1 00:00:01,260 --> 00:00:01,770 Hello. 2 00:00:02,640 --> 00:00:07,890 In this video, we are going to do some material on some color to our character. 3 00:00:08,670 --> 00:00:18,180 So we model architects and then we model some clothes and then we finish last is making a shoe. 4 00:00:18,450 --> 00:00:18,780 All right. 5 00:00:19,110 --> 00:00:25,200 So before giving some material and making some material, let's do some final adjustments. 6 00:00:25,710 --> 00:00:34,650 So, for example, I don't like the nose over here, so let's just let's just delete that and then use 7 00:00:34,650 --> 00:00:42,720 this cube we made here with the there's level and let's try to make them more stylized, more simple. 8 00:00:42,720 --> 00:00:43,140 No. 9 00:00:43,140 --> 00:00:45,450 So nothing fancy. 10 00:00:45,810 --> 00:00:46,290 All right. 11 00:00:46,830 --> 00:00:49,860 So let's go to edit mode, select the face 12 00:00:52,830 --> 00:00:56,970 and then g x, let's turn off the original design. 13 00:00:58,980 --> 00:00:59,370 All right. 14 00:01:00,280 --> 00:01:02,550 Then let's position it wherever you want. 15 00:01:04,110 --> 00:01:12,810 So select this first g y and then maybe let's rotate in the x axis. 16 00:01:15,900 --> 00:01:20,730 All right, now let's increase the subdivision level to something like trees. 17 00:01:20,730 --> 00:01:25,320 And also, I think there was a smooth it right click, say the schools. 18 00:01:28,410 --> 00:01:33,330 Now let's go and move these vertices a little bit toward the x axis 19 00:01:36,330 --> 00:01:38,820 or actually y axis. 20 00:01:39,090 --> 00:01:44,730 So on the y axis, they move them inside of. 21 00:01:44,730 --> 00:01:45,630 It's a bit to. 22 00:01:49,520 --> 00:01:50,820 Then it's two rounds. 23 00:01:50,840 --> 00:01:51,380 So 24 00:01:53,940 --> 00:02:01,790 select these edges and then skill, skill them in the x axis. 25 00:02:09,780 --> 00:02:11,490 Let's look around, see what we have. 26 00:02:12,390 --> 00:02:14,370 Make some changes over here, maybe. 27 00:02:22,920 --> 00:02:23,340 All right. 28 00:02:23,340 --> 00:02:25,980 I think I like this one a lot better now. 29 00:02:26,140 --> 00:02:27,050 Very simple. 30 00:02:27,240 --> 00:02:29,070 I was knows. 31 00:02:29,460 --> 00:02:30,720 Now let's go to the shoe. 32 00:02:31,710 --> 00:02:38,250 And I want to first disabled the mirroring for all of these. 33 00:02:42,810 --> 00:02:53,880 Now let's do some more adjustments or here some final adjustments, and then we are going to convert 34 00:02:53,880 --> 00:02:54,960 them to mesh. 35 00:03:00,100 --> 00:03:00,970 This emergency? 36 00:03:00,970 --> 00:03:04,120 I think it's not necessary. 37 00:03:18,530 --> 00:03:23,050 That's actually home to the kid that projects where it takes back. 38 00:03:23,810 --> 00:03:27,470 It made some really sharp edges over here. 39 00:03:49,200 --> 00:03:49,570 Right. 40 00:03:50,810 --> 00:03:56,020 Let's make some some changes over here. 41 00:03:58,610 --> 00:04:02,320 Let's move these towards this is a little bit inside. 42 00:04:33,890 --> 00:04:34,550 All right. 43 00:04:38,120 --> 00:04:39,470 This one is too high. 44 00:04:39,470 --> 00:04:40,520 So let's bring it down. 45 00:04:40,650 --> 00:04:41,030 G. 46 00:04:41,630 --> 00:04:41,990 Z. 47 00:04:47,230 --> 00:04:47,720 She's. 48 00:04:53,760 --> 00:04:55,410 I just rotated this one. 49 00:04:56,100 --> 00:04:58,650 The end part is not. 50 00:04:59,950 --> 00:05:04,410 It is distorted over here, but we don't care because it is going to be seen. 51 00:05:05,010 --> 00:05:05,430 So. 52 00:05:08,360 --> 00:05:14,450 Let's move these two down right like this then let's move these tree 53 00:05:17,000 --> 00:05:17,510 down. 54 00:05:17,720 --> 00:05:21,320 We gz and then that's rotate. 