rendering all that right. 483 00:37:15,950 --> 00:37:19,160 And you need this image in your local space. 484 00:37:19,760 --> 00:37:20,810 So for example, you 485 00:37:25,100 --> 00:37:33,530 whenever you do changes, if you go here, you see the beside image and a star is a star shows me that 486 00:37:33,530 --> 00:37:35,600 I haven't saved my image. 487 00:37:35,600 --> 00:37:40,430 If I click on it and then press and save, then let's save with real quick. 488 00:37:40,430 --> 00:37:42,260 Now this star will be gone. 489 00:37:42,440 --> 00:37:50,630 All right, now, if I make any changes and if I do here, someone image is like this. 490 00:37:51,020 --> 00:37:51,560 All right? 491 00:37:53,090 --> 00:37:54,530 My image is like this. 492 00:37:55,130 --> 00:38:03,350 For example, with me, I actually go to the image logo here and let me find the image we just made. 493 00:38:03,350 --> 00:38:04,940 This is the test image we just met. 494 00:38:05,600 --> 00:38:07,100 This is the image we have. 495 00:38:07,100 --> 00:38:14,990 We have just these dots over here that we say, all right, if you do any, this line over here, this 496 00:38:14,990 --> 00:38:19,070 is the only line that would be said if you make any changes over here. 497 00:38:19,130 --> 00:38:19,460 All right. 498 00:38:20,570 --> 00:38:29,180 See what happens at this star added to the image, it shows us that the image isn't safe. 499 00:38:30,050 --> 00:38:39,810 So I recommend that you make this habit to, after every 5 minutes, texturing and doing your texture. 500 00:38:39,860 --> 00:38:44,300 As always, go here and do make the safe here. 501 00:38:44,300 --> 00:38:45,200 I will be safe. 502 00:38:45,200 --> 00:38:49,550 And if I if you go the image now, you can see the changes. 503 00:38:49,670 --> 00:38:50,000 All right. 504 00:38:50,870 --> 00:38:55,820 And if I go here, make more changes like this or like this. 505 00:38:57,500 --> 00:38:57,850 All right. 506 00:38:58,040 --> 00:38:59,660 Or here to the image. 507 00:39:00,440 --> 00:39:07,580 I need to go here and do a save to have my image in my local draw and go. 508 00:39:07,580 --> 00:39:20,750 And I can use this shading and select this image which is in, you know, local space for, uh, for 509 00:39:20,750 --> 00:39:24,710 the rendering purposes if you don't want to always do that, all right. 510 00:39:25,070 --> 00:39:30,260 You need to do that once and again. 511 00:39:30,260 --> 00:39:32,540 If I change the location. 512 00:39:32,660 --> 00:39:33,710 Very important. 513 00:39:34,130 --> 00:39:37,490 If I change the location of this image over here. 514 00:39:37,520 --> 00:39:37,880 All right. 515 00:39:37,880 --> 00:39:44,660 If I change this from to another format, even change to another folder in my desktop over here, Blender 516 00:39:44,660 --> 00:39:45,470 can find that. 517 00:39:45,890 --> 00:39:53,210 All right, you need to again, go here and again select find your texture, which is by selecting on 518 00:39:53,210 --> 00:40:01,610 this open image and then go to desktop, select your using image in your new path. 519 00:40:01,880 --> 00:40:02,130 All right. 520 00:40:02,150 --> 00:40:03,890 Just this was this is very important. 521 00:40:03,890 --> 00:40:12,260 Sometimes you may walk a lot and you may lose your walk or you may change the location of your texture. 522 00:40:12,260 --> 00:40:18,290 And then everything will be pink again here because then under can't find your image texture. 523 00:40:18,290 --> 00:40:20,600 So keep that in mind. 524 00:40:20,600 --> 00:40:27,350 So let's go to the other thing, the last thing I wanted to show you, which is quite important and 525 00:40:27,350 --> 00:40:29,600 quite very useful. 526 00:40:30,860 --> 00:40:32,510 Let's fill this with white. 527 00:40:33,980 --> 00:40:39,290 By default we have a color or here we have a slot color. 528 00:40:39,290 --> 00:40:41,300 So this is flat color. 529 00:40:41,300 --> 00:40:49,840 We added manually by going here to shading, adding a texture with control t and selecting the texture. 