Hello again.
In this video, we're going to review the last option you have in Blender to colorize and give life
to your character.
First off was delete the default Q by person X and then make another cube over here.
Then you will go for texture, painting.
You need some some, let's say, steps of setups.
All right.
The first thing is you view graphene.
So if you don't know, you mean wrapping.
This is not a cause to talk about.
You'll be unwrapping very thoroughly before.
Once you want to show, you know how the world is that the unwrapping is we are in the treaty workspace,
right?
This is a 3D workspace.
And then you re unwrapping or you can see you re eraser.
It makes it to the image here for us to so we can manipulate our 2D image and the projects, every detail
we added to our through the image to our 3D image.
This is the same thing that we did with the shading and adding material and using those pure maps that
we use to make a.
Wood texture on our cubes so used the default U.V. on wrapping that blonder has four default shapes.
So for primary meshes, these are these have the all have a U.V. aura.
So the all of our UV on has a map.
All right.
So we use that to project those maps into that, which were just two of the images into our object.
If I want to show you.
So we use this texture, all right?
You use this texture to use this texture, which is a to the image.
And we just used it in this whole image.
Use this image to project that into our 3D object.
I hope that's Stansberry.
Too complicated but yeah that's you've written Soviet Union rep to to paint in the UVA space and then
projected into the 3D space for Blender and many many other applications.
The application texturing applications allows us to actually directly paint on the 3D object and then
project it is a 3D object or is other way around the window.
But you can paint both through the viewport and 3D viewport to texture your object so as the last thing
about you can wrapping if you go here and see this picture so it rips the faces of our object like this
queue, erupts this the face and then makes these and the makes makes these to the image.
And when we like color these this pass of this part of the face, which is the 2D part like, right.
So this is a 2D part like we call this part is also color the correspondence and pass as well.
So if I click on here, we can see better which path we're selecting.
So we're selecting this part now this course is here and this path is here.
So if the paints are to the image or here, then will be projected to our choose.
The image is very useful because in the aligns with you we talked about how.
Uh, it's very hard to paint British paint when the resolution is very high.
I guess when, like, debug when using words, it was in texture painting.
Only using one map or two or three or four maps to just texture out objects.
And it's very, very much easier to do.
So, yes, that's all about the unwrapping.
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
right it's all faces and then go over here into this option when you were here.
Press on here and you see these options of using or the shortcut for bringing up many of these you you
menu is you.
So by pressing use and pressing your here, these options if I select are up it will probably give me
something like this.
It will give me this this Seymour here.
All right.
So if I press them, then we have some other options as small.
You you pros.
It uses some calculation to you a project to to make a u v for your objects.
If I make this will give me this result.
And we have some other options.
For example, a cute project in Q projection and then cylinder projection for you.
You can use these four measures for simple measures in our object.
And okay, so I recommend to not to use these forms so they're not good in my experience and not good
like I never I got a really good result.
So I, you only use manual unwrapping or a small TV projection or if I'm just working on a on one single
camera shot this use project from view which is very useful.
All right, but let's do this cube and add a sphere and then smooth it.
All right, we have this.
The folds.
You've right.
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
wrap any objects and actually your character in the blender you need seams and when the uses this seems
to rip the face in and turn it into a into into a through the and rip the image.
I you know if you get well I mean this is the same thing so there are for this queue the seams are over
here, right?
The seams are over here and over here.
So you made two, three, one, two, three.
Seems to unwrap this and make it make this into a flat image and we need to do this for every object
we have.
So this is the default EUV, so we want to add seams.
All right.
So like some loops, for example, this one by clicking alt and click and then I get this look, now
I go to u, v and then marks seam and then it makes the edges, then select something else where it's
color.
This shows me that these edges are seen as are marked as seen.
So if I select here right now, like all three here and then select this edge and then select this edge,
right?
So I wanted to select this edge and then go here and this is as well.
And I want this these edges to be more as seen.
So I'm aiming to brief these like this like I'm going to rip this and then rip it like this.