55 00:05:21,670 --> 00:05:23,210 We need to control t. 56 00:05:26,420 --> 00:05:28,170 Then move them a little bit. 57 00:05:29,320 --> 00:05:32,290 And this move, this one down as well. 58 00:05:33,100 --> 00:05:38,950 This one down over here and then rotate with control to. 59 00:05:56,560 --> 00:05:56,950 All right. 60 00:05:57,580 --> 00:05:59,590 I think that's more cleaner now. 61 00:06:00,350 --> 00:06:03,880 Can do some more adjustments here as well. 62 00:06:04,510 --> 00:06:09,810 But this one is the throttle control. 63 00:06:09,850 --> 00:06:10,510 See? 64 00:06:12,400 --> 00:06:15,400 And bring this one on to be down. 65 00:06:17,420 --> 00:06:18,350 This one as well. 66 00:06:18,650 --> 00:06:19,100 So. 67 00:07:08,490 --> 00:07:08,880 All right. 68 00:07:09,330 --> 00:07:23,520 So let's take a look at the case panel and go around your character and see if you see and look for 69 00:07:24,450 --> 00:07:27,390 flaws and maybe look for something that you can change. 70 00:07:27,660 --> 00:07:35,580 For example, I think the years here can go a little bit toward insight like this 71 00:07:40,200 --> 00:07:42,660 is too much so. 72 00:07:45,090 --> 00:07:49,950 All right, so we can change the width of these eyebrows. 73 00:07:56,030 --> 00:07:56,450 Okay. 74 00:08:11,580 --> 00:08:12,370 All right. 75 00:08:15,960 --> 00:08:17,760 Small is one down. 76 00:08:17,910 --> 00:08:18,560 It's a bit. 77 00:08:30,710 --> 00:08:31,790 Let's go to work. 78 00:08:33,620 --> 00:08:35,360 This is one queue, right? 79 00:08:35,419 --> 00:08:43,309 Let's make it look over here and then let's bring the teeth in the middle down so it would make care 80 00:08:43,429 --> 00:08:44,150 like this. 81 00:08:53,540 --> 00:08:53,960 All right. 82 00:08:54,770 --> 00:08:57,170 We can scale it a little bit. 83 00:08:57,170 --> 00:09:00,290 So skeleton does access the brain to the. 84 00:09:06,080 --> 00:09:06,850 Okay. 85 00:09:06,860 --> 00:09:08,100 That's sure. 86 00:09:08,120 --> 00:09:09,440 This was this part. 87 00:09:12,700 --> 00:09:13,200 And she. 88 00:09:13,250 --> 00:09:14,960 This was this part. 89 00:09:26,160 --> 00:09:28,110 And the bolts looks good. 90 00:09:29,610 --> 00:09:30,150 All right. 91 00:09:30,930 --> 00:09:36,990 I think we were ready to start the material. 92 00:09:37,080 --> 00:09:45,230 We can always go back and adjust things, but at some point, you need to stop and say, okay, that's 93 00:09:45,240 --> 00:09:50,580 that looks good to me and go to the next step. 94 00:09:50,970 --> 00:09:51,330 Right. 95 00:09:51,570 --> 00:09:51,930 So. 96 00:09:55,640 --> 00:09:56,120 All right. 97 00:09:56,810 --> 00:10:03,410 Now, what I'm going to do, I'm going to first say with this control s and then I'm going to make another 98 00:10:03,410 --> 00:10:11,750 save for because I want to convert these curves or here and over here to mesh and then to apply all 99 00:10:11,750 --> 00:10:15,350 of these all these modifiers. 100 00:10:15,680 --> 00:10:18,950 So once I once I want I'll just say far enough. 101 00:10:18,950 --> 00:10:26,900 So to do that control shift s and this window will be all and then press these plus button over here. 102 00:10:27,650 --> 00:10:28,700 Okay, this plus what. 103 00:10:28,700 --> 00:10:34,700 Don't make a number in front of your circle and then save us. 104 00:10:34,940 --> 00:10:35,200 All right. 105 00:10:35,210 --> 00:10:37,400 And this is now a new set file. 106 00:10:38,480 --> 00:10:49,160 And we can always, if we do some mistakes, go back as a pens or here are other objects from the other 107 00:10:49,160 --> 00:10:49,730 so far. 108 00:10:50,520 --> 00:10:50,720 Okay. 109 00:10:50,750 --> 00:10:58,280 Now, let's get into the converting of converting these curves to the that leaves them all. 110 00:10:58,550 --> 00:11:00,190 And I think that's it's right. 