530 00:40:49,850 --> 00:40:51,160 We may but we can. 531 00:40:51,170 --> 00:40:54,020 Do you do this automatically as well? 532 00:40:54,110 --> 00:41:00,920 If we click here in the statement going on the plus and then we have these options. 533 00:41:00,920 --> 00:41:06,110 So we have basically specular roughness, metallic normal bump and it's placement. 534 00:41:07,070 --> 00:41:14,390 So let me change this, this window into the shader, which is the same thing in the shading. 535 00:41:14,470 --> 00:41:14,910 Have you. 536 00:41:15,040 --> 00:41:15,730 This one here. 537 00:41:16,240 --> 00:41:16,600 All right. 538 00:41:17,020 --> 00:41:23,950 So I'm going to change it to show the editor to have this person and to highlight this to me. 539 00:41:25,060 --> 00:41:28,660 And then we have this shading menu, and then we do it this. 540 00:41:29,530 --> 00:41:33,250 So this is our colors. 541 00:41:34,090 --> 00:41:36,430 This is what defines color. 542 00:41:36,890 --> 00:41:41,650 And what's this is the map that we can use to color an object. 543 00:41:41,860 --> 00:41:45,250 All right, so this is color for us. 544 00:41:46,870 --> 00:41:48,520 This is a slot for color. 545 00:41:48,520 --> 00:41:53,290 And it goes from this image texture to base color of our shader. 546 00:41:54,070 --> 00:41:57,370 But we can't use other channels as well. 547 00:41:57,370 --> 00:41:59,440 And this can be really useful. 548 00:41:59,830 --> 00:42:00,180 All right. 549 00:42:00,670 --> 00:42:04,160 So, for example, imagine this is a face. 550 00:42:04,420 --> 00:42:06,020 Imagine this is a face. 551 00:42:07,180 --> 00:42:12,160 And in the face, some areas are in the face. 552 00:42:12,160 --> 00:42:18,760 The roughness is not the same in every area, like in the eye area. 553 00:42:19,090 --> 00:42:27,490 It is less rough because we have like tears and all those things and it makes the area around the eye 554 00:42:27,550 --> 00:42:29,060 more like. 555 00:42:29,610 --> 00:42:29,980 Like. 556 00:42:30,070 --> 00:42:32,050 Like a liquid thing. 557 00:42:32,350 --> 00:42:35,170 Like less roughness, right? 558 00:42:35,200 --> 00:42:36,850 It's not as rough. 559 00:42:37,330 --> 00:42:42,160 Like the cheekbone area, which is. 560 00:42:43,180 --> 00:42:46,240 Much better off than the IRA. 561 00:42:46,450 --> 00:42:50,710 So if you have this this thing, it you my drawing. 562 00:42:50,980 --> 00:42:51,940 And this is the check. 563 00:42:51,940 --> 00:42:52,320 This is. 564 00:42:52,930 --> 00:42:56,770 We have less roughness here and we have more of that over here. 565 00:42:57,190 --> 00:42:59,500 We have less roughness in the lip area. 566 00:42:59,770 --> 00:43:00,150 All right. 567 00:43:00,160 --> 00:43:02,590 And we have less roughness in the nose. 568 00:43:02,800 --> 00:43:06,550 So how we can adjust this roughness? 569 00:43:06,550 --> 00:43:10,870 Because in the shade editor here we have just one. 570 00:43:12,590 --> 00:43:17,300 One thing over here which defines the roughness for the whole object. 571 00:43:17,630 --> 00:43:19,760 If I inquisitor, I will have. 572 00:43:20,240 --> 00:43:24,330 Let's change it to the material, to the rest of you. 573 00:43:25,160 --> 00:43:29,600 We have a very rough shape, rough objects. 574 00:43:29,960 --> 00:43:35,050 If it decreases, we are a very reflective object. 575 00:43:35,060 --> 00:43:37,970 As you can see, it is reflecting light. 576 00:43:38,120 --> 00:43:38,480 All right. 577 00:43:38,900 --> 00:43:41,510 But we can define the areas. 578 00:43:41,570 --> 00:43:45,380 To do that, we can use these slots so focal here. 579 00:43:45,380 --> 00:43:47,160 And the roughness is light. 580 00:43:47,320 --> 00:43:48,260 And then what? 581 00:43:48,260 --> 00:43:53,690 Watch what happens over here is, first of all, in the last versions of one. 582 00:43:54,950 --> 00:43:57,260 This option was here. 583 00:43:58,160 --> 00:44:05,660 So if we go here and person roughness and we can choose a map like we did for our color, we use the 584 00:44:06,170 --> 00:44:06,860 to clean map. 585 00:44:06,860 --> 00:44:08,960 So we're going to use we're going to do the same year. 586 00:44:09,380 --> 00:44:12,380 So it's the name of my objects, my material. 