And then I have two faces.
Want this one and want to work here.
This one.
All right, so I'll go here again.
You re my seam, or you can add these two quick favorites and you can bring up the quick favorites by
pressing cute as you can see, our maximum fluency.
So let's go here, click this loop, it's all click and then I'm rescue to bring up my quick favorites
and then press on Mark same all right and then I have these seams some applied for you can have paint
was to.
Yeah.
Make a scene here and then I'll wrap it here.
And then these two face or here may be, like, too much for me.
I like.
I want to optimize the sphere, right?
I can even make this without these looks through these two looks like with this edge alone, I can make
good use on wrapping, but I want this to be optimized for me.
And so I choose this method so you can you can do whatever you want.
So to use the whole wrap, you need to select all the phases, all the resources to do that first day.
And then when all the faces are selected, go to you.
We are up or.
Q When you are going to click photographs or you are so you just go, we're going to go here, you re
on and see what happens.
So I have this one sphere.
So I have, as I predicted, this, made this same made a shape like this and yeah, so I have these
ones of these rooms separated like this is the bottom, right?
And this is.
The top topline separated for my UVA.
And this way when I go to texturing, I can quickly like give a color to this part if I want.
I did this to show you how we can use our you texturing in different situation that you don't need to
always make the same seams every time you can use this, like you're planning to color these parts and
then, you know, the, the top part is the important that the edges will be seen because you know,
because when we make seems like these I make seems like this these will be shown in the viewport when
when we view our 3D objects.
All right.
Unless we do some manipulation, some adjustments to blend these together because these are like apart
from each other, as you can see, it goes to like the face solution.
And so like this one, this is or here and so like this one, this is here.
So this makes some differences between the color or it makes them edge over here.
So it is better if you make seams when they are hidden and you don't see them.
So for example, if your camera shot is over here, then is a good thing because we don't want to see.
Well, as I said before, we have ways to solve this problem, blend these two together.
All right.
That's all for you.
We wrapping.
I want to show you how it's done, like the very basic stuff.
If you want to know more, maybe search union wrapping or blender or you have more happening in general
and read some stuff or or some videos and you get the idea.
It's not very hard when you need to do some of your wrapping to get their head around how it works.
We are going to wrap our service around so you can wait for that part as well to get a more good more
idea about how it works.
All right.
Now I have you have a sphere here.
Your wraps is go to this is let's sit here for a while.
I want to show you the set up we need for texture painting.
So if I go to texture painting right now, there is a whole menu here, texture painting.
Or we can just control it up and go to texture painting.
Right, right.
Now, let's go to texture painting here.
So you have a nice menu here.
This is a 3D view and this is a 2D view, which is actually an image.
And it's all right, image is a region paint here.
It will project on our to the objects.
But we have these these color over here, this purple.
And whenever whenever you see a purple color on your object in texture paint, it means only one thing.
It means that you don't have texture.
So it means one, there isn't finding any texture for your objects.
All right.
So what does that mean for, you know, for coloring?
So, for example, I mean, brush molds like drum wood and I have a white color and you can see I can't
make any color all over again.
You need three steps to do so.
Remember these three steps all the time.
You need first two that are wrapping.
So on the first thing to do for object for setting up the texture, painting is all right because this
is the same thing as we have for research painting.
So we have to add the note and then sets up.
So we have to do a set up before doing the texture.
And it doesn't take much, not something like it only takes maybe 2 seconds.
All right.
But you need to know this step.
So you need to first have your objects on objects on reps and ready for it to the image like this.
Right.
The second thing is to make
image texture.
So you need to make an image texture as your background of you to the image.
I do.
I can offer to give you a fork.
Right.
And you do that by going over here.
So you are in images.
Or if I go to your editor here or let's go back to images.
It doesn't make any difference.
I have the option to make an image.
All right.
So here, create a new image or of an image?
So I open the image here.
All right.
I can select a texture like a texture used in the material and shading video.
I can use the texture, and I can use that to in texture.