111 00:11:00,200 --> 00:11:01,520 That's all the curves we have. 112 00:11:02,870 --> 00:11:08,440 Then go to object and converts or right click and convert to convert to mesh. 113 00:11:08,450 --> 00:11:17,060 And now if you go to this mode, you can see we have this nice mesh over here and over here. 114 00:11:17,240 --> 00:11:19,400 These are the measures we have. 115 00:11:21,680 --> 00:11:25,550 And then we can go to we can select these 116 00:11:28,250 --> 00:11:35,450 shoelaces and then select the one we want to join them and then control J to join them on. 117 00:11:35,450 --> 00:11:46,310 So now these, these shoelaces are joined and then let's add origin to geometry and then a minimum before 118 00:11:46,820 --> 00:11:53,540 I knew it mirrored in the body I think. 119 00:11:54,260 --> 00:11:54,560 Yeah. 120 00:11:55,100 --> 00:12:00,020 So it would be mirrored toward the other shoe 121 00:12:02,660 --> 00:12:04,760 and we can keep this mirror for now. 122 00:12:05,420 --> 00:12:07,790 So let's go. 123 00:12:07,820 --> 00:12:14,510 And you come over to this one and all this starts joining these areas over here. 124 00:12:14,510 --> 00:12:21,110 So we have this one with so there's a little too let's see our solution a little too. 125 00:12:21,110 --> 00:12:24,920 So general tree, acting level tree. 126 00:12:26,190 --> 00:12:26,870 It's good enough. 127 00:12:26,880 --> 00:12:33,930 We don't have to apply for the help from now, so let's just leave it as it is for the IRA as well. 128 00:12:33,930 --> 00:12:35,190 We don't have to apply it. 129 00:12:35,640 --> 00:12:36,060 All right? 130 00:12:36,570 --> 00:12:41,910 We can just do this to the more organized. 131 00:12:43,170 --> 00:12:48,390 So when we organize modifiers, this is our file right here. 132 00:12:48,390 --> 00:12:49,650 This is our nose. 133 00:12:49,650 --> 00:12:55,950 So we can we can join the ears and the nose of the face right now. 134 00:12:55,950 --> 00:12:58,380 Okay, so let's do that. 135 00:12:58,380 --> 00:13:02,610 If you want to make adjustments to the ear, we should do that right now. 136 00:13:02,610 --> 00:13:05,640 So I think that's good enough. 137 00:13:05,640 --> 00:13:19,470 So if we if you maybe rotated in the X axis or the Y axis or a thing, is it's good enough for now, 138 00:13:19,510 --> 00:13:19,910 right? 139 00:13:19,920 --> 00:13:21,360 This is a stylus character. 140 00:13:23,040 --> 00:13:24,300 Let's select the ears. 141 00:13:24,360 --> 00:13:30,330 Let's try to know the necessary the face and then control J to join them all. 142 00:13:31,620 --> 00:13:34,530 And now this is one object. 143 00:13:35,280 --> 00:13:36,630 Okay, I did the mystic. 144 00:13:36,630 --> 00:13:40,320 I have to first apply this mirror modifier. 145 00:13:40,320 --> 00:13:47,250 So let's move it up like this and apply the the subdivisions as well. 146 00:13:47,250 --> 00:13:52,770 So let's see which subdivision is good for us. 147 00:13:55,480 --> 00:14:01,210 I think Subdivisional level two is enough where we can go with three as well. 148 00:14:01,210 --> 00:14:07,780 So let's go with three and apply the mirror modifier, apply the subdivision modifier and now the ears 149 00:14:07,780 --> 00:14:10,720 are here and then we can go to the nose as well. 150 00:14:11,080 --> 00:14:11,950 Why the nose? 151 00:14:13,000 --> 00:14:15,460 The tree, I think, is enough. 152 00:14:15,880 --> 00:14:17,200 Yeah, three is enough. 153 00:14:18,640 --> 00:14:21,690 That's why it's a select ears. 154 00:14:21,690 --> 00:14:28,620 So, like the nose, like the face and control j and then this face is connected. 155 00:14:28,890 --> 00:14:30,310 Right now that is connected. 