587 00:44:12,590 --> 00:44:15,180 All my material is named Mansouri or one. 588 00:44:15,590 --> 00:44:17,810 And then a roughness in front of her. 589 00:44:17,960 --> 00:44:18,800 In front of it. 590 00:44:19,160 --> 00:44:20,160 So let's go. 591 00:44:20,240 --> 00:44:23,060 Let's do a trick over here. 592 00:44:23,480 --> 00:44:27,770 And then the all the default values. 593 00:44:28,010 --> 00:44:28,370 All right. 594 00:44:30,700 --> 00:44:37,360 So the another thing you need to keep in mind, don't change the color in here. 595 00:44:37,360 --> 00:44:42,040 So the roughness, the mental illness, all the they are gray channels. 596 00:44:42,040 --> 00:44:44,350 So it's best to leave it in. 597 00:44:44,350 --> 00:44:51,790 The default value that in there gives you is the all points five value, which is a gray color. 598 00:44:51,790 --> 00:44:58,630 So it gives a gray background which is very good for what you want to do with roughness and metal and 599 00:44:58,630 --> 00:44:59,050 all that. 600 00:44:59,290 --> 00:45:03,910 So I press okay, and then watch what happens over here now first. 601 00:45:03,940 --> 00:45:04,600 Okay. 602 00:45:06,650 --> 00:45:08,780 It adds roughness. 603 00:45:10,870 --> 00:45:21,100 Our office image automatically, and it connects the color from our office image to the roughness inputs. 604 00:45:21,700 --> 00:45:31,840 And now with this image, like the color image, I can manipulate and adjust the there off. 605 00:45:31,960 --> 00:45:42,240 So let's go back to the image editor and now let's change the image editor from the color image test 606 00:45:42,250 --> 00:45:50,950 we call the test, the roughness image that we just made or the material that's or want roughness and 607 00:45:50,950 --> 00:45:52,960 we get this background foreign match. 608 00:45:53,140 --> 00:46:00,830 So right now we are saying to wonder, to use this roughness for painting and all that. 609 00:46:01,840 --> 00:46:09,760 So how to manipulate roughness, roughness spots on this? 610 00:46:10,000 --> 00:46:23,140 I mean, our collision, curvature, all those maps use a gray channel for for pushing and pushing the 611 00:46:23,140 --> 00:46:23,700 difference. 612 00:46:23,710 --> 00:46:24,260 All that. 613 00:46:24,460 --> 00:46:24,820 Right. 614 00:46:25,210 --> 00:46:28,840 So all we need is black and white color. 615 00:46:28,990 --> 00:46:29,380 All right. 616 00:46:30,040 --> 00:46:38,500 And the important thing is the black the voice color is a 100% like set as a 100% roughness. 617 00:46:39,130 --> 00:46:42,460 And the black person sees it as a 0% roughness. 618 00:46:42,760 --> 00:46:51,220 The same thing we had in the brush, the masking, the extra masking, which I explained that the black 619 00:46:51,220 --> 00:47:02,170 areas will be excluded and the white areas will be shown in the in the viewport is using the same thing 620 00:47:02,290 --> 00:47:13,330 like it uses the whites color as the 100% value and uses the black color, the pure black color as the 621 00:47:13,330 --> 00:47:14,410 0% value. 622 00:47:14,650 --> 00:47:17,730 And we can change it in between the value as well. 623 00:47:17,740 --> 00:47:21,430 So this is probably like 0.2 percent. 624 00:47:21,490 --> 00:47:23,340 This is often 5%. 625 00:47:23,350 --> 00:47:27,550 This is probably 0.7 percent approximately. 626 00:47:28,180 --> 00:47:28,560 All right. 