Like use this the texture for my color, the color of my object.
I want to make my own texture so I can colorize myself manually.
So I click on New and then I choose a name like Let's go for tests.
And then I have the resolution here.
This is very important.
Like if you choose a resolution very low, like 512 in 512, this issue may not look great.
Well, there is a is way too low.
So I always go for something like if you go here like ten, 24, it's like one.
Okay.
All right, then, ten for one.
If you press a star on your keyboard, it will multiply.
It will do.
It works as a calculator.
So if I press star and then press two, it is going to calculate and 1024 multiply to.
So if I press enter, it will give me two K or 2048 resolution and for call difference here of a box,
I have a square with a 20, 40, 48 resolution.
If I want a 4K resolution, I just do that.
I have a 4K resolution.
All right.
And if I can do the same for like going back, I can do that with that slash button, slash button 2
to 2040.
The color if it or color it, it defines the the background color after image texture.
The default one is black.
So problem is going to end up as black.
But I usually change it to something else.
Like if I want, if I if I want the texture of a skin, I changed to something like brown.
So I have a better idea, like what I'm dealing with.
Right.
So if I'm 16, like, like cloth and my code is like blue, I would going to make my background blue
as well.
So it's just a visual thing.
It doesn't matter in the end.
So because we are going to do the texture manually, why?
Well, let's change that to the default thing.
Black And when I press okay, as you can see, I have this black background or behind my you are up.
All right.
So.
We did our second stage make image texture.
All right.
And now we need to do the last stage, which is to select.
Texture.
In shaving.
All right, I have these these steps for myself.
So we go to shading.
We made the image texture here.
Why the no test that with a true fair resolution and the background is locked.
So we go to shading and we set a material for our sphere.
So new we have this material.
And then like I said, you can add an image texture right here and then mapping and then coordinate.
But there's a very good shortcut for it.
So I showed you in the material with you about naught triangle.
So my enemy, no triangle.
These are very nice shortcuts that you don't have by default.
So I showed you to automatically bring textures to material.
The shortcut is control shift t but to do the same thing.
The same with just one texture.
So you want to bring want sure to your material.
The shortcut is control t so just control t selecting the shader and the control t it will automatically
add.
The result will automatically add this image texture.
It's a mapping with the texture column.
And then I go here and then in this box, which is a selection box.
Okay, I select the image I just made the taste image and now watch what happens.
We have these black background that we had over here.
All right.
Now that this stages are complete, all right, now we have our ups, our objects.
We have made an image texture in a resolution that we wanted, which in this case was a2k resolution.
And then we selected the texture we made in the shading menu.
Now we are ready to texture.
All right, now, if I go here with white color and then start clicking, because as you can see, I
can texture my smart objects.
And the cool thing is you can do in the full thing.
So as you can see, I added these lines and it will be added here.
When I let go of my left click button.
So when I go off my little AFC muscle, it will be up to zero as well.
Works here as well.
So in the image editor you need to be in an intake paint menu.
You are by default an image editor.
Then you need to set this to paint.
You may set this to view.
It doesn't work in view.
You need to set this to paint.
And then if you draw here as well.
As you can see here.
All right.
You see the results, too.
Okay, so it works both ways, so keep that in mind.
Let me make this bigger.
So let's explain here.
If you watch the Birth Pains video, we talked about most things here.
These are similar.
So if you want to know about these things, just refer to that video.
I'm not going to talk about them again, but here we have the same thing.
This is for drawing.
This is for boring or a small thing.
And this is for smearing sensing.
And this is for cloning.
This is something that we didn't have in our vertex videos in red this morning.
We're going to have cloning.
So if I do this, we can clone this show that we did, which is that.
So we have fill as well here.
So yeah, you don't need to press shift.
Okay.
Like we did in vertex painting, you just select this fill and click an object and then the object will
be filled like this.
So the background is the same.
All right, you just fields the objects, okay?
That's all the masking.
We will not talk in this video.