156 00:14:31,120 --> 00:14:36,610 We can use the whole face for colouring and all that. 157 00:14:37,090 --> 00:14:40,990 We can also join this body over here. 158 00:14:40,990 --> 00:14:42,700 We don't have a modified for the body. 159 00:14:43,360 --> 00:14:46,300 If you go to edit mode, we can see that we have this geometry. 160 00:14:46,480 --> 00:14:50,280 But as you can see, this part of the body cannot be seen. 161 00:14:50,290 --> 00:14:54,700 So if I go to extreme mode, you can see that this part is not going to be seen. 162 00:14:54,700 --> 00:15:00,460 So this is just this is just unnecessary geometry. 163 00:15:00,470 --> 00:15:08,530 They can't slow down our computer so we can go to France view and then go to the edit mode. 164 00:15:08,830 --> 00:15:18,100 And then also, Zain, to enable the remote and then let's box select these areas that we don't need. 165 00:15:18,100 --> 00:15:26,740 So this area, maybe some symmetry on here, these areas, I think. 166 00:15:29,700 --> 00:15:30,510 Let's see. 167 00:15:31,140 --> 00:15:31,530 Yeah. 168 00:15:32,460 --> 00:15:39,850 These areas, we can just delete them with X and vertices, so we just delete that, those areas that 169 00:15:39,870 --> 00:15:43,440 we don't need and we will help us with a better and a smoother 170 00:15:46,500 --> 00:15:47,070 viewport. 171 00:15:47,730 --> 00:15:58,410 Right now all we can do is to select select the hands so like the face and then join these two as well. 172 00:15:58,410 --> 00:16:03,840 So first, yeah, let's so perhaps only the first and join these two with control. 173 00:16:03,840 --> 00:16:06,510 J It will apply. 174 00:16:06,840 --> 00:16:12,480 It will also apply and it was obviously modified for the hands. 175 00:16:13,770 --> 00:16:15,360 Maybe that's not what we want. 176 00:16:15,360 --> 00:16:17,910 So let's undo those first. 177 00:16:19,050 --> 00:16:19,440 All right? 178 00:16:20,070 --> 00:16:28,320 So just undo it and let's let's do this for joining these parts for the last one. 179 00:16:28,680 --> 00:16:34,620 So let's apply the mirror modifier for this one, the one the first for this one. 180 00:16:34,620 --> 00:16:38,930 So first the moon was four, then solidified, then subdivision. 181 00:16:38,940 --> 00:16:44,310 So let's see if the subdivision level is too high. 182 00:16:44,310 --> 00:16:46,380 Maybe we can go lower than this. 183 00:16:52,220 --> 00:16:52,460 She? 184 00:16:56,640 --> 00:17:00,090 So I think at least four is need us for this part. 185 00:17:00,870 --> 00:17:05,819 So let's select around to apply all the modifiers. 186 00:17:06,270 --> 00:17:08,069 Let's see what all the rooms know. 187 00:17:09,030 --> 00:17:16,589 To apply all the modifiers you just have to from the hold control a and then visual geometry to mesh. 188 00:17:16,650 --> 00:17:22,380 All right, now all the modifiers of this part is applied. 189 00:17:22,500 --> 00:17:25,160 Then we can go here and delete this one as well. 190 00:17:25,170 --> 00:17:25,890 We don't need it. 191 00:17:27,000 --> 00:17:27,990 So go ahead. 192 00:17:28,540 --> 00:17:37,210 First to delete can delete every object, every mesh that you cannot see in the scene. 193 00:17:37,230 --> 00:17:37,620 So. 194 00:17:39,000 --> 00:17:39,510 All right. 195 00:17:40,020 --> 00:17:41,270 Now I think we're ready. 196 00:17:42,750 --> 00:17:45,900 First, let's apply this one as well. 197 00:17:46,000 --> 00:17:54,330 We can keep them because we probably won't be doing anything so fancy about these one. 198 00:17:54,340 --> 00:18:05,370 So let's just keep the modifiers applying them will make and we'll make it make it more hard to go around 199 00:18:05,370 --> 00:18:06,130 the view protocol. 200 00:18:06,150 --> 00:18:07,680 So let's just keep them. 201 00:18:07,690 --> 00:18:11,870 And then so we have this and then we can have this one as well. 202 00:18:11,880 --> 00:18:23,040 So I'm aiming to be I'm actually aiming to use both material and vertex painting in this part. 203 00:18:23,400 --> 00:18:23,700 All right. 