627 00:47:28,900 --> 00:47:29,890 That's the idea. 628 00:47:29,900 --> 00:47:31,480 So if I. 629 00:47:32,500 --> 00:47:42,910 Use coloring with 100% of it like color here with white or you get a bit rough area over here if I colour 630 00:47:42,920 --> 00:47:47,380 with pure black, I think it's a very reflective area or here. 631 00:47:47,890 --> 00:47:48,880 So let's do that. 632 00:47:49,390 --> 00:47:58,300 Let's do it with pure whites over here because of the roughness of this ship is high right now, you're 633 00:47:58,300 --> 00:48:03,580 probably not going to see a lot with the high roughness like what color is here. 634 00:48:03,610 --> 00:48:06,400 As you can see here, it is white over here. 635 00:48:07,540 --> 00:48:15,850 There is a difference where you can see it's right now and if I change the color to black right here 636 00:48:15,850 --> 00:48:23,740 and then, uh, color black in this area, this area, as you can see here, will be more reflective. 637 00:48:24,130 --> 00:48:24,550 All right. 638 00:48:25,180 --> 00:48:26,530 So let's do that again. 639 00:48:27,250 --> 00:48:31,750 This is more reflective, like it is different, right? 640 00:48:32,560 --> 00:48:38,850 So if I colored black here, it will be more reflective to color black and more reflective again. 641 00:48:39,660 --> 00:48:39,920 Okay. 642 00:48:40,330 --> 00:48:45,430 We can only see that in the difference in the map we just made. 643 00:48:45,880 --> 00:48:48,160 And don't forget to save your image. 644 00:48:48,160 --> 00:48:52,450 If you want to use it, always save your image so you don't lose your walk. 645 00:48:52,900 --> 00:48:55,900 Always remember to say and then we can do it. 646 00:48:55,900 --> 00:48:57,580 The same thing for other maps. 647 00:48:57,610 --> 00:49:06,580 Let's go back to shader and then let's add a metallic map like the default value and change to this 648 00:49:06,580 --> 00:49:10,780 2.5 equation and then press. 649 00:49:10,780 --> 00:49:11,200 Okay. 650 00:49:11,410 --> 00:49:20,530 And we will add a metal map over here, as you can see, and metallic it automatically added and added 651 00:49:20,560 --> 00:49:23,980 into the metallic input of our main shader. 652 00:49:24,220 --> 00:49:28,870 Let's go back to image laser and let's change it to our metallic over here. 653 00:49:29,380 --> 00:49:32,440 And now it uses the same thing we discussed. 654 00:49:32,950 --> 00:49:34,830 So if we. 655 00:49:36,520 --> 00:49:36,790 Yeah. 656 00:49:37,360 --> 00:49:42,400 So black is 0% and what is 100%. 657 00:49:42,400 --> 00:49:46,090 So if you want 100% metal on this in some oh yes. 658 00:49:46,630 --> 00:49:54,940 We use this every once 0% miscellaneous in some areas we use these value you here and this will give 659 00:49:54,940 --> 00:49:58,750 us a lot of things to work with. 660 00:49:59,080 --> 00:50:03,430 For example, if I use the same texture mask over here. 661 00:50:04,150 --> 00:50:09,760 All right, and then go here, if I detection, if I have the texture, it will be if you're in this 662 00:50:09,760 --> 00:50:12,220 area as well, I don't have to open it again. 663 00:50:13,180 --> 00:50:17,180 This one texture and I added as my mask this year and my texture. 664 00:50:17,500 --> 00:50:19,840 Texture just for my mask. 665 00:50:20,110 --> 00:50:21,640 I use the viewpoint plate. 666 00:50:22,660 --> 00:50:27,670 I can use this texture mask to varied muscle mass. 667 00:50:27,670 --> 00:50:29,320 I want all the roughness. 668 00:50:29,620 --> 00:50:32,500 So if I use that, you won't see much. 669 00:50:32,890 --> 00:50:35,410 But if I zooming, you can see the difference. 670 00:50:35,410 --> 00:50:40,290 Some areas are metallic and some areas are not Masonic. 671 00:50:40,480 --> 00:50:40,890 Right? 672 00:50:41,230 --> 00:50:44,380 So if I do this and if I change the color. 673 00:50:45,840 --> 00:50:55,710 To wait and see even better how it will change and how it will give their reaction to our objects as 674 00:50:55,710 --> 00:50:57,660 very cool thing that we have here. 675 00:50:58,470 --> 00:51:11,310 So the not the last thing I want to show you is something called pop safety or here or here, add the 676 00:51:11,310 --> 00:51:12,500 default value, okay? 677 00:51:12,510 --> 00:51:21,960 You add a bump texture and with a bump vector added to the normal so we can use the same thing, the 678 00:51:21,960 --> 00:51:30,480 value, the default value is let's actually use this texture and see what we get. 679 00:51:31,590 --> 00:51:37,440 So remember again why this is 100% and black is 0%. 