I will show you how to use masking, but we will probably take a more advanced look into it in the later
chapters when we texture our okay, so let's go back to the brush settings and this doesn't give us
all of things to work with.
That's very important, the texture we talked about.
But I want to show you the difference we have here.
So if I select on Texture New, it will add a texture here that we need to select.
And I can select texture, so I'll want to show you something and then last with you is selected this
and we do all of our of the wood texture and we didn't get a good result that was basically because
as I explained, because we didn't have enough resolution.
But now in texture painting, we don't need resolution like in any object because we are painting on
it to the image.
It doesn't matter.
And we get a very good edges and the resolution of our texture depends on the resolution of the image
we made, which is true.
Okay, here.
So now I have my texture so that if I go to properties over here and then go down here, the texture,
I can see my texture over here.
It was just updated.
So with tile options, tiles options, 3D view point, we usually don't get any good results.
The same thing I explained in or is experiencing for texture shifting.
Always, always, always.
I recommend to go with the sensor again in the last video we discuss about the sensor, but to move
this sensor you need to use the right click and for rotating it control.
Right.
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.
So imagine this section is something else.
Like imagine something that you made in another application.
Maybe you made something in Photoshop like you made like you made an assignment and M and letter like
a logo.
You have a logo here.
All right?
You just bring it in and then you use stencil.
And then if I click here, I have this texture like this.
So this is very good.
Like, if I zoom out, you can see the texture is just projected on my mesh and in my 2D viewpoint,
just like that, let's do that again.
So right click here, let's zoom out.
That's texture, paint this whole area and we get this result, which is very, very cool.
So always you always since like if I change it to tile as you can see, or in this case because you
have an unwraps and like this it works well, okay.
Because we have a sphere object and it is just using a tile to go around.
All right.
But if you if you click and let go, it will use it will make some differences.
As you can see, some you know, it's hard them using the texture.
If you want to just paint the texture, in some cases you may want to paint texture you like you have
a certain texture, you want to paint it, go with view paint.
So you play will give you a better result than you.
You want some texture paint, some certain textures, like a crocodile texture, and you want to just
paste a skin texture.
I'll give it a go to resolve that.
But always I think you should go with this.
And so to get a very
precise think, right, so let's fill this again with whites and then let's go here.
As I explained before, we have all of these options over here as well as over here in my workspace.
Yeah.
So.
Okay, except the color palette and color.
All right.
So texture mask, we can use texture mask.
We didn't have texture mask in versus paint.
So this is something just for texture painting.
And if you go here, what's the latest texture?
All right, let's go here and let's go to texture mask mainly over here, which is the same thing as
here.
All right, let's.
That's new.
All right.
And now we have less delete our texture.
This will interfere in our math.
So be sure to always have this texture.
Often you're using the texture and the mask.
And then if you go to our texture and you add a texture.
Right?
So, for example.
So first of all, for texture mask, we'll use a black and white image for painting.
All right.
So you you want to add a black and white image, a.k.a an awful image.
All right.
So you want an alpha image for your texture mask?
If I click on here, it will show me the texture type.
And if I go here in an open and let's choose an all full here like like asking my version here.
And this is just an old form, which is some dots right there scattered around.
That's not anything that's fancy, like just some dots or whatever.
And what does this texture mask what what is texture mask does is that uses this black and white image
to d to to decide what will be shown and what will not be shown.
Right.
So you will not show all the black areas and it will show all the white.
Yes.
So uses these as as a way to determine what to show and not what not to show.
All right.
And we can use this ar to paint objects with a searching of.
So if I go to here and change the color to red.
All right.
And if I press here, Blender will use this mask to define which areas to t to paint.
All right, the white areas will be paints.
And because we have used another color red and the root color will be paint.
So let's do this right now.
It was zooming in, as you can see.
Let's let me disable the pressure so you can see that we are painting this over over here.
So again, over here, as you can see, this oval is past.
So let's change to viewpoint and this will give us a better result.
A spray like this is much more like the spray are all full or or everywhere.
Right?
And then we can choose random here.
All right.