204 00:18:23,700 --> 00:18:28,050 So in the next path, then I can go to texture, painting and show you the texture painting. 205 00:18:28,980 --> 00:18:33,930 So I'm going to do some parts with just material and the procedural materials. 206 00:18:33,960 --> 00:18:41,310 And then so the face, for example, in the hand we can go with versus painting and I as well. 207 00:18:41,310 --> 00:18:42,960 Maybe so. 208 00:18:43,560 --> 00:18:47,730 So then we don't have to apply the modifiers for this one. 209 00:18:47,730 --> 00:18:53,350 So let's just go back then get the modifiers of this area back. 210 00:18:53,430 --> 00:18:54,780 So let's go back. 211 00:18:58,350 --> 00:18:58,650 All right. 212 00:18:59,040 --> 00:19:07,080 Now we have the modifiers of this pass back, and then we can delete this one again so we can minimize 213 00:19:07,080 --> 00:19:08,520 them like this. 214 00:19:08,550 --> 00:19:14,550 So I want to apply and modify or apply a material position, material here and position on material 215 00:19:14,550 --> 00:19:19,860 over here so we can or we can have them modify it out. 216 00:19:20,340 --> 00:19:20,760 All right. 217 00:19:20,760 --> 00:19:22,380 We don't have to apply them. 218 00:19:22,380 --> 00:19:28,740 But for vertex printing, we have to apply this subdivision because unfortunately the blender can't 219 00:19:29,430 --> 00:19:36,480 yukon's where it expands in blender with the subdivision level in some other subseries you can do that 220 00:19:36,930 --> 00:19:43,170 and I hope that this feature to just add subdivision level and starts painting. 221 00:19:43,170 --> 00:19:47,250 So then let's check the other parts. 222 00:19:48,570 --> 00:19:49,050 All right. 223 00:19:50,700 --> 00:19:51,450 I think we're good. 224 00:19:51,450 --> 00:19:54,870 So let's minimize the modifiers for the shoes as well. 225 00:19:58,260 --> 00:20:01,830 And all right, let's start with the materials over here. 226 00:20:01,830 --> 00:20:05,400 So let's go to shading for save first. 227 00:20:06,150 --> 00:20:07,020 Let's go to shading. 228 00:20:09,930 --> 00:20:14,790 And then we are in the shading in the material viewport menu. 229 00:20:15,210 --> 00:20:20,520 So this is the principal the principal stuff we have. 230 00:20:21,720 --> 00:20:26,490 I want to make some procedural material for these codes over here. 231 00:20:26,490 --> 00:20:33,600 So let's first go to YS, then I want to make some textures. 232 00:20:33,600 --> 00:20:35,070 So let's go to the textures. 233 00:20:35,760 --> 00:20:50,580 Let's go to I think one, I will be good for us and then let's color up this distance to find if I see 234 00:20:51,150 --> 00:20:56,010 and then let's continue this whole control shift. 235 00:20:56,010 --> 00:20:59,670 Click to see the effect of these wandering texture. 236 00:21:00,000 --> 00:21:02,820 Then we can adjust this one like this from like this. 237 00:21:03,270 --> 00:21:07,390 The wanted scale is up to make some cells like this. 238 00:21:07,500 --> 00:21:08,820 These are some cells. 239 00:21:11,070 --> 00:21:15,900 All right, then we can go ahead and change the material here. 240 00:21:15,900 --> 00:21:19,500 So let's make all those shirts. 241 00:21:22,180 --> 00:21:22,450 No. 242 00:21:22,450 --> 00:21:23,320 Let's make. 243 00:21:26,560 --> 00:21:32,400 Call it of the dot to something like may be. 244 00:21:35,110 --> 00:21:35,830 Maybe some. 245 00:21:40,650 --> 00:21:41,460 Maybe some yellow. 246 00:21:42,150 --> 00:21:42,540 All right. 247 00:21:43,200 --> 00:21:44,610 And then let's kill it off. 248 00:21:44,610 --> 00:21:50,190 Even more like something like even I can go two, one, one, one, 1,000th. 249 00:21:52,140 --> 00:21:53,720 And yeah, I think that's good. 250 00:21:54,600 --> 00:21:54,980 All right. 