680 00:51:37,440 --> 00:51:39,090 So let's use white. 681 00:51:39,450 --> 00:51:40,320 And now what? 682 00:51:40,320 --> 00:51:41,520 Watch what happens. 683 00:51:42,300 --> 00:51:44,370 We get this cool effect. 684 00:51:44,370 --> 00:51:48,240 This is a bump, a texture bump. 685 00:51:48,390 --> 00:51:55,890 And again, as I explained in our material shading with you, this is not affecting the geometry is 686 00:51:56,070 --> 00:51:58,050 it's just like a trick. 687 00:51:58,560 --> 00:52:08,250 So we would assume that this part of the geometry is just like some bumps or. 688 00:52:08,610 --> 00:52:08,880 Right. 689 00:52:08,880 --> 00:52:11,320 But if you zoom, you can see that the. 690 00:52:12,870 --> 00:52:13,970 Faces are flawed. 691 00:52:14,310 --> 00:52:19,160 But these are what we can get this cool effect. 692 00:52:19,200 --> 00:52:26,220 We just we just mask on on our object without sculpting it. 693 00:52:26,310 --> 00:52:36,720 And imagine how great it is that you have the option to use a vault map and some of the texture of a 694 00:52:36,720 --> 00:52:42,840 mass to do some cool effects like this. 695 00:52:43,320 --> 00:52:43,590 Right. 696 00:52:44,070 --> 00:52:48,810 And then we can change this strength of this pump with this syringe over here. 697 00:52:49,200 --> 00:52:54,300 And if I do this, as you can see, this friend of these pumps will be changed. 698 00:52:54,780 --> 00:52:58,500 Cause only I can use this distance here as well. 699 00:52:59,190 --> 00:52:59,540 Right. 700 00:52:59,820 --> 00:53:03,210 If I use invert, this will invert the bump. 701 00:53:03,210 --> 00:53:06,750 So you will go down like these white areas. 702 00:53:06,750 --> 00:53:09,930 It will now make make it in water. 703 00:53:10,170 --> 00:53:11,880 Go down, make it condense. 704 00:53:12,270 --> 00:53:16,080 So as that shown in this view you're in. 705 00:53:16,200 --> 00:53:19,190 Oh, yeah, it was it was updating. 706 00:53:19,200 --> 00:53:26,310 So it's like, it's like it's going down and makes some cool effect over here or go back. 707 00:53:26,310 --> 00:53:27,510 You can see the difference. 708 00:53:29,520 --> 00:53:29,820 Right. 709 00:53:30,360 --> 00:53:32,010 And this is very important. 710 00:53:32,010 --> 00:53:37,770 This is this is a main thing I wanted to show you in texture painting that you can use these two texture 711 00:53:37,770 --> 00:53:39,660 panes and. 712 00:53:41,610 --> 00:53:48,720 Use for different things the Guinness for calories, for metallic objects. 713 00:53:48,780 --> 00:53:57,570 Normally we don't need for this particular minimap very much maybe or only for TV to fake some things. 714 00:53:57,570 --> 00:53:57,980 Right. 715 00:53:57,990 --> 00:53:59,250 So it don't need much. 716 00:53:59,640 --> 00:54:02,700 I think you use a displacement as well, but I'm not going to discuss as well. 717 00:54:02,700 --> 00:54:06,870 You can play around and see what result you get. 718 00:54:06,870 --> 00:54:08,760 So that's all for this video. 719 00:54:08,760 --> 00:54:09,930 I hope you learned something. 720 00:54:10,770 --> 00:54:18,630 And for the last thing, as a reminder of the steps we have to do for any object is texture. 721 00:54:18,960 --> 00:54:20,370 You can wrap it first. 722 00:54:20,640 --> 00:54:24,570 Make a texture over here, new texture. 723 00:54:24,990 --> 00:54:31,530 Select a texture for your coloring and then go to texture, paint and start texture. 724 00:54:31,650 --> 00:54:37,920 And if you need roughness map to make variation in the rough things to make variation the bump in the 725 00:54:37,920 --> 00:54:40,500 metallic use these texture slots. 726 00:54:40,830 --> 00:54:41,250 All right. 727 00:54:41,250 --> 00:54:42,240 That's it for now. 728 00:54:42,750 --> 00:54:44,940 And onto next with you. 729 00:54:46,860 --> 00:54:47,310 Goodbye.