And then enable random option over here to even add more randomization.
More randomization or random randomization of equal right is awards is the great work, but more to
make it more randomized.
So if I now isolate to randomize a random and then if I click it will paint it more randomize way,
right.
So that's all.
And you can use a but for mask don't use stencil like why would you want to use a sense of the mask,
use just these viewpoints.
So for masking users viewpoint one time and three deals.
We don't want you in here at viewport view plane and tiles and for texturing use stencil.
That's my recommendation.
But you can, I guess, do whatever you want.
The symbol of the mask.
Click on this here and now we have our regular brush, so we review a texture rotation mask.
I'm not going to go over here.
We talked about this in the vertex paints with you.
You want to know the goes out within wash the that portion of the video with a mouthful of as well and
the cursor as well and symmetry, you can use symmetry to paint like this.
All right.
Okay.
There are some options here.
We talked about color palettes.
Okay.
You can.
We feel this economy is collapsing.
So this is our select the colour to swap.
You can use this option or use the keyword x.
So this is what this is red.
Using x we can swap between colors, can make any color, change the name of the active color to the
palette and allow the color to pilot and the co-pilot.
And this way you can use very fast colors, actually, colors that you want.
And also you can use s to select color.
So to select this color.
S and let go.
And then this will be selected as this was selected as this one was selected.
And you can use that to blend object which re this other.
So.
S drawing.
S.
S here.
On the right.
Right.
So we get some blending.
S again and we get some blending shapes over here so we can blend things together like this.
Or using blending options over here, blending modes like multiply.
We'll add much more color over here like this.
And then a screen will do the opposite.
And she like removes the blending.
So right.
There's a very important option over here.
And I want to show you in texture painting that we didn't have in, uh, whereas this painting, which
is this one over here.
So this is the texture that we were using.
This is the slot that we're using.
So before that, as I showed you, you can do the painting here as well.
So you can paint here and it will be shown in your true the object.
You have all the options here, you have the feel, you have the call, all the object.
The difference here between this fill and this for you, that if you do this for you fill the whole
objects.
But if you use this fill, it will only fill the last the last stroke you need.
So if you press fill here, it will fill the last stroke here.
All right.
Like this.
And if you press here, it will fill those those areas.
And we thought we can also fill the background as well this way.
She can do anything with the brush, fish, brush, brush.
Selection.
So another thing that you need to keep in mind is that whenever you make a image like we did here,
like we did a unit, you mentioned anything or maybe a new year if you don't even remember if we can
get it on you make an image.
But I you do that always.
I didn't do that because it's just the story.
I'm not going to use this image or anything but you.
Whenever you make a socialist, make a decision, actually, you need to go to image and save this image.
All right.
If you don't and if you close your blender, then this image will be gone forever.
So you spend a lot of time, like hours painting your your object, and then you forget to save your
image because you need this image to tell Blender, to use this image for rendering all that right.
And you need this image in your local space.
So for example, you
whenever you do changes, if you go here, you see the beside image and a star is a star shows me that
I haven't saved my image.
If I click on it and then press and save, then let's save with real quick.
Now this star will be gone.
All right, now, if I make any changes and if I do here, someone image is like this.
All right?
My image is like this.
For example, with me, I actually go to the image logo here and let me find the image we just made.
This is the test image we just met.
This is the image we have.
We have just these dots over here that we say, all right, if you do any, this line over here, this
is the only line that would be said if you make any changes over here.
All right.
See what happens at this star added to the image, it shows us that the image isn't safe.
So I recommend that you make this habit to, after every 5 minutes, texturing and doing your texture.
As always, go here and do make the safe here.
I will be safe.
And if I if you go the image now, you can see the changes.
All right.
And if I go here, make more changes like this or like this.
All right.
Or here to the image.
I need to go here and do a save to have my image in my local draw and go.
And I can use this shading and select this image which is in, you know, local space for, uh, for
the rendering purposes if you don't want to always do that, all right.
You need to do that once and again.
If I change the location.