251 00:21:54,990 --> 00:21:59,560 Now, to see the effect on the hormones or your control, she clicked on the boost. 252 00:21:59,640 --> 00:22:05,190 Obvious yet to apply it well and then connect the color to base color. 253 00:22:05,550 --> 00:22:07,980 And then one day is going to calculate the changes. 254 00:22:08,010 --> 00:22:09,810 And this is what we get. 255 00:22:13,160 --> 00:22:13,670 All right. 256 00:22:14,180 --> 00:22:20,600 So we can also make another texture or he has a mic and let's bring in a decent look and noise picture, 257 00:22:21,410 --> 00:22:31,520 and then let's make a new color around with black and white and then connect these two together. 258 00:22:31,520 --> 00:22:35,810 And then consumers should click on this one to see how this will be. 259 00:22:35,810 --> 00:22:36,590 This will look. 260 00:22:36,980 --> 00:22:40,690 So let's change this skill here and change the detail. 261 00:22:40,700 --> 00:22:44,120 Randomization, distortion, maybe. 262 00:22:44,120 --> 00:22:48,200 No, I don't like the distortion, so let's research into default value. 263 00:22:49,310 --> 00:22:52,220 Let's change these values over here as well. 264 00:22:54,720 --> 00:22:55,140 All right. 265 00:22:55,300 --> 00:23:00,420 Now, all we can do is add, uh, Meeks or JP. 266 00:23:00,420 --> 00:23:03,270 So let's search for Meeks, IGP. 267 00:23:04,110 --> 00:23:05,200 Let's put it over here. 268 00:23:05,220 --> 00:23:10,050 So this is called a one, and then let's connect these two to color two. 269 00:23:10,860 --> 00:23:12,120 And now this is mixed. 270 00:23:12,270 --> 00:23:12,600 All right. 271 00:23:12,600 --> 00:23:13,720 Let's to see that. 272 00:23:13,740 --> 00:23:18,220 Let's go and click on this control shift. 273 00:23:18,240 --> 00:23:22,110 Click on this and let's see what we get. 274 00:23:22,200 --> 00:23:24,120 So we get this shade over here. 275 00:23:24,120 --> 00:23:28,470 So this is a mix between the nice texture and the warm night texture. 276 00:23:28,470 --> 00:23:32,690 We can change the color of this over here. 277 00:23:32,700 --> 00:23:36,720 So let's change the color here and see what we guess or what's blue. 278 00:23:37,800 --> 00:23:40,850 And this is mixing these two textures. 279 00:23:40,860 --> 00:23:46,380 We can also go here to the blending type and go to add and see what we get. 280 00:23:51,070 --> 00:23:51,520 All right. 281 00:23:54,160 --> 00:23:55,330 Let's go to multiplayer. 282 00:24:03,220 --> 00:24:06,630 To multiply is too much a thing on screen. 283 00:24:06,670 --> 00:24:07,090 See? 284 00:24:14,330 --> 00:24:17,330 The screen is giving some cool effects. 285 00:24:17,330 --> 00:24:19,160 So let's change this color. 286 00:24:21,760 --> 00:24:26,140 And change it to something like green maybe. 287 00:24:28,420 --> 00:24:28,810 All right. 288 00:24:28,810 --> 00:24:31,110 Now is increased this skill 289 00:24:34,870 --> 00:24:37,300 and increase this one as well. 290 00:24:53,990 --> 00:24:55,640 We can change the values over here. 291 00:24:55,640 --> 00:24:58,280 So I want some subtle changes on the shirt. 292 00:24:59,300 --> 00:25:01,460 I don't want it to be too much. 293 00:25:05,700 --> 00:25:06,020 All right. 294 00:25:06,030 --> 00:25:10,220 And then the saturation of this color here is too much for me. 295 00:25:10,230 --> 00:25:13,080 So let's just bring down the value. 296 00:25:16,340 --> 00:25:19,250 A little bit and then bring down the situation here. 297 00:25:28,050 --> 00:25:31,770 All right, let's play around with the noise, texture. 