Very important.
If I change the location of this image over here.
All right.
If I change this from to another format, even change to another folder in my desktop over here, Blender
can find that.
All right, you need to again, go here and again select find your texture, which is by selecting on
this open image and then go to desktop, select your using image in your new path.
All right.
Just this was this is very important.
Sometimes you may walk a lot and you may lose your walk or you may change the location of your texture.
And then everything will be pink again here because then under can't find your image texture.
So keep that in mind.
So let's go to the other thing, the last thing I wanted to show you, which is quite important and
quite very useful.
Let's fill this with white.
By default we have a color or here we have a slot color.
So this is flat color.
We added manually by going here to shading, adding a texture with control t and selecting the texture.
We may but we can.
Do you do this automatically as well?
If we click here in the statement going on the plus and then we have these options.
So we have basically specular roughness, metallic normal bump and it's placement.
So let me change this, this window into the shader, which is the same thing in the shading.
Have you.
This one here.
All right.
So I'm going to change it to show the editor to have this person and to highlight this to me.
And then we have this shading menu, and then we do it this.
So this is our colors.
This is what defines color.
And what's this is the map that we can use to color an object.
All right, so this is color for us.
This is a slot for color.
And it goes from this image texture to base color of our shader.
But we can't use other channels as well.
And this can be really useful.
All right.
So, for example, imagine this is a face.
Imagine this is a face.
And in the face, some areas are in the face.
The roughness is not the same in every area, like in the eye area.
It is less rough because we have like tears and all those things and it makes the area around the eye
more like.
Like.
Like a liquid thing.
Like less roughness, right?
It's not as rough.
Like the cheekbone area, which is.
Much better off than the IRA.
So if you have this this thing, it you my drawing.
And this is the check.
This is.
We have less roughness here and we have more of that over here.
We have less roughness in the lip area.
All right.
And we have less roughness in the nose.
So how we can adjust this roughness?
Because in the shade editor here we have just one.
One thing over here which defines the roughness for the whole object.
If I inquisitor, I will have.
Let's change it to the material, to the rest of you.
We have a very rough shape, rough objects.
If it decreases, we are a very reflective object.
As you can see, it is reflecting light.
All right.
But we can define the areas.
To do that, we can use these slots so focal here.
And the roughness is light.
And then what?
Watch what happens over here is, first of all, in the last versions of one.
This option was here.
So if we go here and person roughness and we can choose a map like we did for our color, we use the
to clean map.
So we're going to use we're going to do the same year.
So it's the name of my objects, my material.
All my material is named Mansouri or one.
And then a roughness in front of her.
In front of it.
So let's go.
Let's do a trick over here.
And then the all the default values.
All right.
So the another thing you need to keep in mind, don't change the color in here.
So the roughness, the mental illness, all the they are gray channels.
So it's best to leave it in.
The default value that in there gives you is the all points five value, which is a gray color.
So it gives a gray background which is very good for what you want to do with roughness and metal and
all that.
So I press okay, and then watch what happens over here now first.
Okay.
It adds roughness.
Our office image automatically, and it connects the color from our office image to the roughness inputs.
And now with this image, like the color image, I can manipulate and adjust the there off.
So let's go back to the image editor and now let's change the image editor from the color image test
we call the test, the roughness image that we just made or the material that's or want roughness and
we get this background foreign match.
So right now we are saying to wonder, to use this roughness for painting and all that.
So how to manipulate roughness, roughness spots on this?
I mean, our collision, curvature, all those maps use a gray channel for for pushing and pushing the
difference.
All that.
Right.
So all we need is black and white color.
All right.
And the important thing is the black the voice color is a 100% like set as a 100% roughness.
And the black person sees it as a 0% roughness.
The same thing we had in the brush, the masking, the extra masking, which I explained that the black
areas will be excluded and the white areas will be shown in the in the viewport is using the same thing
like it uses the whites color as the 100% value and uses the black color, the pure black color as the
0% value.
And we can change it in between the value as well.