298 00:25:36,540 --> 00:25:40,390 You know, this bring down the situation of this color here as well. 299 00:25:48,930 --> 00:25:49,140 Okay. 300 00:25:49,200 --> 00:25:52,320 Let's go to render and see what it looks like in the render. 301 00:25:53,310 --> 00:25:56,100 As you can see, there are some textures over here. 302 00:25:57,720 --> 00:26:03,220 So all right, for now, I'm happy with these things. 303 00:26:03,360 --> 00:26:07,500 I want another texture here for the form, for the normal. 304 00:26:07,500 --> 00:26:12,180 So these are less are not as six year ones may be. 305 00:26:14,460 --> 00:26:15,270 I think. 306 00:26:18,460 --> 00:26:19,360 Musgrave. 307 00:26:19,390 --> 00:26:19,930 Or we could. 308 00:26:19,970 --> 00:26:20,260 We are. 309 00:26:20,440 --> 00:26:25,000 So it's another colour around here to see the changes. 310 00:26:26,260 --> 00:26:29,710 Let's connect these two and control shifty here. 311 00:26:30,190 --> 00:26:32,740 And this is going to add this type of effect. 312 00:26:32,750 --> 00:26:34,660 So let's change the scale. 313 00:26:38,770 --> 00:26:41,020 I want something to hide. 314 00:26:41,260 --> 00:26:42,330 So, like. 315 00:26:42,480 --> 00:26:46,660 Like this and then change the detail over here. 316 00:26:46,990 --> 00:26:52,480 All right, then I'll go shift again and search for swamp vector. 317 00:26:52,480 --> 00:26:57,220 Say this is a one vector and then connect the color around to the picture. 318 00:26:57,220 --> 00:27:01,090 And I connect the bump to the normal over here. 319 00:27:01,890 --> 00:27:02,710 All right. 320 00:27:03,580 --> 00:27:09,310 Is going to calculate when that is going to calculate and make some bumps over these white areas. 321 00:27:10,240 --> 00:27:18,640 And then if I click shoot to shift on this, this is going to be the color and this is going to be the 322 00:27:18,640 --> 00:27:20,440 bump node over here. 323 00:27:20,440 --> 00:27:20,860 So 324 00:27:23,590 --> 00:27:27,370 as you can see, there are some bumps on the texture. 325 00:27:27,370 --> 00:27:30,430 So if you go to this material, you. 326 00:27:33,090 --> 00:27:39,270 And let's increase the lights over here. 327 00:27:41,450 --> 00:27:41,750 All right. 328 00:27:42,110 --> 00:27:43,820 This is clearly too much. 329 00:27:43,820 --> 00:27:48,170 So we can go here and decrease the stress to something like 4.5. 330 00:27:48,860 --> 00:27:49,220 Let's go. 331 00:27:49,270 --> 00:27:50,930 4.1. 332 00:27:56,640 --> 00:28:03,320 And we have to connect this color to the height, so so we can see the effect. 333 00:28:04,340 --> 00:28:06,070 You have to consider color to height. 334 00:28:06,590 --> 00:28:10,760 So it wasn't affecting the surface very much. 335 00:28:10,760 --> 00:28:15,110 So now we can see how it affects the surface over here. 336 00:28:15,320 --> 00:28:16,850 And this is too much. 337 00:28:16,850 --> 00:28:24,800 So I'm going to go to four very subtle, like zero, very subtle zero or one. 338 00:28:26,300 --> 00:28:27,470 Maybe that's going to be. 339 00:28:28,700 --> 00:28:31,580 Yeah, things can go higher. 340 00:28:31,580 --> 00:28:35,720 So zero or as you treat. 341 00:28:36,230 --> 00:28:36,530 All right. 342 00:28:40,000 --> 00:28:41,710 I think that's fine for now. 343 00:28:42,430 --> 00:28:43,450 Let's change this. 344 00:28:43,450 --> 00:28:53,140 Points like to an aerial light and go here and then control T or shift the story to change the direction. 345 00:28:55,120 --> 00:29:00,100 This is kill it and let's increase the power to something like 100. 346 00:29:02,730 --> 00:29:04,230 Let's change the color. 347 00:29:06,390 --> 00:29:08,460 Let's change it to 1000. 348 00:29:08,940 --> 00:29:18,050 And you have more lights over here to see the changes is very subtle, and that's very much what adds 349 00:29:18,060 --> 00:29:21,420 variation to your clothes. 350 00:29:21,510 --> 00:29:21,870 All right.