So this is probably like 0.2 percent.
This is often 5%.
This is probably 0.7 percent approximately.
All right.
That's the idea.
So if I.
Use coloring with 100% of it like color here with white or you get a bit rough area over here if I colour
with pure black, I think it's a very reflective area or here.
So let's do that.
Let's do it with pure whites over here because of the roughness of this ship is high right now, you're
probably not going to see a lot with the high roughness like what color is here.
As you can see here, it is white over here.
There is a difference where you can see it's right now and if I change the color to black right here
and then, uh, color black in this area, this area, as you can see here, will be more reflective.
All right.
So let's do that again.
This is more reflective, like it is different, right?
So if I colored black here, it will be more reflective to color black and more reflective again.
Okay.
We can only see that in the difference in the map we just made.
And don't forget to save your image.
If you want to use it, always save your image so you don't lose your walk.
Always remember to say and then we can do it.
The same thing for other maps.
Let's go back to shader and then let's add a metallic map like the default value and change to this
2.5 equation and then press.
Okay.
And we will add a metal map over here, as you can see, and metallic it automatically added and added
into the metallic input of our main shader.
Let's go back to image laser and let's change it to our metallic over here.
And now it uses the same thing we discussed.
So if we.
Yeah.
So black is 0% and what is 100%.
So if you want 100% metal on this in some oh yes.
We use this every once 0% miscellaneous in some areas we use these value you here and this will give
us a lot of things to work with.
For example, if I use the same texture mask over here.
All right, and then go here, if I detection, if I have the texture, it will be if you're in this
area as well, I don't have to open it again.
This one texture and I added as my mask this year and my texture.
Texture just for my mask.
I use the viewpoint plate.
I can use this texture mask to varied muscle mass.
I want all the roughness.
So if I use that, you won't see much.
But if I zooming, you can see the difference.
Some areas are metallic and some areas are not Masonic.
Right?
So if I do this and if I change the color.
To wait and see even better how it will change and how it will give their reaction to our objects as
very cool thing that we have here.
So the not the last thing I want to show you is something called pop safety or here or here, add the
default value, okay?
You add a bump texture and with a bump vector added to the normal so we can use the same thing, the
value, the default value is let's actually use this texture and see what we get.
So remember again why this is 100% and black is 0%.
So let's use white.
And now what?
Watch what happens.
We get this cool effect.
This is a bump, a texture bump.
And again, as I explained in our material shading with you, this is not affecting the geometry is
it's just like a trick.
So we would assume that this part of the geometry is just like some bumps or.
Right.
But if you zoom, you can see that the.
Faces are flawed.
But these are what we can get this cool effect.
We just we just mask on on our object without sculpting it.
And imagine how great it is that you have the option to use a vault map and some of the texture of a
mass to do some cool effects like this.
Right.
And then we can change this strength of this pump with this syringe over here.
And if I do this, as you can see, this friend of these pumps will be changed.
Cause only I can use this distance here as well.
Right.
If I use invert, this will invert the bump.
So you will go down like these white areas.
It will now make make it in water.
Go down, make it condense.
So as that shown in this view you're in.
Oh, yeah, it was it was updating.
So it's like, it's like it's going down and makes some cool effect over here or go back.
You can see the difference.
Right.
And this is very important.
This is this is a main thing I wanted to show you in texture painting that you can use these two texture
panes and.
Use for different things the Guinness for calories, for metallic objects.
Normally we don't need for this particular minimap very much maybe or only for TV to fake some things.
Right.
So it don't need much.
I think you use a displacement as well, but I'm not going to discuss as well.
You can play around and see what result you get.
So that's all for this video.
I hope you learned something.
And for the last thing, as a reminder of the steps we have to do for any object is texture.
You can wrap it first.
Make a texture over here, new texture.
Select a texture for your coloring and then go to texture, paint and start texture.
And if you need roughness map to make variation in the rough things to make variation the bump in the
metallic use these texture slots.
All right.
That's it for now.
And onto next with you.
Goodbye.